BadRAM

LD 38

Late completion post

after failing to complete my attempt at LD37, I have finally succeeded and produced a product that I'm quite happy with! presenting: Toy Time Turbo, a matchbox scale racing game.

TTT_1.gif

I managed to submit it to the compo, by a margin of 40 minutes. now that I've had some rest it is quite obvious that the primary take away from my attempts at LD37 and LD38 is that playability comes first. ignoring basic features like menus and level loading were my downfall in LD37, and I only barely managed to implement them in time this time around as well. I only added a speedometer in the last build of the game, and it made a much bigger difference than I expected. next time I will attempt to have a fully playable build to send to my friends for testing before I even start on art assets.

also obligatory play the game! link https://ldjam.com/events/ludum-dare/38/toy-time-turbo

LD 44

Thanks for playing my game!

I can't say I'm surprised at my rank, I guess I've made it easy to one up myself next time. I do pride myself on putting fun first in all my endeavors.

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My game had some major issues, and I appreciate everyone who made it through them and left a rating.

  • Inaccessibility. The base mechanics of the game are rocket jumping and bunny hopping. neither are explained in game, or on the game's page. I had hoped that by mentioning both techs on the thumbnail I would only draw people who already knew how to play, and that kinda worked! at least two of the commenters got times that clearly indicate use of movement tech.

  • There wasn't enough content. Even without movement tech the game's two levels could be completed in about a minute. The game's art assets could be counted on one hand, as I spent the majority of my time tuning the movement mechanics and making my first person controller feel more source-engine-ey. I am quite satisfied with the result but the average player probably didn't notice and I don't blame them. I also spent more time than I should have 'testing'.

  • The game kinda sucked. If you don't aim for a good time and just kill all the enemies and walk to the end, it's really easy. A lot of mechanics are not obvious, for example the railgun has no visual effect and the rocket launcher's smoke looks terrible and blocks vision. Enemy death sounds were broken and never played, which meant there was no feedback on kill other than the enemy vanishing. The first of the two levels was so basic it didn't really even count. Also the main mechanic of hybrid health/ammo wasn't really explored at all.

I've fixed a lot of this in my PostCompo update, available on Itch.
https://badram.itch.io/hammo

HAMMOGIF.gif

Despite all this, I am quite happy with my creation, and have had a lot of fun playing it, as well as all the games that I rated. I look forward to doing this again in October, maybe I'll break into the bottom 100!

Ludum Dare 45

Looking to join a team, but I'm in either way!

After finishing 2/4 of the Ludum dares I've entered, I'm starting to realize my strengths and shortcomings. If anyone would like to team with me, I'd be happy to hear from you.

My strengths: - Unity scripting in C# - Finding sound effects on Freesound, editing them with audacity. - Modeling in blender, though I havent really figured out how to paint textures yet.

My weaknesses: - Level design - No musical talent - I tend to ignore art or content in favor of a core loop

I am in Pacific daylight time, and will respond quickest if contacted via discord @BadRAM#6838

Just finished my Ludum Dare 44 entry, ready to go again!

After getting mixed reception last Ludum Dare, I've been hard at work improving my game. I'm happy to announce that HAMMO's definitive release is here!

Do you like CS Surf/Bhop or TF2/quake rocket jumping? Do you think there arent enough games on the market that make you feel like a speedrunner? Well I do! And I made a game for me! And Ludum Dare judges arent me. :sweat:

https://www.youtube.com/watch?v=jSMIPoz8_us

https://badram.itch.io/hammo