Designer Pain - Jonathan "Stylish" Stanger


HI! 

For this project I was placed in the hands of being a Game Designer, Graphic Artist, and Programmer. So normal Indie Dev things. 

Overall I think I spent about 58ish hours on the project? 

As a game designer I wanted the player to have a sense of joy upgrading items and getting higher and higher scores as they play. I also wanted a small, closed experience that the player could hop into and leave as they wish. The first step was creating upgrades that allowed the player to choose what type of gameplay they wanted. Did they want to risk it all and put all their upgrades into one die? or put their upgrades across their die to achieve an average but reliable score? 
I also wanted to challenge the player by adding an upgrade that changes how the player approaches the game. You start with a 3x3 rack but what can you do with a 3x4? or a 1x9? This This created a challenge at first but if you prepare enough in the first part of the game, you can only really get the biggest score from breaking away from the normal rack size. 



The most difficult part, consistency. 

Most of my hours were spent in the last two weeks of this project than the first two weeks. I think a higher average consistency could've brought the project to a better state. 

I've learned the most about how to communicate with people about needs and wants of aspects of the game. 

I'm most proud, of the ending, At the end (though minimal) it is an enjoyable experience that you can keep playing... and playing... and playing... OH, I should probably submit this devlog before I forget!

Files

CU-BRICKED_V2.zip 327 MB
4 days ago

Get Cu-Bricked

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