All Content with tag 'game jam'
Shooting Stars (GMTK Jam)
Shooting Stars is a game where you control your space ship by pure recoil. Shoot and survive the arena as long as possible and go for the high score!
On the 16th of July Mark Brown from Game Makers Toolkit (GMTK) hosted a game jam based on one of his famous video essays. The particular one which was chosen as the basis of the game jam was the one where he talks about elegant game design. In this video, he references a quote from Shigeru Miyamoto which encompasses his thoughts on what elegant game design is: “A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.” Based on this premise we (Kylian Rijnbergen and me) created Shooting Stars.
During the brainstorm of the game, we came up with all kinds of ideas which combined game mechanics. We eventually settled on a game where you shoot to propel yourself where you would move into fields which would boost your ship’s abilities. We created fields which increased shooting power, and thus acceleration; a field which boosts shield, and also increases the mass of the ship, and one which increases fire rate, and thus the ability of the ship to change direction. Would the fields overlap, then the buffs would stack.

The scope of the game, in the beginning, was quite big. We wanted the player to be able to choose from multiple ‘missions’ which would utilize some of the fields better than others. The fields would also stack on the ship’s base statistics, therefore some ships would be better for some missions. However, later in development, it became clear that there would not be enough time for the implementation and testing of the levels, therefore the level mechanic was dropped in favour of polishing the main mechanics. In its place, multiple enemy types were created to force the user to switch fields. The enemies created were a tough dreadnought which would fire a plethora of high damage seeking missiles, a fighter which would hone in on the player and fire and finally a kamikaze ship which would ram into the player.
The game was created by Kylian Rijnbergen and me in Unity3D and can be played here, and there is also an itch.io page.
Reflection
The game lacks a proper goal and would probably have been better if it were level based. In that way, the player could have learned how the fields influence the behaviour of the ship and the game could have been learned more naturally. Now the effect of the fields is somewhat hidden to the player and not well explained. Each level would then also have been tailored to the behaviour. In this way, the player would also have been able to fail more often. In this structure, the fields would also have to move around and the player would have to manoeuvre within a tighter space in order to keep the experience tight. This would also solve the lack of goal problem. Reaching the final level would then be the goal.
Another problem is that the ship is quite hard to control at higher speeds. This could be improved by multiplying the ship’s velocity with some constant in ratio the difference in the direction where the player wants to move. Allowing the ship to make quicker turns. This is an easy fix.
The speed of the ship is very satisfying however, it is a blast to control and the enemies have good variety. There are some redeeming qualities which could be used in other games/prototypes, but this is definitely not the best prototype game I’ve made.
RoomRacers (Ludum Dare 37)
Responsibilities
- Programming
- Game Design
At the 36th Ludum Dare I participated with Kylian Rijnbergen to create a game in the theme of "One Room". During the jam we created a small game called RoomRacers in which you race four others to the end of the level, which is as big as one 'screen'. The level never changes, but the obstacles become harder every lap. The one who has the best time throughout all of the levels wins.
Level screenshot
Each different obstacle has its own set of levels to make the player get accustomed to the mechanics of the obstacle. Once all mechanics have been introduced in isolation, a set of five levels combines them all in a progressive sense.
The game was created with the GameMaker engine, which had been a long time ago for us both, but as Kylain did not yet know how to work with Unity3D, this was the engine of choice. The game supports 4 gamepads, a keyboard and a mouse for input. The input method is chosen at the start of the level.
Input selection screen
The game can be downloaded here.
Circle of Fire (Ludum Dare 36)
For Ludum Dare 36 I created a game called ‘Circle of Fire’. The theme of this jam was to create a game with ancient technology. As I did not have a lot of time this weekend, I decided to not make something with ancient technology, but to feature the oldest technology I could think off and make that the main game mechanic.
Hooga Chaka (Global Game Jam 2016)
Asymmetric reverse-VR co-op puzzle game about finding the difference between sound and visuals to break the curse.
Doom Deat & Destruction Tycoon (Ludum Dare 33)
People are living peacefully in a fantasy world because the heroes have successfully conquered the whole continent. You take the role of a villain monster spirit that has to cause doom, destruction and death. Gain power by causing chaos and create more powerful threats to take over the world!
SpeedRPG (Ludum Dare 31)
Nearing the annual holidays with all its glory and family necessities one other thing was also coming up, LUDUM DAAARE! Which was the third time for me participating during this time of the year. And a lot has happened. Both with me and my game designing skills.
Space Trader (Ludum Dare 30)
For Ludum Dare 30 we wanted to do something special. So we created a game where we would connect two different worlds. These worlds would be hosted by different devices. One host screen and multiple clients. Inspired by the tablet design of the WII U but without the limitations of only having one tablet.
SubWars (Ludum Dare 29)
SubWars is a game I made for Ludum Dare (to give a game). A contest where people around the world create video games within a weekend. Or otherwise, a lot of coding, drawing, music making, stressing within 48 hours.
Cyber Defence (Ludum Dare 28)
A failed game about first person tower defense with weapons that you can only use once. The major reason why it failed was the difficulty curve design. It needed much more testing.
Vectro Wars (MiniLD #58)
In March of 2015 I, together with Thomas Dijnum and Siewart van Wingerden participated in the 58th Mini Ludum Dare game jam. During this weekend long event, we created a game which was inspired by the game Pong (which was the theme of the game jam). During this game jam we created Vectro Wars where you need to defend your planet against incoming asteroids.
Colossus (7DFPS)
read moreSTL RNNR (Ludum Dare 26)
Run forever in an endless struggle to gain meters. Don't hesitate or look back, because the floor will disappear beneath your feet! Go, get your high score while you still can!
Evil Santa Rampage (Ludum Dare 25)
A game about burning the gifts from needy children. Teach those spoiled kids a lesson in anti-materialism! Burn as many presents at a time and score mad points! Very fun!