GameJam seems to have awakened a beast within - I have Ideas, and as such, I now also have Godot and a large mug of coffee. āPokeborbā is the working name, but it doesnāt quite fit the character of the game so itās subject to change. The idea isnāt mine, as someone else I know is developing a functionally identical game⦠but, honestly, I didnāt like their graphics, and Iām impatient so I want to make my own version for personal use. ![]()
Anyway, what is Pokeborb? The aim is to create a utility-based application thatās oriented towards gamified, aesthetic implementation of functional tools. The game rewards āplayersā for things like completing Pomodoro sessions, of customizable duration. The mechanics are based on Pokemon TCG, where each credit you earn from time spent in Pomodoro sessions will give you a loot box chance. Inside the loot boxes (essentially just pokemon card packs) you have probability-based pulls for different bird species and designs, adding each new species to a card binder that serves as a life list. Youāll be able to select a limited number of species to add to a home screen, which will be a forest scene with different roosts for the birds to display idle animations on. The longer you study, the more birds you get! Iād like to add a timer and maybe a music player to the home screen, but that will be⦠ambitious.
Iām using pixel art for most of the backgrounds and animation, but for cut scenes (such as rare card collection sequences) I want to use traditional, realistic animation (a big task, as my experience is⦠limited.) The more media types I can cram into this thing, the better. Iāve been very interested in stopmotion lately, and some other good olā traditional media will likely make its way in as well. I want a scrapbook-y feel, launching off that pixel art foundation. To maintain cohesion, Iāll be using a limited colour palette across all assets.
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