anikki

LD31

First of Many

Although i wouldn’t call it finished, for lack of time to properly polish and balance everything. Its nevertheless great to have finished. I hope you enjoy my little endeavor.

First of Many

Need more feedback

shot9

Hi everyone, I had a great time over the weekend making my game “First of Many”, but I wasn’t really satisfied with it yet. So i spent a few more hours on it, doing a few improvements that would make it so much more accessible, thanks to everyone who already pointed out some flaws. Play it here and tell me what you think.

More feedback is always welcome.

Of course I would also be very happy if you’d Play & Rate my compo game.

shot7

shot8

Play & Rate First of Many.

LD32

NOPAEW

shot10

I’m sooo tired. But for the first time, a game completed with a win-condition and screen. Platformer design is hard, but fun. Very immediate. Maybe you want some late night, brutally unfair try try try again platforming action?

Play and Rate

I wish you all a very good nights sleep and congratulations to all who finished their game!

You can do more in 48h than in 3 weeks.

Right, so I tried to make a post compo version of NOPAEW with more levels and features and bosses and fun. But… I had too many ideas and too little time. So i’m not done. Also more games need rating. For the time being here’s a gameplay video for you to enjoy if you’re into that sort of thing (or you don’t like difficult games… (like me ;-))

Also, some things I learned:

  • Minimalistic pixel art is well received.
  • It helps to choose a genre that needs no explanation and play with its conventions, there is still a lot of innovation possible.
  • Should not try to implement elevator-platforms… total waste of time.
  • People are very particular about jumping mechanics being “right” (gravity vs constant speed, inertia vs instant response, overall movement speed, …). Still need to research that some more.
  • Enemies/Creeps/Trash can be pretty standard and still be fun. There are a ton of simple ideas what make for fun combat.
  • 1-hit deaths are easily frustrating, should always allow the player a second chance e.g. via double-tap death, companion swap, power-up loss, or some such thing (Mario had Yoshi and mushrooms, Samus had hitpoints (meh).
  • Test all platforms and not release the ones that can’t be tested on faith.
  • A smaller hit-box is always appreciated.
  • Script execution order can be different on different platform builds, should always make sure dependencies are explicit.
  • Others have better ideas.
  • Jumping and Explosions are like bacon and gravy.
  • Everything you put in your game can be misunderstood as either a bug, a feature, bad design or good design.
  • If there is a clever way, there should also always be an obvious/brute-force way.

That much for now. More later. Maybe.

Play & Rate

LD35

Going actually mobile.

Lets see if it makes a nice mobile game. So far looking good. Next up: basic touch gestures. Thats an interesting programming challenge. I suspect there is an additional game mode possible on mobile with all the sensors and gestures… Until then:

Play & Rate the desktop version (MAC & WIN)!

Anyone want feedback on their game. Let me know in the comments!

IMG_7756

icon_ios_alt

Play & Rate

(Win, OSX, Web)

shift_demo

Comments

fin_nolimit
23. Apr 2016 · 17:49 UTC
Wow, this looks super cool! Almost looks perfect for a phone game too! I’m going to check it out now!!! Here is mine (plays perfect on the Web version)

LD 42

Super LD42

banner.png

Happy to have finally participated again after skipping a couple of years. So here we are with Super LD42. A space shooter inspired by Yar's Revenge, Breakout and Space Invaders with a dash of DoDonPachi. As usual for Compo games, balance is off and you can only play the first level... but still, particle effects make up for that. Right?

Theme: Your mission is to free that yellow diamond and help it escape from the extremely generic space baddies that try to attach to it.

Hope you enjoy!

Play here

superld42_poster.gif