The Game Maker's Toolkit (GMTK) Game Jam is a 48 hour game making marathon, focused on design, mechanics, and clever ideas. The games submitted are ranked against the following criteria: fun, originality, and presentation.This year's jam theme was: Out Of Control.
Team "Oh My God"
The team was strongly drawn to the "Out of Control" theme for this year. Defining a concept took more time than anticipated due to the abundance of excellent proposals. One suggestion involved managing a group of unruly puppies at a doggie spa. Another idea drew inspiration from Tetris and Mega-man, requiring players to shoot colored panels, with the unique aspect being the lack of control over the color of their projectiles. Prior to finalizing our selected concept, we reached a consensus that for this game jam, we would create a brief, level-based game as opposed to an arcade-style high-score game.
Our team generated a variety of innovative concepts revolving around the 'Out Of Control' theme. After deliberation, we settled on a strategy game in which the protagonist's mechanics would be deliberately unpredictable. We believed this twist could offer a fresh perspective compared to what most players are accustomed to. I was particularly fond of this unconventional approach! To bring this idea to life, we proposed that the game's antagonists should be playable in some capacity.We opted for a mechanic where the antagonist's positioning relative to the protagonist would need to benefit the protagonist for both the player and the protagonist to achieve victory. We further streamlined the game to essentially resemble a themed iteration of "rock-paper-scissors".
The art team encompassed diverse skill sets, ranging from classical 2D environment and character art to an extensive range of 3D art. The aim was to amalgamate the team's various styles into a distinctive artistic approach for the game. The characters and enemies were executed in 2D, contrasting with a substantial portion of the environment that was rendered in 3D. This was accompanied by deliberate shading to harmonize with the 2D components. Employing parallax techniques to merge the 2D and 3D aspects of the environment contributed to a heightened sense of depth within the game world.