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DEBATE: Post-Mortem-ish

Posted by (twitter: @anokta)
Wednesday, December 10th, 2014 9:04 am

Hiya all! As I couldn’t find time to post anything during the development of the game, I decided to provide some initial thoughts on my outcome so far.

First of all, before the theme was announced I was actually planning to do a simple rhythm based game which I wanted to make some music snippets for a while. Oddly enough, after I saw the theme, I suddenly came up with this ridiculous concept of people yelling at each other in an abstract environment – an online debating arena – and went for that instead.

So far so good, I got this “multiplayer 2d online shouter” game worked out at the end. You can give it a try using the link below:



Why was it a “horrible” idea at start?

  • For starters, I haven’t done any “real” multiplayer games before and had no idea how to create and manage a non-stop running server (probably I also suck at the terminology :) ). While Unity provides really useful stuff for network implementation, as I wanted all the people playing the game to join the same arena, the authoritative single server thingy was still a complete mystery to me. Which led me to struggle tediously the whole day on setting up the connections and all without any real work done on Saturday.
  • That being said, I should admit that, as my very first Compo entry for Ludum Dare, it was yet too ambitious to go with it anyway.
  • Last but not least, even when everything is set up and ready to go, it remains as a risky choice to submit a solely multiplayer game without any single player features.

What about the end result?

Even though I was totally aware of all those above, obviously, I went for it anyway! :) Gladly, it didn’t come out as “horrible” as expected at the end. I was able to actually finish the game and made it to the deadline working more or less properly, without any disastrous bugs and all. However – here comes the “but” part,  there were of course a few unexpected issues after the submission.

The major one was when I realised the server was crashed for some reason and not running at all after I woke up the next day. As a result, the very first people who tried the game could not run it at all. It was slightly disappointing on my side to suffer from that kind of technical issues, though, I recovered everything as much as possible the next day, and it seems like the server runs “almost” stable now. So, one problem down?!

The other issue was the lack of players in the server. As it’s a fairly short-breathed concept and players often come and go, there were many times people could not find anyone to play in the arena. After some point, I also tried to stay in the arena whenever I’m available to keep it live, but still it’s been so rare that more than 3-4 people played at the same time, which I’m still really curious about. Having said that, I would like to schedule specific time intervals or such, so that more people can join and play at the same time. Please comment on that and let me know if you’d be interested. :)

Anyhow, all in all, it was quite an experience at my end, and was a really fun one too! I am frankly grateful to finally be a part of this kawaii event. Also, muchly appreciate all the people who gave great feedback! :)

I hope it’s been a useful read for you. Then, it’s time to play more game entries for me now!


it’s done, i’m done.

Posted by (twitter: @anokta)
Sunday, January 12th, 2014 6:52 pm

i finally finished and submitted my entry! today was a rough day, but i suppose it was worth it. i have a somewhat finished game sort of thing now. :) hope you’ll enjoy.

here’s the final build: RubikBox (Web)

RubikBox Final

also, few comments worth noting:
– the game is solely rhythm-based, i.e. audio is essential to play.
– i’m afraid game controls doesn’t seem to be as intuitive as i thought of, so it might take some time to get used to the mechanics.
– i didn’t really have time to optimize the code, it should (hopefully?) run smoothly on most computers though.
– all in all, i guess i got a bit experimental on the game, nonetheless, i reeally enjoyed making it! :)


getting close to end

Posted by (twitter: @anokta)
Sunday, January 12th, 2014 10:35 am

after struggling for hours i’m almost done with the game mechanics. i’ll only need to add a few playable levels and then, it should do the trick.

and yay, i have a simple title screen now. :)


building up

Posted by (twitter: @anokta)
Sunday, January 12th, 2014 4:24 am

okay, i finally have a simple idea of how to turn my toy into somewhat a game. it honestly doesn’t sound that promising, i had to push a little. but we’ll see how it turns out. i’ll hopefully finish it till the night.

in case you didn’t see my first post, here is the last build i have posted (i didn’t really change anything though). qwer and asdf keys to interact.


music toy thing?

Posted by (twitter: @anokta)
Saturday, January 11th, 2014 11:35 am

just decided to join minild for the first time, and started experimenting around an idea. i interpreted the theme scheme a bit differently and came up with a musical box thing, thinking about the concept of patterns. i was somewhat doing well for a while and having fun. it, however, ended up as a weird toy to play around rather than a game for now, and i honestly have no idea how to go further. :) any suggestions?

here’s the last build i made. you can use qwer and asdf keys to interact.


oh, and i guess it’s called RubikBox.


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