toffwee's blog

ferra retrospective

i made ferra with miredly and we came #3rd overall in the jam of 121 entries!! #2nd for most fun! im happy with this

before ferra i was in a sink & id not released anything in years. i came into this project with the expectation of making something pretty bad. it ended up being way, way better than i'd hoped, and watching friends mash replay on it was worth all the effort

starting out

even before starting, we knew we wanted to try something new. we used Monogame, an entirely new framework to both of us with no past code to build on top of, so it was quite a challenge to get started

the vision was "frantic top down shooter"

i made a quick character controller & gameobject system, and with that, miredly made the first boss

steal and shuffle

just before the project, miredly was doing an "ultimate" (some ffxiv thing idk) and showed me a boss fight. the gameplay loop looked cool having big areas to dodge, weaving in mechanics etc. we wanted to use the same idea and were dead set on huge floor attacks

this turned out great and fit our vision of "frantic" perfectly

if we were making a pure regular bullet hell but set in an arena, the idea is to make almost surgical micro-movements like touhou. i feel like this doesn't fit the vision of "frantic"

however, with gigantic sweeping floor attacks that spawn right on top of you, you WILL have to get moving!!!!!!!!!!!!! that's kinda frantic

here's what our big floor attacks looked like:

super subtractive scoping

we had a lot of ideas, and we had to be ruthlessly subtractive. it almost felt like a bad decision at the time, but if we had not been ruthless, we would have made a bad game, or even had no game to show at all

to interpret the jam theme "makeshift" we brainstormed makeshifty mechanics:

i drafted out the first 2 and they weren't fun. they sounded like good ideas, but in practice it doesn't add much, and instead was just noise, which made the game messy and confusing

it's difficult to notice when a mechanic simply "doesn't add much", and really hard to justify getting rid of it after the work is done

it's easy to notice if something's bad and makes your game worse, but if it's simply just "whatever", then unfortunately, it still should probably not exist. small things like that add noise, add code to maintain, add mechanics that influence any new ideas you have... i think id rather remove things like this and instead spend bandwidth working on the big important stuff, and in this case it paid off a loooot

having a ton of axes in a game sounds good on paper, but even if we could technically implement all of it, we'll have a thousand unrefined features that clash, confuse or dilute the game. id prefer to have a tiny set of mechanics that people can immediately understand, then surprise them with depth

agency

i hate "easy" "medium" "hard" difficulty selection so much i feel insane. there are more elegant ways around this i think. to let casuals and supergamers both have fun, this is what we did:

  1. for casual gamers, the goal is to beat the bosses and finish the game. you have a huge health pool so it's very forgiving, but this means even casual players can see and experience the final boss and say they fully completed it. (in retrospect this was actually too casual, they had wayyy too much hp)

  2. for supergamers, the goal is to beat the dev times. getting hit increases your time hugely, so it incentivises never getting hit once - a very supergamer thing to do! this became a lot of people's reason for mashing replay

  3. for hypersupermegagamers, everyone got competitive and fought for world record

some absolute viking got this time. 61 seconds for the entire game?! i never came close to getting this time

art direction

i had a few director-y moments which i was satisfied with

art direction is hard, we talked about making the bosses huge scrappy mechs, but the ideas just weren't gelling with me.. i just wasn't born with the gene that makes you love big mechs i think

i had a meltdown, then just settled for something i always do, which is draw cute girls with big swords. i think leaning into stuff i unapologetically love is good motivation. and i love the juxtoposition of pretty timid-looking characters being cool or having huge weapons

i also love homogeneous, thematic color palettes - for ferra, every color on screen is color-picked from a pic of a molten iron crucible. i think it suited the vibe well

music direction

miredly absolutely carried the music department and got a huge stream of compliments for their music. my one contribution to the music was the sort of "seed" of the vibe we wanted for this game. i gave them this;

https://youtu.be/HD4dUMDWM58?t=182

the rhythmic, mechanical vibe of it just suited the idea of clunky mechs and big machinery so well. miredly took that locus and made it way better than i imagined, the soundtrack rocks

but yea

im so so stoked to have something released after not making anything for so long. it was hard work, but it's given me more energy to work harder in future

tysm for reading and playing ferra!


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