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Ludum Dare 30

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6 Hours…

Posted by
Monday, September 15th, 2014 11:38 am

The results are coming in soooon :>. In the meantime, anyone wanna play a fast paced twin-stick shooter (The keyboard is one stick, the mouse is the other so I think it counts) ?

 Glitched

 

Wanted to make a gif of the gameplay, but I messed that up :<

 

Glitched – Post Mortem

Posted by
Friday, August 29th, 2014 9:58 am

Glitched is my first Ludum Dare entry. The story goes more or less like this: you work as an IT specialist for a futuristic company specialising in managing virtual reality worlds. Your friend botches up a simple merge job, causing three worlds to mix together into a glitched mess. Your job is now to enter the world and destroy all of the sources of the glitch so that your friend won’t lose his job.

What I made was an action game, but I wanted to put a spin on the standard shoot and kill formula. Instead of killing enemies, your shots launch them away from you. If the launched enemies hit the glitch, they both cancel each other out, which is good for you. However, if the enemy hits a wall or obstacle, it explodes and launches projectiles that can hurt you. So you really need to aim or run like crazy.  The second mechanic connected (hah) to the theme by having the enemies change behaviour depending on which of the worlds they currently were in (Blue enemies chase you and launch a projectile when hit, Green enemies move fast and fly around you chaotically and Red enemies are slow but periodically shoot projectiles).

Anyways, if you want to play it (It’s pretty short), here’s a link: Glitched

What I Liked About It

-The graphics are pretty good for my skills and the time I had to make them and even though they aren’t anything amazing I still like them.

-I am glad I managed to get the game polished at least a bit: The crystals flashed when interacted with, the Mushrooms made little poofs, the glitch had a particle effect , SCREENSHAKE etc.

-I got the idea very quickly and had a lot of time to work on the game.

What I Did Not Like About It

-I feel like the mechanics aren’t that innovative as I imagined them in the beginning. I really want to make orignial gameplay and I feel this gameplay was still very similar to  a standard top down action shooter.

-The game feels like it’s still missing something, although I suspect I might be put off by how claustrophobic the game space becomes in some levels.

-I keep making action games, I need to finally make something else at some point (So I didn’t really challenge myself).

-I didn’t test the game with anyone, and the game ended up very hard (Remember, if the designer feels a level is just right difficulty-wise, it means it will be too hard for the players)

In the End

I feel like this Ludum Dare went too easily for me. I didn’t really challenge myself and didn’t have any major problems with the game. So for the next LD, I will challenge myself to not make an action game or at least to not make a game that feels like a generic action game.

Did I learn anything? Yeah, I think I did:

-Manage sleep well, it’s best to not lose a lot of sleep as it’s har dot get hings done when tired.

-Particle effects are great for making a game feel better.

-I should use the next Ludum Dare to challenge myself  more and expand my horizons even if it means failure instead of making a bland polished game.

– I need to test the game on someone

I am in!

Posted by
Thursday, August 21st, 2014 3:05 am

Wheee! Finally I’m home when a Ludum Dare is taking place and I’m really looking forward to it!

First LD ever, and I think 30 is a good, nice number for starting.

Here’s my loadout:

Code: Gamemaker Studio 

Art: Graphics Gale, paint.net and maaaybe Photoshop

Sounds: SFXR and Audacity

Musichttp://www.abundant-music.com/

Looking forward to playing everyone’s games!

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