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My dreams as an indie dev rest on my assumption that the challenges I face in game development are NP-complete problems. Essentially, this career involves generating entertaining narratives and puzzles and stuff and it's also really hard. At the same time, when I'm especially confident in my ability to make a premium game by myself I start to think that maybe the challenges I've tasked myself with are more P than NP!
Welcome to Jumpland
Once I grabbed writing tools it became a very interesting puzzle. A great lesson on minimal information! While so many 2D games provide as many game statistics via UI as possible, the refreshing anti-omniscience of a game with one sensory dimension proves to be equally immersive.
This is my short feature list, stuff that's definitely going into the release version. My long list is full of a bunch of ideas I have buzzing around in my head. I'm up for feature suggestions!
- Supporting at least 8 player matches
- Spectator mode
- First support Physics type [gravity] and [static] --> later support for [blue] zero-g type
- Guns (?)
- More arenas
- Moving platforms
- Global triggers
- Dynamic light sources
- More visual feedback for getting hurt, dying
- Audio (looking for sound designer)
- Particle effects
I definitely don't have enough time to get all of the stones at the mines. Maybe this is because of lag? I see videos where people gather all of the stones without backtracking to the entrance even once.