
I was especially hoping for a good score in audio and it looks like I got it. (Top 6% according to my maths)
Overall I'm pretty pleased with my first entry. It was a great experience and I hope I can participate next time as well.
The Game...
I would like to talk about my game now. If you would like to test it first, here's the link: https://ldjam.com/events/ludum-dare/46/frictionless
This game is about protecting your heart in space, by catching the bullets of bad guys and using them as ammo for your own gun. You have some spells and a dash to assist you. It has a high skill ceiling and the learning curve starts of steep.
...and its Problems
I'm not sure if you care, but the biggest problem with the game was that the rules of the game were not conveyed too well. Yes, finding out the best strategies and all the behaivours of the enemies and stuff might have been an important part of the experience (and I won't explain them here), but throwing the player into the cold water like that certianly wasn't the best idea.
The movement doesn't feel good and that's probably because there is never a point of reference for anything. This makes it hard to aim at enemies, especially while chasing the heart.
Speaking of: A lot of people had their heart taken away by the yellow enemy pretty quickly, because it is hard to avoid. At this point you either give up and die or somehow deal with it. It is possible, since the third boss is all about it, but still pretty hard. This could have been fixed with some simple stat-changes...
"Boss? There are bosses in this endless game?". Yes, there are bosses. One for each enemy-type. And for each type of skill you need.
The orange boss is all about catching his fast bullets and making decisions about who to kill first.
The green boss is a 30 second time bomb. It tests you on getting bullets fast and not missing your shots (Or alternatively using your damage spell).
And the yellow boss is, just like I said, about keeping up with a very fast heart. If you don't, you will die.
All the bosses were done by taking the base of a normal enemy and tweaking its stats in a way that creates an interesting boss. They even used the same spawning system as the normal enemies.
At the first drop of the song, the enemies get slightly stronger and turn into squares. The bosses show up at each drop starting from the second one.
The Idea of the Game
From the very start, I knew I wanted to create a bullet-hell-sorta top-down game. One point, where all the bad guys would go to and you have to defend it. "Sounds kinda like tower-defence, doesn't it?". But I thought that was just lazy. So instead I thought about how you could defend something. You could kill the enemies before they kill you. But what if you instead had to stand between the bad guy and the heart? Taking the bullet and tanking the damange seems interesting. But instead of creating a very big health bar for the player, I could just not give him health at all. And so it was.
The idea with catching the bullets came naturally as I needed a way to get rid of enemies. You can't catch the bullets of 20 enemies. That wouldn't make sense. As a balance change I also made it so that the player could only catch one bullet every second. That way they had to get rid of the bad guys somehow.
The Story
What story? (The "story" was made after the game and it only makes a bit of sense)
Polishing a Game that doesn't exist (Graphics n' stuff)
I'm honestly surprised that my score in graphics was this good, even though the style was so simple and yet... It makes sense. As someone who does a lot with colors and graphic design in my free time, but has never drawn even a single apple, I can say that the style perfectly reflects me and my skills.
And that's interesting, because even though at the start of the jam there was no game, I already had a vision of what I wanted to do with the game and I started the design before having even made a game. A lot of content wasn't there untill the very last day, but the game looked great:
The colors look appealing and are somewhat within a color scheme and there are a lot of details that really distract from the simple style of the game. The things I'm talking about include, but are not limited to: The main menu heading reacting to the beat(explained in the next section),the transitions inside, from and to the main menu, the flashes when activating a spell and obtaining a bullet, the particles in the mana and health bar, the particles when killing or hitting an enemy and the particles that make up the scene. All these things make the game what it is.
As you can tell: Particles are important and I would say I'm pretty good at fine-tuning all of them untill they all look good. Especially the post-processing was a big part of the project and its style.
The Main Menu

A lot of players didn't seem to understand, that the tips-menu™ was only supposed to be viewed if they were stuggling. But a lot of them viewed it as a tutorial, since there apparently wasn't a menu for that (It's in the bottom right). I could have made the menu only unlock after the first attempt, but I could also have just told the player this information.
Then there was the spells-menu. I wanted to keep the descriptions pretty short, but still understandable and while I think I succeded in that, it was still only supposed to be viewed after the player understood the main concept of the game.
Exept that there is one spell that they should know about. A spell which only has a 5 second cooldown and might even be necessary for the game to be completed. And that spell is the bullet-spell. It gives you 2 bullets as ammunition right when you use it and I tried to make it really strong, so that it balances the hard game a bit. As always, I succeded, but the player didn't know that. They had to test the spell, its cooldown and its cost in order for them to find out when they should use it.
Communication is important and I failed at recognising that during the development.
Alright. Now lets talk about something I didn't mess up: The title. Yes, "Frictionless" sounds cool, but that was not what I was refering to. The title in the menu reacts to the beat and the only reason why I'm mentioning this, is because I think it looks pretty cool and I'm proud of it. For "How-I-did-It" it's not that hard. I just knew the bpm of the song, which made it easy to implement the shake and scaling. Just know that there are some beats which get skipped, since there is no beat at that point. "But how did I know that?" you may ask. Well... that's because:
The Music
I made the music by myself... both songs.
For that I used "Fl-Studio". Since I was already a bit experienced in the art of music, it was no problem for me to create this piece of art. The title screen music was done within the time of the jam, but the play-theme was not, which is why it doesn't quite fit. It still works, but you can hear some birds at the start. That doesn't make a lot of sense, since you are in space.
Still I'm pretty happy with the music. I like it.
Menu Theme: https://youtu.be/K98BYziapy4
Play Theme: https://youtu.be/P2g0ZOKc8pU
The Sound Effects
All the sound effects were, again, made by me. They were all made within the jam and no, I didn't "cheat" by using a program that does the sound effects for you. I made all of them from scratch. The shooting sound for example is a high pitched sine wave with its course pitch getting lower. All sounds have reverb, delay and stuff, but you probably don't care about that. Anyway...
The Conclusion
Damn, that was a heck of a ride. If someone actually got this far then I just want to say: Thank You <3 It means a lot to me. But even if that's not the case, then it's fine, since the main reason for this post was to grab all my thoughts, my problems and my overall experience with the game into one place in order to reflect on all of it. I hope that this helps me for my next game, so I can make it even better. Every jam is a chance for improvement. And I want to improve.
Maybe this post even inspires you to make your own. I would recommend it, so you can reflect on your own game. If you havn't made any game yet, maybe you should give it a try. What's the worst that could happen? No one is going to laugh at a bad game. Most people will instead try to help you, by giving you constructive-criticism.
Ludum Dare was certainly fun and a great experience.
Have a good day