First Gamejam in 4 Years


I can't believe it's been 4 years since I've last done this, it's been way too long. This is now I believe my fifth gamejam total. This is the first game jam I've done with Unity, but I've done other stuff in Unity before, just nothing completed, and that was years ago. It felt really good just being back at it, I'm glad this was 3 days because the first day was spent more just poring over documentation and googling stuff. After some time though it really did start coming back to me, but I still ended up spending almost all of the second day just on the movement of the ball and completely loosing track of time. That seems to have been worth it though, as I think that's what came out the best. I did spent the last bit of time on day 2 throwing the textures together, but originally the plan was to spend less time on the controls and make some actual models, but blender decided give me issues. I was a little disappointed that everything had to be basic shapes, but at least the minecraft-style textures didn't look terrible. Day three was spent on the switch mechanic for the door and the fusion coils, and I knew I had to get them functional because they were the minimum of what I wanted to do for the limitation and theme. They are also what I'm least happy about, although I like door texture and I got luck on a random chiptone with it's sound effect, the switches are way to finicky and don't feel right, and I'm disappointed I never did anything with the fusion coils other then make them blue and slightly transparent. I would've worked on them longer but I remember I still had to design at least one level (the tutorial level I did on day 2) and do all of the 'marketing' side of things: getting the build, making sure it was playable, I had never exported to HTML5 or uploaded a browser game to itch.io before, naming, screenshots, the description, background music, and even putting at least 1 level together, I kinda went into panic mode at this point lol. The level was really rushed because of that, which I was sad about because level designing is my favorite part of gamedev. There was still so much more I wanted to do and simply didn't get time to, once again I planed for way more then I could do, but I'm happy I got most of what I could to a decent state. That all said, my 8 y/o daughter is asking that I put in a couple things, and it'll bug me not having the switches function a little more smoothly, not to mention I want to spend some time figuring out why blender wasn't working for me (I didn't really take the time to troubleshoot, so for all I know it could just be something simple). So I think I may make another update to the game to make it a little more polished, as well as adding in the stuff my daughter was asking for before moving onto to something else. I'm also thinking it could play pretty well on mobile with an on-screen joystick so I might do that too, before I call it 'complete'.

Get Maze Robber

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