Hehe, writing down the name just now makes me think, I really love this game purely for its concept, it’s far from being a brilliant game mechanics wise.
A couple of screen captures of it.
Therefore, in this game, programming was my focal point, though I usually cannot work without having a secondary world concept when designing a level even for a plain coding project. I had a few ideas initially, but I felt strongly about the GLaDOS the PotatOS adventure. It was in a world where Chell was out of the picture. So, GLaDOS took things in her own hands, so to speak, and fought the birds on her own to get to the GLaDOS machine to transfer her conscious into it. Wheatley is defeat solely on this action.
The game mechanics is shooting from PotatOS to kill the birds, the Turrets if you fancy destroying them, and trying to avoid the lasers. Also, getting the Cores, the orange and the manic red cores for a health boost.
The game needs more work. Specifically, getting the camera angle and the movement of the PotatOS righ is my priority, as the camera angle is too high, and the character’s movement isn’t smooth, it jitters slightly. Secondly, improve the look and feel of the environment, I’ve only 3D modeled the PotatOS and birds, the cores and turrets were assembled in Unity with the basic shapes, mostly the sphere. So, there will be a second iteration of the game in the future.
Play GLaDOS the PotatOS.
Valve owns the copyrights of Portal 2. This game is merely my take on a fictional adventure in Aperture Science Enrichment Center.