Wendel Scardua

LD 41

Whew, just submitted my game

Claustroom.png

Claustroom: https://ldjam.com/events/ludum-dare/41/claustroom

This is almost exactly how I imagined my first plan for this jam, a First Person Match-3 game. Unfortunately I had no time to polish it with menus and other things, but at least it's fully playable and kinda fun :)

This is my second LD, my 4th jam ever, and... I think I'll try to improve this game later because the idea seems promising.

Fun fact 1: "Claustroom" come from "claustrum", latin for a shut in place and root of the word "claustrophobia".

Fun fact 2: I've drawn the cube models on Blender during the last hour before submission, because I thought the original, flat cubes were too boring and probably not colorblind-friendly. But, as I don't have much experience in Blender, I had time only to make models for Red, Green and Blue, and I reused them for non-Red (Cyan), non-Green (Purple) and non-Blue (Yellow).

Claustroom results / postmortem

LD41-scores.png

I'm happy with these scores - I still have much to learn, so 588th is higher than I had expected :)

I'll keep working on this game on my free time, because I really liked the idea.

I've uploaded the current version on Gamejolt and Itch.io

Before

Claustroom.png

Now

Screenshot-1.png

P.S: I'm glad at least one of the other FPS Match 3 games, Dyeswap, managed to be at the top: https://ldjam.com/events/ludum-dare/41/dyeswap (overall 19th)

Ludum Dare 47

The best NES game on LD47 - now with some post jam fixes

ouroboros-6.png

"Best" because it's the only one, haha. Still, it almost reached 100th in Theme:

ld.png

I've released a post jam version at https://wendelscardua.itch.io/ouroboros following some feedback I got during the event.

Changes: * Using more "evil" colors on all enemies, to make clearer that all of them must be avoided * Background shaking + SFX during collisions * Music (and unfortunately SFX as well) changing more smoothly depending on remaining time

Ludum Dare 49

First post-jam version of Improbability Fighter

improbability-fighter_001.png

I've just released a post-jam update for my LD49 entry (one of the 3 actual NES/Famicom games on the event)

It's available - both as a NES rom and on a WebGL emulator - here: https://wendelscardua.itch.io/improbability-fighter

Main changes from the LD version: - better performance - new HUD - moving enemies - apples and blocks now deal more damage - cleaner screen transitions

Ludum Dare 50

Trying to make yet another NES game

stallar-dev.png

Turns out making a sidescroller was harder than I expected...

No way I'll finish in time for Compo, so Jam it is (I hope I don't have to resort to Extra)

Ludum Dare 51

Trying to make yet another NES game

tense-conds-on-mesen.png

... but I had to spend an hour rewriting some code from C to Assembly. On one hand, I made a certain routine run 75 times faster. On the other hand I haven't touched 90% of the features needed for the game to be playable. Oops 😅

Finished right before the deadline

tense-conds-screenshot.png

My last score was 211. Can you beat it? (probably yes, I didn't have much time to actually play it :) )

You can play Tense Conds here: https://ldjam.com/events/ludum-dare/51/tense-conds

Ludum Dare 52

Need some opinions

For the last few LDs I've been making NES games. As most people don't have an NES emulator laying around and probably don't want the trouble of installing one, I've been including an WebGL emulator for running them on itch.io.

But these days I saw a project called NesTek which apparently allows one to put everything needed for running a single NES game on Windows in one package (the intended purpose is for someone to publish their original NES games on Steam).

My question is: For Ludum Dare purposes, is there a scenario where one would rather download and run a Windows(ish) version of a NES game instead of playing the Web one (or just using an standalone emulator)?

(shameless partial self-promotion: btw you can find all the NES games people have made for Ludum Dare on this page: https://ldjam.com/tags/platform/nintendo-famicom)

Moon Harvest - post-jam updates

Now that the jam is over I've uploaded an updated version of my NES/Famicom game, Moon Harvest.

I've added a bit of the stuff that was originally planned for the game, mainly the fuel mechanic for the jetpack. Tried making the placeholder art less placeholderish as well (but it's still programmer's art 😅)

| moon-harvestem000.png | moon-harvest/em001.png | | - | - | | Map | Shop|

| moon-harvestem002.png | moon-harvest/em003.png | | - | - | | Refinery | Cave |

Play Moon Harvest

Ludum Dare 53

Yet another NES game in the making

5-star.gif

Don't know if I'll be able to finish it this time... My plans regarding mechanics vs theme are still kinda vague and/or ambitious, but at least I have some kind of silly story in my head:

Yongbok works delivering food for the 5-STAR Restaurant (which may or may not be an impossible 5 star Michelin restaurant 😅). He drives a truck to a location where there will be a few houses for him to deliver these food boxes. There will be some platforming, but the more boxes you carry the heavier you are - and therefore the shorter the jumps. He would be able to throw and stack boxes, and climb on them for reaching new places or activating stuff.

git bisect saves lifes

I'm late, my game is still unfinished and, to make things worse, I found a very weird breaking bug few moments ago. Luckily, git bisect saved me: having committed every change I made, this command uses binary search to efficiently find the first commit that broke things (in my case it was a line that was removed by mistake)

Now instead of a broken incomplete game I only have an incomplete one 😅 (back to panic!)

Ludum Dare 54

I'm in (I guess)

As usual I'll be making a NES game (or at least I'll try to); this time I'll be using:

  • C++ (and maybe a pinch of Assembly) with the LLVM-MOS SDK
  • NEXXT for the 2bpp graphics
  • LDtk for level design (if the game happens to have levels)
  • If I ever get to it, I may try using FamiTracker and/or FamiStudio for sound/music (otherwise I may just use public domain stuff)

5-star-work.png

(the game on the screenshot is one I'm working with an artist/designer and a musician, a remake of my LD53 entry for this year's NESdev Compo)

MIROH - Post-jam version of my NES/Famicom game

miroh-2.0.0_000-large.png

Things changed on this version:

  • Better ~~Tetris~~ polyomino controls: up for hard drop, hold left/right/down for repeated movement
  • More predefined, semi-fixed mazes (is "No maze" a maze? also notice the example above, where the maze tries to spell "Ludum Dare 54")
  • Preview of the next 2 polyominos
  • Polyominos are chosen from a randomized bag instead of being purely random
  • Polyominos spawn and drop faster with higher scores (you "level up" every 50 points)
  • Better help screen (below you can see the new one, more visual, and the old one, with a confusing wall of text)
  • Many other assorted fixes

|New|Old| |-|-| |miroh-2.0.0em001-large.png|miroh-1.0.1/em000-large.png|

Check it out here: https://ldjam.com/events/ludum-dare/54/miroh

MIROH Jr., coming Soon™ (?)

miroh-jr.png

Soon after I finished working on my entry - the NES game MIROH - I've started working with some people (a designer and a musician) on a... what do I call it? A sequel/remake/rebrand/spin-off of it, called MIROH Jr.

The plan is to finish it for this year's NESdev Compo, due in a month. Although it's still playable by one person controlling both the character (this time a unicorn) and the blocks (now made of marshmallow), the idea is for it to be also a 2-player co-op game, where each player moves one of these.

For comparison, if you didn't play it, this is what the old MIROH looks like:

old-miroh.png

(this one got 4.016 stars on Overall, 3.96 on Fun, 3.889 on Graphics; I expect the new one to be better than that :) )

Miroh Jr. released

miroh-jr.png

This NES/Famicom game is a sequel / spin-off to my LD54 entry, MIROH, made for the NESdev Compo 2023.

|Rainbow Retreat|Starlit Stable| |-|-| |miroh-jr 20em11/em2023 12em29/em41.gif|miroh-jr 20em11/em2023 12em27/em52.gif|

|Fairy Forest|Glittery Grotto| |-|-| |miroh-jr 20em11/em2023 12em39/em05.gif|miroh-jr 20em11/em2023 12em42/em18.gif|

Four unicorn princesses must deal with oncoming blocks of marshmallow being launched from Marshmallow Mountain by Miroh Jr., while navigating mazes and eating some healthy snacks for energy.

New features compared to the LD entry:

  • two control schemes: single player and two-player co-op (even on single player a second player can join mid-session)
  • three game modes: story mode, endless, and time trial
  • four stages, each with it's own kind of maze (a fifth one, Marshmallow Mountain itself, is planned for a post-compo release)
  • new "roll" move; with enough energy the unicorn princess can roll towards a marshmallow block, either to push it or to break it
  • art and story by M-Tee
  • music and sound by Raftronaut

Ludum Dare 55

I'm in (probably)

Although I already have a handful of games I should be working on...

out.jpg

... I'll try to make yet another NES/Famicom game for Ludum Dare, because FOMO is a thing 😅

Stuff I'll be using: - llvm-mos compiler (and neslib.h, nesdoug.h libraries) - NEXXT for the graphics ( with maybe some drafting done with Aseprite ) - Famitracker for the sounds (can't promise there will be music, though)

out2.jpg

Good luck everyone!