Avoidant, a game I made as my First Shitty Game™
Posted: Mon Feb 09, 2015 9:09 pm
I made a New Year's resolution to finally make a game and finish it this year. I've started a lot of projects and toyed around with a lot of ideas, but always set the bar too high and quit when the game proved too difficult to implement or didn't feel good enough. To overcome this problem I vowed to make a game from start to finish, no matter how shitty it would be.
Last week I started playing around with Love and after a few nights of after work coding and a nice 18 hour spree on Saturday, this is what I came up with. The game still needs some work, but I'm happy enough to demo it. I even made a small website for it as an exercise.
So, I present to you for critique Avoidant. You can get the standalone versions of the game, or the .love file. I'll also put the game up on GitHub when I get the chance to clean the code up a bit.
In case you don't want to go through the website (I undestand), here are direct links to the files:
Win 64 | Win 32 | OS X | .love
The game is a simple enemy avoiding game, with a small twist. (Gameplay GIF) You need to collect energy to beat the game, but in order to do that, you need to be close to one of the enemy types while avoiding the others. And the type you need to be close to changes every few seconds. And to make things difficult, the enemies you need to be close to try to avoid you and the others will actively hunt you. There's no death in the game, the aim is to get the fastest time.
The game mechanic is a bit bare bones, but it can be fun for a while trying to get the high score. There's even multiplayer (two players on one controller), but it's not very well balanced right now as I had no-one to test with over the weekend. I also plan to release the options menu as DLC later.
The game is purely procedural graphics as I quickly found out I seriously lack in the art department. But I think the game is still OK looking, I even used a bloom shader (that I found online). I'm even just a tad proud of figuring out how to do the lightning effect by myself.
All in all, I think the project went well even though I had major reservations about the game early on. Luckily I was able to force myself to be satisfied with just a simple game instead of trying to add more features and game mechanics. This project taught me a lot, most of all that it's better to do something crappy than not do something awesome.
Thank you for taking the time to read this post, and maybe try the game. All critique and feedback is welcome, although I'm not planning on working on this title much more.
Last week I started playing around with Love and after a few nights of after work coding and a nice 18 hour spree on Saturday, this is what I came up with. The game still needs some work, but I'm happy enough to demo it. I even made a small website for it as an exercise.
So, I present to you for critique Avoidant. You can get the standalone versions of the game, or the .love file. I'll also put the game up on GitHub when I get the chance to clean the code up a bit.
In case you don't want to go through the website (I undestand), here are direct links to the files:
Win 64 | Win 32 | OS X | .love
The game is a simple enemy avoiding game, with a small twist. (Gameplay GIF) You need to collect energy to beat the game, but in order to do that, you need to be close to one of the enemy types while avoiding the others. And the type you need to be close to changes every few seconds. And to make things difficult, the enemies you need to be close to try to avoid you and the others will actively hunt you. There's no death in the game, the aim is to get the fastest time.
The game mechanic is a bit bare bones, but it can be fun for a while trying to get the high score. There's even multiplayer (two players on one controller), but it's not very well balanced right now as I had no-one to test with over the weekend. I also plan to release the options menu as DLC later.
The game is purely procedural graphics as I quickly found out I seriously lack in the art department. But I think the game is still OK looking, I even used a bloom shader (that I found online). I'm even just a tad proud of figuring out how to do the lightning effect by myself.
All in all, I think the project went well even though I had major reservations about the game early on. Luckily I was able to force myself to be satisfied with just a simple game instead of trying to add more features and game mechanics. This project taught me a lot, most of all that it's better to do something crappy than not do something awesome.
Thank you for taking the time to read this post, and maybe try the game. All critique and feedback is welcome, although I'm not planning on working on this title much more.