I made Squirrel Bros as part of my first course at Futuregames, where we were asked to develop a platformer game in three weeks. In this 2D pixel-art game, you play as a squirrel trying to find the Golden Acorn with the help of his brothers. Using your abilities to run, jump, and interact with the environment, you must overcome obstacles and hazards to reach your goal. The main gameplay revolves around precision platforming and solving puzzles while exploring the trees.
My goal for this project was to keep things fairly simple when it came to the actions the player could perform. However, most of the map is vertically focused, so I gave the player several ways to move vertically (often through the environment):
I started this project by brainstorming ideas for my overall main theme of a squirrel in a tree. This led to a large scope, as projects often do, so I then created a list of "Must Haves," "Should Haves," and "Would Be Nice to Haves." While some of these ideas were realized in the end, many were cut or heavily modified due to scope and time constraints.
Even without a combat system, there still needed to be hazards and enemies to make the platforming more challenging. Since these enemies can't be defeated, I designed these based on my original ideas:
For many actions in my game, I needed a way to trigger specific events when the player reached certain locations. Although it may not be the most efficient method, I developed a singleton class to handle these "trigger points." For each trigger point, I:
The first major use of these trigger points was for player checkpoints. Since there's no combat in my game, I had to decide whether enemies and hazards would:
As a fan of video game puzzles, I was especially excited about creating this part of my game. I enjoy puzzles that are challenging but not impossible, so I aimed to bring that balance into my design. I focused on:
This project was a valuable learning experience for me, especially in terms of planning. I believe my biggest mistake was not establishing design pillars from the beginning, which made it challenging to navigate changes or problems, as I wasn't clear on the game's core identity. Around halfway through, I finally decided that my game should focus on movement, platforming, and puzzles. This clarity made it significantly easier to make subsequent changes.
During this project, I tried a new method of documentation: I wrote down design thoughts and solutions for each major problem encountered (excluding minor bugs). I also captured screenshots, videos, and documented decisions for future reference and comparison. All of these practices helped me make more informed decisions by allowing me to take the time to think through and document my ideas first.
Overall, I consider the project a success. However, I would have liked to include audio, more levels for players to explore, and additional puzzles. I believe the game achieved its goal of gradually introducing players to various mechanics and combining them into diverse puzzles of increasing difficulty. It serves as a tutorial for users, and I think several more levels would provide ample opportunity to explore different combinations of mechanics and challenge players in new ways.