After coming up with the core design, I quickly put together a baseline set of assets that would serve all of my needs. I would ideally be able to reuse these assets to produce every level in the game.
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I produced a blue gradient “sky” texture for the background, and a “ground” texture made of brown noise that would stand out against it. I could cut the ground texture with the rectangle tool to serve as my collision geometry.
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I put together a sprite for the player character, consisting of an idle pose and 3 two-frame animations: run, jump, and crawl (which I would later repurpose for climbing).
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Obviously I needed a Star, so I put together a very basic shiny five-pointed star using a stamp built into my image editing software. I also needed a spike to kill the player, and a handful of VFX (mainly some skulls for player death), which took relatively little time to sprite.
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For text I reused an old pixel font I had made, leaning into the minimalist aesthetic, and slapped a glow on it so it stood out (poorly, to be honest) from the background.
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For music I went to incompetech.com, which offsrs a large collection of Royalty Free music, and searched around for about half an hour until I found a track that achieved the tone I wanted for the game.
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I put together a couple sound effects using a tool called bfxr which allows for very quick production of simple sound effects by adjusting a handful of sliders.
In order to speed up development, I opted to write some very simple but functional physics code myself rather than using an existing engine. This took about an hour, as it was something I had prior experience with, and allowed me to use raw bitmaps as my collision geometry. This allowed my photo editor to double as a level editor, and I could literally cut out whatever geometry I needed with the rectangle tool, saving me a lot of effort in the tooling department.
Work up until this point totaled about 3-4 hours, and I spent the rest of the day (about 10-12 hours in total, probably) coming up with clever little gimmicks for the levels and putting them together. My personal favorite, and also the most challenging to develop, was a level that required the player to copy and paste the star. This was especially difficult because of the Flash Player’s strict security sandboxing, which prevented me from accessing the user’s clipboard. Ultimately I had to implement my own clipboard analogue that responded to Ctrl+C/V commands and a custom right click menu. That level alone probably took 2 hours of my time, but I really felt players would get a kick out of the abstract fourth-wall-breaking nature of this particularl gimmick, so I stuck with it.
Towards the end of development, I concluded there was a very real chance players might not be able to quickly connect the dots on some of the more esoteric gimmicks. Because the game was very short and low-investment, players were likely to simply quit after as short as 30 seconds spent at a loss for how to proceed. To mitigate this problem, I added a
Tip button that would appear after 20 seconds spent in a level – long enough to complete any level if you figured it out, but short enough to appear before a player got bored. 20s was chosen as a ballpark for the amount of time a player with relatively low patience would start to get tired of trying to figure out a solution.