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We had three programmers sign on before the jam. In reality, real-life had other plans. Aside from the Game jam menu and a few patches by Plide, I did the programming alone while learning the engine with almost no prior experience. The other two programmers were present for brainstorming though.

One of our early design decisions was to emulate the Sega Genesis. I took that to mean "no explicit tutorial." Funny you should mention a progression obstacle, because a training dummy was in the works --we even have the art for it-- but coding the boss took priority. Even the boss's distinct second phase got the axe due to time constraints.

(+1)

Solid job for the short time you had to work on the project and the little experience beforehand. 

(+1)

Thanks. We had a lot more planned as the jam lasted two weeks. Innevato and I have been streamlining Bro. I'm almost done with a complete overhaul of his code, but sound from his footsteps isn't playing right, even though my implementation looks like it should be functionally identical to a few lines Plide wrote just to get it to work -- the only big difference being his running as part of the physics and mine pulling a signal off the animation.