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Great observation, it was my starting point, but I tweaked it a lot to match my needs. Here the 2 (mine at the top):
Also, I only use 15 colors for the moment (I got rid of the darkest grey) if ever I need one more in the future.
I'm making this in a HTML5/JS canvas. It was a challenge to force the 64x64 pixel thing even on a 4K screen. The browser wanted it to smooth my game. I use two canvas elements. One in 64x64 resolution, the other adapt to the screen, then, I make sure imageSmoothingEnabled = false and I draw the 64x64 canvas, as an image on the other canvas. And voilà ! Just make sure to use integer positions and sizes to avoid any semitransparent borders etc.
Hello everybody, this is my first devlog for this gamejam. It is also my first gamejam! But not my first game ;)
I have a good concept and I'm proud of it but I don't want to spoil it for now, so you'll discover it when the game is ready.
I started with the title screen
And I made the song!
Even if there is not much to see at the moment, what do you think about this game?
Good luck for this jam ;)
The difficulty in game is really intersting. I mean, the way difficulty increases. You want the player to be challenged, to give him the need to get better, to want to achieve something. If your game is an infinite runner kind of game, you can't controll difficulty with "levels" etc. But you have a lot of ways to increase that difficulty with time. Let's say you can change the "difficulty" integer variable from 0 to infinity (imagine you change speed, obstacle size etc.).
The first strategy is to not touch this variable. IIf you pick a low valuee, your game will be boring and you could play without dying for years. But with a really high value, your game will be an exciting challenge... But in the long term, your game will not be fun to play.
The second strategy is to have a linear increase of this variable. Now it's getting better. The game is interesting, but if you become a good player, each game takes too much time and you end up being frustrated.
The last strategy is to use exponential increase. Even if this will be frustrating for the beginers, it will allow you to have short dynamic and challenging games. Your game will have a "wall" for any user at some point, and it's good to allways have a wall to try to break. It give an "end" to an infinite runner type of game.
Exponential means for every x unit of time/score, the difficulty is multiplied y. For exemple, let's say that to beat a best time by 1 second, it's 1.1 times harder in a speed run of mario bros. It's seams easy... But it means that to beat a time by 1 minute, it will be 304 times harder! (A 4:50 wall seems to exist in the speed run world of super mario bros) This strategy will be exciting for purists, that's why speedrun exists, to add that kind of exponential difficulty aspect.
Pro tip: give some moment with low difficulty to let the player breathe.
Personally, I used the last strategy for my game because I want it to be playable, but I want to have short games (I want you to DIE quickly ahah). What do you think about this analysis, and how do you implement difficulty in your games? (sorry for the mistakes in my post, I'm french)
Hello everybody !
I joined itch.io two weeks ago. I'm a french student. Before beeing a future electrical engineer, I'm a self-told developer and graphist. I love to create and when I saw a platform like itch.io, I had to share one of my game on it.
If you want to see what kind of things I make, I published my first game called Lost In Space.
Have a nice day ;)
Hello everyone !
I just published the biggest update so far !
What's new? Almost everything!
- There are now 3 space ships to choose from
- space square is your good old ship
- sphere saphire has some magnet abilities
- sharp ship can slow down time
- There is a new beautiful screen to select your ship
- There is a tutorial
- The UI can be next to the ship or at the bottom of the screen, use H to switch from one mode to the other
- You can share your score on the social networks with F for facebook and T for twitter
- The asteroids have been re-designed,
- their color change with distance, try to discover new colors by beating your score
- big asteroids are more dangerous than little ones
- Game over screen is 2.5 times cooler !!!!
- The title screen is different
- A new in-game background style
- The Ship trail bug has been fixed
What do you think about lost in space now? 😀
Hello girls and guys !
I've been coding and tweaking this game for years now to try and make the best experience I can. It became an addicting game for my friend and my family, so I decided to share it with the world on itch.io!
Lost In Space is an arcade game. You play as a ship in space (moved with the mouse) You have to stay alive as long as you can, dodging or destroying (shoot with click) asteroids. You can go faster (by pressing down space bar) but it's dangerous.
- Crazy asteroids getting bigger and bigger
- Speed increasing by wave system
- Energy that play the role of life/ammo/fuel at once
- Light speed mode (by pressing down space bar)
- Two shooting mode (short click, long click)
- Pellets that give you Energy
- Magnet bonus that attracts pellets
- 3 space ships
- A tutorial
- Colors !
My personal high score is 0.496
I'm glad to finally share my game with you. But this is only the first release. I plan on making updates !
What do you think about this first release ? What do you want to see in next updates ? Help me make this game greater !