Day 6: Full speed ahead!
Day 6
Alright, now there's only 1 day left in making the game. I was super anxious, worrying that the levels might not be enough. Why? Previously, I said that the price increased by 2 every time the player buys something and I planned to have about 25 levels. And the one thing I know about every level is that there are each 1 gem in every level. So, 2 + 4 + 6 + 8 = 20. The player would need to collect 20 gems in order to be able to use most of them for upgrades, which mean there would be more than 20 levels. However, there might be a chance that they have miss several gems in the game because of the time limit, forcing them unable to continue buy upgrades. Therefore, the player must have at least encounter 5 shops just in case if they didn't have enough gems during the first four shops.
In the end, I decided to build 27 levels. That's done, now it's time for a victory screen. The victory is something simple; the player is inside a room with a wavy text of "YOU DID IT" and gems moving from right to left. After 10 seconds, the player is returned to the main menu. Everything is going swell well and all I need is the music/audio guy to deal with this.
However... out of nowhere, my brain goes: "Hey, let's do challenge no.3 and add achievements. Also difficulty." ...So yeah, I decided to follow that plan. The difficulty part isn't that hard. Because I'm too lazy to make UIs, I just added a text element in the menu screen and make it clickable for the players to change difficulty. Now, there will be two difficulties, normal and hard. Normal is just 90 seconds while hard is 60 seconds.
Now, challenge no.3 in the game jam is called Hidden Secrets. In the game, I have nothing else to come up for the hidden secrets except for the last gem I never used, the gray gem. So, I decided to use that for the third challenge. And if you think I'm going to do the second challenge, In a Song, I'm not going to. I'm tired of it all and don't have any other brains to think for a song into the game. If you're wondering where the gray gem is, it's in the 22nd level. What's the layout of that level? I'm not going to tell you just yet. Probably when I've uploaded the game.
The last one is the achievements, which is something I've never used. But I don't think it's going to be that hard to deal with. In making that, I need to use LocalStorage and create its keys on the start of the game. If the keys doesn't exist, I will force to make one. If it does, then it will just skip. If you see on the left top corner, there is an achievements UI. If the player clicks it, it will go to the achievements screen where there are three achievable achievements for the players. How to get them? Easy.
- The first one is by getting the grey gem
- The second one is by beating the game in Normal Difficulty
- The third one is by beating the game in Hard Difficulty
And that's it, nothing special. Oh, also, I finally was able to make the thumbnail for the game. However, I need some help with my little sister who was a great artist. She isn't a part of the jam as she is only credited for making the website thumbnail.
I also added some simple retro sound effects by using Bfxr when the players obtain the gems and used a music on the shop thanks to dnebesh's work. I asked some revisions, but I will take one for the shop.
Now, is that all? Yes. Will I make some changes to the game? No. So it's fully developed? Sadly, yes. I don't want to spend my time working on this game only and wanted to try more things. So that's it for this devlog. I'm already tired even though it's still early, now I'm heading to sleep.
Gems Seeker
Find gems, collect them, get out, repeat!
Status | Released |
Author | TheGamer |
Genre | Puzzle, Platformer |
Tags | 2D, Construct 2, gems, Pixel Art, Puzzle-Platformer, Singleplayer, vimjam |
Languages | English |
More posts
- Update: Fixed bugs + ExtraOct 03, 2020
- Day 7: Submission timeSep 25, 2020
- Day 5: Extra push on levels, a game over screen, and a credits screenSep 23, 2020
- Day 4: More levels, a good game menu, and some helpSep 22, 2020
- Day 3: New levelsSep 21, 2020
- Day 1 and 2: The idea and a startSep 20, 2020
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