Twisted Fingers



  • Genre: 2D platformer Racing
  • Context: HDC Jam #1
  • Made with: Construct 2
  • Team: Calvin Charbit & Myself
  • Production time: 48h
  • Job: Game design and programming
  • Status: Completed
  • Note: Made during the 1st HDC jam

In short

Twisted Fingers was made during HDC jam #1 by Calvin Charbit and myself.

It's an obsolescence-themed Plateformer-Racing game. Two players have to share a keyboard in order to play.

Each game plays in three winning rounds. To win a round, you can either:

  • Reach the finish line first
  • Survive your opponent

During the race, some keys will stop working. The game then stop and players have to bind again their actions (Left, Right Jump, Punch) to new keys. Eventually, players will find the fingers entangled in each orthers.

The game uses assets from Maesai and Kenney. The musics are from Ozzed.

Check out Half a Grain on Facebook/Twitter to see the developement process !

What a wonderful logo !

Creators playing their creation.

My Work

Despite consulting each others on Game design choices, the actual programmating was divided in two: Calvin worked on the character while I was working on the camera and the obsolescence system. This division led to some unconcerted micro-decisions.

The camera tries to align on the leading player. This means he has less time to react, to see the level unfold. The latter player is less affected by this issue. As a trade-off we implemented a death system when the player is caught up by the scrolling. He is also more vulnerable to punches of the leading player, who controls choke points.

The punch allows you to throw back and stun briefly your ennemy. The perfect tool to make them fall into pits. The feature was designed pretty early, as it was both a mean to add interactions between players and another key to bind when broken.

Accordigly, the Level Design was made so that two paths are available most of the time. the highest one usually being the fastest.

Finally, the obsolecence systeme is partially random. It kicks in every 15 seconds to a random currently-binded key. Then, the game pauses, so the player has time to choose his new key. Next time, the system will choose a key from the other player.

The default keys are restored at the end of the game, which is 3 to 5 rounds long. It helps keeping already-visited levels fresh.

This obsolecence systeme doens't bring anything to the game itself. No mechanics relies on it. But it brings a out-of-the-game social fun similar to a party game.

The only major feature missing is a depiction of the keys currently binded by both players, as well as a reminder of which keys are already broken.

Despite this, i'm really proud of the work achieved during this jam.

Check out Half a Grain on Facebook/Twitter to see the developement process !

In the night, the screen shines a bit of code and a bit of art.

The inital concept was about a level you'd play multiple times as he was decaying but it didn't feel right.