Angry Kid Simulator, 2015

Simple game made in 48 hours during internal Artifex Mundi Game Jam in 3-people team, on theme “You’re not my real mom”. Our engine of choice became Game Maker Studio, which was tested thoroughly during our intense tries of implementing the core features into the game in this short time. I must admit that it made its job quite well.

Young kid with difficult character unleashes mayhem on stepmother’s house after being cut off from his computer. Cause the greatest possible destruction by combining household equipment to shred. Just avoid furious Stepmother who chases you, faster and faster with every passing minute!

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The game was merely a practice, but still making it during that two sleepless days was the fun. Game Jams are probably one of the most effective ways of getting new skills in game development. Your deadline is short, your ideas have to be good, your skills and creative power should be at their top – what else would you want from the opportunity of doing something extra?

Now it’s time for a confession. Angry Kid Sim was definitely too big for us at that moment. In effect, the game ended up a bit too much bugged, the isometric view which was a great idea if we’re talking about visuals failed in smoothness of gameplay, small flashy features like intro or gameplay summary at the end of the round… well, let’s just say they weren’t quite what we intended them to be.

Still, combining plants and chinese vase with chairs inside the vacuum cleaner just to SMASH it all epically into the TV set or the car, to witness EXPLOSION giving 10x points combo… yup, that’s the emotion we wanted from our game!

In summary – if you’re designing games and you see some game jam ahead of you – don’t waste your time thinking and catch up! Even if the effects won’t be what you have imagined when you started (and they won’t, trust me) – I’m sure the priceless skills you’ll gain under pressure of time and hard competition will be worth it.

/ Des

My creative part in this title:
– Creative brainstorm initiative and organization, time and team management at level: expert;
– Level design, game progression design and application of all game’s features, including core features: isometric view, combo system of destruction and Stepmother’s behavior.

Thanks to the „Kudłaty Smokaj” team co-workers:
Michał Borecki, Piotr Kmiecik