LD35 April 15–18, 2016

Ludum dare #35

screenshot

 

We finished the mechanics of the game yesterday and both had to work today so not much time for jamming. Now I’m seeing what I can replace and include quickly before the deadline.

7 Hours Left…..

Looking good...

Boy this is really getting tense now… Really need to get moving.

First Ludum Dare entry finished!!!!

Finally we were able to finish our first Ludum Dare entry Evolved. Making the game was fun and we had to use all the time we could to finish it in time.

Our final build was very broken and full of glitches. Also some of our textures were ruined by Unity but it didn’t slow us and we repaired the build so it could be played.

 

Finished Environment!

 

Finally, we managed to finish the environment and import all the textured objects. Did some particle effects and light effects. So here’s some different angles of the smiting station. Don’t worry about the train track.

Still working on it

So the idea is the game is a basic platformer with a day/night cycle that turns your character human or into a wolf. This in turn will change your path depending on what time of day it is. As the cycle is fairly quick round about 10 minutes you can wait but slows the game down way too much. The art was getting to me as everything was made this weekend. The wolf and the human are both fully animated and ready for game.

SCREENSHOT_01

Won’t finished the JAM but I really liked working on it and will continue to do so.

Have you tried Shapematch Beat Jam yet?

Do you like rhytm games, bright colors and fireworks?

If you do – and you haven’t tried my game yet, maybe try it now?

Headphones recommended!

Teasers:

Menu screen

(Note, video is not from the final version – but you have to download and test to see what’s changed!)

Gameplay

Play and rate my game here.

Follow me on twitter here: @kodingnights

GeoShift is in!

 

### The Game ###

GeoShift is a 2D platformer basically. But there is a shift :) To the rhythm of the background music, the world performs shapeshifts. And there is more. You can control the speed of the music to change the rhythm of the world to solve platformer puzzles.

Play it here

### The Team ###

This was our first Ludum Dare ever and we are pretty happy with our result, even though we had to cut some features to submit in time. We all learned so much from this and look forward to compete in the next jam as a team aswell.

Thanks in advance for your feedback and we hope you have some fun with our approach to the theme Shapeshift.

Patrick Becker:
– Programming
– Game Design

Michael WASD:
– Programming
– Game Design

Marius Hubertus:
– Art
– Game Design

### The tools ###

– Unity
– Visual Studio
– Adobe Illustrator
– http://www.bfxr.net/
– freesound.org ( The reason we opted-out in the sound category )

Comments

sheepsalamanderfox
18. Apr 2016 · 18:30 UTC
Cool gameplay and very nice design ! I like it :-)

Don’t Look at Me (coming soon)

Our game, Don’t Look at Me, is coming soon (of course, if we manage to finish it in time), and it’s going to be quite strange! Check out these crazy shapes created by supr:

For me, it’s not only the first Ludum Dare game, but it’s also the first game EVER, so I’m very excited.

Some progress!

Some progress!

Comments

Mizou
18. Apr 2016 · 18:09 UTC
wow!

ALTAR – FINISHED GAME!

Main_Menu

Finished the game! Nothing incredible, but for our first time we are very happy with the outcome!

Only really got 20 hours to complete the project because of work between my brother and I.

Hope you guys enjoy the bit we have, we will be working further to develop this game after LD!

Please give us any feedback so we can have great gameplay!

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=76339

What’s your highscore?

My typing game made for the LD35 compo: play here and let me know what you think!

What is your highscore?

Screenshot 2016-04-18 20.03.55

This Dungeon Is Alive – Post Mortem

In “This Dungeon Is Alive” you are an occultist in a quest to get the coveted Necronomicon from the heart of a labyrinthine dungeon… a dungeon that is alive. The corridors breathe, the rooms move… the dungeon shapeshifts while you explore its most deep secrets. You can play the game here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90735 logo  What went right?
  • Setting on a simple, focused idea from the very beginning, and forcing me to stick to it and don’t go big (as I always tend to do) allowed me to have time to polish the map and carefully design the room-shifting behaviour. “Simple” was the best strategy.
  • The room shapeshifts are well communicated to the player using visual and audio clues. In the initial prototype (day 1), all rooms in the dungeon were very similar (only sizes and shapes differed from one another), and it wasn’t obvious if rooms had switched places unless you payed very careful attention. Using audio, lightning, objects and different textures on the walls and floor to make rooms more unique allowed the player to easily recognize them and notice whether they had moved. Additionally, I made sure to make some of the room shapeshifts while the player is looking directly at them. I wanted it to be obvious from the very beginning.
  • The mood. The art style and music both work together to get that creepy-cute atmosphere that I was going for. I like how the gameplay can get tense sometimes, as if you are being watched (you are, actually, by the dungeon) but keeps being playful and cute at the same time.
  • The lipstick mechanic was pretty cool. It helped them (or it made them think it helped them) to avoid getting lost inside the dungeon and proved to be quite useful when, after finding the book, they had to run and find the exit.
screenshot2 What went wrong?
  • There is no sense of progress towards the final goal until you actually complete it. Hence, the player may eventually get bored. I should have seen this earlier. There should be secondary tiny tasks/quests that bring you closer to the ultimate goal – finding the book. The player needs to know if he is doing OK. He needs small achievements that give him some sense of progress, and that also feel rewarding. Players won’t wait until the end to feel accomplished.
  • I (unintentionally) biased the few playtesting sessions that I was able to perform with family/friends. If I’d been a little bit more aware and a little bit more experienced, I would have probably been able to catch the above point and fix it before submitting the game. Maybe I was too participatory on their playtesting sessions. If I had left them all by themselves, I would have probably been able to observe that the game was not being rewarding until the very end.
Things I’ll work on for my post-LD version
  • Introduce mini quests/secondary tasks that help to build towards the main goal.
    Some ideas from the top of my head:

    • using child’s game hot & cold mechanics to communicate to the player if he is close/far from the book, and encourage him to keep moving while getting closer and closer;
    • introducing some kind of resource management (maybe the lipstick?) so that the player has to stay focused on optimizing his resources while looking for the book;
    • allow the player to find and use some of the scattered Necronomicon’s pages to his advantage, by executing the rituals written on them?
  • Introduce some kind of interactivity between the player and the rooms themselves (or objects inside them). Maybe introduce more story elements, besides the short dialogue that the player and the dungeon have, such as notes/scattered book pages or even other characters/creatures. It could be interesting to let the player dig into why this dungeon is alive. I’ll have to explore this.
I’d be more than happy to read any thoughts or comments you may have about this post-mortem or the game itself. And I’d be extremely happy if you can give it a go and rate it! Thanks for reading!! :) GL & HF!

Tags: LD35, ld35 post mortem

Comments

18. Apr 2016 · 19:01 UTC
Nice game and useful post!

Some more progress!

 

I hope i can finish for the jam on time. Just have to add level progression, and maybe a new character :)