Kate B's blog

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What next

I've been making some stuff that seems to be steadily increasing in scope (Caught Between Dimensions and Flamingo Quest both being stupidly large for the scope I want to work in) and it stresses me out so I'm kind of forcing myself to scale down, have fun, and relax, which is sorta why I signed up to this site in the first place.

Every time I finish one of these games, I usually decide which game to make next. I have a list of games at the back of my last 3 notebooks that are all small ideas I want to make at some point. I enter ones that interest me most in that moment into a tournament bracket and then see which one wins

Usually... The one that wins isn't the one I make next. And it's usually one I don't expect. I'm currently working on a microgame about attending terrible lectures. It's called "terrible lectures". But that might not even be the next one I finish.

Right now I'm just sort of riding whatever idea takes my fancy and if I lose interest in something and get interest in something else I'll work on that. It feels much healthier and ensures everything I work on is something I'm actually passionate about and the work I release will be the games I was most invested in

Kate B's picture

Health Bars

I'm swearing off health bars for a while. If you see me making a game with a health bar, tell me off


1-hit death- I've done this a few times in a few games. It works well, and if you need to give the player leeway you can have it so like, there's a really small hitbox on some things that hurt you, or there's like... Bombs that go off on a timer, and overlapping them makes that timer count down faster, for example

No HP/No death- Speaks for itself. More interesting penalties are: the game's story continues but you are handicapped in some way. Like you're on fire (which doesn't kill you but does inconvenience you on future obstacles)

Getting launched across the map- What is death in most games but simply sending you back a few paces to try again. I think that's why dark souls worked so well, cause there was another penalty on top of that. Anyway, why not cut out the middle man and just launch the player somewhere else as penalty for their fuckups

"Weird Health"- I also had a game still in development where if you get hit dirt appears on you, and once you get dirty enough you have to take a shower (sent back to somewhere else) you healed yourself by physically wiping the dirt particles off yourself. I also tried the opposite where your HP was a petri dish full of bacteria, and whenever you got hit an explosion randomly went off in the dish, killing some of the bacteria. The dirt system evolved out of that. Also you could get different bacteria in your petri dish that changed you into cool alternate "forms"

Anyway that's tha plan

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