Space Orbs development
So Space Orbs is finally out!
I figured it would take less than a month to finish after making a prototype in a week.
It took a bit more time..
It started the week between completing Space Moguls and the game being available to buy from Protovision!
The idea was just a silly name, I was chatting with Stein Pedersen, who created the music for Space Moguls with Ole-Marius Pettersen, and we came up with Space Muggles. The next day I had made a simple design that should have been finished in a month.
The problem for the game was pretty simple, it just wasn't that fun to match 3 with two players and no time pressure. But I didn't really have a reason to quit, so I kept going until I could share it with some friends. It didn't really get a strong response so I just kept adding, fixing, adjusting.
It was around this time I got started with Nono Pixie, which was the complete opposite. I guess I have a good understanding of how to have fun with Nonograms. After a bit over a month it was done and I could go back to Space Orbs.
With some stubborn pushing forward the game the game was getting fairly playable just a couple of days ago, but with no real levels!
Averaging 16 levels per day might seem careless and insane, getting to this stage really made the game feel playable! I have a number of "nuisance blocks" that get in the way of the regular orb matching to dole out throughout the level progression. Each level has a theme and focused on introducing obstacles one at a time and making later levels more challenging.
There are some bugs hanging around, including some rare cases of game over when the game should be won but I wanted to focus on making the game more playable first..
And just barely in time for the RGCD 16kb cartridge game jam too :)
I'm pretty happy with the game as is right now. Took a while to get here, and I might switch over to work on something else for a while, but if there is any feedback either for the game as a whole or specific levels or features I can keep updating this as time allows.
Oh, and the lack of sounds or music - I haven't figured out what is should sound like. I'd really like 3 channel music, but with a way to switch in higher intensity patterns when the orbs get closer to critical mass! I have no idea if this is something you can do with current c64 trackers.
Please feel free to share your thoughts! This game was a crazy idea I had and I managed to make it happen. I think it needs something more but not sure what... I keep up with the socials or just post on itch.io, and check out @SpaceMoguls on Twitter for more frequent #c64 updates!
Get Space Orbs (C64)
Space Orbs (C64)
One or two player co-op match 3 game for the Commodore 64 in a style inspired by Magical Drop.
Status | Released |
Author | Space Moguls |
Genre | Puzzle |
Tags | Commodore 64, Co-op, easyflash, magical-drop, match-3, Multiplayer, no-time-pressure, Two Player |
Languages | English |
More posts
- Minor updateNov 10, 2019
- Announcing Space Orbs Complete!Nov 08, 2019
- Status of development confusionJul 13, 2019
- Update for Space OrbsJul 08, 2019
- Added .d64 and .prg versionsJul 01, 2019
- Challenges of not being quite sure what the game isJun 13, 2019
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