ChromaGun was our entry to Ludum Dare #32. The concept’s inception came late at night after a few (ahem) beers. The theme was “an unconventional weapon”, and we decided to go with color. The player’s objective is to paint walls and enemies with the “ChromaGun”. Enemies are attracted to walls of the same color and float towards them. This core mechanic, paired with elements such as button-triggered doors, deadly electrified tiles and particle grids which only allow bullets to pass through, created some seriously entertaining gameplay, even in the early stages of development.
Posts Tagged ‘post-mortem’
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.
After ban I feeled draw one last time art about “fair” man who guards the #ludumdare:
This post might be get removed by butthurted admin but no worry.. de art never cannot been removed.
Usually I am quite early with writing my post mortems, but between work, deadlines, and of course more game development, I didn’t really have the time to write one. Frankly, I don’t really have time either way, but writing these is always so much fun. So here we go! (more…)
[Cross-posted from Tech Valley Game Space]
For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, NY, USA. Compared to our previous hosted event (LD 31) we had a greater number of attendees, including a healthy mix of newcomers and veteran jammers. How did it turn out? Get ready for the super-detailed TVGS post-mortem!
Why a real-world meeting?
So this one is an important question: why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages, both for jammers and Compo participants, that wouldn’t be possible if one were to work from their own home. To explain these advantages, however, let’s start by discussing some spiritual differences between Ludum Dare and Global Game Jam.
Finally after several days, the 1.1.0 update has finished. It took a lot of times adding more assets, more dialogues, more concepts, and more. Also, the total page was 126 pages and after update, it is more than 500 pages. Even with 500 pages, the file size is only around 1.4 MB. Also, it was plannedfinished week ago, but I was busy so I managed to finish the update today.
The game can be played/download from this page: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20503 (in the Post Mortem).
Also, some peek of the screenshots of the updated “A Knight and A Line”:
Also, here’s the list of the update:
- More scenes
- More arts
- Changed title art
- More dialogues
- Fixed some typos and grammar
I also have updated the description in the game page, to make it more fit with the setting of the game. Also, for a comparison with the previous update, the version 1.0.1 will still be available. Have fun and enjoy the new and longer adventure of the game!
So, seems like the best (music-wise) Ludum Dare game I made music for scored #84 out of 1468 (in Jam). Not bad, glad I focused on just audio this time. Looking forward to beat the record next time!
For several categories, and in general, I think this is by far my best result in LD.
So lets tease it apart and get into that post-mortem mood.
I wanted to learn the Camera Effects now available to everyone in Unity, and I think I did throw in about half of them.
At the same time! Crazy me. Actually, it might have been a bit too crazy since there were several reports of people getting nausea from playing.
There was an obvious attempt to scare and discomfort without using violence (at least not against other entities), but making players ill was more than I wanted.
There is something about mood, when it comes from strange and trippy-land. I thought it wouldn’t do to explain much to the player. It was important that the player got to discover. That is a big part of the mood. So when the game doesn’t follow all game-convensions it becomes very hard to ease the player the right way.
One nifty thing I partially succeeded with in regards to this was how the game starts.
The player is locked inside a small room (lower left) with a strong visual queue, the first partial goal. The door only opened after that goal was achieved.
However, the position of where the player started in combination with the size of the trigger meant players happened to get the unlock without understanding they’ve solved the first part.
Even worse, upon completing a part wild-with-crazy-ideas-me though it good to reset players (using exactly the same visuals as for “death”), which meant players didn’t even understand that they were progressing.
This actually makes me more happy about the community than anything. The game doesn’t have music. All it has is some random sounds (thanks squeaky boards in my floor), and me attempting some voice acting. I think that should say something to others, like me, that don’t really have the talent to make tunes. There are great tools to procedurally generate music, but not all games will do better with those songs.
I expect you get some from the fact that it is a strange game.
I think having a rubber chicken that you hit yourself with is a rather novel weapon.
But in general, I’m actually quite happy that I managed to keep the game logic so conventional.
Except, maybe, having health drain fast with movement.
And a bit uncommon with the “weapon”. It is a typical, unlimited use melee weapon, but you are the one being hit. So while it makes you calm/gives you health, it also makes health drain faster when you start to move again.
I’m not very good at keeping a style, and very new to 3D models.
So, I did crazy number of models:
And stuck to two and a half colors (Grey, yello, and a splash of red)
I’ve also been playing some Borderlands, and I really wanted that toony-outline style (not visible here, but play the game and you’ll see! ^^ ).
#296 Overall | #659 Humor | #728 Fun
I think this points to general communications issues in the game.
People not progressing fast enough, the game should really never take more than 3 minutes to play.
The feedback on what are the partial targets, that the player progressed, where to go if you don’t find the target. It all needed to be better.
Though it seems scary, it is actually more of a fun game if you ask me. But it is only fun if it doesn’t take too long and you must reach the end.
This is just wrong. OK, I was very unhappy with the theme because of its center around violence. But I was wrong there. It was a good theme. A great diversity of games were made.
I still think some either can’t let go of weapons needing to hurt others. Or that unconventional must be in the mechanics somehow. It would make me sad if that’s the case.
So lets hope the blame is on me, because maybe just noticing there’s a rubber chicken isn’t enough to say it’s good theme-wise (though I don’t really see why not), but if people didn’t really understand what it was doing… then it is on me. It should have been clearer what the chicken did.
And as it happens, I think I’ve made a version of the game that actually addresses amost all the issues, so if you are in the mood… give it a try:
Me, I can’t wait for the next LD! I’m so happy and proud. Next I’ll do something even stranger. That’s a promise! (And please excuse my sloppy language in this post)
Rage the Stage was our 3 game and the first as a team of 3 people.
We accepted the challenge “why not try something new“.
So no Java and no Libgdx. A bigger challenge for sammakko as for me.
For our 3th game we used Godot Engine. I’ve had some training with the MiniLD #58 – MuMoPo.
Our only preparation was thinking during the theme voting about what game we can make with the themes.
Unfortunately, for An Unconventional Weapon we haven’t any cool idea!
dark3zz (soundcloud.com/dark3zz) has joined us for the first time with his amazing equipment.
For us, he was big source of inspiration and pushed us forwards.
What worked out well
– teamwork (first time working in threes)
– no major problem with Godot
What didn’t worked out well
– only on the last day we had a working game to play and improve the gameplay.
– no more music game and no more e-guitar
Many thank’s to
sammakko – the main programmer
dark3zz – master of music
and YOU – for helping to improve the gameplay and voting
Picture are from the post jam release.
although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out
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!
Thanks, have fun playing
Chris and Sebastian
Hi there! We’re No Wand Studios, a Spanish indie video game development studio. The Jonbar Point had been the game we created on our first Ludum Dare participation. It was sort of a challenge for us because it was our first time in a jam and we only had less than 60 hours instead of 72, but still wanted to make a game as good as if we would dedicate the full 72 hours to it. Finally, we made it and we could upload a fully playable version for the jam in time. And that’s one of the things we’re proud of.
What went right?
+ “Making the games we want to play”: That’s one of our main goals when we created this studio, so our first jam video game had to accomplish this requirement. We think The Jonbar Point has a very interesting starting point and concept. In fact, we would like to make the full game one day if people are really interested in it.
+ No Wanders assemble!: This Ludum Dare was a real test for our teamwork. Until now, we know about our individual skills and we have worked with no time pressures making a video game, but we had never need to work together at this levels. With the final result we can say that we have a perfect team composition.
+ Time management: One of our concernings before getting to work was how to deal with time and work distribution. In the brainstorming we came up with a lot of great ideas for the game (more holograms and upgrades, enemies outside the library, a bigger map…). But there wasn’t time for all that! We know very well our limits for this Ludum Dare and we can say that we nailed it at this point!
What went wrong?
Mostly nothing! But if we have to say something…
– Bugs (obviously): They are always here. But in this particular case we have no time for many test… Nevertheless, they are not very annoying bugs or at least people haven’t complained very much about this.
–A broken programmer: And an underslept art designer as well. We reach the uploading deadline quite tired. But happy. Maybe it was caffeine or maybe it was the feeling about see your little game working and being finished in time. Maybe next time we have to put some sleeping time in our schedule… or maybe not ¯\_(ツ)_/¯.
– You always can do better!: We have to close our eyes with some issues and put it in the final version because we didn’t have enough time (#nollegamos, a Spanish translation for #WeDon’tArrive). Music could be better fitted and less repetitive, pixel art has some scope for improving and other stuff like that. We’re quite self-demanding with our work and maybe this makes a bit influence in this feeling.
We are very happy with the result of this first Ludum Dare for us. People who had played and commented the game says nice things about it and that’s what we want to create: a little prologue for a possible bigger story, if enough people are interested in this concept. The experience in this jam was very enriching for us, and we can’t wait until the next edition of Ludum Dare comes.
Instead of a written post, I thought it would be a good idea if Alan and I recorded our thoughts on the jam, what went right, what went wrong, what we liked and what we’d improve for a podcast! The result is linked below. Enjoy!
Finally, Nightfall post-mortem After some problems, got the game submitted on time. First time on LudumDare!
What is the game about
You control Doctor Sheerin, a brilliant researcher who finds a new and amazing thing: The Darkness. But his new discover didn’t got the attention of the population the way he desire: they want to destroy it. People are afraid of The Darkness, since the planet they live is surrounded by light all the time at each single point of its surface. So Doc. Sheerin must protect the reactor, a huge machine that generate and nurture a practical gun that fire shots of darkness at things, reacting extremely weird at living beings.
How the hell you got this??
Since the theme was announced at 10 P.M. where I live (Brazil, hu3 hu3 I REPORT U), and I was at a friend’s birthday party, I decided to do a beerstorm there. So I did. Got some theme ideas, listed below, with a short description of each one (used Trello to list them):
Ideas and development tracking
- candy (*): something mixing Katamari with Pokémon, but you throw the candy, enemies with the same color got stuck on it. Then you keep the candy with you, like pokeballs, and use again against other enemies (of course could be a limit of enemies attached to it);
- beach: I dunno, was too drunk to think how it could be a good idea;
- street racing: using the cars as weapons, but each car kills just their driver;
- music notes: you fight your enemy doing the correct music sequence, realized there are plenty of games like it;
- birthday (hah!): pretty unconventional, celebrate the birthday of your enemies to the death!
- cat launcher: like a rocket launcher, but with cats, and you control the cat (based on my cat);
- change the enemy size: shrink or grow its size, could have been funny;
- darkness (***): use a darkness burble to surpass enemies on your path;
- beer hose: like the water hose from firemen, but with beer! Put down your enemies with this delicious beverage;
- worm launcher: like a rocket launcher, but with worms, and… eh, OK;
- control the enemy: control the enemy while inside the field of action;
- the weapon is your character, versus himself: cool idea, but how?
- object from space (**): annihilate living beings!
- religion: convert enemies into allies. But if gods decide to interfere?
- the level (*): use the level as weapon.
Hello all, I go by Boateye on the internet, but you can call me boateye, since we’re instant best friends!
This was my very first Ludum Dare, but second Game Jam (I did the most recent miniLD #58). And I learned quite a bit. As such, I’ll hold up game dev tradition and make my first ever Post-Mortem!
What went well:
- Making my own pixel art for the game was surprisingly fun!
- I was able to effectively reuse some of the sounds that I made for my Mini LD#58 entry, Combat Pong, which saved me a bunch of time.
- The game was actually fun to playtest! This is a first for the games I have made.
- This slightly ore abstract theme was much better and easier to implement than my original idea
- The shooting and flying feels really good. One of the main details that I ike to focus on is “Game Feel”, and I think that this is my best effort so far.
- The central mechanic of using different amounts of your own score to kill enemies was fun for people like me who want to get maximum value from every action in a game. Trump, and Lous Scott-Vaargas would be proud
- The upgrades were fun to implement.
- The enemies spawning and moving in the background of the title, ending and upgrade screen were an accident, but it ended up looking nicer than what I had planned. I love moments like these during game development!
- Itch.io is a really great website for hosting games online. I encourage anyone who has not tried them yet to host their next project on there.
- Feedback is very positive!
What went less than well
- There was a bug where the enemies weren’t awarding the right amount of points to the player
- The Smart bomb wasn’t working at the time of release. It was now adding the accurate amount of score based on enemies killed. That is now mostly fixed.
- I wasn’t able to implement mini-health bars for the regular enemies that require multiple hits to help the player find the most effecient way of killing enemies.
- I was not able to implement good tutorial levels to teach the player the main schtick of the game, outside of the game’s text description which no one reads :p
- Art is unremarkable, but functional.
- There aren’t as many levels as I would like. The game is very short.
Overall, I feel that Score Attack was a success for my first proper LD game. More things went well than wrong, and even the things that went wrong were easily fixable post-jam. I’m really proud of Score attack, and I encourage you to check it out if you like Shmups!
Hi everyone! The jam is over, and we’d like to share some of our experiences making our entry: “The Rock the Paper and the Scissors”.
Who are we?
This is the first Ludum Dare for Bogdan, Igor and Megan. Zi participated in LD31, and came in 2nd place in the jam with Escape Character.
What went right?
We invested quite a bit of time (3 hours) to brainstorming, and we think it was well worth it. When the theme was announced, we separately thought up our own ideas. We then presented every idea, chose our favourites, and started analyzing and elaborating those. For each idea, we asked questions like:
- Is it a clever use of the theme?
- Is this fun?
- Does this idea rely on presentation and polish? Or does it rely on quantity of content or replayability? Which of these things is our team able to accomplish within 3 days?
If an idea did not meet certain criteria, we tried to modify it to do so. By the end of the first 3 hours, we had an idea that we all believed had great potential — a Western-themed rock-paper-scissors dueling game on top of a moving train.
The characters were quite challenging to create. Each enemy has two hands, each of which could be facing in any of three different directions, and could be held in any of three configurations (rock, paper, or scissors). This meant a total of 18 different hand sprites for the enemies.
Each hand is programmatically controlled, and is attached to an arm that is also programmatically controlled to be in one of three poses. The arms are attached to a torso which bounces up and down on the legs, and the character itself is standing on a train that also bounces up and down. To make this complicated animation system work, we had to embed special “anchor pixels” inside of the sprites.
Bogdan was delegated to music instead of programming. This decision was made on the assumption that our game would greatly benefit from an original Western-y soundtrack, and we were right! Having the music ready early actually informed the decision to turn our game into a rhythm game. This was lucky, since the rhythm dueling mechanic became one of the most enjoyable aspects of the game. You can listen to our music on SoundCloud.
Sometimes, we realized that a particular feature we originally wanted was probably not going to happen (due to time constraints). We turned losses into gains by accepting what we cannot do, and figuring out how to make what we can do even better in the remaining time.
For example, when we realized that it was not feasible to create complex A.I.-driven behaviours for each enemy, we changed the game into a rhythm game where the A.I. uses repeating hand patterns that follow the rhythm of the music. This decision was actually made in the last day of the jam!
Sleep & Food
We were, for the most part, well-fed and well-rested. We were never burned out during development, and this was definitely a good thing!
What went wrong?
We were not as aware of the big picture as we could have been. Ideally, we should predict inevitable changes well in advance, and reprioritize accordingly. It’s very difficult to completely avoid cutting features due to time constraints. However, with better time management, we can make these cuts earlier. That way, we would have more time to adapt, instead of realizing on the last day that our game will be half as big as it was originally intended.
We are planning to expand our game into a full commercial product. We hope to expand on the mechanics, and add lots more content!
In the meantime, we’ve uploaded a post-jam version of the game to itch.io with some fixes and slight improvements over the original.
This has been a very fun jam for us. We learned a lot, and consider it a success, especially given that this is our first time working as a team.
If you haven’t yet, please consider playing and rating our game. We’d love to hear your thoughts in the comments! 😀