Do Not Froget is my first game with commercial intent.
Do Not Froget is my first game with commercial intent.
At the start of the game, the player sees the map and needs to remember the way from start to finish in a preset time.
After that, the player sees the game in a zoomed-in camera and tries to get the character to the finish tree trunk.
The main challenge that I had was map building. Although it seems simple, there is an unclear complexity at the beginning.
The first way I tried was to create a grid and define that you should go from the first row to the last row. And I made a route in the grid. The problem: it is easy to remember the general direction of the route, but it is not clear how to define difficulty other than the length of the route.
After much thought, I created a new route creation algorithm. This time it is built by thinking about what is challenging in this memory game. The challenge arises from the number of sections and their length. That's all you need to remember to succeed on the route. So this time, there is no grid presented as a two-dimensional array; this time, the grid is more "free" in the world, which is limited to the number of turns, the length of the entire route, and the maximum and minimum length for each segment. (minimum because I discovered that the length of 2 is easy to remember because you can reduce it at the top of a section). Hence, when I want all possible routes to be, there is a new problem. While creating a track, there can be a situation where I have no place to put a new segment because any segment I build will hit an invalid location. And yet I didn't want to prevent the option of creating exciting routes. Such a challenge is solved and performed in the game.
This game is the first game I've worked on seriously. In the original plan, the game was on a much larger scope, with more control over the character. After a playtest, I found out that it's worth simplifying the game. From there, I created a version of what is here without the graphics.
In 2016 at a game developers conference, I met Tal Yahalom; he joined me to finish the game and did all the graphics in the game.