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MACHAIRA

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A member registered Mar 24, 2020 · View creator page →

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(1 edit)

First post on my plans - https://itch.io/blog/1525396/gamedevtv-game-jam-post-1

Since the post hasn't been approved yet, copied below :(


Been a couple of days since the GameDev.tv game jam started. Luckily the theme fits in with an idea I've had for a couple years - a puzzle game that involves building a path from a start location to a finish location by connecting bridges with <x> number of columns. The complexity of the levels can range from stupidly simple to incredibly complex, given that there are requirements on using all of the bridges provided and doing it as quickly as possible. To prevent cheating, the player will only get one shot at completing a level to have their time count and the timer runs constantly even if you pause the game. I have plans for post-jam to implement an editor to allow creation of custom levels to make the game infinitely (relatively speaking :D). Probably won't have time to implement that in the 10 days of the jam, considering it's already the 3rd day. We'll see how many levels I can throw together as well. Planning on 24 to ship with the game by jam end, along with a couple of tutorial levels. Need to at least get the tutorial levels and 1 or 2 real levels created. Progress so far:

  • Main scenes created, most with just a Back button and no content
  • Graphics assets added - just a handful of sprites needed.
  • Level code classes created
  • Level selection scene done, but code to load level from data not implemented since I don't have data yet.

Back to coding :)

I imagine a bunch of us have issues from not having playtest. One of the quirks of game jams I've discovered. :)

Yeah, exit button was a miss, apologies. :( Volume didn't seem loud to me, but I don't use headphones, probably should be a test item.

Difficulty was intentional, obviously testing feedback for a full release would be done.

Appreciate the comments.

Not sure why the use of thrust was required in space, unless there was a black hole at the bottom of the screen. Agree with other comments that ship controls felt slow. Almost impossible at times to get to fuel unless you stay in the center of the screen, but maybe that was the idea. Made it through the 3 minutes fairly easily though. Shield felt redundant with the amount of wrenches available.

So the trick was to click on the glass at the end.

Completed 26 glass I believe. Seemed to scale quickly after a dozen or so glasses.

Good job. 

With the lemon just appearing to spin in place I didn't believe it had worked. There was nothing indicating to click on the drink again that I remember. I'll try again.

Maybe I'm misreading the instructions. After clicking on a glass, clicking the jug, nothing else seems to work. Lemons just spin around when I click on them. Can't get even one glass completed.


Interesting idea though. :)