Progress
Just wanted to share our progress on our game…
We chose to represent minimalism in our control scheme. Its 1 button! We have a few (4) test levels done, which can be played here: http://sol3e.com/LD26/
And some obligatory screenshots

Just wanted to share our progress on our game…
We chose to represent minimalism in our control scheme. Its 1 button! We have a few (4) test levels done, which can be played here: http://sol3e.com/LD26/
And some obligatory screenshots

Hey guys,
I’m making a game called “[ ]”. Yes it’s a weird name but that is besides the point. Anyway, the game is an arcade twin-stick shooter, here’s some screenshots!

Anyway, I will hopefully finish it tomorrow, I need sleep… If you want more info, here’s a link to my blog. (I’m to tired to write everything again…) http://www.yukonw.com/2013/04/progress-report-1.html
Good night,
~Yukon

I posted this last time I did a solo dare.
You’d think I’d have learned what to do when trying to make a game, but curiosity still gets the best of me, haha.
And here’s my time management so far, mostly in chronological order:
1.5 hours – brainstorm/design
3.3 hours – Dialog box system + minor code testing
7 hours – sleep
6 hours – Cutscene system + ‘unit tests’
3 hours – goof off. I WATCHED POWER RANGERS THE MOVIE THOUGH.
.5 hours – Art
1.5 hours – Look for a certain documentation for DAME
4 hours – Wrote my own parser for DAME while floundering around in documentation `__`
1 hour – Write an XML/CSV parsing system and build a test map.
.5 hours – Implement a player character and get it to move around in the map.
————-
Programming : ~16.5 hours
Art: .5 hours
Design: 1.5 hours
————–
The best thing about this is that I’ve spent nearly 9.5 hours working on the cutscene/dialog text system as the first features on this project. There was no game to attach them to – they are just sitting there, waiting for a concrete implementation, and they probably won’t get used much, either, haha. I was just really curious about how to implement them, though…
I’m poised to have about 7-8 hours to work on this tomorrow.
– Music/SFX
– more art?
– Basic enemies or level design things that are interesting (I only have basic blocks right now)
– Title/End states
– Player attacks?
I figure I can probably get 1 or 2 more systems in if I don’t get caught in the ‘testing’ part of the process. I want to work on music though, but I’m not so worried about that – I made all the music and sound effects for this game and half the music in this game in 1-2 hours, each.
I also made all the music, sound effects, and gameplay for this game,
…and I think it will be more like that one.
….yep.
I made my thing-that-resembles-a-game into a game! Play it here!
WASD/arrows to move. Avoid the color zones for as long as you can, but don’t worry about colors you’ve already touched. The game ends after you have touched red, yellow, and blue.
Tomorrow is polishing, cleaning up the sound a bit, maybe adding randomized “stages”. Good night and godspeed!

This entry was posted on Sunday, April 28th, 2013 at 1:15 am and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
sn is a 42-pixel one-button game.
You can play it in actual 6×7 resolution, too.
Please don’t hurt your eyes while playing this game.
I stayed up too late today, and am getting tired. Apparently so is my game’s protagonist:

Got a lot done in the last few hours. Most of the game’s levels are done. I just have one more actual puzzle level and the ending level to complete. After that I have to get the opening and ending written, clean up a few graphics in the tutorial, and add some music.
Anyway, here is a screenshot from the latest build. I would put up a WIP build, but I have a few place holders in for the last levels that act a bit funky and I’d prefer getting. I’ll get them cleaned up tomorrow and hopefully post another build by noon.

I’m nearly done. I think. All the art is in the game, the win/lose code works, mechanics feel fine, and I even have a title screen!
What’s left? I’ll record sound effects tomorrow, and add polish and simple transitions. I’ll leave you with a screenshot, in case you missed it earlier:
Look at that amazing yet minimalistic title screen! Now, sleep!
Hi
Well I just had a tremendous flash of insight. I’m making a super bare bones hosted interactive fiction engine that destroys the content of the game the more people play it. When I finish, you will be able to play the game only… and with any luck all of the content will have been completely erased by the time the 3 weeks of voting is over. The engine, and the game I guess, is called Mandala and the idea came to me last night shortly after I decided to enter LD48.
Until just now I had no idea what the actual IF was going to be about. I had some ideas, but basically really uninspired. Just now I realized that Mandala perfectly conveys my feelings about tourism. I lived in Kyoto for about 6 months a few years back. I would just spend my days wandering the streets from tiny temple to shrine, and I never ran out of places to visit or secrets to discover. I tended to stay aware from the major temples: they made me feel weird. Whenever I went to, say, kiyomizu temple (up the street from my apartment), I would be overcome by the feeling that I was participating not in appreciation for ancient and beautiful things, but in a very canned and necessary pass-time. It was crowded, people were laughing and children were running in circles. Families were lining up to have their pictures taken, and high-school students were just being “on a field trip”. It felt very different from my regular personal exploration (though I realize this is a matter of degrees). I took a friend there and commented that some day I’d like to make a beautiful MMORPG that captured every inch of the temple… but which did not permit entry. In a sense this is very “shinto”. There is a room at the back of each shrine where the holy of holies is kept, and no one is allowed to enter.
I’m certainly not making a beautiful MMO, but I am going to make it about exploring — and by so doing, destroying — a sacred place.
Will this be a game in which the only moral choice will be not to play? Well, my intention was to add a ‘victory’ condition or a room where you could do some good. Maybe I will add that, but I think not. On the other hand, just because I don’t like the densely packed crowds at kiyomizu temple doesn’t mean that I don’t recommend going there at some point in your life: on the contrary I highly recommend it. The reason so many people are flocking there is, to a certain extent, because it is something that aught to be experienced.
Yup, so that’s how I’m feeling right now. Inspired! Here:
I just popped out to get some fresh air and some coffee before they close (it is 8pm here in Vancouver, BC).
Also, I’d like to take a moment to thank @Kafkascoffeetea. I walked in there today out of the blue and asked him to sell me all his cold brew coffee. He did, and at a discounted rate! Fine man that Kafka, fine man.
z.
PS feel really stupid calling this an “engine” it is like… 4 lines of code tops.
Sadly, our sound person is no longer available this weekend. If we can’t find a replacement we’ll have to resort to autogenerating some music or something, and that seems sub-optimal. If you’d like to help us make some music for our game, send me an e-mail at nick at nick-cash.com or hop in the stream chat at http://www.twitch.tv/syncarn. Our game is about launching toast into the air and collecting condiments as it flies.
And here is a another food photo. Penne in a tomato basil sauce with chicken, broccoli, red and yellow peppers 
Tags: foodphoto
So I’ve made some progress I’ve uploaded this video to YouTube so show how the game looks in action:
The things I’ve finished for now are:
Now that I’ve actually written the list it doesn’t seem like much but it took me forever to get it working. Which is kinda weird since I’ve done this a couple of times before and I was able to look at my old games to remind myself how I used to do things like the camera etc. It’s probably because I spent so much time making sure the code didn’t go spaghetti on me, making sure to separate everything and avoid anti-patterns. At one point I deleted the entire code for world loading/rendering because I got frustrated with the horrible implementation for TileD maps in Slick2D. I’ve decided that I’ll make the maps with TileD buy I’m going not going to use it for placing objects/entities. Instead I’m going to have a JSON-file for every tiled map which will contain all the necessary information for that map.
There is still a long way to go though. Seems harder by the minute, but I’m having a lot of fun. ^^
We are having fun, got to bed at 3 am, woke up at 10am, went for a drive in our custom beetle!
We have been coding now for about an hour.
Game is going well, http://ionprogramming.com/LD48/LD26/index.php
All non-cosmetic portions of the control panel are now complete, several controls are interactive, and have an influence on the rocket plume. All propulsion-related indicators are working, and show the state of the various systems. All propulsion-related systems states now affect each other appropriately.
Quite pleased with how things are coming along, If I do so myself.
However, interaction+graphics is “merely” interactive art. For it to become a game, it needs goals, and obstacles.
Time to implement the damage system ….. >:-)
https://vine.co/v/bxe2e2KIa7u

Here is how my game is looking so far. I still need to add quite a bit, but the core mechanics are finished.
So when at first when i heard the theme ‘minimalism’ i was a bit frustrated. This is a terrible theme i thought, more like a constraint. And then i did some research and googleing and realized it is actually not that bad at all. As far as i can tell minimalism is often a symptom of OCD and. So i’m making my game about a character who has OCD and his roommate or friend comes in and messes up your few perfectly placed possessions. You as the player have to re-organise these in a specific time limit. so it’s like a memory puzzle game.
I’ve got the engine down and now i just have to add the gameplay and make it pretty!

Still needs work
Well i’m ready for day two, are you????

Just woke up. Eating breakfast at the moment. Feeling good.
I found out that there is different behaviour between the Flash version and the EXE version of Box2D in MMF2. The developer of the library told me the function of one of the expressions I’m using is different.
So again I’ve got to choose between making the Flash or the EXE the primary version.
If I make the EXE the best one then I can also do cool stuff like Shaders and Fullscreen which might make the experience more engaging.
But Flash reaches a wider audience. Decisions decisions!
Huzzah Huzzah!
I am super happy about my progress so far, and I am also happy with my bad art!
We got everything!
We got Cheese!
We got McDonald’s mockups!
We got potatoes!
Here is a time-lapse of the first 24 hours, which I had a blast doing! Tomorrow I am hoping to finish the town and add in a Casino!
Timelapse for Consumerism thus far! (Not very good quality!)
I am finished!
My game, Combo Up, is complete. You can check it out here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16532. It’s written for the web, so you should be able to play it on any platform…but maybe not browser.
I need a break now – time to take a nice midnight walk.
I’ll have a more detailed write-up tomorrow afternoon.
please do not look at me i dont know what i am doing
So, I’m calling it good for tonight. When I was playing with the hitboxes, I noticed that the attack button totally made the player stick to walls, and that they could jump while in this position. Totally an accident, but I liked it. So, I left it in, and rewrote some of the less interesting puzzles to make use of that.
This is my second time ever making any sort of the game, and the first time doesn’t really count, because it was awful. Really awful. So far though, I’m not too horribly displeased with this! Actually… I think I kind of like it.
There’s not much to it, it’s a pretty basic platformer with a bit of surrealism.
I’ve been streaming this whole time, although up until now it hasn’t been very interesting, as I did most everything on paper. Whoops. It’ll pick a bit tomorrow, so that’ll be fun!
Heya~ I hope it’s going well for everyone! For me it’s going pretty well for being my first LD.
After about 10 hours of work yesterday I now have a more or less fully functional engine and a complete level as seen in the screenshot below. Today I’ll be working on levels, sound and fixing bugs as I come across them. As for the theme, I’m going for minimalism with the game mechanics and partially in the levels. You can only walk, jump and die and there are only two obstacles; spikes and blocks that disappear when you’ve stood on them for long enough. There are also checkpoints which have proven to be quite necessary.
I wanna try the game! Please do, just remember that that’s where I’m working on it, so it might break sometimes ![]()
Mostly boilerplate work at this point. First time jamming, but I’ve been making games for a while. Got a slightly late start and had a good night’s rest. Still not sure what the final game will be but I’m constantly finding new things to add. Still lots of work to do, but I’m hopeful something interesting will come out of this.
The other guy thinks we won’t make it. That’s because he’s doing the AI and he has seen how massive it can be. I think he just needs to make the units dumber, and if there are performance problems we will simply limit the number of units (for now, until it can be better optimized)
here is the title screen though, everything is being made as basic as possible to finish before the 72 hours, but if there’s enough time things will be improved. The idea is to keep developing the game after the Jam also anyways.

A misleading title screen, the game is actually top down and 2D.
Yeah, see how I made “WARS” bigger than Square? and also made it line up with the “italics” effect from the “square” word. I’m such a great designer. /internet sarcasm
Okay so I did from the beginning to 10pm my time, and I’ve just had my 5 hours sleep (and a prolonged shower).
So, I’ll show you how development is, and then I’m getting straight back to it.
Here’s the world as conceptualised in vectors:

Conceptual World
And here’s how it currently looks ingame (if I zoom out about a billion times):

World Ingame
My housemate who’s doing all the character art has given me some beautiful things to work with. Here’s Rude Bear in action. His swimming animation is hilarious to me, at least:

Rude Bear Swimming
Here’s Rudey fighting a spitter:

The projectiles have beautiful underwater physics, might I add.
On top of this we have:
Stalac Mights:

I personally want a name change. That’s a stalactite!
The wizard (who you’ll face at the end):

Sleeve detached on this model
And then there’s Swarniles. They’re essentia- HOLY %*$&

I asked him to make something truly horrifying
Yeah, and these things are just not going to back off until you’re dead.
He’s also made some awesome GUI stuff.
Right now, the plan is that when you enter these areas on interest the map, the whole world spins 90° and you have a boss battle, Mega Man style. All of them are optional; you can go straight to the last boss. It just wouldn’t necessarily be a very good idea, as you get equipment to help you from all the other bosses. You don’t replenish your health though on hard mode, so it may not be worth it.
There’s a game over screen now, but I think I’ll leave that for you to find. Also.. I plan to put a rather large easter egg for completing it on hard mode.
http://www.twitch.tv/vorpalgames
Life has turned out to be an interesting little game. It’s a rhythm based life simulator which puts you head to head with the desires and needs of John Albertson.
Gameplay feels like Rockband or something similar. Patterns are all procedural.
In addition, John’s story unfolds as you play. Will he get married? Will he retire? Will he be rich? You decide.
I’ll be wrapping it up tomorrow afternoon. In the mean time check it out!
Check it out here.
Check out streams here.
What on earth is going on here?

I switched my coloured squares to simple shapes like hearts and people, but when the game scales them up, they start distorting and growing weird appendages! Anyone know what’s going on?
I was looking forward to applying some new code with these images, but the images themselves aren’t really doing well in the game, even without the weird distortions. Maybe I’ll switch back to squares and put symbols in the middle instead?
Finally got shape drawing and morphing working they way I envisioned. Took way longer than I would have liked, mostly due to being unfamilier with both Lua and Moai. Next I’ll be adding player input and a basic level. Possibly hook up some Box2D physics as well, time permitting.

Pew Pew Pew
So this is my first time doing an entry for LD. Decided to do it on a whim since the game I was working on this month for 1GAM was kinda not panning out so well. Decided to make a minimalist Tower Defense game. I’ve only been working on it since today so I only have the basic enemy pathing and one turret in, but progress of any kind is good. Made in Game Maker Studio
Tags: #1GAM, Game Maker Studio, LD#26, minimalism, tower defense
I seem to have a fairly nice concept. I’m worried that it’s not original (because there’s a whole lot of puzzle games out there, only a small proportion of which I have played), but basically, my game is a puzzle as follows:
The game is a grid with various cells. Each cell can either be empty, positive, or negative. A non-empty cell also has an orientation and various links to other cells. A cell may only travel in its orientation with all of the cells linked to it. Collisions between two like cells is illegal and collision between positive and negative yields an empty cell. The goal is to put all the cells into a rectangle from some starting position.
I have the engine done and the graphics (which are laughable – er, I mean minimal). I’ll probably add random level generation (which shouldn’t be too hard) and audio, but other than that, I think this will be a nice small, but tidy game.
First LD entry ever and things seem to be going pretty well. I’ve titled my game Milo’s Bridge. Because your character is Milo, and you defend a bridge. Heavy plotline, right? Anyways, basic gameplay is starting to come together. Now I’m just working on a shop and some new enemies!
Language : Java
External Libraries : N/A
Sound : None (Will get something if I have time tomorrow!)
Comments, ideas, and feedback all greatly appreciated!

Milo carelessly letting the shadows break past him in but the first wave!
Click the green thing on the right to make green metaballs, everything else is automatic. Waiting longer tends to be better. The Goal is to conquer the targets that pop up from time to time.
So usually I get playable stuff early and fancy stuff later, but this time it’s different. Because I just wanted to play around with shaders and procedurally created 2D Graphics, I have some fancy looks, but your interaction possibillities are quite limmited. You can give it a try anyways.
I am not quite sure what to add, yet. I came up with some possibilities.
I would really appreciate any thoughts on that.
Obviously, whatever I go for has potential for multiplayer, because it is symmetric. However, I am not experienced in establishing multiplayer games, especially as there is some randomness involved in the movement, so this will likely not happen in the compo.
Troll Games has pretty much finished up our jam and we still have until the end of the day on Monday?!
Man, so much time to polish. Get ready folks.

A quick preview of the title screen of our game.
Tags: jam, ld24, Troll Games
5 levels complete. It’s time for a rest. I’ll be back in the morning working on musics, and a title screen.
Earth Defender is finally done (It will be uploaded in the next hours)!
But in this post i’ll talk about the Easter Egg i’d like to add to my own game ^_^ before the deadline.
Basically it will be a very bizarre Easter Egg… a parody of the main story, but first you’ve to find it to enjoy it! (Maybe i’ll give you some suggestions after the deadline or when the game will be published ^.^)
An Easter Egg meme LOL
Tags: demo, Earth Defender, easter-egg, fun, game progress, meme, minimalism

Progress is coming along on this strange tower climber. My adaptation of the theme is that of limited controls and drawing using only primitive shapes like squares. Not shown in this still picture is the effect in the background. Colors are tentative.
Like other tower climbers, you are not able to control your direction. You can only jump. The idea is to climb the tower by utilizing gimmicks along the path. I have a primitive level editor already made which I will use to produce levels in the last 4 hours of the event.
OK, my game is out. Let me introduce you Collision……OK, I’m done. Wait, I don’t tell you anything, am I? The best way to understand a game is playing it. Just click the below link and play it. This game don’t have tutorial is not caused by mine idleness(really?), because its minimalism
The best situation for game’s tutorial is that players can easily figure out the rules not by reading it, am I right?
PLAY ME (Unity3D web plugin needed)
Collision, platforming controls, simple puzzle elements finished
http://minornine.com/games/files/ld26.love
Time to make a game out of this… 20 hours, no problem!
By the time I joined up with my team, they already came up with the idea – an FPS where you fight guys made of newspaper! Yep, sounds weird a bit, but trust me!
What’s done so far:
Latter one is an object for discussion – would you like to see Pyramid ingame? Let us know in the comments below!
If you didn’t see my original post, it’s basically a twin stick shooter where you can receive bonuses and power-ups from whatever colour you ‘pick’ from under you (with stacked bonuses if you get an R/G/B mix).
Ran into a few obstacles yesterday – struggled with Slick2D’s gamepad support and thought about making it single player only. That’s pretty much fixed now, so it should have a 1P or 2P option (a simple AI is already coded). To top it all off I quickly developed a bad cold! I considered sleeping and pulling out of LD48 but… I’m determined!
Still to do:
Sound, music, menu/title screen, add the ability to shoot on the 360 controller and check for connected controllers (not sure how to do this yet!), perhaps make the visual style more interesting if I have time.
Well, this is my first LD.
Working in Construct 2.
Since now: http://www.dangelo3d.com.ar/games/minimal/minimal.html
So the game contains about 20ish levels and is goin pretty well. Tomorrow I’ll be making a nice title screen, ending, and tutorial stuff.
I’m hoping to make some ambient sounds for the sfx and maybe I won’t need music? ah we’ll see. For now here’s a ss of later level.
Also the lights went out briefly and I thought I lost hours of work….but I didn’t. Thanks FlashDevelop!
Goodnight
A demo video I created to show off my work so far:
http://www.youtube.com/watch?v=lChxGw6lizE
Damned if I could find a free application to record video AND audio.
Unfortunately, I had hardly any time to work on it today.
the game is incredibly simple, and won’t have much interaction really. Although I’m quite happy with the art so far

Alright time for a little update, containing a webplayer build!
I finally started to work on the actual game – to be precise, the first level.
Turns out, creating levels for this game takes a looong time.
Not only do i finally have to come up with puzzles, but since levels are made out of lots of blocks, it takes quite some time to place them. I do like adding details as well, just some eye candy things. But it’s really time consuming.
I am aware that this is a bigger project, at least if i want to include all the features i planned. However, for this comp, i am focusing on a short introduction playthrough. The game will teach you the mechanics i have so far and how to use them, and eventually throw you into one or two levels where you have to make use of them.
It’s gonna be difficult to introduce the Silence in this game too, but i will try.
Sadly i lost a lot of time today with real life things, so i don’t know if i can get everything in, but i will try!
If you are curious and want to try it yourself, go here: [WEBPLAYER]
Controls:
WASD – Move
Mouse – Look Around
(Right now you can press F to swap worlds but this feature is not suppose to be in the level later on, but you can play with it non the less. I reccomend trying it without first though).
NOTE: There is nothing after the blue part so far!
Now i noticed that jumping is the hardest part so far. I didn’t want the player to have full air control, so i tried to come up with something that will keep your velocity, but you can slightly counter balance it.
This is working but only if you already have a velocit and not by much.
I think i will enable air control again, just to make it not feel unfair. Controls are very important, they must feel right.
Hope you enjoy anyway!

Tags: animated gif, animation, gif, screenshot
1% done. 99% to go.

Click to “play” (https://dl.dropboxusercontent.com/u/33127059/LD26/index.html)
I am really tired. It’s 6am where I live.
I’ve added a couple of things to my game. I think this will be the final version as I don’t much more time to work on this but I’ll probably work on a post-jam version.
If I don’t make any other edit to this I’ll submit this build to the jam.
Here you can try it out:
// EDIT: Here is also a version of the game running on Android.
Well, we’ve spent 9 hours straight creating a boss for Digquest.
Now, it’s time to actually create the levels between the opening and the final boss..
Hey y’all, here’s a little look at my game so far:
It’s called “Click and Hold” which is what your fingers / mouse do in the game. By doing so, you draw, discover, explore, and possibly even make something awesome.
Development wise, it’s going pretty well. I’m happy that I’ve kept the game small, and I’m looking forward to finishing it and having people play it! POSSIBLY EVEN YOU!
Finally finished most of the base on my game. 12:10 here and i’m gonna sleep soon, but here is the first level to my game.
Don’t know if i will stick with the title ruins.
keep in mind, I learned how to use Game Maker lite (for mac) yesterday and today, so i officially have no idea what i’m doing, either way will try to find a way to post a download…
Youtube Video Below

One last screen shot before I head to bed. The Nerd Troop monkey, I mean employee, is running late. Unfortunately, due to a night of binge drinking he’s not seeing well out of either eye. He can only see half the shelves with each eye. Guide him to the punch card system quick as you can, before his boss finds out. She’s a mean one. There are customers waiting!
15 hours 52 min …
Pretty good progress this morning. Added a lot of visual polish. Next up Menus, Winscreen and i want to integrate a small Highscore system – lets see! I discovered that my game goes very well with Chipzel-Music http://chipzelmusic.bandcamp.com/track/courtesy – crank up the volume and goooooo!
Play here – http://www.tinytouchtales.com/ld48/
Well changing what I was making 15 hours in was a bad idea… Looks like I really far behind now. Static object work, but dynamic objects still don’t, which is a problem… Hopefully I’ll get them working soon so I can have a worthwhile screenshot.
Hello darers!
Our game has a name (hurray!) AND graphics (yay!) AND an ever-growing code behind it (yippie!) AND some music (Woooot!).
Everyone is working hard to make it a success, and so far, I must say things are looking good for us!
What will “Outside the box” be like? Nope, I heard you at the back, not a puzzle as the title could suggest, but a good ol’ J-RPG.
The story :
Everything begins in the small village of N among which live our two main protagonists : Nel and Nod. They’re both youngsters and are surrounded by adults scolding them all the time, telling them to respect conforming rules they don’t agree with.
Those two have friends, Nus and Nad, for whom the big day as come : the day of their coming of age ceremony. N the Wise, head of the village, directs the ceremony and forbids anyone to reveal what’s truly behind it.
When Nus and Nad’s ceremony is over, Nod and Nel undertstand the ceremony is not just a symbolic tradition : it changes people, it turns them into the exact copy of all the other grown-ups in the village, without a personnality, discarding ‘friendship’ as something unimportant. Nel and Nod know that if they stay, they’ll have no choice but to go through the ceremony, so there’s only one solution : escape, and find a better place to live.
(…to be continued)
Some pics :
Big ideas + game jam = facepalm. No but seriously things are going OK, just realising the full extent of the work left to do.
Our idea was that an engineer created a set of robots to help restore paintings in an art gallery, except they have now gone wrong and they are stuck on Minmalism mode. So you have to go into the affected paintings and remove the restoration bots from each one, thus returning the painting to their full impressionistic glory. This is quite a lot to do, but we’re trying to get as close as possible to the finish. Here is a Work in Progress title screen:
Try out the current build here, (turn on the sound!):
https://dl.dropboxusercontent.com/u/131810/i%20need%20to%20lie%20down.zip
I would love feedback 
edit: Warning: contains flashing screens.
OMG can’t believe I’ve made it this far, I lost a good 8 hours setting everything up due to incompatible libs and outdated tools not to mention RUBE doesn’t even allow saving JSON files in trail version ugh. Thus I probably wont finish in time but I’m pleased with how its coming along and I see a load of other good subs out there!.
I present a top down survival horror game in Flash, it uses dynamic rays to draw textures so you can only see a small distance in front of you based on player position and mouse angle. You have to navigate around the level in the dark. It feels quite scary already even though its pretty empty at the moment.
https://dl.dropboxusercontent.com/u/4824813/ugame.swf (gotta fix it for chrome)
There is so much more to do! Main areas I’ll be focusing on
– Add traps, doors, leavers which changes the level
– End goal is to fill up a bucket of your blood, you then have to carry it back to the start, it slows you down and you’ll also die more easily.
– Sounds, Intro
– Camera Flash to light up whole level for a split second, either charges or I might replace flash light if it feels more scary and have it go on a cool down so you have to move.
– Timer, collar bomb to make the player rush and make a mistake.
Time for 5 hours of energy for gamedev!
Got the sounds I wanted to get in, Got most of the mechanics I concept-ed out, Now its Just lets enjoy Hours Of Level Design and Play testing. I will post some Video and playtesting links soon, Those need to be geared up tonight to!
Watch the mayhem here!
http://www.twitch.tv/avidgamernino
Bong-Out Wars
Coming along nicely.
Im pretty much finished, however ill save the submission for the end.
Kind of a cross between Pong, Breakout and Tank.
Ill like to make look a bit nicer and add sounds, but I have a full day ahead of me so ill probably leave it as is.

Screen Shot of Bong Out Wars
Going to bed, today I got fully functional camera controls, day/night cycle, structure placement, and scaling GUI. A lot of basework done, tomorrow is basically going to be mostly feature creep.

After a good night’s sleep I went back to work…
And now it’s time for a small break, and I such a new update…
I’ve made all the different structures and I can know have a fight between my structures/units and “the blue creep”.
Next steps:
1. Make it more random, there is little randomness in the gameplay
2. Visual cues for attacks
3. Upgrades
4. Menu’s and stuff…
5. if time permits, cheesy music made in 5 minutes in my daughter’s piano
At first look, making a puzzle game isn’t hard. Basically…
1.) Write a bunch of simple rules that work for one level.
2.) Write 20 more levels that use the same rules (no more coding necessary!)
3.) ????
4.) Profit!
The problem is that trying to create levels that are difficult (but not impossible) is… well.. difficult.
So far, the tactic has been:
1.) Place a bunch of stuff randomly on the screen.
2.) Try to (myself) solve the puzzle I just randomly created. If it takes me a few tries before I finally get it: awesome!
3.) If I solve it right away, add some stuff to where I went to try to make it less obvious.
4.) Continue this method of tweaking things until I break the level and make it impossible to finish.
5.) Start over from scratch with a different random level.
There has to be a better way (maybe there is some higher-level math that can use graph theory to create levels that have many possible routes, but very few “winning” routes). The worst part about this ad-hoc method is that it’s very possible I’ve made a level that is impossible to beat, and I WOULDN’T KNOW IT until it beats me many times. Also, I might have already thrown away a bunch of levels that I thought were impossible, but might have been really good candidates for some of the final levels.
Part of me wants to build an AI that brute forces the level and gives me an idea of difficulty/possibility of them. If this wasn’t for a 48-hour contest, I’d consider it. For now, I’ll just keep scrapping away.
So yeah, in theory, a puzzle is pretty straightforward. On the other hand, the amount of time it will take to create levels for a puzzle game should NOT be underestimated.
https://dl.dropboxusercontent.com/u/6435217/starhook0.2/index.html
Whew. Not used to these late nights!
Struggled with more programming problems today. Aside from not having the controls super-tight, I think the code is pretty much there. Still a few more features I want to add, and some background music, and *stuff*…….
Hi there, first time here! I am on the Compo, so here is my screenshot.
edit: update image! i hope i can made it, still missing a lot of stuff… yeah i know is minimalism 
edit: game finished! www.intrudergames.com.ar/LD26/LD26.php
Not much progress, upgraded the map and tilese, finished enemy AI (and also halfway through the boss AI).
I hope there is enough time to do everything!
Picture of fight with the boss:
Going to bed now…
So after spending a good bit of Friday night hashing over ideas for Minimalism, I finally got inspired by the simple and evocative art of Molly Bang’s Picture This. Based on that, I’ve been designing a game around that art style. So far, working with the art style has been really fun. Designing a game around it has been a little more difficult.

I think I have a simple (minimal?) game mechanic that can give the game a little direction. The point of transitioning something from “demo” to “game” is always such an odd moment.
I’m feeling pretty good about what I’ve gotten done today. I have a “playable” version with the basic mechanics all good to go. And music! (It sucks, but still.) Tomorrow I add scores, losing conditions, more enemy types, additional levels (or just continuously spawning enemies), and start and pause screens. Here’s a screenshot, you can click to play the WIP:
Feedback appreciated!
*Edit: Uhhh. Oh yeah. Controls:
Movement: Arrow Keys or WASD
Shoot Horizontal: X or ,
Shoot Vertical: Z or .
Also, XBox controllers should work.
I think it’s about time for a status update to round off the evening.
Today did not go as well as I had hoped. I spent most of the day distracted, frustrated or busy dealing with non-LD things. My development time just isn’t going well; I’ve made very little progress in the last twelve hours. After debating about throwing in the towel, I’ve decided against it. I will get this done, one way or another. I don’t expect anything spectacular or fun, but it will be minimal and it will be a game. Time to sleep to prepare for the obnoxious crunch tomorrow.
If the title doesn’t make much sense to you, then don’t ask me ;P.
Anyways, I was supposed to sleep, but I wasn’t able to. So I’m hust going to update what my next goal is with the game. The game about 32% done. Doesn’t sound much, but mostly I worked on to get the controls comfortable, because control is most important for a game.
Hereis what I am going to work on:
• Levels (oh boy, who saw that one coming :P)
• Wall jump
•Color changing mechanic (this will make sense when you play the game)
• Bosses/enemies?
• Ending sequence
• Intro sequence?
• Level editor (if enough time is left)
Well, that’s pretty much was left. Look forward to play this game, and renember to vote it!
Watch me on Twitch later, google “Ocorthewizard twitch” and you’ll find the channel.
See ya!
-PhilZ
Started only this morning.
I decided to create a “minimalisting code” game.
Actualy the game is only 10 lines of codes 
It will be “infinite” on each level the game will go faster
This is my second unity game (sorry i come from flash
)

The game actualy only use iTween and a path.
The main goal is to avoid mole as you play a flying bee ridding along a closed path.
Not sure i can finish have a lot to do in real life..
But participating LD is so fun …
Things are finally beginning to come together!
(The graphics are stand-in. Waiting until later to finish them up.)
I’m just going to type some crap while I wait for it to upload to Dropbox. The .zip is 3.3MB. This might be due to the fact that all my textures are uncompressed BGRA .tga files.
Anyhow, I think I’ve managed to push this level up to the 38 second mark. I’m going to play a round and see how well I go.
…great, I died on one of the radial shots, AND THE DAMN THINGS AREN’T EVEN THAT FAST. Maybe I should raise them higher for the next build.
Still uploading. At least we’re bringing back the good ol’ days where the graphics used up more space than the music. What the hell, seriously, why is it that by removing the music from most things you shave off 90% of the game.
Oh good, I did leave Dropbox running, so it is uploading.
Ah, done!
https://dl.dropboxusercontent.com/u/32094129/ld26/ld26gm-rebellion-20130428174710.zip
Contains builds for 32-bit Windows and 64-bit Linux, the latter is not intentional, the former is because Windows sucks and doesn’t come with a decent toolchain.
Here’s the screenshot from the last post to jog your memory. Yes, you can DIE in this now (and thankfully it doesn’t abort() anymore).

Have fun!
Coming Soon, Abyss! Guide your little red ball in it’s journey through the Abyss. Pick up points, avoid obstacles, and even destroy the obstacles for extra points.
Tags: Abyss

Level Select Menu
I’ve got my level selection menu, 10 levels, and end game completed. I am running out of steam fast for tonight, so I think it’s time for sleep, or at least rest for my brain 
Tomorrow’s focus will be locking down art style (not happy with some of it at the moment), creating sounds, an icon and splash screen, and maybe creating some more levels if time allows. I hope to have 15 levels for the end of the weekend.

Still plenty to do, but it’s look pretty decent so far.
You can watch the stream here: http://www.twitch.tv/redstone_dust/b/396159283 .
You can play the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20856 .
I’m not worried about the competition/winning bit of this event. I kind of just wanted to make a game. Forcing myself to add stuff after I finished it, for the most part, feels kind of dumb. Especially with a theme like Minimalism (which encourages MINIMAL features and art). Hopefully next Ludum Dare, I will be able to make my own engine. Hopefully! Thanks for having me, and I will see you guys next season c: ~!