Posts Tagged ‘results’
So it’s almost been a week since the results for LD28 were out and even I though I did worse than last time, I thought I might do a quick breakdown of my results for my game One Jump and see where I went wrong:
Strongest Category – Theme: The one that almost made it to top 100. Didn’t really enjoy the theme for this Ludum Dare but I’m glad people thought my game fitted it somewhat well.
Weakest Category – Graphics: I’m very bad at drawing things but I’m going to try and make an improvement for the next Dare.
Even though I’ve done two entries so far, here’s a little chart comparing how I did last time:
Overall, despite this entry being the first to be submitted for the compo (The last one was for the jam), there’s probably a lot of stuff I really need to improve on such as graphics. I will still keep aiming to submit my entries in the time for the compo but will consider submitting for the jam if it needs that extra polish.
Finally, thank you to everyone who rated my game and gave nice comments about it as well as useful constructive criticism.
See you in April for Ludum Dare 29!!
Hey guys, this post is a little late in coming, but I wanted to say thank you to everyone who commented on and rated my game, I was very happy (not to mention surprised) with my overall result of #102, maybe I’ll break the top 100 next time! I was also extremely pleased with my placing of 24 for mood, since I did try quite hard to build up some sort of atmosphere.
Overall a very enjoyable first experience, I can’t wait to give it another bash in August – see you guys then!
Also, The IGP made a video of my game on youtube, check it out
So the results for LD26 are out and I must say, despite some of the obvious faults my game had, I was pleasantly surprised with what I got so without any further ado, here are the results for my entry, Only One Shot:
Anyway, according to bvanschooten’s percentile maths, I’m actually in the top 14th percentile for Theme and top 17th percentile for Innovation out of all rated Jam games.
Strongest Category – Theme: Minimalism was probably an easy theme to interpret so no problems here.
True Strongest Category – Innovation: Now this one I can definitely be proud of as a lot of the positive comments on my game were to do with the core mechanic of my game.
Weakest Category – Humour: Wait, what? My game hardly has any humour 0_O
True Weakest Category – Graphics: I’ve probably said this before so many times during the rating period but I’m more of a coder than an artist and I can’t even draw to save my own life but regarding the theme, I just sorta lucked out.
Category which took me by Surprise – Audio: Apparently bfxr and a few randomly placed squares in Otomata somehow managed to get me a 3 in Audio.
Category I nearly managed to break through – Fun: Was only 0.02 away from 3 stars and possibly making top 100 for fun.
Overall, I would say not too shabby for my first Ludum Dare. I’ll try and possibly make some time over the weekend as I’m pretty busy at work during the weekdays but I might start on working on an improved, fleshed out, post-compo version of my game.
Finally, a big thank you to everyone who rated my game and gave nice comments about it and to everyone who submitted an entry of course.
See you in August for Ludum Dare 27
Voting is over, Results are out, and it is time for some introspection. LD25 was a really, really good LD for me, so take a sit and let me tell you all about it… whether you want it or not! Mwahah!
After two pretty terrible LDs I knew, when I put the keyboard down, that this time it had been different. I had a pretty decent idea from the get go. And even if I had troubles with parts of the execution, I was able to sneak in a lot more polish than in previous LDs. But I’m getting ahead of myself. Here are the scores (LD22 positions are multiplied from 891 to 1400 entries).
|Overall||#344 (2.95)||#524 (2.81)||#504 (2.73)||#142 (3.42)||Theme||#765 (2.25)||#231 (3.41)||#209 (3.32)||#24 (4.13)||Fun||#285 (2.78)||#674 (2.36)||#553 (2.45)||#200 (3.19)|
|Innovation||#329 (2.80)||#451 (2.89)||#253 (3.14)||#220 (3.17)|
|Graphics||#482 (2.73)||#563 (2.64)||#677 (2.05)||#263 (3.19)|
|Audio||#490 (2.31)||#246 (2.94)||N/A||#194 (2.94)||Humor||#395 (2.10)||#307 (2.49)||#142 (2.89)||#161 (3.14)||Mood||#738 (1.95)||#492 (2.60)||#562 (2.25)||#205 (3.09)|
I’m pretty happy about theme. This high score means that I was able to pass the image of my game to the players. There were quite a few “reverse-x” games in this LD — but the thing about reverse-games is that, for you to feel like the villain of the original game, the reverse game must be as close to the original as possible. This was one of my design guidelines – score, gameplay, graphics, whenever I was able, I tried to mimic the original Pacman.
Graphics and Audio are as expected. Not super high, but higher than my previous entries. I feel more confident with my toolchain, and I’m happy with the result. It is worth noting that although Audio was my lowest score, it was not my lowest placement. This shows how audio making is one of the largest barriers in this competition.
I was expecting Fun to be a bit lower, since many people complained about the controls, and the AI frankly sucked. But I guess when people “like” the game, all the scores go a bit higher together. That also goes for humor – I have no idea why I got a 3.14 score, since I did not include anything humorous in my game.
I would love if anyone who voted in my game could comment on the “mood” score. I usually rate mood based on the “consistent feel” of the game (which mine wasn’t quite there), and the “not done by my nephew” factor (does not feel TOO amateurish – decent opening, transitions, desktop behavior, etc).
LD23 and LD24 were two failures for me. In both cases I had quite pretentious ideas that didn’t live to their full potential. So even before the theme was decided I decided that I would go with a simple action game, probably a shooter. As the LD approached, the idea of making a QiX game was growing in me.
When the theme was announced, I quickly decided to make a “reverse-classical-game”, and sat down to think which classical games would be a)realistic to make and b)fun to play. Pacman and QiX were at the top of my shortlist. In the end, I decided to go with Pacman because since QiX is a really old game, I was afraid many people wouldn’t “get” it.
Making the game
This is the fourth time that I make a game using the JAVA + SLICK2D combo. Even though I hadn’t programmed in a while, I was still familiar enough with the basic API, which helped. I’m starting to feel some limitations on the SLICK2D library though. If I did this for a living, I would probably start to look for a new library about now, but I want to get a bit better at short game jams before worrying about that. I would probably get more bang for my book by learning how to properly compose simple songs, or getting a more consistent graphics style.
Development was pretty straight. I managed to add some bells and whistles such as transitions, pauses, high scores, etc. I wasted a LOT of time on the Pacman AI. My BASIC idea about how the Pacman AI should work was wrong, and instead of realizing that I should redo it from scratch, I tried many different small adjustments to it. All in all I lost a lot of time here that could have been spent on other things.
Another thing that was bad in the development is that I couldn’t get people to playtest my entry. Playtest is SUPER important. Many of the comments from the reviewers mentioned that it was hard keeping track of which ghost was selected with which number. Many simple solutions were suggested. This is the kind of stuff that a little play testing by someone other than me would have caught quite quickly.
Positives and Negatives
- I was familiar with Slick2d, and that made a lot of stuff faster. Even if I didn’t know how to do something, I knew where to look.
- I started using Inkscape a lot, which is good for non-pixel drawing (such as the game board).
- “If it is not moving on the screen, it can be drawn on the background”
- I started to get used to mixing sound effects in BFXR, for some cooler results than using single samples.
- Simple fade-out transition: draw a blank square on the screen and mess with transparency
- The simpler your game idea is, the more time you have to refine it!
- I should have written cleaner code. My code was so messy that it was hard to add simple things such as a difficulty progression based on changing pacman’s speed/power length.
- I’m starting to get tired of autotracker’s music. People who have never heard it like it, but it gets old really fast.
- Using Angelfont in a Linux environment is really hard – I will have to find some other library to use/package fonts in my game.
- It seems that java applets are unreliable in Ubuntu. I can’t even play my old java applet entries anymore in any of my ubuntu boxes :-(.
- Not getting anyone to playtest my game was REALLY bad.
- I lost a lot of time banging my head against pacman’s AI, when I should have done something simpler (Greedy search?).
This time I added the title music of my game to the time lapse! It is so much better than a silent timelapse!
Curse of Goats
Finally, a little bit of a rant. I think the goat thing went overboard this LD. I saw too many games where goats were pushed in, without thought. I think this is because the optional theme was put in the announcements this time (unlike kittens in LD22, which was mostly a thing spread through word of blogpost). Since it shared the same space as the official theme, many people might have thought it was also obligatory or something. While I love silliness a lot more than the average people, forced jokes get bad real quick. I suggest that the joke theme is not supported officially in LD26.
Anyway, see you all in LD23!
Oh, so the voting has finished… Let’s look at my result ! With comments !
- Bronze Coolness 67% : Hey, so 1 rating!=1% Because I have rated about 45 games….
- #76 Overall 3.63 : Woooooooo … OMAGAD I’M 76th on 1406 GAMES I’M …
- #77 Fun 3.51 : Having 133 kittens trying to kill is fun.
- #86 Humor 3.16 : Oh yeah. Kittens . They do everything for you !
- #152 Mood 3.10 : Uh. I though It was impossible to make a moody game with humor, apparently I was wrong.
- #161 Audio 3.06 : Uh, again . Just using autotracker-bu and bfxr can give you a good rating . (But I wish I was better at SunVox) .
- #275 Graphics 3.17 : The graphics were simple pixel-art, and apparently, it worked .
- #364 Innovation 2.86 : Ok, it was just another rogue-like, after all .
- #647 Theme 2.09 : Oh. I think we have here my main failure , and here is why :
- Take your time to find the idea .
- Don’t make personal libs if you are fast, it’s too easy -> not fun.
- Try to be better each time at each points. If you are bad at graphics, try to be better at this .
I can’t believe that in the first LD, and the second game I’ve ever written I managed to make it into the top 10 for a category! Not only any category but theme, from the looks of things it is an area that a majority of people work very hard to make a game that fits the theme. I was also please my result of 100th for innovation and for other areas it was what I expected around the 200 mark (there were 400 entries into the jam so they were very average scores) .
I’ve had a fantastic time, learning a new language, object orientation and how to quickly generate an achievable if ambitious goal. I am very please with the community and the mature approach to constructive criticism. I’ve had great fun playing, rating and reviewing games (I made sure to comment on each and every rating I made).
I’ve learnt a lot, pleased to have actually taken part at last, even more pleased by my results. I’ll see you all in December!
OK I just didn’t want my post to be yet another post labelled “results”.
#89 Humor 3.26
#90 Theme 3.74
#213 Innovation 3.39
#226 Fun 3.19
#302 Overall 3.19
#417 Mood 2.70
#571 Audio 2.12
#577 Graphics 2.61
I’m pretty happy about these…except for the fact that I used sfxr for sound effects and did them all in an hour; but I got higher for audio than for graphics! I did go for functionality over looks, but it’s a little embarrasing when you’re an artist.
I think this was the most fun I’ve ever had in any game jam! I will definitely be participating in the next one.
It is a First Person Shooter where you have to save the miniature Trivials from the mega-spheres!
I feel like I did better on this game, but it sort of lost the originality Isolated Assault had.
How I rated Other People’s Games
The games where a lot better overall this time around and I mostly gave 4 stars for most categories.
Results (Drum Roll)
Audio my highest rank, at #211, which made sense I guess. I put a lot of work into the music and sound effects, so thanks voters!
Innovation, however, was the lowest. I didn’t think an FPS was very original, but the idea of saving the smaller towns was new, so I don’t know what happened here…
Looking at my score compared to last LD, I did a lot better last time, my highest rank being #40. Then again there was a lot less people less time.
STAY TUNED FOR A SPECIAL GAME SURPRISE! (A sequel to a very popular game by Rob Productions :3 )
Nice job, everyone, great LD! <3
And so here we are. This was my first LD so I wasn’t sure how my game would turn out. My game entry page is here. Let’s take a look at the results!
Overall, not bad! My game wasn’t finished, so I was expecting an overall score between 1-2 (after all, there isn’t much you can do, and the pacing is way off). I’ll break down my thoughts by-category.
Innovation (#84, 3.77)
I’m really happy with this number. To be honest, I wasn’t necessarily aiming for anything particularly innovative. My design goal was to just have something interesting and that I could knock out in the time allotment. I did, however, intentionally avoid common genres.
Graphics (#265, 3.25)
I was expecting a decent graphics score as my game was in 3d yet didn’t rely on complex shapes (which I would utterly fail at designing). I stuck to simple shapes, colours, and lighting. I actually believe my lack of detail helped me here. However there were some things I never got to do: ship engine light, trails showing their path (think Homeworld/EVE) and simple planet textures. Worked out pretty well considering, I think.
More UI would have been very helpful.
Mood (#279, 2.96)
I’m actually surprised this was about a 3. I suppose the very, very cold darkness of the space and the death of Earth could be considered moody; In reality I just didn’t have time to add a background.
Theme (#336, 3.21)
Not bad. I was aiming for the ecological aspect of Tiny-World, in that the Earth is simply not large enough for all of us. I didn’t get any negative feedback on this point and I believe most people did agree with my take.
Fun (#390, 2.90)
Surprising, there’s no audio feedback on any of your actions, and very little visual. When I released the game I felt there was very little ‘game’ here, let alone fun. The comments I received after submitting my game really raised my spirits though, and definitely have motivated me.
Humour (#539, 2.00)
There is no humour in my game, unless someone considers the demise of the human species hilarious I suspect there is mostly a large number of N/A votes here.
Audio (#742, 1.30)
There is no audio! Nothing! I don’t deserve the 1 or 2 votes here. I suspect I got some votes as no audio is better than terrible audio.
Overall (#571, 2.75)
Not bad for a prototype I say. I was hoping to be in the top 50% and I beat that by a little margin.
Now let’s see if I can get something cranked out for MiniLD #34!
If we could get the standard deviation value for each of the scores we received. Maybe even the skew.
- Coolness: nothing new here – I’m 100% cool and have earned myself a gold medal, hell yeah!
- Mood: that’s the category I was aiming for, and being 6th out of 1402 is quite amazing, it’s a bit sad I didn’t make it in the top5 though. sound would have surely put me at least third ‘sadface’
- Theme: 51th doesn’t sound so amazing – but – every game in the competition tried to score in this category so it’s really amazing being 51th: better than 96.36% of the entries!
- Graphics: I’m also very impressed by this – there were so many good looking games that I didn’t think of scoring something better than 300
- Overall: same here
- Innovation: this on the other hand is a bit frustrating since I don’t think there were so many innovative compo games this time – I feel like half of them took place on a small globe of some sort
- Fun: well – my game isn’t too much of a game
- Humor: wait … I scored better in humor than ~60% of the games? with a horror game? did I miss something?
- Audio: however, this is the real mystery. my game has no sound at all – how could anybody rate anything besides n/a?
- I’ll participate again
- the rating system is seriously flawed – it’s impossible for my game to have scored place 762 in audio – with no audio at all!
- a lot of compo entries broke rules – most of them didn’t include the source code and some even used assets made by others. something has to be done about this – maybe a ‘report’ button and some helpers that read those reports and move a cheating entry into the jam category
- I have to focus again on one or two categories next time
- 12h is way not enough time to make a proper game – I’m going to use the full 48h next time
- flashpunk rocks!
- so does Ludum Dare!
(Thanks Lumi Mae for the picture!)
I couldn’t believe my eyes when I saw it, but Recluse got 8th place in the competition alongside with Astro Break and also 1st place in the innovation category!
I already wrote everything I could want to say right now in my “thank you” post, so if you still haven’t, please read it. (copying and pasting everything here would be too cheap, even cheaper than pasting a link to the original post =P)
I also can’t stress enough how much I am grateful to my friends in Brazil who gave me support. I hope they are reading this!
I wasn’t expecting getting such high rankings, especially in overall… So once again,
- Thanks a lot for playing and rating Recluse.
- Congratulations for everyone.
- I hope you all had fun!
Thanks all who voted and competed along with me! It was fun and exciting to finally join Ludum Dare, and I can’t wait to join again for the 10 year anniversary!
Once again, I’m going to honest (and critical) and try to make this mega-post interesting!
My goals for Ludum Dare 22
- Before the competition started, I had some goals in mind that I wanted to make.
- I wanted to make sure “Fun” was the best category, so that people could replay the game, and have a good time playing.
- I wanted the gameplay to be smooth and the animations smoother.
- I wanted to beat Notch in at least one category (knowing how hard that would be).
What software I used
- Unity 3d Game Engine
- Blender 3D Modeling Software
- Pixlr Photo Editor
- Cfxr Sound Generator
- Unitron Script Editor
- Garageband Music Creator
- Text Edit Text Editor
How I made the game
- I quickly had come up with an idea for each of the most likely themes before LD22 started. My theme for “Alone” was a game where you would be sometimes alone, and then all of a sudden, you would be crowded with people.
- After the theme was announced, I decided that the game would be first person (the easiest of all the persons) and that you would have to fight your way through endless hordes of cubes (the easiest of default shapes). You could only see the cubes when your glasses were on, but if you weren’t in a shaded zone when your glasses were on, you’d start burning. This was a way to keep the player moving, and a way to make them constantly nervous.
- I worked on the player controls and LockCursor, etc. But the gameplay does not complete a game. I needed an enemy. One that would appear only if your glasses were on.
- I whipped up a cube model and texture and soon came up with this:
- Whoo Hoo! Now I have a cube!
- Next I worked on making the cube look at the player, and then having it disappear when the players “glasses” (A semi-transparent plane) were off.
- By now my Unity Scene looked like this:
- Soon I got Health implemented, and then it started to look like a Test level.
- I kept at it, knowing it would soon look like a game.
- The cube could soon move towards the player, and deal damage at close range.
- The first “Shaded Zone” was created, (using a Trigger) and the player would not take damage while inside it.
- I worked on making the zone a little prettier, and expanding the floor plane. I added a skybox, and changed the ambient light to near black.
- The level was extended, the cube had a spawn code and could replicate itself, and the textures for walls and the floor was created in Pixlr.
- I created a variety of sound effects in CFXR like jumping and enemy death noises (my favorite).
- I worked on making an in-game tutorial, by timing when the music starts with the same time that it tells you that there is no one there.
- The menu was easy, all I had to do was come up with a name and choose the font, and soon my game looked legit. (Sorry for the lack of photos here)
- I asked my friend if he could play a test version on his computer (a windows) and I’m glad he did. The font I chose was bugging out on his computer, so I changed it to something else, and it worked fine.
- Now I knew my game was compatible on Windows AND Mac
- I created another music track for the menu, a helicopter to go to as the goal, and a stats screen so you could try to beat your own score.
Rating Other People’s Work
- I specifically rated the games that had the fewest ratings and tried to give most of them a fair, solid score.
- Mostly I gave 3.0s when I thought something was average.
- For a few people that put little effort into it, I had to give some 1.0s.
- I was sad that Notch had not really implemented the theme and pretty much made a different version of Minecraft. (Most likely this was just because he wanted to, or he felt like it.)
How people rated my game
- I can thank my friends, family, and Ludum Dare community for playing the game and enjoying it, especially DontBeNoobish‘s Gameplay Footage:
- I was proud with how my game turned out compared to most of the other entries.
- People mostly liked the audio and innovation of the game, but there were a few things I could’ve made better (More enemies, options, etc)
- Coolness – 52% Bronze medal | At first I thought that the bronze medal meant third place, but then I realized Coolness didn’t have the same rating system. Oh well, it was still good to see that my playing of all those low effort games went to good use!
- # 40 Community – 3.55 | Wow! Community? I didn’t realize I was that popular! I guess this rating makes sense because of all the excited posts I made with links to this game. I did a LOT outside of the game (Time-lapse, post mortem, gameplay video, tips)
- # 108 Innovation – 3.20 | Good, people liked my idea of the sunglasses and whatnot!
- # 113 Mood – 3.20 | I think the music accomplished the overall feel of the game.
- # 118 Audio – 3.00 | Once again, the music, but also the enemy death noises made this count.
- # 113 Theme – 3.33 | Well, you are sometimes alone…
- # 202 Humor – 2.29 | I wasn’t even going for this (other than the ReadMe) so I have no clue how it ended up higher than overall.
- # 323 Graphics – 2.67 | Although mine was one of the few 3D first person games, I guess people didn’t really like the low effort GUI and enemy textures.
- # 435 Overall – 2.50 | Oh no! Overall score seemed like an important one…
- # 487 Fun – 2.06 | Really? This was the category I was focusing on, but yet it got a 2.06! Yes, I guess I did better than almost half of everyone else, and I’m not complaining, but this ended up at the bottom of the list, when I had worked for it to be the top.
Comparison To Notch
- My goal was to beat Notch in at least one category, and it turns out that was too easy:
- I ended up beating Notch in 7 different categories!
- A comment on the community rating: Last LD, Notch won third place (if I recall correctly) in the community category, but now he received a #49! And I received a #40! So after all the years Notch has spent on Ludum Dare and Minecraft, and the entire fan-base he collected from the Top Computer Game Of 2011, I was able to receive a better score than him from 3 weeks of posting on Ludum Dare!
I send out a huge thank you to all who rated my game (yes, even those of you that got me that horrible “Fun” score) and hope to join again for LD 23! Please remember Rob Productions again for next Ludum Dare, and you can expect a post-compo version coming in time!
Well, I finally got a look at my results for Unrest:
For a game that was mainly based around concept, and my first entry, I can’t imagine a better result. I managed to get in the top 25 on both theme and innovation, which I think classes a game based on idea more than anything else as a success. I even managed to get a 1 for audio without having any in the game XD.
So yeah, really chuffed with that as an end result. Hopefully next LD I can make something with a bit more gameplay.
I unfortunately didn’t get very high with coolness – I ended up testing most of the Linux entries, and a fair few of the web-based ones, but never got around to testing the Windows ones, so my apologies there.
Overall, I’ve had fun, and look forward to the next one, I’ll definitely plan to compete again.
Seeing as this is my first blog post I’ll include a preface about my first LD48 experience!:
I’ve been waiting to do a Ludum Dare event until I had 1) Spare time, and 2) Recent experience with a game programming language/library. The second point is important because I do programming entirely as a side hobby. I haven’t had much experience with the art in the past 4 years. I’ve taken swings at SDL, LWJGL, and Allegro before… but this time I had been learning to use Flixel.
Cut to the night of the competition–I was checking my email in bed on my netbook and decided to check on the LD website and HOLY LUDUM they’re having a competition right now! Man, this is cool stuff… what would I do for the “escape” theme if I were participating? Actually, what can I do? Well basing it on Flixel what if I made the main character an extension of the FlxTileMap class instead of the FlxSprite class? Hey this is an exciting idea… let’s actually do it! So I opened up FlashDevelop and started typing away in bed. I ended up coding the whole thing on a netbook. The graphics I did on my old old desktop simply because I wanted higher resolution and I already had Paint.net installed on it. It was crashing on me but… I frantically got my desktop stable again and pressed on. In the end I learned a lot more about Flixel and even came up with something good enough to submit! My only regret was not having enough time to squash bugs.
So on with the blog entry thing. Results!
Here we go in reverse order:
Humor: No ratings at all? I must be super un-funny. I wasn’t really going for funny but the game itself is a bit corny. I expected a low rating for humor but got none at all. *shrug*
Community: I could probably benefit from posting once in awhile. I didn’t post before the competition because I didn’t register until a few hours into it. Plus there was no planning whatsoever. I didn’t make a post during the competition because I couldn’t figure out how to even navigate the LD website (and it was down mostly). I’d like to put a lot more effort into community stuff next time…
Fun: Well this was sort of expected. But I am surprised it got this low relative to my other scores. I knew it would be low because my game is confusing and buggy, and those make games very un-fun. On the other hand it’s fun in a innovative/schmup/puzzler sort of way. I guess my gameplay is also quite nitch and suffers from being something I want to make and not what others want to play. But I don’t think that’s not a bad thing.
Overall: Okay. Not much to say. Overall is sort of each individual’s weighted average. johnfn pointed out that Overall is closely linked to fun, so this score makes sense.
Audio: It’s nice to get a score in audio since the last time I touched game audio at all was with Modplug back around 2001. I only included a Level Complete Jingle for my game. I tried to have various pitch sound effects for when blobs hit you but my attempts didn’t sound right and I was wasting time. I’ll take a swing at sfxr now that I know it exists (thanks community!). I’d like to try including music when I’m comfortable believing that I can make something that actually sounds like music.
Theme: I was hoping to do a liiitle better here. Simply because my game was about escaping a prison, and each level involved you escaping off the top of the screen. I even included the line “Escaped!” as a possible level-win message. Plus I used the word “Prisonbreak” (not a “real word”, this is intentional) in the title, which I thought was a little more creative than games that simply used “Escape” in their titles. But I’m not complaining here so much as nit picking.
Graphics: A pleasant surprise to score this high on graphics. I did throw out my first colorful floor tiles in preference of a simple brick pattern after my roommate complained that they looked like shit. I guess it paid off.
Coolness: Ah yeah! My game is so cool! Oh right, this is about how many games I played. I made a point to avoid the overly-popular games during the voting. I played a mix of what looked interesting and those straight from the rate games page. My favorites were:
|Dystopian Future Underground City – j_peeba|
|Bunnies, Back Into Your Cage! – ratking|
|Planetary Mission – NMcCoy|
|Towering Inferno – tenpn|
|Snake Plissken: Surfin’ U.S.A. – vandriver|
I pity the fool who can’t beat Dystopian Future Underground City and Snake Plissken: Surfin’ U.S.A.
Innovation: I’ve been disappointed at myself that I couldn’t polish my game more or weed out bugs before submitting it. I was thinking, “well, at least I might score okay in ‘innovation’”. Turns out I did pretty darn well, and I’m really happy about it! I think most of us wouldn’t work on a game at all if we didn’t think it was innovative in some way. Why make something if it already exists? This i’s especially important to me because I spend a lot more time thinking about game ideas than actually making them (I don’t program for a living). Plus this is the first time I’ve made something public. So I couldn’t be happier with this result. I even made the Top 25 Categories page!
While I think my game does have potential, I don’t have plans to develop it much further. I think it would have to be reworked from the ground up. I would up the tile size to 16×16 and try to make gameplay smoother. My original plan didn’t have movement locked into a grid, and I’d still like to try it without the grid (which would need other changes for balance). Balancing could already use some work to improve the strategy aspect… things like reducing the color count to 4 in the earlier levels or changing the floor tile algorithm for better color clumping. (Without clumping there is no point to the bullet-adopts-the-color-of-the-floor-tile mechanic.) Ultimately I think my time is better spent on a randomly-generated platformer I’ve been tinkering with for some time already. I might start another separate short-term project or just wait until the next LD48. But until my “fun” rating becomes decent, I think I have to focus my time on real life concerns.
The June miniLD #27 (theme: ALL TALK) has officially ended with a bang! The results are in!
View all the stats for each of the 30 games here:
The gold medal for fun goes to Zed with his zombie/bacon adventure, Adventures in the Public Domain. Gold for gameplay goes to 31eee384 for his IRC hacker simulation, Secretnet. Gold for presentation goes to Jake Elliot for Last Tuesday, his eerie visual novel about a world devoid of people.
Other standouts include Zillix’s Acquiescence, Reltair’s Project Eidolon, Radiatoryang’s Polonius and smalldeadinsect’s Leaks. There were 30 games created in all, and many not mentioned above that were truly awesome. Check them out!
As one of the most active mini dares in recent memory and one filled with enthusiasm and positivity, I just want to thank you all for being such a creative, energetic and kind-hearted bunch of gamedevs. You rock.
Viva Ludum Dare!