Hey there! You may have played my Ludum Dare #30 game FACED. We are working hard to turn it into a full fleshed game! Take a look:
Ludum Dare 30
Ludum Dare 29
Ludum Dare 29 Warmup
Ludum Dare 28
October Challenge 2013
Ludum Dare 27
Ludum Dare 27 Warmup
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 22 Warmup
Ludum Dare 21
Puzzle Game Award
Awarded by rfgpfeiffer
on August 28, 2014
The "Nice Bieber!" Award
Awarded by Jarcas Studios
on January 8, 2014
LIVIN DAT HIGH LIFE
Awarded by Jwatt
on January 7, 2014
Best Overall #1
Awarded by HacksawUnit
on January 7, 2014
John Nash Award for Metagame Potential
Awarded by rfgpfeiffer
on August 31, 2013
The Greatest Example of Lateral Thinking To Date Award
Awarded by Tim Bumpus
on July 14, 2012
So this Ludum Dare didn’t went smooth for me, because what happened, is that I got sick. This led me to end up with almost no progress on day one, except for maybe the main mechanic. I went to bed early and slept almost 12 hours. My last Ludum Dare I spend only 11 hours sleeping, so being sick cost me 7 hours on sleeping only. On day 2 I felt a lot better, and somehow got my motivation back to make the best out of this.
The game idea came natural to me. As if in a fingersnip I had the idea of the whole game down. No idea what happened
Good game choices
First the game looked like this:
It looked dark, gray, and just ugly. I decided I had to make it look more colorful. First I tried giving every color also its own shape, but that looked confusing. So then I decided to make them all squared, and give them faces. I get a lot of good feedback about how the faces tell you if they are overlaying or not. I’m very happy with the artstyle I ended up with.
I think 5×5 was the perfect size for this game. I first made it really big, like 10×10 or something. I’m happy that I noticed I had to keep it smaller.
Bad game choices
Hit me in the face. I am such a dumb-ass. So I can’t make very good music. I tried some stuff but it just sounded bad. I ended up with a very simple, short tune. The game itself looked simple, so the simple music would fit. But I was afraid people would get bored of the 4 second tune repeat 100 times. So I made the music pitch go up after a while, where after the pitch got really high, it would go back to normal again. I hoped that this change in the music would reset the player’s mind about the music. But what happened, is that people would think they were hitting a time limit. I should’ve completely removed the pitching.
Here is a summary of my tutorial vs the game:
In the tutorial you get the basics. Which blocks you can push and pull. Then level 7 is the first real level, and it’s on a completely other level. I should’ve slowly worked towards the full game’s difficulty.
Post Ludum Dare version
I’m definitely going to expand this game. Here are some features I’m thinking about:
If you have any ideas for the game, I’d love to hear them!
Thanks for reading, and I hope you enjoy the game!
Okay really quick:
Code-editor: Sublime Text 2
That’s about it okay bye.
I recommend playing the game before reading this:
I had to think for a long time before finally coming up with an idea. But then it suddenly popped into my mind. I thought back to a flower parade float. You can take a look at it here on Youtube. When I was standing in the audience looking at it, I felt fear. They made the mood so strong, that I feared for them being captured. I took that as inspiration and started making my game.
It was the first time I used Aseprite for Ludum Dare, and it is such a great tool. It does exactly what I want. So making the art, although it’s not the best, went alright.
I personally think I succeeded again in coming up with an innovative, and fun concept. The idea had room for potential that I could come up with while making the game.
I don’t think there was any bug that cost me more than 15 minutes of my time. Although the source code is one big mess, I managed to find my way through it. Luckily you only have to look at it for 2 days straight.
You could hug your daughter, and feed the baby, that was it. I needed a reason for you to walk from left to right and back. But with everything I could come up with, I had this argument for myself: “Then why wouldn’t the daughter stand on the right side?”. I solved it by adding the lights coming from the floor, which you weren’t allowed to be seen by (although this is actually not in the game, people still think it’s dangerous so they sort of added that feature by themselves). The ‘getting food’ was a perfect solution. You take the risk of the guy coming while you’re taking food, you need to let your daughter hold the baby, you need to feed your daughter. It added a lot of gameplay. So even though it sounds as if that all went right, it was something I had a lot of trouble with making the game.
Never had I so much trouble with balancing a game. It kept being too hard, I kept lowering the speed of how fast the baby or daughter cries, and upped the time of how fast the man comes to inspect. In the end I think I made it too easy, but that might be because I made the game. Most still seem to have trouble finishing the game their first or second try. Balancing cost me quite some time, and it’s the reason why the intro and menu are so shitty.
I can’t make music or sound effects, and I felt that 8-bit sounds wouldn’t do its justice. In the end my brother told me to do a heartbeat, which worked out pretty nicely. It reminded me Eniko’s game from previous Ludum Dare, No way out. I felt like stealing it even though I didn’t took it from there. But if a single feature of another game makes your game at its best, then why not use it? In the end I think the audio gives some nice mood.
If you’ve played the game, you might have seen what can happen to the baby. Now you might think: Sheepolution, what were you thinking in your sick mind while you decided to put that in your game? Well, I got it from the movie The Pianist. In the movie a woman cries. A man explain she’s crying because the police was searching their house when they baby started crying, she suffocated the baby, but it was too late, they were already caught. I thought this would fit perfectly in my game. I hoped it would make people skip a heartbeat when they suddenly see the option in the menu. The scene of the movie can be found here: At 0:45:40
I hope you enjoy(ed) playing In Hiding. I think it’s a kind of game I won’t be making again soon.
I’m happy with the result. That’s all I can say for now. Will do a post-mortem later of course!
Badly colored because of the format.