iambored2006

LD26

I’m in, first time!

First time in Ludum Dare! I’m so excited!

Now, I wasn’t planning on participating in this event, I was planning on August. But then I realized that I don’t have school on Sunday/Monday because of some Jewish holiday, so I’ve decided to give it a go. I don’t have any real library to use, just some unfinished utilities which will probably cost me a lot of time finishing anyway, so I don’t see the point in posting them now.
There’s one problem, though- the jam starts in 4am in Israel, on Saturday; since I’m a religious Jew, I won’t be able to begin until the late evening, which means I lose the first 13 hours. As such, I will probably enter the jam, not the competition.

Programming language: Java
IDE: Eclipse
Graphics: Paint, maybe GIMP
Audio: SFXR

Let’s do this thing!

First Screenshot – Against The Current

After about 5 hours total working on this game, I finally feel like I’m on the right path, and it feels wonderful! This is gonna be the first game I’ve ever actually finished, especially as it is my own idea and not a port.
Here’s the first screenshot-

game screenshot

As you can see, graphics-wise, this game is going to be full of programmer’s art. I did use my animation utility class for the first time, and I’m glad to report it works just as intended.
So, the game. When I read what the theme is, I was a bit upset. It’s a cool theme, but not if you’re a first-timer and all of your games are inherently minimalistic. I decided to express the theme purely gameplay-wise; specifically, through player input. There’s only one button to press, and you’re supposed to swim against the current to get to the exit by timing your presses. I then incrementally introduce more game mechanics, such as triggers that change your direction, spikes, and more! So that’s what I’m setting out to do now, and I may actually finish this for the compo!

I’m really enjoying this so far! Good luck to everyone!

Arrows and Potatoes!

So here’s how I’m doing the easter egg: instead of collecting coins, you have to collect potatoes! I know, I know, it’s extremely original. But hey, it gets the job done, doesn’t it? Also, as an important game mechanic, arrows that change your direction.

game screenshot 2

I might upload a playable version soon, after I add moving spikes.

Against the Current – post mortem

Port mortem is where you write what went good and what went bad, right? Well, let’s get to it then-
First of all, here’s my entry- http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22590
I was going to post it in the compo, but then my computer became crazy and I had no internet connection. It’s sad, really, but looking at my game now, I think it fits the jam better.

What went good:

  • In terms of code quality, this project exceeds almost all of my other projects in every aspect.
  • I was having fun doing the graphics, even though they’re probably the crappiest you’ll find here.
  • I found out that most of the utility classes I wrote months ago, such as Animation and Font, work seamlessly, so that if I when I start new projects, I’ll have all the boiler-plate code already available and know it works. I had fun abstracting code which I usually have to look at the whole time I’m working on my project, so all in all, my framework worked nicely.
  • I’m happy with the concept of the game. I came up with it within 10 minutes of seeing what the theme is, and I don’t feel like I could have improved upon it had I waited 5 more hours. The idea fit the theme, was extremely east to implement, and worked nicely throughout the process. It’s not really a good game at all, but that wasn’t the point for me.

 

What went bad:

  • Saturday- us Jews can’t use electronics on Saturday. It meant I had to join when everyone else was already 13 hours into the jam, but this is just a minor gripe. I had lots of spare time.
  • I realized, when it was too late to reformat the framework, that the game state framework I’ve been planning for the past few weeks has a flawed core function. It means I couldn’t make a menu screen, a (real) pause screen, or a level editor. This is my next problem:
  • I’m already awful at level design, having to code a level every time was just too much. If I’d made a level editor from the beginning, I would probably have made double the amount of levels in the final product, which is a measly 7.
  • I wasn’t satisfied at all with the sound effects BFXR generated, so in the end there isn’t any sound in the game at all, which is a shame. For future projects I’ll know to ask friends to make the audio instead of a cheap (but sometimes effective) sound generator.
  • It’s the same with graphics- I don’t really care that my graphics suck, but when I started writing the actual gameplay I’d already worked for more than an hour trying to set up the framework, which is way more than the usual for me, and when I got the core gameplay set up, I started working on the basic sprites. Their cruminess, along with the sucky feel the game had in the beginning, got me seriously demotivated. I was even considering scrapping the idea and starting anew, but then I read some posts of people who had done just that and regretted it, so I pushed on, and I’m glad I did.
  • I was really shoddy with how I implemented collision detection and other things of the sort, so that adds up to the game total crumminess. I know how to write good collision detection code, so that’s not really a problem for future games.

 

All in all, this was a really fun experience. I’ll be sure to participate in august, and in the meantime, let’s rate some games!

LD27

For all those concerned, I am in!

since no one ever reads these anyway (except for me. I have no life.)

But wait, don’t go! I actually have something interesting to say! So basically, I have these extremely important exams next week. If I do well in them, it’s gonna greatly affect the next five years of my life. Since the exams are classified and there’s no real way to learn for them, I’ll be using the LD to get in the mood. This is also my excuse for skipping some really important school stuff and staying at home, programming a game.

Now that that’s out of the way, I guess it’s time for the usual stuff-

This is my second LD, back in April I hadn’t planned on participating in LD26, instead I wanted to learn and make a game engine so I would be ready for the LD in August. I decided to participate anyway, which turned out to be a great decision, and now I’m ready for the “real thing” with my own engine- http://www.mediafire.com/download/fedzsapog0nrv69/Game_Engine.rar

Tools will be just like last time- Java through Eclipse, with my own engine, GIMP and probably no sound.

Just like last time, I’ll be taking the jam route, but only because I literally have no time. Even with the extra 24 hours, I’ll only have about 50. This seems like it’s gonna persist, since I lose 13 hours off the start every time because of the Sabbath (yes, the band).

If you’re somehow still here reading my whining, stop. There nothing more to see here.

Comments

22. Aug 2013 · 19:56 UTC
I read most of them. 😛

I’m screwed.

Once again, I can only start now because of the Sabbath. I booted up my computer and it gave me the infamous “Reboot and select proper boot device” message. I tried everything and it just doesn’t work. I have this secondary computer I’m using, and I’ll probably use it for the jam, but the whole thing just sucks so much. I took one look at the theme and lost all interest. It’s not a bad theme, and I had a few cool ideas for it, but with my main computer not working, I don’t have any motivation left to do anything.

Definitely going for the jam this time

Starting 31 hours late, and after brainstorming yesterday until I fell asleep, I have a good idea with some good designs for levels. So it’s definitely the jam this time. Oh well. Anyway, I’ll post a picture once I get the basics up and running (that’s a pun! Haha! You’ll appreciate it if you see what my game is like and miraculously remember this specific line).

10 Second Gooback Post-Mortem

I finally have time for this thing. Let’s do this!

I’ve been waiting for this LD for some time. A whole lot of time, actually. So you can imagine my disappointment and disbelief when I tried turning on my computer when the LD started and it wouldn’t boot. I was crushed. Add to that the fact that I was forced to start 13 hours late (as always, it would seem), and that the theme wasn’t inspiring at first, and I was seriously considering passing this time. I still wanted to make something, and I had my mom’s computer, so I drew some sketches, and came up with this-

Day one

Day one

 

Day two

Day two

I know how much you guys love these pics. I know I do :)

Anyway, I had a nice, simple concept for the game, which I was happy with. I decided that I won’t code anything before I sleep on it some more, and the next day I slept in. Great start.

I had to attend this meeting up at my school for a few hours, so I started coding the basics before that, and then I went to the meeting. It took a while, but it was interesting and refreshing, so I’m not complaining. Problem is, it was really hot outside, so on the walk back home, I got a serious headache. Like, a really bad one. I knew I was supposed to go to school for the whole day the next day, so the only time I had was that evening. I was in a really bad mood, and I went to bed early.

The next day, after the compo had already ended, I was feeling a bit better, but I decided not to go to school, and instead stayed home all day and wrote the game. I’m so happy I did this!

As opposed to last time, I had a lot less time this jam, but I still feel like this is a better entry than my first one. On to the actual post-mortem!

What went right:

  • I had my own game engine! I’m constantly improving it, and the LD was no exception, but this isn’t a bad thing. I was able to deliver on a better experience than my previous entry, and keep the positive stuff I learned along the way in a very ordered fashion.
  • I was able to achieve my full vision of the game, without cutting back on content. Granted, there isn’t much of it, but that was all I could think of, and I think it’s wonderful.
  • I have a lot of motivation to keep working on the game right now. In fact, I already made a few changes, polished a few corners here and there. I think I’ll take this game to the next level. I already have a lot of ideas to flesh out the concept, and I’m working on a post-compo version right now!
  • Graphics- are terrible. Even though I made an animation last time, and I worked a lot of time on the graphics, as opposed to this time, where I spent about 30 minutes on it, I still like it better. I feel like I’m progressing in a field which isn’t supposed to be my territory.
  • Level editor- from a programming perspective, it was a life-saver. I spent most of my coding time writing the level and level editor framework, and I’m proud of it. I didn’t realize it back when I posted the entry, but built-in level editors sale big time! I’ll try to keep this trend in my next entries.

What went wrong:

  • No time (I love that song, BTW) – as I said earlier, I had no time at all. For several reasons, which I will list below, I experienced the time-crunching madness of the last hours of an LD.
  • No content- I had no ideas for levels, save for a few simple puzzles. I had the time and the tools to build levels, but I didn’t have any ideas, so I was really stressed out to make the levels I had perfect in the little time I had left.
  • Turns out Java is a bitch. That’s right. Java is a fucking bitch. Why? Because I almost couldn’t enter my game because of its shenanigans- apparently, files can’t be read in the traditional  way when running the program in a jar. I made the mistake of not making a jar until a couple of hours before the end of the jam, so I didn’t know that my level storage system wouldn’t work. I tried opening the files containing the level data through some methods I found after frantic searching on the internet, but it didn’t work. Finally, I copied the data and put it in an array inside the program. Fucking disgusting. It got the job done, but I almost had a heart attack along the way. Being so close to the finish line, only to be dragged back by your own tool was almost too much to bear.

So here’s my game – http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22590

Please rate it and enjoy! Happy rating, everyone!

10 Second Gooback – POST-COMPO!!!

win screen 2

Finally made a post-compo version! I was planning on uploading it a week ago, but a series of very unfortunate events forced me to delay it. Not to worry, though- I got it to be even better!

New features:

  • KEYS! Some levels have keys in them. Get them all to unlock the door!
  • Switch blocks! Turn a blue block on by going through it! Passing through a block solidifies it.
  • Save your progress! Indeed, yes; are you stuck in a level and you don’t feel like pressing the enter key to skip it? No problem! You can exit the game and reenter where you left off!
  • Rebind keys! Don’t feel like playing with the arrow keys this time? Set it to WASD instead! If you feel adventurous, know that most keys are bind-able, and you can even set a key to do multiple actions!
  • Sounds! That’s right, there are now generic, sfxr-generated, retro sound fx, just the way you like ’em!
  • New levels! Obviously.

The game creates a folder in AppData/Roaming on Windows, and something called “user.home” on OS X and Linux. I’ll add a “delete all save files” option in the game itself soon.

Just a reminder- the game has a built-in level editor! I gave the specifications for its usage on the entry page.

Get it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22590

This is not the last update this game will be getting, either. I plan on completely reworking the 10s gooback system into something more flexible and deep. I’ll be posting here with new updates.

 

LD28

I’m in, and late, as usual.

As usual, I’m posting the I’m In post at the last minute, but what are you gonna do?

My usual tools- Java, Eclipse, and my own engine (which I posted last time).

The different thing this time is- I’m participating with a friend! He’ll design the game and draw the art, and I’ll code it. Sounds like fun, doesn’t it? Well, I wouldn’t know, as this is gonna be my first time working with other people on a game.

Anyway, good luck to everyone! Let’s do this thing!

Why this LD wasn’t a complete failure for me

… even though I didn’t submit a game.

But first, I’ll state the obvious- the theme was a complete disaster. It sucked so bad, and if it didn’t then I suck (which I know I don’t, so it must be the theme). Even if the theme wasn’t so bad overall, for me it was just uninspiring. I kinda knew that it was going to be selected, so I really can’t use the excuse of “couldn’t think of something good in time”. Now, when we look at all the submissions, we can see that it really wasn’t as good as the last two themes (this was my third LD, in a row). There are a lot of games with the “one bullet, recollect and reuse it” mechanic, and although it might be interesting to see how many different people implemented this mechanic in very varied ways, I don’t feel that this is really the essence of LD, or the theme aspect of LD.

OK, so now that I’m done with my little rant, on to the story. Much to my dismay, I couldn’t think of any ideas that seemed interesting enough for me to try out. Either I’ve raised my standards, or I was just completely dry that weekend. Anyway, I didn’t wanna resume work on my WIP game, which I promised myself I wouldn’t touch during the LD, and then I remembered that I had entered this LD with one thing in mind- try something completely new, the harder the better.

So I decided to code a ray casting engine. Sure, it wasn’t that hard, but it was still a lot of fun. And for two days, I think I did a pretty good job, too (mind you, this version was compiled today, but the only improvements I made were bug fixes and some optimizations). The thing is, it isn’t a game, only the skeleton of an engine. That’s why I didn’t submit it (that, and the fact that it would’ve been ugly trying to tie it to the theme).

wolfie screen

 

I really liked working in 3D (well, pseudo-3D at least), it invoked memories of my early childhood, of watching my dad and my brother playing Wolfenstein 3D and Doom. In fact, I liked it so much that I might just end up making a 3D game for next LD. See you then!

Comments

19. Dec 2013 · 19:19 UTC
I don’t think the theme was bad. With so many games, it’s fine if some of them use similar ideas such as “one bullet”, and there are plenty of games that have another take on the theme.
19. Dec 2013 · 21:13 UTC
You should be proud of where you are if you think making a raycaster engine isn’t hard. I had to write one for my game and I barely finished.
vinibiavatti
17. Sep 2014 · 00:16 UTC
Hello Mans! My name’s Vinícius, I from Brazil =D My ingles is bad :/. Ok, I would like publisher the source code this fabulous, incrible and fantastic ray casting engine! Please! I want learn to create this. Thanks and congratilations!

LD29

I’m in! Have a GIF!


Sorry for the choppiness.

Anyway, I’m in! Gonna use Java and Eclipse as usual, with my custom engine (which I’ve uploaded last time I participated). I’ll also be using GIMP and MSPaint for graphics, and SFXR for sound effects.
See you soon!

First screenshot!

I’m not gonna fail this time! Last time I couldn’t think of any idea, so this time I just went with an idea for a game I want to make, and I’ll find some way to connect it to the theme.
Without further ado, bring in the crappy programmer art!

And it's not being replaced...

And it’s not being replaced…

It’s actually more of a thought experiment than a game, now that I think about it… well, you’ll see! Good night!

A Day in the Life – Postmortem

This post will contain spoilers about the game, so be sure to play it first!

Click this to play the game

Now let’s get to it. First I’d like to get the traditional stuff out of the way, so here’s what went right/wrong with development:

What went right

  • I achieved my vision! I’m starting to actually have visions of how I want my games to be, and it’s nice to have it work out as I planned it.
  • Graphics went without a hitch. Sure, they could’ve been better. Considering the fact that I made them, and the short amount of time it took me, they look pretty OK. The important thing is- they function as they should.

What went wrong

  • As people have said in the comments, the game could use some music. Next time, I’ll be sure to just pick something if I don’t have someone to make it. This proved to be more important than I could have foresaw, as people seem to react a certain way to the game, and this could very well be amplified with some evocative music.
  • I struggled with the theme (again). I’ll go into detail about this now.

Last time, I had serious problems with getting ideas for the theme. In fact, I didn’t have any idea of a game I wanted to make, never mind the theme. I ended up working on a tech thing unrelated to the competition.
I had a similar problem this time. I didn’t start working on the game until about 8 hours before the end of the compo. So, I looked at some of the themes before the compo began, and I was excited for ‘Time does not exist’. I had an excellent idea for it. In a philosophy lesson a few months ago, I had this idea that time is in fact a spatial dimension, and that all existence is static. Basically, there are infinite frames of the universe coexisting in the time dimension. In one, we all have some parameters. In another, those parameters are slightly altered. Each version constantly experiences one infinitely small time frame of existence; and so, we experience time linearly.
This was my idea for the time theme. I didn’t have any gameplay planned for it, it was just something that came to my mind.

Come the day of the competition, I had no idea what to make! I started to panic, so my dad told me to just make a game that I want to make, and find some connection to the theme, later on (as it turns out, Notch’s interpretation of the theme is apparently very similar to my own).
I told my friend about my idea of a time game, and as I was telling him about it, the whole thing with managing time frames of a person’s life just flowed out of my mouth, seemingly out of nowhere. It was fantastic! I went home and set out to make the game.

Now, if you’ll look at my sketches for the game, you’ll see that I had some ideas beyond the ‘Be happy’ task, which didn’t make the game (they suck anyway). The thing is, I wasn’t too enthused about the game by the end of the competition, and I just wanted to submit it and go to sleep. I completely forgot about ‘Be happy’, which renders the original version of the game worthless and boring.

With ‘Be happy’ in the post-compo version, I got some nice feedback. I didn’t realize the potential of the game until I watched DanielSND (InfectionTeam) and TimTipGames playing my game in their streams. I started getting amazing responses such as these

“I think this is the most interesting experimental game in this jam. Thanks!”Maniulo

“It felt like a puzzle, and at first I thought ‘oh, maybe I can solve it…’, but I couldn’t; that was the ‘aha!’ moment when it clicked in my head. That’s not an easy thing to accomplish as a game designer, so well done!”cageinabird

and many more. Thank you, LD community! And thank you, everyone who’s played my game!

Click to play the game. Don't forget to play the post-compo!

Click to play the game. Don’t forget to play the post-compo!

Tags: java, ld29, post-mortem, postmortem

Author? What’s that?

I’ve noticed that some developers don’t have pages. As in, you click the ‘view all entries’ button in their entry, and it says ‘not found’. I also noticed that Pov was talking about authors. He said that there were certain criteria to become an author. I couldn’t find anything about this in the rules. Can someone please shed some light on the subject?

Comments

jugglerrob
07. May 2014 · 11:07 UTC
I noticed the same thing. I don’t think it was always this way and it’s very frustrating to get not found pages.
07. May 2014 · 11:11 UTC
The same applies to the View Journal of quite some users. I can’t remember it from the previous entries as I normally check for some posts by the creator when I finish their game.
07. May 2014 · 11:17 UTC
From what I understand, authors are only the participants which posted the game.

The other members (for JAM teams) are not considered as authors this way.
iambored2006
07. May 2014 · 11:17 UTC
I think this problem’s been around ever since I joined, a year ago.
07. May 2014 · 12:38 UTC
Authors are users who can make posts. It’s not a special privilege.

10 Games That Resonated With Me

Hello there! Now that I’ve played and rated 100 games, it is time. I might be a bit late in getting people to rate these games, but that’s not why I’m writing this post. These aren’t the “best” games I’ve played; at least, not by the traditional category metric. My main purpose here is to point out and analyze games that use interesting methods to tell stories and evoke emotional responses from the players.

I highly recommend you play the games before reading my analyses, as they will spoil the games for you.

Here are the games (the ordering is meaningless):

Sopora

 

I Contemplated the Sun of Limbo

 

The Dead Rest Beneath Us

 

Le Ver

 

 

Sunk

 

 

Persona

 

I Remember Alice

 

 

Drowning in Problems

 

Beneath the Surface

 

A Happy Place

 

 

Most of you are probably aware of the ongoing ‘video-games as an art form’ debate. If not, I recommend you go read up on it, particularly Roger Ebert’s arguments. The whole debate revolves around how gaming as a medium compares to traditional media of expression. In my opinion, the question is usually tackled from the wrong angle. We shouldn’t ask- how can we create a game that retells ‘Romeo and Juliet’ and does a good job of it? Instead we should be asking- how can we harness the power of video-games to create unique experiences unparalleled in other media? This power I’m talking about is, of course, interactivity. The medium’s undoing, according to Ebert, but I think otherwise. Jon Blow gave an interesting talk about how we can harness gameplay as a powerful story-telling device. He talks about meaningful gameplay, which is deeply tied to the story. In fact, the gameplay should create the story. The key word here is immersion- movies, books, and music all have their own ways of immersing the person experiencing them, but video games can do so much more! In video games, you can evoke a sense of agency, which in turn will make the player feel responsible for his actions. In video games, you can make the player feel that he is his avatar in a much deeper sense than in other media, or indeed in most modern video games.

In the game ‘Sopora‘, you awaken to find yourself in a coffin. You can escape, panic and suffocate, kill yourself, etc. When you do any of these, you feel like you’ve actually done something meaningful. Moreover, you don’t feel bad for the avatar, as is the case in so many games, because you feel that you are your avatar. You experience the game through his eyes. The game uses powerful audio to create tension, but it only serves to amplify the experience created by the gameplay.

Sunk‘ is another excellent example of this. You play as a man in the open sea, struggling to stay afloat. One button only, and yet you feel responsible when you drown. And just like in ‘Sopora’, when you screw up, you panic. You suffocate. And again, the sound effects and graphics are amplifiers, no more.

I loved both ‘I Remember Alice‘ and ‘Le Ver‘ very much, but the reason I’m mentioning them here is that they deviate from the pattern I’m presenting with the other games. Both games feature monotonous gameplay, and both make extensive use of text to deliver the story and the experience. The games lack in agency, but that is what makes the gameplay powerful. They stand out because their gameplay is tied strongly to the story. What I find interesting about them is that the gameplay, at least in my opinion, is an amplifier for the story, not the other way around. The experience is a sum of the various components- text, audio, visual feedback, gameplay. They create a cohesive whole that is very enjoyable and evocative. I’d like to see more games like these, because they explore in a not-so-obvious direction, and that is invaluable to the developing medium of video games.

One of Ebert’s main arguments is that games lack authorial control- if you give the player true agency, how can you walk him through a story-line? I find it very interesting to approach this question in the context of theology, but I digress. Ebert is right. We can’t guide the player through a linear story without limiting his freedom, and if we don’t, it generally ends with disastrous results. Let’s look at music- most songs don’t tell any story, and what about melodies with no lyrics? In my opinion, games can’t possibly tell stories like ‘Romeo and Juliet’ without devolving into lame movie-likes. Games like ‘Sunk’ and ‘Sopora’ are complete, and they are perfect examples of gameplay done right.

Responsibility: In ‘Beneath the Surface‘, you play as a buff American soldier who commits atrocities in the name of democracy. And you control him. This control you have over him forces you to click the ‘kill’ button in order to progress. There is no agency. You don’t feel responsible for your avatar’s actions, and by the end of the game, you despise him. The game is interesting because it attempts to elicit strong moral responses from the players, and it succeeds, to some extent. Most people quit the game because they can’t bear press the ‘kill’ button any more. That’s powerful. And yet, I think the game could benefit from a well thought-out choice mechanism. If players had a real choice, and chose to kill (which would happen a lot, I bet. Especially with the back-story provided in the game), they would really feel responsible for their actions. I can’t help but think of the LD25 game, ‘Cure 48‘. Play it before you read the post-mortem.

Speaking of morality, here’s another game where you are made to feel bad: ‘The Dead Rest Beneath Us‘. Well, OK, it’s not meant to make you feel bad. In this game, you are presented with different scenarios where you must rescue a person in immediate danger. As opposed to ‘Sunk’, here you don’t play the people in danger, which is a substantial difference. The idea behind this game is that you can’t actually save any of them, which is why people end up feeling bad after playing it. I must say, it was very frustrating for me as well. So here we have another case where there is a lack of agency, but does it create a disconnect? Well, I didn’t feel like I was responsible for the deaths of those people, but the game doesn’t mean to make me feel responsible. Instead, is sets out to raise awareness to the transience of life. A lofty mission indeed. This is another example of an idea which can’t possibly be executed in other media.

As we look at another game, ‘Persona‘, it seems that the ultimate lack of agency is a recurrent theme. In this game, you control your avatar through dialogue choices in various social interactions. You are presented with a choice between 3 masks, each one representing a certain behaviour. However, if you use the wrong mask, it breaks and can no longer be used; instead you have the option of speaking your mind without any filters. The premise is interesting, and it definitely makes for an interesting gameplay mechanic, but the ending presumes that you have failed to use your masks at least once, when in fact, it is possible to complete the game without failing. This reminded me of the scene in ‘Groundhog Day‘ where Phil tries to get Rita in bed, so he memorizes her quirks and gets closer to his goal each day. However, he never succeeds. ‘Persona’ could be exactly this in game form, if it would be unbeatable. Notice what I’m doing here- I’m talking in favour of reducing the player’s freedom and guiding him to an inevitable outcome. However, I’m not limiting his immediate choices, only his ultimate agency. This can lead to a very strong experience, albeit a frustrating one, where the player acts as one with his avatar, and feels like he has true agency, when in fact the outcome will always be the same.

Another game where this is the case is ‘Drowning in Problems‘. In this game, you play through a person’s life to the inevitable, bitter end. But it’s beautiful. I found myself in the part right before you can click to die, working and buying stuff indefinitely. The game is linear, and yet I feel like I have a choice. More importantly, the gameplay maps perfectly to what Notch wants us to feel from the titles of the actions. When I was clicking away, buying more and more stuff, avoiding the death button, I didn’t feel like I was clicking in a game with the theme of life. This theme isn’t artificially strapped on the gameplay- it is created by the gameplay.

A Happy Place‘ is another game where you play through your avatar’s demise. You play as a block, surviving in a wartime bunker. You walk around, cry some, eat, drink and sleep when you need to, while being constantly barraged with text. This text is the avatar’s thoughts, and it contributes a lot to the experience, but it doesn’t create it. As I said in the comments, I wasn’t sad when I died, because I knew it was inevitable, but the whole experience felt very real. Was it the audio? The visuals? The text? Maybe it was the gameplay? This one remains a mystery to me.

Last but not least, a game that scared the crap out of me- ‘I Contemplated the Sun of Limbo‘. As I said in the comments, my conclusion from this game is that I am fucking scary. What do I mean by that? Well, in this game, you control an avatar from a first person perspective, and you walk around on an island. You dive and resurface on the other side of the island, you sit on a stool, and then you go back to the other side. There you see a person sitting on a stool just like the one you sat on, and you suspect that he is actually some sort of vision of you. You interact with him and he explodes. Again, on the opposite side, you find the stool vacant. You sit on it, contemplating the sun of limbo, and then, while still on the stool, you turn around. You see the same figure standing behind you, exactly where you stood on the other side of the island when you disturbed him, and he pulls a slenderman. It’s scary, and it made me think of how other people might be experiencing my presence. The game shines in its surrealism, which is a sum of the visuals, the audio, and indeed the gameplay. I’m analyzing this game because it is completely different from the other games. When comparing these games to other media, most of them map roughly to movies or books in what they attempt to do. This one is a song. It’s a spiritual experience. Now, a lot of people would classify all of these games as ‘interactive experiences’ and not games. While I disagree with this, I find it interesting how a very diverse array of games can all be classified under one category.

And now for something completely different- my game! You didn’t actually think a post like this wouldn’t be followed by some shameless self-promotion, did you? Well, actually, my game has a lot in common with these games, so I don’t feel bad doing this

It’s called ‘A Day in the Life‘. I urge you to go play it before reading on.

In this game, you control the individual actions in your avatar’s life. You set a certain period in your life where you learn programming, and in the following frames, the option of making a game is available. There are three objectives- ‘Get a job’, ‘Be happy’ and ‘Start a family’. To fulfill the job objective, you need to work (which requires that you learn programming), ‘Be happy’ requires that you learn the piano and make a game, and to start a family, you need to work and date. People figure all of this stuff out in the first couple of minutes of the game, and then they realize that the overall objective is to get all three objectives at the same time. They manage to get a job and be happy, and they manage to get a job and start a family, but they can’t get all three. Most people realize this, and this is what I set out to do. I wanted people to realize that they can’t get everything in life, and that they have to make choices. It doesn’t matter if you quit the game with some objectives activated rather than others, there’s no text or cutscenes to acknowledge your choices. The game ends in effect when the player realizes what the message is. A strong theme that I have noticed in people’s playthroughs is that they get frustrated when they try to figure out the game. They attempt to solve it as if it were a puzzle, but it doesn’t unfold. Now, this game doesn’t tell a story, not does it evoke spiritual emotions. If I had to classify it, I’d use the word that flrn used to describe his game, ‘The Dead Rest Beneath Us’ – vanitas. Both our games aren’t exactly games in that they are more static in nature, and would compare best to paintings.

I want to create a discussion surrounding the ideas that I have presented here, so I’d love to read what you people have to say about this!

If I have offended anyone, please accept my apologies. I only mean to provide honest feedback and encourage discussion.

LD30

I’m in!

The usual stuff- Java, Eclipse, some MSPaint and some GIMP. I’ll try to use JFXR as well (refer to a couple of posts before this one).

Now that that’s out of the way, a question- what happened to LD29? I mean, it still hasn’t showed up in the Recent Events box, and I can’t find the results page anymore.

Missing Links

I noticed that LD29 is missing from the Recent Events box, and the only way to access the results is through Google or other events (by changing the URL).

Also, I can’t find the post for the LD28 keynote which should be here- http://www.ludumdare.com/compo/tag/keynote/

Comments

10. Aug 2014 · 19:01 UTC
Ah, oops. Fixed.

LD32

I’m in!

Had to turn a few screws for this one, did some stuff I’m not really proud of, but I’ll be participating!

Java + eclipse as usual, though this may be the last time with this setup, so that’s interesting.

Nothing wrong with trusting your local bank... right..?

Nothing wrong with trusting your local bank… right..?