Thoughts after submitting SparkNoid


Whew, this jam was a rough one. Full 48-hour sprint. I’m not a huge fan of super short dev windows, but for whatever reason, that kind of pressure tends to pull something good out of me. This one was extra tough because I was sick most of last week and completely spaced on the jam until mid-week. Saw the theme and got excited though. "Power" had me thinking about grids, wires, that kind of thing.

My first idea was just flipping switches to bring color into a black-and-white world, but it felt kinda flat. Then I really liked the idea of mixing 2D gameplay into a 3D environment like the bonus challenge. That ended up being way more interesting... but also way harder to pull off with the time I had.

I’ve been experimenting a lot more with 3D in Construct 3 lately. It’s pretty awful for 3D, honestly. But it’s the kind of janky I know how to work with now. The engine is mainly 2D and the 3D stuff feels like community bolt-ons duct-taped together to make first-person stuff sorta work. But since I mostly go for retro vibes anyway, it weirdly fits. And the visual scripting means I can stay out of raw code, which is always a plus for me :P

The dungeon setup is all built top-down, even though it's played first-person. You can kinda see in the screenshots how that works — especially in the top-left where all the 2D levels are. That part was the biggest pain to figure out, but once it clicked, things came together pretty fast.

Honestly, seeing people actually play and enjoy it makes all the chaos worth it. That’s the whole reason I do this.

And hey — if you open the blue door, let me know, really curious to see how many people do it.

Alright, I'm off to sleep for like a week. Peace.

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