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The Ludum Dare 49 was my first Game Jam.

The nerves of what will be the chosen theme and if I will be up to this new  challenge they did not leave me alone. But with the support of our programmer, we went ahead and the result was the following:

Our first problem was the topic: Unstable

The first thing we think of is platforms that fall, but like us, everyone. So it was not a valid option if we wanted to stand out.

So what types of instability are there?

The easiest I found to express was emotional instability.

Now it only remained to develop the whole game.

Once the main mechanics of the game were decided, it was time to design the characters .

We knew that he would have emotions and that would make us think of a simple character, but who could easily express his state of mind. So I went to the simple: a ball or a basic creature. To that, my team added the idea of a ghost.

Bocetos_personaje.png
Copia de Personajes_def.png

Along with the initial sketches, create a sample of what they would look like with emotions, as the main idea was for them to completely change shape.

Copia de Pj_neutro.png

But of course, we had 3 days to get something out, so, although we were left with the model of a ghost, we had to simplify.

As the face was going to be the most representative, we chose a larger face and something more detailed

Once the character had been decided, it was necessary to choose the colors for each emotion and add the appropriate expression to it.

Personajes_edited.jpg

Finished the main character, you had to focus on the enemies. Our designer wanted it to be something like a ghost without being gaseous. Like our character, but without being exactly the same. 

The idea was simple, but we had two days to finish the Jam and we had barely advanced.

At first we created a model of a red enemy, but it could get confused with our character when he enters anger mode.

Therefore we change the color of the model to green.

Enemigo_verde.png

Everything went wrong for us, they were problems and more problems each time. Communication with the team was getting worse and the atmosphere was quite tense. I was getting more and more desperate seeing that all day I hardly advanced in art, I did not know what I was looking for in a designer and I did not see that he worked. The programmer with whom I worked side by side, was in a similar situation, so it was time to speak calmly and cheer up for the last day.

On the last day, desperate to be unable to publish anything, I locked myself in my music and set about designing the boss of the game.

We also needed character animations and things didn't seem to move forward.

Initially, I came up with a simple boss model, but unsatisfied with the result, I started adding details.

Finally with the final model with colors, I saw that it could work.

With a few hours to go, I started animating the characters. Having made a single animation of the main character, we needed to animate the boss. I wanted to do an Idle position and for aesthetics, one of taking damage every time I took damage.

Finally, in the last few hours, we managed to get quite a bit ahead and I did a couple of basic animations.

So the result was better than we expected that morning.

Basic enemy animation

Idle position of the boss

When taking damage from the character

And so we finish this little project:​

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