LD35 April 15–18, 2016

(post-mortem) Some stuff about the mistakes and stuff I made or something

cover

So I made this game, ShmupShifter.

It was really complicated compared to what I’ve done for the compo in the past, so there were a few odd choices, and in addition to that some elements of the game are only useful very late in the game.

Consider this a postmortem. Maybe.

The Inspiration

I was inspired to make this mechanic by Radiant Silvergun.  I, lacking an Xbox 360 or Sega Saturn (and 700 bucks), have never played the game, but it seems awesome so whatever. Have some gameplay:

You have access to seven weapons which you can change to at any time. I thought the gameplay possibilities from this would be excellent, and in addition it fit the theme well.

The Main Mechanic

The shape-shifting in the game isn’t necessary in many situations until the second stage, which many players never got too. That’s kind of an issue. In the late game it is essential to use all ships in order to avoid the need to dodge patterns altogether. The ability to move around enemies means that in some cases you never need to come close to bullets, as you can herd them in any direction you want.

A lot of people did not seem to notice the importance of the speed differences of the ships, but when you get better at the game you start thinking about using ships that may not have the best fire for the situation, but that you need to move as accurately or as quickly as you need to.

Play the video to see what I mean with the stage 2-1 boss, which you can dodge above with the fast green ship.

The Purple Ship

One of the three usable ships seemed to be pretty useless to, well, everybody. This ship had:

  • Slow movement
  • Hard to use, weak weapon.

Because people do not see the later moments of the game, both of these traits seem a detriment. The slow movement is actually an essential part of the gameplay later on. When fire become dense, especially in the second loop of the game’s stages, it is almost impossible to weave through with the red or green, fast ships.

The weak fire is designed to prevent players from staying in the purple mode for a long time, as the combination of fine control and normal fire would make it far too powerful in later stages.

Here is an example of using the purple ship to dodge a dense pattern. The second use in the clip is what I’m talking about, when the spread firing enemy comes in from the right. You’ll notice that I die soon after I, in panic of being stuck,  switch to the red ship.

Impossible Patterns

Some people complained about some patterns being impossible. This was, believe it or not, by design. It is always (or at least, 99% of the time) possible to get the upperhand in the situation by exploiting the games mechanics, such as the ability to harmlessly go through enemies, move quickly with the green ship, and fire from all angles. The patterns which may be impossible if you approach them like a typical shmup become easily beatable if you utilize the mechanics.

The Root Cause of the Issues

The biggest issue I had with this game was that I made it for people who were into shmups, not for an average Ludum Dare player. This led me to go way overboard with the difficulty, and make stages ludicrously difficult if you don’t think them through and play repeatedly, which many people wouldn’t. Next time I’ll include a normal mode, which would be easier than this game, and an arcade mode, which would be like this game is.

Here’s just some gameplay starting from the second loop to demonstrate how insane the difficulty can get in this game. (of few of the early deaths are intentional to reduce the difficulty. Or at least that’s what I tell myself :P)

Thanks for reading my needlessly defensive explanations of all of my game’s issues! Remember to try ShmupShifter!


A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Tags: post-mortem

The post-compo is a lie!

Sooo yeah, I wasn’t able to make the post-compo version… for now!  Anyways, even though I won’t get it ready before judging ends, you can play the original version here! If you like the game you can follow me and then get the news about the new version I’m planning for it! (Probably will be really different!)

preview4_low

Happy voting!

The post-compo is a lie!

Sooo yeah, I wasn’t able to make the post-compo version… for now!  Anyways, even though I won’t get it ready before judging ends, you can play the original version here! If you like the game you can follow me and then get the news about the new version I’m planning for it! (Probably will be really different!)

preview4_low

Happy voting!

New YouTube gaming series S-GAMR kicks off with LD35 game “Star Buddy”!

Pop culture news website The Daily Fandom kicked off its gaming series, S-GAMR, the series that puts the works of the next generation of game designers in the spotlight, with the Ludum Dare 35 platformer “Star Buddy”! Star Buddy, created by Aaron Stouder, Mark Cheney and Austin Allman, is a colorful 2D platformer created in Game Maker that follows an adorable astronaut searching for the pieces of his spaceship with help from a shape-shifting pal named Buddy.

The Daily Fandom joined partner gaming channel Rogues and Roleplayers (youtube.com/rroleplayers) in visiting Lone Star College in Kingwood, Texas, which held its first Ludum Dare Game Jam in April of 2016.

View the episode on YouTube now! ► https://www.youtube.com/watch?v=yz8H9BRj7wk

Try Star Buddy! ► http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=89952

 

 

Tags: LD35, Let's Play, Let's Play Reviews, s-gamr, the daily fandom, youtube, Youtube Series

Last Day, Getting Featured

Hey everyone! I haven’t posted very much during this judging period as I have been busy with school. Haven’t written a post-mortem yet either… I’ll have to write it with my results post tonight.

The news is that Game Jolt has featured my game, Fugitive Shift, today! This is a first for me, and I’m very excited to see it. Check out my entry here, there’s only an hour left!
Featured

Thanks for reading, I wish you all great results 😀

If you think you can do better, you’ve 40 minutes to do it !

At 40 minutes from the end , i think we can say this is our final leaderboard :)

Thanks a lot for playing ! It means a lot for us.

2045 Henkei no Densetsu LEADER BOARD :

1st – Cliff Lee(CL) -77650

2nd –  Tselmek  – 63500

3rd –  Xanjos – 55700

4th –in3orn  48300

5th –  JefePapaya -32700

6th – curtamyth – 24500

 7th –dollarone– 24300

8th- Green Soda  – 23300

9th – A-Flat Miner Studios  -21850

10th – Skaz -21700

aacom

Comments

Xanjos
10. May 2016 · 00:42 UTC
Haha I’m still in 3rd :’)

Final Push!

Final Time To Rate Games! There are still games that need more votes!

Because the post is no longer pinned…

RESCUE CHICKEN!

Last 20 minutes!

Your LAST CHANCE to rate and review Nyamo’s Adventure!

nyamos-adventure

Some things people have been saying about the game already:

“Absolutely my favorite game I’ve played this jam. Near perfection.

“This should be a top 10 overall game in my opinion, if not the number 1 winner.”

“Every once in a while an entry like this pops up. An entry that is just a joy to play and makes me wonder how this was even possible to make within the time limit.”

“I have nothing to say, this is too perfect to be commented.”

Comments

fin_nolimit
10. May 2016 · 00:47 UTC
Wow that is an amazing amount of content for a compo!! Fantastic job!

Hart of the Forest – Post-jam Preview

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ The Druid, protector of the forest The Druid, protector of the forest The Dark Bear, cursed warrior spirit The Dark Bear, cursed warrior spirit
The White Hart, sacred forest spirit The White Hart, sacred forest spirit New terrain, and a much larger forest New terrain, and a much larger forest

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

#gallery-2 { margin: auto; } #gallery-2 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-2 img { border: 2px solid #cfcfcf; } #gallery-2 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Latest concept sculpt of our (new) hero Latest concept sculpt of our (new) hero Rough draft of our first high-detail enemy, the Beast-Man Rough draft of our first high-detail enemy, the Beast-Man

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

Tags: blender, mechanics, post-jam, preview, sculpture, unity

Final Chance | 10 Minutes

Only ten minutes to go until voting ends. If you would like, you can vote on my game ‘Infinite Vertices’. The game was made in about 18 hours from scratch in C++! That’s right NO UNITY, GAME MAKER or anything like that! COMPLETELY FROM SCRATCH!!!! (I know what a cool kid).  Anyway the game revolves around the mechanic that every time you jump, you loose one vertex. Moving you from one shape to another e.g. a square becomes a triangle. The game is a love story, trying to reach you  love without becoming 2 dimensional and on another plane of existence!

Screenshots:

Cover_FinalScreen_2_FinalScreen_1_FinalScreen_3_Final

 

Good luck everybody!

Link on my profile page!

My first Ludum Dare :D / + 100 comments and + 170 votes… Thank you

In just 10 minutes to end the “Ludum Dare,” I want to say thank you all of you for your feedback, I promise to continue the game as soon as possible. If you want to know more about the game and its future updates, I ask you to follow me in itch.io. Thank you very much to all you.

2

 

Follow me on itch if they want to see future versions of the game. 😀

I will continue the game after the ” Ludum Dare ”

                                                                  

   Link Itch.io                                                              Play / vote

Windows Version: Here

Credits:

-Eduardo Garcia / Design and Developer.

-Pablo Erices / Art.

-Paulo Gallegos / Music.

Question about scores

So I’m looking at my scores for my jam submission and I have a # for my rating which I understand means lower is better. But is the score out of the jam submissions? Or all submissions?

Comments

ORECROS
10. May 2016 · 01:38 UTC
Jam or Compo depending on what you submitted by. then the 1.00 – 5.00 score is average amount of stars you got for each combo

Thanks, again! :)

Due to the fact that I had limited time for the jam, I was expecting a lower score than the one I’ve received, so I’m quite happy with the overall score.

The “order” of scores I was aiming to (audio and fun leading my ratings) were reached, so kind of “objective accomplished”! :)

Thanks to everyone who played games, made games, commented, screamed and went crazy! As always, it was an amazing experience!

See you all on the next LD or Mini-LD! And let’s keep developing! I’m gonna keep playing LD#35 for a while! 😛 I’ll be watching some of you on Twitter to check the games you’re working! 😀

Thanks, congrats on surviving, and let’s survive the next one too! /o/

Untitled

Comments

Geckoo1337
10. May 2016 · 01:35 UTC
Great. Congratz boy ++
Tanton-H2X
10. May 2016 · 02:46 UTC
congratulations~nice score~!

Results and Post Mortem — Fugitive Shift

Ratings

Hooray for the solid scores 😀 It’s been an awesome Ludum Dare, and we all made some great games! I’ll make my post mortem here short.


 

Fugitive Shift Post-Mortem

Pic08

What is this

Fugitive Shift is a game about three prisoners in a sort of abstract world working together to escape. It plays like a sort of top down stealth game, where you may command each fugitive with mouse clicks. It is probably more of a puzzle game, however.

What I did wrong

Okay, the idea was ambitious. It was my best idea though, so I just stuck with it. It ended up making the game pretty complicated when it was released. Level-based games are what seem to be much more time-consuming for compo. Speaking of that, this game almost played out like my LD 33 entry, Hymn of the Sages. It was a slightly similar stealth game that I had to rush making levels for. I learned from that and tried to make the levels for Fugitive Shift more meaningful without spending too much time on them. I was able to finish faster than before, as Hymn of the Sages was a Jam entry. Finally, the main mistake I made was not getting enough playtesting in before releasing. Some parts of the game were unclear and difficult, and I wish to better them. It shows when you get a low score on theme, because people probably don’t make it past the first level where there’s no shapeshifting.

What I did better

Time management was something I held very importantly over the days of development. I had planned out what I needed to get made on many sticky notes. I wrote out my schedule. These are things I was too lazy to try before, and it’s something that I’ve learned can really help with the short amount of time. GUI is looking good too, thanks to Unity 5’s great UI system. I just needed more time for the menu screen. Something I’ve never done before is dialogue. I spent the final hour writing dialogue for the characters, so they would explain mechanics a bit. I am happy with that first step of mine.


 

If you’re interested, check out the development timelapse HERE

That’s all I really need to say about Fugitive Shift. I thank everyone who’s rated and given feedback, I really appreciate all of your pointers! I can hopefully make an improved version later on. Thanks for reading, see you next time! 😀

Scores

Not my best, but still pretty good. Thanks for playing and rating, for those who did!

Oh What a Night – Results

Quite happy with the results of my first Ludum Dare entry :)

Oh What a Night -  Rating

I expected the graphics to be the best part of them game but I’m happy to see I also did well on humor and theme. Next time I’ll try to be more innovative and hopefully I’ll be able to get in some audio too!

Thank you very much to all who played, streamed and rated my game, it was a great experience and I can’t wait for Ludum Dare 36 😀