Ludum Dare 24
Ludum Dare 21
Ludum Dare 20
"It's Dangerous to go alone. That doesn't mean all come at the same time!"
Awarded by Wish I Was an Astronaut on May 7, 2011
*Phew* Ludum Dare is so damn crazy. I think this Ludum Dare I didn’t make enough progress on the first day. The game turned out pretty nicely, although it’s probably not as original as I wanted it to be. One of the core mechanics I had planned for my game was having the wolves be able to chase the player around, so you could lure the out of the way instead of fighting them, while running the risk of getting trapped. It also could have used more original obstacles, with more gameplay depth than “go to A to get the key then go to B to open the door”. Kind of like the fighting. It also needed more levels. In fact, when I first submitted it, before knowing that there had been a 12-hour extension to the dead-line, the game only had a test room. Afterwards I realized that I still had time, so I was able to make a real level, test it properly, and even add sounds! It’s only a few, though. And there’s still no music. Another issue is that I didn’t make any decorative props, like I planned originally. This might sound superfluous, but scenery is actually very important in any game with big areas (mazes and exploration games), especially when you’re using walls that all look the same.
On the bright side, I think the game turned out fun. I made a checkpoint movement mechanic that I had never done before, I was able to make some nice animations for my rabbit, and I even made a turn-based combat system that players are able to learn on their first try, all under 48 hours! And I even crunched some home-made sound effects in there, too! It was the first time I made sound effects, and I have to say it was surprisingly easy. I have next to no experience with sound effects, but with a microphone and some free software, I was able to much together something. I realize now that it’s a HUGE difference in quality, from having no sound effects to having some basic crappy ones. It’s also very quick and easy to make.
I hope you all enjoy playing the game as much as I enjoyed playing it! Eventually I’ll want to develop this some more to make it more complete, but for now I’ll listen to my victory song (Frog’s Theme from Chrono Trigger. It’s a very encouraging song) and relax after my exhausting 60 hours of making a game. Thanks for reading!
After using up 12 hours of each of the two days to sleep, like NORMAL human beings (and unlike YOU keyboard mutants, who submit their game at the end of the first day at the cost of their own health) I steadily and calmly worked out a concept for the second Ludum Dare of my life. The theme’s pretty damn general, but it’s much better than last year. So here’s a post and a screenshot to appease the judges who care about the “Community” section of the score. I hope you drool anxiously, and I’ll see you in 13 hours.
Well, my game didn’t turn out too bad! I’ve received some encouraging comments on it, and hopefully some generous ratings. If you haven’t played it yet, here’s the link and a screenshot to catch your attention:
I have to say, making this game in 48 hours was really fun. Hadn’t I been busy after the weekend, I would have pounced on my other project(s), and started working on them like I was on a 48 hour deadline, from all the adrenaline pumped in my veins. I probably had more fun making it than I had playing it! So after hearing the feedback on my game, here’s my own judging of it:
When I was thinking about what my game would be like, I tried to design something that would be easy to implement, easy to learn, but challenging. It worked more or less. It was simple, but because of the time limit, I wasn’t able to make difficulty settings or levels or game modes. This, like I was afraid it would, made the game hard to balance in terms of different player skill. It works if you only play it one or two times, as it becomes “hard” pretty fast. However, once you get the hang of it, when you reach the maximum difficulty (which you will, very fast) all the challenge disappears. I myself got to over 800 points and then stopped because I was so terribly bored. Players who played it once or twice reported between 102 and 60-something, but I’m sure they would have gotten the same score as I did if they kept on playing. I was only able to face this issue by the very end, since I had been making the engine up till then, and I was pretty tired.
So that was the main issue: The game advanced too quickly in the beginning and didn’t advance enough at the end. I think it would have helped to have more than 6 characters (I found that having a lot of items really spiced it up, especially after there were more items that fingers on your hand. Besides that, about the graphics, in terms of prettiness, they are simplistic and overall look like they were made by a child, but in terms of being practical, they’re very informative and really helped the players learn and play the game without becoming confused about what’s happening (one could expect this to become an issue in a timed reflex game about a crowd barging into your home). The sounds and music are non-existent due to the deadline, but like someone noted, it’s “Better than bad sounds”. Like the same person said, “the lack of polish is obvious”. So I’d like to apologize once again for the default Game Maker message box and highscore table. It was added right at the end. It was late, I was tired and realized that I needed something like that. Sorry! But I was very happy with the initial splash screen, which was also added at the very end.
After this very long reflection on an insane weekend of game developing, I’d like to end by saying that I’ll probably be polishing and expanding this game a fair bit after the competition. Hopefully I’ll fix the difficulty issue by adding more characters/levels, add some more gameplay mechanics (restoring health), giving it audio content and polishing it a bit (at least remove the default Game Maker stuff). Maybe I’ll include it as a mini-game in the main game I’m making.
Thanks for reading, thanks for playing and thanks for the feedback!
Well, I the “engine” is nearly done. I just need to give the game difficulty progression. I’m confident that it’s going to be fun, and the design is simple enough to let me concentrate on what I have more difficulty in.
I have 4/12 characters. The was unhappy with the 5th, so I’ve decided to redraw it tomorrow. I still have no sound effects or music, and I have no idea how I’m going to come up with some, especially with over half of the graphics still not done… I guess I can record some sounds with my microphone or look for some sort of sound resource generator? As for the music, I can’t exactly compose a tune out of thin air. Any tips on these would be greatly appreciated. So here’s another screenshot (In the final version the items will only appear when their respective character starts showing up):
First time Ludum Darer here. I was born AFTER the original LoZ and never played it, so the “Take this!” meme doesn’t really mean much to me. I still decided to make a game despite that awful theme, and since there’s a category for posting, here’s some progress. Since I figured everyone in the world and their cats’ daughters would be making dungeon exploration games, I decided to just go with a Zelda theme. You’ll play as the old man in the cave, then people come in and you must give them what they need, like he gave Link the sword. Hopefully the simple gameplay will be fun and will give me time to draw something that’s more or less not too terrible (I suck at drawing). Here’s a screenshot:
I think it looks bad enough to be funny. Nothing worse than being caught in between “not bad enough, not good enough”. By the way, I use Game Maker.