Showing posts with label contest. Show all posts
Showing posts with label contest. Show all posts

Sunday, January 13, 2013

Ludum Dare 25: my results - aka a Postmortem

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See my entry page here. Seems people like big Cthulhu smashing cities, after all!
Here my results


Coolness100%
#302Theme3.34
#330Humor2.63
#474Mood2.59
#489Audio2.00
#550Fun2.45
#593Overall2.58
#597Innovation2.37
#673Graphics2.08

The "good thing" is CataCthulhu is above 2 (on 5 max) on all categories, with a good 3.34 on Theme! Yeah!


What went right

- idea in few minutes,
- simple graphics,
- simple mechanics,
- not too much time on it,
- the "splat" sfx
- 100% coolness, played and rated a lot of  other games!

What went wrong

- player need an objective, not only destroy cities,
- must work on collision with pixel masks, some (again!) problem with it

See you on next LD!

Sunday, December 16, 2012

Cata Cthulhu

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You are Cthulhu and yes, you have to destroy cities

 CataCtlhulhu is a game made in 48 hours by me for Ludum Dare 25. You can see compo entry here.

Cities can spawn heroes and .. citizens?

I've made this entry following LD25 theme "You are the villain" and who could be the best villain than Ctlhulhu ?

I've made this game with Flashdevelop, Flashpunk and Gimp, all made by myself (so can blame me for bad graphics). I know that isn't a perfect game but I like it, both fun programming it and playing it!

Wednesday, October 3, 2012

LD24 Post mortem

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Bot-Volution is a game made in 72hours by me and Nickfla1.
We decided to meet and help each other to build a little game, but nothing is perfect, right?

What went right

Graphics: I'm okay with it. Non everything is perfect but overall experience, for my experience, is good. I made sprite, trees, rocks tileset and my mate made user interfaces and icons.
User interface: nice to see, easy to use, no one have complaints about it, that's cool!
Story: nickfla1 write a good story about evolution I like it!

What went wrong

Music: we have a nice song to add, but we pospone it. After some times.. nothing was working, no music plays and so on.. so we give up.
Collisions: remember to use moveBy function, not mplement a home made solution.. so easy to use!
Grid:: forced by time, for the first time I've worked with grid .. so easy to use with a level defined with Ogmo editor Ex: during contest time (why not searched before?) I've found some nice addition to ogmo editor, named Ogmo editor Ex. Some stuff are so easy.. my standard Ogmo editor 1.x now


Lessions learned

- add music ASAP!
- create some other walk animation for player and monsters

- make more bigger sprites!
- small design first!
- at least two types of enemies!

Wednesday, September 26, 2012

Dna wars

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Dna wars is more than a simple Ludum Dare entry. Made in only 48 hours with Flashpunk is a good strategic/puzzle game, where you have to destroy mutations. Gathering resources, planning your expansion carefully and link every part of your cell is crucial parte of your work.

My suggestion is.. play it now!

Bonus.. source code provided!!

Wednesday, August 29, 2012

Bot-Volution

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Bot-Volution is a game made in 72hours by me and NickFla1.



Play it now!  and rate it on Ludum Dare 24 page

I will put online a proper post-mortem for this project for now what can I say is this. We made it using Flashpunk 1.4, Ogmo editor, all graphics are made by us and char spritesheet and enemy spritesheet are drawn by me.

Thanks for your playing !


Wednesday, May 30, 2012

LudumDare and me

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Ludum dare is an international competition to make in 48 hours a game and I've partecipated with four game so far (you can play it all using link here on blog!):
And it's fun to make a point about my partecipation on Ludum Dare ( points are from 1 to 5):

#LD19 - Random LD19 #LD20 - S.H.T.G.H #LD21 - Escape in 60 seconds #LD23 - Childhood toys
Overall 2.55 2.18 2.75 2.82
Community 3.08 2.67 3.06 -
Coolness
6%
6% 13% 100%
Audio 2.39 1.33 2.00 1.96
Theme 2.95 1.86 3.18 2.42
Innovation 3.35 2.50 2.21 2.13
Humor 1.55 1.36 1.48 2.00
Fun 2.10 1.86 2.67 2.66
Graphics 1.50 2.83 2.11 2.61
Mood - - - 3.11


From numbers to words

An important lession learned from this number is that my overall score is increasing, like my coolness (just play enough games from other users). Audio and innovation could be together in a game and I can match theme and fun together. I'm not an artist, so my graphics is always same. I'm not sure about humor, because childhood toys has nothing about humor.. I don't know!
About overall score again, my target could be 3.00 for next Ludum Dare, I just need to concetrate in polish my gme on audio side and with some new gameplay.

Take motivation from numbers

One important lesson I've learned from last LD is that to build a game in 48 hours you need a decent framework (Flashpunk is best for me, 4/4 of my entry are made with it) a "vision" of your work and solid gameplay in place.

Sunday, May 13, 2012

Childhood toys - post mortem

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click to play

Childhood toys is just an experiment, not a full game. Made in 48 hours for Ludum Dare 23, an international gaming challenge to complete a game in 48hours and fit a theme, this time "Tiny world".
After playing some great platformer (like Company of myself) and dedicated too much time on Java programming, I've decided to look back in my personal gaming programming path and try again with Flash and in particular, Flashpunk.

I've wrote before about flashpunk and made some games with it (Escape in 60 seconds, S.H.T.G.T.H, RandomLD19, Airheat and Zombie Employee) so I'm able to do a little game with it. This time I've decided to build a platformer, because there is a nice "expansion" of flashpunk: Advanced Platform Engine.APE is awesome because with some work already done let you concentrate on main part of your game: game itself.

a nice example of level design with paint
With "Tiny world" in mind and APE as tool, what kind of game do for LD23? I've decided to tell a brief story of a boy and his little world.
I've realized soon without a sketch of my level/levels I cannot do anything so I've decided to open up paint (yes, microsoft paint)  and have 9 zones: in each a toy to collect and some obstacles to jump around.

Yes, goldrake is in my game too

 Because I'm also in love with metroid and castelvania and a linear level design could be boring, I've decided to have a double jump power up, a teleporter and switchs to turn on teleporters, spikes and jump again.
Add some text and you have Childhood toys. For text I didn't spent too much time: just wrote it and see on screen. As I said before, story is written in my mind before starting working on game too: collecting some toys, main character find some memories of his past.


What went right
- APE, right tool to do the job,
- Gimp, perfect tool to have a little animation in no time, some texture for my blocks and so on,
- Ogmo editor,  for level design is perfect: works well, nice integration with Flashpunk
- twitter: follow game updates on #LD48 is fun and help to keep motivated

Switch is on


What went wrong
- from first comments, game could be frustrating after first teleporter, because you have to do a double jump in mid-air to reach a platform
- graphics is not so coold: I've planned to add a light effect, because all game is a kind of nightmare for a boy, but have no time for this
- flashdevelop: I didn't setup it correctly so debug wasn't working. So waste of time.. argh!


Conclusion
A nice ludum dare for me, mainly because I've completed a little game and tell a story about a boy.



Friday, May 11, 2012

Terratri

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I'm not only a software/web developer and game developer in my spare time. I'm also in love with tabletop games.
Great classics, like Risiko or new games, for example Dominion. Both two strategy games, if you notice that.
So when I've found this link about Terratri, a tabletop game in playtesting (with nice explations about mechanics) made by Adam Saltsman, mind behind Canabalt

So let's talk a about terratri: first I haven't played it, mostrly because I need to build it and not buying it :(

Reading Adam blogs, Terratri seems to be a nice game: no ramdomness, just strategy between two players in a 5x5 grid.
Rules are simple:
  • Players start in the middle cell of opposite sides of the board.
  • Players get 2 actions per turn.  Viable actions are: Move one space (up, down, left or right), or Fortify.
  • When a player moves to an unoccupied territory they automatically claim it, placing or flipping a territory marker to show their claim.
  • Unoccupied territory is any grid cell, claimed or not, that has neither a player pawn nor a fort.
  • Players cannot move onto any tile that is occupied by the enemy pawn or an enemy fort.
  • Players must end their turn on a different tile than where they started if the territories or forts did not change during that turn.*
  • Players may Fortify the territory they currently occupy if they have claim over at least 5 unoccupied territories.
  • Players do not need to use all their actions so long as they do not break any other rules by doing so.
  • First player to 5 forts wins.
  • If multiple games are played back to back, players should take turns going first.

And could be learned in no time. I love simplicity in way game is presented and how simple rules could build a complex game (chess anyone?).

This kind of game could be a nice inspiration for a desktop-web-portable game, if only I have some nice artist on my side!

Sunday, April 22, 2012

Childhood toys

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My entry for Ludum Dare 23 is finally online, you can play it here.
I'm proud of this little game, because I've done it in 48 hours and you can find a little story behind it.

You can play it here

Have fun with it!

Note: you can download source code here but source code is a mess, I have a lot of things to do so is not my best example of code!

Thursday, December 8, 2011

Ludum dare 22 I'm in!

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Next week LD22!
I'm in and you ?

:-D

Tuesday, September 13, 2011

Ludum Dare 21 Compo results!

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Ludum Dare 21 results are out!

I've developed for this compo Escape in 60 Seconds (see the game here and post-mortem here) and the game didn't go so well, but hey, this it a Ludum Dare, my aim is to have fun and learn from my mistakes!

Next Ludum Dare I will do a great game! :D


Thursday, September 1, 2011

Into notch's mind: Prelude of the Chambered

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Last Ludum Dare #21 is an amazing experience to study and learn new way to make videogames. maybe learn from Minecraft's creator notch?

yes, this is the game!

But first, who is notch? It's mind behind Minecraft  and creator of Prelude of the Chambered an amazing little game made in only 48 hours!
So let's take a look to his game.

Gameplay

Prelude of the Chambered is a first person-adventure game where player have to escape from a prison and find and exit to surface. Player control this avatar using keyboard and an action key. There is no jump, but it's possible interaction between player and another game element: for example destroying blocks of dungeon, pushing rocks and so on. Player can use offensive weapon (a gun) and other objects to get into new areas.

 Prelude game video, SPOILER inside!

So gameplay is easy to understand an master: anyone have played Doom or Wolf3d can play this game. There is also some puzzle to solve in order to unlock new area and combat are fast and brutal: no regeneration, few hit points.. you got the idea.
A weak point (for some people) could be lack of direction: player don't have any clue what have to do or where is important area. Just try, learn and move on: remember Minecraft, right? It's the same, in small scale.
Prelude remember rougelike games in many ways: simple controls, deep mechanics, graphics is not so important. Keep in mind that when you play it.

Tecnology

All is made with Java, and source code can be obtained here. One thing that at first sight you can miss is that noctch have coded all by himself. No external library, nothing.
Game can be played as java applet and as standalone anyou can notice that game is on Amazon s3 service (take a look on address bar here). Put this little game on a cloude service could be a waste of resource, but game is fast to load and many, many people have already played it. It's not so strange to think that notch have made this decision to track some statistics on it, I would have done it, only to understand where people come from, how many played it to the end and so on.

Timelapse

Notch have recorded his work on Prelude on this timelapse. It's hard sometimes to get into his work, but can help you understand how this man work: code, try, code again, try, like everyone else.

Yes, watch this and you are him. Or not?

Some notable things about his timelapse is that everything is done in Eclipse and he define everything using some tilemaps, designing levels using bitmaps. Some nice ideas, right?

Source code

We can learn a lot from Prelude source code, so take a look to some notable points (all IMHO, of course). Order is not so important, just random:
  • Assets: all assets is defined into res directory: textures, sounds, gui, times, levels all defined into png files. A smart idea is to keep levels design fast: just open an editor, draw a color on a certain (x,y) and this color is used to determine what load into actual game. I like this idea! There is no xml or jason file to match positions of resources, just coded into Art and Sound classses, for example, but it's okay for this game.
  • Main: every Java program have a starting point and Prelude hava too. EscapeComponent.java have "main" program, keep record time, handle main loop, always render screen object and take care to update (or tick) player class and level class. Nothing strange here, but keep separated rendereing object on screen and their logic is reasonable and needed. So, good foundation here.
  • Render: rendering screen is simple and mostly done on Screen.java. Here Prelude render first gui then game using Bitmap3D. This class keep care of player position (camera) and draw all objects on screen from a viewport using it. It's interesting notice that first all game is draw on screen then is postprocessing  adjusting pixels brightness. One step at time!
  • Tick and entities: every active object into Prelude extends Entity, as seen in type hierarchy
    Entity type hierarchy

    Again a good foundation is to keep some common logic into an ancestor class and use it into children.
    An interesting point is into Entity.java where isFree method located. Here Prelude take care of check for collision between Entity/blocks and Entity/other Entities: key point is invoke a callback collide both entities when collision occours, to notify it. So for example when bat hurt player, both player and bat are notified of it and so on. Simple, powerful and easy to get into your game!
    Read for example OgreEntity.tick(): when game ask ogre to act if time is right he shoot a bullet to player!
notch have trapped you, escape!


  • Player: player movements is handled into Game.java and then Player.java move position, rotate it and so on. It's better to have a look into it, go get the full idea, trust me!
  • Levels: other than entities there are statics block to diplay and update and here, after load from an image-level-definition, building istances  of Block.java according to level definition into an array. Then blocks are decorate, for example adding torch's sprite to blocks and so on. Powerful ideas here: level defined into a small image using colors, blocks as container only of basic informations and decorations (aka associate sprite to a block) after load it.


    yes, this is a level defined as image from notch
  •  
Conclusion

This is just a small step into notch's mind, but amazing thing is how he works: in just 48 hours made a little gem (remember, it's an hard game!) it incredible! Good work, notch!
What can we learn from this code? Not only write a simple wolf3d-clone is easy in java, but you can do it in 48 hours, using only your creativity and the basic idea: keep your game and your code expandable, be agile. Like in minecraft, right?
Where is the exit? I have to finish this game!! :D lol

Tuesday, August 23, 2011

Escape in 60 seconds, postmortem

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Last weekend I've done little nice game (IMHO), Escape in 60 seconds for LudumDare21.
You can play it here and source code is here (License is: make anything you want with it!) and my ludumDare journal is here.

The story

When I think of Ludum Dare i know that there are 48hours, a good amount of time to make a little, limited-scope game... but I have a life and I want to live it :D
So my time is limited. Knowing this right choice was to find a little game with simple mechanics that match the theme. I've voted Stealth and related themes for all voting round and declared use of Flashpunk, punk.ui and some sort of lighting.
I've learned from previous Ludum Dare mistake so I was prepared in some sort of crappy-paint graphics made by myself, but I don't care because most rewarding thing in LD is the experience itself, not final product. I love the stream of ideas, posts, tweets and all this energy that spread over internet reaching some cool developer (like notch and kevglass): learn from others is a great and follow their attempts is cool too.
Anyway after reading the chosen theme "Escape", Saturday morning after 2 hours I've found a direction: some sort of rougelike/puzzle game with simple mechanics: player just run, avoid enemies, but if he need fight it and cure with a potion, here my first update.
Where come from this idea? I don't know. I thought about a flash rougelike before and have some unfinished demo on my hard disk, but with a different mechanics (enemy try to kill you, in this game they simple move randomly choosing a direction), maybe some inspiration come from Desktop Dungeon too.

I would spend some words about Flashpunk: build an anyone-accessible game in 2 hours is amazing and only using as reference flashpunk basic tutorial. With nothing spectacular here: grid movements, few sprites and two new features of flashpunk that I've discovered (I'm not a flashpunk master :P):

  1. GraphicList: useful to have one image as sprite for player/enemies and one for entity health status I haven't found a decent way to remove from a GraphicList an image to update health status, so I removed it all and add again bad coding here!

  2. Entity.moveBy: Flashpunk is incredible for this features. The problem: move entity in a given direction, but stop when collide with a given type (for example Wall). Usually my crappy code was:

Entity ent = collide("wall",x,y);
if (ent==null){
// 32 is my block size
x += 32;
y += 32;
}

My eye fall on a function on Entity class.. moveBy, just see code in action here: it's too easy to use and you can pass a list of types to check collision. If there is a collision, no move, here more info.

Adding monsters was easy because I've refactored a bit first 2 hour version of the game adding Enemy class and extending with various monsters (for example Spider). Now I think that could be better have one Enemy class only with a different type/sprite on constructor, than 4 monsters, dammit!
A nice pattern I've learned from flashpunk forum is having a Global class with static methods and variables, here's mine. Using this little trick your code is more clean and adding "general" stuff in one class help in this kind of compo: adding variables, sound stuff and embedding graphics help in keep other classes. I insist on this topic because in a compo like Ludum Dare get lost on your own code could be a risk you have in mind!

I quit after 6 hours, because after afternoon I went out with my girlfriend and some friends and play minigolf (quite fun, but don't say to anyone).

Second day's morning was dedicated to define levels with Ogmo: this editor is perfect for LD because you have to define first your level "template" (.oep file, you can find it here) and then make levels. It's powerful (not so powerful as Tiled but easy and fast to use. As you can see on oep file, I've decided to have small levels (480x320 is my desired resolution) to force player in a small space and put few enemies moving around with fast-run mechanics in mind. I thought were better to have all entities on screen as object in game, with no ground-layer: everything is 32x32 pixels so it's easier to handle and debug.
Level design was fun because with small resolution what I've to do is:
  1. add walls,
  2. add starting point,
  3. add ends points,
  4. addenemies
Quite easy and fun.. 10 levels made in one hour or so on!

After playing a bit I realize that I need some other game element: first Pit and then glass.
Why this addition? Because I want to force player in certain directions in some levels without using always walls (and use of istant-kill pits is right choice) and glass because I want to force enemies to stay in certain areas to break levels in smaller areas where player can think-run-think fast (Glass can be used as no-monster tile, if you play it). My hope was to find a balance in levels between find the right path, run, avoid monsters, go to save glass and fight occasionally.
After some beta testing of my girlfriend I thought to have found the right balance: 10 levels are enough, 60 seconds too and levels are never hard, you have always to keep in movements!

Another addition was the menu with some instructions (thanks punk.ui!), win/lose conditions, time/move trackings (all into GameWorld class) and some sort of ui (all done with Gimp)

Let's talk about sfx and graphics. After levels design and ui, I spend two hours in the effort to make my graphics better. I've discovered new ways to use Gimp as pixel editor, but for basic sprite design I'm stuck on Paint and this is bad. I need some decent pixel editor for future compos. Anyway, I'm happy with wall tile with some dirty pixels and shadows :D
Sfx was all matter of beautiful as3sfxr just use it and in minutes I've found all sfx I needed! I wasn't sure to have a decent result with music so I simply didn't add it :D

After playing a bit my game and found that is possible to finish it, I thought about distribution. First choice was obviously Kongregate because have a simple api for highscore and this game is perfect for highscore, so put few lines in it and the game was ready: upload process on Kongregate was also simple and fast (they love flash game!) and my game is really lighter (160kb!).. perfect!

In the meanwhile ludumdare website go down and I just enjoy some random tweets (nice resource for information on other people game progress and ideas!!) .. but for few minutes. So I was one of the first have submitted game :D

What went right

  • Uses of Flashpunk: my experience with this library (S.H.T.G.H. , RandomLD19 , Airheat and Zombie Employee ) is enough to have simple games in few hours! Forums and documentation is enough too and I could add more effects and find solutions in no time (and there are some other flashpunker on LD21)
  • Overall idea: I've found a fun idea in no time, yeah!
  • Simple gameplay: instead follow the difficult path of find a new kind of gameplay in 48h I decided before compo starts to have a simple game with simple mechanics and this is the way. Innovate in few hours require all the time and more important more experience in various games
  • Level design: I could add more gameplay elements, sure, but I love simplicity of this idea.. and power of make levels in minutes, test it, get errors, fix it, go to next levels!

What went wrong

  • graphics: I'm not ready for doing anything. I must decide to spend some time on pixel art to make at least one or two decent spites with animations!
  • music: I need to put some effort on this too.. lack of music (mutable of cours) ia always a mistake on my games :(
  • gameplay: oh yes, I'm happy with this kind of gameplay but some my decisions can't happy everyone. I thought about a stealth device to get unnoticed to monsters or a speed bonus or a better move mechanics, like move from (0,0) to (32,32) using a Tween l many ideas that need to be explored to keep game fun

Conclusion

I will not win, for sure, but enjoyed the overall experience: like in this game, Ludum Dare is a run against me, my limits and time. If you want to join to this kind of compo, you MUST decide first your scope and tecnology, for sure, but also find a simple way to complete your game. I mean: have time to level design, decide what kind of gameplay is right for your game and all of this no-programming stuff you have to do.
At the next LD22 (maybe with a Platformer? Who knows!)

Thanks for reading!

Sunday, August 21, 2011

Escape in 60 seconds

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Ludum Dare 21 (theme "Escape!") is in progress right now and I've just finished my little new game: Escape In 60 seconds! (here my entry)
Games tell a story about a little hero that need to escape from a dungeon full of monsters before a bomb explode in 60 seconds.

Play it now on Kongregate!


For developers, I'll write a postmortem soon, source code is on github!

Saturday, June 4, 2011

Slick Competition 2011 is over

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Finally on Slick forum there are results for Slick Competition 2011, and you can fine some really good games here.

Winner is Lex with Crush, a good game about defending your planet against asteroids :D

Go and play all contests games

Tuesday, May 17, 2011

Slick Competition 2011 time to play!

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Slick competition 2011 is ended and now is time to play and judge.. so follow this link and start to play with free games made with Java, Slick, Artemis and MarteEngine!

Thursday, April 28, 2011

Ludum Dare 20

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Ludum Dare is ready to start.. sign up, partecipate to theme vote and make a game :D

Like in LD19, my tools:
  • flashpunk
  • flashdevelop
  • flash player 10

With 48 hours I want to learn from past mistakes:
  • 6 hours, not bad! Not a rush, but have all stuff working is a little tricky sometimes,
  • 48 hours contest doesn't mean 48 hours of real-developing-time !
  • next LD I need two day free, not just one,
  • game sucks on graphics and sound and gameplay, but I've tried to build all and I like the experience!
  • guys on Ludum Dare are incredible, watch out of game list.. tomorrow will be full of great games,
  • Flashpunk is incredible easy to use, all code where I need it, and Motion is beautiful!
  • I don't know why I like these little letters around screen :D

Tuesday, March 1, 2011

Slick Game Contest !

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More information on slick forum.. just join! And use MarteEngine for it!

Thursday, February 17, 2011

New Slick2D Contest

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New contest on slick forum, anyone want to partecipate? For now are just ideas, nothing decided.. so you can say your ideas!

Wednesday, January 12, 2011

LD19 results are out!

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LudumDare 19 is now officially finished and results are out. I'm in with RandomLD19 and here there are results.
My entry have these end ratings (84 position on 133, not bad, not bad!):

  • Innovation 3.35 : I like to see these ratings because RandomLD19 is all about innovation and this is a good rating :D
  • Fun 2.10: game is not so fun because is not finished, I'll remember that, but is a decent rating this, for my first entry on LD
  • Theme 2.95: again I like this, because I'm near theme :D
  • Graphics 1.50: right, no graphics around :D
  • Audio 2.39: people like some random sounds ? I like it too :D Concept behind RandomLD19 is game entities will cause sounds, I must remember that!
  • Humor 1.55: no humor, but someone found some humor :D
  • Overall 2.55: this is a right overall rating for my entry, because game is not finished and I can expand it in many ways, so thanks people!
  • Community 3.08: I've tried 20-25 games and tried to contribuite on community :D

For other entries (IMHO) I suggest you to play: