Developing HOSEHEAD


I discuss a lot of the game development in the video above, but if you are in extra little details about the development process, keep reading!

This was the 2nd game jam that I had ever done. In the past, I had done a 2 day game jam. Since the Pirate Software game jam was 2 weeks, I felt that I was able to make a lot of progress on the game since I was more accustomed to the 2-day game jam timescale.

Here are some of the extra things that I had added to the game, and some stuff that I didn’t mention in the video.


Speedrun Mode

One of the things that I was able to add near the end of development was a Speedrun mode. I felt that HOSEHEAD had interesting platforming mechanics, and many of the levels could be quickly completed when played at a higher skill level. Because of this, I felt that a speedrun mode was perfect for this game, even if it was a bit of a niche addition.

This involved programming the speedrun timer, keeping track of splits (the time taken to reach each level) and saving user times. I also added nice quality-of-life features, such as the speedrun timer only starting once the player moves.

You can click here to see my speedrun of the game.


Cover Art

I was lucky enough to be able to get a friend to help with some of the art. While this was mostly a solo development project, I’m aware that my main weakness in game development is art, and I had some friends that I could contact to draw art for me. They were keen to draw the game’s Cover Art and Win Screen.

This went through multiple iterations and we ended up with art that we were both happy with.

Cover art - Initial draft

Cover art - Colored version

Cover art - Final

Win screen - Initial draft


Win screen - Initial test


Win screen - Final



Modular Music

I’ve recently been enjoying making more dynamic music (music which can overlap and change depending on the game). Initially, I had just made a basic track which I could use for the whole game if I ran out of time. I ended up using this as a gameplay track as I had time to make additional music. Extra songs included a menu song, as well as an intense additional gameplay track that would fade in after reaching the civilian.


Anyway, that's all the extra details to talk about in this devlog. Thanks for reading!

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