State of Play


Why Bother?

This all came about from hitting a brick wall on another game (based on yet another failed game jam).
The idea was to pick a weekend and slam through the project using the same time constraints as any game jam.This also ended in failure.
Trouble was, it was lots of fun. So this one is getting finished in three months instead of three days picking up as much experience along the way to help with the main game.

State of Play

The game consists of three levels (famously the original crashed after level 3). The levels are done, and tucked up in Tiled.
90% of the basic art is done, pickups, weapons, enemies and all the basic game states are done and working...(ish)

To-Do:

Boss Battle 1 (80% there)
Timed challenges to add a bit of spice to each stage.
Balance
Thanks to the lockdown and VE Day I have a long weekend to get a playable demo out.

Weapons of Choice:

Programming: Monogame with Nez
Graphics: Aseprite
Music: Nintendo GameBoy - Nanoloop and LSDJ
FX: Bfxr
Level Design: Tiled

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