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QUT Bachelor of Games and Interactive Design Blogpost – Week 5: Platform Postmortem

Platform Postmortem


So this platform game I made is called “Super Bind

Still this is a prototype and not a final product, but the outline history has been quite rough especially on the in game mechanics. 

  • What Went Right: I've created a player, the level, and the enemies in the game. They are functional and the camera follows the player (player in the middle of the screen) so that the player can play the game like the way I wanted (Super Mario Bros. 1985 and Pico Park). Enemies are able to kill the player and player has their own animations when interacting with environments as well as movements. Typically your basic platformer game.
  • What Went Wrong: First, I planned to make the gameplay as a normal “platformer” but with grappling hooks or something that functions as a climbing mechanic. Unfortunately, I couldn’t create a program for it so I’m stuck as a “just another platformer”. 
  • The Journey Until Completion: Throughout the decision, I’ve decided to add another player to add fun and more obstacles such as monsters (enemies) and unique interactions with the levels. I added moving platforms that can be use as a elevator or door or a trapdoor. Also, monsters that has their own combat abilities. An enemy that comes out of pipes, bullets that shoot, as well as enemies that requires interesting interaction. In addition, buttons that can size up or down the players expanding the experience players enjoy.

Also I’ll share the “One Page and One-Sheet” for this game


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Week 6: https://itch.io/blog/727121/qut-bachelor-of-games-and-interactive-design-blogpos...