Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘game’

Target audiences and user motivation

Posted by (twitter: @strong99)
Sunday, March 15th, 2015 7:27 am

Creating an artistic game is one part. Making a game popular for an audience is another. My company creates games for businesses, a different kind of audience than Ludum Dare participants. How to make sure that a game will fit them? The key is to know your target audience to the bone, to make sure they keep playing and recommend it to friends. Our goal is to make lots of people play and enjoy our games. So, what does motivate a human to enjoy my games?

Whenever you create a game you’ll have an idea about the people you expect to play your game. We’ve discussed how to make a game fit to everyone in the previous blogs in the series. But how to define your audience? Let’s take a look at the game I previously made for Ludum Dare 29 called “Troubling times“ . The theme in this competition was “Below the Surface”.  Since it’s made for a Ludum Dare competition, our first and main audience are the Ludum Dare participants. The game is intended as a physiological and survival story driven. The player gets stuck in a submarine base and finds itself locked while the base slowly but steadily breaks down. There is a bit of exploring (finding out why) and a goal (escaping).

Beneath the Surfaace

If I reflect on why players would play it I ask myself “What does motivate them to continue and play?”. To do this I often use four intrinsic motivations. Intrinsic means a part of, the default nature or the self-desire, from within the player. For example: you’ll end up being a game developer, because you enjoy learning about games. It isn’t: you’ll end up being a game developer, because you adore money. That’s an extrinsic motivation. With an extrinsic motivation you’ll do it for the reward (money), not the process (learning).

Player motivations

These motivations are well defined in the RAMP framework, namely: Relatedness, Autonomy, Mastery and Purpose. The exploring element relates to a bit of autonomy while our goal of escaping fits the purpose motivation. I miss two types: players who are motivated by relatedness and mastery will bite the dust. What does this mean for our target audience?

It means that the target audience for this game wasn’t the entire Ludum Dare user base. It was a niece audience who longs for purpose or a bit autonomy. I never researched our Ludum Dare user base, but probably less than a half would qualify as the real target audience of users who fancies such games.

Expanding our audience

How would I change this game to fit a broader target audience? I missed the motivations: relatedness and mastery. Let’s start of relatedness, this motivation is about being connected and creation relations with others. I can do two things, make you feel really connected to the other character ingame or by sharing your current game status to others for hints or even discussing solutions. To include the mastery motivation the game needs to have learning curve. The current puzzles are too short and simple to really motivate or challenge you to learn how to solve. A set of more complicated puzzles, a bit harder after the previous, would increase the mastery motivation.

So next time when we start a little game for Ludum Dare, we keep the target audience in mind and what motivates us to play your game. I know I will. To get my games better fitted with the Ludum Dare participants I’ll design an easy to use matrix.

What techniques do you use to check your target audience? Or do you rather create artistic games for the fun of creating?

Looking for help with a Batch game(Don’t laugh).

Posted by (twitter: @JammyJames123)
Saturday, March 7th, 2015 5:33 am

A while ago(A long while ago), I created a post called, “Noobing with Batch”. I thought I would revisit batch as it was the first scripting language I ever learn’t therefore it holds a “special place” in my heart :).

Anyway, I am creating a text-based strategy game called “TakeOver”. Essentially, you are a leader of an army. You can be a variety of countries(which is why I require help). I would be looking for a variety of people who would be willing to help. But as well as fighting the frontline war. You will be fighting on the homefront, creating laws, ETC.

I suck at art...

So far I only have the menu done, therefore now would be a good time for anyone who wants to make it with me, essentially it’s a blank canvas.

Some things the game features:

  • No campaign(“story mode), the game is completely run off your choices.
  • “Mods”(DLC), that the player can install to modify the game(Add units ETC).
  • Open-source “Code”, so the community can help create their own mods and change the experience to their liking.
  • Music or sound effects in game to add a little “atmosphere”, that Batch doesn’t really have.
  • Resource’s are required to make certain things(For example, you require lead to create ammunition).

Obviously this will take quite a lot of dedication so only do this if you have the time.

Regards,
-James

Skype: jammy12789
Email: [email protected]

Time runner

Posted by (twitter: @_snade)
Monday, March 2nd, 2015 3:27 am

header

This is the game I made for mini-ludumdare 57

Description:

Trapped in a time loop you’re determined to find an exit.
Walk around to collect time fragments and place bombs to make ways through the walls. Make sure no one sees you.

Links:

Ludumdare submition: http://ludumdare.com/compo/minild-57/?action=preview&uid=7992
Download: http://snade.itch.io/time-runner
Website: http://www.snade.org

Controls:

– Arrow or WASD keys to walk around.
– Space-bar to place bombs

Options:

You can turn sound and music on or off when you’re in the game. they are small buttons in the bottom left corner.

System requirements:

-Java
-The ability to run a 1280×720 windowed screen.

Features:

– Tons of animations
– Music
– Epic sounds
– Voice!
– Randomly generated levels
– Time travel
– Super fast turn based game play

Gameplay video:

Ultra Squares for Android

Posted by (twitter: @gikdew)
Thursday, February 19th, 2015 6:05 pm

Download my new game Ultra Squares for Android

BORED MUSICIAN LOOKING TO MAKE SOME MUSIC FOR YOUR GAME!

Posted by (twitter: @Masterfireheart)
Saturday, January 31st, 2015 10:23 pm

I’ve been hanging around the IRC for about a week, and did a song or two, but I really wanna work for someone during this MiniLD and I don’t have much time. If you need music for your game, please ask! I will take almost all requests!

I can do about 1-3 songs for your game. I don’t have a real instrument available at the moment so It will all be FL Studio. The song can be a standalone tune, or a repetitive loop/song for your levels.

Bit of info about me: I’ve played Baritone (Euphonium) for about 4 years and have been an EDM producer for about 1. Although that isn’t alot of time, I have learned a lot of things, and have made things for people in the past, with happy results!

For demos, you can find my recent (and good stuff) here.

(And if you wish, you can listen to my older stuff (Most good, some tests and REAL old “meh” stuff) here.)

Kram Keep complete!

Posted by (twitter: @MetaKnighty)
Wednesday, January 28th, 2015 6:14 pm

I put a bit more work into my LD31 game, and it is now complete!

You can play the game here:
http://knightygames.comze.com/kramkeep.html

 

kramkeep_screen2

Fibonacci Grid – Post Compo

Posted by (twitter: @andyjamesadams)
Monday, January 5th, 2015 11:42 am

Yippee! I’ve finished the post-compo version of Fibonacci Grid.
image
-Changes——
1. Added Main Menu (Now that I’m not restricted to 1 screen)
2. Added In game menu w/ restart – quit – and music option
3. Added stats tracking to main menu
4. Added level adjustment to increase over times the game is played.
5. Added 2 new game modes!
-TIMED MODE – race against the clock and not a move count
-ZEN MODE – no limits on your math skills… just click until you hit the goal… or have to reset.

6. I ADDED A TUTORIAL!!! (Most requested improvement)

The post compo is up on GameJolt HERE.

You can play the original LD entry HERE.

COMING SOON: iOS!
Fibonacci Grid iOS

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.

Sale:  http://itch.io/s/1091/holiday-sale

High Flyer: http://gamegrape-studios.itch.io/high-flyer

Robotz: http://gamegrape-studios.itch.io/robotz

______________________________________________________________________________________________________

twitter image

GameGrape Studios (C)’2014. All rights reserved.

gamegrapestudios.wordpress.com

don’t eat yellow snow – post combo release

Posted by (twitter: @fischspiele)
Monday, December 29th, 2014 5:03 pm

Thank you community

We have had a lot of fun creating and inventing our 2nd Ludum Dare game.
Many thanks to all the comments and inputs.
You are great!!

The Snowmän! Factory got a new update – “don’t eat yellow snow”

In this update we have:

  • added 5 new levels – “10 levels now”
  • slightly optimized the controls
  • added a new element  – “yellow snow”
  • take out the fire tile
  • updated some graphics


Snowman_Factory_LD31_post_combo_3
Snowman_Factory_LD31_post_combo_2

You can try it out by yourself….
Snowmän! Factory post combo release

If you have missed out the music post…
Snowmän! Factory OST

*Bonus*

alpha Android version (only apk file)
There are some bug with elevator (graphically) and some music loading.

Houston: Expedition diary Part 7 – Lab module concepts

Posted by
Monday, December 29th, 2014 11:51 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 24:
New item is available – Lab module concepts:

1-st iteration. Too cute again=)



2-d iteration. The main question – how the Lab should looks like? What is an exterior attributes of such buildings? In real life labs usually is a pretty boring buildings =/
And we don’t want an extra hi-tech with some plasma balls floating over it.

Finally, we came to this concept of an MRI-like construction. The idea – scientists finds some samples, brings them to this module and put into central space.
Then the scanning and analysis starts.


And here are colored ones.

We invite you to our page at Steam Concepts!

Houston: Expedition diary Part 6 – Solar panel concepts

Posted by
Sunday, December 28th, 2014 11:58 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 23:
New item is available – Solar panels concepts:

First iteration of sketch – too much cuteness, lack of tech.

Second iteration. The main idea – all modules arrives to planet inside a shell and during installation engineers unfolds it.

Third iteration. We draw inspiration for this in the “Game of Thrones” intro (those castles are so cool=).

And animation concept:

Visit our page at Steam Concepts!

Houston: Expedition diary Part 5 – Steam!

Posted by
Saturday, December 27th, 2014 11:27 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 22:

We successfully landed at new ground.
Hello, Steam Concepts, we come in peace.

We invite you to the Houston page at Steam Concepts!
(talking about concepts… there are few more at steam page)

Sure, we are nervous a little bit about this move, but we hope it is a right thing and we have to try.

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