PLEASE START US OFF BY INTRODUCING YOURSELF:
Hi! My name is jijigri, and I'm a solo indie game dev since around 2018! I've also been doing music on Fiverr since 2021, but mainly I'm a game dev.
Hi! My name is jijigri, and I'm a solo indie game dev since around 2018! I've also been doing music on Fiverr since 2021, but mainly I'm a game dev.
Sugar OVERDRIVE is best described as "Doom with melee weapons and combos, set in a candy world".
The game is very vibrant and colorful, a bit funny, but also pretty challenging and it offers a lot of depth for people who want to get into it.
The idea mainly comes from my unhealthy obsession with Doom Eternal and its genius combat design.
I've wanted for a long time to design a combat system that would feel intense and fun, and fill the player with adrenaline.
Upon playing Guilty Gear Strive someday, I thought of mixing mechanics of fighting games with FPS like Doom or Ultrakill, and that's how the game came to be!
The development has been going great so far, honestly much better than I would have expected since this is my first 3D game. I can give a lot of credit to Godot, the engine I've been using, for being so easy and fun to work with.
I chose Godot mainly because of how fast it is to iterate over ideas with this engine. It never seems to punish you for experimenting and I value that a lot.
I initially started making games using Unity, which is a great engine too, but I think Godot fits my needs a bit better.
Since it's my first 3D game, it's been pretty tricky to get used to the 3D workflow.
I eased the pain a bit by making the art style low-poly with pixel art textures; but level-design, texturing, and animations are all things I've had to learn a lot about in the last couple months and it made me doubt myself a bit at points. But hey, I'm getting there! And getting better at these things over time, so that's also been very rewarding.
Sometimes don't be afraid to look at the bigger picture, and make some experimental changes.
In the early stages of Sugar OVERDRIVE, I had an armor system, where you would get Sugar by defeating enemies, and you wouldn't take any health damage as long as you had this Sugar armor.
The problem is, the way you restore health in Sugar OVERDRIVE is by doing combos, and it's the most fun part of the game. Without me even noticing, the game had turned into a spam-fest where I would just kill large groups of enemies mindlessly to get Sugar, and it would be enough to protect my health without ever needing to do combos.
Removing this one armor system made the game a least 50 times better and I'm not even exaggerating (okay I'm exaggerating a little bit but you get my point).
I think as game devs, it's usually tempting to just keep going when a new system or mechanic works, even though it could be making the game worse in the long run.
That's a bit long but my point is: Sometimes don't be afraid to take a step back, play your game, and figure out how exactly you want the player to be playing. If it isn't how you're playing it, then you might want to change some stuff.
Make games! This is the most fun thing ever and I'm not even kidding.
Just stick to your vision and keep going, because whatever ends up happening, making games really is the most fun thing ever.
And also follow me on Twitter, because I heard that's pretty fun too: @jijigriGames
-jijigri
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