top of page

Urban Sprawl

A real-time, physics-based block stacker

This was my first full game that I released on itch.io. It was solo-developed in the Godot engine over the course of a month or so in the fall semester of my senior year.

 

Play the game here!

Since Urban Sprawl was my first game, I wanted to make something simple that way I could focus on making it feature complete with menus, settings, etc. I also wanted something physics-based for two reasons: 

​

1. My favorite type of casual games are always at least somewhat physics-based, and I wanted to make something that I would play myself.

​

2. Physics can add a lot of complexity and depth to a game out of the box, and allow you to create interesting gameplay without having to develop as many mechanics.

​

Another core element of the design was the arcade format. I bounced between a few different structures for the game, including a level system where you had to construct buildings using given pieces, but I eventually settled on the arcade system, as it provides a much easier way to generate content for the player. I knew that the game was going to be a lot of work regardless, so I figured I'd save myself some trouble wherever I can and I'm glad that I did, since it never felt like I overscoped TOO hard, at least in the gameplay.

gameFeel.gif

What I'm most proud of with this game is how it feels to play. It's a simple concept that allows you to start playing immediately. Each game lasts maybe 30 seconds, to a minute, so you can play for as little or as long as you want, which is always a plus for small projects like this. I added a lot of small details that make it feel more responsive. Things like clamping the placement of the buildings within the bounds of the game, preventing buildings being placed while the zone is occupied, and the scrolling game over screen all work well to communicate the rules of the game without the need for a tutorial.

collision.gif

In addition to the development and design, I also created all of the art assets, music, and sounds myself, in Aseprite, Bosca Ceoil, and SFXR respectively. Making the art myself was important to get the shapes I wanted for the buildings, as well as to create the bright, colorful look I wanted the game to have. I am very happy with how the art turned out, but less so with the music. The soundtrack for the game was the last thing I did for it, and I didn't spend nearly enough time on it to make something that sounds as good as the game plays and looks. Luckily, there's a mute button! The sound effects, however, add to the crunchy and punchy feeling of the game, and I think they work great.

What I Learned From Making Urban Sprawl

This was my first "full" game, so this is a somewhat loaded section. To keep it concise, Urban Sprawl taught me what it takes to develop a game on your own, and how you should do it. I've learned that properly scoping, and accounting for feature-creep can make the whole development process more enjoyable, which will always lead to a better game. To speak on technicals, I got to grips with physics (even if in a surface-level manner), became very experienced with instancing scenes and creating good gamefeel, and established the groundwork for developing intuitive menus and settings. I'm very proud of Urban Sprawl, and it will serve as a benchmark for the beginning of my career in game development.

​

Here are some links:

Github Page

itch.io Page

​

​

©2025 by Jason Warrick. Proudly created with Wix.com

bottom of page