Lupus ludum (ex-minimalis): in progress

Decided to post something just to say work in progress.
I`m very-very tired of drawing but it looks like i have to draw 2 times more today.

Decided to post something just to say work in progress.
I`m very-very tired of drawing but it looks like i have to draw 2 times more today.
I am very happy to say that may game is almost done. Meaning I am balancing the rules right now.
I am happy with the results so far. My wife enjoyed the game although it’s really strategy/arcade and she usually prefers brain teasing games so it is very good news. But hey I will share it with you soon so you can see by yourself.
So this aftertoon I should have time then to polish and make some music and sfx. !
I made some progress with my game for LD26 that I want to share with you. The basic gameplay is finished and I added some sounds and background music. The basic idea is that you have to escape some enemies by moving around quickly. They get destroyed when they hit each other or some walls, but when they catch you or you hit a wall even more enmies will spawn. You have to eliminate them all.
I need to add instructions, a congratulation to winners, some texts and some more levels and obviously polish it everywhere. Maybe I will even add more elements to the game play if I have enough time. There are severel ideas in my mind…
You can see the current version at http://ld.aleatic.com, but remember: This is of course work in progess. (controls: left/right arrow or a/d)
Hi all,
It’s my first ludum dare this week end. I have’nt post yet so let’s start from the begining.
Yesterday morning I quickly found my idea : a minimalist arcade rythm game (sort of minimal guitar hero). I decided to use geometric vector graphics, so i choosed to use haxe nme, haven’t use it for a while but it’s ok.
at the end of afternoon I had a playable game, with minimalist but fun gameplay with 3 keys. Here is a screenshot :
more infos will come in the afternoon, I start to work menus and stuff … 😉
As long as I don’t get overly ambitious near the end, it looks like I should be able to finish my game by the deadline 😀
I kind of went for the idea of a bunch of independent minimal components making a larger game, although that didn’t turn out as well as I had hoped, and they are kind of dependent on each other. That’s kind of cool too though, since you have to plan which rooms to enter based on looking ahead to which is the easiest route.
It’s going to be kind of an arcadey, do-it-as-fast-as-you-can kind of game, which is a pretty safe bet on the “can I finish this” scale, I think.
Hi everyone. Hope your entries are going well! I’m pleased with the progress of mine. Since my last post, I’ve added sound, levels, unstable/radioactive particles and, most importantly, first person perspective. That is, first person perspective from the point of view of a 2D sprite, which is essentially 1D. The game is nearly done but I need to play it all through again to check I’ve not introduced any crashes or anything with first person view. Then I’m going to need to do a pretty good write up so people can understand what’s actually going on! Here is a screeny of the game so far.

Let me explain what you are seeing here (I’ll do a better job with diagrams for the release version). In the top box, you are seeing a TOP DOWN perspective of a 2D map in 1D. You, the player, are the tiny blue box. The big orange thing drifting across your view is your target. The reason your view is so wide is because when I took this screeny, I had merged with a number of other particles so that my character was much wider than when it starts. The bottom box is the FIRST PERSON view, again in 1D. You can now see what the big orange thing looks like from the side, as well as some other stuff that you can’t see in top down mode. Got it?
Oh and by the way, this is minimalist because it has the minimum number of dimensions (1) – does that count?

Potato Challenge
I put a potato in my game! It’s super abstract in the style of the game, and appears as an animation frame for a fraction of a second, but it’s in there.
The game is now complete.
Tags: #teampotato, potato
Mmmmm I’m still far from the end..
But I made the ost!
http://soundation.com/user/nikteddy92/track/multivac
What do you think?
I’m a n00b at doing this kind of things xD
I’ve been making good progress this morning.
The game is now playable, if a little rough round the edges. Here is my todo list:
I’ve uploaded a playable version here.
Here’s the “Minimal Planet” progress , it contain 10 levels, some bugs must be fixed.
Cube(player)
Blue circle(Player shield)
White rectangle and cube (ennemy)
Green circle(planet to save)
Pictures :
http://image.noelshack.com/fichiers/2013/17/1367150793-news.jpg
Things I achieved on day one:
Things left to do:
Panic mode: yes.
Potato inclusion: unlikely. :C
…there’s always plan B if I really can’t finish what I’m working on in time.


I have already said that i have thrown in the towel, but i really want to finish a game!!
I don’t know what to do, i said before the compo that i would defiantly release something and with 13 hours left it feels stupid to give up :/
So its final, i will be releasing something, What you ask? I have no clue, and seen as i have already crashed and burnt with two ideas it will be something very simple.
I will do this! Ludum dare will not get the better of me!!

More chicken. More Frank’s buffalo sauce. This time with beans instead of corn.
Needs moar taterz.
Also… my game.
Needs moar gameplay.
Tags: food, food photo, stressed
I have added some tutorial levels, a new character (with art), decorations, menu update and loads of other cool new things.
If you get the chance, I would appreciate some feedback on the game so far: http://www.kongregate.com/games/steadi/mini-mansion-of-secrets-7-1
Thanks,
Matt
Who says you can’t cook yourself a hearty meal in the middle of a grueling game jam?
So, I’ve come a looooong way, and actually had pretty much little to no stumbling blocks (okay, a few minor ones here and there, but nothing serious), which is =awesome=.
Here’s what I’ve got so far.
https://dl.dropboxusercontent.com/u/8332206/Temporary%20Links/MinimalistMayhem.swf
Pretty sure I have the cutest menu screen EVER.
Anyways, gameplay balance is still totally borked. You can’t die, you don’t have invincibility after getting hit, and the level is still a dummy test level. But it showcases the Jukebox destruction feature, which is SUPER COOL.
This is really shaping up well. I still need to do much more…maybe make another enemy or two, make another weapon or two, build out the levels, write out the instructions, and maybe write another song. It’s T minus…13.5 hours right now, which is scary because I know that like 6 or 7 of those hours are going to be spent sleeping. I’ll try to get a reasonable amount of sleep but I really can’t afford to sleep all day, I need to push through this…this can be so, so awesome.
–DDRKirby(ISQ)
● ■ ▴
…pretty miniml!
My game is ready…
It’s a 1D game, as minimal as it can be.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20202
So, I wouldn’t participate in LD26 ’cause I’m in panic mode on my graduation project.
My project mate got sleepover this morning. I wanted to use the time, which is like an hour.
Here you go:
http://www.ceng.metu.edu.tr/~e1746205/click
Finally, my game has a name… “Particles”… Yep, even the title is minimalist… ![]()
Anyway, here’s the title screen:
Impressive, I know…
Anyway, the options currently don’t have anything, but I want to add there the option to turn on the tutorial on/off, sounds and music on/off, and a colorblind mode…
The game relies a bit on the three primary colors (red, green, blue), and as far as I know, some colorblind people can’t see the difference clearly between them, so I was wondering if anybody that’s colorblind could give me a hand in adding this to the game…
The 3 primary colors in the game are:
So, basically what should I replace these with?
These colors are 0xFF0000, 0x00CC00, 0x00CCFF respectively…
Anybody?
Anyway, I’ll add this if I have the time… had to change the schedule a bit, I’m going to take longer making the music, since a friend of mine has a lot of gear and I’m going to his place to use it to make the music with his help (guiding me in the tools, etc, since I’ve never worked with professional stuff)…
Obligatory screen-shot ^ (lol)
the Game state is implemented and everything seems to work great.
It was a lot of fun implementing the game state, I had a bug because I messed up my coordinate system (accidentally flipped x and y) and so I got a taste of what it will be like for the players as I fumbled around blindly in the map trying to figure out where on earth I was (I thought my player was spawning somewhere he shouldn’t, but couldn’t figure out why or where.)
after sorting that bug out everything is working as expected, it seems to be a lot of fun to play and I think it will be a bit challenging to beat it, I hope I can be the first! (considering I made the map :P)
Another thing I added is hjkl movement in addition to the arrow keys!
The only thing left is to record a sound that I forgot that I would need yesterday and add it to the game. For now I will take a break, but once I’ve got that sound in I will release it!
For those that missed the last post, here is the games README to give you a clue of what this is about:
Blind is a game of exploration that embraces the theme of minimalism through avoiding the use of visuals and music. The player embarks on a quest for treasure in a treacherous maze of turns and traps with nothing but sound to guide them. Use the Enter key to begin the game or go back to the title after losing (or winning!) Use the arrows to move your player (you can also use hjkl.) If you are confused with what is happening, try turning your sound up! For instructions on building the game, see the BUILD file.
I’ve finally got it all done!
A link to the latest YouTube video: http://www.youtube.com/watch?v=2DcYm7hhaBM
Screenshots:
See the potato there?? 😀 A minimalistic shooter game if I ever saw one!
So here’s how I’m doing the easter egg: instead of collecting coins, you have to collect potatoes! I know, I know, it’s extremely original. But hey, it gets the job done, doesn’t it? Also, as an important game mechanic, arrows that change your direction.
I might upload a playable version soon, after I add moving spikes.
I have fully finished my entry for this ludum dare.
Screenshot from “Out of darkness”

As you can see, game is 100% minimalistic 
That was a quick finish… Woke up Sunday morning (contest ends Sunday evening for me, I think 6pm?) with 9 levels done and no sound. So I ate waffles, opened up SFXR for some sound effects, and cranked out one more really obnoxious level. Then I submitted at 10:30AM! Game is done. It has all the classic Towlr elements, I believe, along with 10 madcap levels, two different endings (well, three I suppose if you count just losing), and surprises galore. Or a few surprises, whatever.
Cool to finally finish an LD entry for the first time in years! And I’m happy with it basically… it’s not the most amazing game, but it contains an amazing amount of content (well, mechanics anyway), not just a bunch of levels of the same thing, but all different gameplay. I’m very curious to see how anybody other than me plays it. I think I will get many complaints, and I’m already amused imagining what they will be. Enjoy my Towlr! Time to get back to my day job.
Oh, P.S. here’s the entry: TOWLDR
Well, turns out, that I have to make a game in 8 hours! Awesome!
Friday, I went to my school dance and had ablast, I regret nothing. Saturday, I spent a day with my family for my birthday, no regrets.
So now I’m going to be making a dice game in under 8 hours with the minimalist theme. Sounds lovely.
Wish me luck!
The cast is assembled! Now what is left is just fleshing out the content =) Take a preview at my entry page.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13137
It’s day two! That means I have to actually accomplish a set list of goals, instead of aimlessly building stuff. Here’s the list I built for myself last night-
In other news, I changed how visibility works:

It’s not as minimalistic as it was before, but I think this makes it a lot more intuitive to navigate the maze. I’ve left in the option to turn the extra walls off, so I might make that an option in the main menu to make the game harder. Also present are clocks:

They don’t do anything yet, but they will eventually subtract 10 seconds from your time. They also bob up and down gently, which was surprisingly easy to implement in Unity. I’m liking this engine a lot more than I used to! Definitely using this again in the future.
I’ve finished and submitted my first entry to Ludum Dare!
Darkness – a first person maze game.
Download the ZIP file that contains the game in it’s entirety, including source code.
Requires:
Windows XP or better (not tested on any other OS).
DirectX 9.0c
10MB HDD space
A DirectX 9.0c Compatible graphics card
Any problems with it, let me know!
Download it here
I’ve finished my 5th Ludum Dare game, making this the 4th consecutive Ludum Dare I have had a final product for.
Reach the Moon is a very short first person puzzle game where you interact with objects in a dark empty world in an attempt to, as the title suggest, reach the moon.
Despite the amount of new things I experimented with I finished a lot earlier than I usually do.
Entry page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4470
Screenies:
A new day, a new update.
I think I should make proper graphics instead of squars and circles.
What do you guys think, continue like this or add “proper” graphics?

And a link to a somewhat playable version
Controls(temporary): Arrow keys, Z , X and C
https://googledrive.com/host/0B_qeG47GkI9CWjdLY0tXRHdROGs/LD26/
Everything is starting to come together. Changed some graphics around. The heart & bomb icons are gone again as I didn’t like them. Not sure if they’re coming back. At this moment I’m happy with the way it looks.

WORDHUNTER in-game
But there are still 2 small bugs left. First one with the edge off the screen (player still manages to get outside the borders and I have no clues why). Second is a little offset between the position of the mouse and the shot. I’ll figure this out in the polishing process. First thing in the morning I created some menus and a page for possible high-scores.

WORDHUNTER menu
Still missing some music, scoring system (which isn’t that hard) and some more enemies. I’ll start with the last one, then scoring, then music. Joypad support is off the table for today, there are more important things to do 
Tamawatchi
Day 2 and we sorta finished it.
It’s a unicorn tamagotchi, not much explaining needed.
We could do a lot more but we feel done.
A quick screenshot
We hope you like it.
I shouldn’t have drink that much last night……….. XD
… so late to complete my work
finished!
I’m extremely proud of how this game turned out. I chose to do a very different kind of game than I normally do for Ludum Dare and I think it paid off. It conveys exactly what I wanted to say. I also finished much earlier than I normally do!
Tags: #teampotato, finished, LD#26, minimalism, submit
GamePlay (not fun) but near to be finished to submit in time.
Games run fine on my android devices (even poor devices)
Only worked 10 hours for now (I have Children ^^)
Todo: Before LD is finished
1 3D paper toy style Mole
2 Adding Some Sounds (maybe)
3 Saving player’s score
4 Improve Mole’s Movments.
_______________________________________________________
Todo : After LD to make it somthing cool
1 Improve Bee Style
2 Adding details to world (After LD dead line)
3 Adding things to make the game less repetitive.

Minimalistic 1 bouton game
GamePlay video (bad quality for fast youtube upload)
My project MiniMario is going smoothly and I’m happy about that. 
The engine is pretty much ready. The platforming works well and there are different kind of Marioish items and enemies. Collision detection isn’t the best around and there’s all kind of little nasty things but for a game made so far in 12 hours I’m very happy about it. There are 4 tracks and the sfx is pretty much done, so I could say that only thing left is making levels and polishing the final product. I doubled the resolution because it was pretty much too minimal for anyone. 😛
This time it seems that I’ve used the time well and there will be no hazzle in the end. 😀
So my “I’m In” post didn’t end up going through on the website and I feel terrible for not having or writing any journal for this time, but I have completed.
After going through 3 different ideas, 2 of which where based off the same basic engine I built, I ended up going for my first idea which was different than all the others! (finally a non-platformer game for me :D)
But if you want to play my games, head on over to http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2893 and have fun with my one level, more of a tech-demo of sorts over a full game. I think I will definitely create a post-compo version of this with more (actually some) puzzles!
Hope everyone had a good weekend jamming and a good next two weeks playing everyone else’s creations!
Minor updates and tweaks but more “Dark Tribbles”.
The storyline I’ve made up is you have to pilot a remote clearance drone throught the airducts and clear out the “Dark Tribbles”.
I’ve reached the playability point, and now I’ve submitted the first demo of my game: Linky. Time to eat something.
And yes, it still doesn’t have a name.
Just composed : Third Theme
And here the two first :
Hope you’ll enjoy !
Go for the fourth…
You can see me on work there (twitch.tv) !

Its a platformer game about a fox that has to scavenge as much food as possible before it gets dark, the player will be scored based on how many items they have collected.
Minimal enough? I think so!
The game isn’t quite done but we are trying our best to get all of the game mechanics finished in time.
Just over 1 day 6 hours left! Ouch.
Follow for more in-depth development at @JourneyInt
Making some progress in my game. Now it’s more Minecraft like: you can pick up and place blocks! Next: People with red eyes that follow you if you don’t behave “normally”! Minimalistic people of course!
You can try it out here: http://entruscld26entry.appspot.com/
Follow the progress on Twitter: @moebiusdev

Just saying hi!
Time for some explanations.
So the game is all about rhythm and reflexes, for one or two players, but it really is meant to be played by two players. I’ll mainly explain the two players mode here. The main objective is to become the “BoomBox” (top right of the third screenshot) and reach the top score before the other player. In order to become the BoomBox, you first need to reach it, racing with your oponent. Switch the color of your avatar (graphics not acurate on the screenshot) with the A,B,Y,X buttons (matching the colors on screen and on the controller) to get through the waves of color moving towards you. You must also mind the platforms coming along with the waves and dodge them if you don’t want to be pushed back.
When a player reaches the BoomBox, he becomes it. And he gets to launch the wave of colors (following the beats “guitar hero like”) and choose the directions of the platforms launched. When the “challenger” reaches the BoomBox the two players then switch roles, and again, and again. The fact is: you only score when you are the BoomBox. There will be blood.
There is also an arcade mode for two players VS the computer, a training mode to practice your skill, and the same thing in singleplayer.
Some graphic updates, screenshots and gameplay footage coming soon !
Well, this is my first post in the LD blog (please be kind with me ^^) and I’m gonna show you some screenshots taken from my little game, that’s called “In front of me”.
It should be a sort of arcade style psycho-survival horror game with “dynamic” lighting or something… I want to be fair with you and I’m currently not even sure of which direction it will take in the next few hours ^^ First I’d like to finish it 😀
I’m using a “game boy” pixel art pallette with only 4 colors and just some plain white or black for text and HUD.
You’re a boy with the desire to face his own fears and basically you have to overcome an infinite number of rooms with various enemies inside them. You’ll even gain some powers by overcoming your fears: jump and maybe shoot. The light of the torch becomes dimmer when the player has been hit by the enemies and the player dies when the torch finishes its energy.
That’s all for now 
Slept in a little later than I meant to, but I’m back at it in a semi-refreshed state. 😀
I woke up this morning with a great idea of how to add a little more polish to my game. Breakfast this morning is Waffles w/butter and syrup and ham.

I love seeing all the progress everyone has made. Good Job all! Can’t wait to play all these great games!

BLM is moving along relatively smoothly but I have no idea how to make a well balanced game. so if anyone’s feeling adventurous, here’s a recent build of it : http://smealum.net/BLM_test1.zip; please let me know what you think !
I don’t think the shape of the level will significantly change from now on so … Here it is, my minimalist approach of a level. I tried my best to give to the map an interesting composition, even if we never see the level from this distance.
last build HERE
My sleep patterns in general are really badly screwed, so really late to bed this morning and up this afternoon. Better check how much time I’ve got left. Ah, 13 hours. Poo.

It’s all a little grey isn’t it.
As you can see the title screen is in ( Or can you ? Shows fine in edit mode for me but not in the feed. Cosmic ). I didn’t use Starling for that as life is far too short, that’s old school Flash displayList action right there ( I guess I’ll do the HUD the same way ).
The player sprite is in now and seems to move ( In as much as a sprite fixed in the middle of the screen can move ) ok.
Still not got a handle on the gameplay. In my head it all feels epic, but in the swf it’s just a bland nothingness. Not sure if I go a kind of turn based ( But I’ll have to resize the map, it’ll take longer to traverse it than it did to code it ) or keep it twitchy.
Ok, let’s add some sprites and frame work structure for game complete / over and hope an idea just lands in my lap.
Squize.
My game, The Minimalism Quest, is online !
It’s a short gamie thing about a dude getting rid of the superfluous.
Despite a tough start, I have to say that I am rather happy with this one (even if it is really short) !
Anyway, time to look at the other’s work now.
And potato, yo.
I love looking at these posts. They’re cool. I like to make posts and then I feel like I’m part of a cool thing.
So the game is almost at a state where you can actually “complete” it (I dont think you win really, nobody wins)
That means I may still get to add sound, which would be totally sick.
SREENY SCOOTS: floatybot talks too much
Done,
My game is done way ahead of time. It took me 17 Hours, 24 Minutes and 37 Seconds of total work (according to my twitch stream) and there were still 14 hours in the competition left when I was done.
You can find it her:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20699
if you want to try it out.
You can find my progress of yesterday here:
http://www.ludumdare.com/compo/2013/04/27/everything-went-better-than-expected-2/
What I changed since yesterday:
1.Graphics
First image are the old graphics, second image is the new graphics
Basicly I added more shadows. I have written my own “Lightning engine”. It is very simplistic, but looks quite nice. This is basicly what it does
1. Add a drop shadow for all static objects (black,blue,red and yellow areas). This is done at runtime by calculated them and placing tiles below them.
2. Add an shadow object to each moving thing (player and potatoes) and have it move relative to the light source and object. Right now the light source is the center of the screen. This takes very few resources as there are usually at most 2 objects moving object onscreen.
3. Add a filter over everything that darkens the edges and keeps the center bright. For some reason this makes things look better.
I also added the following which doesnt show up in screenshot that well
1.Particle effects when jumping. Since I could not get sound effect to work together with music, I decided to drop them. To give some feedback to the user I decided to add some particle effect to let the player know they jumped.
2. Squishiness, basically the player will change dimensions slightly when jumping, running and landing to make the player look more “alive”
Moar blocks
Because I had trouble making enough levels, I decided to add some more mechanics. I added the purple area, which when you touch it causes instant failure so You have to move around them. I also added a green “Portal” area. Basically each green block is point to another green block and when you touch it you are teleported to the other block it points to. It allowed for some interesting levels. Also the green blocks are capable of changing your velocity, so making a green block point to itself effectively allows you to launch the player.
Moar potatoes (and more levels)
Yesterday I had 15 levels, Today I have upped that to 32. Also there are now 42 collectable potatoes and they are quite challenging to get, so it adds some replay value. Right now it has more than enough levels. It took me 11 minutes to finish the entire game. Which means it is more than enough for a player new to my game. Also I think some of my levels may be too hard, so I made a skip level button appear after you died a few times to allow everybody to reach the ending.
Sound
I forgot to mention this in my previous post, but I suck at music. So I used freely avaible music in my game. For my game I used music by Kevin Macleod (http://incompetech.com/) who is so awesome that he lets anyone use his music as long as you give proper credits.
Random bricks spawning, multiple balls and particles – yesterday evening was very productive for me.
In ‘Neverending bricks’ you don’t lose when you are out of balls – you just get another one – but you lose when any of bricks reaches the bottom (screenshot below). It turned out to be really fun and challenging, I am very proud of the gameplay 
I need to add some sounds, best scores saving and maybe (if time allows) some special types of balls today.
Here is my first Ludum Dare game.
An Android version is planned during this week, but not as entry for LD26.
It was realy cool to work on it, I hope players will “hate/love” this game.
Remember, you can turn off/on musics pressing the “Sound” button on title screen ;).
You can read my entry page here for more informations, controls, screenshots and versions. I can’t test it on Osx or Linux, so feel free to feedback about not working game.

I’ve come up with the name “Minimal Defense” for my tower defense type game. I’ve also added a title screen, a minimalism painting, and a bullet system. Now comes waves and a score. The score will work by getting 1 point every time a bullet you fired hits an enemy(who at this point I am calling Materialists) and losing 1 point every time you miss. I hope this will force the player to not spam bullets(which adds to the theme). Finally I have added an extra defense mechanism which slows down the Materialists, but only on one side so you will have to use it wisely.
A quick image of my work in progress ninja free running game. You can slash, jump, use a grappling hook, slide and skid. Each level is infinite and procedurally generated and in theory gets harder the farther you run through the game. Hmm… no enemies yet however 


Run For Your Life
A second LD Jam game from PapaTroll and MiniTroll, only 18 months since the last one. Minimalism was not a top choice for either of us, but we decided to go for a very basic game with one button game play. This is a basic cave-runner game – use the mouse button to float up, release to sink down. Avoid the rocks and don’t touch the edges of the screen.
All art by MiniTroll, scripting by both of us. Perhaps soon MiniTroll will manage one of these without me. We only had a few hours to work on this, and there were a few distractions along the way, so happy that we managed to complete this. You can play the game and download all the scripts here: http://scratch.mit.edu/projects/moomintroll/3298137
Ok, I’am done.
Just like last time I didn’t really have time, since I was alone with the kids.
Anyway, at least I made something,
and the music turned out pretty minimalistic
and for the minimalistic sound effects I sampled my kids banging on our pots and pans.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14403

Yeah, Game over !
My game is now finished ! I will submit it in some minutes !
Good luck if you are still participating !
Here’s a preliminary version of my game, maybe someone would like to see if it runs on their computer? I’m also happy to hear what you think about the game!
Download link [Updated: v3]
Requirements:
Python 2.7 (Windows installer: http://www.python.org/ftp/python/2.7.4/python-2.7.4.msi)
PyGame (Windows installer: http://www.lfd.uci.edu/~gohlke/pythonlibs/#pygame)
Hi everyone, I would like to embed my vine videos but I don’t know how to do.
I saw some of you managed to do it.
So my question is very simple : how did you do? 
Finally got all the essential functionalities in, and my game is basically playable!

Clear the stage by dividing the colors by as close as 50% as possible
There are 14 levels — on each level you need to draw a line that divides each non-black/white color into exactly half (you can miss by 5% and still clear the stage). At this moment, you can play all the stages.
Now it is time for me to add more polish:
* Music and sound effects
* A level selection screen
* An “about” screen
* Some more cleaning up and improving of the game screen
Please do try and let me know if you have any feedback! These last 12 hours are the best time to fix problems on the game that I can’t find by myself! 
Linux/Win/Mac Version: http://claus.castelodelego.org/games/ld26/FairKing.jar
Android Version: http://claus.castelodelego.org/games/ld26/FairKing.apk
Source: https://github.com/caranha/ludum26
Thanks!
(EDIT: some people on Macs have had problem to make it run. If you can give me some info, that would be wonderful)
It’s the first time I’m trying Ludum Dare (and game development in general). I’m making it in Construct 2 on my own, just to get the hang of programming and gamedesign. Ego Tripper is about the social battle between two ego’s, trying to get the upperhand in conversations. The game does this Guitar hero-style, by entering the right combination of keys. It’s a two player game, Player 1 works with wasd, P2 with the arrow keys. The background are trippy, and each new game generates a new trippy pattern. Still needs audio and some polish here and there. But i’m getting there 
What started yesterday:
and this is where I am now:
hope you all can enjoy it when it’s done 
This one-and-a-half day, my first LD entry, has proven quite exciting, if at times frustrating. And while pretty amateurish, HERE is the game I have managed to create in this short time. It lacks certain things it could use (sounds, for example), but at its core, it’s playable, and I couldn’t think of a way to improve gameplay further. So, that’s it from me this time.
To those still working, best of luck, and to those already done, have fun playing!
Just finished uploading my game. It was fun to work on, but I may have taken the minimalism theme too far! There isn’t much in the way of gameplay, but I found it somewhat fun to play regardless. It’ll be interesting to see what everyone thinks of it now that it’s available to play. Here’s a couple of screenshots of the game (The bottom pic is actually of the gameplay!) Here’s a link to the game’s page > Circular Symphony Ludum Dare Page
Compo rules states all image assets must be made within 48 hours. Does this apply for the studio logo as well?
Answer: studio logos are exempted from this rule.
OK, new question: Compo rules states your source code must be provided. This is only the code that you wrote, correct? The base library and any art-related assets do not need to be included, yes?
Thanks for the help!
Well, at last I have the basic functionality done.

Yup, it’s a match-3 :D
Short, watermarked video beyond the link
There still might exist some bugs in the match calculations, but I’m having trouble to catch them and they’re rare enough, so I’ll try to sort them out later.
I think that if I submitted it right now it would be 100% fitting with the theme both aesthetically and in terms of gameplay, which is what I was more interested in. Still, I would like to expand a bit more on it, so these are my next steps, after a late lunch:
– Additional visual cues, to make the available options clear.
– Sound.
– Gameplay enhancements (making it time-based, allowing to sacrifice some time to discard a plate of blocks, levels, …).
– Game screens.
– Some more stuff.
I’m still considering my original idea for the theme, which is to take a simple, possibly well known game concept, bloat it with superfluous elements (unnecessary visuals or sounds, metagame/non-social features that no one cares about and detract from the game experience,…) and as the player progresses through the game, strip it from everything non-essential until she gets to the most basic core of the game (I would use “purest”, but that would make me look pedantic :D).
For my first LD I’ve expected that I’m not going to finish this game.
I was wrong (yeah! :D)
It looks weird, I know 
Player has to kill all enemy mobs, push the border of yellow terrain and than destroy enemy spawner.
All in-game graphics are made from rectangles. I hope It will match the theme :D.
Soon I’ll upload it, but I need some rest now.
I just finished uploading my game. This time, unlike the previous LD, I managed to put in all the features I planned.
If you’d like to play it, here’s the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11033
http://ludum.tarshish.us/ld26/
I’ve added the actual turn ending code and the squad members can now “explore” an infinite dungeon of nothingness. Next, finding and attacking enemies.
I’m also starting to think about a name, which has kind of stumped me so far.
I’ve just submitted my first Ludum Dare.
Source: http://github.com/beshrkayali/p
Love2d file: download.
Well, I’m working on things while house sitting for some family friends who live out in the middle of nowhere. Luckily for me, they have all of the amenities that would be needed to be comfortable. Except that their water has gone out. Which means that instead of just stepping out and turning on a water house for their horses I might end up having to drive back into town to get water instead. I’ve already had to use five gallon jugs to water them and what I had wasn’t nearly enough.
When it comes to the actual game? Well, I’m having issues with libGDX that I really should have checked on before I started the competition (However, I was having fun with other things). For some reason, the skinning functionality isn’t working quite right (It’s tossing up errors about it not having the right Style for the ScrollPane when I can read it and it says it does.)
Look like I’m out.
I love what I have done. You can take a look at Pixel Love Quest! at this link. But as cool as it look, their is still no gameplay. I was simply unable to get the motivation to add some. Certainly because the idea simpy doesn’t work and I known it since the beginning.
I’ve fixed myself on a few rules since the beginning. Three kind of unit and ground, Red, Green, Blue, plus a neutral gray ground. Unit need to be of the right color to go through. Each kind of unit can beat another one.
The combat system should have been minimalist. Red erase Green but can do nothing against Blue. Simply that can’t work. Weakness in trio work pretty well. But if you require some color to get through, then I have serious doubt.
There was also the “source” system. You could turn 9 unit, the maximum a cell can accept, into a generator for unit. But what if you put a Green source on a Green ground ? Red can walk on Green ground. Stuck.
Theses mechanics doesn’t work. I have set these in stone since the beginning and I realize I’ve been pushing this stone since then. I have some nice graphics. I have some elements for a story I really like. I have a nice gui. But my non-implemented game mechanics sucks. So rather than submitting a non-game, I’ll simply pass this time.
Maybe I’ll try some other mechanics on it later.
The pig soldier is one of the more skilled enemies in the dungeon.
He keeps his guard up, and you’ll need to keep poking him with your sword in order to get through his defense.
So far, the dungeon consists of 10 rooms and we’ve got 3 different enemies in and some gimmicks like moving platforms and push-able boxes.
We’ve got a boss battle planned for this ludum dare, but what that boss is… you’ll just have to wait and see. ![]()