This year, I thought I would try and design one game a month. Unfortunately, I decided this on January 29th, so I only had a couple days to complete my first game.
Despite the tight timeline, I managed to crack out a small asymmetric card game for two players using a standard deck of cards. See Defending Da'Bu Deeps for more info.
This month, I participated in the 9 Day Jam #7 - Global Game Jam Edition. This Jam had 'Repair' as its theme.
I spent the first few days learning some new technologies to build with.
With some help from Anna, my wife, I built a 2D space defense game called Shoot! Repair! Survive!.
The focus for March was learning and executing on level building with a strong focus on the Portal 2 workshop.
Here are the levels I published this month:
- Hold That Portal! A hopefully short and sweet puzzle about tertiary portal mechanics.
- Fling 'em Turrets A short PSA about flinging and turrents.
Before getting started building puzzle levels in Portal 2, I felt the need to learn more about what makes satisfying puzzle levels and some theories of how to construct such a level. Here are some of the resources I used for this purpose:
- What Makes a Good Puzzle? by Game Maker's Toolkit on YouTube
- Puzzle Solving... or Problem Solving? by Game Maker's Toolkit on YouTube
- Portal 2 Level Design: Creating Puzzles to Challenge Your Players by David Silverman
- Portal 2 Level Design: From Initial Idea to Finished Level by David Silverman
- Portal 2: How to Make Great Test Chambers - Episode 2 by Demon Arisen on YouTube
My landmark design goals were:
- Chamber success state should be obvious
- Complications should be added to prevent the solution from being obvious
- Keep the test chamber simple
- Prime the player for the solution
- Playtest and iterate based on feedback
To Be Continued…