LD35 April 15–18, 2016

Our first, but definitely not our last, Ludum Dare

Ludum Dare 35 just wrapped up and what a whirlwind weekend it was! For this game jam, the creators of Shear Madness, Sebastian Karolkiewicz (@Murder_Punch) and Dan Lance (@DanLanceGames) got together once more to bring you Mission: Decomposition.

Screen Shot 2016-04-18 at 8.31.06 PM

This is the third game jam game by Dan and Sebastian, and their fourth collaborative project of 2016. In this process we have learned a ton about fast-paced game production and the process of making a (somewhat) completed product in just one weekend. The making of Mission: Decomposition was both smooth and stressful, but was ultimately a ton of fun.

When I say “somewhat” complete, I mean that. It’s a game. You can play it. You can win, you can lose, you can have fun (hopefully). Thing is, it’s missing a lot of pieces. Things that are critical to gamers, like communicative UI, a rules screen, number of lives, goals, things you want to see. All missing. It’s a compromise that we made in the time crunch. My advice to developers who want to get into a game jam is to pick one or two priorities – beautiful artwork, responsive controller input, complex mechanics, lots of levels, one or two smoothly functional systems. Just make a short list of priorities and make your entire design process about them. I would assert that “Mission: Decomposition” holds art and complexity as its priorities, and compromises on UI, clear rules, and perfect controls and collisions.

All of these things can and will be addressed in the future, but from a learning perspective, it felt good to try and tackle something much more ambitious in this weekend than the last game jam. “Shear Madness” is about a simple system and an automatic variety of visuals, and we wanted to do something much different. Keep an eye out for some of these updates as we continue to build them into “Mission: Decomposition”.

Ultimately, we’ll both take the knowledge we’ve gained from all of our game jam projects and find our priorities when we approach more larger, long-term projects in the future.

Lastly, a big shoutout to the Ludum Dare community. The community is extremely talented and has been immensely supportive. It’s really inspiring to see developers coming together like this to produce so many excellent games.

Thank you for playing and for motivating a couple of indie devs with your ratings and comments! We’d love to connect: follow Dan (@DanLanceGames) and Seb (@Murder_Punch) on Twitter!

Uhmm…..

After the ludum dare submission hour ended a good handful of people still uploaded their game, …  late. How is that possible?

Comments

Sir Magic
20. Apr 2016 · 06:31 UTC
I was thinking the same thing. Also, they could still post to the COMPO on the jam day…
20. Apr 2016 · 06:35 UTC
Hmmm, uploading should not be possibke I reckon. Maybe mention this in one of Mike’s posts?

A Soul of Clay

scren2

Play A Soul of Clay Now!

My Ludum Dare Jam game is a Escape the Room style of game. Hope you will check it out!

Comments

20. Apr 2016 · 06:53 UTC
I like this game, really well done!
MSiddeek
20. Apr 2016 · 12:50 UTC
Woah! Really nice game!

Can you guess the game mechanics from this code snippet?

    seen = scrCamSees(objPlayer.x, objPlayer.y);
    if (seen) {
        with (objPlayer) {
            var wallpaper = instance_position(x, y, objWallpaper);
            if (instance_exists(wallpaper)
                    && wallpaper.image_blend == image_blend) {
                other.seen = false;
            } else {
                scrShapeshift(false);
            }
        }
    }

Go play!

Shift: A Post-Mortem

A bit later than most of the other jam entries, but it seems like a good time to write this anyway.

Not super happy with Shift.  Kinda feels like it’s mediocre in comparison to my previous entries, and it wasn’t fun designing it, certainly in comparison to the previous entry I was the lead coder of, The Adventures of Cactusman.

Things done right:

  1. Keep it simple.  Shift has very few gameplay mechanics, which makes it easy to code, maintain, and upgrade.
  2. Quality > Quantity.  Shift only has four test chambers, but each one has a unique soundtrack and adds SOME new element to the testing experience.
  3. Programmer art is okay.  For the most part, the models had been made on-the-spot just so I could rush to implement them, and even during the final polishing run, it didn’t feel like new models were needed.  It IS supposed to take place in a lab environment, after all!

Things done wrong:

  1. The music.  For the most part, I was responsible for making the music, and I personally am not too happy with how some of it turned out.  I threw it all together in a bit of a rush during the final polishing hours in the last day, and because of it, I wasn’t able to safe-guard against any ‘assimilated elements’ of other game soundtracks I’ve overanalyzed recently.  This means that there are a few tracks that have moments that sound infuriatingly like Undertale.  I’m so sorry, LD-goers.
  2. Puzzle game.  Yes, puzzlers are cool, but test chambers are hard to design under NORMAL scenarios, let alone building an entire game AND chambers in a 72-hour period.  Most of the chambers felt a little mediocre because of the fact that making up good designs was very difficult.
  3. Late release.  I should’ve started releasing it TWO hours before the Submission Hour started, so I wouldn’t have scraped through in the last THIRTY SECONDS.  No joke, I nearly missed this LD because of my crappy internet connection.
  4. Main menu.  I’m not super happy with the main menu at the moment.  The level select screen is okay, and the control screen gets the job done, but the main menu itself is just…lacking.  Plus, nobody will understand the “Made with love by: The 006 Cooperative” thing under the logo.

All in all, not super enthusiastic about the product available for the moment, and ready for some more R&R.  At some point, I’ll probably return to rate games, maybe starting tomorrow, but right now, sleep is mandatory.  Have a good week, Ludum Dare-goers!

Are you brave enough to be moustached?

You sir, you are the most bravest man in the universe thanks to your awesome moustache. But that dumbfaces are trying to cut it with his real and sharp dumbtongues, avoid them and DESTROY them with your moustache and other powerful costumes. How long can you stand up feeling your moustache below your nose?

Try my ludum dare entry and vote for Moustaches vs Dumfaces 

(Click on the img)

Are you brave enough to be moustached?

Henkan Pachinko now for Windows and Linux!

 

captura-irhujqse

For now, game was available on webplayer.
Now you can download it too! We have published a build for Windows and Linux.
We are looking if we can publish it for Mac and WebGL, too.

TRY IT HERE!

Awesome games!

this is my first time i made a competition like this, and it was an amazing experience, I almost get mad at some point and I finished to upload just 3 minutes before compo ends. After that I realized that we (compo entries) had 1 more hour to upload the project, so I make builds for OS X and Windows. I couldn’t make for Linux.

I’ve tested a lot of great games that could be amazings hits on stores like AppStore. And the mos awesome thing is that compos were made by one person in such a short time.

Cheers to all of u great developers, and thanx to the people that make ludum dare. Think I’ll be participating in te next one, and the next, and the next after that.

 

ps.: sorry for my English, I’m from Argentina. Luckily I have google translate 😉