The Poppenkast's 10800 second compo: The Klik of the Month Klub for artsy-fartsy indies

SpindleyQ's picture

The Poppenkast is an indie experimental game developer collective whose members include such influential figures as cactus, messhof, and radnom (maker of the incredible Gunlimb which scored #2 in the TIGSource B-Game competition). And apparently they're doing a 3-hour game jam thing now! It might even be... monthly! (Downloads here and here.)

It appears to be much like our Earth KotMK, with the following differences:
Instead of 2 hours: 3 hours.
Instead of Klik & Play: GameMaker.
Instead of everyone making their game at once: Everyone spends their three hours sometime within some deadline (looks like it's usually around a two week period).
Instead of Six making crazy-brilliant conceptual mindfucks: Cactus does it (I assume).

I am pretty tempted to get in on this action! The latest competition is on until the end of July and is open to whoever!

snapman's picture

I'll send them my next KOTM

I'll send them my next KOTM creation, since our requirements are a subset of theirs (we are so much more hardcore). Just to see what they make of it.

edit: WHAT? They don't even require that the three hours be contiguous! That's some serious wishy-washyness there.

SpindleyQ's picture

I've decided to turn that

I've decided to turn that requirement into something hardcore -- I'm only developing my game in fits and spurts on the bus. This means about two 7-minute game development periods per weekday, giving me about 2 3/4 hours in which to complete my game by July 31st.

Thus far I have a bulldozer that moves left and right, and a background with some cryptic, pixelly text on it.

PS: "Holy Shit" by Radnom in the "3 Hours To Fame" collection would totally be at home in a KotMK.

kirkjerk's picture

http://www.thepoppenkast.com/

http://www.thepoppenkast.com/forum/index.php?topic=813.msg16441#msg16441

I took the extra hour, tried tweaking the scoring (I thought maybe having health burn more slowly but having each web take more time would lead to a more thoughtful game, but it just wasn't as much fun), added sound fx, a fly wing animation, a title screen and click button, and started recording high scores (for the session) and not just last score.

Black Parchment wrote:

Quote:
HOOOMCH!
@kirkjerk. Your game was probly the closest to a casual game.

I don't know what HOOOMCH meant, or if it was directed at me in particular, and I"m not sure if that was a compliment or not.

SpindleyQ's picture

I kind of missed the

I kind of missed the deadline, but it looks like other people are missing it too, so I might still submit. My game is about a forklift that fires Pacmen at frenetically colour-changing ghooosts. (It's, uh, kind of hard to draw on a trackpad in 7-minute increments on a bus, so I figured I'd use GameMaker's built-in assets.) I'd say most of my effort has been in tweaking mechanics and playtesting, with a not-insignificant portion also going towards bugfixing and stumbling my way around the tool.

Holy crap, I just added up my time spent and I'm five minutes away from 3 hours. Pretty much I have time for one more bugfix busride and then it's submission time, I guess!

pensive-mosquitoes