MetroPolygon takes inspiration from retro 2D platformers, while incorporating elements from modern choice based games, including multiple endings.
What it does
Tells a story (mostly) without words. Reminds you that actions have consequences, and that the right action may not always be the best one. Most importantly, reminds us that we can actually achieve something half decent if we set our minds to it.
How we built it
The game was put together in GameMaker Studio 2.0, with art made in paint.net and music in GarageBand .
Challenges we ran into
One of us had never used GameMaker before, and none of us had ever seen a game made through to completion. The biggest challenge was the final cutscene, which produced a lot of bugs and headaches.
Accomplishments that we're proud of
Overall we think we made a pretty good game considering the time frame, and our past experience (or total lack thereof).
What we learned
40 hours is a long time to stay awake. It's also enough time to make a game, surprisingly, but only with a bit of panic.
What's next for MetroPolygon?
We might try to iron out some of the issues and add a few levels, maybe some better enemy AI, puzzle elements, and a more fleshed out story. Most likely though, it'll sit here as a reminder of our first attempt, whether that comes to be a fond memory or a cringey one.