Posted February 01, 2021 by sagar shrestha
Boom Miner Design History
But after creating the bomberman clone and applying some dungeon like room and enemy ai.The game felt fun for early room but felt slow and repetitive. The bombs felt very slow with a timer in an open dungeon environment.
While protopying the game initially I had used the player controller script from the previous game jam (GameAweek: Berlin) The script had two movement methods. One was a top down version and the other one had a platformer style controller.I accidentally activated the platformer controller while i was testing the game.The game felt completely different and had almost “Spelunkish” feel to it, which made me change my game into a fast paced platformer.
There wasn’t a certain design to follow so the further iteration were based on tweaking the old concepts. The enemies ai was changed from top down to a platformer based ai. The dungeons were changed to larger top to down square platform rooms.And the biggest change was all the enemies as well as platforms could be destroyed.