Phlip45

LD 38

The Small Black

LD38 -- Theme: Small World
The Small Black
A short strategy game where you must survive an hour of in game time for a space ship to come rescue you. Your space ship just crash landed and you are trying to keep up the vital systems.
I know just a handful of javascript, html, and css so the game doesn't look very good but it is fun to make. Will probably add a bit more to it tomorrow.
http://forgettable.altervista.org/LD38/main.html

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LD 39

Participating for the second time in a row

LD 2: Electric Boogaloo. Excited for some of these themes and dreading others. Guess I'll find out in ~10 hours.

Tools I will be using:

Sublime Text - https://www.sublimetext.com/
Paint.net - https://www.getpaint.net/
A personal js library - http://forgettable.altervista.org/PhlipJSLibrary/
keypress.js - https://dmauro.github.io/Keypress/

Have fun everyone!

Running Out of (Political) Power - Live Demo of Current Progress

http://forgettable.altervista.org/LD39/main.html

Early Demo Screenshot.png

Live Demo of the progress so far. Instructions if you wanna try Running Out Of Power - Live Demo
Instructions: You are an empire with a number of satellite nations under your control
Click on a nation and complete the mini game to remind it who is boss.
Two mini games so far: click the highest number, and press the red button.
This will (hopefully) make more thematic sense once I get some real graphics down

19 Hours to go. Balance seems good

Capture.JPG

Happy with what I have so far. I look forward to finishing things up tomorrow. Got maybe 4 or 5 more art assets to make, and then maybe some music

Finished!

Second Ludum Dare in a row finished. I like the final product of this one more than the last one. Excited to see what everyone else came up with once judging starts.

The Political Juggle - Post Mortem

My second Ludum Dare game. I feel I did much better this time around and the theme was one that had a bit of wiggle room I felt. Not really sure how Post Mortems go so I guess I'll just start from the top.

Pre-Jam Brain Storming

I gave myself the goal of coming up with 3 ideas for each theme once the final vote was on, more to do with being incredibly bored at work than actually being something useful. This was actually incredibly useful though! As soon as the theme was announced I had three items to pick from and the one I picked was the one I got most excited about before hand, so I already had a bit of structure to work around. I decided to do political power as a theme, where you control an empire but have to do 'something' to keep them under control. That something turned out to be lightning fast minigames. Most of my programming resume are little javascript toys that I write during the down times at work, so I figured that it suited my strengths pretty well.

1st Night

The first hour or so I brainstormed 10 or so of the minigames I would try to implement. As the final game only has 5 minigames this was a bit ambitious but because I could complete one then move to the next I figured it gave me a really flexible core for managing my time. The rest of the first night I worked on the frame-work game (which is the part where you are actually running out of power) and the first minigame which turned out to be the 'take a bribe' minigame. No art was done at this point so the main screen looked something like this:

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1st Day

The first part of the next day was wasted as I slept in much too long. It was a long week at work, what can I say =P. I coded up 2 more minigames which I finished around 4pm. It was at this point that I realized I should probably start adding some art assets and sounds. I hadn't really though about how I was going to do sound so I ended up working on the art first. Art takes FOREVER for me so that took up most of the rest of the day. I started making bleep and bloop noises in bfxr but I didn't really like how any of it sounded. I decided to put in some placeholder sounds by just making mouth noises in audacity I could create later. I also had a few friends try out the game at this point to see what they thought of the concept. Their feedback helped me fine tune the speed of the framework at this point and convinced me to leave in my placeholder sounds which they thought were funny.

Last Day

I finished up the art for the 3 minigames I had finished and rushed out the last two which simply used the same mechanics and functions from the first 3. I had about 3 hours left when I decided no more games I have to make music, start menu, end menu, and tighten up the balance of the game. Again art assets took the longest to create which is why the start and end menus have identical backgrounds. Finished up everything with 15 minutes to go, so managed to push it through submission hell just before the server fires of '08

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What I did right

  • Scope: My scope was small but expandable. This was much easier to implement and have wiggle room than if I had started with a larger scope and had to make concessions later. It also helped in the speed of playtesting and getting the balance right.
  • Time Management: With such a flexible scope I was able to see early on where I would end up getting snagged (the art) so I was able to compensate much more quickly.
  • Playtesters: Testing the game myself was fine, but some of the biggest changes I made were from suggestions of my friends who tried it out as I went a long. They convinced me to leave in the placeholder sounds which seems to be what people like most about my game and greatly helped with the balancing. If for whatever reason your friends are jerks and won't play your game I highly recommend finding some sort of place where people can play and give you feedback on your game not just once it is done, but while you are actively working on it.
  • Balance: While I'm not 100% happy with how the balancing worked out in my game (I think it is a tad slow in the beginning) I am confident that the game has a good arc the first time you play. The game has very little in terms of tutorial (only my voice shouting what you are supposed to do) but the beginning is slow enough that you can make mistakes and be fine. By the time it ramps up you will have seen all the minigames a couple times and know what they require while they do get more difficult so you will find small changes to trip you up.

What I did not so right

  • Art: I am no artist and a lot of the assets in the game are very rushed. Even being rushed as they were they were still the largest time sink. Mainly I just need more practice with creating art in a short amount of time. In the coming months I will try to practice this. Specifically consistency in style is lacking here. I'm proud of the 'launch the missle' minigame art which I put too much time into making look good, but it's pixel graphics style doesn't mesh well with the other hastily cobbled together color blobs.
  • Clarity: The biggest complaint I've had is with the 'Get outta here' minigame where people are unsure what to do. The game is short enough and the options limited enough that most people should figure out the solution, but that is a lame excuse. Some simple arrows or even making the borders of the screen glow the first time it is encountered would have smoothed things along at a low enough time cost. Seeing where these sorts of faults in a game are is difficult, but the player should know the options available to them at all time, and especially during a particularly frenetic game such as mine.
  • Usability: Making a javascript game, it should have been simple enough to implement a full screen mode, or a scaling size for the game to make it viewable on smaller screens or even mobile. This is more of a lack of knowledge on my part I think, and I will be looking into quick ways to implement these features in the future.
  • Time Management (Sleep): I slept too much and wasted a lot of time doing it. Wasted a good 4 or 5 hours I could have used to make better art or another minigame.
  • Naming: The Political Juggle is a really lame name and doesn't really convey any information. I should probably take longer than 3 minutes to come up with a name in the future =P.

Overall I'm pretty proud of what I made though no game is perfect, especially not a game jam game. I stumbled into a lot of the things I did right but will definitely keep them in mind as things I should keep doing in the future. Where I faltered comes down to things that need to be practiced and I think will come with more experience. I hope you enjoy my game if you decide to play it, as I know I've enjoyed many of the games that the community has made. See you next time!

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If you'd like to give my game a shot, you can find it here: https://ldjam.com/events/ludum-dare/39/the-political-juggle

7th Place in Humor! Better than I could have hoped!

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My ratings are all over the place! haha. Can't believe I got 7th place in humor. Thanks all for playing my game! Look forward to the next couple of days playing the top few games in each category. Definitely did a lot better for this second time around. See you next time!

Edit: My comparison from last time in terms of percentage. Much better! Capture.JPG

LD 40

LD40 - Will Hopefully be in

I'm torn between going for LD 40 or playing in my once a month netrunner tournament. We shall see.. But I will suggest some themes. My three themes are:

Awkward Pauses

Pausing a game isn't often used as a useful mechanic so it would be interesting to see what people come up with. Also it could be used as a story theme instead of a mechanics theme.

Equivocation

Has a couple of different meanings which tends to lead to a bit more variety in the output of the jam but not too open ended as to be paralyzing (such as one of the theme choices from the last LD: protect it). In particular is used as a term in magic when you are forced into a choice but it seems like random chance or a free choice.

Blessed with Suck

This is the silly one. Essentially the gist is that you have a super power that is very inconvenient or completely useless and you must find a way to make it useful. I'm sure there are also story themes you could use with it as well.
http://tvtropes.org/pmwiki/pmwiki.php/Main/BlessedWithSuck

LD 41

Tentatively In

This will be my 3rd LD. Would be my 4th but got really ill at the very start of the last one. Looking forward to this time as it will be right after the busy season at my job so I might be able to take a day off to get more planning done. Hoping to do something with dice this time as I've been teaching a coworker some basic programming and I think it would be fun to do something simple.

Will be using:
Phlip's JS Library (bare bones HTML Canvas Drawer)
Sublime Text
Chrome
Paint.net
Gimp
Audacity
Probably Beepbox.co but not sure on music

LD 42

Day 1 Progress Report

My game is a puzzle game where you are a robot that needs to get to an exit for game reasons. The issue is that your puny robot body can only hold 3 programs at the same time (basically movement abilities). You can get new movement abilities from terminals which will help you solve the puzzles. I've never made a puzzle game before so I'm not sure if I can make good puzzles with tools I've made but I know if I can't then someone could.

Screen.png
Things are coming along nicely. Have a grid down, map creation is pretty simple, and got 3 abilities in the game so far. Move, Jump, and Sprint are currently implemented. Need to add spikes or some sort of obstacle that turns on and off so that sprint can be useful. Moving from level to level now works and I'm making assets as I go so no worries there.
TODO:
Spikes
Sliding
Pushing
Keys
Other Abilities?
Other Enemies?

Ludum Dare 55

Here be themes

2024-03-27 23em30/em02-Ludum Dare 55 _ ldjam.com _ Ludum Dare game jam.png

I come up with and vote positively on themes that I think will have multiple different interpretations. Why? Purely selfish reasons. I want to play other peoples game, and I don't want to play 30 games that are all the same. With that out of the way, here are my themes:

Snowman -> Because it is rather open ended, I see this being turned into a number of different types of games. I can see snowball fights, snowman building games, card games about snowballing. In addition to mechanics, winter is a very nostalgic season for a lot of folks and I could see there being a variety of cultural traditions being showcased in more story driven games. Plus there is the meme right?

Sideways -> This is a mechanical powerhouse of a theme. It immediately brings to mind rotation; a powerful mechanic in a variety of genres. Puzzle games (the game-jam darlings that they are) can do a lot with such a direct yet evocative theme. For story focused games, "things going sideways" is a term for things getting very difficult (The shit hits the fan). For platformer games it brings conjures up gravity switching and camera manipulation. For FPS games it could easily be the simple act of shooting "gangsta" style which could come with different modifiers. There is a lot of ways this could go and thus many different styles of games I would get to play.

Echoes -> Whooo boy. Echoes could mean a lot of different things, but it feels very powerful as a word. Sound based games where you have to shout and listen. Interesting mechanics regarding players having a microphone. Mechanical games where every ability repeats to a lesser effect. Earthquakes, Water, and Time all can be said to have echoes.

Anyways, those are my picks. Away I go, woooooo