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I see what you mean!

Perhaps the thinking process behind the game design caused this that you're explaining. Last year, my entry performed well in art but not much in the fun experience of the game, so I focused on the main mechanics first this year to try to improve my game design (which was developing 3 well defined puzzles).

Then, I thought that once the core game loop was done (enter level - do puzzle - exit opens) I started to think how to enrich the experience with fps elements, so the player would have some fun during his journey towards the puzzle.

Since I draw ideas from doom eternal and deathloop focusing on making it work in isolation, it resulted in the fps elements and art being developed separated from the puzzle ideas and I never thought about integrating them together. At all times, the fps, art and sound elements were enriching the experience around the core loop (at least in my head).

Now that you mentioned and I think of it, indeed even doom eternal connects the dots making you shoot buttons instead of pressing them (per example), it's really interesting to look at this from this perspective you suggested!

I cannot wait to see the result of this jam this year, the team approach was different and I want to see how much people liked the game, what it lacks and if it could turn into a commercial project!