Game Development Process


The first stage of our development process involved figuring out what we wanted the game to be in the first place. Coming from the general requirements of "make a platformer", we wanted to do something that we found interesting. We discussed different themes and topics together, but the one that stuck out to us was the frustrating but fun rage game. Inspired by Trap Adventure 2, we wanted to make the player suffer, scream, and smile. We had to create four levels, one easy, two medium, and one hard for the requirements. Each teammate chose a level and we got right to work. At first, the idea was merely on paper, designing and creating very rough versions of the levels. The hard part is designing, especially for the type of game we were trying to make. We want the player to feel annoyed yet persistent and feel like they weren't being cheated even when they obviously were. In the second week, we created a rough version of the game, and it was off for playtesting! The primary level we had set up really focused heavily on the game's inspiration, faking players out and giving everybody an annoyed but fun feel. Major feedback involved floatiness, speed, some glitches, and lack of animation. Most liked the design of the level though, so future levels followed the same vein. Over the next week we worked to further refine the levels with player feedback in mind, fix the major issues people were having with the game, and worked on making more levels.

Files

midterm webgl.zip Play in browser
Apr 07, 2023
midterm win.zip 32 MB
Apr 07, 2023
midterm mac.app.zip 41 MB
Apr 07, 2023

Get Furious Adventure

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