
Overview
The Fall is a 2D platformer with the theme of repair. The game centered around eliminating enemies in your way while moving ghosted objects to your advantage to get across. Before reaching each section, the shredded white background would indicate how the world was broken, but after passing that area, you would get to see how the world was repaired in that area once again.
The Fall was one of my first actual games to work on from start to finish. Here were some of the contributions I did for this game jam project:
Player controller
A basic with more tuned player controller to fit the game in that the idea was to implement jumping, moving, and attacking.
{enemies patrolling here}
Enemies
To fight the player, enemies were needed in which they would patrol from left to right.
Challenges
With The Fall being a game jam project, many challenges were presented. Here were some of the few:
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Lack of design foundation
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The Fall's design had a bit of a rocky design. This was in the sense that the game did not have a clear enough foundation and some of the time was in attempts to discover that foundation instead of adding to it. This is to say that it became difficult to implement systems for the game as some things were not clear of what to actually do.
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I believe the easiest way to mitigate this is to create something in the beginning that is communicated to the team well enough where everyone has the same picture and the game's design doesn't become a challenge, but instead an aid to building a better game. This isn't to say that The Fall was bad, however, it could have been even better had there been a foundation to lay on. My other game jam project, Hull Breach is an example of what a design foundation needs in the sense that instead of finding it, we added to it.
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Lack of knowledge
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The Fall was a 2D game which meant working with 2D physics and controls, something I hadn't quite done yet. So in attempts to implement systems such as the ones above, many systems came out less desirable than actually intended for.
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In simply discovering more information about 2D even during the game jam, I believe this could have been easily been mitigated by just learning what I fell short on. Luckily with game jams comes also learning steps to be used on actual bigger projects to avoid on.
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