LD35 April 15–18, 2016

Minor update for for SHOOTING GAME THING lol

Threw in a Time Extended max cap so the player can’t get crazy excessive amounts of time and have no reason to care about it anymore lol I did a few other tweaks no one will notice but I’m planning to develop this one into a full game when I finish my current game (a previous Ludum Dare entry) so I think I’m going to save the major tweaks for when I do that. Looking for any feedback on this LDJAM entry so that I can take it into account when I design the full game so please give it a try and leave some feedback so I can find potential problems early on!

I’ll also be doing a post-mortem up so follow me on Twitter at @BPOutlaws or stay tuned here for when that goes up! I’m pretty psyched with how this game came out, getting to be a much better programmer these days with all the work I’m putting in! :)

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20860

And here’s my previous LDJAM game that I’m almost ready to launch! Anyone remember playing this one? lol:

– Jeff

Play “Prince Charmless”, my LD35 Entry

Hi everyone, here is my entry for this LD !

This was supposed to be a Compo entry but I ran out of time.
It’s been a long time I didn’t participate in a jam in solo ^^ (you might know me for my team game for LD33 called “Mobs Inc”)

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“The Prince Charming has been cursed by an evil witch and he suffers an awful spaceshift. He has to reach the top of the Princess Tower to meet the preatiest one so as to be deliver from his misfortune !”

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Reach the princess in the 9 levels !

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Make yourself beautiful with “Mirror on the wall TM, who’s the fairiest one”

=> Explode your pimbles !

=> Cut your unibrow !

=> Brush your teeth and extract dead ones

=> And More !

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The Princess let you pass to the next level depending to your Sex-Appeal !

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Buy upgrades for both Mirror and Dungeon Levels to Fairy Godmother in her shop : “Happily Ever After – Because Beauty should be intemportal”

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 Gain mutations from the Witch for dungeon levels !

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PLAY AND RATE PRINCE CHARMING (ON WEB)

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PLAY AND RATE PRINCE CHARMING (ON WEB)

Slime Quest – Post Mortem

 

You can play my game Slime Quest by clicking this text witch is obviously a link.


 

My game this Ludum Dare is a puzzle platformer that I cleverly titled Slime Quest where you have to solve puzzles to regain your form after being cursed by a wizard.

Not really sure what to put in one of these things, this is my first post mortem despite this being my 6th Ludum Dare.

The Good:

  • I had a relatively smooth experience this dare, I was able to sleep for 7 hours the first day (never again)
  • Was very happy with most of the levels in the game.
  • My art and animations (excluding the random dev textures left in) were the best I have ever done for a Dare.
  • I think it’s fun…

The Bad:

  • Spent a bit too long sleeping caused me to not be able to finish some of the art.
  • The controls can be confusing (especially when scaling walls)
  • Transition animations and buttons can be very glitchy.
  • A few bugs that I fixed were annoying and I could have avoided them very easily

The Ugly:

  • So many blue screens
  • Blue screens everywhere
  • While submitting a blue screen.
  • After fixing bugs blue screen.
  • After fixing blue screens blue screens.

 

(Small) Update on Formorph

Moin Ludumdare folks!

This post will mainly concentrate on the design/art/programming aspects of the game Formorph (my LD35 Entry). I am going to be working on this game even more, because I really like it. Its really small and can be improved really fast (Also I already have your feedback for it xD). This post is also a little side-note to myself, in case I come offtrack :P.

LevelBeschriftet-FormorphLevel-Formorph

(Just for the understanding)

Firstly things I don’t like:

  • The music: It is really repetitive and annoying at points. I tried to add the same music with different instruments into the level. But the synchronization did not work.
    In case someone has a better solution than this:
    soundSource1.timesamples = soundSource2.timesamples;
    please call me up!
  • Movement: The Player stutters when moving left/right. This happens because of the PlayerController influences the XVelocity directly while the none slidy ground slows the player down each calculation step. Also the smaller Player should move faster than the bigger one 😛
  • Shapeshifting: I hope no one noticed that, but when you shift, your character can clip through the ground and walls , because I just simply increased the size of the player. (In the “airlevel” it is most noticeable, because it kills you at some points :( )
  • Dead bodies: I think I introduced this mechanic pretty well and most people liked it, but sometimes your bodies just blocked your way. Also you don’t particular shapeshift very often, which leads to “no practice in shifting”, and you need to be good at it for the last parts of the level.
  • Wind: simply just has to be redone xD…
  • Performance: Each Lava/water/air block has its own Soundsource which leads to unneeded lag, also the Level is to big and does not allow any fast fine tuning.

Secondly things you didn’t like:

  • Leveldesign: Most of the players did not pass the last parts of the level. Probably because the skill curve suddenly rises in the last parts of the level. Also when jumping up the “airlevel”, it is possible to jump to the beginning of the level which isn’t really fun :P… Also, some players did not pass the “Lavalevel”, which was just simply unfair for someone who plays the game for the first time
  • “Controls are a bit too lose (jumping especially)”: Jumping is a bit unfair because you can’t really control the jump height, also moving left and right takes to much time…
  • Physics feedback: When you come into a zone with air you don’t know where the wind is coming from and where it is pushing you just by the visuals.
  • Art style: I chose a “Minimalistic art style”, so I don’t have to do the art in the compo xD… Also that’s the reason why I asked a friend to do some art for me (and I already have some sketches), I hope they will improve the game visually and improve the “feeling” of the game :P…
  • “At first I didn’t get what was going on, but…”: That might be good or bad… Maybe there is an information overload at the beginning of the level with the loud music, ringing of the checkpoints and their clustering of the screen, to the left you can see parts of the more complicated levels and you are jumping down… that might be to much… Let’s see xD…
  • “didn’t want to go through the […] again”: I hoped I could make a Level which makes you want to do the level again with your newly learned skills. (just like Braid from Jonathan Blow)…

Flying-FormorphHardDiving-Formorph

BEFORE improving or changing anything, it is probably important to concentrate on the key-aspects of the game, which were welcomed really well by you:

  • “Corpse stay” mechanic: I hope (even though most probably did not play around with it a lot, because most of it was closed of by harder levels) I can put more shapeshifting into the game, because just staying big is a reliable tactic, which I don’t like, because it is lazy and monotone(?).
  • Music and sound effects: For one I had to change the color theme of the game to fit the music, because I am bad at making music and this was the best I could come up with :P. Also the auditory cues seemed to help a little bit “indicating how the level works” (Lava/Water/Wind sounds)
  • “Fun completing challenges”: Hopefully I don’t miss anything, but it probably works because of the “fair” placement of the checkpoints… (in case I try to make a level harder just by putting down less checkpoints in the future)
  • “Intuitive”: The game only needs a four button control (left/right/jump/shift). Also the “tutorial”-level teaches the player without using any words. The water is also a factor of that, get small to sink and big to float, this makes the player feel “smart” when solving the first water obstacle and it burns better into their memory :P. Also  you don’t have to do much at the same time and have a little reflection time at the end of each challenge, especially at the beginning, which helps the pacing of the game.
  • Simple: As the controls the game design is very simple and “solid”, but this simplistic design creates an enormous amount of depth in terms of gameplay and Leveldesign 😛
  • “adaptation to the environment”: I wanted the player to get used to the new environment and I think it worked xD

Now to the improvements:

  1. Shapeshifting: Make the shifting better and don’t let the player clip through the floor (, before physics fixes it).
  2. Killing: I will probably make another lava type which lets the player evaporate on contact, so the dead bodies don’t just obstruct the paths.
  3. Movement: Make the floor more slippery :P, also make the jumpheight controllable. Also play around with the movement a bit more
  4. Small Player: Make him faster 😛
  5. Art: Implement the art and add some cute animations 😛
  6. Air/Wind: I will add a particle effect which shows you the direction/speed/intensity of the wind
  7. Leveldesign: Add a Levelloader and remove the SoundSources from each block.
  8. Music&Sound: More music and for each “type” of level a different one. Also I will try to synchronize the music again. (When jumping/dying/reaching a check point the sound should be played with a different pitch

With that I hope I can keep the “feel” of the game while improving it. Also I hope that I could help someone else with this post, I don’t know how… But I hope that at least the Links help xD…

PS: Formorph is made in Germany 😛

 

 

Comments

UgiWithAKnife
22. Apr 2016 · 19:52 UTC
You are using Unity right? You can use the mixer to sync music. Just adjust the volume of different channels when you want the change.

ShiftyBalls Wrapup

I’m Budaniel from AAGH Games, and I wanted to post a quick look at ShiftyBalls and what went well, plus what didn’t. I have written a long postmortem for some other time, so for right now let’s just focus on the positives and negatives from our experience in Ludum Dare 35.

What went well:

  • The controls turned out better than planned. We originally had tank-style controls, which (as you’d imagine) did not feel intuitive and were unnecessarily difficult.
  • The way the elements interact came off pretty much as intended, with each having their usefulness.
  • We did pretty well on time. We were wrapped up on mechanics (for the most part) by Saturday afternoon and by Monday it was just bug-fixing.

What went not-so-well:

  • The art could have been so much better. I’m still learning as a 3D artist and my attempts to make a decent animated, humanoid main character fell flat, leading to the ball we have now.
  • We could have explained the elements a little better instead of just dropping the player into a level with all three at once. For example, we’ve heard that the Fire element should survive lava like the rock does, but in this case you’re not a fireball – you’re on fire, and that’s why you’re running faster (because it hurts).
  • We could have used more  sound effects. We often struggle to nail this element in a Ludum Dare, but this time I felt their absence to more than usual.
  • The new web version seems to be giving some people issues, which I don’t think we can fix at this time.
  • I nearly broke everything on Monday afternoon. I was trying to fix one small bug with the ice and broke that mechanic completely, resulting in a few hours of trying to fix the game.

That’s all for now. Thanks to everyone who’s tried ShiftyBalls, and to those that haven’t, give it a shot and leave us a comment – we love feedback!

shiftyballsban

Tags: 3d unity, LD35, wrapup

Shapeshifter’s Quest – Postmortem

This was my first game jam and I have to say it was a nice eye opener! You can play the game here!

What went wrong

I want to first talk about my mistakes and what I wasn’t able to acomplish. The version of the game I submitted is way to hard because I wasn’t game to get around to implementing my save points. This was mostly due to time management. I was able to work on the game for long periods of time but at the same time my breaks went on too long. I feel like at times I would be to negative about the final product. I was able to push past this for the most part. There was also some buggy behaviour with the holes in the levels. They would kill the player in unexpected ways which caused frustration for my playtesters.  However, I was able to fix these problems in my current version. I also was very limited on sounds and had no music. This is something I want to learn more about so I can create a better experience in my next ludum dare. The art was also not up to the standard I want it to be so I want to invest more time into creating better pixel art.

What went right

Even though the game has some problems, there was quite a bit I feel I did right with it. I wanted to create a zelda-esque game which required shapeshifting to progress through a dungeon. These shapeshifting forms can be gathered by killing different types of monsters. The first time you kill a monster type, you gain that form. When designing the concept, I wanted each form to have a unique ability that the other forms did not have. I feel like I nailed this idea down. In fact, I find it a little addicting to track down new monsters and kill them for their forms. There is something exciting about trying out new powers and I feel like I was able to implement this feeling into my game. My favorite form is the mouse because they can travel through mouse holes and passage ways. This passage ways will take the player to other areas of the map that they normally couldn’t get to without the mouse. I even put in some secret passage ways for the mouse. These passage ways can completely bypass areas that require you to have another form. I definitely want to expand on the shapeshifting mechanic some more.

The Future

Maybe I am crazy but I want to polish this game up, add more forms, expand the world, and try my hand at steam. I will work on this game for as long as it takes until I have something I feel is worthy. Also, I will be submitting a newer version of this game on One Game A Month around the end of the month so keep an eye out for that if you like my game by following me on twitter.

Kuru Myst – New post-ludum release!

Hi Everyone! We finally pushed a new Post-Ludum version of Kuru Myst, with:

  • more balancing!
  • more puzzles!
  • some debug polish and debugging!

Here is some preview of the gameplay:

Dopple Trouble post mortem

Shapeshift. That was my favorite theme of the lot, so I was pretty stoked but unfortunately I hadn’t found anyone in the area to team up with me and as hours passed I realized I really wasn’t feeling like coding. I quickly gave up the idea on doing it in Unity cause I’m still very noob in C# so I went back to Multimedia Fusion 2 which I hadn’t used in like a year or two…

Since I was just feeling like doing pixels, I started with what became the infiltration phase which is basically just a big medieval castle illustration. Now I realize that this was probably the best choice I’ve made for a jam: not having to deal with scrolling, camera work and de-spawning issues in MMF2 is a life saver! I motivated myself to start coding by saturday evening and then things went very fast very well.

doppel3
(The day / infiltration phase)

I surprised myself having time for RPG style upgrades, and fully doing the night / platformer action phase. If I had kicked myself in the ass on friday to start coding and take this seriously I would actually would have had time to submit for the compo. On Sunday game had a full loop, 2 endings, 8 type of ennemies and the possibility to keep playing as an endless survival mode to beat your highscore. It left me with monday to fully focus on making sounds, picking the right musics and making a full boss battle and 2 extra endings. :)

dopple1( The night / action phase)

Here’s what went well and wrong in short:

Good
– MMF 2 is great for prototyping, could progress really fast and no big coding issue came up
– having no scrolling allowed to evaluate art needed very easily and gave me time to focus on the fun stuff: making a bunch of creatures.
– Kept the animation minimal but readable. Villagers are 2 frames and the second one is the same as the first one with a few pixels moved lower. That’s enough for a walk cycle at that distance.
– removing the possibility to jump in infiltration phase got rid of all kind of collision issues coming up with MMF2. instead I took inspiration from the Looney Tunes game on game boy, with a rigid stair system that worked really well for an infiltration game.

Bad
– The instanced sprite system in MMF2 is a nightmare so having a lot of creatures at the same time created some bugs where villagers or guards teleport around.
– I play a lot of platformers and despite knowing that I make them too hard for average players… Well, I still made the night phase too hard. I still haven’t learned to properly balance a more welcoming and gradual difficulty.
– MMF2 by default only lets export to windows and all my attemps at getting Mac builds were rather unsuccessful so only a limited pool of players can access my game.

If you wanna take a look at my entry: 

Ludum Dare 35

And since I had so much fun doing it, I’ve been continuing working on it and fixed pretty much all the bugs, added controller support, improved the boss battle, etc…
Ludum dare version and post versions are there: https://brobbeh.itch.io/dopple-trouble

Cheers!
– blob

Aftertile update!

ヘ(◕。◕ヘ) wooooooo! How’re you all doing?

While I’m still working on the post-mortem (I’ve learned a lot, I’ve got so much to tell!) my programmer is fixing some stuff inside the game. Today he fixed the tile tearing that happened while playing, especially floating outside walls! Now he’s working on fixing the squashing animations, so the ghosty ghost squashes neatly. There’s one squashing animation for each direction, and sometimes they get mixed up.

squashing

Play Aftertile here!

Photagogue Soundtrack

Check out the Soundtrack for my entry, Photagogue! And if you haven’t checked the game out yet, check it out! I’ll check out yours if you check out mine! c:

Super Shapeshift Bros – Postmortem

I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
1) Changing the engine (It will be Godot Engine);
2) AI for single player campaign;
3) Network Multiplayer;
4) More customizeable stuff (Faces, hats, textures, etc);
5) Add other figures;
6) Level editor for community;
7) 4-8 player mode;
8) Dynamic camera;
9) Larger arenas;
10) Add jump button;
11) More arenas;
12) You will contol your figure while flying.

Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


Prototype

When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

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Running on TV

I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

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Two players one one gamepad

The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


Standard GIF

The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

Скриншот 2016-04-23 01.14.48

Thank you for playing the game! It’s great that one of my dreams come true!

Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

You can play and rate the game here.

Tags: 2D, LD35, Ludum Dare, motivation, post-mortem, postmortem, tools, unity, unity3d

Hey Play Me

heyplayme

“Postmortem Hero” Postmortem!

PostmortemHero_Title

Now that I feel thoroughly recovered from the Jam and had some time to check out other people’s games, I finally wrote up a postmortem for my game, “Postmortem Hero”!

The long version can be read on my blog, but the TL;DR version is that I definitely had some issues with organization and planning during development. I went into it kind of haphazardly and didn’t take enough time to think about how I was actually going to implement certain features or realistically consider the time restraints. That being said, there were several things that went pretty well! I was able to downsize the game from my unrealistically complex vision with few issues and the narrative and artwork seem to be resonating with players!

… And now it’s time to play more games until the final scores are announced!

 

Play Run Rainbow Run !!!

Hello everynone ! ! have fun playing  Run Rainbow Run
Enjoy a lot!!!   * (^ – ^) * 

Screenshot_5

 

Comments

fin_nolimit
23. Apr 2016 · 03:34 UTC
haha!! Super cool endless runner!!! My highest score ended up being 27365. My only suggestion would be to not let the coins spawn in areas outside the jumping area. No kidding, this game ROCKS!!! Excellent job!

//SHIFT/haxe Postmortem

 

//SHIFT/haxe is an overhead shooter with vector-style graphics, where you can shift between various shapes to destroy waves of enemies. The game contains many procedural elements, including enemy bosses.

It was developed solo in 48 hours for LD35 using C#, Mongame, and SFXR.

Click on the image, or here to play and rate.

This post will be a postmortem of the development of the game. I am very verbose, so everything is hidden below the fold.

Theme

Looking back over the last 5 LDs, I’ve only had a strong vision for a theme once. I’ll have a few strong ideas for other finalist themes, but then really have to stretch once one is picked. I didn’t have a hard time coming up with ideas for shapeshift, I just had a difficult time finding something I really wanted to make. A few other final themes sparked some ideas I was excited for, but this theme just left me cold. I was sorely tempted to ditch it entirely, but stuck to it because I can always revisit those later.

The final gameplay is very similar to what I envisioned. I did imagine there would be an overworld connecting various “servers” with multiple arenas that would have a boss that unlocked a new shape, but I dropped the overworld portion fairly quickly to keep scope down. I wasn’t really intending for it to be as much of a bullet-hell shooter as it can be, but I’m not sure what I would have done differently to change that.

I designed the gameplay and art style first, knowing what I have worked on in the past. From there, that are style really dictated the digital-computer setting.

5

Development

I hedged my bets in design to design a game that could leverage the things I had done for LD 33. I had come up with a rendering and collision system. I reasoned that I would be able to leverage that code for an overhead shooter.

The art style in that game was a simple fake-3d overhead perspective. Using a series of 2d rotated image layers offset to give the illusion of 3d makes it very easy to import a new object with a high quality 3d appearance. I had also created a circular collision system on that game meant to limit the number of collision checks between objects.

As it turns out, I reused maybe a dozen lines of code. The player and enemy ships didn’t benefit from the 3d, but it meant I could still get some nice 3d looking effects fairly easily. That only took about 3 lines of very simple code, and a little bit of overhead throughout. I never needed to implement the whole collision system, and a little profiling makes me think I over-engineered it back then.

I started by creating arenas, and specifically drawing the arena walls. I knew I wanted arenas with shape, and while I could have hand placed where each line was drawn, I really wanted to automate the process so I could have variety. Weirdly that code was some of the more complicated and time consuming on the project. Basically the code iterates around a grid of solid and walkable cells that defines the shape. When it hits a wall, it steps around the edge and builds a list of corners. It tracks every edge it steps over in the process so it doesn’t build multiple overlapping walls. Having a system like that allowed me to later add many arenas fairly quickly and I leveraged the code for the end of level teleporter effect.

3

Next up was the camera. It’s easy to overlook the camera in LD because it’s subtle and it isn’t obvious what a good camera adds to the game. A locked overhead perspective with the player at the center doesn’t feel great in an enclosed space. Especially with bullets that don’t have a max range, it would have felt like a lot of the screen was going to waste. I also didn’t want a locked view that fills the screen, since that would make the arenas feel small. The game projects a point a certain distance in front of the player towards the mouse and centers the view around that. That doesn’t work great around the edges, so I constrained that centering point to keep more of the arena on screen at the edges.

On Saturday I started making enemies. I didn’t really have a specific plan, I just wanted to make sure there was a good variety. Just changing the enemy sprite didn’t feel like it was enough. I wanted to make sure they each behaved differently. Enemies and the player share some base movement, firing, and rotation code. On top of that, enemies make a movement and firing plan via something like a frame-step co-routine. While that executes, each frame they are just constrained by the world’s physics to make sure they keep a reasonable speed check for collisions. When that plan completes they create a new movement plan with a little randomness. Each enemy AI is fairly simple, but the unique behavior adds a lot of depth. The circle moves towards the player on the X or Y axis. The arrow slowly turns to face the player and then fires and rushes in. The W shape strafes left or right and fires 4 bullets at a time. The big green one moves on the X or Y axis randomly, slowly turns to the player, and fires a stream of bullets.

Level variety was important to me, so I planned ahead with things like the dynamic wall construction so that I could slot in multiple maps with minimal overhead. I originally considered procedurally generating levels, but I was worried that the levels would feel very strange or sometimes be impossible. I also considered a level editor, but the maps were simple enough that that felt like overkill. Instead I built an importer that opened all the images stored in a specific folder. It read the images pixel by pixel, and built the collision grid from that. Certain colors on the image translated to map features. I’d experimented with something similar a few months back in a very limited fashion. I think this worked out very well technically, though my level design wasn’t great on a few of the maps.

Procedural Boss Generation

At that point I had most of the trappings of a game, but it needed a feature to really stand out. Just fighting waves of enemies felt too repetitive. I had been toying around with the idea of bosses, but I wasn’t sure if I could pull it off. I started in seriously late on Saturday. The idea was that I could create one master enemy that created a set of enemies that it would control. First, the boss decided randomly whether it was primarily wide or tall, then it determined whether it would be symmetrical left to right and/or front to back. With those variables, it created a virtual grid around the center piece at 0,0. Then it picked either a row or a column and appended a piece to either end of that row or column. If it is symmetrical, it adds pieces to mirror the placed piece. Each piece it adds has a different frequency and difficulty cost, and it stops when it places enough pieces to meet a difficulty threshold.

4

Once the boss is created, the single boss center piece controls the behavior and total HP. All of the sub-pieces just try to stay in formation and fire occasionally / on command. When the boss is created it also sets a few attributes based on difficulty and randomness. It picks a max speed, and determines what behaviors it will follow (using the same basic enemy co-routine framework). If the boss is wide it tends to strafe more, and if it’s tall it tends to charge more. After a few levels it occasionally stops and fires all weapons or teleports around the map. The results are fairly satisfying. Sometimes you get a real dumb looking boss, but sometimes you get something really awesome. The emergent behavior that comes from the boss trying to move around obstacles is also pretty cool, and (unintentionally) fits the theme well.

Scheduling this project was a bit interesting. The game is fairly safe and well established territory, and there was very little chance of not having a complete-feeling game at the end. As opposed to dedicating Sunday to polish, I polished as I went and triaged features up until the last hour. I constantly asked myself what is the most important feature I could add. That meant some key elements were postponed until late, but that let me be very flexible. For example, the menu to change your shapes out was added late, because I knew I could hard code the shapes to keys if needed. I could instead prioritize the boss system, which is something I would have been very afraid to add late, but turned out to be the highlight of the game.

Audio

I started creating sound effects with SFXR and wiring them in on Sunday, only to discover that the sound system was silently failing. I hadn’t worked on any game audio since I got this computer, and hadn’t tried playing sound during warm-up. Whoops. There wasn’t an obvious fix, so I just cut audio all together and worked on other things. After some other cleanup and polish I circled back because it was too important to the game. I still don’t know why it’s not playing, but I swapped out the monogame audio pipeline for the windows media one built into .Net. It’s really meant more for playing things like application alert sounds and beeps though, not game audio. It has a lot of issues, but it’s key feature is actually working. I wanted to include music in game as well, but just am not confident enough in my music making skills.

6

What went well

Procedural boss generation turned out way better than expected. You get some wacky bosses, and they’re fun and feel different. If I had known how well that would have turned out, I would have made this a boss rush game.

Enemies were easily identifiable, felt unique, and worked well together to create challenging scenarios.

Could have gone better

I mentioned audio already – I should have tested that during the warm-up

The upgrade system isn’t great. It doesn’t really keep up with the difficulty ramp up, several of the shapes aren’t very useful.

The only reason to not just hold down the trigger is to quiet the sound effect. I was debating healing by not firing, but was worried that would slow down the game.

The gamepad doesn’t work on the weapon configuration screen. I just couldn’t think of a simple way to implement it in time.

Not enough balance time. There were some tiny tweaks that would have been great if I had done more testing.

  • I scaled back enemy HP, but enemies still feel bullet-spongy.
  • The red enemy is a little frustrating because of the bullet lag – I should have made them continue in the same direction until they hit a wall instead of strafing randomly so you could better predict their movement
  • Game ramps up difficulty a little too fast – I doubt many people will unlock all the weapons.
  • The flamethrower mode needed longer range to be useful
  • The shield mode should have lasted until the shield wore out instead of using a timer
  • The little enemies are more of a threat than the bosses – I should have put in a spawn cap for the enemies that spawn in during boss levels and tapered off the normal level spawns more.
  • Several levels are just bad. The maze-like normal level and the wide boss level are probably the worst. Without better obstacle avoidance and pathfinding, enemies get stuck in corners and can’t reach the player. Also, the exit placement should probably have always been in the center so you don’t need to truck across the board for it.
  • Continue button should have probably been relabeled to better fit the theme.

Future plans

I don’t think I’m going to polish this up and ship it on some platform, but I’m on the fence on that. I do see a lot of potential in expanding it as a boss rush game, but I’m not sure what I’d want the upgrade system to look like. I won’t really touch it until after the voting period, so I can sit on that.

realizing a video with several games of the Ludum Dare #35.

Hi, nice game ! We’re realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it’s free)
So we can include also your game in the video 😉
p.s. write #LDJAM in the game’s description

 

++++++++++++++++++++++++++++++++

 

Hi, nice game ! We’re realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it’s free)
So we can include also your game in the video 😉
p.s. write #LDJAM in the game’s description

Comments

fin_nolimit
23. Apr 2016 · 07:20 UTC
Awesome!! I just signed up!!

Postmortem postsleeping

ive been working a lot on the postmortem game, i really want to get it published this week on ios, its a lot of work but think i can do it.

here some hard work on animations to show the helpscreen of how to play before the game starts

 

black heart

black heart