LD29 April 25–28, 2014

Can I do this?

I’ve gotten a couple reports from my game telling me that they were unable to get past a boss because of difficulty. Am I allowed to go in and tweak the health of the boss so that it is easier to kill so people are people are able to advance in the game? This is a game that was submitted for the compo. Thanks.

Comments

burgerdare
28. Apr 2014 · 21:07 UTC
I believe that’s allowed.the rules are that you can tweak any sort of bug that you “probably would’ve caught if you had a bit more sleep.” This sounds like it falls under that category to me.
28. Apr 2014 · 21:08 UTC
I think that should be okay since you could have easily changed it in the compo if you had someone else test it. If it’s basically just tweaking a number I see no problem..
28. Apr 2014 · 21:08 UTC
If the game is unbeatable by some, then you can since it falls in the Unbeatable category.
DragonMaster21
28. Apr 2014 · 21:10 UTC
Ok, thanks!

Triumph Of The Diver – Stealth-based entry submitted!

After three days of hard work we have submitted our game! 

Triumph Of The Diver is a stealth based isometric action game. You control a diver and the goal is to sabotage the enemy fleet. The game is available to PC, MAC, Linux or playable online with Unity player. It’s been an exhausting three days but we are happy with the final product.  Tell us what you think!

TriumphOftheDiverTeamBrookvale

Tags: isometric, ld48, stealth, steampunk, unity

try, catch, FINALLY!

Yay! We’ve completed our first game together and we are so happy!

Big thanks to Ludum Dare for giving us that competition spirit, which in turn motivated us to complete at least ONE and FIRST ever game. You can download and rate it by going here <Link>. OST also available as free download!

With love to game development community, Suurin and Andy Ion.

Tags: 2D, compo, final, game, ld29, unity, unity3d

Hide Them !

Hello everyone, Silii and Yacodo here.

Here’s our compo for this LD. This one was not the easiest we have done.

First, I thought that minimalist was an horrible theme to play around, but that was until this week-end, we didn’t get inspired until saturday afternoon.

But this LD was the occasion to pursue on some research on game mechanics, it was really a great experience, we explored some mechanics like gravity and tricky collision (multi) that could have been implemented faster if I (Yacodo) had take the time to understand them before.

 

Sunday was our bugs solving day, as always, I almost depressed and was wondering why some collisions didn’t work properly but that was only about learning and think a bit more out of ONE concept.

Silii many times the graphics, the interface and the levels, game was pretty hard, we couldn’t even finish the lvl 2, except him.

PS by Silii : I won the game once ! Hurry up ! It’s possible !
Hi Guys, i’m Silii, i hope you will enjoy playing our compo :)

game_prez

 

 

“Vertico” full playthrough

Here is a video of a full playthrough of Vertico, for those who got stuck.  Note the video might spoil the game a bit if you haven’t played it yet:

Vertico is a 2D isometric “three degrees of freedom” shooter.  Dive beneath the ice and fight creatures while moving in any direction in 3D space, navigating a vertically-oriented coral reef.

I’m really, really satisfied with how this one came out, so please give it a try if you haven’t already :]

Timelapse will be coming eventually for those interested.

Timelapse live!

Just finished uploading the timelapse for my compo entry, Scavenger! A 5 minute video of me hacking away at java, mostly trying to resolve those damn NullPointerExceptions!

timelapsescreen

Check it out! http://youtu.be/gguROFlTzWM

Oh and why not play and comment on the game while you are at it? :)

Submarine Simulator, Now With Gauges

My submarine simulator now has gauges showing some of its internal state:

CrusingDepth_now_whith_gauges

Not sure if I will make the Jam deadline (combat still to do), but I’ve certainly had fun making this simulation! :)

Beneath the Mind – Action Platform Game

I’ve just submitted my first completed game ever to the Ludum Dare Game Jam! I would really appreciate it if you guys could play it and rate it. Here are some screenshots, because everyone loves ’em:

 

SS4 SS5 SS1

 

Play it here!

(If you’re wondering why the player is holding a knife but shoots, it’s because of a lack of communication team-wise and the time limit. :P)

Tags: action, jam, java, platform, platformer, shooting

Swing Your Big Medical Hammer

I was going to take part back in 2011, but that didn’t happen.  Thankfully, I finally had time to devote, this time around. :)   With a theme like “Beneath the Surface”, naturally I immediately thought of chest-bursters from Aliens.

And then my mind drifted to whack-a-mole.  And then they merged together: Chestburster Whack-a-Mole.  And so my first real solo jam journey began. 😛

You’re a doctor. You have a big Medical Hammer™. Injured Marines are dropped from the frickin’ ceiling (?!) onto the bio-bed.  If they’re clean, they’re beamed back onto the battlefield. If they’re infected, you SMASH THEM with your ridiculous hammer before they jump out and kill you.

And that’s about it. It’s just a goofy arcade game.  It’s also quite INCOMPLETE. There’s plenty of BUGS (including one where you don’t properly die when you’re supposed to and no more marines are beamed in…and you just idle there, wondering what’s going on).   But I got most of what I’d hoped to accomplish in there. I’ll throw down some polish on it soon.  Third-party credit list on the way.

For your vomitous displeasure: http://www.bytestemplar.com/misc/ld48/29/ (LD Entry Page)

temp2 temp3

Helevenium

screenshot_588x331
play the game HERE. i hope you enjoy it.

all my games have been created during a Ludum Dare, it’s weird to think about this.

i am really grateful with this wonderful and inspiring event.

What a run.

Well as it was our first Ludum Dare I’d have to say it was quite an amazing thing.
I loved it from start to finish, even the frustration because that’s part of it also.

A lot of credit to my other 2 team members, Riko, Rens, you guys are amazing.

Link to our game can be found here; http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=30185

We also made some VLOGS;

Check them out here (The mood change from #1 to #2 is amazing, by the way):

https://www.youtube.com/watch?v=SGGtl0M_OoI
https://www.youtube.com/watch?v=VSoaESVg5BM
https://www.youtube.com/watch?v=OtkgabfHBsc

Under a Martial Artist’s Skin is FINISHED!!!

You can play it here !!!

After the End of the World as Lloyd Blankfein wanted it, the Earth population is 99.99% zombies and 0.01% MARTIAL ARTISTS. Oh.

You are out on a journey to find your HOT JAPANESE MARTIAL ARTIST GIRLFRIEND.

 

under_a_martial_artists_skin_1

under_a_martial_artists_skin_2

under_a_martial_artists_skin_3

Well done to all participants, I can’t wait to play your entries !

– jujule

 

Angler: Beneath the Surface – Finished Game!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36114

1,000 miles below the surface of the ocean, the Angler fish hunts it’s prey.

Swim around as the Angler fish, using your bulb to deceive sharks, dodge jellyfish and eat un-willing fishy
victims. The game has 3 difficulties; progressively getting harder and harder. How far will you go to survive in nature’s harshest environment?

All code and models created after the start of the competition, we entered the jam as we are a team.

1

 

Prehistoric Kerfuffle has been completed! Post Mortem time!

And thus ends our adventure for LD 48! Being our second LD jam that we’ve worked on together, Isaac and I knew what we were getting into. The only difference this time was distance. This is the first time we’ve worked on a project that we weren’t in the same room/province, so it was a good experience in communication and and time zone management. Over all, things went incredibly smooth, all things considered, and now its time to break it all down!

What went well!:

  • Ground planning: Right out of the gates, we had a pretty solid idea of what exactly our game was going to be, and most importantly, what it WASN’T going to be. It gave us a great platform to dive head first off of. Although it seemed like taking the hour and a half to purely just talk the idea out and write down everything was too long (when we could have gotten right down to working), it benefited us in the long run. Initially, we only wanted to spend about 45 minutes to brainstorm and get the idea in place, but the extra half hour let us really solidify the idea.
  • Constant communication: As previously mentioned, this is the first project we’ve undergone being in completely different time zones, so right off the bat, the most important thing was staying in contact. We did this by always being on skype, and calling each other when we were unsure of something, or needed clarification, or what ever. The wonders of the modern age!
  • Complimentary styles: This one isn’t something everyone will get 100% of the time, but Isaac and I think basically the same when it comes to game development. It made the process much easier, since whatever I was thinking/planning, chances are he was thinking the same thing, and in most cases, as already doing it anyway. Picking to do a jam or any collaborative effort really goes much easier when you’re paired with like minded people.
  • Scope: I went into the project with the sole goal of making something that had an absolutely realistic and attainable scope. Even initial planning phases for us went to the chopping block, and as a result, we had a much more streamlined and stress free jam. This came down to condensing things like gameplay features, art assets, and so forth.

 

When went horribly, disaster-ably wrong!:

 

You know….nothing really ACTUALLY went that wrong, if I’m going to be completely honest. I can’t think of one major “OH GOD OH NO ITS ON FIRE WHAT DO WE DO?!” moment. We had a few minor hiccups, such as:

  • Oversleeping: This was mostly on me. Too many late nights in a row resulted in a few over slept alarms, and in one case, I wasn’t feeling all that well. Something rather minor, but a problem none the less.
  • Distance: For the most part, this wasn’t a huge issue for us, but it did slow things down for us in comparison to our last LD where we were one room apart. Not being able to walk over and check on how things are going on the other end kinda suck, but thats why Skype has screen share!

In the end….
It all went pretty well! I have no complaints about this jam, and we both produced a game that we’re both very excited, happy, and proud to have made! I don’t think this is the end of this project either, as we’re currently making plans to expand the idea a bit more and continue to work on. Thanks all for reading, and have an awesome day! 😀

♥ Noah

 

PS: Check out the game here!

60cb570b0a0a94aa820f64f93b987ce8

Toastmortem


I learned a lot this Ludum Dare. Let’s take a look:

The Good

-Drive
The whole 48 hour deadline thing really helped with motivation. I was worried about burning out halfway through, but somehow, it didn’t happen.
-Scope
Aside from one glaring issue, I knew my limitations pretty well, and was able to finish on time because of that.
 

The Bad


-Lack of Theme

A lot of commenters picked up on this one, and there’s a good reason for it. My original idea was really close to the final version, but with a major gameplay gimmick.

In addition to your character, you and the opponent would also control a cursor that moved along the bottom of the screen (beneath the surface), and at a random time, it would create an explosion at the tile that it pointed to. I had this all coded out, but it made the game way too frenetic and confusing, since the players had to control 2 objects at once.

I ended up scrapping the idea, and made a quick redo of the art assets to (poorly) link the game with the theme.

 

Nevertheless, I’m happy with how it turned out, and excited for the next LD.

Tags: postmortem

Ball Club Submitted …

Hey Guys …

 

My very first jam game is now available :

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=21379

 

Ball Club Screen Shot

Ball Club Screen Shot

 

It’s a two player game . where players must hit the opponent with their limited balls while they protect themselves from both opponent and wandered balls .

So Don’t remember to play hard with your buddies …

Don’t forget to Rate & Feedback …

Enjoy .

Getting myself in the submitting mood

I think I have just found the perfect music for the situation. The end of the Jam is hurtling towards us at blinding speed and I wonder if we can get our game coherent enough in the hour-or-so time left.

Good luck for us and for everyone else still Jammin’!

Muse – Time is running out

 

Comments

Geckoo1337
28. Apr 2014 · 21:47 UTC
Nice band for a nice LD ++
Rahazan
28. Apr 2014 · 21:51 UTC
Good luck!

What Lies Beneath – Post Mortem

pic Intro

PLAY THE GAME HERE >>>> http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=19384

Restricted by the need to work, eat and sleep it was necessary to attempt to create the game in well under the 48 actual complete hours.

This seemed to form as much of our brief for the game as the theme and so it became as much about strict resource management as Beneath the Surface. As we took our time at the concept stage this meant we had a clear direction to aim for and thankfully everything went pretty smoothly in its creation – using Construct 2 our 2 man team split the work into design/ assets and programming/ sound.

Our game was designed to require limited assets and animation (using post production techniques to give them life) so we could concentrate on level design, mood and gameplay.

An excellent low stress game jam! Look forward to the next!

We would like to thank Tesco’s for their cheesy balls and Belgium for their beer without whom none of this would be possible!!! And big, big handclaps and gracious bows to the creators of Construct2.

Cheers Ludum!

greed

You know – sometimes you must know your limits. Just because you had a cool idea, doesn’t mean it is suitable for a Game Jam. And that was my case.

I worked tirelesly on saturday, barfing some 50 skelleton Java classes that kind of modelled a submarine simulation, with targets, objectives, scenarios, ships, bases, etc. But then, came the implementation task. And it dragged.

It’s doesn’t help that I had a case of sickness in the family and basically lost my sunday on a very important visitation. And it was well worth it. I have no regrets.

I want to really finish this prototype by the end of the week – I trully believe that I can at least prototype the multi-head aspect of it. I already have a moving submarine (actually, a 3D vertex in the middle of a void 3D space) that submerges, activates a periscope (that does nothing), can change it’s thrust and steer around. Pretty much the basics.

More than just a prototype, I really want this to become the final project for post grad. program I’m currently enrolled into.

Also worth noticing this; This simulation has ABSOLUTELY NOTHING TO DO WITH THE BRAZILLIAN NAVY. It was modelled around the Los Angeles class. Why am I disclaiming this? That’s because I work there – but not on submarines or anything, but rather with payroll systems.

 

I failed, but this from failure, a nice thing might spring to life.

Comments

28. Apr 2014 · 22:14 UTC
Failing would be quitting. You didn’t make the crazy 48-hour deadline… that’s not failing. The Ludum Dare, at least from what I’ve gathered in my short time as a participant, is all about getting people to sit and take the time to create a game when they might not otherwise make the time themselves. In that aspect, you’ve not only achieved the main goal, but are aspiring to rise above it. Kudos for that.
07. Dec 2014 · 23:30 UTC
Believe it or not, only now I saw your comment;

A brief summary: in the end, I actually continued the project just a little more, in order to properly see the multi-head feature working. But that was it. The lack of interest from other was the cue.

Terraformers

Here is our game!

TerraFormers is a puzzle game in which you must move the tectonic plates of a planet in order to change the environmental conditions.

You can play it in Kongregate : Terraformers

Hope you like it!logo-terraformers-(1)

Submitted our game!

It’s not good, in fact its downright bad. BUT its better than nothing right? XD good luck to everyone!

A Mole Odyssey!

Hey guys!

A brain-storm worth 20 short minutes produced this little rascal.
It’s all about digging. Dig for glory. Dig for fortune. Dig for the moon.

Trailer:

Download link:

https://mega.co.nz/#!QR5GFByb!sdNQ5I1HeGk7j1OK6YYjN6QGfFwXZP6NfZiNlAqSL3w

 

Made by

Martin Blomkvist
Mattias Lindblad
Stefan Jonsson
Ajmal Azar

Comments

Potartz
28. Apr 2014 · 22:57 UTC
A lot of really good ideas went into this game. I like the spherical world, and there are some nice effects in use. I’ve never heard of a mole digging through the planet in order to launch into space, and the idea is quite amusing. Unfortunately, the controls flat-out kill this game for me. I don’t like player characters that are constantly moving and can only change direction by slowly turning in a direction relative to itself instead of the player. I don’t understand why a game needs to tell the player they suck. It’s not cute or funny or cool, it’s just irritating. Overall it’s not bad, nor is it my cup of tea.

Hell Zombies – The End

Just uploaded the final (for now) version and submitted to the Jam. Turns out that even slightly less terrible graphics made a big difference. At least it did for me.

Also, since the last build, the machine that pounds the dirt will kill the player, it makes it much more fun.

Here’s my submission entry, and here’s the link to play the game on the web. Thanks for trying it out!

ld29_screenshot

Brace yourselves, for voting has begun

Being this the first LD I actually made something in time AND that I liked, I am pretty anxious for the voting results. I hope we can all be honest with the rating, and please people let’s keep down the hating.

Meanwhile, somewhere in Finland...

Meanwhile, somewhere in Finland…

Tags: Jiggamemes

Sky Shepherd

So… how about that theme?

We are pushing out our first LD mobile game where your objective is to keep some sheep alive. You see, it all started with a messed up dream one of our team-mates had about trying to balance sheep on a platform. Don’t ask me why or what this means, but we turned it into a silly mobile game. So without further delay, I present to you Sky Shepherd

SkySheperd_Intro

In this game, you touch the left and right sides of the screens to activate thrusters placed “below the surface” (I feel dirty using the theme like this). The idea? keep the sheep from falling off the platform and watch out for other stuff falling from the sky.

screenshot1

You can imagine how things could get crazy pretty quickly. Between rams breeding, wolves eating, bombs exploding and cotton candy… ummm… doing whatever cotton candy does (make stuff sticky), the player is in for a rough ride straight down oblivion.

 

screenshot2

And of course, the inevitable death…

DeathScreen

Come check us out!

Didn’t make it.

I was hoping that this would be the first one I finished but I didn’t. It’s not bad though because making something gives valuable experience. I also have part of a game that I can finish later.

The Rules of “The Money Beneath Our Ground”

I’d like to create a tutorial inside of gameplay, but the time is short, then I’ve used texts. :(

Look the rules of “The Money Beneath Our Ground”:

The Money Beneath Our Ground

The Money Beneath Our Ground

 

 

 

 

 

 

 

 

 

 

Play here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29004

Advertising 101: Carnival Warfare

Welcome to the advertising class, I’ll be your guide.

You can advertise your product as much as you want:

test4

but try not to be annoying or you will never get clients:

test5

 

Now shall we do some practical exercises?

You can start by playing Carnival Warfare here:

Screen Shot 2014-04-27 at 10.09.18 PM

the vole beneath!!!!!

hey all, super excited to post my little 1-level game: the vole beneath

i couldn’t make the compo but was able to get this done in time.

screen2

 

if the next 30 minutes permits, maybe sounds and other goodies will get in there…

 

play it here ->

Mind the Gap

My friend Matt and I just recently submitted our game entitled Mind the Gap. It’s about an explorer who does exactly the opposite of the title of the game, and finds himself plunging down a seemingly endless hole. More your explorer left and right, avoid everything in your way all while making sure you don’t hit the walls. You may even be able to escape!

This is our first real Ludum Dare, so we hope you all enjoy the game. We’re open to any criticism, good or bad.

I’d also like to thank all the organizers and participants of this Ludum Dare. It was an awesome experience, and the next can’t come soon enough.

 

Play here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13891

And since you all like pretty pictures, here are a few. Enjoy the game!

MindTheGapScreen00 MindTheGapScreen03

Awaken, Skolgbor

It’s time to wake up, Skolgbor.

Skolgbor is my entry to the Ludum Dare. Originally intended for the 48 hour competition, but submitted to the jam due to time constraints. Take control of an individual by the name of Skolgbor and guide it out of it’s hidey hole.

Skolgbor doesn’t have fantastic gameplay or mechanics. I made it to immerse you into the world that I have planned. It is merely a paragraph in a sprawling world. The tale of Skolgbor is a interesting one, yet you know hardly anything about him.

The game isn’t very long, but then again, you aren’t expecting a long game. It’s the first of my games to be in this graphical style, as well as one of few with a ‘serious’ tone to it.

Give it a play over here. It’s only available as a Windows download.

I’ve also uploaded the soundtrack to SoundCloud if you’d like a listen. It’s a experimental ambient track with guitars and synth sounds. It’s quite ironic that it’s called Awaken because it makes me sleepy.

Tags: final, screenshot, update

Jam

Whoops, looks like I broke some of the compo rules by using a few public domain images and sfx. I’ve fixed up several little bugs and switched to the jam.

Space Frack is a fracking game in space! Check it out!

 

Final Countdown!!!

Wow, it’s down to minutes! we are adding final details. It’s been a great experience.First timer here. Here is little preview.

Hope you like it when we finish.

game_title

Tags: alplast, game, goblin, ogre, ogre's gold

My very first game LD29 Game Jam

Very happy with the outcome!! My very first game release, Beneath the Sands of Time.

https://drive.google.com/file/d/0B2uSUNwSn0WpTXI3cUZTcTRLQ2M/edit?usp=sharing

Time was tight and I don’t have any fancy screenshots yet. Just what I consider to be a very fun unique video game. I’ll polish it up and share the finished game here sometime.

Windows only, may need 2012 MSV runtimes installed to play.

Some details. Built in win 7, 64 bit, MSV 2012, Angel2D Game engine & Box2D physics.

Uses X-box 360 controller, recommended but not required.

Persona postmortem – part 2/?

Taking back from where I stopped last time…

Story

Right, making a VN requires less coding than a platformer and is less error prone, since I know (almost) exactly how the player is going to behave… I at least know for sure all the possible actions to be performed. But there’s a greater difficulty here: writing a great story.

Since this was to be the main focus of my game, it had to be good. That’s why, even though I had the concept already in mind 4 hours after the compo had started, I was only able to write the final version by the last 22 or so hours. At the same time, I wasn’t too worried about this, because I knew that, if I had everything drawn before hand, I could “script” the story quickly enough.

I must admit I’m not completely happy with the outcome. I know that I’m not a great write, and it’s been a while since I had last written anything… Still, I’m proud that I was able to finish it and not lose track of the theme, even if with the cast isn’t good at all… Not forgetting the theme was my main focus. I even kept reading the concept time and time again, and also kept writing ideas on papers.

Graphics

Since I was going to make a VN, I thought my usual 16×16 sprites wouldn’t be fitting. So, I tried going with 24×32. I used dimensions similar to those on this year’s Global Game Jam (the overall drawing is pretty similar, actually), so I knew it would be way harder to animate and come up with different designs… That’s why I decided to start early drawing.

I had already an overall idea about how the game would be, so all I needed at first was a simple base character with a walk cycle. Switching palette colors is quite easy, even on GIMP, so I decided this was the way to make “lots” of characters.  I could also make small modifications to make each one slightly unique.

There’s no reason not do do that. Even before I had the final idea I was already polishing the graphics. The game type wasn’t likely to change, so anything I had already finished would be useful for the final game. But by the end of the compo, I left some graphics unpolished… The room wasn’t properly finished, I didn’t add dynamic shadows beneath each char, there’s no portrait for the speaking character and the scene are too static. Well, I decided to focus on the story, not on the graphics, so I expected some things to be left undone.

Audio

Along with the theme, another thing that had been annoying me for sometime were my entries’ song since LD#26. They are all too generic and weird… And I knew I could do better than that, my first game for OneGameAMonth had such a great songs… To change my that, I tried using MML for the post compo of my previous LD entry. I really liked the outcome, and restricting me to as few as “3 channels” (base+melody+drums(2 channels, actually)) helped trying to make the songs better.

Well, I liked it so much that I decided I’d use it once again. I find it easier to write songs with it than with LMMS, it’s easy to integrate with the game (but I also set up a class for that before hand) and it make seamless loop as painless as possible. Screw you Flash and your goddamned mp3 songs.

I know that the songs aren’t that unique, but I thought about what would be somewhat fitting with the scene and would also sound good. I didn’t care that the songs were short, nor that it doesn’t have a remarkable melody… I think they are fine the way they are.

One thing I must say, though: that jazzy song! I took a break and started playing the guitar, for a while. Then, I simply thought of that  simple riff and played it sometimes… Afterward, I wasn’t able to take it all from mind. So, I decided to use it for the bar scene.

Coding

Though there’s few to this, I want to talk a little about it. The first thing I (think I) did after thinking how the game should be was to code a way to script the game. I made it really simple, allowing for non-linear scripted sequences (or ‘goto’s, using a more common term), adding characters to the screen, moving them around and displaying text/options. I later modified it to have objects (‘characters’ are animated by default) and fix a few bugs… But that’s about it. XD


 

I don’t really have all that much to say about my entry, but I’ll make a final post after uploading my timelapse. It’s already compiled and all… but it’s lacking music. And since I’ve already started rating games (though I just played 2, so far…), I don’t know if it’s be finish by today… but I’ll try.

Tags: postmortem

Well, I guess time’s up

Hey everyone, we had a good time and we hope you did too. We neglected to post any intermediary updates because we didn’t have much to show yet…and frankly, we still don’t have half as much to show as we wanted to.

This was my first time developing a game in Unity, and I learned a lot about it — especially how to handle its physics engine. It’s a simple one-level game, but I’m fairly pleased with it nonetheless. Could’ve added more levels, better 3D models, proper mouse support…but hey, there’s always next time. The end result is a fairly straightforward projectile-launching game, even if “projectile launching” in this case means “dwarf tossing”.

Can’t take credit for the idea, nor the music or the dwarf model used — those were the work of my colleague, who has decided to remain anonymous. There was a story to the game, but since globs of text apparently looked fairly ugly in-game, we’ve just decided to post it here with the submission. 

Good luck with the voting, everyone!

It is done! Kamikaze Snail lives! (Post Mortem)

logo

Well, it’s been a long journey (not really, but it has seemed so!), but we’ve finally reached our destination. Kamikaze Snail, king among heroes, crazy mollusc, god of bazookas, is alive and kicking!

We’ve taken up to the last minute to finish and polish the games, but there have been a lot of mistakes, some unrealistic goals and a few other points. Alas, nobody is perfect, and so said our logo back in the olden times of LD28!

Anyways, I digress! Here are the conclusions we’ve drawn about this LD:

-There is never enough ice cream / chocolate.

-It is very important to consider your initial designs carefully before rushing them. In our case, we had a marvellous idea about recreating worlds made of blocks then destroying them, while keeping it at a massive scale. Our poor programmer paid the toll and had to devise some clever algorithm to deal with that, but we didn’t get as far as we intended. And actually, half the way there we realised we hadn’t even used those collisions, and only left them for a last minute thing.

-KISS. Yeah, I know, basic rule of life. But complex is so enticing :( Going for a crazy idea is fine if it’s a full-fledged project, but we’ve ended up with a risky bet: we had ‘no game’ till the past hours, and we shouldn’t gamble like that. Maybe next time we’ll decide to use place-holder graphics instead, and make a more scalable design.

-Vectors are beautiful, but Unity hates them. It’s incredible, but my art that took so many hours to complete looks absolutely awful on our game, despite being all vectorised, due to our choice of design and the inability of Unity to deal with vector stuff. Not only does it all weight much more, but also it has a resolution limit, and for our big-ass scale, that meant failure. Next time we’ll consider the scale and resolution issues more carefully before jumping the guns on huge-ass maps.

-Simple characters with a mixture of sprite and unity animations is much faster than trying to force everything into unity animation. I guess lack of dexterity and experience is important in this respect too, but hey, I get better every LD, so that’s covered!

-We are completely lacking at the sound/music resources department. Maybe I should look into it next time, I’m sure I can make some chirp tunes with a bit of practice.

So yeah, it’s not meant to be a full game but rather an entertaining demo with a 5-20 mins lifetime. Ergo next time we’ll try to come up with some simple yet scalable idea that includes procedural solutions, and see how it goes!

Overall it’s been a fun experience, as always, if only a bit frustrating due to the untimely release of Dark Souls 2 for PC just hours before the start of the jam.

How about you guys? How did you fare? :)

Kamikaze Snail

Kamikaze Snail

An Online CCG – Beneath the Sea Edition!

For our entry into the jam, we’ve created an online CCG with matchmaking and single player (with optional tutorial). While we weren’t able to implement all the cards we wanted, most of them are working and we’re quite proud of what we have been able to accomplish. Play the game here: http://goo.gl/T6jy9M

elementalist_ability

 

LD29_main_menu

 

We’ve finally submitted!

So after first shooting for total completion by the Compo deadline, and some polishing today before a noontime submission, we realized that wasn’t happening. Honestly I think I bit off more than I could chew, but that being said I tried to finish anyway.

But that’s for the postmortem. Here’s a link to the submission page, and another nicely looped gif, just for you :)

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=18011

Alamagordo: Post-mortem

I almost didn’t submit a game this time around. For some reason, I couldn’t get my creativity going. I thought that Beneath the Surface was such an excellent theme, too, with great potential. When they announced it, I started trying to think of a game that would happen underground, or under water. But all I could think of was the setting, not what you’d do there. My brain was being an enemy to me.

So I stayed up until about 6 AM Saturday morning, and still hadn’t thought of any good ideas. My best idea of the night came to me when the Neil Young song, “The Needle and the Damage Done” popped into my head, and I briefly considered making a game about heroin use and damaging the skin beneath the surface. If I wanted to do that right, I needed to make a chiptune cover of the song, and I still can’t do music properly. One day…

So, I put that idea aside, and then nothing else came to me. I slept in until around 11:30, and spent most of the afternoon sitting around, waiting for inspiration to hit me, but nothing happened. I dicked around on the internet, reading stuff, and started reading all these articles about the New Mexico landfill dig, where they were trying to determine if the legends of massive amounts of unsold Atari merchandise being buried in the desert were really true. Turns out, they were true! I found the story fascinating, because why would people still care  that much that they’d dig around in a land fill trying to find that stuff. It’s not as though E.T. was a rare and valuable game. To me, the story wasn’t fascinating, it was people’s fascination with the story that was fascinating.  It seemed to be getting a lot of coverage in the media.

I still didn’t have any ideas for what would be a good game, and by around 5 or 6, I had given up and resigned myself to not producing anything this time around, and felt pretty down about my failure to come up with any good ideas. I had a relaxing Saturday evening, went to bed, had a pretty normal Sunday, and then, around 7pm it occurred to me that the land fill dig was happening beneath the surface of New Mexico.  Beneath the surface…

Beneath the surface…
Beneath the surface…
Beneath the surface…
neath the surface…
the surface…
surface…
urface…
face…

And I got this visual in my head of the pits in the E.T. video game, and connected that to the landfill, and immediately realized that there was a potential game in there.  Digging in the Alamagordo, New Mexico landfill, in a pit from the E.T. video game, searching for the secret stash of E.T. videogames. I knew exactly what I wanted it to be, not really a challenging game, just an idle time waster that paid homage to the legend and the events of the weekend. I had less than 2 hours before Compo deadline, and knew I’d never make it, but this would need to be a Jam entry anyway, as I wanted to use graphics and audio sampled from the E.T. video game.

Unfortunately I was already on my way to spend the evening with friends, and I didn’t get home until close to 11pm.  By 11:30, I had just gotten started, and I worked through the night until 6:30am, and which I had most of the level laid out and working.  Movement and collisions were very buggy, but the game was basically playable by this point.

I took a power nap, worked Monday, and then cranked out bugfixes until I got everything working right.  All told, the game took about 10 hours to build.

I used that time rather well, struggling only a little bit with the bug fixes, and all I really needed to fix those bugs was to step away from the project and return to it fresh — once I did that, it was fairly easy to redesign the code that handled movement and fix the problems I’d been having in the wee hours of the morning earlier in the day.  Throughout the project there was very little re-work, almost nothing thrown away, and everything that I built was done in such a way that it doesn’t feel like a mess.  The project code is actually pretty decent. Almost every LD48 that I’ve done so far, I’ve struggled with some stupid error in a feature that should be very basic and easy to do, and ends up sucking a lot of my time away from the project, but this time, I worked effectively from start to end.  Only, I had just about 10 hours of work put into the project over the entire weekend.

The game itself, well there’s nothing much to it, but it does feel somewhat like one of those terrible shovelware titles that caused the Great Crash of ’83.

So, there it is, an homage to terrible games.  Since that’s what it is, it somewhat excuses it from itself being a fairly terrible game.  At least the programming is fairly decent, …beneath the surface.

Well, play it and see what you think.

Alamogordo

Tags: alamagordo, atari, Beneath the Surface, crash of '83, csanyk, E.T., GameMaker Studio, landfill, ld29, New Mexico

Villager is done!

Welp, I barely made it in time, but it’s finished! Fixed a last few 3 bugs, and it’s up.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36267

“A text-based incremental game where you enter a village and help it prosper. For a while, at least. “

mss1

Tags: finished, jam, update

Game submitted! Pressure (a submarine sim + time management game)

Hi friends! In our team we don’t belive it, but the game is done! This game is a bit FTL, a bit puzzle and a bit time management.

pressure_screen2

The game isn’t easy (at least the first time), but we hope that the game is enjoyable and the player wanna play it again, because we have work really hard to make it replayable. The game events are random and the player have more than one decision to overcome them.

The major problem is that we needed a bit more of time, and the game has suffered of lack of feedback with the player. Hopefully this problem doesn’t harm your experience.

You can play it here.

Almost

I did compete this Ludum Dare despite not announcing it. I fell short of my original goals by a good amount, but did almost complete something that could be considered a game. I’ll post more when there is more to post.

Our third LD game! Atlantis Explorer

Hello, my fellow game developers!
This is TheAgentVoxel from Integershift Game Development.

We have officially uploaded our LD29 game, Atlantis Explorer, to Kongregate and Dropbox!

Here is the description;

Welcome to Atlantis Explorer! 
You are a world famous explorer, however, your submarine crashed, miles underwater and miles away from help! 
But a strange city lurks underwater… You must find parts to repair your submarine, and escape! 
A game by Integershift Game Development for Ludum Dare 29 Game Jam

If you want to play:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25019

Dropbox:            https://dl.dropboxusercontent.com/u/263008156/Games/Atlantis%20Explorer/explore.html

Kongregate:       http://www.kongregate.com/games/IntegerShift/atlantis-explorer

Yay for my first successful LD jam (and first somewhat finished game)

So I’ve actually managed to finish on time… I’d like to redo some things, mainly music / sounds, but I’m really glad I managed to finish a somewhat decent project in less than 72 hours…

This was my first LD and it has been a wonderful experience being a part of it… I’ll probably do a postmortem today / tomorrow.

Update5

Play my game here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=22393

Subsea mission failed

Unfortunately, I could not finish the project, even in the jam. Not much to excuse, better improve next time.

What I could accomplish was having the map with diagonal walls, and lighting between player and enemy subs.

Sonar ping almost worked, but I could not manage the rotated edges of the walls, so only straight walls can light up. Hitting the enemy works fine though.

Could not get the two extra weapons as planned, even though I think it would be easy to add.

No AI at all, which is the most disappointing things. Other stuffs just kept me from implementing even the basic AI.

Overall, learning the whole Phaser engine was a little rough experience for me, especially when I have to deal with P2 physics.

Though incomplete, you can still see the prototype at https://sntran.github.io/Subsea-War/dist/index.html.

And congrats to everyone who participated!

 

Final Progress Report: Post-Submit

Welp, that was exciting! I have never worked that hard without stopping for that amount of time before. I barely slept, but it was worth it. I learned not only some more efficient coding techniques, but I also learned how to plan and stick to an idea from start to finish. Although it’s not perfect, I’m really happy with how my game turned out. It’s been really cool to be a part of something so big, and I hope this is my first LD of many!

final1

Play my game, Dig!, here:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=34427

Ha Ha (LD29 Jam Entry)

Out of all of my Ludum Dare games, this is probably the most feature-complete. I’m a little disappointed I couldn’t fit in a cutscene explaining the story. It would have made the game a bit more relevant to the theme. Lol

Oh well. It’s a jam entry mainly because I have re-used some of the code and assets from my previous projects. I’ve also been heavily distracted by the Snooker and I could write down more excuses here if it isn’t 2AM right now.

Here are the list of tools I’ve used:

– Unity

– Gimp

– Inchworm Animation

– LMMS

– cfxr

 

You can play my game by clicking on the image below.

 

Okay for the time i had!

I came home from school and only had about an hour and a half too make this!

I am fine with how it turned out for such time constraints, but there are of course quite a few problems with it!

Careful with the line, it wont catch everything in its path !

 

Anyways, I guess this is also my “I’m in!”.

I used Java and LibGDX as well as Paint.net for all this stuff!

 

Here is the link to the entry for those who would like to take a look!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31730

 

Thanks,

Valid!

SubFlight 2075

I finally finished by jam submission, SubFlight 2075. The inspiration for this game was a great old game called Subwar 2050, an idea I have been kicking around for years. It turned out to be more of a tech demo than a game… many features didn’t make it unfortunately. But, at least it is finished.

Screencap_final

PLAY IT HERE

There isn’t any real objective other than to destroy the 5 turrets. Feel free to record your time (using your own stopwatch, no in-game timer yet :) ) and post it. Otherwise, you can drive around and enjoy the view. There is an acoustics solution, and the turrets will listen for you. If you are slow and quiet, you can get quite close to them without getting fired upon.

Now for sleep :)

End of the Final Day

It’s been a tough few days, but we learned a lot!
Here’s our entry!

It isn’t finished, it’s glitchy and it isn’t as polished as we would have wanted to make it, but it was a great learning experience!
We could experiment with some new things we wanted to try out, whether it was art or certain functions in Unity.
It was a great first game jam, and it was lots of fun to do with others!

At the same time it was a very tiring experience, as none of us really got any sleep, but it was worth it.

Have a Good Night!

– Mathijs, Masha and Jaden

Divernaut post-production ramble

Okay! Time for a debriefing. This was my first Ludum Dare and it was great! I coded. I pixeled. I spilled food on stuff. I drank a LOT of faygo Rock n Rye. Good experience all around. Here’s my 48 hour compo submission~

Proudly Presenting:
DivernautTitle

(Click that for the entry page)
Divernaut is about exploring, and underwater caves, and dangerous sea creatures, and seaweed, and air bubbles, and explosions! Also spaceships. Don’t worry. It’ll all make sense soon.

WHAT WENT RIGHT
I was a little drunk at the beginning of the event. This turned out to be a good thing, because when the theme was announced, it made it way easier to grab a notebook and just puke out like 10 pages nonsense inspired by “Beneath the Surface”. I while later, I went back and read it all, then picked out all the not stupid parts and formed my concept from them. I also had a production schedule that I put together based on reading past LD post-mortems. That production schedule is likely the main reason I actually finished anything. Having deadlines within a deadline is a very effect time management trick for goal oriented people such as myself. “Yes I have 48 hours to finish this, but I only have ONE HOUR LEFT TO FINISH MY TEMP GRAPHICS D: *panic panic panic*”

WHAT WENT WRONG
Friday afternoon, I was getting ready for the event when SURPRISE! Apparently there was going to be a party at my house that night. There ended up being a two or three hour overlap with the party and Ludum Dare, which was fairly distracting. Lesson Learned: Don’t just plan for the event. Plan for your life around the event as well. The bright side was that this party resulted in the “a little drunk” detail mentioned in the previous section. My other big woulda-coulda-shoulda involves that production schedule I had. I did not follow it as strictly as I should have. Once I reached the mapping/level planning phase, I started finding bugs. This is normal. Unfortunately, with most of the bugs I’d think “Oh this is tiny, I’ll just fix it right now and then get back to mapping.”. That was a bad idea and it ended up costing me my game’s music, and some graphical polish (it’s easy to mistake the green fish for missiles). None of the things were game breaking bugs, so I should have just noted them, and taken care of as many as possible during my debug phase. This would have let me stay on schedule and give the game a soundtrack.

ADVICE FOR NEXT TIME (for myself, and newcomers)
Have a plan. If you’re like me and already had a plan, have a better plan. If I hadn’t stuck to my production schedule, I probably wouldn’t have even finished at all. I got side-tracked just a little bit, and paid for it with a soundtrack. Don’t make my same mistake.

FINAL WORDS
This was my first Ludum Dare, and it was a fantastic experience. I like making games, and this even was incredibly revitalizing to my creative drive. I’ll be doing my best to join every future Ludum Dare.

 

Wanna find me on Twitter?
http://twitter.com/DustoutGames

Did you like Divernaut? Are you interested in more games by Dustout? Check out the
Dustout Games website.

Tags: success story

Losing it – We did it!

We did it!
It took us so much time and effort to complete this little game and I am happy we were able to finish it. Well, more or less.
It’s the first time our team is taking part in the Ludum Dare jam, but it’s no way a disappointment. Check out our game, we hope you enjoy!

Losing it Jam page

screen1

Tags: black and white, gray, mouse, rat

Finish!!

screenshot2

Sewer Rat Racer
AaaYeah Finished..submitted with 51 seconds on the LudumClock… 😀

my first actual finished LD game…the soundtrack recorded live/jammed from beneath the surface..

Tags: Beneath the Surface, rat race, sewer

Curse in the Depths

When a curse turns all of your friends into demons,  you leave the proud city of the Merfolk and journey to find a way to lift the curse. Driven by a darkness the friends you once knew now attack you on sight, with a heavy heart you end their suffering. You can’t let anything get in the way of your search to lift the curse.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=8774

Curse in the Depths SS2

The calm of the ocean

Curse in the Depths SS1

NOT IF THE BLOODTHIRSTY DEMON MERMAIDS HAVE ANYTHING TO SAY ABOUT THAT

After 3 days of sweat and tears(and the blood of  1,000 Mermaids), I finished my 2nd Ludum Dare. I got a little ambitious at first, but by day 2 I realized this and was able to turn what I had into ‘Mermaid Fighter 2014’ in with 11 minutes to spare.  I’ll do a Postmortem after I get some much needed(and arguably deserved) rest.

If You’re interested in playing it, hit up the entry page, It works with both Keyboard and Gamepads! any feedback would be appreciated(I plan on continuing this project post Jam but bringing it back to an underwater metroid-vania vs mermaid fighter)

Good Luck to all the other LD entrants!

Infection!!!

Click here

to Play!

infectiondisplay

 

After 72 hours, (not many of these used to sleep xD) Infection is finally here. Infection is a Top-down shooter with some tower defense mechanics made by Daniel Snd (me) and Sebastian Lague. While a man’s life rests in balance you must go beneath the surface to fight his diseases and prevent the infection to spread.

 

ss (2014-04-28 at 07.42.56)

This is the first Ludum Dare that I create all the art (I usually share this function with another artist) and I couldn’t be more proud, I believe this might be my best looking work yet ^^ As usual I’ve kept to the Cartoony/Super-lowpoly look. All characters are based on the same mesh, and I reutilize the same textures on many different objects. Well, I’ll do a detailed postmortem on the experience of creating the art for it later, once I get some sleeping and my arm stops hurting hahahah. Meanwhile you can check out the Timelapse videos I recorded during the weekend:

Timelapse day 1

Timelapse day 2

Timelapse day 3

 

WinAnimMolecular

Thanks for reading!

Tags: shooter, tower defense

A game about a couch!

Halfway through this LD, I was worried that the game would be a disaster but after I implemented gameplay and better graphics. I got hooked on it trying to beat of my levels to see if it was possible to beat…

Anyways, I PRESENT: Into the Couch We Go

Into the Couch We Go

Screenshots:

ItCWG 3

ItCWG 2

Felow Mole!

Here my entry, made with the Blender Game Engine:

HD

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=14743

Hope you like! =)

Symptomatic Retrospective

The following was originally posted on my own site at experilous.com/1/blog/post/ludum-dare-29-retrospective.  Some additional white board images are included there.

Ludum Dare is over, and my entry, Symptomatic, can be viewed here (or jump straight to the game itself on my website:  experilous.com/1/ludum-dare-29/).  The non-competition jammers are probably wrapping up their 72-hour game jam entries as I type, but having done the 48-hour competition, I’ve had the luxury of relaxing for a full 24 hour already.  Time to look back and reflect.

What a confusing tangled mess!

For getting this done in 48 hours, I’m reasonably pleased with myself.  I had a hard time properly assessing my pace, since I’m so used to measuring things in days and weeks, not hours.  24 hours into the competition, I had only just implemented basic user interactivity, and still didn’t have anything like a proper game available anywhere other than in my head.  That concerned me, since I was wanting to use Sunday for polish.  But if I didn’t even have a complete game, what good is polish?

I did manage to get something slightly playable before I went to bed Saturday night.  In fact, I spent about an hour “play testing” it, not realizing that a full hour had passed.  Essentially, I had gotten the toy implemented enough to try playing with it, and the evidence from my sample size of one suggested that there was some fun to be had here.

I quickly got the full range of proper game play implemented Sunday morning (starting a new game, winning, seeing progress, et cetera), which allowed me to move on to things that ordinarily I would not call polish, but for a gamejam, definitely feel like a bonus.  The most notable of these were simple manual, animations, sound effects, and a couple of interface enhancements involving paths.

In the end, however, I suspect that any fun inherent in the core is hard to find, because the mechanics of the game are not readily apparent to the player.  One has to conceptualize a lot.  For me that was easy because I designed the mechanics.  But for an ordinary player, it’s not at all clear why things pop up in the location that they do.  Granted, that’s kind of the whole point of the game, to not immediately know why, but to puzzle it out through logic and experiment.  But when your game’s core concept inherently makes your game hard to comprehend, well, um, that sucks.  Because of this, I could not visibly indicate where the pathogen or the symptoms were moving; that would give away the answer.  But by not doing so, it becomes massively more difficult for a player to realize what is happening.

Part of my inspiration for this game was Minesweeper, so I contemplated why it was that Minesweeper manage to be simple to comprehend, despite similarly hiding information from the player.  I realized that Minesweeper makes it really painfully easy to lose when you don’t know what’s going on.  The result?  The player sees all of the mines, all of the possible hints, and where they went wrong.  It doesn’t take too many losses before you start to comprehend what’s going on at least on a basic level.

For my game however?  You can’t lose.  Ever.  The only way to actually see the correct paths, where your guesses were correct, and where they were wrong, is by winning.  And if you don’t understand very well how the game works, winning is really hard.  The lesson?  Give the player a way to fail, and enable that failure to teach the player something.

Will I come back to this game?  I’m not sure; it’s not exactly the kind of project I get excited about.  It could work well on mobile, especially tablets, but I have little interest or skill in mobile game development right now.  And whatever nugget of fun exists, there’s a lot of work to figure out how to restructure the mechanics to make that fun excel.  I did have lots of ideas during the jam that I had to shelve due to time constraints.  That’s always a regret with tough deadlines (though it’s good practice too).  Some of the ideas were simply additions or small tweaks to try to make the game more comprehensible.  Some of them are radically different ways of using the hidden paths concept.  Some came from Friday night before I had even landed on the idea of using hidden paths.

Come to think of it, Friday night was really fun.  I might in fact try to carve out time in the future to simply brainstorm for its own sake.  That’s one of the biggest benefits of game jams for designers, I think.  That, and getting to evaluate your designs after you’ve got them functioning.  But everything in between is just a high stress slog, it seems.  I rarely learn much on a technical level simply because I don’t have the time to do so.  Instead I use what I know, what works, and cut corners everywhere.  Perhaps sometimes I’ll run across ways to cut corners that don’t actually harm the code quality, leading to efficient architectures and patterns that I can use in the future, but for the most part, I don’t want anything I write during a jam to make its way into production code.

Anyway, it was overall another good experience.  That’s two game jams down, and two playable games complete.  I’ll look forward to and fear Ludum Dare #30.  This last time I seemed to manage my stress better than with Ludum Dare #28; perhaps #30 will be a walk in the park.  Until then, it’s back to working on my city builder project!

Tags: compo, final, postmortem

Yay! Submitted!

Yayyy!! I made it! It’s 4am and I’m super tired but I made it! :)

Jam Link

I’m really really proud of myself now. Although the game isn’t that much fun, it’s probably the most “gamest” game that I have ever made \o/ !

Yay

Submitted!

Welp, after failing to meet the compo deadline I just baaaarely scraped by with my now jam entry.

It’s like an RTS with no control over the units, so it may not be all that fun to play. Click here to try it out!

shot3

Finally finished! Lets rescue people!

This is our first Ludumdare.

It has been a lot of fun, but we learned a lot as well. Such as to focus on the mechanics (and bugfixes) in the first place, then play with other stuff (e.g. awesome birds flying through the screen) :-)

Have fun with Barry the Avalanche Dog and try to rescue as many people as you can.

We hope you enjoy it.

Here’s our entry:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=32967

 

Darkvision is finished and submitted!

Banner

Click to play the game!

It’s been one hell of a ride, but I’ve managed to finish my first LD entry, without a second to spare! The game doesn’t have a menu, there are no sounds, and there’s a weird bug with Unity’s Web Player where if the game loses focus, your input won’t be registered anymore until you refresh the page, BUT it’s done and it’s awesome!

There are some more immediate things I want to get done, like better camera movement and for the lighting to fade along with everything else in the evil dimension, but the project has turned out so good that I intend to keep working on it. The foundations are set, now there’s a lot of different ways to expand!

Anyway, that’s enough talk, give it a go! Be sure to rate the game and if you have any feedback, don’t be shy! I’d love to hear what you thought about the game!

Great job to everyone who participated!

Defy Hades

Our first Ludum Dare game is complete!

It was a long three days but we did it.  Check out the completed game here on Ludum Dare –> Defy Hades

 

Here’s a few screenshots to give you a feel for the game

 

Go play the game and let us know what you think!

Dark Depths: Finished!

Woo hoo, we finished!  You can find our game here: Dark Depths

We were adding stuff and fixing things down to the wire, but we’re both pretty proud of what we’ve made.

 

Underwall SUBMITTED! :D

This is our first game development event that we participate. We are students of Jogos Digitais (Digital Games) at Facisa in Campina Grande, Brazil and we’re on our first year on this course. 
We can say from the bottom of our hearts that we learned a lot with this experience and it was very profitable. 
Hope you like this work we made with love. :)

 

AJlmDIy

Thought Police – Final Thoughts

Thought Police is done! And is available to play right now!

title

Arguably ahead of schedule, although I goofed at the very last moment and managed to remove the art from the title screen. It’s been fixed quite quickly though.

I gotta admit, I was seriously not rooting for Beneath the Surface as a theme (funnily enough, I was most looking forward to getting Four Elements and doing a game about hip-hop). But when me and Aryn started brainstorming, we ended up naturally drifting towards digging up deep-seated emotions and uncovering corruption in organisations.

Thought Police ended up being both of those things pretty effectively. Details below the cut.

I’m the kind of person who always has consistent underlying themes in my work. Queerness, fashion, retrofuture. Stories about digging up feelings and subversive mysteries are great for my preferred themes.

Designing the emotion system feels, in retrospect, like it wasn’t that hard. Probably because the coding behind it was horribly basic and inefficient. Still, I put in a lot of effort to make the HUD for the emotions have some skeumorphism, complete with a lot of hunting for appropriate sound effects. I’d love to see what someone could do with it if they had some actual coding knowledge.

emotioncalmemotionfearful

emotionerror

 

I am only, at best, a skilled writer. My coding skills are relatively untapped, and I am terrified of trying to employ my drawing ability into something I’d show to others.

So when it came to doing backgrounds, I cheated a hell of a lot. Lot’s of tracing, lots of photoshop tricks, a lot of being ‘intentionally off kilter but not really’. Some of it worked really well:

demoscreenshot3

Some of it, especially my initial attempts, look like garbage:

emptyalleyway

Some are so cheap it’s actually kind of amusing to me now:

policeman

I guess the major lesson I’d give to others is that the punk approach works really well for visual novels, and interactive fiction in general: Anything you don’t know how to do, do anyway with reckless abandon and confidence. Make your inexperience the aesthetic, and go wild with it.

For Aryn, this jam was the first time he had needed to produce a large amount of artwork in a short period of time. For better or for worse he’s a bit of a perfectionist, and the hours he was putting in to each unique pose means that he ended up pulling an all-nighter to finish up the art, despite my protests.

He was absolutely incredible, turning my fashion suggestions into coherent pieces. Every character has an elaborate pattern or gradient in some way – I love it.

To give a rundown of the cast (Spoilers will follow):

AlexisPointAnnoyed

 

Alexis Brambilla (Bram-BEE-ya) – Detective Inspector, unsmiling, gender ambiguous.

Having protagonists who aren’t the standard for game narratives is very important to me. It gives other people a chance to have a protagonist closer to their own demographic, and they’re more fun to write. Alexis’ design is based partly on Naoto from Persona 4, but over time, a sizeable amount of Phoenix Wright has crept in – probably because of the game’s emotion-reading mechanic. Now they no longer work for the police, they’d probably make a great Private Eye.

 

 

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Anthony Gentry – Police Chief, silver fox, surprisingly evil.

Gentry’s design gave Aryn the most trouble. All those straight lines didn’t play nice with his inking technique, and drawing ancient runes on his tie and waistcoat got fiddly. Yep, ancient runes. That and the red eyes probably tips him off as evil (and the game as supernatural) pretty quickly. He was to actually grow horns in one cut of the script. Probably for the best that never manifested.

 

JacekBlush

Jacek (YA-sek) Klimy – Gang minion, pyrokinetic, bundle of inferiority complexes

Jacek made for an interesting foil to Alexis. Even though he’s clearly an emotional person (angry to sad at the drop of a hat!) He’s also trying hard to keep his feeling suppressed – so it’s a surprise to him when Alexis can read him like a book! His relationship with Kayode will hopefully cause some thought. What we know about it is entirely from Jacek’s perspective, so how Kayode actually acts is unknown. Some may think this means their relationship may not be a romantic one, but too bad – they’ve definitely made out at least once.

 

 

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Julienne Larbalestier – Vengeful, stylish, murderously soft grunge.

It’s maybe a shade cliché to have a French femme fatale, but she quickly became Aryn’s favourite character. Even if she was only on screen for fewer than 10 lines of dialogue. You totally wish you could pull off her look – we all do. Her powers of apportation were bestowed relatively late in the game’s design. Initially she just shanked a motherfucker. Mental resolve comes in all shapes and sizes.

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Kayode Mitchell – Seer, dandy, filled with blood.

You thought this was going to be a character description, but it is I, DIO!

Hah, but for real, Kayode is built like an Olympian. A goddamn fabulous Olympian. Inspired in equal parts by Jojo’s Bizarre Adventure, Sapeurs, and a crippling sense of inferiority, Kayode is as much of a figure of awe for Jacek as he is a source of feelings of insignificance. Then again, the bigger they come, the lager the pool of blood they leave when lanced by a katana.

 

My First Ludum Dare Experience

I consider my first Ludum Dare to be successful, even though I did not finish in time to make a submission. Despite not reaching most of my goals, I consider this a valuable learning experience and an indicator of what I need to aim for and how hard I need to work next time.

Being a high school student with a rather small amount of programming experience (I have only been doing real game development for about 3 months), it was not easy for me to program as time-efficiently as I would have liked (and it doesn’t help that I have absolutely no art skills). I will make sure to be prepared for the next Ludum Dare so that I can manage my time better and reach my goals.

I would like to thank the Ludum Dare community for inspiring me and making this all possible in the first place.

I am a Mole postmortem

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Woo, so I managed to finish my game, “I am a mole” (play it/rate here). Thanks for any rating/comments, feedback is much appreciated.

I only had time to devote part of my weekend to the jam, so this is the result of maybe 15 hours of work. Regardless, I figured I’d put up a quick post-mortem of how things went.

What went well

  • I got the “growth” mechanic down pretty early in the process, which allowed me to spend time making the environment more interesting and adding the intro/outro.
  • Was able to find a song that fit the mood I was going for quite easily. I’m pleased overall with how the audio turned out. (Sound effects were made with my voice and jangling my keys. The digging sound effect is the sound of my keys being scrunched together, muffled by a blanket. Audio is fun!)
  • Managed to complete a game that is something of a cohesive package. My main goal this LD was just to have the experience of finishing something, as I’m currently working on some long-term projects, so I succeeded at that.

What didn’t go well

  • Pacing of the game falls apart near the end. I’m happy with how things work at the beginning, but once you gain the ability to eat slugs, I feel like the pacing kind of goes out the window. I’m at least happy it has a distinct beginning and end, which my last LD game didn’t.
  • Wasn’t able to make my own music. This is something I always feel bad about, but I rarely have the time to make my own music during jams. It just takes me too long to make anything I’m happy with.
  • Gameplay concept is pretty derivative (katamari, flow, early stages of spore). This is something I struggle with during jams. I often focus on creating a solid/polished game rather than spending my time trying to dig out genuinely unique mechanics. Will have to push myself more to think about the gameplay ideas rather than the presentation.
  • I wasn’t very open during development. Didn’t post WIP builds or anything to get feedback. This was mostly due to the fact that I was sidetracked by other things this weekend. Definitely noticed that not being vocal about development and getting feedback made it harder to stay focused/motivated!

A Few Minutes Before Deadline, My Game was Finished

Finally, it’s over. This was my first time participating in a Ludum Dare, but probably not my last! I’m now exhausted, and have a major headache. You can see the game page here.

 

My game is called “Drop Up”.

 

It’s time to go to sleep, don’t you think?

 

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//Shadow Dreamer

Hey people! Emerge is not done at all!

So… I didn’t have enought time, sorry(?) I could not spend even halft-time working on the game, should have expected this. Anyway, I still like the game concept and I’m finishing it (not for the Jam, of course), and if you like it enought to follow me on twitter and wait for updates of the game, that’d be cool.

Emerge is a flash game in wich you controll a newborn fish-alike animal that wants to discover what is beyond the surface.

Captura de Tela 2014-04-28 às 22.46.30

Here’s my entry

Thanks you!

We’ve made it !

After fighting with a low upload speed … we’ve finaly made a quite correct version of our dig racing game.

Some graphical glitch left to match another theme from the list …

We will probably made a post-jam version with fewer bug.

You can try our entry by following this link http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=10263

Screen Shot 04-29-14 at 03.35 AM

Team :
——
Martin Pierlot : Graphiste
Jen Berger : Graphiste
Jean-Micher Vilain : Programmeur
Olivier Griffet : Programmeur
Tristan de Liege : Sound Designer
Quentin Chevalier : Programmeur

We must spare a thought for our beloved friends that were fighting other problems in their life and cannot participate this great challenge !

Screen Shot 04-29-14 at 03.36 AM

Crazy Diver

Well, we couldn’t make a decent game this time but managed to create a very basic demo with some nice graphics. Try it here!

Postmortem will come tomorrow after I get some vital force back into my body ^^

crazy-diver

Team Tremor – The Thing Beneath the Surface SUBMITTED!!!

WE did it!! it wasnt easy but we did it 😀

This is our first go at a Jam and were very suprised about how far we got, we didnt get everything done. but the things we did manage to get in was far beyond initial expectations!

Our game is here if anyone wants to try it, and if you dont mind we need to get some shut eye!

The Thing Beneath the surface!!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36531

Beneath the Crown Post-Mortem

My fourth Ludum Dare entry and probably my best/worst one yet.
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Some time into making this game, I came to realize that I will probably not be able to make a really good jam game on my own. My ability to make design and program games has been steadily improving but my skills as an artist/soundperson are relatively nonexistent.  So I developed a new philosophy of just using basic squares for the art and trying to implement whatever way-to-out-of-scope mechanics I can come up with. So I decided to make an RPG and pile another RPG/sim on top of that because that’s an easy thing to do right? The result is (which you can see for yourself) is sort of average. It has no sound, is kind of directionless, and is probably bad? But I like it. Or I like the idea of the game it could be in some far off (possibly non-existent) future. And for me, not hating myself and everything I make is my new personal goal in jams.

 

 

@RadStar_ : This is the end

And it’s over !

Here is our game : From The Ender

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You can play it on Kongregate : http://www.kongregate.com/games/paraplegeek/from-the-under

We hope you’ll enjoy it :)

Congrats to all, it was a great Ludum Dare !

Our team :

  • @thomas_baudon : programmer
  • @sentsu_actu : art
  • @damrem : programmer
  • @Ynck_33 : programmer and sound designer

We are @RadStar_

 

Comments

29. Apr 2014 · 00:50 UTC
Just a heads up, you guys forgot to link the entry page!

Play Tiny Haunt!

Whew!  My entry for LD29 is up as of a couple hours ago.  It’s a sandboxy physics game where you play as a poltergeist defending your castle from invading knights.

Go play it!

Tiny Haunt screenshot

If you leave a comment of any kind it’s very likely that I’ll end up playing your game sometime in the next week, so keep that in mind!  I’m sure that goes for a lot of the other developers as well.

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I may do a postmortem later in the week.  For now it’s time to chill out with some whiskey and play some games!

Play Tiny Haunt

Tags: Beneath the Surface, final, jam, ld29, screenshot, tiny haunt, unity