Designing the levels was probably the highlight of this project.
I wanted them to be fun, engaging and challenging so it had to feel that way when you played them.
The level of difficulty varied when we added the portal element which came at you in the form of a rotating yingyang.
To fine tune how the level played, I tested each one aggresively until I was happy with them.
This was done in Pro Motion, a software that we use specifically for that role.
I based the illustrations for the entire game on the title.
Sort of a fantasy world found in someones otherwise common basement.
I really enjoyed doing the graphics for this. I already had the concept and theme in mind so it was automatic when it came to executing them. All in all, the illustrations were created in a matter of 2 days due to a deadline. This was done simply without the extra fancy powerups for a friend. If I had more time, I think I'd like to work on this some more and add super special things to it; ie. mighty end-of-level big bosses, powerups and all that fnar fnar. Also, if you look carefully at the splash screen, you'll see that the intended title of the game was Gojirama Rama. Only because it was tacky and reminiscent of that 80s band, Bananarama. Oh well.
I love point and click adventure games and her flash-based equivalent, the EFTR as I like to call it, so it was only natural that I made one.
Escape From The Room games are usually, as the name of the genre suggests, sinister in theme.
This was originally planned for a friends website but the concept of the project digressed into something else
and took on a life of its own. Can you spot all the references?
Spanning a period of over a year, from brief to concept to execution,
this is possibly the first game I've fully committed to in terms of research, graphics, sound effects and overall gameplay.
This game was a stepping stone towards the grasping and understanding of the game creation process.
Or at least, the flash game creation process. And most importantly, the 'audience' we are dealing with; ie. the internet.
Coming from a print and publishing background, the approach towards creating vector graphics in the flash medium is somewhat different.
I realise that the amount of detail you give attention to in the artwork disappears when it gets converted into the interactive environment of a flash game.
Still, the artwork speak for themselves and they will probably be printed and chucked into a book format sometime later.
This was also the only game where we experimented with in-game advertisement. Obviously, this decision was faced with harsh criticisms and even extreme boycotting.
It amused us even further when the gamers decide that not only was it a really hard game whilst demanding a walkthrough (where the walkthrough link is posted on the title screen),
but that the ending was horrible and the resulting effect of it made the game unplayable and a waste of time.
Strangely enough, the complaints ceased when we added a 'To be continued' screen at the end of the game.