Bees
Queen bees trying to get rid of a crown to avoid an angry mob of bees.

Queen bees trying to get rid of a crown to avoid an angry mob of bees.

2 players control the astronaut together. One tries to reach the moon 🌚. The other, the sun 🌞. Clouds bounce ☁️. It's a co-op single-player competitive game! 💕
It's single-player multiplayer! 💕
P1 controls ⬆️⬇️.
P2 controls ⬅️➡️.
P1 wins if character touches 🌚.
P2 wins if it touches 🌎.
Clouds bounce ☁️.
Competitive co-op! 💕

Our game's title is ✨ASTRONOPE✨

2 players control the same astronaut 👩🚀 who is an anthropomorphic person that can't decide between home and exploration.
P1 moves ⬆️⬇️and wants to reach 🌍
P2 moves ⬅️➡️and wants to reach 🌛
Players need each other to reach their goal, so it's competitive co-op! 💕

There's also only 1 player character, so it's single-player multiplayer! 💕
We called it "ASTRONOPE" because when you get close to your opponent's goal you start saying "nope nope nope"! 😁
Hi! In this past Ludum Dare 🎲 we recorded ourselves making ASTRONOPE. 👨🚀📸
https://youtu.be/2P9afqUOUiI
There's still time to play & rate ⭐️ ASTRONOPE! ⭐️ https://ldjam.com/events/ludum-dare/41/astronope

Play & rate here:
▶️ https://ldjam.com/events/ludum-dare/41/astronope

Please play & rate my game! https://ldjam.com/events/ludum-dare/44/key-knife-flower
Thanks :)
I made an experimental visual novel thing!

https://ldjam.com/events/ludum-dare/53/firelore-first-fate
Play it here: https://ldjam.com/events/ludum-dare/53/firelore-first-fate
Here are some thoughts about creating my LD53 entry.
I recently made a game called Robotherapy and realized that I don’t enjoy writing branching narrative. The game came out very linear, so I wanted to explore branching more.
The problem is that I just don’t feel motivated to write multiple branches. I end up with a favorite one and I neglect the other branches. It also bothers me that some percentage of players will never read a lot of the content. It feels wasteful.
So I wanted to try solving that problem with this prototype.
Things I wanted to try out:
I knew this was going to “fail”, I just didn’t know where and how. That failure would be my learning opportunity, so that's not really failure, right?
Before I get to what I learned, I’d like to say a couple of words about each character and what function they have in the game, what problems they solved, the process of writing them and where they came from. You can skip this if you don't care about the writing process and want to know more about the design only.
I used a random generator I made in Google Sheets to give me some ideas about the characters. First line is the Painter, then the Soldier and the Elder.
If there’s no main character, and all content is mandatory (thus no choices, except for the ending), then who is the player? The Fater came in to solve this. A good old silent protagonist who could stand outside the story. All characters are referred to by their professions inspired by Andrei Tarkovsky’s Stalker, with its Writer, Professor and Stalker characters.
The Teacher is a tutorial turned character. Rather than talk directly to the player as the developer, or as the game, I could use a more immersive voice, which was the Teacher. He definitely grew into a strong character in his own right, I think. And some of his lines were the most fun to right. Which is good, because he has a lot of them, way more than any other character. His sass was inspired by Cormo from Where Birds Go to Sleep.
Hey, that’s me! Well, they’re all me, I wrote them, but the Painter is the character that’s most personal to me. He was the easiest one to write, but he also ended up a bit boring and hollow, since he didn’t have to work very hard for his place. Unlike the next character!
I struggled with this character, but I think they pulled through. I remember a moment when I was trying to write their scene with the Elder, and I thought “damn, they’re just not as interesting as the Painter”. But that’s what gave them a much deeper backstory than the Painter in the end. The Soldier needed to become deeper, and he did, and this newfound depth also gave depth to their first scene with the Painter. Instead of just a boastful, aggressive soldier, he became someone in denial and in pain.
This character came straight from a Dostoevsky novel I’m reading, The Brothers Karamazov. But he’s also a distillation of Russian literature, and it’s no coincidence that he has Tolstoy’s long beard. There’s also a mix of Buddhist wisdom in him, as I was doing a course with Yongey Mingyur Rinpoche, a Tibetan monk, during the jam.
Generating ideas in the trusty notebook.
Things to try for the next time, based on what I learned:
The non-branching branching.
There are two directions I could see me taking this prototype:
I’m leaning more towards the second one. It’s not that I hate the first, but there are just too many complications there. It triples the work: there’s the story, the meta-story and also the relationship between those two. And that takes away focus from what’s really important: immersion. In the world, the story and the characters.
Well, those are all my reflections for now.
Thanks for reading!
Or, as the Teacher would say, thank you for seeing.
If you haven't yet, you can play & rate Firelore here!