March 2025 challenge: “Downstream”
Driftwood - Driftwood: Postmortem
Posted by Tee on 2025/04/13 17:44
Rowing on Rapids - My first Game(jam) is finished
Posted by cbemeijer on 2025/04/13 12:44
Scuffy - Post-competition Game Update
Posted by mit-mit on 2025/04/13 10:03
https://mit-mit-randomprojectlab.github.io/pyweek39/scuffy.html
Update includes:
- On game completion, you can now go back and get all the coins before returning to finish the game (to get the "real" ending ;) )
- Added a speedrun timer (press S to toggle on/off) (can you beat 11 minutes and 26 seconds? (game dev's best time ;) )
- Added a title screen gfx
- New background music for swamp area
- Modified behaviours in some boss battles to fine-tune the experience (make a touch more challenging)
- Minor bug fixes (image map colours, background objects etc.)
- Performance optimisations to background and water surface rendering in pyxel (now using pyxel image.set + blitting insteady of setting pixel by pixel to render faster on slower browsers)
- Preloading of map assets and flow field pre-calculations to remove loading delay between screens
I have been toying also with perhaps extending the game a little bit with a bit of extra post-completion content (there's a few maps tiles I didn't end up filling with anything), perhaps like a "DLC" for the game: I might or might not get around to this, but will post an update again if I do :P!
Scuffy - Wrap-up and Post Mortem
Posted by mit-mit on 2025/04/13 09:48
I didn't get a chance to write down any diary thoughts from the other week, so I thought I'd just wrap up a few thoughts now. I had the idea for a metrodvania based on scuffy the tugboat from the voting week, so I was lucky in that I could hit the ground running as soon as the theme was announced. I have very fond memories of my mum reading the book to me as a kid, so I was really keen on making this game :). I have also always wanted to make a metrodvania-style game, but always thought there wasn't enough time in the 7 days of pyweek: I ended up catching a few lucky breaks during the dev week, so had a little bit more time than I usually get to work on it!
I spent most of day 1-2 working on just getting a water surface rendering demo working, and was really happy with the result! Days 3-5 on implementing most of the in-game code for environment, enemies, bosses etc. I spend all of day 6 sitting down with pencil and paper and planning out the map, game flow and progression: I usually rush this part, but glad I really sat down and thought hard about this before I started coding it all up and building the map: the map itself I drew as one giant 4000x4000 image in Gimp which I then tiled into the game. I spent day 7 creating all the sound, music, cutscenes, titles etc. along with trying to get some play testing in.
Thanks again everyone for a great week, congrats to rdb and zwerver for the team win, and see you next one!
Swimmy Submarine - Swimmy Sub on four wheels...
Posted by ntoll on 2025/04/05 15:37
Phantasma's Downstream Fishing - Source Code Link to Phantasma's Downstream Fishing
Posted by Phantasma on 2025/04/01 15:18
Apologies for the lack of source code upload. Was rushing to upload and I thought the distribution folder had the source code included. :(
Note: As this was created in PyCharm I had to cut the (venv) folder in order to upload due to the excessive space it contains and the max Github can do is 25MB. If you have PyCharm you may need to make adjustments for it to run the game from the IDE.
P.S. It may not be compatible for non-windows users.
Thank you for Mit-Mit and Speedlimit35 for bringing this to my attention. This was a major oversight on my part.
Phantasma's Downstream Fishing - Day 3-7 Diary Entry: Way smaller scope than last PyWeek.
Posted by Phantasma on 2025/03/30 22:22
That being said I'm going to work on finishing this project in its entirety and post it on itch.io when it is ready.
Best wishes to everyone and congratulations to all who have managed to submit their projects. I'll play them all when I am able.
:)
Rolldown - Rolldown
Posted by Gato on 2025/03/30 22:16
My idea was to make something like pinball but with a twist. Instead of controlling the paddles, you control the ball directly, and everything happens while it’s being dragged by a current of water.
I just wish I had a little more time to create more levels and maybe add a few more mechanics, but I liked how it turned out.
I hope you like it too!
E13 Entry - Log Rider
Posted by E13 on 2025/03/30 19:57
P.S sound didn't work for some reason so I removed it by the end.
Streamline - This was sure a journey
Posted by ambv on 2025/03/30 15:35
You can play at https://ambv.pyscriptapps.com/streamline/latest/
Every time I set out to do something "simple" it turns out it only looked simple from a distance. This single-tap rhythm game had plenty of unique challenges, with the most tuning required by the realtime tapping mechanic synchronized to sound. You want to allow for taps that come a little (but not too much) late. But you also want to show effects when a tap is missed. Timing this correctly was hard. I'm still not entirely sure it works as it should.
I wanted the game to work across devices, just as well on a powerful Mac as on a phone. I partially succeeded: my iPhone 16 Pro only gets 25 - 35 FPS here. It's playable but not really smooth. The desktop is much more forgiving.
As probably most here, I didn't finish everything I wanted. There's no HUD displaying combos and health, there's no pointer at the current place in line. But the game is playable and the single level in it is complete. There's a way to lose the game, there's a way to win the game. I'm happy with where I ended up with this.
The theme of this PyWeek was a bit of a challenge to me since it suggested too much the kind of a tunnel racer I made in September 2023 for PyWeek 36. My game was even called "Down The Drain" back then. And since this time I've already seen people going for actual river-based games, I decided to interpret the theme in a sort of retro-scifi way. "Downstream" like a technological term. With (not so) subtle aesthetic nods to Tron, The Lawnmower Man, Hackers, or Liquid Sky. You be the judge if the result is worth anything!