Posts Tagged ‘xna’
So this past week I’ve been taking part in The Charity Game Jam and since I had no time to make something new (because of work and other stuff), I decided to do a slightly tweaked “Turbo” (read: Post-Jam) version of my old Ludum Dare 26 Game Only One Shot with some changes based on the feedback I got back in April such as slightly faster player movement as well as four additional levels.
“Turbo” version of my game
Original version of my game
My game TTY GFX ADVNTR is now available on the XBox Live Indie Game (XBLIG) marketplace. This game started as my mini LD45 entry, which was written in C and SDL. After receiving positive feedback from other Indie developers, I decided to port it to C Sharp and XNA, so it would be available to a wider audience. The XBLIG version also has many new enemies, different weapons, and a skill system for crushing attacks.
Buy the game today for only $1 (USD) on the XBox Live Indie Game marketplace. From the XBox360 home screen, select Games tab > Browse Games > Indie tab > New Releases or buy it on the web at TTY GFX ADVNTR (only for XBox 360)
Ludum Dare 27 was my first ever game jam!I made a game hastily titled “Get Ready, Fight!”. It’s a single-screen, 2D competitive action platformer where players have 10 seconds to run around and collect powerups and modifiers for themselves, before fighting to the death using whatever equipment they managed to scrounge up. While I managed to finish the game, I didn’t quite bring my vision to life. I had hoped to focus more on the initial 10 second scramble, forcing players to make hasty decisions and then have to deal with the consequences. In the end, it seemed more fun just to have all the powerups have positive effects, so the 10 second scramble is just a race to grab as many powerups as possible without much thought.
Overall though, I had a great time with the jam. I came up with an idea that I think has some potential to be fleshed out and I managed to finish a game from scratch in under 48 hours to boot.
Here are some quick post-mortem-y thoughts about my experience while they’re still fresh in my mind:
What Went Well:
- Stopped making excuses and actually entered a jam.
- Could have said it was too close to PAX, but didn’t.
- Stuck with it, finished the jam. And it’s a real, honest-to-goodness game too, including menus, audio, and some reasonable polish.
- Did absolutely everything myself. Coding, art, sound effects, even music. No libraries outside of the XNA framework.
- Speaking of which, I also tried something totally new during the jam: making music! It’s bad, and there’s incredibly little of it (maybe 20 seconds), but I did it!
- Didn’t get too hung up on art, since the rate at which returns diminish for my time investment is substantial (read: I’m not a very good artist).
- Got a reasonable amount of sleep!
- Streamed development a few times at http://www.twitch.tv/benkane, totaling over 12 hours.
- Resisted the urge to just give up and play Spelunky instead.
What Didn’t Go So Well:
It’s easy to criticize your own games, and one that was made in <48 hrs has a lot to criticize. Still, here are a few things that stuck out:
- Pretty poor art.
- Music and sfx are pretty sparse, and what is there is pretty bad.
- The game drifted away from theme/my plan pretty quickly.
- The gameplay doesn’t have a lot of variety, even though I had a lot of ideas for this.
- I was hugely productive for some stretches, but others were quite poor. I should have taken a more distinct break at that point and walked away from the screen.
- I did not eat very well.
- My schedule was rougher than it needed to be. 48 hours is a lot of time if you keep your scope down, so there was no need to stay up until 5am on the first day.
- I wasn’t too interactive with my viewers on the stream (but a huge thanks to those that did hang out! You rock!). Next time I’ll use the mic.
What Went ???:
Why on earth did I decide to make a multiplayer-only game for a solo game jam? I’m not even sure 4-player mode works at all. And there’s certainly going to be balance problems that will be obvious once the game is played with other humans.
What I’d Change For Next Time:
- Spend more time on gameplay once I have a functioning game. I could have done a lot more with the concept I built.
- Make a single-player game! I basically came up with an untestable concept for a solo jam.
- Start thinking about music earlier. I like that I attempted to make the music myself, but I definitely had a “writer’s block” of sorts when it came time to compose the music (I use the term “compose” as loosely as humanly possible). Thinking about what style of audio earlier could have helped there.
- Create a timelapse of development. Streaming is awesome (and I’d do that again), but it would be nice to look back at the whole process over the span of a few minutes.
- Consider jamming in a group environment to keep myself motivated.
The second bi-hourly post has come, and I am really late for it. One hour and 20 minutes late in fact. Oh well. Better late than never, as they always say.
I am starting to get really tired. Ludum Dare started at a fairly bad time for me. It started at 6:00 PM, so by the time Ludum Dare began, I was already wake for like 12 hours. Nevertheless, I continued on for as long as possible. So, what have I gotten done since the last post?
If you remember, during the last post, I had nothing playable. Just some engine level stuff. In the 3:30 hours since then, I have finished most of the core features. I finished about 25% of the assets, and got more done on ideas.
I now have a working menu Which is sort of playable I guess. So goal number 2 finished, Goal number 1 sort of failed.
|I don’t really like this menu background. I will probably change it later.|
I don’t however, like the menu. I think it is rather ugly, and will need a revamp later on.
The game itself isn’t playable. I still need to finish the tile, player, and enemy assets. Tomorrow will be a lot of asset work, then debugging all the things I couldn’t test, because I didn’t have assets.
You might say a solution to the debug problem, is to use placeholders. However I hate placeholders. I would rather spend the art time doing something that may end up in the final submission.
Nevertheless, I am making decent progress so far. 42 hours and a half to go.
Before the next post, my goals are:
- Get sleep.
- Work on the game in my dreams.
You can follow my Ludum Dare blogs at www.kerinova.blogspot.com
I am most definitely in for a fourth run at the competition. My last entry did very well, and I have set the personal bar quite high for this competition. The big thing I want to improve on this time is feedback, as in letting the user know how their actions affect the game world. There were too many off-screen changes in the last game and it cause quite a bit of confusion.
Speaking of setting the bar too high and going overboard, I sort of went overboard with the warm up game this time. I started making something simple, but was having too much fun and made a pretty sizable game over 16 hours. It’s a pretty basic metriodvania style game, where you need to search for several artifacts to open the hidden treasure room. Lots of exploration, I’d love to see if anyone can find all the treasure. You can grab a copy of the warm up game at the warmup entry page.
In any case my tools haven’t changes too much in the last year:
Programming: Visual Studio, C# using XNA 4.0
Graphics: NES style using Paint.NET
Sound: SFXR, FamiTracker, Audacity
Map Editor: Tiled
Base Code: Get it with my latest warm up game here. As before, I am distributing it with my warm up game so you can see some context with how to use the library. There is quite a bit of goodies in the library including a pretty powerful 2D camera, a great input and sound manager, and lots of graphic helpers. If you use XNA or Monogame, you might find some good code you can pull out for your own work.
Font: For any text display, I have been using a free font from http://www.proggyfonts.com/, specifically Proggy Square. I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics). The original font and converted formats can be downloaded Here.
I’ve been looking at ludum dare for a while since i started studying game development in school. This weekend it’s finally being held during a weekend I can participate in
My setup is as follows:
Editor: Visual Studio 2010 express
Base code: XNA
Art: Paint.NET or GIMP, haven’t chosen yet, and I’ll probably use some sprite animator as well.
Audio/Music: No idea yet..
I hope the theme is interesting and can be interpreted in a lot of different ways. I have only finished two games before but none of them had this tight of a deadline. It’s going to be fun to see how this goes
Unfortunately, we were not able to meet the mini LD 44 deadline. This was due to several factors, the main two being part-time work and windows drivers related casualties.
Though we did not finish Pile O’ Pirates in time to have a working game, we fully intend to complete it. So look out for progress updates and videos in the coming months.
Game Features so far
- Zoomable 2D game
- Selection/Movement of pirates constrained to boats.
- Movement of Ship without screwing up pirates.
- Saveable settings (Such as resolution and Fullscreen)
- Over 300 styles of male only (as of now) pirates
- Random name picking from list of popular male names.
Here are some screenshots of what we have managed to accomplish.
See you all for the next Ludum Dare.
I usually don’t know how to write these kind of things but I figure I try and write as much as I can about how my game turned out and what it was like taking part in and actually completing my first Ludum Dare.
Long story short, Only One Shot is a game where you must shoot all the enemy squares to complete the level. However, the game adds a twist where you must do this with one bullet otherwise you fail the level (Hence the game title). But how do you kill more than one enemy with just one bullet (especially when the enemies are spread quite far apart)? This is where the reflector blocks that are placed around each level come in. When a bullet hits a reflector, the reflector will spawn a bullet from each side apart from the side that it was hit on. In levels containing more than one reflector, the game almost feels like a Rube Goldberg machine where one bullet starts up a long chain reaction just to kill some enemies in one go.
What went right:
- The Graphics: Having minimalism as a theme meant that I didn’t have to worry about the art (since I can’t draw to save my life XD) and sort of essentially get away with simple (if somewhat crude) shapes.
- The Gameplay: Trying to interpret minimalism in terms of gameplay mechanics was a bit difficult. Whilst I could have made a simple one button game, I wanted to convey minimalism in the sense that the simplest of things (either one or nothing) are only needed to start a huge reaction hence the one bullet rule of my game. From this core concept, I managed to create a game with simple, yet deep mechanics.
- Having a Plan (and mostly sticking to it): Once I had decided on the core idea of my game as well as figured out the type of game I wanted to make, I decided to flesh my idea out a bit further by brainstorming and jotting down notes on a pad before I get started on doing some actual coding. Although some features I had planned in my notes did not make it into the final version of the game that was submitted, doing this really helped in two ways: Firstly, having a plan to stick to meant that I was able to get most of the essential concepts of my game done in time without the distraction of bloating up my game with unnecessary features and secondly, having a plan meant that I would have a concrete idea of what to code without the risk of suffering mental blocks (if I had decided to just jump in and start coding without one).
What went wrong:
- Time Management: This was probably by far the biggest fault I had with the game. Originally, I had planned to get the game completed and submitted in time for the compo but overall, I wasn’t really making full use of my time as I was either too distracted to work or taking too long on one task (The collision code for my game between the player/enemy and the walls took one long tedious Sunday afternoon to do and most of it was wasted on trying to work out which parts of the collision boxes have overlapped before I eventually realised that I could just use the direction vector of the player/enemy and use that instead whenever the two collision boxes interect and reposition accordingly). Having to work on a Monday didn’t exactly help either which meant that I was only able to work on the game during the evening but fortunately, my game was nearly done and luckily I managed to submit it in time for the game instead (despite the fact
- The reflectors: Although the basic function of the reflectors worked out pretty well (spawn additional bullets when hit), there were a few glaring bugs in the overall functionality which meant that they didn’t work out exactly as I had envisioned. The most obvious bug was when a reflector would spawn bullets when it wasn’t recently hit. During early playtesting, an endless stream of bullets would sometimes spawn from a reflector for no reason causing the game to unfortunately slow down and crash. Although the bug still persists, I managed to work my way around it by adding an extra flag in the logic that checks for a game over condition.
To my own actual surprise, the initial feedback for my game so far was really nice with most saying that they loved the overall concept of the game (with some saying that they would love to play more levels) whilst criticising the fact that the player moved too slow and that there was no way to tell which way the player was facing (a fault of my own in trying to keep the art as simple as possible).
Post-Compo Version? :
Due to the positive feedback that I have received, I am considering making a post-compo(post-jam?) version of my game (depending if I have time) fixing all the bugs I wasn’t able to fix during the 2/3 days of development as well as tweak the game based on feedback (i.e. a faster player and a way to work out where it’s facing) plus add some extra functionality whilst keeping the core mechanics and art the same (although I may consider adding some extra polish to the art as well). To keep things fair however, I would only consider starting work on this version once the judging period so that way I can take all the feedback and work out what needs to be changed.
Overall Experience and What I’ll Do in the Future:
For me, taking part in my first Ludum Dare and actually completing it was a rather scary yet fun experience and despite the fact that some things didn’t go exactly as planned, I feel that my gamedev skills have improved (a bit I think) further. For the next Dare however, I will be working much harder to ensure that I am able to submit something for the compo rather than the jam by working hard to improve on my graphics skills (which I find terribly lacking) so that I don’t have to make something rather crude and simple (unless it’s actually better to go that way). I might use another engine for the next Dare (I’ve used Unity before) or perhaps learn a new one (I’m looking at you LOVE). After all, there’s only roughly 3 more months I have left to start improving my skills until August
And now for a selection of some of the nice comments that I have received for my game…
“Really cool concept. Would have loved to play more levels ”
“Cool bullet splitting mechanic! Work on this, you have a neat puzzle game idea on your hands ”
“Great game, I loved the concept.”
“Simple, challenging, awesome. Simple, yet smart design.”
In order to make my entry more accessible, I decided to port my game to the web using JSIL (check it out, the project is great: https://github.com/kevingadd/JSIL).
It even supports an Xbox controller (at least in Chrome), so give it a try: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12344
Oh, and if you also want to port your XNA game and get stuck, don’t hesitate to write me a message!
This was, as always, an absolute blast. I’ve had to miss the last two, due to commitments beyond my control, and last weekend I remembered just how much I’ve missed.
# is a game about shooting squares. That’s really all there is to it. Wait… and sometimes the squares grow back. And sometimes they shoot out at you. Oh… and there’s a piano.
We all know the theme. My take on it was more of an aesthetic than a game play one. Soft colors, simple objects, piano music playing simple chords. I think it worked.
# was a lot of fun to develop. I had the basic concept in my head prior to the theme being announced, but some of the big mechanics, basically the “layer” shifting and the audio component just sort of happened.
The layer thing was introduced as sort of a player control mechanic. It is really easy, as was pointed out, to beat the levels by holding the left arrow and space bar. The layers gave the lower squares a fighting chance to get established, as well as forced the player to do something than just “sit and spin”.
The balance however, was off a bit. I initially balanced the game, unaware of a bug that could would make the last square invincible to most, but not all bullets. This made the game considerably harder than it really was. When the bug was fixed… the game became super stupid easy.
I made corrections, but didn’t get a chance to get back in and really do the balance work the game deserved. You can eventually get yourself comfortable enough where it’s not frustrating, but probably not in the time the average person plays a LD entry. I tried to make the early levels as accessible as possible, then ramp up the difficulty rather quickly there toward the end for the more interested. Not as hard as pre-bug unfortunately… but a decent challenge if the dice don’t roll your way.
Like I mentioned before, I wanted to go clean and simple, and that’s what I did. Not really a lot to say about it, except I really like the green, and the purple. Red needs work.
I’ve never been an “audio” guy, and this game has a lot of sound happening really fast, bullets flying, blocks breaking… I knew sounds generated by sfxr would have a high potential for ear bleeding (at least the ones I generate). As I was shifting through layers, I thought, wouldn’t it be cool if the music chords changed when the layer did?
I jumped into the idea with absolutely no idea how I was going to accomplish it. I almost scrapped the whole thing entirely. I generated a lot of sound files, and tried to tweak them to work with the rapid pace, with ear splitting results. I did, somehow, manage found a bright piano sound that would pass, although not perfect.
What went right
- Fun and easy to develop
- I believe there’s a solid concept in there somewhere.
- Graphics / colors were nice and fitting
- The audio idea worked.
What went wrong
- That stupid invincible square bug wasted a lot of time.
- Balancing issues, especially consistency.
- The Red Layer
Thank you all for your kind feedback. I look forward to playing some more games!
So I decided to do Tower Defense type of game. Again I wanted too many in too little time. I’m happy with what I came up with. Take a look: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5974
sell it to the butcher at the store….
My LD26 Entry is called #. It is a game about shooting squares. Get it now while it’s still full of those tasty bugs I haven’t found yet…
Off to bed… but managed to cause quite a bit of damage tonight.
The game fits in with the minimalism theme very well, while still being somewhat complex and interesting (at least by my standards). Game is feature complete. I’m very happy with it’s state this far in. All of the gameplay features are in, level control and difficulty are implemented, and even the menu states are complete. Spent a bit of time on audio this evening, and while it’s rough… it’s more ambitious than anything i’ve tried in a Ludum Dare before and i believe with a little polish, it will be quite the little go-getter (or a massive failure).
The game runs in two difficulty modes currently. Really frickin easy, and “Oh for the love of everything that is good, please make it stop” hard. I see this screen a little more than I’d like
The Plan For Tommorow
- The combination of the bullets firing, and cells exploding creates chords. The sound files need to be just right for this to work, and they are not right now. It’s not BAD, it’s just not good. This will hopefully be a quick fix tommorow
- I want the game to be difficult… but the kind of difficult that can be appreciated by the person that is playing the game for 30 seconds before they rate it. Currently we’re at the “rage quit and send death threats to the developer’s family” level of difficulty. The balance hammer needs to come out.
Well.. after almost a full days work… I’m here
It looks exactly the same as it did last night… however, menus, and levels, and collisions, and powerups and a whole lot of little things are in place.
Just a couple minor things on those front to clear up tonight…
Hoping that clears the way for a full day of polish and audio tommorow.
Welp…. after a somewhat heated argument between me and a quadtree, i got off to a start at least. think its about time to call it a night.
I’ll be streaming most the day tommorow.
Let’s do this! Stuff I’m going to use:
C#&XNA, Visual Studio 2010, Paint, Gimp, SFXR, Audacity, lots of junk food.
edit. also energy drinks!
Barker Games is in for the jam!
The problem I had last Ludum Dare was that I worked between 13-14 hours on Saturday which burned me out. All I did Sunday is fix a few bugs and publish it. My motivation was depleted
I plan on working normal work hours(8 hours a day). With Monday being the only possible exception. Hopefully that way I wont loose motivation and will feel more confident about our entry.
Language: C#, XNA
Art: Gimp, possibly InkScape
Good luck to everyone!
Happy Ludum Dare 26
Gonna be in for this one… after missing the last two (sad face).
Using this LD to say goodbye to XNA, probably try and port it over to monogame once completed.
Also throw some paint.net, sfxr and FL Studio in the mix.
Using my 2D starter project, with basic gamestates and such, P32D.
Going to follow my traditional Ludum Dare plan of attack
- First Hour : Panic because I have no ideas for the theme
- Next 2 Hours : Start working on the game
- Next 43 Hours : Continue working on game
- Last 2 Hours : Finish working on the game
Gonna attempt to stream some of the dev time as well, if all goes smooth… don’t want to spend those precious minutes working out streaming problems…
First off this was the first Ludum Dare that my team and I have competed in. We decided to enter the 72 hour jam as a team so that we could create a more complete game than if we had entered the 48 hour compo. Initially we had a large team planned but a few people dropped out last minute which left us with 3: Myself and my friend Paul from University as the programmers, and our housemate Leela, who has never created any animations before or been involved in creating video games at all, as our artist and animator. So how did it go?
What Went Right
A lot went right to be honest. Like a few others we were expecting ‘End Of The World’ to win the theme vote. As such we’d started having a cheeky think about what we’d do if that came up the day before. ‘You Are The Villain’ took us by surprise a bit. We were a bit stumped for a bit but Paul came up with the main idea and we had decided on the sort of game and rough features we wanted after a few hours. I feel that the game fitted in with the theme quite well. We didn’t want to create the obvious you are a thief/bandit/zombie/vampire type of thing because we knew that many people would be going for that. As such Mother Nature as the villain was a little more left of field but we felt it was justified. After all she is trying to take down the entire human race in the game. Interestingly some of the criticisms we have had from the game is that people can’t see how Mother Nature is the villain and therefore how it fits in with the theme – If exterminating an entire species doesn’t make you a villain I don’t know what does
We got a lot of the features we wanted into the game. When we were first discussing the game we were talking about upgrades, different types of enemies, different landscapes and all sorts of different features. We were realistic about what we could achieve in 72 hours though and we managed to whittle this down to the core features, leaving other ideas as things we would add on if we had time (which we didn’t J) The game’s features are therefore fairly Spartan but they are the core mechanics and any other features would be built off of them. So we feel they enable the game to be played out as we had envisaged it.
Gameplay is one of the areas where we could have done a bit better. However I believe it is still enjoyable, if a bit short. We wanted to lock down our features on the Sunday So that we could focus on refining the gameplay and building levels on the Monday. Unfortunately it didn’t quite work out that way. We had a discussion on Monday morning about whether to hard code in our levels or to build a simple level editor to streamline the development. Paul was in favour of hard coding as he believed it would take too long to get a working level editor up and running AND then to create the levels. I believed I could knock up a level editor in a couple of hours and that it would save us time in the long run. I also thought that hardcoding would mean creating less interesting levels and more problems if we wanted to move things around after testing how it played. As it turned out it took me almost twice as long as I’d thought to create the level editor. Nevertheless by around 4pm we had a working level editor which could place our tiles and objects, set tile passability and so forth. It took Paul a short amount of time to create the level he had designed with it after that so I believe this is something that worked out well. I also believe that if we decide to enhance the game post-compo then this decision will pay off.
A few criticisms have been aimed at the need to invest early on or be swarmed by enemies in later levels. But this was a design choice. You can spam comets for the first couple of waves and get by but after that it becomes very hard to make it to the end. If you look at RTS’ such as AOE you will see a similar design pattern. You can build a barracks, spam the militiamen and send them over to the enemy. Whilst you might do damage initially you won’t do enough to finish the enemy off and they will be investing in their units. When they have better units they will destroy your militiamen then come and destroy you! Our game requires you to think a little and make an investment in the early waves to help you out in the later waves. Waiting and buying a volcano early on helps you out enormously!
I was particularly impressed with the artwork. As I’ve mentioned Leela had never made any sort of animations before or created graphics on the pc. On top of this she could only take part for about 2 days due to coursework commitments. So I was very impressed with what she produced for us in such a short space of time. The graphics fit in with what we had envisaged. They are bright with a good amount of contrast. The artwork she produced for the menus was my personal favourite.
The sound is something that only made it in at the last moment. I had created a simple sound manager on the first day but we didn’t have any sounds to really test it with until the last day. As it wasn’t central to gameplay it was left until the end as a less important feature. Nevertheless we all knew how important getting good sound into the game would be for setting the right mood and atmosphere. Once we had sourced some sound effects from online suddenly our comet impacts and lightning and so forth came to life. Our other housemate David, who couldn’t take part until the Monday night created the main theme and in-game music for us in a couple of hours and that really made the difference as well. Overall I am satisfied with how the sound turned out given the limited time we were able to spend on it.
What Went Wrong
Our biggest problem with the theme was that we didn’t realise that there was a bonus goat theme! All through the jam we were wondering why everyone was making games with goats in it but we’d just completely missed this extra aspect of the theme!
As I’ve said we would have liked to have added more features into the game. In particular a couple more weapons would have been good to have in. A hurricane/tornado was one we wanted to do but thought it would be a bit tricky on the art in the time we had so it was dropped. An upgrade system was something we really wanted to get in as well. This would have meant being able to upgrade the radius of attack for different weapons or their damage and so on as a trade for resources. We were hopeful that by limiting the number of weapons we had we could still keep the upgrade feature but it had to be dropped due to time constraints.
Whilst I like the gameplay it is also the area we are most disappointed with. Not so much in terms of how the weapons work and so on but more in terms of the levels themselves and this is all due to time constraints. The biggest issue is there is only one level with 5 waves. These waves are all too predictable. What I mean by that is that when the level starts all the humans spawn at a fixed time interval and all together. When we originally envisaged the game I wanted the waves to come down in groups. So rather than a continuous stream of people running to the spaceship you’d have little groups running together. I also wanted these groups to be separated a bit rather than all coming down at a fixed interval. Again this was all a case of running out of time. Another aspect that never really materialised was the points system. Although you earn points for kills this doesn’t actually mean anything to the game. We wanted to add in a highscore screen or something so that the points had a purpose but never had the time.
My biggest issue with the artwork was a lack of content. Again this is all about the limited time our artist had. We are missing animations in places which had to be replaced with static images instead. For example our volcanoes are static when idle when we really wanted them to be gently puffing out some smoke and ash. Our comets don’t animate when they fly just when they land. I don’t feel this has a huge effect on the gameplay but it would still have been good to have those animations in the game.
A lack of sound and music was the key problem although I think we managed to scrape in an acceptable amount at the end. Sound is a key component in games (amazingly I’ve played some ludum games without sound at all) which was demonstrated for us when we started putting the effects in the game. The game really came alive with the sound of comets exploding and volcanoes erupting and so on. There were other issues as well though. Some of the sound effects aren’t as loud as others, some go on too long or not long enough. When the music repeats in the menu it is not seamless as it should be. I would also have liked for you to only hear the sound effects emanating from the part of the game world you’re looking at, with all others either faded out
Most importantly though was the game ultimately fun to play? I believe that it is. One of our biggest criticisms was that the game does not last long enough which I will agree with. But that was a result of lack of time rather than design. I think that had we managed to create a few more levels the game would have entertained a bit more. Nevertheless I believe that it is still a fun game as it is. Whilst I have a few regrets over some of the features lacking in the game I am on the whole very pleased with how our game turned out. None of us had ever actually completed a full (largely bug-free) game before. The entry for our last game was riddled with bugs and almost unplayable. It left us very frustrated at the end with the time we had invested into it. But that was 2 years ago when we were starting out as programmers. This time I believe we have created a full game which is fun to play and looks and sounds good. It has also left me excited and looking forward to the next ludum dare. Can’t wait!