Blog #2: Team Sikkim and Project Karma Updates!
June 10th, 2025
Hey there! It’s been a while since my last blog, almost a month actually. The truth is during this time we all have been both busy with work and enjoying summer. Some of us have jobs, classes, or even both, so it’s a bit hard for us to balance real life work with this project of ours. That being said, we’re back and ready to start working on our game some more!
Team Sikkim Updates
On the “Our Team” section of the homepage, it should now accurately represent each role for our team. I also made small updates to the profiles, homepage, etc. The Team Sikkim logo stays until we think of something cooler. There’s not much else to say or add in terms of updates within our group. It’s still the same eight of us creating one short game! We’ve had a couple of in person and online meetings over the last month, below I’ll include a couple of cryptic screenshots from those meetings.
Good look figuring out what any of this means : D
Project Karma Updates
While most of the stuff we’re working on will remain private, there are a couple of elements I’m excited to share. We have decided to stick with the platformer / rpg genre. For the platforming section, you can take damage which carries over to the rpg battles. Take enough damage and game over. You’ll have to time jumps and avoid obstacles until you reach the end of the area. These sections won’t be long, mainly since we need to focus on making a short game, but I hope to make them enjoyable.
Collide with an enemy and you’ll enter an RPG styled battle. You’ll have a couple of options to choose ranging from attacking to guarding. To attack, you need to time your hit to an indicator. The closer you time your hit, the stronger your hit becomes, sort of like Undertale! When it’s an enemy’s turn to attack, you can either jump or duck to avoid getting hit. Attack patterns will be predictable to avoid with visual indicators to help you out, sort of like the Mario and Luigi series! Last but not least, Karma replaces Magic / Mana in this game. You gain Karma by getting hit, killing enemies, or at save points. You can use that Karma in battle to either heal yourself or deal stronger attacks, but make sure to use it wisely!
As for the other elements, we’re working on hammering them down. The story is pretty much complete and we got most of our ideas on the table, so now we’re slowly shifting from the concept process to the actually-making-stuff process. We’re almost there, I can feel it.
Here’s some examples of games we’ve taking as inspiration, mainly M&L and UT/DR
Future Updates?
Last blog I said I would make these updates every week or so. Since then, I have decided to make them every two weeks. I think every week would be too little to compile enough new stuff to show off, plus we meet irl every two weeks, so I think that’s a good benchmark. Future blogs like this one might not be that long, if I don’t have too much to share I’ll make sure not to pat them with useless or boring info. The game might take a while and honestly with how many ideas we want to add, I’m worried that it’ll be a much bigger project than we first anticipated. I’ll make sure at the next meeting to address my concerns and cut some ideas out to focus on other elements, especially considering how I want this game to be done by mid August. Coding has been pretty rough so far, I feel like I both know a lot and nothing. I’ll need to up my game soon as I feel like we could’ve started production on this a lot earlier if it wasn’t for the coding aspect. Other than that, we’re going to lock in and get our game done.
I made pong! This is going to be one long ride…
It has been a while but I’ll make sure not to make my next blog wait this long. I hope you have enjoyed it, thank you for reading, and I’ll see you next time!
-Pancake Camilo
short gif I made for a class lol (he wouldn’t wave if he was tiny)
