Post IGMC




The judging for IGMC: Rebirth has ended and I'm proud to say that Colorbound made it all the way to 9th place in the Judge's Choice category!!! 🥳🥳🥳

You can check out the top 3 games and other finalists here. Congratulations to all the participants

Now that the jam is over, I'm going to upload an updated version of the IGMC demo in the next few days. The updated version will contain the original area and boss, but I've added a ton of fixes thanks to the feedback I got during the jam. A fixed art album with more art, updated font, and no more missing for Mint and Beri are just a few of the many changes made to the original demo!

You'll still be able to download & play the IGMC version from Colorbound's submission page.



Wouldja take a look at this new, chunky font right chere! ^ - ^




I plan on doing one more update to extend the demo to the length I originally planned for it to be (3 levels, 2-3 bosses), and then I'll be getting back to work on my first project Dreamtrotter.

I want to again give a big, big thank you to everyone who played, rated, streamed, and/or left a comment on Colorbound. And thank you to the hosts and judges for putting on a fun contest! IGMC was a great experience! 




Development Tidbit

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One of the things that took most of my dev time but was also the most fun part of developing Colorbound was the boss fight at the end of the demo. The above picture shows how I laid out the events for the boss' area . This is pretty much how I set up each map. Keeping a similar layout for the "control events" (the ones you see floating around the corners of the map) made finding errors and fixes much easier than it would have been if I'd just scattered them around (which I usually do ... see, I learned a lot!)

The rectangle of events in the center are the color spaces that Mint and Beri can paint during the boss fight. These events check for switches and variables that are linked to which character's turn it is and if the space has been painted the correct color or not.  

The little cluster of events on the bottom right is where all the fun things happen! Turn swapping, character & the boss health, win conditions, and the color map is handled here.  Trying to run these events parallel would have been a disaster, so I made sure to use plenty of switches so they would only run when I needed them to. 


Making the layout similar for each map made finding what I needed easy(-ish). 


Eventing for the boss' weak point


Coming out of my first game jam, I sure learned a lot. Like ... make sure you have a plan in place before jumping in, lol! Colorbound went through many, many variations of gameplay in the first few days of the jam before I settled on what you see in the IGMC demo. There were plenty of times I thought I wasn't going to get everything together before the jam's submission deadline. More pre-planning would have made things much less stressful there at the end!

That's all for now! Thanks for reading through my post, and have a good Sunday!



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