About cr2crstudios (twitter: @@Cr2CrStudios)

I'm a college student gone indie dev for Cr2cr Studios. I love God. I make games. Life is good.


Ludum Dare 29

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High five!

Posted by (twitter: @@Cr2CrStudios)
Monday, May 19th, 2014 6:39 pm

High five for a good Ludum Dare.  *High fives you*

Posted by (twitter: @@Cr2CrStudios)
Wednesday, April 30th, 2014 10:39 am



If you haven’t already rated it, make sure to check out Abstraction!



Do web players help THAT much (yes).

Posted by (twitter: @@Cr2CrStudios)
Monday, April 28th, 2014 11:06 am

Was feeling a little down when I saw that my game was lower than I hoped on the list of how many rates it had.  But people were liking it, I thought.  I had done my best to get the word out!  Awwwwwww. . . :(

Then, I did a little research and found out that EVERY GAME ABOVE IT IN RATES (except one) had a webplayer function, which I didn’t have.  I use a program (GM 8.1) that can’t export to any web player format.  Don’t get me wrong; I’m totally fine with all this.  However. . .

This got me thinking; do the Ludum Dare games that have web players do better than the ones that don’t?  And, if so, how could that be remedied so beginning devs have the same opportunity to succeed as the older hands with better software.  I am new myself to the Dare, but not new to gamejams.  So what about the people that are new to gamejams?  Will they have a harder time to make it all work if they’re not using the right program?  It’s just a thought.

Let me know what you guys think.

Abstraction: a game about its own code.  http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37025

Abstraction: Rate It!

Posted by (twitter: @@Cr2CrStudios)
Monday, April 28th, 2014 7:25 am

A few thoughts that are coming to mind now

Posted by (twitter: @@Cr2CrStudios)
Saturday, April 26th, 2014 7:44 pm

It’s interesting, looking at the Dare log entries coming through.  Whenever I’ve heard or seen any Ludum Dare entries, I’ve always thought it was a “test your skills at making a 3 minute game with a theme” sort of thing.  However, the blog entries tell tales of sweeping programming skill, vast underworlds to explore, and many other things that I would never have the patience to do myself.  I respect very much every single person doing stuff like that!

However, it does make me speculate; shouldn’t a 48 hour jam be about making a 48 hour game, not, say, 3 week game done in 48 hours?  It’s a genre of titles that is nearly untapped; making just a small little thing, a bite-sized little game that doesn’t just complete itself in a sitting but in a coffee break.  Nobody really makes high quality titles with this mentality.

Not until the Ludum Dare rolls around every year that is, or so I thought.

So what’s the real thing?  Is the Ludum Dare and like competitions made for quickly developed titles, or very small but well thought out titles?  Or is it for both?

I’m personally on the side of the compact titles, and if you’re interested in seeing what I mean by that you can certainly check out my own entry here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37025

It’s some interesting thoughts to keep in mind.

Solus Deus

First Ludum Dare ever!

Posted by (twitter: @@Cr2CrStudios)
Saturday, April 26th, 2014 6:37 pm

Hey all!  My name is John.  This is the first Ludum Dare I’ve ever entered, and I’m obviously totally psyched!

The game I just submitted is called “Abstraction.”  It’s the only game you’ll ever play that integrates its own code into the experience (at least I think so. . . 😉 ).  Being that it’s my first Dare, I’d love to have some feedback on how the project went and what I could look to do better with in the future.




Thanks a lot, and I look forward to looking at all the awesome games that are on here.

Solus Deus

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