PogoGirl Devlog #1: Introducing PogoGirl!
Welcome to the first post of my new Go! Go! PogoGirl devlog! Here I’ll post long-form updates on the development of Go! Go! PogoGirl, sharing my experiences, crying about the bugs I encounter, and more. Developing a game is a journey, and it’s more fun when you can drag people along with you. Stay away from the radio though; I pick the music.
Okay, so let’s start off by explaining what Go! Go! PogoGirl actually is. Well, it’s a new 2D platformer where you’re constantly bouncing on a pogo stick. You bounce, bounce, bounce through levels, collect gems, avoid enemies and generally do platformer stuff…with the difference being that you’re always bouncing.
This makes the gameplay a lot more dynamic and puts a little spin on the classic platformer tropes. Spikes on the ceiling? You can’t just walk under them when you’re always bouncing. Jumping across moving platforms gets even trickier when you can’t actually stop jumping—believe me, I’ve tried. And once you play the game you’ll notice that this small change makes a big difference, and — if my testers are to be believed — is a lot of fun.
Does it sound like fun to you? Then I guess you stumbled upon the right game!
I’m developing the game primarily for Windows, although a port for Linux is also in the cards if there is enough interest. Of course I’d love to put the game out on consoles as well, but I don’t want to overreach for now. I’m coding the game in HaxeFlixel like I did with my last two games, Speer and Attraction Force. I’ve just fallen in love with the framework and the Haxe programming language that it’s powered by, so that choice was a no-brainer. You gotta know your tools if you want to build something, after all.
Speaking of tools: The levels of the game are being built in Tiled, while the pixels that make up what the pros call “graphics” are being assembled in Aseprite and Pyxel. I’ve been working with these tools for a long time and they rock.
I’m hoping to create an accessible, simple and fun game. While the evolution of the video game industry has been absolutely mind-blowing, I find that this classic style of game still holds the most appeal for me. Complex narratives and photo-realistic butt hair do have their place, but I prefer a fun core gameplay mechanic wrapped in a charming package. So that’s the kind of game I’m trying to create. There are many genres and styles of games; but in my opinion, the best game is still a fun game.
If you agree and like what you’ve seen so far, then please: Share these posts around! Tell others about my games, retweet my tweets…anything that can help us reach more people who also want to play fun games. Every little bit of help and act of kindness is appreciated, especially in these weird, semi-apocalyptic times.
And if you want to go the extra awesome mile you can also support me on Patreon. This will get you exclusive behind-the-scenes posts, access to beta builds and more.
Be excellent to each other and until next time!
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And we’re back again with more Kid Bubblegum! First of all, the game now has a Steam page, so I’d be tickled bubblegum pink if you could hop on over there and wishlist the game. It helps a lot! Now to the game itself. This week was spent building a few levels, making a new enemy type and polishing the game up to a basic state…just like I had planned to do.
You wanted it, you got it: By popular demand I’ll chronicle my Quest for Next Fest! Don’t know what that is? Then maybe read this, but the short version is: I’m making a new game, and I want to have a demo ready by the end of June, so that I can submit it to the next Steam Next Fest. It’s just something I wanna do. And in case you missed it: That new game is Kid Bubblegum!