LD25 December 14–17, 2012

F.P.S. – a programmer-puzzle game

Finally joined to post something. My first flash game on Kongregate!
http://www.kongregate.com/games/innomin/f-p-s

fpsicon

So I know the last thing you guys probably want is another game to play, but I was inspired by a bunch of people here. I made this game in exactly 3 weeks, while learning Flixel.

It’s a programmer friendly puzzle game, where you create simple programs to solve visual puzzles. Move forward, rotate right, etc.

Or at least, that’s how it starts. The later levels include programming a binary calculator, among other things. I did it in 50 commands. Programmer challenge set!

Moooo-rry Christmas!

(Sorry for the terrible pun).

So, my second LD I finished within 48 hours, but wasn’t totally happy, because some ideas didn’t make it into the game.

Last weekend I made a post-compo edition and because it is almost Christmas (for some it already is), I made it into a special Christmas version.

MOOrry Christmas

If you haven’t played my game: I know there are better games, (it literally is crappy),
but I would like it if you would try my game here.

The page also links to the much more playable (and enjoyable I think) post-compo version.

If you did already play my game, you might try the new version (yeah, as if you don’t have tons of LD games to play!).

Happy holidays,

MOO!

 

SUPER Witch Hunter Pro – LD25 Post Mortem

Greetings all! A week-and-a-bit after the fact, here’s a mini post-mortem of our LD 25 Jam entry – SUPER Witch Hunter Pro.

SWHP_ldlevel layout sketch compared to final version

General
Overall, the Jam was a fantastic experience for us both. It’s the first time we’ve worked as a team on a finished indie game, and has whet both our appetites for more of the same.  At the very least we’ll be taking SWHP to a further finished version after LD judging is completed.

SWHP_artwiparting in progress

 

Hits
Overall, things went quite well.

  • Theme
    We made good use of our first hour with a focused discussion about how villains can be interpreted in various media, and the different approaches to playing as one. It wasn’t long before we settled on subject of history judging once righteous/heroic actions as villainous or unseemly. The most compelling villains are often well-intentioned, and history often decides where villainy lies. Our scenario – What if 17th century European witch burnings were today widely perceived as good and heroic deeds, and how would they have been realized as a series of hit arcade games? We were both inspired by this, and it energized us both from the offset.
  • General design & Scope
    Since subject matter and history were quite “heavy” – what with women being burned alive at the stake (and worse) – we decided a simple arcade gameplay treatment would help lighten (or conceal) the tone, as well as forcing us to boil down a complex situation into basic elements. Those elements became Pyre, Wood, Witch and Fire. We looked at Game & Watch titles as an example of the sort of “plate-spinning” gameplay we wanted, though we decided to take it a step further, with many small simple loops operating in a single screen layout. We set ourselves a gameplay goal that wasn’t too ambitious, but suitable for LD. It was important to us that we could realize something relatively final, without too many obviously unfinished elements.
  • Teamwork
    We both knew exactly what we were doing as a team, and where our individual strengths and responsibilities were. There was little to no downtime during the Jam due to this. We prioritized tasks that were dependencies for each other, so that there was no waiting for one another.
  • Mechanics
    Implementation per design/plan went without too many hitches or serious bugs. The Pyre object acted as a nice anchor for much of our gameplay events, which helped concentrate development efforts.
  • Art, 2.5d Approach
    We decided early to go with 2.5d, largely sprite animation due to the short dev time and classic arcade inspired gameplay. A fixed camera allowed us to exploit a lot of time-saving tricks, and provided the game with a strong visual style. This choice allowed us to very quickly test and finalize character, gameplay and level assets.
  • Scoring & General Feedback
    Although we certainly could have had more, we were both pleased enough that we managed to address most important game events with visual and aural feedback. A decent variety of text dialogue/copy lent the game some added character. Scoring with combos and a basic rankings system being intact helped us get closer to our arcade game goal. These things went a long way towards making our entry feel complete.
  • Sound
    Though not our collective strong suit, it was great we managed to get in as much as we did – ensuring no screen was too aurally empty and key events had sound. As well as boosting the final presentation, ranting about burning heretics  for the VO recording was a great way to release some pressure during rapid development.

SWHP_assets
final asset art

Misses
We’re planning to add all of these and more in a future (post-LD) version.

  • Difficulty curve
    Though we had several avenues for adding a difficulty curve, and it being fairly necessary; we knew we wouldn’t have time to properly adjust or test it, or to make It obvious enough it was in effect. We left it out so that everyone that played the game once would at least be exposed to all it had to offer.
  • Victory Conditions
    You can’t technically “win”. Though this is true to the arcade and game & watch references, it’d still have been nice to provided round/levels for a  greater sense of progression and encouragement. As we didn’t include a difficulty curve, however, there was little basis for inserting this (and not enough time).
  • Pyre score feedback
    One important feedback layer we didn’t have time for was the score earning display which would appear at the pyre on “Burn Complete”. Unfortunately, though the combo (Serial Burn) bonus multiplier is working in the final game, it’s not really something the player is aware of due to this feedback not being there.
  • Gating, Rain, Cauldron Bombs…
    Evolving level design to include dynamic blocking and slowing volumes, rain clouds which slow or reverse fire growth, wood thieves, witches flying overhead with cauldron goop bombs, other stuff to set on fire… all the “next step” ideas that you gotta drop due to time 😉
  • More Power-ups!
    To go hand in hand with more hazards, a greater variety of power-ups would have exposed further gameplay depth.
  • Piety loss feedback
    Since this is essentially player HP, more obvious feedback is needed – especially when failure was imminent.

SWHP_unity
it lives

Play the game:

SUPER Witch Hunter Pro – Ludum Dare #25 Entry Page

Song of the Entry (I still have this stuck in my head…)

 

As happy as we are with the game, I think the biggest positive for us was our proven ability to work well as a team, and under within the time constraint. LD has really empowered us to push harder at making indie development a personal reality. So – thanks LD!

goatlockxmas

 

from Ben & Jerry

@JerryVerhoeven | @benjkers

Tags: 2D, compo, jam, ld25, post-mortem, postmortem, unity, unity3d

frog.recurse(reviews);

I know I was really impressed with the quality of entries this time around, and I wanted to share a few of the less publicized ones with you all.

Crime Scene – by Saulotti


The premise is very simple here. There’s a killer on the loose in the crowd of people, and your job is to select the villain out of the crowd. Of course, if you fail and you accuse the wrong person, then you yourself are the villain for ruining an innocent life and letting the killer get away.

Sisyphus – by Wan & Manu


Yes, there are some bugs in this one. That said, I very much enjoyed the premise of this at-first simple-seeming game. You are a temple raider in the vein of Indiana Jones, looking for hidden treasure. When you find it though, you are cursed! At that point, you now control the spirit of the temple, and your job is to lay traps for your former self that will kill you on your way to the jewel. Once you succeed, you are back to playing your old self, and this time you have to avoid the traps you just laid. Repeat this for 4 – 6 cycles. It becomes an exercise in making sure that the little explorer doesn’t ace the level so hard that he can’t be trapped, and not making the temple so deadly that you yourself can’t win the next time you take over as the explorer.

Kroc Le Vilain – by DrGeraud


You are the dark lord of evil. You are the ultimate final boss, who no hero has ever managed to face… in fact your minions are so powerful that no hero has even managed to find you. It’s kind of boring being the ultimate evil, sometimes… so in this game, you must distract your minions by shouting at them, so that the hero can have a chance to dispatch them on his way to your throne room. Truly, the hero is incapable of standing up to even the weakest of your minions on his own, so he needs all the help he can get!

Tags: reviews

Blob Revolution – Postcompo


Play / Rate | Timelapse | Demo | Postcompo version

 

I’m currently working on a postcompo version for my LD#25 game: Blob Revolution. I’m fixing the “bugs” highlighted during the rating weeks, adding some content, etc. This post will keep track of my progression. I’m obviously accepting any suggestion 😉

 

Screenshots

[screenshot level 5a] [screenshot level 5b]

Display more for postcompo modifications (done & pending).

 

Gameplay modifications

– Hold system –
Many players complained about the hold system, kinda buggy in the compo version. I recoded it in another way.
Done & Uploaded: better maneuverability, no more “flying”, you can now hold for how long you want to.
Coming soon: improved vertical jumps.

– Jumping –
Done & Uploaded: no more “wall sliding”.

– Shooting –
Done & Uploaded: better collision detection while shooting, can shoot while “holding” (opposite side).

– Misc –
Done & Uploaded: death/level reset DO NOT reset checkpoint (quarters) progression any more; save points added on some levels.
Coming soon: unlockable power-ups (higher jumps, double jumps, etc.).

 

Level design

– Level modifications –
Coming soon: some modifications on the boss level & the “story telling”.

– New levels –
Done & Uploaded: 4 new levels with new entities & gameplay.

 

Graphics/Audio

– Graphics –
Coming soon: improve some sprites/animations, add some more.

– Audio –
Coming soon: new music (different tracks?), new/more sfx.

Lumberjack 4-in-1 HD Time-Lapse

Lumberjack is a game about bouncing between trees by cutting clean through them with your mighty axes!
We hope you like our timelapse from this year! It’s a bit gappy in places but I think I managed to fill the holes successfully.

 

Click Here To Play The Game (link is fixed now)

 

 

Available for windows only!

 

JackTurn

http://youtu.be/K8H5aoIWcKs

Those who don’t know (gaming) history are doomed to repeat it.

Look what I found, quite by accident, by going through Pixel’s previous games (click on the pic to get a link)
ikachan_4

Yes, a CaveStory-ish metroidvania, where you control a squid, with an unorthodox control scheme
What does it remind you of?

Why of course, my game, Trina
screenshot 2

As my Arts Professor said,  it’s all been done before. It’s all about different treatment of the same subject matter.

Disappointed and super-excited at the same time! On the one hand I’m not original, but on the other, I’m not alone in thinking an underseas game with bizarre controls is worth experimenting with.

Has this ever happened to you? Does it discourage you? Does it make you want to do better?

Villain Glance Post Mortem

So I hope you had a good Christmas !

I take the time before the new year to write a little post mortem about my entry : Villan Glance

 

10821-shot1

 

I have to say that in the beginning I was a bit annoyed by the theme YOU ARE THE VILLAIN, that seems a bit too classic, I mean in a way there would be a lot of game where you simply play the bad guy. So I tried to be in the theme not only with the scenaristic side. I thank about different things, but this time I decided to follow my own advice about short game jams : Make something simple and fun.

So I suppose that I thank what a true villain migh feel in this bad work. I realized that in a crowd the villain is alone against his victims, he has to be discreet and quick in his task. He has to work with the suspicion of his peers, and with his own guilt which can eventually make him spotted. In the game I used all these elements and combined them in a stealth-like game that ask you to look at the view of your future victims, and be careful about the shot noise you make.

 

10821-shot0

 

The concept is pretty simple, kill all your peers without being spotted. You’re spotted if when you shot a dude in the head another dude is looking at you. The suspicion of a dude increase if he “hears” a gun shot, in fact if he is in the zone around you when you shot. I used view angle and circle area as obvious zone feedback. The red face feedback shows who is more or less suspicious, and give the player a direct indication about who must be wary. Indeed, the most suspicious has the largest angle of view, that increase the chance to be catch. The global suspicion (sum of each suspicion  amount) increase the rotation speed of each dude, like if they were like “hey, what, behind me ? no, here ? what was that ? what ?”. And if you are not a discrete villain, you become darker and darker, like if the rumors about your strange behaviour make you more suspectable (and that’s the case, the dudes will tend to walk to your position if you seem dark, to keep you in their view). All that to say that I wanted some clear basic feedback so the player would understand a bit more what the fuck is happening. In fact it still be a bit complicated at the beginning, but ok it’s not as random as my previous ludum dare entry =3

Before coding hard the body and balancing things I suppose that I wanted to test the mood, and I made and coded the particles and the death animation. That is something I’m very proud about, and certainly the funniest thing in the game, to the point that sometimes I just want to be catch to watch the result (or maybe I just want to be arrested to pay for my crimes lol). And I had gun and splash noises, and screen wizz and all. I’m pretty sure that all these polishes (ok I made them before completing the code but they are) play a huge role in the mood and fun of the game.

 

10821-shot2

 

I coded a graph that show the evolution of the guilt and suspicions at the end of a game, but finally it found it not relevant for the player. I tried to make a score which depend of the discretion of the player and number of shots plus the time, but finally it was not very clear and I only keep the time score.

If I had more time and motivation, I could add more feature like obstacle, paranoid policemen or other villains, and sure a multiplayer mode which would be funny ! Anyway I’m quite happy with the result, this Ludum Dare was great for me.

 

I have to insist one more time, we should try to make something simple, but which works and is playfull ok, and make it someting good looking, visually fun, and powerfull in the atmosphere side. I mean we hardly have the necessary time to do anything too complex.  So FOCUS AND POLISH !

 

I had lots of encouraging comments for Villain Glance, and I am truly grateful !

 

 

Have a good New Year and take care of yourself, awesome people !

5

This entry was posted on Wednesday, December 26th, 2012 at 10:42 am and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Post Compo expansion to FirePower!

Working on a post-holiday, post-compo expansion to FirePower over the next few days.  Aiming for 18 total hours of work.

Check out the game here.

Check out the stream here.

Feel free to send along your ideas!

Comments

26. Dec 2012 · 20:04 UTC
Hey! I played your game. What new features do you consider?
cwilloughby
26. Dec 2012 · 21:56 UTC
Thanks for checking it out!

UNTV theme song

We’ve added an option for you guys to download our theme song.
We will soon release the full soundtrack.

DOWNLOAD THE THEME SONG HERE: http://www.esnips.com/displayimage.php?pid=34266571

SUPER Santa Punchout!

STORY:

Santa Decided he wanted his presents BACK! Selfish St. Nick fights off every last child in order to get his presents!

ABOUT:
I took and old-school direction on this one. Direction as in playability and style rather than the content. The blocky style reminds me of the Atari 2600 and the sounds help bring in nostalgia as well. I also directed it that way so it brought in that “you have to figure it out” feeling. Most old school games you had to read manuals to figure it out, but I went lightly. Once you read the simple controls and use them, you piece together what the game is and how to play it.

That’s meta.

PLAY ME

7 games in 7 (plus a bit) days finished! – LD 25/warmup Post Mortem

Keep in mind that this entry was finished AFTER the LD, and is here only because I wanted to share my thoughts. Also, I didn’t quit even after the deadline ended and worked on the game, because NEVER GIVE UP, NEVER SURRENDER! :)

Final game

I have finished it. And on my birthday, too . What a wonderful gift to myself

After not having that much free time on the weekend and during the week, I finally managed to closed the deal (more or less) on the strategy game. This concludes our challenge. Sure, the last game took longer than one day, but I have finished it, which is most important after all. Giving up is never an option.

It’s not fully equipped, there are bugs, there are features missing (intro/help menu, display of attack range), but the game is playable, from start to end.

So, how did I go around creating it? As this was the biggest game, I had to combine everything I learned to make it happen. I’ve started, as always, by drawing some characters and textures to get me in the mood, trying to figure out what style should I go for:

styles

During that phase, I laid out the game design in my head. I decided that it would be a turn based tactics game, similar to XCOM. For that kind of game I needed couple new things:

-Pathing algorithm (I’m using A*), on which I spent majority of the first day, setting up the tile system, character-tiles interaction. It still doesn’t take into account many things, so opponent units can stack themselves, and the AI is wonky at best, but we’ll come later to that.

-Menu/notice system: the game was complicated enough that the feedback that can be given by simple icons was just not enough. I wrote a tiny script that displayed overlaying menus and notices, and shaded the screen using dithering (later on I decided that it was shame I didn’t use same thing for the floor hilighting system.

Second day I have spent mostly connecting the pieces I wrote earlier, and adding AI.

Holy shit, the AI.

Now, I had basic pathfinding, but it was written in the wee morning hours, after loooong day, so it was far from perfect. My code started getting more spaghetti like, and I had to write ginormous state machine to govern the AI. The turn based system support was also something that I haven’t had prepared place in code for the start, so it needed to be hacked in by tons of bools and timer variables. The pathfinding worked only on tiles, checking if they were passable or not, didn’t check if there were other units already there. Picking nearest unit to attack also didn’t work that well. The AI would be cruising in same, A*-predicted lines as soon as it saw you, so they’d form nice conga line for your skeletons to shoot.

On the other hand, it worked well enough. It could kill the player, and that was fine enough for me.

Last hours (over the week, like I said – had to stop developing game over the weekend) were mostly making sure that the game is actually playable and some early polish.

HERE’S THE GAME!

Little bit about it:
CONTROLS:

Select unit with left mouse button, move them within their move radius with right mouse button, you can attack units you're next to with your melee warriors, ranged warriors can kill units within their range.

Middle mouse button hold + mouse move or arrow keys move the screen.

Back/Next icons jump between your units.
Done icon ends your turn.
Cast icon lets you summon units and cast Heal.
Floppy disk icon lets you enter options (restart only in this version)

Story fast version:

World is heading downhill in the Fantasyland. Feudal lords are oppressing the common folk, and abusing their power to do 'good' deeds, that are only good for them. One necromancer has had enough, and decided to wage war on the Lords. With his awesome powers he tries to overcome the obstacles and win against the evil knights.

Gameplay:

This is a turn based tactics game. You control a squad of units, each of which has following stats:

-attack, governing damage it can deal
-defence, governing how likely is it to defend the strike and take minimal damage
-health, when this runs out, the unit dies
-speed, governing how far can can it move every turn

You, as the necromancer, have spiritual energy. You start with 20, and can use it to summon more army, and empower the one you have. You replenish the resource by killing enemies.

-knight gives you 1 units of spiritual energy
-goat gives you 2 units
-Lord gives you 10 units

Killing the Lord also ends this version, so that doesn't matter, but in full version, where you would have to defeat many lords, that would be important.

You can summon 3 kinds of units:

1) Ghost, your basic scout unit. Moves quite fast, is cheap, and has average health, but poor attack power.
2) Skeleton Archer, your ranged unit. Can shoot units at a distance of 4 squares. Hits decent, but has poor defences, needs to be kept out of front lines
3) Zombie, your toughest warriors. Slower than other units, but pack quite the punch, and are very tough.

And that’s it for the game.

hidden

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off

So, how about a little summary of the long week?

7 Games in 7 Days Post Mortem

The week was tough. Like, really tough. But I got through it, I managed to refresh my skills, and I am looking happily into my future as a past time game developer. Let’s see what I learned.

General lesson was, as expected, don’t overwork yourself. I could’ve finished the Strategy game if I’ve crunched hard, but I’m happy that I didn’t. 2-4 hours every day of afterwork development is good enough to make a game in short amount of time, and way better for your health and personal life.

The bad:

– When I was really in the zone, I lost track of time. I spent 24 hours straight in front of computer developing the Dungeon Crawler. That didn’t make my girlfriend happy, and when she’s unhappy, that means something’s really wrong. She knew that I was preparing for the LD, but whole week of coming to bed later and later every night did put a strain on the relationship (nothing serious, but really REALLY unnecessary and whatever the earnings, not worth it).
– The tempo. I had really tough week at work, and the challenge meant I didn’t get even one day of rest, but rather not sleep till 3am+ every night. My sleep schedule started slipping, and last day I pulled an all-nighter, going to sleep at 1pm. I was recovering from that most of this week.
– Art before coding. Sure, it might’ve helped me stayed focused and interested, but I was supposed to write games, and while first games were fast enough, starting from Adventure Game, the art took WAY too big part of the game development time. Because of that, I had only one drawn screen in Adventure Game – I noticed how late it was, and I was still playing around with art, not having any gameplay to speak of.

The good:
– I did make 7 games. That’s a massive boost to the self confidence. I haven’t really finished a personal project in ages, so when I look at these games, I feel like I can take on big challenges again. I even feel like picking the games (especially Dungeon Crawler) and expanding on them, possibly turn them into full products.
– I haven’t given up on the challenge two times: first, when I worked really late in the night and didn’t finish any real game (with the Racer), and second time, with the Strategy, which I had to put off in time, due to work and personal issues. I have continued the challenge after the first, which was really discouraging, and I didn’t give up on the second till I decided it was ‘good enough’, even though the 7th day (or, indeed, Ludum Dare) was long over. I was rewarded with huge feeling of satisfaction for both of them.
– I really got from 0 to hero, engine knowledge wise. First game was a really bad clone of Asteroids, and last game was quite complicated strategy game, combining every single lesson learned so far.
– Art before coding. Sure, it might’ve stopped me from doing awesome stuff, but when I was doing them, my brain was resting, I wasn’t thinking about solving some hard problems with code, but rather looking at happy little pixels.
– Choosing the VIC-II palette was great. Limitation has turned into inspiration. Less colours make my sprites look better and more interesting. Working on them and trying to figure out how to achieve certain effects was FUN, with capital F, U and N.
– 7 different game genres. Each day new, exciting set of challenges waited for me, and that at least a bit alleviated the challenge fatigue.
– Tools. As the days progressed, I got more and more skilled in using GraphicsGale and Blender. That helped me every next day, when I had to do more complicated stuff in same percentage of development time.
– Simplicity. Each game was designed to be as simple as possible, and for the most part it worked out really well. I rarely if ever had to cut features, and there was enough time to implement full games.
– SUPPORT OF THE PEOPLE: thanks to people that were interested and commenting, I found strength each day to sit in front of computer and continue coding, for the 16th+ hour that day. Without you guys, I would have never managed. Thanks! Really, that meant a lot to me.

And on this, I will end. But keep your eye out on the lookout for more projects that I’ll be working on. I hope you’ll enjoy them as well.

Seeds of Wrath – Mini-clip/making of

Hi everyone!
We would like to thank you for playing and rating our game! :)
For those who did not and would like to, here you go!

During the last night, CAPSLOCK and I put together a little clip from our livestream archives…
We dedicate this minute of sillyness to Juliette, the 3-days-old daughter of Mewine and Fleacontent, who was with us in a way during this LD! 😉
Have a good time you three!

Enjoy! (and sorry for the webcam quality, that’s all we had to work with…)

Tags: baby, clip, jam, making of, music

LD COMP RULES: allowing pre-existing (royalty free) content.

I think the use pre-existing content, eg, royalty free images and sounds, should be allowed.

1) Publicly available code libraries are allowed.

I must admit that I myself never use pre-existing code or libraries and start all my projects from a blank canvas. I understand the rationale behind using such libraries – no need to reinvent the wheel – and I have no issue with it. But why doesn’t this reasoning apply to content? If I can use a royalty-free image of a simple space-invader why should I create it from scratch, especially if I have limited artistic ability?

Currently, this seems biased towards artists. Game developers are, above all, programmers; they may have some artistic ability, but first and foremost they must be able to program. Yet, we allow existing code libraries to be used.

Is it permissible to create, use and distribute a public code library which renders royalty free images or plays royalty free sounds?

 

2) “We want you to create something free of copyright restrictions” (from Competition Rules).

Surely, Ludum Dare is then the perfect place to delve into royalty free content then? It is a skill to find, assess, rework, and credit if necessary such content. This is the perfect place to practice such a skill, and a breach of copyright in the realms of a 48 hour programming competition is far preferable to a breach of copyright on release of a finished product.

 

3) “Photos and recordings you make of people or things are acceptable content, just you must acquire them during the competition.” (from Competition Rules).

Again, if coders complain of having to reinvent the wheel, isn’t this a far worse situation? For example, I want to use a siren. I now have to spend valuable time walking the streets, waiting for a police car to pass, while clutching a hand held recorder. It seems a bit unnecessary to me, when game development should be the priority – 48 hours is a much shorter time-frame when it comes to collecting media assets as compared to purely programming.

Can I ask a friend to play the assorted sound effects I need, and stand beside him with an audio recorder?

 

4) “Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.” (from Competition Rules).

So samples are OK? So to circumvent the rules as they stand I can create a soundback of royalty free sound effects, package them together and claim that I am using an instrument?

I don’t see any practical difference between a “sampled instrument” and a “sample”.

I also don’t see any different between a character from a “font” (esp. wingdings) and an “image”.

 

I hope I’m not coming across as pedantic, or spoiling the “spirit of Ludum Dare”, but it seems to me that the current ruling as regards royalty free content fails for many reasons: It is difficult to “prove” if someone has used them or not; It is difficult to enforce; It can be circumvented in clever ways; It puts people with little or no graphic experience at a severe disadvantage.

There exist content generators, and one can procedurally create content – but why remove the option of pre-existing free content?

 

As an additional note, I love scrawly scratchy art and amusing sound fx generated solely for the competition – like people saying “BANG!”. Such content has it’s place, and it will always be used.

 

Any thoughts on this?

Tags: content, free, royalty, rules

No, Mr. Bond! I expect you to rate some games!

80 games rated!

This time, I want to highlight some really unique games that I have played so far. These games go the extra mile to be a little bit different, bringing something new to the LD environment. Watch and learn!


  • Super Escape – by Saspiron
  • This game can best be described as a “Turn based platformer”. You control a character with your mouse, as he walks and jumps through very fast traps. Thing is: if you don’t move your mouse, the traps won’t move either! Great concept, some nasty bugs.

  • Red Legion – by DeathBySnail
  • Normally I don’t like “story” games, but this one is great. Not only it has an interesting, funny story, but it also managed to include a typing based fighting mechanics that is actually relevant to the storytelling.

  • Burglary – by Tobias Wehrum
  • Burglary is a sneaking-and-lighting game with two interesting twists: You control the light level, and a very interesting unlocking minigame. The difficulty of the unlocking game is based on the current light level, so you have to balance how much you see the world, how easy the lock-unlock is, and how easy it is for your enemies to notice you.

  • Ante-christmas – by nSun
  • This game does a great job at replicating those old liquid display “game and watch” series. Not only on the graphics, but also on the play style, and the overall feel. If you are older than 20, prepare to be awash by the nostalgia.

  • Space Greed – by lotusgame
  • A multiplayer game with two games in one: The game is a top down shoot them up, but you also get to build your own base, which will be the game stage for other players. The idea is quite fun, but balance isn’t quite there yet: It is pretty hard to get money to build up your own base – so it gets old rather fast.


    Hope you liked the reviews. I will take an extended break for the new Years, and I will be back to rate more games after the 5th! I hope I can break the 100 barrier!

    In the meanwhile, please read my previous review posts:

10 first days of judging

Almost half of the judging weeks has passed, and I’ve seen many great games. Unfortunately, I couldn’t rate games this week, and as I wanted to keep a pace of 20 games rated per day, I’ll “have to” rate many games this weekend. So, in order to make this task more enjoyable and to keep experiencing great games, please tell me :

What are the best games you’ve encountered in this LD so far?

Some of the best LD#25 games I’ve seen during those 10 days are:

– Compo –
Atomic Creep Spawner!! by deepnight
Video Games Cause Mass Shootings by adnzzzzZ
They All Fall Down by Fififox

– Jam –
Demon Quest by Carduus/Thotor/Mathieu Hallouin
Seeds of Wrath by 01101101 & friends
The Rise and Fall of Professor Moriarty by ProfessorMoriarty

Comments

Fififox
28. Dec 2012 · 16:00 UTC
Glad to see my game in your post, thank you!

Just Politics – Our Post Mortem

 

You all had awesome holidays? Hope so.

So this is the post-mortem of our game Just Politics we did for the Jam. It’s out now because, you know, time + holidays.

This is what happened in the three days:

So in the beginning of the first day we’ve just finished arranging who was going to participate in the jam. We did the whole thing in one of the team members’ house. After we got the theme we were having some problem with getting the entire team together, so one of us transformed into a laptop with skype and we begun to discuss ideas and the engine we were going to use.

After a lot of ideas, the team started to like the idea of “a politician going around sucking innocent people’s money and laughing”. Then we began to finish discussing the engine we were going to use, and we ended up in a fight between Flex+Flixel and Unity. Simplicity and what we thought the power of the IDE (Flashdevelop, if you’re wondering) won and we kept Flixel. We divided our team of three people in “Game Designer”, “Programmer” and “Artist”. It was like just the focus of attention, because by the end of the day everyone programmed (we’re all Computer Science students, so no problem at all with that).

In the second day, after we started working on things we did realize that everyone was thinking on a different game and the game was taking a peculiar shape because of that. In the beginning, as shown in the screenshot below, the road was divided so the politician was robbing people from an abstract distance, from his office or something like that, without people ever noticing his presence. We soon scrapped all that and ended with one, big road. All was discussed every now and then.

So in the third day we continued to work until at afternoon the basic game (a single sprint, as we would call a mandate of the politician) took place. So we discussed for some time where we could go from that point on. We decided we made some sort of meta-game to make the played feel that he is progressing and at the same time we would do some tweaks on the game itself to be more satisfying.

So in the fourth day, one of our members had to leave HQ, but he worked fine from a distance. In the end we rushed some final tweaks in the game (like a pause screen, and pre-loaders) and finally launched it. At the time it felt like we could do more but now I see that we did our best. I believe the entire team is the same way about this.

So, tl;dr, we’ve came from nothing to this:

And then this:

Well, the good parts are:

  • We were doing it for the jam, so we made it accordingly and plan things through before starting any move.
  • We discovered one of our programmers to be a fast and good artist.
  • Flixel actually helped us with performance (I believe) and things like off focus events and pre-loaders, so the game could be more complete.


And, the obligatory bad parts:

  • We couldn’t agree too much in a game design idea. Every new idea brought up led to a discussion. I don’t know if that’s really a bad part, but surely made the whole thing more exhausting.
  • We used a game engine without anybody experienced on it.
  • We forgot to introduce some kind of invincible blinking on the game, resulting in some frustating sprints if you got unlucky.


PS.: Engrish? Typos? My bad.

 

Games I think are awesomely creative

A few games which I’ve reviewed which really amazed me in terms of their creativity. Not exactly my top-5 but definitely up there.

 

1. Agents by Reclusive frog – HERE

Never seen or heard of a game like this – something like a text adventure but with spoken commands. Even if you cannot play it on your phone, watch the fascinating video:

The command recognition works imperfectly but I hope, like me, you will forgive a lot for something so fundamentally creative. hats off to Reclusive Frog.

 

2. Ludum Dare: The Musical by ilo – HERE

Wow, double-Wow.  So simple, and yet so creative, different and funny. Truly hilarious and refreshing. a must-play!

 

3. Korruptor by Codexus – HERE

Quite original I think, with a certain hard-to-describe cool. Can be hard to get the hang off (not necessarily something to complain about!) and the graphics use pre-created textures a lot, but very nicely done.

 

 

My own entry (Jam…) The crown Jewels Job

 

Comments

28. Dec 2012 · 03:38 UTC
Thanks for the shout out, wombatica!
wombatica
28. Dec 2012 · 07:51 UTC
I’ve yet to work out how to avoid being sandbagged myself.

You Are The Yeti

Unfortunately, I didn’t think of it in time for the competition, but either way, I just had to make this once I thought of it :)

You are the Yeti is a “just for fun” entry in to LD48 #25 – You Are The Villian. It is quite clearly inspired by the classic game SkiFree.

It is playable at the following page

http://chrismingay.co.uk/yaty/

You Are The Yeti

 

Thanks

-Chris

Comments

tcql
28. Dec 2012 · 00:09 UTC
That was awesome 😀 Really fun to have the nostalgia of SkiFree, but with a new take. Nice work !
ChrisMingay
28. Dec 2012 · 08:19 UTC
Thank you very much :) Glad you enjoyed it.
Vidd
30. Dec 2012 · 13:14 UTC
This is the first game I’ve seen that I’ve actually been tempted enough to play. Very well executed.