thunderklaus

LD35

Some progress

Hi, this is my first Ludum Dare.

Finally, I got some gameplay on the screen:聽http://cdietze.github.io/quads/

I wanted to do some sort of puzzler. Initially, something like match-3 or threes.

But it came out more like Sokoban. Now I added worm-like behavior for the player which I am quite content with right now.

Screen Shot 2016-04-16 at 17.09.59

Anyways, the tech I use:

PlayN (http://playn.io/) which is Java and also compiles to HTML.

No GFX-Tool or Audio Tool used yet 馃槈

Comments

igrir
16. Apr 2016 路 15:36 UTC
Oooh, nice concept! It’s just a bit confusing which is the tail after it shapeshifted

End of day one

The聽sprites are still just placeholders. There are聽buttons, doors, boulders you can push and the green circle is the goal. When you reach it nothing happens :-)

I am quite happy so far. The remaining big tasks are improving the visuals and adding some interesting levels. I may skip SFX.

It’s playable here:聽http://cdietze.github.io/quads/

Screen Shot 2016-04-17 at 02.30.41

Just submitted

I just submitted my entry:聽http://ludumdare.com/compo/ludum-dare-35/?uid=67399

Screen Shot 2016-04-18 at 00.44.53

I am quite happy how it went. I didn’t expect to get along with the time constraint so well. Using familiar tech is a huge time-saver.

A few more levels would have been nice. But I must say creating聽advanced puzzle game levels without a decent level editor is quite challenging!

Anyways, I enjoyed the competition. Cheers!

Post Mortem

I聽eventually get to write down my聽post mortem to my Game:聽William’s Dilemma

What went right

  • Simple, self-explaining controls (except that聽ESC button, see in what went wrong) really help.
  • Teaching the rules through levels works聽well.
  • Using a well-known framework really helped to progress quickly.
  • For the first I added audio to a game. They are very limited, yet effective.
  • Levels are selectable from the start.聽This is good for a number of reasons:
    • There is no save function. If you hit refresh, your progress is gone.
    • You might want to skip a level.
    • Pulling up a level you talk about is easy.

What went wrong

  • I only realized how close to Sokoban this is when I added boxes to the game which seemed like a logical thing to add – goes well with the buttons 馃槈
    Not sure if I would have gone in a different direction, but realizing which games you mix early should help finding in which direction you want to go.
  • People聽don’t find the menu which is opened using the ESC-key. Thus, they don’t know there is a retry button. There should a visible button for retry and/or the menu.
  • First screenshot should contain something more recognizable. This one is used as a small thumbnail, so聽detailed stuff will become blurred.
  • More animations / effects would help.
  • Buttons and doors look quite similar and are not so easy to identify聽at first.

Overall I am very happy with the result.

Screen Shot 2016-04-18 at 00.44.53

Ludum Dare 37

Some Progress

Screen Shot 2016-12-10 at 16.50.03

The game is turn based. You control the cats which have to capture the mice.
Cats move like knights in chess.
Mice move forward聽if they can, otherwise rotate left.

It’s actually playable online:聽https://cdietze.github.io/ld37/

I am quite happy with the sprites for the cats and mice.

But I’m not sure the gameplay has enough to offer.
Current idea is to make mice spawn continually and you have to capture as many mice as possible in a fixed amount of moves.

Post Mortem LD37

Just submitted my entry to the compo:聽http://ludumdare.com/compo/ludum-dare-37/?uid=67399

What went right

  • Well-known tech stack. And some reference projects.
    I had a basic game running quite quickly.
    Adding a feature was mostly straight-forward.
  • Graphics look nice by my standards.
    Using vectr.com worked out quite well.
    Using photos as templates聽worked well.
  • I think the game shows some interesting mechanics.

What went wrong

  • Was too much locked into the chess-move idea (you play cats that move like knights and catch mice).
    When I realized this idea wasn’t leading to sensible gameplay I was blocked for a couple of hours before coming up and switching to the vacuum-cleaner idea.
  • The game itself is not super fun… There is no clear goal.
  • I previewed the game in a quite high resolution. So, some images and strokes are聽too small / thin.
  • I would have liked to add sounds and animations, but not enough time for that.

Overall I am happy with the result.

Maybe I should break from turn-based in the next LD – I tend to stick to the same patterns.