LD32 April 17–20, 2015

Live Stream Timelapse of Making Driven Insane in Stencyl

Most folks don’t use Stencyl to make their games here. I enjoy it, though, for its ease of use and the way it can make something playable in next to no time. It’s surprisingly deep if you’re experienced with it, but for Ludum Dare I don’t really push it much – I’m more concerned with getting the game in on time.

One reason for this discussion is because I made a timelapse of our Ludum Dare 32 live stream, which was developed in Stencyl. Aside from the potentially annoying music I put to the video (I wasn’t feeling very creative when I made this) and the fact that I spent a fairly large portion of the video in Photo Impact making art instead of in Stencyl, this is a glimpse into both Stencyl and our game’s design process. We did a similar video for our Ludum Dare 30 game, which was also made in Stencyl (LD31’s stream didn’t make for a good timelapse).

Another reason I wanted to talk a little about Stencyl is because this may have been the last Ludum Dare where we use Stencyl. My team and I are looking to move to 3D games and Stencyl – for all its good bits – is of absolutely no use there. We’ve toyed with Unity 5 and Unreal Engine 4 so far (sometimes with unintentionally amusing results), but as for what we’ll be rocking in Ludum Dare 33, we’ll have to wait and see – Valve’s new Source engine is supposed to be out before then, so that may be an option as well.

Thanks to everyone who rated our game so far (if you haven’t, please do so – we would love to hear your input). The next time we enter (LD33 is scheduled for August some time, right?) we’ll probably be a completely different team, and we’re very excited about that. See ya there!

Tags: stencyl, timelapse

“Laughter”, an exploration of extreme anxiety.


Before LD32, I had just discovered the joys of photogrammetry using Autodesk 360 Recap and my DSLR, and the hosts of the event I attended for Ludum Dare 32 in Seattle (AtomJack) were offering an opportunity to use their Oculus DK2s for the jam. I knew I wanted to put these two things together, so I came up with a plan to form a team of my own to make an aesthetic/exploratory first person VR experience.

I encountered Pinktreeleaf who writes for games, and I thought that a writer and artist would make a great core team for the project. The 3D meshes I was making with photography and Recap made me think of memories, so I wanted to create a kind of 3D representation of someone’s brain where the photogrammetry models served as independent memories. I liked the idea of using photogrammetry models for a gamejam as well, because they sort of subvert the expectations most would have for 3D assets made in a weekend. Pinktreeleaf brainstormed the idea of having it be an experience from the perspective of someone who suffers from extreme anxiety, and as the project came together we decided the specific catalyst for the breakdown the game focuses on would be someone else’s laughter- thus the unconventional weapon tie-in.

We were not able to secure a dedicated programmer for the jam as such, so it was cemented that we would purely focus on narrative/aesthetic structure rather than traditional game mechanics. Thankfully, Evan Witt, who I worked with at my one previous gamejam experience, was in attendance and graciously signed on to do audio for our game, which is a huge part of the experience. Livio De La Cruz appeared as we were starting and joined us to work on game systems, setting up audio/music logic and various other components needed to get the game working, as well as collaborating on establishing the tone of the game’s narrative. We used UE4, which none of us were extremely fluent in but I had built up some experience with, in order to streamline the first person fundamentals and get access to a whole lot of features to make the game look and run great.

Overall the gamejam and our game “Laughter” went well. At a show and tell on the Monday after the jam many people got to try out “Laughter” with the Oculus and we got lots of good reactions. I loved getting to try out developing something for VR. We did have some headache-inducing(not literally, thankfully) problems with audio systems and a plugin not working with packaging the ue4 build (FMOD), but it was playable on my PC. Over the next couple days I re-did the audio systems stripping out the faulty plugin and polished up a pure PC FPS build for a wider audience to be able to play. This build does not have Oculus support in it as I do not actually own an Oculus and was not able to test out re-integrating it, but VR support will be added back to the project eventually. “Laughter” had what is perhaps the highest mark of success a gamejam game can have, which is that I’m excited to continue work on it and see where it goes from here! Project is here, submitted under Pinktreeleaf’s LD account:

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=27800

Here’s a video, but if you have a decent PC and can download and try the game out, I’d recommend doing that first as the game is mostly about seeing the environment and the video has almost everything in the game in it.

https://youtu.be/SqK0JZ_ZxNQ

The paintings in the game are by me, www.keeganorourke.com, though two of them you won’t find on my site as they’re works I made when I was in a phase of depression after graduating from college. It was sort of nice to be able to create a little home for them, actually. The texture information of the paintings is the only asset that was not created during the weekend, all the photogrammetry models I was running around and capturing with my DSLR and crunching down in Maya LT.

Progress on my post LD game, need more suggestions

 

Giant Spiky Ball of Death updates:

  • Much better controls
  • Added arrow key support
  • NEW ENEMY (splits into five smaller enemies, see below)
  • Removed main background (it caused my gifs to go up in file size by 20mb…)
  • Order change of waves (Bigger enemy comes before the shooting one)
  • Fixed being able to outrun the chain

To be added in the near future:

  • Controller support
  • Enemy kills counter after death
  • Post score to twitter?
  • HTML 5 version (Will be saving up in the far future)

I NEED MORE SUGGESTIONS, pls ^__^

Although I am not aiming to sell my game, I would at least like to see this project reach a more acceptable level of quality. Also as this is now more of a shameless self advertise, I need more people to play the Ludum Dare version of my game and give critical feedback. Below is a gif of a more polished and faster version of my game, but I will say now that the LD version is not too far off from this one. I have not released this newer version yet, as I am in need of more feedback on the original, but I will most likely after the voting has finished.

PLD GSBoD

Play Giant Spiky Ball of Death LD version

 

Tags: development update, gif

Big Bertha vs alien robots! Post-mortem

screenshot

Hello everyone, greetings from Paris! Time has come to do my “post-mortem” article about my first Ludum Dare experience :) Check out my game (nb: it’s a 2-players game only)

Day one – aka “What went right … too right”

In France, the theme was given at 3am. I woke up at 8, and tried to decide what to do. The concept came rather quickly, and as soon as I found it, the implementation, the ideas, and the graphics came fast, without much hesitation, less hesitation actually than for my previous games; I had lots of C++ classes to implement, but I was coding fast, and I was knowing my tools, since I was using a C++ engine I had written myself over these last years (even if I had to do some bugfixes on this engine on the middle of the jam).

A major part of the game was implemented at the end of day one (There was just no sound/music, nor bonuses, and the cannon could not be hit by fire). My girlfriend and I tested quickly and it seemed fun, and working without known bugs.

Day two – aka “What went wrong”

At the beginning of day two, I woke up early after sleeping less than I usually do, took a coffee without eating first (what I usually don’t do) and immediately started coding.
My adorable girlfriend made some food for me, and I then started eating while coding. I started feeling sick. At first I stupidly suspected something in the food, but it was me:
I coded too fast (I think?) the whole day before and I was way way more tense and exhausted that I though.

I took a large part of the day off, doing shopping and going to the cinema watching Fast And Furious. I came back on the jam on the end of afternoon, when I felt way more rested. I added some features like sound. I discovered that there was a day three, because I didn’t had understood yet the distinction between jam and compo, silly me.

Day three

The day three I found a music for the game and implemented a way to fit the game to the size of the screen/window, for any resolution. It was a low level OpenGL and DirectX code that I implemented also as a feature for my personal engine (the Loving Cube Engine), so it took me a large part of the day.

So guys…

… take care of your health! Stress in your friend but also your enemy. Know your limits and take some breaks, even if you love coding like me.
[Edit: It has been confirmed that there was something wrong in the food, still, so that wasn’t only me haha]

What’s next?

I want to work on a new version of the game, but with way more features and complexity. Maybe another theme, but the same idea.

Mr. Chekhov’s post-mortem

Chekhov couldn’t predict that he’d be stabbed with a vase

OK, I guess I have to write a post-mortem for “Where Is Your Gun Now, Mr. Chekhov?”, since the guy certainly died (too many times already).

This LD, I was planning to participate solo as usual, but the theme caught me unprepared. Unconventional weapon? I haven’t done a game with guns or stabbing since 2013, so making an action game was quite a challenge for me – and I gloriously failed it. Another challenge was to make a ridiculously silly game, and that kinda worked out.

Untitled

Anyway, after the theme was announced, I brainstormed for some time, coming up with several ideas, at some time seriously considering making a parody of 50 Shades of Grey. But neither me nor my wife had seen the movie or had the experience with, erhm, the unconventional stuff, so that idea was put on the shelf.

protoAfter all, I chose the idea that looked most promising to me – a game, in which you could create your own weapon by combining components with different properties. I have worked on a prototype codenamed Burning Kittens of Exploding Bananas for roughly 12 hours until I realised that the game wasn’t becoming what I was imagining it to be; honestly, I couldn’t come up with components that were different enough to make interesting combinations. I felt frustrated, depressed, and ready to drop LD and start playing GTA V.

As I usually do in such dreaded situations, I asked my wife Tanya for help.  After a couple of hours of brainstorming with me, Tanya came up with an idea of using Chekhov’s gun plot device as a game mechanic; instantly I realized that it was a brilliant idea, especially if we took literal Chekhov and a literal gun as game props. After doing so many serious games, it was a challenge to make a silly humorous game, and this idea was a nice opportunity to face it. After some thinking, we came up with the idea of a mystery hidden object game in which you have to help Chekhov deduce a weapon that will be used to kill him from a killer’s foreshadowing.

Initially, for this LD I was planning to draw everything with a graphic tablet, but it was clear that after I lost some 18 hours I needed to go with vector graphic style instead, since it allows for more robust drawing. I quickly sketched Chekhov on a chair, using his famous portrait as a reference, he was hilarous and we instantly saw that we found something unique. Since I clearly didn’t have enough time for making a game on my own anymore, I asked Tanya to help me with the drawing. She was reluctant at first (this was her first LD as an active participant, and she didn’t have much experience with vector drawing), but gave in and drew most of the stuff in the room; even with my experience, I couldn’t’ve drawn it better.

We saw that the game didn’t look good enough, though. The vector graphics looked too common, and without animation the game didn’t really catch player’s eye. We tinkered around with the idea of stylizing the game to look like an illustration from 19th century book (using sepia, mostly), but it didn’t work out.

At this point we came up with silent movie aesthetic, which allowed us to solve several issues:

  • hide graphic imperfections behind black-and-white colours
  • introduce some movement to the frame with noise and scratches
  • replace long familiar dialogue bubbles with text cards
  • enhance the funny athmosphere with appropriate royalty-free music

The aesthetic was mostly done with Unity built-in Noise and ScratchesSepia Tone and Color Correction Curves effects, which became free with Unity 5 release. I’ve also added some more tweaks and imperfections to make the resulting image look more like a silent movie (note to self: don’t forget to open source them). If you want to see how everything looked before color correction, we left a button in the top right that reverts graphics back to color (leaving noise, though).

After we did this, the game ‘clicked’; we just needed to draw objects and write dialogue as fast as we could. It was 4am (the jam ends at 6am in my timezone) and I haven’t slept much for last couple of days, so I just wrote every silly thing that came to my fevered mind; from what I see in the comments, this strategy totally worked.

What went bad:

  • I spent first 12 hours on an idea that didn’t really inspire me – no wonder it didn’t work out
  • I failed to make an action game and made another hidden object game – even though I don’t really play games in this genre

What went good:

  • Working in a team with my wife was a total blast – I’ve never jammed in a team before and was afraid that with my totalitarian habits regarding the game making I wouldn’t be a good teammate. Surprisingly, I’ve enjoyed working on and improving Tanya’s idea
  • I abandoned the game that wasn’t fun at an early stage of prototyping, so I didn’t spend too much time on it
  • I’ve dedicated some time for polishing which allowed me to make the game more understandable for players. If I left this to the last hours, the game could’ve turn out confusing just like the game we made for previous LD
  • Making a funny game instead of a serious fun was a nice change and a really enjoyable experience

Overall, I’m 100% satisfied with the game we made. This LD was a more relaxed experience than previous ones, and my wife and me had lots of fun working together.

Play Where Is Your Gun Now, Mr. Chekhov?

Grease Colosseum – Postmortem

Hey there, BoxedMeatRevolution here.

First post since joining in LD 31.

Who are we?

Just a bunch of people who like to program but struggle with pretty much everything else.

Our game?

An arena game where you kill enemies by using grease to slide enemies into obstacles. Play and rate our game here!

Grease Colosseum. Beware of fire!

Tools?

This time ’round we used: Processing (js), MS Paint/Paint.net, LMMS, SFXR.

Stuff we did well?

  • We pulled through in finishing (we had a bit of a crisis halfway through in our creative direction)
  • Execution of our mechanic was passable; the grease was fun to use, albeit with a bit of a learning curve
  • Fairly complete game in most aspects
  • Deployed the game via the web

Stuff we could have done better?

  • Smashing into enemies is too difficult to pull off
  • There are some graphical incongruities
  • Our choice of using processing.js made debugging painful and performance terrible on low-end machines
  • We had some light-bulb moments after submission was over for cool gameplay enhancements, too bad we didn’t have time to implement them :(

 

Tags: jam, ld32, post-mortem, postmortem, processing, processing.js

Random thoughts from my first experience on LD. One Man Band post mortem

Character creation

Take a look at One Mand Band here

  •  “Ludum Dare is a great collective experience. Even if you participate solo, a jam feels like working in a kind of huge team development.”
  • “Ludum Dare is exhausting and can often be obsessive. Make sure to free your whole agenda for 72h and have a supportive social environment.”
  • “If you participate solo, put all your design efforts to make it good but simple or you’ll going to regret it at last hours. You don’t need to win anything but end satisfied with your work.”
  • “You don’t need to make a great art to have a nice and interesting entry but an appealing art will get you more comments and feedback.”
  • “Right after submitting I felt so… empty. Did other jammer felt the same? After sleep I needed to keep working more and more on my entry”
  • “It seems stupid but every comment you receive is exciting to the point that I don’t care about votes I receive, only want more comments!”
  • “I hate some projects and participants mainly because I loved the concept, the final result or simply the aesthetics. Is positive envy but hell, I wanted to do this, and this, and this and that…”

These are some thoughts I have a week after submitting my entry: One Man Band and since it is not exactly the final game I would have done, is the result of mistakes and successes from wich I’ve learned a lot.

What went uhmmm… bad in the process

Mainly, what went bad was a bad planning for a solo development. Too much motivation over timming caution and that translated in a entry without sound FX or music and with a bunch of bugs and design issues. Since I am not a pure programmer neither an artist it took too much time to create all the sprites and implement the game’s basic NPC’s A.I. But what can I say, since the very first moment, the game concept took control of my wishes and I was pushed in a process to make aesthetic details and try and test rare new features that ended in a game with and unbalanced quality in its aspects. In fact I think I needed this: escape from time optimized development processes and right design methods. And unwittingly, Ludum Dare opened this experimental opportunity door for me 😛

Another thing that could say that went bad was to participate solo. My idea was to have a first experience with Ludum Dare all alone to see what I was capable of as an indie developer but since i starte I knew that I would enjoyed the experience much more working with colleagues and sharing ideas, motivation and tiredness with them. I’ll keep in mind for next LD.

What went right

My overall impressions are good despite I’m not totally happy with my game’s final result. I’ve discovered I can defend myself well, making game art when I have a clear picture of what I want to draw.

In technical aspects, the use Game Maker Studio to develop games is making me easy to learn how to program things I never thought I could do before as A.I. behaviours, moving platforms or wall jump physics and Ludum dare has been a great opportunity to dig on this and I amb pretty satisfied with what I have achieved.

NPC move behaviour

I like the idea of a player that need to get “enemies” attention to win their loot and like too that player has musical instruments as weapons and gadgets to move within the scenario and “kill enemies” (when a pedestrian gives you its coin, disappears from the game. It’s kind of reversed with the usual way). Level design and game rythm need much more improvement but the idea is still there and it seems to me that has potential. To “fight” with other musicians in the scenario for the pedestrians coins is an interesting possibility too and add a minimap to know where pedestrians are (but not how to get to them) since achieve time record is the goal, would help to this idea.

Last words

And that’s all for this brief post mortem. Time to look for more entries and vote. Ludum there has become to me a nice place to get ideas and feel creatively stimulated. Any comment here or in One Man Band entry, will be apreciatted!

Tags: post-mortem

Shake that camera!

Added camera shake when enemies hit you on the post-comp, the feel is so much better!

shake1

Because I know some people have motion sickness easily, you can reduce or remove the effect with the slider for it at the start of the game! :)

Tags: ld32, postcomp

Comments

Pibeex
28. Apr 2015 · 20:01 UTC
Nice job there ! It would be even better to me if the whole game (including the UI) was actually shaking.
28. Apr 2015 · 23:05 UTC
Hi! Thanks for the feedback!

I think that it will make the UI unreadable while shaking, which may be the intention. I’ll have to test if it is better or not as it is.

Comment Box has disappeared!!

Hello All,

Is anyone else unable to see the comments box? I’m logged in and using Chrome on Windows 8.1 also get the same issue in IE11. I just see the below. Any ideas?

Capture

 

Comments

29. Apr 2015 · 14:11 UTC
The box isn’t below the comments anymore, it’s above them.

Beep Boop Postmortem

I had to skip the last one but this time around I was able to participate in Ludum Dare again! My last entry did pretty well so trying top it was going to be challenge. Since I’ve been building up my skill as a game designer, I decided to focus heavily on something that has plagued me in almost every game I’ve made. Level Design, pacing, and the difficulty curve.

Play Beep Boop

What went right?

Execution

Execution for Beep Boop had to be simple. Not only because I was working on it solo for a game jam, but if my goal was to work on level design then that’s what I needed to spend most of my time doing. I leveraged every trick I could to make sure the scope of the project was achievable. I used my Platformer Controller package, kept what the player would do simple, kept the challenges simple, and used a very basic (but pleasing) aesthetic. And of course, most importantly, planned everything up front on paper.

2015-04-17 19.26.50

The result of this careful planning? Everything went smooth and I finish at around noon on Monday instead of hectically working until the last moment. Why Monday instead of Sunday when I worked solo? Well, I wanted to leverage some feedback from a playtest Sunday night.

Playtesting

I can’t stress enough how important playtesting is for any game. When you build a game as a designer you are working off of assumptions. With enough experience these assumptions are probably pretty good, but when you’re learning then these assumptions are often wrong. With playtesting you can identify the incorrect assumptions and correct them.

It can be hard to find time and people to run playtesting during a Ludum Dare but if you can then it’ll be incredibly valuable. I had three different playtesting sessions throughout the weekend, each allowed me to improve my design and create a better experience.

Level Design

My goal of focusing on level design, pacing, and the difficulty curve paid off. This is probably my best game in terms of balance and discoverability. I made an effort to tell the player as little as possible, with the exception of what buttons did what, and allow them to figure it themselves (with hints from the level design). Players far enjoy figuring out what to do rather than being told.

SS4

What went wrong?

Level Design

WTF?! Didn’t I just have this in the “What went right?” category? While my level design efforts did go very well, it wasn’t perfect. Looking at the analytics a few days after I published Beep Boop, I noticed a glaring issue; the deaths for one of the checkpoint sections was significantly higher than the others. It also happens to be the section that I lose most my players.

chart_1 (1)

While the difficulty curve should keep going up (on average), the failure curve should be roughly flat for this type of game. This is because the player’s ability at the game is growing along with the increasing challenge. The spike in deaths in the above graph shows that one of my areas is significantly too difficult for the player and should be reworked. Continuing to look at the graph, the final area is probably a little bit too easy.

Other analytics tell me which screens the players struggle with the most. These happen to the screens that I changed after my final play test. Coincidence?

Forward Thinking

For a project that I wanted to focus on level design, I sure made it hard on myself. My approach to building the area system was not at all modular. While I could tweak what was in any given screen, it was a major pain to change the ordering of screens or even remove a screen altogether. This ended up being very limiting in controlling and tweaking the pacing and flow of the game.

Screenshot 2015-04-28 12.40.05

It’s hard to blame myself too much on this. I only had a few hours to build the system and went with what first came to mind. For future projects I’ll definitely have to keep this in mind.

An Unconventional…Weapon?

People seem to praise my use of the theme in their posts. I have a hard time buying it as there are no enemies to fight. Is it a weapon if you have nothing to fight?

Contemplations

Checkpoints

I think the design behind checkpoints is fascinating and after reading all the comments left by people, it would seem that it is a bad design idea to have spaced out checkpoints.

Checkpoint-Complaint

Is it frustrating to have to redo an area you’ve already done? Absolutely. So is the correct answer just to checkpoint at every screen so you don’t have to? Well, not necessarily.

When designing a game, I find myself trying to remove the frustrations of my players while building on to the positive experiences they have. Having spaced out checkpoints definitely adds to the list of frustrations by forcing players to redo challenges, but it also add two very valuable positives that aren’t immediately obvious.

For a slightly twitchier platformer, I expect the player to need to master the mechanics to use later on. By requiring the player to redo sections when they die, I ensure they get the practice they’ll need for future areas. I can leverage this in my design and assume the player has had the practice they need in order to have a positive experience with future levels.

The second positive spaced out checkpoints give the players is perhaps more important. It feels damn good to reach a checkpoint. As a player progresses through a checkpoint section, the tension increases with the cost of failure should they have to restart. Hitting that next checkpoint relieves all that tension and feels fantastic. Chasing these experiences as a designer should not be ignored.

Does this mean all the feedback I received about the checkpoints are incorrect or unfounded? No, but rather than the obvious solution of checkpointing every screen, I believe it means that my balance is wrong for some sections (again, see graph above).

Not All Playtest is Useful

The reason I enjoy making games so much is that I get so happy when I see other people enjoy themselves when they play my game. Best. Feeling. Ever. I also cringe so hard when I see people struggle. I want everyone to enjoy my game, I don’t want to leave anyone out.

But this isn’t realistic. You’re not going to be able to capture everyone with your game. Improving the experience for one group of your audience can diminish the experience for another group. During playtests you have to be careful to ensure the data you are gathering is from your target audience or is otherwise less useful.

I went to a post Ludum Dare show and tell Monday night and had quite a few people play my game. I’d cringed every time I saw someone struggle and not have fun with my game. I wanted them to enjoy themselves. It sucked that they didn’t. They’d tell me that it looked like I did a great job but they don’t really like platformers and move on. Then someone else would come, groove the game’s pace, and have fun. They’d say that they love platformers and thought this was fantastic.

Does that mean I succeeded?

Comments

28. Apr 2015 · 21:09 UTC
“For a slightly twitchier platformer, I expect the player to need to master the mechanics to use later on. By requiring the player to redo sections when they die, I ensure they get the practice they’ll need for future areas.”

Bloomp Purple Post-Jam!

Here’s my entry and its post-compo version (My best LD entry by far, a puzzle platformer)!

I added more levels (people were requesting, very motivating :) ), a proper ending, different music and other little tweaks.

I’m glad I joined this LD. I actually almost gave up because I knew I’d only have about 24 hours of free time during the jam period. I guess having previous LD experiences makes you quicker!! Hope you enjoy it!

Ummmm… I wonder if I can buy ammo for this gun!

Corrugated Fidelity Post Mortem

I did it again. I attempted to turn a real-world boring scenario into a “game”.

Its a game about the stock market. Simple as that. Well ‘that’ isn’t actually very simple, it turns out. There were a lot of complaints about the game being too complicated. As I was designing the game I felt like I was adding far more instructions and tutorial elements than last time, but I guess it still wasn’t enough. Lessons learned for the next Ludum Dare.

This time around I was able to get a basic game done much faster, thanks to my custom library. I spent the last day polishing what I thought to be lacking – sound, art, bugs, etc. I added a ton of corporations, and actually spent a decent amount of time on the interface and visuals.

page2

Because of this the game had no major bugs, or at least none that have been found yet.

I’m pretty proud of the game flow – you drag these little digital cards that can hold ‘stock’, placing them on different parts of the interface to buy/sell. I also managed to get some sound effects that wouldn’t interrupt game play. All in all it worked out well, and I’m happy with the product.

This time I did not have an FTC tournament in the middle of development, therefore I was able to do the compo.

Corrugated Fidelity

Congrats to everyone who finished their game! I’m really impressed/intimidated by the jam side this year. It is unreal how much can be added to a game in so little time by so few people. Again, great work everyone! Here’s to LD33!

I don’t feel like shooting right now! — Post-mortem

This is the first time I have participated in LD.  Generally speaking, it was awesome!

1

First of all, when the theme was announced it was 4:00 AM where I live, so I went to bed just after reading the keynote. I didn’t like the theme, it is too mechanics-oriented and leaves not so much room for interpretation (I expected to see a flood of platformers with characters using bread instead of swords, kitten cannons, and other stuff about the power of love). It took a lot of time before I came up with an idea and the work has begun only at 5 PM.

The idea was to make a game about a conventional weapon that has unusual properties, such as, for example, emotions. So I googled classifications of moods and emotions and found this:

Plutchik-wheel.svg

This classification fitted the game design purposes greatly. After a while, the vision of my future game was finally formed.

Gameplay wise the sources of inspiration were Gods Will Be Watching and Long Live The Queen.  I arranged 8 emotions into 4 scales of opposites. Each emotion influences cannon characteristics in a way and the player has to find the right combination to make the cannon shoot. It seemed a bit simple to me so I decided to add also 8 feelings, each one formed by a pair of emotions (see the image above. For example, joy+trust=love). And this was a big error on my part. The implementation of mechanics has taken about 90% time of development. As a result, I had only 40 minutes to make graphicsand there remained no time to record music and sound effects (I expected it to be the fun part of development), and there was not done any work on balancing at all. So,

What went right:

  • I have made a game.

What went wrong:

  • I shouldn’t have added 8 feelings, it took too much time and made the game balancing even harder. As a result:
  • No sound
  • No balance
  • Game mechanics are too unpolished
  • Some minor features were not implemented.

I’m going to release a post-compo version which should be more polished.

You may play the game here:

firebutton-sheet0

 

See you next time!

Comments

29. Apr 2015 · 01:19 UTC
Nice, commenting so I remember to check it out later. Nice to see another game that played around with emotional responses, I surprisingly haven’t found many that provide a variety of emotional changes, rather than just one… like spreading love.