My Ludum Dare experience
Thanks a bunch to everyone who has played my game and left me valuable feedback! I really enjoyed doing Ludum Dare 38 and I feel like over all, I am pretty proud of the game I made.
So this was the third LD I had a chance to partake in (well at least the 3rd where I managed to complete a game, I did participate in two others, LD36 and LD29, where I wasn't able to finish my game), and I have to say, this has been my favorite theme so far.
I made a web game called Hopper.
It's a pretty simple arcade style orbital shooter where you had to jump around, collect ammo and destroy your enemies. The more enemies that you destroyed, the more points you scored.
Feel free to check it out!
https://ldjam.com/events/ludum-dare/38/hopper-1
and from the feedback I've gotten from the lovely people in the comments section, here's how I'm going to make a post-LudumDare version:
First of all, when I say post-LD, I don't mean I'm gonna try and add a million features to it and realease it as a full title, that would ruin the simplicity and arcadey-ness of it, and besides I have other projects to be working on. I just mean that I'll add a few features that I think the game needs and polish it off a bit more and I probably won't spend more than a week doing that.
- better music. I mean, don't get me wrong, the music was fine. For about 13 seconds until it looped over again. turns out listening to a 13 second loop will get old, really fast. At least I had the foresight to add a
mute musicbutton - re-assignable controls. From what I heard in the comments, the controls seemed a bit confusing. This is partly because due to the nature of the game it wasn't
left/right, but insteadclockwise/cc, but also not everyone was comfortable with the keybindings, and I think making the key bindings customizable would help them get over that first issue. - power-up(s). I'm thinking about making a power-up spawn for every 1000pts you score. Maybe 500. I think that this will add a much desired sense of progression. I'm split between either making the powerup be an ultra-power shot or temporary invincibility.
- re-vamp score multipliers. Right now the score multiplier is just based off how long the projectile has been in the air for. I want to make it so that the more a projectile curves, the higher the score multiplier. Also maybe add in a few other factors, like double kill, etc.