Release


GAME DEVELOPMENT PROCESS

For this game we weren't even really sure on what we wanted to do. We spent a lot of times bouncing ideas around; originally thinking of making a clicker game. It wasn't until a few days into the project where we finally got an idea of what we wanted to do. Phone games are usually made to mindlessly pass the time and don't require a lot of involvement. And what better way to pass the time than to play a game that never ends. We looked at games like Subway Surfer and Jetpack Joyride and got inspiration for making an endless runner. Once we decided on this we divided our roles into the following:

IVAN

Created obstacles, implemented random generation, implemented player running

SAMI

Generating platforms, Debugging, Integrating assets, Score tracking, Power-ups

EVIE

Concept Art, Sprites, Animations, Character Design, Trailer art + editing

SEMI

Backgrounds, UI, Game footage, General play testing


PLAYTESTING

Making an endless runner did not require too much effort to make once a spawning system and whether or not the player should move to the right or everything else should move to left was decided on. The truly difficult part of making this game was play testing. We realized some of the platforms being generated were impossible to jump to during our play testing sessions. This led to a lot of time spent slightly tweaking values to find the sweet spot of not too easy but not impossible gaps. We also learned the importance of assets and sprites during our play test. Because our game wasn't complicated, it was the little things that would make our game truly fun. After the play testing sessions we focused on creating an enjoyable atmosphere with the UI and SFX.

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