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Keybound

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Keybound is a 2D platformer whose main feature is that the key bindings randomly change while the player plays, based on the currently available keys so in order to finish the game they must adapt to the new controls on the run.
The keyboard is both the UI and the health.
When the player takes damage, they lose a certain amount of keys and some of the controls will change.
Losing all the keys means gameover and the player returns to the latest checkpoint.
Whenever a checkpoint is activated the entire keyboard is refilled.
This means that is up to the player to choose wether to keep the currently available keys they're familiar with, while risking a gameover, or to activate a checkpoint to refill the health thus changing the keys.

Mentions and downloads

Finalist in the Video Game Student Awards for the first edition of PRESS START made by IIDEA (Italian Interactive Digital Entertainment Association) (2022) https://iideassociation.com/notizie/in-primo-piano/iidea-annuncia-i-finalisti-dei-video-game-student-awards.kl


Keybound is on itch.io! https://keyboyz.itch.io/keybound

 

If you are intrested in the documentation of this project, fell free to ask.

  


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More info about 

Keybound

Keyboud was designed during a Global Game Jam. I was part of a team of 4 (all Techincal Game Designers), I was especially in charge of the Level Design.
The theme was Lost and Found (which we interpreted as losing and finding controls) and we used the RNG diversifier in which you randomize things usually not randomized (in our case the key bindings).


In my opinion, the essence of a game jam is the creative and collaborative process. Embrace the challenges, learn from the experience, and celebrate the accomplishment of having a playable game within a short timeframe.

Creating a game in a short time frame, such as a few days for a game jam, was both exhilarating and challenging. We faced different challenges and we decided for various approaches to overcome them:

 

  • Limited Time:

  • The most obvious challenge is the time constraint. A few days may not seem like enough time to create a fully polished game.

  • Prioritize tasks and focus on essential features. Set specific, achievable goals for each day and allocate time for testing and polishing. We decided to use free asset for art and keep the code simple and well structured.

 

  • Team Coordination:

  • Communication and coordination can be challenging, especially if team members have different schedules or are working remotely.

  • Establish a clear communication plan from the beginning. We used collaboration tools like Discord and Trello to keep everyone updated on progress with regular check-ins to address any issues quickly.

 

  • Scope Management:

  • It's easy to get carried away with ambitious ideas, leading to an unrealistic scope for the given time frame.

  • Define a minimal viable product (MVP) early on and stick to it. Focus on core gameplay mechanics and essential features. Avoid adding new features late in the development process.

 

  • Bug Fixing and Polishing:

  •  With limited time, there may be a temptation to skip bug fixing and polishing.

  •   We scheduled dedicated time for playtesting and bug fixing. Identify critical bugs that impact the gameplay and focus on fixing those first. Polish made a significant difference in the overall player experience.

 

  • Innovation within Constraints:

  • Limited resources and time may restrict the ability to innovate or experiment with unique game mechanics.

  • We embraced the constraints and found innovative solutions within them. We focused on a unique twist within a simple game concept. Sometimes, creativity thrives under limitations.

 

  • Playtesting:

  • Limited time for playtesting can result in overlooking critical gameplay issues.

  •  We tested the game iteratively throughout development. We used feedback to make informed decisions about what features to refine or adjust.

 

  • Documentation:

  • With a tight schedule, documentation might be neglected.

  • We keept documentation lightweight but effective, clearly outline roles, responsibilities, and game mechanics. 

 

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CONTACT ME

Feel free to send me a message here: farina.marco94@gmail.com, I'll try to respond as quick as I can!

I'm also on this social medias, if you need me there:

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©2023 by Marco Farina

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