MiniJam 134: Islands
Game Jam
Islands is a turn based rogue-like with a variety of skill based minigames sprinkled throughout. The player takes the role of a mushroom rum runner pirate and they will sail around the map, collecting mushrooms, brewing those mushrooms into their special rum, and then selling this highly sought after product to the nearby taverns. While the player is doing this there will be countless other pirates and sea monsters looking to stop you.
Play on Itch.io
Mini jam is a 72-hour-long video game development jam that occurs every two weeks on Itch.io and this is my submission for MiniJam 134. The project is presented as it was submitted.
Theme: Islands
Limitation: On a Grid
Role: Solo Developer
Tech: Unity3d, Aseprite, Notion
Overall: Rank 2nd
Concept: Rank 2nd
Enjoyment: Rank 6th
Presentation: Rank 9th
Use of Limitation: Rank 14th
Submission Page Link: https://itch.io/jam/mini-jam-134-islands/rate/2113279
Project Screenshots
Game Jam Overview
Pre Planing
I signed up for this jam a few days before it started so I had the opportunity to approach and plan how I would use the 72 hours to develop this project. What I knew going into this was firstly, that the theme of the jam would be “Islands” and second that the participants were voting for what the limitation would be for the jam (the Limitation is not announced until the start of the jam). Knowing this one can assume that the limitation would be one of a finite list of options that people were voting for.
Knowing these two things I started planning. The idea was to develop a core concept that would cover not only the theme but also several of the possible limitations. From there it was to devise a strategy for each unaccounted for limitation option and have a plan on how to modify the core design to fit that use case. for example if the limitation ended up being “non linear progression” the project would have feature several different types of ship upgrades and the focus of the game would shift towards upgrading and customizing the player’s ship. Another example is if “Death is only the beginning” was selected then when the player died they would then become a ghost ship and instead of fleeing from the large “boss” ship that slowly chases the player they would need to instead fight them. If they win they are brought back to life and the game continues as normal.
With these outlines in place the next and final step of the planning process was to schedule out the work for the 72 hours (including when to eat, sleep, and walk my dog lol) as well as a list of what kind of art asset I would need create vs using open sourced options; leaning towards open sourced whenever available for time limitations.
Day 01
Day 01 was mostly and exercise in speed typing thanks to the planning process. the limitation “On a grid” was announced and I simply began to execute on that plan. there was not much need for decision at this time. the main focus was to get the overall architecture of the game loop constructed (in this case the main player/enemy turn structure) as well as all of the nested game loops (player’s and each ships turn)
For the most part the plan was executed without incident, but there were a few unforeseen issues as the day progressed that needed to be taken care of to stay on track. first one being that the 16x16 assets were not fitting they way that they needed to and ship were overlaying incorrectly. there was also some issues with the UI being a bit too small with a 16x16 grid. I ended up switching the grid to a 24x24 layout which involved some quick sprite work and UI changes to make everything fit together properly.
Another issue that came to light on day 01 was that as more and more ships began to spawn the enemy turn was taking longer and longer. this would lead to the player doing their move and then just kind of sitting for awhile with really no movement on screen before they were able to move again. thankfully this was a quick fix. I modify the enemy ships turn to just “snap” them to their end space if they were off screen. this exponentially reduced the enemies turn as the only ships that were animating their turns were on screen and near the player.
Days 02 and 03
Day 02 was focused on major bug fixes and refining the broad strokes architecture laid out the day before. the goal was to be in a position by the end of the day where the game was “finished” or in what I would call “Technically Finished.” What I mean by this is that all of the code is in place and all of the gameplay functionally exist (player gets hit they take damage, player picks up and item its added to cargo, the press the D-Pad they move, etc). thanks to the carful planning this finished ahead of schedule and I was able to move on to day 03 balancing a few hours earlier.
Day 03 started off with clearing out the minor bug list by either fixing them or tagging them WNF (will not fix). once that was completed I then began to do one last balance sweep of the game play loop. unfortuantly due to time constranst and only having one tester availible (me lol) i had to go with a “gut feel” approuch without much in depth analysis to detirming if option A was emperically more or less balanced than option B. it was more of a “this ship is suppose to be quick so give it more speed than the others” or “this is the big scary boss ship lets give them more damage and hit points.” the main data points used to gauge the overall balance was turns, rum sold, and gold. with this approached i balanced until the avg of those stats was around where i would like the player to be at a game over.
Game was completed according to the original design plan and was submitted ahead of deadline.
What's Next?
The game was very well received and i was highly encougerd to contiune to flesh out this project. I plan to update the art and UI assets as well as implement some of the feedback i received on things that people would like to see
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Ship stats and variations
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More mini games
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More types of ingredients and recipes
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Light island/town exploration
An updated version of this project to coming soon