We have now uploaded our Ludum Dare 38 game to a bunch of websites where you can play it in your browser or download it for your preferred system (as long as it is Windows, Linux or OSX). As usual, we are thinking about future updates to this. As usual, nothing might happen since we can’t spend the necessary time. If we get enough feedback it certainly might help our motivation to spend time on this project, so let us hear your thoughts! If you also participated in Ludum Dare make sure to rate and comment here.
Day 2 passed quickly and I did not even think of writing another blog update. Here is one, written on the beginning of day 3. Gege made an improved background and mini orcas! I also added some gameplay (not to be unveiled just yet). The current ToDo-List includes finishing the mechanics, adding sound and music and as much polish as possible. Basically a typical third day of Ludum Dare for us.
The game has a small simulation part and is not as interactive as some of our previous entries, be prepared for some idling.
The first day of Ludum Dare 38 is almost over. We decided to do something in the vicinity of a simulation (again). At the moment there are seamen and a can can be dropped. We plan to have the seamen live in the cans and then add one or two other features to get to a full gameloop. The initial plan was to do something way less complicated but we can’t seem to hold ourselves back when designing mechanics.
We did not do much game development since the last jam we did (one year ago!). This made things a little more exhausting than expected, figuring out things I was sure I knew before. But at least we are at it. Certainly feels good to be making games again!
The theme for the current Ludum Dare game jam has been announced and it is ‘A SMALL WORLD’. We have no idea what to do with this yet.
We will now start development, thank you.
If you want to know how we did skip directly to May 16.
Ludum Dare 38 (LD38) starts tonight and we hereby announce that we are once again IN. Our participation will most likely result in yet another playable mildly entertaining gaming experience. Stay tuned for more announcements like this one and never before seen behind the scenes documentation.
Based on the feedback we received so far during the Ludum Dare voting phase we made a list of features and changes that are planned for Potion Shift in the near future. I thought I’d share this list with notes on some of the items as a preparation for our longer post mortem that is yet to come.
Potion Shift is our entry for the Ludum Dare 35 game jam (Theme: Shapeshifting). It is out as a WebGL version on several platforms, Windows/OS X/Linux for desktop computers and now on Android, too. If you have not tried out Potion Shift yet you can find all versions here.
Potion Shift Feature List (26.04.2016)
- premade (tutorial) levels
These are mainly intended to create tutorial levels in which we can explain the mechanics of the game clearly. While most Ludum Dare players figured out the mechanic by playing, some also criticized that it was not completely clear what the goal of the game was (see: game modes,in-game UI) and how it worked. We want to adress this with a step-by-step tutorial.
- more creatures
A no-brainer for us, if it is fun to collect creatures and build combinations of them, more creatures equal more fun! Of course the current design is based on the “one potion color per monster” so this had to be connected to the implementation of different game modes in some way.
- different special potions
In the jam version there is only the very common “destroy one line/column” special potion, which is fun but does not really fit our current style of gameplay. It actually makes it harder to reach a certain shapeshift in some cases since they have the potential produce big chain reactions. We want to add special potions that fit each game mode. Most of all special potions that take into account all the changes to the classic “match as many as possible”-gameplay that our game made. Something we’ll definetly do is a “lock a body part”-potion that does just that for a part the player gets to choose. This is also intended to adress the problems players had so far with playing to unlock a certain full shape.
- game modes
- free play mode with choice of difficulty (choose number of potions/grid size, basically the current game mode with a few customization options)
- build-a-creature mode (get a blueprint and try to build that monster)
- [campaign/story mode (if we do this, it will definitely be a couple of updates away)]
- in-game UI
Right now there is only a simple animation on the tube at the bottom of the screen that visualizes what potion colors get pumped into the monsters tank. We want to add a display to the shapeshifting machine that gives constant visual feedback (think of a pie chart or bar charts) on what actually influences the shapeshifting. We had something like this planned from the beginning and had to cut it due to time constraints and the comments on our Ludum Dare page confirmed that we need this to increase playability for most people. This will also make it easier to “go for a certain shape”.
- improved touch controls
Right now potions have to be clicked/tapped before they can be shifted, we want to do this by swiping. Maybe some other improvements will be required for mobile as well, we just released it on Android yesterday and did only a little bit of testing beforehand.
- visual improvements (background & ui, potion dropping animation)
- simple creature animations
We are open to suggestions reagrding the order of implementation (as well as new requests).
We made a match three game called Potion Shift for Ludum Dare 35. This time we tried to keep everything as simple as possible to get more polish done within the 72 hour time limit. We planned to make a match three game for some time now. I am happy we found a way of incorporating the theme into the game mechanics as well. We did not even plan that properly, it really developed out of the first prototypes. It was also the first time we had external help for music, so we could focus even more on our stronger areas in development. I’ll go into more detail about how we approached making the game in another Post Mortem soon, after we finish the Post Mortem for My Superhero. We submitted the game on more websites now, hoping for greater visibility and more feedback. This is also a game we’d like to continue working on for a while if we had time, but it’ll probably depend on the feedback we get.