Role: Solo Developer
Timeline: October 2021 - December 2021
Platform: PC
Tools: GameMaker Studio 2, Asprite
Download Link: Itch.Io
"Control Freak" is a 2d fast paced puzzle game where you take control of a "possession witch" who has been captured. Listen to the voice helping you and unleash your enemies powers on themselves as you clear each room. Make your way to the warden, where you can test your knowledge so far, as well as your reaction time. This game was designed to find a combination between strategy and fast paced action while remaining in scope for a first year student.
Initially I had no idea what I wanted to have when creating the enemies, but as I received player feedback, I began to realize that the enemies were a little sloppy and it took away from the players engagement. Errant pixels were sometimes being mistaken for a fireball or an effect warning of an attack incoming. With the new cleaned up version, as well as more differentiated colors to allow for clear communication on who you're controlling and what attacks are yours made for a better reception to the art.
In the beginnning rooms were less puzzle based and more open area with a heavier focus on using abilities. After feedback was that there was too much space, further time was spent on making the levels more concise. Testing came back that the levels were too hard and that everything seemed to happen at once which made a lot of players confused and frustrated when they died, so I iterated again to make levels more strategic. Then I landed on more puzzle-like levels, where the player had to think before jumping in, but once they started they had to keep going. At first some levels were changed because certain points were to tight and players would get attacked by enemies without enough time to react. Enemy placement was also important because sometimes killing an enemy would leave you too open to enemy attacks and players would feel soft locked. I ended up finding a reasonable balance between challenge and fair.
I knew I wanted to have a strong visual effect for the player when they reset levels or managed to hit the last enemy. I spent at least 2 weeks trying to get Chromatic Aberration working in GMS2 and almost gave up, but with the gracious help of my upperclassmen it managed to work. This was a powerful lesson in being able to ask for help and accepting that help.
I iterated on her multiple times, having a version where the player had to reach her multiple times, a version where she killing her unlocked a new ability and you were bombarded with new enemies to try the new ability on, and the current version, where you reach her and wipe the board immediately. Ultimately I decided on the current version because it felt the most rewarding, where the player has to engage with the board and use their knowledge gained to win. Were I to go back, I would rework how this level works.
I think my biggest takeaway from this game can be seen in future projects I did at Champlain college. I learned to spend more time thinking about the smaller "how" problems. I also learned to not give up when things get difficult, and that people are generally willing to help, even if it's pointing me towards another resource. I think the biggest takeaway though, was that no matter how many times you iterate on a single idea, you're going to turn around and think of a way to do it better, and that's ok. Before I did this project I had it in my head that you only get one shot and it's best to save your good ideas for when you know what you're doing, and now I think trying to make this idea without knowing how to do anything not only helped me at the time, but also gave future me ideas.