Timelapse of Omnis
I just put together a timelapse of my jam entry: “Omnis”, the reverse-god-sim-hack-and-slash!
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Play it here: Omnis entry page
Tags: timelapse
I just put together a timelapse of my jam entry: “Omnis”, the reverse-god-sim-hack-and-slash!
![]()
Play it here: Omnis entry page
Tags: timelapse
ORIGINAL BLOG-POST (with fancy quotes)
Greeting my dear friends! Nice to see you again. One week has passed after Ludum Dare 30 deadline. I had enough sleep, played a lot of (300 actually) LD’s entries and also I’ve got a lot of feedbacks about my game “the Beginning”. I think it’s a good time to write a postmortem and share some thoughts about competition. Here we go!

ATTENTION!
Following post contains spoilers!
PLAY THE GAME BEFORE READING!
First of all I would like to tell you about some circumstances that preceded the competition. A couple weeks before LD weekend my boss told me that I will have a short business trip exactly the same weekend. I was pissed off. But then I checked flight tickets and realised that I will come back Saturday evening. So I would have a couple hours on Saturday and whole Sunday to participate in competition.
Another thing that should be mentioned is that I’m living in Shanghai and the competition started at 9am Saturday morning and deadline was at 9am Monday morning in my time-zone. This circumstance gave me some advantage in my situation.
So, Saturday 9am, theme has been announced and the competition officially has been started.
Honestly, I don’t like the theme. I believe that there were some more original and more interesting themes, but… whatever. When I read the theme first time it was like “Oh, there will be a lot of games about literally connecting planets, controlling twins and swapping dimensions… boring“. And after several hundreds of entries been played and watched I can say that I was right. Anyway, I had no choice. I started thinking about my game and how I can stand out from crowd.
I spend about an hour thinking about an idea. I rejected 4 ideas that came to my head and then I ended up with “the Beginning”. This is the game about baby who lives in 2 worlds at the same time – our world and a world inside his mother’s womb. These two worlds are obviously connected – mother can feel when baby moves and baby can hear and feel what happens in “outer” world.
I decided it should be a journey from the moment of conceiving to the moment of birth. My initial idea was to make 9 levels, each represents 1 month of life inside the womb. I also wanted to show how baby growth – appearance changes each level, the character obtains new abilities (eating, grabbing things, rotating, etc.). I made some short research regarding a process of growing inside the womb. After all this activities I was able to plot basic storyline and key-milestones.
There are 2 main reasons why I picked minimalism as a visual style for my game:
I really wanted to show process of growing but keep it as abstract as possible so player won’t be able to figure out who is the main character and where he is until the very end of the game. Since game supposed to contain only 9 levels I’ve made 9 “stages of growth” of main character:

To set up some tension I came with the idea that there won’t be any music. Player can hear only heartbeat (of main character’s mother) and each level it becomes louder and faster. Players who have managed to complete the game say that it’s really cool and contribute to the mood very well.
Speaking about mystery it worth to mention that it became the best and the worst feature of the game at the same time. This is the game about story. About mysterious story. A lot of players mentioned that they really liked the mood of the game. Another feature that helps to set up mysterious mood is the dialog between a mother and a father of the main character. At the very beginning players don’t know who are these MAN and WOMAN, and why they’re watching him. Some player wrote in comments that he was convinced that he was playing some creature in lab.
So, players get hooked from the very beginning and its really cool. But to figure out what this game is about, to experience this “Wow!” moment and understand why it’s about connected worlds players must complete the game… And this is the worst thing because the game appeared to be so difficult and hard to complete for most of the players. I managed to fix it only in post-compo version of the game.
In a first day after deadline some players complained about difficulty of the game. Levels are very long and there are no checkpoints. A first solution was to make a walkthrough video. It was better than nothing, but still not enough. I started to think about simplified version of the game. I decided that making checkpoints logic from scratch would be time consuming so it was better to fix the existing levels without changing gameplay.
I started working on this version Tuesday afternoon. I uploaded simplified version Tuesday evening and it was really worth it. I’ve got a lot of positive feedbacks, because most of the players were able to complete new simplified version. Since that moment I could spend all my time playing other entries and working on promotion of my entry (twitter, twitch, postmortem, etc.).
I don’t want to rush with this project. I need time to rest, to clear my mind. Also I want to collect more feedback from players. Then I gonna look at this project again with more self-criticism. There is a chance that I will continue working on this project, but I’m still not sure about it.
It was a great experience for me. It was tough, but definitely worth it. I can’t wait to participate next LD or other game jam.
Thank you for reading. If you like “The Beginning” let’s stay in touch: follow me on Twitter and Facebook. Stay cool, stay indie! I’ll come back soon!
Tags: postmortem
Okay, I’ve let this sit for a while, and I think I’m ready to unpack how this jam (and my entry, which you can play here) went.
Execution of style
When we decided the plot of the game (which I’ll talk about later), it didn’t really take much discussion to find out how we wanted the game to look. Our pixel artist, Gordon, has a very distinct, angular, heavily-stylised look to his illustrations, perfect for a game that is heavily about style and doesn’t take itself too seriously.
The artwork I produced for the game was a bunch of photomontages. For a game about bringing separate realms together, I liked the idea of my pieces being all kinds of stock photos smashed together and those montages juxtaposed against much cleaner and precise pixel art.
The hexagon motif kind of just… emerged. It started when I made the graphic for the item window, which was initially square until I started using that rad hexagon font for the text. And soon it was everywhere. Even Akachi’s wallpaper at his house is made of hexagons!
More of this post under the cut.
Coding aims
This is the most complicated Visual Novel I’ve coded yet. While a lot of people who played said that the game is rather simple (or at least straightforward), the inner workings was actually a lot of new territory for me.
After my last game, Thought Police, I wanted to learn more efficient code than the hackjob I did to get some parts of that game working, and new concepts, like map screens and inventory.
The inventory ended up being a hyper-simple system designed to only hold one item at a time, and the map screen had no sound effects, but they were a solid start that I can build on in the future.
Time management
This is partly unavoidable circumstance, partly my fault. Because our artist was overseas, communication was entirely limited to when we were both online – and even then our connection wasn’t great (and that lead to us not having all the graphics ready for the official Jam entry).
On my side, I actually took a large chunk of Sunday off to entertain guests, which I could have used to do much more complex pathing. One idea was to have the conversations with each character have their own branches, that increased/decreased relationship values. And then at the end of the game, that would dictate what ending you get.
As things stand, conversations don’t branch (although the characters all have something new to say if you ask them the same question twice), and you just choose the ending you want. That kind of downsizing is definitely not unusual for Ludum Dare, but I was pretty bummed out over not making that system work.
Minority factor
I make a (rather strong) point of having characters in things I write be diverse – mostly because that’s the only way I can see people of colour and people of different sexualities/genders in my gaming at the moment.
We, uh, sort of managed that. Manuel is the character that I had the most involvement in designing and writing, and people who know me well could probably tell that easily.

That rad dress-suit is by Jean Paul Gaultier, by the way.
He’s the only character who even vaguely flirts with the (gender ambiguous but with a West African name) main character (and since the dialogue is linear, Akachi reciprocates). But it could also easily be misinterpreted as being platonic, and I ain’t really about ‘will-they-won’t-they’ romances.
On the other hand, we got a good mix of genders and races up in there, so I can’t be too hard on myself.
Plot concept
Okay, that’s harsh, the plot worked out pretty damn well. But I can’t help but be a little mad at myself for making a game about space. After turning my nose up a little about all the underwater/underground games in the Beneath The Surface jam last time, I figured I could do better than that. The plot was also decided upon three-ways, which is not a problem inherently (with a team size so small it would be shitty if someone didn’t get a say!) but it meant that a lot of ideas were more neutral that I would have liked, or sounded like they’d be a nightmare to work in properly.
As you might guess if you’ve played the game, the GALAXY CAT is one of those latter things. I think it was at the point we had that in the game, I decided to write the game in a SCUMMVM/LucasArts way. Ridiculous and off-beat with no fail state. A rollercoaster ride more than a hedge maze. This gave the game a very unique tone (which I’m definitely happy with), but I’m a little sad that I didn’t get to write something more intimate and personal.
Oh, and typos. Typos are the bane of my life. (And because there’s a lot of incidental and hidden dialogue, some parts were consistently skipped over. Shit.)
I always can push my skills in Ren’Py further. I do recognise that most other LDers tend to diversify in the platform and genre they work in, but I’m the kind of person who likes to hone a single skill (and I never want to have to deal with things like collision detection because hahahafuck that.). I’d like to make a more complex inventory system, and maybe a beastiary-style menu.
I got a tablet for this LD, with the intention of doing more in the way of digital art. It really helped make the photomontages better and faster to produce, but that’s about all I did with it – I shall have a more hands-on approach to drawing next time.
I want to learn how to use a basic music program, too. Kevin MacLeod has saved my bacon for three games in a row, and it’s time that changed. I’ve heard that Famitracker… exists, and that Frooty Loops is good for arranging building blocks of riffs like that old PS1 game, Music, but other than that I dunno what would be a good fit for a not-especially-musically-trained beginner.
Tags: post-mortem
This was the first Ludum Dare I participated and I wasn’t even supposed to do so. I wanted to. I thought about it. But didn’t try to organize anything with anyone that would complement my skills before the weekend.
I basically got inspired by a friend of mine who is learning how to code and that was going to participate by herself, and I started thinking on what I could do with little time (I had a busy weekend) and very little art (my artistic skills are severly challenged).
So I came up with Star Trucker:
planets! galaxies! relevant title screen image.
It’s kind of a slow paced minimalistic resource balancing simulator that you’ll fail at (get those genre defining buzzwords in).
Although it starts very slowly and admitedly potentially boring, it ramps up difficulty quite nicely to a point where everything gets a bit hectic. Succeeding at keeping that hecticness steady until the player eventually drops the ball due to having to juggle a bunch of planets and transports at the same time. There’s no winning condition.
here, have a screenshot.
I’m quite happy with how it turned out. It’s definitely a higher quality product that I usually manage at game jams and I think that that had all to do with the limitations I knew I had going in (lack of time and lack of art). This forced me to come up with a very basic concept whose mechanics were as simple as they could be. Thanks to that, I managed to get the core game loop working in a handful of hours which allowed me to take some time to draw the planets, pay attention to player feedback and deliver those tiny bits of polish that make a huge difference. There’s some balancing and tweaking to be done, for sure, but the more I worked on it, the more I felt that this was a concept with room to grow.
Inevitably, I started thinking on how this could be developed further and I started outlining a couple of new features that could add depth to the game. I was keen on doing more with this concept and the next couple of days gave me the motivation I needed. I don’t know if people are just being really nice, but everyone’s feedback has been incredibly positive and the ideas that have been thrown at me have been helping me a lot in shaping the direction of where I’m going to try to take the game.
Thanks to everyone that has tried the game and that has been giving me invaluable feedback and ideas. Please keep them coming. 
The vision for Star Trucker is lining up to be something that is right up my alley and I’m quite keen to see how far the mechanics can be pushed and how much depth can be added to it. I’m confident that I can make something good out of this.
I’ll be updating my blog (half-done games) with progress on the game. If you’re interested, follow it or my twitter feed. 
Thank you for reading.
Tags: LD30, post-mortem, Unity 3D
A little late, but you can read my just-published (second) LD Post Mortem here:
http://henklein.com/post/96286164366
I didn’t post it here, because it’s german (my english is far from good enough to express my thoughts)
Beside the post mortem, you can play and rate my entry here:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=12061

I would also love to play your games, if they are playable on a linux machine 
Leave a comment!
Tags: post-mortem, threejs, webgl
Hey guys I am taking requests on making youtube videos of your gameplay for LD30.
If interested please play and rate my game then leave your game name and video request in the comments on my game page.. My game is Holiday Nightmare. I put up 2 videos on the page that I have made for my game. Its a pain in the ass so please spend 5 minutes playing and rating my game since it will most likely take me an hour to make each video so it looks nice for everyone. Anyway let me know guys! Thanks!!
This post is about developing my game Matters of Perspective for after Ludum Dare. In it, I’ll talk about a quick level editor I made to save tons of time, and how I’m reworking 2D physics for better player experience.
If you haven’t seen my game Matters of Perspective, a game about changing perspective from sidescroll to perspective to explore eerie rooms, please do check it out and let me know what you think!
Even if you don’t rate it, any feedback in the comments is very valuable to me!
Here’s a quick gif showing a change in perspective:

Level Editing
I’ve spent some time figuring out the fastest way to iterate level designs. A fast iteration time means a better level design is approached much sooner. During Ludum Dare, I manually placed a ton of cubes (around 1500-2000!) in all the levels. Iterating those designs was painstakingly slow, and took roughly the last 16-20 hours of my time. After trying a few methods, I’ve settled on writing my own simple editor for level geometry.
With this new level editor, I threw together a large level in about 30 mins, iterating the design extremely easily. Iterating a level’s design includes improving navigability, layout, wall heights, directing the player’s view, hiding an easter egg, etc. Here’s an example of what I threw together:
It looks like creating good levels is going to be a heck of a lot easier than I thought 😀
Reworking 2D Physics
As you could expect, the physics in the compo version of the game were hackishly put together to have something playable, rather than something that was necessarily the best experience for the player. 2D sidescrolling was achieved with a SphereCollider, doing various 2D-style checks to make it work like a 2D character controller. The biggest problem with this approach is ensuring the sphere can pass through gaps as desired. At least once during play, players usually find the sphere catching on geometry that should be the foreground or background.
This issue can be fixed by instead using the 2D physics system in Unity3D. However, this brings up another issue. The sidescrolling I want to do is all done on a horizontal plane, with gravity going down along the Z-axis. The sidescrolling built in to Unity3D’s 2D physics is all done on a vertical plane, with gravity going down along the Y-axis. To make matters more tricky, 3D colliders (like ones I could use to collide with a Sphere) don’t collide with 2D colliders at all, ever. In Unity, 2D and 3D are two totally separate physics systems.
To address this issue, I’ve used procedural generation. In the editor, 3D geometry and colliders are created (a rectangular prism with changeable size), then 2D colliders are generated during play. Depending on the player’s height, different 2D colliders are enabled and disabled, which ensures players won’t catch on “invisible” geometry as they run around in sidescroller mode.
Hey! How are you doing! ;D
I’ve finished recompressing & uploading the video, and I thought that maybe someone could enjoy watching it, so here you go ^^
But beware!! There are spoilers in the video! D:
So if you haven’t already played it, you can click here and download it (and rate it as well while you’re at it ^^).
Best wishes!
JJ
Hey guys, since the end of the LD we were working on updates to “Dear Kitty“.
We received a lot of feedbacks (thanks for all of them, btw!) and we worked to improve a little of our gameplay and level design.
Enjoy!
Page Link (HERE!)
Theres The Video if anyone wants to watch some funny shit click on the link not the pic thanks everyone
Here you can see our game for Ludum Dare 30.
Data-Man, our vision of a Pac-Man in a 3D-World.
Hope you enjoy it!
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=23927
Hi guys, this is my second Ludum Dare, and my first post here.
This competition is great. No matter how many times I lose motivation during the year, that a Ludum Dare comes and both the theme and the time frame turns me into a game making machine (a humble and basic one yet :P)
I’m surprised too, as I find myself enjoying voting and playing others games just as much as making the game! Specially when people rate my game! And even more if they complain about difficulty! Wait, I shouldn’t enjoy that… but it’s nice when people takes time to find bugs, problems, hidden secrets, and get into the game, enjoying something you created.
I need more of this, so please rate and complain about my game! 😀

Gravitous is a space-action-shooting-slingshot-graviting game where you need to destroy all robots (or weirdly constructed sprites, aka programmer art) by firing lasers while graviting from planet to planet. Be careful! Dark space is dangerous, so travelling needs to be done among different planets, with different gravities and colors and things.
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=30782
Please enjoy it! (and use the map, Luke)
Gource git video – see out development in action. Git for the win!
We awoke in our various residences and hit the hangout to begin discussing the theme and tossing ideas about. The original plan was for us all to start at Chez Pillbrain at 1000 on the Saturday (we are on UK time so starting too near the theme announcement screws up the tail end of the weekend). Like all good plans this didn’t survive the heat of battle and it wasn’t until after eleven that Hnjslater, Eskoala, Pillbrain and Tompudding finally started the nittty gritty of working out a theme (and playing with Pillbrain’s various coffee making machines). Lots of ideas were tossed around but we ended up settling on the idea of something with a game mechanic similar to worms but in space with gravity and circular planets to jump between. We’d already decided to use pygame with Tompudding’s wrappers around opengl and felt that it’d be a good idea to get some box2d in there too for realistic physics.
We’d all played with pygame but there was a good amount of lively discussion when, a couple of hours in, it became obvious that tom’s engine put the origin in the bottom left. There were tears and hugs and a fist fight but we eventually forgave him.
At this point, ComaToes had finished having his haircut and requested a pickup from Pillbrain (amongst his other roles, he was chief taxi driver). Hnjslater asked him to get a title screen together. Diner was pizzas and we discovered that ComaToes wasn’t actually working on the same game as everyone else, rather he’d been doing his own game based on ours and using eskoala’s assets. We were pretty pissed.
We all arrived at Pillbrains between 10 and 11 (well except ComaToes obviously). Eskoala arrived with a veritable orchestra of instruments. We all had things to get on with so we did. Tompudding carried on with bits of physics, some gameplay and teleporters. Hnjslater started making a level and added in a basic AI and some gameplay mechanics. Pillbrain did some gameplay stuff and the heavy lifting of firing projectiles. Eskoala created the game theme and set to work on the incidental noises. Dinner was Sushi and it was off the hook. We also had our first major spat in the team over a class design. If there had been a door, it would’ve been slammed.
Having stayed up late watching Dr Who, it was an emotional start for some of the team but we eventually all started before midday and got down to making a proper game. There was much to do, more sprites and sound effects, weapons, teleporters and a working AI. Ahead of time, being a group of big personalities, we’d agreed that in the case of disagreement, Tompudding gets the last word. To make it clear that he was ending a conversation, we agreed that he was to speak in a Pirate voice. It was possibly one of the best ideas ever. As tensions rose, this was required a few times.
After dinner, we began testing in earnest and found far too many bugs for such a late stage. Meanwhile, efforts were continuing on getting a working AI. We left both too late really. We called it at midnight and Pillbrain once again ferried everyone home. Like the hero that he is, Tompudding was squashing bugs right until submission hour. In particular, there was a horrible interaction between a __init__ and a global that let to a pseudo-infinite loop.
Hey guys, had some good criticisms for my game and have made adjustments (and will do for the foreseeable), be sure to check it out! Over the next week I will be adding a tutorial level and further down the like there is a much larger series of ideas to come into place!
(I suggest playing the original version first and feel free to leave any suggestions in the comments, THEN try the updated version!)
Now, I’ve stayed true to my promise of adding further polish to my game. Here it is, version 1.1.
Enjoy!
I’d figured that maybe it was time for a postmortem of my entry, so, well… Here we go. Be gentle.
This was my very second Ludum Dare, and for it I entered a short visual novel named “A New and Beautiful World.”
WHAT WENT RIGHT
WHAT WENT WRONG
POST-COMPO
I’ve completed a post-compo release of my game, which also includes an Android version that you can side load onto your mobile device! Things added include music, drawn backgrounds, credits, spelling and grammar corrections, and more. The downloads are available on my personal site, right here. Unless you have a certain affinity for total silence and black backgrounds in your visual novels, I’d probably play it over the compo version.
I’m preparing the post-compo version with responsive controls, 2 players modes and levels + polish !
The current version has some bugs with controls, heroes not jumping when they should, etc…
Here is the link to the compo version : here
Can you make them be together again ?
Hey, I just uploaded a post-jam version of our LD game, Shattered. We’ve fixed some bugs and added support for the 360 controller.
Check it out here, and feel free to leave suggestions for further improvements. Have fun!

Yes! After a week in Greece (very nice place, thanks for asking) with no computer <GASP!>, I can finally start rating entries.
Ouch. I’d forgotten how buggy my game was. So, after spraying my game with some insecticide, I’ve re-uploaded, and encourage you to check it out!
Yes… Encourage… No, not force, I would never do that… No, I wouldn’t dream of using the Terminator up there to “encourage” you to vote… Would I?
2This entry was posted on Monday, September 1st, 2014 at 5:56 am and is filed under LD #30. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
OVERALL
1.NEXUS (brokenbeach) >> 41470 [Compo]
2.Chipset-0 (deepnight) >> 2982 [Compo]
3.Crystal Keeper (3CGames) >> 40729 [Jam]
4.One Ship Two Ship Redshift Blueshift (01010111) >> 11474 [Compo]
5.The Lion’s Song (LeafThief) >> 3923 [Jam]
6.Mor (Ditto) >> 14669 [Compo]
7.Heart Star (AdventureIslands) >> 11391 [Compo]
8.Close Your Eyes (nonetheless) >> 36254 [Compo]
9.Notes from a Mad Mage (Razoric) >> 27935 [Jam]
10.Orange (JaJ) >> 5496 [Compo]
GRAPHICS/SOUND
1.Schrodinghost (Carduus) >> 7279 [Jam]
2.Starpiercer (Schrodinger Games) >> 39357 [Jam]
3.Uninhabitable (Slikker) >> 38414 [Jam]
4.Sinister (Joe Williamson) >> 28182 [Compo]
5.Hello Worlds (dustyroom) >> 33150 [Jam]
6.Waterfly Octus (gillenew) >> 40452 [Compo]
7.Courier (Conk) >> 40797 [Compo]
INNOVATION
1.Matters of Perspective (nesis) >> 2726 [Compo]
2.Get Connected (sephyka) >> 23770 [Jam]
3.Elemental (Aru Nyan) >> 1645 [Compo]
4.Warmageddon (schizokoa) >> 31786 [Jam]
5.This Little Piggy… (InfectionTeam) >> 37445 [Jam]
I will update the list later, after adding up new entries that I found out.