Jellyhard

LD30

Is it too late to be in?

Well, we were on since the word go, but since this is our first LD we were a bit nervous about start posting.

Our game is to be called “Poking Planets”, and it’s about poking planets (aha! I bet you weren’t expecting that!).

First screenshot of Poking Planets

Well, i’ts about poking planets with your Poking Ship, bringing them close together so they can trade resources according to their needs and wares, while making sure you don’t make them collide or enter a danger zone.

Your objective in each stage is to find a way to obtain the resources your home planet requires.

We never did any game jams and we thought LD was the perfect place to start, and we’re having loads of fun so far.

We wish everybody good luck!

Aw, so close! (not really…)

It’s time to face the hard truth: we won’t make it in time.

At least that means one less game about planets…

Poking Planets

 

It’s kinda heart breaking not being able to submit our hard work, but if anything the experience was well worth it.

We went into this with zero preparation and we got out of it with tons of experience. And better yet: we had fun.

Well, better luck to us next time! We will be returning for sure!

Now onto playing a ton o’ games…

 

 

 

Comments

Fanatrick
25. Aug 2014 · 23:04 UTC
I agree about the one less game with planets part.

LD32

We did it!

Yay! We managed to submit a game!

intro test

This is our second time participating and the first time we managed to finish (kinda, sorta…) something.

So please enjoy Dagobert, and excuse me while I take an earned, and very much needed, bath.

Dagobert – Post Mortem

Hey boys and girls! Let me tell you a little bit about our experience in making this little jam entry called “Dagobert”.

intro test

 

The Team:

The team working in this jam consists of two nerds from Brazil (huehue and all): Diel Mormac, the coding and music nerd, and Ricardo “Snippety” Gaede, art nerd.

This is our second attempt at a LD jam, and the first time we managed to submit a game.

 

The Tools:

The game was made in Game Maker Studio Pro.

Sprites were made in Paint (listen mate… it gets the job done. Ok? Stop judging me… geez…) and other visual assets were made in Photoshop.

The music was done in Finale and sound effects were made in bfxr.net.

 

The What Went Right:

– Last time we participated in a LD jam we got burned, hard. We worked in our entry until the very last minute, but alas, we couldn’t submit something that could be called a game. It stung pretty bad, but we learned from it. And that experience prepared us for this new attempt.

– We chose the tools that we were comfortable with. Our goal in this jam was to finish a game that met some basic personal standards. And for that we decided to go the safe route with our tools. But I’d like add that sometimes using a jam as an excuse to get to know new tools can be really productive too. Just keep in mind what are you trying to achieve from the jam experience.

– We prepared for multiple themes, and even though none of the ideas we came up with ended up being used, this exercise sparked very useful discussions about creating an achievable scope for the project.

The What The Hell Were We Thinking

– It turns out using the final 30 minutes to create the bulk of the level design for your puzzle platformer is a bad idea! I mean… how was I supposed to know that?  When we settled on the game’s core mechanics there was one thing we should have taken into account: some mechanics naturally require more intricate level designs to work properly. Not sparing enough time for this critical task was a pretty big oversight.

– We didn’t do any testing with people outside the team, and because of that we didn’t realize that we were missing a key feature: a charge bar indicating the strength of your shots. Sounds obvious (and I think the comment section under our entry agrees), but the truth is… uhmm… we’re dumb. We’re just dumb. To be fair we planned on making a dotted aim so you could tell where your shots would land, but we thought of it as an “extra” (meaning “things we won’t have time to make”), and we didn’t realize a simple charge bar would come a long way sorting this issue.

Well, that’s all I could think of now…

In the end we had a lot of fun, and we’re currently planning on finishing this baby.

In case you’re interested you can play Dagobert HERE.

That’s it, bye!

Improving on Dagobert

We’re currently working on a post jam version for Dagobert and the first thing we’re sorting out is our most recurring feedback, namely: it’s too damn hard to tell where your seeds are going to land.

We decided to implement a dotted trail to aid you in your aiming needs.

awada

In other news: we now learned how to record gifs! Now we can have a bit more fun with our posts.

In case you haven’t done it yet you can check out the jam version of Dagobert HERE.

Now back to playing some more delicious entries…

 

Comments

24. Apr 2015 · 05:51 UTC
good job!so cool!