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I'm planning to give one game a month a shot this year. We'll see how it goes!
I made Island Maker last month!
I wrote a longer dev log and then accidentally closed the tab. So this one's going to be very short instead! :-)
I'm very happy with this project. This feels like the most complete and interesting project I've made since Wildfire Swap. This is also my favorite project that I've created solo. This has really helped with my confidence as a designer. I've felt capable of designing more interesting games for a while, but this is the first time I've felt like I executed well.
The other big thing I learned on this project is that folks respond a LOT better when high quality assets are used in my projects. I'm definitely going to try and use asset packs where possible for projects in the future!
This month I participated in the Eggplant Community Jam where the theme was "Learning to Let Go".
I chose a physics driven game since you get a lot of interesting situations for "free" by the inclusion of a physics engine. Normally, I do a lot of turn based things. It feels like it takes a lot more work to get to the place where interesting emergent things happen in that environment.
At this point, I decided to go for a goal/target that is able to be overshot. I felt this was a sufficient "twist" (not that this is a particularly unique) on the standard mini golf formula. I think this leans a little bit more into the theme of being conscious of exactly how much power you're applying to the fruit.
I decided to avoid implementing and exploring a TON of other things I wanted to. Instead I listed them in a doc. Here are a few that I was pretty interested in: - Sand trap/slow zone that has friction when player moves through - Pinball style colliders than bounce the player off with more speed - Other fruits that the player can be with different properties