unept

LD33

Moon Base Shootout Post-Mortem

Too many aliens? Break a window.

Play Moon Base Shootout

This was my 3rd LD jam, and it felt far more ambitious than my previous entries, Doomba and VIP. I had fun with this one, perhaps because I am more confident as a game developer than in the past.

WHAT WORKED

  • FEELS LIKE A TOP-DOWN SHOOTER – I’ve never done one before, so I wasn’t sure whether to aim/shoot with the mouse, or use WASD to move and ARROW keys to shoot. I went the Nuclear Throne route, including strikingly similar crosshairs.
  • BROKEN WINDOW VACUUM PHYSICS – Simulating physics without lugging down the game can be a chore. Luckily, my first attempt worked well enough for the game. It’s a hack though, and will need a revamp if I make a post-jam version.
  • FULL GAME FROM START TO FINISH – It’s not a long game, but it has 10 levels with an integrated-ish tutorial, a (rather easy) end Boss, and a conclusion. This is a victory for any jam game. It was tough to do, I had to cut corners on sound, music (none), keep the tileset simple, etc. in order to have time for level design and story conclusion.

WHAT DIDN’T QUITE WORK

  • PUZZLER OR SHOOTER? – If you play it, you will see it has identity issues. At the start, I wanted a top-down game with aliens, limited ammo, windows, and the need to think your way through the levels. By the end I had a shooter with a couple thinky parts thrown in. Two things happened during the process: FIRST, I tweaked the firing rate to “rapid” and had too much fun with it. Big mistake, I should have backburnered it for another game. SECOND, I was intimidated by the prospect of smart level design in a short time period, and the easy way out was “create more aliens.” Regrettable, as there is a lot of potential with the puzzle aspect. This mistake may be fallout from my Doomba game, in which the level designs ended up feeling “meh.”
  • POLISH – Music, sounds, tileset, stronger story, graphics, etc. But it’s a jam game, so I’m not beating myself up.
  • THEME TIE-IN – I’m the biggest fan of subtlety. I really wanted the theme tie-in to be more of a reveal at the end, and even then not super duper obvious. I used company memos in each level to hint to the player that there’s more going on than “kill the invading aliens.” I don’t think it worked perfectly. Much feedback talked about lack of theme, so either they didn’t finish the game or I could have designed it better. I think both.

Broke a window? Plug it up.

Overall, I’m happy with the result. I may or may not work on a post-jam version. If you have any questions/thoughts, hit me up on twitter: I’m @unept.

Ludum Dare 45

Untitled Goop Game

As a ball of goop, there is nothing to help you survive besides your wits and your sticky outer membrane.

PLAY IN BROWSER: https://unept.itch.io/untitled-goop-game

LDJAM PAGE: https://ldjam.com/events/ludum-dare/45/untitled-goop-game

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Post-Mortem for "Untitled Goop Game"

This is my 6th LD Jam game. I'm getting better at it. "Untitled Goop Game" feels like my most complete jam game to date. Below are a few things I learned from this experience:

1: GAME IDEA FLEXIBILITY, GOOD: My initial idea was a space shooter with a "sticky" ship, requiring you to attach to guns. But my 2nd idea of a puzzle-centric ball of goop was easier to code, and felt more original. gifempm/em1a.gif

2: COLLISION OOPSIES, BAD: The gifs (pronounced "gif" or "gif") show a flaw in my collision size/shape design, essentially allowing players to sneak obstacles out of the way instead of solving the actual puzzle. gifempm/em1b.gif

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3: INCONSISTENCY, BAD: It's a puzzle-heavy game, yet I allowed the projectile-spewing enemies to fire at random intervals if the player died or refreshed the level. Bad. gifempm/em3.gif

4: BEST DESIGN IS ON THE LAST LEVEL, BAD: This is more 20/20 hindsight. The players who made it to level 9 seemed to LOVE it when they found the solution. A few even claimed to have "laughed out loud" when they solved it. It would have been nice to have that level get more eyeballs earlier in the game. gifempm/em4.gif

5: MAKE YOUR GAME EASY: After 2-3 days, "Easy" for you will be "moderate-to-difficult" for a new player. So imagine how impossible your game will be if you made it challenging for yourself? There are hundreds of games we want to play, and none of us will remember the game with the frustratingly difficult gameplay. We always love and rave over the fun game that allowed us to enjoy the whole thing, from start to finish. I believe this is GAME JAM RULE #1, yet I still made a few levels that players and streamers are having a hard time playing. MAKE YOUR GAME EASY. gifempm/em5.gif

PLAY IT:

https://unept.itch.io/untitled-goop-game

P.S., I make my games using the Stencyl game engine:

https://www.stencyl.com