SPEEDSLIDE (Demo)
A downloadable game for Windows
🟥 SPEEDSLIDE 🟥
Break the records in this fast-paced puzzle game!
Entry made for #devtober gamejam!
This demo includes:
- 20 levels
- High-score system
- Palette customization
Watch the progress on my Twitter!
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As the jam requires, here's the Post-Mortem
The key-word of this post is "priorities".
This was my first time joining Devtober, and it was... rather interesting, and difficult. It was, indeed, a challenge for me.
At first, this challenge was fun, I was ready to work every day on SPEEDSLIDE and solve any problem that came in my way. Unfortunately, one day (day 5), I realized something that could doom my game: it's October, it's autumn, it's school and... I'm in 12th grade. Furthermore, that means I'll have a ton of homework to do and lessons to learn for the final exam.
On day 5 I got really busy with schoolwork and forgot to work on the game. That was the moment when I had to get my priorities straight.
Obviously, I chose school over the hobby.
I skipped day 5, alright. Then I didn't tweet in some days, so I had to make double-posts (day 11/12, 13/14). Day 15 onwards - radio silence. Technically, from my point of view, I've failed the challenge, since the jam's description said to "get in the routine of working on your game every day". Was I mad about it? Of course not! maybe just a little
BUT, just because I skipped some days and didn't post for a while, I still worked on SPEEDSLIDE. Finally, on day 31, I've finished (the demo) of the game, and I am proud of it, and myself! (and I also kept my focus on school stuff!)
Here's the progress of the game, in short:
- day 1: prototype
- day 2: graphics, transitions and other functionalities - the simplest form of the game
- day 3: more levels, (an inaccurate) stopwatch and other small, fancy details (outlines)
- day 4: trying to implement color palette customization (failed)
- day 5: SKIPPED
- day 6: title teaser and menu
- day 7: title reveal, and breakable block
- day 8: trying to implement color palette customization, again - made all the sprites grayscaled
- day 9: color palette customization implemented! The player can now change the colors of the cube, the walls and the background
- day 10-12: learned how to use .ini files and implemented the high-score system
- day 13: SKIPPED
- day 14-15 (in tweet it's 13-14 because I lost count): added music and sounds
- day 16-31: SILENCE. I still worked on it though. There are now 20 levels on total, 1920x1080 resolution, invisible blocks, high-score table, buttons are now visible and some credits.
I've learned some things in this month: I made important choices for myself, I learned how to find solutions for problems and I found out things about myself, strengths and limits and the fact that I really shouldn't make any promises anytime soon.
Anyways, fun challenge! I look forward to joining Devtober next year.
Thank you, Ellian, for hosting this great jam!
TL;DR: The first days went great, then school got in the way. I chose school over the hobby, and that's a good thing for me. I didn't abandon the project though. In the end, I managed to finish the demo!
Status | In development |
Platforms | Windows |
Author | Creator Amator |
Genre | Puzzle |
Tags | 2D, Arcade, devtover, Game Jam, GameMaker, Pixel Art, Relaxing, Singleplayer, Speedrun |
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