Today’s game is Forest Slime. You move a little knight around a forest and kill defenseless slimes that can’t even move.
Most of these games are going to end up being both boring and content thin. A while ago I was reading an article about a machine that plays old arcade and NES games over and over again. At some of these its great; such as Galaga, in which it can kill a boss by getting close enough to its shield so that when it fires, the bullet spawns on the other side of the shield: killing the boss instantly. At others its terrible; such as tetris, where it pauses the game immediately and leaves it that way. Apparently, the machine does this because of how it gauges progress; in numbers. In galaga, you are constantly getting more and more points; in tetris, you have a rising score level, but the way to get points is much too tricky for the machine to handle.
Its the same with this project. I’ve so far made fifteen arcade games, and they’re probably some of the finest games I’ve made. Also, they’re probably some of the most enjoyable, because progress (the score bar) is readily apparent. But strategy games are different; progress is only measured at the end when you’ve defeated your opponent, and are also a lot more complicated to make.
Something I’m going to try to do is slim down these projects a bit. In Turntextrogue, I turned the turn-based battle system into just variables and text instead of sprites, and that allowed me to add a lot more. I can try both doing that, and making the sprites just little blocks of color. Also, the more of these kind of games I make, the better I get at making them, I will be able to make them more quickly, and (in making them more quickly) have time to add more stuff.
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