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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    About caranha (twitter: @caranha)

    Hello! I'm a professor and AI research in some university. I do a lot of data crunching, but I have very little experience in UI and game programming. I've tried to be a hobbyst game programmer for a while, but my efforts have always fallen to the side.

    I love the tight deadline given by LD48, and I "met" some quite awesome people here. I try to give back to the community by reviewing as many games as possible. Feel free to plug your game to me, I'll be happy to give it a serious go!

    There are my former entries to LD:

    LD 25 - Namcap - You are the ghosts, chasing packman! The controls and AI could use some love, but this was one of my best entries up to this point. Don't forget the mantra: Keep It Simple, Stupid!

    LD 24 - Cat Breeders - A pet shop management "simulation". I got too wild with the detailed genetic mechanics, and the game interface ended up pretty much terrible.

    LD 23 - The Underground Court - Top down action: capture food and flee from cats! My plans for this entry were a bit too large and I got bogged down. At least it has music.

    LD 23 Warmup - AWESOME SPACE SHOOTER - A very quick warmup game done in one afternoon.

    LD 22 - Maze Explorers - My first entry, and I still consider it my best one. A simple but effective maze solving game.

    Feel free to contact me via twitter or through my blog.

    Entries

     
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    caranha's Trophies

    Archive for the ‘LD #22’ Category

    Rate ALL the things — Final!

    Posted by (twitter: @caranha)
    Tuesday, January 3rd, 2012 9:56 am

    Or should I say, rate 25% of all the things?

    The last two days I’ve been trudging through the list of least rated games, rating and giving feedback as often as possible. More often than not, though, I had to go through dozens of “engine tests”. PROTIP: If you can’t dedicate the whole weekend for the LD48 because of family events, girl/boyfriends, finals, broken toenails, kittens; there will always be another one! Please think of the reviewers as well :-P

    I did find a few gems, like:


    A Realization (in 13 acts) — A puzzle platformer. Feels very finished, with great mood provided by very appropriate music, background and effects. The progression of level design and backdrops takes you through an engaging story. I can’t believe this game has only been rated 10 times: give it a try!


    And with this, I reach the 25% milestone. I’ve played some amazing games in these days (see my previous posts) and was surprised by how much can be done in just 48 hours.

    As a self reward, I’ll go rate some of the popular games and those suggested by others here. I guess I can’t stop :-P

    Drop a comment below if you want me to take a look at your game. I promise to give you some constructive criticism.

    Rate ALL the things — Part 6!

    Posted by (twitter: @caranha)
    Wednesday, December 28th, 2011 8:52 am

    After a healthy break over the weekend, it is time to rate a few more games. This time I’m highlighting games with low number of votes, but bring something interesting to the table. Go rate them!


    Alone .. Developer — I’m glad someone had this idea and actually went through and made it happen! This is a game about controlling a lone programmer as he tries to make a game in 48 hours. Sounds familiar? You have to manage his food/stamina/productivity levels through a wholly unhealthy sleep cycle. The bad endings are hilariously extreme. Unfortunately, the game does not have a good ending.

    Diggy Dig — This is a very cute game about a naked dwarf miner. You dig away the dirt with your mouse, and try to grab the treasure. Beware not to paint yourself into a corner! I like games with novel mechanics like this one. But you also can’t win this one yet. Also: kitten power!

    Alone with Zzzobmies! — This was the first LD22 game that made me actually scared! Great mood, even though problems with collision detection make the game a bit frustrating. Kill those creepy zombies with bricks! Oh, and this game DOES have an ending.

    Squido does not like being alone — An addictive arcade, you have to control squido as he tries to make friends… unfortunately, sharks and zoidberg will kill your friends all the time, and you have to make MORE friends. Maybe a bit on the tragic side, but a very fun game — how many squid friends can you keep at the same time?

    Alone in the Clouds — A very beautiful puzzle platform. You have to go to the end of the stage by managing your limited “superjumps”. In normal mode you can recharge your superjumps infinitely. In hardcore you can’t, and things get really difficult. Beautiful background and transitions + robot in a balloon. There is an ending, and a side door near the end that I didn’t manage to open.


    Rating and commenting on every game is hard work. My hats off to those who have already rated more than 30% of the games! At my current rate, I don’t think I can make the 25% treshold, but I hope the devs enjoy my commentaries to their games. If you liked this review, make sure to check my journal for a few more.

    Happy new year everyone!

    A PostMortem for Maze Explorers — or how I finally sat on my ass and completed my first computer game EVER.

    Posted by (twitter: @caranha)
    Tuesday, December 27th, 2011 5:48 pm

    Since the weekend forced me to take a break on my review series, I have decided to take this chance to sit back and think about how the LD22 weekend worked out for me.

    Maze Explorers
    was not the first time that I tried to make a computer game, but it was the first time I managed to ¨complete¨ my effort. I can thank the 48 hour deadline for that. I feel that after completing this LD, something clicked on me, and game making is not something as mysterious and arcane as I thought it was. I hope this means I can turn my ideas into real games more often in the future.

    Now for the obligatory ¨what worked¨ and ¨what did not work¨ lists:

    What Worked

    • Having friends test my prototypes mid game: I had some very awesome friends test my prototypes as I submitted them, and provide me feedback. Some of the most important suggestions included: A highscore feature, zooming in the game area when the light radius was limited, and making sure my tiles were colorblind friendly (<3 colorblind friends).
    • Having a Ludum Dare ¨partner¨: In terms of motivation, I was lucky to have entered the LD with a friend of mine. We were constantly IM´ing each other, talking about bugs and landmarks, and just ranting. It gave me a sense of duty — he was putting effort on it, so I´d better put some effort too! I´m sure I would have procrastinated a LOT if not for him.
    • Deciding my theme/game design quickly: After the theme was announced, I sat on my sofa and did not leave until I had the complete game on my head. I found a kinda interesting, not too ambitious idea. Years of programming/Dungeon Mastering helped me keep the scope of my game reined in. I managed to complete about 90% of the planned features for my game, and even to sneak a few more in. Even when it looked like a stupid idea, I stuck to my guns and kept going on.
    • Familiarity with the Language/Environment: I have been working with Java and Eclipse for a few years (although only in the realm of scientific computing), and even though I did learn a new thing or two, this familiarity helped a lot.

    Thanks for reading so far! I hid the kitten easter egg pretty well, so here is a hint: there is one control key in the game that apparently is not useful for anything. You need that key to find the easter egg!

    What did not work

    • Unfamiliarity with Game Programming: This goes without saying, but I spent too much time figuring out things like “which class I should store my resources in”, “where to call transitions”, “how to properly program my tile engine”, etc. I was reinventing the wheel way too many times.
    • Unfamiliarity with the game library: Related to the previous one, even though slick2D is a pretty simple and straightforward library, I think I spend the majority of my time peering through its class documentation. Finding out how to change the size/color of a font was a pain. Luckly, this means that next LD I should have more time to spend on the game itself.
    • Making Levels: A large part of the theme tie-in in my game depended on level design. Levels should have at least two solutions — an “alone” solution and a “with company” solution. Unfortunately this means that designing levels took quite a while for me, and I only managed to complete 5 levels before the deadline. Fortunately, having the player try for the best score increased playability a bit beyond just beating the 5 levels.
    • Sound: Sound and Music were always my weak point. I know nothing about sound terminology and technical aspects, and I wouldn’t even know where to begin to try and make some music for my game. sfxr helped me a bit with the sound effects, but I ended up botching the synth voice effects: its volume is too low, and either you can’t hear them, or the stepping sound effect gets too annoyingly high. I need to practice this a bit before the next LD. Suggestions for programs to make music out of thin air appreciated.
    • Environment: My environment was far from optimal. I didn’t get enough good food, and ended up eating too much junk food (I had enough water, though). Also, even though I divided my 4 virtual desktops well (net/docs/programming/resource-terminals), a second display was sorely missed.

    What now? There are many things that I didn’t manage to finish in my game: Transitions, a few more levels, music, something to fill the bottom of the screen, background screens. There are also some things that the reviewers (thanks!) asked for: better sounds, not getting stuck with a companion on your back (thinking about it, we don’t really need this for the game to be hard).

    I might make a post-compo version with the above, for the sake of completeness. On the other hand, I might keep the game as is, for archiving sake, and move on with trying to make some new games to get more practice with the gaming library and with game coding in general.

    Thanks for reading, and make sure to try out Maze Explorers and tell me what you think about it :-)

    Cheers,

    Rate ALL the things — Part 5!

    Posted by (twitter: @caranha)
    Friday, December 23rd, 2011 2:59 pm

    I’ve broken the barrier of 10% of the all games played. Yay!

    That said, today was a bit slower than the other days. I have to take a plane to visit my family this weekend, so preparations for that means less games played :-( . Even then, people in the irc and comments pointed me to some really amazing games. The picks for today are:


    Spawn — You are a creature, alone in the ocean. You can create more life as you get nutrients in the environment. Your creations will vary based on the type and order of the nutrients acquired. And that is it. Although the premise is simple, the execution is well made, with relaxing graphics and sounds, and an interesting variety of creatures. Not as much a game as a toy box, but I spent a lot of time seeing what was the next creature that would pop out.

    Arzea — A very well polished action platformer. Graphics and sounds work well together. The game is extremely fun to play — I had a lot of difficulty putting it down to rate other games :-P . Levels have a nice challenge to them, although the spawn rates are a bit high at the moment.

    Blind — A maze solver with a unique mechanic: You can’t see the maze! You navigate using sonar, that will warn you of walls (or, in this case, of corridors). This makes for a hellishly difficult game, but worth trying out for the novelty.

    Comfort zone — Another maze solver with a unique mechanic, but this one is a bit more complicated to describe. Your interactions with the different objects in the maze will alter your speed and your ability to move through obstacles. The mechanics allow a lot of room for interesting maze design, and the controls are very slick.


    I hope that you are enjoying these reviews :-) If you want more, check my journal for my previous posts on this series. And if you want me to take a look at your game, feel free to drop a comment! I try to give suggestions/report bugs on all games that I play.

    Fun holidays for all, and check next week for more reviews!

    Rate ALL the things — Part 4!

    Posted by (twitter: @caranha)
    Thursday, December 22nd, 2011 9:08 pm

    The RNG is my friend, and he is rewarding my rating efforts! The games I rated and commented today were so good that I had some real difficulty choosing which 5 games to highlight. I ended up choosing the games with the highest degree of polish in the list. One of the picks only had 5 rates so far!

    Without further ado, here are the reviews I want to share with you tonight.


    Alone in a Cave — A turn-based puzzle game, you have to take your character through maze rooms while avoiding robots and picking up items. The graphics and sounds were well though out and fit well together, and the game is generally well finished, with animations, transitions, good controls (minus keyboard controls), etc. The challenge is another high point.

    Blue Moon — A fantastic puzzle platformer. The main mechanic of the game is quite innovative: you can spend your life force to activate mechanisms, or drain the energy of mechanisms to replenish your life. Animations and story are also quite well developed. The game is initially quite challenging, but suddenly gets trivial. Even then, it is a well polished game definitely worth playing.

    Split Party — This game is the king of polish so far. I wouldn’t be surprised to see a game like this come out of a DS cartridge. Sounds, controls, graphics, everything fits well together in one tight package. Everything is actually dead simple, but I say this is a testament to controlling the scope of your game. The only downside is that to win this game you must be a heartless bastard who makes cute boxes cry.

    Solus — A beautiful side-scrolling shooter. The mood of this game is palpable, and everything was built around it. Even the kittens hidden in the game don’t break its aesthetics. It is not so difficult since you don’t return to the beginning when dying, but it has a very engaging boss battle.

    She Loves You — A 3D Action/Puzzle game. A very creepy game. This game is not as finished as the previous ones, since it still lacks things such as intro and ending screens, but it is worth the pick for its uniqueness alone. The model for the girl in the game and the maze design are very good.


    That is it for tonight! Check out my journal if you want to see the picks from my previous days, and feel free to plug your game in the comments! I’ll make sure to give it a fair shake and offer some suggestions for improvement. A shout out to THE HUG MONSTER who is also making a series of reviews in his journal. (-o^_^)/\(^_^o-)

    See you tomorrow!

    Rate ALL the things — Part 3!

    Posted by (twitter: @caranha)
    Wednesday, December 21st, 2011 10:04 pm

    I’m in ur base, rating ur gamez!

    This is the third in a series of posts that I have begun Monday. Every night, I try to rate as many games as I can, leaving each game a constructive message. I pick 5 of the games I played that night, and highlight them on a post. This has been loads of fun, and I have already found quite a few surprises. Although I’m not sure I can go through all 1000 games before the end of the voting period is done. So feel free to ask me to rate your game in the comments!

    My picks for today are:

    AB-Alone — Thanks Sonnybone for suggesting this game to me. This is an adventure/puzzle game with a very good difficulty balance. You will die a few times trying to figure out what to do, but you won’t feel hopelessly lost. There is some nice humor in the game, and the puzzle is nice too. The graphics are a bit weird, but all in all, a game worth playing.

    Robotic Friend — A nice platformer — it has some rough spots in the beginning, like a badly placed intro screen, and no command sheet, but the map is extense without feeling too big, and the author made some nice decisions regarding the effect of water in the player.

    Alone – WITS — The game is still quite rough, but it deserves praise for the unique gameplay and controls. The goal is to keep the “enemy” alone by moving the dots that you control away from it. With a bit of graphical and sound tweaking, it could be a game worthy of Orisinal.

    Alone in the Rain — The most hilarious game I have played in LD so far. Better played when drunk. I won’t spoil the surprise for you. Just click play. Don’t read comments. Don’t watch screenshots. Just play this already!

    Lloyd’s Tale — A platformer with challenging, but not frustrating, levels. The controls are very responsive, there is a variety of obstacles, and the authors even hid an Easter egg in the game (not kittens, unfortunately). Quite fun, worth a play.

    If you want to check my previous picks:
    Rate ALL the things! Part 2
    Rate ALL the things!

    See you tomorrow!

    Rate ALL the things — Part 2!

    Posted by (twitter: @caranha)
    Tuesday, December 20th, 2011 5:00 pm

    Another night well spent playing some great LD48 games!

    I found some real gems tonight, and I want to share them with you. Also, if you make a rate/review post, make sure to tag it accordingly (with rate/review or something) so that other people can find it. I would love to know what games people are enjoying out there.

    Anyway, the highlights for tonight go to:

    The Love Letter — Out of every 10 games in LD22, 4.5 used a lone hero and called it a day (nothing wrong with that). Another 4.5 decided that “alone” means “I hate the world” and made an brooding, boring game. And then we have this game. You received a love letter, and you want to read it. But your classmates won’t let you alone, so you need to get away from them just enough to read the letter. Such a fantastic, and yet simple idea! The execution is also very good, even if the game is not finished (you can’t win yet).

    Colorless Hope — A well polished platformer. Cute graphics, lots of hidden goodies, and smooth gameplay. You can feel the love that was poured in making this game :-)

    The Darkness You Wander Alone — Another platformer. This time the author aimed for a retro feel, and I think he was quite successful. Also, the game was devilishly hard, but in a way that made me want to take on the challenge, not put the game down. Worth it for the nostalgia value.

    VOXTERIUM — Amazing. Fun. Addictive. Creative. A shoot-em up, where there is only one enemy, a growing virus, and you move around it. This is a take on the shooter concept that I haven’t seen yet, and I think this has a lot of potential. Also, kitten power-up.

    Screaming — This game is not quite there yet, but it has a couple of features that I found interesting. A zombie apocalypse platformer, but you can type, and words appear above your head. If you “talk” near a zombie, it will try to mimic you. Also, sometimes you can talk to the mysterious entity that is following you. I think there is some untapped potential here.

    I hope you liked my picks for today! Stay tuned for another selection tomorrow! :-)

    Rate ALL the things!

    Posted by (twitter: @caranha)
    Monday, December 19th, 2011 8:25 pm

    What is better almost as good as making a game all by yourself, from scratch, in 48 hours? Why, receiving feedback on your creation! :-)

    So I took the time to rate a bunch of games. I tried my best to offer meaningful comments and suggestions to all the games that the “rate” button put in front of me :-)

    Here are some of the best games that I played tonight:

    Courage Quest – A very well polished game, a platformer with multiple mechanically varied quests. Nice animations, graphics and sounds.

    The End – A neat game with solid controls and a very spooky and well executed mood.

    Alone in all Elona – While this game is not very polished at all, it deserves a mention because of its unique and very fun mechanical premise. I liked playing with it, and would play more if the author takes the time to cut the rough edges from the game.

    SleepWalker – This game’s text is simply hilarious.

    Void – A very, very beautiful game. Just note that the signs don’t kill you, they indicate the end of the stage :-P

    See you tomorrow with more game highlights!

    When all is said and done,

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 8:23 pm

    I managed to complete the Ludum Dare! :-) Amazing!

    Maze Explorers!

    I didn´t quite know what to expect when I decided to join this LD, two weeks ago. I had never made a game from start to finish. But the time limit pressure, and watching other people do the same thing as me gave me a lot of motivation.

    Also, I learned a LOT. In my job I have to make java programs to solve optimization problems, and they never involve things such as states, interfaces, resource management, etc. If nothing else, Ludum dare was worth it just for the learning experience alone.

    That said, I´m actually rather proud of the game I´ve submitted. Granted, there are a lot of planned things that are missing (just note the huge blank space in the bottom of the playing area). But it went much much farther that I would have guessed. It has half-decent old school graphics! It is multi-platform! It has levels! And I can even add more levels easily in the future.

    So, to celebrate, here is the obligatory time lapse. Sorry for the lack of sound!

    A shout to MME, who did the dare in parallel with me. We shared a lot of ideas, questions and lols in these 48 hours.

    And make sure you find the secret kitten in the game!

    Kitten Dare Achieved!

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 4:01 pm

    Ok, I have managed to complete the Kitten Challenge! Good luck trying to find it in my game :3. It is there, I promise! Dont give up!

    Now three more hours before submitting… I wish I could have finished the transitions, but I think that will not happen this time. I will probably spend this time improving the character sprites and maybe adding a few extra levels.

    Nyan! Nyan!

    To Scale or not To Scale?

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 7:30 am

    The game is about a maze. You can get an ability that will let you see more of the maze at once (think ¨light¨ or ¨binoculars¨).

    At first, I just rendered the cells that you could see, and kept the others dark.

    One of my friends thought that the play area was too small, and suggested that when your sight range is small, I should zoom in.

    I did a quick implementation of it. It looks clearer, but because the scaling was not perfect, there were some nasty lines in the zoomed in version…

    To scale or not to scale? That is the question (If I had the time, maybe I would just create bigger sprites and scale DOWN instead of scaling UP).

    Difference between the ¨Scale¨ and ¨Not Scale¨ approach

    EDIT: Thanks to Jack, now I have scaling AND smooth tiles :-)

    HELP! (Slick2D)

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 5:44 am

    So I´m trying to pretty up my game, but I can´t get Slick2D to render fronts using the UnicodeFont class. (So I can´t use some of the fancier functions from that class)

    using the Graphics Class, I manage to:

    g.Drawstring(¨foo¨,x,y);

    But when I do:

    UnicodeFont font = new Unicodefont(new Font(fontname, Font.Plain,20);
    font.draw(x,y,¨foo);

    Nothing happens.

    I have tried to add a font effect to UnicodeFont, but it is still not displaying :-(

    Halp, please?

    EDIT: Thanks for all the help! It turns out that I have to font.loadGlyphs() at every render cycle to get my font to display.

    It is a game! :-)

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 3:46 am

    I have updated Maze Explorers with three actual levels! So now you can beat the game or lose! It was really fun creating the mazes, and not as bad to make the maze files by hand as I feared. Even squashed a couple of bugs.

    Now I need to make the game prettier. A friend of mine told me that the game screen was too small, and maybe it kinda is :-/ I´ll try adding a zoom effect when your light level is low.

    Anyway, please play and let me know how hard you found the mazes (you want easier mazes? harder mazes? more mazes like these?)

    Maze Explorers!

    Time to write some levels.

    Posted by (twitter: @caranha)
    Sunday, December 18th, 2011 1:01 am

    After a short night of sleep, time to write some levels to my game. I´m a little afraid that I may have made the game too hard, and that only luck will carry you through without dying at least once.

    But if I think again, not that this is a bad thing, is it?

    Or maybe it is the day two blues of not believing in your own creation…

    Well, time for coffee and graph paper.

    Done for the first day! :-D

    Posted by (twitter: @caranha)
    Saturday, December 17th, 2011 7:11 pm

    My game after 24hrs! :-)

    After 24hs, I managed to mostly complete my game engine. There are a few features missing, but I got all the mechanisms that I need to make my game:

    • Controls are all in.
    • Victory and Defeat conditions are in.
    • Level Selection and Unlocking are in.
    • Reading levels from text files is in.
    • Placeholder graphics and animations are in.

    This means that tomorrow I can mostly concentrate on adding levels to make the game fun/challenging, and adding bells and whistles like images and sounds. I feel hopeful that, for someone who has never made a video game before, I will not embarrass myself :-)

    My code, on the other had, is a complete mess. Hardcoded stuff all around, hacks to make the player and the world talk to each other. Very few comments. Objects and world tiles mashed together. Ugh Ugh. I must say that these first 24hrs of LD were great for me to learn some lessons in programming.

    Anyway, here is the game. There is no content, but you can get a feel of how it works. You are an explorer, who has to find your way out of mazes. You can do it by yourself, or help people stuck in the maze. Some of them will give you powers, but they will also get in your way, and eat your food. Sometimes it is better to go alone…

    Maze Explorers!

    PS: If anyone could give me some hints of what exactly I should put in my manifest to make java skip all (or some) of those nasty warnings, I would be very very happy :-)

    15 hours in, and I got this, hmmm :-P

    Posted by (twitter: @caranha)
    Saturday, December 17th, 2011 10:17 am

    Maze Explorers! V0.2

    So I have improved on my prototype a little bit. You can change the size of the conga line by adding and removing friends. You can change the light level of the cave around you. Food is counted, and the more friends you have around, more food you spend. Friends and Walls block your path. The game loads the map from a text file inside the jar (not sure this was a good idea).

    It is far from a ¨game¨, but it is shaping up — this is fun!

    Now to add goals, maze events, your powers. I´m not sure I´ll have time to polish up the graphics and make a decent opening screen, but for a first time game project, with a library I never used before, I getting quite happy with the result!

    Oh, and this! :-D

    All Bow Before the Mighty Conga Line! :-D

    Posted by (twitter: @caranha)
    Saturday, December 17th, 2011 6:06 am

    After spending almost one hour fighting with java and jnlp´s, I managed to get my prototype from last night running!

    Now, it is still not perfect, java will ask you if you trust me, if you trust slick, if you trust lwjgl, if you trust your mother… And one of my testers told me that he had to answer ¨no¨ to one of these questions or java would give the ¨trying to run signed content with sandboxed content¨ error :-/

    But it runs, just try!

    And if anyone would know how I can solve java´s trust issues, that would be greatly appreciated!

    Maze Explorers!

    Now back to making the game :-)

    EDIT: fixed the php hack and added a proper .htaccess file

    Posted by (twitter: @caranha)
    Friday, December 16th, 2011 11:20 pm

    After a few hours of work, I managed to do:

    • A very basic tile map
    • A character that moves around that tile map
    • Other characters following him in a conga line
    • Variable line-of-sight

    Time to get some sleep :-)

    Tomorrow I will try to package this, and begin map interactions (walls, etc)

    Some progress!

    The characters walk in a conga line, and there is a range for light!

    Yay!

    Game Defined! :-D

    Posted by (twitter: @caranha)
    Friday, December 16th, 2011 7:55 pm

    I think I just thought of a game that fits the theme, is not too ambitious, and can be quite fun.

    Mazes.

    The idea is to make a simple maze navigation game. You can traverse the maze alone, or you can get the help of some friends. Those friends give you some abilities, but they also 1- get in your way while you move, 2- reduce the time you have to solve the maze (eat your food!).

    Ideally, I can make some levels where there is more than one way to solve it – going alone or ¨asking¨ for help.

    I already defined the main types of obstacles (walls, pits, rocks and a few others) and the main types of friends, so I guess I can begin prototyping the game.

    Not sure if I start now, while I´m excited, or I try to sleep :-)

    Someone else in a post below mentioned ¨hourly posts¨, that sounds like a good idea.

    Thinking about the Theme

    Posted by (twitter: @caranha)
    Friday, December 16th, 2011 7:20 pm

    ¨Alone¨ is not exactly an easy theme… I´ll spend the first hour or two thinking up the game… maybe washing the dishes and thinking while I do this.

    A quick idea that I had was some sort of shooter or dungeon crawler, where your ¨hitpoints¨ and ¨abilities¨ are defined by the companions that you grab along the way.

    When your group is large, you have more options to act, and you can survive more dangerous stuff.

    But if you have many people with you, maybe you can´t fit through certain openings in the game area, or you are an easier target…

    I´ll keep thinking for a while.


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