Inspiration
With the Hackathon theme being Retro, we took inspiration from the old-school arcade game Missile Command and strove to add roguelike elements to it through decision-making and upgrades.
What it does
It is a retro arcade shooter.
How we built it
We built it in GameMaker Studio 2.
Challenges we ran into
Time pitted against ambition was probably the biggest challenge for us. We had a vision for the game but between the time constraint and needing to learn GameMaker while making the game, we didn't have enough time to include most of the mechanics we originally set out to include.
Accomplishments that we're proud of
We are proud of the sprites we made for the game, the menu design we included in the game, and the fact that we were able to piece together a working product at all!
What we learned
We learned that managing time, and managing time versus ambition is important, but also when working through the design process as a whole, it is very important to build the framework of the game and expand outward from there, as opposed to building the bits of what we would like to see in the game and attempt to piece them together towards the end. The latter method is what we did, and it lead to a lot of rushing and last-minute panic as the submission time drew near.
What's next for Meteor Strike
We consider what we submitted to be far from done. There are many bugs to be fixed, along with sprites to be updated and for real game mechanics to be involved.
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