Today I didn’t complete a digital game, but I wrote a brief document for a short and sweet multiplayer racer. The game is a reversed version of my color-based racing game, Colors Crossed. Two players compete as trucks (sprites taken from Colors Crossed) trying to clean up a larger portion of the map than their opponent. Simply drive to erase the top layer of the map, revealing an Anxiety Monster logo underneath. Unlike in Colors Crossed, where you can see your score reflected throughout the entire game, in this game concept the players won’t see their score until the end. So both players will race to clean most of the map, and find out who won after the map is completely cleaned. It’s a simple idea.
I didn’t find enough available time to complete this project, so I hope I can tackle it tomorrow. I made sure to once again prioritize my health and happiness. I walked my dogs at the park, bought more veggies, made two days worth of green juice, cooked for my family (camarones al mojo de ajo), then hit the gym where I broke my cardio record. I managed to burn off 1210 calories in an hour. I’m feeling drained right now and about to hit the bed. So, goodnight and thank you for reading.
Check back tomorrow where I’ll try to tackle this concept.
I did not participate in A Game a Day today. I was short on time, and devoted the entirety of today to trying to feel happy and healthy. I worked out, had green juice, drove my sister and my puppies to a dog beach in Long Beach, hung out with my buddy (and Anxiety Monster artist) Jason, spent a few hours as a screenwriting teacher for my cousin Raymond (another super talented artist), and topped the night by running for over an hour at the gym. I’m drained and feeling pretty good.
Remember, health comes first.
This blog isn’t just about making a game a day, but it’s about raising awareness for mental health. I’m doing my best to try to make a game daily, but I’m trying harder to defeat anxiety and depression. That’s the priority.
Again, thanks for reading. I hope tomorrow I have the time to create a game.
Today I woke up super early and managed to get a lot done. I went to buy my veggies for the next two days of juicing, I did my Japanese audio lesson (I’ve been learning Japanese), cleaned my room, did my laundry, and made my game. I went to work and hit the gym during my lunch hour, drove home, and went to the gym again. Why is all of this extra information important for a blog series called A Game in a Day? Well, it’s because this blog is devoted to raising awareness for mental health. I have suffered with depression for some time now and in this process of making a game daily, I exacerbated my situation by losing sleep, sacrificing healthy eating and exercise. It resulted in me eating fast food too often, becoming crabby, and extremely negative. I also became obsessed with page views and video views. After a rough incident, I decided to finally fix that. It has been 12 days that I’ve gone to the gym to drain my energy, juice fasted, and got a full night’s sleep. Sure, my games have taken a hit. Most are demos now that are obviously unfinished with temp art, but I’m very happy that I making something daily. I know after this challenge is over I’ll pursue a bigger project that resembles a more traditional indie game. For now, I’m starting to feel in control and happy. I’ve lost 11 lbs, I wake up early with tons of energy and I feel like running a marathon. This is only week 2 of this health trip. I can’t imagine where I’ll be in two more weeks. Even though the A Game a Day series will be over, I’ll still update you about it. Ok…let’s get to the game.
It’s a Endless Runner Demo. I found a tutorial on Udemy again and the game was simple, easy, fun, and challenging, so give it a try. I felt inspired to make my own original Endless Runner. The first idea that came to mind was adding a ton of power ups and destructible environments. Maybe I’ll try that in July or even tomorrow.
Again, thanks for reading! Swing by tomorrow where I’ll have more time for an original game.
Total Time Developing: 2 hours.
Today I posted my 19th game for this challenge. Once again it lacks art and sound since it’s a result of a massive time constraint. I did manage to get something done however. I prioritized my mental and physical health by focusing on my healthy eating and exercise (Down 10.5 lbs baby!!!). I creatively utilized some downtime at work to create today’s game (shh don’t tell on me). The result is something I called Catch-a-thon.
I drew a few steps on a sheet of paper prior to my lunch break, and it ended up working out how I planned. It’s simple. Enemies ‘come at you bro’ from the top, left, and right. If you get hit by any of them once, you lose. How do you defend yourself? You throw these wannabe pokeball objects at them that catch them, then they fade away. So basically you’re trying to see how many of these enemies you can catch within 30 seconds.
The controls are easy. You have to hold down one of the arrow keys (up, left, or right) as well as tap the Space bar to shoot out a pokeball object. I hope to expand on it and include some nice art. I think it could potentially be a nice fun pokemon fan game. Fingers crossed.
Thanks for reading again. See ya tomorrow for surely another time constraint game.
Time Spent Developing: 2 hours.
Today I went to work, headed to the grocery store to buy my veggies, made my green juice for the next two days, and headed to the gym where I challenged myself harder than before. I came home and decided to use the small amount of time to make a simple button mashing tennis-style game without art. I knew I could make it, but I wanted to see if I could squeeze it in with the little time I had. It’s such a simple game and very easy to make. I almost feel like teaching young kids how to make something like this.
In the game, there are two players, each only need to be concerned with pressing one button. For now, the buttons may seem unfair. However, this is a simple demo. There is a ball that bounces between both players (A blue and a pink player). Each player must click their button as the ball approaches them. For player 1, they must press the Space bar, and player 2 must press the down-arrow key. If they fail to press the button on time, they lose. Also, every time that each player manages to bounce the ball back, the ball’s speed increases my 20 pixels per second. The game becomes very hectic very fast.
I haven’t posted it yet since the itch.io site is down for the night. I’ll have to post it tomorrow at some point.
Once again, thanks for reading! Swing by tomorrow for hopefully another game. I hope to dive deeper into a game this weekend.
Time spent developing: 1.5 hours.
Once again I made the call to prioritize my health. I’m choosing dieting, exercise, and sleep over a long and grueling project. I did explore last night’s project a bit more and gave it a twist. I took the scrolling screen racer, based on the arcade game Speed Racer, and put a color-based twist on it. It doesn’t have a name and it is very much a demo, but it is totally playable. Inspired by one of my favorite games, Ikaruga, I played with the idea of flipping between two colors as you race through a track. You’ve got 60 seconds on the road to collect as many colored dots that appear on screen. There are either green dots or blue dots, and with the click of a button, you can swap to either of those colors. You must be green to collect the green dots, and you must be blue to collect the blue dots. If you’re collecting the wrong colored dots, you lose all your speed and lose points. The game is simple and could use a lot of work, art, and juice. I only provided a tiny bit of art assets from my original game Colors Crossed. Thanks for reading, and hopefully I’ll see you tomorrow with another project.
Total Development Time: 2.5 hours.
Again, I chose to prioritize my health and devoted my spare time to making a green juice for the next two days and to the gym, where I ran for an hour. I never mentioned, but after a rough event that took place last weekend, I decided to take control of my life. I decided to do a juice fast for a short while. I’ve done this before and it greatly affected my mental health. I remember feeling like my anxiety and depression were cured. I want that again. To share some progress, I’ve been feeling more in control of my mind, and I’ve lost 7 lbs in 7 days. Physically, I’m feeling better than I have in months. Ok, I made a game, too. What did I make?
I didn’t finish what I wanted to do, but I made a racer demo. I followed a tutorial based from the LA based game development school, Gamegen. The tutorial tries to recreate the classic arcade game, Speed Race. The game is basically done, but lacks art. I’d like to explore it with a twist for a future project for A Game a Day. For now, it’s simple. You move with the arrow keys, and hold space for gas. I’m using a red square for the player, and blue squares for the rival cars. I have a few ideas on how to add a twist on this. I look forward to tomorrow. For now, I’ll say goodnight. Thanks for reading again!
I once again focused on my mental health and chose healthy eating and exercise over my A Game a Day project. After all, this blog is designed to spread the word on mental health awareness. Prioritizing my mental health while on this journey is a must! In the first week, I was almost willing to sacrifice my health for the sake of producing more quality games, but it wasn’t worth the way I felt about myself. Now, I’m trying to be the best possible version of myself daily, putting my happiness first.
I want to forever destroy my depression. I don’t want to look back. I want to be like my infectious and positive old self. I believe I can. I spent the day with family, went on a hike, saw a waterfall, watched a terrible WWE event, and then ran at the gym for an hour. Afterwords, I managed to complete an educational game tutorial from Udemy.
The game is simple. Try to click as many correct answers as possible within 30 seconds. As soon as you click either the right or wrong answer, the next addition problem will display. That’s all there is too it.
Again, thank you all for reading. I’ll see you tomorrow as I try to make something new.
Total Time Developing: 1.5 hours
Due to a personal matter, I did not participate in A Game a Day today. My focus was my mental health, so I ate very well, spent time with family, went to therapy, and hit the gym twice. I ran for two hours, burning off 2000 calories. That is something I haven’t done since I was 21. I hope that tomorrow is better suited for a game. Thanks for reading.
Today’s post will be fast. This Friday was jam packed. I went to work, got home around 7:50, went straight to the gym, workout and ran for an hour, then I came straight to work on a game. I decided to pursue that idea I had yesterday. Last night I had a UFO levitation mechanic working, with only shapes to play with. Today I made a small game out of it, and it’s ridiculous to say the least. I made it for two friends that requested a game about cats and UFOs. So…what did I make?
I made a game called UFO Cats Basketball?
You play as a UFO, and within 30 seconds must pick up cats with your beam, and levitate them to the basketball hoop. There are only three cats for this demo, there are plenty of bugs, and it lacks sound. I did what I could in this short time. My priority once again was my health. With that being said, thank you very much for reading. I’ll see you tomorrow with another game.
Total Time Developing: 4 hours.
This will be short. I decided that the most important thing in this project is for me to have fun and to protect my mental health first. I’m trying to raise awareness for people with anxiety and depression, so it doesn’t make much sense if I’m triggering my own on a nightly basis. I’ve been a lot better about it for the last four nights, but I still have been putting a lot of unnecessary pressure on myself. So every night after work, my health will come first. I’ve been hitting the gym and doing meal preps, and I expect to continue. With my spare time, I will work until I’m really sleepy. Depending on how I feel about my progress, I’ll consider posting the game for people to play. I’ve taken this approach for the last 4 nights, and it’s worked out sort of. The quality of the games took a hit, so now I want to perhaps avoid that. I’d rather try everyday, and build off good ideas.
Earlier I spent my hour lunch break working on one project, and for the last 2 hours, I’ve been working on an entirely differently project. Not smart. I decided to work on a UFO based minigame. I’m experimenting with gravity again. I have a strong idea for a game, but I’m certain that I need a lot of time to devote to it. Additionally, having just ran for an hour, I’m exhausted and calling it a night. My demo will not be playable tonight, but I’ll share some detail of what I managed to get done.
I have a ufo that moves in all directions with the arrow keys. When holding the Space bar, the UFO’s beam spawns, flashes, and picks up any animals near by. I had some friends on facebook express that they wanted me to make a game about cats, cows and UFOs. I wanted to take a crack at it, but first I needed to make sure I could create a UFO-like object that can make things levitate. I can confirm, I got this working, however we all need sleep for our happiness. I don’t want to neglect that, so I’ll see you tomorrow hopefully with a finished version of this game. Thanks for reading!
Total Time Spent Developing: 3 hours
I tried squeezing a small game out of today, which was hard since it was an eventful day. I was at E3 from open to close, then headed to the Women in Games party. I had a ton of fun, played way more games than yesterday, spoke to developers, and received amazing advice. I’m feeling motivated and positive. I managed to drink only green juice again with the exception of two bananas and two apples. I was feeling really healthy, but I’m extremely tired. My legs and back are sore from the show. I got home from the afterparty around 10pm(early I know), so that gave me little time to make a game. I did make something however. It’s the simplest game. For now, it’s called Red and Blue Bullets demo.
You control a square’s state in the center of the game. It starts off red, but if you hold down the space bar, the red square becomes a blue diamond. Red and blue alternating bullets start firing at you from the left, then the right, and then both. You have to absorb all the bullets possible in 60 seconds. Absorb the red bullets when you’re red, and blue bullets when you’re blue. Simple. Fun. I made something. It’s not too late. I’m exhausted. Time to sleep because I’ve got work in the morning. Additionally, I’m happy to report that I felt no feelings of depression today. I’m not sure if it’s E3 or the green juice, or both, but today I felt very in control of my thoughts. Thanks for reading! See ya tomorrow with another game.
Total Time Spent Developing: 2 hours
I only got to work a bit on today’s game. I went to my 9th E3 and had a lot of fun. I got to play the Pokemon Let’s Go games, Smash Bros, Ninjala, and even the My Hero Academia game, which was surprisingly great. I networked, sat in on interviews, and met a lot of nice like-minded people. I can’t wait to go back tomorrow. I also did well and packed a super healthy bag filled with a ton of green juice that I made, apples, mints, water, and a charger. After E3, I went to a grocery store, bought veggies, made two days worth of green juice, did my laundry, went to the gym AND ran for an hour. I am spent! But with that said, I still made a game. So, what did I make.
This one is extremely weird. I called it Different Hearts. It’s not really a “fun” game. It’s completely unfinished and lacks clarity. I wish I had more energy, but I fell asleep on my computer several times. I’d like to clean it up and maybe will sometime this weekend. The game is metaphorical I’d say.
It was inspired by a friend that I bumped into at E3, suggesting making a game about breaking hearts. I then gave it a bit of meaning. I won’t talk about how to play or what it entails, because I want this weird piece to be open to interpretation. Let me know if you can figure it out. Thanks for reading and stop by tomorrow to see what I make with even less time for my 2nd post E3 game.
Total Time Spent: 3.5 hours
I actually devoted a fair of time to myself today. I wanted to try to regain control of my mental health. I prepared a lot of green juice that I like to make. It was all my meals today, and honestly I LOVED it. I felt so much better, happier, and in simply in control. I worked all day, came home, made my juice for tomorrow that I hope can be permitted into E3. I went back to the gym and did an hour of Cardio. I even went an hour and half early to work, just to get some time on my game. I no longer want to lose sleep because I saw what it was doing to me. It was making my situation of dealing with depression significantly worse. I wanted to correct that completely. Today, was a mission accomplished for me.
What about the game?
This time, there’s a bit of a situation. I worked about 5 hours on a game that I’ve been playing with for the last three nights. I was basically designing a single player version of my platform-spawner series. Just a little while ago, I got a major portion finished, but it’s not done. I would need to devote at least another 4 hours or so, and I’M CHOSING MY MENTAL HEALTH. With the proper sleep, I’ll be a happier person, and I’ll get to really make a dent. Now, this doesn’t mean I’m not submitting something. I totally am. I was looking for a game I made a while back in a matter of two hours. This isn’t so much of a game, rather than just a drum set to play with. I call it Drum It Out. I was a drummer years ago and I’m constantly beating my keyboard with my fingers. I decided to match the keys I usually hit with different pieces of a drum kit. It’ll serve as my 10th submission. If you wouldn’t like to count it, well then consider this, I made two games the night I submitted Piñatas, which was just an extremely bare bones version. So, we’re totally still at ten.
Check in tomorrow with me as I’ll be riding on the E3 buzz, deciding to not attend the after parties in order to complete a game. I look forward to showing off the project I worked on today. Thanks for reading. Stay Healthy.
Total time spent developing today: 5 hours
Total time spent developing Drum It Out: 2 hours.
On a personal level, today was rough. I was mentally at capacity but needed to find the energy within myself to finish something. I was feeling awful both mentally and physically, had a massive headache, and felt oddly empty when I picked up my E3 badge. The depression was here and in full effect. I came home after to try to catch up on my lost sleep. I’ve decided to not overwork myself nightly and actually go to bed on time. I’ll feel happier. Bottom line. I know the quality of my games will take a hit, but it’s something I should do. My health is priority here.
Always take care of yourself.
I managed to devote a few hours to work however. I took the same code I was working with from the last two platformer multiplayer games and built a new mode. I creatively called it Combo Mode-Platform-Spawning-Demo. The rules this time around are similar to The Floor is Lava. You have to build platforms which give you points. If a player touches the ground, they lose all their points. The player with the most points after 1 minute, wins. Simple. The game quickly starts getting intense as you rack up a long combo score.
Play it and let me know what you think. Once again, thanks for reading. See you tomorrow with Day 10’s game.
Total time spent developing: 2 hours
I didn’t get enough rest, but I devoted the day to trying to take it easy. I was up late until 4am working on last night’s project, then stayed up to watch some live New Japan Pro Wrestling. I went to the dentist, spent some time with family, and then watched one of my biggest idols, CM Punk, fight his heart out. Unfortunately, Punk didn’t come up on top, but he walked out with his head held high in his hometown. I’ve always related to Punk. He is chasing a wild dream and has all the odds against him, but he still gives it his all. With this A Game a Day project, I feel that all the odds are against me, and that at any moment I’m going to crash, but I’m still working till I pass out. Despite the events today, I made sure to set a few hours to work on something. So what did I make?
Last night, I made an interesting platformer multiplayer game that gave me a lot of ideas. One of the ideas is what I pursued today. It is also untitled, but I called it Color-Platform-Spawning-Demo. In this demo, things will seem familiar. I used the same exact sprites, layout size, sounds, music, and even main mechanic, but I changed the rules of the game. Instead of competitively collecting trophies, you’re now trying to color the map more than your opponent. Any where you jump to will turn to your color. The same goes for your opponent. This idea is actually inspired by a game I made last year for Indiecade, called Colors Crossed. Colors Crossed was a driving game, where as this new demo is a platformer. I tried this idea out, posted it with hopes of attaining feedback. Tomorrow, I’d like to try a lot of ideas with the original mechanic, which was creating platforms beneath your feet with the touch of a button. There’s something special here. I can feel it. I played yesterday’s demo with my sister and cousin and saw them highly enjoying it. Seeing that reaction with something I made is all I need to keep going. Thanks a lot for reading. See ya tomorrow with another game.
Total time spent developing: 3 hours.
On Day 7, I felt indeed burned out. I felt my sleep deprivation interfere with my work and interactions with people. I was easily irritable and kept fascinating about sleep. The night prior, I went to bed around 4am working on my game and blog post. Yeah, making a game a day is without a doubt unhealthy. As I mentioned in my last posts, sleep deprivation can make anyone experience depression, especially those that have clinical depression to begin with. Oddly enough, the fact that I made it a week filled my mind with so much optimism. I was fueling myself and going well beyond my known limits. With a full day’s shift and a somewhat ambitious idea swimming in my head, I didn’t get to finish a complete game. Instead what I submitted online was an untitled proof of concept.
For now, I’m calling it Rough-Platform-Spawning-Demo. Yeah, I’m creative.
I only called it that because I knew more and more into the night that I was going to have to complete it later. I really loved the mechanics I created. The game is a multiplayer platformer racer. The goal is to collect the most trophies as possible within one minute. Each character can spawn up to three platforms beneath their feet. If you touch the Repeat item, you can get three more chances to build platforms. I think there’s a lot of room for interesting situations. I did the “Miyamoto thing” that I’ve read about, and just jumped around the most bare bones version of the game, making sure it felt fun before being governed by the game’s rules. I did that for about an hour and my mind was racing with dozens of ideas. I wanted to explore them all and for the first time, I felt stuck because I couldn’t decide. It was a good problem to have. Each idea could be it’s own game for the A Game a Day blog post. So, I decided to make a multiplayer racer. So far, it’s a bit fun, but may not make a lot of sense without reading my description in the game’s page. I didn’t teach the player through the game itself, and I blame that on my lack of time. I did manage to technically make a game, one with potential for growth. Additionally, due to my shortage of time, I reused music and sounds from my previous game Piñatas. When I develop this into something more enjoyable, I’ll add it’s own original music and sound. Thanks for reading and playing the game. Let me know what you think of the demo so far. Think it can spawn something cool and original?
I look forward to tomorrow’s game!
Total time spent developing: 5 hours
Day 6!!! I’m feeling the momentum. I’m actually behind schedule on submitting this. Funny story. I almost didn’t make a game. No, I wasn’t ready to quit. Last night, something weird happen after I was readying to go to bed way later than I should. I laid down, and then felt a lot of heat. I opened my eyes and saw a tiny fire about 3 inches wide on my bed. Yep! My computer’s charge cable was damaged and sparked a small flame. I slapped my bed twice and the fire was no more. I disconnected the cable and saw it sparking rapidly while in my hands. Scary stuff! Imagine if I fell asleep earlier. It looks like staying up late and working on a game was meant to be.
I was having trouble charging my computer recently, so I went ahead and ordered a new charge cable that arrived tonight. However, since my computer is old and needs to always be plugged in, and since I feared I’d make something catch on fire, I decided to not take my computer to work. So, because of this and some of life’s curve balls, I was running behind schedule on making a game. However, it’s 3:30am and I submitted something. What did I submit?
I made a game that’s lazily called Race to Space.
Race to Space is exactly what you think it is. Two players are trying to blast their rocket furthest into space by button mashing. The person that button mashes most in a matter of ten seconds wins. I spent some time challenging myself with a basic animation that occurs at the end, creating the feeling of movement without actually moving the sprites and by toying with simple sound and fade effects. Additionally, I challenged myself by making this game in a really short time. I started working on this at 11pm, so I’d say I did ok with it. I’m excited for the weekend where I’ll have more time to pursue a more deeper game I hope. Thanks for reading and checking out the game. See ya tomorrow with the 7th game.
Total time spent developing: 4.5 hours.
Day 5 started off different. I woke and didn’t feel like myself. The lack of sleep really caught up to me. For those that don’t know, sleep deprivation can contribute to feelings of depression. And for those that experience depression and/or chronic anxiety, lack of sleep can severely worsen your experience with depression. To be as transparent as I’ve already been, that’s what happened to me today. I woke up in a rough state and knew I couldn’t attend work. I used a sick day. And people, please don’t be afraid to use sick days for when your mental health needs your attention. With that said, I made a game and I was a lot more successful than yesterday. What did I make?
I made a game simply called Piñatas.
That’s right, a 2nd piñata based game. This one started off as a tutorial I found on youtube. It was an easy-to-make physics based cannon game. I wanted to cheer myself up, so I added a swinging piñata to try to shoot. I added a timer, some health to the piñata and the game was done. The goal of the game is to try to diminish the piñata’s health before the timer of 30 seconds runs out. I worked on it for about 3 hours and declared it finished. I had lunch and then I noticed I still felt uncontrollably anxious and depressed. I decided to add more to the game as a form of medicating myself. I added items that spawn sporadically. I added an hourglass, a metal gear, mini piñata that serves as health, and fun music. The hourglass adds more time, but if the piñata collides with it 5 seconds is removed. The metal gear turns the swinging piñata into well…a metal piñata, and makes it invincible. The best thing to do here is to try to shoot the metal gear so that the piñata doesn’t get it. Also, metal music plays if this happens. In the end I felt a lot better. It was one of the rare times that game design actually helped me through an episode of depression. I knew PLAYing games could help people with depression, but I wasn’t sure than designing and developing could help.
Today it did.
With that said, play the game and let me know what you think. Do you like it? Do you think it’s one of the worst pieces of garbage that’s ever been garbaged? Tell me. Also, feel free to share this post and/or the previous ones, games, videos, and click like. See you all tomorrow with my 6th game straight. Thanks!
Total time developing: 7 hours
Day 4…damn. So far the hardest day has been today. I’m starting to really feel the difficulty level of doing something like this. I started working on this last night, went to bed around 2am because I passed out on my computer. I drove my hour commute to get to work and stayed there for overtime. I had a lot of great ideas going for this project, but in the end I felt like I failed. My game will not be posted do to a last minute game breaking bug. I made an edit that I couldn’t fix right away. However this demo has a lot of interesting ideas that I’d like to pursue in other games, maybe in Mimicry (the Day 3 game).
It doesn’t even have an official title (currently called Destroy All the Blue Blocks), art style, art in general, sound, or music…just a bunch of ideas. The ideas are cool though. It was supposed to be another puzzle-platformer like Mimicry, and it was coming along. I’d need a few more days at least to make something worth publishing online. I played around with gravity and a teleportation mechanic to help destroy enemies (or squares for now). After all enemies are destroyed, a portal opens taking you to the next level. I only had time to make 8 short demo levels that need a TON of work, but I’m still proud. It wasn’t easy and definitely too ambitious to pursue in a single day while having a full time job. I’ve learned my lesson though. I’ll aim for something smaller tomorrow, hopefully letting it be playable. I want to say sorry to the few that have been encouraging me and were looking forward to this new game. I promise that my efforts were used to their fullest. I learned a lot, felt the pressure, and looks like I’ll be submitting this right on the dot.
Total time spent developing: 8 hours