LD28 December 13–16, 2013

Dumb Treasures – Post Mortem

Dumb Treasures was my this LDs compo entry. Planned as a “You only get one unit” turn based strategy game, it actually turned into a small “collect all 16 treasures with the only solider remaining in your army” micro-adventure.

It is the story of a countries army. The country Bla went bankrupt and only a single soldier remains. This soldier is then send to a treasure island where he has to collect 16 treasures as fast as possible. The whole island is save, since there are no dangers.

The stort is simple, so is the gameplay.

"Dumb Treasures" game screen

Play and rate now

What went right

  • Restrict my colors
    This time, I used the NES color palette as found on Wikipedia to restrict my options. This worked great since I didn’t have to find the one color out of 2^24.
  • Using bfxr
    Having sounds improved the game a lot, even though there are only two sounds.
  • Simplify early
    When sunday afternoon arrived and I had only worked 6 hours on the game in total I decided to drop all my plans (enemies, traps) and focused on implementing a really simple gameplay but doing it nice aaaand doing a whole game. That results in having a nice start screen, an introduction and a result screen that makes the game look much more polished.

What went wrong

  • 8 hours
    Should I really say more. Due to unplanned events I had much less time than expected.
  • Not using a framework
    Again, I had no time before to prepare a framework with common used code like state management. I haven’t lost much time to it but some.
  • Focusing on graphics
    I spend way to much time on the floor tiles which are nice and probably save my a** during the voting but may I should’ve spend that time on implementing some game elements like traps.
  • Not providing alternative controls
    I absolutely regret not implementing the Gamepad API everytime I see that cheap SNES USB gamepad clone on my desk. I’ll may integrate it in a later version.
  • Not providing a leaderboard
    Dumb Treasures has no deeper meaning or big challenge. The only challenge is the countdown. I should have spend ten minutes to implement serversided leader-boards in the dirtiest way possible. That would’ve improved the players involvement a lot.

Tags: post-mortem

CreatorSST: Enhanced Edition in the oven

Fellow dares,

 

During a the competition, we all must focus on THE most important thing: scope. It is absolutely important to keep things simple in order to achieve the goal of a fun game. Even this blog post was reviewed and edited a couple of times before being published.

CreatorSSTLogo

 

I tried hard to focus the design on simple mechanics. It gave me an opportunity to give much more time to work on graphics and music, things that were completely negleted in the previous LD game i did. Also I created a loop schedule: think a new feature, program, art, think, program, art, think…

CreatorSST4 CreatorSST3 CreatorSST2

But while it was near from what i originally designed, there was a list of features that simply didnt make it due time constrains and bad decisions i did.

  • Mute sound (I knew the game would take hours to play and the music loops would be )
  • Complete tutorial, teaching the concepts of PowerUps and scrolling the creatures list
  • Tiny tiny little creatures walking in the planets surface
  • Visual rewards for players actions
  • Some micro and major objectives
  • Calculation of coins while the player was not playing
  • Some extra logic about the creatures ecosystem, like “you must have 2 bugs to buy 1 scargot and 2 scargots to buy 1 snake”

CreatorSST5

For this reason, for the number of relevant feedback I got, I will work this weekend on an Enhanced Edition, which will get most of the above TODO list. I will post here tomorrow and Sunday all the updates.

 

regards,

Bruno Massa

Gamenific

HellBow: Oculus + Mouse/Keyboard version

By popular demand on the Oculus forums, there are people who have an Oculus but no Razer Hydra so we’ve created a version that uses the Oculus with Mouse and Keyboard.

To play this version, the mouse controls only the horizontal rotation of both character and camera, but for vertical axis it only controls the bow aiming. This control scheme is similar to the Team Fortress 2 implementation of the Oculus as it gives the user freedom to look around without requiring the player to turn their head to move in that direction. To get this new Oculus only version, swing by our submission page and come check it out

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30008

OculusOnlyScreen

 

 

For those who dont have an Oculus or a Hydra, we still have our Web version too!

“Incomplete” Postmortem

Screen1

 

Link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=24534

Incomplete was my second LD entry and the first to the jam.
I worked together with my brother on this. He did the graphics, me the code and audio.
Together we worked out the concept for the game and tested it (at least a little).

What went right:
– Working with my brother: It was almost a perfect balance of workload between us and he is just so much better at creating graphics than I alone will ever be.
– Having a friend over: He participated in the compo and it was very refreshing and exciting to see each other progress and help out sometimes.
– Some distraction: Bowling, playing cards, smoking hookah together – clears your head and I really couldn’t sit in front of the monitor all day for three days straight.
– Using Construct 2: Using a game creation software I became very familiar with was relaxing, although it required some effort to create the foundation for making a point and click adventure with it.

What went wrong:
– Not thinking the concept through: Our first concept was to create 5 games in one game, mainly really tiny minigames and one adventure screen. Unfortunately the mingames were pretty unfun, so we kicked them out and decided to go for a pure point and click adventure.
– Making a point and click adventure: Well, other genres just offer more fun and interactivity with less effort. Especially the lots of graphics were very time-consuming.
– Appointments on the final day: I had to go to the dentist, my brother to university. Since we met at our parents house for the jam, we both had to travel some distance there and lost valuable hours.
– No experience in creating music: It took quite some time and the result really isn’t that good.
– Time spent on graphics: My brother said he spent a lot of time on single small graphics and sometimes less time on the important ones.

Overall, it was a very fun experience again. We both learned a lot and are looking forward to playing and rating many of the games created and of course to LD29.

Greetings and have a nice day!

Nirvana Timelapse

Here is a timelapse from the making of our Jam entry. Nirvana is a game about success in life. Unfortunately the last couple of hours of development are missing in the timelapse due to technical problems.
 

Watch timelapse

  

Play the game

  
If you idle you loose money.

If you idle you loose money.

Smooth Operators Trailer

Greetings jammers!

Hit their head off!!!

I created a trailer for my LD28 entry, Smooth Operators.  You can check out the trailer below.

I am happy to hear all feedback/criticism!

You can find the Ludum Dare page for Smooth Operators here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=13158

Smooth Operators is a 2 player game so if you are looking for something ridiculous to play this weekend with your friends, here ya go.  I have gotten some really great feedback so far.  People seem to really enjoy it.  I hope you will really enjoy it as well.

Looking for another fantastic 2 player Ludum Dare entry?  How about Gentlemans dueling Felines :)   http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=21887

And on the topic of trailers, a great post on Gamasutra today: http://www.gamasutra.com/blogs/KertGartner/20131216/207009/Cutting_Room_Critique_Top_Indie_Game_Trailers_of_Dec_2013.php

Spectrum PostMortem

Game Overview

A colorful puzzle platformer.

You are a small white orb trapped inside a mysterious test chamber. A floating colored portal can be seen in the distance but when you touch it, nothing appears to happen. Your goal is to find a way out of 5 increasingly difficult test chambers.

  • Absorb the color of lights in the environment.
  • Mix colors together to match the color of portals, switches, and force fields.
  • You ONLY GET ONE COLOR at a time.

Team Makeup

Art, Code, and Design by Keith Evans and Matt Krystek
Music by Michael Krystek

We were lucky that either of us could tackle any of the design, code or art related tasks on the project.  After our initial brainstorm on Friday we split the game mechanics up into separate tasks and signed up for what we wanted to work on.  This allowed us to co-develop the game at the same time as neither of us were sitting around idle waiting for content from the other person.  When we started to build levels we both worked from a shared package of prefabs that contained all of the different level components.  Not only did this save time, it also helped us maintain a consistent visual style.  We also didn’t waste a lot of time when it came to cutting features, if one of us wanted to simplify a mechanic or cut something we made the decision immediately.

Working Remotely

Before the Jam we made an attempt to setup proper source control.  Attempt is the keyword here as we ended up failing good and hard.  We both thought that the lack of source control would be our achilles heel.  Luckily it turned out to just be a minor annoyance.  We were able to work entirely through dropbox, googledoc, and an open steam chat.

Let’s hear it for the cloud!!!

On Friday our goal was to meetup in person but it just didn’t pan out.  Instead of getting discouraged  we took our brainstorm session into a Google doc that we live edited together.  It functioned like a pseudo chat-room/evolving design document.  We would quickly drop in reference images, create bullet lists and cooperatively participated in creative exercises ( i.e word associations).  Looking back at it now it reads like scramblings of a mad man, but in the moment it worked incredibly well.

Mad Libs Brainstorming-A quickly assembled list of words/ideas that we assembled from the theme.

We had chewed through a ton of ideas and felt like we were back at square one.  At around the three hour mark of brainstorming this simple concept mockup locked our theme.

The color based puzzle platformer idea felt like the best choice for a number of reasons.  Chief among them, was we could instantly picture the gameplay and start thinking up a long list of puzzle possibilities.  This following puzzle was mocked up during the brainstorming session and ended up making it almost verbatim into the final build.

On Saturday and Sunday we would text back and forth (usually one of us was away with family obligations) informing each other of the latest changes and would upload incremental drops of the game.  We would then perform our merges at night when both of us were online and sort out any issues immediately, using Steam to instant message.

Not the most elegant solution, but it was working and that is all that really mattered.

At the 11th hour we were settling on having terrible music made by us or no music at all.  Miraculously we were able to add a last minute team member, Matt’s brother Michael was available to come on and whip us up a nice track that really fit with the look of our game.  It was a great addition and really helped bring the project together.

The One Phone Call

Everything was going smooth…until  Monday morning.  When we finally got to the point of building levels Keith had setup a template for both organizing the level and setting up the progression.  I was incredibly tired Monday and as I set out to spend the next several hours building content I wanted to be 100% certain that I was doing it correctly.  So Keith called me… and the first thing he said was “You broke the streak!”   I had him walk me through the setup process and then we ended the call.  For the rest of that we went back to IM and were able to merge all of our content together without any major issues.  I dont know if this process would work for every team, but it worked well for us.  Google docs ability to allow editing in real time was invaluable and allowed us to iterate incredibly fast.  Steam IM kept a history of our chat which allowed us to have conversations even when one of us wasn’t around.

Future

When we completed Spectrum on Monday both of us felt a huge sense of creative accomplishment.  To start this process on Friday without really knowing what we would be able to complete to being able to walk away will a solid polished prototype is amazing.  Unity worked really well for our development and I see us continuing to use the platform.  We are going to (and already have) made some small tweaks to the prototype based on feedback, but we both feel that the controls would need to be overhauled if we were to move forward with this.  The only thing for certain in the immediate future is that both us are probably going to be doing another Game Jam.

We would love to get as much feedback as possible before this process is over.  If your interested in checking out our game and leaving a rating you can check us out here.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=25189

Thanks, now back to playing and rating as many games as possible!

Little Hero post mortem

So, a couple of days have passed since I’ve uploaded my game: Little Hero. I’ve got quite some awesome feedback about my game.
What most people love about my game is the random generating component. That wasn’t even the hardest thing to make. I’ll sum up some things about what went right and wrong during my process.

picture1

What went right:

OB&OB – Programming the whole Objective and Obstacle component went surprisingly well. I created several different functions for the objectives and the obstacles. To manage the three objectives I use three different functions. Each of them are checking the game for different statusses: Has the player reached the end co-ordinates, has the princess reached the end co-ordinates and are their still more than zero demons.

Its all quite simple, using two Vectors for positions and one int counter for counting. At the beginning of each level the game will generate a random objective and obstacle and sets the level accordingly. When an obstacle is generated the game goes through a function with a couple of “if” statements to determine which obstacle is chosen and what needs to be done, resulting in the random generated component that works in my game.

Gravity, jumping and falling – Oh the pain of using the gravity component from Unity. It’s really well made for games that are made by people who arent into gameplay programming like I do. I find it quite clunky and annoying to use in my own games. It just doesnt feel right.

But I didn’t have enough time to create my own gravity component. So I created a jump and fall loop that are being changed by collisions and key input together with Unity’s gravity and rigidbody. It’s working quite nicely if you ask me.

What went wrong:

 Animations – Unity animation is quite nice to use. Setting animation curves by  using an objects rotation, position and scale you can create quite the animations. Problem is, Unity’s animations are set locally. If you animatie a object directly it will spawn to its animation co-ordinates.

To fix this you have to put the object in an empty gameobject and animate the empty gameobject to stop the object from going to its animation co-ordinates. It was really annoying to get this done as there was no easy way to see if I was animating from the parent or the object itself. Many a times I had to do animations over because it did use its animation co-ordinates. This problem did cost me precious time, resulting in removing some obstacles and objectives from the game. So sad.

picture5picture6

Shader – The fog obstacle is one of my favorites. It makes you remember the level if you want to complete your objective. Using a shader to render lines from certain objects through a grey gameobject is really nice but annoying to make. But that wasn’t even the biggest problem. The “shader” was a Javascript document, while I programmed my whole game in C#.

It is possible to create a connection with C# and Javascript using Unity’s compile order. By locating the Javascript in a folder like “Standard Assets” or “Plugins” it will be compiled before the rest of the codes, making it possible for C# to make a connection with Javascript. This I knew, but it just wouldn’t work with the Javascript code. Whatever I tried it just wouldn’t work. +- an hour later I found a way to make it work.By making a private variable for the javascript I was able to communicate with it. Something so simple yet so difficult to find. 

picture4

And that sums it all up, atleast the things that stood out the most. If you haven’t played my game yet you can play it here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=10963. If you did play it, please let me know what you think. I hope you enjoy my game as much as I enjoyed making it. Thanks for reading and good luck to all the ludum dare contesters. Cheers!

Ludum Dare 28 part 3

This is the third part of my LD 28 experience. You can read the previous parts here: part 1, part 2

The actual entry is here: Existence
The game is playable here: http://pyjamacoder.com/ld28/

People on the Ludum Dare website seem to love doing these post mortem things.

So, without further ado, here’s my post mortem on creating Existence.

Preamble

I mentioned in the first post that I entered the compo on a spur of the moment decision, without any real preparation. This isn’t quite true. I’ve looked at creating a component entity system for a while now…I just haven’t had any success with it.

Tip 0: Be prepared

In reality, I’ve been thinking about how I wanted to set one up, which made it easier for me to get started. I’m also a developer in my day job, so I’m somewhat experienced with how to handle looming deadlines.

Nevertheless, it was still a challenge.

My goal

I wanted to create a game from scratch, no matter how long or complex, just to see if I could do it.

I’ve tried to create a game in the past, but for one reason or another, I lost interest. Most of the time it was because of something unrelated to the game itself or I would go down a rabbit hole trying to make something too…perfect.

This was basically a way of testing my ability to cast aside some of my weaknesses and actually complete something.

The game engine

Fire!

Creating a game engine from scratch obviously puts me at a disadvantage compared to someone who uses something full featured like Unity. It cost me time to create something that would do such basic things like running a game loop, parsing a sprite map, loading a map and drawing to a canvas.

My engine couldn’t even play a sound or have a good way to load another screen. Heck, I couldn’t find a simple way to ‘reset’ my game after playing it without having to resort to the web browser’s refresh feature. Although…that is exactly what the refresh button in a browser is supposed to do!

Revelations like that are part of the reason I learned so much during this 48 hour development period. If you think about it, it’s basically the same as hitting the good ol RESET button on an NES.

Tip 1: Know your tools

As a web developer, refreshing the page or redirecting is the ultimate reset button. We don’t really like doing it but it’s there if needed. In a pinch, it works like a charm.

Creating my own engine meant I knew what was possible at any given time. I wasn’t hit with any nasty surprises. I wasn’t restricted to doing things in a particular way. I knew where to extend it and didn’t really have to fight with it to see how something was “supposed” to be done.

The drawback was that I had to create it. If I was proficient with some kind of framework, you better believe I would’ve used it 😀

The theme

I spent quite a bit of time on the game engine and didn’t think too much about the theme, at first. There was no point in spending all my time thinking about a concept when I couldn’t paint any pixels on the screen. As I finished some of the initial setup, things started to fall into place.

Tip 2: Don’t get sidetracked

As I started seeing what was possible, I focused my ideas on what could be done with the time left.

For instance, I wanted to do something more than I had done on the final screen. But I didn’t even have an ending screen. In order to ‘finish’ the game, it needed an ending screen, no matter how simple it was. The primary goal was to finish a game.

I didn’t have a good way of displaying screens with the normal game loop, so I had to resort to some hackery. I’m not too proud of it but sometimes dirty things need to be done :p

In the end, the theme had to do with having one “life”, which is so cliché but at least it was achieved in a unique way (I think).

The game itself

I was very pleased with how it turned out.

The game was only 3 screens, which doesn’t seem like much, but I was able to add some depth to it. I didn’t want the player going from screen to screen collecting ‘x’ items or destroying ‘y’ monsters. There wasn’t much of a story but each room gave you a sense of discovery and purpose.

Here’s a (non-exhaustive) list of features:

  • multiple maps (3) linked together
  • action button to interact with characters and items
  • multi directional shooting
  • multiple weapons with different properties (wind, fire)
  • weapon type immunities (you can burn down the world tree but wind doesn’t hurt it)
  • npc ai scripts
  • treasure chest (that tell you what was in it after you open it)
  • dialogue
  • damage animation (when you get hit, blood flies out)
  • hp bars
  • moving between screens saves the state (number of enemies, treasure, etc)
  • multiple endings!

All of this and the game is pretty smooth with no real bugs!

Which brings me to my next lesson.

Tip 3: Practice!

I don’t create games (often) but I do develop a lot. I’ve learned a few techniques here and there and continually try to practice my skills.

When you complete something, take the time to reflect upon it. Was there anything you didn’t like? What’s a better way of accomplishing what you’ve done? How have other people accomplished the same tasks?

Do some research. The best way to learn is by reading about other people’s experiences and see how they do things.

I couldn’t have gotten this far without all of the experience I’ve gained over the years and all of the valuable resources available. The internet is a gold mine of information.

Speaking of resources, I also created a walkthrough and a guide of sorts for people to know what each character represented in the game. Judging by the comments, it proved useful to at least a few people, which makes it worth it.

Overall

Explosion!

I would not change how any of this went. I was able to stay focused and complete my goal of creating a playable game, no matter how short it ended up being.

I will probably enter future Ludum Dares because it was so enjoyable 😀

I’ve already posted so much about my experience but I wanted to capture as much about it as I could.

I have at least one more post in me about the actual game engine if anyone’s interested.

1sland postmortem

Another jam, another fun, another game!

1sland is a game about surviving on an island with only one tool, randomly selected.
1sland the game the gif
I tried to make it a crazy, time-pressed and fast-paced set of mini games. Kind of in the style of anything made by sos, but that didn’t quite work out :] Although everything functions properly, all the pieces work and are put together, the game in it entirety just doesn’t feel right, it’s not intuitive at all! Here’s why.

What went wrong:

No feedback! The biggest mistake ever is to make a game that doesn’t provide the player with loud enough feedback to his actions. And by loud I not only mean understandable sound effects but also visual cues – like feather particles when you hit a bird, or sparks when you try to start a fire. Camera shakes when the player is hit – or at least making the sprite blink a bit. Even the physics can work wonders to player feedback, when the weapon really feels light or heavy by subtle differences in how it follows the cursor. Bold tutorial texts are ok too, but should only be a last resort when all else fails.
Little time does not make fast pace. Limiting the players time to perform a task doesn’t automatically make the pace of the game fast. Quite contrary, it just makes the game hard to follow, loosing the player in a maze of doubt. A energetic soundtrack, fluid animations, visual effect – that’s how it should have been done

What went right:

Although at day 1 I knew this idea needs WAY more assets and graphics a talentless nerd like me can produce, surprisingly that wasn’t as hard as i thought. I just drew whatever i needed and then “pixelated” it into a piece of pixel “art”! Just look:
how to make pixel art
I was using Pixelmator (not pixel-art oriented at all, just a name for a photo editing app), but I’m sure you’ll find plenty other software that can do this. Also, Unity2d, although missing some features and hardly documented at all worked just great for me!

Oh one more problem I had – it’s really hard to concentrate when someone next to you is having fun making awesome animations. I mean, seriously check this guy out!
damn you person next to me
I mean come on, I can’t compete with that! Damn you spierek and you’re demoralising moves!

Still, this was fun. Hope my lesson here helps you. Meanwhile, I’m going back to mining DOGEcoins!

my favorits

If you are participating for the first time everything is soo exciting. Like rating games, which includes playing them! After Some 180 games, here are my favorits so far:

Cyberpunk text adventure
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=10604
Dungeon Farmer
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=24689
Hobbit beat-em-up
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30120
Protect a tree RTS
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=12945
Space Trader Elite 2D
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=21594
1-2pl soccer fun
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=5049
Knight action
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17748
Crushing finger Monty Python style
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=18575
Pellet run (turn screen)
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27586
Chinese characters short action-adventure
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31430
Dungeon Raid sorta puzzle
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26231
(Oculus Rift VR) FPS Hellbow
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30008

I don’t even know, but for one or another reason, may it be asthetics, mechanics, story or fun, these are the games that i noted..

Edit:

All games mentioned have a fair amount of play value..

All are Web builds, mainly Unity and Flash, but i tried also standalones, mostly for special reasons.

I just realised that there are no platformers, and indeed i have difficulties with this genre, maybe because after the original arcade Super Mario and Super Wonderboy in Monsterland and maybe Rick Dangerous i never really felt the need/fascination again .. but one entry caught my eye:

Oscar’s World, which reminds me a bit of Braid, art-wise
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31148

Funny fact is that i entered my first Ludum Dare with my first Jump-and-run 😀

Comments

21. Dec 2013 · 00:10 UTC
I haven’t come across any of those games yet, so I’ll have to give them all a try. Thanks for the recommendations.

Shoutout for an amazing game

Hey everyone,

Just played Touch by Nick Paavo. No game has ever made me cry, but this just came pretty damn close. Stick around for the end, it’s beautiful. Play it.

Comments

21. Dec 2013 · 02:46 UTC
This is very thoughtful to spread the word on a game you like. Hope this becomes a thing. Great game by the way.
21. Dec 2013 · 04:07 UTC
Thank you very much for the kind words + post! It means a lot to me that you felt compared to share your experience with my game, and am totally on board with the idea of sharing other awesome games. I will do my best to help make this a thing, and write up a short compilation of games that inspired me as well!

Soundtrack Download Added!

Thanks everyone for such great comments on the soundtrack. Many of you said that the game was pretty hard, and I’m glad that the soundtrack inspired you to finish the composing of your first masterpiece!

Now you can download the soundtrack and keep on listening at any time, just check out my compo entry page to get it!

Get the Soundtrack Now

Polytonia Game Music

Click picture to download the music from Polytonia

Ludum Dare 28 – Rad Game Roundup

RGR28logo

I’m back with another RAD GAME ROUNDUP, where I put the spotlight on my favorite Ludum Dare games. Now, we all know I haven’t played them ALLLL and that’s the point of these compilations. I’m letting you know what you should check out, and you should do the same. MAKE YOUR OWN COMPILATION AND SHARE YOUR FAVORITES!

This time, there are TWENTY games in the roundup. Did your game make the cut?

CHECK IT OUT AND SEE FOR YOURSELF

Tags: compilation, favorite games, rad game roundup

Comments

21. Dec 2013 · 17:27 UTC
Thanks for the links!

CROSSBORE – Let’s Play! by @OfficialSW380

Just a quick update on my entry’s page: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29702

You can now watch an awesome Let’s Play by my friend @OfficialSW380 [go follow him and subscribe to his chan!].
Will he be able to stand the pupling horde WITHOUT using arrows or kicks?? This isn’t HARD mode. It’s INSANE mode.
Go! 😀

OfficialSW380

Spoiler: NO, SHE DIES. REPEATEDLY. 😛

Gasha-power — Faster… again!

TRY THE THIRD VERSION HERE

Heh, wow then. I never through I would post a new version in a short time frame as my second version. This time, with confidence, the third version of “Gasha-power” performs a lot more better than the previous versions. I’m hoping this version fully addressed the lag for good.

Meanwhile, I’m preparing a post-mortem for “Gasha-power.” Stick around for that very soon!

Waiting ever so patiently…

 

Timing Bug Fix – Polytonia

There was previously a timing bug in Polytonia causing the notes you play to be out of sync from the music you hear on some computers.

Since polytonia is all about playing music through good timing, this issue made the game hard to play for everyone affected.

This is now fixed! Try out the new version at:

Play Polytonia

Polytonia In-game GUI

One Outcome – we went for mood (again)

There was a strong earthquake; and you, as one of its fortunate survivors are stuck and lost within the ruins of the city. But all hope is not lost, as someone has managed to locate you and will surely help you get out.

screenshot

This LD served a specific purpose for us, we wanted to specifically create a dialog-tree game, no matter what theme got chosen. We weren’t happy with the theme, it was one of our least favorite ones, but we managed to put together an idea in a matter of hours.
Our goals were simple: get familiarized with new Unity 2D features, learn how to write and implement dialog trees, and create a very moody game – something we succeed with StepOut – our last LD’s entry.

One outcome has but a few minutes of play time, but we managed to put together sound, music, animation and story direction that we believe brings it to life while it lasts. Everything went right during our creation process, and all set goals were met. Unity 2D features proved to be great, though still lacking some functionality or ease of use.
We didn’t manage to create an intro screen in time, but we figured it’s not really needed anyway as the game is so short.

If you haven’t yet, go play One Outcome! And let us know what impact, if any, it had on you. :)