Die, fail, start over, die again, discover secret and useless things, and eventually throw your computer out the window because the game just pisses you off in this little platform adventure.
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I wanted to release one fully fleshed out game to get to know the complete process.
I had the idea to create a game that deals with failing and retrying. With traps and trickeries. A game that surprises players.
I started creating one tutorial level to teach players the basics and one real level to explore and play through.
Sketching out the levels was the first part along with brainstorming funny and weird things to implement. After that I created the UI, textures, and 3D models.
Next was to implement the hidden paths, the surprises and the weird things. This was the biggest part of the process – getting everything right before testing it with players because you only get one chance with each player.
After finishing the game, the publishing part took a lot of time. Creating graphics for every purpose, writing release texts, and eventually creating proper builds for every OS.
It was very hard to decide to stick with one and a half levels only, even though players liked the game and wanted more levels.
I eventually decided to make the game very short. I simply wanted to display my skills and release my very first game instead of making it too big and complex.
… to make the timings right.
Players should be surprised and sometimes scared when playing.
So it was essential to properly time everything in detail without compromising the game flow.