Ztuu

Ztuu #649

Joined 4 months ago

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Ztuu

I took part in Alakajam #3 so looking forward to this!

I'll most likely be using Unity2D with C#, pixel art software like graphicsgale amd beepbox.co for some chippy music.

However I've been learning blender recently so I'm tempted to push myself to try something 3D. I'd probably sacrifice having a game that isn't as good but be learning a lot more in the process.

I guess I'll decide when the theme is released!

Good luck everybody!

Ztuu

The 5th Kajam is over, the long awaited results are in, and sadly I must graciously accept the honour of last place. It may not be your first impression to think of it as an honour, but just as every cloud has a silver lining even last place is itself a prize dependant on how you look at it.
By coming in last I therefore made the most mistakes, and by making the most mistakes I then have the most to learn and gain from taking part in this Kajam. I'm going to attempt to reflect on my own submission and work out what I could have done better. If you have any further constructive feedback I'd love to hear it.

I would like to quickly take this opportunity to thank every single person who played, rated and provided feedback on Street Bots. I appreciate every one of you.

Issue 1 - Inspiration: I chose to make a retro game inspired by Pokémon, a high standard to set the bar by. I did so because I love Pokémon and I've never made an adventure rpg so I wanted to challenge myself. An important step I missed was to look at what gave Pokémon its spark, why people loved the games and what drew them in. I think a big part of Pokémon is the depth of the world; the spreading map that you gradually explore, the chance to encounter new creatues in each place, growing your team and forming an attachment to them over time as they help you overcome various challenges. I dont think a lot of these features translate well to a smaller, shorter game which is of course what I would be making when taking part in a timed event (and starting 3 weeks late!).

Issue 2 - Flare (or lack thereof): Not being an artist this is probably something I am often guilty of. A game doesnt have to be flashy to be good but the lifeless, unanimated battles of Street Bots certainly didnt add to the immersion. The battles lacked both SFX and animation and I think this detracted from the "fall in love factor" which can draw people into games. Another example would be the player movement. I struggled at first to get the movement to feel how I wanted and decided to opt for the "good enough" approach and move on. This was a mistake because movement was such a huge part of the game. The first thing you do is move, the majority of time playing the game is probably spent moving around. I tested the game many many times and got used to the clunky movement, however to someone just downloading and trying the game the awkwardness would detract heavily from the rest of the experience.

Issue 3 - Scope: The game was just too much for me to handle in only just over a week. Add in that I got suddenly sick and didn't do any dev for 2 or 3 days and there's just not enough time. If I'd had the time I would've added a lot more to some of the existing mechanics; multiple bot battles using teams, some sort of effectiveness system in battles, a mechanic similar to wild Pokémon for training your bots and full keyboard controls! No more cheap UI and mouse elements. Some of these features could've added more variety and life to the game. In it's current state it feels linear and stale.

Despite the bad things I've said about it I'm very proud of Street Bots. I love the game and learned a lot from creating it.
If you've actually read this entire post then thank you for reading my internal monologue brain dump. I hope you too can learn something from it.
Another huge thanks to everyone who played Street Bots, everyone who took part in Kajam 5 and the fantastic organisers of Alakajam. I look forward to the next one!

Ztuu

They do say better late than never!

I wasn't planning on entering this Kajam but I've had a sudden change of heart and an idea.
Hopefully I can get something together in time that's decent enough to get people's interest.

All I have so far is a simple character but it's good to get the ball rolling.

Good luck to everyone else taking part and especially to those latecomers in the same situation as me!

Ztuu

A massive thanks to everbody who played and commented on my game!

For my first game jam this has been an amazing experience. I'm so proud I managed to put something together in time, although it could have done with a lot more added in.

I've loved playing everyone's games. Every single one was fun and creative. Can't believe how talented everyone is.
My favourite part was seeing everyone's individual take on the theme.

Well done everyone and thanks for everything!

Ztuu

Just need a couple more ratings! If youre in the same boat let me know what your game is and I'll check it out.
Been out of computer access for a couple days but want to play a few more games before the event ends!!

Ztuu

I can't wait to try everyone's games. Let me know what type of game you made and I'll try it out!

Be sure to try out my game, Underpowered.
This was my first ever jam so I'd love feedback!

Ztuu

I can't believe we did it! It's been a long as hell weekend but it's also gone really quickly.
Extremely proud of the results of our first ever jam, will definitely do it again!

Please check out Underpowered and let me know what you think of the game!

Ztuu

First day was good although it felt like we spent most of it fighting with git!
Hopefully we can get finished in time tomorrow so that I can catch my flight to California!
Had good fun today though!

Here's our fully grown player sprite drawn by yours truly!
Go easy on me as I'm a programmer not an artist ^^

Ztuu

Been into game dev for almost a year now.
Been working on my second game Falling for Science for months now so will be refreshing to work on something else!

I'll be using Unity, Inkscape, Piskel and potentially Sketchbook pro