You were there *Award* #LD30
Awarded by alvivar
on September 3, 2014
Thanks for playing and rating our game (still some 2 hours left at the time of writing this, so try COPY GUN if you haven’t played it yet)
We will be working on a post-compo version with more worlds, levels and polished controls and effects, following the amazing user feedback we received during the last weeks.
Finally, here we are with the Post Mortem for our game COPY GUN, developed during the Ludum Dare 32 Jam. We are going to revise what went right, what went wrong, what did we learn in the process and future plans for COPY GUN.
– What went right
When brainstorming ideas for the Ludum Dare this is one of the first we thought, quite early on during Saturday morning. From the beginning it was easy for us to settle for this idea and the set of mechanics and first levels were born fast.
Most importantly, for this Ludum Dare, Alicia and Sergi, fellow colleagues from Mandarina Games, joined me with complementary skills doing the art and code of the game. Undoubtedly, without them this game wouldn’t have been possible.
Finally, good planning was a key component, specially considering that as a team it was our first Ludum Dare. However, I have personally been part of 7 ludum dares, with diverse degrees of success, and from those experiences I learned how to plan the game execution in phases and to be able to make decisions fast. This helped us to complete a decent amount of the ideas that we had previously envisioned and to include 20 normal levels plus 5 bonus ones.
– What went wrong
For this Ludum Dare, we at Mandarina Games organized a real world gathering at Parc Audiovisual de Catalunya, in Terrassa, which meant putting a lot of effort not just organizing the event, but also attending local media, waiting for people to arrive to the location, solving issues with the internet connection, and other distracting stuff.
Additionally, as I said before, it was the first time we worked together as a team in a Ludum Dare, but particularly the first time in general for Sergi participating in such event. Despite this lack of experience, and also missing the last day due to job obligations, I would rate as very impressive what he achieved in just 2 days.
– Lessons learned
For this Ludum Dare I would say that we learned the following lessons:
· We should give a little more time to testing, as collisions, effects and some of the levels were not polished enough.
· Add more feedback details to make the game more responsive, user friendly and fun to play.
· Finally, strive to improve on all prior experiences, by repeating what we did good in this project and trying to avoid what we did not so good.
– Future plans
Next weekend, before the end of the rating phase, we will be adding a postcompo version fixing some of the issues we just mentioned in the previous paragraphs, making the game experience smoother, more balanced and fun to play.
For this game we would like to add 4 new worlds to the current one, such as a water, a volcanic or an ice world, and a final lab world. In each one of those new mechanics would be introduced and old ones reused, with new twists due to the nature of the environment. The idea would be to add final bosses as well, so overall when complete the game would be about a 100 levels, 20 of which would be available as a postcompo demo for everyone to try and play
We are very happy with the results of this Ludum Dare, and we would love you to enjoy playing our game COPY GUN. We would be pleased to receive your feedback, as it helps us improve the game experience and ourselves as game developers.
Here at the real world gathering in Terrassa I will be joining the jam competition alongside with Sergi, our lead programmer at Mandarina Games.
We will be using Unity to develop our game, for which we are still brainstorming
Happy game development everyone!
Couldn’t find an idea that I liked enough to pursue. Additionally my mind is not in the game this weekend. So it is time to affirm that I’m out for good. Good luck to current participants, we will be cheering for you!
This time I will be joining the jam from Arcavacata, Italy.
– Unity 4.6
To start I will do some brainstorming on the theme, “Entire Game on One Screen”, and come back with the idea while sleeping
Happy game development everyone!
This Ludum Dare the Mandarina Games team joined me at developing a game under the jam competition. We did some brainstorming on the idea from the time it went live, around 3AM local time, until Saturday evening, where we picked one from out of ten different ideas we had played with during the day. Then during Sunday I used Unity for the first time to create the engine from scratch and using a plugin for the dialogue, to finally add the art, music, story and last minute tweaks during Monday, where we got all the team working on the game for around 18 hours straight. For this I would like to thank them and appreciate their efforts publicly, as without their help this game wouldn’t have been possible: Alicia, Natalia and Sergi, thank you very much.
Read below on things that went right, other things that went wrong and what have we planned for the future!
What went right
We are very happy about how this project turned out despite being the first one we worked together under stressful conditions and extremely tight deadlines. Here is a list of the things that went particularly right, and why it did play this way:
– Brainstorming process: We spent the whole Saturday brainstorming the idea for the project. It was key that we chose an idea that was tied to the theme in a novel, distinctive way, and that it was embraced by the whole team. We started this endeavour by creating a document to compile all game ideas until we came with ten of them. Finally, after thinking much about our capacity to execute and to what extent each idea was compelling to us, we decided to go with the first one we thought of, which was the current one.
– Execution: For the first time I was surrounded by a team of professionals that can make things happen, and I had the experience from prior ludum dares, so it was easy to get things done from art to programming, and get the best of us through the project. Alicia and Natalia created the story, art, music and the brilliant mood you find in the game and Sergi helped me a lot with programming.
– Mood: We achieved quite a disturbing mood, which was our main goal, thanks to the balanced art and music combination. We knew that there was no time to create a brilliant story or clever mechanics, so our intention was to give the audience a glimpse on what we were trying to achieve by creating a great atmosphere from the start and adding a bit of story afterwards. You can read about what we have been planning for the future on the last section of this post.
What went wrong
There are a few things that went wrong, mostly caused by the lack of time. Alice Anxiety is a game with tons of possibilities and wonderful ideas we wanted to implement, but we had to leave out or, or on the other hand, we couldn’t implement them as well as we wanted to.
What we had to leave out was:
– A fully developed and more complex stats system with different ways in which Alice’s actions and environment affect those.
– A bigger world, with the main locations sprawling into a deeper, more extensive environment to explore.
– More actions and choices to make, branching into alternative scenarios.
– More characters to interact with, and the consequences that those interactions would have for Alice.
– A better exploration of the plot, the puzzles and the way it all ties together.
There are also issues with the transitions and the GUI, as well as the response to user input, and the stats management. Sound and visual cues so the player can know things are getting done is another thing we couldn’t implement.
Together with Mandarina Games, we want to take this project to full sail and turn Alice Anxiety into a fully developed game.
To make this possible, our idea is to launch a small fundraising campaign. How small? Really small, just what we need to make the game what you have imagined from our LD entry.
With 1.500$ we’ll be able to fund the development of a full-length first episode with all of the features and richness we envisioned when we made Alice Anxiety.
In numbers, this means that, selling a pre-order copy of Alice Anxiety at a special price of 2$ -instead of the 3$ full price we think is fair-, we’d need 750 backers donating the minimum tier.
To make sure that this feat is possible, we’ve decided that the fundraising campaign will only launch if we can reach 500 players to test our web demo. The time limit is until the Ludum Dare voting period is over.
We are going to spread the word as much as possible, so if you like Alice Anxiety and would like to see it become a full game, spread the word and contribute to the fundraising.
Let’s make Alice Anxiety become a reality!
Have a glimpse at the title screen for our ludum dare upcoming game, Alice Anxiety, a game about a girl with social anxiety disorder. Follow us on our website for oupdates on this and future projects! Mandarina Games
A little late, but better late than never!
I will be participating in this edition of Ludum Dare 30 with a sim game, resembling the japanese ones, where you play as a guy / girl commencing school again in September in a new place, where you do not know anyone yet. At the beginning things will look like the usual, going to school and getting to know new friends there, but then at night, when going into sleep, your mind will go roaming into an alternate, connected world, where nothing is what it seems and where your experiences lived during the day take a new perspective.
I will be using Unity as the engine and will be getting help from my colleagues at Mandarina Games with programming and art.
Have a look at a first screenshot of the draft GUI:
I will be updating again when I have developed the concept further or have any more screens to show. Have fun!
This is gonna be my third time participating alone in a ludum dare and my fourth overall.
I will be using Canvapps (https://www.canvapps.com) as a programming framework and HTML5 as programming language.
As the framework I will be using is still closed to the public I will be joining the jam.
Final words: Do not expect a fancy game, pretty graphics or nice sound effects. However do look forward to a game concept that will blow your mind.
This is not a game.
If it was a game it would be funny, have defined objectives and give you a sense of accomplishment when you finish it.
But as with any stories in life, deception is always around the corner.
– about 5 minutes of gameplay
– no sound
– minimalistic animations
– 2 different endings, one open and another closing (read the text carefully)
– life-changing phrases
Feedback would be greatly appreciated
This is not a game.
This is a story of a circle, the journey of its simple life.