LD36 August 26–29, 2016

Jumping on the Vlambeer ripoff bandwagon

So for this Ludum Dare, we decided to rip off one of our favorite bite-sized games – Super Crate Box by Vlambeer. I named it Hero of Alexandria.

It looks like this:

And here’s Super Crate Box:

The motivation was simple – my graphics buddy googer got sick of my top-down fetish and wanted to finally make a game viewed from the side. At first I wanted to make a sidescroller, but googer wanted an endless game, and since we’ve both played Super Crate Box, it seemed like a perfect choice (although I must admit it took me a while to realize). Then things went a bit south when we started discussing how to approach the theme. I got this really strong idea for a parody of Hero of Alexandria where he’s a literal action hero, an ancient Greek McGyver meets Duke Nukem of sorts, but googer absolutely detested that. Then the rest of the team realized the gravity of the situation and quickly banished him to prevent damages to the project that would no doubt ensue as a result of his utter lack of interest.

One day I will tell the legendary tale of his lone travels through the wastes in search of a new, deeper meaning of life, but not now.

Fast forward to Monday, Hero of Alexandria is out, and it’s probably the best game to ever come out despite the utter lack of any audio. Or it would be. If Super Crate Box wasn’t better. And had audio.

So now I’m gonna explain why that is. First of all – there was no time for audio. Second of all – I’ve studied Vlambeer’s design for centuries, which is the same amount of time it took me to read all of the negative comments on my previous games, which all seem to boil down to “dude it’s so hard and not understandable.” The second part was fixed by taking an already simple game and ripping it off, the former was a bit harder. Making easy games isn’t that easy, especially when your favorite part of games is the challenge.

So how do we make Super Crate Box easy without completely butchering it?

I’ve done several changes to the core design to make the game more casual, but kept the juice. Super Crate Box lacks a moment-to-moment difficulty curve, it rather puts you on more challenging maps as the game progresses. Hero, however, has a very obvious one as you play – the Caesar’s rage meter, which dictates how often and what types of enemies spawn. The pit mechanic of SCB where the enemies respawn when falling into it, except faster and tougher to dodge this time, is removed, and is rather tied to the Caesar’s rage. This way you are still punished for letting enemies fall into it, but not as harshly. More rage means both more romans, but also more lead.

Lead pipes are the Hero equivalent of boxes, the main gimmick of SCB and the thing that earned it so much praise. It’s not a bad mechanic per se, but it needs all weapons to be on the same level of usefulness to work properly, which SCB doesn’t offer in my opinion. Generally my SCB play sessions end with switching from the disc gun to the double pistols and wondering why I had to skip my visit to the RNG church last Sunday. For Hero, I opted for an upgrade system, where the weapons are mechanically different, but the next one deals more damage per second than the previous. The lead pipes, which are used as a type of XP points for the upgrades, are also not spawned randomly but rather fall out of dead enemies. This removes the need to run around the map to collect crates, which is another perfectly good layer of complexity sacrificed for accessibility.

As for the weapons, your starting weapon, the ancient Greek xiphos sword, is also the only one which knocks enemies back, giving you a bit more literal room for mistakes since you don’t have to keep retreating as you fire, but its damage output is abysmal and it’s not effective against midgame enemies who are immune to knockback.

The second weapon type is the shotgun, which is hitscan, in stark contrast to Super Crate Box which had only one comparable weapon, the laser rifle. For a good reason – hitscan is quite potent. No prediction required, just click and the enemy instantly takes damage. Being reliant on hitscan, Hero is a much more accessible game, albeit with a bit less depth to it.

The third weapon is the machine gun. At this point it becomes quite evident that another staple of Vlambeer design is being trampled – there should always be a reason to stop shooting. Hero never really has to stop shooting once he gets the machine gun. Everyone playing the game just picked it up a minute ago, why would they want to not shoot? Let’s just let them mow romans down with tons of screenshake and shields flying everywhere!

The pillar bazooka is the ultimate example of not giving a hoot. It has an insane fire rate, and it causes large scale destruction. Fire it into a battalion of Caesar’s troops and watch spears fly. Everything that gets as much as clipped by the explosion takes massive damage, overkilling any enemies not in the turtle formation. At this stage of the game, the last seconds of the timer are ticking down, and the fireworks on display are mostly just for the show, however there are also so many enemies now it still takes some serious moves to survive.

The timer is there to give the game an appropriate ending. I’m not a huge fan of games without an ending. “Beat your score” sounds to me like “see how far up this infinite hill you can push this boulder, Sisyphus.” Unfortunately, I rushed Hero’s ending mere hours before deadline and it glitched out to boot, so it’s even less impressive than intended. Still, I’m glad the game has a goal to work towards and isn’t just an infinite gauntlet, googer.

Some things stayed – the blocky artstyle, screenshake, enemies flashing, being knocked away on death, and the whole map is the same design as the first SCB map, again to make the game easier. Since killing enemies is more straightforward, more spawn per wave, just for more carnage. The flying enemies aren’t present – both to buy more time for other things and because they’re a major case of my deaths in SCB. The jumping is a bit more floaty so jumping over enemies is easier and there’s a bit more hangtime for easier timing of shotgun shots and sword swings, and air control is also more prominent.

I intended there to be a bit more backstory and characters, which is also in contrast with Vlambeers philosophy of “show it, don’t say it.” Just for the heck of it, I’m gonna write potential dialogue here.

[Scene: Heron working at his workshop, a bunch of his inventions around, an old Greek dude rushes in]

[Old Greek dude] “Heron, the greatest inventor of Alexandria… Caesar’s troops are crossing our borders”

[Hero of Alexandria] “So that good for nothin’ Herakles has finally given up the ghost? Here, hold this”

*Hero puts a small aeolipile in the old greek dude’s hands*

[Old Greek dude] “What would this… amazing construct… Be?”

[Hero] “Just a harmless toy”

*Hero brings out a machine gun*

[Old Greek dude] “And that?”

[Hero] “A not-so-harmless toy. Stand aside. Caesar must have gotten a wind of my plans. Can’t let the guy just take over my latest device like that.”

And for the ending:

[Scene: Rome]

*derpyfaced Romans chomping on lead pipes get nuked*

[Scene: Nuclear explosion reflected in Hero’s sunglasses]

[Hero] “And that’s the end of the Roman empire… Maybe they shouldn’t have eaten so much lead”

*pan to background*

[One old Greek dude to another] “Told you he was our time’s Albert Einstein”

 

Dibs on a visual novel for the next LD.

Larry Does Ludum 36 – Ep 1 – Orgog’s Prison, Forty Two, & The Museum

We’re back to adventure in the realm of Ancient Technology with Ludum Dare 36! Featuring Museum Employee that think on his feet, an ancient sleeping magical machine, and a Dwarf who must escape from an Orcish prison complex.

Check the games out for yourself below!

The Museum

Forty Two

Orgog’s Prison

 

Got a game you’d like to submit for a possible showcase? Then use this handy dandy Google Form! It’s fancy!

Tags: Forty Two, Larry Does Ludum, LD #36, Orgog's Prison, The Museum

Pharablock: Post Mortem (not again!)

A shameless offtopic before the actual topic even started – I always think of this song whenever I hear or see the Post Mortem expression:

So, I thought I would follow suit and write a little something about our Ludum Dare experience.

The concept

First of all, the thing which probably surprised me the most – the core idea for our game came together really fast. It might have taken 30 minutes from the moment we said “Hello” to the moment when we knew what we were going to make.

I remember my first thought was to make some kind of an exploration game where you control an archaeologist searching for a treasure inside a spooky pyramid. Then Pavol said something about a prehistoric builder building things with an ancient crane, and we immediately started mixing the concept with Tower Bloxx, and, eventually, Angry Birds.

The first plan was to use both the slingshot and the crane, and let the user switch between them under some circumstances. In the end, we decided that the slingshot was good enough on its own.

day1

The jam

The jam actually went pretty well regarding most things. We didn’t push it too much, we got up around 9 o’clock, had a fair amount of pauses, stretches and procrastination moments, but I think we also got a lot of things done.

The good things

We at Fryhet are a relatively long-time Unity users, and we have considered using it for this Ludum Dare. In the end, we have decided to use Godot. I personally used it for some smaller projects in the past, so I’ve had some experience using it and knew my way around.

Boy was it a good choice!

Quick note: a lot of boring, technical babble incoming, you might want to skip to the next section.

Even though I don’t like GDScript due to the simple fact that it’s dynamically typed (if you do a typo in the variable name, the goddamn compiler should catch it!), I’ve had a really great experience using it.

Sure, it’s not bug-free at all, some things feel cumbersome or unfinished, some bugs in the export templates have caused us and especially the players a lot of trouble, and we’ve had a lot of headaches along the way, but I can live with that.

The thing is, Godot is amazingly powerful, especially the scene system. You can split the entire project into tiny, composable pieces which are ridiculously easy to manage and work with.

Mid-project I’ve decided that the first background we’ve made (day and night cycle with a big dune, it’s still visible ingame) looks cool, and I wanted to try to use day and night “parts” in the main menu as well.
So I’ve duplicated the scene, deleted everything not related to the sky itself, saved it, and instanced it in the old background in order not to break anything, and did the same in the menu.

day2

“Hmmm, it looks quite nice, it’s probably a keeper.”, we both said. Then I thought that it would be cool if the day and night motion would be present and continuous in every scene throughout the whole game. Ugh. How hard can it be?

Let’s create a container node, which will hold the currently loaded scene, and put the background next to it. Now this will be the main scene, and everything else will be loaded into the container instead of switching the scene entirely. So I did exactly that. Just one thing needed to be changed – all scene switches had to be handled by our own custom function. No problem, just search and replace all occurences of change_scene with our function.

“No way that was enough, everything will be broken.” – I thought just as I clicked the play button. “Holy shit, it actually works!” – I thought just 10 seconds later. The whole process took just about half an hour!

I’m sure something similar could be done in Unity as well, I just doubt that with its monolithic scene and prefabs it could be done in such a quick and non-intrusive fashion. No, please don’t hit me, Unity users!

Of course, you need to adjust your thinking to grasp the Godot workflow, but once you do, you can’t help but love it.

The screw ups

The thing I regret a little is that we (I) did a crappy job with the sounds. I personally don’t really like them, and I have also implemented them quite poorly, so they are glitchy sometimes. Also, there’s no music, which is probably even worse. Now that I’m playing all those amazing games which have been submitted, I realize just how much a good music adds to the product. In short, I think we underestimated the importance of sounds and music, and is a thing we should work on a little more.

Also, submitting didn’t go as smooth as we had hoped. Our website was often unavailable, which made it impossible to play the web version (although we’ve added an alternative web link afterwards), some people reported bugs or were not able to play at all, and the Windows standalone build contained a bug causing the slingshot to go towards the top left corner of the screen instead of following the mouse (this has been fixed eventually).

The web version seems to be cursed, anyway. It seems to break in unexpected ways, and these bugs are hard to track down and fix. If there’s one thing Godot is (apparently) bad at, it’s the web export. And quite a few little bugs.

final

The conclusion

All in all, I think we did pretty well. Comments about the game have been astonishingly good, and there are a lot of helpful, talented and friendly people in the Ludum Dare community.

It was a great experience, thanks for that!

Also, here is a link to the jam entry :)
By the way, I have no idea why the comments are disabled, they shouldn’t be.

————-

http://fryhet.com
https://twitter.com/FryhetOfficial

My personal reviews – 1

In last post i asked for some tips for games. I got 5 so… There are my reviews!

Into the universe

Game about infinite space! I love this type of games :3

Pretty catchy game! I played this one over hour 😀 Game mechanics are pretty interesting! Sometimes enemy ships spawn one one place so i can’t really tell how many are there. But that is just minor flaw! Also, game don’t have many options. And you can’t really see how weapons shoots. I missed some pretty lasers 😀

summary:

You should play this one too! (If you have lots of time, this game is really catchy!)

The Swith – Worker And The Operator

I put those games because both developers get exactly same idea 😀 Games are about call centers in old times. You just connect jacks to holes. This idea is great for mobile gaming! If one of them make android version, i will probably play it evere free time in bus!

Buuut…. I liked Operator more. Better sounds and more realistic.

summary:

Good small games! Without flaws or bugs but also without some catchy game mechanics.

Free Afternoon

I really can’t say too much about this game 😀 Not because is bad, but because i thought it will be about pc and floppy disk but there was pretty funny plot twist so, enjoy it yourself!

summary:

My english is not that great but still. I enjoyed this game. But i did not played it for too long because i did not have free afternoon 😀

Sassy Salesman

I will be shockingly honest… From all those games, i enjoyed this one the most. Catchy tune, funny idea, great humor… Definitely one of my favourite games this ld and i hope there will be bigger tycoon style sequel. Also, i worked like salesman too. And if you think this is just humor, you are wrong. People are that dumb in real life 😀

summary:

I liked it. That is all. (I go to play again :D)

So, thankies for tips! If you are developer and want feedback written in horrible english, just leave comment! I still have mood for some horror stuff though… But i play everything!

 

 

Comments

02. Sep 2016 · 13:07 UTC
Thanks for playing and leaving a nice review! Glad you enjoyed it.

Ludum Dare 36 post mortem

ugggggggggggggggggggggggg, another failed ludum dare: 4 submitted, 2 not submitted (wow 2 years or something close):

 

my thoughts through out the process:

Initially I planed on using libgdx and java with a 2d game. Seemed to work pretty well for me in the past so why not do it again. 6pm I found out the theme on the website and went out for some of the night. when I got back I started to familiarize myself with the theme of “Ancient Technology”. I was jotting down Ideas and a boat battling/boat ramming game popped into my head. Easy to do right? well why not make it a Virtual Reality game! So I was trying to find out more information on how to do it with the different libraries. I found a libgdx extension for google cardboard that renders everything the way it should! Great now how do I run it. Well I need libgdx version 1.7.1, crap its not up to date…would It still work? no…ok well could I downgrade libgdx, no…grrr ok whats next, well on google’s cardboard website it mentions unity. So, Unity it is! I have worked with c# before in a class and its very similar to java in syntax so why not use it. OK I have a new engine and a different language. How do I make the assets, blender? crap another thing I have to learn in 48 hours. Oh well seems fun! I get a decent looking boat model going and decide its good enough. So I begin to code. at this point its about 6am and I head off to bed, wake up the next day and start coding! by the time I went to bed I pretty much made 0 progress. The only progress I made was putting the boat on the scene and a functional camera movements. I want the boat to move with the camera Though…seems easy but was not at all given I am new to unity it wasnt. I had to work on my homework sunday and didnt get to work on it at all. I managed to fix it monday when I got back to it, it took probably 20 minutes to do what I wanted…I never finished it but now I might get honors credit for my class when I finish the game.

Awakening of the Golem Post Mortem-ey Thing

Sooooo… here’s this thing I’m writing I guess. My game is called “The Awakening of the Golem,” which sounds super serious, right? It’s not. Here’s the link if you wanna check it out: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=85560

AAAAANYWAY, here’s my PM on my game, based upon:

The Theme:

  • I was honestly really disappointed that the theme was Ancient Technology, but I had thought beforehand that that would probably be the theme, so I had time to brainstorm a little bit for the days before LD.
  • Even though I wasn’t a fan of the theme this time around, I think I was able to come up with something at least decently good (or at least decently fun, if not good.)
  • I’m actually enjoying most of the other people’s games, which is good. Last time the games were a little less interesting I think but I’ve found at least a few this time which were really intriguing and fun, although most of the ones I’ve liked have had a veeeery stretched connection to the theme.

The Experience:

  • This LD was a lot more of a friendly fun experience for me than the last one, since I was in a Skype call with my friend (Corinator, you should check out his game Dungeon Runes, I actually made most of the sound effects for it) pretty much the whole time I was working. It was good to be able to have someone to help me stay sane, and I was able to help him with a lot of the coding as well. We’ll probably work together next LD (as long as it’s on a vacation because school is a suck).
  • My process was also pretty different this time. I did much more animation first than I did last time. In fact, I spent the whole first night and beginning of the next day only working on animation. THEN I got around to making some controls and basic AIs.
  • I had some major issues, mostly with AI. I’m not the best when it comes to stuff like that. I tried to make tanks as enemies but ended up going with the red-shirted psychos instead because every which way I tried to get the tank’s script to work, it would either float aimlessly into the sky, glitch out of control and bounce around the map, or the turret would be rotated wrong EVEN THOUGH I TRIED ROTATION AND LOCALROTATION BLARGH! I actually got pretty down on myself when the tanks didn’t work since I didn’t think it would be interesting to just have more humans. I wanted something that took more than one hit to destroy. But I ended up taking the super-non-serious route and just making humans that can kill you with one hit from a knife, kinda as a joke.
  • The game ended up much more humorous than I originally intended, which is why the intro seems a lot more serious than the game itself. I realized about halfway through that it takes a lot more effort to make a good serious game than a fun silly game, so I went with the latter. I made a serious game last LD anyway, so I feel okay with taking a different path.
  • I have never made a 3D game with this many Rigidbodies in it before, and let me tell you. My computer is very old and doesn’t even shut down properly. Sooooo… It doesn’t like running games with a lot of physics objects very much. However, it definitely provided a reason for me to learn how to optimize my game, which I did some of (combining meshes was an easy one, increasing the pixel error on the terrain, cutting down on unnecessary Updates and FixedUpdates, etc.).

The Feedback:

  • I felt pretty bad about my game when I first finished it, but a little while after I played it some more and felt pretty proud. I think it’s not bad for my first real 3D game. Sure, it would’ve been nice to have harder enemies or better controls, but I’m still a beginner and you can’t always have everything you want when you do the Dare.
  • The feedback so far has been fairly positive. A lot of people have had problems with some of the minor control stuff (sliding, stopping when punching, etc). Most of these things are things that were worse when I started making the game, so at least it’s improved from its original state.
  • A few people wish that the golem didn’t die in one hit from fire or knives. I see why, but that was mostly for comedic effect and not because I wanted the game to be super hard or because I didn’t have time to program health into the game. I suppose it’s a little unfair, but the game isn’t that hard. The real problem with the one-hit deaths is that the laser doesn’t get charged, and that’s something I could’ve (and should’ve) easily fixed. I should’ve made the laser only take 5 kills to charge instead of 10.

SO YEP! THAT’S ABOUT IT! I’m pretty satisfied with what I’ve done. It could’ve been better but at least I didn’t have to rush the end of it like I did last time. I’ll probably do another 2D game next time… who knows though. 3D is fun, too, it’s just harder to make levels in a 3D world since you have SO MANY DIRECTIONS the player can go… But anyway, I’m not gonna reinstate my satisfaction with this LD any more times. That’s it, and if you haven’t played my game yet, I’d love it if you’d give it a play (there is an end game, please try and get to it) and give me some more feedback! THIS POST IS SUPER LONG SO I’M GONNA END IT NOW.

Comments

johnasebok
02. Sep 2016 · 03:06 UTC
This is one of the games I was able to play and review. If your reading this and have not played it – you need to.

Wheel Warrior Postmortem

Hey everyone, it’s Brandon from Shatter Point Studios.

I keep seeing people post these to discuss their game and overall Ludum Dare experience, so I thought I’d take a few minutes to talk a little bit about ours.

What went wrong:

  • The theme: Not that there’s anything necessarily wrong with Ancient Technology as a theme, but it wasn’t something any of us found particularly appealing, and we had a lot of trouble forming ideas. Blame our lack of imagination for this one.
  • Trying too hard: The first concept we came up with that we really all jumped on sounded really great, but once we started putting it together, we realized we had made the mistake of being overly ambitious (again!!), and also were working on something we just weren’t that interested in, just to be able to say we were making something. This was a costly mistake, in terms of time and morale.
  • Junk food: This was a rookie mistake. We’re not as young as we once were, so stocking up on junk food and staying up all night on Friday did not make for a pleasant Saturday morning…

What went right:

  • Keep it simple, stupid: When we finally did get our s**t together, it was because we agreed to make something stupid and simple: an endless runner. Once we got the basic mechanics working (which didn’t take long), we started thinking about what we could do to make things more interesting… Which leads me to my next point.
  • Make something personal: All of at Shatter Point grew up through the 90’s (except those of us that still haven’t really grown up, but whatever), with game consoles that by today’s standards could be considered “ancient technology”. We thought back to our experiences playing the original Gameboy, and how so often it felt like losing was inevitable, thanks to those damn batteries… So why not attempt to replicate that? Focus on selling an experience, rather than “fun”.
  • What a twist! While this may not be something that worked in everyone’s opinion, I personally really enjoyed promoting the “game-within-a-game”, to surprise everyone with a Gameboy (childhood?) simulator. So take that, everyone!
  • So what did we learn? Keeping it simple is a must, at least for us. Our team works better when we focus on basic mechanics first, rather than trying to create something huge based on an ambiguous “ancient technology”. Next time, we’re going to approach the timeline a little differently. Maybe instead of all night Friday, we’ll brainstorm for a few hours, then do 12 hours on Saturday, and 12 hours Sunday, then polish on Monday (and maybe we’ll eat slightly healthier). Also, we’re gonna hope for a theme that we don’t hate. But whatever.

Anyway, you can play our game Wheel Warrior by clicking here, or on any one of these other fine words. Enjoy!

Desert Strife Post-Mortem

One more jam, one more post-mortem. Such is the way of life (for me at least!)

GIFFIG

Design

Checked out the theme as it was announced (4.00 am around here). I knew what was coming based on the previous voting rounds, but no idea sprang up immediately (which is usually the case to be honest).

The brainstorming began officially in the next morning. Ranquil joined the storm later at which point all I had was a vague strategy game concept about scavenging and stealing technology. Movement of armies would have taken place on a world map and the action on a separate battle map. In the next few hours I managed to simplify the idea down to a single map close to the style of Advance Wars. Nine hours had already passed since the start of the jam so we set out to work with minimal fuss.

Programming

Light turn-based strategy isn’t the most demanding of genres and I had in fact created a similar prototype some 4 years ago. Unfortunately, the half-life of a codebase is way less than that and after 5 minutes of perusing I decided to rewrite the whole thing from scratch. That was a good call. The only system I reused was an A* pathfinding system, which I’ve been using for years in other projects including the last few jams.

No severe problems on this front, just a lot of work.

Graphics

All the problems piled on the graphics artist this time. First off, Ranquil had been working for the whole summer on other projects, didn’t really like the genre and lastly the drawing table broke when only one asset, the character sprite and walking animation, had been finished.

Due to this calamity all non-essential assets were cut, among these battle animations (and any possibility of a separate battle screen). Ranquil shifted focus to other tasks, like audio research (and found a great song right away!). Luckily the drawing board issue was resolved by Monday and the last essential assets, like the desert ground tile and the main menu background image, were made and implemented. Despite the last day push some programmer art slipped in. (I take what I can get!)

Polish

With the game itself feature complete and playable only minor tasks remained: Audio implementation, main menu and tutorial. Once again, nothing I hadn’t done before, although for a jam tutorial this one takes the cake! The whole thing was completed with 2 hours to spare, a new record that. The building and uploading process took about an hour more for the tired mind.

Conclusions

Never have had this grave a production setback before, yet thanks to the small asset requirements of the genre the end product didn’t suffer significantly. The 72-hour jam is much more relaxed than the 48 hour counterpart with time for sleeping and breaks. I like that.

Had a good time and, once again, felt genuinely happy about the accomplishment. Now that is a feeling like no other.

 

Play it here!

And have a nice, relaxing post-jam life!

Tags: 2D, 2d unity, animated gif, gif, post-mortem, unity

Revenge of Tutankhamun, a Ludum Dare #36 post mortem

Here is a post mortem written by Edu ‘@sodap_’ Alonso, the artist half that worked on our Ludum Dare 36 entry, Revenge of Tutankhamun. He writes about the overall experience teaming up for this Ludum Dare, and the right and wrong things learned on the experience. And if you haven’t tried or game yet, well, do it now and provide feedback if you can!

Enjoy!

 

REVENGE OF TUTANKHAMUN, A LUDUM DARE #36 POST MORTEM

Revenge of Tutankhamun is an arcade-puzzle game inspired by Chu-Chu Rocket. It was created in an event hosted in Zaragoza, Spain for Ludum Dare 36. The theme for this Ludum Dare was ‘Ancient Technology’, which inspired us to make a game about traps in ancient tombs and we ended up making something similar to Sega’s Chu-Chu Rocket, a classic for the Dreamcast and GBA.

 

In this game the player takes the role of the Pharaoh Tutankhamun, who needs to design the layout of the chambers in his pyramid in order to keep his treasure safe from any looters. These explorers will always walk forward and turn in a predetermined way unless given directions by a magic arrow placed by the player. The magic arrows wear out each time an explorer steps onto them so the player needs to keep replacing them until all explorers are dead.

 

The team was formed by a programmer, Rodrigo Díaz (@r2d2rigo on Twitter) and myself, Edu Alonso (@sodap_ on Twitter) as an artist. This was our first game working as a team.

 

Gameboss Jam Zaragoza

Both of us are members of a small online community of Spanish-speaking indie devs called Indiecalipo in Telegram, where we figured out we should make a real-life gathering for LD36 because it would be cool to meet each other, have fun, and make games. Juan Castillo (@Acrimiens on Twitter), from Zaragoza-based indie developer Mechanical Boss went ahead and started organizing the event.

 

The event turned out way better than we had pictured initially, as the jam was hosted in a community center for art and technology called Etopia where all the participants could stay for the whole weekend. We had a blast partying and doing gamedev battles on Friday before the theme was announced and then most of us went to bed to come up with an idea in the morning and start working. It was an amazing experience and it’s safe to assume we all are looking forward to repeat as soon as we can, maybe in another place so Juan can concentrate on the fun and the game making while others take the hosting part off his shoulders.

 

Development process

To be fair, the theme ‘Ancient technology’ wasn’t really unexpected, as it had lots of votes in the preliminary rounds, and we had talked about possible directions to take in the jam if that turned out to be the actual theme, for example something like a Ghost ‘n’ Goblins with a caveman having to start a fire and make a spear. However in the morning we deemed that idea too unoriginal and played out so with the help from CremaGames’ Guillermo Andrades (@xyaw on Twitter), Rodrigo and I came up with a new one, a game about traps in a pyramid inspired by Chu-Chu Rocket.

 

From there, we started working. Rodrigo started implementing the mechanics and used Tiled Map Editor to create the levels, and I started doing some art. I intended to make a concept and then make everything in a pixel art style but people liked the concept so in the end I just made a higher res version of the assets that were present in the concept art. We didn’t have any problems, it was pretty much smooth sailing for the whole process, which was a pleasant surprise for us.

 

On Sunday we realized we had some problems with UI/UX, it was really hard to control the game and we tried to solve that with UI but in the end that didn’t really help. Sunday night I stayed up until late as I searched for some free to use music and sounds. We still had some time left on Monday so on the train back home Rodrigo made a handful of new levels with a bigger challenge, made a build of the game and uploaded it.

 

What went well

  • Both of us have a fair amount of experience at our roles so we didn’t run into unexpected problems or blocks during development.
  • Making a new take on Chu-chu Rocket was a good idea. It is a great game that needs a more modern version with better presentation and new content.
  • We don’t have any serious game-breaking bugs that we know of (please do try and prove us wrong and report any issues you may encounter!).
  • The art turned out pretty decent for game made in under 72 hours.
  • No nervous breakdowns by any of the members of the team.
  • We finished the game without too much stress.

 

What didn’t go that well

  • We gave too little thought to the game and level design. The gameplay is a bit broken, it’s a weird mix of puzzle and twitch action that isn’t fully working.
  • Only Rodrigo worked on level design, I wasn’t of much help in that aspect and I think the lack of feedback on my part hindered the final result.
  • We probably worked too much while thinking too little.
  • I lost a lot of time on a concept art mockup and in the end I had to change the art style because of it.
  • We based the game on Chu-Chu Rocket but we didn’t look at any videos or played the game. We played by ear and made some design mistakes that would have been solved by checking our references.

 

What we learned

  • A good team of experienced and talented people goes a long way for a successful and stress-free game jam.
  • We need to think and talk more about game design when making games.
  • Chu-Chu Rocket is an amazing game that needs a remake.
  • Concept art should be done fast and with the final style of the game in mind.
  • Check out your references, don’t rely on your memories.
  • Real-life events are a blast.

 

The takeaway

After the great experience in Zaragoza, we are looking forward to working on more projects together and also to attend more real-life events. You should always team up with someon who shares a similar mindset and level of expertise as yourself, that will make things go much smoother. However, you need to strike the perfect balance between thinking and doing.

Tags: 2D, LD36, post-mortem, postmortem, unity, unity3d

What next?

For everyone who played RM -Universe and enjoyed it will be happy to hear I’ll be re-making it bigger better and in my own custom engine, I’m working on a more complex map system to allow better doors, expect it soon

Ice, Fire, Сodfish and Sheeps: work on the bugs

For me this is the third LD in a row. Every time I go a little further in development and still far from success.

I’m doing a prototype, collect feedback and begin to work on the comments. Therefore, praise and comments mean more to me than ratings and points. (I’m more of a blue ocean than the red sea.)

Сodfish and Sheeps

add tutorial and sheeps

Compliments is a growth point. So I understand that like the players and try to strengthen it. Comments help to eliminate critical errors, but compliments are much more important.

This week, in fits and starts, I’ve improved the tutorial and released the sheep to the meadows. I will be glad to hear your opinion about the current state of the prototype.

Project Meteor now with WebGL version & Postmortem

Hey fellow participants!

I hope you are satisfied with what you have created last weekend and already got many constructive comments from the community.

Screenshot 1
My entry Project Meteor now has a WebGL version – so if you like try it out here (and feel free to leave a comment :) )

Postmortem

After my failed first attempt last time (mainly because I was not familiar with neither Unity nor Blender) I’m glad that I could finish something that could at least be called game this time – even though I had to cut down on content greatly and spontaneously in the last few hours. But a game is a game – so: Yay~

What I’m satisfied with:

  • The Asteroid Physics: it took a whole lot more time than I wanted, but in the end I like the result. It’s quite as I imagined it beforehand.
  • The Pixel Art: It’s my first real attempt at pixel art (with some helpful references in terms of style) and especially creating the tool images was more fun than I expected.
  • The Atmosphere: mainly thanks to the great music by my friend Fabian
  • Collaboration: I was in loose contact with aforementioned friend and my best friend via WhatsApp throughout the weekend and got feedback, moral and resource support. Much better than fighting alone :)
  • Spontaneity during Design: when the deadline came close I got more and more decisive when it came to design choices. Two examples: Allowing just one drill per position instead of implementing a more complex Collider manipulation method. Turning the planned third tool (the Signal Transmitter) into the very thing that you have to search in the game.

What I want to improve next time:

  • Time Management: This seems to be the eternal ToDo in many post-mortems I have read so far. Especially finetuning the physics (and not finding a subtle bug) took much more time than appropiate.
  • Art Style: Mixing a photo of an Asteroid (3d model) and a high-resolution space background with my self-made pixel art is suboptimal. Next time I try to go for smaller scope and everything from the same source.
  • Content and Gameplay: This game will keep a player maybe engaged for 3 minutes. Next time I want to go for longer content.
  • Teamwork: Having a real complete team next time would be great :)

Thanks for reading and if you are interested in my game developing endeavours (and 8 bit pixelart which I retweet quite a lot :D) then follow me on Twitter

Water Ruin

A bit late in making this post (also my first time uploading the game, other team member did it in the past).

This is our submission for Ludum Dare 36.

We would have liked to have done more with the puzzles, also there are a few collision issues but overall we’re happy with the result.

Link to submission page

Hello and help plz

So, I don’t think I understand this site correctly yet…  I don’t seem to have an “author” page. How do I get one? I already joined a miniLD and submitted a game. It would be nice to have a page where I could see the games I submitted, the posts I made, comments, etc, all in one place. Can someone help me with that?

Let me apologize in advance to post something unrelated to the LD36 this weekend .-.

Comments

mjau
02. Sep 2016 · 20:04 UTC
The author page doesn’t show up until you’ve made at least one post. You have an author page now :)
Siridakis
11. Sep 2016 · 16:00 UTC
WOW :)

Thanks!

Tech Valley Game Space will be streaming on Twitch again today at 7pm!

Come watch us play submissions for Ludum Dare 36!  If you want us to play your Jam or Compo entry, add it to our list and let us know in the chat! We will be starting at 7pm (Eastern Time).

If you can’t join us today, we will be streaming on Tuesdays and Fridays during the judging period.

Link: https://www.twitch.tv/techvalleygamespace

Legacy in Ice – Player’s Guide

 

I just put out a polished up post-compo build of my LD 36 game, and I thought it would be good to put together a little player’s guide to go with it. Point and click adventure games can be frustrating if you aren’t on the same wavelength as the developer, and everyone has a lot of games to play so I figured some hints might prevent you from getting stuck.

You can grab Legacy of Ice here, if you want to check it out.

Click the link below for the players guide.

Select text to reveal the hint. Each hint for a puzzle gives you more clues to solving it. To prevent spoilers, try to figure out one hint to a puzzle before revealing the next one.

 

General tips:

  1. Click on things multiple times to investigate them further
  2. Click the white bookmark in the upper left to open your inventory. Click an item to select it, then click where you want to use the item

How do I get into the mine?

  1. The chief of security on the second floor should be able to help you
  2. But he’s not going to fix that door anytime soon
  3. You’ll need to use an item on the door to replace the handle

How can I help the chief of security?

  1. You’ll need to replace the handle
  2. A bent piece of metal could probably be wedged in
  3. Use the angle bracket on the door

How do I get the shiny thing?

  1. It’s pretty high up there, but maybe if you gave it a good thwack
  2. A slingshot would do nicely
  3. If you pick up the divining rod and the rubber tube, that would work as a makeshift slingshot
  4. Use the slingshot on the squirrels nest

How do I get down the elevator?

  1. The robot is pretty stubborn, you’ll have to convince him to leave his post
  2. A fake disaster won’t get him to leave, but a real one might
  3. If the light on the dock were to break, you could convince him to fix that instead of clean
  4. Drop an icicle in the breaker box to fry the lights
  5. You can grab an icicle off the far side of the dorm building

How do I break through the wall?

  1. It’s pretty solid, you’ll need a power tool
  2. The grumpy miner was fiddling with something that might help
  3. The security chief might have an idea
  4. Give the grumpy miner the mail from the dock and he’ll forget all about his drill
  5. Use the drill on the wall

What do I do with the lone tree?

  1. What’s that thing at it’s base
  2. If might need to dig through the roots
  3. Use a shovel on the tangled roots
  4. There was a shovel back on the path to the dock

How do I turn this thing off?

  1. Each pedestal moves some of the sliders in a consistent pattern. Each slider only moves left and right. If you walk away, it will reset on it’s own
  2. Weren’t there some numbers written on the rock wall in the previous room?
  3. The numbers form a simple combination, with 1 on the left and 4 on the right
  4. Move the sliders such that the first and last are on the far right, the second is in the second position, and the third is on the left
  5. When all sliders are reset to the left, click the first pedestal twice, the second once, and the third 3 times

If anyone knows how to make proper spoiler text in wordpress, I’m all ears :)

Music from our game Aquadrata

game page – http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=40789

Please welcome, and we hope you enjoy our game :)