LD33 August 21–24, 2015

It’s Only You – Post Mortem

ItsOnlyYouBig
This was my second Ludum Dare entry, and I am much happier with it than the first one I made.
I wrote up a post mortem on my blog, but here are the relevant bits.

Click here to play my awesomeo game!

Post Mortem

A lot of participants in Ludum Dare have been writing post mortems for their games — a way to talk about what went well and what didn’t go so well. So, here’s mine.

What went well

I think the music in my game is definitely its strongest feature. Since I knew my artwork wasn’t amazing, and trying to make animations still scares me, I wanted to make the music a focal point of the game. I think I was able to capture the feeling I was going for.
Since I’m not a game developer, I don’t know much about what is considered “good” game programming practices. I knew that I wanted transitions to be nice — things fading in and out, that kind of thing, so I spent quite a while making constructs in the code that would fade things in and out based on the game clock. I leaned heavily on EndGate’s tutorials and samples to get me pointed in the right direction, and, in the end, I think that the transitions were (for the most part) pretty smooth.

Once I had some of the “engine” working, including the Dance Dance Revolution game part, I was able to fill it in with content. The “Climb the Rope” song, the “Lunchroom Victory” song and the “It’s Only You” song were all recorded between 3:30PM and 6:00PM on Sunday, giving me less than two hours to put it all back together again. Considering the short time frame, everything managed to come together in a somewhat cohesive ball, and I really was proud of what I had accomplished.

What didn’t go so well

I was overly ambitious. I think that’s pretty common in Ludum Dare. My four levels got whittled down to “if I can just get this one level done…” And even then, I started programming in a “victory” vs. “defeat” condition but just ran out of time… so there isn’t a way to lose, and you basically automatically win. Since there aren’t any other levels, the game just ends after Freshman year… which is kinda funny because the song Climb the Rope ended up being 173 beats per minute, which is a pretty damn fast when you’re trying to hit arrows.

I was also very concerned with the medium in which I was presenting my game. With an HTML5 game, you don’t necessarily have full control over everything, especially timing wise. There was a distinct possibility that when people came to play the game, it could get off… and if the sound was off, the arrows would be off, and it just wouldn’t work. I think having a Win32 executable might have alleviated this in some way, but I didn’t really want to learn a new framework (I didn’t do my homework before the competition, so I just wanted to use a framework that I was at least somewhat familiar with).

My intent was to add more self-doubt into the story as you were accomplishing the tasks. This might have helped solidify the “You are the Monster” theme. Since I didn’t have a chance to do that, a lot of the comments I’ve been getting have been “I’m not sure how this fits the theme,” because the connection to the theme is buried into the lyrics of the songs. The songs are hard to listen to while frantically pushing the arrow keys, so my intent was somewhat lost in translation.

When I finally submitted it, I sent it to a couple of people (my brother, one of my coworkers, and my good friend). Two of them were using Internet Explorer, which I never tested on. I did all of my development using Google Chrome, and it turned out there was a bug where it wouldn’t play on Internet Explorer, and upon further investigation, Firefox. It ended up being a simple thing to fix, but I didn’t get a chance to fix it until Monday morning, about 12 hours after the competition ended.

Conclusion

I am not a game programmer. I don’t even pretend to be one. However, I did my best. All things considered (48 hours, doing everything myself, etc), I am pretty proud of what I built. I’m not sure if I’ll ever “finish” the game, but it was much more fulfilling to have a kinda complete (albeit very short) game.

Comments

Geckoo1337
29. Aug 2015 · 21:23 UTC
I played and I liked. A good project. Hilarious. Thank you ++

“The Admin of The Dungeon -In a MMORPG-” Post-mortem: The idea

Hello everybody! How are you today? We are feelin’ good! We are Datamosh (a small indie studio, from Argentina) and this is… frankly, I don’t remember. But it is not the first time we take part in a Ludum Dare jam.

intro

Our team consist of a 2D artist (me, Kaeru) and a programmer (Pablo). I think this time the idea stroke us by surprise and in a very organic way. In about an hour after the theme was announced, we had a very clear approach of what we wanted to achieve. The final result is far from perfect, but we feel that is nice, friendly and approachable. Our biggest concern is always to come up with something way over the top or “overworked”.

I want to share some quick tips in -what I think-, had a very good impact in our productivity:

  • We have better and much experience than previous jams (this is obvious, but I have to write it down)
  • We also took part of the LD32 a couple of months ago, so I think we were familiar with that “set of mind” required for a jam
  • So, we kept it “simple”. And focused on the original scope of the project.
  • Based upon experience, by taking a look at our previous games; we optimized the speed of the 2D art by sticking to a SMALL 32×32 tileset for characters.
  • Better time management AND good resting!
  • We took the theme in a less “abstract” way than previous jams. We were more “literal” this time.
  • Whisky -sorry, scratch that-

So, was this your first jam? How did you came up with your idea? Remember, you can play and rate our LD33 game!, leave yours in the comments below!

 

 

Tags: argentina, art, datamosh, jam, kaeru, LD33, pixel, pixel art, pixelart

Player Rush Post-Mortem

Hey everyone! We hope you’ve been enjoying all these awesome games – we sure have! 😀

We’re a three man team based in the UK, like most of you looking to create awesome games and level up whenever possible! We also had a friend of the group, Ollie, join in this LD to try his hand at doing 2D sprites & animation – he did awesome!

This is our fourth time entering Ludum Dare and will most definitely not be the last!


Our Entry

In Player Rush, you play as the final boss in a newly released RAID dungeon. Players from across the globe are partying up take you down and steal your loot. Your objective is to survive and kill as many of them as you can!

HotBoxGames_LD33

Click Here to play Player Rush!

 


So another Ludum Dare over, another game made! Here’s how it went:

The good!

  • We managed to make a really pretty looking game this time around, which is awesome.
  • We came up with an idea very quickly, and settled on it almost straight away with the pitch ‘play as a boss in an MMO raid’.
  • We used our special Hot Box Framework to base the game off which made a bunch of things easier, and some more difficult (our foresight is not as good as we like to think it is).
  • The game works, controls are solid and there aren’t many bugs (that we know of!).
  • We had tons of fun of course!

The not so good!

  • As usual, we overshot our initial idea. Even though we tried to keep it simple, turns out we’re not very good at keeping it simple.
  • Because we overshot the idea, we had originally started to make the enemy AI a lot more complicated than it is in the final version. This wasted a lot of time and caused a bunch of confusion. On the last day we had to practically scrap all existing AI and make it a lot simpler.
  • Again, because of the overshoot we only had enough time to implement one player attack, although it does look super sweet.
  • During the submission hour, all hell broke loose when our game was crashing instantly on web & client builds. We were panicking and screaming and jumping until we found out that we had some issues with some of our sound files. Reimporting the sound files and recreating the objects fixed this problem. We’re also going to blame this on our initial idea being too large, as we were struggling to not be overwhelmed we forgot to do test builds!

What’s next?

We’ve decided to make a post-compo version with a few of the things we didn’t have time to implement such as:

  • Slightly smarter AI, healers don’t avoid you enough, knights aren’t too good at knocking you back and warriors have this lame bug with trying to attack the player when they’re not in range.
  • An additional dps enemy, a mage.
  • A few visual tweaks that are bugging the hell out of us (like animation speeds, transparency on some of the animations, lights etc.)
  • More player attacks, this includes a ‘rage mode’ for the last 25% of health in which the player will get an extra attack and be able to move faster along with a few other perks.

Here’s a quick preview of the new ‘rage mode’ attack:

super_lazor


Show me what you got!

So far we’ve had some really great feedback, both on the LD website and on Twitter – we’d like to say a big THANK YOU for all the kind words AND any constructive feedback, it really is appreciated. Who knows, you may see this as a full release in the near future…

We’ve also been having a blast playing all these awesome submissions, there are so many creative and whacky ideas out there! We’re doing our damndest to play as many entries as we can and so far we’ve managed to play every entry that has come our way on Twitter, so keep em’ coming!

sendusyourgame

Stay schwifty,

@HotBoxGames

Late for the Show Post Mortem

Late for the Show is what I consider an unusual achievement for me, I have now taken part in six Ludum Dares, as well as other game jams that take place in 48 hours and some that last a week. However in this case, I wasn’t sure if I could manage to make something in time because of other plans, not to mention already finishing a game for #gbjam a week prior.

However, from around 9PM on 22nd August to around 10PM on the 23rd, I managed to complete Late for the Show and submit it to Newgrounds and Ludum Dare. While I’ve had a few comments with criticisms about the game’s controls and difficulty, I’ve had several comment praising the graphics, audio, the intro and other aesthetics. Plus it’s currently sitting at 3.32 stars on Newgrounds.

There was some slight inspiration to this, since I have woken up on occasions to the realisation that I need to leave as soon as possible to travel somewhere, so I have to quickly grab all the things I need and would sometimes forget something. To fit with the theme, I also decided to include the story of the player being an costume actor, so you need to collect your costume to go to the theatre.

Gameplay of Late for the Show

First off, some of the appraisals, to those who said they really like the graphics, thank you. All the pixel art was done with the aide of Piskel, the online pixel art and animation tool. I’ve been using it since GBJAM 4 and it’s been great to use. I like how you can manage your palette, compare frame by frame, mirror draw and do it all online and offline by saving via browser. I do wish it had more options when selecting sections, since you cannot select and area and drag it by hand. I hope people liked the designs of costumes, I’ve already drawn a few more that I can add in future updates.

More costumes!

For those who like the music and sound effects, please send your appraisals to my best friend Lyserdigi, who accepted when I asked him for some retro music for the game on Sunday afternoon. He’s a professional and went through a lot of effort for the track, I think he even bought some sound packs for Elastik in order to achieve the 80’s retro effects of the track. The effects were done with the good old BFXR, a brilliant asset for temporary sound effects.

Also, thanks to those who like the intro. I wanted something that is simple and clearly describes the in-game plot, and some humour. It was really satisfying hearing some comments from Ludum Dare and Reddit saying they loved the intro and found it funny.

One of the criticisms made for the game was really short and only took place in one small room, while it would be easy for me to blame that on time, it was also my intention to set the “find the costume” part of the gameplay in a small room, because I wanted to give the setting that the player recently woke up and left everything in his/her bedroom. However I do really like one Twitch user’s recommendation of expanding the levels into several rooms and extending the time, giving more room to explore and possible hiding spots.

Early development build of the empty room

I’ve also had a some issues in early playthroughs of the game, there was an issue with how you check items. Originally, due to how collisions work in HaxeFlixel, you had to be walking into items while pressing the check buttons. This was really difficult to make clear so before the jam deadline was up, I quickly made a build that included a box collision function that allowed the game to handle the collision between the player and objects, and check if the player is still nearby. It’s not perfect since I had to reposition some objects to avoid some conflicts, but at least you were able to check an object without going through it.

If I had some time I’d like to expand on this game with some of the comments made, it would be great to make a larger game with the idea of being late and having to rush to your destination.

What went right:

  • Completed a game nearly 24 hours
  • Intro and storyline
  • Graphics
  • Music (thanks Lyserdigi)

What went wrong:

  • Scale of game too small
  • Mechanics that had to be fixed after initial release
  • Didn’t plan my events in order to get more time for Ludum Dare

Play the Game

Tags: ld33 postmortem

Hell Court has been updated!

Based on the feedback and statistics, I have updated Hell Court to version 1.4!

img

Hopefully players will now actually encounter a flamer.

Changes:

  • increased pain multipliers in all levels
  • moved healing table and flamer to first levels
  • changed goals in first levels
  • added missing tutorials

If you haven’t played the game yet, now is the time to do it.

Tags: LD33, updated

Source code and time-lapse

Wanted to let everyone know the source code and time-lapse video are available for our game. It’s a jam game but we still wanted to make the source available. I wish more jam games would post source. Sharing is such a big part of this competition.

And now the obligatory plug and animated gif…

Who are you? Why are you here? And what happened?

Turn off the lights, put on your headphones, and enjoy…

Salvie

A psychotic supernatural thriller

salve-20150829b

Play Now!

 

Tags: as3, flash, jam, LD33, timelapse, update, video

I added a not-so-obvious improvement to the post-jam version: audio is now streamed instead of preloaded thanks to the buzz.js library.

This makes the game loading much quicker (as the biggest files were the background music in ogg and mp3 format) and opens the possibility of playing many different tunes without increasing load times.

sstp30

The downside is that with slow connections music might take a few seconds to start, but that doesn’t affect gameplay at all.

Should I keep the music streaming or should I go back to preloading?

Play the jam version HERE or the updated post-jam version HERE

Tags: ldjam, roguelike, SSTPP

Jalu – play and rate

Jalu - simple platformer game
Simple platformer made in two days for the ludum dare. Few physics issues but working nonetheless.
Please play and rate 😀

Po-post jam

The global performance has been increased by removing redraw calls (only changing transparency), now Firefox runs it with a decent FPS

Devil's Thoughts

Devil’s Thoughts

Comments

Geckoo1337
29. Aug 2015 · 21:13 UTC
Fun, smooth and incredible physics ++

How I went from lasagna to mirrors and tragedy…a post-mortem for my game :P

THIS POST IS HUGE! You’ve been warned! 😛

Hi! I’m Fabio, the developer of Look Into The Mirror, and this is my post-mortem. It might be a bit long (actually, might be WAY TOO LONG) and poorly written, but here’s how my last LD went. :3

This is a story about how I came from a “lasagna monster” type of game into my own abstract/narrative platformer.

look-into-the-mirror-ld33


Ludum Dare started on Friday at 22pm (I’m from São Paulo, Brazil ;P).

From the moment the theme was announced, I knew I’d have to go for the jam. The theme wasn’t the one I wanted the most so I also knew I’d struggle to brainstorm one idea for my game. I also had a lot of (real life) work to do, so I’d have to juggle between webdev and gamedev.

Between work, I spent the whole first day trying to think about an idea. The first concepts were humorous in nature, and kind of childish. They both involved lasagnas:

  • cute lasagna monsters playing catch with monster dad;
  • an infinite runner with a huge lasagna monster hunting people to make’em fat;

I started sketching ideas, but my sketches sucked, and I struggled to develop this idea on my first day. Work also didn’t help much, as I’ve been behind schedule for it, so I was a bit desperate and nervous. Also, my lasagna monster sketches looked like a sliced up version of Spongebob with cheese and meat, dripping lots of tomato sauce while running.

la-la-la-lasagna

That’s right, a lasagna.

While the idea could turn into a funny game, I didn’t like it much, so I discarded it (might work on it later, but for this LD it didn’t feel right :P).

Later, still on the first day, I went to the supermarket with my parents and that’s where the idea came in, just after receiving a message from my GF on Whatsapp. She gave me the idea of using a “mirror”, just right after this message, I saw two things happen at the supermarket:

  • A mother slapping her daughter after she lost her temper;
  • Some parents not minding the fact that their daughter was using a plastic bag over her head;

Liking or not, unfortunately, sometimes we stumbled upon this kind of people. That’s when the idea of monster parents came to my mind. But after thinking a little bit, I decided to expand upon the monster I believe that lives within us.

Coming home from the market, I wrote the basic idea on paper and recorded a few song fragments on guitar (both of which I shared on soundcloud).

The whole second day I tried to build and work over this idea and build some basic mechanics, all of this while still juggling work. I kinda ended up with a base storyline and some basic mechanics for the game.

The engine I chose for the game was ClickTeam Fusion 2.5, because I wouldn’t have much time to code and I wanted to try doing something with it, since I bought it. :)

The last day started with me working on a few abstract guitar pieces, recording on an iPad with AmpKit. It was just some guitar lines and sounds with delay, which I thought would build up a nice mood.

Most of this last day I spent working on the blueprint level and how transitions would work, while drawing the main character and some objects for the game.

To draw and animate, I chose to use Inchworm, on my Nintendo DSi, since it would be faster, and also because I wouldn’t have to switch windows on my PC. I exported the basic animations to PyxelEdit, so I could build the sprite sheets to use in the game, while trying the animations.

The pink color in the game came as I was too lazy to think about colors, so I just picked up whatever color came from the base color palette in PyxelEdit and used it for most of the art.

Jam version of the “work” level, quick and poor level design.

The last few hours of the last day I spent building the five levels, “animating” the text on the cutscenes and inserting sounds and music to export the project for LD.

And I made it in time! Whew! :)


Having said all this, some good and bad points of this LD and things I might do next time. Might be missing some points, though.

The Good:

  • I made my first game using CF2.5 and survived another LD!;
  • The art style, although minimalistic, felt quite nice, and I think my OST helps build up some mood into the game;
  • This time I made something I feel it’s more like a “proper” game than my first LD;

The Bad:

  • I didn’t have enough practice with ClickTeam Fusion in the last months, so I learnt most of what I needed while building the game;
  • Bad time management, again, didn’t help much while development was on;
  • I shouldn’t have mixed up work with LD, because it made me nervous and desperate for the fact that I wouldn’t be able to do any of both;
  • I did everything at the last minute, so hitboxes, collisions and controls lack a lot of refinement;
  • Level design was the last thing I did and, although I wanted the difficulty level to be a bit high, I didn’t expect it would be THIS hard, even more because of the bugs and bad collisions/controls;

Things I plan to do next LD, based on my current experience:

  • To avoid having to look at tutorials and learning things from the ground up, I should practice more, whatever I want to use on games, on my spare time;
  • NEVER do work and games at the same time, again;
  • Try to manage my own time in a better way, and sleep well enough before I start working on my ideas;
  • Brainstorm like the world is going to end, because waiting for ideas might come at the price of a whole day :(;
  • Don’t rework everything from the ground up 2x, do it once and fix i;
  • Don’t leave level design and controls as the last thing;
  • Proper test the games to see if controls are good enough for the casual player;

And, here’s the basic outline of the game (SPOILER ALERT):

We’re all some kind of monster, but the majority of us (I believe) keep this monster under control and tamed deep down inside of us, so it won’t cause harm. But some people just don’t have enough strength to hold it and it takes over.

The monster in my game is just an ordinary person, he’s married, he’s got a daughter, he works at a nice company and he has friends. But not everything is perfect:

  • The new manager at work doesn’t like him and thinks about firing him, even though he gives his blood for work (extra hours and stuff);
  • He doesn’t give attention to his daughter and sometimes locks her in the closet when she upsets him;
  • He doesn’t talk nicely with his wife and constantly argues with her;
  • He evades every friend he’s had and bails on every meeting they hold;

These factors start to stress him up, feeding his inner monster, and he starts to drink, smoke and things get worse for everyone around him.

The game, though, doesn’t follow this story in a linear way, taking on an abstract form based on some inspiration I had from some religions and beliefs I hold.

The game would start without giving an insight on the story, having the player collect fragments of his memory to remember the things he did, and looking into the mirror inside his soul to repent and ask for redemption.

As the game progresses, the dream would start to end (if you notice, the sound when you touch the mirror gets more distorted) and the cutscenes would guide you to darker/sad dialogues, until the last scene, where the fragments are some drink bottles, a cigar, keys and a car tire.

Then you would get to the “hospital” cutscene, where you would have the whole explanation for the story: for the whole game you were hospitalized, because of an accident provoked by drunk driving.

Those memories and the whole adventure happened inside your head, as you wished not to have done everything you did and were asking for forgiveness and redemption for being a monster in life.

In the last scene, the wife would start a monologue, not noticing the player could still hear everything, telling that they could’ve just talked to solve everything, and things didn’t have to go that way.

Telling the player what he did was too hard on himself, and wouldn’t even be able to properly live, she unplugs him, ending the game.

Basically, that’s it. :)


I might work and refine this game further, while making it more player friendly, as soon as I finish work and judging ends.

I already did a post-jam version of the game, reworked from the ground-up, with better controls, collisions and design, but I plan on going further with this. 😉

Same level as above, on the post-jam version, more refinement, better hitboxes.

Overall, I’m quite happy with the results this time too, as it feels more like a proper game that my first LD entry, it feels more “complette”.

Thanks for reading this! Thanks for playing, if you played!

See ya in the next LD/Mini-LD or whatever game jams we might go for in the near future!

Cheers! :)

P.s.: If, after reading, you still want to play this game for judging, please do so here! The post-jam version isn’t for judging, so if you’re not doing it, you can just go for post-jam. 😉

Run OGRE Run! – Postmortem

Play the game

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56101

Run OGRE Run logo

Run OGRE Run is an infinite runner, where you (the OGRE) run through a medieval village causing mayhem. With an angry mob hot on your heels, and an outraged citizenry hurling anything they can get their hands on at you. You must avoid obstacles, dodge weapons, consume pies, and drink ale along the way to stay one step ahead.

We’re a two-man team out of California and Texas, and this is our first game jam. In fact, we only heard about this competition three days before it started and figured it would be a great experience. We have a handful of games in our development queue, but we’ve struggled along the way with scope creep and the daunting reality of large game projects. We were very excited by the idea of a game jam to force us into managing the scale and scope, and avoid getting bogged down as we have in other projects.

After reading the winning theme on Friday, we connected over Skype and shared a Mischief session to sketch out ideas, figure out our base mechanics, and conceptualize the general game flow. Once we had a high level view of what we were going to build, we jumped into a google doc and wrote up a basic game design document (GDD) of the systems, art, and sounds we would need to complete the game, and then split up ownership of tasks. Since we’re both pretty comfortable bouncing between code and art responsibilities, our plan was to build all the logic first using primitives, then tag-team art creation while merging and testing systems, and spend whatever time we had left polishing the results and adding as much candy as time allowed.

Mischief concept sketches and GDD…

Mischief concept sketchesGame design document (GDD)

We started by building systems in separate projects, then importing them as asset bundles into the main project, and used SourceTree and Bitbucket for our version control. We assumed once we had basic functionality in the main scene we could both switch to it and proceed with a Commit, Fetch, Merge, Push routine. After a few of these however, we realized git wasn’t working well with Unity specific files such as levels, materials, etc, so we stopped trying to work on the scene simultaneously and ended up doing most of our refinements in separate projects and merging only once we knew things were ready, or close enough. By the end of day one, all the primary systems were built to at least the first pass stage.

On day two we took turns working on the main project while the other worked on art to deal with version control issues. Art was produced in Blender, Photoshop, and Gimp. Everything is our original art, but the character and houses were originally built for another project so we opted out of the graphics category. The character and houses still had to be modified for this project and the remaining art was created within the 72 hour window, so art still consumed a chunk of our available time. It was great to replace the primitives with final art, the transformation was exciting.

Core logic in place with primitive graphics…

Main menu with character mock-upMap scene view with primitivesMap game view with primities

3D asset creation and testing…

Textured Ogre modelTextured bullet and obstacle modelsTextured ground plane and village houses

The music and sound creation occurred throughout the duration of the project, but really started coming together towards the end. The songs were created in GarageBand, and audio processing was done in Audition. Getting audio into the game was another aha moment that added a lot of polish to the overall project.

Day three was filled working out remaining code issues, creating the logo, theming the UI, and plenty of play testing. Time restrictions forced us to cut a handful of ideas, and take a few shortcuts, but we managed to submit the initial WebGL build by the deadline, and followed that with desktop versions for PC, Mac, and Linux.

Run OGRE Run - Main menuRun OGRE Run - Game map

Ludum Dare was a fantastic experience for us, the time restriction forces productivity over all other things. It’s been so fun to see other perspectives, play other games, and have an immediate audience for our own. We can’t wait to do it again. As for Run OGRE Run, our current plan is to polish it up, add all the things we were forced to cut plus more content and touch controls, and publish it on mobile.

Our software toolset for the build…

  • Unity (Game engine)
  • Blender (Modeling, rigging, and painting)
  • Mischief (Concept drawing)
  • Gimp (Art and textures)
  • Adobe Photoshop (Art and textures)
  • Adobe Audition (Audio processing)
  • Garage band (Music composition)
  • Shadermap (Tiled normal maps)
  • MindTex (Normal map creation)
  • SourceTree (Git)
  • Bitbucket (Git)

Additional software to make it easier to deal with our geographical difference…

  • Skype (video chat, desktop sharing)
  • Telegram (chat, image and file sharing)
  • Teamviewer (desktop sharing)

High score (1857) play through…

Play the game

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56101

Tags: Crazy Minnow Studio, postmortem, Run OGRE Run

Comments

SoulGame
29. Aug 2015 · 20:54 UTC
It’s looks super cool! Gonna check this out

Calcusaurus – The Math Shooting Dino Monster?

Yet another Game Jam game complete! This is the 10th jam game I’ve completed thus far, but not any less challenging! This is the first time I got a jam playable on Android! (but still playable on PC and Web)

Calc Promo

 

I wanted to try something a little different this time around, and do something with a simple but “variable” mechanic, and all puns aside, I ended up choosing to do something related to math.

Not really sure, but for some reason I associated “monsters” with “numbers/math” at the time, maybe it had something to do with my antagonistic perspective of the subject math? :)

 


DAY 1
High concept wise, the game’s concept consisted around the idea of having the monster attack jets and stuff by “doing some calculations” that allowed him to “accurately” shoot down foes. (apparently he’s a genius, so 2+2 is enough for him to shoot down a moving plane)

Concept Art

Calcusaurus Draft

First Draft of the Gameplay Window

 

I immediately knew that I wanted a lizard/dino like monster, and started drawing a bunch of lizards. I didn’t think a lot of my original drawings looked “Monster” enough, so I added some “kaiju” dino to his design and added in ears.

Calc_Idle_1

 

After the design, my co-partner and I started thinking of a bunch of other ideas for the game, but eventually settled around something similar to the original concept. We began prototyping right way.

 


 

DAY 2
I started working on the bulk of the game’s graphics on the second day of the jam. I was struggling with coming up with the style of the graphics, and settled for going with an Arcade/Sega Genesis look.

Video: Getting the Animations Working

LzersHeliMove1 Tank_1

 

I tried to stick with a limited palette with limited colors, and used no more than 4 frames for the animations.


 

DAY 3

Video: The First Playable

Of course, the bulk of the work was done one day three. We were having some surprising issues with enemy spawning, as well as trying to get most of the game state stuff in. The music was created towards the end of the day, and many of the backgrounds weren’t present until the final polish.

 

Fixed

Updated Interface

 

We updated the GUI with more colorful buttons, and added a couple as well when more of the features made it’s way in. I started working towards getting a mobile version of the game ready, which took a while, since I haven’t developed for mobile in a while, but alas:

Deployed Game on Android

Deployed Game on Android

Overall, this was a pretty fun Jam for us. A lot of friends playtested this during development, and actually wanted a copy for them, their kids and siblings to play.

If you want to play it yourself, check out our submission page:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=23642

Hymn of the Sages Patch! 1.1.1

I created a small bug-fixing patch for my entry that you can play here!

Also, if you haven’t seen my time lapse, here it is:

Thanks for reading!

Kid version of “Find the monster!”

Can you adapt a puzzle detective game for preschool children? Yes! I made a special version of “You! Are the monster” for kids. The puzzle is now age-appropriate and the font nice and big. Plus it still works nicely on your phone!

 

Screen Shot 2015-08-29 at 2.48.48 PM

 

Go check it out! And you can compare this version to the original one, which you can still rate!

Monster of the Matrix: post jam progress

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game

 

Links

Tags: game, jam, LD33, Ludum Dare, post-mortem, postmortem, progress, unity, unity3d, update, video, Windows

Developer’s Comments

Hey guys! I’m here to share with you the experience I had creating the game PURGE, to those who understand a little bit of portuguese, you can check out this video:

And you can also check this video, it is something like a trailer

Thanks for your attention! Also, if you are interested in my game, you can please here.

Comments

yuigoto
30. Aug 2015 · 00:13 UTC
Great game! 😛 I’ll write the review later! :)

Some experience learned so far

One of the best thing of GameJam is that, unlike the full games, most games in Jam are created aiming at only one or two main points, just like dishes made with fewer kinds of ingredients. It made easier to pick out each ingredient, taste it, think about how the cook made it, and why it tastes so.

Of course, the skill of “cooking & combining ingredients” plays a large part in the final result. But as a cook, it is very beneficial to know the taste and characteristic of every ingredient before cooking.

Here are something I found in these entries:

1. Youkai

Violence is an instinct-level desire within people. Blood, brutality, screaming, broken limbs, etc. could stimulate such illusion of violence, raising the dopamine level.

Youkai uses the human enemies, it increases the feeling of violence too.

Youkai has equipped a dash-based killing system, player needs to rush through the enemies to take them down, and in the same time player needs to keep notice of other enemies around who are ready to attack. The pace of the game is relatively fast, and become faster with more and more enemies.

The game grants an invincible buff when players got 10-kills combo, the combo reward is good in itself, but IMHO, the buff is granted too frequently and breaks the FLOW state of player.

 

2. Beats of Nightmare

This is a well-made reflex game, hard, fast-paced, with strong beats, simple graphic is perfectly programmed to match with the music beat. Also have high requirement of precise control and unforgiving death.

All of this helps to bring player to focus on the game and enter FLOW state. Of course it could scare off many players too.

It reminds me of the “Super Hexagon”, but this one has more features and the difficulty is lower.

 

3. Tentacle Rescue : Summer of Love

Well, we all know that instinct-level desire Freud paid a lot of attention to.

This game is quite straight to the point: keep the starfish away, the basic action is click and drag, when the starfish is red, the dragging will rip a piece of clothes.

Yeah, it fits the theme well. :)

 

4. Coin Block Clicker

It looks like a plain idle game, its name suggests an idle game. But it’s not.

You will get no spoiler from me.

This game is not aiming at instinct-level or manipulative-level pleasure. Its main feature is humor and surprise. Such features are often one-time use and make them very low cost-effective.

But good humor and reflections-level stimulation might be more effective to make people to remember longer time.

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At last, a shameless self-promotion of my own game, hope you would have a play and give some opinions. :)

0. Hammer Destroyer

DIAL-NPC Post Mortem

Well after a first LD comes the first Post Mortem :)

I have to say, when I first decided to participate this year, I had no clue what I was getting myself into 😀

As it turned out, it was waaaaay more amazing than I thought it would be.

Here’s why:

  • I finally started learning how to do pixel art
  • I discovered autotracker.py which lets you automatically generate music
  • I had so much fun streaming the dev process with a friend
  • I actually made a game (well kind off 😀 )

And so in the 72 hours Jam, a friend and I made Day in a life of a NPC.

Things learned:

  • Concentrate on the gameplay more than anything else. We wasted too much time on adding things to the game, messing with art and making multiple changes to things that already worked.
  • Adding twitch integration to a game you are streaming the development of on twitch is the best thing in the world
  • Developing in front of a live audience can be amazing but also nerve wrecking. Sometimes the chat will throw in requests and ideas your way that will help you out and make a cool feature, but sometimes you’ll be trying to fix a problem and the chat will be relentless in demanding that you do something they want 😛 Never the less, I will be doing it again.
  • The LD community is amazing. I’ve seen some really great games made, and the feedback we got on our game, will help us make a more fun version of it later on.

One week after the LD, we finally got some free time, and we looked at messages from our friends who spotted some bugs, and we got around fixing them (mostly menus being broken and game crashes).

The updated version has been linked to from our entry page which you can find here . If you like it why not give it a try and a review :)

What’s next?
We really enjoyed working on this game and find it fun. We have decided that we will release it for free on itch.io with a few more additional features, based on the comments from the LD community and input from other sources.

Some of the things we plan on adding include game speed changing depending on how good/bad you are doing in the game, in order to make it slightly more challenging, reworking the player controls to make them a bit tighter (I believe that it will be important with the faster gameplay) and adding local co-op multiplayer. We’ll see where we go from there.

Massive props to the LD community, you guys are awesome, we’ll definitely be back for the next one 😀