@dakspieth on John's Serious Adventure
This is a 2D platformer I made with my friend while we were on a trip for a school competition (took place after school ended). Fortunately, since not much of the trip involved actually participating in the competition we were able to spend entire days working on this, which is how we were able to somewhat finish it despite not being home (we also started on day 3 of the jam because that was when we took a train to the competition).
Depending on how well you know the objective and map layout, it is very possible to finish the game on the first go around and never spin the wheel, and because of the time constraint we couldn't play test to find out if the game really is as easy as we found it. Anyone reading this should keep that in mind, and I apologize if the game is too hard/easy.
One of my favorite parts of this game is the art. Even though the art is rough and not integrated completely well, different pixel sizes and all that, I still think it's really cool. My friend was the one who made all the art and he did so in blender, exporting those models and animations into a pixel art program where he did some touch-ups then sent them to me in engine. He has a very unique style, with vibrant colors and textures. I can't really explain it past that, so I'll put in a picture which will do all the explaining.
Another thing I'm proud of is the backend for the wheel spinning mechanic. It essentially boils down to a bunch of lists, and that is exactly what is so good about it, because it allows for very easy additions and changes to the game.
One pitfall of us starting the game so late is that things like GUI design and audio design were put on the back burner until we finished the actual game-loop, which happened to be around 4 hours or so before the 2am deadline. Because of this, one of the scoring criteria, audio, was basically non-existent, save for a song my friend whipped up.
Not sure if anyone cares, but I have to admit, our commits to the repo were terrible, (and this isn't an excuse) but to be fair, we were within like 10 feet of each other the entire trip so communication was always easier to do in person.
- 1 devlog
- 13h
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- 83 Stardust