LD27 August 23–26, 2013

TIMEBUG

TIMEBUG is a game about managing time and surviving against swarms of hungry insects.

You have 10 seconds to charge the TIMEBUG and send it on its way. Click or touch anywhere to control the TIMEBUG. Evade the other insects and trigger the timebomb to clear the stage.

 

Click here to play TIMEBUG

 

 

TIMEBUG - Splashscreen

 

TIMEBUG - Stage 10

 

TIMEBUG - Stage 4

 

TIMEBUG - Stage 1

 

TIMEBUG - Stage Completed
# Programming by @konstantinkopka (www.konstantinkopka.com)
# Graphics by @filip_axani (www.acsany.de)

# Music (Creative Commons Attribution: http://www.freesound.org/people/Erokia/

# Made with
Construct (www.scirra.com), Sketch (http://www.bohemiancoding.com/sketch/)

 

** We will keep working on new versions of the game and post updates, soon **

 

Thanks for checking it out, comments and critique very much appreciated!

Subject 18120 is trending!

Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!

Our LD27 game is on the front page of Kong!

Our LD27 game is on the front page of Kong!

We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!

Play it here!

Tags: 2D, as3, flashpunk, game, LD27, Ludum Dare, motivation, update

Scores on the doors

The leaderboards for Total Spaghettification are growing! There’s some amazing sub 10-minute times in there too!

Current Scores:

1. Toni5 min, 59 sec
2. tobbez6 min, 2 sec
3. Spacelord Ghor8 min, 51 sec
4. Esseb14 min, 17 sec
5. Spongus15 min, 35 sec

Exciting!

Comments

28. Aug 2013 · 21:17 UTC
Okay, since tobbez decided to fight me (he beat me with a 5min 6sec score) I decided, to declare (speedrun)WAR!

So, let’s do this, I won’t go to bed before I beat his time again…

A question on updating an entry (is it a bugfix?)

Hello everyone!

Our entry, The Wrong Door, is generally well received, but there is a change people requested:

Pause between retries is too long (you have to wait for the sound to finish playing, and it is a bit long), and you have to retry a lot.

We could easily fix that (playing a shorter sound!), but will it go against the rules?

The Wrong Door

Thanks, team at Tangible Games.

 

Comments

28. Aug 2013 · 10:05 UTC
Fix the problem, but make it for an additional version, clearly marked as “post-compo fix version” or so.

Ten seconds to midnight postmortem

I made first game in my life during LD. It’s kinda awkward and raw, but I made it. Finished it. Made my mom proud. That’s it, thank you.

Post Mortem and Updated File for THE WHiTE ROOM!

Version 1.1 is up! The bugs should be fixed… i’ll upload a 1.3 after school just in case though.
The link: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27229

Short and sweet PM here we go!

What went well:
Coding: Actually figured most of it out on my own!
Finishing: I got it in on time!
Collecting assets: Got a lot of SFX, Music, etc. packed in there!
Story length goal: Topped my max word count!

What didn’t go so well:
Art: I was so focused on coding that I neglected this.
Theme: Though it’s there, I feel I could have done so much more with it.
Plot pacing and general cohesion: It’s a bit more than a little random at times. And I had to keep cutting to keep my thoughts in order.
Coding: Dear good God it’s still a little wacky for some stuff and it generally had me in fits.

Web Development Confessions

I like my two protagonists way too much, so I made this real quick:

bridge shot 2

I had a real blast making Robots Save the Day! One of the hardest things after LD is probably coming back down again :) thankfully there is the review period. I have to say I’m absolutely humbled by the quality and creativity of the games out there. Everybody did a phenomenal job and this sets the bar very high – which is a good thing.

I’d like to talk a bit about the tools / the environment I used for my game.

Technology Choices / Lessons Learned

The game is completely browser-based, native HTML and JavaScript. Originally I had planned on making a 3D game for this LD, but alas I had to give that up halfway through because otherwise I couldn’t have finished on time (again, this happened at LD 26). Anyway, I want to sing some praise for HTML games now:

Even without a game framework HTML/JS is a combination that lets you get things done very quickly. My one headache though was I didn’t know how big the browser support for both CSS transitions and CSS element rotation is, as the game relies very heavily on it. So far, no complaints, the robot gods be thanked. Here’s the stack I ended up using:

– JQuery for DOM manipulation
– Handlebars.js for JS-enabled templates
– CSS effects for pretty much everything
– oh, and: PHP as a backend resource compiler

The graphics were made entirely in Cinema 4D, no post processing. Aligning the level layout with the grid had been somewhat of a challenge, but in the end I ended up liking how objects were often just a leeeeettle bit misaligned. That made the levels look more organic. For a bigger game, I’d have used tile-based levels, but for this one it was enough to render most of the scene in one go and use sprites for the rest.

I made the soundtrack with Garageband, it’s basically just some mellow synth throbbing, but it kinda works for the atmosphere I wanted. Again, this was absolutely the right tool for the job to get things done quickly.

As for the sound effects and the robot speech, that’s just me with a microphone and some Audacity effects/editing. The most complex one was Captain Hannigan’s “Abandon-Ship” message that plays over and over on the abandoned bridge. But even that was created just with my mouth 😉

So all in all I’m actually glad how everything turned out, even though I didn’t follow through with the original plan for WebGL. It’s actually kind of shameful how easy this project was to do with just HTML and I’d like to encourage more people to try it. I know the game dev frameworks out there enable great things, but it seems equally as often they’re stumbling blocks for the dev to fight against.

Which brings me to my final point on web games. I have to confess a certain bias towards trying and rating browser-playable entries way more often. A downloadable game on the other hand has to look very good in order to motivate me to download it. And even then, there’s about a 30% chance the executable just won’t run on my system. I feel very bad for these projects, because – more often than not – interesting games run into trouble at this point.

So that’s kinda my lesson from LD27: HTML for the win!

Plug: Try out Robots Save the Day and let me know what you think!

Thank you!

These two times I’ve participated in Ludum Dare have been awesome. During the compos, I’ve learned a lot about making games, as well as handling the limited resources involved. After the compos, I’ve had the chance to play awesome games made in such sort periods of time. But the most heart-warming thing is that I’ve got such great feedback, especially about the music I’ve made. That’s really something I appreciate, and I want you to know. Thank you! :)

Truth be told, I’ve never played my music for anyone and I have made it mainly for my own entertainment. As I’ve got so good response from you guys, I decided to throw the LD tunes – and some others as well – to SoundCloud for everyone to listen to. I hope you enjoy those tracks as much as I’ve enjoyed creating them, and please, feel free to share! I’ll keep uploading new tracks as I do them.

The final thing I wanted to say is that if you have a game project, a media production or anything that is in need of a soundtrack, let me know. I have some spare time left and I would be more than happy to make music for you guys, be it free or commercial project. You can send me e-mail to themanabreak (at) gmail dot com, or send a SoundCloud private message (or at TIGSource, I’m ‘manabreak’ there).

Again, thank you for your feedback and support. You’re awesome!

 

(Psst, my LD27 entry is Beyond Hope :))

Boyfriend Simulator: Feed My Boyfriend

Oops, posting this really late but…

PROUDLY PRESENTING “Boyfriend Simulator: Feed My Boyfriend”

wow this looks fun!

Boyfriends everywhere are very hungry and it’s your job to feed them. Take to the mall to go shopping for delicious treats that you’ll launch into the boyfriends mouth with a baseball bat. Don’t feed him the wrong thing or he’ll barf all over the place. Enjoy some rockin’ 10 second tunes and and and incredible array of upgrades! And for all of you saying the boyfriend is a stupid ugly loaf.. well watch it because he’s modeled after yours truly!

Click here to play and rate Boyfriend Simulator: Feed My Boyfriend

Tags: love2d, lua, moonscript

Better late than never!

I’d like to present our first Ludum Dare game!

10 Seconds of Grey

50 Shades of him

50 Shades of him

 

 

 

 

 

 

 

 

 

 

 

 

 

 

You are Mr Grey and you have the power to change balance in the world, by annoying or pleasing the odd inhabitants.  Your job is to keep the balance centre, stray too far to the light or dark and it’s curtains!

Promo3

 

 

 

 

 

 

 

 

 

 

 

Chatting

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Our team was:

Almax27 (Code)
Ezmeow (Art)
Zubrowka (Art)

Disclaimer:  Due to time restrictions we were not able to add in the world scorer so at the moment, the game is infinite.  trollface.jpg

GO! NO GO! Post-Mortem

(Web player)
Links :  Official entry / Post-Mortem version

Before LD begin

I wasn’t really enjoy by suggested themes, but I noticed the score of “10 seconds” (~+700). On final round I thought it might well be selected, and I imagined that I could do.  The idea of ​​the countdown and the launch pad have come to me very early, well before the start time. But few ideas about the form and the game-play at this point…

Hesitation and laziness

My first thoughts were that the player is the commander the launch pad, with several tasks. In addition to trigger the ignition, he should shake the controller, shoot ducks that obstruct the trajectory, choose between an astronaut a monkey or a dog to pilot spacecraft, remove the curious lurking around the reactors…
I thought that implement all these things would not make me easy. it seemed too complicated to the goal of the game were very simple. to choose from I chose to sleep and see it later.

Sunday noon

I lacked the time and had not decided yet.
So I started with the indispensable draw the rocket on the launch pad, put the title screen etc.. The final gameplay came in the way. The basic intention was to be a temporary feature, to see what happens, but on this form arose as evidence. This is where I started to list the 26 control checks, one for each key.

Sunday night

I started drawing animations, smoke and explosion. The result was not up to the time spent on it. I gradually simplified the way I do for a result that suited me just as much. It was then that I had less than an hour to upload my component I started coding the clause game over.
Without noticing, I confused a “<” with “>”, which blew 50% of the difficulty of the game .. Too bad.

Monday sleeping

zzzzZZZZzzzzzz

Tuesday

I undertook to finish the game for a post-mortem release. Mainly missing some animations, and ending sequences. I was able to correct my mistake “<“, and added the choice of difficulty.

Conclusion

This game-play is not as attractive that I made for Ludum Dare before, but I’m quite proud. I would not have thought I could do as much graphics and animations. Technically, code side, except this error “<” , I had less trouble than the last time.

Edit : Friday

I change my mind about implement sound feature. I made a new release of post-mortem version, with sound effects and music for winners !

Precious10 – Postmortem: New Precious10

Hello guys!

So, yesterday me and my team talked about ways to make Precious10 more “player friendly”, as it was too hardcore and not so fair… :)

>> Here’s the link to the postmortem version <<

 

Here’s what was changed:

1 ) Pause/Play button position corrected as it was attached to the screen borders
2 ) There’s a return button on the Game Over screen – better than “touching anywhere” to go back, as players could still try to kill a gem and wouldn’t see their scores
3 ) Sound feedback when the “do not destroy” gems are changed
4 ) Change in the rewarding system. Correct gems give the player extra 820ms while “do not destroy” gems take 180ms from the player. Maximum time in timer keeps at 10 seconds due to the Ludum Dare theme.
5 ) Visual feedback for correct gem touches (green ‘+’ sign) and for “do not destroy” gem touches (red ‘-‘ sign)
6 ) New score system based on how many seconds the player survived.
7 ) Opening angle for gems launching decreased from 30 degrees to 20 degrees, so that gems remain more in the middle of the screen than on the borders.
8 ) Time interval for changing the “do not destroy” gems went from 3 to 7.5 seconds.
9 ) Our artist designed a new icon
10 ) To avoid app installation conflicts, new apk is “New Precious10”

 

Regards,

Victor

Duel Updated!(V2)

I’ve pushed a new update to Duel that should allow for more strategy and less luck based play. Originially 1 shot killed either player, which meant if you had never played against your opponent before, it was completely a guessing game. Now you have to shoot someone twice for them to die, which means you have a chance to figure out your opponents patterns before you get kicked back to main menu.

Click the link to defend your honor!

Duel on Kongregate

Duel LudumDare Page

(NOTE: all non-vital updates are only being applied to the kongregate link)

Hunted – Summary

Hunted is my entry for this LD – and last august I started making games, so it’s also some kind of gamedev-anniversary game.
(Play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=15985)

I want to write about 2 things, 1st about what’s special about this choice of game and how my skills changed over these 2 years.

1st points
So, playing it you could say it’s a usual horror game and according to the comments with good sound design and graphics, but the player being a bit lost.
Once you know that I’m so easily scared that I’m sometimes even scared of some dungeons in Skyrim, it becomes special – I wasn’t able to play it.

So, how do you make a game without really playing it?
– by making it entirely out of the design-perspective

Gladly I know the design of a good horror game and I know my engine (Blender Game Engine) pretty well, so the basics weren’t that hard. A flashlight, so the sight is reduced, some unknown enemies and fitting sound.
Also, I took very much education in game-design over the year, so I knew pretty fast, what is good and what is bad and until the end of the first day everything went perfect. But then I had to think about the actual Level-Design and AI. The player shouldn’t know, where and when the enemies are coming from. But I don’t know it either, so that was the point I couldn’t play for longer than 1min.
For the LevelDesign I decided to do a world that’s abstract, but still telling some kind of story. Now I think while playing you don’t get it, but just look at this picture, so you can understand the world: http://puu.sh/4d33k.png
As you can see, there’s a “forest”, a “city” (upper right), a field(upper left) and a “cave”(bottom left). It’s very likely, that the player will go to the city first, then the forest or field and then the cave, so you can find the “winbutton” at the “cave”-area.
A good idea, but I didn’t think about how long you really have to search. And it seems like far too long.

 

2nd point:

1 year actually isn’t that much time, but you still can do a lot during it.until start of summer, I spend lots of time in school and didn’t do very much for games. But since start of august it became much more relaxed and I can finally focus on making games again. Over the summer holidays. I also learned a lot and got tons of motivation from 2 visits at the “Games-Academy Berlin”. A great Games-school, where I would love to go after school, but it’s far to expensive, even with scholarship. Since I can’t really go there I’m working much more on my skills to join a real game-studio someday. And according to the comments “Hunted” is my best game so far and I take this as encouragement.

 

Keep it up and never forget: You can do anything if you work hard enough!

Chrono Switch afterwords

We didn’t manage to make a post about our game while jamming, so here we go!

level 1

Chrono Switch is a game where you control a knight and a skeleton, one at a time, to clear a level. in addition to an inverted gravity, each character have specific actions, the knight can fight enemies and cut rope, the skeleton push button and pull chains.

second level

where the 10 seconds fit in all that, you ask? well, for each actions, you have 10 seconds to act, otherwise you lose one health point, each action allow the other character to progress further in the level, so switching is needed to see the end.

It have been my third LD, but it’s the first time I take part into the jam, working in team for the whole three day. It have been like a roller coaster ride 😉

The game idea was probably too ambitious to implement, even for the jam, so we had to cut corners to make it in time. Still, the game got this arcade feeling we wanted to have, and we manage to have some sound design in it (LabChirp is awesome for sound effect making, check it out!), which wasn’t granted at first , so it’s definitely a success for us.


[Play and rate here!]

antonijn_plays_your_games

Yes, I’m playing and rating your LD games! Be sure to submit yours (you can do this at any time, please don’t wait for me to finish the game I’m playing).