esayitch

LD27

I Go To School

Not really. I did have to work this past day though :(.

I’m still pretty satisfied with the result… I thought about 2 variations on the theme:

1) “Every 10 seconds, something happens.”

2) “You have 10 seconds to do something.”

In the end, it was 1 for me. The theme really helped focus an all-over-the-place idea I was toying with for a while and seemed to fit it snugly. So cheers to that LD27! You will always be my first! We will always have Tower Infinity! … and all that jazz 😛

SHAMELESS PLUG:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16000

SHAMELESS SCREENSHOT:

LD1

Hope ya like it, cheers!

Tower Infinity – Post LD

I’m not calling it post-mortem because baby’s still alive and pimping!

Anyways, this was my first Ludum Dare. I tried entering the Evolution LD (can’t be bothered to look up what number that was) but didn’t think of a good enough idea that I could accomplish relatively fast.

I was toying with the idea for this game for a while, but it was never clearly defined and I always thought of reasons why it wouldn’t work. The “10 seconds” theme gave me the “Aha!” moment that made it all click together. I can’t believe I was thinking about making a game where you are an  interviewer who gets 10 seconds with each interviewee… or a Social Network simulator where you need to decide, in 10 seconds, whether or not to accept each friend request (there be bots with Megan Fox profile pictures nowadays, so one can never be too safe).

So I made the game I wanted to make, and then made it really really redux to fit the schedule. Theme was announced at 4 AM on Saturday (for my timezone), and I worked on the game from 6:30 – 23:30 on Saturday, and then from 21:30 to 23:59 on Sunday before submitting it. Between those two sessions I was asleep for a short while, and working my job for the rest. I think I was doing both at a certain point, too.

Paraknight's Strategy, a.k.a the GG Push.

Paraknight’s Strategy, a.k.a the GG Push.

WHAT KICKED ASS:

1) Graphics are apparently retro and sexy. I wouldn’t know anything about that. I just did the only thing I know how to do in that department; make everything low-res, pixelated, and ugly. If it was good enough for the late 80s/early 90s, it’s good enough for me (and should be for you as well)!

2) I never had the chance to play a game like the one I made, and for me that means originality on the concept.

3) The control scheme. This is something I have been hesitant to try for a long time, and kept delaying. What better opportunity to do that in LD? Many loved it and found it innovative and unique, but by no means all.

 

WHAT GOT ITS ASS KICKED:

1) The AI. I wrote what was supposed to be a non-deterministic, advanced AI on Saturday, but it kept messing up. So I rewrote that whole mess in half an hour on Sunday. Now it’s deterministic, but after level 10, is also reactionary to what the player does (at every 5 level interval).

2) Learning curve. The only preparation anyone had for the game was through my description in the entry and through the in game block of text before the game start (didn’t have the time to make a tut, sowwy). Players were given as much time as they needed to try the controls before the game but that was not enough for some. One of the funnier comments I received went something like “I pressed some buttons and then lost… not fun.”

3) The control scheme. Yeah, while it clicked and was loved by some, others found it counter-intuitive.

4) Me when I was late to work on Monday.

 

BOTTOM LINE

So I made a game, and I think it’s pretty good. You should go play it. I was once at a Hackathon with my bud and we made a game that didn’t get top three because I kept yapping about it during my presentation instead of letting my gosu friend demonstrate it. Think I did the same in this postLD, but at least here there’s no time limit on talking so you can still play it:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16000

#HYPE, #SWAG, #FREE_DANI_LUDUM, #SCHOOL

 

LD30

Links – Post LD Stress Disorder

NOTE: First three images are gifs. I’m bad and don’t know how to embed them :(.

So in Links the connection between the worlds was by the pick ups. By picking up one of the Links/?,  enemies do something on the other world, upon their death. Could be:

Suddenly, lava.

Suddenly, lava. (GIF)

Could be something like:

Dat SHMUP classic.

Dat SHMUP classic. (GIF)

And there are a few more like that; bullet burst on the other world, instead of dying, enemies spawn at the respective position on the other world, etc.

But not only. I also added two Links that work upon pickup and stay until you pick up another Link. The best Link in the game is Great Minds, which basically does this:

Pretty nifty, no? Now you don't have to multi-task.

Pretty nifty, no? Now you don’t have to multi-task. (GIF)

Development Process

This was my second LD and I wanted to give it time and really work on it. The last one I did, I felt went relatively well for a first time, but that it also could have gone better. I work on Sundays, so I took a day off work, but I still had a family event to attend on Saturday that killed 4 hours of development time. For the tools usage, I used things I am familiar with. I wanted to churn out a complete game that people could enjoy. So with flixel, paint.net, sfxr, and autotracker, I went ahead on my way.

I didn’t like the theme. But after about 30 minutes of brainstorming I came up with this thing. I can say I am happy about it, but not delighted about it. In hindsight I should have made a game about the Israeli Palestinian conflict, I feel.

Important Design Decisions

So if you give players a static game that doesn’t get more difficult, it becomes an exercise in tedium. Since the game is randomly-generated, I made it gain difficulty over time. The maximum difficulty is achieved after meeting 40 encounters in the game. But it is also impossibly hard. Like, maybe people with 250 APM could play it. I myself couldn’t (not for very long at least). So how do I reset the difficulty? I had thought to have a boss somewhere in there, but I didn’t have a clue how he’d fit into the design of the game since it is a highscore-based arcade shooter. This was the perfect place to use the boss: You can fight him by picking up a special drop, and when you do, it resets the difficulty. Check number one.

Another important design decision to consider was: how do I make the Links an integral part of the game? Powerups are cool but they are hardly the core of shmups. In order to do that, I made it so the Links ARE the score. The more you collect, the higher your score. In doing this, I took a cue from Vlambeer’s Super Crate Box. The immediate benefit in this was that I became able to include both positive and negative Links, as opposed to strictly positive or negative ones. Some links spawn harmful stuff on the other worlds, others are more useful to the player and make fighting foes easy. Check number two.

The last important decision was how the boss was gonna behave. This was the one I am least satisfied with, not in terms of behavior, but in terms of how I relay that behavior to the player. The boss has two attacks, and his eye changes to indicate what type of attack he is about to perform, allowing players ample time to prepare. Someone who is equipped with this knowledge can defeat the boss, someone who isn’t, can as well, but will have a much harder time. The eye animation is not that clear, so this was a failure on my part. Something else to note about the boss was that he could only be damaged by hitting his eye. Here the information was better relayed; the text next to his HP says “Go for the eye, Boo!”, and when you hit his body no sound is made. When you hit his eye, a hit sound is made. It still wasn’t clear enough.

Isn’t he pretty?

Links4

Things That Kicked Ass

1) The game feels complete. With 2-3 more days of polishing it and adding content, I could probably sell it.

2) The theme is an integral part of the game.

3) SHMUPS are nothing original, but a dual-screen one where what you do in one screen affects the other is.

4) Endgame messages to the player are rather insulting in a funny way.

5) 2 great design decisions in the scoring system and the difficulty curbing system.

Things That Got Their Ass Kicked

1) Graphics are pretty bad. They are consistent, which is good, but still pretty bad. On the upside, some people like bad graphics, so there’s that.

2) Soundtrack is great, sfx are on key.

3) Game is pretty difficult, and pretty hard to pick up. My instructions screen could have been clearer, and it’s not readily apparent that you can try the controls before you start the game.

Last Forever

I’m happy with this thing. For a second entry by an amateur who doesn’t get much time to work on games, I feel like it is a polished, complete package (sans the graphics). I don’t expect it to do very well in the compo, but it did well by me. In case you decide to try it, drop me a line!

PLAY LINKS NOW

LD32

Avian Days on itch.io

‘Ello.

So I tweaked some things in Avian Days, mostly bugfixes and improved visuals for the time being. I am calling it a post-compo version, though I would ideally like to add content for a REAL post-compo version. That, however, is on hold for the nonce.

Here it is on itch.io: Avian Days On Itch.io

And here is a gif, just because I like you:

LD34

Beardgrow – Play and Watch

Hi!

In Beardgrow, you play a teenage kid who wants to do “manly” things to grow a beard and impress a girl from his class, so she goes with him to Junior High Prom.

The game is challenging and takes getting used to, but pretty rewarding once mastered, as you can pull off all sorts of sick dodges and clutch jumps.

I focused on 2-Button Controls for the gameplay (encapsulated the movement/jumping of platformers into two buttons only), and Growing (in more ways than one) for the story.

Here’s a screenshot:

Danny's Dad in a nutshell.

Danny’s Dad in a nutshell.

If you can’t get anything higher than a Fuzz, you might wanna watch this video, showing 4 out of 5 of the game’s endings:

And if you feel like trying the game, here is a link to the entry page:

PLAY BEARDGROW

Have fun, good luck in the compo/jam!

Ludum Dare 50