Ludum Dare 33
Coming August 21st-24th!

Posts Tagged ‘motivation’

Good bye Ludumdare

Posted by
Monday, July 20th, 2015 12:08 pm

Its me de bad guy Sk3letor from #ludumdare channel, many might not know me well but today 6:43:17 I got banned by NeiloGD with words:

* You were kicked by NeiloGD (You will never learn, and it’s been brought to my attention that you’ve been told time and time again. Please find a community that will tolerate your crap.)

Seems I didint learn NOT to have opinion about diffrent things, so this is a lesson for rest of you guys:

– Dont ever NEVER disagree about anything or you get picked/bullied by other users.

– You are always WRONG, they are right.

– Your best weapon: Idle.

So this is the good bye, have nice rest of life.

-Sk3letor-

 

ps.

After ban I feeled draw one last time art about “fair” man who guards the #ludumdare:

https://dl.dropboxusercontent.com/u/73169970/NeiloGDdeButthurt.png

This post might be get removed by butthurted admin but no worry.. de art never cannot been removed.

 

 

Some Questions for the Community

Posted by (twitter: @RobProductions)
Monday, June 22nd, 2015 11:25 am

First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:

Apex Alpha Screen 2 Apex Alpha Screen 1

As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.

Improving the graphics in my own game made me think…

Why are people so obsessed with graphics?

E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.

When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.

 

But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.

Why do Resolutions/Framerates/Specs matter?

Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”

People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.

What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.

Why do Gamers hold Grudges against Companies?

Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.

They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?

Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?

What do you think?

These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?

It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)

And soon I will start posting more about my upcoming game :) Thanks for reading!

YOU HAVE BEEN PEWDIEPIED! LD31 post mortem

Posted by (twitter: @TriteGames)
Monday, May 18th, 2015 4:14 pm

Hey guys,

we have been keeping you updated on new features for our game Of Carrots And Blood, which we started working on at LD31. Now PewDiePie played our game and we wrote a post on our blog about the impact on our emotions, downloads and sales.

Read the blog post here

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY

Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN

—————————————————————————————

‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.

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01
—————————————————————————————

THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’

‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.

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02
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As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in reddit.com/r/lovebird.
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.

—————————————————————————————

04
—————————————————————————————

CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?

All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.

 

—————————————————————————————

03
—————————————————————————————

So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.

 

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05

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Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.

—————————————————————————————

BABY SHAVERS WANTED

Posted by (twitter: @chikun_dev)
Saturday, April 25th, 2015 4:45 am

hispanic-traditions-shaving-baby-hair

 

BABY SHAVERS WANTED

——————————–

Looking for premium, experienced baby-shavers to shave the baby.

Casual hours, $16.95 p/h to shave the baby.

Perks include holding the baby, talking to the baby, and of  course the joy of shaving the baby.

Call (02) 9815 4000. Ask for “Randy.”

——————————–

You too can shave the baby in our game. “You Can Shave The Baby”.

——————————–

Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).

However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.

Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!

Cactus Chyps and the Spiky Speary

Posted by
Saturday, April 18th, 2015 4:18 pm

MEDIA DUMP, because i got bored of programming and decided I was at a comfortable enough position to start doing art work 😀

 

CACTUS DECOR 😛

snap0000

The Reprehensible and vengeful Dr.Picklespear

snap0001

…and his pickle spear….

snap0002

Levels are restricted based on how many blocks you have left to solve the puzzle, so a chest full of blocks can help your construction a great deal 😀

snap0003

 

 

A western themed game needs a tumbleweed. So here’s a tumbleweed

snap0004

 

OMAHGAHD, IT’S THE SPIKY SPEARY!!! The somehow infinitely replicating weapon of our heroine

snap0005

 

DEFINITELY not last, our heroine! It’s CACTUS CHYPS!

snap0006

 

Seriously, she looks awesome, don’t deny it.

 

gameplay

 

You want to play this.  Just admit it 😉

Kissing bunnies and bloody mutants! LD31 Postmortem :)

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 4:31 pm

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on itch.io for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

 

 

OCAB screenshot #01

OCAB Kissing bunnies

 

And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!

 

Download OF CARROTS AND BLOOD on itch.io here!

 

Thanks and have fun playing,

Chris and Sebastian

I’m (musically) in! (+ Bonus Advice)

Posted by (twitter: @qrchack)
Thursday, April 2nd, 2015 5:51 am

So, after my failed attempts at trying to Ludum Dare, I had a little break of it. But you’re too awesome, so I’m back here, though this time I’m organized and focused on the thing I’m best at: music and SFX. I’ve teamed up with Sigrath, he’s gonna do the actual game stuff and I’ll be doing just audio.

My setup:

  • As usual, a ridiculously old laptop (Intel Dual Core 1.73 GHz and 2 GB of RAM)
  • FL Studio / Reaper (depends on the style we’ll be going to use: Reaper for orchestral stuff, FL for electronic/ambient/chiptune)
  • Plugins: stock FL/Reaper, Kontakt (with my favorite libraries, Kontakt 5 Factory Library, Drums of War 2, Evolve Mutations, Shevannai Voices of Elves, and some freebies here and there), Sylenth1, 3xOsc (it’s FL stock but it just had to be listed separately for its awesomeness)

Now, onto the advice part: currently I’m trying to really get OOP and generally train myself how not to fail and actually make games. It’s a sort of weekends research project, though I aim to finish a game this way. I decided to use NetBeans for a couple of reasons:

  • Although I love coding in Sublime Text (I code most stuff in it, including my website), the autocompletion feature is really lacking for me (even with SublimeCodeIntel). I really miss being able to CTRL+Space and select functions from SDL/LÖVE, or my own functions from other files in the project folder. Sublime suggests just the ones in the file I’m on currently, which isn’t gonna work well when I’m trying to learn classes and code separation
  • I want a sort of unified experience (same IDE) if I decide to try writing in Java (and I’ll need once I get to university) – NetBeans supports both C(++) and Java
  • It’s free and open source, and I like free and open source :)

My piece of advice I’ve learned while coding: make a test run, write a game a week or two before Ludum Dare actually starts using the setup you’ll be on. You can’t afford losing first 5 hours reinstalling MinGW, setting up your environment variables, changing compiler settings and adding include directories. Have your libraries installed, tested working, with a skeleton project ready to code in. Make it already include loading settings, main menu, renderer code, audio engine. You’ll have time to focus on the game, not the engine. More time spent on what your game is about = more fun coding and more fun playing.

Second advice: team up! You don’t have to make a formal team and code together. Have a friend (or a whole bunch of friends!) with you, so you have someone to talk and give ideas for your game. Plus, hopefully, you won’t lose sanity that fast.

I guess that’s pretty much it for now, can’t wait for Ludum Dare, good luck everyone and most importantly, have fun!

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

Ratings!

Posted by (twitter: @fullmontis)
Tuesday, December 30th, 2014 4:29 am

Whoa, the third most exciting moment of every Ludum Dare has come! Lo and behold, the ratings! Let’s see how my humble game did this year.

Coolness 62%
#36 Mood(Jam) 4.00
#201 Theme(Jam) 3.89
#223 Audio(Jam) 3.38
#285 Overall(Jam) 3.47
#416 Innovation(Jam) 3.17
#562 Fun(Jam) 2.97
#566 Graphics(Jam) 3.14

Alright, this looks like a good ludum dare. My main focus on mood paid out, since I’ve finally broke the 4 star barrier in a category. This is enough to celebrate! Next time though I should focus more on fun cause it seems like a sticking point of mine.

Here is a little graph of my 2 year progress.

 

results fullmontis

 

I’m really happy of the progress I made. It looks like there has been a steady improvement. My purpose for the next ludum dare is to break more into the 4 star section, and hopefully if I don’t waste my time stupidly like usual maybe I can too!

I want to thank everyone involved in this Ludum Dare, admins, creators and players. THANK YOU! This is getting better and better every time. Can’t wait for April!

 

PLAY MY GAME, BEHIND THE FOG!

 

CHECK OUT MY OLDER GAMES IF YOU WANT!

 

000+ will be a thing!

Posted by (twitter: @theotheralvaro)
Friday, December 19th, 2014 10:28 am

Yesterday, I went back to my Ludum Dare entry and played it. Taking some distance from your projects is always a nice way to see what worked, what didn’t and if you actually find your own game fun.

In my case, I actually find it fun. It has some things that don’t work as well as I would like it to, but nothing I can’t fix. All this made me think that I want to take this project a bit further and make it into a full-game. The premise will remain the same, and it will stay a bite-sized experience, but I want to expand on it, tweak it and make it into a better game.

In order to do that, I added the game to Steam Concepts to gather some feedback and see if gamers are interested in it. I am not confident to the point where I’d put it on greenlight, but Concepts seems like a great way to asses if anyone is actually interested. I did the same for IndieDB and I’ll be trying to put the game on other sites (if you have any recommendations, let me know). Honestly, showing my projects around makes me cringe a little bit but friends have been telling me to take a leap and try to see if people like it. Either way, I’m going to expand on this so expect some more from that little pixelated guy!

If you have sometime, check out the Steam Concepts page. The IndieDB page is this way.

To play the LD31 entry, click here.

Duck, Jump, Die (Post Mortem + Timelapse!)

Posted by (twitter: @DivitosGD)
Sunday, December 14th, 2014 4:11 pm

First off, the timelapse.

Post Mortem

We faced several problems right off the bat. My original intentions was to program it in Game Maker: Studio completely by myself and submit for the compo rather than the jam.

A friend of mine offered to team up with me about 5 hours before the jam. I wouldn’t be able to help with the programming due to the language he was using, but I agreed anyways. It was decided I’d work on audio on concepts.

Fast forward towards the beginning of the competition, and I was running off of 2 or 3 hours of sleep. I’d tried previously, but couldn’t get to sleep, so I just opted to stay awake until we at least had a concept done. ‘We’ included me, the friend from earlier, and one of his friends(an artist).

Then we get to the theme being announced. We all dabbled with some ideas for about 10 to 20 minutes before the programmer decided to opt out and leave me and the artist to our devices. I prepared to program while we continued to concept.

Our initial plan was a top down twitch reflex maze. The walls would be moving at you at an accelerated rate and you’d have to us WASD to navigate without hitting a wall or falling behind. We in a way kept this concept, but just changed it around to being an endless runner.

He began on the art, I began importing it. About an hour in, he went to sleep, and I followed shortly after. Luckily realizing I had forgotten to start the time lapse. I started it, and ended up getting some sleep.

A couple hours later, I woke up, and started on the main game. I faced quite a bit of problems. The floor was initially tiled, and I was hoping I could make it sync to the obstacles. I eventually gave up and just made the floor one seamless line and added in some obstacles. After that, I had my initial concept of how I was gonna do anything, and added in some more obstacles. A short bit later, Brad(the artist) woke up and I sent him a build. We ended up getting a bit addicted to it, and didn’t get much work done for about an hour.

From then on out, it was pretty much just him doing art, me hacking away at the programming, occasionally sending builds to him and some friends, occasionally us finding ourselfs in a skype call, and a lot of the time us joking around about things.

We ended up finishing about the time the regular compo was ending, and submitted for the jam(albeit with some undiscovered bugs) and the rest is history.

Fast forward to a week later, I just released a bug fixed version of it, and Brad and I have decided to carry on development from scratch on an entirely new version of Duck, Jump, Die for mobile!

The Good

We ended up with a final product! That broke a 6 competition long quitting streak for me, with my last completed Ludum Dare being LD25.

We ended up making a pretty fun game! Even after the horrors of the battlefield, I still find myself playing it when I get bored(on occasion).

We ended up meeting each other! We actually work out pretty well as a partnership, and if it hadn’t of been for this Ludum Dare, we never would’ve met.

The Bad

We didn’t use the remaining time we had on polish and bug fixing, when it really could have used it.

The game is highly unoptimized, and tends to slow down for some people.

The music is incredibly loud, and ends up hurting peoples ears first time around.

Play The Game!

Obligatory Cross Promo!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=9732

 

Screeny

A childhood dream become reality

Posted by (twitter: @theotheralvaro)
Thursday, December 11th, 2014 8:10 am

When I was a kid, I absolutely loved Newgrounds. To me, it was the best thing ever on the Internet. Today, I found my game on the main page. For some of you, it may not be a big deal, but let me tell you : the kid in me is soooo happy.

Thanks LD!

 

Screen Shot 2014-12-11 at 1.57.32 AM

0000 : PRESS Z post-mortem

Posted by (twitter: @theotheralvaro)
Wednesday, December 10th, 2014 10:41 pm

Screenshot 2014-12-11 at 00.20.26 Screenshot 2014-12-11 at 00.20.52 Screenshot 2014-12-11 at 00.21.15

A bit of context

This was my fourth Ludum Dare and the first time (ever, even outside LD) that I made a game that I actually like. When I say “a game that I actually like”, I mean a game that I would like to play if someone else had made it. Sure, in the past I made some games that I love, but I always had to go around their flaws, disregard game-breaking bugs and just close my eyes on my own mistakes to really enjoy them. In other words, they were my ugly childs.

With 0000, I can finally say that I managed to make a game that I’m proud of, even though it’s far from being perfect or even that great of a game. I think it’s fun (which is the most important part), pretty engaging and people seem to like it, which is a plus. It’s a small first step into actually making decent games.

I pretty much failed during LD30. Here’s what I wrote just before it started  :

 

Pretty excited, once again. To me, Ludum Dare is a way to see and compare what I’ve learned and how much I’ve improved since the last time. I started pretty small, with a funny, but subpar game (Don One). Then, made another game, a lemming-like that was buggy as hell, but cute and people seemed to enjoy the art-style (Daisy’s dog is dead). I think I will stay true to myself : simple, primitive graphics + game mechanics that will allow me to grow and learn as a game developer. I have no other ambitions than having fun and learning, and Ludum Dare has been a great opportunity to do so the last two times I participated.

 

Hey, past self. This is still true. I mean, this Ludum Dare, I went in with the same mentality. Use my already acquired but limited skillset (in game design, art and sound) and try to make the best out of it. 0000 PRESS Z is what came out of that desire. And it was fun to make!

 

Brainstorming and writing ideas for levels on paper

The good

AKA what my last 3 LDs taught me

  • Level design has been a big challenge for me since I started game development over a year ago. With limited sprites and simple mechanics, I succeeded at combining them to create interesting gameplay and difficult, yet rewarding levels.
  • The game style seems to be a big hit with people. I also love it, even though it’s simple as can be. I went with I am capable of doing, and it seems to have worked out.
  • The game feels good. Adding particles here and there and a lot of feedback to the player’s actions really payed off.

 

The bad  

AKA What I didn’t learn yet

  • The movement seems to be a big issue for players. I thought it was on point, but it seems like it might need some more work (more on that later)
  • I didn’t manage to teach the player about the double jump mechanic early enough. Most people seem to discover it by mistake.
  • The sound, while fonctional, is not very expressive and could be improved a lot. Maybe a soundtrack, even, could make the action feel even more frantic. If I had any music skills, I would have added music.
  • The random teleportation, even though it’s the core mechanic to my game, seems to be confusing players. That leaves me with a game design question : Should I give all the answers right out, or let the player figure out the game as he loops through levels? Tough call.

 

What I learned

AKA things I think I understood but maybe not

  • Making the most with very little can be very rewarding and push your creativity.
  • Planning (just enough) is essential. It took me two hours of planning before I even started making the game. I figured out what game I wanted and went with it. It could have failed horribly, but I got lucky this time.
  • Juice matters. Details matter. If you’re making a game that feels fun to you, you’re doing something right.
  • The LD community is a GREAT resource for feedback. You have doubts about your game? I’m pretty sure someone on IRC will be down to talk it out with you.

 

What’s to come and conclusion

With all the positive feedback and encouragement I’ve been getting from the community, I’m considering making an improved version of the game.  Bug fixes, more levels, speedrun mode, highscores, new mechanics and all that good stuff  are amongst the things that are going through my head at the moment(Did anyone say level editor?). It’s still just an idea, but it’s very tempting to make some more evil levels to get the best out of you guys.

In the end, this was a very interesting ludum dare. I learned a lot and gained confidence in myself in the process. I still have so much to learn, but to me, making a game that I actually like is a big milestone.

 

Check out 0000 PRESS Z

Moar progress!

Posted by (twitter: @qrchack)
Sunday, December 7th, 2014 1:56 pm

First gameplay video, with maps being loaded at runtime from lua files. A hand-built map editor soon to be made.

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