Four months ago I started to work with a great team: Corsegames, and I’m very excited because we have a lot of good projects for a near future.
The last weekend, we were enjoying the Global Game Jam, and this is the game that we made: Tutuki Smash.
It’s a 4 player competition where each one have to press the correct combination key in the same keyboard. There is a magic booster that allows to fire a lightning bolt and then substract points to other players.
(Note: the game doesn’t work in Chrome, use Firefox instead)
I always liked games which give you different experiences while you are playing, so I added few different types of gameplays in mine. At the moment I have 4 planet categories and inside each one could have variations:
This is the main gameplay of the game. You have to collect a determinate number of energy balls in order to open the portal which allows you jump to next planet.
You are a space ship pilot trapped into planets gravity in an unknown planetary system, and you have to scape from many planets as you can.
The transport between planets consists in a magical portal that it will be available collecting a determined number of energy balls. Be careful with these balls because they will make you to go faster. Every planet has its own structures, if you touch them you will lose your energy shield, and lose all energy balls that you had collected.
In order to make this advance more easy, you could use some items which will help you to go more further (visual fx still wip):
Speed up / down
You can reduce your speed with the Speed down item. Be careful to collect the Speed up item, it will make you double speed.
Working in my low poly game I noticed that I have a lot of draw calls and bad performance in mobile devices, so I decided to print on screen only what the player is watching. My game has random elements and I cannot put them on static mode and neither bake lightmaps, so I introduced a box collider attached in the player ship in order to move it with his point of view . This collider enables/disables the elements renderer when it collides with them, you can see it in this mini-video: