Indie Designer/Programmer with interests in all kind of games, candy and whiskey.
About Lusmu (twitter: @theLusmu)
A couple things bugged me about my entry, so I decided to make a post-compo update. The updated version is available alongside the original behind the webplayer link at the review page.
Also, here’s a gameplay vid of the original version.
As a sidenote, the game plays quite well on iOS as well, though touch controls aren’t quite as nimble as mouse, and on an iPhone your finger kinda blocks the view. Gameplay is fine on the iPad though.
Thanks for everyone who have taken the time to review my game so far! I’m planning to take some time off later this week to play and review a bunch of games by others. If you made or you know a game where the gameplay also revolves around a planet, please let me know, I’d love to check it out.
Well, at least it’s done. Not quite as good as I’d hoped, but not that bad either. Damn me and my lack of artistic skills! Well, particle effects to the rescue…
Quite a few planet circling games here. I’ll try to review as many of them as possible, will be interesting to see what other people have done with the idea.
One day almost behind and I’m glad to say I have a functioning game, and I can spend the next day polishing, creating artwork and making the game enjoyable. The game is called Dragons of Pluto. The player controls a dragon who’s trying to usurp an older dragon from the throne of Charon, one of Pluto’s moons. Nothing too fancy, the player flies around the planet, eating Plutonian dragon-cattle while avoiding the other dragon’s demon-minions, until the player’s strong enough to be considered a threat and the other dragon steps forth from its lair to confront him.
The game still has no UI, most of the textures are placeholders, there are no sounds and there are quite a few smaller features I really want to implement, but I’m rather optimistic about this. There hasn’t been any glitches or the sort in some time now, which is nice.
I’m really curious to see how many others have done a game with a small planet that you can go around, in 2d or 3d, and what kind of gameplay they have managed to get out of the concept.
The wait is almost over! I’m just itching to get started on my second Ludum Dare.
I was pretty pleased with my previous entry, Solitaire of Solitude, which by the way is available in a bit more polished form for iPad in both paid and free version. If I remember correctly, it tied with Notch’s Minicraft in the fun category, and was rated fairly high in innovation.
I was hoping to try out some new tool this time, but alas, I’ve had no time to do any warmup, so I’ll probably just go with my strengths and use Unity.
My main goal for LD23 is to make a game where the basic structure easy and quick to implement, so I can spend more time on content and playability.
Solitaire of Solitude is headed for iPad! With the help of couple of friends, the game has been polished & ported for iPad (with GameCenter achievements and leaderboards), and is almost done. Expect it to hit iTunes within about a week.
Here’s a couple of screenshots from the latest build:
Also, we’re about to start looking for potential publishing partners for a physical card game version of the game (with rules for multiplayer), so if you happen to know any / are one yourself, feel free not to avoid sending me a message!
And thanks for everyone who played the game, doubled for those who left feedback!
My game seems to cry for some kind of tutorial or game example, so I decided to make one. Hope it’ll make things clearer for those who are interested in the game but can’t figure out what the **** the game is all about.
Well, not really, I’m definitely not going to play all of them. But let’s see if I can get to one hundred before voting time ends.
I generally try to play (and rate) games that don’t have that many reviews, and lately I’ve only rated games that have less ratings than mine (currently 6), as I kind of feel bad for people how put a lot of effort into their games but only get like 3 or 4 people to try their games out (I wouldn’t mind more people playing my game either, wink wink).
Here’s a shout-out to a couple of great games that don’t currently seem to be getting the attention they deserve:
- Super Square Zombie Killer by citizen_erased
- The ghost who wants to be alone by Fenyx
- One Final Trek by vandriver
Here are some thought on my first Ludum Dare:
- Timing – never really felt that I was running out of time, or that I’m going to finish too soon. I felt I was about ready when there was 2 hours or so left.
- Learning – I was familiar with the tools already, but I have never made a card game before, and I tried out a couple of new techniques, which taught me a few valuable lessons
- I was really inspired by the community – the progress reports, IRC and live feeds (Notch seems to have some mad programming skillz/routine)
- File size - Web versions .unity3d file ended up just over 1MB, which is nice (Windows standalone is over 7MB zipped)
- Sounds. Not very good with them, and spend very little time on them, but at least I have them
- Screen resolution isn’t very ideal (though shouldn’t be a problem on Windows standalone version)
- The game rules are a bit obscure, I’m afraid too many players will lose intrest before ‘getting’ the game
- Code – not enough routine or planning so ended up doing many things poorly or inconsistently
- Poorly optimized, realized at the last minute that I have a ridiculous amount of draw calls and did some hasty optimizations to bring them down from ~250 to around 35, which is kind of ok, but I know I can do better
- Graphics – I’m really not an artist, and as a result most of the graphics suck, though I am pleased with couple of the characters
- The info screen is a bit messy, I have no idea if it’s of any help to anyone
- A little bit of planning goes a long way
- I was pretty close to the sweet spot between trying to do too much/difficult/new things and doing too easy/familiar. Maybe I should’ve tried something a bit more ambitious, but just slightly so
- Maybe next time I pay a little more attention to accessibility and try to stay away from obscure/unfamiliar/abstract game mechanics
- I liked the end result, and will make another iteration of the game soon with better graphics and improved gameplay
- That was fun! Will definitely participate again!
I’d appreciate it a lot if you could give my game a try and give me some feedback about it.
I spent really little time in planning the game mechanics, which might not be a good idea for a card game. Sure, I have fun playing it, but I have this nagging fear it too complicated/difficult/unintuitive for other to enjoy.
But at least it’s done. And I like playing it, it feels like a proper solitaire and it seems to rather unique among the other LD games around.
In case someone wants to try it out, here’s a couple of links:
10 hours to go and core gameplay is done. Still lot to do, balancing, all the sounds, more cards, front end, game ending… But I’m confident. Let’s just hope I can stay awake.
I have this big temptation to take pause and go spy on what all the others are doing. Quick glance at the front page suggests cool things are happening right now. But I must resist the temptation if I want to finish this..
I just heard that LD is on earlier today, and after spending the day thinking about it, resistance proved to be futile – so I’m in.
What I’m using (probably):
- Johnny Walker Black Label
This is my first Ludum Dare (though I’ve done a couple of other jams previously), so I’m really excited. Which is kind of a problem, since I should really get some sleep before this thing starts.