Posts Tagged ‘LD28’

In!

Posted by (twitter: @rojomojogogo)
Thursday, April 16th, 2015 1:44 pm

Hey, folks! I’m in for what will be my fifth time participating in Ludum Dare. I’m glad to say that I’ve come a long way as a developer since my first entry. Now that I’m an adult and jaded on holidays, LD is my new Christmas that comes thrice a year! In between events I’ve been working on building a small YouTube channel, and due to fortunate timing, I’ve just started up an LP of an LD28 game: Titan Souls. Take a look and see what could be if you create something awesome this time around and stick with it, and congrats the Acid Nerve team for taking a great entry to the next level!

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

______________________________________________________________________________________________________

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

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Our first jam

Posted by
Wednesday, April 30th, 2014 10:48 am

Well this was unexpected

screenshot114

This is my first completed Ludum Dare jam and this time I did the incredible choice of teaming up with some friends.

Me and Samuel (Blixt Gordon here on Ludum Dare)worked tirelessly on the game for the first two days on the game Surf Ace. I have heard that finishing a Ludum Dare

game was something really hard and that we should keep the ideas streamlined and simple. F**k that we thought lets to a game where

you can not only surf and flip (which to be honest, would have been awesome!) but also catch fish on a spear and then ride it.

“Oh brains you are fantastic creatures” – Me

I had my hesitations about the completion of this game up until the last day when one of our friends came to record the hilarious sound effects and another friend

helped out on the fiddle to create the track for the game. This all took place in the last 5 hours so you can understand my concern.

The last hours was by far the best part of the development when we had the game ready and just played around with the details.

That is, right until we figured out there is no tutorial to our game and the controls are unique to our game so it was a must.

 

As you probably have figured out by now it went splendid, we got a good game out of it and most important. We had an awesome time making it!

If you have read until now, here is a potato for the long post (had a lot to say I guess).

potato

Sincerly mrhill

link:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=15148

 

 

 

 

Beneath the Surface of My Skull

Posted by (twitter: @Crefossus)
Friday, April 25th, 2014 7:32 pm

Creepy post heading aside:  I’m sharing my only slightly censored thoughts/brainstorm/game doc! See my thoughts vomit on your screen in real time!

The current idea in progress is about the superficial interaction between humans and being able to delve beneath the surface that to befriend/utilize others.

I’m going to take a step back and try to make a text adventure this LD so I actually finish something (in theory). I might also make two games if I get this one done…

 

 

0RBITALIS: From LD48 to Steam in 100 days

Posted by (twitter: @AlanZucconi)
Thursday, April 17th, 2014 7:57 am

Last December I took part in the 28th Ludum Dare. I tried to get the most out of its theme (the incredibly vague “You Only Get One“) and the result was 0RBITALIS. A minimalistic gravity simulator with a puzzle flavour. The game was both the most voted and commented entry in the contest and in the end… … …it didn’t win! I do not deny that I have been quite disappointed, initially. But after reading all the positive comments from the Ludum Dare community, I decided to keep working on the game. One hundred days after, 0RBITALIS has been released on Steam. How did I do that? Weeell…

comp_01 comp_02

December

  • 15th-16th: 0RBITALIS is born!
  • 16th: available on Newgrounds

January

  • 7th: available on itch.io
  • 13rd: available on IndieGameStand
  • 27th: first contact with Mastertronic
  • 30th: nominated for the Newgrounds Award 2013

March

  • 12th: showcased at BAFTA Inside Games Arcade
  • 17th-21st: showcased at GDC 2014 in the ALT.CTRL.GDC section
  • 28th-30th: showcased at EGX Rezzed in the Leaft Field Collection
  • 27th March: Doseone joins the project

April

I want to see this not as an happy ending, but rather as an happy beginning for 0RBITALIS. I am looking forward to see how feedback from its community will shape it for the final release. And if there is a message behind my story, is surely not to give up. There are thousands of people out there who love your game: they just don’t know it yet… :-)

lotus2 s_05_big

Ludum Dare 29 Wallpaper!

Posted by (twitter: @x01010111)
Tuesday, April 8th, 2014 1:30 pm

Hey everyone, I am super psyched for LD29, and I’d like to share a wallpaper I made for posters for our local meetup:

ld29_1080_wallpaper

you can get the 1920×1080 PNG here!

Feel free to use it however you’d like :)

Results and in for the MiniLD!

Posted by (twitter: @fullmontis)
Thursday, January 9th, 2014 2:19 pm

So, another LD has come gone and as usual there are trails of interesting feedback on the road. Let’s see how Synesthesia went.

results

 

 

 

 

 

 

 

 

Woah, that’s something I would have never expected: top 25 for Innovation? I knew the idea was very interesting but I would have never expected to go so high! Thanks to everyone!

Ok so let’s see in detail. It looks like what other fellow Ludum Darers appreciated the most was the basic idea. That’s encouraging, since I’m planning to expand further on the game. It really got butchered out of time caresty so it bugs me that the original idea hasn’t come out as much as I expected. It shows on the Overall and Fun category since it should have felt more of a demo than a complete game (even though a 3 star average is still amazing in my eyes).

This fact, combined with the lot of enthusiastic comments about a post compo version really geared me up towards making a longer and better version (and over everything, portable). I couldn’t work on it in these weeks because I had to finish another game based on a game I made in LD27 (it’s out gladly, so you can get it for free here if you are curious), but I’m definately going to work on it after the MiniLD this weekend, so stay tuned for some update.

I’m especially glad that people liked the mood of the game, since it was my main focus besides gameplay.

On the bottom we have, not surpisingly, graphics and… Humor? Two stars in humor? For some reason people think Synesthesia is more humorous than half of the games in the jam! I’m flattered but I can’t seem to see any humor in this small demo. Oh well.

Okay, so let’s talk about this miniLD that is about to start. I’ve never partecipated in a miniLD but since the rules are much more relaxed I’m pretty confident of creating something worthwile. Let’s see the tools I’m going to use:

  • Language: JavaScript (HTML5 canvas)
    This is the first time I have ever dabbled into developing something for the web. I’m starting to get used to the language in this period and I really like it, it feels like a web oriented version of Lua which is always a good (and the C like syntax is something I feel more comfortable with). Also, portability and simplicity of use is never a bad thing. I’ve done a few simple projects and besides dome problems with asynchronous loading it looks like it’s working great, so I’m really excited to create a game in it.
  • Graphics: Gimp, Inkscape
  • Audio: REAPER with the amazing sounding Synth1, as usual, bfxr
  • Editor: Emacs

Ok, this looks like everything for now. Looking foward to this weekend!

Humbled

Posted by (twitter: @heyiolo)
Tuesday, January 7th, 2014 2:03 am

“Ermahgerd! 188th for Humor in #LD28.”

Thank you to everyone who took the time to try my game. I am humbled and glad to have taken part in LD #28.

Only scored low on innovation; which let’s be honest, is no surprise. My main goals were to complete a game and learn from the stats and feedback given, which you have given and I have done and will continue to do. Thank you, truly.

Again, thank you; thank you thank you thank you. :)

“Darkest Friday” Artist’s Timelapse!

Posted by (twitter: @cakencode)
Monday, January 6th, 2014 11:35 am

Wayyy overdue, but we’ve both been super busy over the holidays and with work, so we haven’t been able to make any updates since then. But before the clock ticks down and LD is over, come on over and rate our game, “Darkest Friday“! :) It’s a snarky typing game Zeik and I made for this LD. I also have a timelapse you guys might enjoy? 😛

Check out our game here!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=10976

One Jump Post-Mortem

Posted by (twitter: @xanjos)
Sunday, January 5th, 2014 12:05 pm

Since there’s less than a day left until ratings are finished and I haven’t gotten around to doing it yet, I figure I might do a little post-mortem of my LD28 Entry One Jump (not to be confused with a couple of other entries with the same name). This was my 2nd Ludum Dare game but the first submitted for the 48 hour compo.

LD28ss1

My primary aim during the weekend was to avoid some of the mistakes I did in my last entry (such as time management) and submit something playable in time for the 48 hour compo. Prior to the competition, I decided I wanted to use Unity (specifically the new 2D tools) for a couple of reasons:

  • Familiarity (I’ve used Unity before but not for a Ludum Dare entry) instead of trying to learn a new language/engine in 1/2 weeks
  • More widespread deployment: Compared to my last entry (which used XNA), using Unity meant that I could easily deploy my entry to the web as well as create standalone versions in one go.

I also decided that I wanted to create a platformer (mostly because I haven’t made one before and also because I didn’t want to create a top-down game where you move something in 4 directions and shoot stuff). The day before the actual theme was announced, I did jot down a couple of ideas based on some of the themes that made it to the final round of voting (although I didn’t actually have an initial idea for the one that eventually chosen). After the theme was announced however, it took me some time to think of a core mechanic that would fit it (To be honest, I didn’t really like the theme although ironically, due to the primary mechanics, my last Ludum Dare game would have been an absolute perfect fit for it). Eventually, I decided to interpret “You Only Get One”  as being able to do something that you can normally do many times only once. In the case of a platformer, the primary mechanic is jumping hence the main objective of my game: To simply reach the exit but being only able to jump once per level (which led to some rather strange and interesting level design)

What went right:

  • Planning and Time Management: Compared to my last entry, I actually made much better use of my time thanks to the Unity workflow and managed to submit my entry in time for the competition.
  • Levels: A common complaint with my last entry was that there were too few levels (about 4/5). Thanks to Unity, I was able to rapidly prototype levels in the editor without having to recompile and restart the game and created around 8 levels for my entry.
  • Mechanics: Initially, I thought that being only able to jump once was too gimmicky (trying to design levels based on that mechanic was pretty hard as well as I wanted to make the player use their only jump at the right moment). In the end however, I was pretty satisfied with the end result.

What went wrong:

  • Graphics: I’m not a very good artist so I decided to use simple shapes again for my entry. Unfortunately, I didn’t have enough time to change those shapes into something more plausible (but still somewhat crude).
  • Lack of background audio: I initially created a small audio loop for my entry but I wasn’t able to get it to loop properly in Unity.
  • General Platformer Physics: Although the game generally worked, some of the primary platforming mechanics were a bit buggy (having to create some momentum in order to jump, unintended wall sticking etc.). Some platforming elements such as the moving platforms didn’t work as much as I had hoped.

Initial Feedback:

Feedback for my game so far has been fairly ok (and better than I had originally anticipated) with level design being praised the most and some platformer physics/controls being the main criticism.

Overall Experience and What I’ll do in the Future:

Compared to my last entry, I didn’t enjoy this one as much as I’d hoped (mainly because of the theme) even though I managed to submit something in time for the compo. I did have a fun time however and if there was anything new that I’ve learnt during that time, it’s that I shouldn’t be afraid of submitting to the jam instead (rather than treat it as a place where I didn’t submit my compo entry in time): if my entry needs one more day of polish then I should take advantage of that extra day. During the period of time before the next dare, I will try to make at least some improvement with my graphics skills (or failing that, just collab with an artist friend for the jam instead).

Feeling lucky? Just faif!

Posted by (twitter: @beavlgames)
Saturday, January 4th, 2014 8:47 am

Faif is all about gambling. Take this spin for example. There is 3/5  chances to get a skull (-1 heart), 1/5 chance to get a heart (+1 heart) and 1/5 chance to get a sword (making +3 damage to your opponent, one for each skull in the selection). So what was the outcome? Victory of course!

1/5 winner spin!

What’s next?

We are currently fleshing out faif, uploading new versions every couple of days here, improving gameplay, balance and general performance. We added a new tile type (gems), a shop (even some “sale” logic into it!) and a couple powerups. We plan to add instant spells (playable during your turn), more tile types (weapons, effect tiles and so), boss battles, story mode…

And we need your help! What features would you like to see in the game? (Please share your thoughts and comments here in this post, at the game entry page or on the post-compo version of faif!)

Scoop!

Next week will be uploading and Android version to Google Play! (iOs version is coming later in the development process).

So Faif!

Cheers and have a great weekend!

You Set Us Up The Bomb: Post-Mortem

Posted by
Friday, January 3rd, 2014 7:31 pm

explosionYou Set Us Up The Bomb is chain-reaction style game with lots of explosions. It takes place on a military robot base, and you know what? Robots are dicks. It’s time to bomb their metallic rears back to the industrial age.  You only get one bomb, but you get to drop it anywhere, and as luck would have it, pretty much everything on a robot base is darn explosive.

 

What Went Wrong

bombTime ran out

Oh, this old chestnut. There’s always a list of what I intended to get in there. I’ve never not run out of time in a jam, it’s just a question of will the game be playable before I finish. Even as an old coder I still have trouble with time management. I’ve never been the fastest coder on the planet, so it’s a wonderful feeling to complete a jam. But complete is relative. My first jam I didn’t even submit it; I had these monks walking around an empty procedurally mapped abbey with nothing to do. Since them I’ve improved my focus and priorities, and also my workflow (see what went right), so games get completed, but damn if I’m not jealous of those people who knock out these home runs with time to spare. I feel like I’m getting better, though, but I have to wonder if jams are like speed chess? In Searching for Bobby Fischer, the chess coach Bruce Pandolfini chastises the student for playing speed chess in the park because it’s teaching him all the wrong things: tactics and intimidation, rather than long term strategy. Will Pandolfini yell at me for learning all the wrong things from jams? I actually took a chess class in college and he was the instructor, but this topic didn’t come up…

bombBugs in the base code and libraries

You only get 48 hours, you don’t want to spend any of that time fixing bugs in your base code or third party libraries. I must have spent about 10 hours tracking down numerous issues. None of these issues were the fault of my game code – that’s not to say I didn’t have bugs there, but those bugs resolved themselves rather quickly. First I had to isolate the code in my game, and if that didn’t reveal a bug in my game, I had to test Flaxen, my base code which relies on two other libraries. I found some bugs there that were head scratchers. But worse then I had dig deeper into my dependencies and found several issues in HaxePunk, which I either fixed or made a work around. That’s 10 hours I could have used polishing my game.

bombDidn’t hit all of my core feature list

Remember I said I had a list of what I intended to get in there but I ran out of time? Well, first, I wanted to have trucks go on patrols between tents, bunkers, and stockpiles, but instead they just wander randomly, which actually makes some of the middle levels a little harder than the early or late levels! I intended to show damage on all objects, and set them on fire if they were going to explode. The robots themselves were supposed to run screaming before exploding, and I wanted their body parts — notably their heads – to fly up toward the camera with some funny quips before landing. I also wanted shrapnel – when something exploded, parts of it could fly randomly a large distance, potentially hitting another object and setting that one off. It’s still playable without these things, but I think the game would be much more exciting with them. Also the game should get harder – each level requires like 65% of all “points” to be exploded to pass to the next level. That number should rise as the levels rise.

 

What Went Right

bombSticking with familiar tools

I think I’ve finally got my process down. Photoshop and Filter Forge for the art. Audacity, a mic, and bfxr covered my sound needs. I would have used Renoise to compose some music had I the time, but with five minutes to spare I sang an improvised song about not having time to create a song and hooked it into the main menu. Hey, you gotta move quick in the last hour! I used Sublime and Haxe 3 for development.  Flaxen, the framework I used preciously for LD27 came to use again here, except this time I separated out the code base and put it up on GitHub. Flaxen ties together an entity component system (Ash) with a game library (HaxePunk). It’s actually really fun to start throwing components and systems together.

bombFocusing on the making it playable first

Several times I stopped myself from going down tangents before the core idea was even playable: polishing art, tweaking sounds, working on higher level code elements. And it’s a good thing, too, because it took me much longer to get the core idea playable than I anticipated. This was the difference between a incomplete but playable game, and a more fleshed out idea that’s not at all playable.

bombExplosions are furn! Ehrmegerd!

Despite everything that didn’t get implemented, the core explosions and destruction are actually fun to behold when you get a good chain going. The effect turned out pretty well, I think, layering a randomly rotated explosion image (shown at the top), applying a layer of fire particles, and then after a pause a layer of smoke particles over the top. It’s especially fun when you get beyond level 14, where the game starts repeating with the maximum number of objects on the screen. Why are you waiting for the perfectly timed bomb drop? Just drop it already, the game gives you another bomb if you fail to meet the quota, just destroy some shit already, will you???

You can play You Set Us Up The Bomb here.

The Sidekicks

Posted by (twitter: @franklinwebber)
Thursday, January 2nd, 2014 4:25 pm

I was away on some business this Ludum Dare. This one in particular is special as it was my first anniversary. Even though I was unable to celebrate by participating, I wanted to stay involved so I offered the music I have composed over the past year for anyone participating in the jam event.

These three games used my songs:

* You Only Get Your Keyboard

* Midnight Minigun

* The Sidekicks

The Sidekicks in particular drew my attention when I saw it coming together. Ludipe reached out to me and asked what music would be fitting for a superhero inspired game. I had nothing, so I threw together a few tracks in the remaining hours before the deadline. Unfortunately, they did not make it into the final release but there are plans for their addition post competition.

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am

http://mattarod.com/labyrinth-of-keys/

start

 

Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.

 

 

Match Girl Post Mortem

Posted by (twitter: @ddrkirbyisq)
Wednesday, January 1st, 2014 5:25 am

If you haven’t already, please play and rate our game, Match Girl!

Our title screen.

This is my 6th Ludum Dare entry, and the 2nd time working as a two-person team with my artist xellaya. Our previous game was a psychadelic side-scrolling rpg about a crazy cat, Hyper Furball.

This time we went in a totally different direction, and created something dark and creepy. Here’s what the game looks like in action:

One of the later levels, on Normal mode.

Like last time, let’s go over what went well and what didn’t.

What went well:

The Game Concept
The concept actually came really easily this time, unlike last time where we had to go through a number of different ideas before finally settling on something. The theme this time (“You Only Get One”) was a good one–pretty open, but also restrictive enough to focus you on something specific. Doing a “you only get one life” game definitely felt like it would be a cop-out here, so we definitely wanted to stay away from using that idea. Like always, we were busy on Friday night, so we didn’t really start to work until Saturday, but I actually had the initial concept of an “only one light source” platformer while trying to get to sleep on Friday.

Team Experience
We’re veterans at this by now, so we don’t really have many kinks in our process. Especially on my side with the coding–I don’t really have to figure many new things out by now because I can just look at my previous projects and I can just copy-paste code as needed. Instantiating new objects, making timers and counters, doing screen flashes, doing the jukebox screen, that’s all easy stuff for me now. And of course, cranking out music is second nature to me now, after doing so many of these.  That’s always more of a “break” for me than actual work, to be honest.  Working together with xellaya is pretty nice now as well. We definitely don’t think along the same wavelengths, and generally don’t share the same vision for things, so it’s fortunate that we manage to find a way to make things work out. I think we’ve managed to strike a good balance, such that I allow her a good deal of freedom in making artistic decisions, while still pushing back when something could be reworked to better fit the game. I think it’s important to make sure that there’s enough communication about the needs of the game, while not just being super-controlling and nitpicky about everything. In the case of Match Girl, we ended up redesigning the enemy graphics, which initially looked like this:

Our derpy ghost.

Which was cute, but not quite what we needed.  The redesigned enemy looks like this:

Our revised enemy graphic.

 

Which is definitely more creepy and obviously harmful.  To make it pop out more, I increased the saturation, so in the end we have this:

Saturated enemy

 

Dynamic Lighting
Initially I had the match as the only light source, and in order to get that working I just took a big fat black texture, painted a transparent circle on it with a gradient, and pasted that onto the screen. Then I got the idea for the candles scattered around the levels and realized that I needed a better solution. I spent a little bit of time going into the rabbit hole trying to work it out with blending modes and getting into FlashPunk’s drawing engine, but then found some dynamic lighting code that someone else had already written up (https://github.com/SHiLLySiT/Lit). I tried it out and it worked! I remember making one or two tweaks to how it worked (probably changing the blend mode), but it ended up working great and I’m really thankful that I found a quick and easy solution. This was really key to making our game work well!

Our dynamic lighting system in action. I especially liked how the candles only partially illuminated adjacent enemies.

Level Design
Now, this was actually something I really worried about, because level design is really tricky to get right for a puzzle platformer, especially one that you haven’t carefully tweaked and refined and playtested.  I also wasn’t confident whether or not our mechanic would work well enough to make for good design.  I knew in my head that the match concept was a good idea, but whether it would actually translate to fun levels was something that I really couldn’t know until I actually sat down and tried it.
During the initial planning/prototyping phase I also thought that it would be nice if we had at least one other mechanic other than the matches and the enemies/obstacles that kill you, so I thought of the moving blocks and implemented those (was still using placeholder graphics for everything at this point).  It was later on when I was making the spotlight for the exit door that I thought of the concept of candles/torches that would be pre-placed in the level, and that actually worked really well for level design, since they function in so many ways.  Not only do they illuminate tricky areas, but they also serve to give a sense of atmosphere, and they also serve as good reference points while memorizing level layouts.  They also work nicely with the moving blocks in some levels.  The fake white blocks were the last thing I thought of–the idea for that probably came while I was color-shifting the block textures for the different worlds.
Initially I had  single set of 25 levels — 5 for each world.  After I had all of the different mechanics nailed down, I knew I wanted each world to introduce something new, except for the last world which would pull everything together.  I also knew how I wanted world 1 to flow: Introduce movement and the goal, introduce matches, introduce jumping, and introduce restarting.
So I had my 25 levels, but I realized that some of them were probably too difficult for inexperienced players.  So I dumbed down some of the levels, made them easier to memorize and execute, and added more torches.  Then I set out making 25 new levels for hard mode, where I tried to really be aggressive with the difficulty.  This was the very last thing I did, and I was rushing frantically to design all of hard mode in about an hour or so.  I’m really glad that it turned out so well the way that it did.  I’d say that I’m a bit lucky that I managed to get such decent level design even though it was squeezed in pretty last-minute.

 

What went not as well:

Not being in the right mindset
This didn’t end up really hurting us that badly, but I was actually feeling really lackluster and discouraged on Friday night due to just being in a bad mood in general, as evidenced by a post I made that night.  Luckily I still managed to come up with the concept while trying to sleep, and ended up shrugging it off and diving in with a good start the next day.  I don’t really think there’s much I could have done about this, but it was one of the worrisome things that happened this time around.

Underestimating the amount of work
I should have learned by now, but I guess there really is no such thing as a Ludum Dare that I finish early and don’t spend 100% of my effort on.  I keep on trying and telling myself to be less ambitious each time, but somehow I always end up pushing all the way to the deadline, almost without fail.  I think that’s a good thing–it’s part of the reason my games have become so polished–but at the same time, I need to prepare for it and expect my entire Monday to be taken up. (and ask for that day off from work in advance)

Story and plot
We kind of slacked on this this time around, but that was sort of a conscious choice, as again we were trying to be less ambitious.  I think it was also that we didn’t actually really have any good ideas for plot and storyline that would explain things well.  xellaya wanted the ending to be open-ended, and I thought that was fine by me as well.  I certainly didn’t have enough time on my hands to do anything more about it anyways. ^^;  I don’t think this really hurts our game much, as I feel like it doesn’t -need- a story this time, but it is true that this is something that we missed out on.

Music style
This one is a little debatable, actually.  I don’t think there’s anything wrong with the music in our game, actually.  I think it’s really effective, for the most part, and I’m proud of it as far as soundtracks go.  I mean, who doesn’t like a kickin 8-bit fakebit NES-style chiptune soundtrack?  We’ve already gotten a bunch of positive feedback on it, and I’d recommend you check it out too.
However, it might not have made the most sense for me to limit myself to 2A03 instrumentation and try to be really pure in terms of using only 2 pulse channels at a time, etc.  I think I just happened to be on a 2A03 kick at the time and wanted to do this fakebit style, which is fine, but perhaps it would have been more appropriate to go with a more “9-bit” approach, with darker soundscapes and non-chip sounds in the mix.  Who knows–maybe the melodies wouldn’t have turned out nearly as memorable if I had gone that route, but it -is- true that some of the later tunes are a bit “energetic” as opposed to “spooky”, which is probably the one qualm I have about the OST.  Really a minor point though, as I’m still really proud of it. 😛

All in all, a really great success for us this time.  It doesn’t have the “raw”, unadulterated fun that Hyper Furball did, but it’s a “cleaner”, more solid game, I think.  I’m really happy with how it turned out.  I’ve only gotten to watch one person play through it, but it was super awesome to see how they handled the different mechanics and got through each level.  I hope you guys all enjoy it too :)

Postmortem – You Only Get Juan – Jam Entry

Posted by (twitter: @EvilObjective)
Tuesday, December 31st, 2013 3:22 pm

Postmortem – You Only Get Juan – Jam Entry

 

Massive Explosions! Full 7.1 THX Sound Surround! Sexy Characters!

…our LD28 entry didn’t actually contain any of these things, but we still had fun making it. Our team consisted of Ludum Dare newbies (first LD for one member, second LD for the other two) and despite having to work around a couple of christmas parties, our entry turned out pretty good.

Juan Track Mind

Our group of local game devs all met up at a nearby Starbucks just prior to the start of LD48, and from there smaller groups were formed as the theme was announced. While brainstorming concepts related to the theme, @craigpfau came up with the title ‘You Only Get Juan‘ while the mechanics and story by @JackTai_ and myself followed suit.

What Went Right

To make the most of the theme (and not just rely on the ‘Juan’ pun) the game mechanics all revolved around the theme of ‘you only get one’. The game mechanics matched this theme in three ways:

  • Juan is the only character that the player is allowed to ‘catch’ for points
  • The Juan Direction bus used to get Juan can only move in one direction (to the right)
  • You only get one shield charge (used to deflect ‘non-Juans’ away from the bus) per Juan caught

The use of the theme to direct multiple aspects of the game mechanics is something we are quite proud of.

What Went Wrong

Time was a major factor (as with each Ludum Dare I suppose!). However, with everyone having Christmas parties and other social functions that same weekend, time was more limited than ever. Most of the work got done on the Friday night and Monday morning (at least on the programming side). There were some glitches that certainly would have been worked out if the full weekend could have been dedicated to our entry.

Another issue was the use of GameSalad as the engine. While GameSalad made it very easy to prototype the game Friday night, exporting to HTML5 from GameSalad leaves something to be desired. The game had multiple different issues across browsers, specifically sound being intermittent or non-existent, text displaying improperly, and general physics nuisances. In the end the game seemed to work best on Chrome, but unfortunately it still did not quite run as intended.

TL;DR

Another Ludum Dare down and another good time had. Happy New Year Everyone and see you in April.

Russ, @EvilObjective

edit: You can play/rate it here:

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