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Ludum Dare 37

UPDATE #1 – WE’RE IN

Hey everyone, Gamechoy here, really excited to be participating in Ludum Dare 37.


In this game, you play as a young boy, maybe named Bernard? Your main goal, is to survive each night (not FNAF style) and fend off childhood enemies. These enemies include dolls, bed bugs, garden gnomes, and others. Armed with weapons, such as a sling shot or a N.O.R.F. gun, you’ll have to defeat these creatures, and eventually face the boogeyman. Lots of progress has been made today, the majority of sprites are complete, and a good amount of the music. Looking forward to finishing up in the next two days. We’ve seen a lot of good ideas so far, best of luck to everyone participating!

TL;DR – Fighting scary monsters as a scared little boy

 

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UPDATE #2 – Follow Your Dreams

Hello everyone, from our last update, much more progress has been made. Music is essentially finished, and Keagan has some album art to release.

Keagan made this

Keagan made this

Spritework is about 90% done, and code is right behind it. Who knows, maybe there will be a giant snowstorm and all the power will get knocked out, leaving us no way to finish or submit. Could be worse.

Again, good luck to everyone competing in LD37!

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Gamechoy “At Night They Come” Challenge

Hello everyone, today we’re going to try something new. We’re announcing our first ever Ludum Dare game challenge! The rules are simple, beat our challenge and post a screenshot of the ending to win the trophy for this year. So what is the challenge? Well here it is:
Game: At Night They Come
Challenge: Beat the game without killing any monsters
Reward: Our “Pacifist” trophy (who knows, maybe this will give perks later on).
How to claim your award: Comment a screenshot of the ending.
spr_trophy (The Trophy)

Good luck to anyone participating!

Post Analysis: At Night They Come

This is mostly for our sake, but we hope that anyone who reads this can help learn from our experience.

Our Entry: At Night They Come

ratings

In this analysis, we’ll be going category by category to examine what we did right and what we did wrong, and what we can improve for next time.

Humor: This wasn’t a category we were particularly invested in, hence it was one of our lowest scores.

Audio: One of our larger complaints was that the audio feedback for attacks was unsatisfying, and that it left some players confused. This was a feature that went under our radar while we were developing, by the time we added some it was too late. However, Keagan and Joel, our music developer friends, did a lot of good work. Overall the music side of things was fine, I don’t feel like we need to change much of anything there.

Theme: I feel we used the theme pretty well, having the game take place in a child’s room. We could’ve improved the technical side of things however, instead of making a separate screen for a menu, help, winning, and dying. Stylistically we followed the theme well, on the technical side we didn’t really. We’ll try to be more strict about how far we need to deviate from the theme.

Mood: We tried to keep the mood generally light through this, while still making the game at least somewhat immersive. This again wasn’t a category we were heavily invested in, however our score was a bit better than Humor.

Graphics: Graphics is usually either a hit or miss. It all depends on people’s graphical preferences and what styles they like. Our style was a bit mixed, jumping between minimalism to some detail in different parts of the game. The palate, I think,  stays pretty consistent, and highlights important objects/enemies, which is always important. There were some sloppy mistakes here and there, and some sprites were hard to nail (specifically the bed bugs) and it inevitably led to some sprites being over simplistic to make time for other ones. In the end however it looked pretty good, we’ll be looking to improve time management  and a more centered graphical style for next time.

Fun: This is the most important category for us, because if your game isn’t fun, what’s the point? We scored a little lower in this category than we would’ve liked, but after some time we have managed to find some reasons. The first is that enemy spawns were inconsistent, sometimes you could go a really long time without a single enemy spawning, or sometimes you’d get hoarded by one specific enemy and nothing else. Another reason is that we didn’t implement a better shooting system, and it was very hard to shoot some enemies with the in-game version. Another factor was again the lack of audio feedback. Although some of these issues aren’t present in all genres, it shows that we need to dedicate more time pre-release to making sure the game is balanced and fun. In my opinion, the formula is much better now, it has some minor hiccups but we’ve definitely tried to improve it.

Innovation: We couldn’t come up with a lot of ideas for how to make a good twist for this. The idea was there, and I think it’s pretty unique. The enemies and their mechanics were fun to work on, too. Again, not a category we were overly concerned about.

Overall/Final Thoughts: When it’s all said and done, we made a nice little arena shooter in 72 hours for our first official Ludum Dare. We didn’t expect this to win any awards, but rather to get some good tips on what we can improve for April, and also what we’re currently developing. After all,  what’s the point of participating in a game jam if you don’t use the feedback you get? We had a great time making this, and seeing all the other entries for this, and that’s what’s really important to us. Congratulations to everyone who participated, and we hope our analysis gives you some valuable information.

Until April, best wishes – The Gamechoy Team