Genre: Action Co-Op

Features: Multiple items and enemies, puzzles and a boss fight

  • Project started on: January 26th 2018
  • Project completed on: January 28th 2018
  • Approximate time spent on project: 29 hours (Multiplied by five people)

Transmission From Planet X is my third team GameJam project where I slept very little in order to work with everything I had on a single game for two days. Much like last year, my team was already formed with coworkers and friends, and things went pretty smoothly. Even if tensions rose a little at the end of the project, it was an extremely positive experience and I'm still floored by how much a game can take shape just because you have two great artists working on it alongside programmers

Transmission From Planet X is a co-op hack and slash that combines gameplay similar from The Legend of Zelda and a mechanic of switching items between the two characters. The theme of this gamejam was 'Transmission' (Which, for some reason, is eerily similar to last year's 'waves'), so we focused on the idea of transmitting items between two characters in order to solve puzzles and defeat enemies. The theme is also incorporated in the overall story of the game, revolving around a mysterious TV broadcast from Planet X.

Screenshots

About the game

Hello humans! Welcome to the Planet X Games! You have been forcefully chosen to participate in this episode and I hope you give it your all! In order to reach the rocket to safely bring you back home, you will need to cooperate with your friend and transmit items back and forth! You start locked in a small room while your friend is in the great outdoors and the only key is out there? Simple! Transmit it, and you'll be free! Take a closer look for these pressure plates, they open specific doors somewhere else!

Enemies are wearing you down? These Planet X Drones sure shoot a mean bullet! You can destroy them with the Space Pistol without worries! Watch out for these turrets, you'll need a shield to get past them safely! The Shredder Bots are on patrol and bullets are ineffective against their purple bodies, so you will need the Sonic Glove to take care of them! What's this? You managed to defeat all the enemies and get to the boss? It's the Planet X X-Crusher! With four deadly phases, you'll need your wits and a quick transmission trigger to defeat it!

Congratulations, you go to the end, climb aboard the X-Rocket and you'll be able to go home!

Development Log

The jam started a bit late on Friday, but the theme 'Transmission' was finally revealed. Figuring out which game we were making was a bit tougher than last year because we had one more person and a few more good ideas to debate on. One was a rogue-like survival game where you would die and 'transmit' knowledge and gear to another generation, another short-lived idea was a racing game/dating sim combo, another idea was a split-screen platformer, then that morphed into split-screen RPG, then split-screen action game, which is were we finally settled down.

We assigned tasks around and while I was poised to be the level and puzzle designer, I left that to another of my teammates who didn't feel like doing the same thing as usual. I went on my way to code enemies and items. Another programmer went on the three C's (Character, Camera, Controls) and our two artists started working on 2D tiles for the world and 3D models for characters and enemies. The first day was a bit of a mess and nothing was there yet, but I had three enemies done; One that shot at you and flew around, another that dashed at you and the third who shot at you but evaded afterwards.

On day two, most of the stuff went somewhere. Models were imported in the game - and broke a lot of things that I had to re-do - and the map began to take form. We started creating assets and mechanics and we tested the game a little, most of the stuff worked. At the end of the day we had the transmission mechanic and animations and everything was looking good.

On day three we went the extra mile and finished everything. I added the last boss with all four phases and another programmer created the ending. A kick-ass home screen was made and we polished the game the more we could. While there were a few stressful minutes there - we had what seemed like a game breaking bug at the last minute, but it was nothing - we managed to complete the game in time and while the shooting controls are so-so and the overall difficulty can be a bit high, it was a hit and many people played it at the Montreal Game Jam!

We even were the #1 choice of the judges! I was super happy to walk on stage for the work I did on a nice game! I couldn't have done it without my team, of course!

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Posted
AuthorJérémie Tessier

Genre: Simulation

  • Project started on: December 20th 2017
  • Project ended on: December 23rd, 2017
  • Approximate time spent on project: 12 hours

Game Design And Other Things is a GameJam game that I created for GiftJam 2017, a gamewhere where you need to make a game specifically for someone to give them as a gift. I decided to make a game for one of my coworkers, and it's a parody of sorts of what their daily job could look like. Although it's a bit silly, the core message of the game is that they're a good person and chatting with them gives me motivation to go through my work days.

It's not a very complex game; you have four simple minigames and a few more things you can interact with for flavor, and it has a small tutorial that then becomes an endless survival kind of game where you have to accomplish tasks without losing too much motivation yourself.

Screenshots

About the game

The core of the game is a daily structure where you have to work from 9 to 5 at your Game Design job, this takes about 2 minutes in real time. The beginning of the game has you do 'Game Design', then progressively more tasks get introduced. You have to upload videos, edit them and chat with your bosses. One new mechanic gets introduced for each minigame after a while, and after day 15, you're on your own.

  • GAMEDESIGN.EXE: To game design, you have a palette of tiles with colors on each side, you need to place them on the grid and make sure that the sides match. If they don't, you lose motivation. After a while your boss comes in to 'help' you and places tiles randomly.
  • VIDEOUPLOAD.EXE: To upload videos, you have a list of files with 3 symbols on them and slots with rapidly changing symbols, you need to match the files to the slots. After a while, uploads can randomly fail and you have to click on them to resume the upload, Thanks Steve!
  • EDITVIDEOS.EXE: To edit videos, you have multiple tracks with red and green bars coming at you, you need to move your marker to hit the green bars and dodge the red ones. After a while there is also audio to be edited, so you need to control two markers at the same time.
  • CHAT.EXE: To chat with your bosses, you simply need to type specific letters in their chat box. After a while you also get chats from coworkers, completing those gives you (and them) motivation.
  • SOCIALMEDIA.EXE: Use this app to make time fly by really fast. Useful when you're bored.
  • Coffee: Not an app, but you still get one coffee every morning. Drink it to make yourself immune to damage for a short while.
Posted
AuthorJérémie Tessier

Boardungeon is a GameJam that I created for PROCJAM 2017, a gamejam where you need to create some kind of procedural 'thing'. Two years ago, I had created Area 15:51:51, a platformer exploration game where you would go floors of a building, the inspiration taken from the free art pack I had decided to use. This time, I went with @devilsgarage's art pack that reminded me of a board game of some sort. I wanted to make a board game RPG where you would explore a procedurally generated dungeon.

Posted
AuthorJérémie Tessier

Layer Lady is a GameJam game that I made for the 'A Game By Its Cover' 2017 jam where you had to use a fake cart image from Famicase 2017 and make a game base on that. It didn't take me long before I decided on this one for a fake game called 'Loop Lady'. Inspiring me to create a layered platformer where you would control multiple characters at the same time.

Posted
AuthorJérémie Tessier

My goal with The Proton Orders was to make a game I have wanted to play since a while back now; Something like Earth Defense Force mixed with Borderlands, a third person shooter where you defeat tons of enemies, collect loot, upgrade your character to unlock skills and abilities to rinse and repeat over and over. I wanted to make a product that could be commercially viable, something that became an issue later on.

Posted
AuthorJérémie Tessier

Home Frequency is my second 'real' GameJam project where I went somewhere to physically work on a game for two days straight. This time, our team was already pre-made, composed mainly of coworkers from my day job. The feeling of not having to generate assets myself was as amazing as it was on my first game jam, since artists can truly bring the best out of a project really quickly, and we were pretty lucky with the direction we took as well.

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AuthorJérémie Tessier
CategoriesAdventure

100RTBD is a game I've started so long ago that I can't really remember what my goal was at the time, it was related to including a story in one of my games, and making a metroidvania. The core idea was that you would explore 10 grids of 10x10 rooms in order to level up, fight enemies, get items, solve puzzles and figure out the story behind the game through text terminals, hidden messages in enemy descriptions and cutscenes.

Posted
AuthorJérémie Tessier

Tarot Trials is a GameJam game where the core theme is the Tarot. My idea was a roguelike where you draw tarot cards to select your class and the map you're fighting in. You can also use spells and equip gear, but that all draws from the same card pool as well. As you went forward, you could unlock more cards and level-up the ones you already have. First runs might be tough and luck is a big part of Tarot Trials, but if you keep at it you'll finally get all the tarot cards, defeat the Tarot bosses and figure out the game.

Posted
AuthorJérémie Tessier

3010 : An Office Space Odyssey is my first 'real' GameJam project where I went somewhere physically to only work on a game for two days straight. Furthermore, it was my first personal project where I worked with multiple people on a game, and it shows in the feature set and the scope we were able to attain in such a short time. I also had the chance to work with a 3D artist for the first time, leaving to them the task of producing art assets.

Posted
AuthorJérémie Tessier

Legend of Loadaia is a 'GameJam' game based around the theme of interactive loading screens, mostly because of the old Namco patent expiring. I had the idea to make a game where you'd wish to stay in interactive loading screens as long as possible because after that you get to fight an impossibly though boss. You unlock minigames by spending crystals in a shop and you upgrade them - and your character, in various ways - up until the point where you can defeat that incredibly dangerous enemy.

Posted
AuthorJérémie Tessier

Area 15:51:51 is a 'GameJam' project focused around procedural generation of content. It uses this mechanic to generate rooms, music and text. The inspiration came to me from looking at the ProcJam 2015 art pack that was gracefully provided to help designers with finding assets to make their game with. I had fun writing the algorithms to create the music - even though it might not sound like much more than bleeps and bloops - and the way the text is spat out from computer is pretty neat. I think I've done a few neat things with this game.

Posted
AuthorJérémie Tessier

Magic Darts is a 'GameJam' project where the goal of this particular jam was to find a box for a NES game that we don't know about, and make a game based only on that single picture! I've chosen the Darts game 'Magic Darts' and decided to create a turn-based RPG where you fought enemies by throwing darts on a board filled with runes, using them to cast various spells. I think the idea works well and with my one-week deadline, I'm pretty happy with what I've done. 

Posted
AuthorJérémie Tessier

PoutineTime is another 'GameJam' project, because - as you might have read in one of my recent blog entries - I have issues with quickly making stuff that works and GameJams are the best way to make smaller games and also to get my name out there in a small way! I've decided to make a two player competitive BurgerTime ripoff where you make poutines instead of burgers, and while it was a pain to have everything work, I feel that it's a cool ripoff!

Posted
AuthorJérémie Tessier

VIRTUAL PET was a palate cleanser, it was a smaller game done for a GameJam based around virtual pets. I've decided to make my virtual pet be like a normal program, accessing files in your computer, writing and reading data, looking at your running processes, etc. Although the deadline for the jam itself was pushed back multiples times, I still decided to stop where I did even if many other features could've been crammed into VIRTUAL PET. It's still a neat thing that shows the kind of games I make!

Posted
AuthorJérémie Tessier

My goal with this Friday the 13th remake was first of all to remake the infamous NES game by fixing some of the worst elements of its design while retaining a bit of old-school nostalgia that would come by playing such a game. Secondly, I wanted to add online multiplayer to it, although in a basic form - only for multiple people to play in the same universe and have the same progress and not being able to interact between each other in meaningful ways.

Posted
AuthorJérémie Tessier

My goal with Gun Runner was to create a First Person Shooter that was on-rails and also featured some of the specific tropes of the Endless Runner Genre (replaying levels over and over, improving attributes each time so you make it further along, difficulty ramping up as you progress). I've decided to make it so you spent money to be allowed to 'run' for one of four factions and you have a different loyalty level with each faction, allowing you to buy different levels of boosts.

Posted
AuthorJérémie Tessier

My goal with Brooman Potionmeister was to continue in the vein of procedurally generated maps and add some roguelike elements to it. I also wanted to create a crafting system which worked a bit like a puzzle. There was also an inventory and an actionbar where you could place potions and items to use them.

Posted
AuthorJérémie Tessier

My goal with Jesterquest 3D was to remake an old game from a dead system called 'Videoway' using 3D graphics. The controls are still 2D, but the maps are more or less made out of 3D elements and primitives. I wanted to remake the game while adding some power-ups that weren't present in the original.

Posted
AuthorJérémie Tessier
CategoriesRemake, Arcade

My goal with GridDrill was to learn how to use basic Unity functions such as drawing things on-screen, using UI elements such as Buttons and ScrollViews and things like that. Everything in this game is very simple, there are no complex animations and the music was taken from existing games.

Posted
AuthorJérémie Tessier