Role: Game and Level Designer, Programmer
Program Used: GameMaker:Studio
Time: 24 Hours
Team Size: 4
About: I worked with an on-the-spot formed team during the 2014 SNHU 24 Hour Jam. This year’s theme was catharsis, which can be summed up as a release from a buildup of tension/emotion. After a short time kicking around some ideas, a concept of a health and rage bar drawn by our team’s musician got the ball rolling on the game we ended up making, Flux.
The game’s take on catharsis was a rage bar that would build up as the player attacked enemies. The more the bar filled up, the higher the player’s damage output would be, but if the bar got too high the rage would start draining away health. The rage could then be released to gain temporary invincibility and full health, but at the cost of becoming weak again with zero rage.
Within 24 hours we were able to create our projected minimum viable product with start and end menus, 2 levels, 2 enemies, a full combat system with three swing combos in 8 directions, 7 tracks of original music, original sound effects, and destructible prop pieces in the environment. A cool little feature we were able to put in was permanence; every single corpse, blood spatter, and piece of debris left behind by the combat does not disappear during gameplay.
The feedback from the other participants of the jam was extremely positive, and our team was very happy with our end product.
In the Spring of 2015, Flux was featured in Southern New Hampshire University’s “Seven Deadly Sins” art exhibit under the theme of “wrath”.
– Game Design
– Level Design
– Character Art
– Music and Sound
– Environment Art