No Sense Land
BRUNO CHAGAS SANTOS
No Sense Land
BRUNO CHAGAS SANTOS
Collect coins. Dodge bizarre enemies. Survive the nonsense.
Tiniest 2D Game Jam
About This Game
No Sense Land
Welcome to No Sense Land, a retro-inspired 2D platformer where absolutely nothing makes sense!
Jump across platforms, collect coins and survive a world filled with bizarre enemies, including living cacti, strange mushrooms and hidden green creatures.
Features
🎮 Classic retro platforming 🪙 Coin collection 👾 Multiple enemy types 🌵 Weird and unpredictable world 🎨 Pixel art graphics Controls
A / D or ← / → – Move Space / W / ↑ – Jump Goal
Collect coins, avoid enemies and make it as far as you can!
Good luck... you'll need it.
Development Status
No Sense Land was created for a Game Jam and is still under active development. This version represents the project's current state, and new features, improvements and polish are planned after the jam.
Credits
Game Design, Programming & Level Design: Bruno Chagas Engine: Tiniest2D Cover Artwork: Created with the assistance of ChatGPT (OpenAI) Made for a Game Jam using Tiniest2D.
Developer's Experience
Developing No Sense Land was a fun and challenging experience. The idea was to create a simple retro platformer where the player collects coins and avoids strange enemies in a world where nothing really makes sense.
During development I implemented player movement, animations, enemy behaviors, collectibles, level reset mechanics and several gameplay improvements. One of the biggest challenges was creating different enemy behaviors and making everything work together while keeping the code organized.
This version was created within the Game Jam time limit, so it represents the current state of the project. I plan to continue improving it after the jam by adding more levels, sound effects, music, menus, checkpoints and overall polish.
This project taught me a lot about game programming, problem solving and organizing game logic.
How Uniday Helped
The Uniday Studio courses and documentation were essential for learning how to use Tiniest2D. They helped me understand the engine's workflow, object management, sprites, collisions and scene creation, allowing me to focus on building the gameplay instead of struggling with the basics.
The simplicity of Tiniest2D made it possible to quickly prototype ideas and finish a complete playable game within the Game Jam. It was a great learning experience, and I plan to continue developing No Sense Land after the event.
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