GAME JAM – Koffee Time

By jjeromegerstch

What is Koffee Time ?

Koffee Time was my first game made from scratch for a game jam. It was made with the CEO of Polygonal mind, Daniel García Aranda. Daniel García Aranda is a great artist too ! (their page of the project : https://www.polygonalmind.com/koffeetime.html)

Concept

You play a Koala that experience a psychedelic trip each time he drinks koffee.

You can upload a song and the game will generate a procedural level. In this level, you have to destroy as much items as possible to get a high score.

Features

  • Sound spectral analysis to generate levels proceduraly
  • Score combos
  • Destruction
  • High scores
  • A fun main menu with content browser

My roles

  • Game design
  • Asset destruction
  • Programming
  • Sound design

Tools used

  • Unity Engine
  • Houdini
  • Trello

I took some ressources from:

  • Freesounds

Where you can try it ?

You can try it by downloading the zip package (Windows only) available here : https://inoms.itch.io/koffee-time

Once the package extracted, launch the executable file, search a mp3 on your hard drive within the game and click on “Drink me” to launch the game !

Devlog summarized

Planning

After an introduction meeting with Daniel where we discussed our views on the game jam, I explained what was the concept I had in mind :
A game where your level is created by the music and you can destroy things in rhythm.

Daniel came with the idea to put a koala in a mug “because it’s fun” and so the idea of Koffee Time was born !

After that we shared our views and work to be done using trello.

This game creation was incredibly smooth. Working with Daniel was a pleasure for this whole week of creation.

Production

The main challenges for me with this project were :

  • Music Spectral Analysis and level creation
  • UI creation
  • Setting up an asset creation workflow
  • Choosing the controls type
Menu and UI that tells a story !
A level fully generated by the music !
Destruction of the assets via Houdini

I was particularly satisfied by the asset management workflow we had with Daniel. He made the low-poly assets and I pre-fractured them with Houdini in a few minutes and integrated them in Unity ready to be blasted by our little Koala.

This experience confirmed one thing, I didn’t just want to make games as a hobby. I want to make it for a living.

What do you think?

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