DIGDIG (for Playdate) has been released!


What inspired me to create this game?

I wanted to make a game that was simple, not too difficult, and that even small children could play and enjoy.

At first, I was thinking of using Unity or Swift for a quick and easy game, but since a smartphone is not a dedicated game device, I wanted to make it look a little more like a game, which reminded me of Playdate, which I had purchased in the past.

Playdate has good machine performance, so I decided to choose it because it is okay to make it in a messy way and Playdate SDK is very easy to make in Lua language, which seemed to be just right.

As for the content of the game, since my child is still small, it is a little difficult to control an action game like Mario using the cross keys and A and B buttons, and it is also difficult to play a game that requires strategy or makes the user read the characters. So I thought, "Is there any genre of games that can be played easily?"

Cookie clickers are highly addictive and appeal to the instincts of children, so I thought that even children could enjoy them. The action to increment this time was not a click but "just turn the crank," partly because I used Playdate, which has a crank. I also decided to provide a “game clear" so that the player can enjoy a sense of accomplishment and not play too much without limit.

How was developing it?

Playdate is easy to develop.

First of all, the official documentation is very well written! I could solve most of my problems by looking at the document. (I'm Japanese, but it was easy to understand documents.)

In addition, it is also important that you don't have to create everything from scratch because there are many volunteers who have created useful libraries.

I was reminded once again that it is important for developers to be able to enjoy creating this kind of UGC.

Files

DIGDIG.pdx.zip 1.6 MB
65 days ago

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