LD33 August 21–24, 2015

Daylight Blobbery: Post-Mortem

Daylight Blobbery

Being my first Ludum Dare entry, this experience was really exciting. I was nervous at first, especially when the theme was announced and I had ideas for pretty much every theme except for ‘you are the monster’.

I am not a programmer and only started learning programming a couple of months ago so I knew that my game had to have simple mechanics. I really wanted to submit something that felt finished and I knew that once I had a working mechanic I would leave it at that, created the art, sound and music and submit something that seemed fairly polished. And thus a sphere was created in my unity scene.

I played around with movement, using forces instead of straight translation and if felt like pushing a ball around similarly to monkey ball or other similar games. How could this be a monster though? Add a squishy pink texture, some gross looking pustules, and random pieces of hair and the blob was born! Drawing inspiration from Katamari, I knew that the simple act of running into objects and collecting them to make yourself bigger was already a satisfying mechanic. Add the fact that the objects are running away and screaming and I knew I had some gameplay that was at least a little fun. Using some capsules and cubes I created my first mock up of running away capsules that made the sphere bigger when they were hit and it actually felt pretty good.

Now that the gameplay was sorted I focused on art. I knew that I wouldn’t have time to animate 3D humans running away so I decided on having sprites instead of 3D models. I’m a huge fan of early 3D games made in the 90’s – early 2000’s and one game in particular I drew inspiration from was Carmageddon. There was something so satisfying in that game about spotting a human sprite ahead, lining them up and running them down. The goofy sound effects and billboard sprites in a 3D world created a really arcade style, stupid action feeling that I wanted to recreate in Daylight Blobbery.

Below is a screenshot of all the sprites used in the game, minus some UI elements. Feel free to use them in your own games if you want your games to look like out-dated poo:

 

DB Sprites

 

Sound Effects

 

Next I needed sound. This was extremely fun and embarrassing at the same time. The sound effects for the blob squishing around and eating the humans was fun and not too difficult but the humans screaming was definitely out of my comfort zone. It just doesn’t sound quite right unless the screaming is loud enough and I’m glad that I was working in an empty office space where no one could hear me because even though I had to do a pitch adjust for the female screams… It wasn’t as much of an adjustment as I would like to admit. It was also amazing how certain sounds with slight manipulation could be made to sound like something else completely. The car noise is simply me humming a couple of times and adjusting pitch and the explosion when you exit the level is again with my mouth and also just flicking a piece of paper and slowing that sound down a lot and adding an echo.

Music

Music was probably my least favourite part of the game. I’m not really a musician and I knew if I tried to make a really nice track I would waste all my time trying to make it perfect and sacrifice time in other areas so I opened up Fruity Loops, made a simple drums, keys, guitar and bass loop and exported them out ready for the game. I’ve always wanted to create a dynamic soundtrack where different instruments are introduced into the music depending on what the player does and was able to do this by linking each instrument track to the different upgrades the player can get, based on which humans they consume.

Daylight Blobbery Screenshot 02

PIZZA!

I had pretty much finished making the one level and found it relatively fun to play but something was missing… something cheesy, something delicious. One of my favourite games of the 90’s was Tony Hawk’s Pro Skater and one of my favourite things about that game and it’s sequels were the hidden collectible objects. I already had movement and jumping and code for collisions so it wasn’t too hard to scatter some hidden objects, add the UI required and the final pizza the puzzle was created. Has anyone found all 8 slices yet?

Wrapping things up

In order to have a polished feel I created a menu screen. This wasn’t hard but it did take quite a bit of time and I’m glad I put it in because I feel that main menus really make a game feel like a finished experience.

Daylight Blobbery Screenshot 01

I had been warned by previous entrants to not neglect the time required for packaging up the project and submitting it and they weren’t wrong. I submitted multiple times only to test the game out and find something wrong or that my link was incorrect and I found that the way I had created my UI did not work on any resolution but 1920 by 1080 (big mistake). In order to fix this I had to move the UI elements closer to the centre of the screen, ugly I know, but it was the only way in the time I had left to ensure people playing on smaller screens could still see the UI. I had numerous issues with the web player too and I know it doesn’t work great, which I apologise for but I will keep it in mind for the next compo.

Thanks for reading this if you did, and well done to all the entrants for submitting their games. I wish I had more time to rate more of them but with almost 3000 games I will never get to see them all. If you really would like me to play your game, leave a comment and I’ll give it a look.

If you haven’t played Daylight Blobbery yet, please do by clicking here and a rating would be greatly appreciated.

 

Memory of a Psychopath – Game

Is there a monster in us? Is there someone who can fix your mental health? Dr. Ann a psychiatrist that found a guy that killed his parents. She puts him under hypnosis and found a shocking discovery. Everything plays of in his memories so it is not real world physics. Join in on the fun in this psychological horror platformer. Find out who is really the monster?

HD_PicPLAY HERE

 

My New Blogpost about Ludum Dare

Hi all,

A couple of weeks ago I participated to Ludum Dare for the first time. It was a great experience and I learned so much from it. I’ve received encouraging and very valuable feedback. Ludum Dare has a great community behind it. I wrote a post about Ludum Dare on my company’s blog where I try to summarise the lessons that I’ve learned: http://blog.zuehlke.com/en/lessons-from-making-a-game-in-48h/

Thanks for everyone for the feedback.

Jaksa

GargoyleSim Update

newscreen

The only regret I have about this LD is I never found the inner strength and time to finish the game into what my vision of it was, and to be honest I don’t think I ever will, but I did an update to make it a bit more interesting to look at (more varieties of better drawn evil spirits and randomized children drawn instead of being represented with textual smileys).

What the current release is missing the most are cut scenes between game days, in which our gargoyle hero has dialogs with his neighboring gargoyle, which were supposed to reflect on the ungrateful nature of their existance, to do such noble deed yet to be considered monsters, or even worse, stone statues. These were supposed to give the game some soul. In my vision of the finished game, I would rename it The Heart Of Stone.  Touchy, eh? 😛

There were no significant improvements to gameplay, but be sure it is not an easy game and there actually is a gameplay strategy to be discovered. Please don’t judge it to be too easy unless you reached day 4 with all the children alive.

Anyway, if you want to try updated, more colorful version of the game, with more graphics, here it is.

Web (if you can make unity to work in browser):   http://psihooo.com/simgargoyle/webplayer.html

Windows, Mac, Linux standalone (.RAR):   http://psihooo.com/simgargoyle/webplayer.html/standalone/GargoyleSim.rar

Windows, Mac, Linux standalone (.ZIP):   http://psihooo.com/simgargoyle/webplayer.html/standalone/GargoyleSim.zip

Android (though android version is most confusing as I didn’t manage to make dynamic text fields show up, so you won’t see current day or score):  http://psihooo.com/simgargoyle/webplayer.html/standalone/gargoyleSim.apk

Also this QR code should lead to Android version download (you’ll have to enable “install apps from untrusted publishers”):

qrcode.simgargoyle

A-maze-ing Monster Post-Mortem

Hello everyone!

As this was my first jam ever, this is of course, my first post mortem too :)

55354-shot0-1440601881.png-eq-900-500

The good stuff

  • I had a really good time participating in the Jam! Great experience, and theme and time constrains really helped me a lot in focusing. Family was also very supportive, drawing, playtesting and composing sound effects!
  • I think I was able to express the gameplay idea I had in mind in a good way. The final product is a complete game, even if it is unpolished in some ways. I think it is challenging and enjoyable! Of course this is not a neutral opinion :)
  • The mood achieved was good. It was a hard decision to make a game that only shows an small portion of the screen but I think it worked. Sound effects worked great and fitted well (even if they are very cheap quality)
  • The AI worked fine. They are mostly simple algorithms but I think they are challenging enough. Most of it was based on the pathfinding capabilities of the engine used.
  • Godot Engine was great for this type of game. I had little experience using it but I was able to learn it fast. It is easy to use and performed very well. Also exporting to Windows,  Linux and OSX worked great. I develop on Linux and I think Godot has great promise to become THE best open-source engine for game development. And it is open source! You can check it out here: Godot Engine
  • Time management was well done. I did not killed myself, was able to sleep well and had a walk outside with my family. I think the jam is a good balance for me. Compo would have been way to stressful.

The bad stuff

  • I think the maze turned out a bit hard to solve. I would love to make random mazes and or different ones with scaling difficulty but did not had time.
  • Music fits well the game, but the loop I generated was a bit short and some people found it repetitive. I agree.
  • Graphics! I opt-out of this category because i did not had time to make my own characters. Maze tiles are made by us, but I think we needed a more coherent and polished style. Some graphics also turned out low res and did not looked very good. I had some good designs made by my family but did not had time to put them in the game!
  • Bugs! A bug passed that prevented the game over dialog to show when you loose. Also the switching between warrior and monster not always was smooth and the fog of war code was a bit buggy too. Nothing to prevent players to play it anyway.

I think I will perhaps expand this game to something more complete with different types of mazes and ideas I had. Also I would like to tell a story with it.

I would like to thank all people that had voted so far and also commented. Feedback is very valuable to me.  If you have not yet, you can play my game A-maze-ing Monster here.

BlackQuiltro

Shameless plug

 

Hello, dear developers!

So, I have one last chance to advertise my small platformer with interesting plot,
`The Truth`.

Try it HERE if you want.

One gif intead of a thousand words:

thetruth_gif_

 

 

Tactical Superiority – Post-Jam V.1.2: Missiles!

Missiles!

Play it here

A bit of gameplay this time. Didn’t rebalance the tank power or spawning unfortunately, I sort of forgot and can’t be bothered to rebuild and reupload all the versions again.

The next update will be the last and the biggest. 6 Days to go, might even make it.

Do try and rate the jam build as well will ya? It doesn’t have missiles though…

About the music of our game

Hi everybody,

We wanted to thank you for all your nice comments and support about our little entry for the LD33 : Free Hugs Kraken. We really hadn’t thought to have so much nice words from all the community, and that gives our kraken some love! :)

We heard that a lot of you guys liked the music, so we wanted to actually show you the links where to listen to them without playing the game.

We will start by the music used for the map. It is from “Skullbeatz” and is called: You Heart 8-bit
http://www.newgrounds.com/audio/listen/550799

map

The one used in combat is from “EaguleGuard” and is called: Captain’s march
http://www.newgrounds.com/audio/listen/640152

battle

The flying Hugman theme is from “Holyyeah” and it is called: Pirate Manners
http://www.newgrounds.com/audio/listen/503096

flying_dutchman

The game over theme is from “Yahtzei” and it is called…surprise: End Credits/Game Over
http://www.newgrounds.com/audio/listen/608681

 

And the last one for beating the game is from “EliteFerrex” and is called: 8-Bit Victory
http://www.newgrounds.com/audio/listen/253096

 

Thanks for all the love :) !

– The happy kraken team

Fluid Local Multiplayer

Let players join/leave as they please!

When we were initially brainstorming for the jam, we were all tickled by the idea of controlling laser eye-beams with the analog sticks: each stick would independently control one laser blasting eye. Once the sticks are involved, it’s easy to add more players: just add more eyes! At some point we started talking about leaving all the eyes on screen, but closed, and allowing players to join the game whenever they want. On top of this, we made the number of enemies that spawn in each wave increase proportional to the number of active players so that the game remains challenging with more players (in truth, it is probably a little too challenging).

I really like this concept! I’ve taken to calling it “fluid local multiplayer” and have been thinking about it quite a lot since. I’m not convinced that it really does anything for our game, but I think there are some situations in which fluid local multiplayer might be really really cool.

It doesn’t really work for our game

The reason I suspect this system doesn’t add anything to our game is because a sessions of It Came from the Rift is short and discrete. The round has a clear beginning and end, and there isn’t really enough time for players to need to pick up or put down controllers. It is a fun little trick that I find aesthetically pleasing, but it is a little out of place. One thing it does is eliminate the need for a “join” screen, where players do something inane like choosing a colour or pressing ‘A’, but I much prefer the way Samurai Gunn solved this.

It could enhance long running games

I think fluid local multiplayer might make a big difference in longer running games, like Crawl, Risk, Game of Thrones (the board game), or the upcoming Moon Hunters by kitfox. These sorts of games often require players to join together, play through the entire session, and then end the game together. In some cases, like Risk, players can be eliminated during the game and then must spend the rest of the afternoon eating Cheetos (this is the worst). How many times have you been playing a long running board game and been like “ugh, I have to go for dinner”. If those games were built with concessions for fluid local multiplayer, someone leaving early (or arriving late) wouldn’t be a problem. I kind of look forward to trying to make a game like this: it seems like it would be an interesting design challenge.

Another situation where I can see fluid local multiplayer being cool would be when you show a game at a convention, festival, or meet-up. At events like this, you have players wandering in and out of your magic circle, and they won’t always want to wait for the next round to begin. If a 3-player round has already started, and that 4th arrives, they might not stick around to wait for the current game to finish. This is kind of a special case of the long running game problem: all games are “long-running” when there is a line-up.

What might a fluid local multiplayer game look like?

I don’t doubt that this already exists in some form in some games. I can’t imagine an example just now, but I’m sure they are out there. It would be cool to see a game tailored around the fluid local multiplayer dynamic. Right now I’m hacking on something like a match-3 puzzle: players guide blocks down a puzzle column and match chains of the same colour to earn points. Since fluid local multiplayer has been on my mind, I started imagining a tournament game mode in which players try to “dethrone” the current player. Something like,

  • One player starts with the crown, and can earn points by breaking blocks
  • There are as many puzzle columns as there are active players
  • Players who join can try to steal the crown by dropping blocks on the leading player
  • When you eliminate an opponent, you steal their crown and can start earning points

This rule-set has problems, but something similar might be a really fun party game. In my imagination, new puzzle columns come smashing onto the screen, pushing existing columns aside. I can imagine a couch of six players, with the controllers being passed around as each player in turn tries to dethrone the current king of blocks before they earn too many points.

Is this… is this an Armored Tree?

YEP.

starting

 

And how is that a monster? Is it enough to be an aberration? Or should it slice, burn and impale little birds? (Or not even that, maybe I forced the theme too much, as usual)

playing

 

Check those bird-impaling skillzimpaling

Play Monstreeum

A little post-mortem

Since this is the first game I made since my daughter was born, she is 4 months old now, I planned for a 15-20 hour/work game instead of the usual 30-40 so I focused in the fun part (I love little lander games, always make prototypes but never full games) and thought of a simple art style that I could do myself.

Keeping it short:

What went right:

-I wanted to try pixel art, it was hard to make it look good, but it was perfect to do with only a mouse.

-I also liked how the particles ended, they are my second favorite part of this game.

-Love this kind of game, so I really liked the gameplay

-The multiple ways to kill birds, not as rewarding as I wanted it to be, but I liked the result.

What went wrong:

-The original idea required the birds to nest the trees instead of destroying them (it was a big part of the monstrosity of the tree). Completely forgot about that until the last moments (50 minutes before the deadline the trees weren’t even colliding with the birds). So, no time to add new graphics, just added some ugly ass green particles and called it a day.

-There are a number of bugs (birds that kill themselves count points, forgot to actually destroy the monster-tree when it dies, and the pine-cones).

-The trees are way to blended with the background..

-Sound of some bird deaths turned out weird.

 

Thats it, if you’ve got a chance to play it, I hope you have fun!

Play Monstreeum

Post Mortem – Dragon Defense

This is a little late post mortem of our game Dragon Defense

Roberto:
In this project I think we really appreciated that we should embrace the KISS mentality, we are learning to stop thinking of fancy ways of doing things most of the time since there is always a simpler and clearer way. I look forward to participate again in a game jam with my wife and my friends.

Sergio:
We learned a lot from LD32 keep everything simpler is the better way to finish a game on a jam, make this game was a fun experience I want to participate on the next jam with the same team they are awesome.

Special Thanks to Ana, she support us with the art on this project.

You can play here.

Dragon Defense

Turrios wants a word…

 

D5t583K

First off, I want to thank everyone that has played and rated my game. This was my second ludum dare and I feel like I did much better this time and some of the comments make me feel that I didn’t waste my time on it. I look forward to the next one and even have some plans for MiniLD 62, which may include a return of Turrios but that all depends on if I can learn what I need to before then.

If you haven’t checked out my game yet, please do as it is short and worth a quick laugh.

PLAY NOW!

Lil’ Drake Post Mortem

Hi,

Here is a small post-mortem of my LD entry.

What is the game about ?

It’s a frantic game in which you can only fly and hit walls to change direction while avoiding deadly traps.

What went right:

Constraints: Since I knew I would only have around 1 day to make the game, I put some constraints on gameplay and art. I wanted the gameplay to be really, really simple. What could be more simple than pressing any key to fly ? As far as we were going to fly a lot I made the velocity better if we keep on flying. I soon realised that this simple mechanic could be highly enhanced by bumping on the walls.

I was working on a NES-inspired game when the contest started so I kept the same limitations for my entry: 3-4 colors per sprite and use my personal NES palette. I also tried to limit the sprite size to 16×16. These are very relaxed NES constrained but they work for me.

CharacterController2D: This is an amazing class to start with animating a character. It saved me a lot of work and allowed me to have pixel precise controls.

Looking at the classics: I had no idea about the look I wanted to give to the game so I went to Spriters Resource to search for art style. For the backgrounds and platforms, I’ve been heavily inspired by the Castlevania serie. And for the character I took a mix of several old games styles I liked.

Reusing: Both code(less than 1%) and derived my own art from the project  I was working on. It really helped me to get it on time. I just took the basic character controller of the game I was working on and adapted it to be able to fly. As for the art: I derived a secondary character to create the vampire.

Testing: I tested each levels a lot, I mean A LOT. It allowed me to create some pixel precise nightmare. So my advice would be: test, test, … test and test again.

What went wrong:

Time: As far as I’m dad of 3 wonderful children, I don’t have a lot of time to participate to LD. This time I knew I had less than 24h to work on it. Well, I could have had more time but I prefered to play with the kids :) .

I started by looking at the theme when I woke up and then…  worked on the art from 8 PM till midnight. On sunday I had something like 9-10 hours to work on the code and levels. Not much time.

Diversity: I wanted to have 10 levels. That sounded like a good number. I ended up with only 2 trap types: pikes and saws. I should probably had better targeting less levels but add more traps and enemies diversity. Everything is a matter of time vs feature.

Sound: I mostly play games without sound. That’s probably why I didn’t took time to add it to the game. It would have added a lot.

Jam or Compo: As far I reused some code and art, I entered the Jam. But to be really honest I used around 20 lines of code and just derived personal art. Does it worth not entering the compo ? I don’t know. I worked alone. I strictly applied the rules but I felt like participating to the compo without being able to join it. What do you think ?

The name: I still don’t know if I like it… I always find it hard to find name for the thing I do. I don’t know if it a good or bad name… what about Super Fly Drake ?… Does the name really matters?

Lil’ Drake : http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=18768

Team: just me

Development time: +- 14h

Number of levels: 10

Development tools: Unity, Pixel Maker PRO, Aseprite, Pinta

Useful websites: spriters-resource.com, dafont.com

HiVE looking for feedback on Aliensche!

HiVE interactive, sharing Aliensche! Bovine Metagenomics Expedition

So voting is drawing to a close, and I would like to take this chance to shamelessly invite you to play and rate my entry for LD33.

I have been hard at work on a new post-jam version of the game, as this weekend I’ll be taking the game to my local city to participate in a public play testing event.

I am currently putting together a post mortem, and will be putting that up along with the new version of the game.

This new version will feature many improvements and fixes based on the comments I have already received, so I am looking for more feedback!

AlienscheScreenMove

GJ_ThumbSo please, if you haven’t already – Play / Rate Aliensche!

Don’t forget to leave a comment so I can work from feedback for my new version!

Thankyou! <3 from HiVE

Great Thanks :,)

I had once again, the greatest fun in Ludum Dare. Thanks for everyone who looked at my progress, and thanks to all who rated. 5 More Days. . ..

 

 

Monstre de Coiffure Postmortem

pe la pepe big

Hello! You are now reading the post-mortem post for Monstre de Coiffure. I will try to explain what happened during those 3 crazy days, and how we actually got shit done considering time limits.

This Ludum Dare was very messy in terms of work time. Itamar had to work 50% of the time, and both Mati & Itamar got tickets to see the Alt-J concert they have been waiting months for. On different days. Time was of the essence, and we had to find ways to work around the pressure.

Day 0

I got to Mati & Itamar’s house as always. Itamar wasn’t around (he works as a barista) so me and Mati enjoyed some oriental food and mayonnaise. We set up our battle stations and hit the bed. Itamar came later in the night.

Day 1

We woke up and found out about the theme. We all went “meh” simultaneously, because we had really been hoping for some of the other themes to win. The Ernst’s dad made us some delicious hot cheese burekas, and we started cracking on game ideas. Mati thought of a game about working at a monster beauty salon. We immediately loved the idea and started playing around with it, but soon Itamar had to leave for work :(

A few hours later, Mati had some pretty sprites ready, while I started to have doubts about the game. I didn’t find what would make it fun or addicting.

Edward Pedro_strip3 Spraycy crab666_strip2 Lip to the Stick_strip3 gabot

I seriously started thinking about dropping the idea but Mati convinced me to continue working on it to at least get something playable going, and then decide if we wanted to keep it. I drew a disgusting placeholder and coded some basic stuff like buttons and basic effects. Fast forward a few hours and we had a basic engine ready.

At the time you could only interact with the eyes that would follow a base monster sprite around, making it seem like they were part of it. I took a second look at what we had so far, and actually began to like. I’m really glad Mati convinced me into working on the game. I continued to spew code while Mati continued to design some stuff, and like 4 hours later we had all of the basic tools just about ready gameplay-wise.

I’m actually really proud of how loop-able this gif is.

We were all blown away by the amount of love this gif has gotten, so that gave us a lot of motivation to keep working on the game.

At this point Itamar came back from work and immediately started the monster bases, but we soon had to go to sleep.

Day 2

We all woke up to some delicious cereal. We decided we’d work mostly on the monsters, a background, and the random traits engine.

Itamar spent all day working on the monster bases, which later became our trusty customers:

spr_longhead_strip3

Longhead

spr_blobas_strip3

Blobas

spr_zomben_strip3

Zombdatner

spr_ograti_strip3

Ogtarine Core

Each monster base has a bunch of unique parts that belong to it (eyes and mouths) while we also had some generic parts that would fit on most monsters.

For example, this mouth and eye are exclusive to Longhead:

Monstra_0001s_0003s_0003_1 Monstra-2_0002_Layer-3

While these look good on anyone:

Monstra_0001s_0000s_0003_4 Monstra_0000s_0001s_0000_i-3.3

The way the randomization works is by picking a base body, and dictating some parameters that would decide the number of eyes and mouths the monster had, and where everything would be positioned on its’ face. This beauty AI was very time consuming to write, but I think the monstrosities it can create are worth it in the end:

    

After we had a good old-fashioned Lonebot Pizza Party™, Mati worked hard on a nice barbershop background while I worked on some cheesy * * * particle effects * * * and soon we had something real nice going:

Itamar and I spent literally hours optimizing the monster randomization to make sure almost all combinations looked horrifyingly tasty, while Mati churned hours on finalizing the background. Soon Itamar had to leave for the concert and it was just me and Mati, left listening to Mario Paint covers of Shrek songs. (also Monsters Inc. music and French cafe music because reasons)

Suezo had started working on music and sound effects and we hit the bed.

Day 3

We all woke up to hear Suezo’s work. He made us some awesome sound effects for spraying and painting stuff, however, the music he made us wasn’t really what we wanted. :(

We were really hoping to have some layed-back-sorta-ironic French musette music in the background, but instead Jason took it in a more of a stressed French pizzeria shop working around the clock theme. It was really good, but it wasn’t what we were looking for, so unfortunately we had to drop it. You can still listen to it here:

Itamar had to work again and Mati and I were left together again to finish up the game. Mati finished up any missing sprites, while also finally finishing the background (which is made of two parts – a background and a foreground)

כךךךך בהיר יותר

test dovakin ke$ha_strip2 למה בהדונס+5

I started cracking on the actual gameplay-y part of the game. I wrote an accuracy algorithm which would produce a number between 0 – 1 that would represent the accuracy of any beautification done on the monster to the requested features on the mannequin. I added some progression, such as requests becoming more absurd as you would play, or small things like needing to be more accurate when applying lipstick.

I won’t bore you too much with how the game evaluates your score and increases in difficulty as you play, while also preventing repetition in generated monsters.

We churned work hours but soon Mati had to go to the same concert Itamar went to yesterday. I went home and continued working from there.

I still had to implement a Game Over screen, a tutorial, sound effects and music. I created a simple app-esque screen with some stats about your accuracy and how many rounds you finished, and a credits scene. It actually was a lot of work and time was running out, and I couldn’t stay up late because I had to go back to the army in the morning. The game was pretty much done at this point, but it had no sound.

I added two (hopefully) unlicensed musette tracks from YouTube and recorded sounds (such as my Ukulele’s strings for applying mascara or those monster moans you hear when you finish a round).

I was really under pressure, but I had made in time. Then I thought about a funny idea. I got some generic screams and yells from findsounds and implemented into the game without Mati & Itamar’s knowledge. I think they actually add a lot 😀

And that’s it! I was done, just on time. My head was on fire and I went to sleep only to wake up to another lengthy army day.

What went right

  • Fun. This isn’t something I usually say, but I think the game is really fun to play. It’s easy to pick up and learn.
  • Polish. Despite the many constraints we had to work with, we still managed to push a shiny monstrosity.
  • Graphics. I really want to give the bros some mad props here. I think the monsters look amazing, and everything just clicks together when you look at it.
  • Variety. The gameplay isn’t repetitive and you’ll get a bunch of crazy monster combinations when playing, which is something really important a small game like this should have.
  • Humor. It’s pretty funny, right? Right?

What went wrong

  • Time. Real life really decided to interfere with the development of this game, and we had to work under a ton of pressure to push it out.
  • Tutorial. I didn’t have too much time to implement a proper tutorial, so what we have now is admittedly kind of a mess, in terms of a tutorial.
  • Feedback. We originally wanted to implement a visual feedback on how you did each round. Itamar even drew some cool score sprites that would pop from under the bell when you’d finish a stage, but I was just too exhausted to implement it. I’m really sad it had to be that way.
    SABF

That’s it. We had a ton of fun working on this disgusting abomination, and we really hope the world likes it. I think this might’ve been one of our best Ludum Dares to date.

Play/Rate Monstre de Coiffure here

Lonebot ♥♥

 

P.S: Happy birthday Mati, you magnificient Afro baring hero.

Deep in the Dark, post jam version, and some thoughts.

I wanted to have finished this long ago but time wasn’t on my side. Anyway, here it is!

Deep in the Dark
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=36237

This was the first time I wasn’t working alone for a jam. I thought that would allow us to make something a bit more elaborated but boy was I wrong! First times are always difficult. For the first time I felt like I needed to make a post jam version just to make up for how broken the original was!

The main problem arrived before the jam even started. I had some ideas that could potentially be fit for some of the most voted themes… Except the one that got selected, ha! So instead of ditching them altoghether and try to come up with a new one, I made the mistake of trying to salvage one of the ideas and adapt it around the theme. Only that for it to make sense, it would lose some of the simplicity that made it feasible.

I had told my friend @musivara about it, he liked it and offered his help making the graphical part. And I have to thank him for that, because it was the best part of it. But as we worked, the idea kept changing, and that’s a bad thing. We had to cut features like crazy because we had spent half of the time and the game couldn’t even be tested! I also wanted to experiment a bit writing some dialogue and some other things, but we needed to finish something first.

So, as you can see, we had a bit of an overscoping problem. The good news is that as broken as it was at first, this was quite a learning experience and that’s the most valuable thing you can get from a failure.

Let’s hope next time we do better!

And please let us know what you think of the new version in the comments!