LD26 April 26–29, 2013

The reviews are in!

The reviews of Tundra King are in!
gak_king_right_300

  • “Wow, really really original game”
  • “Very original”
  • “Aww it’s so cute”
  • “A fun short game”
  • “Liked the art style and the music a lot”
  • “I wasn’t sure what to do…”
  • “…had no idea…”

Apparently it’s  a fun, original sandbox …AND terribly confusing! :)

Play and rate it

The making of Tundra King

RogueOut – web port and Android port

Thanks to the awesome cross platform power of libgdx, my game RogueOut, the unholy offspring of Rogue and Breakout now has a web port and Android port.

The web port is here. It runs well on the latest versions of Firefox and Chrome.

The Android port is here. It’s a bit rough and ready, but it works.

RogueOut

 

Wooooah!

My Post-Mortem is a featured blog post on Gamasutra!  Wohoo!

In other news, I’ve added more links to the post to give credit to all the commenters I took quotes from.  And to fix a few typos.

Tags: Gamasutra, random

Highlights So Far (2)

Same as the last post I wrote, this is a variety of interesting games. Not necessarily the most complete, or most polished, or even my personal favourites.

MATAR!

Hehe..he. Ok, on to new stuff.

Filler

I like to call this “Rampart the puzzle game”. It’s way harder than you might think.

The Darkling Plain

A very cool action/arcade/strategy game.

BLoX

I think that this is effectively Call of Duty. This interests me.

This Is Water

It’s a bit hard to follow at times, but this is a text adventure about academia. If you have the vocabulary for it, it contains many secrets. It contains many messages about school.

Down The Line

It’s a puzzle game. It’s a good puzzle game. Do you like puzzle games? Play this puzzle game.

MinimalFive

I don’t like how much I DO like the overarching structure of this game.

Formless Reliquary

It’s a bit long, but there is a thing…and when you get the thing…it’s pretty cool when you get the thing.

Controlled State

It’s a bit too hopeful for me, but this game is an interesting take on what a totalitarian state would feel like. It has multiple endings and it looks cool.

 

Will I post more? Maybe

Comments

theomnis
04. May 2013 · 02:09 UTC
Thanks so much! I’m glad you liked my game.
GameNacho
11. May 2013 · 16:57 UTC
Hey thanks for the shoutout for my game!

Playing & Rating! #2

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Untitled-2

Hello everyone, this night I’ll be streaming playing and rating some ludum dare games together with my girlfriend. If you would like us to play and rate your game just post it on the chat, we’ll be happy to play them.

** NOTE **

I’ll be playing games on a Macbook so I won’t be able to play Windows or Linux games. Sorry.

Join us at http://www.twitch.tv/ilovepixel/

[/stextbox]

Comments

cwilloughby
04. May 2013 · 01:23 UTC
Check out my game Life! please:
04. May 2013 · 02:03 UTC
I made another game with text in it!

Mandala Post Mortem (and orange candy)

Hi

Public Service Announcement

If you are one of the people who have played Mandala, and you received an orange flavoured candy from a little girl, please leave a comment. As many as 10 players may have encountered the girl, but I think only 1 or possibly 2 actually received an orange flavoured candy from her. I’m just curious to know who. I kind of think of that as being the “goal state” of Mandala, so if you received the candy: you beat Mandala!

Post Mortem

This was not only my first Ludum Dare (you can probably tell) but also my first video game (you can probably tell), and I do have some thoughts.

My Ludum Dare started with @karlnp — a stranger I met in a cafe — saying “just do it” about 24 hours into the compo.

The Plan:

I knew I should make interactive fiction right away. Mainly this is because I’m not familiar with any game engine or any graphical programming interface; it is also because I love @aliendovecoat. I think Howling Dogs may have been one of those formative nest experiences for me: when I googled interactive fiction, that was the first hypertext game that came up. I played it, and it was exactly the sort of thing I wanted to create. Moody, expressive, delicate, and at times nonsensical. At that time, I set out to learn Twine and Inform (both)… but didn’t get far before school got busy! So while interactive fiction was the only option I could really see for myself, I also didn’t want to take the time to learn enough Twine to be able to make a multiplayer game (I consider Mandala to be “multiplayer”). Apparently it is possible, as the master demonstrated, but I only had 24 hours!

So originally I thought I would make a minimalist multi-user maze, in which players would be able to leave hints and directions on the walls in chalk. The whole maze would be fading away, so that consistently clearing the maze would require co-operation (via the chalk). Clearing the maze would heal the world a little bit. This is a cool idea, and I think I may try to make it next, but when the idea for Mandala being a message about (my opinion of) the effect of tourism on secret places… I new that was what I would be making. I considered including the chalk and message leaving, but in the end I didn’t have enough time anyway (and what form would it have taken?).

So the plan was: implement a bare bones multi-user interactive fiction engine with the only tool I am decent with (Ruby on Rails); write a work of interactive fiction.

Problems:

Make things easy for yourself. I spent a lot of time upgrading the method of input. When I started I thought, “oh whatever I will just edit the database seed file and write content directly into the db”. After writing a tiny nothing of a hello world I realized that wasn’t going to cut it (and it took about a half-hour to write!). So I spent a while adapting things so that I could write the content into a yaml file, and then load that into the database. Yaml is much easier to edit than… active record. I thought that would make things much easier, and so I proceeded to spend 2 hours writing the four rooms that make up the garden. Two hours for four rooms!? I quickly realized that what I really wanted was to be able to write prose with a minimal markup and process them into something database readable. After a few hours I had it down to the following:

#First Floor of the White House

The white house is much {bigger} than you thought it could be.|20|

–bigger: It is like, really really big, actually.

White marble stairs lead up to the [second floor | Second Floor of the White House].|50|

Which was finally lightweight enough for me to be able to write some serious fiction. At this point… only 4 hours remained. The finished product, the game you can now see some of, is about half of what I had planned. Here, I’ve attached a map of the old Japanese house from my sketch-book:

sketchbook map

A quick sketch to guide my fiction.


I don’t want to dwell on this, but basically the area in the middle is the garden. You can kind of see the long hall with shoji screens on the left. In the final game the “rougher” backyard garden is inaccessible, and — strangely — the house has no entrance or exit. My plan was to have the wooden deck continue to that large square in the top right corner, which would be a temple. I just didn’t give myself enough time!

So the lesson I’ll take away is: I shouldn’t over-estimate my ability to tolerate a poor UI. I piddled away about 4 to 6 hours implementing, switching to, and getting frustrated with different systems for creating rooms. At the very start, the first thing I wrote after the cementing the form of the database, should have been a comfortable interface.

What went right:

You did. In a big way.

When I submitted this game I thought to myself: no one will play this, and no one will appreciate it. I’m not even a pessimist at all! Just realistically I looked at what I had made, in terms of the quality of the fiction, size and scope of the world, and the concept and just thought “nah, better luck next year.” I was, and continue to be, so completely thrilled by the volume of traffic (relatively marginal though it is) and the warmth in the comments Mandala received. I even got 1 person from Japan! Woo!

This if anything is what I will take away from Ludum Dare: if I have an idea, and I think it is cool… chances are other people will think so too. The blog that I’ve been writing but never published for lack of confidence is going up; I will write another chapter of Mandala that is longer and more carefully constructed; and I will never again hesitate to participate in a game jam.

Thanks Ludum Dare!

z.

Shoodir Post-Mortem

Well folks, I’m finally gonna quit being lazy and make a darn post-mortem! This Ludum Dare I went for the compo (of course ;)) and produced Shoodir. It’s the third game I’ve ever set free to the public and by far my best one. That said compared to some other games made this past weekend it kinda sucks. Anyway, on with the usual poop:

What Went Good:

  • Using flash: It allowed me to get my game easily accessible on the web as well as on newgrounds.com for a few extra plays!
  • Watching a Stream: This is something I failed to do last time, but I did this time! Watching a stream helps me keep on it and provides a little extra entertainment/motivation/music/whatever along the way.
  • The theme: Minimalism was flexible (could be applied to almost any genre of  game) and allowed me to have a good excuse for ugly and simple art.

What Went Bad or I Need to Change Next Time:

  • The theme: Yes, this was also bad. Many people said I took it too far and my game was too simple. 
  • Not much else…

So, there you have it. A post-mortem. Overall I’m pretty happy. It’s not a very amazing game, but it’s my best so far. For my third game, I’m pretty happy with it. If you haven’t played it yet and would like to, you can do so here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14147. Enjoy :)

Tags: postmortem

Spark – Post-Mortem

Right. Post-mortem. My entry for the Minimalism LD was Spark. I must say, I’m proud of myself. I submitted something that works. Now, not a lot of people even liked it or thought of it as a “game” seeing as all you do is hold the right arrow key and move right. So I’ll just do the generic Pros/Cons listing.

 

Remember this crap?

Remember this crap?

 

What went well

  • The art was simple and took barely any time
  • When coding the game I was more confident in the process, and hit only a couple snags altogether.
  • My music creation is getting easier to do.

What didn’t go well

  • Apparently just moving right and reading words isn’t a “game”
  • My build of LibGDX doesn’t have LWJGL 2.9, so playing using MacOS with Java 7 installed could not “play” the “game”.
  • I probably could have made the game more in the time allotted.

 

Now I don’t really care if someone bad mouths something I make. I know what I made. As for the “not a game” bit, we all have our own definition for a “game” so I don’t really take those comments seriously. For next Ludum Dare, I really plan to kick some tail. I’m really looking forward to it like I always do.

 

Any-who, I’ve made a post-compo version of Spark. It’s more of a “game” while still being a narrative. So if you don’t like reading, please don’t play it. Or do.

Download the post-compo version by clicking the image below.

 

2013-05-04 01_17_07-2013-05-04 01_16_17-spark

Slightly less crappy

 

 

Tomorrows the big day!

http://ecoolsagamedev.wordpress.com/ Here we go, game development studio day 3! Tomorrow we will be announcing the estimated release date of “B0xPa1Nt: The Adventure” we cant wait to show you what we have been working on in one week time, and we cant wait to show you what it will look like (*SOON*). We cant wait for all the cool people to show us there ludumdare game tomorrow, and for them to see our second trailer!

IF YOU WISH TO WATCH THE LIVESTREEM BE ON twitch.tv/ecool377 AT 11:30 pst!

Yet another highlight post about great games

 

Okey, I have been playing 50 games so far, so I felt like doing a small highlight post to share my discoveries ! This is based on my own jugement, and doesn’t mean the games I’m not mentioning “suck” : they just didn’t hook me up as much as those ones.

So here we go !

 

IAO – Compo

Take the control of a line ended with two red dots. Rotate the line, hit the small “triangle” icons flying with your red dots while avoiding “line” icons, and voilà, you evolve into a triangle. Now, catch the “square” icons. Rince, repeat, evolve.

Minimal yet very interesting gameplay, rising challenge tho the game may be a bit too hard, simple but very elegant graphism (very nice particle effect on catching a symbol): it nailed the theme very well. What really impressed me tho is the jazzy tune, incredibly fitting the game. Plus it’s a web game so you have no excuse not to try it !

 

Unst – Compo

Click a square to make it move. Green square + red square = death. Fit the green squares in the center. That’s it. With clear rules, good feedbacks and well crafted tutorial levels, Unst seems to be impossible not to understand. I wondered if I could find any challenge.

Boy was I wrong. The game becomes really challenging, maybe even a bit too much as the level rises dramatically on “The chosen one” level, but that’s the point of a puzzle game : getting one’s mind challenged. Simple yet deep, add a tune, you’ve got it right.

Dock zone – Compo

So, you play some schoolgirl fleeing from the rise of a strange, abstract water while picking up pyramids with making plank-bridges. This game got some weird yet very enjoyable style, greatly helped by a very unique audio atmosphere, both calm and disturbing with resonating, dramatic-beat-like footsteps.

Gameplay-wise, the game works quite well, with numerous puzzle levels mostly playing on timing. While not sure about the “minimal” part, I really appreciated the whole lot.

Russian blob – Jam

Let’s start by a warning : the people who made this game are good friends of mine, coming from the same school. But quite frankly, I wish I didn’t know them, so I would appreciate even more the cheer quality of the game without feeling corporate.

There’s so many things right about this game I don’t even know where to start. The game idea is simple : a 2D platformer. It’s also unique : you play a blob which can split into several smaller blobs, allowing you to make more elaborate actions that I won’t spoil as discovering them is really satisfying. The graphic design is very well made, and the music/sfx are both great downright hilarious (I sometimes randomly listen it). Also, there’s quite a lot of levels for a LD entry.

But the best part may be that it’s a GBA game. I’m not kidding. Wow.

 

Gods will be watching – Jam

 

I have already seen a billion reviews mentioning that game, so I felt putting it here would be a bit redundant. But the game really deserves it. Yet again, everything is incredibly well made. Manage a team who have to survive 40 days in terrible conditions : the food is lacking, there’s a deadly virus rampaging in the air, it’s so cold you have to lit a fire, everybody’s morale is getting low, you have to repair a radio… There’s so many things which can go wrong that surviving seems to be a miracle. But guess what ? The game is so hard, winning may indeed be a miracle. But it’s not frustrating. Would you fail, it’ probably because you fucked up something. So I hope you’re ready to feel guilty about someone’s death.

But hey, let’s mention… everything else. The graphics are simply gorgeous, the audio atmosphere is excellent and the whole mood of the game is stunning. Some feedbacks may help about which action costs or doesn’t cost action points and the story introduction may seem pointless by parts, but mentioning these “polish” elements just proves how well made the game is.

 

Also, there’s some other games I’d like to mention briefly as well (-> you should look at them) :

 

Stalker – Atmospheric point & click with actual pictures, inspired from the book stalker. Immersive.

Sociales Santillana – Minimal “match 3” with a twist : you play on polygons. Enjoyable !

Alien Raid – Very minimal STR. Pummel down aliens. Interesting.

Cottonhead – Cute and gorgeous pixel plartformer, short but refreshing.

TNAFT – Social game : guess which colors people prefer. Addictive. Playable on mobile !

Hubu handler – Pet simulation, incredibly cute and well made. Don’t you DARE slap him, you MONSTER.

 

 

Oh, and, if you feel like taking a look at my entry, here is it : YAHG.

 

Tags: compilation, recommendation, review, roundup

Ş – Post-Mortem

This was our third Ludum Dare and it was the one in which we had to manage the most crisis yet. In the first Ludum Dare we made the game Allel (Top 30) and in the second we made the game Kill The Hero (5th in graphics). With the theme being minimalism, we searched for numerous references and interpretations of it. We decided to look at all aspects of a game in a minimalist way (mechanical, aesthetic, etc.).

Inspired by several recent movies and games addressing it, we decided to take a view on time travel, alternate realities and the links between them. It’s complicated. But we used it in a minimalist and symbolic form. To tell a great story in a minimalist way.

   He fell in love with a girl. 
   She had been dead for years. 
   But he did not give up. 

Minimalist game. Minimalist commands. Minimalist graphics. BIG Story.

A Minimalistic Adventure in Time.

* Great Story; 
* Innovative take on time travel; 
* Cool minimalistic graphics; 
* Amazing 8bit versions of 4 famous songs; 
* Experimental game logic;

>> Play Online

>> Rate the Game

screenshot1-04

Mechanics: In terms of mechanics the game is a platformer with minimalism in its controls and also in its challenges which are basically the exploration, interpretation of icons, minimal quests and mouse clicks. The innovative aspect is to see the dimensions all on the same screen and to control the character in various situations, with a link between them.

Aesthetics: The aesthetic part of the game was really enjoyable. Simple as it is, it was very fun to think of graphics, scenarios, characters and icons in a minimalist form. We are used to more elaborate graphics and to make use of this perspective was very fun. We used familiar songs to reference the time where each level takes part.

Story: The part in which we had the most fun was certainly when we were creating a mean to tell a great story in a minimalist way. This little story can make the player travel through many interpretations and  we ourselves are willing to further explore this setting.

Technology: We used Photoshop for all graphics. The game was developed in Construct2 and there was a little work to control all the actions of the narrative, besides the 5 “screens” at the same time. One cool thing that we had never used before was the full screen.

>> Click here to download the concept document (Portuguese).

>> See the complete journal.

team

Rodrigo Motta (Design, Direction, Art); Cesar Augusto (Programmer); Bana Gilda (Art); William Polleto (Musics); Trigueiro Jr (Animation).

The Good: To have met a new artist (Bana Gilda) and a new musician (William Poletto). To have achieved the goal of creating a minimalist game in all aspects. To have presented a vision about time travel, alternate realities and the lives of those traveling between them. To have been able to generate an interpretation of the story. To have shown that it is possible to insert great narratives in short games. To have one more game concept that we are sure that can be evolved into a much more complex game.

The Bad: We think that even following the theme, the game may seem a bit poor when in fact there was a lot of conceptual work involved. The initial plan was to work more on the animations, to not be minimalist on them, but our animator had little time. There was still one more element in the narrative, they were the time-police, which we’ll add later.

Walkthrough #SPOILER #ALERT

Initial Feedback: We did it! According to the initial feedback we realized that we were not crazy. Our idea has something unique in terms of mechanics, narrative and graphics were greatly respected by everyone. We displayed the game to several people and all of them saw something artistic and innovative in it! ;)

“Cool use of theme!”
“Quite artistic game!”
“Very nice and well polished.”
“Very unique gameplay.”
“It’s cool to see people using browser tech at its best.”

Tags: kaiporaLD26

² – Post Mortem

I wanted to wait some time before making this post. Mostly to get some feedback from players and also to take more time to look back at that week-end.

^2 - Title screen

 

 

What I prepared

First, this wasn’t my first game jam but it was my first Ludum Dare et my first solo jam. I’m a programmer and I suck at pretty much everything else (including level design). I mostly make HTML5 games and I’m used to build my games from nothing. So I don’t use mapping tools nor I use canvas libraries.

So before the weekend, I wanted to make my own warmup and check out some tools. I took a look at Construct 2 following the two first tutorials. I found it nice and quite useful for prototyping. One reason I tried it was Rytlock’s Critter Rampage made by ArenaNet as a side retro game to one of their in game event in Guild Wars 2. It’s made with Construct 2 so I saw what could be made with it. Though, the free version seems to be way too much limited to make a complex game.

I also took a look at Tiled. I’ve tried this tool before but never used it for games I’ve made because i didn’t like working with XML. This time I asked myself if there was a way to make a JSON exporter until I found out that this feature was there out of the box. That was a good point.

Finally, I brainstormed a bit on what game to do. I wanted to make a stickman fight game, so either a beat’em all, a platformer or a vs fighting game. The main problem was I wanted a stickman engine to render it in real time and not use sprites. A bit too big for a 48h game with my experience. So i thought about a platformer with stickman sprites.

 

How went the weekend

For the weekend, I wanted to be up for most time. I know sleep is important so I planed good nights of sleep and even cleaned my appartement and prepared better food/drinks than usual. Being in CEST timezone, LD started at 4:00 am. I woke up at 4:30 after a good 9 hours sleep. At first I wasn’t inspired by the theme. But then I remembered my platformer idea and went for a simpler form : take a square. How to move it ? Make it roll. Not quite efficient, circles are better at that. Oh, why the square wouldn’t be jealous of the circles and make it beat them all ? That’s how went my brainstorming phase.

With that idea, I first wanted to see how it would look and if it was any good so I went for a prototype with Construct 2. I made the sprites with GraphicsGale (first time with it) and then imported them. The prototype was ready in 30 minutes and it was looking good. Great occasion to post it already as my entry. As there was a low number of entries, it had a guaranted visibility. Thanks to it I had some early feedback so I knew the idea was good enough.

^2 - Prototype

Then went some long hours on reaching the prototype status with everything coded by myself. Took me most of saturday. I used Tiled to make a test level and see how i could use all the parameters present in the JSON object. That was quick and it took me no time to get the level displayed.

^2 - Level design

After a not so long night of sleep, sunday brought all the game mechanics implementations, some bug fixing (not much done finally) and all the polishing. The final version was uploaded nearly 30 minutes before the end of the 48 hours. By the way, I didn’t know about the 1 extra hour for submission so I really thought i had to be all set at the end of the 48 hours. Now I know for next Ludum Dare.

And there it is, ^2 is published, with it’s bunch of bugs but I quite enjoy what I’ve made.

^2 - Final game

 

The good points

Now, the good parts of the week-end.

First I learned well about tools. It made me want to use more Construct 2 or any other game building tool to prototype games. It’s really efficient with only basic knowledge of the tool. And now i think I’ll mostly use Tiled for mapping when the map type allows it. I might check out other mapping tools but I quite like this one. Also I made my first decent sprites and animations (though it was only b&w and basic shapes) and made me discover the tools to make then.

I had the healthiest weekend for a long time. I’ve been doing much more for me than I usually do so I didn’t have to think about it during the jam. It has also been a great time. I didn’t paticipate over IRC but it was nice to read the discusions there and how everyone was progressing.

As for code learning, I’ve found new ways to implement efficiently animations and game state management. Something profitable for my next games.

Finally, as for the game itself, I want to really finish it by fixing the collision bugs, add sfx and music and add some levels. After that, I even have ideas for at least two sequels. I think I’ll try to allocate myself some time to make them. It might even make me start learning about 3D.

 

The bad points

But not everything was perfect. Some things I could improve.

First, I should have taken more active pauses. I think I spent something like 35 hours in front of my computer during the LD. I’d say at least for 10 to 15 hour I wasn’t focused on making the game. In these 15 hours, some were dedicated to playing games, reading IRC or else. And I’d say at least 5 hours were dedicated to nothing. Really. Just not knowing what to do. I think in these times I should have just left for a walk or a nap or anything else not taking place in front of the computer.

The second bad point was bug fixing. I postponed it too much. In fact, I made a first rough version which was designed for a specific type of tiles (I didn’t have any roof at first for exemple, so I didn’t bother to make collisions for them). I kept telling myself to fix those bugs but I ended up doing this between midnight and 4:00 am in the night between sunday and monday. I finished by having something but not any better than what I already had so I chose to keep what I had. But now from user feedback, I see a lot of people are facing those bugs and end up in impossible scenarios as then don’t know what to do to get out of the bug. So from now on I’ll add “fix it early” as high priority on my todo-lists.

Last, I’m a bad level designer. One recurrent comment in player feedback is how the level is difficult (starting with the first jump and the first ennemy). I know I tend to be nasty with players when it comes to level design so I’ll try to make it smoother for next games.

And I think that’s all.

 

To conclude

Overall, it was a great week-end and I’m very happy with what I ended up doing. That’s one more game developped :). I’ve been wanting to participate in LD for some editions now, maybe 2 years. But every time I had something else scheduled on the LD week-ends. I’ll try to keep free spots for the next ones.

I’ve also made a walkthrough video of ^2. As many player can’t go through first ennemy or get stuck in the first trap, I thought it could help to see how the level can be achieved or at least how the game looks like.

 

TL;DR

First LD but not first game jam. I’ve been enjoying this week-end and I’m happy with what I did. I learned to use new tools (Construct 2, Tiled, GraphicsGale) and I now know the benefits of prototyping with a tool making it simple (Construct 2). I was organized enough but should have made more real pauses (not being in front of my computer while take them). I should fix bugs way earlier, postponing it ended up in a buggy game. And don’t be too nasty when level designing.

 

 

Entry page : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21322

Game link (web) : http://maxgun.fr/ld26/

Source on github : https://github.com/MaxguN/ld26-square

Tags: html5, post-mortem

Dead End – conclusion

Hello,
I came up what did good and what I’ve failed during the Ludum Dare.
When theme of the LD was published, I felt a little bit disappointed. I hadn’t any idea what to write. In addition, I had no time almost the all weekend. In fact, I started to write my game after the compo deadline.
My idea was very simple, so I was able to finish the game before deadline.

What went good

  • Although I’ve never used surround sounds in my games, I managed to do it in Dead End. There were problems, but finally everything went good with it.
  • The idea of the game was very simple – I didn’t have thousands of concepts how to make the game better – simple plan, and simple implementation.

What I’ve failed

  • I completely screwed up development of the app. In first hours of the jam, everyone who tried to start the game, had problems with it. The reasons for this situation are that I had no experience in development of applications for Linux, and I was unable to compile Dead End on Windows personally (I had approach to my notebook with Linux on it, not to PC with Windows).
  • I planned to record own sounds, but I didn’t have time for it – I had to download free sounds from the Internet.
  • I was waiting a long time for my registration email on a Ludum Dare site, rather than immediately change my email provider 😉

In summary, a few things could have been done better, but for the first participation in Ludum Dare, it wasn’t worst. I managed to finish the game and I am very happy of it.

 

Iceberg Explorer : Post Mortem

Iceberg Explorer - screenshot main with logo

 

What went right:

  • Making a non-violent, exploration-based game.
  • Creating textures, sounds and the map in time (72 hours).
  • Keeping the games mechanics understandable.
  • Providing stunning graphics, but still having a relatively small size (16,6 megs .zip with all executables) and good performance.
  • Recording (few) suiting sounds.
  • Approaching the theme in an non-obvious way.
  • Making a few cents trough GameJolts ad-share.

 

What went wrong:

  • Implementing a cutscene reflecting on the players discoveries.
  • Creating the terrain in less time,  using the heightmap function right from the beginning.
  • Making the journal appealing for most players.
  • Providing executables for Linux 64bit and Windows initially – ports are avaible now.

I really enjoyed working on the game and I’m planning to sell an extended version in Summer.
If you haven’t explored the iceberg yet, start your discovery here.

Tags: exploration, explorer, iceberg, potato

Post-Mortem of Gods Will Be Watching

This. Is. Amazing.

We didn’t expect this. Gods Will Be Watching was our little minimalistic puzzle game for Ludum Dare 26, and we were happy with it, but, seeing it appearing it all over the internet, and receiving more than 10.000 plays per day was totally unexpected.

We are overwhelmed. Took us several days to recover from the 72 hours effort and being able to face all of the blog posts, tweets, mails, gameplays at youtube… we need to thank so many people!!!!

Here’s a selection of GWBW‘s unbelievable (at least for us) journey on the press:

Gods Will Be Watching Is The Saddest Survival Sim (Rock Paper Shotgun)

A Survival Sim That (Mostly) Takes Place On A Single Screen (Kotaku)

Gods Will Be Watching is a bleak, beautiful free survival sim (Eurogamer.net)

 

In spanish:

Gods Will Be Watching causa sensación (Hobby Consolas)

La supervivencia minimalista de Gods Will Be Watching (El Píxel Ilustre)

Gods Will Be Watching, un simulador de supervivencia minimalista (Eurogamer.es)

 

Seeing people playing the game on youtube was something magical:

This mashup video with John Carpenter’s The Thing really moved us :’)

Also the game got featured on Game Jolt!!

Will Gods Be Watching?

We hope so! Since the game got a great acceptance both by press and public, and a lot of people told us they want more, we’d love to expand Sgt Burden’s and his crew universe. A lot of ideas came to us during this week on how to develop the game concept further without losing his essence, and we are thrilled with what we have to offer in the future, so stay tunned!

Twitter: @Deconstructeam !

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