For this Ludum Dare going into it I had two main goals. First I wanted to make something that had voice overs, I’ve been doing YouTube Let’s Plays for two years now and this seemed like a good chance to practice in audio techniques. Second goal was to concentrate more on making art, my degree is in studio art so I should have something more interesting than boxes. I already wrote extensively on the art, so take a look at my LD profile if you are interested in that.
Before I get into what went well, bad, and what is next I want to write a little about what cultural events/happenings/media influenced the game. If you haven’t played the game yet you may want to play it before you read this next part.
-Book: Go The F**k to Sleep by Adam Mansbach
Level 1: Jack & Jill
-Nursery Rhyme: Jack and Jill
Level 2: Frosty The Snowman
-Song: Frosty the Snowman
-Film: Little Orphan Annie
Level 3: Have Space Suit Will Travel
-Book: Have Space Suit Will Travel by Robert Heinlein
-Event: US Flag planet on Moon
-Event: Michael Jackson dangles baby out balcony
Level 4: A Scanner Darkly
-Book: A Scanner Darkly by Phillip K Dicks
-Film: The Matrix
Level 5: Sonic
-Game: Sonic the Hedgehog
-TV Show: The Simpsons
Level 6: Cookie Clicker
-Game: Cookie Clicker
-Film: Wreck it Ralph
Ending Screen: Waking Up
-Song: The YouTube Lament by Tim Minchin
-Film: The Dead Pool
What Went Wrong:
– Was planning on making more of a narrative but there is a total lack of narrative in my interactive experience.
– Does it even need to be a game? Near the end I started to add more “game”features such as keeping track of the time to finish.
– Early levels lack the cultural references that show up later. That make references outside of the level theme.
– Some levels could have benefited from additional voice lines.
What Went Right:
– The humor of this interactive experience is evident to a widespread amount of people. Early in the creation on twitter I mentioned that I couldn’t stop laughing.
– Variety of themes for the levels is about right.
– I like the length of the game being about 2 minutes to listen to everything, and 30 someodd seconds to speedrun it.
– I like the art style of the game, it accomplished what I set out to do and works well with the theme of the game.
What is Next:
– I am working on an additional set of levels for the game I hope to release by mid January.
– Small changes to the base game to add a transition effect from level to level, as well as changing the walking animation a small amount.
Another twelve cool games from Ludum Dare #31… Send me your game and I’ll record a video! I currently have a short backlog of requests, so if you made your request last time around, it’s on my list. But keep the games coming
One does not simply escape a roving pack of night dwelling demons. At least not without a Coleman lantern that I got at the swap meet last night. But that can be a bit too spooky for my blood. Thankfully we’ve got a part of fun and very goofy shooters to relax and drive us mad before bed time eh?
I’ve got my cup of Tim Horton’s coffee and a Red Velvet muffin and I’m gonna sit and go through this gregarious list I accumulated last night!
DEEPEST Canadian apologies for leaving so suddenly, by the way. My ISP decided to do emergency maintenance about five minutes before I was going to leave. (I wish they’d tell me when they were going to do that so I wouldn’t have to call and wait to find out what’s wrong. I ended up staying awake far longer than I intended. So, I ended up sleeping in a bit, too!
Also, my plans were dashed this evening! So I’ll get to spend a chunk of time giving more stellar feedback and playing some great games!
I’ll be doing a post-mortem for aFWL soon! There has been some absolutely great feedback and comments being left by you guys, and I want to take the time to address you all about the challenges we faced making this game, and what had to be (unfortunately) sacrificed from it so that it could get done in time!
Here’s a little timelapse I did of my Ludum Dare 31 progress. It shows you how I built our game The Agency. At least the first two days of it. Unfortunately I forgot to record the third day. Regardless, I think it’s a fun look at game development. I hope you enjoy it.
As for the game: We came up with a pretty interesting twist on the “Entire Game On One Screen” Theme and I’m mostly happy with the result. A few things could have gone better, as always. For example: I think it takes too long until the player reaches the first really interesting point in the game.
This rounds theme of “Entire Game on One Screen” seemed like a tall order at first. Convenient that Ludum Dare participants are the sharpest Indies on the block. Creating amazing Space SIM style games, Bakery Battlers, and a relaxing Bird defense missions.