LD32 April 17–20, 2015

Pro-pain ~ Yet another Post-mortem post

Alright, it’s my third LD arleady, and i haven’t written any Post-mortem. i NEED to fix that.
note: english is not my first language, so i’m sorry if there’s any gramatical error.

Looks like over-simplistic main menu is the only thing i’ve able to make…


You remember why you feared the night. (0f LD deadline)
Pro-pain is, like the subtitle says, an “Yet another zombie survival game”. It’s pretty basic, a white figure is killing green figures that came from both side with a flamethrower.
Now, i don’t know if it’s just me, but flamethrowers are pretty unconventional fo me, since you need to watch out using it, or else you end up toast.


What Went Right

– Music ~ It’s the first time i tried making some music, and while it isn’t great, i think it came out pretty well.
– Atmosphere ~ I think i pretty much nailed the “Suspense Horror something something” kind of athmosphere on the game.
– Controls ~ It worked. Nuff said.

What Went Wrong

– Timing ~ Note to self; don’t enter an LD competition (or it’s derivative) two weeks before exams. ESPECIALLY final exams, if you don’t want to rush the game out.
– Enemies ~ I were distracted with the gui that i almost forgot to make the enemy. It became added at last-minutes.
– Gameplay ~ It’s pretty basic and monotonic.
– 3D Art ~ Originaly, the weapon will be a manned turret with a flamethrower that runs on propane. Needless to say, i pretty much bit more than i could chew.


As always, the event have been fun, and challenging. I look forward to the next LD (if it’s not coincide with exams, that is).

Only 8 hours to go!

Super Scrap Yard Employee Screenshot

Ludum dare results are almost out and we want to let those who didn’t play our games yet to have a chance to rate it.

We couldn’t be happier with our game, Super Scrap Yard Employee. It received good judgements until now and we even got some streamers to play it!

Here’s a video the youtuber Noaksey posted:

You can try the game yourself here

Just 4 to 100 :D (edit : ding dang dong ! 100 votes get! thank you fellow jammers!)

Hi!

My goal this LDJAM is 100 votes and… I need just 4 more!  I have them now!! Thank you!

So… please 😀 If you don’t played my game yet, just click here.

And… If you want vote exchange,  just put link to comments. I try to play your game before rating ends.

Comments

Zeriver
11. May 2015 · 18:54 UTC
I rated and commented your game, if you could play mine that would be great 😀

Dim Sum Fusion Assassin post-mortem

Wow, can’t believe 3 weeks have come and gone since I finished my first Ludum Dare.  I really, really enjoyed the process and I’ve been giving it a lot of thought (seriously, it’s been a significant distraction).  Since I plan to do this again, I’ve compiled this list into a post-mortem on Dim Sum Fusion Assassin.

What went well

  • Overall scope
    * I really estimated the scope well… and by well, I mean I only went 50% over what I figured it would take. I originally calculated that it would take about 10 hours to code the bare minimum game, and I finished up everything in the scope somewhere around the 14 or 15 hour mark.
    * I also was really good at only working on things that directly enhanced the game. I allowed myself a bit of a break to play with the background pattern, but other than that I didn’t go down any rabbit holes.
  • Framework choice
    * Coding in C#/WPF/XAML is my day-job, and the type of game I was making worked really well with my existing skill set. I even managed to learn some things that you don’t use with enterprise software, but I didn’t spend a lot of time figuring out _how_ to do something.
  • Graphics
    * I made the decision really early on to just use stock emoji rather than spend time searching for free clip art or drawing my own stuff. It was limiting in some ways, but I saved a lot of time doing it this way and think the variety of animals and foods at the very least were clear in what they were supposed to represent. I’m also happy with how some of the subtle gradients turned out.

What went wrong

  • Name
    * As pointed out in the comments, the food served doesn’t really make one think of actual Dim Sum. And on reflection “Fusion” shouldn’t cover replacing 90% of the food generally available. I think I got attached to the title before selecting the graphics and then didn’t step back to reflect that the graphics no longer supported the title.
  • Balancing / Tutorial
    * Originally I figured the game would play much faster and you could handle 8 customers from the start and levelling would only make it go faster. By the time it was ready for full playthroughs late on the Sunday, I realized that even though I understood every part of it I still couldn’t play it successfully. In the end I had to cut the number of customers to 3 at level 1 and slowly increase it. I think this is better for the game going forward, but I spent too long trying to get it to work with 8 and the intro to a new player isn’t quite right.
  • Order of Implementation
    * Although I got all gameplay elements done in the original scope, I really didn’t spend enough time planning out the order of implementation and so couldn’t actually play it until late on Sunday. To some extent there weren’t a whole lot of items that I could’ve juggled, but even getting it playable an hour or two earlier would’ve exposed the balancing issue earlier.
  • Sound
    * I’ve only played with sound in WPF once before, so I knew all along it wouldn’t be a 5 minute addition and would require some time to experiment. In the end I didn’t think it would add as much as trying to fix some major gameplay bugs, but the game definitely suffers from lack of any sound.

Future

  • Port
    * I’d like to continue with this project and get it onto at least the Windows / Windows Phone stores. This should be fairly simple since the core game logic can be used directly, but so far I’ve discovered that there are a lot of differences between WPF XAML & Universal App XAML.  Hopefully I can maintain my interest in the project to get past this hurdle.
    * Another possibility is that I’m setting a goal for myself to learn a enough of Unity 2D to create a playable game using that framework, so this might be a good simple project to experiment with.
  • Name/Gameplay Changes
    * I’d rather keep the simple emoji graphics than spend a lot of time soliciting or searching for accurate graphics, so have looked over what’s available to me and currently I’m leaning towards renaming it to Sushi River Assassin or Sushi River Defender.
    * A bomb may be more evocative than poison.
    * The identification of the target isn’t a huge part of the gameplay. Perhaps the target should always be the ogre emoji. Also prevents squeamishness about poisining cute bunnies, etc.

Thanks to everyone who played it and gave me feedback.  It is incredibly valuable and I appreciate every comment, good or bad.

 

missls post mortem

missls-43[Competition entry]

This is the first time I have entered Ludum Dare competition. The game is a multiplayer missile battle on a small planet.

What went right

  • Brainstorming: I took my time to collect inspiration and meditated a bit to refresh my mind before I came up with the idea to mix Scorched Earth with Missile Command and add planetary physics.
  • Local LD gathering: I co-organized a LD gathering at my faculty. Having people around working towards a similar goal helped me a lot to keep focused on the task.
  • Karimba sound effects and music: Among other stuff I could possibly use at the gathering, I brought a karimba. Marek Lisý (big thanks!) brought a microphone I used to record a short melody and sounds for the game. I think the combination of the sounds with the visuals and the theme is fresh and the sounds reduce the gloominess of the whole game.
  • Art style: The movie War Games’ iconic symbolic depiction of global nuclear conflict matches my game’s setting, my personal taste and the constraints of LD compo. The short film Cannon Fodder from the collection Memories helped me decide the looks of the war instruments.
  • Using the GameMaker tool: I had some prior experience with the tool. I was able to produce a prototype with the basic gameplay and visuals in about five hours, using especially the integrated physics engine (Box2D).
  • Project management: Most of the time I managed to focus on features that were lacking the most. I think I managed to keep the game simple (perhaps too simple in the end) and to prepare a quite consistent version for the competition deadline.

What went wrong

  • Insufficient playtesting: Working solo on a game in which tight interaction between several player controlled machines is crucial is lacking. I was able to improve the gameplay a lot after the competition in a couple of sessions with a friend.
  • Game name: The projectiles in the game aren’t self-propelled but I decided to stick with the placeholder name “missls”. If I continue expanding the game (which I’d love to), I’ll try to change the name.

Tags: postmortem

Ludum Dare #32 – Thoughts

With only about 6 hours left on the clock for the results I just wanted to say that the Ludum dare’s experience was amazing for me. It was my first time participating and I honestly didn’t think it could be so much fun. I learned a lot during the process. I got a lot of very nice feedback on my game and I got some feedback which was maybe not as nice, but fair. Ludum dare showed me that I still have a lot to improve on (especially in the art department -.-) and I’ll be sure to participate in LD 33!

I send to everyone who played/rated my game some potato love! <3

Thank you!

If you have not yet tried my game, I would appreciate it if you would!:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640

~Ainoras

It Came From The Sea!!!

Hey everyone!

Finally got round to making a post on here, had a great time doing this Ludum Dare in a team for the first time! Some fantastic entries that I have seen so far. With only a few hours left please check out our entry!

Its a B-movie monster smash up inspired by Rampage and GTA

It Came From The Sea!

TitleScreen

JOE “Post-Jam” Edition

Hi guys, thought i’d upload a new version with bug fixes, startup menu, pause menu. An extra stage and an actual ending…sorta.

Some gifs below on some of the work, excuse the size.  I can’t find a way to shrink them efficiently.

Go test the post jam and jam version out HERE

CHEERS!

Thank you!

I just wanted to say thank you to everyone who rated my game, leaving great feedback! I also want to say thank you to everyone in general for leaving feedback on other people’s games and making this a wonderful community. This has been my first Ludum Dare and it has been nothing short of a wonderful experience. I’ve met some wonderful people, played some cool games, and learned a bunch. I will definitely be participating again. So thanks!

Comments

11. May 2015 · 20:18 UTC
Thanks to your game, our hair is now dazzling.

New random idea for improving rating quality

Just writing to share a random idea that came to my mind thinking about the rating system.
There are some inspiring ones that provide you with rich and constructive reviews, to all of these, thank you for making the world a better place.
Nothing against those that do not write reviews. It’s ok, as long as you play the game in all its details and give a fair rating.

But the problems start with those who give quick random votes to get more ratings to their own game. This is a real problem that can throw the whole score system to trash. Of course Ludumdare (IMHO) is about you and the game that your create, but the score is a cool part of it.

So the idea: The only way to rate a game is with a token, written in a text field in rating page. This could be provided by the game author, registered in entry page and displayed at some point inside the game where he/she thinks is a good place to qualify a full play. Of course one could give away the token from start (or better yet, have an option on entry page to disable token system). Later, this token could also be randomly generated from LD servers (bye KISS), fetched by the game to ensure an unique rating session.

Thank you all for another great LD, see you in LD 33.

Dischord Post-Mortem

Hello fellow ludumites,

5 hours or so to go until the ball drops on LD32, thought I’d write something up as a post mortem for the game we made. I think normally I’d of written this up a day or two after we finished the game but this time was kind of different. A lot of post-mortem’s focus on what mistakes we made, our failures and short-comings, but (and i’m hesitant to say this) the process of creating the game this time was pretty smooth. You could say maybe we didn’t push ourselves hard enough, but I’d say that’s probably always true.

The game has it’s flaws, and small design choices made the game a little worse than it could have been. That’s not really the point of LD for me though. I’d never expect to have a product i’m happy with after 3 days, hell most of the time I’m not happy after years of production. The point is we made something, and anyone that can say they even attempted that should be happy with themselves.

I’m mostly proud of how much we’ve grown as a team. To try and grow as an individual; to become better at drawing, or coding, or playing music is something most of us do out of instinct. Growing as a team, learning to communicate and accommodate for one another isn’t as obvious, but it’s just as important and achievable. I think we’ve taken a step forward in that regard, still far from perfect.

Our biggest weakness now is reaching out to the public. We dipped our toes by playing LD submissions on Twitch, it was a lot of fun. I think LD could be a really good way to practice marketing in the future. To try and sell a 3 day game, get it “let’s played” and maybe written about, it’d be an interesting part of the dare.

With that, i’m looking forward to the next one.

Play Dischord Here

Watch Burlap Jack Play

LD32DischordTut

Almost 150 votes?

So I need 6, no, 5, no, 4 no, 3 more votes on Star Driller Ultra to reach 150 votes.

starDrillUltraAnimated3

…OK, I know I already have a ton of votes, but it’ll be cool to top it off with a nice number…

As of right now, I’m working on cutting up Let’s Play Videos, which we’re rapidly reaching 100 videos in the playlist below:

For some reason, Youtube seems to be backed up and slowly stacking videos in the processing list, so it’s going to take a while for all of them to appear. Nonetheless, there’s a ton of videos available, so check to see if you’ve made it!

I Should Have Rated More Games This Time

I only played and rated 64 games for Ludum Dare this time. Kind of sad. I usually rate 150-250 games. D:

If this was your first LD, GOOD JOB! If this was not your first, GOOD JOB! If you didn’t make a game, but you rated games, GOOD JOB!

Overall, GOOD JOB GUYS. c: