Eryph

LD 40

The Darkest Light : Let's talk about design choices

Hey jammers !

First of all, thank you for all your feedbacks ! As a junior french dev team, seeing that you enjoyed our little game means the world for us !

After 50+ ratings and 30+ feedbacks, a pattern is designing itself. So we want to come back and talk with you about our design choices (good or bad).

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Disclaimer :

The game is an atmospheric horror game, by reading the next part of the post you may spoil yourself the enemy behaviour, the light up / light down mechanic, and some other things. The post is not really a post-mortem, it's more a "let's talk", and we are looking for feedbacks and advices ;)

So we strongly recommand to play the game : https://ldjam.com/events/ludum-dare/40/the-darkest-light


The light mechanic :

"The character has a light which is his range of vision. He can light down and light up. The more light he has, the more enemies will run at him. The goal is to get to the exit of the maze. The game must push players to light up, in order to have the "the more you have, the worse it is" effect." That was the original 5AM Saturday concept.

Next to it, we thought that a constantly decreasing light range, was more stressful for the player, making him light up at a constant rate, creating a "routine" that could be disturbed by enemies and Level Design.

In the level we put door activating braseros which must be triggered by light (sticking with the "light up" mechanic). We used this props to create fear and surprise. In fact, the player must think about the interactable object before thinking about ghosts placed at the exact same range. Cons : The game is short, but this kind of surprise effect could be totally trivial if used too much.

Feedbacks on the mechanic : Good ! It seems to create the stress and surprise effect as intended.

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The ghost behaviour :

The enemies are ghosts who are able to pass through walls. This mechanic allowed us to place them outside the character path, making them instanly more powerfull than the character. We decided to let them pass through walls to link this with le light mechanic : the only place to hide is darkness. You can't loose them passing behind a wall, or hiding in a room corner.

Feedbacks : Good ! Also seems to work as intended. But a bit frustrating sometimes, where your light is really low, and they jump at you so fast you are not able te react and die. Balancing the ghost spotting you at long range, and those sprotting you ate close range is a little bit tricky.

Potential fix : We could slow the reaction time of the "close spawning" ghosts without affecting the others. Thanks to @somethinboutgames ;)

The in game text At the start of the game, some floating text will appear at the bottom of the screen, explaining in a nebular way the objectives and the mechanic.

Feedbacks : some player could be annoyed by the "not mood related" text, explaining a mechanic that they already had figured out. This was a dilemma during the development. We let the text, deciding that the primary goal was that EVERYONE could play it, and EVERYONE could understand the mechanic, knowing that veteran and very smart player would understand it immedialty, and could be annoyed by this.

A solution would be to let it as an option, or blending it to the assest (text directly written on ground or walls)

The character movement system :

The character controller is heavy : up arrow to move forward, down arrow to move -forward, left/right to rotate. The camera follows the character's forward, and it was designed to loose the player in the maze. If the camera was not rotating with the player, it could be much easier to understand the Level Design and get to the end.

It seems to be the major frustration though.

We designed it that way to make the character weak, and to create tension. Unfortunalty it seems we did a little too much on that...

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We'll try to improve this mechanic, maybe allowing strafe, but it will be hard to change it without loosing the tension it 's creating or breaking the ghost balance... If you have ideas, we are totally opened to it !

The bugs and the unfinished features :

-The animations #Not Fixed#

The lacking animations seems to be the major problem of the game, and it's a problem which is planned to be fixed ;)

-The sound mixing #Fixed#

Some sounds (the ghost's screems) seemed to be not well mixed, this is now fixed !

-The light shader

This one was extremly tricky : the field of view must trigger braseros and the ghosts. We are not really familiar with shader, so we did what we could. The solution we found saldy creates some weird artefact when player's light collides with brasero's light. We'll try to improve this mechanic later.

Don't hesitate to let us know in the comment section if you have feedbacks and ideas to improve this little interactable piece of software we did ;)

And thank you again for all your feedbacks !

We will soon upload MACOS and Linux builds !

The Darkest Light

Hey ! Come check our entry : The Darkest Light !

https://ldjam.com/events/ludum-dare/40/the-darkest-light

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Let us know if you manage to reach the end ;).

LD 42

Shblow !

Kill it ! Kill it with...

GUNS !

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A brand new game by Team Zblah that will Shblow your mind

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Team Zblah is back for a new adventure, and this time, it takes place in a space ship !

Get rid of the insect filth with your big guns ! By doing so, the insects will leave their turned-into-stone bodies behind, block both you and your bullets. So try not to run out of space !

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It's the last home stretch !

There are still some things to do before we can proudly deliver the game to you, but hopefully we won't run out of time ! (get it ?) The sound design is being integrated right now (there are quite a lot of ennemies and power up, so it takes some time), some bugs are being fixed, and some details will be added after.

We are sooooooo impatient to show you the result, and we hope you'll enjoy it as much as we like making it.

You can check the game page right here

*It's done !* Introducing SHBLOW by Zblah

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After three long days, quite long nights of sleep (for a jam) and some last minute problems (would it really be a jam without it ?), we are happy to present you Shblow !

You can now get your big guns and red rid of your ennemies, which will turn into stone when dead, blocking both you and your bullets !

And why not share your better score with us ? And remember, screenshot or it didn't happened !

Check it out here. And here's the team highest score so far :

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Have fun !

SHBLOW

Hey ! Feel free to check our jam entry and give some feed backs.

... ANd try to beat the actual record : unknown.png

https://ldjam.com/events/ludum-dare/42/shblow

SHBLOW

Hey ! Come check our jam entry !

It's a fast paced top down shooter where killed enemies stay in the map, blocking path and shot.

Hope you'll like it.

The best record is currently own by our composer :

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https://ldjam.com/events/ludum-dare/42/shblow

SHBLOW

Hey jammers ! comme check and rate our game :

https://ldjam.com/events/ludum-dare/42/shblow

We'll do the same ;)

And try to beat our current contender :

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Come and try to beat the best score at SHBLOW !

Here the best score so far from one of our composer :

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Think you can beat it ? Want to show them who's the boss ?

We hope you'll have as much fun playing it than we had making it !

Rate us and give feedback if you like right here, we'll do the same :)

LD 43

Medic !

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Medic ! is a resource management card game. Come try it !

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We hope you’ll enjoy it!

Our entry : https://ldjam.com/events/ludum-dare/43/medic

Medic !

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Come play our entry !

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https://ldjam.com/events/ludum-dare/43/medic

Medic !

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Windows version available ! Sry, Itchio thought it was a HTML build --'

Come try ! https://ldjam.com/events/ludum-dare/43/medic

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Medic !

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Hey !

Come try our game : A decision making game in a medical theme !

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Link : https://ldjam.com/events/ludum-dare/43/medic

Medic !

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Hey !

Come try our game ;)

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https://ldjam.com/events/ludum-dare/43/medic

Medic !

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Come play Medic !

Web build is out, but we highly recommend you to play it full screen. Unity web player has a weird screen resolution.

If everyone has a solution for that, i'm intrested ;)

Medic !

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Come try our game !

https://ldjam.com/events/ludum-dare/43/medic

Medic !

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Come try our game ! https://ldjam.com/events/ludum-dare/43/medic

(Sorry for the double post, something wrong obviously happened)

Medic !

*Hey ! *

Come try our game !

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If you play on web build, we highly recommend to play fullscreen. Embed unity player is weirdly stretching the screen causing UI bugs. Anyone with a solution for that?

https://ldjam.com/events/ludum-dare/43/medic

Ludum Dare 45

Grimoire

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Come try our game !

And good night to all !

Grimoire

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Grimoire is out!

Write directly your spell with your keyboard to move and defend yourself against your enemies !

With time you will be able to memorize it to save precious time in the battles to come !