jetc@portfolio ~/projects/princess-biscuit
jetc@debian: ~/project/princess-biscuit

$ cat princess-biscuit.md

Princess Biscuit

Hey o/

This is a Game Jam Project, for the Brackey's Game Jam 2025.2. You can test the game here

Introduction

The theme of this game jam was Risk it for the biscuit. The theme is a quite difficult one, because its premise is based on the saying, which means "To take a risk for the chance of some benefit or reward". As the true meaning of this saying was revealed to me later, I started to think about what to do, unaware of it.

My interpretation of the theme was a more grounded one, where the player needed to fight, and risk its life, to obtain a biscuit.

On a side note, this project was the continuation of Weaponized and Loopomancy, where the main objective was to create something that has an overall feeling of accomplishment. I tend to make games based on an idea, and don't have time to create enough feedback, or refine the project enough, to make players have the illusion of a finished game. This project was trying to work on it, and propose something that could be considered as finished.

The concept

With the overgrowing hype before the release of Hollow Knight Silksong, I wanted to try to create a 2D platformer battle fight. The idea was to incorporate a boss with multiple moves, maybe multiple phases, and allow the player to fight it with smooth controls.

As stated earlier, I wanted to make the game feel polished, and, to do so, I also decided to make the artistic choice of a visual with only a few frames, like stickers, to avoid being overcome by the sheer amount of drawing needed to create a pleasant visual.

As I'm also still in the process of learning how to do sound design, I opted to make a lot of sounds for the game with my voice, as it allows me more flexibility.

What's new ?

To add more challenge to the creation of this project, and to allow myself to still have something to learn, I also opted to add customizable keybinds.

I, indeed, realized that a lot of players have different habits with the keybinds, and, allowing them to change it would give my games more flexibility, and allow anyone to play the game with the full experience.

As it was the first time I did it, it still misses some things, like the possibility to bind the key to the mouse click, or some possibility to the menu. But it was really fun, and allowed me to understand another face of the Unity New Input System.

Conclusion

The game jam was fun, and it was really nice to discover some new things and I'm pretty satisfied with the feeling of achievement I created. The game is indeed polished just enough to not look raw or like a test. I also scored as 49/2294 on the audio category, which is a pleasant surprise, as I think it wasn't good enough. (This is why I haven't talked about in more details.)

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