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The Ludum Dare meta theme: games as bitesized morsels

Posted by (twitter: @krisshamloo)
Sunday, April 26th, 2015 5:21 pm

This is my second Ludum Dare, so you should immediately be suspicious due to my lack of experience. My creative background is novels, so I enjoy making games leaning heavily on the narrative. My rule of thumb for creative works is this: make something I would want to play (read, watch, experience, etc.).

Last time I participated the goal was to get out a game that had a single, well implemented mechanic. I was reasonably successful. I noticed something immediately when I was judging that shifted my goal for the next LD. I was judging games in short, 2-4 minute chunks. Two to four minutes, that was all a game had to be evaluated. Maybe other play-and-rate judges are more patient than I, but I was motivated to move quickly from game to game by my own desire to experience more games and to acquire more “coolness”.

So LD32 rolls up and I have an altered goal (though functionally quite similar) make an LD game specifically for LD consumption, short, single-use*, and polished. ┬áSo with that mindset I created Dye, a short, single-use, narrative experience. Forty eight hours is still only forty eight hours, so it didn’t have the polish I wanted, but I got it out the door and onto the net.

I have no intention of expanding Dye, improving it, or altering it in anyway. It was made specifically to be consumed and enjoyed once in 2-3 minutes. After that, judges can move on to the next game knowing they hadn’t missed out on anything.

Keeping the idea of the “judging hor d’oeuvres” in mind, changed the way I structured my game, and eased the stress of putting out a “full” game. My game is full, even though it is small.

Just look at that lil red guy, I want to squeeze him.

I’m in.

Posted by (twitter: @krisshamloo)
Wednesday, December 3rd, 2014 1:52 pm


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