Hello there!
You've hit my devlog for this weird game thing of mine. If you check below this paragraph, you should see links to a variety of devlog updates - eventually, at least. As of writing this, it's only my first day participating.
Feel free to reply to this thread, by the way! That's part of the reason I'm doing links to the various devlog updates...other than the fact that I write a lot because I like the sound of my own thoughts.
I have an Imgur album up for more frequent, screenshot-based minilogs: https://imgur.com/a/SZueo
Devlog Updates
Day One - Link
Day Two - Link
Day Three - Link
Day Four - Link
Day Five - Link
Day Six (Postmortem) - Link
Super Micro Mini Game Design Document Round Go!
- Title: Untitled
- Codename: "Unnamed Space Shooter"
- Objective: Avoid the things shooting at you and make it to hyperspace!
- Aesthetic: Minimal/retro. I love playing with glitchy retro effects, and it makes it easier to get going on a project when the required art work is lower. The caveat is that, especially at this resolution, enemy designs and actions taken against the player have to be more obvious.
- Modes: Just one - GTFO!
- Story?: You are part of a human convoy traveling the stars. When an alien attack squadron finds your convoy, however, you and others deploy fighters to engage them while the civilians escape. Your allies have all managed to jump out, except for you. Survive long enough for your hyperdrive to charge and Get The Frell Out of there!
With this game, I intend on hitting the following Jam challenges:
- Pacifist (Guaranteed): The player will not shoot anything at all. Instead, the player is trying to run away from / through a swarm of enemies in order to escape the conflict.
- Freak (Likely): I'm all about
being an assrandomly inserting difficulty spikes. Plus, I can tie in my Mitosis idea as seen below. Other ideas include an environment with set pieces that are semi unpredictable (randomized); the hyperdrive suddenly taking twice as long to charge; perhaps an enemy the player for enough damage will cause the player to maneuver left/right/up/down slower, making it harder to miss being hit. - Mitosis (Likely): Either the player, an enemy type, or both will be able to split into two. If it is the player, then it will be for "bonus points" as that presents double the hitbox for enemies to hit, and it will be temporary. If it is the enemy, then...well, more targets to be shot by.
- Eco-Friendly (Unlikely): I want to attempt to add this in somehow, but I'm unsure how I'd pull that off.