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Second thoughts about my loop hole...

A topic by DeepFriedOreo created Aug 12, 2020 Views: 189 Replies: 4
Viewing posts 1 to 4

Hey, I was really proud of this when I came up with it, but the closer I get to finishing I am getting worried this might not be allowed. I am not sure why it wouldn't, because it does only use one button, and that button even only performs one task that never changes, but there is another mechanic that is introduced when pressing the button and that is where my doubt lies.

So my original idea for my game was to have the button be a canon in the center of the screen, and you press to fire. But it gets really tedious firing all the time, and it quickly becomes less fun and more annoying. So I was trying to come up with a way to have the ship fire all the time, and have the button control affect the "ships" movement. That is when I was given the idea from a friend to make it sort of like Space Invaders. I set it up, and had the ship moving side to side, and you press the button to change the way the ship goes. But then the rate of fire of the ship has to be really fast, and make the game easy, or it's just impossible as the ship can just always shoot at the wrong time.

So then my idea hit me, and I am worried it might be a little against the spirit of the jam considering the original video was played using a controller to activate the button, but considering this is a game made to be played on a computer I got the idea to incorporate the mouse as a main part of the game. So, the ship will fire continuously, and when you press the button, the ship will begin following the mouse as it moves left or right. When you press again, the ship will stop following the mouse and remain still. In theory, this is only one functionality, but it does require the button to act as a toggle, when the main rules specify that the action of the button can change over time, but not in certain ways. I was just curious if this is okay, or if I would be disqualified for submitting a game like this?

Jam HostSubmitted

Hi,

The problem is that it requires mouse movement as an additional input, and that is not allowed.

But I honestly think the idea of changing movement direction when pressing the fun button is not bad at all. In your post you say that it's not playable because the ship always shoots at the wrong time: I think that's 100% playable, it's just more difficult for the player, who has to time well when to switch direction to manage to shoot at the right position.

Think about it, I think you should end up with an interesting game ;)

-Cah

Yes, initially when I was testing it I was switching direction then letting it go. But when doing the timing right you can line it up to follow a pack. I actually do kind of like that. I just have to get the timing right so when it gets lined up just right the proceeding kills feel satisfying. Thanks for the quick response so I didn't work on things I'd have to remove!

Jam HostSubmitted (1 edit)

No problem!

I was thinking that  players can "cheat" by spamming the button, so that they can stand still. So maybe you should consider adding a really small cooldown after the button is pressed.

Thanks for the suggestion and insight, but that actually isn't really that big of an issue I don't think in terms of the gameplay itself. But it could make for an interesting negative power up! Add a temporary delay to the button or something.