LD30 August 22–25, 2014

Theme Bingo update ~ A few more

After you have read my plea, have a pie:

Theme coverage graph

Note that large part of theme coverage comes from Boulevard of Broken Themes entry, which is why it has separate positions in the pie-chart. Note that “non-Boulevard” here means “is covered by something else than Boulevard”, not necessarily “isn’t covered by Boulevard”. Also, some special links were added, marked as [B]. Obviously, it stands for “basement” and has no relation to the game mentioned earlier in that paragraph.

Themes that have strong coverage found are bolded, while themes with weak or no coverage found aren’t (no coverage can be recognised by lack of linked games). I decide whether coverage is weak or strong arbitrarily, but there’s some measure decisive in most cases: if theme usage needs explanation, it means that it’s probably weak. Also, if there’s at least one game with strong coverage found, the ones with weak coverage won’t be linked (unless it’s one of weirder theme usages in Boulevard). Additionally, if there are many games that cover the given theme strongly, only the most noteworthy will be picked.
Additionally, themes that made it to the final round of voting are italicised. Just because.

Enjoy~!
(and beware of random links; they’re very random)

  • Alchemy
  • Another World [B]
  • Artificial Intelligence
  • Brainwashed [LINK]
  • Break It, Fix It
  • Break The Rules
  • Chaos
  • Choose A Path [LINK]
  • Connected Worlds [1] [2] [3] (I sure do enjoy overly literal intepretations every once in a while)
  • Day and Night [1] [2]
  • Destroy The System
  • Do No Harm [LINK]
  • Don’t Save The Princess
  • Don’t Stop Moving [B] [LINK]
  • Dreams And Nightmares [1] [2]
  • End Of The Road [LINK] (well…)
  • Everyone Is A Monster
  • Experimentation [LINK]
  • Flow [LINK]
  • For Science! [LINK]
  • Forces Of Nature [LINK]
  • Forgotten [B]
  • Fortress [LINK]
  • From The Ashes
  • Glimpse Of The Future
  • Growing [LINK]
  • Human Stupidity
  • I For One Welcome Our New Robot Overlords [LINK] (I guess some people do…?)
  • I Think It’s Alive [LINK] (isn’t it? ^^”)
  • Illusion [B] [LINK]
  • Infectious
  • Isolation
  • It’s A Trap!
  • Knowledge Is Power
  • Labyrinth [B] [1] [2]
  • Limited Capacity
  • Limited Control [LINK] (but it works well enough)
  • Loot [LINK] (well, he gathers some goods along the way? O.o”)
  • Losing Control
  • Lost In Space [B]
  • Love [B] [1] [2] (seriously, if I were to list every entry that strongly uses this theme of ~150 I played, I’d do quite a lot of linking…)
  • Manipulate The Environment [B] [LINK]
  • Maps [B] [LINK]
  • No One Can See You [B] [LINK] and you’re dead
  • No Return
  • No Way In, No Way Out
  • Nothing Is Real [LINK]
  • Off The Grid
  • On The Edge
  • The Other Side [1] [2]
  • Points Of View [LINK]
  • Potato Salad [B] [LINK] (someone had to…)
  • The Power Of Machines
  • Randomly Generated [LINK]
  • Rise And Fall [B] [LINK]
  • Shadows [LINK]
  • Something’s Out There
  • The Space Is Getting Smaller
  • Speed [LINK]
  • Strange Physics [LINK]
  • Strength In Numbers [1] [2] (I need you!)
  • Supply And Demand [LINK]
  • Survive
  • Things Are Not What They Seem
  • This Happens To Me Every Day [LINK] (really glad to see such outlandish theme somehow got covered! XD)
  • Time Travel [LINK]
  • Transformation [B]
  • Trust No One
  • Under Pressure [B]
  • Unexpected Side Effect
  • Unlimited
  • What Could Possibly Go Wrong?
  • What Is That In The Distance? [B]
  • Where No One Has Gone Before [LINK]
  • Wonderful Apocalypse
  • You Are Already Dead [B] [1] [2] (boo~!)
  • You Are The Weapon [LINK]
  • You Can Never Have Too Many [LINK]
  • You Can’t Fight Back [LINK] (except when you can)
  • You Must Leave It Behind [B]
  • You’re Not Supposed To Be Here [LINK]

Some of the themes found recently were actually quite ; perhaps if I had enough to play all 2500+ entries, I’d indeed find game for every single theme out there? ^^”
But I’m just a single person. If you spotted non-Boulevard coverage of any theme beside, please do mention it (best with a link). I’d like to catch as many as possible.

Hey you. Want a fun game?

There have been some amazing games produced — as usual — during this season’s Ludum Dare competition. And usually I don’t bang my own drum. But!

If you want a game that’s easy to play but hard to master, doesn’t take itself seriously, and is basically an old-school arcade game juiced up on mind-altering drugs and a soundtrack that’s so good even I had trouble believing it was made in 72 hours, then you, my friend, want to play Sun God Star Bridge.

SGSB Rainbow

 

Get some. The ending will leave you … er… breathless. Okay, that’s a space pun. I’m sorry. Post is over. Next!  😀

I like Android

If you haven’t already ported your game to some mobile platform you probably should. It really pays off. A week ago (actually 5 days) I published ICE on Google Play and at the moment there are nearly 550 ratings (average 4.3) and more than 10.000 downloads. Quite awesome, huh? Right now I’m polishing ports for iOS and WP.

You can download it from here: https://play.google.com/store/apps/details?id=com.queader.ice

And remember to rate here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=19913

Help out a lazy taxi driver

Taxi Space! a HTML5 Canvas game

Play Taxi Space! a HTML5 Canvas game

Serve funny passengers and drive from world to world to find out why so many people suddenly need space taxis.

“zzzZZZ” – Taxi driver

“Hey wake up, you got a passenger!” – Boss

Hey, want some GameJam in November?

Ludum Dare ended and next one is (probably) in April,

so if you want go on some GameJam in November:

I created GameJam which:

  • starts on 29th November (beginning of Saturday)
  • ends on 3rd December (end of Tuesday)
  • voting ends on 10th December (end of Tuesday)
  • will be on Game Jolt
  • have theme (something like here)
  • have 3 rules for game (like theme, but a bit complex)
  • theme and rules voting will start 22nd
  • have 4 challenge rules (like rules for Ludum Dare)

If you want to suggest theme or rule just do it here.

For more info go on that page.

If you don’t understand something, please, say it here or contact me on any way.

Tags: game jam

Comments

13. Sep 2014 · 16:46 UTC
Nope, next LD is in December. (as far as I heard)

Internet provider Bob needs your some help for connect internet in the entire galaxy!)

Near the end of the Ludum Dare 30, but maybe you don’t play in our game!)

I recommend play on your mobile device! Google Play’s link attached)

Link: Provider Bob

screen1 screen2 screen3 screen4 screen5

Link: Provider Bob

UnThread – A Late Post-Mortem

This was first LD experience. I have had many game ideas in the past, but save for some little games, such as a Breakout clone, in high school I made, I’ve always had trouble starting AND finishing games. I participated in LD in part hoping to actually finish something for once.  It was a mix of fun, interesting, nerve-wracking, why-isn’t-working. Here is what I learned from this:

What Went Wrong

  • LD30 was held right before the new semester and classes started. I did not plan ahead for this as thoroughly as I should have. As a result, my post-submission porting and support/maintenance has been lacking. Time-management for this project in general was kind of bad. The fact that I indicated this post-mortem would come up soon after I posted the game, and am only now getting to it shows how bad time management for this game was. Another example would be…
  • I wanted to do something different from what all the other participants were going to do was probably going do. So many of my initial ideas were scrapped. I eventually settled on…maneuvering a love letter though space. Wait, that doesn’t sound like my game? That’s because I scrapped the idea I settled on Saturday afternoon! Even after I already made a graphic for it. So “development” of UnThread didn’t technically start until the night of Day 1. Speaking of art…
  • While my game did not have that many assets (and those assets are incredibly unpolished), I was still coding and doing vector images at the same time. I was incredibly concerned with “game feel” when I should have gotten the system down it was supporting first.

What Went Right

  • Once I figured out and nigh completed the core of game (“unthreading, or unwrapping the dimensional thread holding the gates together”), the rest of development the next day was mostly a breeze.
  • There were very few nasty bugs during development. And those bugs did not consume a huge chunk of development time.

Overall, I ended up enjoying the experience and will probably participate again.  I wish I supported the game better after I posted it. I got several comments about bugs and issues that I need to attempt to fix now. I am proud of my work (though in hindsight I would make it the game little easier/clearer what’s going on). Though, it probably won’t rank high compared to other participants’ great games. Finishing the game felt amazing, and I’m glad I participated. Now I have bugs to fix, awesome LD games to play, and studying to do.

Come try my game =)

Play Thinkings

It’s a puzzle game about understanding quotes through the life of 2 creatures in a clean aesthetic environment.

     

The game appeared to be harder than I expected, but the solution is given (with anti spoiler) so that you can go through the entire story even if you don’t get the enigma =)

Have Fun !

Play Thinkings

Our Delve-lopment Blog

Space Delver is a game where you play as a space merchant. It’s a game of space exploration, advancement and micromanagement spiced up with a little bit of story.

What can you do in the game?
– Fly around as much as you can with the amount of fuel you have.
– Gather resources from asteroids and planets by using your mining laser.
– Land on planets, explore the planet, communicate with many different races living on them.
– Trade on your home station, on cargo ships, on federation space stations, on other merchant’s space stations and on planets .
– Upgrade your ship to be better at controlling your ship, mining, defending your ship against pirate attacks, increasing your cargo capacity and so on.
– Call for help if you run out of fuel, only by taking the risk of getting the attention of a pirate ship. If you run out of money and fuel together, the game is over for you.
– Follow the federation news, actively participate in events happening around galaxy or use business opportunities wisely.
– Choose the hard way for earning a lot, hunt bounties with your merchant ship.
– Travel to other solar systems with your warp drive or a warp gate, discover new resources hidden in the depths of space.
– Buy new ships, enlarge your station hangar.
And many other things that we may come up with in the following days.

From now on, we have a development blog here >> http://spacedelver.wordpress.com
We are working hard to flesh out the game we wanted after the jam.

You can play very limited jam version here >> http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39580
Please don’t hesitate to rate and comment. Every single idea helps us in development process.
interfacePreview

Into the Shadows Post-Mortem

 

 

 

ITSscreenshot

 

Our game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=22050

What Went Wrong:
– We started with 3 people and good ideas, but the ideas proved to ambitious and 1 person quit, so we only really started after about half the time had already passed.

– A lot of people thought our game was too hard. We can both beat it easily, along with a few other people, but most people struggled with it.

– The game is pretty short, which is partly why we wanted to make it so challenging. We didn’t end up with enough time to make the entire game that we had planned, so we had to settle for limiting the game to one area, instead of implementing a whole story with multiple areas.

– We didn’t have time to make custom audio. The sound effects actually turned out pretty well (we didn’t make them ourselves), but there was no music. For our game from the last competition we had time to make an entire custom soundtrack with multiple tracks. Here is our last game if you’re interested:
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=22050

What Went Well:

 The game is pretty well polished. Despite not being able to complete our entire idea, when we realized that we wouldn’t have time to add much more, we dedicated the last few hours to polishing what we already had.

– The mood turned out very well. We added flickering lights and eerie sound effects that really contributed to the creepy mood of the game. People have said our game is scary, and we’re glad to have been able to achieve that with simple looking enemies (shadows) and without adding any gore.

– Despite many people thinking it was too hard, we think the game mechanics themselves were actually pretty innovative. Many people did games with the idea of pressing a button to go into another world, but our game has a bar that shows how far into the other world you are and if it fills up you lose. This, along with the flashlight mechanic that drives the shadows away, makes for very interesting and unique game-play.

– There is a Nick Cage Easter egg somewhere in the game.

ITSscreenshot2

The Future

We had a good idea for this game and it turned well, but we would like to release a post-compo version sometime in the future. This would include many more areas and possibly some of the story that we didn’t add. The difficulty level would also be changed. Many people thought that the flashlight didn’t do much to stop the shadows even though it actually slows them down considerably. Therefore, we’ll try to make it FEEL as if the flashlight does more and possibly make it actually do a little more. With a bigger game we could also have more progressive difficulty, so that people would get used to using the flashlight in easy areas before it got to difficult. We’re also planning to add many other features like lit-up areas that would act as safe-zones and a lantern with limited uses that would drive away shadows if you are surrounded.

Praise the Sun!

Tags: LD30, post mortem postmortem, post-mortem

QuickLapse: Time Lapse maker for Mac OS X Users!

This quick, simple and easy to use screen lapse application for Mac OSX makes it easy to create time-lapse images. Simply start it up, choose the rate per frame, choose the directory, and name the folder and watch it work like a dream! Your endless search for a screen capture program for Mac OSX is finally over! Get QuickLapse today!

Video

QuickLapse Screenshot

GameGrape Studios

Comments

14. Sep 2014 · 09:58 UTC
Yours links are broken!

I usualy do this kind of thing with a script on OS X. Not a big deal 😛
14. Sep 2014 · 14:07 UTC
Thanks so much for sharing this, been missing this feature since migrating from windows 😀

5 + 1 games of greatness

After powering through around 20 games in the last couple of hours, I finally got to 100 played games, so now its my turn to recommend some of them!

Go play and rate them before it’s too late! They’re all compo entries.

Planetary Replan

The best multiplayer game that I tried this jam (out of 3). Pull a friend over to your computer, and have a quick strategic battle.

I always think that it’s the good kind of ballsy to make a multiplayer game for Ludum Dare, since you sacrifice amount of people who will play your game, in order to create what you feel like making.

13 minutes of light

A gripping story with a unique sense of interaction and player influence. I sat at the edge of my seat playing through this, truly hoping that it would end well with my help – and it did, and I was extremely relieved. Go have your own experience:

 

Clashing Galaxies

Strategic warfare in jam-style at its best. When minimalism gives you a sense of grandiosity:

HopSlide

No doubt the most innovative game I tried this Ludum Dare. It’s that kind of idea that I  had during my brainstorm, but dismissed because I told myself I wouldn’t be able to make a well designed game out of it. Managore managed to do just that, now go wreck your brain:

Flicker

My favorite game out of the 100, a brilliantly simple puzzler, with beautiful, ensnaring visuals, surprisingly varied gameplay, and a soundscape that sounds like a lush, robotic rainforest. I will return to this many times more, I expect.

And lastly, my own game, Twist and Weave, a minimalist chain-simulator with true challenge and movements as smooth as a newborn’s buttock. I’ll love you forever if you rate and comment it 😀

 

Thank you everyone for being awesome and making games that I can enjoy squeezing into my spare time. See you next Ludum Darre!

Tags: 100 club, recommendations, TwistAndWeave

Comments

15. Sep 2014 · 13:45 UTC
Thanks for the feature! You’re too kind!

 
 ShiftKeeper 
 

Finally, post-mortem.
Been very busy lately. But better late than never, right?
I find Shift Keeper is quite decent. Seriously, I think this is my best entry with all past Ludums.
Hopefully the growth will continue. Especially I like my new tool, Unity. It is very cool, and I am more and more get control.
Soooooo, I am generally satisfied with the result, and here’s why.

Good.
• Finish. Made a playable version that runs and looks good about any monitor in full-screen. It’s good by itself to do something just complete somehow %)
• I managed to work out a general view of the characters and the styling of the two locations. In fact, it’s how to make two different games.
• I learned something, which did not know before. For example, several different cameras in one project. Also came up with a cool way to animate the shooting.
• Also, I am very pleased to play with particles. I understood their power as a tool for visualization. This smoke is in the second world made ​​only one source of particles. And the salute from the magic balls, and stuff that fall from the skeletons. Very nice tool, particles.

Bad.
• My time management disappoint me. So, I do not have time to do animation and polish balance. I have devoted too much time scalability also. To make the game like “stretching” I spent all second night. This frazzle me out, and I did not have time to make a delicious pieces, such as animation, or skills.
• I did not prepare before Ludum. I should had stretch my brain and recall skills before Ludum.
• Also, on the eve before Ludum I did not hardly sleep at night. So I passed out right in the middle of the first day of LD.

• The last point. Do not drink before the night of programming! I allowed myself to have a couple of Long Island with my friends in honor of the victory on the local Ludum, and it was absolutely unnecessary. Everything just fall out of my head %) Only sober after-party before coding, really.

So that’s it. Hope you overcome this wall of words, and get something helpful.
Play Shift Keeper, and stay good game creators, my friends %)

Comments

14. Sep 2014 · 05:34 UTC
No better cocktail than the Long Island Iced Tea 😉

(not before or during the comp of course, hehe)

Android & PostCompo for Path of Supernova

My puzzle game for LD30 is now available on Android. I also made a postcompo version.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=18943

Screen_01b

The main goal of the postcompo version was to simplify the rules a little. Until now, every powered tile could be moved.
This was never the goal, most levels can be solved by moving only the Supernova.
But without the possibility of moving other tiles my random level generation could produce impossible levels.
I have now fixed my random level generation, so there is no need to move other tiles around.

Here are the changes :
Slight change of rule : only the supernova can be moved around
Progression (last level unlocked) is now saved
Random levels Hard & Unknown better balanced
Last level completely remade (less difficult)
Better UI

Tags: compo, LD30, post-mortem

Kid Got Lost – Post Mortem

This was the first Ludum Dare that Paperbox Studios had ever participated in, we had a great time making our game Kid Got Lost and were quite pleased with the feedback that we had received for our entry. When the theme of connected worlds was revealed we knew that the obvious choice was to make some sort of turn based strategy or a 4X game since this type of game play would fit in so naturally to the theme of connected worlds.

After lots of brainstorming we eventually came up with the idea of creating Kid Got Lost, a maze game at its core but we implemented a mechanic where you could shift from one dimension to another, this is where the theme of connected worlds played its part in our idea.

The goal of our game is to find a key and then precede to finding the door, sounds easy enough but you need to look into the other dimension in order to be able to see different objects such as the key, traps, portals and the door. You are not alone in the other dimension though, you need to be wary of ghosts who can sense your presence when in the other dimension and will come after you.

Sound became quite an important element within Kid Got Lost, initially we just wanted sound and music for the sake of actually having those elements within our game. Our amazing sound designer had other ideas though, in a few hours he had managed to create amazing atmospheric music and eerie sound effects that turned our game into quite a chilling experience. The sounds also play an integral part, as the player will  be able to listen to the howls of the ghosts near by, acting as a warning of when it was not safe to swap between dimensions.

After we had published our game on Ludum Dare, we began to receive some feedback. Most of the feedback received were positive, commenting on the unique concept and mechanic, complementing the art style and the sound effects as well. Although we intended from the beginning that we wanted Kid Got Lost to be a difficult game, the idea of the game was to challenge the player until they finally made it through the maze and the aftermath would be a sense of satisfaction.  may have gone a bit overboard with the difficulty, as many users commented on how hard it was. We ended up making it slightly more forgiving to hopefully be more appealing.

All in all Ludum Dare was a fun and amazing experience for the whole team, we learnt a lot of lessons but at the end of the day were happy with our product. We played some amazing games from other developers and were amazed by so many great submissions that were made, it’s just so intriguing to see what other developers came up with working within the same time and theme constraints and how they went about making it. We are definitely looking forward to the next Ludum Dare Jam but until then guys keep making great games, keep innovating and have a great time.

kidgotlost-2kidgotlost-4kidgotlost-3kidgotlost-1

 

Tags: jam, LD30, Ludum Dare, post-mortem

Grow Your Planet Postmortem

Here is the postmortem of Grow Your Planet. Before you read it, go and play it!

And skip to the conclusion is you find it too long!

Grow Your Planet Screenshot

What Went Right

For our first Ludum Dare, it went really well, actually. Following is a list of what we are really satisfied:

The Main Idea

We found the idea of making planets grow in a pot at home quite easily, and we found it really cool. Moreover, it fitted the theme very well, while remaining original (we didn’t want to make a platformer with two overlapping levels or such other quite obvious ideas).

The Graphics

We aren’t so good at pixel art, and hand-drawn graphics add a personnality to the game (I think so, at least). People seemed to like the style, Ylang did a really good job here. Many thanks to her!

The Programming

Stencyl is a wonderful tool that I’ve been using for some while, so everything went quite smoothly. No bugs, no unsolvable problems, no features that needed to be removed due to their complexity… The main challenge was the use of the image API, for the “taking pictures” part of the game, but here again, it wasn’t that hard.

What Went Wrong

Nothing Just kidding. Actually, nothing went really bad. Some things could have been better, though:

The Platformer Levels

To reinforce the “connected” part of the theme, we decided to add levels of some sort—and we chose platformer ones—to make the planets interact which each other. Sadly, this decision was made too late, and I ended up not having the time to make them. As a result, I made a small, poorly implemented one that can be completed in 5 seconds, and duplicated it to make three levels. This is the main thing to rework in a post-compo version.

The Polish

The game is not polished enough: it lacks transitions when you unlock a new planet, and the ends abruptly. For the next time: do not finish 30 seconds before the deadline!

The Communication

I am quite new to this, so I did not really communicate about the game. This is a thing to improve for next time, to gain more visibility.

What Went Neither Right Nor Wrong

The Music

Maple did a quite good job here, but the music was made at the end, too quickly, we did not have the time to record it and I implement it poorly in the game. Next time, we should begin to work earlier on this aspect of the game.

Time Management

We slept enough (too much?), and we respected the delays we fixed ourselves for each of our goals. We took it maybe too easy and relaxed, which caused the not-so-good platformer levels. It is strange to say that, but we’ll need to sleep less next time!

Conclusion

We had a lot of fun and are very satisfied with our first Ludum Dare game. We could do almost everything as planned. Just need to sleep less and to communicate more. Beside that, we did quite well, I think.

I’ll post a timelapse soon!

Tags: postmortem

Universe Connector timelapse

So I entered the LD30 compo with my game Universe Connector, and this time I captured my progress and made this cool timelapse for you to watch!

Play (and rate): Universe Connector

Timelapse software: Chronolapse

Music: I made an updated version of the music from the game.

If you wanna here more about the progress I also made a Post-Mortem you can read :)

Tags: compo, LD30, music, timelapse

Bounty of Corruption: Post Mortem

Having taken part in 5 Ludum Dare events now (from LD26-30), I think I’ve gotten the hang of making a game in such a short period of time (kind of). I’m just going to say straight away that I’m actually quite happy with the game I’ve made this time around, but it still could be better.

Bounty of Corruption Post Mortem

The Good:

Time Management

You know, time management is strangely one of my strong points in Ludum Dare. I somehow managed to fit everything in, even after feeling incredibly tired by the end of it. There was plenty of time for all the art and music that I wanted to go in (kind of).

“The Art of Screenshake”

If you know of Vlambeer, you’ll know their games are incredibly polished, and they put a lot of work into “game feel”. When I saw Jan Willem Nijman’s presentation “The Art of Screenshake” I made sure that I used his tips and tricks, and made them my own to make sure the game I made was really enjoyable and felt really nice to play, even if the graphics or gameplay mechanics weren’t exactly special. I feel I achieved that, as not only in Bounty of Corruption, but also my last LD game “Flesh Hunter” I got many comments about how well polished the games are. Ultimately, I think that a polished game that is fun to play will do so much better than a game that follows the theme word for word. Speaking of Vlambeer, a lot of the comments on the Ludum Dare page say that it plays a lot like Nuclear Throne, made by guess who? Nuclear Throne was a huge inspiration for this game, and it’s clear to see that.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Mud Forest Mud Forest End of Level / Level Up End of Level / Level Up Arid Rockland Arid Rockland
Pastoral Plains Pastoral Plains Dry Desert Dry Desert Wet Desert Wet Desert

The Bad:

Theme

It was clearly going to be “Connected Worlds”, but I was almost completely unprepared for this (in the end, I personally think that the game is miles away from the theme). I wanted to either make a dungeon crawler (hooray for originality!) or a big space game where you have to travel to different planets, both of which were based around randomly generated levels. Both of which are also probably the most common type of game made for Ludum Dare with a theme like that… This was my greatest weakness. They say that you don’t need a good idea to make a great game/app, but I don’t have any idea, let alone a single, terrible one (same with names)

“Kind Of”

While the game was very polished, and I’m happy with the content that was added, it’s missing a lot. I feel like this game needs more variety in gameplay, more enemies, different weapons (upgrades even?), etc. It also has a half-assed introduction and outro, but if I’d spent time making those really nice, I would’ve spent less time on other things that are more important for a 48 hour game making competition.

Post-compo Version:

Like all the games I’ve created for Ludum Dare, I plan to add loads of features, but most of which never get finished, or even started sometimes. For some reason Bounty of Corruption feels a little different, as if there’s an urge to add things for some reason. Anyway, here’s a list of stuff I’m going to try and add:

  • Networked Multiplayer (I’ve got a super basic prototype already functional! 😀 See below for video)
  • An introduction/outro, as mentioned earlier
  • More enemies, such as a final boss.
  • Balancing. Yep, while the game’s balance isn’t that bad, it’s definitely harder for people who have never played it before, as there isn’t enough ammo spawning in. Also, some random generation needs fixing, cacti can spawn on top of the enemy portals…

And there you have it folks, a game I’m proud of, and what I could have improved upon. I recommend you check it out for yourself, you might be pleasantly surprised!

Rate my game here! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=20850

Tags: postmortem

“Hypnagogia” Artist’s Timelapse!

Hey everyone! Cake the artist here! Hope everyone has been having a good time rating and playing games so far. 😀 Better late than ever, but I really wanted to share the timelapse for our game, “Hypnagogia”. The game is about decisions, life, and death mixed with a little bit of dungeon-crawling elements in there. I hope this timelapse gives you a good idea of my thought process behind the game. :)

Be sure to check out our game! We’d love any last-minute comments or ratings! www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10976

Tags: LD30, timelapse