Ludum Dare is a 48 game jam competition with strict rules: You’re
only allowed to be alone and you must make everything at the jam
yourself. No loaned assets, no sounds from libraries, nothing. (At
least, for the compo, there’s a softer jam without these restrictions as
well).
It’s a bit of a renowned jam within the game development
community, and many games that later became fully released games started
from it, and otherwise it’s just a good way to try to make something
different without using what you’ve made before.
I’ve been wanting to
do it fooreever, but it never fit. Every weekend I was literally doing
something else (and I often noticed it was coming too late to plan
around it) so I had to miss it frequently over the past two years or so,
but this time I saw when it was coming and kept the weekend free.
So, I made a “Cthulhu Writer”, a Horror Typing Game.
Which sure wasn’t quite what I expected!
And
here it is. Have a play before you read if you want, because the rest
of this article is going to talk about the game as if you’ve played it:
https://ldjam.com/events/ludum-dare/40/cthulhu-writer
Hope that wasn’t too scary!
I was the first to be surprised I had
made a horror typing game at all, so let’s first look at how that ended
up happening, and then I’ll talk a bit about what I think about the game
now, a month later, and then some final thoughts on how I did in the
jam itself.
The Process
So, I started out with the theme: The More You Get, The Worse It Is.
Woof. I was… not a huge fan of this theme from the get-go.
And
it took a bit to get where I wanted. But I started jotting down notes
and got some breakfast and got back to it, and began listing down things
that get worse if you have too much of it. Money? Resources? Time (that
one’s weird, but I actually had an idea for it)? Death?
And then,
most likely because I had just read a Lovecraft-inspired story at my
writer’s group, I happened upon Knowledge. In Lovecraft literature,
generally, the more people know about what’s actually going on in the
world, the more insane they get.
So, that was an idea.
And simultaneously, I had this idea of
infiltrating a security system to get something, and the more of it you
have, the more noticed you will be—typical stealth/hacker stuff.
And
that’s where the idea begun: With the codename Cthulhu Hacker. There is
knowledge in the world you are trying to get, but the more you get, the
more terrible everything becomes.
The node system came really quickly after that, inspired by Uplink’s
node-hacking, which actually is not at all similar to how my game works,
but there was just something about that feel of a node-based game I
felt worked.
So I quickly made a random node-generator, that (for
those interested) is super basic: It generates a random number of nodes
(within parameters), places them randomly (but checks there’s space
between each other), and then draws 1-3 lines between them. I made sure
there was always 1 because I thought that meant they’d all always be
connected (Turned out that wasn’t the case, but that’s getting a little
too technical).
So how should you travel to and from nodes?
Then the typing
mechanic came in pretty quickly, as it made sense. It makes you feel a
bit like you’re hacking at least, you’re typing things, and not just
clicking on nodes.
What to type? The names of the nodes. What are the names?
Well, that’s where things started to take a turn towards horror.
I looked up a list of names of the gods and old ones from the Lovecraft mythos, and lo and behold, there it was.
I
had the names of my nodes. As an added benefit, these are often super
awkward to type and not words people usually write, which added a bit of
extra wonderful challenge.
I spent most of the Saturday implementing this, and created the basic mechanics for what happens when you pass through nodes, the scoring, etc.
However, it was when the sounds came that made it true horror.
Holy shit those sounds did so much.
I
made the sounds late Saturday night because I didn’t want to program
anymore and thought that I might as well do some game feel and audio
instead of squeezing it in last-minute like you usually do at these
things.
And I got an idea for it pretty quick. I knew I had to make
all the sounds by myself (by the rules of the jam) and so I knew I had
to use the tools I had available: My cheap USB microphone and Audacity. I
ain’t a sound designer but I’ve picked up a fair share of tricks from
friends who are, so I knew two things about the sounds immediately: I
couldn’t make any sounds that sounded “good” (as in, high fidelity) and I
could do a lot with really simple recordings.
So I started recording
some basic stuff with me drumming on my table and trying to find
something I liked, and then I got the idea of tapping my nails lightly
on the table which gives this very tiny tapping, typing sound. Recording
that up close with a microphone renders it almost uncanny already.
Then the whispers were a natural fit for the Lovecraft theme but I
went a little extra mile no one’s ever going to notice: I took some of
the texts from the Wikipedia entry and translated them into some eastern
European language (Ukranian or Romanian I think) and read that as
quickly and as phonetically as I could (and botched it entirely I bet).
That
I layered on top itself a few times and also with a recording of me
whispering the same text in English which creates the atmosphere of the
many, many whispers at once. The English was done with the idea that
occasionally you actually hear a word you understand amongst the
gibberish which just makes it sound even more unnerving—a tiny detail I
doubt anyone noticed but I really like it!
The big gong sound that plays every time you start a level was made with a pan lid, of all things. For some inexplicable reason, I remembered I had a pan lid that has an incredible sound when banged lightly, and so I found that and tested that, indeed, it was pretty much perfect. Banged it a few times, recorded it, and barely had to do any processing on it (although it was layered IIRC with another sound of my heaving my breath quickly).
Finally, the last touch was done in Unity: The increase in loudness
when you approach the climax of each level is done purely by turning up
the volume and the distortion of the sounds. That’s it. Distortion is an
immensely powerful effect that normally should be used with caution,
and I was a little afraid it was too powerful (since it became
really loud) that I only ever allowed it to play at max distortion for
about 0.3 seconds, and then it would cut to the next level (with lost
health) – which then cut all the sounds, leaving only eerie silence.
It
was when all these sounds were in I realized I had made a horror game.
It was a bit of a weird realization: I didn’t even know a horror typing
game could work.
I went to bed that first day with that and decided to sleep on it.
The Sunday was for polish and making things feel good.
So I put in backspace. (Yes. I put in the ability to delete characters from your input string. God, that was super, super necessary) and made a bunch of particles (because that’s about as good as I can make programmer art) and added a few extra effects like the text that slowly increases in size in the top left and balanced the level difficulty (as well as fixing a node creation bug that would’ve been pretty bad to have in).
Then I got some playtests in late in the day and confirmed that it was indeed as creepy as I had myself experienced (and thus, leaned into).
Then, Sunday night I made the last little bit, and sort of stalled and didn’t make too much more, but instead elected to take it easy with the submission and make a few final touches here and there.
So without further ado, let’s get into the second section.
What I think of the game
The Good:
Sparse Mood
Successfully made a mood
with really few effects. There’s sound, there’s a little text, and a few
colors. But it feels really gripping and genuinely terrifying, although
absolutely nothing insane happens. Am very pleased with that.
Sound design
Am really happy with how
that turned out. You can do a lot with audacity and a microphone! I made
pretty much all the sounds in one hour and they all turned out to
create so much of the atmosphere.
Scoped super well
I was done with every core mechanic on the first day, which is the dream.
Even
didn’t quite know what to do Sunday evening, because everything I had
scoped for got done and didn’t want to start anything big.
The Bad:
A Few missteps in polish
Could have spent more time polishing, probably.
I
got a bit tired that Sunday evening and could’ve done more. There’s a
few graphical things I could’ve polished up better, I think, but
graphics is still not my strong suit.
Finally, a lot of people
complained about the needlessly large texts that appear when typing a
name, which blocks the nodes. I had heard the feedback but was too
stubborn to change it. But now, looking back, I should have. It doesn’t
help the atmosphere that you get frustrated because you can’t read
something.
The Difficulty Curve
This game is fairly
simple, then spikes hard in difficulty once you get about 6-8 nodes,
whereafter it just becomes physically impossible.
Would have maybe
liked one more twist in there. Another wrinkle to ease the difficulty
out and give the player something else to think about before it just
gets super hard.
However, my (few) playtesters didn’t note it as a
problem, and I didn’t get any comments about it, so maybe it was not as
much of a big deal as I thought.
The Name
I couldn’t think of a good name
when I had to deliver. I’m kinda sad about it. Cthulhu Writer is okay,
but nothing special, really. It’s just a generic description of the
game--it doesn't really capture the theme or strike anything especially
interesting when you see it.
So, what did the rest of the world think?
The Ratings
I was very impressed with Ludum Dare’s rating algorithm, which is
based on the idea that if you rate other people’s games, your game is
more likely to get rated by other people. And I saw the effects of that
immediately. I took a couple of days where I rated some games (to a
total of 31—a little less than I’d have liked, but a decent amount), and
from the moment I did it, people began playing my game as well, which
was a cool feeling. And all throughout I got great comments that praised
the atmosphere and the sound design of the game.
One of my favorite
comments was by @rialgar who started by saying “That was a horrible
experience. Well Done!”—which goes to show I nailed what I was going
for.
In general, all the comments were super positive and people seemed get it, which I am very happy with.
And then the final ratings were announced and they look like this:
That’s pretty damn good for a first attempt!
20th in Mood!
22nd in Audio?!
I’m well pleased with that.
And an overall rating of 3.5 and generally not a rating below 3 is something I’m pretty satisfied with.
It seemed the game definitely resonated in the areas I focused on and that is good enough for me.
One thing is that I didn’t get a lot of votes (only juust the 20 needed to get rated at all), which is definitely in part because I didn’t rate as many games as I could have and did little to no promotion outside rating myself. I’ll see if I can do that better next time. Although, a Horror Typing game is a niche market already so I’m not sure whether the mass appeal would have helped any.
Regardless, I went into this jam with the hope that just one person played and liked it and I got far more than that, so I am very pleased with the overall result.