The Making of Strange Surge


Developing Squirrel Escape was an exciting and challenging process, especially within the limited time frame of the game jam. I wanted to create a cute and engaging platformer that would be easy to pick up but also offer a solid challenge with the puzzle mechanics.

Concept and Theme

The theme of the jam focused on power-ups, so I thought it would be interesting to tie in the player's growth with the squirrel's ability to glide and interact with the environment. Additionally, I’m incorporating a storyline inspired by Panchtantra, where the squirrel embarks on a journey to outsmart various forest creatures. The player will encounter NPCs that offer hints, power-ups, or challenges, enriching the narrative experience.

Art and Visuals

I chose a minimalist style with clean and cute visuals to fit the lighthearted nature of the game. The sad expression of the squirrel when it dies was an intentional touch to evoke emotion and keep the player engaged. The backgrounds and environments were kept simple, with subtle details to enhance the focus on gameplay and puzzles.

Mechanics and Gameplay

The gliding mechanic was inspired by the idea of a squirrel drifting through the trees. This power-up turned out to be fun to implement, but it took some time to balance the controls so the player could glide smoothly while maintaining a sense of challenge.

I opted to use a capsule collider for the player character to simulate the shape of the squirrel, but this created a slippery effect when moving across platforms, especially on the edges. While this worked in some areas, I received feedback about the controls being too slippery, so I plan to fine-tune this for future updates.

Level Design and Puzzle Mechanics

The puzzle design was a key focus. I wanted the levels to progressively introduce mechanics without overwhelming the player. The first few levels are straightforward to help players get used to the controls, but from level 3 onward, more complex puzzles are introduced, requiring players to use their brains and calculate enemy movement.

As I aim for 50 levels, I plan to change the area and atmosphere every 10 levels, creating a dynamic experience for the player. This will include new visual styles, challenges, and story elements as the squirrel progresses through its adventure.

Challenges and Solutions

One of the biggest challenges was balancing the power-ups and creating puzzles that were both fun and logical. A lot of time went into testing different combinations of enemies, obstacles, and power-ups to ensure the player had to think critically while also feeling rewarded when they solved a puzzle.

What’s Next?

There’s a lot more I want to add to Squirrel Escape, including more levels, improved controls, NPC characters, and additional mechanics. The game currently has 10 levels, but my goal is to reach 50, with a different area and atmosphere for every 10 levels. I also want to polish the game further based on player feedback.

Strange Surge Game Link

Thank you for playing, and I hope you enjoyed it! If you have any suggestions or feedback, feel free to share — I’m always looking to improve!

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