Seeing as how the game jam was only 32 hours long I really
had to get to working. I was lucky enough to have an artist this time around so
I wouldn't have to make my own art. I found myself quickly inspired and came up
with the base design for GutsyGus, which I ended up deviating away from, but
more about that later.
GutsyGus was designed to play as an isometric stealth based
2D game. The player takes on the role of Gus, a cat burglar who's attempting
some pretty dangerous heists. He is also gifted with the mysterious mask of the
cheetah, which allows Gus to gain a short burst of speed. The player must
gather all gems in a level and then make it to the sand trail to move on. It
was a really, really quick project and I had a lot of fun making it. Along the
way I learned numerous lessons, some from things I did well, others from my
mistakes. This Post Mortem will focus on level design, as that is a trait I
focused on while making GutsyGrid.
The Good
The thing that stands out the most as a success in GutsyGus
is the level design. I'm happy with the way I approached the level design in
general. There's five levels in total; one goal I had coming into this game jam
was to design the levels to teach the player how to actually play the game.
The
first level introduces the player to basic movement, the fact that Gus cannot
cross water, and that the player must touch the trail to advance.
The second
level reinforces the fact that Gus cannot cross water and also teaches the
player that they must collect all gems in order to actually clear the level.
The third level introduces the dastardly corgi police (who are actually
probably very nice dogs just trying to feed their families etc.), but it's key
to point out that the corgis cannot actually catch the player. This level
teaches the player so much about the corgis in this small amount of time. First
the player will realize that the corgis will pursue the player. Then they will
realize that they cannot cross water. Lastly the player will most likely notice
that the corgis will retreat to their original position after a distance
between them and the player has reached a certain point. This third point
didn't work out perfectly, but I'll cover that a little later on.
The fourth
level was intended to teach the player two major things. The first was to teach
the player that getting caught by corgi's makes the player lose, forcing them
to restart the map. This was a huge success. Every player I tested with
attempted to just walk past the corgis, getting caught every time The second
lesson was to teach the player that the cheetah mask could be used to outrun
the corgis. This was almost a victory, but I ended up not really implementing
it all that well.
The fifth in final level turned out really well, the player
had to combine all the things they learned up to this point to defeat it. They
needed to collect the gems, use the cheetah mask and water sections to avoid
the corgis, and they had to get a certain distance between them and the corgis
in order to reset them. I'm actually really proud of how I implemented this. If
the jam had been longer, I would've loved to design more levels.
The Bad
There were a couple of small flops on this project. I
could have done a way better job designing two levels. The first of these was
level three. It's a really, really minor thing, but players don't always see
that corgis reset after you clear a certain distance. I should have made the
islands trapping the corgis smaller, so that players ALWAYS see them reset. This
would've ensure that the players see this happen. The second level that
could have used a vast improvement was level 4. The level had a lot of potential
to be well done, but I didn't quite implement it well. The level featured a
small area the player had to cross through, with two corgis. The goal was to force the players to try to
outrun them by using the cheetah mask. Unfortunately during development I
realized I wouldn't have time to create an instructions screen, so I had to try
to convey the control in another way. I thought back to games I've played in
the past and instantly though of the Donkey Kong Country games. One awesome
thing those games would do, was use bananas to teach the player. They'd use
them to reveal secrets or even controls.
So I decided I'd try to spell out two
F's in gems for the player. Not a single player that played my game made the
connection. So why were Donkey Kong's Banana's obvious and my gems not? Some
probable causes are:
- The gems are very dark in color and don't particularly stand out
- The concentration of bananas is much higher, making the definition of the letter much more obvious
- A keyboard has significantly more buttons to press than a controller. A player seeing an A on a SNES
- Up until this point, there was no indication that the player had any additional abilities besides moving.
So yeah, those are my guesses why my plan didn't
succeed. Regardless, I learned a lot
while creating this game and I've got a lot of pride in what I managed to
create in such a small time frame.
A small side note on GutsyGus, is that I originally wanted
to include two other masks that would grant Gus new abilities. The falcon mask
would let Gus jump great distances (and over corgi's and water!). The second
was the fox mask, which would reduce the range Corgis could detect Gus at.
Unfortunately due to the duration of the jam I had to scrap these early in
development. I was also planning a resource mechanic along with these so
players would have to think about which masks they wanted to use, and use them
sparingly.
-Paul








