KiiroHanabi

LD 39

I listened to your feedback about...my lack of feedback?!

A lot of comments about my game were about the lack of feedback of my gameplay, and I agree, that's totally true! You can't make this kind of game without giving feedback to the player and I regret not having the time to implement it earlier.

So I found time to make a new version way more enjoyable, and I do think it is easier with feedback (I tested it too much to know if it's hard :sweat_smile:)

Then... I would like you to meet... brand new glowing arrows!!! And there's a score display too!

I also added some noises in the menu so you can understand that I put an Options menu without having any options yet :face_palm:

You can play my game here : https://ldjam.com/events/ludum-dare/39/till-the-last-spin

The updated version is in the... Update section :sweat_smile:

If you already played my game, don't hesitate to give me new feedback about how it is now, it would be adorable!!

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LD 42

About Graphic Design! Dev Log 1

Hi! I wanted to talk a little bit about the Graphic Design of our game, Take care of her, that you can play by clicking here if you haven’t already!

I’ll stay spoiler-free so you can still read this, it may change the way you’ll see the graphics in a good way.

The main goal was to use graphics to reinforce the story, and help visualization while being fun to watch. My main inspiration is the Bauhaus movement, created at the end of the 1910’s. Bauhaus inspired modern graphic design in so many ways you don’t even realise it.

Even Ludum Dare logo font is inspired by Bauhaus!

bauhaus.jpg

This poster is an example among others of what inspired me when making the illustrations of the game.

It is about sharp lines, flat-design, strong and bold letters, and fluidity. I tried to replicate that effect as good as I could.

  • Each illustration is based on a keyword, with a big font-size, from which many lines come out and stretch beyond the screen. Choosing the number of lines is important: many lines can evocate overwhelmness, or a precise number, while a reduced number of lines can evocate loneliness, void, or singularity.

  • Colors help transmitting emotion, and can define precise things. I used it to set a rhythm in the design, but also to define precise characters, and set an atmosphere.

Let’s try with our Ludum Dare logo and the Submission Day post:

Capture d’écran (373).png

Here, the keyword is inclined, suggesting disorder. The three small texts being all over the place reinforce the impression. The blue background gives enough structure to make this text an important one, while the color itself creates a good color-blocking with the orange. The yellow shapes create a beautiful gradient with the two shades of orange and the circular aspect make them look like a clock, while the blue and yellow combination evocates the sky and the sun, which are present during the day.

Do you get it? Disorder, day, clock: it's Submission Day!

This is how I designed the whole game and if you're interested in this I'd be very happy if you play our game : Take care of her.

Web support available now!

After dealing with some WebGL and scaling issues, our game Take care of her is now available for play in web browsers! Totally suited for Mac or Linux gamers!

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Narrative games, please come to me!

I know there's a lot of great narrative games in this LD and I want to play them all!

Give me a link in the comment section if I haven't played your game yet and I will play/rate/comment it. It needs to be either a Web game or a Windows build (and a narrative game of course). Thanks in advance!!