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arapawa

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A member registered Jul 22, 2017 · View creator page →

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Thanks everyone for the kind words! I'll definitely be putting these songs through my DAW/VSTs/hardware synths to have some better sounds and variety, I just ran out of time to do that for the jam. :)

Thanks! It was definitely more comfortable for me, rather than starting out in the DAW.

This is really cool! I like how the code comments act as instructions for the game and lead to a gradual discovery of mechanics.

During gameplay I looked at them and saw // player can jump

I immediately pressed Space and said "Oh cool! I can jump."

Next was double-jumping, and then the scroll bar. The interaction with the scroll bar is really fun to use.

I finished my game, > (right_caret). Well, kind of. It's definitely just a prototype, and is missing lots of elements I planned out. The core game I have released is missing some key gameplay mechanics. Oh yeah, and sound would have been nice.

But, I'm excited that now I have a game project I can keep iterating on.

What worked:
I changed my task-planning method based on Tom Francis' method for Gunpoint. He talked about how he would have a list of tasks to work on that day, and as long as he worked on the game that day, he considered it a success.
In the past I've tried to be really granular about planning tasks. I'd use Asana or something like that and plan out every single task and subtask. This took a lot of time, and once I was done and looked at the list, I would get overwhelmed.

So, this time I wrote up my game design document (really just some sketches and notes in my sketchbook), and then each day when I went to work on the game I would write a list of a few tasks to complete that day.

It really helped me stay disciplined and avoid getting stressed.

What didn't work:
Having a due date two-weeks out led me to sink into bad habits and procrastinate. I didn't work on the game for a week straight. I totally could have built something closer to what I planned if I had been more consistent in working.