Ludum Dare 37 December 9–12, 2016

Last Chance for One Room Hotel!

Last Chance to Play One Room Hotel!

DONE!

 


 

Some Select Reviews:

I love your game, I knew it will be a great one since I’ve seen the first screenshot you posted!!

But I like the realization, pretty amazing for a 48h creation!

Haha your take on the One Room Hotel is brilliant, what a great idea!

One of best of LD37. Great innovation.

Great job! Easily my favorite so far.

Fantastic work. Really fun and unique integration of the theme.

Wow, this was a perfect entry, probably my favorite so far!

this game is in my top 3 for LD37

Really good entry, the gameplay is perfect :)

One of the best games on this LD!!!

…the game has potential to become huge. Don’t leave it. Expand on it. Publish it.

I think the best entry I’ve played so far!

5 Stars!

 

reviews

 

Give it a Play!

 

One Room One Girl

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—–> Entry Page <—–

download

This is the game where player controls Lovers. They must adore to girl on couch to make her pleasure max. Next Lovers must hide in objects of room. If doors will open and Lover will be next to the girl, there will come girl’s men – FRED. He don’t like her Lovers. Player must rescue all of them by taking out if room, one after one Lover. If Fred will see sneaking Lover he will want to catch him! Lover have only one way to safe himself – Go to any empty hideout! Fred is really stupid guy and have problem with his memory, so if Lover will go to hideout, Fred will forget that the Lover was in room.
Player will win if safe all Lovers – lose if lost one of them.

124969-shot1-1481594324.PNG-eq-900-500
Controlling in game:
WSAD – control of Lover’s steps
E – entry/exit hideout
Left Mouse Button (LMB) – while Lovers are in

Bez nazwy-2

—–>Entry Page<—–

download

One Womb Post-Partum

Well, here we are, at the end of voting once more, and it has taken us three weeks to summon the motivation to create a Post-Partum for our entry.
One Womb is a fast paced race-the-flood wall climbing platformer where you are a lone sperm trying to outrace a horde of other spermies to fertilize the egg. We’re quite proud of this one overall, but we’ll go into detail on what worked, didn’t work, etc.

–>One Womb Entry Page<–

Our team once again consisted of:
Programming:
Ryan Nohr
Art:
Kyle Olson
Jon Rasmussen
Music/SFX:
Tim Brandl

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Programming/Design – Ryan

  • What worked:
    • The concept we settled on was a silly, fun idea. The first few jams Jon and I did were light hearted, silly things, and we had a lot of fun. The past few we’ve participated in though we’re a bit more serious, and much less focused. They each had their bright points, but for me personally, they were more stressful and less fun to work on. I think the return to silly was what we needed to really have another game click.
    • On that note, we all got on mostly the same page very quickly. Once the title ‘One Womb’ was suggested, there was no other course of action. The dominoes fell into place quite quickly, aside from a few miscommunications, and standard delays.
    • The game itself was fun. The majority of my time was spent making sure that the core game was fun to play, that aspect is easy to lose sight of, so in any decision I made, the fun answer was usually the best.
    • The actual level turned out to be decently balanced. I confess, I didn’t even beat the game until after the competition. During the jam, I only tested the parts of the level to make sure they were in theory beatable, but I hadn’t had the time to finish it. In the end, it was difficult, but I am happy with where it is at, because with some persistence, it is beatable. This gives it a bit of life that otherwise wouldn’t exist if the game was beatable in 5 minutes.
    • Gameplay is fairly addictive, and restarts are quick. When I actually did play the game to the end, i always felt that I could get it next time, and so I felt compelled to replay, which went pretty quickly by design. This felt like a good balance to me, so I’m pleased with where it landed.
  • What didn’t work:
    • Keyboard play. For the love of god, keyboard play doesn’t work. For what it’s worth though, we never intended it to work. The majority of my time was spent getting the game tuned to work with controller, and that was hard enough. Since this type of game is traditionally played with a gamepad, it seemed an obvious choice.
    • The biggest problem we had with this was that we didn’t properly convey this fact, so many folks expectations were not met. We added some post jam updates to try to alert the users to this design choice, but I feel like this may have impacted our “fun” score.
    • User expectation of difficulty/time investment. I think some people found the game just a bit too hard to complete. While I’m happy with where it landed, I think folks are maybe not willing to dedicate enough time to perfect the game, which is understandable because we’re all trying to rate lots of games! A checkpoint system might have been a decent option for letting people actually finish the game. We considered this in development, but ultimately it was lower priority than other aspects, like character movement.
  • Things I might change/Wish I had time for:
    • First thing I would probably change is smoothing out the look of the walls. They were created by clipping smaller pieces of wall into each other, and this is my personal choice for least polish. Fortunately, it’s only an aesthetic thing, and didn’t affect the gameplay at all.
    • A bit more fanfare on win. What is presented is the minimum bar for a Win Condition. I’d like to have added in some effects and animations, but time did not allow for this.
    • Distortion shaders. I would have loved to have wriggly, writhing walls with a nice distortion shaders. We’ve used them for other projects, but did not get one working in time for the jam. I think this would have looked really cool/funny/gross.
    • VR Mode. From the beginning I thought this would be entertaining to play in VR, but time again did not allow for this to happen. Without consideration of this, I handled camera control by directly moving the Camera transform, which means there would be a bit of rework (since you shouldn’t be trying to move the camera directly, as the headset controls this), and went with simplistic, overlay UI. It would not take long to implement VR mode, but we missed it within the scope of the jam.

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Art (3D) – Jon:

Knew going into this jam that time would be a lot tighter. That being said, I could have planned a lot better to more effectively use my time to make the game look more cohesive or add more enemies.

  • What worked:
    • Liked the aesthetic we kind of stumbled into (Banjo Kazooie-ish) and the main character concept by our 2D artist. I’m sure there are other styles which would have worked out, but the fact that it made light of the subject matter (hopefully) helped its likability.
    • I really enjoyed our direction with the theme just because it was rather silly and somewhat simplistic. This also matched the time commitment of the team.
  • What didn’t work:
    • The way the wall meshes were textured and used to construct the level. These were kind of slap-dash and meant to be placeholder but ended up sticking due to lack of time for reworking. This limited some of our lighting options and will probably have to change for the potential VR version.
    • The tail flap. Tried a couple different methods– and thought I got it at the end– but it was not quite right.
    • Time management (on my part). Wasted too much time on the tail and noodling with the level setup (as far as lighting and effects). That could have went toward finishing modeling/ animating other crotch dwellers like crabs.
  • Things I would change:
    • Change the character designs to increase their whimsy in the game with its current zoom distance. The characters were created without testing them at the distance/ size they would be displayed in the level, so by the time they were completed it was a bit too far down the path to change. They are tiny enough that their faces aren’t really all that noticeable– details (or the whole face) could be accentuated or enlarged.
    • Expand upon the gameplay a bit if given time. We didn’t really have time to explore what progression would mean as a sperm– like… can there be multiple levels after you have already fertilized the egg? What does the next level look like?

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Audio – Tim

  • What Worked:
    • Having a fun/funny idea made the whole experience a lot more fun, once I saw the idea pop up in our chat I was so on board and really excited to make it happen.
    • I think the gameplay music ended up working out pretty well for the platforming portion, once I asked for more clarification and examples on the direction for the game play.
    • A lot of people that I’ve showed the game to tell me the song sticks in their head, which I take as a positive.
    • The sounds were a lot of fun to make! I tried to add some humor through the squishiness of the sounds and hopefully that came across. The direction I was given was squishy and sloppy, and honestly were some of the most fun effects I’ve ever had to create and edit.
  • What Didn’t work:
    • What is currently the music for the title screen and before you begin the game was my first shot at writing the music and I wasn’t exactly sure what direction to go at first other than “love makin music… but frantic” went kinda barry white-ish but I didn’t really go frantic with it.
    • I should have asked for more clarification or examples earlier, but luckily the music was still fitting for the opening/title and I’m glad it was still able to be used.
    • I hit a pretty hard writer’s block with the music, sleep helped.
  • Things I might Change:
    • If I could I would add more variety to the sound effects for each action. There are some sounds I could have added like more noise to the jumping/ moving and some kind of ambience… of a womb? I had some difficulty recording the sounds in my makeshift bedroom home “studio.” The squishes were too quiet and that really brought up the noise floor and was limited in what I got that was actually usable. Might need to soundproof my room better or get a better place to record, but I think it worked well still considering.
    • If there was more time it would’ve been neat to make the music speed up depending on the closeness of the spermies behind the player, to give some kind of auditory indication on the wave approaching behind.

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I need more votes?

Ludum  Dare has a message saying “You need more votes! Rate more games”,

how many votes do I need?

how many do I need to rate?

Comments

01. Jan 2017 · 22:20 UTC
The more games you rate, the higher your game goes on the list to rate for more people to see. To get a rating you need at least 17 votes, but since some people don’t vote in every category, it is suggested that you try to get 20 votes to ensure you get a rating in every category.
Geckoo1337
01. Jan 2017 · 22:51 UTC
At first you could rate games of those who rated your project. They took time to rate your project, take time to rate their game – just an advice ++

Last day to vote!

Hey Devs! Happy new year!

Last day to rate games, have you played my entry, Christmas Stack!?

gameplay

 

Play it here and rate!

It’s my birthday!!! (so I’m trying to capitalize it for Feedback)

I know it’s a bit crass ,but it’s the last day of voting and my birthday so…

5zmg51boss

Play And Rate Here (wink)

 

Voting is almost over! Have you played my game, The Room in The Ocean yet?

Hello everyone! Hope your holiday have been nice! Since its the last day to vote, I just wanted to see if you’ve played my puzzle game, The Room in The Ocean yet. Here is a link if you haven’t:

 

ludumdare.com/compo/ludum-dare-37/?action=preview&uid=91664

last chance to rate my game, if you like :o

I feel a bit bad even asking for more, got already lots of nice comments :) , but site is still saying that i need more votes and I barely have time to rate and vote other games ;_;
so here it is again 😮

the cute game about helping your cubs survive and grow up and also, it’s a world within a snowglobe :) (hopefully i can improve that at some point to be more visible)
I have download links for windows, mac and linux, no web version though, because can’t lock mouse in window with it :/, but the game seems to run well, even on crappiest of laptops :)
So please give it a try ^^

Critters

 

Happy New Year! Please Play my Game, I’m Desperate!

new

I’ve been working on my LD game, STEREOJO, post compo. I made the wall jump much smoother in the Post Compo version, added some sound effects, and added some more animations (as you can see in the greenish gif above).

If you haven’t checked out my Ludum Dare entry yet, please check it out. Today is the last day!

Also STEREOJO‘s music is available for purchase on iTunes and Google Play! 😀

Shudda Hadda New Year’s Resolution

Happy New Year Everyone!

It’s been a great Ludum Dare and we really appreciate the feedback we got on our game Shadow Fencer Theatre.

This is going to be the first LD game entry that we are going to work on after the jam.  Our plan is to showcase the game at a local event at the end of the month, so we are continuing working on the game adding all sorts of improvements including:

  • New Controls (Jump/Duck) that are smoother
  • Improved Sword Physics
  • New Characters
  • New Arenas
  • New Mouth Noises
  • Maybe a Joke or Two

If you haven’t played and commented on our game yet, please check it out!  Until Next Time!

Shadow Fencer Theatre - Play it now

Last Chance for Super Battle Cycle

Less than one day remains for ratings! I’d love it for some of you guys to check out my entry: Super Battle Cycle

I’m still putting together a big post-compo update, so feedback is appreciated! 😀

gif-a01

This has been a great Ludum Dare… I’ve seen a whole lot of awesome games. Hope you guys enjoy, see you for results!

Check out a PlayStation Move game (Mouse too) and my 1st LD entry!

gif_small

Hi all!

Since it is only one day left for the jam and I’ve played some of the great games that are hosted here, I wanted to share my game: The Box

Is very short, only 2 levels. But hey, have fun! 😀

If you don’t have a pair of PSMoves, don’t worry you can play the Mouse version (but not as fun of course!).

Click to Play (and Rate pls)!

 

Cover

Comments

carlotes247
02. Jan 2017 · 16:57 UTC
Thank you all for all the votes and comments! You are all amazing!

Dungeon 2.0 Post-mortem

First, a gif to describe my game to the unacquainted:

D2_header

This is my seventh time doing Ludum Dare, and probably my most successful. This time around, I was hard set on making an RPG – and Dungeon 2.0 was the result. This post will chronicle the epic journey I took to make this game – featuring remastered gifs! (the ones I made during the compo were not very good – so I’ve decided to replace them with better-made ones. They won’t be entirely accurate to how the game was at that stage – if you want to see the original gifs, I will link the blog posts that are relevant to that point in the game).

Preparation

Before Ludum Dare, as always, I was working on making my “game library,” Alfredo. It gets its name from the very first “game library” I built for Ludum Dare – spaghetti – whose name comes from the tendency of my code during Ludum Dare to be an absolute mess. (I put game library in quotes because it isn’t much of a library, but that’s what I’ve always called it, so…)

I have been using Unity in my game dev class recently, and despite the fact that I’m really bad at getting stuff done in Unity, I really do like the idea of a component system. As such, I decided to implement a component system in my game library. Sadly, I decided that it would be too hard to simply edit my game library – so I wrote it from the ground up. This is the fourth time I’ve written a game library for Ludum Dare from the ground up.

This meant, of course, that I would be editing my game library while I was working on my Ludum Dare project. This did, of course, happen.

It also meant that my game library lacked a whole lot of features – including any sort of polygon or even circular collisions, and also more basic things like mouse input. (I could have implemented mouse input during the jam if I had wanted to, but it turned out that I didn’t need it.)

My library, however, was much improved. The best improvement it saw this Ludum Dare was in terms of rendering – my pixel art has always had some small rendering issues because I’m not very smart in how I implement upscaling. This time, each image was upscaled individually, before it was rotated, so the pixel art looks so much better than in some of my previous games.

Theme

As I mentioned in my I’m in post, I have a strange way of predicting what theme is going to be chosen. See, almost every theme voting round, there is some theme that I kind of don’t like, but I say “whatever” and vote for it anyways. In Ludum Dare 36, this theme was “Ancient Technology” – the winning theme! This time, the theme that was like this was “Control the environment, not the characters” so I said I predicted it was going to win.

I was so very wrong.

I never even expected “One Room” to win, especially after Ludum Dare 31 – my first Ludum Dare – where the theme was “Entire Game on One Screen” and almost nobody liked it. It was surprising to see such a similar theme this time.

Strangely enough, there is one other similarity between this Ludum Dare and my first Ludum Dare – I was hard set on what kind of game I wanted to make before the theme was even announced. That went terribly in my first Ludum Dare, and it went great this time. :)

Because of my determination to make an RPG, going with the theme was easy – I just decided to make an RPG that would take place in one room. This is where the original vision of my game came in – although the final product is actually quite different.

See, I wanted to make a fast-paced arcade RPG game, which is in fact what my final product is. But the original idea was a constantly changing arena – obstacles and death traps pop up and disappear, and enemies spawn in and fall from the ceiling and come from the floor, and you have to somehow ward off death for as long as possible. The only thing that made it into my final game was the monsters.

First Steps

When the theme was announced, I was watching The Walking Dead, so I didn’t get started on work until an hour after the compo began. I was really hyped up for this compo, and I thought that it would be a really great idea to try to draw more detailed pixel art, like all those cool jammers I see making all the great pixel art. At this point, I began drawing a background.

Six hours later, I finally finished said background. It isn’t even that detailed!

D2-BG

I expressed my disgust with my incredible lack of speed in pixel-art-creation, and then set to working on the character.

It turns out that I am really bad at drawing people, despite the fact that I have had a human character in two other games. Part of the problem was that I have never really drawn a four-directional character before, and the other problem was that I’m not very good at pixel art.

I couldn’t seem to get the face right, so at one point I thought that maybe I should just not even have a face on the character – maybe I can make that look good!

D2_char_orig_big

…Well, it doesn’t even fit with the background, so…

I decided I would just have to suffer through the process of creating a non-terrible human character. I did so.

D2_char_glasses_big

However, there was still something… off… about the glasses. Eventually I fixed that, and created the character that is actually in the game.

D2_char_final

Hooray! I’ve done pixel art that isn’t horrible!

I made the character move, and gave him arrows to shoot. I made a post about this and explained that the bow was invisible, and then I basically went to bed.

The First Day

I was pretty happy with all the great stuff I had been able to accomplish, so I was pumped for Saturday. I set my alarm to wake me up at 9:00 but it didn’t work for some reason so I got up at 11. It was time to implement some enemies.

I had always wanted to make slimes, so that’s what I set about doing. I got some basic slimes going:

D2_slimes_new

They had random movement and a simple jumping script. It was a bit of a pain to make the jump look good in all four directions, but I managed to do so somehow. I was particularly proud of the healthbars, because, you know, I’ve never done healthbars before, and that was quite fun to do.

And I made it so that standing by the lava at the edge of the screen would drain both the player’s health and the enemies’ health.

I changed the slime graphic because it seemed kind of messy, and I also created a new type of slime with arrows sticking out of them, which would drop arrows. That seemed like a good idea.

Because the slimes by themselves were not particularly interesting, I decided that another enemy was necessary. What sort of enemy would be fun to do? How about a skeleton!

D2_skeletons_new

If you look at my original post, you’ll see that I had also come up with the concept of a “mini-boss” at the time I had posted it. I’m not entirely sure what the chronology is, but I know around this time period I came up with a few important things:

  • Item drops: arrows and enemy-related materials
  • Mini-bosses: enemies with extra-health and more drops
  • Skills: magic attacks and arrow attacks; the default attack becomes a magic bolt that can be fired whenever

Originally, I meant for enemies to drop arrows and one specific crafting material – and then specialized arrows could be created by applying that enemy-related crafting material to an arrow. Then I made the arrow-slimes, which were meant to drop arrows that were already slimed – and then I basically gave up on the crafting system. This timeline explains sort of why the abilities in my game are as they are. Here’s what the skeleton mini-boss looks like (drops and all):

D2_skelboss_new

After the skeleton mini-boss is killed, the player can pick up and wear its crown. :)

After the skeleton and skeleton mini-boss were implemented, I started working on something very fun: particle effects. The earliest ones were very simple, just enemies exploding:

D2_entities

but by the end of the day there were particle effects for critical hits, to announce mini-bosses, to show health gain / loss, and for the impact of player bullets.

That’s not all that I had implemented by the end of the day.

First up: the skill tree. I had the basics of an experience-based skill system and an ammo system. Essentially, I decided to repurpose enemy drops into experience points – so the only way to gain experience is to collect enemy drops (e.g. slime or bones). Your experience bar has multiple colors, for the multiple types of enemies you can kill. By the end of the day I had 6 of the eventually 8 skills implemented – in the magic category there was the basic bolt, a lightning attack that pierced enemies, and a nova attack, and in the arrow category there were basic arrows, arrows that hypnotized enemies into fighting for you (these arrows were are still are very hard to use due to a lot of restrictions placed on them) and arrows that do extra damage (these were later changed into arrows that moved more quickly). Each arrow skill required its own individual type of ammo.

I also had implemented the snail enemy type, which fired rockets. The snails could be hypnotized into fighting for you, where they would then attack other enemies with their rockets. It was pretty cool.

I gave both snails and skeletons knockback, because otherwise they were very very dangerous – but I did not give slimes knockback, and I think this was actually a really good decision. Slimes are not necessarily a threat because they do not actively seek you out (they merely move randomly) but this gave them the potential to do damage if you got surrounded.

At the end of the day, my game looked like this:

D2_endofday_new

I was pretty darn happy with it, although I still had to implement the snail mini-boss, and two of the abilities (those that are locked in the above gif).

The Second Day

The second day was not quite as thrilling as the first day. There were quite a few things I did that day, but I’m not entirely sure of the chronology, so I’ll just list them off.

Snail Mini-Boss

I implemented the mini-boss for the snail. I wasn’t entirely sure what I should make it look like – but then I thought it would be funny if I made it a sort of meta-reference-inside-joke.

D2_bosssnail

Do you get it? It’s a reference to the original character design – which, of course, until now, nobody could have possibly known about.

Ice bolt, Fire arrows

I implemented the two missing skills: ice bolts, which freeze enemies, and fire arrows, which do even more damage than normal arrows, but travel slower, and deliver their damage over a short period of time. Here’s a demo of both:

D2_newatk

Ice bolts are really effective against snails, because they prevent them from shooting. Fire is also effective against snails, because they are normally aligned with you (it’s part of their AI), so it’s not very easy to miss snails with fire arrows, although it’s somewhat easy to miss skeletons.

I really like the fire particle effects for some reason. :)

Music and SFX

I also made the music and SFX on the second day. Normally I make these things around midnight on Saturday, so this was kind of weird for me – it felt out of place, and maybe that’s why they’re not quite as good as they usually are (although, my audio already isn’t that great…)

As always, I made my music with Beepbox.

The first music track I made was not quite good enough:

It was too slow, and now that I’ve listened to it a couple times, I also find that the intro is waaay too repetitive and dragged out.

My second track is the one that made it into the game, because I didn’t think I would be able to make anything much better:

This music is also pretty repetitive, but it happens to work out quite well. It’s clearly not perfect – and I really really hate the one harmony that’s repeating in the background throughout the whole track, but when playing the game, it works.

For sound effects I used BFXR, and they worked out fine, I think – although I have got quite a lot of criticism in the fact that they continuously play when enemies / the player is getting hurt by lava, which is really annoying and hurts ears.

Level System

As I’ve mentioned before, I was working on a level system. On Sunday, I finished it up and made it work quite well. Essentially, whenever the player gets a full experience bar, the game is paused and they are asked to pick a skill to level up. Leveling up skills will unlock the next skill in that “tree” if there is one – the two “trees” are magic (skills 1-4) and bow (skills 5-8). Skills are switched between with numbers 1-8 on the keyboard, or N and M to cycle between them.

Enemy Waves

I also implemented enemy waves. Essentially, the first three waves are hard-wired to introduce the slimes, then skeletons, then the slime boss, then snails, then the skeleton boss, and finally the snail boss. It’s also possible to randomly get a second slime boss before the skeleton boss. The rest of the waves are merely built to be random with increasing difficulty. Basically, they start out with low spawn rates, slowly increase the spawn rates, spawn 1-3 mini-bosses, and then decrease the spawn rates. They seem to work out pretty well.

The Menu

Well, sort of. The menu I made is really awful, and the help menu is even more awful. I think the most minor improvement that would greatly improve my game is changing the help menu to use a key to change slides – this would allow people to get through it much faster, understand the game better, and have more fun.

Submitting

Normally I have problems with submitting my game, but not this time. That was pretty great. :)

Feedback

Feedback, is, of course, a very important part of the whole competition. This is the first time I’ve gotten 100 coolness, and 51 ratings on my game (at the time of writing). That’s not bad – I’m sure I won’t win any awards, but I have gotten some very useful feedback that I never would have even thought of.

Of course, I’ve only gotten 30 comments with feedback (not including Jupiter_Hadley or myself), and of those 30, I’ve only gotten a few with new ideas. But a lot of them did give me some interesting statistics on how difficult my game was, among other things.

I will list some of the more interesting parts of the feedback I received at the end of this – but because that’s mostly talking to myself, I will first do the classical “what went well” and “what went wrong” lists.

What went well

  • A lot of people told me that my game was fun. This is feedback that I haven’t really gotten before, and I think that’s because this game is actually fun. I know that I have fun while playing it, unlike some of my older games, which aren’t entirely fun.
  • People liked the graphics. This is honestly a bit of a surprise. I think that the well-lit character / enemy models clash a lot with the unlit and “more detailed” background.
  • Multiple people commented on how fun it was to push enemies into the lava. This is something that I never even considered being very doable – mostly because the enemies come in from the side, which prevents vertical combat from being as effective.
  • The skill system went very well for some people – I got multiple comments stating that it was a good addition to the game.

What went wrong

  • The biggest problem reported to me was in terms of audio. A lot of people dislike the way that hit noises are present while enemies are near the lava, because they get hurt every tick, meaning that noises happen as fast as possible.
  • The controls were not necessarily great. Some people found that being restricted to only one axis of motion at a time was a problem, while others found that aiming being tied to player movement was a problem.
  • Lag. Some people had lag issues. I know where quite a bit of this comes from – it’s actually astonishing that my game can run on anybody’s computer, because it’s doing O(n) operations with huge lists almost every tick, sometimes.
  • Too many features. This is a big one. Although the skill system was a good addition if you could understand it, it was really hard to figure out what eight different skills do. A very interesting problem that somebody reported to me was that it’s hard to know which skill to level up, because only their numbers are shown during the level-up screen – not their icons. I never even thought about that, because I knew so well which skill was tied to which number while playtesting, that I sort of designed the UI without even thinking that other people wouldn’t.

That’s basically the most common feedback that I got. However, there is something very interesting about the feedback I got regarding difficulty:

When I was making my game, I spent a ton of time at the end nerfing the lightning weapon, because I was sure everybody would pour all their points into it and one-shot everybody, and that wasn’t very difficult or fun. Basically, I thought my game was really easy – all it takes is spamming the space bar and putting all skill points in a single skill. That works for almost any skill but lightning, I think.

So, basically, I was expecting the feedback I got to look something like this:

D2_expectations_2

While in actuality, the feedback I got looks like this:

D2_reality_2

This was completely unexpected. Similarly, everybody I’ve shown my game to that I know personally tells me that it’s pretty difficult.

I’m not entirely sure why this is. I know that some of the people I’ve shown the game to personally didn’t get that it was possible to put all skill points in a single skill, but even after that knowledge, some of them still couldn’t do too well. I honestly don’t think that while play-testing the game my strategy got any more complicated than “spam the spacebar,” so I’m not sure why other people don’t develop that strategy. Overall it’s very interesting, and I would like to make the difficulty more real in a post-compo version – i.e. make it so that the determination between winners and losers is more than just who figures out how to spam the spacebar.

Finally, I suppose I should say how I would rate my game, had I seen it somewhere else in the competition. Certainly there will be some bias in this, but keep in mind that although I try to be a harsh grader, I do very rarely give out lower than three stars, because almost everything does seem “mediocre” to me.

I always rate all the categories before overall first, and then overall, so that’s how I will do this.

I would give 3 stars for innovation, as that’s the score I give other games of this type. Surely they are all somewhat innovative, but there’s nothing really brilliant about any of them – so they get 3 stars.

I would give 5 stars for fun. I honestly do have a lot of fun while playing this game, and I always rate in terms of how much fun I have. My game actually makes me want to play again, which to me is basically deserving of 5 stars.

I would give 4 stars for theme. Technically it all fits in the theme, but it isn’t anything special. (This is how I generally rate these sorts of games).

I would give 4 stars for graphics. Although I do happen to like the graphics, I still think they clash somewhat, as I mentioned above.

I would give 3 stars for audio. The audio is good overall (at least when I’m playing the game), but the hit sounds in the lava are simply too annoying for me to give more than 3 stars.

I would give no rating for humor, as my game doesn’t really have any humor. I’m not exactly sure why I leave that category open.

I would give 4 stars for mood. It works, it feels good, but – again – the graphics clash quite a bit.

Overall, I would give 4 stars. It’s not terrible, but there’s quite a few flaws. I basically determine overall on how good of an experience I have, and when I play my game it’s a 4-star experience.

What’s next?

I would like to port this game to Android at somepoint, but I’ve said that about some of my previous games and it’s never happened.

If I do work on a post-compo version, I will try to make it more like my original vision for the game. At the very least, here are the changes I envision:

  • Implement a larger room with scrolling.
  • Change weapon fire to use mouse to aim and clicking to shoot; make it so that spamming button is not necessary for high fire rate.
  • Major changes to skill tree to make it easier to understand and use, and harder to use in an unbalanced fashion. This includes locking skills until higher levels. Potentially includes a class system.
  • Either replace hit sound with generic fire sound near lava, or make it so that lava does more damage every few ticks rather than a little damage every tick.
  • More enemy types.
  • Enemies fall in from ceiling instead of coming in from side.

That is quite a few changes, but if all that worked out I would like to make it even more like I originally envisioned – that would include traps and obstacles that would periodically activate and deactivate and an end-of-round merchant (probably robotic, as, after all, you are meant to be trapped) where items could be bought and sold – including necessary inventory system and maybe weapons system.

Want to play it?

Here you go!

 

Final day for Furni-Chore

There’s still time left to play/rate my compo entry, Furni-Chore.  It’s a fun, easy-to-learn puzzle game with mellow music and 15 levels.  Try it out!

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AREA 51

In Area 51 you play as a cyborg cowboy from the future who goes around Area 51 and defeats crazy aliens who are attempting to escape and destroy all life on Earth, there is up to 5-10 minutes of content with 4 bosses and multiple weapons to assist you.

There’s only one day left to vote! Play the game here.

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Escape Pod – Added Post-Compo

I just added a last-minute post-compo version to the game integrating user feedback to the best of my habilities but keeping the original concept.

The game is about patience and dissorientation. To beat it you just to remain calm and don’t panic when the time is running short. If you get dizzy there is a pause menu (press Esc) with a rules recap. Use it to rest and recapitulate. Hope you’ll enjoy it!

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Escape Pod – Post Compo Version

You can read my post-mortem post with original concept and how i aproached it here: http://ludumdare.com/compo/2016/12/14/my-first-ludum-dare-at-last-escape-pod-post-mortem/

This has been my first compo and i’ve learned a lot. Next step, April compo 😀

 

Play Room Builder. You know you want to.

HALP

So I’ve been working on a mobile game I was hoping to release in November but I managed to squeeze in some time to fix parts of my LD game and if possible would love to get some feedback. I’ve mainly just worked on the feel of the game and this post is basically to try and grab some feedback while you lovely people are here. If anyone does this i’ll happily playtest and do whatever feedback thing you want as someone with programming, 3d modelling and animation experience.

When I’m done with my current project I’m thinking of dedicating my time to this game and this is my plan for it so far
The game would be an homage to my favorite game genres and a celebration of the places games could take you from inside your home. The level in the prototype would be a basic, content deficient version of a fantasy/medevil type level. Originally for the jam I planned the fantasy to be seemlessly followed up with a city, then space, then abstract. While this was too much work for the jam I’ve planned several further levels out with thematic enemy types and bosses.
Anywho…So these are the things I’d like some feedback on:
1. Do I make different ships for each level that have individual contextual firing modes, upgrades and meshes OR have a much more involved, complex upgrading system that has a Soulsian, loose-progression-when-you-die mechanic (die and you loose random upgrade)?
2. The shop mechanic is still not really built so you can just buy all the available upgrades and go into negative money which isnt too big a deal because the prices arent balanced. Though if you can just upgrade what you feel you need and let me know what upgrades they were.
Also if you have some shump type games with cool upgrade systems let me know so i can steal their ideas do some research

Download Link  (postjam version please, not too fussed about getting votes at this point)