I love the narration. And it's a nice touch that you have lighting in the game. Really nice moment when Beanito comes out of the tunnel in the end and the light shines behind him
kirdaybov
Creator of
Recent community posts
The game is called Propaganda.
I'm pretty happy with what came out of the 2 days of this jam so I thought maybe I'll share my experience.
Disclaimer: I'm a graphics programmer in a AAA game studio so keep that in mind. That being said, this is my first game jam.
Tools used:
Godot as a game engine.
Aseprite for pixel art.
Reaper + Surge XT + midi keyboard for SFX and music.
Git for version tracking so there's no work lost.
I spent ~6-8 hours implementing core gameplay. The genre chosen is a turn-based strategy so it was somewhat involved. I needed to implement turn-based movement mechanic, unit selection, simple economics, lots of interaction between HUD and gameplay (deploy ad, update funds, update propaganda level, show proper movement when a different unit is selected, etc). First day I just focused on that with no graphics/sounds/animations/out of the box UI.
Second day was really to make everything pretty (I hope). I spent around 3-4 hours drawing main planned assets + animations (two terrain tile maps + animations, 3 types of houses, 3 types of ads, unit animation, UI elements).
Then I spent 2 hours making SFX and music, for this game it was 3 simple SFX (on ad deploy, on turn pass, and on turret spawn), 35 second loop of music and a short 5 sec tune for an end screen.
So it was around 4pm of Saturday at the time so I got to polishing. Fixed some bugs, polished my level design (if you can call it that), added a camera zoom out + turret spawn animation/VFX on the end of the game. All together another 1-2 hours.
I wanted to have an intro screen with an animated flag so that was a bit of programming and drawing. Another hour or so.
Finally added in-game tutorial, another hour.
Hopefully it gives some perspective on what time was spent there for this type of game.