Another game jam down, another toy game/prototype to show for it! Drunkle is based on the theme “two button controls”, and was made with the help of returning team members Nathan, Peter, and Luke.
Drunkle seems to keep getting himself excessively inebriated. Help him navigate the precarious hallways of disreputable inns and taverns so that he can reach the exit before he makes a terrible mess.
As usual for projects I do in Unity, you can play directly from your browser, or grab the Windows 32-bit or Windows 64-bit build.
If you were a participant in Ludum Dare 34, we’d welcome your ratings and feedback on the Ludum Dare entry page. (more…)
Death by <End of File>
Ludum Dare 32 is over! It’ll be three weeks before ratings are completed and I find out how well I placed, but I already feel like my experience this weekend counts as a smashing success.
My entry is Deserializer, a vaguely Frogger-like game of network packet sniffing. The objective is to steal the system password by deserializing passing packets of data, without getting caught and blocked from the system.
Play it now using the experimental Unity WebGL build. Also available is standalone executable for Windows (packaged as a 7z file, 64-bit, 32-bit, or packaged as a zip file, 64-bit, 32-bit).
So what makes me feel like this is already a big success? (more…)
Okay, after a few nights of good sleep and days not thinking about coding, it’s time for a reflection on my efforts during this past weekend’s Ludum Dare. (For reference, my entry can be viewed here and played here).
As was evident in my earlier posts, I didn’t really have a clear idea of where I was going, design-wise. Even on the last day, I wasn’t quite sure where I would end up, though it was of course much clearer how little time I had left to add any additional mechanics. But I didn’t let that lack of direction prevent me from continuing onward anyway, so that was a success of sorts. All too often, if I don’t know where I’m going, I fail to go anywhere at all. (more…)
Physical prototype with Risk cubes and LEGO axles.
Not that there’s much on which to retrospect, since I threw in the towel less than a day into the game jam. My brain simply was unable to appropriately concentrate on the task at hand, no matter how much I tried. Eventually I decided to simply cut my mental losses and not burn an entire weekend on a stressful activity that was clearly going nowhere.
Part of the problem was certainly that I had some personal stuff on my mind. While that overall fact obviously impacted my efficacy with the jam, the details are irrelevant. But there were some aspects of my mental processes that are very relevant to a retrospective. First, and of course most notably, I’ll cover what went poorly, followed by those few elements that actually went well. Such as the physical prototyping you see here on the right. (more…)
What a confusing tangled mess!
Ludum Dare is over, and my entry, Symptomatic, can be viewed here. (If you want to judge the entry on the Ludum Dare site, you can find it here.) The non-competition jammers are probably wrapping up their 72-hour game jam entries as I type, but having done the 48-hour competition, I’ve had the luxury of relaxing for a full 24 hour already. Time to look back and reflect. (more…)
Over a week after completing my Ludum Dare entry, I think I’m finally ready to write up a postmortem. I needed that time, because the project wore me out. I’m not even sure I felt like I worked that aggressively, but I think my awareness of the deadline magnified the sense of exhaustion. It was my first game jam, though. Maybe next time I’ll be a bit better adapted to the experience. (more…)