LD26 April 26–29, 2013

The Minimalist Hints

So i got a lot of comments saying that my game was really hard and it IS meant to be that way because the point of the game is to find an easy, minimalistic, way of beating difficult levels. I understand now that it might be hard to grasp the concept, so i thought about making a walk-through but if i did that, the levels would actually be TOO easy. Therefore i decided to make this post with a hint for each level to make it easier to beat.

 

1. The green circle isn’t the only green thing in the level.

2. The game is programmed so that the character falls until ANY part of him touches gray.

3. Sometimes left is right.

4. For a minimalist, one is enough.

5. Sometimes you’re just too tired to save your own life.

 

Here is the game:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22050

Comments

05. May 2013 · 00:54 UTC
Those are some pretty strong hints. 😉 I think the people saying it’s too hard don’t realize there are easier ways to do things. That’s what I liked about your game, it looks perfectly reasonable to solve it the normal platformer way, it’s just WAY hard to do it that way.

The Fair King, Post Mortem and Time Lapse

I have finally uploaded a time lapse video for my LD26 entry, “The Fair King”. Feel free to watch it here!

Fair King game screen

Clear the stage by dividing the colors by as close as 50% as possible

For me, Ludum Dare is a chance for me to try something that is out of my usual reality. Game making, art creating, very short deadlines. In keeping with this spirit, I decided that I should move myself outside of my comfort zone, and try a brand new game engine, and a brand new platform. I decided to use libGDX for the first time, and make a game aimed towards the Android platform.

I know that it is not best practice to try out new libraries in the 48 hours alloted by LD, but I wanted this to be a learning experience, so I went ahead with it anyway. Here is the usual “what went well” and “what went poorly” breakdown:

What went well:

  • Think 5 ideas, pick the 6th: My game idea became simpler each iteration, until I had an idea simple enough that I could implement in a day.
  • Porting to android: LibGDX made porting to android really simple, and it motivates you having your game on a mobile platform
  • Image levels: Levels in my game can be stored as images. I used Isopix to work on puzzle levels while I was in the train.
  • Version management with Git: I had to rollback the game a few times when I tried to add some functionalities, and Git made it really simple.

What went poorly:

  • LibGDX is quirky: You have to use power of 2 textures for portability, the font class is a mess, and different drawing models use y-positive or y-negative axis.
  • I’m tired of autotracker: but I haven’t yet learned to properly use any sequencing software for linux. I want to fix this by next LD.
  • No playtesting: means that I missed some pretty obvious interface mistakes. For example, I should throw away invalid moves, instead of showing an obvious “lose” screen for these, also it is not obvious where you should begin the line from.

It was fun, and I’m happy with the result. Please give me your opinions here.

Tags: android, interface, java, libgdx, postmortem, puzzle

Press “Z”: A Postmortem

My Game

Screen Shot 2013-04-28 at 9.46.46 PM

Press “Z” is simple. You’re a square and ever-increasing waves of rectangles are assaulting your position. Smash them by pressing and releasing the “Z” button.

This is the first game I’ve made that really centered around and focused on a single mechanic. All you can do is jump. But, strangely, reasonably interesting game-play emerges from that simplicity.

For example: The enemy rectangles can push you around as you try to squash them and if you get to the edge of the screen, you’ll die. Since all you can do is jump (you can’t directly control your drift towards the screen edges) you occasionally have to sacrifice some health so that a rectangle can push you back in the direction you want to go. This health/position tradeoff becomes increasingly important as the speed of the enemies increases.

My frequent co-conspirator Chris Wellons suggested adding a camera shake to emphasize the weight of the player. That simple camera shake and the enemy “pop” particle system really make the game feel solid and crunchy in spite of the simple graphics.

The game does lack “spice”. All that happens as you progress is that the enemies come increasingly faster. This, as shown above, leads to interesting game-play but it also starts to feel repetitive. Introducing more enemy types as the player progresses would help with this. Those new enemy types should also force the player into interesting choices. For example, I could add a flying enemy type that has the potential to block your jumps which would force you to make a tradeoff between taking damage in your jump or taking damage from the enemy that you were jumping to crush (or scheming to avoid both.)

I’m glad I didn’t spend any time on graphics during the compo but I’ve had a little time to experiment post-compo and I think that enemy animations and graphics can also serve to provide some of the missing “spice”.

The Process

Press “Z” wasn’t the game I started the contest with. My first game was a word association game that would ask the player to convert a given sentence into a goal sentence by replacing words with related words from a list. The theme “minimalism” would be captured with a strong contrasting aesthetic and clean typography. It sounded interesting in the planning stages but the prototype (that I spent most of Saturday building) turned out to be terribly boring.

Sunday I began again. This time “minimalism” meant “cut to the essence”. I was thinking about platformers and boss fights and thought it would be interesting to build a platformer that was only about the boss fight. As I was discussing the idea with my wife, we began talking about how the boss-fight would unfold and how the player would deal damage. I used “jumping on their heads” as an example. That got me thinking that a single button game about jumping on things’ heads might be fun.

I was able to prototype the fundamental jump-n-crunch in about 30 minutes. Even though the fundamental parameters (enemy speed, jump height, control loop) made it to the final version unchanged, this prototype also wasn’t fun. The crushing didn’t feel good. It wasn’t satisfying. I added a particle system and it felt a lot better. Then, I felt good enough about the prototype to show it to Chris. He suggested the camera shake and suddenly the game felt fun. I was surprised that pure aesthetics could take a game from dull to enjoyable.

 

What Went Well

  • I picked a simple mechanic and built a game around it.
  • The game isn’t content driven so I don’t have to make a ton of levels.
  • The game _feels_ good and crunchy.
  • Mac / Linux / Windows release process went smoothly

What Went Poorly

  • Focus. The entirety of LD26 (including the failure) received about 10 hours. I had other duties to attend to for the rest of the weekend.
  • The game loses novelty after a few levels. Needs some unique content introduced over time to “spice” things up.
  • A minority of Windows users reported difficulties starting the game.

This Ludum Dare was a wonderful experience and I want to participate again next time.

Play and rate my game if you’re interested!

Tags: postmortem

Post-compo improvements

I’m not exactly fond of doing this, but the complaints were too strong to ignore.  I’ve decided to create a new web build to address the issues below.  Let me be clear that you should play the original build and rate it first before playing this one.  Otherwise, that’s unfair to everyone.

Played it?  Good.  Here’s the new webplayer:

http://wp.me/P3bFDA-5m

It contains the following improvements:

  1. Significantly improved the controls.  This was done by combining several methods:
    1. Re-calculating the center of gravity to where the camera is focused
    2. Increasing the gravity on the cube you’re controlling as you get bigger.
    3. Increasing movement assistance as your cube gets bigger.
  2. Added camera controls via mouse and right-control stick on the Xbox 360 controller (only supports Windows).
  3. Fixed the Goal’s 3D text shader to not show through objects.
  4. Changed the tutorial level to be more straight.  This makes the arrow direction less deceptive for beginning players. Also added camera control instructions in that level.
  5. Rocket boosters are adjusted to be more effective.
  6. Fixed bug where newly lit objects will sometimes not stick to the cube.
  7. Added a brief 0.1 second delay before the next object sticks to the cube.  This makes the poles in “Level 1” actually collapse first before it sticks to you.  Also note that that level has changed to accommodate for this change
  8. Slightly increased the threshold necessary to pick up objects.  Only slightly, though!
  9. Picking up bouncy spheres (and potato!) no longer makes you bouncy.

Please tell me in the comments below how these improvements fare to the original build.  I really want to work this into a full game in the near-future, so the sooner I know how to improve the game, the better!

And once again, thanks for all the help!

Tags: post-compo, The Sentient Cube

Hito – An organic, minimalistic experience

When we first found out that this year’s theme was “Minimalism”, the whole team panicked; we had assembled a team eager to exploit our very diverse capacities and strengths, and right from the beginning we were forced to keep it simple. Truth be told, the condition taught us to work under a scheme we had never worked under before so, in the end, we are grateful with the experience.

Click this image to play!

Click this image to play!

Click here to play Hito’s Main Theme!

Hito is a simple game: the goal of it is just to traverse the world you’re set upon destroying all the platforms before reaching the final door. We like to think this minimalistic idea was what gave us the tone to fit all the pieces around in, and so we did; all aspects of the game, there on, were thought to complete the minimalistic mood: the narrative is all done in haiku, the levels are shaped as the Japanese kanjis for the level number in turn, the music (keeping with the oriental theme) was written in some sort of pentatonic scale and the character was created to be simple, yet endearing. Our efforts turned out to be very rewarding when we experienced the final product and felt everything was in its right place.

The first screen was planned as a tutorial.

The first screen was planned as a tutorial.

We realized, once we had put together this different ideas, that the game-play could become a little repetitive if we just leave it that way, and that’s where the level design helped us. We spent a whole day putting together mechanics and layouts that could not only be beaten differently by each player, but also some that pushed them to think outside the box. From level 3 onwards we added snow, vertivcal segments (obligated for the kanji we based the level’s layout), and darkness to keep the experience fresh and the challenge growing.

The narrative inspired some mechanics and graphics.

The narrative inspired some mechanics and graphics.

We’ve had such an amazing experience making this game, that we are not willing to let it just be a three-day project; we’re still working to bring the game to new heights and correcting every aspect of it that’s brought to our attention, so please, we would appreciate any suggestion anyone may contribute. For us, even though we consider Hito to be a whole game as it is, we’re not leaving it as the work of three days and are looking forward to bring you a larger, better and smoother version of it.

Different mechanics force players to think harder.

Different mechanics force players to think harder.

So please, play our game and share with others who may like it. You could also give a “like” to our facebook page and leave your comments there, we’d appreciate it.

 

LD26 game rating skirmish

Hello, LD community!

This is my first post out there, albeit not my first participation, as I’m in LD since the april of 2012.

As we all see, activity dramatically raised here since the last LD and I think it will keep like that. Looking at infographics for LD  and seeing how the time to rate every game in LD dropped to some 5 minutes (assuming 4 hours per day), I was surprised by the fact, and also remembered that there is an actual problem for getting ratings for every game in LD. Last time, even my own game didn’t get enough (but that’s more because I didn’t actually care and didn’t rate other games as well — had no time back then). So yesterday I thought about ways to make the rating of games easier anyhow, and here’s what I came up with.

A simple web crawler to gather all the download links for every game.

If you want just the download links to mass download the bandwidth away, you can get them already:

LD26 all Links.zip

LD26 filtered direct Links.zip – explanation of those is many screens downwards.

So, here are the… Platforms?

[stextbox id=”alert” caption=”Say WHAT?!” collapsing=”true” collapsed=”false”]  BARACK OBAMA
Text Tutorial-Walkthrough
"Maniac" level pass through video
"WallPatch" (see info!)
(low resolution)
(OSX) Mono Runtime
(Updated) Mouse version (better !)
(Windows) XNA Redistributable
— PLAY HERE! — (Flash)
— Play now in Browser —
–>Flash version<–
.app
.exe (72 hour jam)
.exe
.exe
.gm81
.jar + source (zipped)
.love (OS-X, Linux if you have love2d installed)
.love (Web if you use CHROME)
.love file – source
.love File
.love Package
.love
.Net 4.0 (might be needed)
.Net Redist
.swf
48h Compo Version
7z (swf + html)
AIE Framework
All Distributions
All Downloads
All OS JAR
All OS
All OSes + souce
All Platforms (source is included)
All Platforms – Web
All Platforms Alternative (if the first didn’t work)
All platforms(Java)
All Platforms
All Plattforms (Jar)
All Source (zip)
All
Alt download
Alternate archives (zip, tar.xz)
Alternative link
Alternative Web (HTML5)
Android (236kb apk)
Android (apk)
Android (enhanced version)
Android (Google Play)
Android .apk File
Android .apk
Android
Android apk direct link
Android port
Android store
Android Tablet (Untested)
Android
Any java platform
Anything With Java
Apk Emulator
Apple IIe
APPLET DOWNLOAD
Applet Source
Applet(Dropbox host = slow)
Applet
Application
Assets
Atanua Download
AtariAge
Awesome Edition (Post Compo)
BBS(Web, Don’t Use Chrome)
BETTER BUT STILL DUMB
Bitbucket Repo
blender windows
Blender(source)
Blog post
Blog-Source
Blog
Bonus Game With No Source
browser
BUG! Online (google code)
BUG! Online (Swf cabin)
Bugfix JAR
Cake’s Timelapse
Choppy Gameplay Video
Chrome (Web-HTML5)
Chrome NaCl
Chrome Webstore
Click here to play (uses Unity Web Player)
Click here to play (Web)
Click Here to Play
Click to Play Now
ClockBot Games
Coding Timelapse (Youtube)
Commodore 64
Compiled Tar with Source
Complete version, post-compo.
Cross Platform (Java)
Cross Platform – LOVE
Cross-platform .jar
Cross-platform Jar
Crossplatform (Jar)
Debian GNU-Linux (Testing)
Demo Gif
Desktop (AIR)
Desktop (Java)
Desktop (JRE6)
Desktop (Windows-Linux-Mac OS X)
Desktop JAR
Desktop
Detailed handbook for 4X veterans
Dev Diary
DeviantArt (my art gallery)
DeviantArt
Devlog Playlist [yt]
DevTwitter(Q-A etc)
Direct SWF link
DOS
Dowload
Download (Includes Source)
Download (including .NET-XNA installers)
Download (jar)
Download (normal)
Download (Original)
Download (small screen)
Download (Win-Orange Screen Fix)
Download (zipped .swf file)
Download all OS (Flash)
Download Game (.exe)
Download Jar
Download Link
Download Source (.gmz)
Download [Linux]
Download [Mac]
Download [Windows]
Download(Recommended)
Download- Java (Cross-Platform)
Download
Downloadable SWF
Dropbox (Windows version)
Dropbox Alternative (HTML5)
Dropbox
Ending Song (for lazy people)
Engine’s Source
Example winning rules
Executable .jar (Windows – OS X – Linux)
Executable .jar
Executable jar
Executable
Exported .gmz
Extended release (Web)
Feed Archive
Final Source
Firefox (Win version recommended)
Flash (1600px width)
Flash (800px width)
Flash (Balance + Leaderboards + LD Badge)
Flash (blog)
Flash (bugfixed)
Flash (Compo)
Flash (Kongregate post-compo)
Flash (Newgrounds post-compo)
Flash (original entry)
Flash (original)
Flash (swf)
Flash – Play Now!
Flash Download
Flash SWF file
Flash(Linux)
Flash
french version
Funny keyboard- Here’s AZERTY keys!
FXs
Game Files (Original)
Game Files Updated
Game Maker- Studio .gmx
Game Map
Game Play Video
Game-Source (Download)
Game
GameJolt (Web)
gamejolt
Gameplay – winning
Gameplay Video (with debug draw)
Gameplay Video
Gameplay!
Gameplay
GBA Download
GBA Emulator
GBA rom + Emulator (Windows)
GBA rom
Generic Jar
Get OST on Soundcloud
Gif demo
Git Repo
Git Repository Web
GitHub (Source)
GitHub Source
Github-Source
GitHub
Glitched
GMK-Source
Google Chrome
Google Play (Free!)
Help
Hints and cheat codes
Homepage
How to play
HTML (Chrome)
HTML File
html(mirror)
html
HTML5 (Chrome and iOS6+)
Html5 (Compo)
html5 (experimental)
HTML5 – Web
HTML5 Web
HTML5-JS Online Link
HTML5
IBM Compatible
Image Gallery
Info
Instructions
IOGraph (5 hours of mouse)
iOS source
iPhone
Jam version (Web)
Jam version(Web)
Jamalaide
JAR (mirror)
Jar file (tested)
JAR File
Jar
Java (should work everywhere)
Java (Win-Mac-Lin-Sol)
Java + src
Java 7 Executable .jar (6.7MB)
Java Applet
Java executable (requires JRE)
Java Executable Jar
Java High-Res
Java Jar (9.5MB)
Java jar (jdk 7) 10MB
Java JAR
Java Low-Res
Java
JavaScript Source
JNLP
Journal
King Indie
Kongregate (mirror)
Kongregate (Web)
Kongregate(Flash)
Kongregate
l
Latest Java
Leaderboard
LEVEL 6
Lin32
Lin64
Link backup
Linus Torvalds
Linux (.love)
Linux (32 Bit)
Linux (32-Bit)
Linux (334kb tar.bz2)
Linux (64 bit)
Linux (64-Bit)
Linux (64bit)
Linux (64bits with Qt5)
Linux (Java Required)
Linux (Java) not tested but should work
Linux (Mono)
Linux (read below)
Linux (requires Blender)
Linux (Source)
Linux (tested)
Linux (untested)
Linux (Wine)
Linux (x64)
Linux (x86-x86_64, w-src)
Linux (zip)
Linux + Source
Linux – .love
Linux – other Unix-like – source (mirror)
Linux – other Unix-like – source
Linux .sh only
Linux 32 bit
Linux 32-bit
Linux 64 bit
Linux 64-bit
Linux 64bit
Linux amd64
Linux Binary
Linux Script
Linux Standalone
Linux x64
Linux x86
Linux(64-bit)
Linux(x64 & x86)
Linux, Mac
Linux-32-64bit
Linux-32Bit
Linux-64Bit
Linux-MacOS
Linux-OSX-Windows
Linux-Source-Love
Linux
Linux32-64
Linux32
Linux64
Live Stream
Longplay
LOVE (Linux – OSX)
LOVE (OSX-Linux)
Love 2d file
LOVE File (for Chrome extension)
Love File
Love
LOVE2D (requires runtime)
Love2D
Mac & Linux
Mac (Java Required)
Mac (requires Blender)
Mac (Rift)
Mac and Linux
Mac Binary
Mac OS X
Mac OS-X
Mac OSX
Mac Standalone
Mac-Linux (LOVE2D)
Mac
MacOS X (Experimental)
MacOS
MacOSX
Making of
Manual
Matlab
Minimalistic (NOT) post-mortem
Mirror (Windows)
Mirror (Windows, OS-X, Linux)
Mirror 2
Mirror(all files)
Mirror
Mobile (soon)
Mono (No Sound)
Mono (OS-X)
Mono runtime (Mac OS X)
Monogame Install
MS-DOS
Multi Java 7 – Windows – Linux – OS-X
Multi platform JAR
Multiplatform – Source
Music
my blog
My website
Native Client (Read notes) may work for some Linux users
Newgrounds (Dumping Grounds)
Newgrounds (web)
Newgrounds
Newgrounds
Non-Compo Version
Notebook
OLD Anything With Java
Online Emulator (JavAtari)
OpenAL (might be needed)
Original Entry (.love) — Buggy!
OS X
OS-X + Kinect
OS-X (.app)
OS-X (.love)
OS-X (buggy)
OS-X (Java)
OS-X (might not work)
OS-X (Not recommended)
OS-X (post-compo r2)
OS-X (UNTESTED)
OS-X (zip)
OS-X + Linux [Post Comp Version]
OS-X + Linux
OS-X – Linux
OS-X and Linux
OS-X Lion
OS-X Mountain Lion
OS-X
OST
OSX (not working well)
OSX 10.7
OSX 10.8
OSX
Other platforms (Mono required)
OUYA-Andorid
OUYA
Packed Jar (Windows-OSX-LINUX)
PC 7Zip 6Mb
PC Zip 9Mb
PC
PDF Instructions for the card game
play (direct link)
Play (HTML5)
Play (web)
Play – (Flash-Web)
Play Game (Web)
Play Guide (PDF)
PLAY HERE (Web)
Play in Browser (Web)
Play in your browser
Play now! (HTML5)
Play now! (Web)
Play on Kongregate
Play on web
Play Online (Flash)
Play online (Maybe with ads)
Play Online [Unity Web Player]
Play Online!
Play online
PLAY
Playthrough (Youtube)
Post Comp Version (New music, difficulty and control fixes!)(Works in Wine)
Post Compo (Easier)
Post Compo (faster transitions between phases)
Post Compo (Kongregate)
Post Compo Version
Post compo
Post dare version
Post Jam Android Port
Post LD optimisation (for those having slow rendering)
Post mortem – Timelapse
Post Mortem
POST-COMPETITION version
Post-Compfaux
Post-Compo ( bug fix )
Post-Compo (Unity)
Post-Compo Enhanced Edition
Post-Compo Enhanced Version
Post-Compo Update
Post-Compo ver [Win]
Post-compo version
Post-Compo Versions
Post-Compo
Post-Jam version (faster)
Post-Jam Version
Post-jam
Post-LD version (v4)
Post-LD- Web source
Post-LD- Web
Post-Ludum – Unity3D
Post-mortem
PostComp version
PostCompo version
Postjam Web (HTML5)
Postmortem
Progress Video
Project ZIP
PyGame source zip
Python (main)
Python 2.7
Python
Python2.7-Mac OSX (Dropbox)
Quick Play [Windows]
Raspbian (560kb)
Raw .love File
Raw flash file
Realistic version
Realtime footage of gamedev
Recorded Livestream
Release trailer
ROM
Runnable Jar File (All Operating Systems)
runnable Jar in zip folder File – Download EXTRACT FIRST
Sandbox [.exe]
Sauce
Savegame(unlocks everything)
Scores
SecurityCare OS
SecurityCreep OS
Seizure
Shadow People
sn web link
Solaris .jar only
Solaris
Soothing Bonus Track
Souce (github)
Soundtrack [mp3]
Soundtrack
Source (.capx)
Source (.fla, direct download)
Source (.gmk ~6.5MB)
Source (.gmk)
Source (.GMZ)
Source (.love)
Source (.rar)
Source (.zip)
Source (18mb)
Source (40.9mb zip)
Source (51kb)
Source (ASP.NET 4.5)
Source (Construct 2 .capx file)
Source (Construct 2 CAPX)
Source (Construct 2 project file)
Source (Construct 2)
Source (Construct2)
Source (Don’t Claim!)
Source (download)
Source (Eclipse Project Folder)
Source (Flashpunk)
Source (fully commented)
Source (GameMaker Studio)
Source (Git)
Source (GitHub)
Source (GM files)
Source (GM-S)
Source (GMStudio)
Source (GNU GPL3) (tar.xz)
Source (Haxe)
Source (I know, it’s messy. Come at me.)
Source (Java-Eclipse)
Source (JavaScript)
Source (Linux, Windows and Mac OSX)
Source (LOVE)
Source (mirror)
Source (MMF2 .MFA file)
Source (MMF2)
Source (Project – CapX)
Source (Pygame)
Source (Python)
Source (repository)
Source (soon)
Source (Stencyl 3)
Source (Stencyl)
Source (SVN; Visual Studio 2010, C#-XNA)
Source (Unity pkg)
Source (Unity)
Source (UnityProject)
Source (very messy – you’ll puke)
Source (view source)
Source (VS2010 Project)
Source (without installers)
Source (zip)
Source (zipped eclipse project)
Source + Map Editor
Source — Twine
Source
Source 1 (Playable)
Source 2 (Playable)
Source Code (Construct .cap)
Source Code (Monkey)
Source Code…
Source Code
Source Files
Source MMF2 (.mfa)
source zip
Source [ CAPX ]
Source [.gmk]
SOURCE [GITHUB]
Source [gm81]
Source [Unity]
SOURCE [ZIP]
Source(FLA)
Source(love2D)
Source(mirror)
Source(rapid fire & maybe fixed)
Source(Unity project)
Source, Windows, LOVE File
Source-Construct2(.capx)
Source-Multiplatform
Source
Sources
Sourcs
Speedrun-Tutorial
Speedrun
SPOILER video
SRC
Standalone (PC – MAC – LINUX)
Starfish Powers Activate!
Steam Workshop
StoryMode Video
STREAM-
Stream
STUPIDER VERSION
SWF(Save As)
SWF
Tabletop Rule + Piece set.
Template Source
Thank you song for those who have played this game
The Dark Acre
TicTacToeTourney Linux
TicTacToeTourney Mac
TicTacToeTourney Win
Tima Lapse Day 2
Time Lapse Day 1
Time Lapse
Time-Lapse Video
Time-lapse
Timelapse (commentated)
Timelapse (Day 1)
Timelapse (Day1)
Timelapse (Day2)
Timelapse (Youtube)
Timelapse -ACTION PACKED-
Timelapse
Timelapse Day 1
Timelapse Day 2
Timelapse Video
Timelapse
Trailer [Youtube]
Trailer
tumblr
Tutorial Video (Youtube)
Tweeter
Twine file
Twitch
Twitter Feed
Twitter
Ubuntu 32bit (560kb)
Unfinished bonus game
Unformatted Text Source file
Unity (Web)
Unity Web Player
Unity Web
Unity Webplayer
Universal (Use if Windows doesn’t work)
Universal JAR
Update 0.2.1 (Flash)
V1.0 Full Zip (Files + Example Rules)
Version 2.0
Vice
Video ( YouTube )
Video (#spoilers)
Video (all 10 levels!)
Video (spoilers)
Video and Source
Video Demo
Video gameplay
Video playthrough (if you get stuck)
Video Playthrough
Video
Walkthough (for those stuck)
Walkthrough (Youtube)
Walkthrough video
Walkthrough
Walktrough
Watch Timelapse
Web & Source
Web ( Unity3D Player )
Web (& Mobile)
Web (1.0 and 1.2)
Web (2 player)
Web (2)
Web (2.7mb)
Web (3 player)
Web (4 player)
Web (600 x 300)
Web (72 hour jam)
Web (72h version)
Web (advanced-minimal)
Web (all)
Web (Alt)
Web (Alternate)
Web (alternative)
Web (Applet)
Web (arrow-keys)
Web (Best in Chrome-Firefox)
Web (bigger)
Web (bugfixed)
Web (Canvas)
Web (Chrome & Firefox) Jam Version
Web (Chrome – Firefox – all browsers made by people provided with brain)
Web (Chrome and Firefox)
Web (Chrome only)
Web (Chrome or Firefox)
Web (Chrome)
Web (Chrome-Chromium Native Client)
Web (Clay.io)
Web (Compo)
Web (Dropbox)
WEB (Dropbox-HTML5)
Web (Firefox audio)
WEB (Flash) 10mb
Web (Flash) v2 with Music-Sound
Web (Flash)
Web (Flash, original release)
Web (fullscreen)
Web (Game Jolt)
Web (GameJolt)
Web (GL)
Web (High quality)
Web (Highly Experimental)
Web (html)
Web (HTML+JS)
Web (HTML5) – Play now!
Web (HTML5)
Web (HTML5-JavaScript)
Web (improved)
Web (Jam)
Web (Java applet)
Web (Java Web start)
Web (Javascript – Best in Chrome)
Web (Javascript) (1200×600) (recommended)
Web (JS-Canvas)
Web (Kongragate)
Web (Kongregate)
Web (laggy)
Web (lobby)
Web (Low quality)
Web (lower res)
Web (May be buggy. Please use Chrome)
Web (Me)
Web (Mirror – Might be faster to load)
Web (mirror)
Web (more buggy, no mouse)
Web (Newgrounds)
Web (NG)
Web (No Level Editor)
Web (No Sound)
Web (Not Chrome)
Web (Not working in some computers)
Web (official)
Web (Original entry-Hardcore mode)
Web (original submission)
Web (Original version)
Web (Original)
Web (Performs poorly)
Web (play online)
Web (post compo)
Web (Post-Compo Enhanced version with checkpoints!)
Web (post-compo with less data for performance)
Web (Post-Compo)
Web (Post-Jam fix)
Web (post-jam)
Web (Postjam control fix)
Web (real size)
Web (Recent chrome or firefox)
Web (Requires Unity Web Player)
Web (runs best in chrome)
Web (Silverlight)
Web (Silverlight)
Web (Slightly better version)
Web (Sound Edited)
Web (standard)
Web (swf) or download
Web (Tested FF, Chrome, IE10)
Web (Tested in Chrome)
Web (Unity Player)
Web (Unity Plugin)
Web (Unity Web Player)
Web (Unity web plugin needed)
Web (Unity webplayer)
Web (Unity)
Web (Unity3D Webplayer)
Web (Unity3D)
Web (UnityPlayer)
Web (UPDATED 4-29)
Web (Updated, POS COMPO)
Web (WebGL required)
Web (webgl)
Web – Flash
Web – PLAY NOW
Web – Silverlight
Web – Unity
Web – Unity3D
Web -!- Buggy and less Features -!-
Web -POST COMPO UPDATE-
Web
Web Alt. Link (Dropbox)
Web alternate in case it gets blammed for some reason
Web and runnable jar
Web Applet
WEB COMPO
WEB ENHANCED (post Jam)
Web Player
Web port
Web Post Compo
Web Post-Compo (Kongregate)
Web Post-Compo
Web Source (java)
Web source
Web Version
Web [Chrome]
Web [Corrected]
Web [Flash]
Web [HTML5]
WEB [HTML]
Web [mirror]
Web(Chrome)
Web(Flash)
Web(HTML5)
Web(Java)
Web(Kongregate)
Web(mac friendly)
Web(post-compo)
Web(Unity)
Web(ZIP)
web-flash
Web-HTLM5
Web-HTML5
Web-Java
Web-Mobile-Tablet
Web
Web2
WebGL (might work, might not)
WebGL
Webplayer (Chrome Only)
WebPlayer
Website (video and screenshots)
Website
WebStart
Win – OSX – Linux (jar)
Win Binary
Win(Fullscreen)
Win(Windowed)
Win(x64)
Win(x86)
Win,Mac,Linux download
Win-32
Win-Linux (Java -.jar)
Win-Linux-OSX – runnable jar
Win-Mac-Linux (jar)
Win-Mac-Linux (Java)
Win-Mac-Linux (mirror)
win-mac-linux jar
Win-Mac-Linux
Win-OSX-Linux
Win
Win32
Windows & Linux (16,6 mB)
Windows (+ Oculus Rift)
Windows (.7z)
Windows (.exe)
Windows (.love)
Windows (.NET 4)
Windows (.py source)
Windows (.rar)
Windows (.zip)
Windows (1)
Windows (1.2)
Windows (1.2, no antialiasing)
Windows (2)
Windows (275kb zip)
Windows (2mb)
Windows (32 bit)
Windows (32-bit)
Windows (32bit)
Windows (32MB .7z)
Windows (48h)
Windows (49MB .zip)
Windows (560kb)
Windows (6.6mb zip)
Windows (64-bit)
Windows (64bit)
Windows (7)
Windows (7zip)
Windows (alt)
Windows (and post-compo version)
Windows (backup)
Windows (Best)
Windows (Binaries Only – Still requires XNA)
Windows (Binary)
Windows (bug fix post compo)
Windows (Buggy)
Windows (can use Wine to play on Linux)
Windows (DirectX)
Windows (Dropbox)
Windows (exe)
Windows (Game Jolt)
Windows (If you can’t play web version)
Windows (Installer)
Windows (Jam)
Windows (Jar)
Windows (Java)
Windows (JRE6)
Windows (kinect)
Windows (Lower Res)
Windows (Mirror GDrive)
Windows (mirror)
Windows (no install)
Windows (No Install, for those with XNA installed)
Windows (non-kinect)
Windows (OpenGL 3.0)
Windows (Optimal)
Windows (Post Jam)
Windows (post-compo r2)
Windows (read info-tips below please)
Windows (recommended for best experience)
Windows (Rift)
Windows (should work in Wine)
Windows (source files included)
Windows (Source Included)
Windows (tested)
Windows (w-src)
Windows (with installers)
Windows (works in Wine 1.5)
Windows (x64)
Windows (XNA Install Included)
Windows (XNA)
Windows (zip)
Windows (~9MB)
Windows + JRE
Windows + Kinect
Windows + Source
Windows – Installer
Windows – Linux – OSX – Solaris
Windows – Linux
Windows – Mac – Linux – Jar
Windows – Mac – Linux
Windows – No Installer
Windows – Os X – Linux (Jar)
Windows – OS-S – Linux
Windows – OS-X – Linux
Windows – Source
Windows — Linux — Mac
Windows .ccgame (requires XNA)
Windows .exe (no setup, requires XNA runtimes)
Windows .exe (setup file, no XNA)
Windows .exe
Windows
Windows 32 bit
Windows 32-bit
Windows 32bit (x86)
Windows 32bit
Windows 64 bit
Windows 64-bit
Windows 64bit (x64)
Windows 64bit
Windows 7 (32 bit)
Windows 7 (x64)
Windows 7 64-bit
Windows Alt (download from Mega)
Windows and Linux (zip)
Windows download
Windows EXE (Works in Wine1.5)
Windows exe + Source
Windows EXE in zip folder File – Download EXTRACT FIRST
Windows Exe
Windows Executable
Windows HD-ish
Windows Installer
Windows Linux MacOs
Windows mingw32
Windows Msi (Installer, XNA setup incl.)
Windows Post-compo
Windows Source
Windows Standalone
Windows w- Source
Windows with source
Windows x32 (includes source)
Windows x32
Windows x64 (includes source)
Windows x64
Windows XNA Reach profil
Windows XNA Reach Profile
Windows XNA
Windows XP-Vista-7 (32bit)
Windows Zip (No XNA setup)
Windows ZIP (OpenGL 3.0)
Windows [ 10 MB ]
Windows [.exe]
Windows [14.3MB]
Windows [Complete]
Windows [Post Comp Version]
Windows [Post-Compo Bug Fixes]
Windows [Requires .Net 4 & OpenAL]
Windows [XNA]
Windows(.exe)
Windows(32 Bit)
Windows(64 Bit)
Windows(all)
Windows(Compo)
Windows(Installer)
Windows(Jar)
Windows(link fixed hopefully)
Windows(Mirror)
Windows(Portable EXE)
Windows(post-compo)
Windows(rapid fire & maybe fixed)
Windows(soundless)
Windows(Updated)
Windows(XNA)
Windows+Source
Windows, Linux, OS-X
Windows, Mac, Linux (Post-LD)
Windows, Mac, Linux
Windows, OS-X and Linux
Windows, OS-X, Linux (Binary)
Windows, OS-X, Linux
Windows, OS-X
Windows- OS-X – Linux (.zip)
Windows-
Windows-fix
Windows-Flash
Windows-Linux (May not work on mac)
Windows-Linux(-Mac untested)
Windows-Linux-Mac
Windows-Linux-OS X
Windows-Linux
Windows-Mac Unity Webplayer
Windows-Mac-Linux (JAR)
Windows-Mac-Linux (java)
Windows-Mac-Linux-Source
Windows-Mac-Linux
Windows-Mac
Windows-OSX-Linux (Source Included)
Windows-OSX-Linux Jar
Windows-OSX-Linux
Windows-OSX-Source
Windows-Source
Windows-Wii-Web-Android
Windows
Windows32
Windows64
Without click-and-hold
www
X == 1
X == 2
X == 3
X == 4
X == 5
X
XNA (Windows)
XNA 4.0 Redist (Fixes crashing)
XNA 4.0 Redistribuable (mandatory)
XNA 4.0 Redistributable
XNA Framework (If needed)
XNA Framework Redistributable 4.0
XNA Framework
XNA Redist (Required)
XNA redist
XNA Redistribuable
XNA Redistributable (needed to play)
XNA Redistributable (Windows)
XNA Redistributable(Required)
XNA Redistributable
XNA Runtime
XNA Runtimes
Xna-Windows
XNA
XPlatform (Love required)
Youtube "walkthrough"
Youtube (Gameplay Demo)
YouTube (older build)
Youtube (Playthrough-Spoiler)
Youtube (SPOILERS)
Youtube demonstration
Youtube Dev Timelapse
Youtube gameplay-tutorial
Youtube Playthrough
Youtube Trailer
YouTube
ZIP (Source)
[Download]
[Flash Download]
[OS-X]
[PLAY THE WEB VERSION]
[Post Compo Version]
[Source]
[Unity web player]
[Unstable, but Better Level Design Version] Web
[Web][/stextbox]

So, “technically”, LD is going as far as making games for a thousand of platforms, including (but totally not limited to) YouTube, Twitter, Video, Kongregate, “48h Compo Version” (I never knew LD has own customized hardware or software for the compo), “All” (A game for ALL platforms? Would be wonderful!), “AtariAge” and even “(low resolution)”. By the way, there’s also an actual Commodore 64 game.

Seriously, I didn’t think that so many people went creative and wrote something instead of the default Windows/Linux/OSX/Web/Source types. Of course, if the game is intended to run in Chrome, it’s important, so no offense there, and if you’ve “accidentally a DeviantArt”, that’s OK, and “Jar” is still comprehensive enough (but that’s for me), and then we have a platform named “Download”, which simply transcends the whole concept of specifying the platforms, and 203 variants of Windows platform, whether it’s being 32-bit, or 64-bit, and/or also works on Wii, and/or is in a ZIP file, and/or works in Wine – everything goes fine! There’s even a “Game” platform. Not bad, and I thought I was playing movies!

I don’t want to insult anyone, but I just want to point out the main idea. Platform is a platform, and system requirements (OpenGL 3.0, XNA, etc, disk space also goes here) are exactly that. Probably LD could use a separate field for that, but it’s clearly up to LD administration. Then, to eliminate the differently named links for different versions, there should be a separate field for the version, where you could write whatever you wish: “revision 2″, “V3.3″, “for AZERTY keyboards”, “And then we had a nice pizza”, “post-compo”, “low resolution”, “with potatoes” and stuff.

So far, I’ve extracted the links, and then filtered all the similar variants to their actual platform. You’re welcome to put those direct links to your mass downloader software to get every game of LD26 which had a direct link:

LD26 filtered direct Links.zip

Those are as of 5th May of 2013, something around 10AM in GMT0.

By “direct link” I mean that it doesn’t link to some page where you have to go through the “Download” button or something like that. I thought it would be like that, but that didn’t come true. “Direct links” here just mean the links as they were in the LD game submission page. For other links, see the full lists here:

LD26 all Links.zip

But I don’t really think that many people will rate at least as many games as there are direct links. And let’s hope that every game at every direct link can be identified by the contents of what’s there.

Have a good time!

Mustache Armies – Jam Entry

Hello all,

my nickname is Raz and I’m part of TurboDindon Team. If you’re interested, you can see my work here !

For this LD26 we created the game “Mustache Armies” with the TurboDindon team and Sephy, a awesome french 2D artist ! Yes, really! If you don’t trust me, check his website !

So ! For this entry, I created designs for human characters, logo and results screen. It was really interesting to design some characters with simple shapes and minimal colors.
These constraints were really important to accentuate the minimalist style. Minimal paintings and designers were our main reference.

You can see my researches for little characters.

recherches2

Animation of characters with Autodesk Combustion ( Yes I know, this is an old video software ! :) , then export to PNG Sequence for GameMaker.

POST_Mustache Armies

The Results screen:

endscreen2

 

You can play our game here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5611
Thank you for reading!Hope you like it ! (Sorry for my bad english :s)

Tags: mustache armies ludum dare sephy raz turbodindon

Time repartition of a successful realization

Hi there ! For once, I finished and polished completly my entry. All went well, and I’m satisfied by what I did. Whether it’s really good or not will be your judging, but since I had nothing wrong during the 48h, I decided to analyse my timelapse to make some stats about time repartition between the different tasks.
You may want to know that my game emphasis narration (so there are lot of scripting) and is illustrated with normal mapped pixel art (which is a bit longer than classic pixel art to handle).

Timelapse analysis Time starting task duration 04:00 sleeping 03:14 07:14 Idea 03:06 10:20 conception 00:44 11:04 coding 01:36 12:40 lunch 02:10 14:50 coding 06:10 21:00 diner 00:28 21:28 coding 02:30 23:58 sleeping 06:42 06:40 coding 03:20 10:00 graphics 02:48 12:48 lunch 00:20 13:08 graphics 03:52 17:00 polish 01:08 18:08 music 01:27 19:35 polish + sounds 01:43 21:18 Relaxing Here is a description of how I managed pause time/work time. For time repartition in the projet itself, jump to the second table below.

Competition starts at 4:00am in France (A bit early) so I prefer to complete my sleeping night and start at 7am.

I took 2 pauses in the first day for lunches, I had the chance to have my parents at home this week and they offered and prepared me the food !! I shared some thime with them, 2 and 1 hours breaks were just good, not too long but enough.I need a lot of sleep and the 6:30 hours long night was just mandatory. Could not be shorter to keep efficiency to the best !

Time repartition Data and Graph

Long live the king - Time repartion

The total is 42h05 instead of 48h because I finished and posted the game 6 hours before the deadline. As you can see, almost 1/3 of the time is kept for sleeping and taking pauses !

If I remove sleep and pauses, the remaining 29h11 are divided this way : Coding (47%), Graphics (23%), Searching idea (11%), Polish (9%), Music (5%), Souds (3%), Conception (2%). Level design and some conception are included in Coding because it was really done in the same time. I did not really had phases were I needed to work level designs only (because of the narrative nature of the game).

Of course, if you did not tried it already, I invite you to play my entry : Long live the King !

Cpt. Sqrjaw Postmortem, Walkthrough, Timelapse and stuff

The game:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15943

Here’s the walkthrough (spoilers):

Tools used:
Engine: Unity free
Graphics: Photoshop, Flash, SAI
Animation: Anim2d
Sound: FL Studio + Massive VST + Goldbaby drums

The main goal was to field-test my animation system – animation editor and animation playback libraries for Unity.
The animation editor looks like this:

A lot like Flash with layers and nested animation clips, but with float frame values, “bones”/layer hierarchy, double keyframes for sprite changing.
And here’s the usage in Unity:

Fun thing is that you don’t have to manually import textures/sprites for animation, you just drop them into folder named “Sprites” and the system automatically picks them in editor, makes a library in Unity and stores textures into atlases (for now i’m using TK2d for atlas generation, but later i might remove this dependency).

In runtime there are 2 ways of playback – “rigid” – switches frame immediately, and “interpolated” – with possibility to crossinterpolate multiple animations, and overlay multiple animations. Rigid is faster and more useful for simple things like bullets, ui elements etc. Interpolated mode allows to smoothly switch between animations for characters. With overlayed animations in interpolated mode i could make the character shoot in 4 directions while standing, running or jumping, also landing squish was an overlayed animation too, so you could see the character counteracting the landing impact while continuing to run and shoot. And another fun thing is, it can be called with 1 line of code, like:

if(just_landed) anim_inst.OverlayAnimationReuseLayer("land", "stand", ...);

You can use different shaders and materials in one animation, it will create different meshes during playback, and if you use one material it will use the automatic batching.
Anyway if enough people are interested in this system, i’ll release it later.

I also used my polygon editor with some adjustments:

//that’s how you not use it, since physics only works good with convex polygons

In the last day i was kinda tired and sad, so i decided to screw around with FL Studio for some time, and made a simple electro-screechy thing using 4 Massive channels and funk-drums. I think it gave me motivation to finish at least something playable. It’s the first time i’m doing game music.

Wat left:
– I’ve spent most of the time fixing bugs in animation system, finding a way to correctly sort sprites by depth, learning how to use materials and shaders. In other words i ignored most advices about using only reliable tools that you are familiar with (again).
– I like to do detailed sprites and was anticipating to draw something with shading and stuff.
– The game is too short, with very few game objects and only one level (too little time was spent on actual gameplay, most of it went into technical stuff and debugging).
– There are severe memory leaks (materials and meshes) that i haven’t noticed (due to my poor knowledge of Unity) and that may crash your browser.
– It was too stressful.

Wat right:
– I did fix a lot of bugs in animation system, and made it work.
– I learned how to shader.
– Now i know how not to update procedural meshes and materials.
– I’m still new to Unity, and i’ve learned a lot from this jam.
– I did music.
– I managed to finish something playable, YAY!

Timelapse:
!MINIMAL DISCO WARNING! PROCEED WITH CAUTION!

Tags: animation, Cpt. Sqrjaw, editor, polygons, timelapse, walkthrough

Comments

05. May 2013 · 12:32 UTC
I really liked how the animations turned out. Well done. Good tools. :)
06. May 2013 · 18:35 UTC
Interesting! Is your animation system intended to be similar to Smooth Moves? Are you releasing it on the Unity Asset Store?
jromeem
23. Aug 2013 · 08:31 UTC
ah 2.5D animation in unity! my favorite type of game style!

your style in this one really reminds me of Lovers in a Dangerous Spacetime

you should check it out if you haven’t heard of it!

also great job on this LD Jam! 😀

The Lamp – Post Mortem

Here we are, finally finding the time to write something about The Lamp!

You do not know what The Lamp is? Then check it out! Also, here is a GIF for you!

TheLamp10sec

 

 

So, what is The Lamp?

The Lamp is the only object you will find in the room you are stuck into, and it represents both your only hope and your sure doom.

Turn the lamp off, turn it on, watch what happens. Try to survive as much as you can!

 

Ok, that’s the marketing speech, but what EXACTLY is The Lamp?

Fine! The Lamp is a minimalistic survival horror game.

We tried to make the game as minimalistic as possible while still retaining its ‘survival horror’ qualities: there is a single, square room, there is a single lamp in the middle of it and the goal is always the same: turn the lamp off, then find it again and turn it on, before the monsters can get to you!

Monsters will spawn only in the darkness and will disappear once the light gets turned on again.

Even with such a minimal mechanic, we are pleased with the result! Here are some comments from the players:

“Much fun. At times i felt like I didn’t want to turn off the lights, too scared.”

“Very creepy for a so minimal game!”

“Very enjoyable, I got some thrills playing this one.”

“Great horror game. Simple means achieve tense atmosphere.”

“Very nice atmosphere, pretty scary! Even if it is minimalistic!”

Looking at the comments, we are very happy and proud about the result, as it seems the mood was conveyed successfully! We thank the commenters and everyone who played the game thus far!

intro

The intro screen for The Lamp showing its main character (yes, the Lamp)

Arghhhhh the monsters!

Yes, the monsters.

There are seven monsters in total, each with its own graphics, animation and movement pattern.

If you are really curious, here are ALL of them together, as they would appear under the light:

PostMortem4

 

We are happy with the monster designs: some are more predictable, others more erratic, some can be easily seen and others can’t almost be seen at all!

You want to know what they do? Then play the game!

 

 

You are not telling us everything… what about the torchlights?

Ok, we have not been completely honest. The game features one additional mechanic: the torchlights.

In the game, you will find that monsters are attuned to different colors: blue, red or yellow. You will find small squares when the light is on, which are actually torchlights. Pick them up, then when the lights turn off you will have a majestic torchlight in your hands to  help you!

Torchlights of the same color as the monsters’ eyes will scare them away, while torchlights of a different colors (and even if the monster has NO EYES) will drive the monster mad and it will charge you even faster!

The problem is: you do not know what torchlights will appear in the light and you do not know what monsters will appear when you turn the light off, so you are left with a few choices: will you get the torchlight? If yes, which one? Are you confident enough that you will find the correct monsters in the dark? This kind of mechanic adds a rock-paper-scissors gameplay element that rewards sheer luck, something you will need to be able to survive!!!

PostMortem3

Blue torchlight, yellow monster. Good luck next time, my friend.

Why did you choose such graphics?

Actually, during development, we changed the graphics back and forth between a minimalistic, square-like graphical style to a sprite one. We could not decide until the end which one to choose, so we have a few unused sprites resting in our hard drives.

For example, here is the main character in sprite form

OminoCompleto Yes, he was quite sad, pessimistic and without hope. But still, now he’s just a square, and we think squares can be sad too!

At last, we decided to use the current graphical style, which has been chosen to convey a kind of psychologic meaning. There are a few differences between the light and dark phases in the game:

When the light is on, everything is minimalistic (the room, the player, the items) BUT the lamp is not. What does this mean? Is the lamp real? Does it come from some other world?

When the light is off, the monsters appear. Their eyes are still minimalistic, made of small squares, so to suggest that they too belong to the abstract world of the light. But there is more: if you try to aim one of the monsters with your torchlight you will notice that all monsters actually have a concrete, detailed and animated body.
Some touches such as the steps left by the character and the monsters have been added both for feedback and atmosphere.

There is a contrast between the detail of the monsters and the fact that, for the most part, you will not even see them! We feel this contrast is what helped to convey part of the atmosphere.

PostMortem1PostMortem2

Here is how a monster (the dog monster) actually appears in the light. You can see only its eyes in the dark, instead, but you just KNOW it is there and it HURTS!!!

 

At last, the good and the bad!

Yes, we are at that part of the post.

The good

– the atmosphere was well conveyed through sound and music

– mechanics are simple and the game is fun to play!

– we managed to add a few touches (the time-scorer, the steps, the hint text)

– we added all the monsters we wanted

– I managed to sleep more than last year (and worked on monday as well :P)

The bad

– a few imprecisions in the sound effects make some combinations of sound out of place

– the balance of the monsters is not perfected (we’ll do that)

And what do you think about The Lamp? Come play it and tell us!  Click here!

minimalistherain emotional POST-MORTEM spoilers

play the game here

:) this is my second game, and my second Ludum Dare game. is this a coincidence? OF COURSE NOT! LUDUM DARE IS AWESOME!

:) i was able to add some game design thinking into the game and some people resolved the game that way! i feel so happy about this!

😕 i did try to guide the player through some minimal discovery process. all the cubes are white and black, except for two of them, one with an hint at the end of the level about the solution on the other cube at the beginning.

:) i like how if you use headphones and pay attention, the music will guide you in a hot cold kind of way.

:) sometimes you only see a little white square in a place full of black. minimalism is weird, consistence is important, resistance is futile.

:( the gameplay is good enough, it have some slidy thing that i hate but is my best approach to a platform. the jump is ok.

:( the lightning mechanic is sexy but needs some manual fixes, the random waiting time was the easy solution.

😕 some people didn’t finish the game because of frustration, i wonder is this is good or bad.

EOF

Question: How do you rate mood?

Just throwing a question for everyone out there. I have my own answer, but I was wondering if it is the right one afterall.

How do you rate mood? Can you give some examples of high mood and low mood games?

Cheers!

Tags: mood, Pool, question, rating

The truth about rainwalkers

This is actually not a runes, but a words in Russian.

i'mhere

I’m here – “Я здесь”

hello

Hello – “Привет”

rain

Rain – “Дождь”

farewell

Farewell – “Прощай”

Cimi Mal Postmortem

Had a lot of fun working on this game. Will try to make something out of it after the compo. :) Here’s a summary of my compo experience:

 

What I did right:

  •  I used a mechanic I’ve seen in other games and made it look and feel different by combining it with a cool effect, mood as well as adapting it to a 3D environment. Using an existing mechanic like this makes it easier to create puzzles as there are existing games to take inspiration from.
  •  I spent a lot of time on getting the audio right, which turned out to be time well spent. I’m quite happy with how the game sounds when you are walking around even though it could still be improved a lot.
  •  The visual style ended up looking quite good and saved me a lot of time on creating assets since it’s all animated boxes and point-lights. The game executable ended up very small as well which is just a plus.
  •  Working on the game around other fellow jammers (BytegroveDiamonde) was more fun than doing it alone. I also got the inspiration for my core mechanic from a prototype Diamonde showed me during the compo which I’m thankful for. :)

What I learned:

  •  Guiding the player through the level is key. My entry depended on the player finding their way through the level by stumbling upon the next room. It was made extremely difficult as there were puzzles in between that you had to solve before continuing further, leaving the player confused as to if they were on the right track.
  •  Not every player is an avid gamer. The first puzzle in the game relied heavily on the player having the motor skills associated with these kinds of first-person platforming games. This could be a problem if the player is not an avid gamer which I experienced when having a friend play-test my entry after the compo.
  •  Visual cues are very important to get right. At the first puzzle I made two objects have the same color but with different behavior which confused most players as to what to do with them.
  •  Improving sound effects by having several variations does a lot to having them sound less repetitive and more real. Having at least 3 variations of effects that will be heard regularly seems like a good minimum.

What I’ll improve:

  •  Make it impossible for the player to be confused as to where to go. I’d make the first level a lot smaller and point out a clear goal as to where to go with the only object in the room that sticks out.
  •  Make the platforming parts a lot easier in the beginning to give non-gamers a chance to learn the controls without being completely frustrated.
  •  Don’t have objects that look or behave slightly different. This will only confuse players as to what to do and what is important.

 

Try it out if you haven’t already! :)

 

– Double edged – minimal game, maximal fun

PM-1

So yeah, this is my 3rd entry at the ludum dare, and I think it’s my best one. I’m kinda proud of it, so here’s the story :
WWR :
– Coding : I made all the core gameplay + the important features within a day.
– The concept : I was afraid the idea of not seeing your character wouldn’t work, but i actually managed to avoid this. The gameplay seems enjoyable ( thanks for the feedbacks :3 ).
– Time management : Coding and art were easy, so I had a lot of time for tweaking (especially hitboxs and level design).
– Music : 1st time ever on fruity loops, I spent about 2 hours making glitchy sounds and made a minimalistic OST for this entry.
– Art : Managing a black and white art like this was really hard, the characters had to be silouhettes on a simple background. Took me a lot of time though D:

screen2

WWW :
– Having an idea : Like a lot of jammers, the theme afraid me D:
– The light/shadow system : I had no time coding a light engine for this, especially because of the level design.
– Making a tutorial : I also spent time trying to explain the game to players as they can start not seeing their own character.

What i learned :
– game maker is always more awesome than you think.
– combining ideas/games/concepts is great ( here samurai gunn meets samurai jack )
– fruity loops is friggin’ cool

WTDN :
– I’m actually working on Double Edged extended, with the dynamic loght system I wanted to do, plus some other features I did not make. I’ll try to devellop it for the Winnitron 1000.

So here was my minimal post mortem, now if you’d like to play my entry, the link is here

PM-anim

 

OtherSpace Timelpase with Commentary

Ten-minute timelapse of the development of OtherSpace during the 72-hour Jam. As our game didn’t have a soundtrack, I added a commentary (English) track to it instead. Please excuse the “um”s and “er”s, I didn’t plan out a script beforehand!

Back to rainbows ~ Post-Mortem

BackToRainbows

So I did it ! My first Ludum Dare !!
I’m not really proud of my game, I mean, it’s totally different from what I wanted to do in the first place (I wanted a Rythm game, but someone told me “No, it’s really to hard for a Ludum”, then a little cute plateformer) and I failed a lot of thing  >< my physics are totally broken and my level generator isn’t working as expected.. But it was an AWESOME experience !!
I was at Real World Gathering in Montpellier, it was very lot of fun, doing ludum dare with friend, we totally lived together for the 48h (eventhough I have to go back to my flat just to sleep at least 2h, since all the boys were snoring x_x), and i meet lot of people, even see someone I’ve met one month earlier and didn’t expect to see there ! (Well, didn’t expect to see again in any place xD).
I was on twitch, great experience too, lot of fun, people helping you, giving you advice, I think I’ll do it again for any project !
I want to apologize to all the people who wanted to try it, and couldn’t cause of  missing dll’s, i’ve fixed it, not the good way (got to pass on a win7  pc because I wasn’t able to do a static version on my Win8 xD) but you can now play it for sure !

So, about the game itself..

What went well :
– “Character” moves, really, first time I got move so smoooth, and I’m so happy with it, also, the color turned well, it’s the only thing I wanted in the first place that is here lol
–  learn little thing, like doing a camera
– The event itself !

What went baaad:
– The physics, really, it’s totally messed up, I’ve passed soo many time on the colliding, it was awful, and it’s still working strange..
– The Level generator : it’s a total fail, it created more plateforme than it should (well, in game it’s cool, but in code, it says “15” and it creates 45 (no kidding)), i tried to avoid plateforme being on each other, you can have 5 plateforme on each other xD same for the switch, sometimes, on the same plateforme, you have 2/3 switches…
– Maybe the sound, First I wanted rythm game, but I wasn’t even able of getting a little ambiant music xD
– The version, it was a hell xD but now it’s fixed !!

What I’ll do next:
– first : SOLVE ALL THE BUGS xD
– then, i’ll surely do a HTML5 version, for training, and i think a little game like this is best to play on the web

 
Click here to test

 

 

Comments

ChickenCode
05. May 2013 · 12:37 UTC
i would put 5* in humor for the comments in source 😀

best game ever

Sine Gameplay – Thoughts

First, I would like to thanks everyone for playing my game and for the all the constructive comments! I really appreciate the feedback.

It’s almost unanimous that the game very difficult. I was afraid that might happen. This is, in part, due to being the first time I enter LD, and to me just wanting to get something working and ready to release at the deadline.

A couple more thoughts:

  1. Alternative control methods. Initially I had several ideas: keyboard, mouse with some sort of drag action (like dragging a slider to adjust amp, freq) or just reacting to mouse movement. I tried coding some of these quickly, but the first I got working decently was the one that made it into the game; my focus was on finishing *something* first and then optimizing later if I had time.
  2. Level creation. This is a task I had never made before. So I just created levels by playing kind of randomly on a blank level, recording the path, and then placing obstacles around that path to force that particular solution. Probably it would have been a better idea to design the levels from the point of view of someone playing the game for the first time. I had 3 initial levels (2,4,6) and then, by Sunday night when I was playtesting, I had forgotten the exact solutions and realized they could be really tricky even for me. So I created another 3 easier ones (1,3,5). Maybe these are still too hard :)

For the next LD competition, I need to improve this:

  • if I try an original mechanic, I should reserve more time for getting the gameplay right, experimenting with the controls and other settings to tune it into a balanced experience.
  • or stick to a tested mechanic, so I don’t need so much effort into tuning it correctly.

Anyway, here’s a video of how to beat all levels: