LD33 August 21–24, 2015

Tactical Superiority Post-Mortem

Particle Splendor

Play it here

Or continue reading to uncover important life lessons.

Overview

This time around I tried something else. Historically my plan has always been to come up with an ambitious programming heavy design and get it done (with varying results). This time the theme didn’t inspire any kind of grand design so I decided to take a walk on the other side.

The very opposite side, where few programmers dare to venture..

Graphics first!

24 hours later I had created a single asset, the mech.

To do this I had to relearn my rusty Blender skills (they’d been rusting ever since last LD) and apply a hefty amount of new found graphic artist abilities on top of that:

Modelling, rigging, inverse kinematics, animating, texturing, the list goes on (no it doesn’t, but that sound more dramatic!).

The rest (not sleep, unfortunately [as you’ll soon see {foreshadowing!}])

With only one day left for programming (and modelling other assets) there was no chance to both reach for the moon and cook up a delicious pie from the sky masterpiece.

I settled for a simple design about the player, piloting a mech, attacking a non-military target thus triggering nearby militia to action.

I did come up with some further backstory in the darkest hours of my plight development process, but implementing any of that fell soundly beyond achievable limits, as did sound to that matter.

Impact (on body and soul)

Monday I got sick. I would wager a very pretty penny that this was caused by not sleeping enough thus disturbing the immune defense system from doing its job. This is the first time for me, so maybe I’m just becoming older. Nonetheless, next time there will be more naps.

The future

The cut features will be implemented in a Post Jam version. I have one additional learning opportunity to pursue, but the less I say about that the better. It might not work out.

 

Lessons learned

  • Sleep a bit more
  • Learning is great, but learning the tools sould be done before the jam

 

The next LD will be about over ambitious ideas again. It’s been a while…

 

Tags: animated gif, gif, LD #33, post-mortem, postmortem

Comments

Azure_Kyte
26. Aug 2015 · 16:06 UTC
Sleep is indeed an essential part of staying productive. I would also agree with the part about being familiar with the toolset you wish to use for LD. I kinda fell victim to this myself. My concept was originally going to be developed using openTK, but due to the lack of progress I decided to switch back over to Unity. It’s a bit of a cop-out, but eh.

Guys, don’t forget to comment when rating!

I’ve noticed that a lot of people rate games without leaving any comment. I don’t remember it being this much the case for previous game jams.

I think we can all agree that for the most part, Ludum Dare and other game jams are about learning from our mistakes and improving our gamedev skills. This is not a popularity contest (well, not at first anyway). If nobody leaves any comment, however harsh they may be, nobody will improve.

So, for the sake of self-improvement, please leave your opinions when you rate a game, even if there is not much positive things to say, constructive criticism is always helpful. 😉

Beast Of The Woods — Continue?

Reaction so far to Beast Of The Woods has been very positive.  Even though it’s a pretty short game, all things considering, I was wondering if anyone thinks I should try to develop it just a bit more, as a post-compo version.  In particular, I think it could use some improved graphics, but even if I keep the graphics the same, I think it would be fun to make some kind of multiplayer version (one player is the beast, while the other is the human).  Anyone who’s played it, do you think I should go for it?

You should play this (after 50 games)

Patient Zero

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=25437

The game puts you in role of patient zero and your job is to infect all people on the map. At first you go sneaky picking victims one by one in dark alleys. Once your horde is big enough you go “frenzy” to outrun military post and spread your infection further.

Why should I play it: gameplay and mood

Ludzilla

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=14065

The game has the best idea for audio ever! Titular character is so awesome that it should become a logo of this edition.

Why should I play it: titular character and audio

The water ghost

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=47536

47536-shot0-1440355145.png-eq-900-500

When I saw screenshots for this game I thought it’s going to be bad… and I was so mistaken. It short fun (lasting about 1-2 minutes) but comments made by children are hilarious! Especially refferences to “Tommy” and how “this whole trip was his idea”.

Why should I play it: humour

The Devil’s Daughter

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This game is well made all around but the art is really what gets your attention. Pallette limited to black, white and orange. Style? Something between internet comics and Biding of Issac? See it yourself.

Why should I play it: art style

Humane Harvest

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=40341

Some games are good, some games are bad. But some games are wtf. So in this game you kidnap humans, put them in ground make them grow and once they are ripe you cut off their hands. Yey! If games you made where a form of Rorschach test a creator of this one should be in asylum by now.

Why should I play it: wtf of this edition

Who’s the Monster!

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57628

In this game you ought to find out shapeshifter using given clues. Nice change from endless killings.

Why should I play it: genre

Can I Haz Monsters?

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=20557

This game is a mixture of platformer and puzzle game. What is amazing however is that solving puzzles involves talking to monsters => and by talking I mean learning their language word by word. Learning process runs so smoothly and is so nicely implamented. It’s so natural, not being forceful at any point. The desings for monster themselves arent bad either.

Why should I play it: learning to speak “monsterish”

Barrel Roll Ultra!

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=27438

There are many games that puts you in seat of the bad guy from classic game. This one is just well made.

Why should I play it: overall quality

Moon Base Shootout

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http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=25813

If you play action-puzzle game it usually goes like this: shooting, puzzles, shooting, puzzles. This game is a mixture of both and not by switch between these two genres, it’s a mixture all the time.

The action of the game takes place in space. Added twist to the game: if you break the window the space vaccum will suck everything until something blocks the hole. Everything meaning your enemies(good!) and sometimes YOU(not good). A simple idea of sucking things out allows you to use enviroment to your advantage which is great! No more shoot them till they die. Unless you want to solve it that way which is ok as well. Sucking allows you to move rocks blocking the pathway in boulder rash style giving a games a puzzles to solve.  Most of the time however you will be forced to solve puzzles under fire. So break the glass and pray you won’t be sucked out!

Art is fascinating, it’s tiny eye-candy.

Why should I play it: sucking mechanics, tiny art

————————————–

And if you still have some time you can check my entry as well:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=34334

Playing and rating your games.

Hi. Me and Lokiman are playing your games right now on Twitch. Feel free to join us and send us your game.

Playing-now

Comments

Dizzly
26. Aug 2015 · 18:39 UTC
Hi Split!

“MOBS, Inc.” is hiring !

Hi everyone, here is our game for LD33 :

PLAY AND RATE “MOBS, INC.”

“Mobs, Inc. is hiring new employees ! The dungeon the company has been taking care of, has become so attractive that too many adventurers are visiting it every day.
Become one these new employee hired to maintain a constant challenge for these adventurers. If you’re doing your job quite well, the CEO might give you a promotion and enhance you with some new powerful skills.”

View post on imgur.com

———– MOBS, INC — INSTRUCTIONS ———–

Every monster in the company has to follow these three rules :

1. Kill adventurers with quick strikes (Left-Click to attack).
2. Kill more adventurers with your specials skills once you are promoted (Press Q / W / E ).
3. Do not upset the CEO, it will be fine. If you disappoint him 4 times, you will be fired. (and have to start a new game)

View post on imgur.com

Pietro Ferrantelli – Game Design & Programmation
Theophile Loaec (thomaslean) – Character Art & Sound Design
Augustin Grassien (anabir) – Environnment Art, VFx & UI.
OrickMcFly – Environnement Art, VFx & UI

 

PLAY AND RATE “MOBS, INC.”

PSYCHOSHARK: Now in Web Player!

PSYCHOSHARK

YES! When we submitted, we were on a rush. We couldn’t make a web build of Psychoshark, we just thought about submitting, deadline was almost over…

But we did it, just today. So come on and try our game if you want, walk on a city and eat humans without a motive! No need to download! http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56960

For the moment, we had to upload the game to AnaGF’s web, but we are looking into uploading it on itch.io or similar.

Thanks for your attention 😀

Impassioned Fowl- Post Mortem

titlegif

This year for ludum dare I branched into “real” games, or rather just not twine games. I stupidly looked at a predicted themes list and thought a world in the skies was going to be the theme, I had a great idea for a stealth game where you steal planets. Anyway, it was cool but that wasn’t the theme. You are the monster seemed to me at first glance a much better theme for an introspective twine story but I stuck to my guns and while listening to R Kelly I mocked up the Goose animation at 3am then slept on the idea. I had a solid idea for the game when I woke up (2 hours late) I set about getting the geese into the game. Day 1 consisted of getting the geese to honk and the sky looking cool, as well as setting up  buttons and some basic stuff. Day two, I made the start and ending screens and sorted out the code behind the game. It may not seem like much but it was surprisingly time consuming!

Issues: Stencyl was very unstable, it crashed numerous times and gave memory errors often, but luckily it saved lots so it was more of an annoyance than anything.

Stencyl had a few things like not being able to copy whole animations that led me to spending a lot of time reimporting frames etc.

What went well: I think the game works well, there are no massive bugs and I think it looks polished.

The music and sound effects which I made (especially the honking, which is very lifelike thanks to my throat)

The goose animation, it is very satisfying:

goosedisplay

And apparently the humour of the messages, I have had some good comments.

What didn’t go so well: I would have liked to add some more messages, sounds and general content but mainly I would have liked to tier the level system more and add mroe challenges, as at the minute apart from the moving buttons after level five the speed just increases incrementally.

Overall: a big success, I look forward to further comments and the final scores!

PLAY THE GAME

 

TIMELAPSES:

The Endangered Death Falcon

screen2

 

When humanity colonized the planet Falco IV, they hunted the death falcon to near extinction. Fortunately, laws have been enacted – protecting the death falcon and forbidding anyone from interfering with its natural feeding behaviours.

Check it Out!

 

Short post-mortem of Sweet Mom

I find it quite interesting to read others post-mortem, so why not doing mine!

 

Splashscreen

My game is Sweet Mom, a game with quite dark humor, more based on story telling than Gameplay. There will be spoilers in this post-mortem (saying there is dark humor is already a spoiler), so if you had nothing to do in the next 10 minutes and like to do inhuman things, go play it before reading.

Okay, now that everybody has been warned, here come the spoilers!

This game is all about how you, a mom of 4 kids, will manage to get rid of them with the help of various hazards in the forest. There are supposed to be 4 ways to kill them, one for each (but they are not namely assigned, almost each of the ways work for all children), usable once only.

 

The idea

Happily, I didn’t spend too much time looking for an idea, since I already had some vague concepts before, and I chose one that amused me the most and that I could adapt well to the subject. In the end, reading the comments, I think it was perfect for the theme :)

However, now that I knew I wanted to make a mom kill her offspring in the woods, there were several choices about how. First, I thought of some procedural personality for the children, like “this one loves to play hide and seek”, “this one lets some rocks behind him (so you could grab them and send him on a wrong path)”, but it seemed a little complicated to begin with, so I just thought of one random death, like being eaten by a wolf, and chose to begin with that, the core concept of the game: having a child die.

I made some very quick drawings (and realized at this occasion that a quick drawing from me can be much better than something I try to do really well, since I can’t draw), and very fast I had this first child I could drag around, that the wolf could eat. I added then a newborn that can’t walk (you have to carry him around), and when I could just put it on the ground for the wolf to eat while I run away, I began to be happy.

 

The game

I’m lucky I didn’t get into many technical issues (well I kept it quite simple on the technical side anyway), so I could go on very fast. I added the house, the dialogs, the dad, in order to have one complete game cycle:

  • Talking to the dad so he gives us the name of the next kid to die;
  • Going out with the kid;
  • Kill the kid;
  • Going inside to talk with the dad about that new dead child.

I think it’s very important to have early on something “complete”, on which you can then add anything comes to you.

From that, I spawned new kids, and began to think about new challenges. I finally gave up those specific challenges, because I wanted the player to encounter them in the order he would choose (and it was easier). I also thought about giving a lot of ways to die, so you could replay the game and find new ways, but ultimately I don’t think the game is attracting enough on the gameplay side to justify more deaths, given that some of the current ones are already tricky to find.

On saturday evening I had the game running, finishable, with three children and four ways to die.

 

The polish

This way, it let me the whole sunday to polish the game in any way I thought about. I began with some code polish the morning, and almost mandatory elements like a Pause menu with the controls. I then made the music with Cubase; not totally satisfied of it, although it brings that silly tone I wanted, but I was scared not to have enough time.

I made the voice-over with Audacity, trying 2 to 5 times for each sound until I was globally satisfied of it. Each character would have a generic sentence or noise, and then I also wanted to give some feedbacks on the monsters, so I added a child laugh when seeeing the butterfly, a monster noise for the “spider monster” with a death scream going along with the death animation (much fun doing this), a howling for the wolf (had to go check on Youtube what it sounds like exactly, after some disastrous attempts).

I also added something that in my opinion is primordial : that bright big reward screen with wings and party particles when you kill a child, with a satisfying little music.

Finally, after a little playtest, I added some tips and the current mission in the pause menu, fixed some other errors, and here it was, nearly 7 hours before the end.

 

Well, this was more like a story of my life than a post-mortem, I guess…

 

What went well:

  • Sizable scope to allow me to have a complete experience, easily tweakable (I could add traps or children independantly).
  • I kept the graphics, the particles and everything very simple, at my level, and it’s far better than if I tried too hard.
  • I used a very strong structure with pawns and pawncontrollers, all of my elements inheriting from an InteractibleObject class, making me save a lot of time (for example the door and the butterfly use the same collision methods).
  • Doing the voice over seemed like a mountain at first, but finally it was fun to do, didn’t take too much time, and add a real value to the game imo.

What went not so well:

  • It’s my first Ludum Dare, I didn’t really know how to manage my time, if I would be able to finish something or what, and finally I could have been a bit more ambitious. However when I finished, I was quite exhausted (despite a good 8 hours of sleep) and didn’t have the courage to add new elements now that it was done.
  • I could have given more advices to find all the ways to kill the children. One of them, on the bridge, could remain undiscovered for ages if the player just doesn’t walk on this side of the bridge. With the butterly, it’s hard to think about what you can do with him, but in addition to that you can feed the butterfly to the monster, and then there is no way anymore to kill your children (well, except launching them from the bridge in the water, but it was not supposed to be possible).
  • I was quite stressed out when making the music, affraid it would suck or that I wouldn’t be inspired, and so when I did something that wasn’t too bad, I didn’t take the time to polish it more.
  • Same with the dialogs: I wrote the dialogs very fast, and didn’t rewrite them a lot after that. In the hours following submission, of course, I had a lot of better lines coming to me…

I also made a little timelapse, if anyong is interested (I find it long and boring, but who knows, maybe you will enjoy!):

 

I should train on post-mortem . I feel like I have done what I was supposed to do at all.

Well, that’s too bad 😀

If you liked the game and would like to see other games from me, I have made a FB page for my personnal game dev activity. Right now there is only one other, in French only, but others will come soon! It’s here: https://www.facebook.com/3.50games

And by the way I usually test all the games of people letting me comments, so if you try mine, don’t forget to leave a word!

My First ludum dare was pretty good

This was the first time I have competed in the ludum dare, and it went pretty smoothly! I finished my game on time, and now you get to play 100 games!


check out my game here

Blood Moon Post Mortem

 

This was, I think, my fifth completed Ludum Dare. It was also by far my favourite.

We started off the weekend staring blankly at the theme. It was similar, not only to a previous Ludum Dare theme, but also to a game jam we had done on another website. It was uninspiring, and it took us a good three hours to come up with a concept. We initially had wanted to do something that involved a unique or novel game mechanic as the focal point, but quickly came to realize that everything we were coming up with had also been considered by numerous other developers.

For that reason, we took a slightly different approach. We made a strong effort to create an experience that was complete and professional. We wanted to develop a game that players might look at and think, “Wow, there’s no way this was made in under 72 hours!”.

I think we succeeded.

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Now that a few days have passed, we’ve been given an awesome opportunity to receive bountiful feedback from strangers and friends alike. The commonality between each response is how amazed they are at the overall quality of the game. Blood Moon isn’t a game that will shock people with a crazy mechanic or twist, but I think that it is a game that will make people strongly consider playing it all the way through, regardless of the difficulty.

There are definitely some flaws with the game. The primary one that I think has hindered people’s enjoyment is a slightly uneven difficulty curve. There are a couple of saves that are much harder than anything else in the game. That sucks, because I think the game is absolutely worth playing to the end. But I can’t blame people for getting frustrated.

All the same, having the opportunity to watch streamers and friends play the game through, and to even watch some people enjoy it enough to speed run it, was an experience that I’ve wanted for a very long time. This is definitely a fulfillment of dreams in that regard.

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Overall, I think that this Ludum Dare has taught me some very valuable lessons. Not necessarily in terms of technical programming, but in terms of user experience and difficulty. Our ongoing project outside of the Dare is another difficult game, and I want to make sure that it’s both fair and fun to fight through. Participating this past weekend will help me accomplish that.

 

If you’re interested in checking out Blood Moon, we’d love it if you left us feedback as well! Good or bad, we always appreciate your honest opinions. They make us better developers, and we really do care.

You can find Blood Moon at the following link:

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=3595

Tags: blood, moon

RougeRogue plays thy games

Title explains it all; I’m looking for games to play (yes, even broken ones like mine) and rate. Just leave your game in the comments section to this post and I’ll be sure to play it. I’ll keep checking the comments until it becomes outdated (after which I’ll comment on it saying that). Also, feel free to play my broken-ass game and give it all the horrible reviews you want right here:

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43866

Comments

Dizzly
26. Aug 2015 · 18:34 UTC
If you feel like just take a look at my entry:
26. Aug 2015 · 18:35 UTC
Appreciate the look! We’ll return the favor.
Evergreen Games
26. Aug 2015 · 18:45 UTC
Check mine out please.
26. Aug 2015 · 18:48 UTC
Try mine! A-maze-ing Monster (play it with headphones for the best experience)
26. Aug 2015 · 18:56 UTC
hey, go catch and research some cows!

Aliensche! Bovine Metagenomics Expedition
26. Aug 2015 · 19:04 UTC
Would be cool if you could check out our game
Andrew Deem
26. Aug 2015 · 19:08 UTC
If you have time, here’s my super short game:
26. Aug 2015 · 19:27 UTC
If you have time you can check our humble entry, in its current state its more a tech demo than a game but i’ll leave it up to you :)
26. Aug 2015 · 19:58 UTC
Here’s my entry. I was planning to enter it in the compo, but it was not finished by any stretch after 48 hours, so I entered it in the jam instead. I still ran out of time for music and SFX, but oh well.
RougeRogue
26. Aug 2015 · 20:16 UTC
gonna start playing these soon XD

although you can still submit so yeah keep doing that
RougeRogue
27. Aug 2015 · 01:12 UTC
Yay that’s it for this post. I won’t be playing any more comments but I’ll be making another post like this one soon!

Troopers’ Starship

Become a true monster! Test your stealthiness, audacity, and pure power in Troopers’ Starship! This was Steph and I’s first game jam! We had a blast and look forward to many more. Let us know what areas we can improve on for the future! Thank you!

-Team Round Fork

Tricks and Treats

TAT-Thumb

Tricks and Treats its our first Ludum Dare game,  made by the students from the brazilian tecnology and image school Coruja.

The game consists in founding candies and making tricks in a old woman’s house.

Check out the game and say what you think about it.

Hope you enjoy =)

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56606

Staff:
Maikon Mattiello
Pablo Rigon
Gabriel Tramontina
Leonardo Job
Luiza Aiolfi
Anderson Pagani
Douglas Dias

LD33 SwarmLord Post Mortem

And so the Game Jam has finished, I’ve had a chance to relax and started looking through all the many other games have been made. The done thing is to now post a retrospective on the competition; spoilers it was a blast 😀

First the good:

Theme(s) I enjoy the excitement of waiting for the final theme to be announced and often have several game ideas bouncing around for many of the suggested themes. During this Ludum Dare there were dozens of themes that I liked the sound of so I did the sensible thing and combined them together into a project I was enthusiastic about. 😛 The final theme ‘You are the monster’ was simply the icing on the cake as I am fond of the likes of the Zerg or Tyrannids in strategy games. Being alien monsters is just fun 😀

Clear planning of code structure I have learnt so much since first starting off coding in Dark Basics years and years ago. This project was a chance for me to test my skills and show to myself that I can create something as challenging as the engine structure to a whole RTS. Overjoyed at managing to achieve this level of smoothly operating complex system. I had a mental plan of action and was able to churn out nearly all of it in a short space of time.

Achieving new programming challenges So many things in this game are novel for me; first Javascript game that is hosted and embedded into another webpage, team based effort with multiple people’s art/music assets, sprites with rotation, heck I don’t think I had ever used premade images in a Javascript project before 😀 Onwards and upwards!

Delivering a team based project This was a big one for me as I haven’t had much experience doing an interdisciplinary project before. Having to coordinate artists and musicians was a new challenge (even if they were my siblings :P) and it was more complex than working solo. The finished project is much richer for their efforts though and I feel everyone delivered some stellar work.

The not-so-good:

The genre of RTS is hard It was a real struggle to include everything I wanted into the interface of the game and I was always realizing I was missing something integral to making the game playable D: The game mechanics were all in pretty early but there are so many feedback systems needed to make the gameplay understandable. I feel like I could have done a better job on making the system transparent and fell into the trap of assuming players would be familiar with the control system I was going for -_-‘ Next time I’ll aim for a more intuitive experience.

Using pure Javascript This one is two-fold, firstly the coding I have done most recently has been in Java so my Javascript is a little rusty. I had to spend a lot of time looking at online reference materials and checking old code snippets for how to do things. Whilst part of me enjoys making programs from scratch another part of me knows that I would be much more productive using a pre-made engine. I keep wanting to get into using Unity, I just want a little longer to figure out the fundamentals ok? 😛

Aiming for two competitions at once Initially I wanted to attempt both the solo competition and the game Jam, probably because I only had experience of the solo compo and wanted to achieve that feeling of managing accomplish everything myself again. Essentially I got greedy… What this meant is that I spent a lot of time working on assets which ended up completely replaced in the Jam version. It would have been better if I had been incorporating my collaborators work from the outset. It was much nicer to see the program with all the aesthetic choices added and made motivating myself to finish easier :) Using art/music assets had some unexpected pitfalls, I had to take into account that the assets took much more time to load than code source files. There were some issues with some browsers not being able to decode the sound files too.

Time management No surprises that this is here 😛 Two/Three days is an awfully short time span to complete anything. Whilst I feel I managed to implement most of the features I wanted so much content was left on the cutting room floor; levels, dialogue boxes, more terrain features, some AI. What we managed to produce was more of a minimum viable product albeit a very nice looking and sounding one. With some more time this code base could be so much more. Next time I will probably allocate more time to planning and implementing game scenarios. Also sleep, goodness I was so exhausted as soon into the contest as Sunday :/

In conclusion. It was such a rewarding effort to take part, for the swarm! 😀

(sorry for the wall of text here…)

Mac and Linux players… I have a little surprise for you!

I used the free version of GameMaker Studio to make my game, so I couldn’t export my game for Mac and Linux. I am not really happy about that because, i’d love my game to be played by the maximum players possible. I think I will be able to buy the pro version of it for the next LD :)

But for now, if you are frustrated because you can’t play my game, a made a little playthrough of it on YouTube so you can have an idea of what my game is! I hope you will like it even if you can’t put your hands on it.

Cheers from France!

Even In Your Postmortem

~°д°~   ~°д°~   ~°д°~ 

image

Where do I even start with this?  How do I write a postmortem for a gag game?  Whelp, here we go.

I wanna start off by explaining the decision to make this monstrosity.  The theme this Ludum Dare was “You are the Monster,” which, while sharing a striking resemblance to LD25′s “You are the Villain,” is just thematically different enough that it squeezed its way into the running and ended up winning.

I dislike the theme for a number of reasons.  For one, let’s just resubmit my LD25 game and call it a day, right?  And secondly, the theme could really only be interpreted in one of two ways:  1) You are a mythological non-human creature that may or may not actually do bad things. or 2) You are a human who does bad things, a metaphorical monster.

Read the rest on my Tumblr! Play the Thing