Bandi
Get ready for work. Find the items you need and complete small tasks around the room before heading out, in sixty seconds. My first real game, built in Snap! for Intro to Programming at ISB. One full run above.
when
16 Dec 2024
type
2D puzzle game
engine
Snap! (block-based)
my part
solo · design · code · pixel art
status
finished · gameplay video ↗

What it is

BandiA side-view pixel room with a task list and proximity-based interaction. Approach, then interact: walk with WASD, move close to an object and an "e" prompt appears over your head, act on it to progress through the routine. Press t to show or hide the task list, click anything to read what it is. Four tasks, sixty seconds. Finish them and walk out the door; run out of time and you're late.
BandiThe plot came from my mom: about 20% of the time she's leaving the house, she can't find her phone and has to look for it without being late.
The character by the plant with an e prompt overhead
press e

What I made

BandiEverything, including all the pixel art, which is where two thirds of the time went. Collision so you don't walk through the bed. Good ending, bad ending. The "e" prompt is borrowed from a black-and-white game I played on itch.io and couldn't find again.
BandiI kept a process journal for it: brainstorm, narrowing down, criteria v1, precedents, to-do list, criteria v2, testing, reflection.

Screens

The character lists the four tasks in a speech bubble
the list: plants, notes, phone and keys, uniform
The character now in a white shirt and black trousers
changed, three tasks down
The character at the door saying Phew, just in time
the good ending, with 21 seconds left

What I learned

BandiThat a game doesn't have to come from somewhere far away. This one came from our kitchen: my mom, every morning, looking for her phone. Once I saw that as a timer, a search, and a fail state, it was already a game. Everyday life is full of rules nobody has written down yet.
BandiIt was also my first real game in Snap!. Block-based, so no syntax to fight, which meant I could spend the time on the part that matters: what happens when the player does something, and in what order.

Other lockers

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