Frogi
Synopsis
- Submitted as part of the LudumDare 56 game jam.
- Created all of the code using GDScript in Godot.
- Created all of the art assets using aseprite.
- Created all of the sound and music using FL Studio 20.
- Rated 49th in mood out of 404 submissions.
- Rated 71st in audio out of 404 submissions.
Description
During this game jam, I wanted to implement several simple game
mechanics while exploring making my own music and art assets; all
while using godot for my first real project.
I implemented four main mechanics:
1. I created a dynamic parallax background effect when the player clicks to start the game.
2. I created a slow targeting system inspired by dome keeper.
3. I created a mechanic where the player uses their tongue to catch creatures.
4. I created a damage system where creatures colliding with the player damage them if they're not careful.
In my opinion (based on my reading of Rules of Play and The Art of Game Design )
game mechanics evoke meaningful play insofar as they are discernable (the player can perceive the immediate
outcome of their action) and integrated (the outcome of an action is woven into the game system as a whole.)
My intention with the game was to create a zen-like experience, where players enter a flow state. I believe I
did this by slowing the controls down to a snails pace, creating relaxing ambient music, and make the creatures
move slowly.
Based on the feedback from players in the jam, I believe I met this goal of meaningful play. The design of the
game was such that players could easily understand it and begin playing. However, several players stated that
the controls were in-fact unbearably slow. In the future, I would playtest different speeds to see what
is best for evoking the feeling I intend for while also minimizing unintended frustration.