It's been five weeks since I started this and I've made five games. That's more games than I made in the last two years. It feels amazing. Thanks to the deadlines and the necessary limitation of scope I feel more focused than ever, and I'm no longer jumping from tech to tech without rhyme or reason, watching tutorial after tutorial with nothing coming out of it. I also see that I can do it - I set rules for myself and I am consistently making game after game. First, I decide what I want to do, then I figure out what tech is best for what I want to do, and finally I just do it. It's awesome.
After those five weeks, seeing all the choices I've made and the types of games I've created, and also looking back at my other games that I'm really proud of and that I enjoyed making, suddenly the pattern, my personal process for making games is starting to become clear.
First, I prefer minimalist, very lo-fi presentation, with very low resolutions, monochrome sprites, barely any animation and simplistic sounds. I enjoy making this type of assets and I like how they look and feel in a finished game.
Second, I'm not so keen on twitchy games. I like platformers, but of the slower and more deliberate nature, such as Jumpstick Robo, my one-button jam contribution, and also the unfinished Caverns of Ksantarus, which got stuck in a limbo because I overscoped and left too much stuff unplanned - but I still like the core idea. My preferred type of game to make is a tile-based grid-movement adventure/RPG that is very light on rules, and also more like a short story than an epic novel. My favorite game that I made so far is "Shards of Destiny", which is just as I described, and the second favorite has to be "A walk through the river valley", my latest creation in Bitsy. Both are games where you walk around a small world, with very sparse and minimalistic presentation, you talk/interact with the environment and figure out the tiny, charming (in the Shards case) or pessimistic (in the river walk case) story, piece by piece.
Third, I like small, but self-contained tools. Tools that allow you to make assets, write code and test your game all in one application. So things like Pico-8 and microStudio, but definitely NOT Unity. I also prefer simple, dynamic languages over giant OOP monsters like C#, or the yolo crazyland of C. I'm especially fond of Lua. And I'm no longer inclined to listen to people who say that scripting languages are crap and that you need static typing or the universe implodes. I no longer feel that I need to prove anything to anyone. If I figure out that the best way to make a game is vanilla Javascript on top of Pixi through Electron, so be it.
And the last thing is that I like to work alone. I've heard about the merits of collaboration, but it doesn't work for me. I have no problems with teamwork at my company (I'm a frontend developer by day), but my games are deeply personal and I don't really want to work on someone else's ideas.
One surprise that I had during the challenge was that I very much enjoyed specialist genre-specific game making tools, more than I'd suspect. I'm talking here mainly about Puzzlescript and Bitsy. While Crate Cat taught me that puzzle games are not my forte, I've also enjoyed Puzzlescript so much, that I'm wondering now how to hack it to make something other than a puzzle using it. And Bitsy is a marvel, it's one of those things that I'm mad at myself for not trying before, as I've known about its existence for years. Someday I must take RPGMaker for a serious spin.
Thus, if I am to make something bigger, it'll probably be a lo-fi grid-based simple RPG that builds on Shards of Destiny, and I'll make an editor for the game to make it easy to put together maps, quests and storylines.
And that's it for now. I'll keep making one week contraptions for at least fiver more weeks, to build a habit and confidence in my abilities. I'll see what I can learn from other genres and tools. And then I'll start something slightly larger, maybe I'll switch to a game a month for a change. Make some things this way. Then, I think, I'll be ready for a half-year project. Then maybe a year-long one. For now, I don't want to go over a year, I don't think I could handle working on a single project for that long without going crazy. But we'll see.