Well, even working up to the final minutes, I wasn’t able to get enough game into my…uh…game. The control mechanics and getting the scene put together with all of the UI elements ended up being more complicated than I expected. I’m happy with the way the game feels at this point, though, so I’m looking forward to adding in the combat to see how the full arc of the game feels. Here’s a screenshot of the final state as of the jam ending:
You can play what I ended up with by the jam deadline here. Since there wasn’t any time for any real tutorial or documentation, some instructions:
- Drag the mothership to move around. The mothership is the online thing under your direct control.
- Clicking on the buttons on the lefthand side of the screen produces a new computer-controlled minion.
- Minions will stay near the green waypoint (the little green icon that starts on your mothership).
- The waypoint (and thus, your minions) will stay with your mothership unless you place it somewhere by clicking within the green circle representing your area of control.
- If you move too far from your waypoint and it leaves your area of control, it will return to your mothership.
Things That Didn’t Make It
- There’s no AI. That big purple mothership? It’s just sitting up there. It should be chasing you, pumping out it’s own minions to hunt you down.
- Speaking of that, there’s not combat. All those health bars and nothing to do with them.
- There’s no cost to making a new minion – the intension was to have a cooldown cost for each ship type, as well as a materials cost.
- With combat working, I was hoping to have each destroyed minion leave behind wreckage that could be reclaimed by a non-combat gatherer minion.
- Sound effects, menus, and any other polish stuff. I never get to these, though, so I almost forgot to add them here. I really need to learn to pump out a couple of basic sounds and a simple background loop right at the beginning so these don’t get left behind.
The Future
Without a game to actually play in here, I don’t know if the thing is any real fun if you actually had human or computer enemies. My immediate plans are to hit the points above that would turn it into an actual game. After that, I think I’d like to give the whole thing a less-abstract coat of paint and play with some different art styles. I’d also like to see the thing running on an iPad or iPhone, since all the interaction maps well to touch. From there, I’m not sure – should it be some sort of arena-based competitive thing? Should it grow into a more open, exploration-based single-player experience? Assuming interacting with the game proves enjoyable, I’d like to explore some of these possibilities.


