Well, there’s that. We survived another Ludum Dare and it’s time to play and vote all of the other entries, so let me tell you a little about our game and how the jam went for us:
It took us more than half a day to come up with a game to make, the tie in themes didn’t make it easy to narrow down which way to go. We eventually settled for just the theme “Two button controls”, as it made us think of faster games.
Once that was settled we thought of making a game about avoiding stuff coming at you. We remembered our childhood game StarGoose, and decided to somehow pay it tribute.
The main thing we took was the levels being a continuous loop. So you have to take gems, but if you miss them, they’re not gone forever, you just have to survive another loop to get another try.
The limit of two buttons meant you would only avoid things, and not shoot them, so we thought pressing both could be a bit of a desperate move to avoid some things. That’s where the jump comes from.
[WHAT WENT WELL]
We’ve been improving our low/flat poly aesthetics and can proudly claim our game is really pretty.
As an early visual decision, the player and all “good” stuff is triangular, to imply speed and intrusion, while the enemies and environment would be squared (settled and heavy). And this type of geometrical simplification seems to go really well with the style and allowed us to create a lot of different props that go well and their part in the game makes visual sense.
We had a collaboration for the sound and music from @parejomusic. He’s a great professional and made some great stuff. We’re specially happy with the music. Instead of it just being one track, it is separated into different layers, which activate according to the game state. It’s pretty cool.
This is also our first game featuring some introductory in-game story text, and I’m really happy about the way it came out.
[WHAT WENT WRONG]
As I mentioned, we had a lot of trouble coming up with a game idea at the start of the jam, so a lot of time went into that, and it shows on how the level design was barely tested at all.
The jump mechanic seemed a better idea before the enemies and life system where in, and we missed measuring the heights of some of the baddies, so there’s a lot of things you should be able to jump that you can’t, and the game fails to show you which are which.
We went a little overboard with the lights, blurs and particle effects, so there were performance issues on some computers (we did a lighter build without many of these, so you can at least play the game, even if it doesn’t look that good).
We failed to do some small silly things, like making the little square mines be on the floor instead of clipping through it, but who doesn’t have this type of thing in a jam game?
Even if it’s not a local multiplayer game, we’re definitely happy with how the game turned out. Sure there are things to fix, but it is the game we wanted to make and really hope you enjoy it. You can play it here.