Posts Tagged ‘theme’
Here are some ideas I am playing around with. I have no clue where to go with this, but maybe these thoughts can help someone else out.
1. Most obvious is parallel dimensions or space travel between planets
2. In a modern sense, it is talking about something like the internet connecting the world
3. In business it also refers to people and organizations being connected – via something like the internet
4. I’m also thinking about connecting so called “different worlds” together, for example genders or nations
5. Something abstract like connecting the world of books with the world of acrobatics (just an example)
For those who know me an care, I’m in! I am busy and tired as hell this month, but that is not enough reason to break my streak of 8 LDs in a row.
Looking at the final theme list, the feeling that I have is that for the last 3-4LDs the finalists have been same old same old… So I am kinda already building my game in my head. I had a neat idea a few weeks ago which I will try to boot off this weekend.
Good luck everyone!
Ludum Dare needs more charts. That’s why I made some.
Theme Voting Statistics
Ludum Dare 29April 2014
- The list in the results post seems to be a little bit buggy. 5 themes are listed twice, sometimes with incorrect total score.
- “Death is Useful/Good” has been in the Top 5 of the final round for 4 Ludum Dares.
- “You Are Your Own Enemy” received the most +1’s (2491). “Contrast” received the most 0’s (1283). “Glitch” received the most -1’s (2717).
- This Ludum Dare has been the most successful one with 2497 games in total, followed by LD26 (“Minimalism”) with 2346 games and LD27 (“10 Seconds”) with 2213 games.
- The competitions in April seem to be generally more popular.
- The relative amount of Jam entries has been increasing. More than 40% of all LD29 games are Jam entries.
- If you google “Beneath the Surface”, the first link related to Ludum Dare is on the first page.
Click below to see more!
I think I voted for this theme and it got picked and now I’m like, “Dammit!” I had an idea for this theme specifically, but it’s probably way out of scope, and I really want to do it with the Oculus. Wait, that’ll be part two! Also, a part of me thinks I’m taking a very literal, very obvious interpretation of “Beneath the Surface”. Hopefully my aesthetic and viewpoint can make it seem rather not so obvious. My goal before the end of the night is to have the first “portion” done. Saturday will focus on the entire flow and begin art polish. Sunday will be a rush to the end to finish — as usual with game jams,
So, you know those little mini-themes that have been in the past… how many Ludum Dares? Things like “Goat”, “Potato”, and… “Bieber”, I guess was one. Usually just showing up as little Easter eggs, but in a lot of the games. Those were all failed themes in the voting, I think, but whatever.
How about this for a mini-theme for LD29: the Konami Code! Up, up, down, down, left, right, left, right, B, A, start/enter. Just make something happen in your game when the player enters the Konami code! Some sort of Easter egg. It will be fun!
So, that’s all. I’m definitely putting this code in my game! I hope to see it in some of yours!
“You only get one” is not a bad theme at all.
I spent one hour thinking about the different ways that I could tackle this theme, and had quite a few ideas. One thing that came up almost immediately was a “shoot them up” where you only get one upgrade – every level you must choose which upgrade you are going to use for that level.
Now, that seems such an obvious Idea, that I tried to think a few others before setting.
Something that also came up was a “dating simulator” – You only get one also fits very well with that. The problem is that dating simulators depend too much on their art and content to be fun, and that is something that I know I can’t do well in just a weekend. After playing with the idea for a while, I soon tossed it out.
Another idea that came up was “EXTREME GEOCACHING” – basically a dungeon game where you have to find a hidden item, and you can get the help of one friend, who will give you some sort of power. Then I realized that this is just a more complicated version of the first idea (one power), and a variation of my first LD game to boot. To the trash!
Another idea is some variation of “You only get one (try)” – but that seems even more obvious than the first idea, and no good implementation comes to mind.
So I’m going to go with the Shoot Them Up thing. If the idea is not unique, how can I make it an awesome game?
One word: DINOSAURS!
Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.
Like I had plenty of ideas, but with regards, implementing them.
You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.
Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.
This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.
It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.
This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.
So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.
Oh well. I’ll be back for the next one. Cheers
Let me put my rant hat on:
Death is useful +426
“Death is useful” is a really cool idea. I’m pretty sure that a game made around this idea would be really unique and interesting.
But I don’t think it is a good theme for Ludum Dare. The reason is quite simple: It directs too much. It points very clearly to a direction, and removes a bit of surprise, a bit of creativity.
Ludum Dare nowadays has upwards of 1500 submissions. With this many games, I think a good theme has to be as open ended as possible. In short, not a “sentence” term (“death is useful”, “you are the companion”, “protect your enemy”), but rather a “noun” theme (“Glitch”, “Illusions”, “Colours”, “Castles”).
A noun theme allow first time LD’ers to make simple games with simple interpretations of the game (A 2D platformer in a castle), while veteran LD’ers can spend their creative juices trying to surprise us out of our socks (A dialogue-adventure game where the end goal is to convince feuding families to collaborate in the construction of a castle to defend against foreign invaders).
This LD, let’s try to choose an Open Ended theme, even if it doesn’t sound cool at a first glance (or because it doesn’t sound cool at a first glance!). You can always use the cool candidates that didn’t make it to further define the open-ended game (A castle-building game where progress must be paid for with the deaths of your workforce!)
Off with the rant hat