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Post Mortem – Love Bomber – The Cult Simulator

Posted by
Wednesday, April 22nd, 2015 6:48 am
Love Bomber - The Cult Simulator Click here to play.

Love Bomber – The Cult Simulator
Click here to play.

What went wrong

– Tiled: I’ve never used this tool before and it was a jack-ass idea to think I should use it and not expect to be slowed down.

– My custom tool kit had no map import functionality.  I had to spend a few hours implementing one.

– My custom engine was missing depth sorting and I had to write that too

– I didn’t warm up.  Normally I do a few things including a walk animation and a complete run-through of all my tools culminating in a small and complete warm up game.  Not this time.

– Animation: I didn’t warm up and my animations sucked deluxe and took way too long to make.

– Animation tool:  My animation preview tool is a bit clumsy and awkward and made it take a little longer to complete a nice animation.  I wish GIMP just had decent animation features.

– Time management:  I promised myself a game that I could complete in 10 hours then ‘polish up’ on day 2.   Although I completed the game 5 hours before submission, I was still doing basic polish items to the bitter end.

– Content:  I wanted my game to have three levels.  One inside the church where the player is exposed to the love-bombing concept.  The third would be a ‘boss battle’.

– Beginning & Ending:  I didn’t have time to replace the place-holders.   I wanted to tell more of a story with the game flow.

– Animation pace:  Normally I like to pace out animations.   Incorporate more visual and audio feedback.  For example when you are converted I would have liked a bit of an animation and delay before the scissor transition to the next scene.

– Police nets: I didn’t get to implement that.  So the tanks just run around

– The level was too big!

– Sleep: It was too hot and I had too little work completed.  I slept 11 hours night 1 and then had a very unsatisfying 3 hour nap on the last day.

– Graphics: I spent too much ‘think time’ on details. I should have worked more on graphics and music when my brain was fried rather than wasting my highest cognitive resources on something I don’t need a ton of brain power to do.

What went right

– Dot eater: I went in thinking “I’m going to make a very simple dot eater or a basic brick smasher”.  It helped to have something I knew I could complete in a very short period of time.

– 10 hours or less:  My idea was to make a game in 10 hours or less.  That didn’t happen, though I am certainly capable of doing that.

– Retro Flow API:  My custom API stood its ground pretty good.   I didn’t waste time importing resources or doing stupid tasks because my Retro Flow API automated a lot of that process.

Feedback I got

– The level was too big.  There was too much content to fill.   I think this is my biggest lesson.  I could have done a lot more with less.

– The ending was lame:  I am all too aware

– Cathartic input:  People told me the controls are cathartic and lots of people were actually compelled to complete the game.   That to me is a huge LD accomplishment because you play so many games that it’s not always easy to plow through them.

Click here to play

What are you favorite compo entries?

Posted by
Monday, April 20th, 2015 8:32 pm

Some of my favorite titles so far.  Please share your favorites too!

Symmetric Torpedo

 by francoisvn Compo Entry    

It’s fun.  It’s a good puzzle every time.  I played it for 15 minutes before deciding I needed to move on.

Symmetric Torpedo
Click here to play & rate.

 

 

Mass-X

 by hexagoreCompo Entry    

It’s very pretty.  That’s the main things that stuck out here.

 

 

Mass-X
Click here to play & rate.

Slow Extinction

 by KeyboardCatCompo Entry

It presented well.  The game play is instantly obvious and the visual feedback is great.  The animations are exciting and interesting.

Slow Extinction
Click here to play & rate.

 

Timelapse

Posted by
Sunday, April 19th, 2015 10:52 pm

 

screen_shot1

Love Bomber – The Cult Simulator
Click here to play & rate

 

 

 

Love Bomber – The Cult Simulator

Posted by
Sunday, April 19th, 2015 8:36 pm

I was trying to go easy this time around.

It’s not as polished as I wanted it to be,  but it’s okay.

I wanted to have something ‘done in 10 hours’ that I could add content to but it still wound up taking me to the bitter end.

 

screen_shot1

Love Bomber – The Cult Simulator
Click here to play & rate

 

 

Compo – Love Bomber – The Cult Simulator

Posted by
Saturday, April 18th, 2015 11:00 am

I am sleeping…   zzzz……
map

Compo – Love Bomber – The Cult Simulator

Posted by
Saturday, April 18th, 2015 6:47 am

I promised myself I would make a dot-eater game that would be finished, complete with sound effects on day 1 and pure polishing on day 2.   I guess the Pope of Nope has spoken again.

screen_11

Love Bomber – The Cult Simulator

Posted by
Saturday, April 18th, 2015 5:23 am

It’s a silly thing to do, but I’ve never used Tiled for a project before.

screen10

Love Bomber – The Cult Simulator

Posted by
Saturday, April 18th, 2015 12:47 am

43 hours remain…

screen6Taking a smoke break.

Love Bomber – The Cult Simulator

Posted by
Friday, April 17th, 2015 11:26 pm

3 hours 23 minutes in.  I think that’s more than enough drawing and detail for the time being…

screen4

Love Bomber – The Cult Simulator

Posted by
Friday, April 17th, 2015 10:11 pm

screenshot3

Love Bomber – The Cult Simulator

Posted by
Friday, April 17th, 2015 9:17 pm

It’s a start..  I’m not planning on going too hard this time around.

its_a_start

I’m in

Posted by
Friday, April 17th, 2015 6:50 pm

Obligatory, out-dated “I’m in”.  Using my Retro Flow API for AS3 as usual.   It’s available somewhere-or-other on the net.  I don’t remember where, I can’t be bothered.

 

OrcaJam

Posted by
Monday, September 8th, 2014 6:27 pm

Well,  instead of Ludum Dare I did OrcaJam.    It was my first real-live game jam and it was great!  I met some awesome like-minded people for the first time in my life and I made a pretty cool game in 48 hours too.

For some reason I make a lot of games that are about drugs and beating people up…   I may need help.

Click here to check it out on OrcaJam.

Click here to check it out on OrcaJam.

 

Nope

Posted by
Saturday, August 23rd, 2014 5:46 am

I’m just not feeling inspired by the theme.   I’m finding myself wanting to be doing anything but Ludum Dare which is not typical of my LD experience.   12 hours in and all I have is a crappy mock-up and still no solid idea of what I want the game to be.  Looks like I’m out…

All I got.

All I got.

 

AS3 Retro Flow API

Posted by
Friday, August 22nd, 2014 7:36 am

Retro Flow API

I just want to post some updates to my Ludum Dare tool kit before I sleep and wake into the LD#30 competition.

Stuff I made in the kit

  • Game Flow API
  • Graphics API
  • Particle API
  • Tile Maps API (incomplete)
  • Collision API
  • Utility API
  • Stock Scenes & Transitions

Stuff other people made that’s in the kit.

  • 8Bit Boy MOD player
  • SiON Music Synth
  • BFXR synthesiser

Click here to download AS3 Retro Flow API – Aug 22, 2014 (371kb)

Indie Game Survey

Posted by
Sunday, August 17th, 2014 5:56 pm

———————————————————————————————————————-
Hello, I have a quick Indie Game survey.

It would help me out a lot if a few people could fill this out.

Thank you!
———————————————————————————————————————-

survey

http://bit.ly/1lc6Mka <– Take the survey here.

 

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