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Hello.

Did you include any optimisation techniques or did you rather chose to include only the in-engine ones?

R/ No. As it is a small game and there is little time, I didn't see the need to optimize it in terms of grid and graphics in unity. Tiles are in individual and not in chunk which is less optimized. If I had to optimize it, I would use several grids for different areas of the map and they would be loaded and unloaded depending on where the player is.

What engine and tools did you use to create your game , your graphics ?

Engine: Unity

Graphic: Aseprite/Photoshop

Was it hard to develop your game ? did you experienced any challenges ?

R/ Yes, the isometric pixel-art is difficult to fit in the unity grid or at least I don't have a lot of experience with it. Also the layers issue and that some things are in front of others in certain places is complex to handle and is a limitation if you want to implement some additional mechanics.

what inspired you for your game idea , and the gameplay ? The Game's name  and stoty ? 

Game idea: I simply wanted to make an 8-directional game with pixel-art. I was not inspired as such in another game. When I made the character walk around the stage I let the creativity fly free.

Gameplay: The theme is rivalry and one condition is a scoreboard, so what better than the weather being the rivalry. Now, as it is an 8-directional is like an open world, I had the idea that the character would bring things to someone and another NPC would block paths to fulfill the requirements of the JAM.

Game Name: The game is about bringing things so I thought of a direct order like bring me now!

Story: I thought it should have more story (More NPCs, More locations, More drawbacks), that's why there are so many items you can collect but in the end you use very few. Due to the time I had to cut a lot of things and in the end it was like this.

Thank you for your comment and time! <3