Posts Tagged ‘easter-egg’
A PostMortem for Maze Explorers — or how I finally sat on my ass and completed my first computer game EVER.
Tuesday, December 27th, 2011 5:48 pmSince 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,
The Purging – Postmortem
Not much to say here
What went right:
Simple gameplay idea
Using tools i’m familiar with
Livestreaming, there was only a few people, but they were a great motivation and stress relief
What went wrong:
Making a level editor, should have added a few more features like painting an area and auto-save
Enemies programming, should have optimized this
Timelapse:
Download and rate here:
http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=2958
A Stitch In Time: Jam version completed!
So my Jam game is done. Well, mostly done.
It lacks some of the content I desired, but I spent time on making the other 3 levels to polish the game play to what I hope is a lustering shine.
This is my first bullet-hell style shmup, so take pity on me.
Try out my game right now!
Flod Embarks
My submission for LD 22 is Flod Embarks. You are a little robot with the strange name Fraxtol Flod-Pirno S’nint. You’re lonely and very cute. Somehow you ended up in a part of space that appears most lonely. But can it be true? Are you all alone out here? *sigh* You gather all your courage and board your old spaceship to explore all these thousands of sparkling planets in the hope of finding some cute friends for yourself, somewhere.
There’s not really much to the “game”, but at least it is in its own way something like a complete package… Adding more stuff, I could turn this into a real story based rpg, or procedurally generated rpg. I started very late because of various reasons, one being me not having any ideas. At some point I just started with my half idea and just embarked on this mission to find out where it will take me. With not much of a story or gameplay in mind, only the basic mechanic of flying to planets and visiting them, I tried to put a proper dose of cute into it, at least.
Dungeons of Solitude – Complete
I got done almost everything I wanted, except for music. I had to leave out a few items, but it doesn’t matter
Check it out: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=3733
I’ll post a timelapse and postmortem sometime later.
I Wanna Be the Fishy – Complete
I Wanna Be the Fishy is meant to be a somewhat rage-inducing arcade game, inspired by I Wanna Be the Boshy.
Summary: You’re a little fish, lost in the ocean, searching for his friends.
I wish I had enough time to add music, but otherwise I’m quite happy with it. Hope you like it. =)
Doot da do, da doo… I’m finished
Moving Day is finished! Play it!
Features include:
- infinite running… to the LEFT!
- pixel-perfect footsteps! (such a waste of time ^-^)
- gliding physics
- a token kitten
- You can win! (temporary ‘feature’)
This was my first Ludum Dare and I will probably be back for more! I really appreciate the motivation provided by the community and time limit. I did record a timelapse, but I’m undecided if I will post it. I’m not sure if there would be much interest in watching a noob such as I.
Things I learned in the last 48hrs:
- How to animate a run sequence
- Flash + FlashDevelop + Flixel is a very pleasant and forgiving coding environment.
- premature gameplay tweaking is about as evil as premature optimization.
Hopefully someone will enjoy Moving Day, now I’m off to play some of the other entries!
Entry ready! Except it is nothing like the plan…
At the end the game wasn’t like anything I planned. It is incomplete, except for an additional effort for the community challenge at the last minute.
All my time was used for technical things, and the gameplay was the feature that suffered. But without doubt the experience is there and I can’t wait for the next event! Now is time to prepare myself better and learn all the tools and skills needed for the next competition!
If you want to check it out, you can download the source and the techdemo through this link.

Submitted – Never Dance Alone Darryl
Just noticed everyone’s posting a little blurb about their submitted games, so here’s mine.
Well, this was quite an experience! I wasn’t able to polish off a few of the rough edges, or get the code as clean and solid as I’d have liked. But the core game-play is in place, and I’m happy with what I did get added.
Enjoy:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8308
Finished my first LD game!
Sunday, December 18th, 2011 8:32 pmI have successfully finished my very first LD game, The Last Man on Earth.
You play as the last survivor of an alien invasion, your goal is to avenge your species by clearing out an alien spaceship.
It is a pretty hard game, but please don’t get mad at me – I had no time to balance the gameplay.
The game has two endings… and a kitten.
It has been great fun, I would love to participate in the future, too.
Screenshots:
Tools:
- Visual Studio 2010
- XNA Game Studio 4.0
- Paint.NET
- Inkscape
- Bfxr
Download: http://attilahorvath.me/TheLastManOnEarth.zip
Source: http://attilahorvath.me/TheLastManOnEarth-source.zip
Game Page: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8403

Finally Done
Finally done my first Ludum Dare game. Didn’t get off too the best start, I hated the theme and couldn’t think of any ideas, then I came down with a terrible fever, so I’m happy to have finished anything at all.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7362
Looking forward to the next competion, hopefully I won’t be so under the weather.
Finally finished!
Hooray! It’s finally finished, and you can check it out here. I did put a kitten in there, but it’s hidden very well, and I don’t expect you to find it. Overall, I somewhat satisfied with it, but think I should have worked on some things a little more, especially the “plot”.
Kitten Dare Achieved!
Sunday, December 18th, 2011 4:01 pmOk, 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.
First Time Entering: Any Other IF Fans? (part 5, final)
I have submitted my final game (source is with the download).
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8682
I hope you all enjoy it!
Loot Alone – Game finished for the compo
I planned to make 5 levels, but I couldn’t continue working on the game, so here it is with 3 levels and half of the planned story. It is playable with a surprise on the end.
Entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=2465
Made with:
- Unity3D (C#, iTween)
- cfxr
- Audacity
- Garage Band
- Photoshop
Timelapse: http://www.youtube.com/watch?v=f5ItVDEzuzY
Loot Alone – Dragon, Princess and Dialogs
The time for laugher is upon us…
Yes thats right, I have submitted my entry for the Ludum Dare.
Now I’m going to hide under a rock… =P
You can check it out here
-KunoNoOni
Loot Alone – Controls and Level Structure Demo
I had planned to use 2D Toolkit to make the game, but I couldn’t go on with it because it is a commercial library and I want to take part on the Compo. For that reason, I had to do 2D manually in Unity and it took me long hours to figure how to correctly Scale the sprites, because I am too used to 2D Toolkit and it does the task for me.
Anyway, initial controls and camera logic is ready, you can play it (VERY SHORT DEMO).
CONTROLS:
- A, D: move Left and Right.
- Space: action.





















