pestodesign

Ludum Dare 45

My LD45 game collection!

Here is a list I made for myself about the games that seem interesting in this jam. I did not play all of them, but I keep on playing and playing. You guys are awesome!

Take a look at the list: https://itch.io/c/630292/ld45

Any games to add? What are your favorites so far?

My favorites at this point:

https://ritarbapodev.itch.io/the-song-of-calirum -really good card game

The Island https://itch.io/c/630292/ld45 - cute island building clicking game

Fit the Sticky https://leograf.itch.io/fit-the-sticky - Katamary like stuff, really challenging

Heartscape https://zak-amana.itch.io/heartscape - interesting rouglite card-puzzle game

Oracle Pine https://swanijam.itch.io/oracle-pine -short advenure with great atmosphere

Barterin Buckaroo https://itch.io/queue/c/630292/ld45?game_id=494752 -western stlye collector game

ld45games.JPG

A big thank you for all of you playing our game!

The last 3 weeks was very active for us, so those 3 hard days of the jam seem so far away now! We played a lot of your games - most of them really really good! - and you gave us 60+ ratings in return! We are very thankful for those, and for the countless reviews and feedback we received! We will keep those in mind while working further on TrashWars! But for now, we are just happy about taking part in LD and excited to see our final scores :)

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Ludum Dare 48

We are in!

This year we will be a team of two with @kazrath, and we try to make a real fun game! We already warmed up, chatting about the possible themes and ideas this year. We agreed that no theme is bad, we can have fun with any of them! (I really hope we will thinking the same after the final theme is revealed :D )

Looking for a composer!

Sadly our goto composer and sound-man is burried under work this weekend. We are a developer and a designer, we can cover almost everything, UI, programming, animation etc., but we think our games need good sound design too!

Anyone interested? :)

We made some progress on the first day

We are planning to do a mushroom growing game set in a post apocalyptic world. Here are my first design ideas: Capture.JPG

In the meantime @kazrath was creating a test for growing roots and figuring out the algorithm and powerups. We hope to create a game with good gameplay! :)

Our game is finished! - We are finished too...

Man, we are soo tired! Only two of us were working on the game during this jam, and @kazrath is already out cold, he was developing the final part of the game AFTER working in his job today! I created a lot of fun screens and a vivid color palette I enjoyed. I even added a little comic to tell the story of our game. Here: spores-comic-ld48.png

Ok, I am off to sleep too, give the game a try if you want: https://ldjam.com/events/ludum-dare/48/the-last-spores

Oh, and don't forget to rest everyone, we all deserve it! :)

Why am I looking forward Ludum Dare jams?

Before the theme of the jam is announced, I am excited like a kid. Than we start to brainstorm and I am excited about the ideas and the art style I will use. Than of course the next big thrill is actually finishing our game.

But what I just realized today is, that I am looking forward to see all this amazing stuff the you guys are creating! So different, so cool! I realized this is my favorite part of the jam!

I made a small list on itch about the games I would like to try during this week, feel free to browse it, and if I missed a good one, please let me know! https://itch.io/c/1552347/ld48-games-i-wanna-try

ld48list.JPG

Designing our root growing game: colors, UI and other design decisions

I would like to tell you a few things about the design process of the game we created. Mostly about the design decisions I had to make, as I was responsible for the visual design, including the UI, logo, the main screen, backgrounds etc. while my friend @kazrath was doing the coding part.

After learning about the theme, the first step of our development was sitting down with pen and paper and simply generating ideas. There are some common settings a game can have built on this theme: diving deep into the ocean, digging deep into the ground, build a simple dungeon crawler, travel deep into deep space, or travel deeper and deeper in someone's mind. After thinking really deep together for a while, we decided to create a game about a plant that is growing roots into the ground.

Why? Because @kazrath wanted to practice his Unity coding skills by implementing the root's pathfinding algorithm, while I saw a challenge in creating an underground environment in Inkscape, that can tell a story with very limited assets.

Our game is called "The Last Spores" and you can play it here: https://ldjam.com/users/pestodesign/games

itch-header.png

First the game mechanics and the story: we knew we wanted a game about growing roots, but to give it a background story, we decided to put the game in a post apocalyptic world. This immediately gave a nice goal to the game, and helped me with the visual design too! To win the game the player has to keep the last creature on Earth - a little fungus- growing and surviving. When you have a story and core mechanics, they are all guiding your upcoming decisions about visual design.

A small colorful plant growing in a dead, burned out world - this is the contrast of the story. So I decided to keep the colors in strong contrast too. The roots are representing life, and they are the moving part of the game - the "hero" if you will - so I wanted them to stand out with a neon pink color. Then I set the ground different shades of dark purple, gradually getting darker as the player is reaching deeper and deeper into the ground.

The main screen is containing the title of the game, and a human skull and the pink mushroom in front of a gray sky. I created another contrast while drawing the shape of the skull: the fungus and the roots are organic and playful, as opposing the blocky geometric shapes of the skull. I used the same principle when I created the obstacles in the ground for our root to grow around. This is an important part of design I think: make a rule for yourself and stick to that.

So I created some blocky stones and some pieces of junk, so the developer can scatter them around in the game level. These I colored to a unified gray, so the player can easily distinguish them from the pink root and the dark background. It is important to show that these are obstacles and not part of the background image. I created a repeated pattern of small stones and sandlike particles over the background color to make the ground more interesting. Now this layer I colored much closer to the purples of the background to make them blend in more. These are not obstacles, they are only setting the mood.

post-objects.png

With the logo and the UI of the game we wanted to keep things simple. As the roots are the main element of the game, they has to be shown in the logo as well. I also chose a font that is reminding me a bit of roots and branches, plus it has a dirty, post apocalyptic feeling.

The main UI elements are the health-bar and score in the top left corner. I wanted to show the roots there too, in a way that it is not obstructing the view, and it is not covering up the active roots. We don't want to confuse the player, we want to give clear information. Color wise I used the light blue for the health bar - same color as the energy orbs the player has to collect- and a pink number for the number of the collected spores. Then I matched the color of this small HUD to the ground colors, because it has to be visible at any depth.

One design task was to show the player which nodes are active and reachable by the root. We gave the nodes a highlight of course, but that was not enough, I wanted to add a "view cone" of sorts also, because the roots are only allowed to grow downwards in a 120° angle. First I just used a semi transparent blue arch, but then I had a better idea! Instead of a flat triangle I traced an image of an actual mushrooms spore print. This is the image you get when you put a cap of a mushroom face down on a paper, and let the spores fall from between the gills. It creates a very interesting image, and a great addition to my GUI!

post-mushroom.png

When you start the game, the first thing you see is a short comic about the background story. This page just happened in the last day of the jam, while Balint was resolving bugs like a madman, I had a bit of time after I was preparing the headers and texts for game submission. We were talking about the story during development between the two of us, and a comic is a great tool to pull the people into our world. I used the same image as in the main menu to show an empty world of ruins, while I guide the player close to the starting point of our story about the roots.

The game starts with a comic, then comes the main page with the skull. But when the player dies I wanted to show that the world has died as well (no pressure), so I am using a different background image. the colors are more washed out gray and the happy color of the fungi is gone. But I created a happy ending as well, picturing a different world. This is a great thing about working in vector: you can easily reuse, reshape and recolor elements you created earlier. Here are 2 of my main screen versions ( If you want to see the third version you have to win the game though! ;) )

post-mainscreens.png

Thank you for reading this long post! What I wanted to show you is that Inkscape is a really capable vector tool for game art design, and that design is mostly making your own decisions and stick to them :)

If you want to play the game you can do it here: https://ldjam.com/users/pestodesign/games And if you did, please let me know what you think of it!

Bugfix uploaded - now you can actually WIN the game :D

We got so much praise for the design and for the root animation in our game - thanks for that!

And we also got a lot of feedback about the bugs and balance issues the players found! So we updated the game a bit, @kazrath was working on fixing possible dead ends in the levels, and we balanced the energy use as well!

We did not add anything new, but if you try the game now, you have a better chance seeing how the world looks after you win, and *save THE LAST SPORES! *

3endingscreens.png

Here is the game page: https://ldjam.com/events/ludum-dare/48/the-last-spores

PS: please give it a try guys, I worked so much on the win screen during the jam! :D