INTRO
My game, PsyGoat, is a platformer about an evil Goat who can control weapons with his mind. As the Goat, you must escape from a maximum security prison and use your evil superpowers to generally cause chaos. Overall I’m really happy with it, I think shooting a giant laser out of your eyes and controlling machine guns with your mind is fairly fun, but there were definitely some problems that meant the challenge level and variety really suffered. If you like to vapourise guards with a giant laser beam, play the game here: PsyGoat Game

WHAT WENT WRONG
Time / Priorities
So imagine you decide to make a platform game, you get the collisions and gravity working and you have to make a decision regarding your game design, do you:
a) Stick to pure platforming; just running, jumping and maybe bouncing.
b) Add a single combat or manipulation mechanic to complement the platforming.
c) Add 5 complicated superpowers that involve slowing time, creating objects, projectiles, controlling defences and changing gravity.
So the correct answer is “run as far away from option c) as possible. Guess what I did.
This bizarre decision was supposed to lead down the route of having a multitude of awesome powers that would complement each other perfectly. Then the levels would offer interesting ways to use these powers. An ambitious goal, but it was mind-blowingly obvious that it wasn’t going to work in 48hrs. So I got all the powers done, which I’m really happy about, but they were all either over-powered or totally useless. There was no requirement to even use them at all. This leads to the 2nd problem:
Level Design
In summary, I spent 46.5 hours getting the game working, getting the powers working, writing & recording some music, setting up pause menus, writing tutorials, creating title screens and generally making sure everything would function together as a game. Great, I was very happy with this; it was my plan all along. Now to duplicate my empty level 20 times and set about design a series of challenging and interesting levels… just get a coffee first… BLARG THERE IS 1 HOUR LEFT! Yes people this actually happened. It also happened in an identical way during LD24. Level design is very important, you can’t do it in an hour. The levels just weren’t engaging, and I have received some entirely justified criticism in this regard. So next time I’ll go for slightly simpler mechanics and allow more time for level design. Well I’ll try.
WHAT WENT RIGHT
Music!
This was a main goal of mine, I play and write a little bit of music in my spare time, so I felt this was an area I should try to perform well in. I set about writing & recording a simple synth soundtrack on GarageBand, and I succeeded. No auto-play or samples, just me play virtual synths with my actual fingers. I’m really pleased about this, if you want to check out the soundtrack it is online here: Soundtrack
Super-Stuff
As much as most of the powers weren’t that inspiring, I felt that the main power of telekinetic guns was solid, and fairly fun to control. Even more so with the laser; I like games that do bug stupid stuff you can’t do in real life, and I’d like to think that giant laser made a few people say “whoa!”
Sprites
I’m not an artist and really struggle in this regard, but I am professional developer of Excel reports & systems… so I found using Excel to create auto-shapes as body parts really helped me! It meant animating was easier and more consistent, and I was able to re-created some scribbled character drawings quickly. I think I got the scale wrong, everything looks a little lost in amongst the platforms, but overall I think this went well considering my lack of artistic flair.

CONCLUSION
Ultimately I finished a platform game and created some music I’m happy with, so all my goals were achieved. I call that a win! I also learned more during the 48hrs of this LD than I have in the whole 3 months since the last one. It is an amazing way to learn what you are good at, and how to prioritise the important stuff. This time I also spent a lot more time reading the community blogs, so I had 40 interesting games bookmarked already when the voting started. Overall, a great experience.
6
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on Thursday, December 20th, 2012 at 6:29 pm and is filed under LD #25.
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If someone is prepared to write a complete game beforehand, that person is probably going to cheat anyway by still using base code even when not allowed