Posts Tagged ‘adventure’

What happened to Michael? Postmortem

Posted by (twitter: @BubsyPoochies)
Sunday, December 18th, 2016 11:10 am

We have been reading all the comments you guys have left about “What Happened to Michael” and we thought you could be interested on how the development went so, we’ve made a postmortem!



What Went Right


The game

This is true in regular game development and even more when making a game for a Ludum Dare. The fact that you have to ship a game, that can be somewhat played from beginning to end is something that must not be overlooked. That’s the most important thing!

We always try to have a minimum shippable game as soon as possible and then add layers to it to make it better. Sometimes we get the core of the game right super quick and sometimes we have to deal with more problems than expected and the core game takes longer to be done. But this is an adventure game! Our first ever point&click adventure game! And we were close to not having a complete game to ship. But we focused on that and we did it!


The vision

Also worth mentioning is the fact that we shipped the game we envisioned on Saturday morning. More often than not, the projects we want to make end up not being possible. Maybe because the scale is too big, maybe because it’s not technically possible, or because the game is just not fun. Not to mention when each team member has a different vision in their heads. What does that mean? It means you lose effort and time instead of just getting all the effort in one single product.

We were all aligned to make this vision a reality and all components of the game were made to complement each other. The end result is a very cohesive game, and a game that looks like a “3 days of effort” game, because all the things we produced made it’s way to the final game.


Splitting programming tasks

Having two programmers in the team is a blessing when the work needed to make the game can be split, so each programmer can work independently.

This game had a big core gameplay task that, if assigned to just one programmer, would leave the other programmer with little amount of work until some assets were ready to be added to the game. We didn’t want idle people but sometimes it is better to leave just a single person dealing with a big task. When we realised this, we think it payed of. Save the core gameplay! Save “the game”!

The other programmer had to wait a bit for art and sound assets to be done, but alas he got a lot of work to do on texts aesthetics, abduction effects, and little details that add quality to the game!



When building something as a team, trust in your fellow team members is a must. This way everyone can concentrate on their work and know for sure that, whatever other members of the team are making will be great.

For those things we were in doubt, we knew we could ask for help to others and get good feedback when needed!



What Went Wrong


Communication, tasks and time management

One of the big problems when making a game for a game jam is usually we all want to start doing our work, and forget about everything else, because there’s a lot of work and little time! But we must do some team work before that. Ensure we’re aligned in our vision, make a bit of pre production work so we design the game, the software and assets in a way that help us get the job done as quickly as possible, and make a little planning of the tasks and time we’ve got ahead.

This is usually not super easy to do because designers, programmers and artist all speak different languages (not literally). We’ve done together as a team several Ludum Dares, always at Undercoders’ offices. However this time it was different. One of the designers, and producer (that’s me ^^/) was in a different city that weekend, and the remaining three were at a new location. The university facilities were the designer and artist of the game was, at the same time, organizing a Ludum Dare onsite and helping his pupils. And this place had a fixed schedule and was open only from 9 a.m. to 8 p.m.! That made things a bit more  challenging than usual!

What this meant is we were not able to clearly identify a design for the dialogs that would help programmers implementing it and vice versa. Also it took time to decide on getting just one programmer on the core gameplay to try and save the core, and set the programming tasks not related to the core.



Having played classic and modern adventure games we thought our one room game was so small that we could just write the dialogs on a Google Docs doc with a few notes on dependencies and there would be no problems. Also we chose a way of programming the whole thing that made adding or fixing texts a bit difficult but… it’s a small adventure, there won’t be that much text right? Wrong.

We underestimated the scale and work needed to make even the smallest adventure game and we payed the price. As we added more text, we started realising how confusing it all started to become. We had to cut the number of objects down to just those that made the story advance and we had one programmer exclusively adding all the text, fighting the mess it all had become.


31 objects to interact with were planned

A bit late though, remembering a post on Ron Gilbert’s blog, we transformed the document into a tree of dependencies.



Lack of iterations

As mentioned before, we like building the minimum shippable game we can and then add extra stuff in order of importance. This time, the minimum shippable game was done a few hours away of the deadline and we were all tired (here in Europe, Ludum Dare ends at 3 a.m.).

So even though we could play the game from beginning to end, there were some important features to add. Features that were designed since the very first morning, but that we didn’t have time to add.

The game was not supposed to show as clickable objects those you cannot interact with at a given time in the game. But they were there! And there was no time to fix that so we had to add that sentence everybody hates now: “Not Now”. Otherwise the game would look broken and players would stop playing.

We wanted to have text we’ve read before marked and be able to skip the texts. We had time to add the ability to skip text… but unfortunately very close to the deadline we found an important bug related to that feature and we had to remove it entirely.

And so on…


Bugs reporting

This one is a classic. You feel the deadline approaching, test the game and start reporting bugs skipping all the right procedures to report bugs (say Trello, bugzilla…) and instead report them through Slack or just talking directly to the programmer. Which causes some fixes that were feasible (like changing the unreadable blue text color) to get lost, like tears in the rain.




I cannot overstate enough how important Pre Production is. We got right some things on pre production, like aligning all minds on the same vision, but we did not on how to make it easy for the programming and the writing to come together nicely.

Making a good pre production saves a lot of time while in production. Never forget that! 😉

What happened to Michael Walkthrough

Posted by (twitter: @BubsyPoochies)
Saturday, December 17th, 2016 2:12 pm

Hi all!

We have uploaded a video walkthrough of What happened to Michael, our entry to Ludum Dare 37, to Youtube!

“What happened to Michael?” submitted!

Posted by (twitter: @BubsyPoochies)
Monday, December 12th, 2016 7:36 pm

What happened to Michael?

It’s been a hard but we did it! We have submitted “What happened to Michael?” on time. It’s our first “point & click graphic adventure”, and we must say we now have a lot more of respect for Ron Gilbert, Dave Gilbert and all other Gilberts… creators of adventures. Wow.

We had a lot of trouble with objects on screen so, please do try to beat the game (it’s fully playable!) the “Not now” are objects that should not be clickable, but they are there, sorry about that. If you need help, there is also a Walkthrough available 😉

We are happy anyways. Not bad for our first adventure and just a few hours. Cheers!


Posted by
Monday, December 12th, 2016 12:54 pm

print jogo 2 print jogo

Game about a mental problems man and him need to remember why stay in asylum.

Made in Rpg maker VX ACE


Arrows – movement

Space – interaction

Use pill to reset sanity

If full bar = death

F12 – quit

Contact link: Prates)

Download link

Brothers Rock Game Progress

Posted by
Saturday, December 10th, 2016 9:16 pm

Hi guys, our progress in game. Without title yet.

The game hapened in one room, but diferent way.

Bill Rock – Game Design and Programmer – bill-rock

De La Roche – Game Design and Artirst – delaroche

Main character, he is blue.


Main character




Unity 5.4

Pyxel Art

TurretBox, progress with the game!

Posted by
Saturday, August 27th, 2016 3:18 am

TurretBox progress


A glimse into our progress, we are currently working on player controller system, map furniture and smoothing the map to make it look better.LD 36

Early pictures from the room where the player starts his jurney

  • Adding furniture and smoothing
  • Textures will be added much later

Engine: Unity 5.3

Engine Extensions: Node system, Terminal, Texture tools, Chrome Shaders and light systems – All these extensions have been made by the team coder

Game main Theme: Ancient technology

Game Themes: Mystic, adventure, fiction, mindfuck

Game Genre: Horror

Team: TurretBox

  •  Team Co Leader, CptNaughty
  •  Feedback is apriciated
  •  If anyone wishes to join the team and prove their worth we are more then willing to take extra help.

Team TurretBox starting their development

Posted by
Saturday, August 27th, 2016 1:31 am

TurretBox team plann


Alraight we just woke up early to get into the jamm, we are now planning the game and finding inspiration.

We are not worried about the theme as this was one we hoped for, we wont reveal to much but a couple of screenshotts of the game. Also still I hope you guys will give us feedback on what you excpect.

Current plan; Make a planning for what needs to be done (The team coder has alredy finised this) and start modelling the game assets, when we have finished the game assets and mechanicks we are going head on the texturing and smaller details.


Engine: Unity 5.3

Engine Extensions: Node system, Terminal, Texture tools, Chrome Shaders and light systems – All these extensions have been made by the team coder

Game main Theme: Ancient technology

Game Themes: Mystic, adventure, fiction, mindfuck

Game Genre: Horror

Team: TurretBox


  •  Team Co Leader, CptNaughty


  •  Feedback is apriciated


  •  If anyone wishes to join the team and prove their worth we are more then willing to take extra help.


Don’t miss a little fun time with Shapeshift fot Cheese

Posted by
Tuesday, May 3rd, 2016 1:00 am

If you missed the game, no soucy ! Play at Shapeshift for cheese here :




Wood for the Trees – Post Mortem

Posted by (twitter: @RatKingsLair)
Thursday, April 28th, 2016 12:15 pm

Disclaimer: This article was written for the blog of Rat King.

Wood for the Trees is my entry for the 35th Ludum Dare game jam which took place in April 2016. For now I don’t know how the other participants will rate the game, as the voting is still going on. Yet it’s maybe time for a small post-mortem, especially as my last few entries were not really worthy for one of those.


The theme of this Ludum Dare was “Shapeshifting”, which was a good theme, or at least I heard far less complaints about it than usual. For my part I didn’t have an idea from the beginning – or rather I prepared several in advance, but none of them actually motivated me when the weekend began. For some time I just ignored the theme anyway and did some physics-based experiments, but everything of that was scrapped in the end. Semi-inspired by the theme I then went on with an environmental experiment, which would be about looping and changing level tiles. A bit like our 7DRL Me against the Mutants, but this time in 3D. As usual I did all this in Unity.

My base idea was to have tiles as parts for the level map, and each tile would be 10x10m (conveniently the size of Unity’s standard plane), and instead of connecting the tiles in a linear fashion or even in a grid, I would define the connections manually so they can loop or have “impossible” connections. This way, a tile could be connected to itself (this actually happens in the game)! A lot of time went into developing the system of instantiating and destroying the needed game assets on the fly.


With this representation of the game world it’s possible for the player to see things that won’t be there when they move. Thus I added smooth scaling to all objects when they get spawned or removed, just to make it more appealing and let people accept this strange environment. This system also imposed some limitations which actually turned out to make the game tighter and more focused:


1) The player is allowed to move only from a tile’s center to the next, in cardinal directions. At first I had free movement, but this imposed problems with the tiles that lie diagonal to the current one. It would just feel alien. Restricting the movement was the only solution, and it also made the gameplay (adventure game) much more clear.


2) With my system it only made sense to display 3×3 tiles at once, thus I had to limit the view distance to 10 meters. This made me a bit depressed in the beginning, because it meant a pretty big, boring wall of fog in front of the player. But then I invented the “fog trees” – trees that would exist only in the fog, vanishing when the player comes near. In the end, they really helped making the distance fog less boring and even gave the game its name.

As usual I experimented only regarding gameplay mechanics, but as soon as I added the fog I naturally began to design the game’s appearance. The fog had to have a colour, so I chose one I actually liked. Everything else had to look (more or less) good from now on, which helped tons with not having to do that later. If I remember correctly the pixelation post-effect shader was added at the same time, and I just liked it – I don’t really have a justification for it. But it also helps to hide the fact that my 3D models are all very low-poly and have no textures.


By the way, this is the first time that I used Blender for a game jam; I like it more and more. It fits my style quite well I guess. For the trees I utilized a tool called HappyTree by Sol_HSA, which made it easy for me to generate four different trees and reuse them all the time. I only changed the materials.

The narrative structure of the game also developed more or less naturally: due to the fact I played some “walking simulators” beforehand I was okay with incorporating a personal story. So all content grew out of certain relationships that occupy my mind often enough. As a result it didn’t become a straight story really, but more like a set of emotions I wanted to share.


I didn’t plan to do a full puzzle game, but somehow I actually added enough elements like finding typical items and having to combine them, so I can now call it an adventure game without shame. Overall it’s a simple game in the sense that I didn’t even add a visible inventory (as it wasn’t needed), but thanks to the shifting environment and the somewhat allegorical hints the game should be longer than just a few minutes.

You could say the background story and the adventure game mechanics are somewhat contradicting or at least exist in parallel only. But whenever I think of my childhood (which the story is touching), I have certain games in my mind which I played back then, and Wood in the Trees actually recreates them in an abstract way. Furthermore, the seemingly mundane tasks represent the protagonists quest for absolution somehow. The mechanics and plot combined with the fog trees, the game’s name, the colors and some of the objects in the game, it all is symbolic and it’s okay that only a small percent of players understand them fully.



Right next to creating the world system in Unity the hardest part of the game was actually planning it. I’m never big with story (something I really have to train), so I just wrote down a lot of things I’d like to say. Not everything made it into the game. And I laid out the puzzle progress on paper as soon as I decided that I would actually have puzzles. But only by actually implementing them I’d see if an item would make sense or not and from time to time a whole path was changed – thankfully always for the better.

Unfortunately I was not able to follow my initial plan to make the game within 48 hours (“Compo”) and had to extend to 72 hours (“Jam”). I never felt that I would actually be able to finish it, which send me to a rollercoaster of emotions during the game jam – either I was relaxed and had a “it’s okay, I don’t care” attitude, or I was angry at myself that I would fail at Ludum Dare yet again. I’m still surprised I actually finished – and it sure helped that for the Jam I didn’t have to create my own music. I suck at this still, and don’t stop hoping this will change some day. Instead I used a track by my brothers, which they composed many years ago for a game prototype Jana and I made in university. It fits the game well enough and actually adds to the symbolism of Wood for the Trees.

A monster?

After several days between me and the development I can now think about the game again. In hindsight I would change a few things, especially as players rightfully complained about those. Being able to re-read the notes and texts would be a great addition, and probably easy to do. Not removing the notes in the game would be a good start for that. Moreover, the hit boxes for the clickable objects are sometimes to small, and generally it’s not clear enough if you can interact with something or not. I would add a few more descriptions to some elements in the game, and also tweak the controls so they would be easier to understand. And I would take extra-care that players find the solution to the first puzzle easily. Last but not least I’m disappointed I couldn’t add any sound effects – not even some step sounds!

If I find time and motivation, I might do these changes and upload a post-jam version.

In any case I’m happy that Wood for the Trees already got some media attention – AlphaBetaGamer made the start (with a title optimized for SEO a bit too much), followed by WarpDoor, PC Gamer and Killscreen. Wow! It shows once more that pixel games – even fake ones – are the way to go I guess. And I visited the A MAZE (a festival for indie games in Berlin) a few days after Ludum Dare, so I even made an Android build of my game. It ran very laggy and the controls weren’t working correctly, but it was cool to actually being able to show something when talking about it. Even though I didn’t show it around that much I had a lot of fun – the fruits of productivity.


If you’re a participant of Ludum Dare 35, you can rate Wood for the Trees here. In any case, the downloads can be found on – have fun!

And here’s a video – be aware, it’s the full walkthrough, so of course it contains spoilers:

+60 votes for the mouse ! Thank you all !

Posted by
Wednesday, April 27th, 2016 1:19 am

WOW ! +60 votes for Shapeshift for Cheese !

Thank you very much for all your positives comments on

I’m over 60 votes ! it’ s fantastic !

Don’t forget you can play at the postmortem version (no bugs and better dialogs system) by downloading this game on


Come play Escape from the Dungeon of Snor!

Posted by (twitter: @HeartLampGames)
Wednesday, April 20th, 2016 6:00 pm

Escape from snor logo

Our submission is a side scrolling puzzle platformers meets old school point and click adventure game. Plus, it’s got a talking demon head!

There was alot more environmental story telling stuff in here but due to some trouble merging versions it’s pretty much just the puzzles themselves. We believe they are tough but fair. If you think you’re clever enough to embark on this adventure CLICK HERE! If your eye and mind are sharp enough you can finish this thing in under 10 minutes easy.


Also, I wish we had metrics on how many people are beating our little prototype here, so if you manage beat it please brag about it in a comment!

-Team Heartlamp-

heart lamp

Posted by
Tuesday, April 19th, 2016 7:18 am

Neko loli

Posted by
Monday, April 18th, 2016 6:10 pm

ss+(2016-04-19+at+01.16.24) ss+(2016-04-19+at+01.17.10)

Whats is this game ? :
Your are treaped in a dugeon, you must dodge the obstacle to get the graal.

How to play :
Left stick to move and A to switch (xbox pad) or
WASD and left mouse click (keyboard).
Collect spread (tartine) to change you shape.

by Isidoris2 and Yougo96
for next maj go comment here :


Update about gist-txt: a text adventure engine

Posted by (twitter: @johnnyaboh)
Monday, March 16th, 2015 9:19 pm

Twelve days ago I posted about gist-txt: a tool I created to build text adventures.
Since then it grew with simple, but powerful, new features.

I’d like to cite some that could be really helpful to create non trivial adventure games:

The tool is still underdevelopment, but I think it’s almost ready and it would be great if you would like to use it to develop a game for the next Mini LD #58. I’m definitely going to use it to build a text adventure for the AdventureJam!

If you’re interested about gist-txt you can watch the repo at, I’ll also post periodic updates about its development at /r/gamedev.

A minimal tool to create text adventures

Posted by (twitter: @johnnyaboh)
Thursday, March 5th, 2015 11:55 am

Yesterday I published the very first version of a minimal tool to create and publish text adventures.
It’s called gist-txt and you can find the source code at

The inspiration for this project came from two pieces of software:

  1. Twine (, an open-source tool for telling interactive, nonlinear stories
  2. (, a simple viewer for code examples hosted on GitHub Gist

Tool’s features are very limited. What it does is basically reading GitHub public gists and handle links to browse between files of the gist (scenes in gist-txt’s vocabulary). The cool part is that you can create your text adventure simply by creating a new gist. This lets you easily share and track updates of your work (gists are git repositories). Another cool part of this tool is that the hosting is as simple as a specially crafted url: just share an URL in the form<your-gist-id> to let people play your game.

I made simple example gist at, this can be shared as a text adventure with the link

I’m going to use it to prototype text adventures, but I’d like to know what do you think about it and I’m looking forward to see what people could achieve with this minimal set of features.

Update 03/16/2015: I posted about tool’s updates and new features as of version 1.6.0.

Tiny Bear Adventure

Posted by (twitter: @dylandophemont)
Monday, December 8th, 2014 5:33 pm

Yay! Finished my game for Ludum Dare. Couldn’t make it to the compo, so here’s my jam entry. Good luck to people who are still jamming, you can do it!

Tiny Bear Adventure jam entry for Ludum Dare 31

Let Tiny Bear’s adventure begin, where this jam ends…

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