Another shameful failureish!
Posted on 2011-12-19 11:30

Well then, Ludum Dare 22 went past quickly and silently. The theme was “alone“, which I didn’t like too much. I had a coupla nice ideas, but as often happens in games of mine, the one I chose eventually proved out to be too ambitious.
My concept was to procedurally generate an island, and then put the player onto it and allow him/her to wander freely, trying to explore and find cool stuff. A concept like this quite much *cries* for feature creep, and that’s quite much what happened. I lost my motivation/inspiration towards the end of the compo, but managed to get it back in order to add some more meat to the thing. In the end I was left with something called “Incomitat”.
As it stands, the game is kind of confusing. There’re surprisingly many things to do, and I enjoy playing around by myself, but for anyone else it’s probably a thorough mystery. For example, there’s a hunger meter in the game that the player can fill by eating things. However, due to the time limit I managed to cram only few foodstuffs. The result is that any normal player will probably starve due to not realizing that they have to find a gun from a random abandoned house, then some ammo and then go shoot some bunnies or birds.
The concept is something I’ll absolutely want to return to later on; it fascinates me and I’d really like to make a game where the island was genuinely full of cool stuff to find. However, as it stands, I’d have to tweak a lot of the code and try to make that cool stuff available for all players instead of those who manage to think the exact same way I do.

Go play the game!

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Tags: Games, Small games, Ludum Dare, Procedural generation

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