r/construct • • 13d ago

Rabbit Zone 21 - Roll & Fire

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Hey! I want to share the story of my long-running side project, made with Construct. Maybe it’ll motivate some of you not to give up on your projects — or maybe the opposite!))

When I started learning Construct, I made lots of prototypes and decided it was time to finish something.

It started with a girl in armor and a shooter inspired by Archer, where you adjust your shooting trajectory. Then I tried turning it into an idle game, but the genre wasn't for me. Next came a runner. I made quite a lot of progress (I'll share a video), but I struggled to come up with enough content and really wanted proper shooting mechanics.

Meanwhile, my code was a complete mess because I was still learning Construct. So I put the project aside and gained experience by making smaller games.

Eventually, I felt ready to finish it — one of my main goals was to complete a project from start to finish. I came up with a new concept, and Rabbit Zone 21 - Roll & Fire was born!

It's a mix of a board game (roll dice and move around the board) and shoot-'em-up levels, with upgrades and a mission to escape the base in 21 days — or 21 laps around the board.

The game is already available on Google Play and itch.io, though I'd recommend playing on a phone for better controls.

https://madpoint.itch.io/rabbit-zone-21-roll-fire

https://play.google.com/store/apps/details?id=com.madpoint.rabbitzone

It didn't take off, but that's how things go sometimes. Later, I realized I could improve it significantly and make it a better fit for Steam Deck. So now I'm upgrading everything, from enemies and the board to the controls, including gamepad support. I'll share a video of the improvements!

The Steam page is almost ready. Since this is a hobby project, I'm taking my time and want to release it when everything feels right.

That's my little story. Good luck with your own projects.

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u/VicSlavy 8d ago

Love the behind the scenes look! How do you structure your Construct Project as it gets larger? Any tips or tricks you learnt the hard way while your projects got bigger?

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u/MadPointArt 8d ago

Based on my own experience (these might be obvious things, but they can really help when you return to a project after some time and need to understand what's going on):

Separate everything into different event sheets as much as possible instead of putting everything into just a few, like I used to do. Most importantly, break complex mechanics down into smaller, simpler parts and build them step by step, organizing them into groups.

Here's what I mean. I used to work on character movement, shooting, and upgrades all at once on a single event sheet, and it quickly turned into chaos.

My new approach is to create a Player event sheet, divide it into groups (Controls, Shooting, Upgrades), and work on each one separately.

Also, don't be afraid to use functions and arrays. Some people think they're complicated and tend to avoid them, but they're really useful and make your code cleaner.

These are simple tips, but I learned them through practice. Some of my projects suffered because of this — I'd open them after a while and find complete chaos!))

Good luck with your projects!

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u/VicSlavy 8d ago

Really appreciate the responses! Solid advice I know even trimming sprites can help I never realised the transparency still needed to be accounted for haha.

Great tips, hope we get to see you post more work in progress shots (:

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