Ludum Dare!

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Rezil
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Ludum Dare!

Post by Rezil » December 16th, 2013, 3:23 am

Well, this is the first time I entered Ludum Dare and I gotta say it's really fun to participate! The theme was 'You Only Get One' and here's my submission:

http://www.ludumdare.com/compo/2013/12/ ... e-is-here/

And a pic + download link for those too lazy to actually click on the above entry:

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https://www.dropbox.com/s/gdxaa6gjhspztbp/LD28-out.zip
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<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Ludum Dare!

Post by Drofder2004 » December 17th, 2013, 10:26 pm

207800.

Was fun, but shit your game needs a health warning. Potential cause for RSI.
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Re: Ludum Dare!

Post by Rezil » December 21st, 2013, 10:14 pm

Yeah I need to add either binding a keyboard key or holding the mouse button to break the blocks.
207800.
Nice, my max was I think somewhere around 577000. :)
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I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Ludum Dare!

Post by Drofder2004 » December 22nd, 2013, 5:13 pm

Rezil wrote:Yeah I need to add either binding a keyboard key or holding the mouse button to break the blocks.
207800.
Nice, my max was I think somewhere around 577000. :)
Bindable upgrades also. Having to click those bombs and click to place them is a little irritating. A quick buy option would be fun.
Also, a few additional upgrade options would make the game more fun and less click-mashing, e.g. lightning bolt (hits up to x amounts of touching bricks), laser (hits all bricks between two selected points, but only doing low dmg).

Tetris style option (letting bricks fall and land exactly in a line will clear the line) [although this could make the game to easy, so maybe limit it to colour must match also].

RPG/EXP style option (progression tree of upgrades, stronger hammer, chance for crticial hits [insta-destroy], faster hammer, etc).

In other words, the more options the game has and the less clicking would essentially make them game more enjoyable.

Of course, with the limitations of the competition requirements/theme and only 48 hours, you can't exactly insert a thousand extras. Although, with a game like this... develop it further and release it on the mobile game market for either very cheap or with ad support. :)
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Re: Ludum Dare!

Post by Rezil » December 28th, 2013, 4:32 am

Although, with a game like this... develop it further and release it on the mobile game market for either very cheap or with ad support. :)
That was exactly my intention, I think the premise is addictive enough for people to keep playing it. And I like your idea of RPG style progression, currently there really is no reason to spend your money other than to buy two really similar upgrades.
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<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: Ludum Dare!

Post by Drofder2004 » December 28th, 2013, 6:44 pm

Brick Blasters are not an original concept, so it need to have a hook.
The most common hook being applied to games nowadays is the roguelike style of gameplay.

Start the game incredibly hard and allow the player to only earn a small amount of currency/exp, each game the player earns an exponential amount of currency allowing them to get the bigger, better items. Then to further add to the longevity - have a "New Game+" mode which simply resets the game and adds difficulty. Finally complete the hook by adding a leaderboard.
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Re: Ludum Dare!

Post by Drofder2004 » December 28th, 2013, 11:09 pm

KillerSam wrote:
Drofder2004 wrote:Finally complete the hook by adding a leaderboard.
At least use the real football gif.

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Re: Ludum Dare!

Post by [SoE]_Zaitsev » December 29th, 2013, 2:33 pm

What's that bullshit and why is it funny?
matt101harris wrote:big cock was the first thing that came to my head lol

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Re: Ludum Dare!

Post by Drofder2004 » December 29th, 2013, 3:12 pm

[SoE]_Zaitsev wrote:What's that bullshit and why is it funny?
If you are talking about the gif, then it is a player pretending to be a fish being reeled in and then displayed for a photo...

But we are going way off subject here.
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Re: Ludum Dare!

Post by [SoE]_Zaitsev » December 29th, 2013, 4:41 pm

I knew it was about reeling in some fish, but I don't see the point.

Anyway, I've been wanting to ask this for a while... What's a Ludum Dare and what's it for?
matt101harris wrote:big cock was the first thing that came to my head lol

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Re: Ludum Dare!

Post by Drofder2004 » December 29th, 2013, 4:56 pm

[SoE]_Zaitsev wrote:Anyway, I've been wanting to ask this for a while... What's a Ludum Dare and what's it for?
Ludum Dare is a competition that requires you to create a game in a short period of time (usually 2 days) following a general criteria/theme and a small set of rules.

I am not sure there is a totally legitimate point beyond inspiring creativity and allowing programmers to have some fun doing what they do.
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Re: Ludum Dare!

Post by [SoE]_Zaitsev » December 30th, 2013, 1:03 am

Ah righty :) So what's the price is you won?
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Re: Ludum Dare!

Post by Drofder2004 » December 30th, 2013, 2:11 pm

There are two prizes.

Prize 1: A working product.
You game is clearly good enough to be distributed or further developed and potentially monetised/sold.

Prize 2: Bragging rights.
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