A top-down twin-stick shooter on rollerskates made for the 2017 GMTK Game Jam.
Paul Rabbitte built The Roller Dome in 48 hours for the 2017 GMTK Game Jam, linking tricks to ammo so skating fed shooting. It was fiddly and very hard, yet the core idea held, and GIFs of his 3D remake went viral on Twitter. Lesson: tie two mechanics together so one feeds the other, and treat a jam prototype as a seed for a full release.
From Paul Rabbitte on Rollerdrome's origins
Link two mechanics so one feeds the other, like tricks refilling ammo. Paul Rabbitte made The Roller Dome in 48 hours for the 2017 GMTK Game Jam, themed "Dual Purpose Design": a top-down twin-stick shooter on rollerskates where doing tricks gives you ammo for shooting.
He had wanted a movement-shooter premise, but his other ideas felt forced, and he called the trick-and-shoot link a natural fit. In the final Rollerdrome, grabs and grinds still refill ammo. Quote: "what if it was Tony Hawk style movements but doing tricks gave you ammo to link into the shooting side of it."
A rough jam entry is a seed; keep the core idea and rebuild. The jam entry was fiddly and crazy hard, but the core idea held. Rabbitte remade it in 3D, and GIFs of the remake went viral on Twitter, drawing publishers and leading him to Roll7, the team behind OlliOlli.
He was a freelance developer making solo projects and jam games in his spare time; Roll7 gave him a team of artists and designers to build the full game. Quote: "a game jam game is usually just the kernel of an idea. A seed."
Cut features from both genres so players think about one thing. The first literal mix of Tony Hawk's Pro Skater and DOOM 2016 was an overwhelming mess, with two games fighting for the player's attention. The team made movement automatic, removed bailing and the grind balancing mini-game, shared ammo, gave early weapons auto-aim and kept most enemies stationary.
Reflex mode adds slow motion at a button press, and quarter pipes around the arena shove you back in even if you aren't looking. The team iterated until the combination felt most natural.
Move difficulty into enemies and hazards to keep the intended intensity. With mechanical friction removed, challenge shifted to enemy variety and hazards like laser beams, poison puddles and stomping mech walkers, so it still feels like a dangerous bloodsport.
Rabbitte said the aim was "this super high intensity thing," and that feeling guided every cut.
Reward risky timing on existing verbs to add depth without new buttons. A dodge at the last moment before damage is a "perfect dodge"; entering reflex mode after it triggers "super reflex", which boosts attack power and turns the dodge from defence into offence.
It grew from a prototype quirk where well-timed dodges clipped through enemies unharmed; Bayonetta's witch time inspired rewarding that risk, and a bonus on the existing reflex mechanic was the easiest reward. Designer Drew: attacks that once terrified you become an asset, "I'm gonna skate into that landmine or that rocket."
Gate progress on skill challenges so players grow from prey to predator. New levels unlock only by clearing bonus challenges, such as high scores that demand intention, using guns against weak enemy types, and super reflex.
Returning to early levels where you once barely survived, you now blitz your old high score. Drew: "You are whooping ass in those earlier levels, and you see how much you have progressed."
These are about other apps, not The Roller Dome: examples from the same sources that help explain it.
Superhot, Baba Is You and others also grew from jam games. Superhot came from 7 Day FPS, Titan Souls from Ludum Dare, Baba Is You from Nordic Game Jam, and Keep Talking and Nobody Explodes from Global Game Jam.
Paul Rabbitte built it in 48 hours for the theme Dual Purpose Design, with tricks giving ammo for shooting. It was fiddly and crazy hard, but the core idea held, and GIFs of his 3D remake went viral on Twitter.
Link two mechanics so one feeds the other, like tricks refilling ammo. Paul Rabbitte made The Roller Dome in 48 hours for the 2017 GMTK Game Jam, themed "Dual Purpose Design": a top-down twin-stick shooter on rollerskates where doing tricks gives you ammo for shooting.
He had wanted a movement-shooter premise, but his other ideas felt forced, and he called the trick-and-shoot link a natural fit. In the final Rollerdrome, grabs and grinds still refill ammo. Quote: "what if it was Tony Hawk style movements but doing tricks gave you ammo to link into the shooting side of it."
A rough jam entry is a seed; keep the core idea and rebuild. The jam entry was fiddly and crazy hard, but the core idea held. Rabbitte remade it in 3D, and GIFs of the remake went viral on Twitter, drawing publishers and leading him to Roll7, the team behind OlliOlli.
He was a freelance developer making solo projects and jam games in his spare time; Roll7 gave him a team of artists and designers to build the full game. Quote: "a game jam game is usually just the kernel of an idea. A seed."
Cut features from both genres so players think about one thing. The first literal mix of Tony Hawk's Pro Skater and DOOM 2016 was an overwhelming mess, with two games fighting for the player's attention. The team made movement automatic, removed bailing and the grind balancing mini-game, shared ammo, gave early weapons auto-aim and kept most enemies stationary.
Reflex mode adds slow motion at a button press, and quarter pipes around the arena shove you back in even if you aren't looking. The team iterated until the combination felt most natural.
Move difficulty into enemies and hazards to keep the intended intensity. With mechanical friction removed, challenge shifted to enemy variety and hazards like laser beams, poison puddles and stomping mech walkers, so it still feels like a dangerous bloodsport.
Rabbitte said the aim was "this super high intensity thing," and that feeling guided every cut.
Reward risky timing on existing verbs to add depth without new buttons. A dodge at the last moment before damage is a "perfect dodge"; entering reflex mode after it triggers "super reflex", which boosts attack power and turns the dodge from defence into offence.
It grew from a prototype quirk where well-timed dodges clipped through enemies unharmed; Bayonetta's witch time inspired rewarding that risk, and a bonus on the existing reflex mechanic was the easiest reward. Designer Drew: attacks that once terrified you become an asset, "I'm gonna skate into that landmine or that rocket."
Gate progress on skill challenges so players grow from prey to predator. New levels unlock only by clearing bonus challenges, such as high scores that demand intention, using guns against weak enemy types, and super reflex.
Returning to early levels where you once barely survived, you now blitz your old high score. Drew: "You are whooping ass in those earlier levels, and you see how much you have progressed."
Superhot, Baba Is You and others also grew from jam games. Superhot came from 7 Day FPS, Titan Souls from Ludum Dare, Baba Is You from Nordic Game Jam, and Keep Talking and Nobody Explodes from Global Game Jam.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.