About ORECROS

18 years old, embarrassed to be a Texan. Grew up on everything but sports games. I'm best with programming. Outside of games I like to sing. Going to school for a degree in computer science.

Entries

 
Ludum Dare 35
 
Ludum Dare 34

ORECROS's Trophies

ORECROS's Archive

Just a few hours left!

Posted by
Monday, May 9th, 2016 5:35 pm

Check out my game! click the image!

With LD35 wrapping up I’ve noticed that amidst all the praise in the comments about my game, very few contain any actual criticism! I know it’s a dumb complaint to have, but it would be great to hear about some more stuff that I can improve for the post mortem version. getting access to a large number of playtesters doesn’t come often and I’m just trying to take advantage of it.

Click here to play

It took me 30 minutes to compile and post my game

Posted by
Sunday, April 17th, 2016 11:58 pm

but I finished on time. you should totally Check out the finished product because I’m quite happy with it

TileSnake 2016-04-17 20-18-02-58

27 hour mark

Posted by
Saturday, April 16th, 2016 11:40 pm

oh yeah baby shift… those… shapes.

I really stretched here but when i came up with this I just had to do it

16 hour update

Posted by
Saturday, April 16th, 2016 12:29 pm

this is what I’ve got right now. have to include the win condition, make a title screen, sound, then pump out as many levels as I can

I read that parallel worlds theme and only think of one thing

Posted by
Monday, April 11th, 2016 2:02 pm

What Makes a bad theme?

Posted by
Tuesday, April 5th, 2016 11:04 am

A theme should be interpreted in multiple ways, and instead of limiting what the user can do, Just serve as a starting point for brainstorming. Looking through the themes for 34 and 35, considering one of the two themes from 34 was “two buttons” I figured alot of people just don’t know what a good theme should be. Not going to specify “Only vote for themes of this archetype” I am going to say some things that definitely shouldn’t be the theme.

  1. Specific Genres/ Platform Limitations (IE: Roguelike / 3D / Mouse Controls) – These kinds of themes limit, not only what kind of games get made, but who can enter the ludum dare that year. I, for one, don’t have a large amount of knowledge in any 3D platform that’s widely accessible (I doubt anyone is going to want to buy half life 2 to run a source mod). So i wouldn’t be able to take part.
  2. Specific elements rather than mechanics (IE: Unicorns, Lasers, only 2 colors allowed, procedural generation) besides the obvious issue of GOOD procedural generation taking longer than 48 hours to code by itself, It also means you can’t build alot of different types of games. How are you going to make a card game using procedural generation? Unicorns? how specifically do they affect everyone’s game? These just aren’t good starting points when you are trying to create a game.
  3. Themes that go against core design conventions (IE: Backwards Progression) – There are places to break the meta, but when it comes to progression… there’s just no way around it. You want a game with a difficulty curve that makes sense, you want to be able to teach mechanics to players one at a time, Players want to see more as they play. not less. Backwards progression just ignores all this for the sake of a gimmick. This isn’t the only theme of it’s type that I’ve seen thrown around, but It is the only one I can think of. I saw it during voting for 34, I see it for voting for 35, and I can tell you, If it gets selected, I’m not going to be making a game this april. It’s just plain a bad theme

 

Done with 2 hours to spare

Posted by
Sunday, December 13th, 2015 7:05 pm

Here’s a shot of what the title screen looks likeLD34 2015-12-13 18-04-38-90

Almost done

Posted by
Sunday, December 13th, 2015 6:06 pm

Just doing runs to find bugs

Almost to polishing

Posted by
Sunday, December 13th, 2015 12:21 pm

Implemented new enemies and an annoying to balance gravity well mechanic. Just have to code in the second boss, do sound, then polish until the deadline

Just a taste

Posted by
Sunday, December 13th, 2015 12:06 am

If the video isn’t loading you got here a tad early.

Sneak peak to the first boss fight. Still have to tweak some values so it’s actually BEATABLE but here we go.

math nerds unite

Nearing the 24 hour mark

Posted by
Saturday, December 12th, 2015 8:10 pm
24 hour mark

How Dangerous

I went with ‘Z’ and the space bar for my two buttons.

Space makes you go up, gravity makes you go down. Z makes you shoot. It’s a pretty nifty.

The game itself is a bullet hell shooter, in the style of the ridiculous danmaku games.

Final Theme voting

Posted by
Friday, December 11th, 2015 1:14 pm

I felt the need to make this post because of a particular theme that made it to final voting which makes me want to strangle 2 puppies simultaneously. “Lose abilities as you progress” This is literally the exact opposite of what makes intuitive sense from a game design standpoint. by giving your player abilities over time, it gives them a feeling of growth, allows you to explain and explore each skill individually, and lets you make the level design progressively more intricate, especially with movement based abilities.

Taking away abilities as you progress means having a bunch of complicated abilities you don’t really understand how to use at the beginning of the game. There’s 2 ways this could go in terms of level design. Early levels are way too complex and then towards the end you feel like you’re putting the square peg in the square hole and that’s the entire game, or you have the same levels throughout where people could complete the earliest levels without using ANY of the abilities. It just doesn’t work well.

While alot of the themes are really cool, a few of them stand out as just plain annoying. along with “lose abilities as you progress”, “build your weapon” seems overly complex, like something you’d do in call of duty, not over the span of 48 hours (the only way i see that going well is making a bubble tanks clone, which kind of ruins the point of the compo). and “Nonviolent combat” following the explosive success of undertale, i don’t see where anyone else could go with this.

In terms of themes I liked, “One massive enemy”, “Break it” “Journey into the unknown” “Death is not the end” are all good themes in my opinion because they leave so much open for you to decide and play around with. It’s a starting point and not a massive annoying wall you have to work around, which is just the way it should be

 

 

I’m in.

Posted by
Sunday, November 29th, 2015 9:37 pm

Heey I’m Andrew Tollett, 18 years old, and this is the first time I’m participating in the game jam. I know a decent amount about alot of different languages as opposed to alot about one. for the competition, I’ll be using game maker studio. I mostly program and do very little art and sound, so that part is going to be a bit of an adventure for me, but I’ sure I’ll have fun regardless! Good luck everyone

[cache: storing page]