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    Ludum Dare 20

    April 29th-May 2nd, 2011
    Theme: It’s Dangerous to go Alone! Take this!

    More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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    It's Not Easy Being Muammar - BadgerPriest - Competition Entry

    Instructions in-game. There are several rules of the game that I think I neglected to mention in the instructions:
    - You can rearrange supplies in the middle of bombing, by pressing "Unready". However, moving supplies like this will give them a temporary visibility increase, proportional to the distance moved. Spec Ops have no such movement penalty.
    - Rebel sentiment goes up on a hospital bombing only if you had supplies present in the hospital at the time. (This only applies to the first two cities, because after that you're forced to put some supplies in a hospital at all times.)

    Tools used: AS3 with FlashPunk, sfxr, GXSCC, Paint.NET, Photoshop, and some public domain music/photographs. I never used FlashDevelop or worked with FlashPunk until this competition started, but I have to say that I like them both. Definitely an improvement over working with Macromedia Flash.

    Unlike LD19, where I was pretty much done after 24 hours, for this entry I was doing significant programming up until the last minutes. I guess part of it was because I was still learning FlashPunk, and part of it was because I was a little busy the weekend and had to take some breaks from LD. Overall, I didn't quite accomplish everything that I wanted to, but I think it turned out rather nicely.

    Halfway through, I began to have second thoughts about making this game, because it might look like I'm trivializing the Libyan civil war. This game is not intended as a joke or a mockery, but as a serious (albeit light) statement about violence, diplomacy, and power. I admit that it isn't exactly politically correct, and I sincerely apologize if anybody is offended by the subject matter or tone.

    View BadgerPriest's journal. | View all entries by BadgerPriest

    Ratings

    #55Audio3.24
    #80Humor2.89
    #113Innovation3.17
    #142Graphics2.93
    #156Coolness3%
    #160Overall2.83
    #160Theme2.63
    #195Fun2.40
    #256Community1.77

    Comments

    billknye says ...
    May 2, 2011 @ 6:09am

    Certainly different gameplay, seems a bit too random.

    FireSlash says ...
    May 2, 2011 @ 8:09pm

    I had a bit too much fun with this...

    May 3, 2011 @ 1:57am

    That music seems familiar!

    Nice, a timely geo-political exercise. :)

    Congrats on clearing the LD48!

    crackerblocks says ...
    May 3, 2011 @ 6:06am

    This reminds me of that time the Libyans hid their tanks in a hospital and it blew up.

    mpc174 says ...
    May 3, 2011 @ 4:40pm

    I appreciate the political satire, and understand that its a commentary on the use of human shields in Lybia/ wars. Couldn't understand the gameplay for the first few levels, but was able to intuit what was going on by the end (didn't read the instructions until afterward).

    vandriver says ...
    May 4, 2011 @ 12:57pm

    this was entertaining, but having to replace 12 items on every failure of the last level was kind of annoying. i did beat it eventually, though! also i couldn't discern what value moving things around had after the first couple levels. was there any?

    Little Angel says ...
    May 4, 2011 @ 1:37pm

    Seems a bit ... random? A bit like playing one-sided battleship against the computer? Hmm...

    Winterblood says ...
    May 4, 2011 @ 10:16pm

    Ooh, topical. Felt slightly dirty for winning.

    elbowroom says ...
    May 6, 2011 @ 1:37am

    It was an interesting idea. However it did not feel like the player had a lot of control over the result? I think it is possible that playing the same lvl multiple times with the same placement would lead to completely different results?

    BadgerPriest says ...
    May 6, 2011 @ 5:10am

    The levels are not deterministic: playing the same level multiple times with the same setup would lead to different results. Fine-tuning the level of randomness was tricky, and judging by the comments, I feel maybe I made it a little too random. On the other hand, I guess that "too random" is better than "not random enough" for this kind of game.

    In response to vandriver, moving does have several effects. Moving items in the middle of bombing makes them temporarily more visible. However, moving troops regularly makes them less visible, because their visibility increases fairly rapidly if they stay in one place for a few turns.

    May 6, 2011 @ 1:27pm

    The sound is nice

    PsySal says ...
    May 9, 2011 @ 1:23am

    This is an interesting concept, gameplay-wise. I can tell a lot of work probably went into balancing this but it is not intuitive enough yet why NATO bombs where they bomb or what effect troop movement has. It might be interesting to see a cross-hair where a bombing is to take place, and have troop movement in real time (i.e., you see your troops moving, and see the crosshair respond to their movements.) However this is ludum dare! =) Bottom line is I did like the gameplay concept, it was just difficult to get a sense of strategy because the bombing seemed arbitrary. (I did read your notes above, which were important!)

    Danik says ...
    May 17, 2011 @ 4:31pm

    It's different and interesting, but I too felt like I didn't have much control. Maybe adding some interactivity that requires some degree of skill would help, like placing decoys that draw attention or something.
    The music was good and sfx were ok.

    mwest says ...
    May 21, 2011 @ 4:34pm

    Very interesting concept with good graphics and sound - well done on finishing!

    Agree with everybody that said the balancing was still a bit too random, but given the time constraints that would be hard to improve...

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