goodwincek

Ludum Dare 48

Limited features

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I started the jam with lots of gameplay ideas and a vision, but my final product ended up much different than I imagined. Much more like a mechanics demo prototype than an actual game.

On my last day I had to spend a lot of time squashing bugs and refining the mechanics...there was just no way I could add any major features without breaking what I already had started.

Did anyone else face the difficulty of having to change scope in the middle of the jam and make sure you could finish something?

Ludum Dare 55

Home Brewed Sound design

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I had a lot of fun experimenting with sound design this LD Jam!

I wanted to take a break from BFXR and LabChirp this time, so the only tools I used were a nose whistle (aka Bocarina) and a crinkly protein bar wrapper, as well as some other odds and ends.

It was a lot of fun! How did your sound design process go in your game?

Thumbnail Meta-game

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Anyone else go through multiple (or dozens of) iterations of their thumbnails too? :laughing:

It's always interesting to notice myself scrolling through everyone's games and trying to be observant of how my eye is caught by certain designs, while subconsciously passing over others. It's a really interesting meta-game to dissect!

Also a very important factor to marketing if you have aspirations for releasing paid games in the future. (I hope to some day!)

Ecaroh's Mecharoh 2 - A post-compo update

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Godot Wild Jam #68 was running concurrently with LD #55

So I expanded my compo game a bit last week! Thanks to all who played and rated my game. I really appreciated all the feedback that helped me keep working and improving :)

+ 2 additional monsters

+ A tower zapping attack

+ More electrons, no ammo limits!

+ And a new upgrade forge!

Play original LD55 Entry

Play Updated Ecaroh's Mecharoh 2 : Forgeroh's Fortress

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And a brief LD-Jam post mortem:

I learned a lot this jam and it was so fun and super inspiring to play everyone's games last week!!

In my compo, I experimented a lot with sound design, making sounds from scratch with just my mic and a few things around my office. I came up with some really efficient methods for generating the exact sound I wanted using Audacity's PaulStretch + BitCrusher, and then just changing the pitch speed in Godot as needed.

I also started to wrap my brain around data approaches to building games. I created custom resources for the first time in a real game and WOW... seeing the potential now has me thinking this will drastically change my whole approach in the future.

I didn't get to implement all the different types of upgrades I wanted in the end, but I was able to quickly make some adjustments in the data for character stats that was super easy to manage during the last minute crunch time when I needed to add a few stats that could be upgraded.

Custom resources are so cool!!

Here's a behind the scenes look at my development journey from Compo -> Expansion.

https://www.youtube.com/watch?v=thiKk2-jzHg

Ludum Dare 56