Okay, last post I promised that my Global Game Jam story will be concluded in the succeeding post, but due to a very interesting development, I'll keep the 2nd part on hold for now. Why, you ask?
Because our entry, Crease, won both the Jury Award and the Participant's Choice Award! :D
You can download the game on this site (just look for the /release/ folder).
Anyway, here's the gist of its gameplay:
"[Crease] is a puzzle-platformer where the player must literally fold the game environment to help the slug reach the door."
A lot of ideas have been shelved for this build, some of them are listed below:
1) Multiple creases -- certain framework limitations, uh, limited level design to a certain degree. Our sole programmer told us they can be fixed, but not within the 48-hour time limit.
2) Character can move -- the platforming part of our puzzle-platformer wasn't all that represented because we've decided to focus on the folding mechanism and how much we can get from it. Future versions of this game will definitely include character movement.
3) Multiple folding platforms -- this is also due to the time limit, but we're pretty sure this can make the game all the more interesting.
4) The sticky side -- one crucial idea we came up with is that the character can move only within the sticky floor. This adds another layer of strategy because now the player must navigate within the allowed area. If we add the folding mechanism, this means the the sticky sides can be flipped and rotated (depending on the crease and the fold, of course).
5) Portals -- yeah, we'll be taking something from the cult favorite FPAdventure.
I think we're all interested in how far this game can go in the future. The 48-hour limit definitely affected how the concept, but from the looks of it, mayba we can expand Crease further, folds and all. ;-)
It's been a great-great-great learning experience, and I congratulate all Manila Game Jammers for not going insane in this 2-day fun crunch!
Production pics below:
Because our game is based on paper folding -- fun fact: one title suggested for this game was "The Origami Killer" because of the origami reference -- we used an unusual method of designing levels by actually using strips of paper folded in many different ways. Prototyping was already complete way before the levels are coded.
Our technical designer checking some of the level proposals. WIN means it won't break the game, and FAIL means we're idiots. Haha.
QA was also done on paper, which made the whole bug-testing process easier than expected.
Because the number of fold combination was daunting -- our programmer set out to define each of them, again on paper. :-)