So…its been a long time i’m not making a blog regarding mobile version of Yggshroom…
I’m afraid to say that i might be cancel it, the reason is because its on a developing hell, i know its might be only like 5 months, but still, its a “simple” game which is in my opinion should not take that much of time.
Theres lot of conflict within myself about the design of the game, i want to make it more action-ish and engaging, yet i want it to stay true to its initial design, as a simple game…
I already made LOT of improvement and additional feature, but i feel its not enough, i feel like theres something wrong or missing, which i intent/want to improve, thus make this game always in a development hell.
I can’t really say that i cancel this game, but i delay it, one day maybe i will get myself together and make a fix design of the game.
So….how Yggshroom doing in the result?, the answer is, not that bad to be honest, i even quite glad with it, so…lets break it down, shall we?, lets do it from bottom to top
I’m not surprised, well because theres almost no innovation in my game, i copy/inspired by one of the “forbidden” game on Atari, but, what i did quite good is put it on together with new challanges/element that makes the base idea better.
I don’t have anything to say about this, its indeed supposedly not giving any mood whatsoever.
And this is also i didn’t suprised, well because i still use the random generated music, and these type of music sometimes can feel didn’t match well with the game and didn’t loop smoothly, and also i did have a wrong choice at the SFX, cause some of the user complaining that the watering sounds effect sounds like a “mistake” SFX.
well i chose to use pixel art because thats the only “art” that i can do, i’ll try to improve it on next LD with different type of art for the game
i’ll comment about this later 😀
i hit both theme!
i personally as the dev didn’t push humor as the main selling point of this game, if its there, its most likely un-intentionally, but i do glad if people find humor in my game even a little bit.
now…this is where things get real, this point is very important for me.
I honestly really glad with what i get here, rank #137 and 3.67 in Fun category is a big achievement for me, that means my game deliver what it supposed to deliver, people have fun while playing my game, and thats awesome!
So overall, LD34 result for Yggshroom not bad at all, i’m really glad with the overall score, all of them are very fair in scoring. For a second compo entry, i feel like i did a quite well done for this LD.
And for all users/players that comment on Yggshroom Page, thank you so much with all of your comment, suggestion, and critics. Its really meant a lot to me, and i learn alot from it, and i’ll improve Yggshroom further based on your comments.
So….after reading all of the post/comment on my Ludum Dare page, i really considering to make a Mobile version of Yggshroom
there will be LOT of changes and improvement from previous version, and also this will be not only for mobile, but i’ll upload it on itch.io too
It’ll be free with ads, i’m considering to make a “premium” version which is paid without ads, but let see how it goes on the free version first, and look at the feedback
heres a screenshot from the main menu:
it is not final, still a temporary main menu, i’ll try to change it so its less obnoxious, it just too crowded.
so yeah, so far this the only thing i can say about it, i’ll post more about the progress of this game here
so, first time make a post mortem, as my understanding post mortem consist of what i learn and what can i improve, so lets get to it, writing this at 2:45AM!
first thing first, sorry for any grammar mistake 🙂
Yggshroom is my second LD entry, and automatically my second compo entry, if i look back, theres quite lot of improvement that i made from back then, especially on graphical/aesthetical side, and also i learn a lot from my mistake and comment from the game page
i made this game in about 30-ish hours with all the asset, and the longest time i take is for searching the Game Idea, even thought it looks simple and very silly, believe me, i waste lot of time to think about that :))
What i like from the final result :
- I like how at the end it well put together, i honesly at first didn’t think that the obstacle, the generator and stuff will work, but in the end they almost complemented each other, adding additional difficulty yet not feeling too gimmicky/artificial
- The visual, even tho some of the sprite kinda rough and not fit the majority sprite very well (especially the mushroom) its mostly my mistake to resizing the sprite without consideration and to draw some sprite in 32×32 canvas and most of them in 16×16.
- In the end the game end up like i want it to be, it fit what i imagine/planning in my head, and that makes me quite happy
What i dislike from the final result :
- I still use music generator, i know its probably not a bad thing, even LD themself encourage to use them, but still, some music just didnt fit very well, its so “bad” that i need to turn the volume very low on the main game, i hope for next LD i can write my own music
- I chose the wrong font, not a mjor mistake either, but really bugging, WTH am i thinking when chosing that font in the first place?, my game using pixel art style, why i chose smooth font? *sigh*
so, the real idea i chose that font is because i want to show/point up the Norse theme, because…well, Yggshroom itself i taken from Yggdrasil Tree which is from norse mythology, so….yeah
- The game too short, yup, this one of my problem too, at first i thought that my game got a reasonable lenght for a compo entry, BUT after played some game, i just realize that my game very short and lack of variation, i need to do better next time
- lack of variation, theres quite of people complaining about this, and i whole heartedly agree with them.
What i learn from LD34?
well in the end, i was under-prepared, and my game not polish really well, i was too short thinking about the whole idea and slip up the game variation design, and i’m too “overproud” of my work that i’m not using remaining hours to polish the game up.
Theres lot of room i need to explore,learn and re-learn, and hopefully i can “grow up” and make a better game at LD 35 on April (i think…CMIIW )
so, this is the end of my post-mortem jam, i don’t know if i even do this correctly lol
heres link to my LD34 entry if anyone want to try it :
This is my game submission for LD43.
You can read the tutorial in the game main menu.
Inspired by one of the “forbidden” game on Atari (if you watch AVGN or other oldschool gamer on youtube, you probably already knew which one that i meant ).
Game backstory (made this just for fun, sorry for any grammar mistake, and don’t take it seriously ) :
John is Professor from one of the most famous Uni, about a month ago, he and his colleague found a mysterious fossil/seed in an iceberg, after long research, he found out that the seed actually bunch of ancient huge mushroom spores, he called it Yggshroom, the name derived from Yggdrasil tree from norse mythology.
After some thought, he want to revive it, but this mushroom is not like ordinary mushroom, it needs bunch of water constantly and for some odd reason it also need electricity as catalyst.
He prepare the most advance generator he can get, this generator convert and run H2O into energy, and its special metal allow it to self healing as long as it still active and got a steady amount of water.
play the game here :
This is our recent game that released about 4 days ago, named “Go-Jack”
Its an “unlimited run” genre game, very easy to play, theres tutorial in the game to teach you the basic control
in this game you played as Jack, hes an Ojek Driver (Ojek : alternative mass transport in form of motorcycle), you need to grab passenger (mark by green circle below it), and take he/she to the drop off point (mark by red circle),
Everytime you successfully drop off the passenger you’ll get some money/coins, you can use the coins to buy (or the correct term in this game is “hit”) gas to allow you play longer, or you can collect all those coins and not spend it for gas, for achieve more final score, because the final score will be Coins * Distance,
With this system we hope that the user can learn or at least know the basic concept of Resource Management, either you spend the Coins for gas which equal longer gameplay and bigger chance to collect more coins, OR you not spend the Coins but probably will achieve high score much faster
its all depend on you as the player
this is a game that we develop for Ramadhan, theres 1 programmer (which is me), and 1 artist, both of us responsible for the game design overall
Made this game for about couple weeks (2 weeks if i’m not mistaken), released on Android and App store
How to Play : give the drink according to what customer ask by sliding/swipe your finger from the chosen drink to that particular customer