Showcase at Pacific Science Center

This past weekend, we had the exciting opportunity to present our game at the Pacific Science Center in Seattle! We were there with about a dozen other games created for the Seattle Indies Game Jam held two weeks ago. Since then, we and the other jammers have been polishing up our games in anticipation of the showcase.

Pacific Science Center Showcase

PacSci hosted the venue for the game jam itself as well

We were also absolutely thrilled to be recognized with the showcase’s ūüŹÜ Community Choice¬†ūüŹÜ award! During the exhibit, votes were collected from the attendees on their favorite game, and we are super grateful to everyone who voted! To be honest, I was not expecting this given the many great games on display, and I strongly encourage everyone to check out the other submissions as well.

Community Choice Award

The prizes for the game jam were… jam!

In this post, we’re sharing what we’ve been working on since the jam, what we learned from the showcase, and what we plan to do next.


In the previous devlog post, we covered 5 key points of game design, and over the past two weeks, we focused on those points we thought needed the most attention. We believe our efforts during the jam reasonably covered (Game)Play, Polish, and Progression, so we prioritized Payoff and Personality next. This involved adding:

  • A Level Summary at the end of each level, displaying a star rating on how efficiently the player solved the puzzle
  • Dialogue text between the Magician and Villagers, highlighting the humor in destroying the Village to save the Villagers

Not my trinkets and doodads, please!

The villagers show a peculiar attachment to their belongings

Beyond these, we made a variety of other improvements:

  • Three (3) brand new levels added!
  • Dynamic music that follows the player’s progression
  • Pause menu with options to Restart or Quit
  • Custom cursor changing to an open hand over adjacent buildings
  • VFX over UI counter to highlight inventory changes
  • Intro sequence at the Magician’s Tower
  • Larger models to make Magician and Villagers more visible

Intro Exposition

The intro sequence serves to set the premise

We also squashed a few bugs:

  • Prevent Magician from walking past Villager
  • Check win condition when Villager exits (in case the Magician is already at her own exit when the last Villager escapes)
  • Add missing SFX for Villager teleporting


One of the great benefits of¬†exhibiting at the Pacific Science Center is the wide range of people who show up and play your game (we’ve previously presented both Else Return Home and Good Night Rowan there). Because there are a lot of families, you get toddlers to parents playing your game. Some are experienced gamers, and others rarely play games at all. Kids especially provide some of the most honest feedback you’ll ever get! And, you get to hear fellow game developer feedback from the other exhibitors.

All Ages Exhibit

Kids really teach you how to explain things better

Seeing all these people play our game, there was both a lot of positive feedback and a variety of things we recognized we could do better.

Here’s what went well:

  • Of course, receiving the Community Choice was a major positive!
  • Even some of the youngest kids were solving the puzzles (in some cases, despite their parents’ misguidance).
  • One parent approvingly noted how our game could help kids learn critical thinking and logical problem solving skills.
  • A dad and his daughter completed all eight levels and came back later to play again!
  • Many people laughed at the silly dialogue we had scattered throughout the levels.
  • A couple jammers remarked how much the addition of the dialogue enhanced the experience.
  • Many people complimented the visuals, music, and game design.

My Auntie's Toothpick is in that house!

Folks got a good chuckle from some of the lines

Of course, the game is far from perfect after just two weeks, so we took notes on areas for improvement:

  • Our biggest concern was on how long it took many players to grasp the control scheme. We’re considering a variety of ways to make this more intuitive.
  • Some people thought an early line (“Save the windmill, not me!”) meant there was a solution that left it standing when you couldn’t. We realized this line should only come after more thoroughly establishing the Villagers’ excessive materialism, and/or use it on a level where you can avoid destroying it.
  • It was not clear to some how the star rating was determined. We’ve now edited this from “Moves Taken” to “Tiles Walked”.

Level Summary window

“Tiles Walked” is hopefully less ambiguous


Now that both the jam and the showcase are over, the first thing we’re doing is taking a rest. ūüôā Otherwise, we’re looking forward to our next opportunity to present the game to the public, which will likely be around February 2020. We’re already considering a handful of things we can do next:

  • Build development tools to create levels more quickly
  • Add improvements to better signal the game’s mechanics
  • Explore alternative control schemes that may be more intuitive
  • Detect puzzle fail state and prompt player to restart
  • Introduce new mechanic(s) to extend puzzle scenarios
  • Add dynamic villager responses to the player’s actions

In fact, we’ve already added an optional hint system

What would you like to see most? Leave a comment, or follow my itch profile to be notified of future updates. We look forward to sharing the next iteration with you in the near future!

Game Jam Post-Mortem

In this post, I’d like to share my team’s experience at the¬†Seattle Indies Game Jam 2019, where we created¬†The BridgeMaster, a tile-based puzzle game. You play as a magician who must salvage materials from the village in order to build bridges and help the villagers escape!


Going into the jam, we had a variety of goals:

  • Above all, we wanted to choose a game design that was (relatively) simple to implement and polish the crap out of it.
  • Our two previous games (Good Night Rowan and Else¬†Return Home) were both first-person, so we wanted to switch it up with a different perspective.
  • The last two games also had relatively long gameplay loops. This time, we wanted to make a tighter gameplay loop where the primary action was exercised more often.
  • For our other games (first¬†Dog Walk, then FLY2K) we developed a generic graph library for representing nodes and edges/connections. This time, we wanted to utilize that code again but for a tile-based game.
  • We also wanted to pay attention to some core concepts of game design and let those inform our process as much as we could. The next section lays out some of those ideas.


Before the jam, I thought about what makes a good game for a jam. Following one of our earliest jams (Odd Office), we were super grateful to be recognized by the judges for the Best Game. Something one of them said stuck with me ever since, and it was that they appreciated how it had a clear beginning, middle, and end (which can be difficult to do in only 48 hours). This insight with some other ideas evolved into a 5-Point Theory:

  • (Game)Play: The core mechanic needs to be compelling and fun to play. Ideally it is quick to repeat / can be demonstrated quickly.
  • Progression: This is where the beginning, middle, and end especially come in. There should be clear advancement, whether in terms of levels, difficulty, plot, player abilities, etc.
  • Payoff: At the micro level, this entails the audiovisual feedback when performing¬†the core mechanic. At the macro level, this¬†involves some payoff at the end of each level and at the end of the game.
  • Polish: As much as there is time for it, we should give care to the¬†audiovisual¬†aesthetics, enhancing elements where not strictly necessary but the discerning observer will notice and appreciate.
  • Personality: Finally, in the narrower sense, the game should have easily identifiable characters within it. More broadly (and perhaps more importantly), the game itself should have a clear style, and it should feel like it was made by real people.

5 Point Theory

I even made this shoddy sketch for the team at the jam


With these goals and aspirations in mind, we arrived at the site and discovered the theme: “Intentionally Broken”.¬† Some first thoughts had to do with “broken” games in the meta sense or goofy physics. We wanted to go further though, so we considered what it would mean if the game’s setting – the world itself – was broken. Combined with our goal to make a tile-based game, we imagined that some tiles could be walked on while others had fallen away. This soon led to¬†a magician building bridges to help villagers escape a crumbling village.¬†Finally, the piece that brought it all together was that the player’s character herself must intentionally break down the villagers’ homes to save them.

Paper Prototype

Here’s an early paper prototype of a level


First of all, we had a load of fun making this game! I think that should be the top priority of any jam. We also largely achieved our initial goals by choosing this design. The (Game)Play loop was shorter, it had a top-down perspective, it was tile-based, and it used our graph code. We also finished the core mechanics with time for plenty of Polish. This included:

  • Displaying visual effects and animations for a variety of events (e.g. salvaging materials, bridge building, teleporting)
  • Interpolating rotation of the characters going around corners
  • Syncing up the audio to our intro sequence
  • Including color-coded visual feedback for the player’s input (indicating valid or invalid paths)

We also managed to develop a Progression with five full levels, along with a short intro and outro to bookend the game.

This bridging animation was not strictly necessary yet great to have


Nonetheless, there were many things we ran out of time for or struggled with:

  • While the intro briefly displayed the title before the first level, we did not fully establish the exposition.
  • We also planned a broader outro with its own scenes and animations, but we did not get around to this.
  • We had to leave out any¬†tutorialization dialogue for teaching the controls and mechanics.
  • While the five levels we made were intended as the tutorial, they weren’t large enough¬†to more fully demonstrate the puzzle solving potential.
  • Without the dialogue, we could not establish the Personality of the magician or the villagers and¬†highlight the humor in destroying the village to save the villagers (“Not my trinkets and doodads!” “Do you even want to be saved?”).
  • One¬†Payoff element we imagined but didn’t include was a level summary window, indicating to the player how well they did.
  • We inevitably ran into some version control issues. Merging Unity scenes amirite?

A grand plan that didn’t quite make it


Although we didn’t complete everything we wanted, we learned a lot! Some key takeaways:

  • Communication is key! With nine people on the team, it became very important to regularly sync up.
  • Whiteboards are super useful! We happened to pick a table near one, and it soon became integral to our process. We used it to¬†sketch out ideas and kept a running TODO list with status indicators and prioritization points.
  • Be prepared to cut scope early and often! We had many plans, but as the jam progressed, we periodically put features on the back-burner. By Saturday afternoon, we knew we had to switch gears and polish what we already had.
  • Clearly delineate responsibilities! Version control works best when individuals are working on separate assets, whether those are scripts, scenes, or prefabs.
  • Do variations on art assets at the end! Art must always be completed before it can be integrated, and they can’t be integrated before they are done. This means the art team could wind up finishing content at the end with no time to integrate. However, if you’ve already integrated a given asset type once, it will probably be much simpler/quicker to add or swap¬†in a variation.

We reused the same rig to add another villager type at the end


Although the jam is over, we’re continuing to polish and extend on the project! A week from now, we’ll be showcasing at the Seattle Indies Show & Tell and SI Game Jam Showcase. If you happen to be in town, we hope to see you there at the Pacific Science Center! Here’s a sneak peek at some of the new features we’ve added since the jam and plan to have in time for the showcase:

  • New intro sequence starting with an establishing shot of the Magician’s home
  • Dialogue to help teach the controls and mechanics
  • Dialogue with exclamations and responses between the Villagers and Magician
  • Various bug fixes and quality of life improvements
  • Dynamic music that updates according to the player’s current progress
  • New, bigger levels added to the level progression!

While we continue to work on The BridgeMaster, we’d love to hear your feedback and suggestions! If you’d like to play the game, you can download it above. Thanks!

Introducing: The BridgeMaster


This past weekend, my friends and I had a blast participating in the¬†Seattle Indies Game Jam 2019! It’s the largest team I’ve been on so far (nine people), and we were thrilled to earn an Honorable Mention from the judges and top marks from the community vote! If you’d like to play it, you can follow the link below. We’d love to hear your feedback as we continue to polish and extend it!

The BridgeMaster


In¬†The BridgeMaster, you are a magician who discovers that your neighboring village is collapsing! The townsfolk have been left stranded on the pockets of land still left standing. It’s now up to you to save them! In this tile-based puzzle game, you must salvage materials from the village, build bridges across the chasms, and give the townspeople a route out. Just be sure that you’re not blocking the path you create for them to escape!