About LOSTALLOY (twitter: @http://twitter.com/lostalloy)

Brazilian couple full-time game developers: Maruki (@MarukiHurakami) and Sugoi (@SugoiDev)

Entries

 
Ludum Dare 35

LOSTALLOY's Trophies

LOSTALLOY's Archive

Aftertile Assets Now Public Domain!!

Saturday, May 7th, 2016 6:39 pm

PLAY HERE!

As I mentioned in Aftertile’s Postmortem, I said I’d release the assets from Aftertile as public domain. So, as promised, here they are!

I’ve released them in OpenGameArt forum as it’s one of the hub for game assets. 😀

Aftertile spritesheets and tilesets are now legally yours! Feel free to use them wherever you wish, however you wish. <3

ghosty

sheet01 sheet02 sheet03

Aftertile Development

Saturday, April 30th, 2016 9:02 pm

At the end of Aftertile postmortem I suggested that we from LOSTⒶLLOY were considering developing it into a full game, using the amazing feedback we’ve been receiving as pointers to what to keep, improve or expand in the game. After some intense brainstorming and design session we decided that we can make a very enjoyable experience out of it, and thus we started development.

Being the artist, I’m currently make pieces of concept art – something we didn’t have for the jam version.

concept

You can play Aftertile HERE. Any feedback is very welcome!

Aftertile Postmortem

Monday, April 25th, 2016 5:44 pm

Hi everyone! I wrote a postmortem for Aftertile, my first participation on a gamejam and on a Ludum Dare. I’ve pasted the most important remarks below (a tl;dr versio, let’s say). If you’re interested, you can check out the full post on my tumblr here.

 PLAY AFTERTILE HERE

What we wanted: a very short game with a ghost that floats in a spiky labyrinth but can avoid it by entering walls
What we got: a very short game with a cute ghost that floats in a very difficult (or very easy) spiky labyrinth but can avoid it by entering walls and becoming a tile

sketch01

sketch02

What went right

• The character design, as people say the ghosty ghost is super cute (hehehe, I think so too!)

• The animation in general was well-received, which made me very happy and motivated me to continue pursuing this path of fluid pixel animation.

• The song choice was praised.

• Programming-wise, we managed to do everything we planned.

What went not so right *

• The most common critique we get is regarding the game being confusing at first. Maybe we should’ve added a tutorial or embedded a tutorial into the level itself.

• The second most common is that you can spend too much time on the walls. While I intended this (yes, you should spend as much time as you want inside a wall!), I didn’t expect it to be regarded as a flaw, glitch or cheat. This goes back again to level design and game introduction – they can definitely be improved.

• Programming-wise, there were a few bugs, some which were already fixed, others which are still being fixed.

impossible01

impossible02Albeit we feature different endings, it’s not so clear how to reach them. Maybe if we added a mysterious ghost NPC who’d give hints about that, it’d probably be less cloudy.

*I say “not so right” because we finished the game, submitted it and got pretty decent feedback on it.

Next steps

I plan to make all the assets I made for Aftertile public domain. I had a lot of fun with them, and the feedback I got from Ludum Dare points that those are very good. I want other devs and artists to have them if they ever need them, be for inspiration, prototyping, tinkering, altering, reference, and especially black magic rituals. It might help them in the same way LittleSadNerd’s Gameboy tileset helped me. For that reason, I’ll organize all the sheets and make them available on OGA.

Finally, we might expand Aftertile into a full-fledged game. If we ever do, we want to make sure that we provide a joyful experience to the player, intensifying the good aspects the players on LD pointed out (cuteness, mood, atmosphere) and avoid the flaws (confusion, too easy/too difficult, confusion about glitch or feature, satanic innuendos).

Overall, I learned a lot and, most importantly, I had tons of fun (I am still having, actually, as I’m playing other submissions).

If you haven’t already, you can play Aftertile here. Thanks for reading!

Aftertile update!

Friday, April 22nd, 2016 5:00 pm

ヘ(◕。◕ヘ) wooooooo! How’re you all doing?

While I’m still working on the post-mortem (I’ve learned a lot, I’ve got so much to tell!) my programmer is fixing some stuff inside the game. Today he fixed the tile tearing that happened while playing, especially floating outside walls! Now he’s working on fixing the squashing animations, so the ghosty ghost squashes neatly. There’s one squashing animation for each direction, and sometimes they get mixed up.

squashing

Play Aftertile here!

Aftertile – Healing Orbs spawn fixed! :D

Tuesday, April 19th, 2016 11:45 pm

The Ghosty Ghost can be properly healed now! We fixed a bug that prevented the healing orbs from coming back after restarting the game or retrying due to game over.

orb

Play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=87699
And thanks to everyone who played it so far :)

Aftertile

Monday, April 18th, 2016 4:28 pm

Yay! This is our first jam ever, and here’s our submission: Aftertile

healingorb

special

 

We’re very happy with the result! Play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=87699

Paranormal Activity

Saturday, April 16th, 2016 7:56 pm

Poltergeist.

At least his hat stayed with him.

 

Ghosty Ghost

Saturday, April 16th, 2016 2:49 am

We’re done with the main character ordinary animations so far! Now we’ve started placing it in the cave. :)

 

[cache: storing page]