jackrugile

LD29

Count Me In LD29

This is my first Ludum Dare. I’m in for the main compo. I’ve entered a few competitions before. They had longer time frames, and code/asset size restrictions though. This is opposite, with a short time frame, and no limit on the game size.

  • Language: HTML, CSS, JavaScript
  • Framework: Phaser, or from scratch, depending on the theme
  • Graphics: Code generated and Photoshop
  • Sound Effects: Bfxr
  • Music: Fruity Loops

My primary goal is to not pass out, not have a nervous breakdown, and submit something that at least vaguely resembles a game at the end.

Still Brainstorming, Good Luck to All

Still kicking around a few ideas. Possibly something iceberg related? Got my GitHub repo setup at least. Good luck to all of you!

iceberg-idea

Minimal Progress

Still working out the core mechanics. Basically creating something I knew how to make before, but with Phaser. This LD might just be a way for me to get a little more familiar with Phaser. And that is fine with me!

gif

LD30

I’m In

I’m in again. Will do my best to complete it this time around.

  • Language: HTML, CSS, JavaScript
  • Framework: Phaser, or from scratch, depending on the theme
  • Graphics: Code generated and Photoshop
  • Sound Effects: Bfxr
  • Music: Fruity Loops

LD31

I’m In

I’m in again. Will do my best to complete it this time around.

  • Language: HTML, CSS, JavaScript
  • Framework: Phaser, or from scratch, depending on the theme
  • Graphics: Code generated and Photoshop
  • Sound Effects: Bfxr
  • Music: Fruity Loops

Avoid Rage – Post Mortem

avoidrage4

Avoid Rage is a minimal reflex game where you must avoid enemies coming at you from opposing tracks. Control with arrow keys or WASD. M to mute.

Play Game

 


 

This was my first submitting to Ludum Dare. I tried and failed on two previous occasions. It felt so good just to complete something and make the deadline. That was my main goal when going into things, so I consider this a success.

I stuck to my original goal of keeping things simple and I didn’t stray from my initial idea the whole weekend. I wanted to explore so many different variations and routes, but I knew that would put me at risk for missing the deadline.

The Good

  • Simple Premise – The game only required two lines of instructions: The goal, and the controls. You can jump right in and play.
  • Rendering – I used HTML/CSS as the main renderer for this game, with all game logic written in JavaScript. I typically use canvas, but had experimented recently with animating via CSS properties for mini games. This worked out well because the animation was performant, I was able to code in a familiar setting (I am a front end developer full time), and I was able to make use of custom fonts without any headaches.

  • Stat Tracking – I personally enjoy seeing some sort of status as I play the game and come back to it. Total moves, total deaths, and total active time played are all stored locally. This is of course in addition to your best score as well.
  • Track Highlighting – Any track that currently has an enemy on it lights up subtly. This was put in purely for aesthetic reasons, but it turns out some people were using it as a guide to help them avoid enemies. Had I considered this, I would light up the tracks brighter, and make the transition occur faster.
  • Music – I didn’t have much time to work on the music, so it is not full length. However, I feel like the music complements the gameplay style.

The Bad

  • Too Simple – Despite the simple premise of the game going in The Good section, I think adding one more goal or mechanic would have benefited the game. Perhaps collecting items, or hovering over a highlighted square for bonus points would work.
  • Not Enough Juice – Properties of games like Super Hexagon were my inspiration for this game. They have such high excitement, polish, and a hectic nature to them that pumps up your adrenaline. My game ended up being a little more on the calm side. I would love to spice things up with a more dynamic background, screen shake, more interesting enemies, reaction to the beat of the music, etc.
  • Collision – I reduced the hit box size slightly on both the hero and enemies for fairness sake, however, this caused a few instances where collision tunneling was possible at the faster stages. I didn’t witness it much, but it was possible. I was just using very simple AABB testing, but next time I need to implement something better.
  • End of Game Flow – For quick retrying, I made the game start playing immediately if you had died and subsequently pressed a movement key. This worked fine for trying to beat your best score, but I often am moving so frantically when I die that I immediately press another movement key, and the next round starts too quick after I die. The only problem here is that you cannot review your score for the previous round and see how it compared to the best. I should have added a proper gameover animation, but still kept it quick.
  • Boring Difficulty Ramp – The difficulty ramps up linearly, with the game getting slightly harder every 4 seconds (this is marked by the color changing). This was a quick and easy method, but it is boring as hell. I think having something more dynamic would improve the game. Something such as having bursts of craziness that then cool down, or getting harder the more you move, or sending enemies in by pair or formation, instead of one by one.

The Future

I have a few ideas I’d like to tinker with down the road. Perhaps diagonal moving enemies, larger level grids (4×4, 5×5, etc.), touch controls, and of course, improvements for everything mentioned in The Bad section above.

If you have a moment, play the game, let me know your feedback, and post your best score! Mine is currently 124 (as seen in the gif above).

 


 

Credits
Music: Fruity Loops
Sound Effects: as3sfxr
JavaScript Helpers: Howler.js and Modernizr.js
Fonts: OswaldDroid Sans Mono, and Entypo

Tags: minimal, post-mortem, reflex

Comments

Bogden
14. Dec 2014 · 08:42 UTC
Did you use yeoman or anything to scaffold your app for LD, or did you just start building from scratch?
14. Dec 2014 · 08:49 UTC
@Bogden I didn’t use Yeoman, but didn’t start totally from scratch either. I had an old project that I stripped down to bare bones before the compo. It had hardly any code. Just had a game loop, state stub, entity stub, and various commonly used math and formatting functions (random ranges, AABB collision, adding commas to numbers, etc.). I used gulp for my build process.
Warboys
14. Dec 2014 · 14:07 UTC
Great job on this game, I really enjoyed it.

LD32

Ok, I’m In

Looking forward to a game dev binge! Here are a few of my potential tech paths:

  • JavaScript/Canvas Renderer
  • JavaScript/CSS Renderer
  • CanvasQuery/Phaser/Custom Engine
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

I plan to bring some attitude, not subtractitude. Good luck, all!

LD33

Do you even dev, bro?

Yes, yes I do. I’m in!

I took two vacation days on the front and back of the weekend, so I’ll be well rested and prepared. As usual, here are my tech paths:

  • JavaScript/Canvas Renderer
  • JavaScript/CSS Renderer
  • CanvasQuery/Phaser/Custom Engine
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

Good luck to everyone. Crush it!

LD34

I’m In

Let’s do this. I’ll be using:

  • JavaScript/Canvas Renderer
  • JavaScript/CSS Renderer
  • CanvasQuery/Phaser/Custom Engine
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

Twin Condition Playthrough

Hey guys, just wanted to give one final push and encourage you all to play my game, Twin Condition. I am so grateful for all the feedback I’ve received so far. I’ve been blown away by so many of your entries and had a blast playing them.

Below is a video of a complete playthrough of my game. Thank you everyone and I look forward to the next Ludum Dare!

Play Twin Condition

LD35

I’m in for round 35!

I’m scared and excited and stressed and happy and slightly ill at the thought of LD35. Let’s do it.

I’m going to use:

  • JavaScript/Canvas Renderer
  • JavaScript/CSS Renderer
  • CanvasQuery/Phaser/Custom Engine
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

LD 38

I’m in for another one!

I have time off of work and I am ready to rock!

I’m going to use:

  • JavaScript with one of: 2D Canvas, WebGL Canvas, or CSS render
  • One of: CanvasQuery/Phaser/Custom Engine/Three.JS
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

I'm in for another one!

I have time off of work and I am ready to rock!

I'm going to use:

  • JavaScript with one of: 2D Canvas, WebGL Canvas, or CSS render
  • One of: CanvasQuery/Phaser/Custom Engine/Three.JS
  • FL Studio/Bfxr
  • Photoshop/Note Paper
  • Most likely reuse some utility functions to get started

LD 41

I'm in!

Finally joining up again, it's been a while! I'll be using HTML5, JavaScript, Three.JS, and Howler.js.

Lost Without You

Lost Without You is a turn-based action puzzler.

Help two friends find each other in the dark before they run out of light. Alternate between each friend to navigate through the darkness in a mysterious labyrinth. Can you help them escape?

lost-without-you-smaller.gif

Play It: https://jackrugile.com/lost-without-you/

LD41 Page: https://ldjam.com/events/ludum-dare/41/lost-without-you