Ekilibr

LD28

The Great Quest of Internship – Post Portem

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Here we go. Just a little post to explain what happened to me since I made my entry for the 28th Ludum Dare.

I’ve sent some e-mails to Game Studios, saying them I’m looking for an internship of six months, and joining this little game as my Curriculum Vitae. I already have one answer, from a studio who really enjoyed playing the game, even if they don’t need anyone yet.

I also sent TGQoI to a french website who make a list of original CVs, and the webmaster sent me an email back, telling me that he’ll make a post about it on the front page !

I want to thank again all the participants of Ludum Dare 28th who took the time to comment my game !

Thank you all, and have a Merry Xmas and a Happy New year ! :p

 

Here’s the link to play the game (and rate it :p) => http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29137

Ludum Dare 37

Dawn Experiments | Post-Mortem

Hello there!

Long time since my last article, which was about the 35th Ludum Dare and the « Shapeshift » theme. Since then, I was working hard for my full time job, and now it’s time for a new Ludum Dare, the 37th! I teamed up again with Louis (Programming) and with a new Music/Sound Designer, Arthur Dos Santos (aka Cinetiq). Now it’s been a few days since the end of the Ludum Dare 37, and it’s Post-mortem time!

This article is written from the point of view of one of the team members, and only reflects his personnal thoughts.

Ludum Dare #37 : « One Room »

For this Jam session, Louis and I were both at my place, to have an easier iteration workflow. Since the theme announcement, I had in mind to work on a puzzle game. That was an exercice I never did before, and that I deeply wanted to try out. We discussed all the first morning about how we could make it fit to the theme with Louis, and we were going on.

So let’s enter into Dawn Experiments development. First of all, what is Dawn Experiments? Well, it’s the game we made, and you can learn more about the finished product down there!

New Ludum Dare, new challenge!

As it worked very well the last time, I used my last Game Design method to create an efficient Document which would group the Game DNA in a couple of line-directing words, that would help us to keep to goals of the game clear. Then, I worked on the User Scenarios and it was time to look at the Art Direction. Meanwhile, Louis had started to work on the Engine of the Game, that was already pretty smooth after a few iterations.

In Game screenshot (crate interaction)

And now it’s time to actually make things happen (…again, and again, and…)!

Then, it was a go for the « production » part. The graphic part went bad at first, as I was not able to figure out which universe we wanted to have. After a major roll back, Louis finally found an interesting idea about a red-grounded planet, unknown by its name or origins. A few sketches later, we had and Artistic Direction, and a Character (welcome 42!).

Things were moving on, we were at Day 2 and Louis almost had our Gameflow and Engine done. Thanks to Arthur, we also had many sounds to improve the mood and the global quality of the game. The music theme was already almost there. On my side, I was still working on a few animation stuffs, but mainly switched to Game/Level Design. That was kind of a hard part, as we wanted the puzzle to work with a do/undo mechanic. One of our keywords was « Experiment », so we wanted our players to be able to experiment with all the pieces of the puzzle, see what happen, and then figure out what to do. So everything was about two things : « how can I make the One Room evolve while not blocking the player at any moment », and « things should be well-exposed enough to make the game accessible with almost no tutorial ». From my point of view, these parts were done quite successfully!

Day 3 was all about making the game together with Louis, integrating pieces of the puzzle one by one, finding solutions to our issues with the last pieces (more explanation in the « what went wrong » part), and polishing the game!

The goal of this LD37 was to create a challenging but balanced puzzle, with well known mechanics but an interesting twist added to it. Working on the difficulty balance was one of my main preoccupations about this Ludum, as our previous game was too hard to achieve…And I’m pretty happy with what we have now!

So what went wrong?

Since we don’t have any result yet, I can only make suppositions. On a production-side, I think that the word that could describe our week-end is « smooth », from beginning to almost end. But we had to face and quickly solve big performance issues due to dynamic light, only a couple of hours before the end of the Jam.  As I said earlier, we also encountered troubles with the last pieces of the puzzle. We had thrown on the table all the ideas we had, but they seemed very repetitive with the puzzles I designed at Day 2. Finally and after some discussions/tweaks, we decided to go for a central element, with a new mechanic that would add some fresh air to the last puzzle pieces.

After taking some days of rest, I think that I’m now able to tell our what could have been done better on this project :

  • The game isn’t playable on Web (Windows only). Again. And it’s still a thing that Web-playable games will get more exposure as you don’t have to install them on your PC. But this choice saved all the particles/dynamic light stuff, tho, and these bring a lot to the Mood and global ambiance of the game :)
  • We could have more emphasised on the do/undo puzzle pieces mechanic, but were lacking of time.
  • We should have tested builds earlier on low-config PCs, so we would have encounter the perf issue earlier…!
  • We could have worked more on the context of the game, and bring more light on the endless experiment of 42 waking up, trying to solve the puzzle, and then going to sleep mode to awake again the next day etc.

Aaaaaaand…that’s all for this Post-Mortem! Actually, we have feedbacks  from awesome peoples on Our Ludum Dare page, so I invite you to go and read them if you want to :)

Cheers!!

LD 40

30 votes for Glowing Meadow!

Hello there!

I hope everyone had a good Ludum Dare experience (on our side, it was a blast, as always, with a lot of learnings).

We had to get back to work quickly after the event, so we had no time yet for any post-mortem, but that should come in the following days (end of week let's say).

Anyway, we're almost at 30 votes for each categories, which is already awesome! So I'd like to thank all of you guys who let notes and reviews on our game! It's such a precious thing to get feedback from game devs from all over the planet...

And for those who haven't played it yet, you can find Glowing Meadow here! Feel free to let your comments, we hope you'll enjoy playing it :)

Thanks again,

Mathieu, aka Ekilibr

Edit : we reached 30!

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Glowing Meadow : Post-Mortem

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And here we go again, for a new Ludum Dare, 40th of its name!

First things first, here's the link of our game Glowing Meadow.

Now let's start. For the 40th Ludum Dare, the selected theme was « The more you have, the worse it is ». A pretty interesting theme, allowing for a lot of interpretations. Louis (Programming), Arthur Dos Santos (Sound Design) and I (Game Design) teamed up again. But this time, we were joined by three graphic artists : Skreed (Pixel Artist) & Thibaut (Concept Artist), both helped by Melissandre (Support Graphic Artist). So now it’s been a few days since the end of the Ludum Dare 40, and it’s Post-mortem time!

LUDUM DARE #40 : « THE MORE YOU HAVE, THE WORSE IT IS »

For this Jam session, we did remote work, all synced on a dedicated Discord channel. We woke up early on saturday morning, and gathered on Discord at 8am (GMT+1) to briefly talk about the theme annoucement. We took a moment to think by ourselves, and then brainstormed for a good part of the first morning. We discussed a lot about the kind of mechanics that could fit the constraint. We had a few ideas about a light system that would grow and bring more ennemies, then on a fire that you would have to keep burning, but each time something was missing. All the team was liking the fire concept, but we struggled about what could motivate the player to feed the fire.

Then came the plants :) They were the perfect medium to let a fire spread. I briefly pitched the growing system, and how the player could have to take care of the plants, otherwise they would burn and spread to burn more and more plants. So the more you have, and the worse to handle it is. We had our mechanic theme-ready!

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Now let’s enter into Glowing Meadow development. First of all, what is Glowing Meadow? Well, it’s the game we made, and you can learn more about the finished product and where to download it on its own page, RIGHT HERE.

WORKING A LUDUMDARE IN A « BIG » TEAM

As we were a bigger team than ever, we needed a strong organization. All the team made a wonderful work regarding this. On my side, as I was able to focus on Game Design, I made sure that every mechanic, player action and states would be documented, with their animations and sounds needs. My goal was to keep the game really simple, with a limited number of mechanics that could be easy to understand, to learn and to remember. Each interaction should also work with all objects, so the player could use of strategy and tactic to manage all the plants of the field.

Louis quickly started to work on the Engine of the Game, that was already pretty smooth after a few iterations. In a blink, thanks to his talent, we had a smooth movement of the player, and a spread system for our basic plants. Everything was up and running, and ready to be tweaked DATA-side, so I only had to adjust the speed of the movement, or the frequency of the spread. Arthur was already thinking about the music background, and a few sounds to dress the already made animation of our character watering plants. Again, I want to congratulate the team for their efficiency, that was really impressive.

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BALANCING, AGAIN, AND AGAIN, AND…

So we had our prototype. We were now able to cut and water blue and green squares, yay! We continued to go on adding stuff (water charges, be able to refill, small plants, weeds, spreading, and even fire). Then Louis took a break with the gameplay to start working on our small cutscenes. Louis, Arthur and I discussed about how to create the player motivation to gather more and more plants, while working on our own topics, and we finally sorted it out. He would have to maintain a certain number of plants at the same time. There would be gaps, that will unlock power-ups to help him in this objective.

So I started to design the power-ups and the rythm of unlock, while still tweaking the spreads and reworking the interaction scheme to better fit the game constraints. In the meantime, our top notch artists were doing great, with almost all the plants animations up and running, the cutscenes designed and « pixel-arted », and the v1 background already implemented.

Things were moving on, we were at Day 2 and Louis almost had our Gameflow and Engine done. Thanks to Arthur, we also had many sounds to improve the mood and the global quality of the game. The music theme was already there, and so was the winning and loosing themes. On my side, I started to work on the Level Design of the game, be it the tutorial or the start setup. As our game is based on a spread system, it was important to fine-tune the start situation to prevent a too easy or too hard setup that would totally unbalance the whole game. As we were discussing with Louis about the tutorial, we agreed that we should avoid a too heavy Learning process, so we went for short steps with a quick text integrated to the game situation. For the power-ups, they would be explained at their unlock by a panel (designed by our artists) to introduce each effect with a nice pictured situation.

Day 3 was all about making the elements come together. I was at my dayjob work for the whole morning, and came back at noon to finish the game with the rest of the team. The power-ups were almost there, so I only had to play the game over and over again, and then tweak datas to make sure it won’t break the game balance, and then play again… Louis was working on implementing a lot of details, and the rest of the team was working on polishing (there’s an animated rabbit hidden somewhere in the game…try to find it!) and refining the mood of the game. They were also playtesting my tweaks a lot, which definitely helped to get what we consider as a good balanced game (thanks again Louis for the last minute feedbacks that certainly saved the game :D).

It was about my 5th LD, and same for Louis, but we often made hard-to-complete games. It was a strong will of all the team to get a build achievable, and even more, enjoyable. We think (and hope) that we managed to accomplish this goal, in a way!

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SO WHAT WENT WRONG?

Since we don’t have any result yet, I can only make suppositions. On a production-side, I think that the word that could describe our week-end is « smooth », from beginning to almost end.

As always, and for everyone I think, the last hours are ALWAYS the « oh damn we forgot something » moment. We made no exception. In the last hour before release, we found a big, BIG issue. We had a low framerate on some laptops. But that wasn’t a big deal. Louis fixed it pretty easily. What was being THAT, was the real issue. The spread system was framerate-related. As we all tested the builds in a low framerate condition, the difficulty curve was balanced on the 30FPS max spawn rythm. When we went to 60, the game had become the most easy build we had played for the whole weekend. For a « the more you have, the worse it is » theme, it was absolutely wrong to end with something too easy to accomplish. So we tweaked again the difficulty curve, and spread timings, until the last minute before release. We finally got something we are proud of, but man, was that stressful!

After taking some days of rest, I think that I’m now able to tell what could have been done better on this project :

  • The game is again not playable on Web (Windows only). And it’s still a thing that Web-playable games will get more exposure as you don’t have to install them on your PC.
  • Never base your experience on a constant-framerate ideal when you work for PC builds.
  • Working to find a real USP that would help the game to stand out of the thousands of entries Aaaaaaand…that’s all for this Post-Mortem! Actually, we have feedbacks from awesome peoples on Our Ludum Dare page, so I invite you to go and read them :) Anyway, we’re always waiting for more and more feedbacks, so don’t hesitate to give the game a try, we hope you’ll like it!

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Cheers :)

LD 42

How do you rate compo VS jam games?

Hello there!

First of all, congratulations to all of you for releasing (or even trying to release) a game during this 42nd Ludum Dare.

On my side, it was the first time I went for the 48h solo compo category. Now that I've seen both sides of the coin, I'm wondering... When you are about to vote for a game, what will it change for you to consider its category?

I expect no "good" answer, but I'm super curious :)

Let's end with the traditional "if you want to take a look at my game, here's the link" : https://ldjam.com/events/ludum-dare/42/running-out-in-space GVkceY.png

Thanks! Ekilibr

LD 44

We reached a 100 downloads on itch.io!

Hey Ludum Dare fellows!

We are super happy to discover that we reached a 100 downloads for our game PATH on itch.io :)

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But while there's a time to be happy, there's also a time to vote for other people, and we're a bit late on that part! Just drop the link of your page in the comments, and we'll rate as many of them as we can, in the timeframe and with the low bandwidth that we have... :)

And if you ever want to learn more about our game, here you go: https://ldjam.com/events/ludum-dare/44/path-a-game-of-life

PATH, a game of Life - 300 Downloads!

Today we crossed the 300 downloads on itch.io! We wanted to create a small gif to celebrate and showcase the game to all of you who don't know about it yet!

You can learn more about PATH here: https://ldjam.com/events/ludum-dare/44/path-a-game-of-life

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We also wanted to thank all of you who played the game, and even more those of you who let us great quality feedback and kind words :) We really hope you enjoyed playing it, and had a good time choosing what to do with the rest of your life... ;)

In addition, we still aim at playing your games, so feel free to drop your page link in the comments!

Cheers!

Ludum Dare 49

"Unstable Worlds" is submitted!

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Here is our entry https://ldjam.com/events/ludum-dare/49/unstable-worlds

Post-mortem might come later on....for now it's time to celebrate, and SLEEP!

Good luck for the final stretch to anyone who's still in, and see you in the weeks to come for a lot of games to play and enjoy :)

Unstable Worlds and fake rating

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Hello everyone! Hope you're all doing well :)

Just a quick message here to post about something I've not been paying attention to before : fake rating.

We've been monitoring closely this time, knowing that our game being done on CORE, we'd probably have much less people playing the game VS an HTML5 one.

While I totally understand that not much people are willing to bother installing CORE, I've still seen the rating number increase, one even with a comment, without any move on the play count. Which means there are rating given without playing the game (and without even watching it, as there's no video of it yet). I'd rather have no vote so that it reflects really the situation, and still is a valuable learning on engagement, than fake votes that will position the game in the (friendly) competition. That's not fair for us, and not fair for you.

I feel that maybe we should know who is voting for our game, and maybe it'd be dissuasive for people to fake vote. What do you think? :)

In the meantime, if you want to play our game (on CORE), there you go!

https://ldjam.com/events/ludum-dare/49/unstable-worlds

Cheers, and wish you all an awesome rating season!