LD27 August 23–26, 2013

Perfect Ten Post-Mortem

The idea behind Perfect Ten was pretty simple. “I want to make a really hard game with the oh so clever ‘solve this puzzle in less than 10 seconds’ caveat.” Beyond that, all I could come up with was a simple teleporting mechanic, some spikes, and buttons that you press to solve each level. I tried my best to avoid anything complicated beyond just that and then the game sort of made itself. I did not encounter too many problems while making the game events in construct, other than figuring out how to go to the next consecutive level (it turns out the simplest things are sometimes the hardest to figure out how to do).

The teleporting mechanics are the game’s main feature and it turned out to be pretty cool. You click anywhere where there is whitespace and it creates a portal, and one second later the player teleports to it. If you create a new portal before your character teleports, it destroys the old portal and your player will teleport to the new one instead. Originally, it took 1.5 seconds, but it made the simplest of levels near impossible to solve in under ten seconds. To solve each level, the player must touch five different buttons and not fall into spikes. Trap doors were also added along with spikes that fall. The timings themselves were based on the different sprite animations. After making sure each of these mechanics worked, I decided I would make ten levels and then the game would be near finished.

I am relatively new to using Construct 2, and I am super glad I tried it out the week before the compo (obligatory “this is my first LD comment”). It saved me the time of having to learn something completely new in order to make my entry. So, the problems I ended up having were related to the thing I have never done before: level design. Making sure each level is solvable in under ten seconds, gauging how difficult each is, and putting them in the right order. So much time was spent playing, adjusting, and replaying each level until I felt happy about each one. When I got to a few of the “falling” levels I discovered that the player simply falls too fast for solving the level to be humanly possible. So, I started playing around with the player’s fall speed. It did give me the idea to add a level where the player does not fall at all, and has to teleport in order to change the height at which they are “flying.” An unplanned mechanic actually came out of my struggles with designing the levels.

Once I was happy with the levels, I spent the rest of my time working on music and sound effects. I used SFXR, and Terry Cavanagh’s new tool, Bosca Ceoil to make the sounds and music respectively. I made two different songs, but only used one and I am not happy with either one anyway.

The biggest problem in the compo version of Perfect Ten is the game’s difficulty. I like how the teleporting mechanics turned out and that’s fine, but the levels are really hard straight away and there are no simple easy levels to teach players the mechanics before the levels become increasingly difficult. It seems a lot of people enjoy the difficulty of the game, but they share the same sentiment. If I add any levels post-compo, it will be some really easy ones at the beginning to help teach the mechanics of the game better.

Sadly, I think a post-compo version will do away with the ten second countdown altogether. While it works well with the “10 seconds” theme, I would rather have a stopwatch that records the player’s best times for each level, and for each completed run through all the levels. That way, players who struggle with getting under ten seconds can finish the levels, and players who enjoy the challenge, can try to beat their old times. Doing this would allow for bigger and better levels, too. Perhaps I could add more simple puzzle mechanics. Buttons that change how fast the player falls, perhaps….

10seconds Achievement Hints

Since a number of people have asked, I’m posting achivement hints for my minimalist adventure game, 10seconds. I’ll post the names of the achievements–it’s up to you to figure it out from there. :) A few people got them all without hints, so it can be done!

  1. gamer
  2. paralysis
  3. impatient
  4. direct hit
  5. heartbreaker
  6. tease
  7. died doing what you loved
  8. married to the sea
  9. reconciliation
  10. deja vu

Vacuous: Post Mortem

So my first entry turned out a lot better than I expected it to. But that still doesn’t mean I’m perfectly satisfied with it.

So I made the Special Limited Edition† Vacuous 2.0*! Which is mostly just small modifications to the game’s mechanics. No new levels or bosses, and it’s too drastic to be considered a bugfix.
*This is different from my actual entry, as explained below. The original entry here is still unchanged.

Downloads: zip | .love

Changes:
Bosses:
– Boss # 1 has 25% less health
– Boss # 2 and 3 have 33% and 66% more health, receptively
– Fixed boss # 3’s box spawns moving weird
– Random enemy infinite bonus level now spawns a random boss every 10 waves
Bombs:
– Bombs don’t do massive amounts of damage anymore (50% less). Because holy hell, you could throw 6 bombs at the last boss and kill him instantly. The boss’s bullets are still removed. They still function normally without regards to bosses
– Speaking of bombs, they now have a 3 second cooldown. Because you could still probably nuke the hell out of a boss even with bombs doing half damage to them.
– Bombs also come in packs of 2, because the power of one bomb isn’t really equivalent to the power of multi-shot.
– Added a visual for bombs
Enemies:
– Waves now come every 6 seconds, instead of 10. This will help the game feel faster, and more like a shoot ’em up.
— “But now that you made the waves not on 10 second intervals, how does it relate to the theme?” I hear you say, however, that was not the only thing relating to the theme!
— Bosses still have 10 second looping patterns
— You still have 10 lives. Which is 10 seconds in a somewhat odd and obscure definition of “seconds”: (think of it as “ten second( chance)s”)

[stextbox id=”alert” caption=”via http://www.thefreedictionary.com/” collapsing=”false” collapsed=”false” color=”000000″ ccolor=”000000″ bcolor=”8e8e8e” bgcolor=”ffffff” cbgcolor=”8e8e8e” bgcolorto=”ffffff” cbgcolorto=”ffffff”]tr.v. sec·ond·edsec·ond·ingsec·onds
1. To attend (a duelist or a boxer) as an aide or assistant.[/stextbox]Essentially I made a bad pun.

Powerups:
– Powerups are now more noticeable
— multi bullets now has more spread
— speed increase makes you 66% faster than it did before
— firing speed now makes you shoot 33% faster than it did before
— big bullets are unaffected, because they already make you totally wreck bosses.
Misc:
– added a small box at the bottom to contain all your stats/powerups. Now you won’t be covered by words anymore.

† Not actually limited edition

Tags: post-mortem, postmortem

Late Post Mortem — TGWSDI10S

I’ve finally decided to collect my thoughts about the game I made for the Ludum Dare 27 Compo: This Game Will Self Destruct in 10 Seconds.

The day before the competition started, I was incredibly ill and pretty much certain I wouldn’t be able to do anything. When I woke up the morning of, I was still sick, but I decided to participate anyways. So for the next eight hours I sat on my couch with my trusty laptop and learned the syntax of ActionScript3, how to use Flixel, the and basics of music theory and foley sound effect making, none of which I had any experience with before. By the end of those eight hours, I was feeling pretty good, and had learned basically as much as I needed to know.

When the competition first was about to start and I saw the theme candidates, I was desperately hoping for “Death is Useful”. I didn’t know what I would do with it, but it sounded like something I could get behind and make some puzzle game with a neat mechanic, or maybe an action game with special techniques. I most certainly did NOT want “10 seconds” to win.

And then it did. And I was sad, because I thought I was going to have to do some lame minigame style game that would bring nothing new to the table. But within about a half-hour, I had the trolly and brilliant idea that spawned TGWSDI10S. I was playing Skyrim to try to spawn creative thoughts (The best way to spawn creative thoughts), when the game crashed. This wasn’t exactly unexpected, and I’m used to it by now because I have about 70 mods installed that don’t mesh perfectly with eachother. But it got my thinking: “What if a game actually INTENTIONALLY crashed?” And so spawned the idea. I would make a game that crashes after 10 seconds.

Now, originally, I was just going to make it a completely generic game that you can’t beat because it crashes after 10 seconds. It was just going to be a joke game to troll people. But I quickly scratched that idea as not great, and decided that I would make the game save your progress every time it crashed, so that you could continue the story if you hit refresh.

So I started work on making the platforming engine, and very early on decided to make you be able to move super fast. At first this was just to make debugging the map easier, but it felt very much right to be able to move that fast in a game that ends so fast. So from there came the major design choice that every aspect of the game was based on: This game needs to be fast. When I got the combat working, I made it insanely fast. I added a very slight delay to the damage so that the timing is just awkward enough to make the game very difficult without making it impossible to time. I then made it so that once you punch, you can’t punch again for 1.5 seconds. I feel that this makes the combat very stressful because if you miss, you’re basically screwed. So button-mashing is about as effective as trying to kill your enemies Mario-style. Next I worked on the enemy AI and made the enemies follow a simple but very fast-paced movement pattern. Basically, they run towards you, attempt to punch you, and if they miss, run away until the can punch you again, at which point they run back towards you. From the very first time I succeeded in killing an enemy, I felt giddy with excitement and couldn’t stop giggling at how great the combat felt.

From there I implemented the saving, the timer, and some other minor mechanics to flesh out the gameplay before I delved into level design. I added some small tutorial texts and followed the course of my dominant design choice by making the text stunted and feel like it’s supposed to be read really quickly, like in FEZ. I carefully looked over every piece of text I added and removed every unnecessary syllable.

I finally got to level design at the very end of the first day. I was planning on making it a very short game that ended in the generic “Your princess is in another castle!”, but I decided to keep adding levels until I ran out of ideas to make them feel variated enough from eachother. I ended with three, and decided to change the ending to slightly less used used satirical joke (Play to find out what it is 😉 ). I made every level just in text form editing the tile array directly and then testing it out in game, and it worked well enough. I got the levels done fairly quickly.

I went to sleep after finishing the levels and woke up with the idea to add the ray-traced shadows. The fact that you could see the enemies through walls ruined the suspense a bit. After fighting the evil forces of frame-rate drops for a few hours, I ended up with a result that worked, but was a bit ugly and I wasn’t entirely happy with.

After doing that, I realized belatedly that I had no sounds or music whatsoever, and the competition was going to end in less than 4 hours. I hurriedly put together some foley sound effects and then jumped into FL Studio to try to make an 8 bit theme that felt fast-paced.

That failed miserably.

I wasted an hour and a half trying to make the 8 bit theme sound good before I switched off to working with a drum loop and within half an hour it sounded pretty dang good, in my egotistical opinion. I added the beam last based on a dream I had whilst sleeping the night previous, and got that as well as the church organ piece (Just major 3rds and a Dracula-esque down-step) in about twenty minutes. Last thing I needed to was set up the HTML page and embed the flash element within. Two problems were realized at this stage when I had only 45 or so minutes ’till deadline: I completely forgot how HTML works, and I had no website to host it on.

The first problem was quickly solved through the might of Google, and I made a simple HTML page that embedded the .swf in record time. The second problem was a bit more of a challenge, but I called up a friend and he was nice enough to give me access to his ftp server for his website (It’s a fantastic website, check it out: jimmymack.org/world.html), and I solved issue number two in time to meet the deadline. Looking up at the clock I realized that I had made the deadline with less than 5 minutes left.

And so, after the stress that had enveloped me for the past two days, I did the only thing a man can do when faced with so much relief.

No, you pervert, not that.

I ate a bunch of fudgesicles. Seven of them, to be precise.

And that’s the story of This Game Will Self Destruct in 10 Seconds. Big thanks to Skyrim for the idea and Jimmy for allowing my game to be uploaded to his site. I’m gonna go take a shower.

Tags: final post mortem

Updated Version of Forest Edge up on GameJolt

Based on the feedback from the ludum dare entry I have made several updates to Forest Edge available on GameJolt:

+More Challenging Combat

+Forest Wrapping

+Better collision on win marker!

+Clearer Start Screen Text

+Bug Fixes on Victory Screen

+Improved Transitions on Trees

 

The ludumdare link obviously remains the same for the sake of the compo but please rate and comment the feedback so far has been very useful!

Rate and Comment

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13718

 

Game Jolt Updated v1.0.0.5 Release

http://gamejolt.com/games/action/forest-edge/17196/

 

Triad Timelapse

A little late to post it, but here’s the timelapse for Triad. 35 hours of work compressed into 3.5 minutes.

Tags: time lapse, timelapse

Apotheosis – timelapse

Just finished rendering and uploading the timelapse video of Apotheosis.
One important thing I’ve learned: It is really cumbersome to use twitch livestream data for a timelapse video. It is not a replacement for chronolapse. 😛
Well, here it is, in all its unreadable glory:

For some context, the gameplay video:

 

And the entry page, of course 😉

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11939

Tags: timelapse

Comments

goodpaul6
29. Aug 2013 · 04:25 UTC
I had the exact same idea for my entry until I realized it was too much like the game “Braid”

Updated my game to run on windows + mac !!!

FSCK!!

FSCK!!

 

Hey there just wanted to let everyone know I have updated my game so it is fully cross platform to run on Windows and Mac. I also have put up a gameplay video AND the source code!

Everyone enjoy my game FSCK!

Download here!

10X10

screen002

It’s a few days after the jam is over and I’m still motivated to work on this game. This is a really good sign.

How it came to be

When I found out that the theme was “10 seconds” I was in the midst of a nice long walk, checking Twitter idly. I spent a while going through possibilities, particularly the pun idea of “10 secondaries” that has appeared a few times in other entries. But the idea of an online game where you only had 10 seconds to play was intriguing, especially when I added the idea of waiting in a line to do it. Enforced waiting is actually a big part of most sports, not just for logistical reasons, but because it sets the pace of the game. Even sports that are implicitly “always on” like soccer and basketball have defined time segments and will further break those up following goals or penalties. And when you wait and watch specific players, you can build some empathy for them. Multiplayer games where you’re just continuously fighting your own battle don’t build that kind of connection.

Simultaneously I had some interaction mechanics waiting around to be used – a challenging, high-momentum, low-friction 2D plane where collisions cause death. I had first used these over a decade ago in a long-forgotten jam entry called “Spaceboard,” which was a simple time trial racing game with lots of deadly obstacles. That game proved to be very addictive, and recently I had started playing the Mario series again and realized that the Mario games were satisfying in part because the controls were made to be this way too – at first, a bit too slippery and frustrating, but rewardingly difficult, when played at a high level.

With the Mario games in mind, I remade the Spaceboard mechanics and had a prototype sitting around with a character that could maneuver very rapidly, but needed precise control when braking to avoid overshoot. And so I combined the two ideas of a player queue and the challenging movement prototype, and then added taking a token to the goal(ball? coin? still not sure myself) and planting mines so that there was indirect interaction and a changing landscape. Mines were a major obstacle in Spaceboard – although in that game many of them had the ability to chase you.

Finally, I had usable technology sitting around since I had remade Heartbreaker, my entry for LD21, as a generalized rapid-prototyping multiplayer system with some ability to adapt to other games, handling details like the connect process, rooms, etc. while allowing each room to focus on the gameplay-specific protocol using Haxe serialization as the transport(no fancy efficient binary here). As a result most of my time was just spent knocking out the Heartbreaker stuff and reworking it to the new gameplay – the player queue and one-player-at-a-time stuff being a cause for major reworks. I only did one late-night crunch, on my last “night” before it was due, when all the basic protocol and player queuing stuff was out of the way and the game started to come together.

How I’m getting players

Online multiplayer has a problem in that it’s hard to get a playerbase started. Fortunately I have a strategy that is addressing this for the purpose of current development, which is to schedule a session every day at the same time (7 PM Pacific) and then advertise it a little across multiple IRC channels and my Twitter as the time comes near – IRC is particularly great for this, especially when you go to channels with “gamer” types. I manage to get a few players every time, pretty consistently. At least half of the players drop out really quickly after being frustrated by the controls, but the ones that stay tend to get very addicted.

The open question is whether I can sustain this and turn it into a percentage growth. As they say, nothing lasts forever, but I think I have a good chance to build a community here, especially since there’s a lot of stuff that is just begging to be tried out. The opposite was a difficulty I ran into with Heartbreaker, where it wasn’t clear where to take what I had already made, so I let it go.

What’s next

Mostly simple stuff! Little improvements to the instructions and indicators. There are bigger change ideas but they aren’t the most important things right now.

10×10 entry page

Rated 100 games!

As Ludum Dare 27 has drawn to a close, I’ve been busy rating and reviewing as many games as possible. As always, the community’s output has exceeded my expectations—I’ve played through 100 games thus far, but over 2000 remain.

Unfortunately, I’ve found that a lot of the games that I’ve played thus far lack a certain polish, at least in the gameplay department—perhaps an unavoidable result, considering the rather stringent “10 second” theme that governed this LD challenge. Many of the games feel as though production was rushed. However, there’s been some truly stunning work in the visual department, as three of my favorite games (listed below) amply display. I advise you to personally check them out, but if you need convincing, here’s a few words of praise:

“Step Out”

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24347

stepoutTitle
A very relaxing puzzle platformer, “Step Out” features gorgeous environments that mesh well with the bell-like tones of the sound effects. The otherworldly ambience is particularly suited to the game’s core mechanic, which is a 10 second “astral mode” in which your character steps out of his body to interact with the environment around him. Furthermore, the platforming mechanics were solid, leading me to conclude that the creators both cleverly and competently incorporated the challenge theme in “Step Out.”

“Loopy Lumberjack”

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7580


Three qualities especially stood out to me in “Loopy Lumberjack:” the visuals, the music, and (by far my favorite component) the humor. It’s difficult to create a game where “the funnies,” “the arts,” and “the sounds” all come together to blend into a seamless whole, but the creators of “Loopy Lumberjack” managed just that. The only criticism I can offer is that the gameplay was not particularly complex, in that it mostly consisted of button smashing. Nonetheless, the game is fun—almost to the point of being addicting, when factoring in the leaderboard. What pushes this game past the “almost” in addicting is the dance mode—definitely check it out at some point, but I’d caution those of you with school, work, or “real people responsibilities” to wait until the weekend to do so.

“Mebby”

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=2958


Speaking of addicting, here’s another game to add to the list—“Mebby,” a schmup that’s a LD equivalent of drugs, chocolate, or both. Again, the game’s humorous elements were one of the reasons I enjoyed the game, along with the great sound effects and visuals. There were plenty of cool (and laughable, but in a good way, I promise!) units and weapons, such as the dubstep emitter, and my own personal favorite, the toilet. Like the previous two games, this is one of those games that are best played rather than talked about—so what are you waiting for? Get to it!

 

 

….. and of course I have to plug my own game!

“Keg Quest”

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20961

 

Written by: Emily Hosokawa

Comments

Tiago
29. Aug 2013 · 03:44 UTC
nice ones hahaha

since you like the humourous games I will leave you with mine, albeit a bit controversial at that, lol
29. Aug 2013 · 06:32 UTC
>Many of the games feel as though production was rushed.

Postmortem: There’s A Hook (little sleep)

This won’t be the end of There’s a hook, hopefully it will get launched on desura in a few months. There was loads of feature I wanted to add but left too late, I explain below
111

 

Software used:

programming: C#/xna (visual studio 2010)

graphics: Gimp

music: abundant-music.com

 

Day 1

So I live in gmt +0 so uk time but i live in Ireland. I sayed up until 2am to see the theme and then couldn’t sleep until 6am because my sleep pattern was messed up. I then had to get up at 9am with only 3 hours sleep and milk cows, then off to see my brother do a triathlon. He did 750m swim, 10km cycle and 5km run in 79mins and came 10th overall (fast). So I had to start ludum dare 14hrs late (4pm). I wanted to do a platformer because i had never made one before. So i build a working tile engine in  about 5 hours and had to milk cows in between. This day was getting tough. I thought a 2D platformer was kind of boring and i had no idea how i would implement my theme. So i decided to have a 3D looking tile. Shown below was my first prototype compared to my final one.,and the last one is what I’m working on atm to make it look fancier in the final version. I also spent ages making a funny looking character and a good walk cycle. The level art was inspired by 80’s retro futurism. I ended my night at 6am

test4 cube_1 cube_3

 

Day 2

Got up at 9am again to milk cows. Still the gameplay seemed boring nothing could kill me so i had to add spikes and falling off the map and for a in game reward I also added coins. I wanted to add moving tiles, boy was this a bit of a challenge. it took me far too long to get this. The problem I had was when a tile changed direction that it would display in front or behind other tiles. I got it working enough to be happy with. A couple of thing that aren’t perfect say if 2 moving tiles collide the layers of display don’t work correctly, so i had to leave that out. During the day i came up with the idea to implement the theme. I would have a random event every 10 second that would either make the game harder or easier. I had used a matrix transform camera so it was easy for my to change the camera in game and used this for half of the random events. I noticed i only had 1 hours left and I only had 2 random events working and no levels designed.  At the last few minutes i started panic as i got 2 bugs one fairly major and where the player and camera would started to shake. I then just said i would enter the jam. Went to sleep at about 3am.

screenshot1

Day 3

I got up at 4am, a well needed rest. I was planning on polishing my art work but never got around most of it, i got a nice new hud and overlay messages (enlarge image above). I also made a nice menu and title screen. So in the last 4hrs left or so left i designed 10 levels, added music sounds, the ability to double jump and a new jump animation. Designing the levels were a piece of cake all i had to do was edit a text file. It took me longer to beat the levels than actually make them 😛 . Submitted it 10mins early and only just about. I came up with a name in literally 2mins and i thought it fitted perfect as coincidentally i had my character have one hand as a hook.  (Gameplay in link below)

Gameplay of There’s A Hook

 

banner

 

 

Feedback

The biggest thing that almost everyone commented about was the camera turning upside down as one of the random event. It made it too hard. There was a small problem with the random events. They are supposed to last 10-30secs. When a event would be set to inactive it still had a good change it would be picked in succession so it would continue for longer. Also there was only 4 different events and only 1 that made the game easier. I think it was penalizing players too much for being bad at the game by constantly making it harder. I will take all this into account when making the full game. Please have a look and rate of my game it would be really appreciated.

Ther’es A Hook ludum dare entry

Comments

29. Aug 2013 · 06:07 UTC
Dude, i hope you have a milking machine! Also get some rest :)

Whodunit NOW IN YOUR WEB BROWSER

Yeah! Before I go to work… Here is the link for the web browser version for you all.

Link

Comments

29. Aug 2013 · 14:14 UTC
The instructions say that left-alt is a necessary key, but Firefox intercepts that key for its menu, so it doesn’t seem to be winnable in web form on Firefox.

Post competition version: 10 second burn v1.2

I’ve started working on a post competition version of my game 10 second burn. If you want to play the latest version as I update it, the link is here:
http://scratch.mit.edu/projects/12021906/

10 Second Burn

Issues addressed in the new version:
* now easier to land
* sound effect volume reduced
* you can no longer crash into the warning messages

My plans for additional updates are:
* extra levels
* online high score table
* high score initials entry system

Additional levels will be based around geological features of the moon and maybe some fun ones too.

N0_Named_Guy Reviewed Worst Gnome at the Factory

wrong_gnome_01

 

N0_Named_Guy has been doing live reviews of games for people on his Twitch channel. He did one of mine, which was awesome. If you want to see it, it’s right here. My game wasn’t as understandable as I thought. Not terrible, but could definitely have been better.

10 Parsecs Post-Mortem.

Last weekend, I made a game. This game was called 10 Parsecs. (Because a parsec is the parallax of one arcsecond).

This was my third time entering the compo. The first two times I did “kinda okay”. This time, I’ve decided, was a rousing success. At the time of writing,  I’ve had three requests for a post-compo version and one piece of fanart from this guy (which would imply that I also have a fan). This is quite clearly awesome.

 

Musings:

This was the first time using Unity for the Ludum Dare. I already knew it quite well thanks to a super secret ongoing project I’ve been working on, and because of Quill18’s tutorials. I didn’t write any of my scripts in Boo even though I’m one of like seven people who even know what that is. I would like to see Io added as a scripting language in Unity, just to see how it would work.

I used blended for what little 3D modelling I did. I’ve never been good at Blender. I don’t think I’ll ever be any good at blender. It just intimidates me so. Yet, I managed to produce a somewhat acceptable spaceship model.

I used paint.NET for my images, because photoshop is a rediculous price and I’m vemhently against piracy. I used a method I invented for creating cool looking images, in which I create some pixel art and then scale it up bicubically. This doesn’t work for many things, but it does make really cool looking fire.

Finally, and I think this is kind of cool, one of the fonts I used in my game was made by Tom7, who has also entered the compo.

 

Regrets:

Due to time constraints, there was no sound whatsoever in my game. Clearly, something to rectify in the Post-Compo release.

You start to lose control over your ship after going through a black hole or collecting an orb. This gets progressively worse as you continue. I know exactly what causes this and will fix it post-compo.

The code is full of hacks (Due to a problem with the rotation of my models after importing them from Blender, I had to use “transform.right * -1” in place of “transform.forward”).

Even though this was my first “full” game with polygonal graphics, I did not manage to include the phrase “Strong Bad is on point”.