LD25 December 14–17, 2012

Mad Princess post-compo version!

Mad Princess Logo

 

After over a week of thorough polishing and bug fixing, I’ve finally released the improved post compo version of my ludum entry Mad Princess! Play the new and improved game here: http://www.newgrounds.com/portal/view/608745
Check out and rate the original entry here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=11391

There are lots of improvements over the original, for example:

  • Total of 21 levels, with the final stage being epic and tough final boss fight!
  • There is now a proper tutorial how to use every trap
  • Stage Selection and game saves progress after every won level.
  • Hotkeys 1, 2, 3, 4, 5 to pick up different traps!
  • Traps don’t slide down hills anymore, but enemies attacking them will! Use this as your adventage.
  • Agiles cannot run through Wall trap anymore and stop to attack them just like Regulars, but they deal half as much damage.
  • Bombs can only be placed one at the time, but they explode little quicker now. They also won’t explode instantly when dropped on the princess or other traps. (except Spike Carpet)
  • Most traps don’t destroy each other anymore, in fact, if you drop a trap on the same type of trap, for example, Wall on already existing Wall, the old one will be fixed!
  • The princess now correctly stops if you manage to kill the enemy who has reacher her, so enemy touching her is not instant lose anymore.
  • Bombs can be dropped everywhere with the exeption of Spike Carpet, which destroys the carpet and makes the bomb explode instantly. Good for sacrificing almost broken Spike Carpets to wipe out Spike Carpet immune Agiles!
  • Enemies now flash when they take damage!
  • Crossbows don’t shoot the instant they are set on the battlefield.
  • Chain Ball appears much more often now and has reduced speed and increased HP.
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This entry was posted on Wednesday, January 2nd, 2013 at 1:26 pm 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.

Mad Professor Post-mortem

Idea

At some point, we have seriously decided to turn Super Mario Bros upside down and make a game called «Mario’s Nightmare.» Goomba was going to be the main character, with Mario and Luigi as enemies. Trying to develop this idea further, we even started to play our NES (.. instead of making the game).

In the end, we chose one idea that we could implement in time. In the game we play as crazy professor. He had just made the discovery of his life. But because of the fear that someone could steal his discovery, the professor turns into an embittered sociopath. The player should help him to get rid of the pesky scientists who are eager to get the cherished formula.

Development

Initially I spent too much time creating the main background. The size of the characters and animation were corrected during the final hours. And that, as expected, did not make the animation perfect — the main character runs as if he has a broken leg.

As for programming, at this time, we’ve decided to use a new approach. The prototype was written not with squares or rectangles, but with quite a real images taken from public sources. Later, it allowed us to save a lot of time on the sprites connection.

Music was written at night of the second day of development. Initially, the soundtrack was going to be funny and a little crazy. After several unsuccessful attempts, there was written a serious and heavy title theme about which we had some doubts. But as there has been spent too much time on the music, we decided to leave it as it is.

Unfortunately, we forget to add some game tutorial. And at first, many people could not understand how to play the game. They had to read description on the community page. We immediately tried to fix it by adding to the page with the game information about controls, game elements, etc. Also, we’ve added a gameplay video, the ending of which came out very funny.

Interesting Facts

— From the very start of theme voting, we tried not to discuss and not to see all the possible variants.

— Initially, enemies climbed the stairs to their full height, and then began to walk. But after adding animation, we realized that dancing Gangnam Style scientists — it is too much. We’ve cheated and made their appearance on the top as soon as they reached it. As it seems to us, it turned out not bad.

— We did not have time to do the death animation of enemies, so we decided to fill them with white and then make them disappear. Since we did not have time to implement our fill color programmatically, we decided to fill animation manually. And then simply replaced the image.

— The game score is incorrectly counted. You will get nothing for the bomb activation. All because we hung score increase at the wrong event.

— Due to a bug in the game, you can gather up to 4 flasks, although the maximum amount should not exceed 3.

— Despite the fact that falling bricks have its own formula of random correction, in most cases, brick falls on your head.

— Devolonter had to become a reference of the creeping up the stairs enemy, showing this action on the floor. Now he can not look at these characters calmly. Their animation has turned the most plausible.

View entry

Tags: Mad Professor, post-mortem

Ludum Dare Help

Can someone fully explain to me the different Ludum Dares and rules for them? Thanks.

Comments

Timelapse for my game entry

You can play and rate this game here.

Tags: timelapse

Path to Death (Post-Mortem)

The game

Path to Death (Board)

Path to Death is a turn-based strategy game where you upgrade different locations you hold to defend your last location (the throne) from the enemy forces.

Every location has an attacking value (sword), a defending value (shield) and lives (hearths) for you (pictured at the top of a location) and for the attackers (pictured at the bottom of a location).

The attacking value is the probability to hit, whereas the defending value gives the chance to cancel the attacker’s hit.

The enemies move to the first location, fight against your forces in this place and then move forward to the next location and so on.

Path to Death (Skilltree)

Every location has a skilltree where you can invest the skillpoints you get after each round. They increase the attack values, enable special abilities and more.

My intention was to check out the “skilltree as a game mechanic”, providing a complex or deep game while balancing the mathematics of such systems with a narrative. Now then to my personal evaluation of the game:

What went right

I’m happy that people understand my attempt to propose a dynamic narration given with the skills in the skilltree. I got positive feedback about that, so this went right.
I’m also happy with the visual style of my game. Surely there is a lot of improvable things, but drawing the little icons was fun and satisfying.

What went wrong

I missed (again) to have enough time to test, bugfix and balance the game. There are so many bugs in Path to Death and it’s way too easy. Perhaps it’s a harder challenge to lose…
During the jam I hung around with friends who participated too. This was really fun. But not eating much and not sleeping was (again!) not that good at all. After the weeks passed, I think it was not jamming, but rather physical destruction  : D

My resolution for the next time

Sleep more and make a more accessible game which you can start and just play without getting into abstract background systems.

You can play the game here!

Tags: post-mortem

OUYA!!

This Suese has received his OUYA Dev Kit.   You are witnessing quite possibly the first 3rd party image of a working OUYA console.  How exciting!

Revolutionary Indie game console for the TV.

Revolutionary Indie game console for the TV.

Lots of people said we wouldn’t get this far,  but we did.  The Indie game has changed.  The TV is now ours!  Rejoice.

I’ll post the unboxing video soon with my initial review with bugs and bouquets alike.

Tags: ouya

25

This entry was posted on Thursday, January 3rd, 2013 at 12:45 pm 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.

Live LD rating + announcing my new year’s challenge!

First off I apologize for getting such a late start on rating, but I’ve had many issues come up and didn’t really have time to submit a full entry myself.  Normally I just rate myself and put up a “best of” every 100 games I rate, but this year I’ll be doing it a little different, plus kicking off an “event” I’ll be doing at the same time.

First, the link! http://www.twitch.tv/raptor851

Here at my twitch.tv page i’ll be livestreaming playing and reviewing as many ludumdare games as is humanly possible in the next four days (while still keeping the reviews fair and detailed).   My order will be semi-random, but for anyone who joins the stream and shares their link I’ll be happy to skip ahead to their game immediately and give some live feedback/directly answer why I liked or disliked certain things.  It would be nice as well if afterwards you stuck around in the stream to view other people’s game reviews, and perhaps provide some feedback of your own.

Later, though it’s going to be a small one this week due to the ludum dare reviews, I’m going to start my challenge this year.  Every week I will develop and release a fully cross-platform desktop game from scratch, using ideas from the previous week’s stream or just coming up with something on the fly, and using the development and testing of them, and perhaps support of the stream, to help drive forward my game engine project (unfortunately it’s kickstarter only raised 10% of the funding, so i’ll have to re-launch)

Hope to see some of you around!

Comments

Form of the Destructor (Post Mortem)

destructor-001

This was my first entry into Ludum Dare and I must say I enjoyed taking part. With Christmas fast approaching I didn’t have as much time as I would have liked to work on this project but I did feel I managed to make something which is fun (at least that’s what I’ve gathered from the comments).

What went right?

I spent the first few hours playing around with ideas in my head, what sort of villain I wanted. Eventually I came to wanting to make a game based on old sci-fi horror movies where a monster terrorises a city destroying everything in it’s path (like Godzilla). With this decided it then made it very easy to figure what style and assets I needed.

I knew I wouldn’t have much time so I started by using small block to create structures and the main characters. I knew that if there was time at the end I could improve them, the main thing I needed to get down was gameplay, so that’s what I aimed for.

I started constructing buildings for my city from a collection of tiles. This was quite time consuming and if I wanted to make a whole city it would take hours. I opted to go for a procedural algorithm which could generate the buildings for me. This was a great choice, not only did it speed up development time, it also meant that the game is slightly different on each play through and in theory (depending on how well you dodge the tank shells) could never end.

From here I added functionality to destroy the buildings by simply passing them, which became a bit addictive when testing it. Functionality for the tanks and civilians soon followed it was still a bit dull however. This is where the sound effects really made a difference. As soon as I added in the screams and building destruction sounds it became a completely different experience.

I then topped it off with a grain overlay, some mist and also had time to make a title screen.

If I had more time

If I had more time I would like to add a selection of monsters for the user to choose who to play as. I would also like to add more units to attack the monster, i.e. planes etc. Would allow the monster to be able to eat civilians to regain health. I would also make it more difficult to destroy the buildings in an attempt to add some skill in addition to the existing dodging to the game.

Conclusion

Overall I enjoyed creating my entry and plan to continue working on it. If you would like to checkout my entry the link is available below (requires XNA 4 to play).

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19151

Tags: post-mortem

Keine Zeit für Würmer (No Time For Worms)

Hi there!
 I'd like to present my game "Keine Zeit für Würmer".
 
 The game "Keine Zeit für Würmer“ ("No Time For Worms“) is an old school
 2DPoint& Click-Adventure in which the player is catapulted in the World of
 birds. The same is happening to the human Martin who accidentally gets on a
 city tree in the World of birds.
 
 The little bird Fritz who is an ice cream seller in the local shopping centre and
 the main character of this game, discovers that human and takes him to his old
 but scatterbrained buddy Fred. Martin can stay there until Fritz is back from
 work.
 
 But as the young ice cream seller wants to pick up Martin after his work the
 human is untraceable. Fred also does not know where Martin could be and that
 is how an exciting and thrilling search begins.
 
 A world full of strange birds is to be discovered! Accompany Fritz on his
 adventure and find out the reason for the mysterious disappearance of Martin.
 
 Download: http://www.keinezeitfuerwuermer.de
 
 
 
 
 
 
 
 
 
 

60 Second Bad Boy (post mortem)

title

HOWDY:

Well here we are, two weeks or so after the comp ended and i have to say i enjoyed my first game making weekend as much as i’d hoped too! There’s a nice sense of achievement in my belly at the very thought of my little game existing from out of my fuzzy head and in to the world…. So anyway, enough silly babble and smarmy yarn….

GRAPHICS:

I have fiddled around with pixel artwork for a good while now and this project brought together that harmonious joy of blocky stuff and very limited colour palettes….and that’s what i’m happy with most graphically. The late 80’s style restraint on the palette and the consistency of all the artwork in general. downside is a lack of much animation i guess. My short timelapse video will show you the creation of stuff in more detail: https://vimeo.com/55937163

  3 2

SOUND:

Oddly i think the greatest thing from the weekend for me was the matching of overall pace and soundtrack which helps the rather limited gameplay to have way more frantic appeal.  BIG MENTION though goes to TWEAKBENCH : http://tweakbench.com/   for there amazingly good nes/8bit vst plugins that gave me just right sounds to use on this game! cheers them’s guys.

GAMEPLAY:

Well it seems my main intentions were to create an old school game with old school game sensibilities….a little too much it seems.

Im pretty crappy at playing games as a rule (except at Burnout 1,2,3 and Lightforce on the ZX Speccy. All challengers welcome!!!) But i do love a good challenge and a way to get around the fact that im also pretty ropey at tight programming (hence the use of good ‘ole Stencyl and very basic mouse click input) was to amp the difficulty curve through the roof!  I wussed out a bit by adding the training bit but i wanted people to at least see all the levels after braking my balls designing the damn things! I really should have made better hit boxes for the objects and a preparation countdown before each 5 second round…… I forgot that most people don’t mind high difficulty if they think its actually fair or totally just the own fault that they lost.

SO…..

That sums it up, im  pleased with the overall result and glad that a fair amount of you generally liked it, but i have learned a decent lesson about gameplay….. A difficult game  is okay but a FAIR game is better.

> CLICK HERE TO PLAY MY GAME <

1

 

Last minute ratings!

I’ve been trying to rate as many games as I can and try to do a few a day.

I figure it’s worth focusing on the most active people as well. If you play and rate my game (and leave a comment so I can click back to your game), I’ll return the favor. May as well swap ratings in the final days of judging?

>> Here’s my entry <<

It’s very quick to get into and will take you 5 minutes total. Look forward to checking out more of your games!

Screen Shot 2012-12-16 at 6.42.41 PM

Expressive Mechanics in Games — featuring LD25 games!

You can read the blog post here.

The Brink: Po-Mo

Another team radmars game finished!  (whew, this one was a biggun *_*)

This time we went with a top-down ‘brawler-esque’ exploratory thing? Not sure. I’ll refrain from talking too much about what we were ‘going for’ with this game, other than to say we pushed ourselves pretty hard this time. (one might say… to the brink? HA!) 

Emarcotte and Adhesion coded it up~

title

spacemars got to get his weird on for our lovely character sprites.

weirdart

Brendo designed the levels, spacemars and tokken made the word-tile sprites~

world

and Adhesion proved what a boss he is (yet again) with the SFX and music,

more detailed postmortems and goodies inside!

Goodies: 

Art Timelapse  *this is kinda NSFW* (spacemars can be rather crude):

http://www.youtube.com/watch?v=CC0wfGqsWH4

Music & Code Timelapse (adhesion) :

http://www.youtube.com/watch?v=1vLE3C0EcbY

soundtrack:

http://adhesion.mu/sic/Adhesion-theBRINK-OST.zip

 

Now time for the rants.

Emarcotte: (who broke his previous postmortem word count of 19)

” ”

Adhesion: ( who actually wrote quite a bit this time~)

Whew! This Ludum Dare was pretty brutal – probably the most
collectively difficult one we’ve done so far, though Minimars was way
more personally stressful due to a last-minute insane memory leak. Our
idea gelled at least gameplay-wise relatively early on which was nice,
though lots of little details remained vague for a while which was a
bit frustrating. Scoping was a bit painful – this was probably the
most ambitious game we’ve attempted purely in terms of the amount of
little details, though that didn’t really become clear until we
realized we were really running out of time. Thankfully spacemars came
up with the key thematic aspect to tie the whole thing together on
Sunday. (It’s pretty subtle, but if you figure it out… hoo boy…)
As far as my coding productivity, I wasn’t able to get as much as I
would’ve liked on Saturday, partially because I lost some time to a
silly velocity-related math issue – plus I didn’t have all of Monday
to work like I did last time, so the game suffered a bit for polish,
particularly in the sound department. Audio otherwise went really
well, particularly since I felt like I could be a bit more adventurous
beyond basic chiptune stuff thanks to our theme. The rest of the
coding was pretty much fine too (though I’m not happy with the quality
in some parts – this always happens…) though multiple collision
issues reared their ugly head again thanks to some changes in melonJS
that we didn’t notice. Even though we didn’t do another platformer,
I’d like to do something more adventurous next time – some of the
coding felt pretty paint-by-numbers, aside from standard bugfixing and
whatnot. Also, having a new team member for more art & ideas was great
too of course.

in SUM:

  • melon is a great platform as usual, but have to keep on top of changes to it
  • need to be less vague about details/scope – write everything down and make decisions earlier
  • time management time management time management

 

Tokken:

“I’m not writing a GOD DAMNED postmortem!”

 

Brendo:

(has apparently fallen of f the face of the earth, he does this after every LD though so I’m sure he’s fine)

 

Spacemars:

last time I wrote a massive wall of text, so this time ill keep it short.

  • Use Tiled for map editing.
  • I need to find a better tool for making sprite sheets. :(
  • 4-way movable characters seem to take much more than 4x the mental stamina  to make *_*;
  • As usual, the theme wasnt one I picked, but it always seems to work out better that way.
  • Really tired, but really proud of this one. go team! :)

That’s all for this one!

>> Check out the game! << 

Comments

05. Jan 2013 · 12:30 UTC
I know I already said this in my review, but I just wanted to say again that I am really impressed with this game. This was one of the few team games that had the unity of vision that I associate with solo design.

Ludum Dare 25 Rating Rescue Rangers!


Join Rating Rescue Rangers!

The Quite Annoying League late post-mortem and time lapse

League1

Since I got some great feedbacks on The Quite Annoying League (Thank you!) I thought some might be interested in a time-lapse and post-mortem. So here they are :

 

Time Lapse  (integration doesn’t seem to work, click the link) :

(some little part are missing, that’s because I used to stop the recording everytime I went out for a cigarettes, and sometimes I forgot to relaunch it when I came back)

The Quite Annoying League Time Lapse par Oujevipo

Post-Mortem

 

What went right

 

The theme

As a lot of people, I was quite sure the theme would be End of the World. So I started to think about some game ideas like 2 or 3 days before the compo, and I came up with many of them. Having a game idea before the compo seemed like a good thing, but deep inside, I knew it was a problem, because 1) I would feel like cheating 2) it wouldn’t be as fun. So, the You Are The Villain ‘s victory was quite a relief!

 

The train-trip

I spent my three first LDs all alone, I spent the last one with a friend (Jam) and this time, I wanted to do something different, so I went in a LD gathering in Montpellier, 2 hours away from my house. To go there, I had to take the train (yeah, in France, we’ve got trains), and that’s exactly when I got my game idea : a train trip in which people are quite annoying, obviously because that’s what I was living at this very moment. This confirms something : I never ever ever ever got a LD idea in front of my computer, always in a café, a train, or walking in the streets. So…this could be a tip.

 

league3

The gathering

Working with other people (even if I made the game alone) was very motivating. I was a bit afraid at first, but it turned out to be just great. I met a lot of cool people, I’ve seen them working on their games, some gave me ideas, some lend me some material (microphone…). It was a great experience overall, and very useful too! I never worked that much on a LD : usually, I work something like 30h on my LD games, this time, I worked 42 hours, and wasn’t even sleepy!

 

Cigarette breaks

My biggest fear was the fact that I wouldn’t be able to smoke in front of my computer as I used to, but it turns out to be great too, because I had to go out to smoke from time to time, and think about the game away from the screen. Once again, that’s when I got the best ideas, and when I decided, for exemple, to restart some things from scratch because it wasn’t that good.

 

The mini-games concept

My game is in fact made of five mini-games (and some barely interactive cutscene). I think this is a good format for LD games : after 30 hours, I could have submitted my game with 3 mini-games for exemple, or work to add some of them. It’s a very good way to be in times, whatever happens, and I understand why this LD have so much WarioWares minigames in it!

 

League2

 

What went wrong

 

Annoyance

I have a problem with Adventure Game Studio : I can’t find a way to create a skip button to skip many dialogues at the same time. So…replaying the same scenes again and again in the game could be quite annoying. The game being called “The quite annoying league”, people might think it’s meta etc…but in fact, I don’t believe it’s a good thing to annoy the player, even for a laugh, and especially not when he has hundreds of games to rate.

 

 

Sounds

The game has sounds, this is good. But I feel like I cheated by using a train sound from Freesound.org (I warned the players/raters about this, but still), it’s not something I made, and this is frustrating. I wanted to record train sounds myself with my mouth, something funny like repeating “bruitdetrainbruitdetrainbruitdetrainbruitdetrain” (which means “train sound” in french, and actually sound quite like a train sound), but I’m too bad at editing audio, and it wasn’t good at all. On the other hand, I’m quite happy with all the other sound effects I made myself.

 

 

And that’s all.

Overall, I feel things went mostly right for me. :)

can’t wait for the next ludum dare

 

Tags: post-mortem, time lapse

Evil Chopper Post-jam Update

I just wanted to share my progress with my post-jam version of Evil Chopper

  • Multiplayer! Up to four players, same-screen mayhem :)
  • Gamepad support (Chrome only so far). Great for multiplayer!
  • Touch device onscreen controls. Works in multiplayer as well.
  • Settings for graphics, sound etc. Some browsers lie about their webgl support and then you can just force the 2d context mode
  • Graphical improvements for the 2d context mode



Now I just need to create some more interesting levels and an intro screen… :)

President vs Eevol: Coding Postmortem

Hello everybody! This is the second of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s coding and is written by programmer whitesora.

President vs Eevol
Postmortem #2 of 4: Coding

Hello everyone, whitesora here. For this LD I was the programmer of Team Omniaring’s “President vs Eevol”, a stealth game and also our first Ludum Dare entry. As Shiranui did, I’ll try to give you a small “behind the scenes” of the coding process, our expectations, what went right and what wrong. This time, of course, from my point of view.

1. Participating or not

Believe it or not, I learned that Sun Shiranui, our team designer, wanted to take part in the Jam only two days before the start. In the beginning, I refused to help him, since I not only didn’t know anything about creating a videogame, but I hadn’t even heard anything about Flashpunk before.
In the end, he managed to persuade me, and so I found myself taking part in this project, with no idea of how to use Flashpunk and with the pressure of doing everything in only 72 hours.

The result of our hard work. I still can't believe we did it.

The result of our hard work. I still can’t believe we did it.

2. A small head-start

No, I didn’t start coding things one day before.

Since I had never used Flashpunk before, it’s like the LD started half-a day earlier: the afternoon before the start, I downloaded everything needed to start coding using Flashpunk, and I also had to learn how to use it properly in something like 4 hours. Once my “tutorial session” ended, the LD began.
I was surprised to see “You are the Villain” as the theme, since I was pretty sure that “End of the World” was going to be chosen, and right after that we began the brainstorming to decide what our game was going to look like.

One of the things we thought to do was to implement our avatar as small portraits.

One of the things we thought to do was to implement our avatar as small portraits.

3. Our expectations

Even tough I study IT at university, I never really tried to make a videogame. Sure, I’ve messed around a bit with programs like RPG Maker, but nothing serious.
I always loved videogames, ever since when I started playing the old Doom 2 when I was 2 years old (literally), and I still play a lot now; Sometimes I start defining the base mechanic of a game I’d like to develop some day, but this was the first time I’ve really done something.

So, I expected to come up with something even worse than this, but the result was way better than anything we expected.

4. The results (Pros/Cons)

Almost everything went way better than expected: good music, good graphics, good animations, good gameplay… I even learned to code using Flashpunk AND to make a working videogame.
But, as I said, if almost everything went smoothly, then there are things that went bad, too.

First thing, we spent a lot of time to solve organization issues (especially us overwriting each-other’s files), so I hope that the next time we will be able to organize our work better and without any issues, but the thing that went bad the most was the boss battle.
In my mind, the battle was supposed to have 3 phases: running away from the player, following a “strange” pattern and moving randomly. The second phase was pretty easy to do (I programmed all the movement patterns of the game, after all), but the first and third ones were really buggy, and we only had time to fix only the first phase. Too bad.

Our boss. He may be buggy, but I like it.

Our boss. He may be buggy, but I like it.

5. Post Post Mortem

In the end I can say that I don’t regret anything of this Ludum Dare, it was fun and I had the chance to learn a lot of new things. Expect to see me again in some other project.
Whitesora here, ending my in-depth look into the development process. Don’t forget to try out and rate the result of all our hard work, President vs Eevol!

Less than 48 hours to rate! :D

drvile_48hours

Click here to play Dr. Vile in The Greater Good!

A huge thank you goes out to everyone who has played, rated, and commented on our entry: Dr. Vile in The Greater Good! We’re very happy and grateful to have received some great feedback from all of you 😀

We’re planning on expanding Dr. Vile into Java and iOS so stay tuned here and follow us on Twitter (@GreenPixelDev) to stay updated! We greatly appreciate your support and continued feedback!

Happy gaming 😀

Tags: LD #25

X-Moon Timelapse

Watch me make my game!

This time around I record my face the whole time, but I did it really stupidly. I actually had a camera program open for the 48 hours, meaning I could watch my face. It actually turned out to be quite distracting, and it took up quite a bit of the screen. Next time I’ll prepare something a bit less annoying, but I’m glad I did it because it definitely makes the video a lot more interesting.

If you haven’t played yet….

Click Here To Play And Rate X-Moon 

Play X-Moon

X-Moon

 

 

Comments

bazz
06. Jan 2013 · 06:25 UTC
This game is awesome :)

Critter criminal, Post-mortem

I already made a post the day after LD ended about how ambitious my LD concepts should be. When coming up with a concept for LD I like it when that concept borders on the impossible of what I can make in only 48 hours. Of course it’s easy to venture into “way impossible” territory, and that’s what usually happens. It happened this time.

I never did a propper post-mortem however, so here it is.

What went right:

Graphics: I had very little problem finding the right style and keeping it consistent. It didn’t take long for me to create a nice palette and start pixeling. This was important, because I had a lot of programming ahead of me.

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Music: Music came naturally as well. I had only 2 pieces planned (battle and overworld) but I missed a town piece, which was finished in no more than an hour. I didn’t end up spending a lot of time on either audio or graphics and I went on to programming sooner then I would normally have. The best thing is I don’t think it actually shows.

Programming: Making an RPG, I knew programming was going to be long and difficult, but I never really got stuck anywhere.

Unintentional humor: I never set out to make a funny game, and I think most people who do set out to do that usually fail. What ended up happening is that a lot of test messages, initial dialogue and one second decisions ended up staying in the final version, somehow giving the game a cohesive humorous character, that people have seemed to like.

 

What went wrong:

Programming: While I didn’t run into any mayor problems, there was simply too much to do. The battle system took up so much time, and after that I still had to program breeding, which I had already carefully planned out before making the battle system so it would take less time. I’m actually happy I managed to finish those two things at all.

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Feedback: A lot of players commented that it wasn’t clear to them why they died. The game doesn’t really give good feedback on how much damage something does and why. If elements align up in the opponents favor that quickly ends up in an instant kill. In the end one of the more important skills for a player to learn was knowing when to run away.

Enemy design: By the time everything was in place and I could start designing the world and enemies, there was almost no time left. What should have happpened was that I had a number of enemies that increased in difficulty, forcing the player to breed bit by bit to create better and better critters. In the end I only had three enemies. The difficulty gap between those enemies was so large that I don’t think many players felt motivated to breed better critters.

 

Conclusion:

Yes, I did end up choosing a concept that was way too ambitious. But in the end I did have fun trying to do the undoable. I’m proud of what I did manage to do, and I will probably try to do something insane like this again next time.

Some things you just never learn.

 

 
Play the game here

 

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This entry was posted on Sunday, January 6th, 2013 at 6:18 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.