I started the week with the goal of making a game that was a “contained experience”. Something with an ending, unlike most of the score-chasing games I’ve been making.
Not sure how I came up with the idea, but I thought a game about a guy carrying a chest would be interesting. There were a few routes I could’ve taken with the idea:
- The idea of greed. You could carry more chests, but it would slow you down and you wouldn’t be able to jump as high.
- I thought it might be cool if halfway through the game, you found the key to the chest, and you could decide if you wanted to unlock it.
- A sidescroller shooter in which you had to transport and protect a chest. You can’t shoot while carrying the chest, and the chest must survive.
What went well
- Finally figured out how to work with tilemaps.
- Picking up and flinging chests around felt quite fun.
What went wrong
- Failed to make a proper game.
- I’m still struggling with the ideation phase.
- Kind of got stuck and just gave up.
What I learned
- I started the week with a goal, and I really tried to adhere to it. I felt like it helped focus my efforts a little, but at the same time it felt a little restrictive? I think I should try it for another week, and then re-evaluate the approach.
- I think having a strong start would be a great boost. My target for Week 4 will be to have something moving on the screen by Monday.
- Don’t waste too much time trying to make things look pretty.
I’m still trying to figure out my processes for ideation and design, and that’s really the whole point of #GameAWeek for me.
Failure is only purposeful if you learn from it.