This is my first game project, a solo project made in Construct 3.
The game is a 2d platformer with the goal of getting to the top of the level.
It was made within a month. There's 3 different enemies, and 2 levels.
Play the game!
I drew inspiration from the game "Doodle Jump", in the sense that you get to the goal by getting to the top of the level.
The player can hold the right mouse button to charge their jump, increasing their jump height.
The player can also attack with the left mouse button, plunging their sword downwards on enemies, and bouncing off them after killing them.
The player starts off in a small tutorial room, with text detailing the controls. They can move around freely in this room, and press a button when they're ready to start. I wanted to ensure that the player knew the controls and basic mechanics, though I was not subtle in teaching the player these controls.
I did make a 3rd level but I decided aginst using it. It was going to be the 2nd level, and it had the player bounce off flying enemies to get to the side of the level to reach the goal.
It went against the simple premise of the game, getting to the top of the level. I decided that it would be best to scrap the level.
The art is... not good! I'm not an artist. There's simple 2 frame animations for the enemies, and the only animation for the character is them flashing colors to show them charging their jump.
The music and sound effects were a last minute addition, with a very simple beat done in FL studio.
The game is severly lacking in graphics, audio, and story for that matter, but I'm sastified with the gameplay.
Making this game showed my strengths in game devlopment, like coding and gameplay, and the aspects I need to work on, like art and audio.
Have You Ever..?
This is my second game project, a board game I made with a team of 5 people.
A player draws a card that has a certain life exprience on it.
If they have done what's on the card, they can roll the die and move forward, if they haven't they do not move.
The game is an ice-breaker type game, to be played with people you either don't or do know that well.
At first, the game was played with 2 D6, colored player pieces, and the gameboard was simple and linear. After playtesting, we changed the gameboard to one in the shape of a question mark. It's still linear, but it's more visually appealing. We also changed to a D4, since there was less moveable spaces.
On the map, there are special red tiles. If you land on them, you draw a special card with a more specific life exprience on it, and you have to guess which other player has done whats on the card. If they've done it, then you move forward 4 spaces.
This was the only aspect of skill in the game. The lack of a skill factor does bring the game down.
Overall, it taught me how to communicate my thoughts and ideas well in a group.
The Crow Named Tremont
A branching narrative text-based game made in Twine. It follows the story of Tremont, a crow with a hatred of rats and how he deicides to let it affect him.
Twine is a tool used to make interactive stories. The digital equivalent of choose your own adventure books.
The game has 4 endings, and the structure is pretty linear. I'm proud of it, though some of the endings are quite dark, more dark than what I would do in other work.
The Graveyard
A short game made in the tool Bitsy. You play as a ghost in a graveyard.
Bitsy is a tool used to make tile-based games with 8x8 sprites where you walk around, talk to npcs, and collect objects.
The structure of the game has the player collect a yearbook to give to a NPC where they discover who they were. The player then goes to their grave, and gets sent to heaven, where they'll get the good ending.
The game does have a bad ending if the player doesn't get the yearbook and talk to the NPC. When the player reaches Heaven, there's different dialogue and the player is sent to purgatory.
I don't think it was clear that there would be a bad ending in that case. There is dialog from the Gravedigger encouraging the player to explore before going to their grave, but that's it.
Also why the player has forgotten their name and why they can't speak now that they're a ghost wasn't explained.
I am proud of the world building and dialog. Throughout the graveyard are graves of people with funny names, and some line relating to the person, their name, or how they died.
Some of the people on the graves show up in Heaven.
This project showed my strengths in writing, such as dialog and world building, and my weaknesses, such as closing up plot holes. Not every little detail needs to be explained in fiction, but the world should still be written to make sense.
Related UI Mockup Work
A collection of art centered around the concept for a fishing game, including UI mockups done in photoshop,
a storyboard for an intro to the game, and a walk cycle for a character.
This gif shows how catching a fish will change the UI, such as icons and score.
This storyboard is meant to serve as the game's intro, showing the motivations of the character you play as, John S. Fisherman.
This is a walk cycle of the main character John S. Fisherman. The purpose of the activity was to pratice applying fundamental animation techniques to a character's movement.
I imported the walk cycle into the platformer template in Construct 3 to see how it would look in a game.