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Any Future Version Plans?

A topic by MGD MillsGameDev created Aug 20, 2020 Views: 293 Replies: 4
Viewing posts 1 to 5

Are you going to make a Version 2 of your game? What features/Elements will you add? Are you sticking to the LowRezJam limitations or going ultimate edition? What platforms are you going to target?

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Guess  i will start. My vision of what my game was supposed to be was a re-imagining of "Agent USA" from the 8 bit days into the Covid times. That and to run around and shoot masks on people that wont wear a mask. The original goal is to stop the spread of the virus across the nation, earn and spend political points, and deal with citizen's reactions to measures you put in place. All too lofty for a two week programming jam so we scaled it way back. Stop the virus in the state, the only measure is the lockdown in the state, no scoring or money, no store, no upgrades. So the game is very much bare-bones, but it had enough to see if it was of interest, and so far I have gotten good feedback.

Once the Jam is over I do want to finish it. At the minimum to complete the content in its bare-bone form. I just am unsure what the "Most" complete form should be, and once the resolution limitation is over how much of an upgrade should I do on screen size, resolution, special effects, etc. Is it possible for a mobile market? The theme can be quite heavy (really nobody is happy about Covid) and this size and artwork lightens the mood, and gives you some kind of feeling like you can control the situation (which is all fantasy). I don't want to step anywhere towards make it more real.

Any advice and feedback is greatly appreciated. And I wanted to know what others feelings are about their games, are they going through similar thought processes? This Jam was a test of my idea and I am trying to understand the results.

Definitely.

I've already begun code on the post jam version: https://hackeddesign.itch.io/mouse2064/devlog/172088/post-jam-updates

In summary:

I borrowed the idea of 'Mouse' from another game/story I'd been messing with in another game for ages and ages. It was a top down rpg, which had no combat (at least, nothing to speak of). I liked the story I had in my head, but the gameplay wasn't going anywhere. And I was using other people's art, which, while awesome, I wasn't thrilled with. What ended up in the jam version was a completely different game. I kept the angry and out of work theme, and the character, and that was about it. I intend to reincorporate some more of the story into the jam version, add the backstory, world building and an prelude/tutorial section.

Someone suggested switching from 64x64 to 128x72 (16:9) and it was a good suggestion.

People were clearly having issues with the controls, so I intend to work on those, making them easier/clearer.

I want to incorporate more of a boss fight feel into the end of each level. Hard when there's no health, but I have ideas.

And there's so many other ideas to expand what you can do in game. I might even add some basic rpg elements into it. But I want to keep the fast quick draw game play.

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Absolutely. We'll add more characters, enemies, levels, and a boss fight.

This game will still be in 64 pixels, and maybe a future HD version in 144 pixels. 

Will keep posting to the DevLog https://thiagocunhatcb.itch.io/lorefolc-zero/devlog and Facebook page https://www.facebook.com/Lorefolc

Yes, although not in the 64 x 64 pixel form. There are a lot of games that worked well in that size, and mine isn't quite one of them. 

My main goal in doing this was to prove out certain concepts I've been mulling around for a while. Some of them worked, some didn't, and I'm really glad that I know those elements that I'll need to improve on.