– Game Design Challenge: The Task at Hand

The guys at the have been running a regular challenge in game design. They set a theme and ask readers to come up with and idea for a game based around the theme and to write a brief design summary. This time it is to make a game around a household chore, so I thought I’d give it a go. Here’s what I came up with:


Title: No! This Goes Here!

You play as a teen living at home with his tidiness obsessed parents. You really want to buy the latest video game console but don’t have enough money, fortunately (or unfortunately) your parents are always willing to pay for your help keeping their belongings tidied and organised. Problem is your parents are obsessed with how things are organised, you must keep track of their often contradictory and ever more complicated requirements. You’ve long since given up on making your parents see that they have an unhealthy obsession, that they horde useless junk, or that it really doesn’t matter if tinned food with a blue label sits next to red labelled tins in on the shelf. Neurotic or not, their obsession is the opportunity you need to make some money.

Decide how to use your free time, choose between working for your parents to make money, and spending time socialising and having fun so that you don’t go mad from boredom or lose touch with friends.



Organising items will take up most of the gameplay. You chose a task from one of your parents, considering how long it will take, how much it pays and how difficult it is. You then must complete the task, meeting as many requirements as you can to earn the greatest reward.

The player uses drag and drop mechanics to move, inspect and rotate items in order to arrange them correctly. Player must balance the arrangement of differently shaped objects to make the most of the limited space and organising items to meet the parents requirements. The requirements grow ever more complex and contradictory, the player will be shown the rewards for meeting each requirement at the beginning of the level and must chose which to try and fulfil in order to get the best rewards. There will be tools available to inspect items to learn about their properties.

The player will use the same drag and drop mechanic to solve a number of problems, including:

Organisation focused puzzles for example:

Organise book shelf

  • Keep fiction and non-fiction separate

  • Shelf kept in alphabetical order from left to right

  • Bonus for each shelf filled

Storage and space management

Fill boxes for attic storage

  • Arrange items to fill boxes to at least 90%

  • Fill boxes with similar items

  • Keep total box weight under 5kg


As well as the main puzzles of doing chores for the parents, the player must manage their free time, savings and mood. The player will have a fixed amount of free time, which they can choose to use working, which earns money and gets the player closer to their savings goal. However the more they work the more bored and lonely they become and their relationships break down, meaning the player will have to spend some of their time and money with friends or going on dates, players will receive text messages showing when their friends/dates are happy or upset with them.


That’s my effort, it was a lot of fun and I look forward to taking part again. With luck I might make the top entries…


A new game jam and a new tool

A health issue has meant I haven’t been able to do as much work on games as I’d like recently, still don’t know what is wrong with me but half of the last month I spent with headaches and or dizziness that makes it hard to concentrate on anything, let alone game development. Although being off work has given me a lot of time in between dizzy spells to hone my craft (when I wasn’t just being lazy). I realased a new game, one I was quite proud of (In depth post-mortem coming soon). And thanks to the Humble Bundle I have found a new game design tool. RPG Maker VX Ace and it’s promotion on Humble Bundle is being tied in with a Contest!

So I bought RPG maker, installed it and got to learning it’s ins and outs. I must say, so far, I love it! It’s packed with sprites, animations, audio and all sorts to get you started (plus the extra packs I bought) and the software is set up to run an old school final fantasy style RPG of your own design with minimal fuss.

A lovely home for my hero that I knocked up in minutes. This would have been hours of hard work before

A lovely home for my hero that I knocked up in minutes. This would have been hours of hard work before

This really is a clever piece of programming, it didn’t take long for me to run through some basic tutorials and feel confident enough to start my own project. All the time I was learning, inspiration was flying into my head. With the software taking care of most of the heavy lifting in terms of scripting, and with the bundled assets taking care of the arty bits, my mind was left to concentrate on plot and game design. Which will be a refreshing change as the programming and asset creation is the grunt work that has taken up most of my time on previous projects. Right now I’m in the process of writing a script and planning my plot and characters out for my project. My hope is to enter it into the RPG maker contest. I may not win anything (make that probably won’t win) but it’s nice to dream and it’s a good learning experience for a whole bunch of reasons.
Anyway. It’s late and the night is dark. More updates coming soon. I promise.

South Park: The Stick Of Truth – A short, focused game is better than a longer bloated game

The last time I played a South Park video game was an awful quiz game on the PSone. I’m glad to report that South Park TSOT shows much more respect for the series and should set an example of how games licensed from material outside of the games world should go about expanding into video games (not to say others haven’t done it well. Die Hard Trilogy was one of may favourite games as teenager). It shows a level of respect and understanding for the source material that as a fan of the show, I really appreciated, and on top of that it stands up on it’s own as a work of game design.

In the game you take control of a new kid recently moved to South Park, you are forced out of your new home to make friends and quickly get recruited into a kind of LARPS game with the neighbourhood kids using whatever junk and weapons they can get their hands on. The children’s fantasy game quickly gets tangled into a bigger real life plot with dire consequences. I wouldn’t say the story is that great, As authentic and funny as it is, and as much as people have lauded the writing, it’s nothing like the quality we’re used to in the TV show. Sure it’s funny and puts you in some hilarious, outrageous and memorable situations. Only it all just feels like a bunch of stuff that happens, there really isn’t much point to any of it.

Overall it looks and feels just like the show, the town is full of fan favourites from the show and the game world is always a fun place to be, you are always stumbling onto something interesting or fun, the amount of nods and references to the TV series is huge. I spent a good ten minutes just reading the descriptions of the junk items that are usually just sold without thought, it’s impressive the level of detail they put into crafting the South Park world, in any other game these junk items would be just nondescript useless items (like the broomsticks and tableware in Skyrim that is little more than decoration and clutter to be sold or ignored) but in South Park there’s hundreds of items found only once that relate to their location (like finding the Brad Pitt survival kit in Cartman’s house).

Fans of the show will appreciate the level of detail in this game

Fans of the show will appreciate the level of detail in this game

The gameplay for the most part is a joy to experience, much of the time I spent in the game was wondering around, exploring and discovering, all the time being entertained my the well written and performed voice acting. The world is made to feel alive this way, your companion and the inhabitants of the town are always adding bits of dialogue, and sure sometimes you end up hearing the same line a dozen times, but mostly it’s entertaining and sometimes gives you a little hint towards new quests or how to pass a certain puzzle. When not exploring, you are mostly fighting, the leveling up system feels a bit small and inconsequential: the only time I felt like I was getting stronger than the average enemy was when I bought a new stronger weapon, the only noticable benefit from leveling up is giving you access to better equipment and special moves. The fight animations and depth of the combat system will keep you interested throughout most of the game, but it can easily boil down to spamming stackable status effects, the game does compensate this with certain enemies and most bosses having immunities, but for the most part you can pile on the status effects and then defend until the enemy kills themselves.

This game is wonderfully designed, there was little I could fault it on, which makes it disappointing that the tutorials you have to play as part of the main storyline are so terrible. I’m referring specifically to the sections during cutsecenes where you must perform a certain action before the game will let you move on. I wonder who was part of this part of the game, because they seem really out of place in how amateur they are. There are some better tutorials, often new mechanics are taught through gameplay and you barely notice they are there, and the problem mostly comes from having to teach the needlessly complicated magic spells (farts) mechanic. The spells have too many inputs to execute, a step by step guide is about the only hope of teaching them. But the tutorials detailing this have little resemblance to what you have to do in the game itself, and on top of that the way to use the spells is in most cases different between using the spell on an enemy in combat and using it when rest of the gameworld. I probably found these tutorial sections the most frustrating part of the game, and all I can suggest is to grit your teeth and get through them to enjoy the rest of the game.

Sure the game has it’s problems, but apart from the awful tutorials I’m mostly knit-picking. The game is straight up fun, the issues I have a not enough to prevent me giving this game a good recommendation, especially if you count yourself a South Park fan.


Playing this game and reading the opinions of others on it bring up thoughts about an issue around games that will surely become more relevant over time if game development costs at the AAA end of the spectrum continue to spiral upwards out of control. That issue being game length.

Sure for the most part this game has received praise, but the short length of gameplay has at times come into question. Sure I knocked this game out in just a few sessions over a couple of days. But none of that time felt wasted, I was never bored, and the content maintained a high standard throughout. Compare that to another game I played recently; Deadpool. I am barely a few hours into the game and already it feels like it is outstaying it’s welcome. It’s a problem all developers have to face, you always want to make the biggest and best game you possibly can, but on the other hand you are restricted by budget, hardware limitations and time constraints. Somewhere something has to give. South Park TSOT feels like it benefited from it’s long development time and the visual style that surely meant adding new content was relatively fast and low cost. Sure the game is short, but it had a level of focus making almost every aspect of the game earns its place. By the end of the game, I didn’t feel short changed, and I didn’t feel like I was trying to wade through repetition to reach the conclusion. It is a master class in balance and management of interest and difficulty. Most of the time though, full retail games can go a number of ways, there are the ones that are over too soon and leave you wanting more, and the ones that feel like content is being copy-pasted in to bulk out the play time, I certainly felt the latter was the case in Deadpool, there is some entertaining content in the game, but the combat got boring very quickly, some sections felt like a grind, suffering from the “kill X amount of enemies to unlock the door” syndrome, apart from getting boring quickly, it makes me wonder who the enemy is that he would have a private army of hundreds who are all so willing to throw themselves into the meatgrinder to protect their boss from someone like Deadpool, I think I’d quit after I saw him murder the first dozen of my co-workers.

I know it’s not an easy problem to solve, if you can only afford to generate so many environments and write and design so much content, then you can either release a shorter game, or bulk it out with more enemies, but there are good and bad ways to go about doing both.

South Park TSOT is a good example of the short method, the gameplay is satisfying and every part of the game has been given enough attention of cumulatively make a good game. The best example I can think of for a bulked out game that stays entertaining is the Arkham series. The Arkham games

are packed with hordes of criminals to beat up. But they remain entertaining for a number of reasons:

  • The combat is fun, the freeflow combat system is intuitive, deep and can accommodate for most play styles (perhaps with the exeception of button bashers, this is the most commom complaint I hear, that you have to learn the combat and can’t just bulldoze through it)
  • The numbers of enemies make sense in the context of the story and game world. The Batman world (Gotham and the prisons) are bleak and unfair, it is a soceity split between wealthy decadence and appalling poverty, combine with the depressing and dark feel of the city and the harsh weather, it’s no wonder so many turn to crime. And it is communicated well by the enemies you face, they are simply copy pasted nameless thugs, but have varied motivations. Through voice over snippets we get an idea of how some of the thugs think, ranging from desperation to survive in a world that offers little alternative, some seem to be stuck in a situation they can’t escape, some are more scared of their crime lord bosses (Batman may break bones but Joker or Black Mask may kill them) and some are just sadists and psychopaths
  • To an extent you can control you engagement, some encounters can be bypassed with stealth or by going the long way around, often you can chose to dive in and start a fight or pick enemies off one by one, and always there is the choice of using powerful strategies to beat the enemy quickly, or beat them with style, finesse or patients. One is easier and quicker, and one requires more development of your skills and some effort, but offers more rewards.
  • The majority of enemies are no match for Batman, it’s satisfying to take on a dozen men and learn them wincing in pain in heaps on the floor without breaking a sweat or taking a hit.
  • You can for the most part see how much resistance is ahead of you, and once they are beat, you can move on to the next challenge.
The Fleeflow combat system in the Arkham games makes you feel badass!

The Fleeflow combat system in the Arkham games makes you feel badass!

Compare this to Deadpool, the combat is little more than hack and slash, it doesn’t matter who you are going up against, they all have massive armies willing to lay down their lives for their leader. The game throws more and more enemies at you at times, leaving me wondering, when will this fight end so I can get on with the rest of the story. Even with one solitary enemy of the weakest kind, it takes to many hits to kill them that it feels like a chore. They missed out on what is the appeal of Deadpool as a fighter, that is that even without his healing factor, he is a highly skilled assassin and martial artists. He should be able to slice his way through huge crowds of ememies with skilful ease, instead we are expected to mash attack buttons and watch Deadpool hack away at enemies as though his katanas were butter knives. The Akham games fulfil the Batman fantasy by letting you plough through the minions and sprinkle in doses of more challenging enemies and bosses. Deadpool does not deliver of the fantasy of the character, I’d rather play him with the skilful precision of the Arkham games Batman, or the cut through the crowds Dynasty Warriors style, where one or two swings of a weapon can take out a dozen enemies. That’s more what I think of when I think of Deadpool, not flailing swords around chipping off health, and when the bosses turn up, they are little more of a challenge then regular enemies with bigger health bars.

Another consideration may be story versus gameplay. I may go into this in more depth another time, but games can have a tendency to overeach and try to do both of them equally and fall short on each. A number of games have found a great niche for themselves by focusing on a strong story with simple gameplay (Asura’s Wrath, Catherine) or by havin engaging gameplay that players keep coming back for despite a lack of story (Street Fighter and Tekken series, multiplayer focused shooters like Titanfall and MOBA’s). Doing one well can often work better than doing avargely on both

In conclusion, since developers can’t all hope to make a game like Skyrim with huge amounts of unique content to have you measuring gameplay time in days rather than hours. It will pay off in the long run for developers to use their resources wisely. Don’t out stay your welcome, I for one would rather play a shorter game where no moment it wasted, than a bloated game that heavy handedly uses repetition to pad out the play time. The key is to find the thing in your game that appeals to your audience and focus on that. Nothing should be in your game simply because it’s expected of games today; be it story, visuals, RPG elements… know what your game is about, know it’s appeal, know the reason people will want to play it and keep playing, and focus on that. Focus on this a make it the best it can be and you will surely make a better game, if there’s time/money left over, then work on the rest.

OneGameAMonth Challenge – April 2014 – Idle RPG

Once again it is clear to me that the advice I read is completely true, I need to make game design/development a habit, I should do a little every day. Whether it’s a day off when I can do substantial work, or a busy day when I can only do a little. But by doing a little each day I can surely make much better games, be it making one sprite, or writing one paragraph of a design document. It’s all practice and it’s all learning. I’m now three months into my personal #1gameamonth challenge and if no other experience was gained from this month’s challenge, it was getting a taste of the crunch, I had made a good start for Aprils game, then life and laziness got in the way and I found myself without any free time left in the month and a project nowhere near completion, so my Sunday was spent frantically trying to pull together a game. It was a stressful experience and made me really wish I’d devoted more time to the project throughout the month.

The project was chosen for it’s perceived simplicity, and once again it proves to me that there are now simple projects. The brief I gave myself was to make an Idle RPG (a genre of stripped down RPG’s with minimal mechanics, game currency/experience builds up over time automatically and you buy upgrades to progress and accumulate money/exp quicker), it looked easy, there was no game play so to speak, not in the traditional sense, surely there’s nothing more to code than just variables affecting each other over time. And variables is a big part of it, and far harder than I expected. It’s actually a difficult challenge, I created some graphics to convey the setting of the game, but the game play is all numbers, and with nothing more than numbers, you need to shape a sense of progression and find a good balance of fun and challenge. I chose to make the increasing numbers grow procedurally; I made calculations so that the price of upgrades and strength of the blocks that the player would destroy would grow exponentially. At this I feel I failed, at first the numbers grew so rapidly that they quickly became far too high for the game, I scaled them back, and in the end, the growth became flat and un-enjoyable, there were no peaks and troughs in challenge, progression was as hard at the beginning as it was at the end, and worst of all, the upgrades lacked any kind of punch, when you bought an upgrade, the affect was often, hard to notice.

This experience has really highlighted how important variables can be in game design. Computers after all don’t speak English; they speak the language of Mathematics. You can’t program a game by telling the computer that this enemy is strong and this one is weaker but faster. You have to translate all that into number values. The enemy has X health points as can deal Y damage to your player, and move at Z pixels per second. Getting this wrong is the difference between a frustratingly hard (or impossible) challenge and a piece-of-cake boring ride to the finish line. But somewhere in between is the balance that comes with great game design and you can never get there with guess work and assumptions. What this game truly lacked, was iteration in the design. To try and try again until the numbers made a great experience.


Assassin’s Creed IV : Black Flag – AC games, I’ve had enough of your crap

Assasin’s Creed IV Black Flag is easily one of the best, if not the best Assassin’s Creed games to date. So how is it I will have played it far less than any game in the series so far. Well, I think it’s because it offers so much, but so little of it is any particularly new, the fact is, we’ve been through all this many times already.

It’s been an up and down ride for Assassin’s Creed. Looking back at how badly the first game played it’s surprising it got a sequel at all, but it was fresh and interesting at the time, we’d all gotten used to roaming about a city since GTA3 but the free running mechanic made the world seem so free and open, and it helps plenty that the setting was so compelling. And you had a great sense of freedom during the main missions as well, the main story was only let down by the repetitiveness of the missions lead up to the assassinations.

With the sequel, the game finally felt like more of a finished product, The story writing improved greatly, we had in Ezio and likable protagonist, a classic hero but a bit of a rogue at the same time, like a renaissance era James Bond. There were new mechanics, fighting worked better, most of the game breaking glitches were gone. But as improved as is was, it was the start of the downfall for the series. Gone was the freedom case and plan your assasination however you liked, to charge in, killing all in your way, or to find the perfect way to sneak in and make a clean kill. Now the mission constraints led you by the hand and desynchronisation could happen at any time if you disobeyed the game. 

Brotherhood and Revelations played in much the same way. Only with Assassin’s Creed 3 did I realise how good we had it with the Ezio trilogy. Sure AC3 introduced more new mechanics than probably any of the sequels, but this was let down by bland protagonists, a story line that starts out “who cares” and ends just being confusing. Worst of all in my eyes, was the setting, if not for the fact this game was developed in Canada, I’d make some comment about American’s not realising how little the rest of the world cares about it’s history. We really were spoiled in the locales offered before, historic cities with grand architecture to climb; towers, monuments and castles gave way to small wooden houses and the odd church, Amazing landmarks like the Dome on the Rock, Saint Marks cathedral, the Colosseum, Hagia Sophia, AC3 had nothing of the sort. 

As the games grew, so too did I. The first AC game was a landmark for me, it was the first game I completed all achievements for. It led to several years of being an achievement whore, an addiction that lasted until the moment my Gears of War 3 save was corrupted. The achievements of the first game were terrible, Collectibles can be a good force in games if done right, but Assassin’s Creed (also GTA4 and Crackdown) showed us of to do it wrong. Hundreds of flags to collect, no in game reward for doing so, and no in game map. But despite all the flaws in the series, I have every offline achievement of the first five games. So now that Black Flag is here, with the best bits of all the previous titles, why am I so unwilling to give it much of my time.

Well first of all, I have less time to give now I’m full time employed, the original game and my addiction to achievements was a coping mechanism with the boredom and depression of varying degrees of having no job, few friends and little contact with family. But regardless, I think I’ve had enough of the “crap” we have to deal with in these games. Black flag has all the best elements of the series so far; AC3’s sailing, the story and character quality of the Ezio games, a great setting, a free and open world made accessible by a fun mechanic for getting around. The problem is, they haven’t fixed the “crap”

Free running is still as glitchy a ever. It’s fine when you’re bounding across rooftops or climbing a large structure, but the fine controls are still terrible, It’s kind of sad that with six games now published (seven if you count liberation) they haven’t fixed any of the biggest headaches we have as players:

  • Playable Character gets stuck sometimes at the top of a structure and will not move.
  • Game cannot tell the difference between you wanting to run somewhere and run and climb. Meaning that you often climb objects you want to interact with like chests or doorways
  • Getting down from high up is tricky without a haystack to leap into
  • Playable Character often doesn’t recognise an attempt to jump to a platform, instead leaps forwards often leading to being spotted or falling to his death.

It feels somewhat insulting that after all the millions the fans have spent on the series, it seems as though they haven’t ever tweaked the engine governing the free running since this is the most used mechanic in all the games. 

The other problem is the gameplay content, ignoring the story and setting, there is nothing new in this game. you have the same combat accessories as ever in blades and projectiles. Now we can fire up to four guns some would say, but that’s still less usefull than when you could have a bunch of throwing knives, less powerful granted, but they were quiet, didn’t need reloading and could kill an unaware guard. All that Edward can do is copied from a previous game, smoke bombs, poison darts, the rope dart, sailing, The only new things are the Tarzan style rope swings and the ability to capture and plunder ships, and even that is pretty pointless apart from upgrading the ship and gets repetitive quickly.

The missions are the same mixture of swinging between rigid conformity and joyous freedom, and you are never quite sure which way any level will swing. Hence why I will not be getting 100% on all the mission constraints. I’d rather have fun doing things my way then spend hours trying to do levels just the way the game wants me to. As for the collectibles, what’s the point, the tresure maps were a great addition, but forgive me if I don’t feel compelled to search out every last animus fragment, especially now that I have a fully ugraded ship, the best swords and pistols and the reward for the fragments is minimal.

So that’s it. I’ve had my fun with it, I’ve gone though the side missions, the main missions are nearly done and I’ve made my character as strong as he’ll probably get. If you want me to spent the kind of time it did with the last games, going through all the other crap like getting 100% sychronisation or collecting every little pointless thing or completing all the challenges, you’d better come up with a better incentive than a few achievements.

#1GAM – Loops – My first published game

It’s not much, but the important thing is that I finally started a game project and saw it through to the end. It’s called Orbit Dodge and you can play it here…


I learnt so much, even from this simplistic game. The important thing now is to build on this success and drive my education forwards. I can look on it as a positive that the game is so bad in a number of ways. It’s a positive because I can see a lot of areas to concentrate on and improve (although the game hardly represents the sum of my abilities, I was most concerned about actually finishing). It would be futile to list the infinite ways in which the game falls short of the best AAA games, or even an average free-to-play game. So what is next of the agenda for me to advance my skills:

  • Writing – ie I should do some. I’m interested to play around with a game with some kind of narrative or dialogs
  • Gameplay – I can’t say I did much to optimise the gameplay in Orbit Dodge, once I had the mechanics working, I only tweaked a few things for the sake of difficulty. Next project should definitely have more time spent making it actually fun to play.
  • Visuals – Superficial yes. But the truth is, the better your game looks, the more people will play it. With that in mind I’ve installed my graphics tablet and Photoshop Elements on to my development machine and played around a bit. Until a time at which I can work with an artist, I’m just gonna have to get better at making things look pretty.

That should do for now. There’s a lot of food for thought there, and with luck, will be miles ahead of this first attempt. And it’s March now and onegameamonth has set it’s next theme, Neon.

It’ll definitely be a challenge, I imagine neon effects are a lot easier to achieve in a game engine that has lighting effects. Though thinking about it, I’ve never looked at Construct 2’s effect library, there may be something useful there. I’m already getting some ideas around the theme, should be fun.

#1GAM – Loops – Getting Back into Construct 2

“If you want to be a writer, you must do two things above all others: read a lot and write a lot.” – Stephen King

I’ve wanted to make video games for almost as long as I have played them. I’ve missed opportunities to learn game development and design in the past, but now with my life settling down, and the basics of survival and paying the bills taking up less of my time and concentration, I really have no excuse to put it off any longer. And what a great time to learn to make a game. The indie game development community is thriving and is full of positive role models, everyone from small web game developers to break-away success stories, all seem to start making games and sharing them with the world for the shear joy of creating something and having another enjoy playing it.
You see, I’m preparing to start a new position at work, one that pays well, but also offers four days off a week, and when my father asked me a simple question (“What are you going to do with your days off?”) I had to stop and think, so apart from keeping my house cleaner and doing more exercise, I decided I would use the time to develop my game making skills. At the beginning of this post I quoted Stephen King, he was talking about writing, but I’m thinking the same should apply to game design.
“If you want to be a game designer or developer, you must do two things above all others: play a lot of game, and make a lot of games”
Not so succinct, but good words to live by I think (for an aspiring game designer like me at least).
So when Feb 1st rolled around, I decided to dust of the Construct 2 ( free edition sitting on my laptop and went to see what the months theme would be on onegameamonth ( At first I wasn’t getting much inspiration from the Loops theme. I wanted to make something simple. Something to get me started, To have a game under my belt so I could later build upon the experience to make something bigger and better.
Inspiration came in the form of re-runs of a British TV game show much loved by Brits of a certain age. Crystal Maze was one of my favourite shows growing up, and looking at it now, it was like a miniture, analogue app store or online arcade. The contestant had to collect crystals by winning mini games, they would choose a type of challenge (mystery, physical, skill or mental) and they would be given two or three minutes locked in a room to complete the game or exit before the time ran down, failure to do so would lead to their incarceration in the game room until their team mates decided to buy them out with a hard won crystal. More crystals meant more time in the crystal dome, a rather anti-climactic end game that almost no-one ever won.
One game on the show I saw was to use a long chute to place balls representing planets into their correct positions on an orrery. The looping orbits got me thinking and I soon realised that a solar system could be easily simulated on a small scale in Construct 2 and fit the loop theme on onegameamonth perfectly. And after I rolled around a few game play ideas, I settled on a frogger type game, with the planets providing obstacles for a UFO running back and forth to the sun.

Next: What I have acheived so far, and what can I use the rest of the month for in terms of polish and improvements to this game.

So today is the 14th (happy valentines day) and I have the rest of the month to make this simple little game into something i can feel proud of. I’ve met the main criteria of the onegameamonth challenge, Now is the time for improvements and learning. 

I’m fairly happy with the gameplay, obviosly it’s not going to blow anyone’s mind, but what I really want is to expand the game as far as I can. For now, my to do list is (in order of priority):

  • Sound
  • More visual feedback 
  • More of a menu and options page
  • High score’s (local scores at least, maybe including scirra’s arcade leaderboards)
  • Improved assets
  • Difficulty curve the longer you play
  • Bonus’ and power-ups of some kind