#1GAM June – A Swift Recovery

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This month didn’t start off particularly well. I had one idea planned out in my head ready to go. I wrote out my to-do lists on the whiteboard as usual and got started with some temporary art to use. Then things went downhill…

The idea was okay, nothing groundbreaking, but okay and I think that was the issue; I wasn’t inspired by it enough to muster the creativity needed. Everything I drew I hated and when I moved into the editor I just hated it more. After a few days of struggle I decided to start fresh and I think I’ve found something potentially cool.

Ladies and gentlemen, let me introduce ‘Jumper.’

I’m trying to keep this game super simple in terms of input but adding touches of complexity via power ups and bonuses. Overall, I want Jumper to be much more addictive than Jelly so gameplay needs to be challenging to the point where the player is pushed but not left feeling frustrated. I’m particularly happy with how the touch controls (tap anywhere above the character and he’ll jump up, tap anywhere below him and he’ll jump down) are helping this goal by giving some degree of freedom and even purity to the player’s response – they assess, strategise and react as quickly as possible.

As I write this, I’m currently trying to figure out how to best handle difficulty as I’m using procedural generation again. At the moment the plane formations are designed prior and spawned at random. My plan is to take these formations and rank them by difficulty – eventually trading out easier ones with more difficult ones. I’ll see how that goes.

I’ve had a bit of a wobbly start but the game is really taking shape. Right now I’ve got more or less all of the core functionality working (including some sound effects!) and will soon start work on adding some of my desirable/secondary tasks next week.

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