FoonLudum Dare ExplorerLD40 → Loot!

Loot!

By atmospherium

View on ldjam.com

CategoryRankScoreCount
Overall5882.8621
Fun6242.5221
Innovation6022.4721
Theme6152.6620
Graphics6182.3121
Humor413.8921
Mood3892.9720

Comments

quixatocs 2017-12-04 15:33

heheh this was funny but too real man! Looking forward to the DLC ;) See you next jam

jezzamon 2017-12-14 02:06

I'm really good at this game actually

atmospherium 2017-12-14 02:28

@jezzamon, I hoped the super deep strategy in this game wouldn't be lost on the average player. Glad to know it clicked for you.

raven 2017-12-14 05:25

The gameplay reminds me of those clicker games lol.

tay 2017-12-18 01:18

For what it is, this was actually hilarious. I really enjoyed it, even though more gameplay and all would be great. Nice entry :)

adroitconceptions 2017-12-18 01:26

Wins at satire, looses at game play

local-minimum 2017-12-20 15:44

Nice in its pointlessness. I think I would have enjoyed it even more if the entire game was about clicking your way through a never ending EULA. With more and more frustrating conditions. But this was fun (well maybe fun is an odd word here) too. The way the stuff already on the board kept jumping around a bit made it somewhat hard to follow what happened, but other than that, no real complaints.

japes 2017-12-20 16:16

Clever/funny statement, made me smile :) Not really much fun though, but I suppose that's the point.

huvaakoodia 2017-12-22 15:38

It's a joke, a jab at Destiny 2 at least, and a short one thankfully, but did it need to be made?

Think about it. You could have spent the weekend making something *actually innovative and impressive* instead. (Maybe you did finish this in 2 hours and spent the rest of the time doing something *actually innovative and impressive* instead, do tell?)

The ratings will spell the rest.

Overall: *Lousy (1.5)* Fun: *Abysmal (1.0)* Innovation: *Abysmal (1.0)* Theme: *Lousy (1.5)* Graphics: *Average (3.0)* Humor: *Average (3.0)* Mood: *Abysmal (1.0)*

atmospherium 2017-12-22 16:28

@huvaakoodia - This is seriously my favorite comment on any of my LD entries. Not sure if you were ironically mimicking the complaints of the Destiny community or if my game legitimately annoyed you that much. Either way, I really enjoy the meta-humor. Plus, it's validation that I accomplished what I aimed for this LD - commenting on disappointing gaming experiences.

huvaakoodia 2017-12-22 16:40

@atmospherium I'm being completely honest, not mimicking anybody or even being annoyed. If this was longer and required more clicking then I might have gotten annoyed for sure. Brevity is the soul of wit, so you got that one right.

In all seriousness, I really would like to know how much time you put into this and if you learned anything from it?

atmospherium 2017-12-22 17:46

@huvaakoodia - Yeah, I get why this feels like an afterthought of a game, but I spent a good chunk of the weekend working on it, probably in the 25 hour range. I know that it seems very simplistic and whatnot, but the old adage "easy reading is hard writing" seems applicable here. I learned a lot from the weekend, moreso than probably any of my other entries (with the exception of LD39). In the past I've targeted "innovative and impressive" - sometimes succeeding, sometimes not - but my target this time around was different. I started working on writing up a post-mortem, so I included some of it below.

**My goals** (which I feel I successfully accomplished):

1. Use tools I wasn't comfortable with in a game-making context. All of my other entries have used Unity, so I wanted to do something completely foreign. I used all non-game-centric JavaScript libraries (React and Redux with the visuals drawn with SVG). It was an odd toolset for Ludum Dare, but one that I think I'll try again in the future.

2. Have enough gameplay for it to feel like the player was "taking part" early on, but then have the game remove that control from them. Likewise, I wanted it to feel long enough to irritate the player, but not long enough to keep them from finishing. That was a surprisingly tough to tune and I'm pretty happy with the balance I ended with.

3. Make a statement about the current gaming landscape where false senses of progression replace actual progression. Destiny 2 was my primary target (it's one of my favorite games, but the "progression" system is infuriating), but things like Battlefront II and Need For Speed were in mind.

**Things I learned**

1. Manipulating SVG elements. There's a lot of really cool stuff you can do with them that I've never gotten around to trying. A lot of my experimentation didn't make it into the game, but I found out all sorts of interesting stuff.

2. Injecting listeners into Redux stores - all the achievement detection and unlocking was an interesting challenge to figure out, having never done anything like that before. The achievement system isn't flashy or groundbreaking, but I learned some really cool techniques from working on it. I'm pretty new to Redux, but I feel I have a MUCH better grasp of it from working on my entry.

3. Learning to cut functionality - at one point I had multiple currencies, unlockable nodes, story progression, all sorts of elements didn't quite work the way I wanted (but that I spent hours working on). In the past I would have tried to find a way to FORCE them in, but late Saturday I took an axe to most of it and was able to spend Sunday just working on stuff that ACTUALLY helped the experience. In the end, anything that distracted from the core target got cut. This is my simplest LD entry by far, but it's among the most polished (oddly, enough), which I think is just as important.

On the whole, I feel this was one of my most successful LD entries. No, I'm not in danger of getting any medals, but I more directly accomplished my goals than ever before.

huvaakoodia 2017-12-22 22:53

Trying out completely new development tools is risky and pretty *impressive*.

Cutting functionality is certainly challenging. I've found it helpful to write down every single feature of the design in a big list with the critical (core) features on top. If time is running out and I still haven't finished the core, then I'm in for tough decisions on what to cut. Otherwise I can just stop with at least a functional (yet ugly) project to show off.

Interesting read; I'm glad you learned new things. The risk paid off!

mrphil 2017-12-23 18:41

Just enough clicking to be engaging but not boring. Would be nice if there was a little branching so you had to make some choices in the late game. Love the commentary on the state of the gaming world.

lilkrit 2017-12-24 02:02

Cool clicker :)

cxsquared 2017-12-24 17:26

Nice and simple idea. Really like the commentary on the current AAA game industry. Nice work.

mikeliosus 2017-12-24 18:17

Good entry :) I think I passed all the content XD

I like your humor, and saw your comment that you also did a challenge for yourself which is great! Completing challenges for yourself - is a main part of a jam conception, so you did it right :)

Also it is very fun to look on your game from a theme perspective. "More clicks you did - more time you lost" XD

Actually I not really like clicker games because they take Skinner box as a main gameplay mechanic.

And your entry have an ironic overplay on this genre which is great. :)