At the end of every January, people all around the world gather to make awesome games in an absurdly short time. Developing a game in 48 hours is nothing short of insane, and I don’t think it comes to anyones surprise that this appeals a lot to me. And here I proudly present our result this year:
Super Snake Wheel
“We can’t stop here! This is bat country!”
Well, Mr. Snake might have been a bit drunk when he and his companion Mr. Gecko ignored all the warnings and set out to their adventure. Being one of the few snakes who can form a tire out of himself, he’s now rolling down the hill while Mr. Gecko defends him from birds, barely keeping his balance! Take control of this duo of odd heroes in this quirky adventure for one casual and one hardcore player!
And of course credit where credit is due, and these amazing guys deserve a lot:
- Game Design: Matthias Niebergall
- Art: Kirill Krysov
- Programming: Dominik Hübner and myself
- Music taken from the wonderful Kevin MacLeod
- A big thanks to all the people organizing the jam, globally and locally here in Berlin. You’ve done a great job!
By the way, we even satisfied a diversifier (an achievement for the developers) this year: “Collaborative Casual/Hardcore (Two players: one casual, one hardcore): Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).” I am sure you will agree after you’ve tried both the casual Mr. Snake and the slightly more hardcore Mr. Gecko: The former just has to jump and duck, while the later has to balance on the snake, jump at the right times and use the mouse to shoot at birds!
Even though this is not my first jam, it seems that every single one has some valuable lessons to teach. These are mine this time:
- Even though it’s an a very small timeframe, make a rough project plan with milestones so you won’t lose focus.
- Every milestone should be playable (player interaction and a goal), especially the first one – which should ideally be ready when you go to sleep the first time. It does wonders to your motivation!
- Programmers, make a task list. It keeps you focused.
- You cannot say if something is fun until you can test it. Halfway through the project I felt like giving up because nothing seemed to be coming together, and 12 hours later we had this amazingly fun prototype! So even if it seems like the game won’t be any good, at least implement the first playable prototype.
- If your code is based on a pixel oriented framework like Flashpunk, don’t mix in vector based stuff like MovieClips. It just leads to a whole load of implementation overhead.
- If you want to pull an all-nighter, at least sleep the first night. Otherwise you might fall asleep the second night which will surely lead to you missing the deadline.
This year the GGJ was certainly not easy and at times tedious and exhausting, but the result totally makes up for that. I daresay that it is one of my best prototypes so far! I am very happy that I have participated, and I’d like to thank everybody who made the weekend as amazing as it was!