Weaponify is out now


I  have just recently submitted my game "Weaponify" to the 14th GoedWare gamejam that lasted 10 days,here is my journey of creating the game and what went right or wrong,but first,here is what the game is about:

It's a top down roguelike shooter set in an office where the main mechanic is using your gun to turn all the objects located in the rooms into weapons and using them to fight enemies.

The jam's theme was "Everything is a resource", which quickly gave me the idea of making a game where everything can be used as a weapon,and so,i started making the game.

For the first 2 days progress was fast and I had already made some items,the procedural dungeon generation and some enemies,but then progress slowed down and became quite inconsistent:on some days I spent more than 3 hours working on the game,and some days barely an hour,this was mostly due to the fact that i was often busy, or doing other things not related to gamedev or due to the fact that I keep my phone near me while working on games and use it to watch devlogs or other videos on Youtube,but that often turned out to be a distraction

One of the first mistakes i made was overscoping the project:my game idea had roughly 15 enemies and items,and 3 floors,along with 10 room types,yeah Very unrealistic LOL

Something i did right though is that I quickly made a prototype and I think my idea was original too

Another thing that slowed down my progress a lot was family/friends events as some days i went to the pool and that quickly lowered the time I could spend  working on the game

After the first 2 days I focused on adding content and for a while i neglected polishing the game,which I think shows a bit in the game too

That leaves me with 1 day before the jam ends,and I still have to finish up the second level,and the third one is already outside of  the scope

Oh and the game is completely slient too at this time

I was devastated and debated just giving up,but I persisted and locked in for 5 hours to finish up the game and cut down the scope to make it reasonable to finish in 5 hours

So I turned on my pc,turned off my phone,booted up godot and immediatly made the level transition.

Next i added upgrades to the game and added 1 more enemy:a bubblegum machine,

I didnt have time to make a dialogue system so i used "Dialogue Manager 2" and wrote up a simple tutorial to teach the player the main mechanics of the game and take the player to level 1,next i added a title screen and looked around for cool shaders and added that to the title screen,which would have just been a bland ColorRect with a the game title in the middle.

After that i played around with beepbox and made a simple theme song for the game and raised its pitch to make a variation for the second level,after that i added a win screen to the game and a button that takes the player right to the title screen when they click it

Next it was time for playtesting and balancing; the game was hard, very hard, so hard infact that I couldnt beat it,and that meant i had to nerf the enemies so that it's not impossible to beat the game,yet the game is still pretty hard but at least now it's beatable.

Overall this project taught me not to overscope projects and to always finish my games,even if they are bad and even if they dont turn out like I imagined them to

,I had lots of fun making the game and enjoyed the process,and also the final result, and that's what matters,isnt it?

The most valuable thing the project taught me is that "Finished is better than perfect" and without it,i probably would have just given up on the gamejam because it was impossible to make my game perfect,but i could finish it,even if not perfect,and that is what i did

This is all for this project,I hope this devlog inspired someone to finish their game or at least that this was a good read!

Ps:Sorry if my English is bad I am from Italy

Files

game.zip Play in browser
35 days ago

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