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879195 Posts in 32967 Topics- by 24359 Members - Latest Member: colinvella

May 23, 2013, 12:57:07 PM
TIGSource ForumsCommunityCompetitions==Ludum Dare 23 : 10 year anniversary! April 20th
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Author Topic: ==Ludum Dare 23 : 10 year anniversary! April 20th  (Read 10485 times)
Impossible
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« Reply #180 on: April 25, 2012, 10:42:22 AM »

My game. Already getting knocked for local multiplayer (I knew that would hurt), but also no one knows what's going on.  Also getting more shit for not having a title screen or instructions than I expected.  Oh well, it is pretty half assed and I almost didn't submit Smiley.



http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=194
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Tifu
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« Reply #181 on: April 25, 2012, 11:20:06 AM »

Well you can easily add instructions to your game page.  It's not as good as in-game instructions, but I know I usually play games with the game page open in case I need to refer to anything.  Unless your intention was for some of the fun to be discovering how the game works or something - I also lack anyone to play with so I can't tell if that was supposed to be part of it.
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johnki
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« Reply #182 on: April 25, 2012, 12:10:23 PM »

...but also no one knows what's going on.
Heh, I wrote a how-to guide, and a lot of people are still saying they don't understand my game.
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Impossible
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« Reply #183 on: April 25, 2012, 01:37:29 PM »

...but also no one knows what's going on.
Heh, I wrote a how-to guide, and a lot of people are still saying they don't understand my game.

I'll check out your game when I get home from work.  From what I can see and looking at the comments it seems like your game is way more complex than mine is and the primary issue is the interface is confusing.  

In my case some of it is interface (having build and attack be the same key, broken research meters), but I think it's more that the game rules aren't clear and the goals are also unclear.  I'm pretty sure a good amount of people don't understand that's it's a 2 player local multiplayer game. People don't know that cities give them research points which allows them to level up and jump higher, so when you first get in the game you assume jumping is broken.
« Last Edit: April 25, 2012, 02:32:17 PM by Impossible » Logged
Catman
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« Reply #184 on: April 25, 2012, 02:44:05 PM »

Here is my entry!!!!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11589



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johnki
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« Reply #185 on: April 25, 2012, 04:10:02 PM »

I'll check out your game when I get home from work.  From what I can see and looking at the comments it seems like your game is way more complex than mine is and the primary issue is the interface is confusing.
That really confused me, honestly. The interface is just there to allow you to monitor stuff. You can't interact with it at all, and the how-to guide says that. Other than that, the comments are totally legitimate. Even with the guide, it takes a bit of experimentation for it to kind of "click". Some of the buildings require interaction, others don't. For some, the interaction is vital to survival, for others it isn't.

I really, really, really wish I had the time to make an in-game tutorial. I think it would have increased the positive responses quite a bit.

For the time being, though, I did do a quick fix for two bugs, and updated it to open the local how-to guide, rather than the nonexistent online one, but I can't (and wouldn't want to be anyways, honestly. It's just not in the spirit of LD) be rated on that one.

In my case some of it is interface (having build and attack be the same key, broken research meters), but I think it's more that the game rules aren't clear and the goals are also unclear.  I'm pretty sure a good amount of people don't understand that's it's a 2 player local multiplayer game. People don't know that cities give them research points which allows them to level up and jump higher, so when you first get in the game you assume jumping is broken.
Ah, I get that. Yeah, I think part of it isn't so much that it's unexplained than it is that people want to rate as many games as possible to be able to get their own games out there, and don't want a learning curve, regardless of how deep of an experience it is. They want it to either grab them and lose an hour or two, or have a session be over in a few minutes, play a time or two, rate it and move on to the next one. Or at least that's the impression I'm getting: The impression that in any other setting, there'd be more people willing to put in the time to figure it out.

That's not to say instructional materials aren't necessary, but that just seems to be the vibe I get from a lot of people.

I think I'm definitely going to plan accordingly for the next Ludum Dare, challenging myself to make something deep AND accessible, perhaps.

EDIT: And I really hate that people are knocking local multiplayer. I don't like online games quite the way I like local games, unless it's something like a shooter that requires a mouse, and I still like having someone here locally to play with on the same server/whatever. Gaming should be social. That's what makes games genuinely fun. Doing something stupid in a game and being able to laugh about it with the guy next to you. At least, those are the most fun times I can remember, not the total badassery moments.
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Murilo
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« Reply #186 on: April 25, 2012, 05:44:32 PM »

Hi everyone! Here's my game entry for the jam! I couldn't finish it properly but it does have an ending! It's a short 2d platformer. Enjoy it!
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sublinimal
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« Reply #187 on: April 28, 2012, 04:02:15 AM »

Finally got access to a computer where I can actually play the games. This Precious Land and Recluse are my favorites from the couple I've tried.

As always, a lot of the games don't feel like complete experiences but prototypes that leave me hoping for a post-compo version.
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OddGoo
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« Reply #188 on: April 28, 2012, 08:38:47 AM »



Here is my entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6590

This was my First Ludum Dare, I absolutely loved it. I shall now play all the games that have been posted in this thread.
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todd
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« Reply #189 on: April 28, 2012, 07:48:36 PM »

I played through your game earlier OddGoo and it's pretty great  Hand Thumbs Up Right

edit: the 2d character sprites are very charming in the 3d environments.
« Last Edit: April 28, 2012, 08:15:32 PM by Seasons » Logged

thatshelby
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« Reply #190 on: April 28, 2012, 08:22:40 PM »

*ahem* Gomez *ahem*
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Geti
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« Reply #191 on: May 01, 2012, 01:30:08 AM »

Was cool, Wacky dialogue kept it fresh. First game this compo to have a "now where have I seen a toilet" moment. Figuring out the controls pissed me off to no end though, haha.
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JoGribbs
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« Reply #192 on: May 01, 2012, 02:27:30 PM »

Thank you guys that is very cool.

I would change it and add controls, or map pickup and drop to the same button but part of me wants to preserve the result of a mad 48 hours (that and i don't want to release it again with the GMlite logo all up in the screen).
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gornova
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« Reply #193 on: May 03, 2012, 04:07:36 AM »

here my post on TIGForums about my entry
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Shackhal
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« Reply #194 on: May 13, 2012, 07:26:24 PM »

The Ludum Dare #23 results are up!

Here are the results for the Compo: http://www.ludumdare.com/compo/ludum-dare-23/?action=top&cat=Overall

And the Jam results: http://www.ludumdare.com/compo/ludum-dare-23/?action=top&cat=Overall%28Jam%29

@FrankieSmileShow, congratulations for being 2nd in the Jam Session!! Cheers! Toast LeftGrin
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