Fragmentorum – We’re done partying, so let’s play!
So, after a good 3 hours I’m finally posting this.
We’re done with the game. It came out great. AND HERE IT IS!
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19282
So, after a good 3 hours I’m finally posting this.
We’re done with the game. It came out great. AND HERE IT IS!
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19282
As you may know, I was sick on day 2 and day 3, so I didn’t have enough time to finish.
I do believe that with one more day I could have made something much nicer. I could have added sound, added the missing functionality, possibly even made more levels.
If you insist on playing the game, you can find the entry page here.
I might write more tomorrow, but for now, I’ll just give you the timelapse:
So, you see, I’ve never…well…
…
…what I’m trying to say is that this is my first time. In a game jam, anyway. I guess technically this other time might count. Er, actually, disregard that. No seriously, it’s nothing.
Anyway – I made a game called “Spot Colony.” Maybe you’d enjoy it! It’s exploratory and intentionally terse in its instructions, so read them carefully and do some fiddling.
If you’re planning on playing the game, you might want to go ahead and do it before you read the rest of this. It’s a brief joke and having it explained before you play it would probably spoil things.
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Certified Spoiler Safety Buffer Zone™
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The point of Spot Colony is that it’s supposed to feel villainous without using text or images to do so – at least until it’s already over. The instructions tell you enough to get you started, but in order to “win” you have to experiment a little, and eventually decide to see what happens if you destroy the whole colony. Since there’s no prompt to tell you this, it feels more like it was your own idea (though really it’s just the only gameplay option available, so whatever). Also, the colony is pretty resilient, so winning through luck seems pretty rare.
Once you’re done, you get a dry remark regarding your moral character, which (hopefully!) feels particularly relevant given what has just happened. HO – HO, art!
There’s a neat emergent behavior with the fire-spreading mechanic (which is based on a simple grid) where it’s an effective strategy to let the colony grow large enough to create thick “fuses” stretching from a food source to the hive. Also, if you hold fastforward, the colony can overpopulate and chew through resources faster than they spawn. Spots who do not eat for more than 20 seconds starve, causing colonies to grow and collapse periodically.
As one out of a very small number of game mechanics, the red safety ring has a few important jobs. it makes it so you can’t just burn everyone by waggling the mouse, but more importantly, since the first two food sources always spawn inside of it, the colony can start out extremely small (to make the later swarms more impressive by comparison) and safely grow for a bit while the player reads the instructions.
Some stuff that I don’t like very much:
– The game isn’t quite as good at guiding people to this conclusion as it should be, so a bunch of players don’t pick up on the overall goal. Obviously this is a major problem. Teehee; oops.
– It seems really common for people to try to click on the food instead of the Spots, but since the Spots are congregating on the food anyway it often appears to work correctly. Confusing feedback means it’s the teacher’s fault, not the class!
– It looks weird.
– I was going to include several ways to interact with the colony, but I didn’t spend enough time working on this to achieve all that, so we just get the fire propagation.
– Other stuff too.
You are a crazy taxicab driver racing against the clock! You drive a traditional yellow taxicab. There are three lanes of traffic with other cars blocking your way and you must meet your deadline. Drive as fast as you can and swerve to avoid hitting the other cars… or even jump right over them!
For this game you will use your space bar and your arrow keys. The mouse is not used during the actual game play. Press the up arrow key to go faster. Press the down arrow key to slow down. Press the left and right arrow keys to change lanes. Use your space bar to jump.
Your objective is to cover the required distance, shown in meters near the upper left corner of the game screen, before the clock reaches zero. If you are successful in covering the required distance before the clock expires you immediately go on to the next level and repeat the same process. There are no breaks between levels. This is just one big continuous thrill ride. You just have to keep going! Each level gets more difficult because the traffic from the other cars increases as you progress through the levels. If, on any level, should you fail to cover the required distance and allow the clock to get all the way down to zero… it is game over!
There are three game options available. Each game option has its own separate control. The game sounds may be adjusted. The music volume may be adjusted. There is also an option to play the game in full screen. The full screen option may be turned on or off at any time.
Game Strategy: You must race as fast as you can in order to beat the clock. So, you will need to keep the up arrow pressed down for almost the entire game while using your left and right arrow keys and your space bar at the same time to avoid the other cars. You do not have to jump over every single car. In fact, you can usually save time if you can swerve around another car instead of jumping over it. Many times you will encounter a situation where there are three cars driving side by side, blocking all of the three lanes. Your only option here is to jump over one of these cars. However, if you do not approach these cars at a fast enough speed you will be unsuccessful with your jump and you will end up stuck behind this row of cars. The best thing you can do then is to use your down arrow key to slow up and put some distance between your cab and the other cars. Then, speed up and try again.
Play Now: http://www.kizid.com/game/wild-wild-taxi.html and much more “BEST GAMES” on Kizid!
Tags: kizd, kizi, kizi games, kizid games, online games, wild wild taxi
Congratulations on everyone who finished their games. I very much enjoyed making a game this weekend with all of you. Seeing your progress posts is the second best part of LD!

needs a dash more evil…
Hate elves? Sure we all do. Now is your chance for revenge!
The Evil Lair Construction Set
Design your very own Evil Lair. Layout the rooms and hallways and set some treasure as bait. Curious adventurers can’t resist those shiny baubles. Raise their hopes and then have your minions close in for the kill. As if the look of terror on their little faces is not precious enough, they often carry a few coins in their pockets as a bonus.
More treasure will lure more and stronger adventurers such as:
Set traps, raise the dead and generally be awful.
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Tags: fan friv, friv, friv fan, friv games, online games
As you may have guessed, I didn’t have a submission this time. My son woke up from his nap with a fever, Alex barely ever got to his tileset on account of his interruption. Sometimes the hardest part is just making time to participate, I finished a submission for LD24, but never had more than 6 hours to actually work in.
In the meantime, we’ve got a great starting point for a tower defense game, and an idea for a bizarre twist.
Hey all,
I participated in this Ludum Dare, but until now I haven’t wrote a thing. On other LD’s I’d find time to post pictures of my food and show early builds of my game. This time however I had such a weird idea for a game! And it took me far longer than I’d expected to make everything work. In the end I wasn’t even in time for the Compo so I decided to join the Jam. Here’s what my game turned out to be: The Villain Complex
And some screenshot’s ya’ll ^^
Have fun playing!
Cheer,
Maxim
The Timelapse for my Town simulation “game” is up:
Sorta bland, but it’s all that I could manage.
Click here to play Rhythm Apocalypse
Rhythm Apocalypse is my third ludum dare entry, except it’s a bit different from my previous two. They were singleplayer games, both made with Stencyl. I wanted to make a fun multiplayer game using HTML5 canvas (no back ends, all custom), and when the theme came up, I had the idea of a rhythm game where you collaborate with friends to destroy the earth using the power of harmonies!
Originally I had planned 3 sections with three 4 bar segments which would be played in a random order, and the sections would advance when you did enough damage to the boss. As you can tell – I didn’t quite make it. The final game only has 2 sections with a fixed path that goes 1, 2, 1, and the planet doesn’t even blow up at the end.
There were quite a few things that culminated to cause this:
Despite this, I did pretty well on:
Another thing is that at submission time a few horrible bugs popped up, such as the collision for the beams emitted from the earth being totally broken, and various bugs breaking multiplayer entirely (players not disconnecting, not displaying, names missing). This left the game unplayable over submission night. But all of that is fixed now, so no worries!
So you should totally give it a wee cheeky try, and invite some friends to play with you! It’s sorta way too hard too, so you can see which one of you dies last. 😛
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5794
My entry

Hey everyone! It’s time for another Post Mortem.
It’s my second time participating, and I couldn’t be happier that I finished a game again!
I felt a bit more pressure this time, because I really wanted to get something out, and also improve over last time. But I’m very satisfied with the result, and I hope you enjoy it too 
The good parts:
The bad parts:

Conclusion:
So thanks everyone for the great time, I hope you enjoy, and have a nice day! 
Tags: html5, postmortem
Wouldn’t it be nice if you could click on a randomise button on the ratings screen and it swaps out all the choices?
And blacklist/whitelist popular tags, so you can say you aren’t interested in those that have “windows” (and “source”), but are interested in those that have “web”… and so the ratings screen will be full of games you actually stand an outside chance of playing…
I expect this has all been said a thousand times before…
We need a mod-ludum-dare-itself mini weekend 
(And thanks to everyone who has rated my game, what a great turnout yet again for LD 
We came up with a theme and gameplay that we loved but it took us a while to sort out what we wanted which meant we lost some time at the beginning. We even started working on an idea we didn’t like so much and the result was we were too demotivated to continue. It is important to really love the idea you are doing to be able to give it your all.
In the end the graphics were much better than we expected to be as neither of us are real artists and the designer managed to learn much through doing this.
In terms of the final product there is not enough feedback for actions made by the character. Some more animations and a real sense of impact to the world and characters would have been better. Eventually it would be nice to expand the world with more interactions.
This was a great experience for both of us and we learnt a great deal. The fact that we managed to finish the game was a real achievement. As a first entry we are both quite proud of what we have done.
The game : Corruption
So, this is it. We did it. First team jam for me, first collaboration with Dziff: Cell 22 is submitted!
Even if I fought late at night without understand how to make a great song with FL Studio, doesn’t matter. Even if we throw up a lot of idea because, you know, it’s how Ludum Dare works. Even if I probably go a bit off theme (but there it is, I swear!). We are pretty statisfied of this little game.
How you decide to play wil impact on the end (there is some of them).
We hope you’ll enjoy it!
And our main reference is the great movie (AWSOME MOVIE!) Old Boy.
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These are the tunes for my game Trina of the Depths . Only the first two made it into the game. The encounter theme was to be played when you met the crab seller.
Here they are in .ogg format
1. Trina of the Depths – exploration theme
Made with FLstudio and lots of free soundfonts and my own samples of a gameboy bass
Thank you for a fantastic 3 days! I’m just beginning to scratch the surface of what all you people created. A definite improvement in content, I feel
Tags: ld25, music, soundtrack
When I’m not LudumDaring, I work for Traveller’s Tales. A bunch of my colleagues also entered LD25 and I thought I’d round ’em up here. We’re all professional programmers, but that doesn’t make LD much easier ‘cos we still struggle on the art…and sound…and design…and even the code if I’m honest…
“Blue Idiot” (last-minute one-day jam entry)
Any other industry types participating? Yes, I know about Notch 

This was my 1st LD and my first entry in any kind of coding competition ever. I had a lot of fun and I was luckily supported by my wonderful girlfriend who made sure I actually took in food at normal times.
First off, play and rate the game –> Play Make It Black <-
Can you ignore this guy? I don’t think so.
What went right
I compensated in other places by making cheap but good looking effects using code and math (POWAH) like the clouds and the nice and, in retrospect crucial to gameplay, background sky transition.What could go better next time
In all, I learned exactly what I wanted to learn: the basics and problems of a 2D platform game and I had a great time. I’ve been rating other games and it’s great to see the variety and skill shown in all the entries. See you all next time!