LD30 August 22–25, 2014

“Manic Mountain” – BrumHack / Hackathon Event

This weekend almost 100 people signed up to an event called BrumHack, which is basically a hackathon event held in Birmingham for university students. It was supported by a variety of sponsors such as Bloomberg, Paypal / Braintree, etc. Prizes were given out to those who could use their API the best in their piece of software they wrote in 24 hours.

However, we went for something a little different. Having taken part in Ludum Dare before a few times, I knew that if we could pull off writing a game in 24 hours it would be great. All that “hard work” paid off, and we actually won a Raspberry Pi each for our game!

While everyone was making apps that could make purchases, or using a huge range of data, we made a goat themed procedurally generated hat collecting arcade game! While the screenshots don’t necessarily make the game, you really have to play it to understand why it’s brilliant :L

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Manic Mountain - Gameplay Manic Mountain - HATS Manic Mountain - Game Over Screen

Click here to play our game “Manic Mountain”

(PS. I have been writing this blog post on having 0 (zero) hours of sleep since 7am yesterday. That means I’ve been awake for 33 hours at the time I originally wrote this. Send help, quick!)

CHEATS RELEASED!

So, I submitted my game for the October Challenge a little while ago, and have gotten some great feedback! Someone is actually following my game on Game Jolt! This has never happened to me before!

Screenshots:

Screenshot 2014-10-23 15.29.22

Screenshot 2014-10-23 15.29.45

Screenshot 2014-10-23 15.31.15

 

The game is a text-adventure, and probably the third one I’ve made. The other ones were really ridiculous though, and I’d made them when I just started programming, so they don’t look as nice. It’s really weird. All the other games I’ve made have not been as liked as this one, (so far). And this is just a story! It makes me think I should make text-adventures more often. I sure have fun doing it!

Click the image to play, and tell me what you think!

Click the image to play, and tell me what you think!

My new game

Been a while since I uploaded a shitty great game, so here it is.

KamehameHAAAA simulator v1.1:

https://drive.google.com/file/d/0B2Hj8tfbtIyoSk0wQUNyUDk3WjQ/view?usp=sharing

(P.S.:  I’m trying to make a better game than this, just wanted to release frustration over my bad art design)

sprite5

I DID IT!!!

October has yet to draw to a close and over the last week I made a game! It’s called Trapfall and you can now purchase it from itch.io!

Trapfall is a game in which you must try to defeat your opponents by destroying the floor beneath their feet. Each floor segment takes five hits to break. Be the last person standing to claim victory!

Purchase from itch.io

High Rocket – Android Game (October Challenge)

MainBanner

HIGH ROCKET

Hey guys, I’ve just released my new Android Game called High Rocket for the October Challenge.

It’s a simple arcade style casual game. You are a spaceship, travel through space and avoid the asteroids. Its an endless flying rocket with simple controls. Travel through space, unlock the achievements and compare scores globally. Master flying your rocket to reach the top of the leader boards.

I would love to hear some feedback from you guys on what you think about the game. :)

Play Store Link

screenshot

screenshot

Comments

28. Oct 2014 · 12:08 UTC
That font looks suspiciously like the font out of Minecraft 😉
28. Oct 2014 · 18:19 UTC
Reminds me of my LD #30 game I created!

Pyramid Jumble released on iOS and Google play!

Just in time for the October challenge! Read more at my blog: http://bennysce.tumblr.com/post/101114208954/pyramid-jumble-now-available-on-iphone-ipad-and-ipod

The Ludum Digest #2 (Oct 14th-27th)

Back again with the 2nd bi-weekly report.

These weeks were spent fixing the server, optimizing, and continuing to make things better. Try browsing around. The website should feel faster than it ever has. I’ve only just started. :)

Related: Digest Week 1. Changing the Hashtag.
The Future of Ludum Dare Part 1, Part 2, and Part 3. Suggestion Thread.


Server RAM Upgrade, lower monthly cost

Of course I didn’t install it myself, but it did take a couple days back and forth with our host to get it sorted out. We now have 12 GB of RAM, which used to be 8 GB. And at the same time, shaved $35 off our monthly cost for our dedicated server (now about $189 /mo, was $224).

I agree that we should be spending less, but remember we have 40,000 users and 7 years of data on WordPress, a piece of software designed for maybe a dozen users max. I’m amazed it works at all. 😀

Big Software Updates, Fixed Legacy Plugins

Apache 2.2, PHP 5.5 (was 5.2), and MySQL 5.6 (was 5.1), we’re now running the latest stable version of each. Some folks may have noticed a bit of downtime last weekend. Turns out some of our WordPress plugins weren’t compatible with PHP 5.5. If you’re reading this, then it’s fair to assume I fixed (or disabled) them. :)

Nitty gritty: PHP introduced something called “Strict Standards” some versions ago. WordPress enables this by default, and in early PHPs wasn’t an issue, but it is now. Something that happens over 7 years of running a WordPress blog, you pick up several plugins that are eventually abandoned by the authors.

More grit: I don’t want to do anything drastic like switch to Nginx or MariaDB yet. I totally want to do it, but what’s most important right now is that everything is still working. The PHP 5.5 and Apache upgrade was enough incompatibility for now.

Zend OPcache Installed (PHP)

One of the nicer optimizations, OPcache is bytecode cache now included with PHP 5.5+. Before, PHP scripts would have to compile every time before they ran. Now they only need to compile once. Ahh, so much less wasteful.

APCu User Data Cache Installed (i.e. Shared PHP Memory)

This is something I’ve wanted for a long time (and sorry, I’m gonna nerd out). By design, PHP scripts are isolated from each other. Typically, if you want to share data, you write it to a database (MySQL, etc). Talking to the database can be slow though. Indexing aside, communication with the database is done over a TCP connection, even if the database is on the same machine!! There’s also software like Memcached that lets you store shared data, but you also talk to it via TCP.

As a gamedev, one that’s done his fair share of low level assembly and graphics coding, I am not a fan of this slow way of thinking (variables over TCP). It makes total sense for scaling up to multiple servers, but is so wasteful on a one machine setup. Heck, it’s wasteful on 2 machine setups too!

And that’s where APCu comes in. APC used to be a popular OPcode and User Data Cache for PHP, but now that OPcache is bundled with PHP, it’s less important… EXCEPT FOR THAT USER DATA CACHE! APCu is the now standalone User Data part of APC. And as it should be, APCu allocates and stores your shared data right on the Heap, and is directly accessible with just a PHP function call. No time wasted with encoding and sending request/response packets, the data is right there.

That said it’s not perfect. I’ve filed a bug regarding a poor uptime problem I’m having (minutes to 2 hours before a reset). It’s still ridiculously fast though. And if we can get this uptime bug resolved, it’ll be perfect.

Page Query Optimizations

When I started looking in to it, ludumdare.com/compo was wasting a lot of time. Some bigger SQL queries, but more importantly a lot of queries: about 43 total (potentially 47, but WordPress does cache queries internally).

There were redundant queries. The website theme was based on a very old version of the default theme that shipped with WordPress (7 years ago). That stupid theme made 3 wasteful queries in the header. That code is soooo gone now.

Some of the bigger queries were my fault. The Steam Widget, I do an ‘order by rand()’ in my query, which has shockingly terrible performance. Also there’s something wrong with the top-donors widget (lacking useful indexes maybe?). Either way, I made them store a cached copy of their outputs in the APCu storage. The cached data expires after a minute or five, so technically they’re not fixed, but running a query once is far better than every time.

Also the black-header-bar at the top is now gone. It’s convenient, but the absolute worst query of all has that to blame. Some stupid comment validation check, which might be fine for sites without 70,000 comments. I’ve since created a replacement (see below).

And then we get to the meat. Remember when I said WordPress wasn’t designed for communities as large as ours? Funny thing though, they almost got it right. The way it generates post lists and threaded comments, it uses a query to retrieve all posts and comments… but then if you want to know anything about the person that posted the comment, it’s doing 2 requests per user! That’s for all posts, and all comments! The part they got right is that there actually is an undocumented function available to pre-cache a list of users by ID in a single request. So if you crawl the lists of posts and comments, collect a list of IDs, feed it to that function, then it will cache all the user data for all the users quickly in just 2 queries. That way better than 28 queries. 😀

So on average, many pages require 14 (or fewer) queries to complete, but the root ludumdare.com/compo page is still about 17 queries. Less than half of where we started.

There are several pages I still need to clean up, but under 15 queries is what I’m aiming for. After that, it’s going to require outright changes to WordPress to optimize more, and even then I think we’re better off replacing it outright. We’re still going to need WordPress for a while though.

File Permissions Bug

I think this one’s fixed, but do let me know if you see any more permission issues cropping up. Some of the security stuff I set up with Apache made things more strict.

ludumdare.com redirects to /compo/ now

Just a minor tweak. Rather than fix the hub website, since all the work is going in to the compo website anyway (the goal of making it easier for everyone), why not just go direct?

Again, moving everything in /compo/ to root will break the internet. A lot of links will just stop working. Yes I could do some Apache rewrite rule wackyness, but I’d rather keep all the “old website” stuff in /compo/. That way, when we do migrate over, I can better track URLs that need to be send elsewhere on the site.

New Hastag #LDJAM, more supported

Like this post says, I’ve gone ahead and changed the default hashtag to #LDJAM. All official tweets will now use #LDJAM, and #LDJAM will be the tag we recommend.

That said, the Twitter Widget actually supports multiple hashtags: #LDJAM, #LDCompo, #LD48, #LD72, #LDtv, #LudumDare, #LDGame, and #MiniLD. It also supports some silly ones: #LDJelly, #LDKittens, #LDPotato, and #towlr.

In the future I’d like to do more with Twitter and social media support. I’m glad I could do at least this one little improvement.

Page Header Cleanup

I’ve wanted to do this for a VERY long time.

titlebar

The colors still need work, and I’m sure I’ll be forever tweaking it, but I hope you agree even in its current rough state it’s an improvement. Let’s compare:

fathead

Tell me, do you miss the old header? (I might, a little… but just a little)

Event Boxes

These replace a lot of the information scattered across the header. Gone are the ugly red rows of 63 days, 13 hours, 24 minutes, and 18 seconds, replaced with a nice compact digital’ish countdown clock contained within an informative box.

And just to be crazy, I’ve included an actual start-time guide in Ludum Dare 31 box. This also meant I *cough* had to learn a thing or two about UTC time. You lazy fake-‘merican Mike. 😉

The clock code I rewrote from scratch, so please let me know if you see anything weird.

The Login Box

When I disabled the WordPress Login bar (due to it being HORRIBLY designed, see above), that meant we needed a replacement RIGHT AWAY!

So, I took the opportunity to kill a flock of birds with an awesome rock (wuht). Welcome to the future, where the website can detect if you’re logged in or not! Instead of the “Sign in/Create Account” link constantly found in the header bar, welcome to the future: Context Sensitivity.

logincreate

And then when you’re logged in…

imloggedin

Yes, it’s the stupidest thing, but it just goes to show how little time I had to work on Ludum Dare before this crazy project of mine. The little things get neglected… for YEARS.

Clicking on your name takes you to your profile page, and +New Post does something (what could it be *shrug*). Finally, clicking your avatar takes you to gravatar.com, something we used to link way down in the sidebar (where nobody saw it). Hopefully this means we’ll see more avatars and less blank faces.

The rest of the header

I’m trying out the navigation bubbles. I’m not entirely happy with the color scheme yet, but at the same time I don’t want them to overpower things.

The “What is Ludum Dare” (about page) and “Rules / Guide” buttons, I want them to be obvious, but I’m still not happy with them. Not to mention the content they link to still needs work.

Posts and Activity

I’m still working on this, but I think it’s a good start.

Activity

Post minimizing is a feature I did add earlier this year. One of the more frustrating parts of the site is the clutter that builds-up in this part of the site. But when there’s important things to say, it has to go somewhere (here or in the header… annoyingly). Anyways, minimized posts look a little nicer now.

A visual thing: I’m no longer using pure white on regular posts backgrounds. Special posts have always had their off colors, but now regular posts have a slight grey color to them. And had I not pointed it out, many people wouldn’t have noticed. That’s the magic of color. And now that we’re off white, white things in posts will stand out better. That, and I can do the subtle shine seen along the top of all posts now.

Also gradients. I like gradients. 😀

The #LD48 website… Oh, sorry. The #LDJAM website is looking a look curvier.

— Alex Taylor (@tayl1r) October 27, 2014

Oh yes, I’ve been rounding everything too. 😀

One tiny feature I snuck in today: Post ages. Long story short, I didn’t want to have to do the math in my head for “when did I post the Hashtags post?”. I shouldn’t have to do math. Let the computers do the math! And now I know it was 5 days ago. 😉

The Event Navigation Bar

Finally, the last thing, also the first thing in the picture above, the new Event Navigation Bar. It’s a bit rough right now (just to support the October Challenge), but I’m going to be doing a lot of work here very soon.

Coming soon: This little widget will soon be the hub for quickly getting information about your submissions. How many comments you’ve received, how many ratings, how many more before you actually place. In general, the whole idea of Coolness really needs a major overhaul. We’ll see how much I can do.

Coming soon: For users that aren’t logged in, the bar will soon unroll showing either a random selection of games from the current event, or a random selection of recent winners after events. One of the biggest complaints about the website is how terrible it is for finding games. So, once I’m a bit further along, random visitors will now immediately see games.

Funding

Well, I never did find the time to finish the automated stuff, so I manually filled in the numbers. We raised almost $1800 in the days before October started, and are close to $1000 for November. Like I said, I’m going to keep working at it for the rest of the year whether we raise enough money or not, but it’s looking like we’re going to have to consider sponsors.

Ludum Dare 31 Kickoff

Well, it’s almost time to start the big countdown to Ludum Dare 31! This Friday marks the 5-week mark. I’ve opened Theme Suggestions early (secretly), but Friday will be the official countdown kickoff day. If you have a Ludum Deal for us, contact me. The Deals go live Friday.

Art Jam?

If everything goes according to plan, this will also kick-off on Friday. We’ll see. Part of the *new* 5 week countdown extravaganza. :)

TODOs

Now that my “uh oh’s” are out of the way (mostly, the big server upgrades), I can give a clearer picture of what comes next.

  • About Page – Needs Work. I’ve roughed it out, but needs work.
  • Rules Page – Needs work too. I’ve had folks offer to help work on the page, but it doesn’t help that I might be changing a lot this upcoming LD. Effectively the same, but I’m hoping to introduce “opt outs” very soon. This is to better support pre-made assets, either by you or from 3rd parties.
  • For the sake of explanation, I’m also planning to flip the order of events around, as the Jam is simpler and easier to understand. Come for the Jam, but if you’re feeling hard-core, stay for the Compo.
  • LDtv Widget – The Twitch widget is fine, but you all want the new LDtv widget am-I-right? Well, I do anyway. As you can see on the LDtv page, we have support for Hitbox and Youtube Live as well, but currently you have click over to the LDtv page to see them. Not to mention, slots for just 4 live streams isn’t enough. I’m hoping to find time to clean up what we have, replacing the 4 streams with a nice side pop-out of more streams, more info, more TV-ness.
  • New Submission System – This is the big one for me. I’m really really reeeeeeally hoping to get this going ASAP. It’s currently the thing holding back the Art Jam, since I want to use the Art Jam to test it out. Some things I’m looking to support: Multiple submissions (to make it more versatile, for things like the Art Jam and Tools page), opt-outs, user ratings (in addition to judging ratings), and eventually: Linkage. Eventually I’d like there to be a master database of development tools, added the same way as games (but to the Tools page), and I want it to be easy to say “my game was made using X, Y and Z”, which links back to those tools. Once-and-for-all, we’ll finally know how many games are made in Unity, and be able to generate all kind of useful data. Heck, we’ll know for certain what the most popular tools for creating assets are, and could even start tracking the growth of new tools. Again, I use tools as my example, but this flexible submission system is actually the root of my website redesign plan. 😉
  • Search Box – No, this isn’t the magical search you’ve all been asking for. Rather, when I removed the login bar, I also removed our only way of searching the website for posts. Oops! I need to re-add this.
  • Event Navigation Bar – I’m repeating myself, but I’d like to make a lot more information about your entries available to you immediately after logging in. It’s not quite the long desired “notification system”, but it’ll hopefully hold us over until the rewrite.
  • Comment Styles – Speaking of rounding, I’ve neglected something big: the comments. Really there are a number of parts of the site that need some effort to make them more consistent with the new “look” I’m making. I can’t do much with the WordPress-Admin/Posting interfaces (not really), but I can make the rest of the site pleasant.

I hope to tackle all of the above in some capacity in the coming weeks. Oh, and running Ludum Dare 31. That’s kind-of a thing I should do too.

If you made it this far, congratulations! You win at listening to the ramblings of a mad-man.

And with that I’ll say adieu. Until next time.

KittyJumpr


PixelPub is also participating in this months October challenge.
KittyJumpr is a mobile game for iOS and Android. We made this game with the help of a designer within the past 3 months in a little more than just spare time. Effective working time is hard to measure with all the paperwork and stuff to be done besides actual game development.

Watch the teaser!

 

October Challenge

I know this is getting a bit late, but me and one of my friends just decided to give this challenge a go. Might not get all the game done in the next few days but we came up with a great idea so we are doing it anyway. We will probable end up finishing the game in November if we have to. The game should be on android and possibly itch.io.

I am new on this website and…

… would like to design and create cool games, so I would like to know a game designing and creating website that is free (if there even is one), also for school I can only play games offline, so if anyone has any suggestions, for my chroombook that does not require downloading, I would be very grateful, Thanks!

Comments

29. Oct 2014 · 04:52 UTC
Well as far as I know you can’t create and design games on the internet. I might be wrong.

But, if you get rid of Chrome OS(which is basically an OS just for the internet), and install Ubuntu or something, you can make excellent games!
tsimonq2
29. Oct 2014 · 09:50 UTC
Look at codeanywhere. I have actually used it on a chromebook, but only for HTML stuff. I agree with joppiesaus that you should not use Chrome OS.
Jexel
30. Oct 2014 · 11:29 UTC
Although I have never used it myself, you could could try “http://jsfiddle.net/”.

From Ludum Dare 26 to Steam \o/

I have just been approved on a steam store. I’ve started this game on LD26 more than a year ago – and it was enormous journey to take it from there to steam (and many other platforms). It is also my first commercial (and compo) game ever.

Original Ludum Dare

Steam Store

October Challenge: Change of plans

Today is the day I realize that 2 days isn’t enough to finish my game and sell it. I just had too little time to work on it. It’s mainly because of school, it’s pretty hard sometimes(effort) and it requires much time.

If I am going to sell a game, it must be good. I am not selling a half-finished buggy game that is not fun. I always imagine like my game is going to be reviewed by the AVGN.
The next question is what is good. What I call good is a fun game, that’s designed & progrmmed with care. Like most of the games here.

I am not abandoning my game. No. I want to release it. That’s why I am doing this October Challenge. “Make and release a game!” That’s why I came up with a plan with three phases:

  1. The publish phase (2 october – 31 october)
    This is the phase where the game gets made. This one is free, playable, fun. But not the end product, it’s not good enough to set it for sell.
    This is rougly the current test version with the stupid things removed.
    Halloween will be the release date!
  2. The release phase (1 november – 15 november(?))
    In this phase I’ll add more gameplay to the game, fix bugs, add more stuff, etc. I’ll set it for sale then. Then it’s somewhat finished.
    More “buildings” are added, headquarter is finished, things are finetuned, more enemies…
  3. The finetuning phase (15 november – ???)
    In this phase I’ll just work on the game, while it’s actually released. For example: Planetary Annihilation is finished, but there are still people working on it and adding some features ‘n stuff.
    After this phase, the game is done. It’s finished now.
    So this will be just improving things and add moar stuff! 😀

Of course this is just a plan, my old plan didn’t work either! 😛
So yeah, I’ve lost the October Challenge. But I just don’t want to sell some crappy game just because a challenge is forcing me to it.

Okay. So expect to see me delevering some work the next few weeks! For the one dollar!

 

(Excuse me for my bad english over here. I am dyslectic and it’s late for my feeling)

Comments

holgk
29. Oct 2014 · 20:34 UTC
I problably have to admit that I won’t make it in time, too. It’s funny because I have the same schedule in mind as you mentioned in your article. But this challenge taught me that sometimes the journey is the reward. And as long as you publish the game I think you didn’t lost the october challenge at all. Because you made a game in a short time and actually earned money by selling it. And that’s how I understand the intention of october challenge. If you made a money by selling a single copy of your game you are a “professional” game developer. And how cool is that! 😀
oOElitezOo
02. Nov 2014 · 16:39 UTC
Actually nice strategies joppiesaus, totally not worth it because of a challenge.

Donnie’s Escapade (October Challenge)

Hi, I just submitted a game for the October Challenge. Enjoy.

 

WORLDS2D Post-compo version

After much delay, I am releasing a post-competition beta version of WORLDS2D. Beta, because the core features are there but I’m going to be adding more content. Right now there are 20 levels to play, which is far better than the paltry 5 levels the competition version had. The competition version was really just a teaser – there was no real challenge to the levels. Hopefully the new levels prove to be more of a challenge, and the experience will feel more like a real game. Please don’t hesitate to send me feedback! The feedback I got from the competition version really helped me polish the experience of the post-competition version, and I want to thank everyone who took the time to play the game and give me their honest opinions!

Enjoy!

boxes

Comments

31. Oct 2014 · 11:51 UTC
In the levels with the moving platforms I’m not sure if the other platform is moving, or the platform I’m standing on. Some background (other than plain black) would help to better indicate the movement of the player.

Also I’m not always sure when I can switch to the pulsing platforms and when I can’t.

October challenge: Acheron Souls released!

I actually wanted to submit this game for last year’s october challenge, but it actually took me a full year of working on it in between other projects to finish it. At least I’m finished in time for this year!

Here is the game’s ludum dare page: http://ludumdare.com/compo/october-challenge-2014/?action=preview&uid=5496

 

Remember Divernaut?

screen4

Remember “Beneath the Surface”? Remember Divernaut? Well I’ve been working on turning my Ludum Dare entry into the game I feel it deserves to be. Introducing: SUPER DIVERNAUT! (the hype is real) Super Divernaut is the same concept and general mechanics from the original being remade as a roguelite. You’ve crash-landed and are at the bottom of the ocean. Find your crashed ship so you can send a distress signal and get rescued. What? There’s a wall blocking your path and your suit’s pressurization won’t let you swim up to get over it? Better go beneath the surface into and underwater cave beneath the wall, place some explosives (you found them, okay?) and take that wall down. Rinse and repeat through a series of procedurally generated levels and areas, throw in an army of scary sea monsters and critters (and a few friendly ocean dwellers to help you out), gameplay mechanic switching (play the original, you’ll understand), and add a gang of bosses and you’ve a long road ahead to safety.

As mentioned, it’s very work-in-progress, but I’m far enough along that I had to share with the wonderful event community I built this game for in the first place. We’ll have a playable concept demo soon. Stay tuned!

Super Divernaut

 

Dustout Games
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Drones for October Challenge

What a great opportunity and source of motivation, LD October Challenge. I decided Drones, a game I’ve been working on since May would be a prime candidate.

Runner_2014_10_15_22_54_19_893

Drones: Blast Arenas, is kind of like my personal love letter to the Robotron series, particularly Robotron X on the PSX. There have been many clones and carbon copies of the infamous twin stick shooter over the years, so I tried to differ in my endeavour. I wanted to recreate the feelings I got as a young boy, the challenge and subsequent self achievement from beating a level, the game feel, the manic fast pace of it all and the up-tempo throbbing music.

So what can you expect from Drones.. ? check out this itch.io page to find out more http://blunt.itch.io/drones-blast-arenas

Blunt

Creating a Game – A cautionary tale. pt5

Well its now Oct 29th an only 2 days to go. I now know my Game will not be complete for the October deadline but it doesn’t matter. I was going to wait for the demo to get over 30 users but this competition inspired me to start before that and now I realise how long its taking I’m gratefull I started early.

A big time delay – as mentioned earlier – is testing. Once the levels are finished they will need extensive testing to calculate the scores needed for Spanner awards and progress to next level. More importantly was getting other people to test it without any prompting from me. One tester found it impossible to get off level one because they didnt realise blocks could lean on walls. This meant a rehash of the instructions and background. Another tester reported the loud crashing noise of the building collapse was too loud (it was!) – so that was toned down.

I also keep coming up with new ideas for level obstacles, one of which requires me to research Box2D a little bit more.I would rather the game was late than not as good as it could be.

So I dont think it will be finished until December but I’m hopefull it will be good enough to sell a few units. I hope my blogs have not put anyone off making a game but have given them a small idea about what’s involved and how long it can take.

Please have a look at the Tower Block Builder demo on Chrome Web Store – any feedback is welcome.

The full version will be out soon.

Memory Heroes – (October Challenge 2014)

Hi guys,
My latest game for the October Challenge 2014 has been live now for a few days and it is looking good.

Entry: Ludumdare entry

Download link: https://play.google.com/store/apps/details?id=com.bruynhuis.memoryheroes

Screenshot 1

About the game:
Memory Heroes is a refreshing card matching game with many themes and lots of levels to keep you busy.
This memory game is different from others, here you have to earn your keep.
Complete levels and unlock more as you progress through different worlds and themes.
How to play:
1. Easy game for all ages.
2. Try to match 2 cards of the same picture.
3. When cards were matched they will stay open.
4. Try to open all cards in a level to progress to the next level.
5. A level can be free to play, there could be a time limit or a pick limit.
6. Watch the scoreboard to see how well you progress.
Features include:
1. Different themed cards.
2. Unlock able levels.
3. Multiple themes and environments.
4. Kids love this game.
5. Help develop the brain.
6. Good for education and FUN at the same time.