A twitchy action arcade puzzler with 2 attacks, dodging & countering, 6 enemy types, and ramping difficulty.
Solo effort for the Ludum Dare 31 3-day jam.
Post Jam version with bug fixes and difficulty tweaking
Three things I like:
- When I was first designing the game, I knew that the controls had to be snappy and thanks to my work on Wuxia Warriors earlier in the year, the tightness of action games came fairly easily. I was happy to add in attack windup and cooldown times and still make them feel and look good for the player.
- Getting controls right freed me to add feedback for player actions which I think really helped sell the core of the game. All of the main interactions in the game had a complete framework by the end of the first full day of work. This let me iterate through several feedback layers, adding sound, particles, shaking, color changes, and animation to the game. An action game is incomplete without these things and I was smart to make time for them.
- Programming in general was fairly smooth on this project. As with every jam, it was a great way for me to stretch my technical legs and really get a good judgement of where I'm at in learning this stuff. Even more than on Boat Battle: Bleu in October, I felt really confident and fluid while building this thing. I might make a go at being a programmer after all.
Three things I don't like:
- The UI was one of the first of those "layers of polish" done almost before I had finished programming the main gameplay. And of course the design got iterated on just a little bit, without those inclusions necessarily reflected in a UI update pass. But also I'm not sure it was sufficient to begin with. Maybe a full screen of game explanation before starting a new game would have been smarter.
- I was relatively happy with the art, especially considering how lo-fi it truly is (entire game is still under 1MB) and how much I was able to do with just a handful of primitive spheres and cubes. But it still might have been nice to texture more than one object. The background especially could have used some extra love.
- Sort of reaching with this one but I forgot about controller support on Mac (or even doing a Linux build). The extra work to get Xbox360 controllers semi-working is slightly aggravating but not altogether too bad from what I understand. Definitely something I want to fold into my game jam toolkit for the future, as that should be in every Unity game these days really.