After submitting the entry, it’s time to conclude thoses 48 hours of development. This is my second participation and like the previous one, I had a great and challenging time working on this subject. Two numbers to compare the two entries :
- 184 lines of commented code in the LD29, 242 lines of OMGWHATISTHAT for LD32;
- 7 assets (4 sprites, 1texture, 2 sounds) for LD29, 12 (2 spritesheets, 6 sprites, 1 texture, 2 sounds, 1 track) for LD32.
So even if I failed at making multiple levels for the game, I still am quite satisfied with the result and the learning process. The theme was fun and quite open, and I’ve already seen nice weapons and concepts on Twitter and this website. For the game, I wanted the unconventional weapon to be fully part of the gameplay rather than just a fun discovery of a concept. That’s why the goal is to use the opponent weapon against himself while having no offensive possibility : the unconventional weapon being the use of the other guys’ weapon. The hero being a turtle was a way to place reflexion over reactivity, and the other levels would have been around patterns or bosses with 3 or 4 items to activate in the right order but hey, time limit ^^.
So the pros :
- More art in the same time, hurray !
- A game “winnable” in his current state
- Aseprite which is just a wonderful tool for pixel art and creating spritesheets
And the cons :
- Only one level so really short
- The gameplay is not really thrilling, as the concept is not developed
- The hitbox feels sometime like it is not on the fire on some close hits
- I should do the warmups.
Software used :
- Phaser.io for the engine
- Aseprite for the art
- SFXR for the sounds
- Autotracker.py to generate the music
- Sublime Text for the code
Anyway, looking forward for the next LD and have fun playing and making games