Devlog Post 1-Game development process, playtesting, development images and notes
Devlog Post 1-Game development process, playtesting, development images, and notes
At the start of the project, a character sprite was created for the prototype as practice, and we based our story and game off of that. Because the character resembled a clown, we decided we wanted to create a story about a clown trying to get to a kid’s birthday party. For collectibles, we thought it would be cool if we incorporated balloons into a score, and for level progression, we decided on necessary clown supplies like a red nose or big clown shoes. We wanted to mostly reward the player for doing well rather than make a punishing platformer.
We needed 8 scenes total (1 game start, 2 easy levels, 2 medium levels, 1 hard level, and 2 game end screens), so we split the work evenly with each person responsible for 2 screens.
Ellawyn made all of the pixel art for the project as well. The direction for the art was a simple pixel style because she did not have much of any experience with photoshop or making art for a game. For that reason, there’s minimal shading, and there’s no jumping animation for the character. Besides, it’s funny to watch the clown move like that in the air.
For the first easy level, the game development process included making a level that would have less difficulty and with the more convenient placement of balloons that would make it easier for the player character to reach the balloons. The player character has to make more jumps to a higher number of platforms, but the platforms were placed closely so that it would be easier for the player character to jump from platform to platform and reach other balloons. Balloons were placed on the platforms as a motivation for the player character to reach higher platforms. Some platforms had higher lengths than other platforms because that would vary how high or how far out the player character would have to jump to reach specific longer or shorter platforms. The player could jump twice so that the player could move from lower platforms to higher platforms. The player would have to jump and land on the platform to collect the balloons. The gate was placed at the end of the level so that the player would have to collect all the balloons before moving to the next level.
For the medium level, multiple features are implemented on the platform: some platforms move up and down, and other platforms fall soon after the player jumps onto it. Most players are able to pass the medium levels after a few attempts.
The hard level was designed to incorporate most of the elements from the previous levels. By including spikes, disappearing platforms, and difficult jumps, the hard level was made to give players a rewarding challenge before revealing the game end screens.
We also got feedback on our game through playtesting, even though itch was down. Below are our notes:
Group 1:
- Liked the art, bouncy feel of the character
- Wanted more feedback as you played the game
- Couldn't tell if items or balloons were necessary to win
Group 2:
- Liked the game premise
- Couldn't tell as you were playing though what the point of the game was
- Wanted to see more sprites and a background
Art & Design Images
Get Birthday Balloon Bonanza Platformer Game by Alok Roy Chatterjee, Kerry Chen, Ellawyn Fong, Hongyi Zheng
Birthday Balloon Bonanza Platformer Game by Alok Roy Chatterjee, Kerry Chen, Ellawyn Fong, Hongyi Zheng
Status | Released |
Authors | Alok Roy Chatterjee, Hiroki39, ellawynf |
Genre | Adventure |
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