Difference between revisions of "I Was Dead, But"

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{{Infobox|I-was-dead-but-logo.png|2022-21-07|Pulp Game Jam|[https://devforum.play.date/t/pulp-game-jam-dev-log-neven-daves-game/1992 devforum]|42.8 KB}}
{{Infobox|I-was-dead-but-logo.png|2022-21-07|Neven Mrgan<br>David Wester|[https://devforum.play.date/t/pulp-game-jam-dev-log-neven-daves-game/1992 devforum]|42.8 KB}}


I'll be working on a Pulp game with my friend David Wester. His strengths include music, sound, and writing. I'm a monkey at a typewriter.
I'll be working on a Pulp game with my friend David Wester. His strengths include music, sound, and writing. I'm a monkey at a typewriter.
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We brainstormed on the theme and retired to our corners—him, to noodle on some "scary" music; me, to code up some quick crank-mechanic prototypes. We've decided we want to create something crank-driven, and deliberately not using the "top-down player walking around rooms" approach Pulp is best suited for. Why do things the easy way, right.
We brainstormed on the theme and retired to our corners—him, to noodle on some "scary" music; me, to code up some quick crank-mechanic prototypes. We've decided we want to create something crank-driven, and deliberately not using the "top-down player walking around rooms" approach Pulp is best suited for. Why do things the easy way, right.


<br clear="all">
<gallery mode="slideshow" showthumbnails>
<gallery mode="slideshow" showthumbnails>
I-was-dead-but-gameplay-1.gif
I-was-dead-but-gameplay-1.gif
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</gallery>
</gallery>


[[Category:Community Content]]
[[Category:Sideloaded]]
[[Category:Games]]
[[Category:Games]]
[[Category:Pulp]]

Latest revision as of 01:07, 5 September 2023

I Was Dead, But logo
Released on 2022-21-07
Made by Neven Mrgan
David Wester
Download: devforum
42.8 KB



I'll be working on a Pulp game with my friend David Wester. His strengths include music, sound, and writing. I'm a monkey at a typewriter.

We brainstormed on the theme and retired to our corners—him, to noodle on some "scary" music; me, to code up some quick crank-mechanic prototypes. We've decided we want to create something crank-driven, and deliberately not using the "top-down player walking around rooms" approach Pulp is best suited for. Why do things the easy way, right.