Roller-Coaster Ride and a Last Gasp Finish

Posted by (twitter: @lightnarcissus)
April 28th, 2013 7:22 pm

This was my first Ludum Dare and WOW! What an experience.

I aimed for more than I could chew when I embarked on my game “Life/Routine” and thought “I’ll submit this for the Compo”. Having never finished developing a complete game, let alone on Unity, I knew the odds were stacked against me. On top of it, I had real-life obligations which included a Senior Year project seminar on Saturday and birthday dinner on Sunday.

If that weren’t enough, my home PC internet went off for almost an entire day.

But I’m not here to boast. I’m simply here to express my excitement.

LD26 has been a brilliant experience. Reading through the #LD48 tweets and seeing the excitement among devs — many of which were first-timers like me has been some experience. It is true when someone said that “Excitement is contagious!” because the LD48 fellow co-participants’ struggles and little victories sure inspired me to finish this game by the Compo deadline.

But there’ll be time to talk about my weekend and struggles. For now, the game:

Life/Routine

screenshot3

A minimalist “dynamic rhythm” game.
Concept:

Life/Routine captures the duality of a life built around their daily routine. It describes both the calming beauty and the overwhelming claustrophobia that comes when you run the hamster wheel of the mundane routine. It captures the very essence of “familiarity” created by our own actions and how we can either fall in an endless pattern of a life of same beats or break free from it.

Gameplay:

You either create objects or destroy them. The objects will give out specific sounds when they touch the bottom of the screen and they become part of the pattern and repeat after a short point — very much like your daily routine.

You can choose to either revel in the mundane and try creating your own sounds from the “pattern” or break free from it by destroying it and choosing a life that suits your comfort level.

The difficulty is entirely dependent on the player and their actions in creating/destroying objects will dynamically adjust the difficulty.
Creating more objects results in more sounds and a more vibrant routine/music pattern but also makes the game difficult and more overwhelming(music can turn into noise).

Every “life” has a specific course and will end after the “life bar” on top has been filled and the life has been lived.

Related to the Theme– “Minimalism”:

–Minimal art and music.
–Controls — only two
— No overlying narrative/explanation of concept. Everything that needs to be interpreted is conveyed through the gameplay concept.
— Score and other details are abstracted from players only to be revealed in the final “Death” screen

The music and the art have been created by me.

You can either visit the game page or download the game directly

 

Cheers and if you have feedback about the game,feel free to leave it in the comments! And if you like it,VOTE VOTE VOTE! 😀

Ansh

Tags: , ,


Leave a Reply

You must be logged in to post a comment.

[cache: storing page]