I made a game for Playdate! It's called "Blocky Balloons" and there's a demo, trailer, and more info at the itch.io page: https://brandooo.itch.io/blocky-balloons
That's what I should have posted about 6 months ago, when the game actually launched on February 20, 2023. If you've played it, thank you so much!
I didn't write anything sooner because I'm lazy busy, I'm not much of a marketer, and I wasn't even sure if the game would come together into a finished product. Somehow it did, and the game is even coming to Playdate's official on-device game store Catalog later this year!
This post will be a stream of scattered recollections and personal notes about the process of making the game, before I forget anything more.
Finishing the game
Like I said last year, Pulp is a great little tool and I ended up making the whole game in Pulp. I did start to stretch its limits near the end, when I was cramming in lots of polish and finishing touches. For example, I added a move undo feature. I'm glad I did, since it's a necessary QOL feature in these sokoban-likes, but at the time I wasn't sure if it was even possible in Pulp. My Playdate arrived partway through development, and the original implementation ran very slow on device. With some iteration and bulk code generation, I eventually smoothed it out.
The game has a couple little cutscenes. These also ran very slow on device at first. Originally I had each cutscene frame as a separate "room" in Pulp, since it was very easy to duplicate a room, change a few tiles, and repeat. Trying to load multiple rooms like this one after another on device performs terribly, so I had to redo them all using lots of "label" and "draw" commands.
An example frame room that got cut. |
The game music and sounds also needed adjustment. Pulp uses very "pure" sine/square/sawtooth/triangle/noise waveforms, and some of these are overpowering, even distorted on the actual console at full volume. The balance of these 5 instruments also sounds different depending on how you're listening to them -- in the Pulp browser editor, in the Simulator app, on device speakers, on device with headphones, etc. So I had to listen and tweak and relisten and retweak to find a compromise. For the soundtrack download that's on the itch.io page, I ended up recording each song from the browser editor into Audacity, and exported those as mp3s to bundle into a zip file. For composing the songs, I ended up doing most of it in front of a piano with pencil and paper, jotting ideas down as I tinkered. Editing large sections of songs can be tedious in Pulp, so it's better to nail down everything as much as possible first, then punch it in.
I don't think I went above 0.5 volume for any voice in any music track. Square wave is especially tinky. |
The above points suggest a note to future Brando: don't invest tons of time in something that isn't tested on the final device!
A couple other things occurred to me once I had the device in hand:
- It doesn't seem practical to use the D-pad and the crank at the same time. You have to hold the device steady to crank precisely, so I instinctively move my left thumb closer to the center of the device. Some games have you press B or A with your left thumb while your right hand operates the crank, and this seems to mostly work OK.
- The A and B buttons are placed horizontally, at a distance that's a bit far for rocking back and forth between them comfortably. They're also clicky (same for the D-pad), which is good to know exactly when an input is sent, but I don't think I'd want to repeatedly mash one for a long time. I probably won't make any hardcore action games on this thing.
- The crank feels sturdy, but I don't want to go crazy with it. There's a level in the Season 1 game "Crankin's Time Travel Adventure" where you have to crank as fast as possible, and after a couple timid retries I was able to beat it after going all out, but I felt nervous about damaging the crank. Some developers are making fishing games, and it might sound cool on paper to crank like mad as you reel in a big one, but in practice I hope they don't. Lucas Pope also notes here that a "light touch" feels best. This might be one of those early design stage things that people try and eventually abandon, like the joystick-rotating minigames in Mario Party.
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