Posts Tagged ‘Failure’

Submitted MEnotaur… but it’s sadly unfinished.

Posted by
Sunday, August 23rd, 2015 7:12 pm

Entry link here:  MEnotaur

As I explain the the entry description, I was not able to get sprites rendering correctly, which kept me from completing the game.  I decided to submit it anyway, though, mostly because I though there might be a couple people interested in the Cow Vision effect I was able to implement.

Hopefully the rest of you had better luck than I did this weekend!

I’m going to try to do my fair share of judging, but my hopes are not high – I’m moving to Taiwan next week so I don’t have much time!   AAAH!  Why am I sitting here coding, I should be packing!

I give up for now

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 3:06 pm

So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! 😀



If you feel like doing so, feel free to check it out :) PS: I’ll definitely keep working on this one post LD!

Closing for tonight

Posted by (twitter: @agilejoshua)
Saturday, August 23rd, 2014 5:59 pm

I realise that I will not be completing my entry in time for participating in the compo. I have let myself be sidetracked by technical issues which was what I set out to not allow.

I will come back to the game – maybe complete it as a “One Game A Month”. Anyway my last timelapse is here, as you can see at the end I got the sprites moving the way I wanted on OSX, Win32 and iOS – so in that sense it was a success…

Debacle shutdown commencing

Posted by
Sunday, April 27th, 2014 2:50 pm

I may have gotten cocky.

I failed to complete my first Ludum Dare compo (LD #25), but I learned from that experience. Since then, I focused on a single set of tools (Flaxen), rejected ideas that relied on new skills, and focused my work on leveraging my code base rather than altering it. Since then I submitted games into the next three Compos and a MiniLD.

Maybe those experiences went to my head. This time, I broke all my rules and never got close to a bare prototype, let alone a finished game.

I spend the first hour of the compo just brainstorming. I have a cigar, walk the dog, sit on the deck, maybe have a little drink and just ponder. I turn the theme over in my head, rejecting what I think will be common interpretations, applying the theme literally and figuratively, looking for the things that live beneath the surface or things trying to escape it. In this case I came up with several ideas, here were the top three:

  1. A plant simulator, where you plant seeds that develop roots through the various minerals of the Earth, taking what they need to grow, poking through the surface if they need sunlight or rain. Each plant sufficiently tended to would grow a different seed, which would grow a different type of plant. Figuring out how to grow Plant #10 was the goal. I loved this idea, but it seemed a bit similar to my LD#27 submission Offspring, and designing the plants and growth system might be complicated.
  2. A giant worm that travels through the Earth and is hard to steer (similar in complication but different in mechanics to a Flappy Bird/Whatever). This would be an endless game, as you tried to maintain speed, avoid obstacles, conserve energy and eat! You could leap out of the ground (losing steering) to try and bag a land mammal for your supper. This was a fun concept. I thought the worm might be tricky, and the success of the game would depend entirely on how good the steering felt.
  3. A prospector on the frontier falls into a well. It’s a long way up. This is a climbing simulator. You drag one limb at a time from hold to hold, risking losing your grip or slipping if you put too much strain on one limb. This was a simple game, and there was some opportunity for me to add some comedic lift by having the prospector narrate his climb and use audio to indicate what limb was under the most strain. Since this was the simplest, and this was Melissa’s favorite of the three, I went for this idea.

However the third idea had a serious caveat – I need to implement some rigid body physics, which I have little experience in. I decided to do a little exploratory prototyping to see if I could refit Flaxen to support some basic rag dolling. After a number of false starts and failed attempts, somewhere along the line I realized the day was gone. Despite my plan, I spent the whole day trying different approaches to squeeze physics into this engine. I was reasonably certain at this point that it would require a major refactoring to add this support.

Here was the end of day one. I could have picked one of the other ideas, but to do them in 24 hours was an uninspiring limitation. I decided to instead focus my time on a third party physics engine for Haxe. If I was lucky, I would pick it up in a  few hours and be somewhat back on track with the Prospector. I researched a bit between Nape, Box2D, and PhysAxe. Nape seemed to be the most popular, so I went with that one. I discovered several things: Nape is cool. Nape is complicated. Nape is not doing what I want.

I spent most of today messing around with it. Integrating Nape with Flaxen was very simple, just adding a System that loops through all entities with Nape components and using the data therein to update the associated Position and Rotation components. After some time I was able to get my model which I assembled in Spriter to show up statically in Nape. However I spent the rest of the day struggling with constraints and joints, failing to get them to work as I expected them to. I’ll keep plugging on, learning the Nape way of doing things, because it’s a very cool tool to add to my repertoire. But as for this compo, it’s time to shut down!

Good luck to everyone who submitted a game, and particularly everyone who is racing to complete a game before the deadline. :)


I’m not gonna make it. :(

Posted by
Sunday, December 15th, 2013 4:38 pm

As it turns out, ambitions can’t be too high. My plan in the end was to make a turn based RPG with only one weapon/armour allowed to be equipped at any one time, which was a terrible, terrible idea because it’s far too high maintenance to be done in two days. I got as far as a set amount of players (up to 4) being able to fight, roughly, against monsters. I didn’t even get far enough to publish the game and CALL it something that relates to the theme. It’s, like, a building block of something that could be. Here’s a screenshot of what it looked like.:

Screenshot 2013.12.15 23.34

It has potential I think, but it’s just, not done. That chest would’ve contained all sorts of random crap based on the area, the door would’ve been clickable and lead to somewhere where you could upgrade your characters (once). Once the enemies were gone, you could move on to the next place. I really did want to finish this, but I just, well, needed more time. :(


This was fun, nevertheless, and I will attend again next time, because this is a cool little challenge. I hope I’m better next time, and I wish everybody else the best of luck with LD28! Bye everybody. 😀


Unsuprisingly, I bit off more than I could chew.

Posted by
Sunday, December 15th, 2013 5:19 am

Well, if you read my previous post, I started the compo 3 hours late after being unsure whether I would participate at all. I was making decent progress, but running really low on sleep, so I overslept last night. I just don’t think I have time to put the Majora’s Mask-esque timed elements that make the core of this game, let alone the intro, endings and sound effects before 9PM, and I’ve got stuff going on tomorrow, so, unfortunately, I think I’m out. Though, I have made a post like this before where I came back a couple of hours later and finished, so we’ll see what happens.

Here are some screenshots of the work in progress:

LD28 screenshot 1 LD28 screenshot 2 LD28 screenshot 3

Seems I’m out…

Posted by
Monday, April 29th, 2013 5:39 am

MinGW forces me to quit. Can’t bugfix the compiler in a weekend (or even in a year). Will try newest version and hope it works. Otherwise I’ll be out.

EDIT: I’m out. Allready had the newest MinGW installed (and downloaded the installer for the 3rd time). Might submit hello world to be able to rate. Will ask before. Timelapse video will follow.

EDIT2: Timelapse

Fay: A “faylure” (post-mortem post)

Posted by
Sunday, December 16th, 2012 6:24 pm

The game premise I came out with was nice: you are Morgana le Fay, and must kill everyone in Camelot.

I had a reasonable design idea in the first 2-3 hours of the post; Morgana was going to have only two powers: Blinking and possessing her enemies.

Unfortunately t I failed to get something playable and finished on time. I made lots of mistakes that have contributed to this but the most important one (IMHO) was that I left the main gameplay element (possession) to the last. The second one was that when I realised that the game structure I had didn’t allow possessing the way I wanted, I thought “I will fix it in 1 or 2 hours…”. I should have adapted the design to the new constraint instead – “if Morgana can’t possess, maybe she can throw fireballs or something”. I obsessed over possession, and hours went by. I still have not finished it.

I don’t have pretty graphics to show, since I didn’t even start with the graphics (or sound); here is how it looks:

Screen Shot 2012-12-17 at 2.14.37 AM


The source code is on github:

I’m not going to post a .love file, because I consider it too raw for being playable.

My experience has been painful, and not very pleasant, to be honest. I’m not sure I will be back on future compos. But I’ve learned a lot, and even could find some places to improve in my own libs.

Good night!



Posted by
Thursday, October 25th, 2012 4:09 pm

I’m officially giving up on the October Challenge.  There’s no way this game will be done by the end of the month.  However, I’m still going to try to release my game (that I still haven’t named) and make a dollar off of it.  The October Challenge is now the Eventually Challenge.  While I have your attention, I should pimp my game dev blog.

I failed, didn’t I?

Posted by (twitter: @RA_Siewart)
Monday, April 23rd, 2012 3:00 pm

Well, I posted an entry, but still think I failed. Ok, maybe not to the LD standards (I made a game), but it feels like a failure.

But why did I fail?

I  like to blame the tools. Like everyone does. But I’m right, partly. Why? Because I didn’t practice all tools enough. LMMS crashed, Blender was annoying, why can’t I rotate this CharacterController and what the hell is a *.3ga file? All because of the same reason: I didn’t practice them, or try them out at all.

But I also feel happy, because it was nice to push myself to make a game in such a short time. Usually when I make something, not a necessarily a game, I usually get a “better” idea I want to make and start focusing on that. Then a week later… well, you know, we all have this problem sometimes, right?

This time I made something that I can expand to something and enjoy doing so. And while doing that I hopefully make something other people might like to play. I was also able to spend some time in making a Shader, and make something that actually works. I improved my skills in a few tools; mostly Blender and LMMS, but also some Unity functions.  I also wrote most code myself, without using default assets like platform character controllers.

So why do I dislike my entry and what do I like?


  • The game only has one boring short hard-to-understand game element
  • The drawing style is inconsistent
  • No music
  • Only two sound effects
  • Some things are obviously rushed (even within a game jame)


  • I like the atmosphere
  • I have awesome game elements (I will add later)
  • I have an awesome story line (I will add later)

In my next post I will add some comments about why I like/dislike my entry

Oh, and if you are still wondering what I’m talking about:

My Failed Entry

Or play it

Ludum Dare 22:

While Isolated Assault was huge success in my eyes considering it was my first Ludum Dare game, and by the scores it received, I’m struggling to come up with a Post-Compo version. You see, I’m just not feeling the motivation to work on it. Every time I sit down, I just feel, “Wow, this is old.” It’s like one of those projects I just gave up because I had no motivation for it.

That’s how it went with Dunnet (My most worked on game), and with my First Person Shooter (My first professional game), and with all those projects I started but never got around to.

Currently my Unity Project Folder looks like this:

Where “Abandoned” have been worked on for a while. I could always go back to the “Abandoned,” but I haven’t, and why should I?

My Problem:

I need a due date on projects.

Some people can never get work done knowing there’s time management involved. For me, it’s the other way. Knowing that there’s no time to procrastinate, and that there’s a reward for finished, I can get a lot of good things done.

I also have problems focusing on one idea and getting it implemented quickly. All of focused ideas I have are too complicated even for top-notch game companies.

Therefore, Ludum Dare was perfect for me–it gave a theme for the game and a deadline. I now know my best work will probably come from future LDs.

Will there ever be an Isolated Assault 2?

Not now. And probably not from me. Anyone familiar with Unity (That means you, reader!) can take my Isolated Assault Source files, and add some new levels, as long as I receive credit.

I have no motivation whatsoever to make an Isolated Assault 2. All my ideas were expressed in the first one. You are a guy. That fights cubes. That wears glasses. The only thing added to this game would be gloss.

Will you participate in LD 23?

Of course! Ludum Dare is the best way to manage time and get good games squeezed out!

Will you stop asking yourself random questions?


Now I ask you, do I stick with deadlines for making games, or do I learn to get around them?

Do I use Ludum Dare to create all my of my work?

For some reason, I need some sort of reward/time limit for everything I make, because that’s just how I work.

Either way, I’ll obviously still be doing LDs, and I can’t wait for LD23!

It’s Off Like Pajama Sam: Life is Rough When You Lose Your Stuff

Posted by
Wednesday, December 29th, 2010 4:26 pm

I failed to finish anything at all worthwhile for Ludum Dare this time, but I did finish a game. I wanted to avoid making a game about the act of exploration because there’s already a million billion games about that, so instead I tried to focus on the fear of being discovered – the act of hiding, of obfuscating the truth from an investigating agent. The game I planned to make was like a cross between Pong and Battleships where both players tried to keep track of the ball’s location while hiding it from their opponent, but the short deadline, procrastination, and my poor technical abilities meant that I only ended up with a barely modified remake of Pong. It seems kinda ridiculous compared to some of the stuff you guys have been posting, but I’m pretty happy to have finished something more ambitious than a Wario Ware game.

Presenting: Turn-Based Pong. May or may not be more ambitious than a Wario Ware game.

Lost Races’ Artifact Recovery: Coroner’s Report

Posted by (twitter: @elibrody)
Friday, December 24th, 2010 4:35 am

or, A Million Ways to Ruin a Good Idea

nice pants, shorty

Last Things First – The Conclusion

This game (“Lost Races’ Abandoned Artifact Recovery“) failed. It is not fun (actually rather boring). It fits the theme, but not in the way I wanted. It does not transmit the information intended. It is not very funny, either.

In short, the game does not live up to any of the goals set. Let’s go over why.

The Concept

This is the only part of the game I am proud of, even if it is not reflected in the finished product in almost any way. You take the role of an exploring astronaut, scavenging old, abandoned machines and technologies left behind eons ago by advanced races (now extinct). This mechanic alone may have been interesting, but there is another twist: whilst you are busy discovering and cataloging these machines, another technologically-advanced race is monitoring YOUR progress.

I was struck by this model of double-discovery as a good take on the theme, and something that would probably be rather original. The game wouldn’t explicitly tell you that you are being watched, rather it would become clear as you played. (Also, if your actions arouse too much attention, you are destroyed.)

I decided to go with a mechanic that requires the player to upset a random distribution of “glowing stones”. As the player organizes stones around focal points (the artifacts), they are unwittingly making their presence known. I show this by using a minimap in the lower right-hand corner, which actually represents what the aliens see on the planet.

Daniel recommended using negative entropy as a measure of organization (defined here), which worked very well. I built a quick proof-of-concept in MATLAB. It’s like a poor-man’s pattern recognition algorithm, and Flash was able to do it reasonably quickly.

For the same number of points, entropy is reduced as they are clumped up

Another thing that spurred me forward: I don’t know of any other game in which the minimap plays a key part of the mechanic.

The Riddle

This is my fourth Ludum Dare competition. This compo marks one year since I made my first game, for LD16. If so, why, oh why, do my tilemaps look like this:

I know retro is in, but Windows 3.11???


The Failure

Ultimately, despite the good concept driving it, the game failed to communicate what was necessary.

The scary voices I added were ambiguous to the players. Along with the “alien” writing (Wingdings), they were meant to correspond to the interest level of the aliens, ie. how organized the playing field is. Similarly, the minimap was not recognized for what it was, and I was asked “why doesn’t the player appear on the map?”.

The graphics were very, very ugly (except maybe for the astronaut’s helmet, which I liked).

Evidently, the algorithm failed as well. Depending on the random starting layout, entropy would drop at different rates as clumpiness was achieved. Also, I couldn’t account for different player styles, so maybe clumping differently had an impact on the measurement. In any case, people could play through the game without losing and without knowing about the Overwatch aliens. To these players, it was a boring, repetitive game with no point and no reward.

Random distribution - no alien threat

After player "organizes" the stones near artifacts - high risk

To players who lost, I doubt they understood that if they redistributed stones after discovering an artifact, they could avoid the aliens’ attention.

Ironically, I thought of a great way to improve it, after the competition was over. Instead of piling stones on top of artifacts, the player should uncover them from beneath mounds of stones. This is more intuitive, and might be coupled with a physics element to provide a less “grindy” feel. Unfortunately, I don’t have time to test it out.

Dear Eli: For Next Time

  • Try to make a SIMPLE game that does ONE THING and does it WELL.
  • Don’t bother with forced artsy concepts that hold up an entire game. Maybe these concepts need to be built, but maybe they don’t need to be in game-format. Maybe it’s the wrong medium. Maybe.
  • If completing the game does not provide satisfaction, there needs to be something more than a title screen that says YOU WON!!! on it.

Hope I do better next time. Thank you for reading and I apologize for making another non-fun game.

By the way: if you have read this far, then YOU WON!!!

Beaten by the caverns

Posted by (twitter: @jacobhauberg)
Sunday, August 30th, 2009 10:26 am

So, yeah, I haven’t done anything at all today. Mainly because I completely lost motivation on day-one where I just didn’t get any bursts of inspiration.

It was my plan to use Unity3D and create awesomely sweet looking 3d graphics with lots of cool gameplay, but lacking that one *good* idea, it just never happened. Also, I really suck at modelling AND drawing graphics/textures!

Late day-one, however, I did decide to just whip up a heli-flyer game using the iso tech I had sort-of implemented earlier that day, but after fiddling around for a while creating some temporary art I decided it wasn’t worth the trouble. So here’s a shot of the few (crappy) things I made:


Isometric graphics textures projected onto 3D cubes

Should you not have realized it yet, this is an “I give up”-post :)

Same result as last year

Posted by
Sunday, April 19th, 2009 12:08 pm

With twenty minutes to go before I have to depart for work, I sigh and admit that this competition turned out like the last one I entered. I researched lots of interesting things, thought my idea through, and managed to start on the first few lines of code before I ran out of time.

It’s been fun, and I’ll still probably try to make the game anyway. I just won’t have it up until after the contest is over.

Step 14: HLSL. Writing pixel shader effect.

Posted by
Sunday, April 19th, 2009 12:04 pm

Construct doesn’t come with proper fade transition, so I thought about writing my own. Construct uses HLSL for effects, so I thought it’s a good chance to learn a bit about shader programming.

It was a failure (given the deadline pressure). I just gave up and decided not to use any transitions.

If by any chance anyone here is familiar with HLSL and knows or has an HLSL snippet which performs fade-away fade-in transition that would be great.

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