That's how I scaled down ...and didn't panic.


As soon as I had seen the Game Jam theme, "Scale", I had a number of ideas, each one more ambitious than the others. At once, I began to design a 3D model of a robot that would fight a series of enemies making use of flake armor with makeshift pieces found in an abandoned junkyard. I liked the idea, and I liked how it connected to the Jam theme in a way that was not so direct, nor traditional. 

I am greatly admired by those who have succeeded in completing games as much and more challenging than that one. Regarding me, the truth took me by surprise: even if I had dedicated all the time I had in making the game, I would never have been able to complete "Scales and Plates." At that moment, I was thinking about the one thought that probably united us all in making our products for Jam: I had to scale down.

A simpler game? With fewer features? Smarter? There I had the epiphany. Making the game for the Jam was itself a game: moreover, a game where scaling was a fundamental operation, to be done cleverly. So why not make a game where we could make these dynamics crystal clear, a meta-game celebrating the passion we share?

This is how "Scale down ...and don't panic!" was born. A game that, I hope, will be able to entertain you at least as much as it entertained me in its creation.

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