We started the game simple, keeping our scope small for the short time frame. We went for a twin-stick arena shooter, with minimal weapons and enemies. The main mechanic created the interesting gameplay, forcing player's to roll through enemy bullets to gain more ammo, creating a dynamic risk-and-reward gameplay.
The weapons I created within Abode Illustrator. I went for a consistent style with a few details, and thick outlines to help the player clearly see the silouette.
CREDITS
art
programming
audio
All programming was done by Wolfenrahd, within the Godot game engine.
All art was done by me within Adobe Illustrator, going for a cartoon look with thick outlines.
All audio was created by me within FL Studio. I was aiming for a casino atmosphere, using traditional casino sounds to sell the effect.
I used various techniques to create the sounds for the game. The weapon sounds were a mix of random objects, which I would crack or hit together, and apply effects to reach a final sound. I created a few variations for each weapon, to help alleviate the repetitive nature of firing the weapon.
Rifle Firing SFX
Rocket Firing SFX
In-Game Music Track
I documented the entire development process, creating a development video for YouTube. This allowed me to share my process with others, while reflecting back on the decisions made during the game's creation.
EXTRA INSIGHT
We communicated ideas back and forth, organizing our thoughts into a design document. This allowed both of us to be on the same page, while working on the same part of the project.
We did various playtest sessions with others, allowing us to reduce bugs to a minimum. This resulted in our final submission to have no bugs for the player that will effect their gameplay.