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STITCH 'EM UP

GameJam Project

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PROJECT OVERVIEW

Trouble in the Toybox, join into the new brutal miniature fighting ring.

Play as Clause the Clown and Anne the Doll as you rip each other apart in the cutest way possible.

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Using: Using 2020.3.19.f1

Genre: 2D Fighter

Project focus: "Pattern"

Personal focus: Gameplay Design
 

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PERSONAL INVOLVEMENT

This was my first proper gamejam, I was able to fully commit my time and create something i'm incredibly proud of. As a fan of fighting games, I was incredibly excited to jump into this with a team that was just as exited.

With my understanding of what makes fighting games fun, and my teams variety of skills, we were able to excel.

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My main focus was on gameplay design and overall project management, making sure we utilised our team to optimise the short time we have.

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The initial idea, set dressing, working with programmer and rhys, fixing bugs/nerfs

PLANNING

We came into the jam with a specific Idea in mind, but how how would we transform this into the theme of "Patterns"?
Suprisingly easily!

While not the most creative approach, there is an arguement to be made that fighting game combos are a pattern, but to double down, we went for a patchwork aesthetic.

Our artists went quickly to work designing and building loveable little guys.

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Because of our art spread, we could have each 2D artist dedicated to their character, allowing for us to have 2 characters will full spritesheets.

This leaves our 3D artist, who can develop the enviroment stress free while we prototype.

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The main issue we faced in concept was making the gameplay stand out from standard 2D fighter. After some brainstorming our other Designer came up with the idea of having the health bars go up instead of down, like you're ripping the fabric off the opponent.

 

With this revalation, we began development, discusing gameplay and prototyping multiplayer.

 

I worked with programmer throughout development, playtesting and giving feedback throughout, while our other design was able to work on tasks like audio and menuing. With this, we powered through to the end.

FINAL REVIEW

Overall, we were able to complete the project mostly on time, with a couple of cosmetic features missing.
We won 'Best UI' and were overall incredibly proud of the project.

For the time we were given, we think the depth and content present is definately admirable, with multiplayer working excellently.
After the jam we made several adjustments to balance, control and stage design, all of which can be seen in the most recent build.

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