March 2025 challenge: “Downstream”

Driftwood - Driftwood: Postmortem

Posted by Tee on 2025/04/13 17:44

Thanks to everyone who played my game! 

Apologies to those whose weren't able to run the game: it actually requires pygame-ce due to a minor syntax difference (probably from autocomplete), and I did not really intend it to. I admit that I've been uninformed with the differences between pygame and pygame-ce mostly because I don't use pygame outside of Pyweek, and the whole time crunch of Pyweek puts me into tunnel vision into making the game work and I end up unintentionally careless with these details. I'll try to be more careful next time, and thanks to those who tried to make it run even after it failed.

Back to my game: I was traveling for most of the week, and I only had Pyweek time at the end of the week. It's a fairly simple game but given the time constraints I'm quite happy with how it turned out. I understand that the mechanic might have been a little confusing to a few, but the idea was that you'd drop objects that would stick around for the subsequent loops, so you always have to be intentional with your movement. I wanted to implement a shop where you'd buy bonuses to drop, but unsurprisingly I only had time for the bare concepts. It looks simple at its surface, but I think there's some non-trivial strategy here in deciding how you move, and I also like how there's a little bit of excitement when a good item falls in a clean spot and you become eager to get it next time. Right after submission I did feel like I should have made a few more tweaks -- for example, diagonal shooting would have been helpful for skilled players to get items unstuck -- but still, I was satisfied with it.

This was a great batch of games. Congratulations to mit-mit and to rdb + swerver! See you next time!

Add a comment

Rowing on Rapids - My first Game(jam) is finished

Posted by cbemeijer on 2025/04/13 12:44

Wow, this was a rush!

Thanks everyone, for organising and playing my game.

Funny how the thing that was easiest to program was the thing that contributed most to how difficult it was to play. The movement of the boat was the first thing I finished, and a stuck with it for good and for bad. I found out relatively quickly that it was making my game quite hard, but is was central to my idea for the game and I felt it was to late to come up with something new.

The controls where literally floaty, though adding animated oars helped a lot for how floaty it felt. I tried fiddling with everything else, like the starting speed of the stream, the collision radius of the boat, the width of the safety corridor and the number of rocks. At a certain point I observed for many new players giving any input became more of a liability than an asset.

Also a lot of players played the game in a way that was much harder than was intended! Sorry to everyone who rowed upstream for giving you a negative score! Also turning the boat around and rowing in the direction of the stream instead of rowing against is much harder than keeping your bow pointing upward. These ways of playing where enabled by slowing down the starting speed of the stream, but speeding it up again would also have made the game harder.

So I started the game with a screen with instructions, which helped a little, but not enough. I admit they were not very clear. There is a very good chance that without the knowledge that comes with making the game I myself would not have understood the instructions. I'm not sure I would have read them at all.

While writing this it occurs to me that maybe the game over screen would be good place to acknowledge the player for playing the game in a way that is extra challenging, while hinting there is a way that is easier. Maybe make separate high-scores!

If I do this again I will make more diary entries. I hadn't fully figured the site and I was more focused on making my game.

Good by!

Add a comment

Scuffy - Post-competition Game Update

Posted by mit-mit on 2025/04/13 10:03

I've spent a little bit of time over the last week making a few updates to the game to improve the performance on the browser verions, and add a few little touches I didn't get a chance to add during the competition week. The upload "scuffy_final_v1.1.zip" has the updated code. The web version of the updated game is also available to play in the browser here:

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!

Add a comment

Scuffy - Wrap-up and Post Mortem

Posted by mit-mit on 2025/04/13 09:48

Thanks for everyone who played Scuffy and left feedback! I had a lot of fun this pyweek both making a game and playing everyone's creations over the last two weeks.


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!

Add a comment

Swimmy Submarine - Swimmy Sub on four wheels...

Posted by ntoll on 2025/04/05 15:37

Every Tesla has a browser built in... so would the game work..?


https://www.youtube.com/watch?v=4UvOEdTe9p4

:-)

1 comment

Phantasma's Downstream Fishing - Source Code Link to Phantasma's Downstream Fishing

Posted by Phantasma on 2025/04/01 15:18

https://github.com/XPhantasma/Phantasma-s-Downstream-Fishing


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.

Add a comment

Phantasma's Downstream Fishing - Day 3-7 Diary Entry: Way smaller scope than last PyWeek.

Posted by Phantasma on 2025/03/30 22:22

Looking back at the last several days I may not have spent as much time on this project as I would've liked, However the size and scope of this game made it easier to finish than most other projects I've worked on in the past. Of course there are gaps that need to be addressed and some extra things I wanted to implement but never got around to.


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.

 :)

2 comments

Rolldown - Rolldown

Posted by Gato on 2025/03/30 22:16

This time, I actually finished the game!... maybe because it didn't take me long to come up with the idea.


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!

2 comments

E13 Entry - Log Rider

Posted by E13 on 2025/03/30 19:57

Log Rider is a 1-player game where you must navigate through a fast flowing river, 'Downstream' to get the highest score possible and stay alive as long as possible! Using the 'A' and 'D' keys you can turn and tilt in a clever mechanic allowing you to survive longer. 

P.S sound didn't work for some reason so I removed it by the end.

1 comment

Streamline - This was sure a journey

Posted by ambv on 2025/03/30 15:35

Streamline logo

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!

Add a comment