Game Jam Games
Below are some games I made on small teams at GameJams with the WolverineSoft club. In general, I worked on programming/mechanics development although I also composed the music for both these games.
Shipwrite
Play Game
Description
Shipwrite is a game made on a team of four for a 48 hour GameJam in October of 2017. The theme of the Jam was the word "rite" or any other homophone of the word.
Shipwrite is a game where you control a ship that can only move right, trying to collect letters to form words. One long word scores better than many small words, so try to form the longest word you can, but be careful! If you hit a letter than doesn't fit in your word, you will lose all your progress.
Commentary
I'm pretty proud of Shipwrite, even though we didn't place in the event. Our team was comprised entirely of first time GameJam participants and we had one freshman on our team who had only been coding for a month and a half or so.
Since Shipwrite is a game about building words, it offered some unique challenges during development. For one, checking whether a word is valid is pretty simple, but we also needed to tell if a word was a valid prefix to detect if collecting a letter should cause a break.
Actually, this was a convenient opportunity for me. Earlier in the Jam, I had suggested we use a Trie to hold the dictionary in, but we analyzed the complexity and realized a hashset would be a lot faster. However, once we realized this prefix detection problem, my idea actually became the best solution. We also had the problem of trying to spawn letters that were balanced in usefulness and difficulty.
We ended up randomly selecting between spawning a common letter, a random letter, or a vowel, but after the Jam I decided to use a different approach using the Trie again (See below).
We also had the common GameJam problem of not having any artists on our team, so one of my teammates learned how to draw 8bit art at the event. Honestly it turned out looking great considering the circumstances.
Changes Made After the Jam
After the Jam, I incorporated some of the feedback we got in final judging.
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After complaints that the ship was too hard to control, I added jumping.
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Similarly, people were frustrated with making longer words, so I changed the letter spawning to be always a valid letter.
This means if you dodge letters long enough, the next letter will fit. This doesn't make the game trivial because its hard to grab exactly one letter at a time.
Extra Parts
Description
Extra Parts is a game made on a team of three for a 42 hour GameJam in November 2017. The theme of the Jam was "Too Much of a Good Thing", so we made a shoot 'em up game where collecting powerups increases your hitbox and makes it easier to lose lives.
The goal is to survive each wave of enemies without losing all your lives. This game placed us in top 8 and earned our team prizes.
Commentary
This Jam was a very smooth experience compared to the previous one. My two teammates were seniors trying to get extra credit for their game development course, and I was experienced from my previous GameJam and my side projects.
We were able to quickly divide up the parts and get everything done without issue. I built the dynamic hitbox system, which involved finding a way to parameterize an equilateral triangle plane tessellation, which was a super interesting problem to work through.
Someone else in the Jam actually had the same idea as our group, but our hitbox system was way cooler than the design they came up with, and many people commented on that in final judging. Overall, we probably could have placed even higher if we had an artist on our team or if we had finished sooner and had more time to make more powerups or enemies.