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kirdaybov

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A member registered May 14, 2019 · View creator page →

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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

Ok, now I've got to know what's up with the green lady? Why don't we shoot her? There's some exposition/backstory missing!

Thank you so much! Loved your game, btw!

I really wanted to try a turn-based strategy prototype so that was my start (topdown 2d + turns + selectable units). I didn't want to do any shooting in my game so turrets became a final reward for the game :) The ads are meant to influence people so I went with area control mechanics.

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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.


Thanks :)

That was pretty hard, great work

Just as thrilling as WoT :) Got 31 tanks

I liked the mechanics, finished all 5 levels :)

That was nerve wrecking, great job on all fronts!

Thanks! It was a busy Saturday :D

I got to over 6 millions but the game is still going

Could you move this from comment to description? Seems like an essential thing

Brings me back

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My hand hurts. 330.6

I survived with 10 sanity and 2874 final score!

Thanks! Yeah, I really wanted to go for a TBS genre but didn't really think through the learning curve :D

The music is great!

Surprisingly addictive

Thanks! It was a fun challenge to strip away everything and still make a game with such constraints