Fuck This Jam – Early Prototype

I started prototyping for the jam on Friday night, took a break Saturday to hit up the Philly IGDA, and then continued again today.
I considered using Action Script 3, but in the interest of time and to be sure I have something at the end of the week, I decided to create my Fuck This Jam game using Gamemaker. I have a little experience with it from the Global Game Jam, so this seemed like the easier route.
My Tower Defense game right now is really girly. I figured I could combine something I hate with something other people typically hate. I, personally, like girly games. So in this TD game, the towers are fairies. They fight evil Castlevania-inspired 8-bit sprites.
The sprites don’t read great right now, but they’re not animated. I may step it up and make them more 16-bit, but for right now I’m sticking with fairly retro 8-bit looking sprites that are quick to knock out. 
Two days into the jam, I more or less have a working if unpolished Tower Defense. The game ends if 5 monsters touch the castle on the far end of the path. Monsters cause money to appear, which allow me to spawn more fairies. There’s four types of tower, all fairly standard: a regular bullet-shooter that fires little balls of light, an ice fairy that shoots snowflakes that slow down monsters, a wind fairy that shoots rapid but weak whirlwinds, and a fire fairy. The fire bullets are slow, but when they hit the ground, they explode into a little burst of napalm that sits around for a while and can catch other enemies. This is shown in the screenshot below.

There isn’t a working wave system yet, so it’s just an endless monster rush. Waves will be the next thing I code, followed by a little additional monster variety. Then I want to make the UI prettier and more comprehensible. After that I’ll add a few different boards and work on the ugliness of the background art. (I had a half-assed grass sprite, but a half-assed grass sprite is literally worse than nothing.)

Once that’s done, I’ll have basically a working game. But it won’t be one that addresses the problems I have with Tower Defense.

I played a few TD games at the suggestion of people interested in the project. PixelJunk Monsters does something interesting to get around one of my main problems with Tower Defense. Instead of upgrading and placing towers from an omniscient point of view, in PJM the player controls a little creature on the ground. He has to run around building the towers himself, upgrading them, and collecting coins left behind by dead baddies. This gets around the “not doing anything while I’m playing” problem of TD quite nicely! But I feel that it does so by making the problem of a positive feedback loop even worse.

When I try to explain that a positive feedback loop can be a real problem in games, sometimes people don’t understand. The two terms used for this are “positive feedback” or “reinforcing feedback,” and both of those sound like good things. Why wouldn’t you want something called Positive Feedback? I remembered an article by David Sirlin that used the term “slippery slope,” and this does a better job than I did of explaining why the “kill things to get coins to build towers to kill things” feedback loop can be bad. It is the thing I absolutely want to kill if possible.

Right now, I’m considering taking a more Lemmings-like approach to the creation of towers. Instead of earning coins, you earn individual specific towers as new waves start. Your goal is just to place that tower in the best possible position. To solve the “I’m doing nothing” problem, I think fairies will get tired as the game progresses. So the player maybe has to click them to rejuvenate them, replace them, or bring them some kind of resource to keep them active. There are, I’m sure, TD games out there that try both of these tricks. But it’s been said that part of the point of FTJ is we’re supposed to be “ignorant of the genre.”


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One response to “Fuck This Jam – Early Prototype”

  1. M.joshua Avatar

    This is pretty rad. I dig it.

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