The first steps to the Mouse


My Journey to this spot.

The responsibility of making a game of my own with the things that i have been learning recently was a really good surprise.

At the beginning i had some good ideas about what i wanna to do. A old man who passed out cleaning a new rocketship, and then he had to find his way out before the ship takeoff. But the time start to show me tons of bad decisions i was making, principally the fact that i was designing the characters to use 8 colors or more, but we were asked to make a 4 color palette. So i decided to change all the concept for something simpler.

Big was my surprise when i looked at my character and the pipes that i was going to use as platforms they looked boring, recycled, absurd (not in the good way), etc. I was happy to be doing something of my own, but at the same time i hated the project, so i stopped working.

Weeks passed and i started to ask myself if i really wanna keep working in that project, and the answer was no. So i made a big change in the esthetics of the game, and started all over again from scratch.

First changed the character for something more funny, a cute Mouse just  like Mario. The art from Sketch, muted into Pixel. The platforms gained personality and the little space that i wanna to use became the perfect space for a mouse. Started working in the mechanics and the different ideas i wanted to do, everything was going well. I was working in Unity because i wanted to learn more programing but the time and my lack of will made me just get frustrated, I didn't know how to use code properly, and even using Bolt it was a impossible mission to me.

So after some time fighting the project, finally decided to jump into Construct 2. And then everything got color, at the beginning i was lost, but then started to remember all the things i knew and the job flowed in a amazing way, everything was working and I finally made the mechanics i was hoping for.

The work.

My game is a 2d platformer with a very easy objective, easy level design but many options.

When i started to make the platforms i was thinking about only JumpThru. But the hole point of Oddity it's the difficulty, just the first level can take you all your supplies or minutes of frustration. While i was making this game i was thinking all the time how funny frustration is, and how fast it goes away if you just relax and things get easier.

That's my inspiration for the level design all levels can be solved in 5 seconds, but you have to forget the timer, the way to get there, just look and the answer will be in front of the player.

The hard part of the game is the collision boxes and the speed of the main character. This factors make the game even harder, but using the tools it’s a piece of cake.

In my next entry i will talk about the mechanics.

Files

SOV1HTML.zip Play in browser
Oct 05, 2018

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