72 hours jam – Our little experience

Posted by (twitter: @@fox_in_soxx)
April 29th, 2014 2:44 am

This post is about making of the game Losing it. You can take a look at it here.

So, the 72 hours are behind us and we can finally exhale and relax for a bit. I am currently looking into other entries and I’ve got to say, there are many talented developers around the globe.

But I would like to show you a quick overview about the creation of our little project here. It was a very exhausting weekend and many energy drinks have been drank!:D

The biggest problem at our side was the brainstorming. Once we woke up on saturday and checked the theme, we immediately jumped onto a long debate. We couldn’t agree on a basic idea and rejected a lot of potential concepts. There were ideas for a mining game, hack ‘n slash action with demons and completely simple ideas like fisning corn flakes form a bowl. After three long hours, we agreed on a stealth game with a rat and it seemed liek the perfect compromise.

I proposed to base the game in an isometric field, as I wanted to try something different from my other projects. My games are often created in pixel art and since this style is nowaday frequent, I wanted to distinguish our creation from other entries.

The graphics began like this:


Nothing too complicated, but everyone got the idea and it was easy for us to build around it. On the first day we managed to finish some easy tasks like mouse walking and positioning and I finished the graphics for the house surface.

Then within the first day this


changed into this:


What may seem like a pretty strange choice, is the black and white visual. And to be honest, we didn’t intend to leave the game in gray tones in the beginning. I usually draw my paintings in gray tones and colour them afterwards. But after we put the rat and cook into the scene, we kinda agreed, that this combination actually works pretty well.

Those, who finish the game, might also notice a strange ending or maybe a different meaning underneath the basic idea (so meta!). This idea was there from the very beginning, but we were not entirely sure whether we have the time to include this outcome of the story or not. We managed to make it in time, but the ending still leaves a lot of space for open interpretetation. However, I hope a lot of gamers actually understand the meaning behind it.

The biggest stress was of course present at the complete end of the jam. The guys were the most productive on the last day and worked till the last minute. I finished the assets pretty fast on that day and didn’t have to cut corners at all. Which is unusuall in a game jam.:)

Anyway, this is the result. It’s not perfect and you may come across minor bugs, but everyone worked hard and I am happy we did a lot of work. I might come back to my other projects now, but I hope, this is not the last Ludum Dare I take part in! I hope everyone had fun!:)

You can check our game at the jam entry page!


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2 Responses to “72 hours jam – Our little experience”

  1. iambored2006 says:

    This looks gorgeous and I’m definitely going to check it out! However, this isn’t an isometric projection. I’m kind of a freak for isometric stuff, so it bugs me. This is called an oblique projection. They are mathematically (and aesthetically) distinct.

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