theMule

Ludum Dare 53

My First LD publish

First time writing a game for Ludum Dare! Given the time frame it's really just a game idea prototype, but all the elements (except sound or progression) are there!! dronazon.png https://ldjam.com/events/ludum-dare/53/dronazon

Ludum Dare 55

Let's gooo!

Alright, I bailed on ld54, but I'm gonna give it another go! Summoning is a decent enough theme to make mechanics around; I'll be using javascript for a browser game aand maybe i'll even add sound this time. no promises on graphics tho XD Good luck everyone, I can't wait to see what you make!

Ludum Dare 56

Let's go!

Super psyched to get something done this time! "Tiny creatures" I hadn't brainstormed about, but I did vote for it!

Ludum Dare 59

Theme-ing all over the place!

ld59-themes-1.png

I, as many participants, am often disappointed by the populist vote that inherently finds the lowest common denominator of themes. That's fine. But I would like to share my view on the themes that made it through. Just like you, and you, and you, and....you? Really, you too? XD

  • "Leave Something Behind" and "Falling Apart" - These are so similar that they are nearly the same, thematically. Very trivially different in the mechanical sense. That being said, they are interesting from a design perspective. Both specific and also open.
  • "The wrong tool for the job" - This is mildly interesting and makes a developer reconsider priorities, but also seems to be a bit gimmicky.
  • "Chains" - This is technically challenging and thematic. This is my favorite in this round, other than the tied two at the top. I'm actually hoping for this one to win. I know it's just a noun, but it's both an overloaded term and also mechanically complex and I already know I can hit at least 4 other themes with it, lol.
  • "No Text in the entire game" - Mostly a challenge, but it is so antithesis to literally ALL games that it both forces careful thought and consideration and breaks the paradigm of standards that I couldn't resist voting it up. Definitely in the top 5 for me even though it doesn't really prescribe the gameplay thematics themselves.
  • "You are the Environment" - This is tied with Chains, in my list. It requires a lot of thought and reversal of patterns from common game design. I'll touch on the neutrals briefly: Dungeon - I love dungeon games as do many people. That's enough reason to accept it while not promoting it. Limited Movement - All movement is generally limited in games. It's a lazy, non-descript theme but it has potential for specific design and exploration of technical restriction. Side Effects - Games are made of side effects, so again, this is a bit weak as a theme, but one could probably really focus in on it as a core mechanic. Shelter - Not particularly notable but it's decently both open and constricting as a theme. Layers, Horde, Out of Bounds - Again, these are just only slightly interesting and yet too generic and broadly applied to games in general. Unusual Communication - 'unusual' is doing a lot of work in this one. I had some ideas, and this is a hard one. That's why I didn't dislike it. I could like it.

All that being said; I'm glad to be excited and participating. And that's all that really matters to me :)

Signal?

Can you hear me now?? Something with cell-phones maybe?

I'm putting the coffee on now, lol.