Staś Małolepszy Profile picture
Apr 10, 2022 16 tweets 6 min read Read on X
Last weekend I made a tiny action game about being an alarm clock on wheels.

Presenting: You Are The Snooze Button.

#LDJAM #gamedev #webgl
You Are The Snooze Button can be played in all modern browsers, both desktop and mobile. It only takes a few minutes to finish it.

Play it here: piesku.itch.io/snooze
You Are The Snooze Button is a submission to Ludum Dare 50; the theme was 'Delay the inevitable.' I entered the Compo category, which meant the game had to be made solo, in less than 48 hours, and with original assets only.

ldjam.com/events/ludum-d…
I used Goodluck, a custom WebGL2 engine I’ve created with @michalbe. Goodluck is fast and has a tiny code size footprint; it was originally developed for @js13kGames.

gdlck.com
When the theme ('delay the inevitable') was announced on Saturday morning, rather grim and fatalistic ideas were coming to my head and I wasn’t sure I’d participate at all. I didn’t stress too much about it, either.
After a few hours I started having brighter associations: can I make a game about delaying the end of something nice and pleasant? A holiday, a nap, a childhood?
The nap idea made me think of Clocky — an actual alarm clock I used to own! Clocky had two wheels and it ran away from you as soon as it started buzzing.

clocky.com
I decided to add a little twist, too. Rather than playing as the drowsy human trying to switch the alarm off, how about reversing the roles — and playing as the alarm clock? That’s how the idea behind You Are The Snooze Button came about.
At first I imagined the game as an endless runner in which you avoid the human’s hands and legs, while jumping over obstacles on the floor. I even wrote some code but I wasn’t feeling very motivated and I decided to take a break and see how I feel about this idea Sunday morning.
To be fair, I had a rough night without much sleep, but I did wake up with a complete idea for a game and the visual style which I found appealing: a combination of pastel and clay, perhaps? I added real-time shadows and I felt I had something to work with.
I only had Sunday left to work on this, so I reduced the scope and decided to ship a single static level in the game. This way I could ensure it looked good and I could balance the game much easier than if using procedural endless level generation.
I built the room in Blender using simple shapes like cubes and cylinders, and I did the same for the alarm clock and the hand, adding in the Bevel modifier to make them a bit more interesting. ImageImageImage
My relaxed attitude from Saturday turned into quite an intense Sunday, and despite best efforts I wasn't able to submit the finished game earlier than the 3 AM deadline on the night from Sunday to Monday. I'm not proud of the frantic and rushed finish.
But I am happy with the end result! Except one thing: the game features no sound at all. I could make an excuse about running out of time, but the truth is that I tried and I failed.
I recorded myself snoring and doing other sleepy noises, but I had no idea how to make it all work and sound well. I also didn’t know what kind of music would fit the game. It’s like I can’t really imagine sound, and nothing comes to mind when I try.
I don’t know if this is something I can learn to do in the future, but I’m certainly going to try. I know You Are The Snooze Button would be a much better game if it had music and sound effects. I’ll do my best for my next game!

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Staś Małolepszy

Staś Małolepszy Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @stas

May 3, 2022
Two weeks ago over Easter I started working on a submission to the @Gamedevjs Jam. The theme was 'Raw,' and I wanted to create a processing pipeline simulator. This is how Super Simple Salad Simulator came to be. #gamedevjs

stas.itch.io/super-simple-s…
It's my hommage to The Incredible Machine from 1993, and also to the vegetable salad, sałatka jarzynowa in Polish. It's a springtime treat in Poland. The full list of ingredients includes potato, carrot, green pea, apple, pickled cucumber, onion, boiled egg, and mayonnaise.
When researching it for this project, I learned that the salad apparently started as a completely different recipe with many kinds of meats in it. Depending where you are, you may know it under the name of the French, the Italian, or the Russian salad. en.wikipedia.org/wiki/Olivier_s…
Read 13 tweets
Sep 13, 2021
ESCAPE is a 2.5D puzzle platformer in 13KB of HTML and JS (zipped) by @michalbe and myself. It's a short story about wildlife and nature on Earth after mankind leaves for good. You can play it right now in the browser on desktop and mobile.

#js13k #gamedev #javascript #webgl
In ESCAPE, you solve environmental puzzles as you progress through a misty world abandoned by people. We were inspired by games like @Playdead's INSIDE and movies like @bladerunner, and we tried to convey a sense of loneliness, remorse, and confusion.

#js13k #gamedev #webgl ImageImageImage
ESCAPE fits into a 13KB Zip, but we built it using fully-featured tools. All our assets, props and scenes are built in Blender and imported into the game as GLTFs. They take up a large part of our size budget, leaving even less space for the engine code and game logic.

#js13k ImageImageImage
Read 8 tweets
Aug 23, 2021
It's August again which means @michalbe and I are taking part in @js13kGames! This year's theme is Space.

We're joining a week late with a new idea: a 2.5D puzzle platformer on Earth abandoned by humans and reclaimed by nature. #js13k
When the theme was announced over a week ago, we spent a few hours on Saturday and Sunday brainstorming game ideas. And to be frank, we didn't like any single one of them. They just didn't seem to click.
Most of them weren't even game ideas, just plays on words that could dub as game titles, but nothing more. There was RequiesCAT in Space (probably a game about an astronaut cat), Spaciba (probably a game about cosmonauts), Space Bar (probably a game about managing an inn?)...
Read 49 tweets
Apr 15, 2021
Gamedev.js Jam 2021 is happening over the next two weeks, and @michalbe and I are making a turn-based strategy game inspired by Risk.

#gamedev #gamedevjs #gamejam #javascript Image
The jam's only restriction is that the game must be playable in a web browser. It's a refreshing change from the size-constrained jams that I typically take part in. I'm not used to not having to worry about the code and assets size.

itch.io/jam/gamedevjs-…
For the last year's Gamedev.js Jam we created an idle clicker game: Time Is Money. I wrote a short thread about it back then:
Read 36 tweets
Aug 29, 2020
I managed to get simple 3D physics working in the prototype for my WebXR game for #js13k. Best part is, I'm not using any extra libs! It's all vanilla JS, clocking in at 9 KB right now. The hand mesh alone is 3 KB so I'm sure there's plenty room for optimization, too.
More #js13k progress! I added toon shading, a few textures, and replaced the hand mesh with a paw which has fewer vertices. This is now still around 9 KB zipped!

Have you ever wanted to be a Godzilla wreaking havoc in a city?
I added rooftops to each building type and a road texture, but really, this tweet is about the fire breath.

Check out the fire breath, everyone!

Build size: 11 KB. #js13k
Read 31 tweets
Jun 20, 2020
Part 2 of this experiment starts right now! Today, I plan to implement projectile, wall and pickup collisions. I'll generate the terrain procedurally, and I'll add a simple UI.

With this set of features, I want to build an MVP version of the game: loading a map, advancing through it, killing enemies and picking up items, and finally finding the exit.
The idea behind this milestone is twofold:

1. Test and evaluate the core gameplay loop. Show it to other users and gather early feedback.

2. (If this was a compo game) Have something that can be submitted at any time, in case I can't finish the game for any reason.
Read 89 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(