Dis0rder

Ludum Dare 49

Fluctuation

Was initially gonna submit to COMPO, but it really looks like I'll have to allow myself one extra day this time.

I could probably juuuuust make it if I worked like crazy, but trying to avoid burning myself out.

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I have a decent intro and story/setting intact, but I'm still yet to implement the actual substance, which is the gameplay!

Most of the necessary stuff is already jumbled inside my head though, but just gotta put all the pieces together.

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Yeah, so my game takes place in a theatre, which is situated on top of a monolith on an island.

As one might guess, the performance tonight isn't going to go as planned!

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When I was starting out and brainstorming ideas, I looked up actual buildings situated on top of zany geological structures. From the places I found, the Katskhi pillar in Georgia was definitely my favorite, and I found it really inspiring.

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[Photo by Jaba1977 on Wikimedia Commons.]


But yeah, this wraps up Day 1 for me I guess.

Keep it goin' 'yall!

It's showtime!

Didn't have the energy to make a mandatory "I made it"-post until now, so here goes. Still kinda amazed I actually finished in time.

Originally my game was meant to be submitted to the 48h COMPO, but I basically had no choice but to expand the process with the extra 24 hours.

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My usual tendency to over-scope wasn't even at its worst, but I still had to keep that in check. Luckily I gave up implementing a boss-fight and a epic "escape-sequence" as I had planned to do at first :sweat_smile:

I thought that without a grandiose final act the narrative rhythm wouldn't work as well, but in the end I managed to streamline the story surprisingly well.


Game play-wise it ended up being a bit rough around the edges, but I'm still quite pleased how it turned out as a whole!

If you like your atmospheric narrative with a bit of humor and mini-games thrown into the mix, go give it a spin! :performing_arts:


Ps. There's a web-build available that even has mobile-support! 📱

Ludum Dare 50

Meow!

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Already hyped!

Gave +1 to three things I would also enjoy IRL.

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This time I'll be teaming up with my friend Ankea for the 72h JAM.

It's already been two years since we produced the experimental nightmare known as I I R O for LD46.

Thought it would be appropriate to whip up this spooky little GIF to commemorate the occasion.

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It was quite an interesting process back then, and we even set up a studio for the weekend.

This time we'll be working remotely from the comfort of our own dens, though.

Feeling quite confident that you can expect us to create something out of the ordinary once again.


Oh, and BTW.

Was quite delighted to find out today that someone put together a 1:1 remake of the classic MSPaint for modern web-browsers.

It even has the old school B&W dithering brushes intact!

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If you're into retro-aesthetics or otherwise feel like using ancient software, I'd recommend it! :paintbrush:

Since I'll be mostly handling the code-department, I probably won't be using it myself this time. But would definitely consider it in my future COMPO-endeavors!


But yeah.

As usual: Have a great JAAAAAAAAAAAAAAM!

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We are ready

@Dis0rder & @Ankea reporting from their respective home-bases.

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Checking in for major JAM-action.

Over and Out.

We actually finished

That was quite... the experience.

We did this strange thing.

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I think some sleep might be in order now. Bleep.

I mean thanks.

Actually got featured somewhere

We were delighted to find out that our creepy little game Blockage got featured in Bloody Disgusting 's Safe Room - Horror Bytes podcast along with a few other Ludum Dare entries.

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It's a podcast that focuses on indie horror games, so if that's your kind of thing, go give it a listen! :ghost: :headphones: :spider:

The hosts seem like nice folks and it's great that they take the time to highlight small-time creators.

Our title is being discussed at 44:30 onwards if someone's actually interested.


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The response to our game so far has been very positive, and we're happy about that!

We have a lot of ideas how we could go about improving it, and even discussed a possible fleshed out Post-Jam version which would include additional power-ups and more complex NPC-behaviour.

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It would actually be a first, since I very rarely get myself to touch Jam-games once I'm done with them, even though I'd see some real potential hidden there.

But time will tell!

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I might make a blog post later going into more detail about our development process, which was quite convoluted as it usually goes!

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But yeah.

If you've yet to play our game, and feel like there's something strange that you need to get out of your system, it might very well be a Blockage !

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Ludum Dare 51

How long is forever? Sometimes, just ten seconds!

Going to give a shot at the good old COMPO this time.

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Don't really know yet where I'm trying to go with this...

But I'll let my subconscious decide, since it's already way past my bedtime!

Goodnight! :newmoonwith_face:

I think it might be an actual game!

Decided to take somewhat of a more "traditional" approach than I usually do and made something arcade'y.

Wanted to keep it as simple as possible. I think I have the fundamental gameplay intact already so I can focus on the aesthetics and polish tomorrow.

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Hopefully I don't end up wasting the whole second day patching up all the game-breaking glitches I will evidently find!

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Didn't sleep that well last night... :eye: :eye:

Hopefully tonight will be a different story! :owl:

My 5-day overdue "I FINISHED"-post!

Didn't have the energy to make a jubilant post back when I finished the 48h-COMPO, so here goes.

So this is the abomination I whipped up!

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Your objective is to uhh... ...collect spider eggs and put them into a tube. :spider: :egg:

And then bounce around the hatchlings so they can walk into a creepy mouth.

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You know, all the usual stuff.

And also gotta watch out for the sawblades! :skull:

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But yeah... Go try it out if you're into surreal macabre stuff.

I originally had a browser-build online, but had to pull it for now because of multiple issues. :angry:

But the .EXE -version works wonders! :sparkler:


I'll probably be writing a more in-depth post about the dev-process later.

Have a nice day, everyone! :fallen_leaf:

Just sayin'

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Ludum Dare 52

First hour progress

Managed to arrange my setup somewhat decently just before the JAM started. :computer: :pencil2: :musical_keyboard:

I had quite a good flow during the first hour and came up with an idea and a very rough mockup. :seedling: :slight_smile:

After that I had to attend to some other business for two hours or so, and when I returned all of my inspiration and energy had drained away. 🧠 ❌ :angry:

I guess it's a good indicator for some sleepy-time, although I would've wanted to get some rudimentary game-play intact before that. :sleeping_accommodation:

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Went out of my way and will try making something simple that should be playable on a mobile device in portrait mode.

Happy jammin', everyone!

My weird plantations

Man, I've been working!

There's still some very critical gameplay-elements left to iterate, and crappy placeholder-art to polish...

But I'm confident I might wrap it up for COMPO !

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Tomorrow's gonna be an interesting day!

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Goodnight, and good luck everyone! :fourleafclover:

Made it!

Phew, that was something...

Didn't have time to polish all the graphics, and there's a few janky parts that would've been nice to patch up.

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But still quite happy how it turned out! :fourleafclover:

I always forget how crazy COMPO can get... :dizzy_face:

Think some rest might be in due...

It's as if someone harvested all of my energy. :drum: * drum fill *


I'll return to test out your entries when I'm recovered!

And everyone who's continuing to third day :point_down:


Keep on the JAAAAAAAAMMMMMM! 🫙 :sparkles:

Caring for your vegetative friends

Here's my incoherent post-mortem of sorts.

CW: Enthusiastic rambling about my decorative plants and how they influenced my dev-process


Fun fact: I actually got the inspiration for my COMPO-entry from these lovely lifeforms I've been maintaining.

It has been rather recently that I found the joys of keeping houseplants. A few years ago someone left cuttings of coleus scutellaroides in my apartment complex's shared space and I took them home.

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Turns out it's a very popular decorative plant and easy to take care of. Not much sunlight available during winter where I live, but they're enduring quite well!

The big one in the middle started flowering in late summer/fall.

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When the flower had pretty much dropped its petals and shriveled in november, I jokingly thought I should "harvest" the seeds.

I was surprised that one flower can produce hundreds of seeds, and you can barely see them with your naked eye.

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Now, ain't they cute?

I thought it would be fun to store them in this quaint glass bottle.

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I was actually one of the people who down voted the theme, but luckily I had my own playful harvest-experience to draw inspiration from.

That would provide the basis for my game.

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So basically it's a plant growing-sim.

With a creepy head.

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I decided to restrict the resolution to 640x360, which (I think?) is a standard for mobile devices.

I've always had a certain disdain towards mobile-games, so I thought it would be a personal challenge to make something playable on a phone, let alone in the portrait-mode.

Didn't really think about the UI much beyond the first mock-up, so I wouldn't say it's very intuitive, even though totally playable both on desktop and mobile. The final layout closely resembles the original plan, but I added indicators for moisture, soil and growth. Also scrapped the planned Sound-button to make room for the dialogue box.

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At some point during the jam I decided to set the game in a "botanical space-station". One reason was probably the "spacey" synth-sound in the BGM I composed very early on, so it seemed appropriate.

I had situated the spawn-point of the materials on top of the plant, so it felt natural to present it as an actual dispenser. That way I wouldn't need to draw complex animations either.

Would have liked to "dock" all the tools and buttons to the environment in an effort to make everything seem like one unified structure, but didn't have the time to implement this idea to full extent.

I also imagined the floating "Station Head" as a central AI of sorts. I thought it could perhaps be a hologram projected from the surrounding structures. Someone pointed out that currently it looks like a soccer-stadium!

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The character outputs a different response depending on the item you're holding. They vary from explanation of the mechanics to some background lore and a few humorous remarks.

I think this is a fun element as is, but venturing back to reach the head multiple times feels like a chore, so it's something that some players might overlook.

At first I wasn't even entirely sure what the purpose of this character was going to be. One idea was that you could actually use all the different tools either on the plant or the head (with disastrous results!)


BTW My previous game for LD51 also had a similar "infernal machine"-thing going on.

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It too had a series of pipe-systems you used for (what do you know!) harvesting spider eggs! I guess you could consider that a thematic throwback of sorts.

And speaking of the game, it was recently included in this Surreal Games Iceberg. Now that's what I consider a major merit. My creative work is now canonized as officially obscure!

Another throwback to past jams would be one of the mini-games in our LD46 JAM-entry.

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In that one you could either pluck the petals of the flower or give it some water.

At first I was a bit hesitant to repeat myself, but decided to go with the initial idea since the focus was going to be quite different this time.

But I digress.


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Overall I'm pretty happy how it turned out.

I think there's plenty of good ideas there, but some of the things could use rework. The biggest problem was that I left no time to adjust the scrolling-mechanic and some of the tools, so the overall experience feels a bit sluggish and janky. The ending-event is also quite abrupt.

Continuing for the extra 24h and submitting to JAM would've left me the time to fix all the issues and make it prettier, but I insisted on COMPO!


It remains to be seen whether I'll update the game or use some of the best elements in some other project in the future.

Thanks to everyone who came and tried it!

Good luck with the results, and keep on the jam!

Ludum Dare 55

Holes


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Not sure if I'll end up having the time and/or energy to participate this time.

But at least I got inspired and did a little photographic study of the thematic motif I observed manifesting in my environment during outdoor activities today.


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Spring(ing) into action - or probably not

It looks like I most likely won't be able to participate due to other commitments this time.

Other reason being that I still haven't gotten around upgrading/organizing my development-setup which is currently in shambles. Getting stuff in order is long overdue!


Been indulging in outdoor activities and photography a lot lately.

Thought I'd at least share these low-res shots I took yesterday for your delight (or terror - depending on your stance towards wild critters).

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Spring is full on it's way in this hemisphere, so gotta enjoy it I guess!

I wish y'all a perfectly jammy Jam-time!

Gonna be trying some of your games later too.

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