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Minima: Postmortum

Posted by
Sunday, May 5th, 2013 5:26 pm

So I made a game. I think it’s pretty good. Definitely the best game I’ve made solo. I wanted to not just finish, but to created something very polished. For the most part, I think I succeeded.

Play it now!

Friday I discover the core mechanic of my game. Saturday I perfected the core mechanic. Sunday was for polishing and play testing.

V1 was a physics puzzle game where the moving pieces would paint on the background. I didn’t really like the aesthetics and it sucked, so I scrapped it.

For V2, I wondered if exploring the world of Mondrain would be interesting, so I quickly hacked up a random maze generator:

I tweaked it a bit so that instead of generating a static square, the world would be created as the user moved through it. v4

What went right

  • Unity3D. It’s so easy. Minima is only about 1700 lines of code. I got to spend a lot of time tweaking game play instead of fighting with complex code. Also I can target Windows, Mac, and Linux platforms for free! I even built it on iOS fairly easily.
  • The theme. I can’t draw. The theme let me stick with boxes and make them interesting.
  • Pentatonic scale. I can’t compose music. Procedural music from walking around worked out great. Next time I would like to experiment with other scales or fifths.
  • Playtesting. I got some great initial feedback Sunday morning and was able to tweak it.
  • Talking blue cube. I was under about making the cube talk. Making it not talk seemed to fit the theme better, but making it talk increases player motivation. Everyone really hates Blue, so I think leaving it talking was the best call.

What sucked

  • The ending. I underestimated how much people need to know when to stop playing. I thought the ending was clever, but it’s only clever if you’re me.
  • Analytics. I really wish I had put analytics in the game so I could know how far people go. Next time it will be a core feature.
  • Unity 3D. It’s great, but I got reports of failures on the web build. I had no way of debugging it. Eventually I figured out what the problem was when I ported it to iOS.
  • Web hosting. I started the weekend with www.screaminggoose.com being broken. I’m all fixed, but next time I’ll have my web hosting fixed up before hand.

So, it was awesome. Thank you everyone that played my game!

I love the Computerspielemuseum

Posted by
Monday, April 29th, 2013 6:12 pm

Something Something Minima

Posted by
Sunday, April 28th, 2013 12:13 am

Minima TitleAll I need is an ending. Playtest it now!


Posted by
Friday, April 26th, 2013 10:26 pm


Hey, you people still exist!

Posted by
Friday, December 5th, 2008 3:27 pm

I would so much enjoy joining you all this weekend, but I’m already overbooked.  I’m going to do my darnedest to participate next time.

Blame Phil Hassey that I’m here.  I was going through my PAX swag, and found a business card with his name on it.  With the game he started here.  His name brought up faint memories of 48 hour games and sleep depravation.

People probably forgot about me since I’ve only done three 48 hour compos.  I did games for construction/destruction/sheep, infection, and growth.  I’ll post up my games to the archives once I can find where I left them.

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