Ş – Post-Mortem

Posted by (twitter: @Rodrigo_Motta)
May 4th, 2013 6:10 am

This was our third Ludum Dare and it was the one in which we had to manage the most crisis yet. In the first Ludum Dare we made the game Allel (Top 30) and in the second we made the game Kill The Hero (5th in graphics). With the theme being minimalism, we searched for numerous references and interpretations of it. We decided to look at all aspects of a game in a minimalist way (mechanical, aesthetic, etc.).

Inspired by several recent movies and games addressing it, we decided to take a view on time travel, alternate realities and the links between them. It’s complicated. But we used it in a minimalist and symbolic form. To tell a great story in a minimalist way.

   He fell in love with a girl. 
   She had been dead for years. 
   But he did not give up. 

Minimalist game. Minimalist commands. Minimalist graphics. BIG Story.

A Minimalistic Adventure in Time.

* Great Story; 
* Innovative take on time travel; 
* Cool minimalistic graphics; 
* Amazing 8bit versions of 4 famous songs; 
* Experimental game logic;

>> Play Online

>> Rate the Game

screenshot1-04

Mechanics: In terms of mechanics the game is a platformer with minimalism in its controls and also in its challenges which are basically the exploration, interpretation of icons, minimal quests and mouse clicks. The innovative aspect is to see the dimensions all on the same screen and to control the character in various situations, with a link between them.

Aesthetics: The aesthetic part of the game was really enjoyable. Simple as it is, it was very fun to think of graphics, scenarios, characters and icons in a minimalist form. We are used to more elaborate graphics and to make use of this perspective was very fun. We used familiar songs to reference the time where each level takes part.

Story: The part in which we had the most fun was certainly when we were creating a mean to tell a great story in a minimalist way. This little story can make the player travel through many interpretations and  we ourselves are willing to further explore this setting.

Technology: We used Photoshop for all graphics. The game was developed in Construct2 and there was a little work to control all the actions of the narrative, besides the 5 “screens” at the same time. One cool thing that we had never used before was the full screen.

>> Click here to download the concept document (Portuguese).

>> See the complete journal.

team

Rodrigo Motta (Design, Direction, Art); Cesar Augusto (Programmer); Bana Gilda (Art); William Polleto (Musics); Trigueiro Jr (Animation).

The Good: To have met a new artist (Bana Gilda) and a new musician (William Poletto). To have achieved the goal of creating a minimalist game in all aspects. To have presented a vision about time travel, alternate realities and the lives of those traveling between them. To have been able to generate an interpretation of the story. To have shown that it is possible to insert great narratives in short games. To have one more game concept that we are sure that can be evolved into a much more complex game.

The Bad: We think that even following the theme, the game may seem a bit poor when in fact there was a lot of conceptual work involved. The initial plan was to work more on the animations, to not be minimalist on them, but our animator had little time. There was still one more element in the narrative, they were the time-police, which we’ll add later.

Walkthrough #SPOILER #ALERT

Initial Feedback: We did it! According to the initial feedback we realized that we were not crazy. Our idea has something unique in terms of mechanics, narrative and graphics were greatly respected by everyone. We displayed the game to several people and all of them saw something artistic and innovative in it! 😉

“Cool use of theme!”
“Quite artistic game!”
“Very nice and well polished.”
“Very unique gameplay.”
“It’s cool to see people using browser tech at its best.”

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