Archive for the ‘LD #33’ Category

Moon werewolf post-mortem (LD33)

Posted by
Sunday, March 27th, 2016 8:13 am

Hello, people.

While getting excited for LD35, and reminiscing over my previous experiences with Ludum dare jams, I wanted to share the story about my previous entry at LD33 – You are the monster.

 

Phase 1 – start with basic idea (Saturday morning – noon)

 

I always keep the scope small. One or two mechanics, make it playable and simple.
Starting from something simple, then add more stuff according to remaining time and energy.

On this LD, i had idea to start from the Space.
moonIn the Space, there is that overwhelming feeling of unknown and infinite nothingness around you, so it’s perfect location for the spooky “You are the monster” game.
Since I didn’t want to go with aliens on the spaceship (too much cliche), I went with the planet.
Small rotating planet (The Little Prince style).
I always wanted to make game with rotating planet, so I used it here to make small and restricted environment for the game, surrounded by vast emptiness of space.

I downloaded moon texture from google, and added “Noise & scratches” from Standard Assects Effects, to boost spooky atmosphere.

So what more could be scary about planets and moons, and to keep it with theme?
I went through all sort of different things:

  • Astronauts lost in space, you are the infected one
  • Astronauts in exploring mission, you are monster that lives on planet
  • You are astronaut exploring new worlds, and “cleaning” planets for colonization (you are monster because aliens living on the planet are peaceful)

Then while thinking about moon and scary scenarios, my brain got association of werewolf.

It’s general knowledge that werewolves transform to beast form when there is full moon.
So I asked myself, what would werewolf do on the moon itself, as it’s kind of always “full moon” there.
So I immediately decided that I wanted to do game about werewolf on the moon :)

Important thing about Ludum Dare is that you can do anything you want. It’s all for fun, no one will disqualify you, ban you or laugh at your game.
Maybe you even won’t fully finish the game (my LD28 game) or it’s going to be very simple (my LD32 game).
Just do it, have fun and make the damn game you want. It feels great!

 

Phase 2 – implementing mechanic (Saturday noon to late evening)

 

I then starting implementing mechanics ad-hoc.
Inspired by Werewolf/Mafia party game, I added hidden werewolf player and targets (civilians). You could transform to werewolf, and kill civilians.

werewolf

To add challenge, I added some guards which can kill you if they catch while you are in transformed mode.
I added some naive behaviour for them, so if you are close to them, they start going your way. No memory, not calling backups or anything.
Instead of overcomplicating the guards behaviour, I focused on UI and particles for death (blood splatter), since I planned my time.
For UI, I used standard Unity NGUI, and free icons downloaded from some random sites.
For particles, I used some basic particle effect from Asset store (can’t remember exactly which one), and changed color and some basic properties so it looks more brutal.
I added that radial blurry screen effect from standard effects, when you are transformed, so it looks clear to player that he is in beast mode.

Important thing at LD (or any timed hackathon) is to prioritize.
Don’t overdo stuff, as nobody will expect perfectly engineered solution or complex stuff.
Just name it as a feature, and continue with other stuff. Make it playable :)

 

Phase 3 – Wrapping up (Sunday half of day)

 

I finished playable prototype, so wanted to invest some more time into effects and juiciness.
I used GoKit library for tweening, and added more natural movement to objects, added fading out of screens.
Game was a bit weird for new players, so I added some info notifications, to give some context to the game.
Guards were simple, but game was interesting with them, so I kept them that way.
Since I had more time and energy, I added more advanced guards that appear later in the game (when you kill at least half of the civilians), Inquisitors, which remain hidden unless you are close to them.
It added nice dose of challenge for better players, when “A new inquisitor appears!”.
I kept the “models” of the objects just cubes, because my 3d skills are zero, and decided to keep just the color as differentiator.

After that, i tested game for an hour, fixed some bugs, and decided it’s done.
Check the gameplay here:
https://www.youtube.com/watch?v=GMJlEyinlGw
Or try it from LD site.

The best thing is the feeling you get when you complete a playable game in a weekend.
It won’t be Assassin’s Creed.
Someone probably would not even call it a game.
But the most important thing is THAT YOU HAD A LOT OF FUN.

I want to share something with you guys and get your feedback. Feel free to agree or disagree. But before I continue, I just want to say that I’ve participated in 8 Ludum Dares so far, and they’re what I look forward to, I love them. Ok, now I’ll give my little spiel.

After making your game in the 48/72 Hour Time Limit, we get to check out and Rate other people’s games. When rating somebody’s game, we are allowed to give them x out of 5 stars in 8 different Categories. These Categories include: Innovation, Fun, Theme, Graphics, Audio, Humor, Mood, and most importantly, Overall. I’m going to talk more about the Overall category in a minute. Let me just talk about something else first:

As many of you may have noticed, probably for a while now, your results don’t seem very honest. The results you get may seem surprising, this could be in a bad way, or in a good way. You’re either pretty disappointed, or you’re really happy. This is because you didn’t get a ton of votes (i.e.: ~20-70 votes, which is what a lot of people end up getting). Think about it, there were about 2,800 other games out there. Do you think that with 50 votes out of the 2,800 entries you’ll get a really honest evaluation? You shouldn’t, because unfortunately, that’s not the case.

If 5 people rate your game and they all give you a 5 on Fun, the average would be a 5/5. If 10 people rate your game and 8 of them give you a 5 on Fun, and the other 2 give you a 4, the average would be a 4.8/5. Now the game with an average of 5/5 is ranked higher than the game with an average of 4.8/5. But the game with an average of 4.8/5 should be ranked higher because it had similar scores, and more people played it. Now I’m pretty sure that in the end the game’s categories aren’t ranked based on just the amount of stars given but still, I just wanted to give you something to think about. The rankings aren’t all that honest. I noticed that many of the Top Ranked games only had about ~30-70 votes. You’ll see that the games that got the most votes weren’t up there in the Top 100. But they did, however, have more real honest evaluations, while the others with ~30-70 votes were just lucky enough to get a handful of good ratings which therefore gave them higher rankings. The Top 100 are great games, no doubt, but are they the best out of the 2,800? We don’t really know for sure.

Ok, now I’m going to talk about this Overall category. The site says that your game is ranked overall based on your Overall category ratings. Do you think that we should be allowed to rate the Overall category? The Overall category should be based on the other categories rounded up. The site should give us the Overall Rating, not us. Here’s just one reason why: I’ve seen many people give a game great ratings, like 4-5 stars on every category, and then they would give the Overall category a 3. Umm… What? Shouldn’t you base the Overall category on the other categories? If you gave all the other categories 5 stars, then why would you give the Overall category 4 stars? The Average Overall Rating would be a 5, so give it a 5. But since people don’t always do that, let the Robots do the math and give us the Overall Rating, not the Humans.

I’m not entirely sure how Mike (Founder of Ludum Dare; Support him on Patreon!) can make the evaluations more honest because you can’t just have 2,800 people play all 2,800 games, that’s just ridiculous. But it’s just something to think about.

Give me your thoughts in the comments please.

Thanks for listening!

Ludum Dare #33 “Sola Mors” has been greenlit!

Posted by (twitter: @akkugames)
Monday, January 18th, 2016 12:06 pm

After half a year our “Sola Mors” game which has been developed for the Ludum Dare #33 has been greenlit on the Steam GreenLight!

greenlit2

I would like to remind that we have initiated a program “Road to the Steam Greenlight in 3 days” which means that the game has been posted on the Greenlight right after the deadline of the Ludum Dare!

roadtosteamgreenlight

If you want to receive the news about our game (including development tricks and etc.) follow us on Twitter, Facebook or VK

Thank you for supporting us, dear friends!

Best regards,
Tima Zhum.

Hitogotchi – Post-Jam Version

Posted by (twitter: @onionblaze)
Friday, December 18th, 2015 3:03 am

Hitogotchi_new_gif_small

Made a post-jam version of my entry for the previous Ludum Dare (LD33), Hitogotchi! It now features new art, including animated portraits by ApplePaddle. You can try it out here! Also changed the title a little. Now we can all be confused if it should have a “t” on it or not.

We also made a game for the current one! It’s about Santa cat giving presents to everyone. Here it is, in case you want to play it, which you totally should if you still haven’t.

Those Post-Ludum Feels – Light Drifter 34 Post Mortem

Posted by (twitter: @thghtreactr)
Thursday, December 17th, 2015 9:51 pm

logo

So I managed to pull through. I attempted streaming and posting at the start, but in all honestly, focusing on that stuff was really distracting so I ended up turning it off and going dark.

This LD was rough, ladies and gentlemen. I can say that I was successful in sticking to my plan – if I couldn’t get the idea working in a short time, I ditched it. The problem was there was just too many of these bad ideas by the time I had resolved on Light Drifter 34.

I had less than 24 hours to get the game done and frankly, it wasn’t enough. I had to settle for quickly scrapped together levels that are poorly designed and lend for some frustrating experiences.

On the other hand it illuminated how damn fun the game could be if the levels were far more refined. I think the potential for some more “puzzley” levels can make a rather simple mechanic like this really shine.

Usually after Ludum Dare I just abandon these projects and get back into whatever I was working on before. This time around, I don’t really have anything to go back to so I think I may continue to develop this game further.

I want to add some light customization mechanics to allow users to tailor their play style for different “styles” of levels. In addition to addressing some of the pacing issues commenters have made, I want to add a level selection system with rankings and so on. That, coupled with loads of really well tuned levels could make for a really fun game!

I don’t think I would sell it, but who knows – maybe after everything is said and done it will be worth it. While I struggled with this LD, it really was an epiphany for me. It allowed to recognize my strengths and see where I was trying to make up for my weaknesses. I’m glad I was able to get this baby done and I’m proud of the result.

It sucks that the finished product could have been better had I come to this idea sooner – but that’s the way it goes. It was a stressful and fun ride. Can’t wait to go at it again in April – maybe with the team this time!

If you haven’t come across my game yet, give it a spin and leave a comment – I’ll be sure to give your game a play as well! I’ve played some really awesome games so far and it’s been encouraging to see everyone’s feedback across the site. Keep up the good work everyone!

Development footage of my game is live, yeeey!

Posted by (twitter: @StandNov)
Wednesday, December 2nd, 2015 4:32 pm

Hi everyone! I want to introduce my complete development footage of my game The Letterpress Imp I’ve made for LD33.

New episodes every day, 19 in total. Aaaand I’m speaking in Czech there.

Looking forward to the new Ludum Dare! See you there, wink wink 😉

Ludum Dare 33 Coverage!!

Posted by (twitter: @Jupiter_Hadley)
Monday, November 30th, 2015 11:45 pm

Finalllllly! I covered over 400 games in this Ludum Dare in my video compilation series. I also wrote a couple of articles that are now out, as well as trophies to my favorite games (just in time for the next LD!).

The articles are here – Part 1 & Part 2.

Some other articles on a few key games are located over at AlphaBetaGamer.

Post LD33 Game – Poopie: Making Kim Jong Un Cry

Posted by
Tuesday, November 10th, 2015 7:35 am

I have been busy since the end of Ludum Dare 33 compo. My entry was Poopie the Flying Monster. And finally, I got time to polish the game.

In this polished version, the following changes where made:

  • Rebalance of upgrades
  • New graphic
  • New victim(was stickman and Kim. now white guy, worker and Kim)
  • Android support! (was an HTML5-only game)

Rules

  • Move you mouse to control the position of the bird/owl/whatever you call it
  • Click/touch to poop
  • Avoid lightning
  • Poop on people to make money
  • Upgrade with what you’ve earned
  • Poop on Kim Jong Un to win the game(For entertainment purpose only. No political message intended)
  • Stop pooping when police car is passing by. 😛

The game is now available on Newgrounds(HTML5) and Google Play!

My first game on the Play Store!

Posted by (twitter: @@w7games)
Sunday, November 8th, 2015 12:55 pm

Hi guys!

I finally managed to get my LD33 entry ’76’ onto the play store. It’s a small puzzle game about tactically removing tokens from the board. It’s also free, so why not give it a try?

Comments, reviews, and feedback in general are really appreciated! :)

 

2015-11-07-22-21-56

Our Ludum Dare 33 entry The Mammoth has been chosen by Google to be featured on their showcase for interesting Android content, androidexperiments.com! This is a site not just for finding interesting apps for your phone, but also learning from them: everything there is open-source. So we decided to go for it!

Download the source for The Mammoth on Github!

 

Check out The Mammoth on Android Experiments!

The game was made in the 3 days of the game jam, but we did create some basic frameworks for 2D sprite animation and AI flocking systems beforehand, which we used as a basis for the game (along with Unreal Engine 4, of course). That said, the code isn’t of the highest quality, but hopefully it is interesting to people who aren’t familiar with UE4 and how you can go about making a 2D game in 3 days with the engine. Feel free to hack it up and do whatever you like with it! Alternatively, you can watch the timelapse of the code being written:

We had so much fun making The Mammoth that we decided to keep working together as inbetweengames, and launched as a 3-person studio about a month ago. We’re hard at work on our first non-jam game, but we’ll be back for Ludum Dare 34 in December! In the meantime, check out The Mammoth on PC, OSX, Android, iOS or in your browser, and of course, follow us on twitter.

Trullskoll Post-Comp Release

Posted by
Tuesday, October 13th, 2015 11:13 pm

screenshot3

Hello everyone, I’m making a post to announce that the updated version of my LD33 game, the original of which ranked #8 overall and #4 for graphics in the Compo, has just been released to Gamejolt.

Available here.

Take a look if you’re interested, and I hope you like the improvements.

CHANGELOG:
-Added a new dog enemy with a lunge attack.
—–Unaffected by Totems when without humans.
-Added title screen.
-Added music.
-Added an Icon for the executable.
-Replaced all sound effects with proper ones.
-Enemy spawn rate increases naturally in addition to the chance from enemies escaping.
—–One point every three minutes, reaching 10 after 30 minutes, maximum.
-Enemy HP now increases over time.
—–Tied to the amount of enemy parties defeated.
—–There is no limit to HP increase.
-Added options for fullscreen, muting music, and muting sound.
—–To toggle in-game, press F, M, or N, respectively
-Escape now pauses the game, Escape from the pause menu exits the game.
-Miscellaneus graphical improvements.
-Increased the spawn rate of sticks and rocks.
-Fixed bug where enemies attack while running away.
-Added a secret surprise for players who craft everything.

–Charlie.

 

Monstre de Coiffure from LD33 is now on Android!

Posted by
Monday, October 12th, 2015 11:38 am

Hey Ludum Dare!

I’m excited to announce the release of the official port of Monstre de Coiffure from the last Dare for Android!

In case you forgot what Monstre de Coiffure is, it’s this:

You can play this on your Android device right now for free! We plan on adding a bunch of cool features in the near future, so stay tuned :)

Get it from here

 

Play the original

And a big thank you to everyone who supported and encouraged us to make this port. We love you Ludum Dare :)

Internship Adventure – Graphical Making of – Part 3

Posted by (twitter: @bousquetm)
Wednesday, October 7th, 2015 11:22 am

(by Pascal Pouvereau)

This post is the last part of a three part article.
If you missed previous parts, you can read it first :
Internship Adventure – Graphical Making of – Part 1
Internship Adventure – Graphical Making of – Part 2

Our game is Internship adventure and we advise you to try it before reading this post.
Photoshop & Flash source files are given in the end of this article.

My English is quite poor and a French version is able here.

Collaboration

In the previous part, we talked about the way Roxane (the second graphic artist) helped me on the forest background ; she helped me too on the factory by making 3D models that I could integrate and work in the 2D stage.

Intership_3DRaw 3D renders

Intership_3DComposite3D renders composited on Photoshop

Those works were done during the lasts hours of the production, so the compositing is quite simple.

Mr Borbopopo

At the end of the second day, I temporally stopped working on backgrounds to help Roxane on animations. So, I started to work on the second monster and I could realize it at 100% from conception to finalization.

Internship_MrBorbopopoThe first version had little arms

First, I designed a big monster head, but quickly, it looked like a fat cyclops inside a egg shell (but everyone can see it like he want).

I spent a lot of time to find a good way to animate it. I finally decided to realize it as vector art in Flash. My knowledge about cartoon animation helped me to make funny moves.

MrBorbopopo_ConstructionShapes of Mr Borbopopo

The silhouette was very easy to animate thanks to Flash’s keyframes and the decomposition of the character in three main shapes like a kind of snowman. The eye was separated of the head to increase the cartoon animation.
The mouth had been the most difficult part of the process, because drawn on every 72 frames of the animation thanks to vector lines. I had to modify the width of the line on many frames to simulate the opening or the closing of the mouth.

MrBorbopopo_MouthDifferent width of Mr Borbopopo’s mouth

Once animations done, the work wasn’t completely finished.
All frames were exported in multiple png files and recomposed as tiles in one big file thanks to Graphics Gale.

Graphics Gale is a small software that look quite old with it 90’s interface, but it’s a very useful tool for animation  and the best pixel art tool I know.
I really recommends it because it’s powerfull and free (the only limitation of the free version is animated gif and cursors exportations).

The file containing all sprites is opened in Photoshop and quickly completed thanks to automatic effects (white borders). Working on only one file containing all the sprites is a very quick way to work on every frames at the same time. It avoid to use batch scripts.

MrBorbopo_FinalStepsLast steps of the sprite

Some frames had to be manually corrected because of dirty borders like the third step of the previous picture.

This is the end !

MrBorbopopo_JumpThank you for your attention !
As I promise you, here are my sources of the two levels and the character. Have fun !

Photoshop_File The forest

Photoshop_File The factory

Flash_File Mr Borbopopo’s animation

Photoshop_File Mr Borbopopo’s tileset

Dude, Stop – Joining October Challenge with a Greenlight.

Posted by (twitter: @ArtjomsNeimanis)
Wednesday, October 7th, 2015 8:06 am

Hello everyone!

Our small game Dude, Stop was part of the Ludum Dare #33, and we (as we think) achieved pretty good results! Not best ones, but we received 12th place for humor, which is good, right? So we decided to work on this game a little bit more, and here we are – joining October Challenge!

We improved a lot after Ludum Dare finished – we added new puzzles, worked on old ones, added UI, music, sounds and a reward system! And yesterday we decided that it’s time to show the game to everybody else, so we put our game on Steam Greenlight! The first part of the October Challenge – getting to the market – is in progress! And we would be really happy if you decided to help us!


You can download totally new Demo here: Dude, Stop – Greenlight Demo.

Or you can help us with your vote on Steam Greenlight!

Greenlight_White

 

Architect Of Terror #LD33 Post-Mortem

Posted by (twitter: @volatiledove)
Sunday, October 4th, 2015 3:14 pm

Oh my, it’s late, but better late than never :) This is the postmortem for the game Architect Of Terror I made in three days for the Ludum Dare 33. Note: this postmortem contains spoilers. You should play it before if you didn’t do yet, it’s an unusual (and maybe disturbing) experience!

screenshot

Ratings:
#91 Innovation(Jam) 3.76
#117 Mood(Jam) 3.81
#117 Theme 4.00
#128 Overall 3.77
#207 Fun 3.52
#618 Graphics 3.19
#1627 Coolness 40%

What went right:

– This was a challenging Ludum Dare experience because I had never made a game with Unity before. Before the Ludum Dare , I had only followed the 3 first Unity tutorials (Roll a ball, Space shooter and Survival) and had played with it one or two hours. And yet I shipped a working game in time, which was roughly like I wanted. I had read before that one should not start Ludum Dare without knowing its tools… I’d reply that it depends! (in the other hand I had more than 7 years of professional experience in development, so C# was not a difficult step for me).

– I did a game in a weekend but I also did other stuff as well – partly because my girlfriend would have been unhappy to see me hooked on the computer the whole time. I still found maybe less than 15 hours of working on it, which is not that much for a Jam, and yet, like I said, I shipped a working game in time, which was roughly like I wanted.

– Unity physics engine did a really good job. Sometimes unexpected bugs becames features, like for example red people “shaking” of excitement when you talk to them on the tribune. Sometimes simple tricks gave a really good impression, like red people following a yellow victim, giving the impression to push or even lift it.

– The game theme and main idea went quite quickly, and the game ideas went progressively during development. I though as first to make a more explicit reference to Nazism, but my girlfriend suggested to change this, and I think it’s a good idea because it makes the game more universal.

– In the end, the ratings results show an improvement compared to my previous (first) ludum dare game, yay!

What went wrong:

– Nothing really important. I got some trouble in the end because I think the source code was going a little bit confusing and Unity physics engine wasn’t exactly always behaving like I was expecting, and as such I took some time in displacing source code functions and doing trial-and-error tests. I was also not really sure about things like “do you have to go back to the tribune to activate the prison” or “how many blue people do you have to convince to activate bullying mode”, etc.

– I didn’t get enough time to add either music or sound. But that may have been complicated anyway to find something fitting the game.

– After the Jam, I didn’t get enough time to test that many games, or didn’t put enough time in it, to be honest. As a result my Coolness score is clearly below the rest.

How to continue the game:

I’m not sure about this, I could of course add some music or sound. But anyway I don’t know, because of the somewhat sensible theme of the game, I’m not sure it would be fitted for commercialization anyway (maybe it has to remain free, to show people how manipulation and terror may gain ground).

Postmortem: Monsterhythm

Posted by (twitter: @danialias)
Sunday, October 4th, 2015 5:22 am
This is the postmortem for the game I made in two days for the Ludum Dare 33. The game is called “Monsterhythm”. You can find the Ludum Dare entry page here and you can play it here.

Monsterhythm gif

As a first game jam experience, it have been (really) great. The other jammers were very supportive, and you could breath the creativity and positiveness around. I’m sure I will join a game jam again in the near future.

About the game itself, overall I’m quite happy with the results I got. People liked the game, and it got a solid three stars in all the categories (except Audio):
Ratings-Monsterhythm

 Seeing it now, it is quite remarkable I managed to end the game. Lot of things went wrong.

Things that went wrong

  • Working with a tool and a language without any previous experience. So far, my knowledge is limited to iOS (Objective-C and SpriteKit), but since a game developed on that platform is not shareable, I had to choose between the new Pico-8 (Lua) or Unity (C#).

    I chose the former because it looked pretty easy (and it is), but there were two downsides: first, there is almost no documentation about how to work with it (except the superb Pico-8 fanzine); and second, I had zero experience with anything different than SpriteKit (or Cocos2D for that matter).

    The result: I used the whole Saturday only to get a shallow understanding of how Pico-8 and Lua works. No progress whatsoever. By the end of the day, I was resolved to stop, because what I learned so far wasn’t enough to program the game I had in mind. Basically, I knew how to deploy a sprite, but not how to destroy it (yes, yes, I know).

    After getting a good sleep, I decided that instead of deploying the magic fireballs and destroying them once out of the screen, I will move them normally and then put them back to the starting point once is needed. That decision made the game possible, in the end: it was ugly, and the game was not exactly what I had in mind (several slower fireballs VS only one fast fireball), but it worked.
  • Sound didn’t feel right: This is quite bad, because it goes against the name and the theme of the game. My idea was to assign a different drumbox sound for each magician (the upper magician is a kick, the second a snare, and so on), and a musical sound the monster. I was expecting that deploying an interesting attack pattern for the enemies, plus the movement of the monster would produce automatically something nice to hear. I was wrong. It (somehow) works, but it doesn’t feel right, and the problem is I can’t imagine how to make it work. Again, my lack of experience (with sound design, in this case) played against myself.
  • Not leaving enough time for polishing the experience: although my idea was to prepare a nice pattern (after that, that pattern is what define this game), I didn’t had enough time left. The result: a game too hard from the very beginning. The entry barrier is too high for almost any player (even the more skilled ones), and that made a lot of people leave the game too early. A slower start and a crescendo would have been much, much better.

What went right

  • Choosing a known game design. Monsterhythm is very similar to my other game, Phobos Children: a pattern of orbs move through the screen, and you have to do something with them (clear them by groups of three on Phobos Children, in Monsterhythm just avoid them). I knew how to program that (because I did it before), and it allowed me to guess how the gameplay will feel once finished (in the end it’s very similar to a Game&Watch, so it’s easy to grasp by anyone).
  • Choosing Pico-8 for the development. Very easy, very fast to work with, powerful in its own way and shareable, I just can say: go and buy it.
  • The theme itself. I tried to make something visually similar to a Japanese RPG with some twists, and I think that connected with the players. The dancing monster got a lot of good words in the comments. The game looks nice, but this, more than anything, is a merit from Pico-8 palette and their limitations. Almost anything looks cute there.
  • The stamina counter for the enemies. It gives a final goal to the player, and a idea of how much time is left to the end. Also, showing the time after dying gives the player a reference to surpass for the next play.
  • I limited the scope to the very minimum. No intro, no ending (but a “You Win” banner), nothing out from the game itself. That allowed me to reach the next bullet point:
  • I finished the game! Really proud of this one. It works giving a complete experience to the player. Although too hard, It’s easy to understand and easy to play, and with enough practice is beatable.

How to continue the game

I think Monsterhythm can become a nice free game for mobile devices with some twitches, like a “close call” combo and some extra stages/difficulties (even including a pattern editor on the bundle); but I’ll only continue it if I guess how to work with the sound, since is the main theme of the game. If anybody reading this have any idea regarding the sound design, please contact me through twitter: @danialias.

Thank you for reading, and hope to see you in a future game jam!

Update: Maybe I should join the October Challenge? :)

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