Flow
Game Jam2025

Flow

Unity 20th Anniversary Game Jam, ranked 4th out of 434

Platform
PC
Team
10 people · 2 developers / 8 artists
Time
55 hours
Role
Character controller, combat and asset integration
About the project

What it is

Flow was created for the Unity 20th Anniversary Game Jam around the theme "Timeless". The player protects the fountain of youth from three realities attacking at the same time.

What I worked on

My contribution

I developed the character controller with Unity's built-in tools and implemented the player's combo system. Because the project was created during a 55-hour game jam with eight artists, I also organized a fast asset-integration workflow so new models, animations and visual updates could be added without slowing down gameplay development.

Key features

Main systems

  • A responsive character controller built with Unity's gameplay tools.
  • A combo system that chains player attacks and controls their timing.
  • Three parallel timelines attacking one shared objective.
  • A fast integration workflow for assets produced by eight artists.
Technical deep dive

How it works

Player gameplay

Movement and combos

I built the character controller and the combat combo flow, focusing on controls that remained responsive despite the very short production schedule.

  • Unity's existing tools gave us a stable foundation that could be tuned quickly during the jam.
  • The combo system sequences attacks and keeps player input, timing and animations consistent.
Game-jam workflow

Fast art integration

With eight artists producing content in parallel, I helped keep the path from exported asset to playable build short and predictable.

  • New assets could be integrated and tested quickly without rewriting gameplay code.
  • Clear ownership between the two developers reduced merge conflicts and kept work moving.
Challenges

What was difficult

The main challenge was building responsive player gameplay while ten people were changing the project at the same time. Reusing reliable Unity tools and keeping the asset pipeline simple let us iterate without sacrificing the final integration.

Screenshots

Gallery

In-game shot
The fountain under attack across the three timelines.
Conclusion

What I learned

The project ranked 4th out of 434 entries. It taught me how to choose a focused technical solution, build responsive gameplay quickly and integrate a large amount of art under extreme time constraints.

Stack
UnityC#Game JamTeam of 10
TimeCapsule
Next project
TimeCapsule
Explore the house you have always known, both as an adult and during your childhood. Solve puzzles and find a way to escape this solitude.