Constraints
You must design and build your game within the given constraints. The constraints are deliberately chosen to get you considering deeper designs, and to help remove the blank canvas syndrome.
- You must emulate the inputs, visuals and technical limitations of the Gameboy
- Input - Four directional D-pad, B, A, Star and Select
- Resoluation - 160 x 144 pixels
- Colour Palette - Monochrome 2-bit (4 shades of gray)
- Perspective - It must be 2D
- Assets - Only sprites are allowed - no polygons
- File Size - Default build size + 32mb
Advice
It can seem daunting to be given creative constraints and be mandated to create a game within them. Constraints can actually increase your creative output if utilized correctly. Lean into the constraints and think of clever ways to apply the theory.
- Simple Backgrounds - You'll want to focus artistic detail on your character and gameplay.
- Rendering - Figure out layer sorting and how to do your colouring ASAP.
- Scale Nearest Neighbor - This helps avoid aliasing when resizing assets.
- Avoid Mixels - Avoid scaling, rotating, or different grid sized sprites.
- 8-bit sound - Utilize 8-bit sound generators to create your own sounds.
- Remember your button theory - Overloading, Button States, Held Length Contexts, Button History
Rules
These rules are steadfast and unbreakable. Abide by them.
- You must submit your game before the deadline.
- You can only use assets that you have a license to use.
- The majority of game has to be original.
- Respect your team members' roles.
- Keep the scope of the game small - try to focus on a single feature.
Judging Criteria
These are the areas the staff will be judging your games on. Keep this in mind when designing and building your games.
Concept | Design | Functionality | Aesthetics |
---|
Fitting the theme
| Compelling
| Technical challenge
| Visual |
Creativity
| Fun
| Stability
| Audio |