Johan Peitz - Let's make SOMETHING


A Summary of A Super Mario Summary

I posted a post mortem of A Super Mario Summary over at the Ludum Dare site. Since I don't like to copy/paste jobs, go here to read it. Enjoy! :)


BATHOS – a recap

Today the voting session for the latest Ludum Dare  challenge was over and the result announced! All in all, there was a staggering 599 entries submitted - in one weekend! An amazing amount of games, and a lot of them really well made and interesting.

My game BATHOS received some really great comments and I'm very happy with the end result as well. Bathos placed 3rd in the Theme category (bronze!!!), 7th in Graphics, 18th in Humor, 19th in Community, and 50th in Innovation. All summed up this led to a 32nd place overall. Not bad considering the amount of entries, the little time I actually spent on the game, and the fact that the game is based on single red herring mechanic. :)

If you haven't played it yet, here's a screenshot and a link:


One thing that really made me happy was the amount of site that picked up on BATHOS right away. I've tried to collect them all here, but if you know of any more sites, please let me know!

Reviews (of BATHOS):

General coverage of the event  (that includes BATHOS):
That's it for this Ludum Dare I think. I'm really happy with what I made and would like to use it for something larger. I've already ported the game to my own engine and started adding a few features. Hopefully it will turn into something at least as interesting. Stick around and you'll see!

BATHOS – post mortem

For my third LD I knew from the beginning that I would have less than one full day to complete the game. Knowing that, I first planned not to join, but when I saw the theme I thought that I should at least be able to do something small.

Again my weapon of choice was AS3 and low res pixel graphics. This time I tried out FlashPunk (thanks to Sos's framework posted earlier) and even if I used very little FP code I was quite happy with my choice.

All together it turned out more or less like I imagined it to be. If you haven't played it I strongly suggest you do so before reading any further as the game is quite spolier fragile. Feel free to try the game here:

What went wrong
- story
I wanted to really put the player into the action and let the player imagine what had happened before for herself. This had could been done a lot better and I'm not happy with the intro and outro texts at all. They worked, but nothing more. I think better texts could have emphasized the point of the game and the players' reactions even more.

- framework code
I hadn't used FP before so when I found out that Sos had posted a quick and dirty platformer framework I decided to use it right away. The framework was good for most parts (thanks Sos!) but there where some minor glitches that stopped me from adding some of the polish I wanted in the end. Since there is so little platforming actually in the game I might have been better off writing it from scratch.

- not much
I tried to think of a third thing that didn't work out but failed. I didn't eat very much, but that was expected. Next time I really should take more breaks and eat better - pomodoro style!

Base functionality complete! Time for graphics!

What went right
- scope
Knowing that I wouldn't be able to pull any all nighters I decided to try something very special and short instead of generic and large. Usually I want to make levels after level, but this time I was smart enough to realize my weaknesses and use them as strengths.

- graphics
While I usually dabble with pixel graphics, I wanted to try a new style this time. Normally I'm very much about child-like proportions, big eyes, and black outlines. In BATHOS I aimed for a realistic style in order to make it feel more real. Wether I actually achieved the latter or not, I'm very happy with the looks of the game and it is something that I will surely use again.

- framework code
Although there were some minor kinks in the framework I used on top of FlashPunk it allowed me to dive straight into the game mechanics. This saved me a lot of time and I think it was the first time in many years that I didn't write any engine code for a game. Big thanks to Sos and Chevy!

- the name
Reading the initial response I am very happy with positive comments, something which I am very grateful for. There are of course people who don't like the game and/or hate the ending, which it why I named it BATHOS ( = anti-climax ). :)

Final look of the first room.

On a final note, let me recommend WolframTones for quick music. It requires some clicking to get the desired result, but it beats composing for a musical newbie like me.



BATHOS – an LD48 game

Last weekend the 21st iteration of the triannual game developing challenge Ludum Dare took place. Participants vote on a large number of themes and after several rounds the final theme is announced and the event starts. Developers now have 48 hours to single-handedly create a game from scratch based on the selected that theme. A hearty challenge that requires both endurance and planning to fold out well.

I've join a couple of times before so I knew what I was getting into. Also, I wouldn't be able to partake the entire weekend so I deliberately kept the scope of my game small. Sticking to my guns I used pixel graphics and a platform style experience. The game is quite secretive in it's nature so I'm not going to tell you too much of what it is about, but I am very happy with the end reslut! :) All in all, you find yourself trapped in a small room, and you have to escape. Can you?

Play the game here:

Read what others think and rate the game here:

Reviews (of BATHOS):

General coverage of the event  (that includes BATHOS):

I hope you like it, and let me know what you think!  I will post a post mortem as soon as things have settled.