LD31 December 5–8, 2014

The Cubenator is deployed!

PLAY AND RATE! :D

(and tell us if you find any bug)

26 Title screen


 

Jump, shoot, throw grenades, place cubes and destroy everything.
That is the idea.

28 2 AI Fighting


 

You can place 5 different cubes.
Reflect – it shoots back to you.
Teleport – teleport the player to a random location.
Ammo – recovers the grenades.
Life – recovers the life.
Spike/Saw – causes damage on touch.

29 The Special Cubes


 

We intended to make a very fast paced, highly responsive game.
And we are very happy with what we achieved, at least we made a fun game.

I confess the single player mode is a little annoying because our enemy AI is a little dumb, but it makes up by having 3 different levels on the multiplayer mode :)

Supports both controller and keyboard multiplayer :)

3 The Dig

2 The Tower

1 The Pit Multiplayer levels


 

All the instruction are on the game, just before you start to play.
(if your controllers doesn’t work, close the game, setup your controllers, then open the game again)

 

Team:
Roni (me) – Programming, Animation/Particles and SFX.
Carolina – Art (almost everything).
Di Zapata – Music.

External tools:
A* Pathfinding Project  –   (base for our pathfinding/AI system)
Vector Chimera  –   (to change the Player2 sprite colors)
Tom Vian (Super Flash Bros) 2010  – (to make our SFX)

Engine: Unity3D

 

 

The Harrowing : Bullet hell

The Harrowing

Submitted yesterday to the compo, just before I collapsed from exhaustion. The Harrowing is basically a bullet hell game with a clear influence from japanese danmaku classics. This is my first Ludum Dare so… I forgot to make sprites for the player and the enemy, enjoy your square fight !

 

 

duck.exe

I love my game.

My game is duck.exe.

Please play duck.exe. Look at it.

screenshot100

 

Man, isn’t that a good looking duck.exe?

In all seriousness, I had a really good time making this, and I hope people enjoy this as much as I did throughout this Ludum Dare Compo.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19980

Comments

qleonetti
08. Dec 2014 · 11:10 UTC
I am sad I cannot play this one :( os/x here ! I should try to find a windows machine to play all the LD that are windows only 😀
08. Dec 2014 · 11:22 UTC
Man, that really is one good looking Duck.exe, good job sir. Now I think I’ll take a break from my Jam entry, right in the middle of a zone of productivity, and initiate Duck.exe. See you on the entry page!

Hi there. It’s Wishdream. I’m out for now.

You know, I had many problems in my head currently and I can’t really bring myself to finish it. I mean, I had a great idea plus I literally just have to finish one stage and the graphics. It’s not that hard to do but sadly, I just stopped.

Anyways, I’ll finish game but not within the time period of the LD 31.
I mean, who doesn’t want a narrator trying to kill a small innocent girl right?

But anyways, that’s it for me. No entry time, but may next time. I’m just happy that my brother finished his first. I may be able to all of your guys but for me. Christmas time, is break time.

Thank you all for allow me to participate. It’s been fun.

My name’s Wishdream, and to all you guys out there… Remember to shine your way and reach your dreams!

Check out my brother’s entry though! His game is fun to play!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35610

Tags: give up, next time, Wishdream

Mascarpone cool 2D tower-defense with “cute” soundtrack?

HELLO GUYS!

THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT!

We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you -

Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!

http://ludumdare.com/compo/wp-content/compo2/407933/44551-shot0.png

Tags: funny, game, Mascarpone, tower defense

Two man, One Screen

There can only be one left!

This is te main topic for my game, the screen is two small for two players, so you must kill the other one with shooting and jumping!

Here´s an screenshot of the actual state of the game. I´m planning to add some platforms, different weapons to spawn randomly and some hp regen items.

 

CapturaJuego1.

 

 

Timelapse!

I’ve compiled a timelapse of me creating my Ludum Dare 31 compo entry, Extraterrestrial Confinement. Hope you like it and sorry about the bad quality.

Shameless plug: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38518

GridCars – Done

So, we did it!

We created a freak’n multiplayer game on LD!

Here’s the first online match we had with 3 people:

Screenshot from 2014-12-08 04:01:35

Check out GridCars, made in around 72 hours (or less).
Make sure so get some friends or family together to play it, and let us know what you think!

If playing via the interwebs, the host should forward port 3410 on their router.
If that doesn’t work, try something like Hamachi.

You can easily make your own maps for the game – simply create one in your favourite modeller and export it as .stl.
To set up starting positions, have a look at the README on GitHub.

If you have any issues, let us know!

The game is currently set to allow up to 16 clients. Unfortunately, we haven’t been able to test that yet.
But it works well with 4 players:
Screenshot from 2014-12-08 03:11:37

Tags: GridCars, jam, multiplayer

WACKHACK – THE HARDEST GAME ON LD#31

WACKHACK – Help the lazy admin to protect his server from nasty hackers! Hardest game on LD#31!

This package contains:

* WACKHACK, a game!

* Trace amounts of peanuts!

 

Check it out here.

I made something!

 

 

This was my first Ludum Dare and it was a blast. I had some frustrating problems on the second day (it took me almost the whole day to implement the A*-Search) and had to cut a lot of planned content because of it. But it was an awesome experience nevertheless.

In my game you play as a snowman that has to run away from evil robot versions of himself. It’s pretty simplistic and I think I could have done better with more preparation in advance.

SnowmanEscape

 

You can find my compo entry here.

 

Until next time
Hatsome

Comments

08. Dec 2014 · 12:37 UTC
Fun game! I think you took the correct approach for a first LD – make a small game, and tackle 1 thing new (the path finding).

Macho Knight!

10839617_10205337695192109_456993653_o Untitled-122

 

Almost Done! just need to balance a few numbers here and there and ill be submitting ” MACHO KNIGHT”!

Winter is com… nigh! (Third time is the charm)

Captura4

My third and a half Ludum Dare! This time, my game is called: “Winter is Nigh!“, because titles are hard.

You just need to defend your little but relaxing island from some special invaders. More and more of them will attack you until you fall. It’s a simple JUMPNSHOOT like Egoraptor would say 😛

Survive as long as you can!! I DARE YOU! 😀

GIF TIEM (not autoplaying :( )

 

insta

LD31 Progress..

screenshot-2014-12-07-0528

This is the view in the editor of some sprites I drew in gimp and then imported as groups of voxel cube gameobjects.

screenshot-2014-12-08-0529

Here is that same view with the game turned on. The voxels are able to be individually colored without having to stored a gazillion materials in the unity scene by storing the color in a script and then updating the instanced material at run-time. The downside of this is that nothing has any pigment to it in the editor – you just see an outline of a form. Also lighting. Might as well put that to some good use..

Still have another 12.5 hours to go! I’m liking how this is coming together. Might need to simplify down or cut short a couple of things, but I see this as being pretty finishable for today.

Looking forward to playing some of the other games afterwards! (after I get some sleep, that is!)

:)

–TH

Why would I vote?

Hii guys! This was my first LD and I managed to get my game up at last. Now it’s time for voting, but I don’t see why I would want to do that if my “score” = votes I get – how many times I vote. Thanks for helping!

PixzleOne

Comments

hectorhon
08. Dec 2014 · 11:44 UTC
Hi PixzleOne I’m new here too! I think the “default” is sort of a ranking system for your games to appear on the Rate Entries page – the lower your “default”, the easier it appears on the page (notice you can’t scroll to the next page when sorted by default)

Bedungeoned!

Since I missed the 48h deadline, the fight continues for the Jam!

Lots of folks were confused as to how the gameplay works, so I added a nice tile switching animation. Enjoy!

bedungeoned2-compressor

Bush Craft : Survival

28918-shot0

I’m happy to say that I managed to submit my first Ludum Dare compo game late last night: Bush Craft!

I was a little thrown off with the theme in the beginning as it was simply not restrictive enough; and I had no idea what kind of game I should make.  It seemed to me the theme would be more meaningful if it was interpreted as ‘Entire Game on One Screen [… which usually would be on many]’.  So I decided to take the survival genre and reduce the massive expanses of land and vistas and get it all on the screen at once.

I used Java and AWT and made a very Notch-esque game (low-fidelity).  Unfortunately I spent a LOT of time in the first day trying to get alpha blending to work properly, which I couldn’t so I ditched it and just used color copying.  Then on the second day I was running so short of time I didn’t manage to create an music for the game.  Bxfr came to the rescue though and I was able to add basic sounds before submitting the game.  There were a few other features which I began but ultimately had to abandon due to lack of time.  The first was a retro style CRT post effect, then there was weather effects to mess up your temp reading some more (its current difficult to die from temp) and the last features were more things to do at night.  In the end I decide to speed the night up as you cannot see anything without lights.

I’ll spend a little time tonight fixing the help text (incorrect instructions) and I’ll upload the time-lapse to YouTube.

Despite the few minor setbacks, it was a fun event I hope to attend again next time,

Thanks and have fun playing.

[View Entry]

It’s good to see your games, BUT…

It’s good to see your games, but I have found many games that are off-theme, so they seems like, they were made before the jam/compo. It isn’t fair.

And also good to see very interesting games which are made for the theme.
Keep up the good work jammers!

It’s always such a pleasure to make games for ld.

(sorry for my bad English)

Comments

dvdking
08. Dec 2014 · 12:12 UTC
the theme is so vague, that many games can seem to be out of theme
wccrawford
08. Dec 2014 · 12:28 UTC
There’s 2 main l literal ways that I see to fit the theme. The first is to accept that everything has to fit on the screen at the same time without scrolling or anything.
08. Dec 2014 · 12:39 UTC
So far most of the games I’ve played fit the rather vague them quite fine. I was very negative about the theme at first and just started coding something all by random, ended up with something that surprised myself.
Recon
08. Dec 2014 · 12:47 UTC
I also wasn’t so happy when the theme announced, and I don’t underscore little off-theme games.

I don’t want to blame you, just to wrote my opinion of this jam.

But I liked jam this time also.

Feature Complete!!!!!

6

Of course there is not everything I designed into the game, but I won’t be adding any functionality. This is the game playable at it’s final form…

Now some sound. Polish some assets. Make moar missions… Yeah, it is going well 😀

Covert OPS, My Game for LD 31.

Now, I was so tired yesterday that on my post, I gave the wrong link. The game is largely unfinished, but IS playable. I will update in the future. More description at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24312. Screenshots:

Just click here to got to the post.

Cyberpunk Escape — Can you play the ‘Entire Game on one Screen’?

You are the Cyberpunk!

You must run, sneak, and battle your way out of the city.

Good Luck Punk!

 

I put a twist on the theme and passed the responsibility on to the players. There are secondary screens in the game — in the form of computer terminals, databanks, and automated kiosks located throughout the city. These additional screens are useful for info, maps, and hacking, but there is a utility cost for their use. If the player decides to use these screens it will cost the player time, money, and might even alert the authorities to the player’s current location. A veteran player or an achievement hunter might try to play the ‘Entire Game on One Screen’…

Unfortunately, this game was too big for a 48 hour game jam. But I did manage to create some very cool stuff!

 

Random Map Generator

Here’s a sample from the city’s random map generator that I programmed:

Randomly generated city map.

Randomly generated city map.

The randomly generated city streets include intersections, dead ends, and open spaces. It’s a mix of organized city planning and general chaos. It creates a very maze-like map with enough twists and turns to confound players.

The algorithm also tries to remove remote islands (red Xs), but as you can see, it still needs work. Overall, I’m very happy with this — it can be used for other games to generate cities, dungeons, and maybe even railroads. But as useful as this tool is, I went down the rabbit hole on this one. Working it out took up most of my time.

The aim was for re-playability, but with only 48 hours, I should have just quickly made a single map.

 

3-D Figures

For the enemies (and citizens), I did some 3d modelling.

Basic human figure:

Human Figure in Blender. Approx 1 hour.

Human Figure in Blender. Approx. 1 hr.

 

This one’s a security droid:

Robo-Mountie in Blender. Approx. 10 min. 'Dead or Alive, eh?'

Robo-Mountie in Blender. Approx. 10 min. ‘Dead or Alive, eh?’

 

There was no way that I was going to rig these figures in time. But for the basic shapes, it was a good start.

 

Background Music

Early on, for both inspiration and to get a sense of the game’s mood, I sat down and made some music. This theme song still needs some work, but I like it so far:

 

This cyberpunk game didn’t get finished. I obviously took on too much for a 48 hour game jam. However, with a very useful map generator, I still consider it a technical success.

I did have fun, and I’m looking forward to playing those games that did get finished.

 

Keep Jamming!

Comments

08. Dec 2014 · 12:20 UTC
Wow, super impressive, always have a huge soft spot for cleverly made randomly generated stealth games! I hope you do finish this, looks nice.

Asix Devlog #3: Bittersweet Excitement!

Ok…I am tired and ready to go to sleep cause I have been working on my Ludum Dare entry since I opened my eyes. That’s a little over 14 hours that I have been at my computer working my damnest to complete my first Ludum Dare! As stated in my last devlog, I work a little backwards so I finished up my graphics and went directly into working on the battle system. The battle system is what has kept me up so long…but I have finally finished it!

I am so happy to have completed my 1st ever RPG turned based battle system! It’s very simple and straight forward but I never thought I would be capable of such a feat. I want to jump for joy and have a party, but I think Imma celebrate with sleep. I should have about 6-4 hours to finish up after I wake up, so as long as I don’t hit another snag, I will have made it to my ultimate goal…FINISH A LUDUM DARE ENTRY!!!

Here’s a little sneak peek of what I have going!

Tags: AsixJin, Devlog#3, ld31

Dammn, cant submit! :(

We’re trying to submit our game now, but in keeps saying “Invalid request. Entry not updated”

Please advice someone :((((

Comments

Sri Harsha Chilakapati
08. Dec 2014 · 12:35 UTC
I experienced the same yesterday. Clearing the browser cache worked for me.
08. Dec 2014 · 12:37 UTC
ctrl+f5 or try another browser.

Showmen ate my rifle

This LD has been bad for me since i needed to work most of the weekend, yet with a few hours left of the compo i just said, DAMN IT LET’S DO IT.. and 4 hours later a game was submitted in a kinda working way, happy to have been able to finish something for a LD again after a couple of attempts with way to advanced games missing the deadlines.

A nice touch was the fact that i was able to bang this out from scratch without any external libs at all, the standard Java libs and speed of computers these days makes hacking quite fast and easy if you know what you plan on doing.

Gotta focus a bit more on work this week but might take a quick stab at porting the thing from Java to JavaScript so there can be a web version of the game for people to play that don’t want to download.

Snowmen ate my rifle (game page)

Jonas Lund, ld31cap5

 

Enter the Murderdome

​Folks from across the Wastelands come to witness fools like yourself attempt to find fame, fortune, and glory in the Murderdome. Challengers face off against each other in the most violent of modern day bloodsports. Each room of the Murderdome is equipped with gun wielding psychopaths, campfires, and explosives. You will need to move fast between rooms, otherwise your life will be claimed by the arena. Prepare yourself challenger, and come see what awaits when you… ENTER THE MURDERDOME.​

It was a long weekend, but the game turned out better than we could have hoped. Feel free to check it out and let me know what you think. If you leave a comment on my game I’ll try my best to give yours a shot.

Play Enter the Murderdome

 

Screen Shot 2014-12-07 at 4.38.13 PM

 

Screen Shot 2014-12-07 at 4.38.23 PM

Play Enter the Murderdome

Submitted

I’ve submitted my game, “Dots” it’s a download for windows, but I am going to put up a web version soon.

 

You can download the game here  https://iguanodontech.com/game

 

Survival Camp

Here my entry!!!

It was a long and hard weekend, but there is the result!
The game is round, the music is great!

 

Logo

Click to play!

Hope you enjoy!

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27144

Tags: #31, game, ld31, YEY!

Finished A Game. Not the best, but yeah.

I hated the theme. ‘Entire Game On One Screen’. I mean, that’s not really a theme, just looking at it, it’s a constraint. I do not like constraints. HOWEVER, it’s only a constraint on the surface. I turned it into a feature, other participants did other things. You could also make it into a game centered around a screen, using different meanings of ‘on’. It could be ‘about’, for example.

So the theme was workable, it just took too long to come up with an idea that worked. I did eventually come up with this little doodad:

preview

 It is unfinished, cos I ran out of time. This resulted in

  • A rubbish title
  • No keybinding
  • The worst end sequence
  • A few elusive bugs
  • Short Music

I also really wanted to add a bunch more features, such as

  • More uses for electricity and wires i.e Lights, water pipes etc.
  • More hazards i.e Exposed Wires
  • A better death sequence
  • An actual storyline
  • More electrical components for some puzzles
  • Better graphics and backgrounds

These features would have meant I could add some decent puzzles, as well as a dark room I really wanted to add, with flickering lights.

The main factory also isn’t exactly what I envisioned, as I ended up rushing it near the end, with a lack of implemented features.

Also, I don’t intend for The Monitor to be evil at all. It’s a properly coded AI, without evil capabilities!

Had I had more time, this game would have been feature-packed, with tonnes to do as well as humor, darkness and disruption. But this is Ludum Dare, not everything is perfect!

Despite all this I did learn/teach myself some pretty cool things:

  • An actual working wire system
  • Some good optimization techniques (for HTML5)
  • A sort of slapped-together-but-could-easily-be-improved story system

I’m not too disappointed in the result, because I did make a playable game. I just don’t think it’s as good as my Ludum Dare 30 entry. That was rad.

But yeah. Give it a play here if you want.

Batz Timelapse

The timelapse for Batz is up. It is only 30 seconds long as I only had 6 hours to do this compo. I wrote a little 30 second piece of music to go with it. Check it out.

 

 

Also check out the game HERE

Reading game descriptions

Most of the people that played my game this ludum dare 31 have started playing before reading the description.

It makes such a difference in my game’s case 😛 Most of them have realized what was happening while playing, but some players have been strugling to find the reason why they get sent back to the title screen after what they think is beating a minigame hehe.

If the game doesn’t seem to work as you would expect read the description people! 😉

 

 

You don't seem to be a toad after all!

Comments

08. Dec 2014 · 13:04 UTC
Rule #1 of games: Don’t expect your player to read. Ever.

Cyclic Clash Dev Note #1: Rock-Paper-Scissors

Hello there! It’s been about half a day since submission for LD31 ended and I’m still in a state of glee for managing to finish in time (although in a very minimum specs). Since I got nothing better to do (the semester just ended last week), I’m feeling like writing a bit about the development of this entry. After all, this entry holds a specific place in my heart and mind. You can see it here.

The theme for this LD was “Entire Game in One Screen”. Initially I wasn’t very happy with this theme, it’s hardly inspiring for me. Maybe 5 hours after the compo started, I’m still scrambling my head for an idea good enough for the theme. Deciding that it was a lost cause, I then decided just to build one of the game in my concept reservoir that fits the theme. Enter Cyclic Clash a.k.a. Rock-Paper-Scissors on steroid.

ROck

Rock

Cyclic Clash was a name decided in the end. The original concept revolves around the idea that affinity-based combat are essentially a variant of the classic rock-paper-scissor.  Lots of games implement the affinity concept so well and become a hit, most notably RPGs. Pokemon is the first one that come to mind.  Growing up with JRPGs, turn-based-battles are something I enjoy, and as a creator, it’s a challenge of mine to contribute something new to the genre.

I realized there’s something missing from the classic Rock-Paper-Scissors concept in most of its video game implementation. Speed is missing. The Final Fantasy Series tries to give this element in the form of ATB (Active Time Battle), and it works. In my opinion though, the original Rock-Paper-Scissor game you played when you decide who will go and buy drinks feels a little bit faster. A little bit more exciting. It was from there I played around with the idea of having a fast rock-paper-scissors in video games.

Paper

Paper

It’s a bit of a boring idea though, to just port Rock-Paper-Scissors to the form of a video game. I figures it might needs something to make it a more interesting. Here where elements come in. Elements would add another layer to the gameplay so that it would be a little bit more complex. For Cyclic Clash I stopped right there, but I still have tons of other ideas in my head. A special move that could be executed when your special bar is fully charged is one example I would like to implement next. Other than that there’s a character class to add another layer, a variation of moves instead of regular attacking (full block! status move! damage multiplier! reverse affinity!), also a cooldown with the move, etc. etc.

I believe that it should all roots in the original layers of Rock-Paper-Scissor, of course. As long as you got this layer right, you’ll win.  But more variables would bring more consideration to take upon deciding what to choose. And you have to choose in the span of like, 2 seconds? How exciting (and possibly frustrating, not to mention confusing. But hey, we’ll never know till we try the actual thing :v) is that?

Scissor

Scissors

The concept in my mind would take form in an RPG. You have a lot of people to form a party. You can pick the move of each person, switching in the middle of the battle to counter your opponent’s moveset. You’ll fight a boss with 10x your health and you need to pick the right moves quickly to win. It would be nice if I could actually arrive at that point in the future.

In this post is the symbol I used for rock, paper, and scissors.  They actually came from the lore in my head. Every creature consists of three main parts: the body, the mind, and the heart. The creation of all creatures are the doings of the three goddesses, the Goddess of Might (rock) creates the body, the Goddess of Wisdom (scissors) creates the mind, and the Goddess of Love (paper) creates the heart. Might defeats Wisdom with its unshakable strength, Wisdom tramples Heart with its cold calculation, and Heart tames Might with its kindness.

Look at me, I’m speaking way too much. Anyway, have a nice day, maybe I’ll write more if I ever get into the mood again.

* if you feel like the symbols kinda resemble a persons hair, that’s because they do. If you are aware of what actually inspires them, then we should be friends lol.

Almost done!

I’ve almost finished my entry for the jam, the Endless Abyss.

The player searches through darkened rooms for treasure and equipment while avoiding or defeating monsters. As a room enters the darkness, it disappears forever. When you return, the room has changed! It’s an endless, randomly generated world, all on a single screen.
Being somewhat roque-like is a great excuse for my lackluster artistic ability.

Now to add healing items and randomly scattered gold, and if time allows, better animations.

Awesome screenshot. If you could see this, you would be all like "Oh, my poor heart!".

Looting a chest in a room with a monster!

Souls — Update

Last day and we are feeling pretty good about it. Our stream: http://www.twitch.tv/friken0

Capture8

Unnamed Boss Game needs a name, and an opinon on something from you!

Hey all!

My project is going unfairly well, usually nothing goes this well for me, so I know soon something unfortunate will happen to balance it out. But for now, I’m happy :) !  Check out the almost complete (and still ugly) Unnamed Game!

GIF PLEASE WORK IF NOT PLEASE CLICK TO LAUNCH! OR GO HERE: http://i.imgur.com/Y8930HS.gif Thanks!

The Boss will be some sort of crazy wizard, once I’m done drawing him, and so I was wondering, should I keep his blocks summoned like they are seen below? Like the dirt, stone and sand? Or are they too much of a cluster of colours? Should they go back to being a single uniform sprite?  If you’d give me an opinon, I’d be greatly appreciative, same thing if you have a name for it!

Many thanks, and Good Luck,

Taha

Testing and bug hunting

Really? We are doing a bug hunt on a game jam!?

Yes, we are! 😀

For the fist time we were able to do so.

And now we have two different character colors :)

31 32

For now, stay with a multiplayer sample of the level “The Tower”.

30

Comments

08. Dec 2014 · 14:14 UTC
hey very nice gameplay!

My Game is finished!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11189

2

Think i’m done for now, first jam in a long time so I think i’ve done okay , I need lots more practice for LD 32 though

Game Finished: Planting Trees Paid Of?

You play as a snowball, trying to Knock ‘Em down some Trees. And you get bigger as you knock down more trees, allowing you to knock down some even bigger trees.

Controls:

WASD to Move

It’s admittedly a way too simple game. It’s my first attempt at Ludum Dare. I tried to do everything by myself to qualify for the compo, but got too distracted during the weekend to finish on time, so it’s a Jam entry.

I attempted to use Blender to create some low poly trees, snowball and terrain. Recorded some pretty annoying Christmas song (no lyrics, because it’s lyrics is copyrighted, but not the tune) and edited it in Audacity. And once again, Unity (just Basic) as my game engine.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=18262

I’m totally late

Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared 😀

 

5 hours left and I just started coding the map editor

5 hours left and I just started coding the map editor

 

While you’re here, you can check out the current version of it.

Tags: 2D, fail, game, jam, journal, ld31, ld48, love2d, Ludum Dare, progress, screenshot, update

Pinball Wizardry: Done

Pinball Wizardry 2014-12-08 10-46-35-65

Well that was a fun weekend! Pinball Wizardry is finished and I’m pretty pleased with the results. This was my first time using premade, open source graphical and sound libraries, with a minimal touch of Photoshop and Audacity work to make some tweaks here and there. This was also my first time really pushing the physics functions of Clickteam Fusion 2.5, and the results are astounding. The game is fast paced with many emergent “Oh WTF was that?!” moments, something I’ve yet to achieve from any other game jam. I was able to build in a good balance between playability, ridiculousness, skill, and luck thanks to just some minor physics setting tweaks, kept accessibility high by only requiring use of the arrow keys (even in the menus!), and used as much visual feedback and mechanical progression as I could fit in to make the game as easy to understand and play as possible.

Pinball Wizardry 2014-12-08 10-50-56-95

Sadly, and as is to be expected, there are a couple bugs that elude me. For one, the left flipper sometimes feels “sticky” and doesn’t flip all the way up (despite my best efforts to fudge the joint and neighboring collision backdrop). Second, the ball will sometimes ignore the collision of the walls, frame boundaries, and flippers and fall away unfairly. Finally, sometimes when multiballs fall away they count against the life counter, but that one should be a lot easier to bug check at some point than the others.

If you’re interested in playing it, it should run on just about any Windows PC with DirectX 9 or greater. Due to how physics heavy it is, though, having a good CPU probably wouldn’t hurt.

Check It Out and Comment Here!

 

 

MINIMALISTIC MASSAGE (squirrels in space)

MasterStarr and I have made a local pvp game where each player is trying to press the opposite button. Player must dash away from their pursuers while avoiding obstacles in order to emerge victorious.

Screenshot2

Music was made by Mawnz – http://www.newgrounds.com/audio/listen/561584

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45080

Your brain on drugs

Experimenting with glitchy visuals, might add it in the game .

glitch

Running out of time, don’t think I’ll submit Q.Q

Hello, everyone. This is my first Ludum Dare and also probably the furthest I got into making a game. While it would totally be epic to submit a finished game to the Jam submissions, I won’t be able to finish it in time today (I need to go to sleep in a few hours to get up earlier tomorrow). I don’t even know why I’m posting this, but I guess I’ll just put the “game” here:

Unity Webplayer

Controls:

  • A / D to move left or right
  • W to jetpack around
  • E to pick up a weapon (Up and down arrow keys to go up or down the list of weapons if there are multiple options)
  • Space to use the weapon

Screenshot 2014-12-08 16.45.30


The main reason I won’t be able to finish in time is because I spent way too much time working on the way the level is loaded to have any left for the art, sounds or the enemies so that’s definitely something I’ll have to address in the next dare.

 

I will definitely finish this at some point in the future, maybe before Saturday / Sunday. This is more of a promise to myself since I doubt anyone really cares.

 

Oh and the reason the weapon is a blowtorch is because the enemies in the game were going to be snowmen, I had the idea for this game aimed more at the “☃” theme but I thought it could suit this theme and the time too.

Comments

icedvariables
08. Dec 2014 · 15:25 UTC
Submit it anyway, mate. A game is better than no game!

Progress – with respect to Ralph Baer

Here’s my jam entry so far.  It’s called “Behind The Screen” and is in tribute to the late Ralph Baer (“Father of Video Games”).  You get requests from the game such as “Draw Player1” or “Add 1 to Player 1 Score” down the bottom of the screen at the DOS prompt – you need to react to it – do what you are requested to do.

This all happens between a refresh of the raster beam – using the timer at the top. The unseen players the other side of the screen are trying to play Pong and you are the computer.  You have a pixel budget which diminishes over time.  You need to draw pixels to make the paddles (or redraw the score) and then when a request such as “Move Player 1 Up” comes up in the DOS prompt, you spend your pixels on adding one to the top and removing one from the bottom of a paddle.

When the VSync happens the player is none the wiser and it looks like their paddle moves up the screen.  At the refresh of the screen the ball moves one pixel.  If you start stuffing up i.e dont draw the paddle in time or don’t update the score the player’s pain increases until they rage quit because of the “stupid game!!!!”.

To aide you is PixelMan who races around the screen turning pixels on and off for you.  Not sure this is actually fun to play right now, but only time will tell.

BehindTheScreen

Very Dungeon: Postmortem

19200-shot0 19200-shot1

 

As tradition demands, here goes my entry postmortem:

Tools used:

  • Programming: Unity 4.6
  • Graphics: Pickle Editor, Photoshop
  • Tiles: AutoTileGen
  • Sound: Mixcraft 6.0, Wavosaur

What went good:

  • The concept came up quite easily. I wanted to make a roguelike since long.
  • I really liked the theme as it will give a lot of game variety.
  • I made it on time and still got a few extra hours to add a lot of sugar (player thoughts, hints, more unlocks…)
  • The procedural level generation looks gorgeous and gives a lot of variety. I may work further on this…

What went bad:

  • The procedural generation took almost the 1st day complete.
  • Because of that: I thought I wasn’t going to have time for the music/sound.
  • I didn’t give a lot of time to design.
  • Ultimately, I had to relief on the skills to make the generated levels solvable enough.
  • I started using Unity 5.0 beta but had to switch to 4.6 when I found out that the webgl & webplayer sound DID NOT WORK.
  • Because of that: I had to manually remake all the scene, prefabs, values…

Retro Fairground

Hello, it’s the Glowing Alligator team again!

This time, I’m not talking about One on One.
I will introduce to you our second game: Retro Fairground.

(We are a group of seven people, that’s a lot.)

logo

There isn’t just one entire game on one screen.
There are five entire games on one screen!

Retrofege

It’s a two player game, 1 versus 1.
And you play theses games at the same time.

It’s madness!

Jamming…

I didn’t have anything ready for the compo, obviously…never expected to…but I’m still Jamming for the Jam….

After a weekend cluttered with (fun!) other activities, my HTML5 game engine infrastructure is mostly complete: two ROT.js windows sharing data, plus another HTML canvas overlay for sprites and effects. (ROT.js rocks, by the way!)

Hall of the Mountain King alpha 3‘

But the gameplay is still just demo code: arrow keys move you around slowly; meanwhile one monster comes straight to you, then starts over. Not a game yet.

Can I turn it into a game in the Jam time remaining? Perhaps not! But maybe!

I actually did it! Hooray!

Hi everyone!

I had so little time this weekend that I thought I won’t make it for this Ludum Dare, but I actually did it! And for the first time for Compo, not Jam. I had two ideas in the beginning and… none of them made it. About 16-17 hours before end of Compo submission time, in the morning, I’ve got an idea to make a game similar to… Super Hexagon, but a little bit different and I think it went pretty good!  You can play it HERE.

 

Orbitalis

Level map

I finally made a little level map with different areas. I still need to make this become an actual game. I need a proper main character, some enemies and some kind of goal in the game.

ss4b

Eternal War finally here!

EternalWar_5

Yeah, guys! We’ve made it!
Even thoug ludumdare didn’t wanted to accept our submission for no reason :)

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47147

We got nice 2-Player mode and challenging single-player!
Try to defend you castle by throwing rocks at the enemies!
(and not throwing them at your own units :))

Multiplatform: mac, windows, linux, web and even android!
Enjoy!

We feel so happy we finally here!

Beams!

After failing to submit for the compo (the website was having issues) I finally got my game up for the jam! It’s a small lasers and mirrors puzzle game. This was a crash course in Unreal Engine 4 for me, and I think it went well. It’s short, but I hope you like it.

Beams!

You move with WASD or arrow keys, and rotate lasers and mirrors with F or Space. Game pads are also supported.

Enjoy!

Got our three eras of screen-gens going. Feeling good about it. Join us on twitch! http://www.twitch.tv/friken0

Capture10 Capture8Capture9

Web port!

I have just ported my game, “Hot place” to web, so it’s even easier to play! Check it out, I think it’s pretty good: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45010

SCS0 SCS2

You guys, check out my game!

It’s called shroom boom,  just search it and vote. This was my first game jam, so I really wanna know what you all think.Screen Shot 2014-12-07 at 8.51.49 PM

The Tutorial

Tutorial
That should explain it all 😀

Harpoon Raccoon

 

Please check out our game at: LUDUM DARE

Splash

 

Thanks! =)

Progress Update #5

So, it’s playable now… kinda.

Fixed most of the buggs, like not being able to pick up keys sometimes.

You can test it here.

(This time the download work… it didn’t last time, I think)

screen

Game ended, finally!

Finally we have ended our first game! Not on my watch!! was going to be an infinite runner, but changes in the design during the development ended up with us having a semi tower defense/infinite runner.

It was a great experience and we learned a lot about the Unity API. Hope to expand the concept in the future with more levels,  traps and an improve in the graphics.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44110

I’m done! (kind of)

logo

I managed to finish my first ever ludum-dare-entry, compo-game “VOTE SNOWMAN”.
You can play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=40721

close-up-screenshot!

Taking part in Ludum Dare was a really great experience. This time my weekend-schedule was pretty cramped and I got frustrated quite often but I think the result, while not being as cool as I wanted it to be, turned out pretty well.

Don’t let they escape – Update 2

Hello guys, here are some pictures of the first version of ” Do not let They escape“

If want to know more of our work , visit our page in facebook : http://facebook.com/crenixentertainments/

 

Main Menu:

Menu D.L.T.E.

 

Gif showing the mechanics of the game:

Gif Game

hope you enjoy!

Tags: #LD31 #Crenix #LDJAM

First Ludum Dare Complete

Finally got to participate in Ludum Dare! It was a big inspiration for me to get in game development and now i’m finally there. It was alot of fun and a bit challenging as I never have had to deal with sound before. I think my game turn out awesome and i’m proud of the work I put in. Come check it out and tell me what you think!

Let them fall! Harder than you expected… than I expected…

BombardeAlien! Tired of shoting at enemies to kill them? How about shotting aliens to make them fall off your spaceship to a big star under you? Doesn’t it sound exciting? 😛 This is my game for the compo.

There were many things I wanted to put in it that I couldn’t (went out for several hours…), but it is indeed playable, and not only that, it’s hard! Even it’s not that long, I coundn’t beat it yet, it ended up harder than it would be if I had more time… But, come on, together we can beat it! 😀

BombardeAlien Title screen

I had an idea (good, I think) for a music, but time didn’t let me make it.

It was made in Game Maker 6.1 (only for Windows, therefore).

The graphics, in MS Paint and Game Maker’s built-in image editor (it has some nice functions). Oh, sure, and with a graphics tablet. 😉 And with paper and pencil before that…

So, let’s play! Let the aliens come, let the aliens fall. :)

Tags: alien, BombardeAlien, ld31, space, spaceship

Rome’s Little Step Post Mortem

image1

I usually don’t write stuff like that but I think the development of this specific Ludum Dare entry was interesting enough for other people to read. So, why not?

At first I decided to make an action-RPG roguelike with a map entirely on the screen, the catch here was that you could zoom in, so while the whole game would fit the screen, you could zoom at the room you where at the moment. Kinda cheating the theme a little but I was thinking of ways to force the player to use the zoom out function a lot and look at the whole map to kill some specific kind of enemies or solve a puzzle.

Anyway, I was going with Actionscript 3 and Flixel, drew a simple character, loaded it up, made it move and went to program the map generating part. The map would need to be quite big so it wouldn’t loose quality on the zoom, so the zoomed in quality would have to be the default one. I tried to create a big map and got an error message, turns out that Flixel couldn’t support a map at the size that I needed. Of course I could divide it in small pieces, try some compression, use trees or something but it’s Ludum Dare, I had only 48 hours! So, I decided to stop using Flixel and just use “pure” Actionscript, with vector graphics, like Macromedia intended back in the day. And since I was using vectors, why not go retro and try to make something like a Vectrex game? Initially I was using a lot of circles, when I decided to go “full Vectrex” and make everything square looking, it became much better. I even used the same aspect ratio as the console.

Some people liked the art style and it’s interesting to think that it’s like that because of a technical reason.

But it was still going to be an action-RPG at that point. I started thinking about ways to make procedural rooms using vectors and decided it would be best to have a fixed dungeon, “It’s going to be a 2D vector-based Dark Souls” I thought, and started making the design for my dungeon. That way, the puzzles and monsters that require the zoom mechanic would also be easier to design.

Then I decided to try to program some combat.

I spent most of my Saturday working on enemy AI and trying to make defending and swing the sword feel good. I really liked doing that part and at around 16 hours to the deadline I threw away the dungeon and decided to make a game focused on combat. I thought “roman gladiators” where a nice excuse for it and decided to go with that, also made some weapons and “hats” because at that moment the characters were just dull circles with nothing on then. It was hard to know where your character was looking at, just drawing something on the top of them made it much easier.

I spent the last 16 hours making the menus, sounds, music and thinking about how to improve the combat, so I went to watch some people play Dark Souls, which was my original inspiration anyway. I liked that hitting an enemy shield on DS stuns you for a brief moment and decided to copy that. It worked and made the combat more interesting but also too hard. Which I didn’t notice at the time because what was bothering me the most was that the game was way too easy (take some time to test and balance your games people). I spent the last 2 hours tweaking the AI, it was working well with one enemy, but when you put more of them, they don’t play nice with each other. In the end, the best I could do at the last hour was to put some randomness on it when they are likely to get stuck. I also had to remove the collision from the background because the player was getting stuck on it a lot.

In the end I had a lot of fun making this, learned a lot about AI, testing, drawing vectors and adapting your game idea. After 3 Ludum Dares, it was also the first time I made the music for my game and really liked the result.

By the way, here’s my entry:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11195

It’s not as good as I wanted it to be but hope you guys like it. :)

PS: The name is a joke and a reference to a brazilian song, decided it 10 minutes before sending the game and couldn’t think of nothing better.

 

Tags: post-mortem

Almost there!

Literally, “On one screen”.

Just a few bugs left…

Flaming Resistance is here !!

FLAMING RESISTANCE ENTRY PAGE

Hi guys, we, White Matter Team (Vito and Francesco), have just submitted our first jam !
It’s a simple platform made with Unity. We tried our best. We hope you’ll enjoy it !

flaming resistance gameplay

P.S. Let us know your death count 😛 and don’t forget to vote, thanks !

It’s harvest time!

 

Main mechanic is done. You can now be a full time farmer.

4_harvest

Coded Universe: Timelapse

Coded universe’s development timelapse is online now 😀

“Coded Universe is a programming game in which you play as a kid hunting for Christmas dinner (the shops were closed). Armed with just your phone, you have to collect your Christmas dinner. BUT, on your phone is Universe Studio 2015 Mobile Edition, allowing you to alter the universe with code, slowing time and moving objects to kill.”

Take a look at the game too if you’re interested:  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46596

2nd Ludum Dare completed! Woop.

Even though I joined late (I forgot…) I managed to pull out a game from somewhere! I literally made the first second game that came to mind and just ran with it, even though I wasn’t feeling it much at first.

My game is called RGB and is a little like Geometry Wars & Super Hexagon (apparently), so pretty much an arcade shooting game, with a twist?! It’s quite a challenge, it is beat-able too! I managed it eventually (:

RGBex3

Better get playing some games! You can find mine here

Windows only tho ):

Finally!EarthDef is deployed!!!

DOWNLOAD AND VOTE

Untitled-3-01

Introduction
Protect our earth at all costs!

how to play
hold<Q> = Red Shield
hold<W> = Green Shield
hold<E> = Blue Shield

each absorbed sphere +1 score
each reflected sphere -1 score
drone spawns when score > 50
drone does not give score points

when lives are depleted or score -1 game over

thank for playing

Personal Notes:
this is our first LD
we don’t know how to write any scripts(for the leader aka me, I’m graphic designer)
but we try our best and do finish it in 72 hour
hope have fun and good luck to everyone!

p.s
everybody play our game, I hope you guys can snapshot the highest score feedback to us at twitter @TAMingW

sorry for my broken english…

Ponypathia
Leader <TAMingW>
Programmer <JSrill>
Artist <Touhouin>

Music <Krizonaux™/DennisTay>

 

Kram Keep

Here’s my entry, play it here.

I thought it would be fun to make a game that isn’t normally on a single screen, like a “metroidvania”.

screen6

Tags: flash, flashpunk

Cold Remembrance – Android port

ic_launcher

I just finished porting my entry for Android. It was supposed to work on any 2.3.x and above device, but it seems to work on only 4.x.x and above.

Now, I can finally start rating all those games! /o/

Archiving my first cancelled jam

This is my first jam for ludum dare 31 has been cancelled due to many reasons, however I had fun with this event, I was thinking I could archive my jam here according to this theme. Anyway let me introduce you the concept of the game, it’s based from papers,please. Consider it as pure fiction.

You are shop keeper living in Mexico, you are supposed to sell the goods, besides there are kind of weird events that they force you to sell the drugs, weapons, special documents, etc. It’s kind of thriller game, not only for selling goods, you could use weapon or special ability to defend the store.
Among the swarm of criminals and corrupts looking for opportunity are trafficking illegal goods. Using only the negotiation provided by narco expert’s primitive deals, offers, and hires you must decide who can deal with it or something wrong happens.

It would be enough, I’m still working on it, I would love to finish this game and release to public in some day.

Anyway here is gif of the concept:

That’s all,
Cheers.

Escape Velocity

Hi Ludum Dare! Warp Games team is finishing work on first person high pace platformer Escape Velocity (Unreal Engine 3)! Here is gif of WIP gameplay footage.

Warp Games Devblog

“Out of bounds” game and thoughts on the theme

EntireLD31OnOneScreen

There’s a lot I would like to say about this theme, but I decided to write it on my own blog. My thoughts on LD31 theme

I’m going to keep it nice and short. My game is about NES games, where everything going off of screen is deleted. So you have to stay on the screen and survive for as long as you can. Various enemies are trying to push you off.

screen2

 

Play the game HERE. If you want to read some more, you can read my submission blog post

 

 

Second update – the final rush!

The final hours! Right now we have a basic game mechanic and we are adding all the art and sound assets that our team have made in the last two days. We really like how it’s taking form and some friends have seen it and gave us great feedback.

We are refining some features on the project and we are also working on a title screen that reflects the theme of the game. The next update will be the last one, so in the meantime, here’s a pic of our main character being seduced by another guy. How could that happened? You’ll find it in the game.

gay+main

Tags: Bad luck, Final rush, ld31

Priorities, priorities…

Sadly, it seems I won’t be participating this time around. I got kinda overwhelmed by the LD game and, more importantly, I’ve found myself longing to do other project of mine instead; and if I were to choose between doing another project or procrastinating while trying to make LD game, I’d rather pick the former. It’s not even “I feel like my game won’t be good enough”, I wouldn’t drop out for such a silly reason. Rather, I feel like I can’t bring myself to work on that project anymore; not today, at least.

I feel particularly bad about my partner who was doing the art; I hope he won’t be too disappointed. Pretty much the only gameplay-workable thing I managed to make was dragging items between shop display shelves and storage slots, as in the screen below:

(the slots background was made by me; other graphics were made by the artist)

Still, I do plan to stay cool (not too hard during winter, huh?) even if I won’t have a game to attract the attention to. After all, I’ve got player’s theme bingo to play~!

All the World: walkthrough/tips/map

Play All the World

If you’re stuck, here’s how the game works:

  • Use arrows to move around. You can double jump. Space bar to shoot.
  • Press down at a glowing triangular thing (portals) to change “rooms”, which changes the scenery and the portals available to you.
  • Portals are two-way. If you go back through the one you just came through, you’ll get back to where you came from.
  • The object is to find and kill the boss. Release the boss by destroying the hanging thing in the boss chamber, then go to each of the three chambers with a boss killer bomb and destroy those.
  • If you use a boss killer before releasing the boss, don’t worry. It’ll respawn.
  • Releasing the boss and using a boss killer both fill up your health.

If you’re having trouble navigating, know that there are multiple rooms with the same setting (day, night, rain), but you can generally tell them apart by the number of portals in the room. View a complete map here. The room names appear if you’re playing in easy mode.

Glowing Alligator – Our submissions

logo_blanc

The end is near!

We are the Glowing Alligator team, and it’s – maybe – the last post we’ll make.
We are proud to submit two creations:

ONE ON ONE
One screen. One controller. One weapon.

1o1

A two player game in which the menu screen and the game screen are one.
That means you can interact with the different settings while playing.

The whole team worked really hard on this one.
We hope that you’ll enjoy it!

________

RETRO FAIRGROUND
Five games on one screen. At the same time!

couv_v2

It’s a two player game, 1 versus 1.
And you play all theses games at the same time. It’s pure madness!

Few people of the team worked really hard on this one.
We hope that you’ll enjoy it too!

________

If you want to learn more about the team, you can check the quick website we made for this event – and hopefully others.

> GLOWING ALLIGATOR <

Good luck everyone!

Tags: 1v1, Glowing Alligator, Ludum Dare, One on One, Retro Fairground

Post Mortem

I started this compo months in advance – I had been working on some libraries that I thought would be really useful for making games. I had written a soft FRP lib and a 2d vector-ish graphics library. I spent a LOT of time on those! Mostly reading white papers about polygon decomposition, path rendering and rasterization. I thought I would have very nice looking 2d vector graphics for my FRP game simulation.

At the last minute I read this post linked on reddit about an entity component system using extensible effects and I decided to try to use that as well.

I ended up loving the component system (though I’m still figuring out how to handle and sequence events). I ended up barely using my libraries *at all*. I think I had been a victim of depth-first development. I got really deep into figuring out how to decompose polygons and do very low-level things when I should have been thinking about Haskell game dev as a whole. I should have been writing one specific game, then writing another specific game (and then another) and then library-izing the parts that are shared and good. Instead I had an idea like “hey, this would be cool to use for game dev – I’ll dive deep into building this out.” I also had strong intuitions about what a good API would be for those libraries and I worked hard to materialize them. I thought “yes! this is pure and clean and good!” – but once I started the compo I realized that I wasn’t using the libs in the way I had written them. I had over-theorized! What I really needed were dirty tricks and quick get-er-dones! This is a hard lesson and one that (admittedly) I’ve learned before.

In the next couple months I’ll be dedicated to developing games rather than developing libraries for games. By the next ludum dare I’ll hopefully have accumulated some tried and true techniques and dirty tricks.

To see the code I accumulated you can visit my github: https://github.com/schell/ld31.

Screenshot 2014-12-08 11.06.47

Comments

Soron
08. Dec 2014 · 17:23 UTC
Really good/useful postmortem. I ended up doing a game using the tech stack I normally prototype in (JS + HTML5), and it’s also a tech stack that I’ve used for a series of commissioned games. I was wondering if I’d miss having access to some of the code I had built previously, and if I should have put some of it into a library in advance.
08. Dec 2014 · 17:51 UTC
Really cool to see some Haskell represented in Ludum Dare! I attempted to use Elm this time round and it was surprisingly great to use (I mean I didn’t feel like I was missing any quick and dirty time-savers). Also great to see FRP stuff as that’s a concept that gamedev needs more of I think.

Before / After

Ok, so the Jam continues for me.  I decided that, since school and work were vying for my time, that I would just go for the jam instead of the competition.

 

Latest progress (Before / After):

 

So, in fitting with the “One Screen” restriction, I had the idea for a game that had all the objects it would ever use visible, and on the screen at ONCE.  So, instead of going from room to room, the one room is just “reconfigured” into the new configuration.  My “Guy” hero would be the only hero (of course) and the “BadGuy” would just be one guy fulfilling the roles of the NPCs, enemies, and boss (like a broad-ranged actor).  The tone is pretty silly, and I had a bunch of ideas .. which I will now simplify into a viable entry with only maybe 6 more hours I can spend on it…

 

Anyway, mock-up pics:

BEFORE

 

 

 

 

 

 

f

 

 

fffdfdf AFTER

As you can see, everything NOT used is in a “scrap pile” which I think looks cool, and even the tiles are arranged…

 

Break the Limits!

This was my 9th Ludum Dare in a row! I thought I wouldn’t make it this time because I really wasn’t inspired by the theme (I liked Snowman…), but fortunately an idea came to me anyway.

So here’s my game, Break the Limits!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11243

 

Break the Limits!

 

It’s an incremental game where you play someone who’s trapped in a room. The only thing you can do is think, but what will you think about?

As always, I had a very good time making it and I’m happy I participated :)

 

Break the Limits!

¡MEMORY! – Entire Game on One Screen = KID MODE

This was something I had in mind since I made a smartphone game for my nephews.

They oftent got “trapped” in the credits or options screen and had to get back to me to “fix” the game. So I had planned to make a KID MODE where you could not get to other screens, just endless play.

Thus I’ve made a new game for the LD but this time with such KID MODE.  The entire game is not in strictly in one screen. Instead you are allowed to put the game in one screen mode. Here the theme rather than a restriction is an enhancement as it increases usability for little kids.

Since Unity3D makes it so easy I’ve gone ahead and ported it to several operating systems.

You may play it (or have your kids play it ) here.

¡MEMORY! game screen

3-2-1, let’s JAM!

Ok, so I couldn’t enter the competition, there wasn’t enough time. :(

But I’m gonna enter the jam with this awesome game! It’s called One Way Out. Because, the only way out is beating it. Or shutting the game off. Whatever works for you. 😛

It’s an arena shooter, that traverses different “rooms”. Since the theme’s “Entire Game on One Screen”, you can’t leave the screen and instead travel through an entire virtual world in the span of many rooms. The game will change based on where you are and there are different challenges you must complete to progress.

You’ll start out as a slow, weak person that can’t avoid being devoured by triangles. BUT, as you go through the game you’ll level up, get stronger and then KICK BUTT through some kind of RPG stat system that I haven’t thought of yet. ^^

Here’s a screenshot: