koemeterion

LD 38

Post-Mortem-Thing - His own small World

Here is my personal Post-Mortem about our game. - You can find it here: https://ldjam.com/events/ludum-dare/38/$20912

The theme was kind of "meh" so .... yeah. At the beginning I liked our game idea. In the middle I hated it absolutly and today, on the last day I had a positive feeling. I learned a lot, I had a lot of "practice" in creating pixelart stuff. And the game IDEA was really good in my head.

But at the end we had to cut off a lot of ideas. So there is just the real main mechanic in the game. We had a few graphical issues do deal with, but we didnt get into it. So there're graphical glitches in the game which is frustrating. But yeah ... There is the finished game with his main mechanic. Which means everything is ok at the end.

What was good: - timemanagment - finalized the main gameplay feature idea really quick - (for us) content creation was good and fast - there is music in there :D - teamwork was fantastic (as always I want to say) - we gained a lot of new experience

What went wrong: - inital game idea was to big / to much - underestimated the bunch of graphical content - graphical quality in general - there is no sound-effect :(

Overall: - we have to gain more experience about graphics overall (pixelart / shader stuff / button creation / maybe modelling etc.) - there're some topics in Unity to learn more about - that was the wrong type of game for us. We need more "german-typical" games :D - leveltransitions - next time we want some soundeffects in the game - hopefully a better theme (lol - why is he hoping for something like that :'D ) - get into particle-effects in Unity

And the main-overall-point-thingy-thing: Ludum Dare is always a bunch of fun. See you next time :)

LD 40

Towers for Nuclear

Are you addicted to towers?

Come to play our game: Towers for Nuclear

The hype train is already on the road as you can see below :D

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LD 43

LD 44

End of Day 1 for us

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Blinky blinky. Like our eyes right now after 15 hours of designing, planning, coding, modelling, frustration and those small happy bits. Best of luck to everyone! See you tommorrow!

End of Day 2

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And this is how it looks after 15 hours of coding (from my part). Tommorow we have the possibility to create new levels relativly easy, which makes us happy at this point.

Everyone who will submit for the compo in the next few hours: well done! You are awesome! Everyone else who is participating in any kind to ludum dare: same for you. You are Awesome!

See you tomorrow. Goodbye and good night! bang

Memory Run has it first (few) feedback

The first feedback is in.

@velvetlobster

"... how can someone make such a complex game in such a short time ..."

@oktarian

"... The fact that you managed to do all this in 3 days is impressive - congrats! ..."

@frog5tar

"Fun Game Impressive for 3 Days"

And even you can play our game! Come here!

Ludum Dare 45

Done as well

We are done as well!

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Play From Nothing To Mine

Congrats to everyone who particapated. Finished or not, you're awesome!

Play this!

Hello there.

You're looking for more games to play, rate and leaving some feedback? Great, we're looking for you!

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This wonderful piece of art is just waiting for you!

If you leave some feedback, we will hunt your game as well and do the same!

And you know why? Because you deserve it!

this PR stuff feels gross ... jeez

Ludum Dare 46

Feed The Machine - Postmortem

Heyho everyone.

First of all thanks to everyone who played our game and send in some feedback. Really appreciated them!

This is a small (yeah sure ...) postmortem and analysis of the feedback we received for our game Feed The Machine.

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The Bad

UI

We tried a lot (especially with UI) and now we know better, I would say. We decided quite early that all UI-based information should be in the gameworld itself. In retrospective I have to acknowledge that it didnt worked out. It helps with the confusing and being stressed, but it doesnt feel like fun for the player. Should it helped to present the informations in a different way? Absolutly yes. It would have been possible to present the information just clearer in the gameworld but we didnt do it.

Now, why is this? Well you could say "its a jam, you're missing time to fix stuff like this" and it would be true if we didnt finished the development like 12 hours before the deadline. So there where enough time. The real reason is: we didnt see the issue here. After developing our own game, our own vision we were to focused and single-visioned that we didnt realized the problem. Simple issue but something to learn for the next time.

Tutorial

The tutorial was another bad point. It was to long and I have to agree with this. While I was hammering it together I already felt like "woof. This is a lot of information." What I didnt do was sit back and thinking about "What is the main goal you have to achieve." Only that would have been enough, the rest the player could have been figuring out by him/herself.

With more information on the UI (issue #1) it would had helped the player learning the game while playing too. This is way more fun than reading 3 minutes of text.

Other things

Player animation would have been nice, and I even tried it, but Unity gave me a hard time, so after one hour I dropped the idea. Number one priority is to finish the main gameloop, so I focused on that. Over the last weeks I practiced the animation system in Unity a bit, so I'm save for LD47. Still no idea what I did wrong while the jam.

The visibilty of all items wasnt that good all the time. Player missed things or where stuck because of no visible reason. Or they where stuck all the time, because the item-colliders were a bit ... not-fun I would say.

One more button would have been great as well. As you fix a ton of broken machines or pipes, your focus is on the machines. But if a machine is below a pipe it feels like a luck-based game what the player character will do. Fix the pipe or the machine. Having different buttons would have dealt with this easily.

And the last "bad" thing: I sill have the feeling the two of us arent good with coming up with "arcade"-games. Most of our games are resource management turn based games. Because we like stuff like this, stereotypical Germans that we are.But we're trying to come up with fun "arcady" games. Getting them to be fun is still a struggle for us.


The good

Even that we, as always, struggled with the theme we had a solid game idea really quickly. And we finished the jam like 12-ish hours before the deadline. Which felt amazing. Sure, there are some issues we could (maybe should) have dealt with but we didnt. Still, having that much time left was a bit confusing but great feeling.

The idea of having the UI in the gameworld felt fun to play around with. Sure, we screwed this up and there are better ways to do it. This was a motivating aspect while developing the game.

If I remember correctly we hadnt any real issues implementing all background mechanics. This was great too, this way we had a playable game relativly quickly, which isnt usual for us. This helped to take the time for some balancing (still, the game is pretty difficult).


Thats it I guess. We learned a lot with this game and, again, thanks for all the feedback we got. It helped to point out the bad stuff.

For the next jam I hope we jump back to our usual resource-management / turn-based games. With this and our previous game I have enough of stressful playthroughs :D

Have a nice day everyone, and I hope you're happy with the ratings and feedback you've got!

See you in a few month.

Ludum Dare 47

Eleven is ready to get played

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Hey everyone!

First of all: Well done with all those great games you (or we?) have done over the last 3 days. Its always a journey, and most often a fun one.

Last night we released our twelfth (!) Ludum Dare entry, which seems crazy but cool nonetheless.

Confusing but unintentionally its called Eleven. You can find out more about it, play and rate (and comment!) here