Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

What is Ludum Dare?
Rules / Guide

Posts Tagged ‘flashpunk’

Enhanced version of Shape of shades

Posted by (twitter: @allinlabs)
Monday, May 13th, 2013 4:02 am

I just wanted to let people know about the enhanced version of my game I just uploaded. It’s an abstract game where you use shadows to orient yourself and go through walls to escape enemies.

You can play Shape of shades here : [PLAY]

13

11

12

Defenders of Order postmortem

Posted by
Tuesday, April 30th, 2013 1:31 pm

So my first joke when I learned the theme was “My games are already minimalist.”

I was collaborating with Anand so I could have more elaborate art than I could have made on my own, and the first thought when you think of a “minimalist game” would be red wedges shooting white circles or something.

So on Friday we considered a few directions to take the idea that would address the theme, especially ones that would allow minimalist and non-minimalist elements to co-mingle.

1) A non-minimalist character exploring a minimalist world.
2) Perhaps everything is coloured rectangles until you get close to it or shine a light on it or something.
3) A strategy game that you can switch between two different modes, one with character stats and firing ranges and things, one where they are white and black pieces that move by square.
4) A strategy game of minimalists vs. non-minimalists

We started going with 4, then started thinking a Tower Defense would be easiest to finish in a weekend, ( compared to a more symmetrical strategy game, where I would need to program the A.I. ) and somehow while drawing the sketches for it, we came up with the unique aiming mechanism, which you can see here:

towers

Note also that the towers were initially vertical boxes. The lines were meant to show where the rear towers had a clear line-of-sight, but looking at it, we thought, what if that’s how you aimed, not with a single tower, but with a pair of towers? So we seized on that as a mechanism that made the game a little more innovative than just yet another TD game, and set to work.

I programmed it in Flashpunk, because I had used it before. Anand and I hadn’t collaborated before, so I wanted to keep the number of new things under control. I looked up a lot of things on Flash Game Dojo while the Flashpunk.net site is down.

So here’s the result.

After playtesting, maybe the game is a little too simplistic, which has made it tough to balance, in terms of if you make the creeps too tough, they overwhelm you no matter what you do, and if you make them too easy, you would have to go out of your way to lose. We have a couple ideas on what would add some depth to it, but by the time we thought of them, it was too late to implement them.

IceBreaker – PostMortem

Posted by (twitter: @pentaphobe)
Tuesday, April 30th, 2013 1:14 pm

Intro

IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).

I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.

So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)

Blender was extremely helpful for rapidly producing the future-retro look

Blender was extremely helpful for rapidly producing the future-retro look very quickly, even the sprites were tiny renderings with wireframes

You can’t quite tell, but it’s a stripped-down RTS:

  • no resources or buildings (instead you have gestation periods for replication)
  • since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
  • there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
  • it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.

Statistics

  • Four litres of coffee consumed
  • A whole forest of tobacco
  • 3,617 lines of code
    • That’s 60 A4 pages if printed out
    • According to Wolfram Alpha that’s:
      • about 17.8 metres ( 58 ft ) tall
      • 6.6 storeys high
      • and about half the diameter of the Hindenberg
    • Very sore wrists (hush, you!)
  • somewhere between 3 and 6 hours of sleep

Screen shot 2013-05-01 at 5.18.22 AM

What went wrong

  1. strong underlying system
    • unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
      However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on.  This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
      I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
  2. not enough testing of environment
    • I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
      • setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing.  But this should have “Just Worked”
      • Final builds (I’ll get to that)
  3. using an unfamiliar framework and language (again)
    • In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo.  In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling.  This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
    • HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally.  This stole quite a bit of time, but it was far too late in the project to change ships.  I look forward to using it more though.
  4. refactoring at the halfway point
    • despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
  5. sleep (braindead 6+6 hours)
    • I should have done it sooner, and more.  I’m quite good without sleep, but I ran rampant on the code-base when I  started getting exhausted.  Much time was spent rectifying this spaghetti.  I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.

      an early screenshot complete with pointless UI and ugly tiles

      an early screenshot complete with pointless UI and ugly tiles

  6. didn’t demonstrate theme clearly enough (despite following it)
    • I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
  7. planning
    • I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
  8. submission process panic!
    • I tested my environment this time to avoid this exact thing.  However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser.  It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
  9. no end-game detection or automatic level progression
    • despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.

What went right

  1. strong underlying system
    1. Yes, it’s a dirty trick having this in both sections.  But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
    2. I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
  2. using Haxe and SublimeText 2
    1. This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful).  I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again.  However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
  3. the game idea
    1. I think this concept is pretty sound, and I enjoyed playtesting it.  Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
  4. music and art
    1. There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
    2. The music was made in about 5-15 minutes for each of the two tracks
    3. Art was quite quick too, despite a few false starts
  5. tutorial system
    1. I’m really happy with the tutorial system, which could also double as a mission introduction system.  It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
Tutorial system

The in-game tutorial system is quite smart, if a little overenthusiastic

Last words

Thanks to everyone for an awesome experience yet again!

Project source (github) | Project page | Live stream (twitch)

I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve

Finished!

Posted by (twitter: @MetaKnighty)
Sunday, April 28th, 2013 7:57 pm

I just finished and submitted my game. I’m pretty happy with how it turned out. :D
Play the game here.

screen3

Done! …and now for some lunch.

Posted by (twitter: @ddrkirbyisq)
Sunday, April 28th, 2013 7:57 pm

8PM over here.  Haven’t eaten anything since waking up, sheesh.

It’s great to be done.  Yeah, would have been nice if I had the time to get one or two more features in…can think of a lot of things I would want to add, but it’s totally fine.  Totally fine.

Anyways, here’s Minimalist MAYHEM:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7285

Try it.  It’s pretty awesome.  And come on, how can you not try a game called Minimalist MAYHEM?  Especially with a title screen like that???

Anyways, get some rest, everyone.  We’ll wait until we recuperate (and until the LD servers recuperate) for now.

And of course, good luck to everyone who’s still toiling away in the jam.  You can do it!

Let’s go!

Posted by (twitter: @MetaKnighty)
Friday, April 26th, 2013 4:25 pm

I’m entering Ludum Dare 26. :)

Tools and stuff I’ll be using:
> FlashDevelop
> Flashpunk
> Tiled
> GraphicsGale, GIMP
> bxfr
> goldwave
> Musagi or cgMusic

This is some base code I’ll be starting with. It’s mostly just for loading maps from Tiled.
Download

my first game this year!

Posted by
Tuesday, January 29th, 2013 4:21 am

trap room

a short puzzle about escaping from a room full of trap

play on kongregate

this is my first game this year, as I’m joined #onegameamonth

this is my 3rd game so far, and actually my first non-jam game because the other two are LD game

I created this with flashpunk+ogmo editor ex

when i’m creating this, i’m thinking about making some simple game with simple mechanic that i actually can do it and finish it. i’m choosing puzzle genre because i think for simple game, puzzle will be the best choice. well, i dunno how this turn out before i get some feedback, but i hope you will enjoy this game…

public var quantum_bug_fix:Boolean;

Posted by
Thursday, January 10th, 2013 4:55 pm

Dear plebeians,

I’ve posted a post-compo version of Hunter to Hunted on Kongregate. This article focuses on said event, making it a post-“post-compo post” post. The new version fixes the bugs you never encountered, includes online high scores that you can only watch from the sidelines while drooling (most likely out of retardation rather than admiration), and adds a help menu to wrap your pathetic minds around those colorful funny things moving on the screen. Radical changes weren’t needed because one can’t improve on perfection.

Not that you’d deserve to pick the fruits of my efforts. Not that I’d expect you to understand the revolutionary nature of the gameplay after you’ve rated my entry #461 in Fun. I’m no mathematician, but it seems to imply you implied there were 460 more fun games in LD25, and that ain’t right.

I also wrote 25 pages of witty remarks, but they’d be wasted on a bunch of illiterate rednecks, so I’ll cut this short.

Now go to hell, and take my game with you. So you can try it out.

Burglary: A Postmortem (Happy New Year Everyone!)

Posted by (twitter: @tolicious)
Monday, December 31st, 2012 9:18 pm

Happy New Year, folks!

I thought it’s time to write a postmortem too. For those who haven’t seen my game yet, you can find it by clicking on one of these conveniently placed handcrafted icons:

icon-small

youtube-icon-small

And now without further ado, here we go:

 

Some things went wrong

Yup, I’ll make that the first section. I think the game turned out pretty well all in all, so I’ll let the best come last!

Not everything went right though. First and foremost: It took me hours and hours to get motivated. Motivation is my biggest problem when I work alone. I’m not too good with game design, and often I don’t see if a game can be great before it becomes great – which seldom happens in the first few hours. There are many moments on the first day where I wanted to give up. What helped me was to remember that I’ve felt this way before with other projects and they turned out great! And now I have another one of those.

What didn’t help either is that I have no definitive base code library, I extracted my base code from another project and had to delete stuff that doesn’t fit. And then post it here. It takes time, and I don’t feel too good about it as it goes a bit against the Ludum Dare spirit. I’ll take care of that soon and will have one for the next LD!

Unsurprisingly, the clock wasn’t kind to me. Two of the levels were created in 10 minutes before the deadline. The first level is my “easy” test level, and the fourth level is my “hard” test level. I didn’t even have time to test the two in between. The third level works quite well, the second is awful but at least it’s beatable in about 1 1/2 minutes…

The music doesn’t sound stealthy at all. I am no musician, so this is no surprise. I’m not sure if I want to put enough energy in this to get better just for the LDs, so I guess I’ll just have to deal with that. I should have added an option to turn it off though.

 

Some things went right

Probably the most important thing: I wrote a to-do list before I started. This is so incredibly helpful and I hope all of you are doing it. For those who are not, here are the benefits of doing it:

  • You think about the code design along the way. It’s not as exhausting, restricting and time intensive as doing a full-blown software design and it still gives you a general sense of what you need.
  • You can always look how much you still have to do and how you’re doing progress-wise.
  • Most importantly: It keeps you from digressing. At least that’s what it does for me – every time I feel like I’m lacking clear directions, I check my to-do list. Works without fail.

 

I had a level editor at hand. Mind you, it’s nothing fancy – it couldn’t be easier actually:

level editor_thumb

Yup, it’s just TextPad – with an XML file, shown with a slightly modified version of the Laser Systems font. It’s dead easy to parse. I’ll surly have something fancier in the future when I’m more established with games that actually need an editor, but for now its service was perfect.

 

It was 10 hours before the deadline. There was no time to be wasted. Yet I was idle browsing the FlashPunk forum without anything specific to look for. And guess what I found: TileLighting [1.0.1], made 6 days before the Ludum Dare. On an impulse, I spent 2 hours to integrate it. Here is the result:

comparison-both

Is there are lesson to be learned from that? I have no idea. All I know is that it made the game SO much better – it basically gave the game one of its major mechanics.

 

Speaking of major mechanics, I was 8 hours before the deadline and I had to decide which single feature on my huge to do list I wanted to implement – all others were to be discarded. I decided on lock-picking, and it turned out great. After the light became such an essential tool in the game, I decided to link the lock-picking to the lighting level – just how it would be the case in real life: The more light you have, the easier it is to do something hard. This feature received the most praise in the comments which makes me pretty happy!

 

Another important thing was that I focused on what I can do best: Gameplay. I could’ve spent more time on the graphics, but then it still wouldn’t look good and be much less fun. I think the abstract graphics are working well for the time being.

 

Another good thing was that I inserted sound effects and music. They might not sound as well as in other games where the developers actually know what they are doing, but it’s still a vast improvement to silence! I think I did both in 1 1/2 hours. With 48 hours in total, there is no excuse not to add them.

 

Here’s one more on gameplay: Enemies don’t have to be intelligent, they just have to work and be fun. I thought about implementing pathfinding, but took a far easier route in the end and I fare just as well:

  • Enemies just patrol a straight line.
  • When they hit a wall, they go left or right.
  • When they scrape a wall and find an opening, sometimes they enter it.
  • An enemy that spots a player goes to where he saw him last, then follows the player’s trail a few seconds:

trail_thumb

And yup, that’s it. Just going straight for a point, then following a trail the player leaves. It’s was rather easy to make and is a lot of fun to play against!

 

I have no idea how much impact the fact that I made a gameplay video had, but I think it was a pretty good idea. It can give people a sense of the game if they don’t have enough time or incentive to play it and it can provide basic instructions for those who don’t like to read and can’t figure it out by just playing. It’s not hard to make, it doesn’t take much time and you can do it after the deadline: You should definitely make one too!

 

Some things were learned

A few lessons learned/tips:

  • Don’t like the theme? Neither did I. Deal with it! You can still make a fun game. It’s not like you have to design your whole game around it. Sure, that would be cool – but having a game that will get 1/5 in the Theme rating is still better than having no game at all because you gave up before you even started.
  • Keep calm and carry on: Never give up while there is still time! Maybe the game isn’t great now and you don’t have any idea how to improve it, but if you carry on, inspiration will hit.
  • A to-do list helps to keep you on track. It also helps with the design. And tells you were you stand progress-wise. Write one before you start developing.
  • Focus on what you do best. For me that’s gameplay, and that’s why my game isn’t as pretty to look at as other games, but it’s a lot of fun.
  • Add sound effects and music. Even if you’re not good at it, I guarantee that your game will feel FAR better with them, and with good tools, it won’t take you long to make and insert it either. (In case of doubt, just add an option to turn off the music.)
  • Sleep. Yeah, 48 hours isn’t much time, but if you’re fresh you work better. And who knows what kind of ideas you get when you’ll get your subconscious some time to rest?
  • Music for Programming is pretty cool. Especially when you’re having a hard time concentrating.

 

Some features were discarded

Are you interested in what I wanted to implement, but ran out of time to do? Here is a quick breakdown:

  • Level / Gameplay
    • Lasers
    • Treasure makes you slower
    • Treasure: Weight (can only carry certain amount)
    • Traps
      • Step-on mines
      • Bleeding
    • Alarm Level
    • Timer
  • Enemies
    • Enemies shoot
  • Equipment
    • Dynamite
    • Vanishing / Hidden after time
    • Hacking
    • EMP

I don’t want to elaborate on these, just give a quick impression, but it’s such a pity that some of them are missing! I wanted to have lasers as obstacles, maybe switching on and off, traps to force you to have a higher light level (and maybe a trap disarming mini game), an alarm level slowly escalating difficulty when you’re seen, enemies shooting at you, and my favourite: Dynamite to break walls, but alerting every guard even if they can’t see you.

 

But well, you can only do so much in 48 hours. All in all, I’m pretty happy with the result. It’s a very good feeling I did that all on my own, and I am glad I participated!

 

Some thanks are offered

Thanks to the Ludum Dare organizers and to the great, great community! You guys have made a wonderful thing here and are doing all of this in your free time and it is so much appreciated! I cannot believe how many games were made, and how many kind comments I got on my game – I’ve seldom experienced such a friendly community. I had a great time and I will definitely participate again!

 

Do you have any questions I didn’t elaborate on? I’ll happily answer them in the comments! And you could leave a little comment if you enjoyed reading this or what you rather wanted to read.

Apropos, one last thing: Thanks a lot for reading this postmortem! It hope you enjoyed it as much as I enjoyed writing it. (And it’s probably pretty obvious, but maybe you want to follow this other conveniently placed link and rate my game? Your feedback means a lot to me!)

Goombah! Postmortem

Posted by (twitter: @johndeboer)
Saturday, December 22nd, 2012 8:47 am

LD #25 was significant for me.  Not only did I submit my first entry to the compo, it is the first time that I have created a game and put it up for anyone in the world to play.  The feedback in the comments has been fantastic, and I’m kicking myself for not having participated sooner.

Take a minute and try Goombah! here.

The first thing that came to mind when I saw the theme announcement was to focus on a grand villain – Darth Vader, Genghis Khan, Kane, etc.  The second thing I thought of was stupid and funny.  I went with that.

It’s hard out there for a goomba.  He sits on a little platform, waiting patiently for the plumber to show up, at which time mr. goomba either gets stepped on or walks off a ledge.  I didn’t want to make the game quite that boring, so I took out the ledges and provided an endless stream of jumping men to avoid.  The goomba’s chances of survival are still slim, but at least it is interesting!

What went well

  • Kept it simple – I had a simple design that was not too difficult to implement in a few hours.  I considered adding game play features, but focused instead on making everything look nice and by the time I could have come back to changing game play it was time to submit.
  • Flashpunk – The only exposure I had to flash development before the compo was running through the flashpunk tutorial.  For me it was a great place to start, and that engine is a snap to use!
  • Draw first – I am not what you would call an artistically gifted man.  I spent the first hour or two in GIMP drawing out the sprites for the game, so that I knew they were done and did not have to worry about the art while I was working on the code.  If I had done it the other way around, I’m not sure my placeholder art (colored squares) would have ever been replaced.
  • Submit early – I submitted the game early on Sunday because I had other obligations, and at that time only a few dozen games total had been submitted.  I know they don’t count for scoring, but almost 50 people had played my game before the end of the day.  That’s just cool.

What could be better

  • Levels – One thing I would have liked would be to add some variety to the game by having different platform configurations to mix up the game play.  The game works, but does get boring pretty quickly.
  • Interface – An actual menu, instructions screen, and game over screen would be nice to have in there.  The text elements up top were a last minute addition, and while I think they do the job it could be better.
  • Frame based motion – I would much rather have implemented motion based on actual elapsed time, but started the game by implementing motion based on number of frames passed.  Around hour 5 I realized that this could be an issue, but never managed to go back and rework it.  Next time, I’ll start the right way.

Having actually made a game in a weekend, and then having so many people play and comment on that game has been a great experience.  And to everyone who has played and commented on my entry, thank you!

Clearing the smoke

Posted by
Wednesday, December 19th, 2012 10:59 am

I’ve seen the infamous Ludum Dare come to an end for the fifth time! Once again I submitted a game I was satisfied with, but there were many who did not survive.

Ludum Dare is never the same thing twice, and nothing can fully prepare you for it. But unusually many things were different this time. The most glaring thing was my new framework, FlashPunk, which I learned thinking of game jams specifically. And by “new”, I mean I went from knowing Hello World to finishing my most addictive LD entry in 4 days.

This was a self-imposed challenge, and I conquered it. That’s what LD is all about.

But it wasn’t a case of going from point A to point B. The main theme in my development turned out to be redesigning and piecing things together.

In the beginning, it seemed deceptively easy. I had some routines from previous LDs, and FlashPunk felt convenient for getting things done fast, so I was already working on the presentation on the first day.

DAGA!!! SHIKASHI!!!!

Little did I know I was riding a train to the wrong direction!

A ONE-WAY TRAIN!

In the last quarter of the compo, I reached the point I’d previously named the “Ludum Dare middle-age crisis”. I thought of all the possible games I could have made instead of wasting time on something so lackluster.

The final 10 hours was where the magic happened. I stopped beating around the bush and admitted to myself I didn’t like the gameplay; it didn’t have enough action, it didn’t have enough control, it didn’t have enough strategy. It wasn’t a game I’d wanted to play if it came up while rating entries. I decided I wasn’t going to take the easy way out and submit a mediocre, unfinished game. I wouldn’t be happy unless I improved somehow from the last time.

Finally, I made an effort to consider something fundamental.

Namely, the feel of the game. Something that can’t be communicated. The thing that separates gaming from other mediums. Being able to concentrate on it was why I’d chosen a small scope to begin with.

I had to remind myself, what do I want the game to feel like? What do I do to get there? Game design starts with the spark of motivation, a flash of what the finished product will feel like. You know, “wouldn’t it be awesome to have a game where…”. I had strayed too far from this initial impression and didn’t trust my intuition. It was time for me to stop and look back for once.

I had been racing for one stroke of insight, without realizing I’d already run past several. I just couldn’t feel them because the gameplay didn’t reflect them properly. I had been adding more and more unconnected ideas, taking the thing apart and rebuilding it over and over. The source code was a mashup of unfinished games with incompatible gameplay.

So I reviewed what was important to me – resource management, strategic preparation, micromanagement, emergent puzzles – and only left the features that I felt supported these.

Suddenly, it was fun to play. Success isn’t a linear path, often it’s failing and failing until there are so many failures that they block the exits and one of the balls is bound to go in.

Wait, what?

Anyway, after the intense last stretch, I managed to submit in time, even with a couple of minutes to spare. Everything came together after all.

-

A quick recap would be in order:

What went right

  • I learned something new about game design and Flash development.
  • The music rocks, the graphics are crispy.
  • The game is pretty simplistic while having lots of depth. Basically, I did the game I wanted to play.

What went wrong

  • The code’s somewhat messy and rushed, leading to a bug that places two blocks in the same tile, and even a gamebreaking bug if you get far enough while playing it conservatively (in terms of enemy placement). I seem to encounter the latter annoyingly often nowadays…
  • People are saying it’s confusing. Learning the mechanics through trial and error was something I was aiming for, but maybe more visual cues should be used to improve the process.

Based on those points, I’m pleased to announce I will be making a post-compo version of my entry! I’m going to at least clean up the code, squish the bugs, and add the “ignorable tutorial” I brainstormed in the comment section. I’d love to make upgraded versions of all my Ludum Dare entries some day, but I feel this one urgently deserves it, and it can be done feasibly. Hell, maybe I’ll even submit it to Kongregate with a high score feature.

But for now, here you go: Hunter to Hunted. Might want to check out the gameplay video too.

Heroes are so Annoying! + Timelapse

Posted by (twitter: @MetaKnighty)
Tuesday, December 18th, 2012 4:39 am

I finished my Ludum Dare entry, I didn’t make a post yesterday because I was too tired.
Come play it if you want some rpg goodness. Click here!1goat

screen5

Also, here’s a timelapse.

[cache: storing page]