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(2 edits)

And it's submitted. A few general notes about the project.

This is the first game I've completed from start to finish. I've mostly used LibGDX for making live wallpapers, and I've been working on a game here and there in my spare time for the past year. I plan to polish this a bit, expand the length, tweak the gameplay, and publish to iPhone and Android.

I started out with a noble goal of good model/view encapsulation. Then I started using Scene2D.ui for scripting everything which works well. But as I realized it was taking too long, I started taking a lot of shortcuts. I just barely made it to the end without getting tripped up at all by some of the spaghetti. This is a small enough project that it was alright. I would not do this outside of a game jam.

I made very heavy use of JSON deserialization for describing all my assets. This worked out great for very quickly designing a lot of content for the game. It's not very clean because of the speed I was working at, but I would use a similar method in future projects.

Making pixel art is a blast, and I don't think I could have finished in time if I went for a higher-resolution style for the 2D art.

I decided on the main aliens being little squishy ball things intentionally so I could animate them quickly. When it came to the robots, I really ran out of time, so they only have a single animation. I made them round and spinny to get away with that.

I had quite a bit of planned content that I had to cut for time because it all relied on additional sprites. I plan to add some of that back in for the mobile release.