Zippy’s on the loose! Help Zippy escape nefarious waves of cyborg experiments running loose from the research lab. Use magnet powers to launch across levels! Repel enemies and dodge projectiles! Defeat the evil cyborg sea cucumber, Wopley! Excitement and more! Zippy goes above and beyond the call!
Zippy Push Kid is a platform game programmed by Eric and Daniel, with Wilson on art. The player controls Zippy in the game, a little magnet attempting to survive all kinds of mechanical mutations. Zippy’s ability is a magnetic repelling power which allows him to jump and repel enemies. This magnetic quirk is controlled with the Xbox 360 controller’s right analog stick.
Development began in September of 2012 and was completed around the start of March. Most of the time spent developing the game was during our free time between school and other jobs. The game features five levels, time records, and hidden +/- symbols that will change the colour of Zippy’s magnetic powers for the remainder of the level they’re found on.
Zippy Push Kid was released March 22 2013 on Xbox Live Indie Games. Available for 80 MSP or free as a demo, visit Zippy’s Xbox Marketplace page to play and find out more!
Being our first game we’ve done together since Trepang at Ludum Dare 22, I have to say making Zippy was both a learning and fun experience. It was great to know what each of us could bring to the table of the project and see how we can build upon those strengths for future projects. Although we kept on pushing the project back month after month, it was definitely worth the wait. It just showed us how much organization, time and management needs to happen in developing games. We also did this on our spare time too, meaning we had school, work and other commitments on top of this project, which makes me excited to see what kind of game we can make when we are working on it full time with no other distractions.
In the end, despite all the bickering, arguments, long nights and jokes, it was great making this game with two really awesome friends and understanding our vision for FrostTree’s future. It is an experience that will be with me well after graduation.
Zippy Push Kid isn’t exactly a spectacle in scope or size, but the game was most certainly our most ambitious project so far. We had worked as a team for Ludum Dare 22 before, and we had an understanding of completing projects individually, but an organized group effort for a set of months was a foreign to us. Regardless, I can thankfully say that I’ve been blessed to have met friends who are great people to work with. While there was confusion, bickering, and nightclub-caliber drama, we ended up alright! We learned a lot about deadline management and organizing to a time budget, and what it takes to just get the damn game done.
Probably the most important thing I learned from the experience is to make sure your vision is concrete and uniform among your team, especially with how the game is going to “look” and “play”. Either that or be a bossy jerk and call all the shots. Either or. My highlight of working on Zippy Push Kid had to be the first time we loaded running code onto the Xbox 360. It didn’t work perfect at the time, but the feeling of seeing something you made on a real game console is somewhat magical.
While I can’t really say I had a clear image of what I expected Zippy Push Kid to be (thanks to pretty bad planning on all our parts), I’m pretty happy with the result.
Our development time was a lot longer than the 3-day Ludum Dare contest we entered Trepang into, and in light of this we dreamed a bit bigger. However, this also meant development was more complicated. Our original art style using sprites made of 3d models had to be abandoned because I was a little too confident in my modelling and animating. At times I also felt like I was fighting against our slightly awkward workflow and pipeline. Despite these issues I am still pretty satisfied with how Zippy looks, and I’m certain we have learned from our mistakes and our next game is going to look even better.
Zippy’s development was one of those things where I’ll remember not just the destination but the journey as well. We had a lot of fun making this game and I feel somehow, some bits of the crazy things that happened to us outside of development made it into the game. I don’t know if it shows in the final product, but making Zippy was one hell of an adventure.
Palette Swap Trick