Last weekend, my friends and I made a perception-inspired game in 48 hours as part of the Global Game Jam. It’s a game for three people, played across two iPad screens and a pair of headphones, that forces everyone to interpret and share information about the game being played.
Last year, we made a technology-enhanced card game, so this year we went into the weekend intending to create something that could be distributed and experienced digitally.
Because we also knew that we’d want to get a reasonable amount of sleep on Friday and Saturday nights, we decided to stick pretty close to the recommended jam schedule.
The first night, we spent brainstorming and iterating our ideas. When we went home on Friday night, we had settled on the concept of navigating around a space given limited information, and requiring communication with other players who are receiving different sets of info.
On Saturday, Jey and Rob worked on programming the bifurcated iPad stuff while Claire, Dave and I hashed out exactly how that game stuff would work, and made a paper prototype of the level. That evening, Dave worked on the UI and menus. I wrote a bunch of dialogue and item descriptions.
We were working hard late into Saturday night…
And we only went a little bit crazy.
Sunday was a hustle to get everything done for that evening. We all recorded voices for dialogue, as well as funny songs for the menu and end credits. Claire drew all of the assets.
Jey and Rob got everything working, and it all came together right before 6PM, the final deadline. We had time for a quick round of playtesting before heading off to the game jam site about a block away.
It worked! And people really seemed to like it.
And then we all went home and passed out.
We entered Cuppa Quest into Indiecade 2014 with this video:
We’re happy to announce that we’re going to be a part of the 2014 Festival! Come play Cuppa Quest in Culver City from Oct 9-12, 2014.