Ludum Dare 42 Post-mortem: Escape from the Alliance

For those unfamiliar with it, Ludum Dare is a thrice-annual game creation competition in which you must create an entire game from scratch (including art, music, etc) in 48hrs. Participating is a lot of fun and really forces me to exercise my game designer muscles and dive into other parts of the game development process that I rarely spend time on. When I started working full-time on indie games at Dashing Strike, I vowed to participate in every Ludum Dare if possible, and this past one marks my 10th Ludum Dare in a row!

For those that haven’t played my entry yet, it’s a spaceship management game where you alternate between phases of fighting a wave of enemies and choosing which piece of equipment to remove from your ship, making you weaker but able to carry more refugees to safety, with a few little special events that influence your choices.

You can play the game here: dashingstrike.com/LudumDare/LD42

You can rate the game (if you competed in Ludum Dare), or see what people are saying about it here: ldjam.com/events/ludum-dare/42/escape-from-the-alliance

What Went Right

  • Scope – My game idea was fairly complicated, had very ambitious coding goals to finish it in time. I managed to implement most of what I planned, making a fairly complicated game (for a Ludum Dare entry), and after the tech work, I just barely ended with enough time to do sound, music, and add a little polish.

Continue reading “Ludum Dare 42 Post-mortem: Escape from the Alliance”

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Indie Exhibiting at PAX East

When preparing for PAX East I saw this article from another indie dev, found it quite useful, and thought I’d share my experience, also as a first time exhibitor, complete with lot of interesting numbers.

My Booth

I exhibited Splody, my multiplayer action game that supports any number of players. I wanted to showcase this, so opted for a larger 20’x10′ booth and planned on having both an 8 player station and a 4 player station. I used two 55″ TVs, hooked up to tiny, cheap UltraSlim computers, with wireless controllers for all. One TV I put farther in the back, on a lower table the convention provided, so that I could get 4 sitting and 4 standing in front of it. The other TV I put on a stand, as high up as is comfortable to look at, closer to the aisle, so that people walking by had something to look at.

The ones with cat ears are my volunteers

Continue reading “Indie Exhibiting at PAX East”

Ludum Dare in Geneva Day 2

Slept in quite late, I think I slept 10-11 hours, feeling a bit groggy, but probably over my jet-lag. Feeling a bit sad about time lost to sleeping that could have been working on my Ludum Dare submission (or touristing), but recovering from jet lag is important.

PIC_0036 Sun Lunch - Croque Madame pub food
Sunday lunch – Croque Madame. Delicious.

Spent the morning programming, and then went out to find some lunch. I sat down at an outside seat at a nice little pub, which was completely empty, that had reasonably priced sandwiches, placed my order, and then it started raining hard and gusting wind, so I moved inside, as did a bunch of other passerbys and in moments it was a pretty popular place. Continue reading “Ludum Dare in Geneva Day 2”

Splody showing at GitHub / Ludum Dare GDC Party

Last night I attended the Ludum Dare / GitHub GDC party in San Francisco at the fantastic offices of GitHub.  I have no idea where their employees work (perhaps another floor?) but their gathering space was fantastic, and they even had a nice big TV with a dangling HDMI cable set up which I was able to snag for an hour or two of showing off my game, Splody.  I turned the TV over to Shnipers for the latter half of the night, as that was also a fantastic local multiplayer game, and had a chance to play a bunch of other indie games around the room as well.

The showing of Splody went quite well, often had 6 or more people playing at once, everyone seemed to be having fun, and quite a few were really excited about the game.  It was great to have so much positive feedback!  Everyone unanimously enjoyed my simultaneous multiplayer character customization/control test screen.

Simultaneous multiplayer character customization and control test screen

Now, I just need to channel as much attention as possible into getting Greenlit on Steam, so, if you have a Steam account, please go vote on my Steam Greenlight Campaign, every vote helps!

I did learn a few things that hadn’t came up with my previous demos – as this demo was to a bunch of random people at varying frequencies, and most of my previous demos have been to larger captive audiences.  I need a good way to show the game to just a single demoer – playing a 1v1 match against me, a tournament-winning Bomberman player, either doesn’t go well for them, or feels like I’m just committing suicide.  I think I’ll throw in an option to pad out a match to a fixed number with AIs, so if there’s just one person demoing, AIs can fill in so there is at least 4-6 players on screen for a better feeling of what a party game can be, though obviously playing against AIs isn’t as fun as stomping your friends.  The other thing was with one particular game mode, Mount Control, which currently has a bit of randomness in it which can lead to rather long matches, and I think I can do a little tuning so that the expected match time is a lot more constrained which would lead to much better conference-floor demo experiences.

Oh, and the other thing I learned, or, rather, already knew, but keep forgetting, is that I really shouldn’t play against a set of people and win 3 to 0 to 0 to 0 to 0 to 0… but some people playing the demo get really competitive and I have to give it my all to give them a fair fight, and the I forget to tone it down a notch for the next group.  Best solution is probably to continue talking about the game constantly, as me paying half attention is probably the right skill level for most people ;).