Dive into the twisted charm of Gho-Bomb, a Bomberman-inspired game where cuteness meets chaos! Unleash mayhem with portals, and beware – fallen players become mischievous ghosts, haunting the living. Gho-Bomb is a quirky, strategic adventure where gory surprises and ghostly shenanigans await. Ready for a cute-yet-gory challenge? Bomb away in Gho-Bomb!
Our team embarked on a creative journey to craft a unique gaming experience. Picture a 3/4 top-down and a 32×32 pixel art universe that breathes life into a cute yet gory take on classic Bomberman-style gameplay.
Right from the start, our vision was clear – we aimed to seamlessly blend cuteness and horror. How did we achieve this? By infusing the game with cute visuals and a soothing pastel color palette, only to unleash progressively more gore as the game unfolds.
Our game boasts its own set of quirks: portals and the transformation of fallen players into mischievous ghosts capable of minor sabotaging. These twists add layers of strategic depth and unexpected surprises to the gameplay.
Gho-Bomb is designed for multiplayer fun, supporting up to four players locally using keypads and controllers. It’s not just a game; it’s a social experience where friends can gather, collaborate, and compete in the charmingly twisted world we’ve created.
The development process
To get a clearer picture of the project as a whole at the beginning, we created a mind map in Miro. The mind map visualized how the art and code came together, what assets were needed, and what the architecture and wireframe of the game would be like.
We started building the base game quickly after deciding on the game we set out to emulate in our project. After our team had come up with ideas for our game, to make it unique from other Bomberman-type games, we already had a solid base to build upon.
Pre-pre-pre-alpha version 0.0.0.1
We, our team’s two programmers, worked together for the majority of the project. We would meet up at school to code together. This way we knew about each other’s progress and it was easier to help and share work. In the end we accomplished what we wanted and we finished everything on time.
We delegated the creation of visual assets in such a way that it was easy for each artist to define their role. We had individual artists assigned to create the UI assets and character animations, for example. Each team member would keep track of their doing using Trello and Excel. This helped us to visualize the progress we were making.
We had weekly meetings where we would discuss the current state of the game and what were the main objectives of the week both on an individual and group level. Most of the meetings started off with a playtesting session. Our progress throughout the autumn semester was consistent. Cool!
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Konsta Karapalo – Programming
Heikki Venehsalo – Programming
Aada Kymäläinen – Character Design & Animation
Eerika Launis – UI & Background Art
Milja Karjalainen – Level Art & VFX
Vanessa Leikkari – Character Design, VFX, Animation & “Audio Guy”