Inspiration
My inspiration came from the desire to build a game that requires team work, a trivia or knowledge aspect with the ability to decipher relationships in clues, and a wow factor! I wanted it to be something that was quick to engage with a touch of urgency to complete.
What it does
It's a game where 3 people enter the blast zone and one person is chosen by the group to be the BS(Bomb Specialist). The BS is responsible for entering the solution and monitoring the timer. The other two players are responsible for providing the code to the BS. The code is developed by reviewing clues and determining what the single digit answer or relationship to the clue is. If the timer expires before the solution is entered the dynamite explodes and the players go flying through the air. There are six clues to figure out and once all six codes are entered the solution is validated. If the solution is wrong the dynamite explodes and the players go flying through the air. If the solution is correct the players are teleported to the post game area where they claim their reward. A single person can play and progress through it, but it's intended to be a team effort. Once a player defuses 25 times successfully they are given access to hard mode which increases the reward, but is much harder to complete as the timer is only 3o seconds. Players can use their reward to purchase swag and in game abilities. The leaderboards reset each month but the players rewards are maintained as well as their stats.
How we built it
It was built with Code Blocks and primitives.
Challenges we ran into
The whole thing was a challenge as I had never built anything like it before. Developing the process for validating system generated codes against user entered codes was probably the biggest challenge to start with. Then months later the biggest challenge was figuring out how to optimize it to be mobile/web friendly.
Accomplishments that we're proud of
- creating for mobile/web users
- figuring out how to add enhancements that make the game more interesting.
- dynamically modifying the interface based on the users platform. The keypad changes if you are on mobile/web so that its easier to enter the solution.
What we learned
I've learned more about mobile/web scripting and optimizing the mobile/web users experience.
What's next for Dynamite
Next I plan on expanding the clues list to make games less repetitive and more challenging by introducing different ways to provide clues. Also continuous improvement on the user interfaces. Possibly converting to Tri Mesh
Built With
- codeblocks
- primitives



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