Posts Tagged ‘voting’
Seriously, what about to make in the “all games list” checkbox “hide entries which I voted”.
Seriously, this has become not a joke anymore. With damn shuffle I must view all entries within a day. BUT I CANT!
Seriously it getting annoying. I want to view as much entries as I can. But damn shuffle pulls down all my efforts on zero.
Seriously, admins. Can hear me anyone?
I’ve noticed that the major part of the rates for my game were done in first two days and then declined drastically. I only rated about 10 games in the first two days and got 50 rates back, but during the next week I rated more than 100 games and barely got 10 rates back. I suppose the situation for other games is the same – people rated some games from the beginning of the voting list and stopped after a day or two. That’s why I’m writing this post – to give you a reason to continue.
I didn’t stop rating games because I think it’s very useful for me, even if people don’t rate my game back. Here’s why:
I’m the game developer, but I don’t play games much by myself. I played lots of games before, but now I spend most of my spare time coding games, supporting players in my existing games, meeting with other developers offline, and spending some time with my family. So I actually play games for about an hour or two a month. That’s definitely not enough, but I’m not ready to commit my time to playing some large game while some decent small ones are hard to find.
And now I have hundreds of games made for Ludum Dare. They’re all pretty short, easy to start with, and easy to get new gameplay experience – because most of the developers tried to make them easy to understand in less than 30 seconds. So instead of playing just one game for an hour or two I play 5-10 different games per hour. I wouldn’t find such variety of game at any game portal, let alone Steam and other distribution platforms.
All Ludum Dare game are built around the same theme, so every developer tried to either make something completely new or implement some obvious idea in the unusual way. Yes, some games are very similar (I played at least 10 games about disarming bombs), but the implementation is always different. When you see some patter you start to focus on minor details, some cool features, sounds, or visual effects. All these little things bring you lots of new ideas for your own games.
After playing games like Spacecrap I think that the pixel-perfect art is not necessary to make the game feel real. Aereo made me think about drawing all my sketch art on paper first and use the scanned version in the game (instead of triangles and simple shapes drawn in Photoshop). The 10-second Murder made me think that adding some story with backstreet intrigues instead of fancy animations may make some of my games way better. And the Duellists gave me some absolutely new and amazing ideas about the asynchronous PVP fighting for our Facebook game.
I usually try to check profiles of the people who made the game I like. Some of them have Twitter accounts, some don’t, but I try to find them using google or other sources. Being in touch with people who produce some good stuff is priceless – you can get tons of ideas from what they do. Most of the people who do something interesting are usually open for conversation, they follow you back, give you feedback when you ask, and actually try to help you to succeed with your games.
The community is one of the most important things for game developer. You won’t ever be in the trend if you don’t talk to people. That’s why I consider Ludum Dare a great opportunity to meet active people, check what kind of games they do in their spare time, and how they do it.
Let’s rate some games!
If you didn’t rate any new games in last few days – don’t waste your time! You have only 12 days left. It may seem a reasonable wide time frame, but the amount of games you can rate is huge – 2213 games! If you don’t like the games appearing at the first page of voting – you can always use search to find some games.
P.S. Don’t forget to check my own game – it’s HTML5 so you can try it in your browser, no installation required.
Looks like I showed up late to the party, again, but I got some voting in before the final round at least — also, the link on the main page makes it look like Round 4 is up and ready, but when I got to it, it just says “you must be logged in to vote”. Maybe it’s just not ready yet? Seems weird that both would be available at the same time.
Anyway, here’s how I voted:
I took the results of the four preliminary rounds of voting and graphed them to see how popular certain themes are compared to the others. I ranked them by the sum of the pluses and minuses. The top twelve are in the Final Round.
[click image to embiggen]
Looks like there are three themes that are obvious favorites over the others–End of the World, Construction and You are The Villain–with between 800 and 1000 plus votes (green) and around 500 minus votes (red). For the most part, pluses and minuses for themes stay between 500 and 800 of either kind of vote. The neutral votes (yellow) stay fairly flat, but you can see what appears to be climb on the left side of the neutral votes before it starts it’s up-and-down. I believe what sets those three highest themes apart from the others is that they managed to get more people than average to select plus instead of neutral, as well as have less people vote negative. In other words, they’re more polarizing. P.S. I don’t know what I’m talking about, look at the pretty colors.
My official prediction is that the top vote getter End of the World is going to be the final round winner. The timeliness is perfect and probably what drove it’s numbers in the first round. We won’t get this chance again, whether the Mayans were right or not.
UPDATE: I added another pretty graph. Since each round had a different open/close time there is obviously a flux in the number of votes cast in each one. Also, some people actually refrained from selecting an option, even neutral, for some themes. This graph shows the percentages of total votes plus or minus based on the number of votes cast for that theme.
I notice a number of similarities from some of the choices this round vs the previous round.
Inverse World – Parallel World
Trapped – Stranded – Quarantine
Afterlife – Ghosts
I suppose there are subtle differences, but not huge ones, and I wonder whether the selection committee could do still better by consolidating similar themes and giving us a more diversity.
Afterlife: I like for the same reason as I like ghosts.
Chaos: too abstract.
Claustrophobia: suggests interesting constraints on level design and could contribute to mood.
Growth: could combine nicely with Claustrophobia.
Infection: my previous two games have been about microorganisms, so I want something different.
Inside: could have potential, but i don’t feel inspired by it.
Parallel Worlds: I like this one more than Inverse World for some reason.
Science: too broad.
Shadows: I would like to play with a lighting system, this could be pretty cool.
Stranded: moody theme. Try to signal your rescuers? Wait around?
Surveillance: hmm, seems like it would result in a lot of slow-paced, boring games.
Time Loop: this seems more like a mechanic than a theme, and lots of inferior Braid clones.
I’ve seen a few posts from people talking about how they voted. Honestly, I’m not sure how I feel about that. I like the voting to be an organic decision, not something engineered by campaigning.
That said, you can’t stop campaigning, so I guess it’s legit. So here’s my thoughts:
Overall, I liked all the choices in Round 1. All of them felt like viable themes. A few felt too close to previous themes, so we’re easy reject on that basis. Although, I’m not opposed to reusing avoid theme if it’s been a while – as the event grows there will be a lot of people should missed out on the theme the first time around. I had to adjust my thinking from “which of these *could* I build a game about to which do I *want to build a game about.”
On first pass I had 8 +, 1 0 and 1 – votes. Wanting to be more decisive, I took a second pass. Here’s what I thought.
Construction: previously used.
End of the world: I’m sick of zombie apocalypse and mayan calendar stuff.
Guardian: a game where you have to escort and protection could be fun.
Ghosts: I’ve had some ideas for a ghost game for a while, this could be a good time to do something experimental prototyping.
Inverse World: wouldn’t be a bad theme for a game, but I’m not sure how I would invert to make a unique game that was playable. There’s definitely potential, though.
Mirrors: I can imagine a few cool mechanics using mirrors, and some neat graphical tricks.
Outer Space: done to death. Admittedly, a great theme, but I feel like it’s tapped dry by now.
Quarantine: Just doesn’t grab me for some reason.
Salvage: I can imagine a fun game based on finding junk and trading it in for points, or building a New Thing with it.
Symbiosis: a player and a player-aiding AI team up. How would they synergize?
Trapped: Similar to Escape, true, but not necessarily. Maybe it could be a prequel for your Escape game
Unstoppable: all I can think of is the Halting Problem, and Blast Corps on N64.