Thank you guys for all your rating and feedback!
Posts Tagged ‘screenshot’
Howdy fellow jammers, it’s postmortem time! If you haven’t played our entry, feel free to give it a try HERE.
Let’s recap the hell out of this!
- The unfinished prototype
Before settling on an idea with Dave, my teammate, I had been working on a « just-in-case » shoot ’em up game called Chicken Fuel at the time, here’s what it looked like when it was left very early into the jam.
- The mechanics
Then came the idea of a molecule-based game. We didn’t yet know what to do but the take on the theme was inspiring to the both of us and so we brainstormed from there. That’s when the idea of a « Moleculevania » came up, we threw a couple of possible mechanics for it on a paper and that was the idea that sounded the most feasible in the remaining time. It doesn’t sound like it, but this process took us the whole first 24 hours.
We wished we could go far enough to make a little boss battle based on radioactive elements such as Plutonium or Uranium but that sadly didn’t happen.
- The level design
So now, we had a couple of transformations with a feature each and we needed to head onto the metroidvania part of the game, that is to say the level design. I wanted to allow for some exploration without too much struggle for the non-fans of this style of gameplay. The sketch below was the first draft of the general idea for the level layout, from there improvisation took the lead.
- The audio
I was very panicked when I didn’t see the audio coming 2 hours before the deadline, so I decided to rush and implement some sounds made with chiptone myself. I did well because Dave only provided music but holy crap is it good. If you’re a fan of ambient stuff, you’re at the right place. You can check out his stuff HERE
- The ambience (and the darkness)
The ambience was surely something we decided to bet on for the mood of the game. The dark environement was part of the mood and the gameplay. It seemed the darkness was too intense for some players but that makes for some finer exploration game, doesn’t it? 😛
- The minimalism
One of my personnal goal was also to make something very minimalistic, that’s why I tried to put as few texts and as few graphical details as possible. I also tried to make a very simple but effective GUI, the display of the number of electrons and keys collected was rather straigt forward but it took me some time to figure out a way to tell the player how the transformation system worked without any text output.
- The experimentations
This Ludum Dare was an experience for me for some parts of the programming. Indeed, this time I messed with something new to me which is surfaces (and occasionnaly blend modes). Their use was necessary for the implementation of the lighting system.
Overall, I’m really proud of this entry. Despite the level design I wish I had taken more time to fiddle around with, I think the game came out as a tiny little polished experience package ready to nom a handful of minutes from the players’ life. I expected the game to be less welcome than my previous entries because of the huge difference of genre, going from intense arcade games to a very mood exploration one, but the reactions went against my expectations and I was positively surprised how it was welcomed.
That’s about it, thanks for reading through this little beast of a postmortem, I hope you enjoyed it.
Thanks everyone for all the great comments and feedbacks on the game so far!
Hey there Daredevils!
We would like to thank you for your feedback and
taking the time playing our game!
A few changes are up:
- One of the most common complaints was that sometimes
the ‘Cool’ Blox obstruct the view of the oncoming ‘Angry’ Blox.
Now, all Cool Blox become (semi) transparent once you look at them.
Have fun tripping across space-time!
Check out our game here!
Download it here!
Over last weekend I worked with Wesley Devore and Hisan Iwo to create Spirits of The Forest, a precision platforming game where you must deliver an urgent message for the spirits, and in return they grant you the ability to shape-shift into different animal forms giving you different abilities to conquer the 25+ levels.
I knew since last December that I was going to be making a game for Ludum Dare 35, but up until a few days before the start, I thought I was going to be doing it alone. I was approached by Wesley Devore asking if I needed music and sound for Ludum Dare. Always eager to gain new friends and have new experiences, I said yes. We both decided that since we had to do the jam anyways, we might as well find an artist. After a bit of searching, we ended up finding Hisan Iwo (couldn’t of found anyone better suited in my opinion), and just like that I had gone from believing I was going to do it alone to working in a three person team.
We started off the weekend without any real idea of what kind of game we were going to be making, other than we knew it was going to be 2D. After a fairly short brainstorming session we decided on making a platformer (although originally we had planned on making it a puzzle platformer instead of a precision platformer). Without all of the particulars in place we began working. While Hisan worked on the character art and Wesley worked on the music, I programmed the base platforming system and worked out the rest of the design and story for the game.
While day one didn’t yield much material progress, day two saw the game shift from an idea to a tangible, although rough, game. By the end of it all of the character and world art was done, the music was finished and ready to be implemented, and all of the levels, tiling, and dialogue was done (although dialogue would later have to be rewritten the next day). At the end of the day I could tell the game was going to be brutally hard and tried all I could to lessen the cruelty, but I couldn’t afford the time to redesign the entire world again (especially since I already had to once). I could also tell that the game was going to have an amazing atmosphere to it and that this was going to be the strongest point of the game.
Day three was spent finishing and adding in sound, music, and the remaining art to complete the feel of the game. I didn’t get all of my goals I had written from the previous day done because while I had intended to spend the majority of day three polishing the game, implementing the remaining assets ended up taking the vast majority of the day leaving me little time to polish. This definitely took a lot away from the game since it left rough hitboxes and some parts that could be considered brutal in an already brutal game world, but overall I was still happy with the game.
Screenshot of Finished Game
I’ll admit that I wasn’t sure how working with a new team was going to be, but they both did amazing and it was a fun experience. The only areas that I felt were lacking in the game were things I was responsible for. It’s apparent I’m still not the best at level design, for instance, but if you compare this game to my previous game, you can tell instantly it’s a big step up. The game in its current state is somewhat incomplete, which is why I’m working on a post-compo version that fixes many of the glaring issues before uploading it to Gamejolt and Itch.io.
- The art of the game turned out amazing. Individually the assets looked a little bit odd, but they came together to form a really charming look. Combine that with the amazing music and sound design, and you get what I think is by far the best game I’ve ever worked on in terms of atmosphere.
- I ended up spending about half of the time on level design, so the game ended up pretty long (25-30+ levels depending on how you count them).
- I learned a LOT about level design. I consider the levels of Akashic Records (a platforming game I did for a game jam last month) to be absolutely horrendous. While they were still really hard here, they’re definitely a big step up.
- I liked the story we came up with, and considering this was my first time trying to implement dialogue into a platformer, I think it went well.
- As always I learned a lot more about the engine I was working with, particularly I discovered the cause of a lag that has plagued most of my previous games with a scrolling view (though it was never nearly as bad as it got here, I simply had no choice but to pinpoint the cause of the lag and fix it, and my future games are going to be much better for it).
- This marks 4 months down so far for 1 Game A Month! 😀
- It ended up being HARD. It wasn’t just casual occasional road bump hard, it was teeth grinding fight for every inch you advanced hard. This isn’t always a bad thing if you apply it right in the game, but I was going for a bit more casual feeling platformer and had to rush through meaning I didn’t have time to conceptualize all the easier challenges I could have done with the mechanics. This makes the game feel a bit disjointed at times (particularly in the not so tight controls that would work fine in a casual platformer, but leaves you a bit frustrated at times here).
- I didn’t have time left to do as much polish as I would have liked to, so some things (the hitboxes being the most obvious and unfortunate example) are left rough. I also would have liked to get some particles and other VFX in there to really complete the feel of the game.
- There was a few strange bugs left in the game that I had absolutely no idea why they were happening and didn’t have the time left to look investigate them. These bugs and the lack of polish and VFX are the biggest drawback by far, which is why I’m fixing them all and adding in the polish I wanted to from the start in a post-compo version for Gamejolt and Itch.io.
- There was still a few times when you’d experience an abrupt lag spike, but it never seemed to last for more than a split second.
- The ending was a bit dissatisfying, but it did end on a good cliff-hanger that allows us room to expand it into a full confrontation, or possibly even make a sequel (of sorts) so we can do the story the justice it deserves.
Though I could have done my part quite a bit better, I learned a lot and came out with a game to show for it. Like every other game you do (especially games that are made for game jams), it’s not always the final game, but rather the experience you gain from it that really matters. While you and everyone else are likely to forget about your game jam game, the experience you have and the lessons you learn ripple throughout time and creep into every one of your future endeavors, and that’s what truly matters.
Howdy fellow jammers,
While I’m at work on cooking up a postmortem post for you to feast upon, you can check out and rate Aether Crypt if you haven’t already. If you’re fond of ambient stuff, a big fan of metroivania style games, a platformer addict or a chemistry nerd, you might enjoy giving it a try. Here’s a couple of screenshots to give you a taste of what you’re in for.
Have a good one!
Now that the jam is over, it’s time to play games! Check out the the game we made where you eat mushroom men, grow in size and watch out for shape-shifting ones:
Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!
You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!
V R are Weird Cake, and V daRe U 2
Survive a trip through space-time…
Earth life is so Three thousand and sixteen!
Come aboard… our Reality.
And I’m done. I’ll probably write a longer post tomorrow, but now I think it is time for sleep
You can check out my entry ‘Court of Talis’ here
Mech mode = shoot faster, ship mode = cover distance faster…gotta pass distance goals to extend the time, but need to use Mech mode to clear a path, lots of juggling of the modes for the hardcore shmup fans to gain seconds normal players probably won’t get!
zzzzzzzmust…stay…awake! Gamepad controls are up next
Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!
I am so very tired… but I do need to zip a build and submit it for the Jam! I at least was able to get my title and help screens in the game.
The basic objective is to escape the maze before your hunger runs out. You can collect steaks to replenish hunger. However, you are normally ‘dashing’ around the maze, and the maze only generates as you move, so you can dash over an area that later may not be accessible in the same way.
Thus, the shape-shifting labyrinth around you is your enemy especially as you move yourself around it. Now, to post it!
So there it goes, another Ludum Dare. What a blast! At the end I wanted to just give up, but I stepped over myself with help from my friends (AtomicVikings and @Quaternious) and the fact that I didn’t want to skip yet another Ludum Dare even if I should have do other stuff.
Anyways, the game is submitted as it is. I haven’t squeezed enough time to do music, sfx, gfx, animations and more content. But overall it seems to comply with the basics of the design doc, so I am fine with that. It could’ve been more, if not my poor time management, but ain’t it always? 😉
So enough about how, let’s talk about what.
Town is a game where you play as wizard (I’m a what? 😮) hero Hayley that is trying to stop the evil Quazhooman shapeshifting beast from wrecking, otherwise, peaceful town of fine people into shreds. And of course pillage it along the way. You need to use your wizardy powers to target it weaknesses and stop it, before it can destroy the fine establishment of a town, or die trying.
The game place as a clicky-clicky game where you need to use best spells to target monster’s shape most effectively. Each shape has a set of attributes (Fire, Water, Air, Earth, Holy and Dark) that either provide a strong point against attacks of those natures, or weaknesses that let you exploit them, dealing more damage.
The player can also return stolen goods while fighting the monster, and use those resources to learn more powerful spells, upgrade oneself’s fortitude, and get more proficient in art of casting spells.
All in all, I think the game turned out fun enough, at least it was fun to do!
You can try it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=24636
Thanks for playing! And here’s to next great Ludum Dare!
– RedPanda aka Dima Kalchenko
P.S. Sorry for any mistakes, I am exhausted… 😛
Wow. Wow. It’s finished.
Well I need to call it “Finished”.
But its Fun! And you know. It let you expand your horizons!
So be nice. Play with it.
I’m not responsible for any harm. Really.
We have finally decided on a name for our game. Say hello to “Fast Food Run”. As the name implies, it is an endless runner in which you need to collect fast food in order to survive. The idea behind the game is that you run out of energy as you move along, but gain energy from picking up unhealthy food. There are also various healthy foods along the way that drain your energy even more, and slime that slows your movement.
Got my part selection interface and all the sprites finished – for now I’m just using some debug logic to change the max number of parts, but the goal is to have a power-up that increases it.
Now I guess it’s actually on to making some game-play. 28 hours to do that for the jam deadline, so I’m feeling pretty good.