Posts Tagged ‘game’
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.
It’s going to be a kick-ass casual strategy game for iOS, Android and PC.
We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!
Shameless promotion over
I’ve said it again: I love LD and want to keep doing it till I die.
I did it! I finally did October Challenge!
Play Ping Pong live with your friends right on your phone with TapPong!
TapPong is a fun 2-player table tennis game in which each player can swing his paddle by tapping on the screen. Each player’s goal is not to miss the ball, if he did miss the ball the other player gets one point.
In order to start playing tap the screen once to serve the ball and tap again to swing the paddle.
*** Even more fun when playing on a tablet! ***
Exotic musics and sounds by Omri Lahav.
It was a really fun challenge and I finally I understand the whole process of making an applicatio\game from scratch and taking it to the market (more to come ). I made the game using HaXe and OpenFL which made my life really easy, and the graphics were made using Inkscape.
Only the last and important part of the challenge is remaining… making some $$$
So, recently I got bored and got an idea of creating a new game. First idea: MMO. Then “well, I’ll need to write both server and client and deal with networking stuff”. Goes out.
Second idea: make something small. And, after an hour here’s it:
HP and MP are hardcoded and unchangable, but hey, that’s alpha
Then decided to move forward. Already got mapping stuff (currently hardcoded table of integers, to be replaced with files), working walls (with deleted ghost-mode :] ) and with some nice green grass. Doesn’t it look beautiful?
Hey, this is my first game without using Game Maker or any other stuff, don’t blame me
It’s confirmed to be working on Debian, Cygwin and WinXP. Tested it through SSH on my phone, too :
If you feel interested, have a look into sources hosted on my GitHub. You’re welcome to drop your hates below, too!
PS: Maybe it’ll go for next 48h, who knows..
We, Dixum has decided to join the October challenge. As we are a new game dev company we see great potential in this opportunity. We are at the moment two persons at the company, me and my friend. I have participated in Ludum Dare challenges many times and I really love it.
so, LD27 is about to End (with capital “E”), and I think it is a right time for a post mortem. so…
ibis_ibis – art lead
caryoscelus – art, music, additional programming
lonely – art
kibertoad – lead programming
spirulence - additional programming
pencil – game design, project lead
we speculated about the theme of LD27 the night before the jam. “10 seconds” was far ahead of all over themes, so we discussed, what we can do with it. first of all, we discarded all concepts, where you have to collect/shoot-up as many as possible in 10 seconds. with that the idea of “you pick something, you get additional 10 seconds” was discarded as well. I came up with this fight situation, where you sort of get “bullet-time” to analyze the enemy and plan your moves. in my head it should have been both intuitive and tactical and keep the player under the pressure – like a real fight. and when the jam started and the theme was “10 seconds” we were prepared. kinda…
UPs and DOWNs:
+ art. I think our incredibly awesome artists made a pretty nice job. unfortunately some of it did not make it into the game.
+ music and voiceover. eternal gratitude to ibis_ibis for her angel’s voice ^_^
+ gameplay. it seems to me that we almost accomplished what we intended: tactics+intuition. despite the fact, that we argued about 500 hours about how the game should look like and be played. more of gameplay in DOWNs.
+ story. in my opinion, it is nice even for a short/simple game to have a story. our story has two endings! (not counting “you die” ending)
- gameplay (yet again)… let’s take it step by step:
- overwhelming variety of actions. we simply did not have enough time to make it right: leveling/unlockable moves, so we just threw everything in right from the start.
- perks. post-jam version has them, jam – does not. yet again – the dreaded Time (with capital “T”).
- no detailed tutorial or in-game help. see the “T’ cause >_<
- to sum up: it happens to be intuition > tactics, but it is not that bad. or is it..?
all in all, it was my first time as a lead and I naively hope, that I did not terribly fail *_*
enjoy the game, feedback of any kind is always highly appreciated, thanks for reading.
For several reasons we have some framerate problems because browser, OS and computer. So if you want to help us play the test version normally (and rate the game). Do not forget : you have to tap Ctrl or Alt to move faster (not keep this key in press).
• If the game seems slow, pressing F and copy the message that appears (FPS and CPU usage) and send us by email (firstname.lastname@example.org) with the info of your setup configuration (Browser / OS / CPU / Ram).
• If everything seems to work correctly, please send us an email (iterative email@example.com) with your configuration (Browser / OS / CPU / RAM).
Thank you very much for your help, any comment will be appreciated too.
We released our game ‘Mr. Moore’s Last Seconds‘ here on Ludum Dare as our entry for the 72 hour jam. This game was made from scratch with no used or re-used assets. The interesting thing is, that we actually posted the game on NewGrounds, you know, just to see what the community over there would think. The creator of ‘Clockwork Cat’, ‘Captain Jack’, ‘Pull The Wire’ and more also did the same. They got the same result! I don’t know about those guys, but I’m overjoyed that our game got Front-Page on NewGrounds. Also, when we thought it couldn’t get any more awesome, Adobe decided to announce it as the ‘Gaming Rocks Pick of the Week’. The game has ~25,500 as of this post, and for us, that’s a huge achievement.
We created a small team called ‘Hexaton Games‘, and we would really appreciate it if you followed us on either Facebook(link) or Twitter(link)! If you have played the game, and you like it, the you would be doing us a huge favour by supporting us and getting the games OST for only $1 (link). We really do hope to make some more awesome games for you guys.
Anyway, I guess the main purpose of this post is to encourage the Ludum Dare developers to post the game on NewGrounds, try and get a little attention from it. I mean, you deserve it, you made a game in 72 hours, and you should all be damn proud of yourselves no matter how big or how small it was. You actually made a game. If you didn’t, or you didn’t finish in time, just try making your ideas a little smaller until you know you can develop them. We personally can not wait for the next Ludum Dare!
You can play the game at NewGrounds HERE!
Joey (Hexaton Games)
To give you some background information first, I am a researcher working at “Technische Universität Darmstadt” in the field of Serious Games with a strong interest in games in general. After talking about it a few times with my colleagues, I decided that it was time to take part in a Game Jam myself two months ago. Because I found the idea of having other participants around in order to exchange ideas intriguing, I asked my supervisors if we could organize a local event at our building and invite some of our students as well. Thankfully they supported this idea, so this postmortem will take a look at two different aspects – organizing a local event in an university context and making our first jam game simultaneously. Spoilers: In the end everyone agreed that this won’t be our last jam. (more…)
Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!
We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!
Chicken Snatch is my second LD entry. I made run run amoeba last year, skipped a couple LDs and now a year later my LD rash was itching!
What was different this year? I was ready! I knew to dream big and focus little. I knew to stock up on things like coffee, deodorant and granola bars. I knew that having no friction in a platform game kinda sucked.
What else was different? It seemed like the whole universe was trying to stop me or tell me to start a country music jam instead. My car’s engine blew immediately after 1300$ of repairs and my hardrive went on my main dev box!!
Lets get to the good stuff..
So I log into IRC and what happens as soon as I log in?
BAM theme in your face! 10 seconds?! why does space never win???
So I high tail it with my artist and Q.A. girlfriend to the coffee shop with the same notepad from last year.
We drink coffee/tea, we talk, we drink, we talk… it comes down to a traffic light administration simulator OR a fox and chicken platformer. hint: this post is not called traffic (game)jam – the inside coupe ~ I just made that up!
Our system is pretty good. I do all the sprite/tile/design/code and she does the fine art, concept art, story boards and QA testing as I update builds. We use trello https://trello.com/b/mLVA6FOS/chicken-snatch to keep organized slightly and she reports bugs and updates stuff on there.
We stay up until 4am and have a rough prototype we release to our friends online
Sunday I wake up super early, finish the tilesets and add a dog.
We break, run some errands that are totally FAIL (more on that later) and then come back and finish the game up. I crank music and design the level and she finishes the congratulation artwork.
So lets postmortem a little
What went well?
- I used a framework and code base I’m real experienced in so there were not many bugs
- The game controls felt good and the game play concept was really fun from the beginning
- The Art created for the title and end level screens was beautiful
- My friend in Florida hooked me up with music I requested on time
- The game actually worked in IE9+
- I was able to make the game freshly installing Linux mint wiping my entire system
- people helped me. On twitter, on steam on irc and everything in between. suggestions, code problems, you name it. Community is good, ludum dare community is amazing. seriously go buy some coffee and pretend I did it thanking you.
- using trello to work on things https://trello.com/b/mLVA6FOS/chicken-snatch
What did not go well..
- So remember I dropped windows? well I needed visual studio to change the mime support on my hosts web.config for ogg support for html5 audio… I ended up switching my host to Linux which left the public site down for a few hours and I had no public QA from the friends
- I didn’t implement the ending level screen until really late Sunday night and it introduced a bug… the player kept re-spawning and exploding AFTER you beat the game. BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox. I had to work in a few hours and here is this omgAWEFUL bug staring me in the face..
- I added some lighting effects as seen above in the dog image.. they just did not work. I wanted the game to have a night feel but the lighting just made it look weird and took away the retro coin-op feel I was going for.
- Sunday I left for 3 hours to go look at a truck I was going to buy at a dealership AND IT DIDN’T START… SERIOUSLY?!!? I called ahead and said I was coming a day in advance and the damn thing doesn’t start when I get there… WOW I could be working on my game instead of wasting my time in Chardon, OH with a truck I can’t even test drive… (I’m still mad about this).
- Firefox hates audio. I don’t know why but I just am done messing with Firefox and it’s problem with my .ogg sounds.
- Everyone is making awesome gifs on their blog posts and I can’t seem to find a way to do this without some dumb website stamp. (I don’t own photoshop CS)
- If you do beat the game then it will ask you to press space to replay. this actually reloads the page because I was having a major issue removing the existing entities from the game. the chicken counter would double (based on how many chicken entities are in existent). and the player wouldn’t reload properly.
- I ran out of time as usual so I didn’t……
- tweak the jumping from a press once to a press and hold. This prevents players from using skilled jumps and releasing to have more control.
- have time to make a fox cutout appear in when you enter the fox hole. This would have added more to the play and experience.
- fix a bug that if you die jumping, you will respawn with the same velocity you die with. It’s kinda fun but will piss you off in a speed run.
- get Firefox working.. but I didn’t have time to mess with the audio. stick with chrome or safari for optimal experience please.
- make the fox drop the chicken on death instead of respawning with it in it’s mouth.
- get the game on kongregate
- get the game on newgrounds
- get the game everywhere I could get the game
- Linux mint (dev OS) apache2, php http://cinnamon.linuxmint.com/ OS
- ImpactJS http://impactjs.com/ - game framework
- Impact++ http://collinhover.github.io/impactplusplus/ - extends game framework and removes a LOT of boilerplate writing
- Gimp http://www.gimp.org/ - this is what I paint tiles with
- Wine/Graphics Gale http://www.winehq.org/ | http://www.humanbalance.net/gale/us/ - Old habits die hard. I love gale for spriting.
- Sublime Text 2 http://www.sublimetext.com/2 the editor that will change your life
- SFXR http://www.drpetter.se/project_sfxr.html I love this thing
- Audacity http://audacity.sourceforge.net/ Because html5 is a standard… (joke ha ha)
- Mikey uses his own software for the awesome beats. you can contact him here: https://twitter.com/MikeyGTweeting
- Trillian uses her own art programs for the main screen it was gimp or CS4 probably. ask questions on the game page and I will get answers.
A Very Special Thanks to:
- My first fan Matt Tippens @matt_tippins
- @i8bugs one of my best friends far away
- @collinhover I can’t thank you enough for what you do for the impact community and my games
- @Orlai for never holding back
- 507th Aristoi aka mochnant Good ideas are hard to find
- @bryan_on_rails thanks for letting me spam you all weekend
- John Zeller, Sorry I blue screened you, switch to linux
So anyway this was a blast and I did like 10 times better than last year!
Please join today on my stream now.
It’s time to play your LD games live or request to play other LD games.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Please join me today on my stream around 6 pm PST (-8 GMT) on 8/27/2013 (about seven hours from now).
I will play your Ludum Dare game or one requested, just as I did during previous relax streams.
So we finished our Second Ludum Dare! It feels great
Boy was this one FRUSTRATING
But we learned SO much……
-POST – MORTEM-
First the things that went WRONG
-1. LIMIT THE AMOUNT OF BETA SOFTWARE USED-
Heres the first thing I did wrong. I am running on a OS 10.9 beta. I am writing my code in Xcode 5 beta
Besides all of the crashing, one night I hit a total dead end bug in Xcode where I could not distribute my app. I almost QUIT the dare.
-2. MAKE SURE IF YOUR STREAMING/TIME LAPSING THAT ITS SET UP AND WORKING BEFORE THE JAM-
I spent too long trying to make sure my stream was exactly the right way, plus because of rule 1, it kept crashing, total productivity bust
-3. PREPARE YOUR TOOLS/CODE BASE/LIBRARIES BEFORE THE JAM-
This jam I switched over to SDL for the first time. I hit so many little snags that were simply because SDL works different, a number of times my productivity stopped was because SDL would be handling Floats as Integers, and leaking memory when it renders text, or flat out dropping sound because of an extra curly bracket.
Things that went RIGHT!
-1. Work with friends-
Luckily I had the support from two close friends of mine. Both of which worked with me in the previous jam, but had dedicated time this jam to help. Having three people working on the game felt nearly perfect. The conversations were always motivating and productive. Also having two other people critique your code/sound/music/art is always great. A number of times Id find myself implementing something , and because of lack of sleep/reality/food one of my friends would remind me that what I did looks or sounds RIDICULOUS
-2.Have a Plan-
My friends and I prepared better for this jam. Last jam we did not realize the theme was announced so soon, so we scrambled after work to get together. Not this time, we were together as soon as the theme was announced and spent a good 3 hours whipping up ideas. I have a HUMONGOUS white board that worked so well in capturing and reducing our ideas to the very best ones. We could then get down to work, and glance at the checklist of things we needed to do on the whiteboard.
-3. Share often -
Try to have people test your game as soon as you can, some of the weird little things you know about the games rules or how it plays may not be apparent to others. You have to develop a sense of “communication” to your player , and there is no better way than to see how another player plays your game.
Overall, I feel extremely accomplished having finished a second dare. This time the pieces fell together much better than before. We had the idea down the first night, then got cranking the next two days. My friends and I discovered new talents and developed some since the previous jam. We look forward to finding out when the next jam is, and now I can’t wait to try some of your games!
—Don’t forget to try our game FSCK! Bit needs your help!—-
That’s it! I consider it to be one of my best Ludum Dare games ever
As always, I managed to somehow wake up naturally at 3:58 AM (2 minutes before the theme announcement) , saw the theme and then returned to sleep. I streamed the whole gamedev process and it was actually really fun, almost always there was someone on the stream chat and it was nice talking with you guys, thanks! When I first woke up in the morning I started writing down ideas and later I decided to continue with the first (and quite simple) game idea, actually, it turned out to be a good decision!
My main goal was to make the game as polished as I can and I think that I accomplished that goal very well. All in all, I had a lot of fun making this game, I had a lot of encouragement from my friends (which really helped me ) and I even had time to take a few naps during the jam!
The Cave Of Light
Join our little friend on his journey into the depths of The Cave of Lights.
Wisely spend your 10 seconds of light each level to find your way through the cave…
What will you find at the end?
Play and rate “The Cave Of Lights” here:
So I made it. First time in Ludum Dare.
It’s fantastic experience. A lot of experience.
First I wanted to take part in the compo, but deadline came too fast, so I focused on the JAM.
More time to deadline gave me the opportunity to expand the game.
However, more expanded game == more bugs, and this are sometimes very hard to notice.
Most nerves brought me bug in the collision detection and I spent most of my time tried to fix it.
BUT 20 MINUTES BEFORE THE DEADLINE I DID IT!
Now, after the patching game probably hasn’t too much bugs, I hope, and is playable, so I want show it you.
It is difficult to make a bright screenshot of the game because most of the game take place in dark, so I upload here menu screen.
Full description of the game is here :http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21095 and there you can rate and give comment, please play and do it!
HAVE A GOOD DAY!
PS Sorry for my english, it isn’t my language, google translate helped me
Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.
For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.
My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.
I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).
The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.
The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.
A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.
Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.
I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.
The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.
It went pretty smoothly.
This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.
Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.
Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.
After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.
I’ll judge the game myself, now:
Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.
Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.
Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.
Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.
Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu.
Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.
Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.
I really hope you enjoyed my entry and this postmortem. Thanks for reading!
Greetings Earth peoples.
For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?
We certainly hope so.
Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#. Source available.
Play on web or desktop. Soon for Android!
Please procure the
diversion game here:
Hi darers and jammites!
LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.
Please give it a go, rate and let me know what you think. I hope you will enjoy it.
What went well
- The theme: I originally hated it, but in the end, I think it worked out pretty well.
- Git: It’s a lifesaver. Don’t do any kind of development without source control!
- Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
- Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
- Impact: ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
- Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
- Sleep: I got my full eight hours between Saturday and Sunday.
- Water: I had one Starbucks coffee. Apart from that, I just drank water.
- Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
What didn’t go well
- The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
- The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it.
- Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
- Music and sound: I just didn’t have time. They had to go.
- The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
- Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
- OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
- My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
- Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
- Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.
After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme.
Go on, click him. You know you want to: