[FR] Stream de reviews sur Twitch maintenant !
Coucou les jameurs francophones ✨
Je lance un petit stream tranquille de commentaires sur vos jeux dans quelques minutes !
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Coucou les jameurs francophones ✨
Je lance un petit stream tranquille de commentaires sur vos jeux dans quelques minutes !
Venez me partager vos création.

Hey fellow jammers ✨
I wanted to share a few things on how we designed and built Poda Wants a Statue around prototyping. I love reading post mortems and dev stories here, so here is me giving back to this wonderful community!
Before starting any prototype, we needed a game idea. Among a lot of out-of-scope or just plain weird ideas, one of them felt cool: a job dating game where you have 10 seconds to say the best corporate bs with an autocomplete interface. It felt a bit too much like something we knew we could do as we already explored the “fun game with silly words that makes funny sentences” in a previous game we made: Welcome Googoo.
Then, in the middle of our ideation session, something happened.
Blibloop ~ looking outside the window with a “woke up 2 hours ago and still sleeping” look on her face and coffee in her hands: “Hey wait wait I have something…”
Me: “… ?”
Blibloop: “Picture this: there is a bear or something, maybe a panda, and every 10 seconds he shakes everything!”
Me: “Ok cool, what’s the game?”
Blibloop: “Oh… Idk 🤷♀️”
A few walks around the park later, and me refusing to do a puzzle game because damn puzzle games are so freakin’ hard to make, we settled on something pretty similar to what the game turned out to be in the end: a small god game where you assign workers to either collecting resources or making a statue, and every so often everything gets shuffled. A management game for a jam, nice! That’s definitely easier to do than a puzzle game, right? … right? 🥲
here is a very cool and understandable design scribble by Blibloop.

Second half of the first day already, let’s start!
Blibloop focused on choosing an art style, Zakku researched references and started a first draft of music, and I worked on a technical prototype: Am I able to code some functional state machines for our workers AI? Can I do a resource and upgrade system? How is the Panda system going to work? How to make drag and drop in Unity?
Here is our Day 1 prototype 🖥️

We tested this one ourselves, and here were the learnings:
- Everything seems doable, but not easy. The workers state machine is already complex, and they don’t have pathfinding yet.
- Current drag and drop system with OnMouseDown and OnMouseUp is a nightmare. Leads to a lot of bugs and clunky controls.
- 10 seconds for the panda shake seems a bit extreme. in the final version, it's closer to 20 seconds!
- Is this understandable by a player? (spoiler - it was NOT)
After a good night of sleep, let’s start day 2!
As with any Ludum Dare we made, this is the day when we want to be able to make other people playtest the game and give us some feedback.
To do that, we needed something that was:
- a bit less buggy and clunky: I had to rework the drag and drop from the ground up. I might explain this in another post later!
- with all the features that we currently intended to put in the game: As you could see in the previous gif, we were still missing upgrades!
- a bit more self-explanatory. Playtesting is a bit useless if playtesters don’t even understand what to do or how to play I guess.
Here is our Day 1.5 prototype 🐼

We had friends at our place in the afternoon for teatime, so we made them test our prototype! Here is what we learned:
- The game is NOT self-explanatory at all yet. A lot of things were misunderstood or not understood: What are the rabbits doing? What’s my resource count? How do upgrades work? How do I get gold? What is the panda doing? Nobody understood they could drag and drop resources too.
- Once they understood, the game seems fun but completely unbalanced. Road is busted, building upgrade (they only updated speed and didn’t gave more resources are useless), Poda shaking a random number of bunnies is confusing and unfair.
- The game doesn’t seem to have too many bugs! That's at least a success with all those somewhat complex AIs 🏅
Here is an attempt by my brother to break it 🐇

So here we are on the last day, with a game that is impossible to understand! Turns out making a management game is not only hard to code, but mostly hard to design so people understand how to play and what to do!
We started by implementing all the beautiful visuals and sounds Blibloop and Zakku did, and then spent a lot of time working on the clearest possible UI and on adding a lot of visuals to help the player: White indicators for idle bunnies and clickable resources, blue overlays on everything you can interact with, big chunky arrows on were you can drop what you have in hand, game intro and Poda’s prompts to set and remind the goal, small animations on every bunny state, and a lot more!
We kept asking friends to playtest through the day, and their feedback helped a lot!
- They are not sure when a button is clickable? Let’s darken it even more and change text color when it’s not!
- Having upgrades available right from the starts makes it information heavy? Let’s push that to a bit later!
- They feel let down without a cool ending animation? Ok let’s prioritize that then.
And that’s about how we came up with what we have today ✨

Now it’s time your time to tell us what you feel is great or what could be done better!
Thanks to all the wonderful people who already tried the game, here is what we learned so far: - Everyone seems to love the art and music! Huge congrats to Blibloop (@dodidouda) and Zakku (@zakku) 💖 - It seems like people understand the game quickly enough! That’s something we are really really happy about, since it was the part we spent the most time on ✨ - Not a single bug found! I believe that's a first for me, on my most complex jam game 🧑💻 - Some people feel Poda is too annoying during late game. It becomes almost impossible to put all your bunnies back to work and gather all resources again before they throws another tantrum! That was actually a design decision but it seems it's not liked by some, so we are already thinking on solutions. - Dragging a lot of resources is painful. We are thinking on what could make this easier! - There are some small visual things we need to fix, like order layers for the bunnies that is sometimes wrong!
Here is the game if you want to try it and leave your feedback!


Thank you to everyone who played our cute little god game!
It was something quite new for us, both in terms of gameplay implementation and art style, and it seems it turned out great. That's the best place we've ever got in a Ludum Dare!

I'm so happy!

Oh no! Spooky month just started but ghosts are already there!
Protect your human against those sneaky ghosties.
Bark and use your elastic leash to scare them away!

Play it here and leave your compo games in comment for me to try them 💌
Cause some of mine were really bad!

Also, I decided to put not only the source code public, but my whole project! Check my github if you wish to tinker with it or reuse some assets.
Hey everyone! This was once again an incredible Ludum Dare, I'm playing a lot of great games and discovering cool indie devs, I love it.
I did a little stream yersterday were I sumed up my experience during this jam, and I thought that some people here might be interested too, so here it is in text version!
This is not my first Ludum Dare, but this is my first compo. I did all the other in the jam category and worked as programmer with talented artists and sometimes sound designer. Now that I have a bit more experience in gamedev (I even released my first commercial game a few months ago!) I felt like I could try this crazy thing that is compo. I streamed almost all my work during the jam.

doggo.cs script felt heavy to work on the second day. I think that instead of trying to find the "overall best" code quality level, I should have put a bit more effort on crucial parts of my code and rushed the rest.

Thanks for reading up until there! I would love to hear from you if you have some similar though, disagree with stuff or have tips on how to handle some of those issues better.
Also play my game maybe if you wish too! link here 🐕🦺✨👻
In our game, if you give a weapon to a beetle it will become friendly and stop trying to steal your snacks! Does it work the same IRL?

