neYo was a game I started for my final in a class called Action Games Studio. It started as a pretty simple idea: A platformer where everything you do involves a yoyo. Need to jump? Throw the yoyo at the ground. Can't make it to that platform? Use the yoyo as a grappling hook, etc. It sounded kinda cool, but the implementation would be a whole other ordeal.
This was the first prototype I made for class, with predefined grapple points and wonky physics
There was a lot about this that was cool, but also a lot wrong with it. The constantly bobbing yoyo felt decent, but didn't really make sense for gameplay, and the fixed grapple points had to go. Oh, it also needed a string. This prototype wasn't much, but it was a start.
The next version came with improvements across the board. I think I deleted the original video file cause I'm an idiot so here's a shitty quality video I posted on twitter:
The core mechanics and physics were in there, they just needed a little polish. After I cleaned stuff up and made a makeshift level, I turned it in for my final (end of 2017).
A couple months later I wanted something to submit to the NYU GameCenter Incubator, so I decided to revisit neYo. Most of this time was spent redesigning the level and adding in art, but man does it make a difference. I was getting pretty sick of that fucking pink box.
Unfortunately but unsurprisingly, neYo did not make the incubator. It just wasn't far enough in the development for it to be a commercially viable project, along with a slew of other gameplay issues I was started to run into. I'm going to finish it, but I need to let it sit for a while before I revisit it.
If you want to play it, there's a downloadable demo here.