Posts Tagged ‘colors’

Garage Noise Attack

Posted by
Sunday, April 19th, 2015 8:03 pm

Now the web version (Unity player – Chrome dont work)

http://urucahost.esy.es/LD32-GNA/GNA-WebBuild-1.0.html

More Chars!!!

Posted by
Saturday, April 18th, 2015 10:50 am

Meet the enemys of the Noise! ^^

CHARS2Uruca

Trial: Behind the Scenes & Post Mortem

Posted by
Sunday, December 29th, 2013 10:22 pm

Ludum Dare Afterisk Trial

Hi Everyone, our take on the theme was an action/arcade game based on a randomly generated grid that was filled with colors and mines. The player could select one color to reveal at a time, thus showing the safe cells. This game came out much harder than we expected since there was little skilled involved. We ended up creating special abilities to balance it out: such as armor, reveal, jump, etc. Also, we tied each ability/color to a positive character traits: courage, perseverance, resilience, and forgiveness. Here’s a run down of the good and the bad:

What went right:

  • Polish. The game had logo, sound, artwork, and there were no bugs.
  • Although difficult, the game was generally fun.
  • The visual design was minimalistic, colorful, and most importantly, something we produced within our skill and time limitations.
  • We experimented with a new creative process and the result was not too shabby. We plan to keep refining our approach.
  • Easily published for Web, Windows, and OSX using Unity. We wanted the game available to as many people as possible.

What went wrong:

  • The game was really challenging because we didn’t have enough gameplay elements to empower the player. We could have identified this sooner and planned accordingly.
  • It was more based on luck than skill. It didn’t feel like you can improve skill and overcome the challenge.
  • We aimed for 5 minute game session, it averaged 30-45 seconds.
  • The introduction story was conceptualized after the core mechanics. It was trying to provide purpose via a “spiritual elements” concept, which was too abstract for such a literal game.
  • There was no tutorial or instructions. We just tossed the player into deep waters without teaching them how to swim.

Even though our creation is essentially a “glorified minesweeper variant’, we are very happy with the game. We are continuing to work on it and making it the best it can be.

Trial Gameplay

Full Article with Behind the Scenes

Play our Ludum Dare submission: Trial!

Almost Finished!

Posted by (twitter: @gikdew)
Sunday, August 25th, 2013 10:48 am

I have to solve some bugs, add some graphics, and make some tutorial to teach the player how to play my game. I hope you enjoy this screenshot.

screenshot

Look at all the colorz in this one

Posted by (twitter: @Gib)
Saturday, April 21st, 2012 9:13 am

So here are the first pics of my entry. A collaborative meta-world aventure builder. Goddamn that sounds cool. Hope I’ll be able to do half of the thing I want to <_<

 

Beauty

 

 

 

More beauty

 

 

Post-48h version of Col-4

Posted by
Friday, April 25th, 2008 7:22 am

I’ve made a few improvements to Col-4, so that now at least I think it’s fun.

col-4-post48h-1.png

Relevant changes are:
– Smaller playing area, but higher.. kind of
– Different speed scale
– Special block
– Now middle area swappable instead of the upper one
– Preview of next block

Download source and Windows binary. Extra clarification note and reminder: this is post-48h, and shouldn’t be used for the voting.

Col-4 Final

Posted by
Sunday, April 20th, 2008 1:14 pm

Here’s my 10 hours entry: Col-4. It’s based on Columns, with the biggest difference being that you can swap the upper part of the playing field. This isn’t really so useful, but it can serves as a few extra lives, or half-lives, rather.

I didn’t much like the theme in the end, and that was why I didn’t start on an entry until today (well, partly — I couldn’t come up with a fun idea). And even then, I did a minimal effort. For matching the theme, there’s lots of minimalism. Columns to begin with is a very minimal game. Then I added minimal innovation that had minimal usefulness. Improvement in fun over the original is extremely minimal (probably negative). Readme is pretty minimal too. Features in game are minimal. Graphics are minimal.

03final.png

Line up three or more blocks in same color to get points and remove blocks. Left/Right/Down keys to move moving block. Space to drop it. Up to rotate colors. A/D to swap upper part. Esc to quit.

Windows binary and source. Compiling for GNU/Linux shouldn’t require more than a small effort, but I’m not sure it would be worth even that.

Well… it’s like… you can play it?

Posted by
Sunday, April 20th, 2008 10:26 am

OK. I’ve written a columns-like game. Columns to begin with is very minimal. I had this idea of a little improvement (or weirdification) that one could rotate it around. Which I tested.

02shot1.png

See? It’s not so useful though. Thinking maybe it’s better to just reduce it to actual columns, then at least innovation is minimal! But would feel a bit cheaty.

Got to fix score viewer and game over thingy, so I’ll have some time to ponder it.

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