Ludum Dare 32
Theme:
An Unconventional Weapon

Judging Ends in
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IndieCade Promo (20% off for Ludum Dare games)

Posted by (twitter: @mikekasprzak)
10 days ago | April 21st, 2015 4:55 pm | 16 love | 22 Comments »

“Dare to Play” Lists (Streamers, YouTubers, over here!)

Posted by (twitter: @mikekasprzak)
13 days ago | April 18th, 2015 2:06 pm | 36 love | 63 Comments »

Scoria : Post mortem

Posted by (twitter: @MrTroy)
19 minutes ago | May 1st, 2015 9:48 pm

 

 

I wanted to create a digital board game in Unity. Not having much experience in Unity here’s what I ended up with.

While working on Scoria, I had a simple goal to finish the game, make sure there was sound,music and graphics. I  had  base gameplay in mind where I would build a tactics style game where the background would attack you. Originally there were going to be graves everywhere and hands would come up and grab random surrounding tiles. The goal was going to be to push your opponent towards the hands and attacking background elements. Once basic moving was put in place I realized it was almost impossible to push in the desired directions hoping to get the right cards. So how did I get that far before coming to this?
scoriadev

Read the rest of this entry »

Quality Television: The Postmortem!

Posted by
58 minutes ago | May 1st, 2015 9:09 pm

MAINSCREEN

So I’d say enough time has elapsed since I released Quality Television for me to look back on it. The concept is simple yet silly: your only weapon is a television, and placing it anywhere will hypnotize any guards caught in its entrancing rays. Developing this thing was a lot of fun, as you might imagine! First up, the development process:

  1. First afternoon- Brainstorming! It actually only took about 5 minutes of brainstorming for this idea to pop into my head. My first idea was a JRPG where you use words as a weapon, but I’m terrible at JRPG design. My next idea was BANANARANG!, which is exactly what it sounds like, but that seemed too indistinguishable (mechanically speaking) from a normal boomerang. Then I hit upon the idea, loved it, and started prototyping. It was all engine work today, but not much else.
  2. Second day- I made a phenomenal amount of progress on the second day; most of the content you see in game is from this stage of development. Level design was top priority, and I finished all but level 8 (which was a story level more than anything else).
  3. Final hours- From here was the aforementioned level 8, the beginning and ending sequences, and sound and music. I wasn’t as productive here as I was the previous day, but I’d say I’m pretty happy with how complete the game feels.

I guess I’ll go straight to what went well and what didn’t:

PROS:

  • Core Gameplay: The core mechanics of the game worked out really well. I ended up with the game alternating between action and puzzle levels, with the final levels (Levels 6 and 7) being an effective mix of both. I feel like the Level 4 difficulty spike was a bit too much though, maybe I should have had an additional level to better teach the unusual light mechanics,
  • Technical Stuff: Aside from a Windows version crash that was fixed within a couple hours after release, there weren’t any major bugs.
  • Sound and Music: I had enough free time on the final day to put together a decent (albeit short) soundtrack in Renoise. If you pay attention, you’ll notice that additional instruments come in when the TV is in play. I even made the added instruments low-quality and static-y, as if they were coming from the TV itself.
  • Art: Well, it was there. I do think that its simplicity worked well.
  • Story: This was a lot of fun. The story is, again, simple, but the opening text really set the tone, featuring the “Sinister Governing Body” (or SGB). I’d rather not spoil the ending here, but suffice it to say that it’s pretty crazy– and a natural extension of the game’s mechanics, too!

CONS:

  • Scope: Generally, when you see “scope” in the “cons” section of a LD postmortem, you expect the author to have overstretched themselves. In fact, the opposite ended up happening. There are only 8 levels, the last of which is entirely story-oriented. I feel like I could have done a lot more with the concept with the time allotted.

So here we have the pros vastly outweighing the cons. What a successful success this success has successfully been! Successful.

Download Quality Television here. Successfully.

BurlapJack Plays LD32: Drop It

Posted by (twitter: @burlapjack)
4 hours ago | May 1st, 2015 5:52 pm

I reviewed a game called Drop It on my channel.  Check it out,  and give the developers some love. Null DIES

dropIt

 

Weapon Regulator – Post-Mortem

Posted by (twitter: @ludoscience)
5 hours ago | May 1st, 2015 4:31 pm

Here is a post-mortem of my #LD32 entry called Weapon Regulator. Your are sent to a battlefield, and your mission is to seize any unconventional (i.e. illegal) weapon that you’ll see. You are neutral, so the soldiers won’t hurt you, but beware of the stray bullets!

Weapon Regulator

It’s my third Ludum Dare, and the most challenging one for me so far! All in all, I’ve been able to work 23h on the game during the weekend, which is more than my previous entries (18h and 20h). I’ve been working with Flash, Photoshop, AS3SFXR, and cgMusic/GXSCC. Here is how I roughly spent the weekend:

Day 1: idea + gameplay prototype

I live in Europe (France), where the compo starts at 3:00 in the morning. Usually, I sleep and discover the theme in the Saturday morning when I woke up. But this time, as the compo hopefully took place during a vacation week, I couldn’t resist and stayed up late to discover the theme. My initial reaction was “meh”: I found it quite limited and it didn’t inspired me at all. Anyway, I went to bed with the secret hope that “sleeping over it” will help me to have original ideas in the morning. I did have a lot of ideas, but none of them that convinced me really, or ideas that were way too ambitious for my current skills and the limited time frame.

I usually enjoy using the theme in an original way, but this time I had a very hard time to do it. I needed about 2 more hours to stick to the one idea I liked the most (or I hated the less):I wanted to make a game about “weapons” where the player wouldn’t be using one. I then went to the “Geneva convention” angle: the player has to collect “weapons stated has unconventional” by politicians. And, as politicians often change their mind, the “weapons convention” change regularly, to make your job of spotting unconventional weapons harder! :)

With this idea in mind, I spent about 12 hours working on a gameplay prototype, trying different weapons, movement, goals, ways to make you feel like you are on an actual battlefield, and designing a set of “weapons convention” with an increasing difficulty curve. In the end I got this very ugly but already enjoyable prototype:

Weapon Regulator - Gameplay Prototype

After several tries, I choose to split a game session in two “parts”: for the first 60 seconds, you can’t be hurt. As you discover the game, you can then focus on the “spotting & collecting weapons” mechanic. At 60 seconds, the first fire weapon (a gun) appears on the battlefield, and the player can now be injured, so an “avoid the bullets” mechanic is added to the core gameplay. Originally, you could be hurt if you tried to seize melee weapons when soldiers were fighting each other. But I finally decided it was to complex for players discovering the game, and I cut all code related to this aspect.

Day 2: graphics and sound

With a working prototype in hand, the second day was the time to work on the visual and audio aspects of the game. These are my weak points, and I’m trying to improve them over time (especially on the graphics side). Due to my limited skills and time available (but also out of personal taste), I chose to go with a “pixel art” style. I drew a single sprite for each weapons / character, and to save time I then animated these sprites using “tween animations” directly into Flash. Here is a sprite-sheet of the main active objects in the game:

Weapon Regulator SpritesheetWhile it isn’t much, drawing and animating all those elements (+ misc graphics and various GUI screens) took me… 7 hours of work! As I said, graphics are one of my weaknesses…

It also meant that I had about 4h30 to work on audio, which is more than I usually do. One of my personal challenge for this compo was to try to add some music into the game. None of my previous entries had music, so I wanted to do it this time. As I have zero music composition skills, I choose to use cgMusic, a music generator. It can produce very nice result when coupled with the GX-SCC synthetiser. I’ve been inspired to use this tool after playing the wonderful Tightrope Theatre by Adventure Island, which has an incredible music soundtrack created with these two tools.

But having a good tools and using it wisely are two different things. I spend about 2 hours toying with cgMusic, only to produce quite ear-tearing music tracks. The best result I was able to get was a 17 seconds loop. But I feared that people might find playing a 2 minutes game with 17 second of music looping too annoying, so, as the clocks was nearing the “end of compo” time, I made a strange decision: I decided not to loop the music, and only use it at the beginning of the game. I’m still unsure about whether it was a good or bad idea.

Weapon Regulator - Plasmagun vs Cannon

Anyway, spending so much time on the music left me with too few time to create as many sounds as I wanted. It also meant I had to rush through the “finishing touches” stage. While I usually spent the last couple of hours polishing the game, this time I weren’t able to do it for as long as I wanted (for example, I couldn’t add in screen shake or nuke weapons). Hopefully, so far, it doesn’t seem that the game suffer from balancing issues :)

Play the final version of the game

What went wrong

– Music: cgMusic is a great tool, but I wasn’t able to use it the way I would. Even if I suck at creating music, I think it would have been better to use a “tracker-like” tool, than spending hours tweaking random seeds in this program. Next time, I’ll try to use Bosca Ceoil, for better results I hope! :)

– Time management: I spent too much time on music for a unsatisfying result. It was also a mistake to stay up late to discover the theme at 3:00 am with the hope of having a better idea – I had too much ideas and it was difficult to choose one in the end. Next time, I’ll do like my previous LD: have a good night sleep and discover theme in the morning.

What went right

– Gameplay / Idea: The comments I’ve received so far on the game page are quite positive about the originality and playability of the game. I’m actually quite happy about how the game turned out – the many hours spent on tweaking the gameplay prototype weren’t wasted in the end :)!

Conclusion

Even if I had to rush things at the end of the compo and had some disappointments, I’m actually happy to have been able to finish this game in time. I didn’t liked my idea that much at the beginning, but in the end it seems that the game is quite enjoyable. In the comments, people who have rated it seems to enjoy the original idea, and have fun playing it, which is the greatest reward I could ever hope for! :)

If you hadn’t already tried it, please click here to play Weapon Regulator and tell me what you think of it!

I shall stream Ludum Dare games!

Posted by
6 hours ago | May 1st, 2015 3:30 pm

Welcome, fellow Ludum Darer!
Do you wish that somebody would try your game on stream? Wish no further, for I am here just for that purpose!
Come to my stream, enter your game in the chat and watch! I shall proceed on a first come – first served basis.

www.twitch.tv/eemmbbeerr
And if you wanted to repay me for my kindness, look no further than my/our Drunken Quest for the One Vodka game, found in the link below. I hope you will enjoy playing it!
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=26778

 

EDIT: Done for today, thanks for watching!

Posted by
7 hours ago | May 1st, 2015 2:56 pm

A lot of people say X-11 is too hard…

Posted by
7 hours ago | May 1st, 2015 2:20 pm

So here is Mandolin (who made Pillow Fight) completing it in 5:00 without losing a single life:

As a side-note, X-11 “Gust Gunner” was made to emulate NES-era difficulty and aesthetic, meaning you will die A LOT, and consequently, you will blame it on the game.  Originally, I was going to have a stock of three lives to complete the game, otherwise you had to start from the beginning.  Some people called that “sadistic”, and I bowed and agreed… the game is in the EASY state it is now because I understand that there is a wide variety of types of gamers who will play a Ludum Dare submission, and not all of them want to be tantalized for their skill level at twitchy platformers.  Essentially, what I’m saying is that the game IS NOT hard, because you can never truly fail.  You have infinite lives, mid-level checkpoints, and a nerf’d boss.  The mechanics are different.  That is the point of the LD for me!  Innovation!  Every time somebody tells me that they died too much because of the “mechanics” not being tightened up enough, I slam my face against the wall.  The mechanics (with a few exceptions, namely, the boss bullet hell being too avoidable) are exactly what we intended them to be.  We spent most of our time fine-tuning the player’s controls.  It just takes time to get used to playing something you aren’t used to playing.  My supporting argument:  the video above.  Mandolin has not played this game as much as either of us have, but they managed to do something even we haven’t done yet:  a perfect run.  If a game is able to have a flawless run by someone who has only played the game for a couple of weeks, then it is not a difficult game.

Cheers!

-C

Streaming and Reviewing Games on Sunday May 3rd

Posted by (twitter: @RyanNielson)
8 hours ago | May 1st, 2015 1:23 pm

My name’s Ryan and I, along with my friend Matt, will be streaming and giving feedback on games this Sunday, May 3rd, at around 1:30PM ADT, 12:30PM EST, or 4:30PM UTC. We created a game called Off to the Races this jam and have really enjoy direct feedback from streamers, so we figured we’d do the same to give back to this awesome community.

You can submit your games here: http://goo.gl/forms/8fX9VdD6X2, or feel free to contact me on Twitter (@RyanNielson) with your game and I’ll add it to the list.

Twitch.tv channel:
http://www.twitch.tv/ryannielson

Fill out the form to submit your game:
http://goo.gl/forms/8fX9VdD6X2

All the responses so far:
https://docs.google.com/spreadsheets/d/1QjXPK4JmtmydJ6P3YXbkcrgIiAp3sjx8OXApQVPiuys/edit?usp=sharing

We look forward to playing your games, and hope to see you all on Sunday!

Ryan Nielson

 

Black Sheep?!

Posted by
9 hours ago | May 1st, 2015 12:17 pm

What that Hell-ish Black Sheep?!?!

black

Try the “new update” version of Scaresheep!
Scaresheep

Enjoy! :)

 

 

 

 

Ludum Dare: A place to learn

Posted by (twitter: @NiceAlexander)
10 hours ago | May 1st, 2015 11:52 am

I started making games for Ludum Dare since it was the number 22… so its been 10 games haha!. I learned a lot, this time i tried to develop ONLY on linux , the other LD games where made on windows using .NET, XNA and Paint.NET, now im using Mono with MonoGame and started to use Gimp (the same idea, using C#).

For me its not a competition anymore, it is a place to experiment and learn. My games are not very good because i tried to experiment with my code and learn new techniques. This LD was special for me, the game is very simple but its special because i didn’t give up…. i have some complications right now and i was about to drop everything and explode (no really explode), couldn’t eat, wanted to sleep all the time, cried a lot, big mess (well not really big stuff but really puts me down)… but for some reason i didn’t give up… i wanted to make a complex game but because of the problem i had to cut some stuff… but still, something was pushing me to continue and i just finished my game, and i feel very good now.

Remember guys, never give up, LD teach me not to give up… you have to try… You have to fight the complications to reach your goal.

Hope you guys learned something and had fun making your games, have a Good Day/Night to all (: greetings from Mexico.

Ludum Dare to Believe! S:4 Episode 7!

Posted by (twitter: @ButtonMasherBro)
11 hours ago | May 1st, 2015 11:02 am

Hey everyone! Button Masher Bros here!

This week of Ludum Dare to Believe is ending, but we have one last week coming your way monday! In the mean time here is – Ludum Dare to Believe! S:4 Ep. 7!

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:

—–

Title: Animancer
Category: Compo Entry
Creator: Nick Weihs

—–

Title: Ex-Sword-Stential Crisis
Category: Jam Entry
Creator: Team Ex-Sword-Stential

—–

Title: KeyTD
Category: Compo Entry
Creator: foolmoron

—–

Have a game you want us to check out? [SUBMIT HERE]

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

@SuddenlyZach – Zach

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

A Few Lessons and a Bunch of GIFs

Posted by
11 hours ago | May 1st, 2015 10:52 am

Hey Everyone,

gif7

I’m here to talk about the development of “Photo Fight!”, including the pivotal role of male genetalia in the crafting of our submission (even though no phallic objects made the final cut).

The premise of the game is to snap fabulous photos of enemy players and avoid them doing the same to you. We all love the concept now, but that’s not the game we set out to make, which brings me to our first takeaway:

 

1. Be prepared for and embrace change, especially before you even have a working prototype

gif5

We started with a team of 5; all enamored with the idea of a local multiplayer arena game featuring slapping each other with floppy pool noodles. We weren’t quite sure what to do gameplay-wise, so we scratched our heads for a few hours without getting much of anywhere before one of us went back to the brainstorm notes and asked, “What if we made a game about dick pics?”

gif8

We were on fire with ideas and mechanics after that. You’d be chasing other players around with a camera and trying to take pictures of their junk: such a lovely concept! Unfortunately, we eventually chopped the dick theme (heh), but the ideas we were able to cultivate during that phase were the ones that stuck. The pool theme brought us together; but if we kept fixated on it, we’d still be fishing for a good idea (yes, yes, I now realize: pool noodles and penises have a lot in common, you’d think I’d have thought about it before now?).

[there’s 10 more pictures and 3 more lessons… play it now, or keep reading!]

Read the rest of this entry »

Hard to get attention without visuals…

Posted by
13 hours ago | May 1st, 2015 8:50 am

There is only few Textual Adventure Game on the Ludum Dare, so take a look at these two :

TLDR OTT by wooltech.

Escape The Killer by me.

PS : I’m searching for someone who can help me proofreading my textual games, show yourself if you’re interested !

ForgeCraft Postmortem

Posted by (twitter: @TheBrenor)
13 hours ago | May 1st, 2015 8:44 am

This was our fifth Ludum Dare and we had some goals this time:

  •  to make just one mechanic – failed!
  •  polish it – kinda failed!
  •  will not work untill 5 in the morning – totaly failed!
  •  all went as planned? – YYEEEEEYYYY!!!!!IMG_0665

We spent 2 days in a coworking with people playing Mortat Kombat near us, and table football tempting to be played (which we did ^_^)

IMG_0659
Overall concept was that the player would collect resources to craft weapons and give them to the clients.
The first idea was a game about worker placement – you would have a worker and a few places for him to work – like a forest (to get wood), some place to get stone and so on. You would get requests from the clients that require specific amount of that resource. You would get money for it and spend it on getting more workers and improving storage space. But that felt like the player would not have a lot to do, and would just watch what happens. We didn’t think it would be very fun to play, and we didn’t want to spend most of the Ludum to check if it is true or not.

match
So we scraped the idea and thought of other ways you can collect resources (still keeping the clients) and so the “match 3″ mechanic came to mind, but as any managment games we thought we should give the player more things to care about. From the setting – really quickly Forge machanic was added (where you would click on the Thermometer to increase the heat of the forge, and specific weapons require specific heat that you should maintain.)
And so we started implementing it, thinking how should we make a win condintion and what could you spend your money on.

Here are major pros and cons:

The Good:
– Fun
– Game’s visual and sound feedback that we had time for (like needed temperature and its highlight)
– Had time to test and fix bugs at the end
– Potential for improvment and full release
– Some things are intuitive
– What you need to complete the request
– Event heat becomes obvious after few iterations of trying to get how it works

The Bad:
– First day was spent designing the game, and coming up with something interesting
– Didn’t have time for proper health implementation (in not much thought put into it, and because there is low replayablity (without permanent power ups and stuff) we thought for the Jam it would be best just to remove the loss condition
– Didn’t have time for everything else
– Almost no strategy, only twitch skills
– No visual feedback for successful/failed orders (like screenshake and specific labels)
– Upgrade button is not attracting your attention after first appering, some people didn’t see it even after 20+ minutes of playing
– Bad tutorial (nobody reads it):

  •  not a swap match 3
  •  diagonals are allowed
  •  bad final goal explanation

Timelapse of the development process: http://www.youtube.com/watch?v=9sX_46eaI1k

For some pic’s and updates on other games we develop you can follow
https://twitter.com/TheBrenor
https://twitter.com/Svetozzzar

Untitled 5

Play!

Vac ‘n Smash Post Mortem

Posted by (twitter: @stevesalmond)
16 hours ago | May 1st, 2015 5:41 am

Here’s a post mortem for Vac ‘n Smash, a game about hoovering up junk and recycling robots. You can also view this post on my site.

I’ve organized this one as a running commentary, interspersed with some playable progress snapshots from the game (the ones with the ‘play’ button overlay). These were generated by winding back to selected moments in the project’s Git history and building the game as it existed at that point in time.

Day 1 (+0 hrs): Theme announced

The theme for this jam was ‘An Unconventional Weapon’. I had looked at the 20 shortlisted themes the night before and made some notes about possible game ideas, but hadn’t considered this one at all. Unfortunate! Spent about an hour trying to think of a good game concept. Tentatively settled on a ‘randomizer gun’, a cross between a poker machine and a weapon. The gun would have 3 dials, each controlling a different aspect of behaviour. For example, the first dial might have entries like ‘Mighty, Slow, Tiny, Huge’, the second ‘Double, Bouncy, Reflecto’, and the third ‘Rabbit, Baseball, Tomato, Vortex, Cat’ etc. So by pressing the Random button you might get a ‘Mighty Double Cat Cannon’ or a ‘Tiny Bouncy Tomato Launcher’. The player would get powerups that would let them press the Random button. Well, that was the idea at least. I hadn’t really thought about how much work that would mean.


A set of projectile sprites for the ‘Randomizer Gun’ concept (later discarded).

Day 1 (+7 hrs): Basic player movement

The first thing I did once I had a basic game idea was to paint a hero character, then sliced it into pieces and created a spritesheet. Next was putting everything back together by building a 2D animation rig in Unity. Once the rig was assembled, I started coding up a player controller script. This converts control inputs from the player into forces that are applied to the character’s physics simulation. I continued to play around with player movement for a few hours, implementing jumping and tweaking physics settings. It’s surprisingly difficult to get a good control feel when you drive player motion using the physics system.


The player is built from a set of 2D sprites connected together in a rig.

Day 1 (+7 hrs): Basic player movement

Day 1 (+12 hrs): Parallax Background

After a while I tired of messing with the player and decided to add some more graphics to get motivation levels back up for the next day. I was really keen to try out 2D parallax scrolling, and ended up spending a number of hours creating a moving background layer. This stage was a lot of fun, but I think I got tired and spent too long here. I ended up using a perspective camera and placing the background elements at various (+Z) distances from the camera. This technique gave a nice convincing parallax effect, but was a bit inconvenient to edit. Called it a night about 1am local time.


Graphic elements used to create the backdrop.

Arranging elements in the scene – further objects have greater Z values.

Day 1 (+12 hrs): Parallax Background

Day 2 (+22 hrs): Vacuum Gun

Woke up the next day and realized the Randomizer Gun concept was probably going to be too much work. I ended up deciding on a Vacuum gun instead, can’t remember why though. Perhaps I thought it would be nice and simple to implement.. :) I guess that was it, as the basic gun system didn’t take too long to get up and running.


Day 2 (+22 hrs): Vacuum Gun

I implemented the Vacuum gun by taking advantage of Unity’s 2D physics system. For Intake mode, all that was required was to identify nearby objects by casting a circle away from the gun’s muzzle, then applying appropriate forces to those objects at each physics simulation update. I made the applied forces diminish over distance, which gave a nice feel to the gun. A circular trigger area at the gun’s muzzle detected when objects entered it, and ‘captured’ those objects by hiding and disabling them, adding them to an internal tracking stack. Exhale mode was a pretty straightforward projectile setup – pop an object from the stack of captured items, place it at the muzzle’s position and give it a large initial velocity to kick it towards the target. There was a fair bit of tweaking to do after that, but the basics were in place to smash stuff up!

Day 2 (+26 hrs): Breakable Robots

The Vacuum gun was pretty fun to play around with, but there was nothing to shoot at yet. This is when I came up with the idea of robots that you could smash into parts by firing junk at them. You could then use the robot parts as more ammo for your gun! Seemed like an interesting plan, but I wasn’t sure how fun it would end up being.


Day 2 (+26 hrs): Breakable Robots

The initial implementation used 2D hinge joints to tie everything together. This gave nice results when breaking the robot into pieces – simply destroying the joint component did the trick. However, there were a few issues that forced me to try a different approach. Firstly, I couldn’t easily make the robot change it’s facing direction from left to right. For the player I just flip the rig’s X scale from +1 to -1 when they face left, but doing this to the robots made all the hinge joints completely freak out. Secondly, it looked like it was going to be tough to animate – I would have to apply torques to joints at appropriate times to make it move properly. I ended up ditching joints and directly animating the robots, same as the player. Bit of a shame, but it saved some time.

Day 2 (+32 hrs): Music

Once the first robot was up and running, I whipped up some music in Garageband. This is one of the highlights of the game jam for me, as it’s a rare opportunity to get away from coding. Of course, I almost immediately started feeling worried about all the stuff left to do, and rushed through the music creation process as quickly as possible. I would like to allocate a bigger budget for this phase next time around.

I started by messing around on the keyboard looking for a catchy hook, added a few drum layers, then a bit of subby bass to thicken things up. That was pretty much it! I went with 120 bpm because it makes the calculations for seamless looping super easy. Also, visual effects set to run at 1Hz or 2Hz feel properly synchronized with the music.


Day 2 (+32 hrs): Music

Day 2 (+36 hrs): More graphics!

Fatigue was seriously setting in at this stage. I decided to relegate all remaining gameplay stuff to the final day, and focus on getting some more 2D artwork ready to go. This was nice and relaxing – just set some music blasting, gulp down endless cups of tea, and paint away. Not too much brainpower required!


Character sprite sheet.

Environment sprite sheet.

Day 2 (+36 hrs): More graphics!

Day 3 (+43 hrs, T-5 hrs): Victory condition

When the final day dawned, I realized that most games have a victory condition and a failure condition. This one had neither, yet. After a brief panic session, I decided to make the game about recycling! I mean, who doesn’t like vacuuming the house and collecting up trash? I quickly whipped up some recycling dumpsters, then coded up some logic around collecting the robot parts and shooting them into the dumpsters. Job done! In the final frantic rush, I neglected to add clear instructions about how to win the game. Oops. I did add some signs to that effect, but in hindsight they are too subtle – most players seem to treat them as background art and filter them out. A lesson for next time – always put clear instructions in the game!


Day 3 (+43 hrs, T-5 hrs): Victory condition

Day 3 (+48 hrs): Submission

This one went right down to the wire. There was a last minute problem with exporting the Web player build, probably due to a beta version of Unity. Managed to get around it by installing Unity 5 and building from that instead. Luckily the automatic project upgrade went very smoothly. I created a quick logo in the dying minutes and captured a few screenshots, uploaded to itch.io, and crossed my fingers. The Ludum Dare site stayed up throughout submission hour – big props to Mike Kasprzak for his recent work there. When the game was finally submitted, I crawled into bed in the middle of the day and promptly fell asleep. Good times!


Vac ‘n Smash!

Day 3 (+48 hrs): Submission

Final thoughts

I really enjoyed the jam this time around, and am pretty happy how things went overall. There are still a lot of things to work on though:

  • Coming up with a solid game idea up front, and taking time to explore the design space.
  • ‘Snappy’ control feel (it still eludes me!)
  • Allocating enough time for level design.
  • Spending more time on music.
  • Teaching players how to play directly in the game.

Oh well, should be fun next time around. See you then..

You can give the finished product a go here:
Play Vac ‘n Smash!

Anyway, tell me what you think about my fire effect and what I might do to improve it.

Totally awesome fire effect.

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