Posted May 28, 2017 by inventroom
It's just past midnight local time when I'm submitting my entry, and it's been a bit of a harrowing 40 hours. To be honest, due to fatigue built up over the last few weeks from school and assignments and just being busy in general, I didn't go into this jam feeling the most rested. I made the decision to nap on Saturday afternoon, which in retrospective I really needed and don't regret doing, but it's still a pity it had to be done during jam hours. All those sleep hours probably did contribute to me not having as much time/energy as usual though, which could be a factor as to why this entry wasn't the most polished thing I put out.
I got the idea to do this game from the theme 'Step Ghost', which seemed a little nonsensical. First thing that came to mind was DDR, which I thought, hey, ghosts don't typically have feet (fog feet, traditional bedsheet ghosts and stuff), so how would they play DDR - then I jumped to a possessed object, then a stick laid across multiple tiles, and that's how I got the general game concept.
Unfortunately, due to me having never coded a rhythm game before, nor having any idea how to do one, it took quite a while to get the core scripts up and running. Still, I'm pretty proud that I figured out how to make a rhythm game from scratch - it's always something I wanted to do. It's actually not too difficult to do - it's just really tedious, and involves a heck of a lot of math. But yeah - that was two strikes: physical fatigue, and not going with something particularly safe. Electric Space Jelly, my Ludum Dare 38 entry, at least had that benefit of going with very safe game mechanics.
But hey, every jam's a learning experience, and I'm pretty proud of what I did get out of this one. Still, just for posterity's sake, here's the full list of dropped features that were in planning stages:
Sooooo... yeah, you can see how a lot of things simply didn't go through. To be honest, this is probably the most unpolished game I've made for a game jam yet. (Not like I've jammed that many times, but still...) There's a lot of polishing I wanted to do, but as it is, all I have is a proof-of-concept. I sure hope the core gameplay ideas will be enough to carry me through, and I'll take any feedback I can get. If Butterscotch Shenanigans ultimately does look at my game, their feedback would be all that'll be needed make my day.
Anyways, just posting this to preempt that, yeah, I'm pretty aware of the above issues and what I'm missing. If I revisit this, I'll definitely address the above first and foremost. I envision a final release as a small novelty rhythm game with maybe 10 songs, just something small and fun that you'd spend half an hour clearing.