Construction Crew

Construction Crew

  • Acr515
  • 3 weeks ago
  • 22nd

Description

Edit: Uh-oh! Looks like a minor programming error that makes the final score on the results screen either increment verrrry slow or not at all snuck into the final version of the game. This doesn't affect gameplay at all, but if you'd rather not sit through that on the original jam version, I've included a link to an updated version where this was the only change.

You are a construction worker tasked with climbing to a certain floor of a corporation building to complete repairs! Only this building is actually pretty tall, and there's lots of drones flying around for some reason. You and your trusty hammer will be able to fend them off, but how far will you make it? Be careful; a hit from a stray drone or falling object can knock you off the tower!

  • Infinite, randomly-generated map
  • Chitter-chattery walkie-talkie
  • Falling hand drills
  • Falling lunch boxes

Controls: Use WASD to move your player left and right and climb ladders. Use the space bar to jump. You can pass through wood platforms by pressing S. Move your mouse and left-click to throw your hammer. Pause using the P or Escape key.

There'll be many different objects falling from the floors above you. All of them will deal damage to you except for the lunchbox, which restores 25% of your health.

You'll also find coins scattered across the tower as you ascend. When you acquire 10 of these coins, right-click to activate your power-up, where you'll recover some health and temporarily gain the ability to throw 4 hammers at once!

I had fun making this game and I hope you have fun playing it. Good luck, jammers!

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Post-mortem

I learned a few things during this game jam.

Number 1: Developing in comfy seating, such as my bed or a recliner, is a bad idea and a very easy way to fall asleep and lose precious development time.

Number 2: I wasted probably 20-25 jam hours refining the platforming engine, thus leaving no time for additional gameplay features or gameplay balancing (which I'm currently finding as I write this that a lot of people found it really hard... really can't argue with that). Even with all that time spent, there are still plenty of minor, as well as a few major, errors with it. The lesson I learned? Don't program a platforming from scratch within 48 hours.

Programming a platformer engine is a lot like plumbing in a house. No one's gonna come to your house and tell you how elegantly structured and excellent your plumbing is since it's a pretty common expectation for it to function perfectly normal, but they're sure as hell gonna tell you if something doesn't work.

Number 3: As I mentioned earlier, I really need to stop making these games so hard...

Result 22nd
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