About 7Soul (twitter: @7SoulDesign)
Ludum Dare 30
Ludum Dare 29
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 20
Ludum Dare 19
A for Awesome!
Awarded by little-burrito
on August 26, 2014
The Construct 2 User Self-Award
Awarded by 7Soul
on December 19, 2012
big pixels, big charm award
Awarded by Hempuli
on December 19, 2010
So I was on the LD IRC and people were talking about their favorite themes or the ones they didn’t like. This got me thinking, and I realized a lot of people don’t quite understand the purpose of having a theme.
All themes are good. Anything that will just make you think and then make something is a great theme. It doesn’t have to be super original. If, for instance, “Deep Space” sounds boring, do something different with it!
You can think “ah Deep Space… a lot of emptiness, maybe some ships and aliens fighting” but there’s so much you can do in space! Space can be the setting where some crazy shenanigans will happen, from an adventure game set in a lost ship, to a puzzle about meteors.
And if you say “I can do anything and make it in space and I’ll be under the theme Deep Space”, thats great! Thats the point of a theme. It doesn’t have to be open to tons of interpretations, or require a game specific mechanic.The theme gets you thinking, and that’s what matters.
You can squish creativity out of every theme if you make an effort to think creatively.
Remember: It’s not about rules. It’s not about score. Its about making a game.
(Bonus points if you engage with the community. Talk to people, share on twitter, comment on their games afterwards!)
Oh, and I’m in
4th Jam, again with the same team as LD23 and LD24
And remember kids, whatever happens, upvote kittens
I made a cool graph thing showing how I did in all 7 LDs I participated:
And here’s a summary of them all. If you’re new to LD, I hope you can find some kind of wisdom somewhere in there.
My first LD, #19: Worked my ass off, and my game was really buggy and unbalanced. The graphics were very tiny pixel art, but I’m glad people liked it. Here I learned that having a clear goal is important, and that the main mechanics should be worked on first (as obvious as this might sound)
LD#20: Remembering how I got tired after LD#19, I said I wouldn’t work as much and do something simpler, so I made a puzzle. It holds most of my worse scores… That’s what going into LD with no enthusiasm looks like.
LD#22: Now trying to find a middle ground, I decided to take part in the Jam and just get my game polished and not buggy. I was really satisfied by the end product and the ratings. I don’t take pride on the audio score since I used free music for it (which is what I usually do)
LD#23: This time I worked in a group. It was as fun as it was stressful, me being the project coordinator and the programmer. We aimed a bit higher than we should, so the game lacked in the level design department, and there were a few glitches.
LD#24: Again with the same team, we decided to go with an idea that didn’t involve intricate puzzles or graphics. The game was simple enough to work on, and the team did a great job working on the assets. Only problem was a lack of decision-making, resulting in a lot of confusion and last minute rush.
LD#25: Working by myself again, I decided to try different ideas (no platformers or shooters). I enjoyed making the game, and take pride in the end result. Problem is, there was a lack of good documentation making planning and debugging a mess in the long run, and resulting in the game being confusing, with unclear goals and feedback.
LD#26: Zero hour hit, and people were mad about the theme. I wasn’t. To me it was a great opportunity to try to think outside of the box. I remember explicitly saying “with this theme, few good ideas with shine” (and they did!). And some of the games were amazing.
So I had my idea of making an interactive adventure where you could switch between two worlds to solve puzzles. I quickly saw a need to simplify this idea, so I made it a point and click game, which would have simpler graphics and mechanics.
The idea of having two game windows that connected to each other came when I went to bed (like most ideas :P) but I was not sure it would be possible.
So I spent pretty much the whole first day making sure it worked, and the entire time praying it wouldn’t break the last minute >_<
I’m glad I could figure something out that was unique and fun to do, even if I didn’t work as much in it as I wanted (had to cut a good 1/3 of the game…)
Then results are out and I see a golden medal next to one of the scores. It took 7 LDs (and a couple MiniLDs) and I couldn’t be happier!
See you in august
What went right
» Tools: I was familiar with all tools I was using
» Art: I’m addicted to working with the NES style graphics, so this was no problem. From the sprites to the font and title screen, it was all fun to work on.
» Sound is my weak point. Luckily a day before someone suggested me a website with free music, and there I got all music I needed. I also used sounds from freesound.or instead of the usual bfxr
What went wrong
» Time: Couldn’t join the compo because I wasn’t going to be home on sunday, but this is hardly a problem, as I still had 2 whole days to work.
» Planning: I didn’t plan the game properly. I never got to that point where you say “ok, the game is about this“. It was all over the place, and because of that near the end I had to spend a great deal of time just to figure out if the concept actually worked.
» Had to cut many features off, like a more in-depth interface with more helpful information, and a loot system that was supposed to add more depth to the game.
After submitting the game, I added a statistics system to it, and submitted it to Kongregate. It’s pretty fun to see how many people are playing it.
Not my best game by far, but this is what Ludum Dare is all about: learning. Next time I will plan things better and actually have a fixed idea of what the game will be.
In my game you’re that RPG villain, and the hero is coming to you. Your objective is to position enemies and traps in dungeons to discover what are his weaknesses. The finally when he gets to your lair, you choose the right weapons to defeat him.
When the hero goes through a dungeon, you can see how much damage he took and dealt, and how much time it took him, so you can eventually find out what enemies give him the most trouble. But you must remember you can’t kill him until the end, like any good villain.
It’s progressing quite nicely. Most art is done; databases and UI too.
Took us (a team of 5) 4 hours to come up with an idea. The concept art you see here doesn’t make any sense, ignore it.