Posts Tagged ‘kaiporaLD26’

Ş – Post-Mortem

Posted by (twitter: @Rodrigo_Motta)
Saturday, May 4th, 2013 6:10 am

This was our third Ludum Dare and it was the one in which we had to manage the most crisis yet. In the first Ludum Dare we made the game Allel (Top 30) and in the second we made the game Kill The Hero (5th in graphics). With the theme being minimalism, we searched for numerous references and interpretations of it. We decided to look at all aspects of a game in a minimalist way (mechanical, aesthetic, etc.).

Inspired by several recent movies and games addressing it, we decided to take a view on time travel, alternate realities and the links between them. It’s complicated. But we used it in a minimalist and symbolic form. To tell a great story in a minimalist way.

   He fell in love with a girl. 
   She had been dead for years. 
   But he did not give up. 

Minimalist game. Minimalist commands. Minimalist graphics. BIG Story.

A Minimalistic Adventure in Time.

* Great Story; 
* Innovative take on time travel; 
* Cool minimalistic graphics; 
* Amazing 8bit versions of 4 famous songs; 
* Experimental game logic;

>> Play Online

>> Rate the Game


Mechanics: In terms of mechanics the game is a platformer with minimalism in its controls and also in its challenges which are basically the exploration, interpretation of icons, minimal quests and mouse clicks. The innovative aspect is to see the dimensions all on the same screen and to control the character in various situations, with a link between them.

Aesthetics: The aesthetic part of the game was really enjoyable. Simple as it is, it was very fun to think of graphics, scenarios, characters and icons in a minimalist form. We are used to more elaborate graphics and to make use of this perspective was very fun. We used familiar songs to reference the time where each level takes part.

Story: The part in which we had the most fun was certainly when we were creating a mean to tell a great story in a minimalist way. This little story can make the player travel through many interpretations and  we ourselves are willing to further explore this setting.

Technology: We used Photoshop for all graphics. The game was developed in Construct2 and there was a little work to control all the actions of the narrative, besides the 5 “screens” at the same time. One cool thing that we had never used before was the full screen.

>> Click here to download the concept document (Portuguese).

>> See the complete journal.


Rodrigo Motta (Design, Direction, Art); Cesar Augusto (Programmer); Bana Gilda (Art); William Polleto (Musics); Trigueiro Jr (Animation).

The Good: To have met a new artist (Bana Gilda) and a new musician (William Poletto). To have achieved the goal of creating a minimalist game in all aspects. To have presented a vision about time travel, alternate realities and the lives of those traveling between them. To have been able to generate an interpretation of the story. To have shown that it is possible to insert great narratives in short games. To have one more game concept that we are sure that can be evolved into a much more complex game.

The Bad: We think that even following the theme, the game may seem a bit poor when in fact there was a lot of conceptual work involved. The initial plan was to work more on the animations, to not be minimalist on them, but our animator had little time. There was still one more element in the narrative, they were the time-police, which we’ll add later.

Walkthrough #SPOILER #ALERT

Initial Feedback: We did it! According to the initial feedback we realized that we were not crazy. Our idea has something unique in terms of mechanics, narrative and graphics were greatly respected by everyone. We displayed the game to several people and all of them saw something artistic and innovative in it! 😉

“Cool use of theme!”
“Quite artistic game!”
“Very nice and well polished.”
“Very unique gameplay.”
“It’s cool to see people using browser tech at its best.”

Ş – Second Day: Art, Music and Prototype

Posted by (twitter: @Rodrigo_Motta)
Sunday, April 28th, 2013 12:47 pm

In the second day we work to finalize the game assets. The game scenarios, representing different eras were made by Bana Gilda was really nice to meet her and rely on her talent. Now we are working on the details that will make the game levels, plus some animations to make the scenarios more vivid.

Captura de Tela 2013-04-28 às 16.32.07

Minimalist Scenarios by Bana Gilda

William Poletto worked on the game music, which are actually “8 bit” versions of 4 famous songs. Our programmer, Cesar, slept through the night and is now trying to finish the game mechanics related to the character’s death. Until then, this is our team at this Ludum Dare:


Rodrigo Motta (Direction, Design, Art), Cesar (Programmer), Bana Gilda (Art), William Poletto (Music), Trigueiro Jr (Animation).

Ş – First Night: Prototype

Posted by (twitter: @Rodrigo_Motta)
Saturday, April 27th, 2013 5:44 pm

In the early evening of the first day, we get 50% of our prototype provided. The night will be long. But we were happy because the plans for the prototype were achieved. We managed to create our basic time travel … including visual effects. Yeah!


First Prototype: Time Travel with Visual Effects

I met a couple in a Facebook group which will help us in the soundtrack and art (cool these events where everyone helps everyone). However, I still set how to be minimalist art of the game.

Captura de Tela 2013-04-27 às 17.45.31

The Minimalist Art work in progress.

I will continue developing the levels and part of “role play” in our RPG while watching the UFC Jones x Sonnen. LOL. Now women have fight. LOL.


Holy shit. Women fight on TV.

Ş – First Day: Sketches

Posted by (twitter: @Rodrigo_Motta)
Saturday, April 27th, 2013 1:19 pm

Our third Ludum Dare. Yeah. Again, the theme is pretty cool, but we are not a complete team and it can be a problem. For now I’m doing art and design, and Cesar will program. The others are still missing. At the time of theme release I was at a bar and then slept. I woke up freaked out at 3 AM and started to sketch an idea. Did it still in bed using a stylus pen in Galaxy Note. It was cool to do this test. So, our first day was the improvement of the idea and the definitions of the prototype to be implemented tonight, while I work on art.


Well, our game called “Ş” will be a small RPG with some relation to time travel, with minimalist graphics and commands to tell a “great” story. Our goal is to tell a stylized story, but that it can be understood or interpreted correctly.

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