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Detailed reviews: Tit for tat

Posted by
Tuesday, April 19th, 2016 5:51 am

So we made our game, and we’re happy with the results. It’s different than what we did before, it looks nice and most importantly, we finished it.

Now we already have ideas what could’ve gone better, but it’s time to hear opinions from other people too.

I would like to propose an idea here: give us detailed reviews (at least 3-4 sentences long, no “nice game” shorts that don’t help anyone), and we’ll be sure to do the same for you (provided there are no hardware compatibility issues). The goal is to get useful information in order to understand our mistakes and improve for next time, and you can bet we’ll compete again!

If you’re interested, just provide a useful review and we’ll automatically do the same for you!

Lastly, our game:

Flove is out!

Posted by
Wednesday, December 16th, 2015 3:46 am

Grow your little forest, purge the shrooms. Check out Flove !

Growage

Posted by
Sunday, December 13th, 2015 5:03 am

Take care of your gardens!

Hope everyone’s having a blast :)

SpringCabal is in

Posted by
Friday, December 11th, 2015 8:54 pm

.. and not a moment too soon!

We’re a team using the SpringRTS Open Source engine and this is our third time participating. It’s going to be great.

Have fun all 😉

Gravitas – PostMortem

Posted by
Thursday, April 23rd, 2015 8:14 am

This was our first participation in LD as a team. We made a puzzle/action game, check it out: Gravitas

Here’s what we concluded:

  • The Good:
    • Working as a team was fabulous. Making this game would’ve been impossible without utilising the knowledge, expertise and abilities of each member.
    • The warmup was extremely crucial for understanding the work process, the scope of what we can achieve in 2-3 days and getting to know the team members and the resulting dynamics.
    • Github issues were extremely useful in keeping track of what works and what doesn’t.
  • The Bad
    • We had very little time to playtest.
    • Too much time was wasted dealing with the engine’s (limited) collision system, and it caused the majority of the issues players experienced with the final game.

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