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Solo Game Jam for SpeedJam #5

On a camping trip while cooking you realized you don't have any eggs. Conveniently you camped under a giant tree where there you saw a nest on top. Using your pan, you pogo yourself to Ascend up the tree and get the eggs.

*Read as Pogo 4 Eggs

This game was initially made in 72 hours but was extended to 96 hours due to itch being down for SpeedJam where I have to make a game that has a highscore or timer with a theme, which is ASCEND.

PlayerPogo.gif

Same as my first jam, I utilized a colour palette to make some sort of style while creating the pixel art, using dithering effects in Aseprite and repeating textures to quickly make sprites.

While doing this Jam, the new big thing was drawing animations. I think I spent more time doing sprite work then programming :)

Art Stuff

BubbleGum16
from Aseprite

In this game I wanted to make it easy on the player by giving a lot of lee-way for the player.

Player Movement

image.png

Using the Godot Animation Player, I enable the hit box on and off on very long intervals. Since itch was down during the jam, I got extra time to do play tests, an what I realized what ended happening was players find it extremely smooth to move around. Not implementing any restrictions on acceleration on left and right causes movement to be more responsive.

What I got from this was to only add weight on vertical movements but not on horizontal movements. From this experience, I've get to see in my own game on what parts players want to be assisted on (reaction-based actions), what to challenge them on (fighting with the weight of the player), and what not to restrict them on to not cause any frustration (horizontal air movements).

image.png

So I went ahead and lean into this even more, sending ray-casts to support the players hit by using ray-casts for extra checks on the player's hit and making pogo ("jump") buffers for the player to move around more fluidly while also using the ray-casts as a way to tell the engine to where to put particle effects to tell the player has hit something.
Even better, I created timings to the hit, having critical strikes and normal strikes to dare players to hit at just the right time to go faster.

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