Rough character animations can be worked on while adding polish
Prior to Flim Flam Fernandez I had a tendancy to finish my sprite sheets before I ever handed them in to the programmers. If any adjustments had to be made they were done so after the completed animations were already functioning in the game. This method kept the programmers waiting as they had nothing to work with until the sprite sheets were completed (which could be a long wait…).
At Flim Flam Fernandez I switched over to creating very rough sprite sheets of stick figure animations that would act as placeholders for the finished art later on. I know that this was hardly a revolutionary discovery – it is something I should have been doing from the start – but it was not until Flim Flam Fernandez that I adopted that mindset. What forced this change in my sprite sheet making attitude was that the plasticine characters were being very uncooperative and they required a lot of work-up in Photoshop afterwards.
Stick figures are generally enough to see what an animation will look like as well as how many frames are needed. Frames take time to produce so any indication that a certain amount will do can save a lot of time in the long run.
Poor balance and/or incomplete gameplay
Regrettably, Flim Flam Fernandez as it was when we were finished was a poorly balanced game that did not live up to expectations. The potential is there though and should we ever wish to truely finish it, it could become quite the enjoyable experience.
The biggest problem with Flim Flam Fernandez is that the hide and seek feature is heavily skewed towards the Queen since she only needs to walk by Fernandez, regardless of whether he is hiding or not, to win the game. There are two (or was it three?) routes to the bedroom (the King’s goal) and so the game pretty much comes down to which route the Queen ends up taking. If the player controlling the Queen guesses correctly it is a guaranteed loss for the King.
A few simple changes could improve Flim Flam considerably:
- The King’s turn should be shorter than the Queen’s (although more paths to the goal would be necessary)
- The Queen should have to actually “check” or “look” behind objects to locate the King (instead of simply walking by them)
- Both characters should leave evidence of where they have been (knocked over items, tilted furnature, etc.)
Some of these ideas were, if I recall correctly, meant to be included but had to be cut due to time constraints. Flim Flam Fernandez still has, I believe, a lot of potential to be a very enjoyable two-player game. It is simple, easy to play and has a very low learning curve. Should we ever revisit Flim Flam (or a derivative game) it may well become the excellent game we originally envisioned. Fourty-eight hours simply was not enough to do this game justice.
Warm bread is best (hesitation kills…)
One of the best moments in the 2010 Global Game Jam was sometime in the middle when Beth Nuyens (character designer for Marvin’s Mittens) visited us with a batch of delicious, freshly baked bread. I made the enormous error of not pigging out when the bread was soft, fresh and warm – I only had a taste. I cannot remember why I held back (most likely to save it for others or for later) but when I returned to the bread many hours later, it was hard and cold, as bread is liable to become. The moment of awesomeness had passed me by. I’m still hungry for it…
Competition and innovation
The first Game Jam (2009) was rather small and humble with only eleven or so participants. This time around we had an entire room full of people working on various different games. Not only were there more entrants but the games themselves were almost all innovative and original. One such game, my favorite entrant, was called “Undooring the lock” which reversed typical game mechanics in clever ways (the title says it all). There was also a game that included many intentional “glitches” as a way of progressing within the game – it was almost a commentary on how unintentional bugs can be exploited within certain games.
This was a Game Jam to be proud of – creativity was abundant and each game had its own “thing” to show. I am glad that Flim Flam Fernandez was awarded our desired “best game” title (largely in part, according to the judges, to its plasticine visuals) but regardless, the Game Jam as a whole was an excellent adventure well worth taking.
Game Jam 2011+
Finally, I should mention that I did not participate in this year’s Game Jam. I may return for next year’s Game Jam although I am not sure in what capacity.
Before I start giving next year’s Game Jam any real thought though, there is that other project – the one that I have neglected for so long – that I should be getting back to…




