Making a game can be difficult, systemic games especially. Everything leaning on everything else. It's a hell of a puzzle. I liked the frankly relaxing nature of making a new game every day: throwing away the stress of "today's work must build upon yesterday's work" in favour of a structure enabling maximum freedom -- to empower myself to do "whatever I feel like" today.
I didn't stick completely to familiar genres, but I stuck to a few things that would help me stay on track and some of those things did involve sticking to some familiar spaces.
1, Every game is built in a single Godot project with all assets in its own folder (with exceptions: 12, 28, and 29 comprise the cassette player "meta" game, so they share assets). Using one engine and a clean format from the start made it possible to bundle the games together. I had folders named "1thru10," "11thru20," and "21thru30" from day one.
2, Every game is 310x130 resolution, and uses 10x10 tiles. The 'weird' resolution and tile size kept me on my toes, not relying too much on old patterns, was powerful/flexible enough to never get in my way, and finally was fixed so I never had to waste time thinking about what the right parameters were for a given game, they were already set.
3, Every game uses 4 directions and 1 button. The escape key takes you back to the menu. Same benefits as above, but also easy for the player to learn.
4, Every game has a win condition.
5. In every game you have an avatar that you directly control using the given inputs. There is a 'puzzle', as you move from game to game, of understanding the controls. Having this fixed across all games meant that it would never be much of a problem. also I just like this type of game! It lends itself to platformers often, but not always.
I didn't stick completely to familiar genres, but I stuck to a few things that would help me stay on track and some of those things did involve sticking to some familiar spaces.
1, Every game is built in a single Godot project with all assets in its own folder (with exceptions: 12, 28, and 29 comprise the cassette player "meta" game, so they share assets). Using one engine and a clean format from the start made it possible to bundle the games together. I had folders named "1thru10," "11thru20," and "21thru30" from day one.
2, Every game is 310x130 resolution, and uses 10x10 tiles. The 'weird' resolution and tile size kept me on my toes, not relying too much on old patterns, was powerful/flexible enough to never get in my way, and finally was fixed so I never had to waste time thinking about what the right parameters were for a given game, they were already set.
3, Every game uses 4 directions and 1 button. The escape key takes you back to the menu. Same benefits as above, but also easy for the player to learn.
4, Every game has a win condition.
5. In every game you have an avatar that you directly control using the given inputs. There is a 'puzzle', as you move from game to game, of understanding the controls. Having this fixed across all games meant that it would never be much of a problem. also I just like this type of game! It lends itself to platformers often, but not always.