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.
We always go to sleep right after the theme announcement because of our timezone. After waking up today we started to talk about our concept and managed to come up with something that embeds the theme while also crossing something of our “genres we want to try making”-list. Try guessing the genre by the whiteboard scribble above.
As usual we’ll use Unity/Visual Studio for the game and Photoshop for Sprites. Also George (Soundcloud: IamCode6) will join us later and help out with sounds and music.
We are back to make another game for Ludum Dare 35. We might get some help with sounds this time, “we” meaning Gege and Ekki. The theme will be announced in about 10 hours so we still have some time to prepare. We’ll specifically try to keep our concept as simple as possible this time. You’ll hear from us again after the theme announcement!
Now that Ludum Dare 33 is over it seems like a good time to look back on the first game we made. We made it for Ludum Dare 32 in April and continued to work on it for a week after that to release one more update. The game was designed by Gege and me together, the graphics are made by Gege and the programming was done by me. Since it was a Ludum Dare Jam game, the initial version was designed and produced during 72 hours, you can see what we changed in the week after that in the changelog on our game page here.
We participated in Ludum Dare for the second time in a row (already announced that here). We tried to make a strategy game where some simulation was going on – way to ambitious, of course. We still got the basic simulation going and implemented a single unit. A post-mortem will probably follow later, you should try it first!
If you don’t want to click the bunny and missed the link in the first sentence, PLAY THE GAME HERE.
We started working on a game for Ludum Dare 33 this morning, you can find updates on the Ludum Dare game here. Peter Verzijl joined us for this one, he also works with us on The Side Effects of Life with other people under the name Who Is Noah Games. Because of this we will also release the Ludum Dare entry, currently called Doom, Death & Destruction Tycoon under that name. Naming confusion aside, the name of the game is a clear hint: it’s a tycoon game. The theme is “You Are The Monster”, so we thought “Why not be all of them?” and play the setup to basically any fantasy rpg from the other side. The concept is described roughly in this post on Ludum Dare.
There are also some updates on the The Side Effects of Life tumblr-Page, showing our latest progress there.
It got a little quiet here recently, because we are working on something that takes a little longer than a jam game. We are also working with a bunch of other people on this! That’s why you won’t see infos about the game here, but rather on a blog dedicated to the game.
It’s going to be a point-and-click adventure set on a spaceship, where gameplay and story will be centered around a few characters and their personalities. Major updates will of course keep appearing here, but for the latest news follow the tumblr page.
Last week I focused on planning a rebuild of a earlier prototype. It was the first Unity game we actually made, a singleplayer 2D pixelart platformer. And of course everything inside the Unity project is a mess, we had no bigger picture of how Unity development works and learned most things on the fly during development (still are :)). So I started to look back at the game and the specific problems to figure out what we should redo if we decided to publish it here someday.