From Jam to Steam Page

Hi all)
My name is Pavel, I’m a solo developer doing my first commercial project. I don’t build castles in the air and dreams) The main goal is a finished project and release on Steam.

In short, my game is a sci-fi roguelite top-down shooter in which the main character tries to escape from the laboratory where he was a test subject. Recently there was an accident and the air was filled with toxin. The staff left the premises in a panic, and you had a chance to escape. Not only you, but also other participants in the experiments got out of captivity. Clear rooms, find out the secrets hidden in this place and eat chicken to survive.

The main inspiration was Binding of Isaac. I also look at Enter the Gungeon and Nuclear Throne. (Link to the project at the end of the post)

During the year and a half of my study of Unity, I took part in 5 jams. Not a lot, but not a little either. The hardest part was getting started, because the impostor syndrome is on the rise. “I can’t do anything / I don’t know anything”, “what kind of jams?! there people make GOTY in two days” and that’s it.

In February, at one of the jams where the topic was “Unforeseen Side Effects”, I did a project that I really liked. It was interesting to work on it and there was good feedback (the game took 4th place in that jam). Therefore, I decided that it was time – the time had come.

Fitting into my project for Steam

Collected feedback on the jam version. For the most part, I was satisfied with the reviews and wishes. Well, I decided already finally and irrevocably what I would do before the release. I put together a list of the minimum required features / mechanics that will be in the game and proceeded to “refine” to the big version.

  • Advice: DO NOT continue developing the jam version until the release version, it’s easier to start the project again, taking into account the developments from the jam. Sometimes, jam “solutions” may not be suitable for a larger project. You will still have to redo and rewrite the code. It’s easier to do from scratch. End of advice.

The first feature I wanted to implement was random room generation at the level. In the jam version, of course, everything was arranged manually. Therefore, having opened the video on YouTube and the Unity documentation, I took up my custom solution. Most of the guides offered to generate the same rooms in full screen, and they were generated “butt-to-butt”, which I considered unacceptable for myself.

The goal was set – I want rooms of different sizes and formats. Well, if you want – come up with a solution) As they say: “he called himself a loader …”. Therefore, the following solution was implemented: there is a list of rooms to generate, from each room towards the door a new random room is created from the list. It seems to be so in most guides, BUT here a nuance appears: the rooms are not wall to wall. How do you move between rooms then? Boring narrow corridors? Nooo, I decided that we needed an action, so from room to room right away! Means what? Teleports!

As a result, for each door, I created an “entry” and “exit” point, as well as “where the door is directed” parameters. And with the help of magic the script prescribed a door check: each door checks if there is another door in front of it in space (left to right, top to bottom, and so on) and if there is, then they receive each other’s data (entry / exit point), where the player teleports when going through the door. And if the door does not find its mate (this can happen when generating rooms), then the door replaces itself with a wall block.

As an example of generation.  Player loose "teleports" between rooms.  At the start, after creating the level, the doors receive information for teleports immediately.

As an example of generation. The player freely “teleports” between rooms. At the start, after creating the level, the doors receive information for teleports immediately.

There is always only one room on the screen – the one in which the player is currently located. Therefore, teleports for the player look like transitions between rooms. It seems to work))

The next game plan is: you need to shoot a lot, look for secrets about the experiments that were carried out in the laboratory, and with the help of the notes found, become stronger. Each found note gives a certain permanent boost.

Several notes are randomly generated on the level, to find them you need to explore the rooms. Each note is a small piece of the lore of this X-29 Laboratory and a permanent bonus that the player receives forever. Notes do not repeat and work as a progression between escape attempts. Still, I’m doing a simple, small roguelight. Found notes (lore part) may contain easter eggs / references or just funny comments from the staff. The note also describes how this or that monster / experiment was “invented and created”.

Since notes are randomly generated per level, you may find a note about a monster you haven’t seen in the lab yet. Perhaps now you will be ready to meet him in the future) Forewarned is forearmed!

We select a note - and a kind of "code".  All found notes are stored here and lore moments are registered.  Well, all the buffs that they give of course)

We select a note – and a kind of “code” opens. All found notes are stored here and lore moments are registered. Well, all the buffs that they give of course)

Also, the key feature is fried chicken))) There was an accident in the laboratory, thanks to this you have a chance to escape. But at the same time, every second you lose health due to the toxin in the air. By eating chicken, you restore health, but each time you will encounter side effects from eating an experimental chicken)

Since you not only lose health from the toxin in the air (-1 hp every second), but also other experiments/traps will not stand on ceremony with you, you will have to eat chicken to restore health almost constantly. And get unexpected side effects) Both good and not so good) Each run will start with a random set of 7 chicken effects.

This mechanic introduces an element of chaos into the gameplay and makes every run special)

You must eat the chicken - this is the only way to restore health.  And every time there will be a side effect.  For example, your weapon will turn into a chicken and you will shoot harmless chickens.  Or your doppelganger will appear, he also knows how to shoot)

You must eat the chicken – this is the only way to restore health. And every time there will be a side effect. For example, your weapon will turn into a chicken and you will shoot harmless chickens. Or your doppelganger will appear, he also knows how to shoot)

Now the game has all the main mechanics that were originally conceived. Further expansion and refinement of the demo version is planned for participation in the Next Fest in October. More opponents, more weapons, more chicken abilities, and more visuals.

I will update the Steam page as the visuals and mechanics are finalized.

(\ /) 0_o (\ /) Thank you.

PS I will be grateful for adding the game to the wishlist. This is extremely important and helps in promotion.

Link to the game page on Steam: https://store.steampowered.com/app/2476200/?snr=1_5_9__205

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