“Bricked Up” was my first shot at the GameMakerToolkit Game Jam (GMTK for short), the biggest online game jam of Itch.io, hosting upwards to the tens of thousands different developers and several thousands uploaded projects.

While by the time of this jam I already did several others, this one was by far the biggest i had participated in.

With a joint effort between BetterHalf members and the Figadei team, we ultimately managed to reach overall #128 out of 7500+ entries. Nice!

“Bricked Up” was my first shot at the GameMakerToolkit Game Jam (GMTK for short), the biggest online game jam of Itch.io, hosting upwards to the tens of thousands different developers and several thousands uploaded projects.

While by the time of this jam I already did several others, this one was by far the biggest i had participated in.

With a joint effort between BetterHalf members and the Figadei team, we ultimately managed to reach overall #128 out of 7500+ entries. Nice!

“Bricked Up” was my first shot at the GameMakerToolkit Game Jam (GMTK for short), the biggest online game jam of Itch.io, hosting upwards to the tens of thousands different developers and several thousands uploaded projects.

While by the time of this jam I already did several others, this one was by far the biggest i had participated in.

With a joint effort between BetterHalf members and the Figadei team, we ultimately managed to reach overall #128 out of 7500+ entries. Nice!

Bricked Up is a physics-based 2d tower defense game, where the player is tasked to protect its king from an onslaught of enemies. How does one do that? Any way he wants!

The player can create an impenetrable wall of bricks, absolutely fill the screen with spike traps, or make a tall, one block wide tower and put his king on top.

Bricked Up is a physics-based 2d tower defense game, where the player is tasked to protect its king from an onslaught of enemies. How does one do that? Any way he wants!

The player can create an impenetrable wall of bricks, absolutely fill the screen with spike traps, or make a tall, one block wide tower and put his king on top.

Bricked Up is a physics-based 2d tower defense game, where the player is tasked to protect its king from an onslaught of enemies. How does one do that? Any way he wants!

The player can create an impenetrable wall of bricks, absolutely fill the screen with spike traps, or make a tall, one block wide tower and put his king on top.

I was tasked in both designing the behavior and balancing the statistics of both the “bricks” the player will use to create the tower and all of the enemies.

I was also tasked in designing the difficulty of the various hordes during the level, more on that on the next page.

I was tasked in both designing the behavior and balancing the statistics of both the “bricks” the player will use to create the tower and all of the enemies.

I was also tasked in designing the difficulty of the various hordes during the level, more on that on the next page.

I was tasked in both designing the behavior and balancing the statistics of both the “bricks” the player will use to create the tower and all of the enemies.

I was also tasked in designing the difficulty of the various hordes during the level, more on that on the next page.

Most of my time was spent crunching numbers and running simulations until the game was properly balanced in a fulfilling and fun way, giving a challenge to the player but not resulting in frustration.

Most of my time was spent crunching numbers and running simulations until the game was properly balanced in a fulfilling and fun way, giving a challenge to the player but not resulting in frustration.

Most of my time was spent crunching numbers and running simulations until the game was properly balanced in a fulfilling and fun way, giving a challenge to the player but not resulting in frustration.

The one thing I am most proud of is the “Token System” I developed.

While designing the hordes, we realized there was a problem: by the way the game was set up, enemies were manually put into the level by a game designer. This meant the levels, upon replaying, where extremely predictable and easy, plus it removed almost all replay value we had.

Naturally the first solution was to make the enemies random, but that created another problem: Since the damage the bricks did was manually set, it would be possible for a horde to be impossible, and that is obviously not good. Creating an ID system would also be difficult in the very short amount of time we had.

The one thing I am most proud of is the “Token System” I developed.

While designing the hordes, we realized there was a problem: by the way the game was set up, enemies were manually put into the level by a game designer. This meant the levels, upon replaying, where extremely predictable and easy, plus it removed almost all replay value we had.

Naturally the first solution was to make the enemies random, but that created another problem: Since the damage the bricks did was manually set, it would be possible for a horde to be impossible, and that is obviously not good. Creating an ID system would also be difficult in the very short amount of time we had.

The one thing I am most proud of is the “Token System” I developed.

While designing the hordes, we realized there was a problem: by the way the game was set up, enemies were manually put into the level by a game designer. This meant the levels, upon replaying, where extremely predictable and easy, plus it removed almost all replay value we had.

Naturally the first solution was to make the enemies random, but that created another problem: Since the damage the bricks did was manually set, it would be possible for a horde to be impossible, and that is obviously not good. Creating an ID system would also be difficult in the very short amount of time we had.

The solution?

I created a Token system for every level. Basically every level has a certain amount of tokens that can be “spent” to spawn enemies. Enemies cost different amount of tokens depending on how strong they are.

Every time the player beats a level, the next one will get some more tokens based on a mathematical equation, so that the difficulty remains on par with the resources the player will eventually get.

This also works for the endless mode!

The solution?

I created a Token system for every level. Basically every level has a certain amount of tokens that can be “spent” to spawn enemies. Enemies cost different amount of tokens depending on how strong they are.

Every time the player beats a level, the next one will get some more tokens based on a mathematical equation, so that the difficulty remains on par with the resources the player will eventually get.

This also works for the endless mode!

The solution?

I created a Token system for every level. Basically every level has a certain amount of tokens that can be “spent” to spawn enemies. Enemies cost different amount of tokens depending on how strong they are.

Every time the player beats a level, the next one will get some more tokens based on a mathematical equation, so that the difficulty remains on par with the resources the player will eventually get.

This also works for the endless mode!

Screenshots