Abal Chatton
Written 2026-06-03
Last edited 2026-06-03
Abal Chatton was my first game jam entry. It was made for
Acerola Jam 0 in a time span of 1 week. The jam actually lasted
2 weeks, but I felt like I already finished the game, so
decided to upload it a week earlier.
The most important thing I learned while making this game is how
the design of your game will change over time.
The eventual game deviated quite
a bit from the original idea. It made me realise that game
development is an iterative process in which you constantly have
to adapt your scope and project. If you've got a deadline,
you'll have to lessen that scope creep if you want to finish
your project. If your game isn't having the effect on people
that you expected, you either alter the game or alter the goal
of it.
In this case, the original idea just wasn't very fun.
So I changed some things around and made the game more safe and
predictable, in order to make it more fun.
In the final build, you create a
group of cannonballs, each with their own properties, and use
them to protect you from the enemies. In the end game you pretty
much have a whole swarm of them surrounding you.
The controls are really simple too. Press left click to shoot a
ball towards your mouse, and hold right click to create a portal
around the cannon that would collect loose balls.
Originally, the game worked a bit differently. I wanted to make
a game in which you're kind of a planet who shoots out balls
into its orbit. You would then have to 'catch' the orbs if they
touch your surface. If you didn't catch them, you'd take damage.
There was no 'portal' mechanic to collect
the balls, you had to constantly track the ball you were
shooting. Additionaly, instead of just clicking to shoot,
I wanted the player to hold to charge your shot. And I wanted
the ball to get momentum from the player flicking their mouse
about.
Most of these things got removed from the game because I thought
it made the game more stressful and boring. Catching balls you
shoot that are orbiting around you felt really clunky.
Charging your shots made shooting multiple balls really slow,
and giving your balls initial tangential momentum was a bit
complicated.
The game ended up in a pretty low ranking in the jam, because I
was too shy to interact with other game developers. I didn't
play any other game from the jam.
Play it here!