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Minigame Ideas and Restrictions
Gamutoware is a fast-paced minigame collection. This page aims to present a collection of guidelines for designing a minigame that fits nicely with the rest of the game.
The minigames in Gamutoware are meant to be learned as the player interacts with them. A good minigame should have an objective and a set of controls that can be easily understood at first sight. As such, it is useful to think about the expectations that a player would have upon seeing the minigame for the first time. Creating parallels between real-life situations or famous games and genres is a good way to use a player's previous knowledge to help them understand your game.
Try to experiment with different ideas to make a unique game. Here are a few ideas that could work well as minigames in Gamutoware:
- A space shooter inspired by Space Invaders
- Shooting a cannonball to sink a pirate ship
- A game of pong in which you must defend the ball until the time runs out
- Kicking a ball at a goal
There are a couple of restrictions placed on Gamutoware games:
The controls must be the same between all games. As such, all games must be controlled through a combination of the commands "up", "right", "down", "left", and "action". These commands are implemented in Godot's InputMap as "cima", "direita", "baixo", "esquerda" and "acao", respectively.
All minigames last exactly 6 seconds, and there is no way to finish a minigame sooner than that.
You should have the right to use all assets in your minigame. Make sure to check the license of every asset taken from the internet.