Eetu Pälsynaho: Programmer
Juuso Toivanen: Artist
Petri Virtanen: Artist
Antti Peltola: UI & Effect designer
Lost Station is retro quality from Lost Vacation
Lost Station is a retro-style 2D-platformer where you play as a mysterious space boy (or girl, no one knows) sent to explore a long-lost space station. The goal of the game is to complete all eight levels filled with mutant tardigrades – or die trying.
The game features floaty, free-form movement, designed to let the player tackle challenges in multiple ways. You can jump high with moon gravity, fly around with your jet-pack, and kill enemies with your butt-stomp. The levels are a sci-fi-themed wild ride, with plenty of verticality and wide jumps to conquer.
The idea for the game came early for us. We made earlier a proto game named ‘Moon Mario‘ and decided to make an amazing game out of it. We obviously wanted to do something bigger, so by the time the second month of GameCamp rolled around, we were able to do eight levels and were really happy about it.
During the development, we faced a few problems with the engine and scripting. We don’t know if we did some things wrong or were just plain unlucky, but in some cases even the senior students couldn’t help us. We also faced some problems with implementing the audio. That is the reason for the sounds not being that vivid.
Toni Vänttinen – Programmer
Jimi Savola – Programmer and Sounds/music
Lauri Laiho – Artist
Juhani Nevala – Artist
The idea was to make a side scrolling beat em up game with cyberpunk theme that had some rpg mechanics. The player has punch, heavy punch and a block to use and in the second level if the player has enough money the player can upgrade his fist. The player progresses through two exciting levels to win the game.
The scope of the game was originally bigger with more enemies, upgrades and weapons. However as the development progressed, we had to narrow down our ideas and make decisions on what were the most important elements and ideas we wanted to keep. In the end we kept only one of the weapons as a permanent upgrade as rest of the initial ideas didn’t fit the theme or we deemed them as low priority features to add. The core gameplay we wanted was achieved nonetheless.
We wanted to make the game look as cyberpunk as possible with synthwave music and neon lighting. Making the lighting work in the game was hard, but we got it to work in the end and we think the lighting makes the game stand out. Artstyle used was pixel art because both artists were familiar with it and pixel art is cool.
WASD – Movement
Left mouse – Punch
Right mouse – Heavy Punch
Space – Block
E – Interact
Sami Sipari – Programmer Santeri Sivula – Programmer Ville Heikkinen – Artist Toni Mutanen – Artist
Ancestral Recall was supposed to be an adventure game where the player would fight against monsters, solve puzzles and do reaction based feats to progress in the game. The player would also gain the attributes from his previous playthroughs (the characters ancestors). But due to problems with development the it was decided to simplify the game into a turn based combat game, where you and the enemy decide three moves that will be executed simultaneously. The point of the game is to clear maps with a boss at the end of each map. Defeating the boss gives you an ability related to the boss (Not implemented because of development issues).
Mikko Mustasaari – Programming & Art
Miko Husari – Art
Saku Tynjälä – Programming
Crystal Grove TD
Crystal Grove is pretty much basic tower defence game where you have to survive against waves of enemies and keep your health over 0. Instead of building certain type of towers player has to randomize tower abilities using slot machine mechanic. Each roll in slot machine costs coins and player can lock wheels in hope to get desired type of ability in tower but each wheel locking costs player more coins.
Towers boasting slot machine mechanics.
Game has 2 phases attack and build. Player can build and roll tower attributes in build phase and enemies comes only in attack phase when player launches wave. Enemies come in almost same pattern in every wave, but every game has its enemy pattern and game area randomized.
Bug trying to get past the defences.
Our team wanted to make some kind of game in which where player can build things and we came up with idea to make tower defence. We didn’t want to make same kind of tower defence like most of them are, so we came up with a twist to randomize tower types and game area. The idea of attacking insects was in our minds from the beginning and that idea refined visual style of game environment.