Jump Jump Boom!

How To Play:
Destroy Everything……….(85%)
Get into the Pipe-Thing…(15%)
Total………………………(100%) .duh
75% is a passing score

Player:
-leaps towards wherever you tap on the screen
-leaps further if you tap further away
-grabs onto either solid ground or shrapnel (but not bombs or cannonballs)
-invincible to everything except falling out of bounds

Bombs:
Tap-bombs    – detonate with you tap on them on the screen.
Bump-bombs – detonate when anything in the game touches them.
Trip-bombs    – detonate one second after their trip wire is crossed by the player or a cannonball

BUY IT NOW!

So this game is finally available for purchase! It’s gone through a few stylistic changes, but what’s more important is that I’ve gotten the mechanics working much more consistently than before. I’m fairly confident that this is one of the best GameSalad games to date (from what I’ve seen) and I’m pretty sure that it’s a legitimately fun game to play. I’m glad to have finally gotten a game of my own to market. Please check it out!

OLD NEWS (from back when the game was called Shrapman):

NOTE: In this video, I am playing using my macbook’s trackpad (therefore, I am terrible)
ALSO: The screen recording software was causing GameSalad to chug a bit more than usual.

I probably had more fun working on Shrapman than any other project so far. Originally, the goal of the game was simply to get from point A to point B using explosions and riding on shrapnel, but in the course of testing the bombs I felt compelled to detonate each one every time I played. Then I kept trying to get back on solid ground after finished testing all the bombs and shrapnel. So essentially, this became the new goal of the game; Destroy everything and get out alive! Next thing I knew I was making a white tube to be the finish-line, three different kinds of bombs, cannonballs, and slingshots.

I made this game for a class project. The original assignment was to work alone and make a game with a slingshot in it. Later, when the class was divided into groups for our final projects, my group decided to flesh out Shrapman further. However, since no one else in the group could understand the logic I had put into the game’s behaviors, I told them all to work on the art. I created a parallax layered background system and had each of them make backgrounds with either two or three layers. The only levels that I made the backgrounds for are the tutorial level and the one with the giant hole. All in all, the finished product blew everyone away.

I still plan on polishing Shrapman into a product ready for the market, (hopefully, by the end of this Summer).

Advertisements