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Click to play Blind Rush of Faith
Screenshot coming soon, Jayson Ash Game Developer Studio, Feb 11, 2020
Blind Rush of Faith was a weekend project for my second game jam event. I didn't actually submit this project as I was unsatisfied with the result at the time of submission. I struggled to find a game idea that fit within the game jam group's topic and as a result I ran out of time at the end of the event. Through an epiphany I thought of the idea for this game with little time to spare. As I worked on this game I began to enjoy developing the concept. I spent three days after the event ended applying some finishing touches to provide a technical spike for a minimal viable product to possibly market this game if enough interest was received in the idea.
Instructions for play: Use the arrow keys on your keyboard as controls. Pressing an arrow key will cause the Jelly Cowboy to hop in the direction of the arrow. Hop to the other side of the chasm to win each level. Each hop causes little pebbles to scatter on your position on the map. Use the pebbles as indicators to determine which way is safe.
Blind Rush of Faith Q & A
Why did you create this project?
I'm not sure what possessed me to venture into this strange game mechanic. It was pretty spontaneous at the moment and I wasn't sure where I was going, I figured I'd try something new and see where it leads. I struggled to find an idea to fit the game jam group's topic and eventually settled on this.
What was the most interesting thing about creating this project?
I would say the most interesting thing would be how I got the character to move around on the map. Also, adding the polish to the game was quite fun as the player's hat falls off his head when falling and the lava balls flying through the air really helps immerse the player into the environment.
What part of this project was the most challenging?
I'm not sure what part was the most challenging. This project seemed to come together rather nicely, despite the spontaneous decision to just create a random game mechanic and hope for the best.
How did you design this project and why did you design it this way?
The first thing I created was a simple static maze for the board. Then I added a ball. Then I added controls to make the ball jump to an adjacent position using physics. I designed 3 different levels for the player to progress from the simplest of maps to increasingly more intricate. This gives the player the feel of how a complete game would feel with more detailed levels. I designed the project this way to provide a rapid prototyping method. Rapid prototyping allows to reduce risk by providing a minimal viable product to support a potential marketable concept.
What features would you like to add to this project?
I would add more levels as well as more objects in the world in which to interact. Perhaps I would add another game mechanic that complements the scattering pebbles. I'm not really sure about the feasibility of the game mechanic yet as so far people have been rather confused with how the game works without prior explanation.