Made a game in less than 2 hours ;-)
Well, my game is done in less than 2 hours… It even is pretty fun.
Well, my game is done in less than 2 hours… It even is pretty fun.
I had an interesting time this LD. I made two demos of different games and completed neither.
First, “Catch the Apples” was a remake of one of the microgames from the original WarioWare, but expanded into its own game. For reasons that should be obvious, this turned out to not really be worth the kind of lovely art I had in mind for it.
The other game was “Plink”, a shmup with geometric graphics and very simple gameplay. I wound up running into my natural weekend laziness and then technical problems (my laptop has been freezing randomly lately
) so I couldn’t finish it in time for the jam.
I gained something, though. I gained the knowledge that I can get something working, and that doing so is the most important part of this process. I have a habit of getting lost in boilerplate and features that I don’t need yet. Part of that is a tendency to put off making artwork. I’m starting to make artwork much more promptly and actually get the thing working in a timely manner now.
I have a game in the works which I will sell on Flash Game License. I’m more confident than ever that I can finish since I’ve been reminded that I can actually make a working game.
I might have failed to finish this LD, but I got the knowledge that I can actually do this. I proved to myself that this doesn’t have to be a pipe dream.
I wish I had finished, of course. However, I can finish my current project instead. It’s a pretty nice project that will hopefully work out well for me.
Peace, love, and hope,
– Henry
MY TWITCH:
http://www.twitch.tv/oliviosarikas
After several dull prototypes (#1 minimalistic tactic game, #2 minimum postapocalyptic racing) I decided to make minimum reason game. Results are impressive. Many people around the world worshiping Potato King without any reason. I think this is great success. Potato King loves you!
I’ve finally finished an LD after many many failed attempts. So ill relish it a bit by making a post mortem. You guys were right, finishing a game in 48 hours is something to be experienced. Also, It powers you up in ways you don’t realize. Anyway to the topic.
What went right:
– Theme: Minimalism at first seems like a hard theme but, if you think about it, it’s prefect for game jams. As the hours dwindle away you essentially keep slicing and chopping away whatever you had planned until you get something that’s just right. Also umm I got away with my scrawl pixel art again haha.
– Game Engine: Flambe with its component system really makes for some fast development times. That is, if you survive the learning curve ;D
– Level Design: I had no time to make a stage editor nor time to figure out how to use Tiled or Ogmo Editor. So I actually coded each brick piece by piece, row by column. After adding a few blocks I usually playtest it, so I was able to make each of the 3 stages totally workable.
What went wrong:
– Difficulty: I am really sorry about this haha. With every iteration of the map I kept moving things around to maximize the jumps and such and kinda forgot that I was making it really really hard. I made up for it by stage 2 but I reckon many people will give up by stage 1. Sorry again :<
– Resolution: I coded the game on a widescreen and totally forgot to optimize for smaller screens. I wish I can say I ran out of time for this one but umm really I forgot.
Well that felt really good. I hope to see you guys again next LD
/
My game can be found here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2817
Well, since it’s my first REAL Ludum Dare entry, I can say everything went in other way than I expected. At first I was like “Oh yeah, we’re going to finish in 3 seconds”, then “Oh gosh we are not going to finish this ;_;”, fortunatelly everything went okay in the end.
I’m really really proud of this game, it showed that my team can actually do something if we are devoted and if we put a bit of effort and my teammates did, an epic job.
So what are the good things:
The wrong stuff:
In conclusion, this was an amazing experience. At first I hated minimalism as a theme, I hated it much, but now I love it because it showed me how great can be a minimalistic game. Cleary I won’t abandon this game and I’ll update it in the future.
As someone noticed to me, colour blind people can have problem with my game, especially with the water tiles, which are very bright. I was thinking to make them dark blue, but first I wanted to ask help to the awesome ludum dare community: someone can give me advices? I want to make a post-compo colour blind friendly version. Thanks to all!
My game
If you find my game: Steam-Cube too difficult? you can see the walkthrough here: video.
Me and my mates, we finished our game Dream Island. It is a trippy experience we created using excerpts of some of our dreams and putting them all together on an island.
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We are very happy what came out because started as a general idea of putting dreams together and finished with… what it is.
So the jam is success (YAY) for us.
Our jam entry is right here
We were streaming our work which can be found here:
FREEZX
Xiperius
Nekk1
Siginami
We have a need 4 sleep. cya m8s.
Warning: The language used in this post is intentionally retarded.
It’s been two days since I posted the game, so I thought it might be time to write a post-mortem about it.
You can find the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15476
And here is the timelapse:
This was my second Ludum Dare , and my first compo entry (I participated to the 24th, but posted for the Jam).
I was expecting this LD to be awesome, and I was not disappointed. Making a game in 48 hours is definitely awesome.
So, here’s What went right:
And here’s What went wrong:
Once again, I really enjoyed making this game, and I’m looking forward to participate to the next edition !
Tags: final, LD#26, post-mortem, postmortem, timelapse
Finally, I have time to post about my game. The theme and I didn’t get along for the first 30 hours, so I made the difficult decision to trash everything and start again. I ended up making a physic game using only 3 colors. I’m actually pretty happy with how it turned out (a first for ludum dare).
The goal is simple; get the circle to its home (the square with a circle cut out of it). The levels are not particularly difficult (except for maybe one or two). The real challenge is using as few shapes as possible.
If you beat all 25 levels, you’ll see your total number of shapes used on the main screen. My lowest score is 70.
I hope you enjoy it. Long live Ludum Dare!
Are you playing Ludum Dare games? Are you drinking? Could you be drinking? (whether you should be is another story)
Either way, consider this as a metagame with the added incentive of alcohol! Happy boozing!
Please don’t take this as an offence, it’s intended only as a lighthearted parody. If you’re interested in remixing or adding to the rules, the PSD can be found here!
I’ve updated the Linux build of my entry Tulip, so that most dependencies (glew, glfw, openal) are statically linked. I’ve also removed a dependency on glibc 2.14. This means that more people should be able to play it on Linux without having to install extra libraries! (You still need 64 bit Linux though.)
My interpretation of the rules is that such updates are allowed as there are no changes to the game itself – it just runs on more systems now.
P.S. my top score is 74.95s. Anyone beaten that?
Hi =D
Let me introduce you COLOR TREASON!
You’re a red cube and you have to go through the world breaking the cubes.
You can break the color cubes, but you have to follow the order indicated in the series list,
the list is on the top of the screen and it shows which color is next.
You can play it from a browser.
Greetings form Colombia =D
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22433
Hi folks, I just uploaded the linux version (32bits) of my little
weird arcade game. So now the game can be (hopefully) enjoyed on windows, mac and linux.
Note: I don’t have a 64bit box so the 64bits version will be delayed a few days the time for me to install some 64bit distro. *
Have fun!
DOE / LD26 / POST MORTEM
Hi everyone, so here we go, time for the Post Mortem. My game is called Doe and playable here :
Just to set a bit of background on the LD26. I’m a 3d artist in my everyday job and I code as a hobby on my spare time. This 26th edition was a good opportunity for me because my last finished LD was the 23rd and since the beginning of January I jumped to C#/XNA, then on C++ where I started my own 2d/3d game engine a few weeks ago. So I got back on AS3 with the idea that I would work better now. We’ll see that in the conclusion.
Here’s a quick breakdown on both days:
Saturday: I wake up with a theme that I completely dislike at first, but there you go, huge brainstorm. Some ideas started to flash and pretty quickly I had a “universe” in mind. Then ideas for the gameplay, it was enough to start coding. By the end of the day I nearly had the 3 first levels of the game set up which was really cool. I was able to play it with decent length and different mechanisms.
Sunday: That day was much longer than I thought, the game was running well but the last level is more “story-driven” and even if it’s really short I used a lot of time. And it’s far from what I imagined. But still I managed to finish the complete gameplay elements something like 12 hours before the deadline so I had more time than usual to work on better graphics, make music, menu screens and all of the details that seem endless.
So, let’s conclude:
WHAT WENT RIGHT:
WHAT WENT WRONG:
Stay tuned, the dramatic conclusion to this epic weekend right after a new screenshot !
CONCLUSION:
Doe leaves me this bittersweet impression that it can be more, but in my artist work I always feel this way. It’s disturbing and sometimes frustrating but that also the sign that I’m interested in what was made and know that I can progress on my skills. My two previous games were bad, I was happy to complete something, but they were hollow and I was able to recognize that as soon as I published them. I think this time Doe shows something more, it looks more like a game. To me, it’s also the result of what I explained in the beginning of this long text (is there anyone still here ?). I was more confident in my coding skills and it really felt like something I know well with art, that moment where the tool starts to fade, when you know it and you can stay focused on the game itself. It’s the first time I felt that and it’s amazing. Last but not least, I’m working on my own engine and it was great to get out of it a little bit and come back on another library, Flashpunk. It helped refocus on my own work, see what are the strong points and maybe the weaker one. And it gave me that real motivation to work on it as much as I can to be able one day to craft an LD game with it.
Thanks for reading, hope you liked the game and see you next time !
(if you haven’t played it yet, let me give you the link again : Doe – Web/Flash)
Alex
Is there a decent way to parse for android games so I can review while ‘working’? Conversely, link me your android games!
Steve’s antics are “weird but funny”, which suits me perfectly fine!
As a first time ludumer I really was surprised by a lot of things. From the friendly Ludum enthusiasts, how well the honor system functions, the energy it takes to push on without a break, to the value of just pushing on when you start to doubt your original concept. Just having a finished game is such a great feeling.

Things that worked for me:

Things I wish I knew before I started:
I hope you guys enjoyed yourselves as much as I did.
If you have a moment, Give ‘Steve Can’t Zen’ a try!
Daan
Tags: Steve Can't Zen
Watch me here:
http://www.twitch.tv/oliviosarikas
Also plz rate my game:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21762
Hope I helped.