LD31 December 5–8, 2014

Ludum Dare #31 Episode 5

Twelve more cool games from Ludum Dare #31! The backlog is a little bit smaller now, feel free to send me requests :-)

  1. Finish Your Project (Compo) by AgentParsec
  2. Sheep enchanter (Compo) by jsmtux
  3. Press i for inventory (Jam) by mr_tag
  4. Galvatross (Jam) by MrShoestore (twitter: @shlfstudios)
  5. SQUISH AND BOUNCE (Jam) by waveformmodulations
  6. The Spy (Jam) by cyrus
  7. INtire (Jam) by A Flat Miner Studios (twitter: @AbMinerStudios)
  8. Pipe Quest (Jam) by HotBoxGames (twitter: @HotBoxGames)
  9. Swotch (Jam) by Ulydev
  10. pOp (Jam) by Ulydev
  11. Batz (Compo) by recursor (twitter: @recursor)
  12. Life of a Geek (Compo) by Tommyno222 (twitter: @TomasBencko)

Tags: video

Comments

19. Dec 2014 · 22:42 UTC
It’d be cool if you could look at “The Tower”. I honestly don’t know if a video would do it justice, but you could give it a shot. It probably won’t take you too long. 😉
Lynx
19. Dec 2014 · 23:06 UTC
I f you have time and wanted to film more games, then by all means please check out BEAT+TRAK, pictures don’t do this game justice haha. Thanks!
19. Dec 2014 · 23:11 UTC
Sure thing! Our game isn’t too fun, but it’s enjoyable to watch the interactions and all the little things I wasted time on. 😛
23. Dec 2014 · 02:37 UTC
Thanks for Playing Galvatross!

Lumit mobile ready and LIVE!

Yaaaay!

Finally managed to finish mobile version of Lumit. It is LIVE on google play store:

https://play.google.com/store/apps/details?id=com.leaghorn.lumit

Android version for now.
iOS version is also ready but there is this whole review process that I’m still figuring out.
And WP version shoud be live as soon as I learn how to publish, as I never did anything for WP (well, for iOS also).

Anyway.

smartPreviewLumit

I did 3 options of controls:
– accelerometer – jumping by tapping and moving by tilting
– on screen buttons – control moving and jumping using buttons
– touch pad – jump and move is dependand on where you touch the touch pad

(I personally like the accelerometer/tilt option the best)

And there are separate Leaderboards for each mode and they are separate from these on PC version, so go break the new records! 😀

I only have one phone to test it so any feedback how it works on other devices would be awesome. Any feedback would be awesome actually! 😀

So Enjoy Lumit mobile! I hope you’ll like it 😉

// of course there still is a PC version if someone missed it 😀
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45380

The Human Experiment Show – Post Compo Release

AhhYeah..here is the first post-compo release for the Human Experiment Show..
lot’s of updates, mainly on controls and intro.

yes yes..much better controls now, highly motivated by comments of the players,
it also features a ledge grab & climb, which will make the game a lot
easier to play, though the puzzle is still incredibly difficult..

hes-post0

 

and totally new full intro animation to set to game into context..this was a bit of a challenge as the free version of unity does not support movie or render to texture, so the whole thing is rendered with a clamped second camera on the side :)

 

humanexperiment-post

and new font in the arena, thanks to my friends at underware.nl who designed this type..

thank you peoples for playing and commenting on my compo release, thanx to you these changes have been made..hope you like these improvements, let me know what you think..

play here

99 Votes, you guys rock!

I just want to say, this is my first LD and you guys all rock! 

The feedback have been really great and constructive and the support of the community has been awesome from start to to finish!

Screen Shot 2014-12-19 at 9.17.53 PM

My only question now is, who’s going to be lucky # 100?! Haha

Comments

20. Dec 2014 · 14:25 UTC
I’ve voted a few days ago. Your game is cool :-)

Fill the bar: Postmortem

Hi, everyone! Now it’s my time to show you postmortem of my compo entry “Fill the bar“. There are many details, thoughts, screenshots, useful links and other stuff. Click below to start reading.

postmortem

Read the postmortem

There you can read how to:

  • Learn to make low-poly art in 2 hours
  • Learn to compose music in 1 hour
  • Use new UI feature in Unity 4.6
  • Create original interpretation of theme
  • Level design entire location from scratch to finish
  • Make professional voice over in few minutes
  • Fit full game in 2MB

And watch it all on timelapse video.

Tags: ld31, postmortem, timelapse

Thanks For Playing and Rating!

So I had a lot of fun this LD, making something unusual (Play It).  And now I’m busy learning Unity to port it over.

ss+(2014-12-20+at+08.12.56)
In the meantime, I’ll be cleaning up a bunch of levels, design problems, etc, so if you’re interesting in helping out, a bit of feedback will help :)

foop3 foop4 foop5

Comments

pht59x
20. Dec 2014 · 08:01 UTC
First Google:

DataViz: 1752 parties, 11 maps, 208 players

Screen Shot 2014-12-20 at 11.31.45

Here is a data visualisation of the 1752 parties played by 208 players on my game over 11 different maps (these past 11 days – each day generates a new map), showing where ☃players died leaving a carrot to the map forever!

 

format:

 

– JPG (10 Mb)

 

– PNG (20 Mb)

 

You can observe that some roads was almost impossible to cross, especially the one describe in my previous post.

How to make a cool wind sound…

My Limberjacks entry needed sounds, and I thought that “winter forest needs some wind sound”. How to make such? I grabbed four almost-free tools of mine to help get the job done:

* My Samsung Galaxy S3 (cheap)
* Smart Voice Recorder app (free)
* Audacity (free)
* My mouth (free)

I start blowing very gently towards the screen (not towards the microphone, since that would just create noise). I didn’t blow directly to the microphone, and my mouth was above the screen. After recording the audio (making sure the quality of recording is highest possible) I copied the files to my computer and tweaked them in Audacity (basically, cut off the clip and might have slightly reduced the noise if necessary).

After that, the job was done: your cheap-as-hell background wind sound is finished.

Yes, it sounds crap if you compare it to… well, almost to anything BUT there’s one advantage: it’s still much better than no sound at all. Just by spending few minutes on this, I have enhanced the game experience. Now it kind of emphasis the cold winter scene. Having any small sounds can make a big difference.

Or, at least a little difference in a game JAM like ludum dare.

To check it out, here’s the Limberjacks entry.

Comments

Robber
20. Dec 2014 · 17:27 UTC
sound pretty sweet, with windy sounds…i usually put a low-pass filter on some noise to filter out a bit of the high tones, you can make it a little bit darker that way, or have layers

Hurray, we’ve got 100+ votes – Kuch Bhi !

Thank you so much for rating our game. Due to your positive feedbacks I’m thinking about publishing this game in google play store as my first game. Thank You once again.

Looks easy but hard to master.

ezgif.com-gif-maker

Game Link

Mac Os X Now available!

logo screen

Finally after some issues it is available for your pleasure!

Lumit full Leaderboards

As ingame leaderboards shows only 10 top scores, here’s full leaderboards if someone’s interested:

scores

Over a 100 scores in Normal mode and so little in Hard and Impossible. Let’s breake some records people! 😉

(the two best scores [3rd is mine :)] in Normal mode are really impressive. I never managed to beat my 36K and the 2nd is 45K and 1st is almost 60K! Wow! I managed to get a score over 80K once but it was while developing so there must have been something different/easier then in that version)

Also, if anybody missed, I published Free mobile version of Lumit for Android (link in downloads):

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45380

smartPreviewLumit

So if you missed, give it a try 😉

I also uploaded iOS version today and as soon as it get accepted I’ll let you know. I’m working on a WP version now.

And as always, enjoy! 😀

Comments

20. Dec 2014 · 14:04 UTC
THE URGE TO COMPETE IS REAL!
Madball
20. Dec 2014 · 14:25 UTC
Nice advertisement! Not up-to-date anymore 😛

COSMMOS – Let’s play together is live NOW !

As a multiplayer game, COSMMOS worth playing together more than alone. Come and play COSMMOS together NOW (I’ll be there for a full hour) !

Join the my twitch channel for a live commenting about the game. Feel free to ask any question and to use the tchat as a cooperation tool !

A new type of game

I recently got my hands on a oculus rift. I will not be able to experience it until Christmas Day sadly but I can’t wait to pair this with the Sdk and submit some of the first oculus rift compatible games to ludum dare 32.

Oust Santa! – Beat the record!!!

Hi dear game lovers

 

The record in our game is currently 7100 points (Wave 17).

Can you beat this record? :-)

 

Oust Santa! – The game

 

Post or send us your highscore – we are very interested in your results.

 

Have a nice weekend!

 

 

Cheers

Marisa

bg

Think of multiplayer for SnowMan Revenge.

Hey! So, yes, we have an idea to add battle.net-like multiplayer for our game.

The idea is making server that should connect two players and make a game session between them. For the first versions it will be coop only on right and bottom sides. And random buffs will accept on each players. So, that’s only plan for post ludum dare development.

Let us know about your suggestions in comments.

Team BSOD.

Beat! Bop! Delicious!

Over 125 people have played and rated Beat! Bop! Delicious! so far!  Thank you very much!

bbd_proper

What do you mean you haven’t played it yet?

PLAY IT NOW

Work has began!

We have began work on a post compo version of Duck, Jump, Die!

Play The Game!

 

Duck, Jump, Die Will:

  • Be an entirely new game designed from scratch
  • Be made with mobile devices in mind, rather than just a port of a PC game
  • Feature new and improved graphics
  • Feature hundreds of new obstacles, collectibles, and costumes

Duck, Jump, Die Will Not:

  • Just be a bug fixed version of the jam submission (We already have that!).
  • Just be a port of the already bug fixed PC version

Tags: progress

Orderly! – Play and Rate!

My first ever entry in the Ludum Dare competition was quite fun to make. The game is about a condemned librarian in hell, sentenced to stack books for the rest of eternity!

I also hope it’s fun to play, and I’ve gotten some positive feedback so far.

 

Animation2_online-video-cutter

ORDERLY!

LArse – behind the scenes

 

 

Here is some concept art of my game.

I know you guys like this kind of stuff behind the scenes, so I post it here for you.

Basically, you are a three-legged eyeball that tries to escape from growing swarms of liquid spikes. The idea came… as is, I cannot explain.  I liked the idea of a man with an eye as a head, like if he was always alert.

The spyx (say spikes) are just enemies that can spout up from the ground and that looks harmful just by looking at them.

There is some elements that I had not enouth time to incorporate, like snowmen that spawn randomly just to block passively your path, others kind of spyx and a sticky ground that slows you down.

The first drawing is the brainstorm. the second is some character research.

All graphics, animations and sound effects are made by me during the compo48.

LD31

LD31sketch

 

Drawings are made with Black Ink, an amazing software that is still in development, and with my Cintiq 13HD.

I made all sound effects with Sunvox. I consider it like the ultimate tracker software, like you can create your instruments with deep customization, combine everything and create great and unique sound effects (it’s good for this, but not the main point).

Have fun,

Play LArse

Node Alpha

NodeAlpha

Now my game Node Alpha is gold. I have created 12 levels (+3 as tutorials). I remind you that this project has been developed for this last LD session. Node Alpha is a puzzle 3d in which you must link different artefacts by an unique lazer beam. Focusing on each artefact you can use the three mouse buttons in order to adjust angle of each artefact and to displace them on dynamic surface. Maybe you should spend five minutes to understand these mechanics. This game is free – my gift for you. I will be happy reading your feedback. Thank you all for your vote and comments. I wish you the best for 2015 ++

Mon jeu Node Alpha est maintenant gold. j’ai créé 12 niveaux (+3 autres en guise de tutoriel). je vous rappelle que ce projet a été développé durant cette dernière session LD. Il s’agit d’un puzzle en 3d où vous devez lier entre eux différents artefacts par un rayon laser unique. En vous concentrant sur chacun des artefacts, vous pouvez utiliser les 3 boutons de la souris afin de modifier l’angle de chacun des artefacts – aussi pour les déplacer sur les surfaces dynamiques. Peut-être vous faudra-t-il passer cinq minutes afin de comprendre la mécanique du jeu. Ce jeu est gratuit – mon cadeau. Je serais très heureux de considérer vos impressions. Merci pour vos votes et commentaires. je vous souhaite le meilleur pour 2015 ++

Вот! Я совершил мою видеоигру Node Alpha. Я напоминаю вам, что этот проект был создан в течении этого LD31. Вы можете скачать её бесплатно. Это мой подарок для вас. Я буду очень рад, читая ваше мнение. Конечно же, я надеюсь, что Node Alpha вам понравится. Спасибо большое вам за оценку и комментарии. Желаю вам только доброго за 2015. До свидания мои друзья ++

Link to download the final version


A little list about my favorites for this Ludum Dare :

duals
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=18719

Avoid Rage
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26377

AntiPlane
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45191

The Paper dance
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=12204

Beat Bop Delice
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7470

TMO
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19914

Cuberot
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46099

Cell #327
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1645

Cat-Ana
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=3211

Rainbow Maze
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=8435

Path of Thorns
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44118

Sweep Stacks
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38404

Slimey’s Quest
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25578

Polo
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21246

Comments

22. Dec 2014 · 07:35 UTC
Why no links ?

Games that stood out, #2 (so far!)

Last time, I made a massive list of games that stood out for me so far. Well, with such long live streams and with a lot more games under my belt (92!), I had to make another list. So without further ado, here are games that stood out for me, in no particular order:

(Note: The games I’ve played so far are listed here: https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing)

The Adventures of King Pistachio

A super-hard, broken platformer that still made me intensely satisfied after beating it! Man, how long has it been? Welcome to my list of super-hard-games-that-I’m-still-fond-of.

MAN vs TWITCH

Have a Twitch stream? It’s time to play MAN vs TWITCH, a hilarious twin-stick shooter where your chat-mates spawn enemies and hazards for you. It’s unfair, but a good fun nonetheless.

Towards Light

Even though it’s slow and tedious, I just love the how creative this game uses its simple game mechanic: attract dots using a single point-light. The important part is to use the walls to prevent the point-light from spreading at the wrong places.

Screen Ego Aegis

Now this is how you combine two unlikely genres! In Screen Ego Aegis, you use both twin-stick shooter controls and tower defense elements to defend yourself.

Beat+Trak

Another rhythmic music game!? One with hypnotic abstract graphics? Sold! Beat+Trak takes a Simon-says approach to rhythm games, so it’s an interesting contrast to RIZUMUDEKATTO, which is more active.

Coin Toss Simulator 2015

No, I’m pretty serious: I had a lot more fun with a coin toss simulator than you’d think. Instead of determining whether you’re going to get heads or not, this game involves destroying anything fragile in the room. It’s a classic in my book.

Banana TV

Want to be a complete jerk and have full control over the TV’s channels? Banana TV is for you! In this game, you attempt to predict who your audience is going to be using environmental clues, then lay havoc on them by….forcefully making them watch something awful. The caricatures in this game are absolutely hilarious!

Together In Thousands

War is being waged on a single petri dish as your cells multiply and kill off opposing cells. This bizarre simulator involves dropping chemicals to assist your own cells in an attempt to take over an entire colony. Fascinating and mesmerizing, though a little hard to comprehend.

Case #31

For all the missteps this game makes when it comes to combat, its unique paper-cut-out graphics and twisted story makes Case #31 so memorable. There’s something magical when the scene switches over, placing all the props into a new stage for the story to play out.

PhotoBound

It’s no secret that I love puzzle games, and PhotoBound has them in spades. Not only does it carefully teach you how the game mechanics work without instructions, its puzzles are incredibly creative and difficult to boot. I recommend it, 100%.

Snowmän! Factory

A classic tile-based puzzle game with the creepiest snowman ever. In this game, you build snowmans using the limited amount of snow-tiles scattered throughout each level, and it will stump you. Hard. And I love it!

Knock ‘Em Trees

This game gets a mention due to its adorable (and in my opinion, stellar) audio design. Sure, it’s just Katamari Damacy with terrible camera placement, but just listen to the game! It melts my heart (and inflate it 3-times as large; emotions are weird).

Snowman’s Land: SNOVERCHILL

I never expected a MMO for Ludum Dare, let alone a MMO snowboarding game. Yet, here we are. This game deserves a mention for its technical excellence, creating a fun, very polished arcade game where you play against other people to score as many flips as possible. It’s chaotic fun!

Platform 31

It’s hard to make a balanced multiplayer game when you’re on a deadline, but Platform 31 achieves just that. This simple sideways shooter pits two robots against each other. Lots of elements help turn things to your favor, including barriers, power-ups, and controls that can swerve your bullets around said barriers.

Old Game on an Old Screen

Man, this game succeeds in giving me a jump scare. This horribly unfair arcade game does have a few (or one, really) trick up its sleeves that made it more than just a game on an old screen. Play it, find out for yourself what tricks it has for you!

Cheap Peripherals

Bugs are inevitable in nearly all software, especially games. This game is a rare example that takes full advantage of its bugs to create a surprisingly unique experience. Take note: accidents aren’t always failures!

O-Inari Origami

A puzzle game where you fold your way through. Not only is it creative, but it’s one of the few puzzle games that has more than just a few solutions per level. Plus, it stumped me multiple times, and I like that.

Panoptes

Have you ever wanted to play Tetris Attack, Snake, and Pong all at the same time. Neither did I, but apparently this game cared enough to make you go through that torture. A messy game, this game will constantly keep you on the edge of your seat.

1 Screen Hero

Easily the most fun I had this entire Ludum Dare, 1 Screen Hero is challenging, puzzling, full of action, polish, charm, and…oh, it’s just soooooo good! I highly recommend checking out this randomly generated rogue-like Zelda-thon.

Cell #327

This point & click adventure game has voice-acting. And yes, it’s really awesome voice-acting. The puzzles are pretty interesting as well, as with unlocking multiple endings. And, oh gosh, what a bleak story!

Pony Island

Yes, this is yet another joke game, and yet it’s one of the few that really struck me emotionally. It’s such a wonderful experience to play a game that comes out of the left field, and this, well, this was really unexpected. Be prepared for some surprises, because this game is packed with them.

Dabug

Polish. This twin-stick shooter has it, and in spades. Despite its lack of innovation, it’s addicting, feels great to play, and strongly encourages you to best your score. There’s a lot to learn from this game, and I had a lot of fun playing it!

Walk to the door

What an intense puzzle game! Walk to the door involves controlling the window our hero is walking on to direct his movement, and it’s absolutely astonishing how invested you get into the unique puzzle layout the creator laid out for you. A wonderful experience all around, this is a game you don’t want to miss!

Tags: list, random

Moar Streaming! Let’s get to my goal!!

PlayandrateAlmost there. Almost there. Come watch me on Twitch!

My goal is to a) run out of games on my list or b) get to 100 Coolness — whichever comes first!

If you still want your game played and rated and given some amazing-tastic, in-depth feedback, there is still a chance!

TC_DL_MWThere’s also still a chance to play and rate the original prototype of “A Fine White Line”!

Tags: #31, a fine white line, afwl, amazing-tastic, feedback, ld, Ludum Dare, stream, twitch

Post Jam progress

Hey guys,

we have been trying to find time to bring you an update for a post jam version of our game, but unfortunately it takes a bit longer than we thought. Among other things at the last Berlin Mini Jam, where we wanted to finish the update, we lost a couple of hours due to hardware difficulties …it’s still happening though. We fixed a couple of bugs and implemented new features (from your feedback, eg. improved sounds, incentive to move around) that really change the dynamic of the game and make it much more challenging and fun, but there are still some things on our list. For those who haven’t played our game yet, please try it out and leave a comment. We will play your game as well and give you feedback.

And you are allowed to kill a lot of mutant children on the way! 😉

bunny dies

Our game “Of Carrots and Blood” is a funny shooter about a bunny defending a giant carrot from hungry mutant children in the woods.
Sounds good? Then please give it a try and tell us, what you think!

PLAY Of Carrots and Blood HERE

RATED R FOR RED!! (it’s kinda bloody so not appropriate for children ^^)

title screen
full blown action

My favorite entries set in ‘Deep Space’ (and one about a fish)

I was planning to post one of these favorite entries-posts when I reached a hundred games rated, but since I’m nearly there, time is starting to run out, and since I wont have time to rate games during the holidays I’m going to go ahead and post at 84 rated entries.

And because ‘Deep Space’ obviously was supposed to be the theme for LD31 I’m going to post about my favorite entries fitting that theme (not really, almost all of my favorites for this dare just happens to be set in space).

 

1. A Place in Space – Lokijki

A Place in Space

A very well polished, and quite hard, shooter set somewhere in space. Retro music and graphics creates a very cool atmosphere. Gameplay is simple but fun, a couple of collectable power ups gives the the game some variety.

 

2. Atticus VII – Deconstructeam

Atticus VII

A murder mystery (and more) set in, well, space. Made by people behind ‘Gods will be watching’, ‘Nihilumbra’ and ‘Super Rocket Shootout’. Gameplay is a bit different from most mystery-games and I think the player actually is rewarded for thinking on his/her own. Has several possible endings.

 

3. Orion – feiss

Orion

This probably doesn’t need an introduction. Everyone interested surely has played it by now since I’ve seen it on so many lists? Still it clearly deserves to be on here. One thing I really like about this entry is the feel of its buttons.

 

4. Last Ark – Nuclear Napalm

Last Ark

Basically a survival game where you have to save humanity (and their robot overlords) from extinction by finding a new planet to colonize. I the mean time you have to manage the energy, oxygen, supplies, and embryos aboard the ship and make som customisations to the ship itself.

 

5. Serenity – rxi

Serenity

Short but very atmospheric metroidvania game which isn’t explicitly set in space but still has a very spacey feel to it. The developer didn’t have time to implement player damage, but the puzzles and atmosphere of the entry still makes it one of my favorites.

 

6. ROCKROCKET – Backterria

ROCKROCKET

Another one not explicitly set in space but come on, it has ‘ROCKET’ in its title. That’s close enough no? The game is a short exploration and puzzle game that’s really worth the download and short time it takes to play. Again a very atmospheric entry. I seem to be a sucker for those.

 

7. Mr Fish’s Awful Adventure – Nanolotl

Mr Fish’s Awful Adventure

This one isn’t set in space (or is it?) but still makes it on to the list. The entry is a very well executed metroidvania/platformer which basically is a series of problems and clever power ups you have to collect along the way to solve them. It is also challenging, I probably died about 30-40 times while playing it but that isn’t a problem since you have unlimited lives and the game has several checkpoints. At the time of writing this post the game only has 11 comments but every one of the commenters seems to love the entry. The game sadly lacks sound.

 

Bonus: SCREEN HEAD – NickZangu

SCREEN HEAD

Ok, this doesn’t seem to be set in space either but maybe in a parallel universe. You play as an obsolete CRT-monitor going postal in your old office. Shooting people with the stapler alone makes it worth playing.

Post-mortem : One Screen Many Jumps

There it is ! Many people told me that my game (http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26591) needs music so I’ve done a post-mortem ! Have fun ! <3

One Screen Many Jumps - Title One Screen Many Jumps - Normal One Screen Many Jumps - Hardcore One Screen Many Jumps - Leaderboard (hardcore)

Now features :

• Three musics

• A new obstacle

• Hardcore mode

• Internet leaderboards (one for normal and one for hardcore)

Links :

Windows : http://www.naturatime.net/LudumDare/PostLD31/One%20Screen%20Many%20Jumps%20-%20Windows.zip

Linux : http://www.naturatime.net/LudumDare/PostLD31/One%20Screen%20Many%20Jumps%20-%20Linux.zip

First steps on Post Jam Squareon !

First of all, I would like to thank every body that have given me feedback on Squareon , it really motivated and helped me !

So, as many of you, I’m now working on a post jam version. Unfortunately, I’m progressing far more slower than in Jam :(

The current #WIP of this version can be tested there : http://okowalczyk.free.fr/LudumDare/31/PostJam.html

Differences are :

  • New mode : time attack , where you earn additionnal time for each good answer, and lost time for each bad. Goal is to play the longer than you can.
  • New mode : relax infinity, where there is ending condition, no scores. You just play to relax :)
  • Difficulties is a bit more progressive, no more billions colors from the beginning
  • Some bonus combo thing in the “classic” score mode
  • A more understandable “end screen”
  • Fw bug fixes

What is planned and not done yet :

  • Music. I have to find a way to create a music that match with the game… and give some feedback when the time is about to reach out
  • Colorblind friendly option, I already have ideas for two solutions, just need more time to test and to implement
  • Maybe a tutorial or some help screen
  • A clean GUI with one unified font, and more appealing button…
  • Leaderboard
  • More bug fixes
  • … and maybe some other ideas that I need to try or that will come up along the way

Once again, thank you all for your comments !

On another hand, I’ve tested 133 games until now, and I can’t help being amazed by the quality and variety of games this LD once again bring to life. Kudos to all of you !

Okko L.O.B.R.

PS : and feel free to keep on testing, commenting, voting for the original LD entry :

sc1

YOU ARE LOST in Video

There is a brand new “you are lost”-playthrough on Guy´s Gaming Channel (GGC).

This video gives you a good sense of the mood of this game in which a little lost boy dies a million deaths by hungry wolves. And the cold. And too much running. And Owls. Sometimes….

You can also check out the game for yourself (with the original athmospheric soundtrack that is missing from the playthrough) right here.

Screendom – Quick Post Mortem

So…

I have submitted my first compo alone on ludum 31, and I am pretty sure that the rating will not be good. Why? I just fall into the classic error most of the people do when they start strategy game in game jams… It is not clear what you have to do.

I was surprised at first when people started complaining about it, but when I had spare time, I asked some friend around to play it. And the click and drag mechanism required to create trade route never got out. When asked about it, my friend told me that it’s not a common mechanism in the game. So I think that a lot of people missed about 90% of the game.

How could have it been avoid? That’s pretty simple, some cursor or icon, or highlighting. This kind of things that makes you understand there is something you can interact with the game, and where. Even if it can seems completely logical, it is not that easy when you are deep into your development, alone. That’s one thing really different from the jam, because you receive feedback from the rest of your team, and it can help you understand what the people think.

Putting long text does not truly help as it is boring, and people rating games cannot afford to spend to much time on a game.

A part from this, I was really happy with the result that get out from the compo. All the expected mechanics of the game where implemented and functional, and once you have understood how to play, you can have fun with the game. I had a friend which played and enjoyed around 30 games once he understood how to deal with the UI.

In any case, as always it was really an interesting experience. Now that I am in holiday, I can go back to ratings :)

Here is the game if you want to try it :

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24498

If you are not understanding anything at all, I can suggest you to try the tutorial in the post compo, after rating of course.

Here is the difference between the compo and the post compo UI in more or less the same situation. In the compo version, the drag and click indicates nothing particular, and once you release the mouse click the menu changes. In the post compo, the concerned region become highlighted and a line is drawn between them, which is really helpful to understand what’s going on.

screendom postcompo screenshotscreendom compo screenshot

Comments

flap
08. Jun 2015 · 20:07 UTC
Hello, I have tried the latest post Compo version (april 2015). That was really cool.

I love how the limited number of action per turn forces us to prioritize, and the limited number of turns.

Of course, the UI could still be improved, but it is definitely a game that I’ll try to play more.

LD scan Postmortem

First things first, if you haven’t had a chance to check out LD scan, yet, you can do so here. I’d recommend you do so before reading this postmortem, as it’ll give you a better frame of reference when reading this postmortem.

Image10000
How it all happened:
I’ll admit, “Entire Game on One Screen” was a bit of a surprise for me when the theme was announced. I hadn’t done any brainstorming for that theme, so I had to spend my early hours deciding on a concept. My very first idea was some sort of vague fighting game that took place on top of a computer monitor, or “on one screen.” I quickly decided that was a poor interpretation of the theme and wouldn’t make for a particularly unique game, so I explored other avenues. After a bit of looking into synonyms for the word “screen,” I settled on the game that I now have, which focuses on medical screenings.
The actual plans for game mechanics went through a couple of iterations. I initially planned on doing a WarioWare-esque minigame collection, with each minigame being based on a common procedure for medical screening. I never actually thought about how any of them would work, though, and just kind of compiled a list of screening methods on a scrap of paper. The first solid “mechanic” I actually came up with was the simple act of sliding a patient back and forth on a CT-scan by dragging them with the mouse. I immediately loved the idea of that and thought it would feel pretty satisfying, so I started fleshing out a whole game around that.

Image20000
What Went Right:
Tutorializations: My cousin often jokes that my typical design strategy is to throw players directly into the lion’s den without much instruction and hope that they survive. This certainly holds true for a lot of my older work, but I think that LD-scan does a little bit better than most of my other games with regards to informing the player. Their goal is stated for them outright on the first page of their clipboard, and one of the first things they see before they look for malignant traits is a handy True/False chart that explains the game’s logical operators. Finally, the last page of the clipboard tells the player how to finish a screening and call their patient back for the final decision. The player is generally always informed on what they should do next, which is extremely important.
Difficulty: I’m pretty proud of the difficulty progression in LD scan. The player is always being introduced to new mechanics which both make the gameplay more challenging and more interesting than it was before. The player doesn’t simply need to look for more traits – they need to do so under a time limit, and eventually start negating their results based on patient’s age, height, gender, etc. I’m also happy with how forgiving I made the game. The game had to trigger a failstate after a single failed screening (otherwise the game wouldn’t depend “one one screen”), but it wasn’t until late in development that I decided failure shouldn’t actually send the player any further back than the day they were just on, to avoid frustration.
“Story”:I think LD Scan is actually my first attempt at actually creating a game with an even remotely relevant story. Even though the story is told fairly poorly and treats subjects like medical screening and misdiagnosis with far too little respect (serious business, folks), I’m fairly happy with it. There’s a concise story arc with a beginning, middle and an end, a couple of decent jokes, and some wildly over-the-top failure scenarios which I stand by as the game’s greatest feature.

screenshot30000
What Went Wrong:
Time Management: I invested my time in all the wrong places for this Ludum Dare. I stayed up far too late and woke up far too early for my own good, which is not usual for me. My past few Ludum Dares have left my sleep schedule fairly intact, but something about this one compelled me to neglect rest, and I think my work may have suffered for it. Additionally, I lost around four hours of time at the end of the compo because my company Christmas party managed to overlap with Ludum Dare weekend for the second year in a row, and I wanted to attend. I scrambled to put everything together at the very last second, ran out to the party, and found that only two people had showed up and my “date” was running late, as well. Ludum Dare should have been my priority. Parties can wait. (The party did turn out to be really fun, though).
Bugs: I didn’t bother to time myself, but I’m confident that I lost at least three hours of my time just hunting for game crashing bugs in LD scan. A lot of the game’s is generated in loops that create content that adheres to a specific set of rules. There were a lot of these loops, and a lot of them dealt with fairly complex rules. As a result, a lot of them turned into infinite loops that were extremely challenging to fix. I even ended up making a clumsy infinite for loop somewhere along the way that incremented in the wrong direction and never terminated. That one was found by my brother, whose knowledge of programming is limited to a single computer science course from three years ago. He found it within thirty seconds of glancing over my shoulder. I had been looking for twenty minutes. Did I mention that I was lacking sleep?
Workstation: When everything was coming down to the wire, one of the last things I wanted to do was quickly add sound effects to the game. This turned out to be more of a hassle than I was anticipating, as my microphone had vanished and SFXR was no longer on my computer. It took me thirty minutes to find the mic, and just as long to re-download SFXR on my spotty wifi. It really is important to prepare everything you might need for LD well before the jam begins, or you’ll find yourself stressed out and scrambling for tools at the last minute like me. It’s not fun – just take the time to set up your computer in advance and you’ll have a better Ludum Dare experience.

We Ludum Dare You!

Hey you!

– Got some serious guts?

– Got the time?

Never mind either of those because you don’t need guts (the game provides plenty), and you’ve still got a week (it’ll take ya 10 mins max when you get the hang of it)!

There’s still a week left to play 0x2603, and since you’ve already seen the best and worst LD31 has had to offer, you’ll even have hindsight to rate it against.

Things of note:

– Catchy music

– Low res but high swag

– Pretty decent artworks (I think they’re good)

– A storyline around the theme – not mechanics

– Fairly hardcore gameplay, but (I hope) interesting and rewarding storyline

Made by Topaz (Python Programming), and Binary Star (Photoshop Artworking)!

PS: Bonus points if you already got the reference in the name before this line

Screen Shot 2014-12-22 at 7.23.54 pm

Frank’s New ‘Game’ – A “supposedly” brief post-mortem

BgGameJolt
Hello! Frank’s New Job was a compo entry for this ld31! This was our first game together, and a”complete” game at that!

We are both incredibly inexperienced in games development. We have just recently picked it up, I (Jannick) have just recently dropped out of school and decided to try and puruse my dreams of being a successful game developer, Aleksander being quite similar but the other way around, being in a hiatus for school work until the next semester.

Having just been learning Unity and C# for about 3 months, it was time for ludum dare, and we decided that we would do this together as a team. Keep in mind, he (Aleksander) is about as inexperienced as I. Having no real clue what role we should have, we just let time decide that matter. So, this is a chronological summary of what happened:

He came to my appartment at 4 am in the morning, this is one hour after ld31 started in CET time. We live in Norway! I had no sleep, but I battled through (so brave).

We planned the game for around 2 hours, before agreeing on a start point and developing and planning as we go. We were happy about how we’d decided to go about the theme, and thought that it would not only add depth to our game, but be a bit innovative in the use of the theme. Realization in post: Many developers have been a lot more clever than us. So we realized that we now rather look like a three-year-old breaking apart a kids toy claiming superiority over the human race for the act that was made.

I ended up doing all the programming and we worked off with the art design together.

First day I ended up staying awake for 37 hours altogether. That’s the longest I’ve ever been up. I still had some adrenaline to waste as well, haha!

At a point we realized that we will never have time to put in all our funny bits into the game. And our whole event-system had to be left behind in a trail of wasted dreams, which was a real blow to us, because this is what separates this game from being a “real gamey game”. Meaning that, in the current state, this game has no lose/failure mechanism. Basically, we were too ambitious for our own good.

The last hours we had to have something funny incorporated, not just the art being goofy-looking. So we sat down and wrote the script (dialogues) in about 30minutes. The last hours I was blazing in Unity programming in the entire dialogue tree, being awfully stressed out, in a weirdly focused manner. Aleksander was working on reworking some art to make it more esthetically pleasing, and perspectively correct.

After publishing, we thought that we had messed up on the planning, because we weren’t able to implement about 4/5 of what we had planned. And these 4 out 5 parts were things that would drastically add to the humor and fun of the game. We didn’t expect any good reviews at this point. We’re both individuals that don’t like when something ‘isn’t perfect’. This is why ludum dare is a very great exercise for us. Having to scrap minor details for the bigger picture, is a hard thing to do for us.

We’d love for you to play the game and just give us an honest opinion about what you thought about this game. We tried to make it adventure gamey, but it just wasn’t enough time to add “game” to this, haha!

Play the game here:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47205

These are some examples of retouching that we made time for (old/new):

BossOffice                BossOfficeRefurbish

CuzFuckyou     MainMap

 

Super TransGalactian Hyper-Billiards: Postmortem

This was my second Ludum Dare compo entry and I’m really pleased with how far I’ve come since the first (LD30).

My game’s called Super TransGalactian Hyper-Billiards 2014 and you can play it here.

It’s kind of a real time physics-simulated puzzle game, but I like to think of it a sport played by higher beings in the far reaches of the galaxy.

I made it using libGDX, with the Box2D extension.

I had a few specific objectives for this LD compo: things I’d never really done before or wanted to improve on.

  • Create a game with multiple designed levels, clear rules and an ending (ie. not an procedurally generated infinite runner/jumper or puzzle, etc).
  • Have a consistent look and feel with graphics, colours, menus and so on.
  • Make some music (never done this before!).

What went right?

  • After a little initial exasperation at the theme, I had breakfast, watched an episode of Big Bang Theory and got an idea that clicked. I think that’s my favourite part of the process, thinking up something original and fun (I hope), a set of rules and tying up how it’s all going to fit together over a cup of coffee or two.
  • The title. I like the title.
  • Well, I did make some music, which I’m pleased with and a lot of people seem to like. I used Zynewave Podium free and a VST called Podolski by u-he and found a couple of nice atmospheric presets/arpeggiators/stuff (I don’t really know much about it) and spent some time putting different bits together. It’s simple but effective.
  • I’m pretty pleased with the graphics. It’s simple, but using just the three primary colours and simple shapes ties it all together nicely. I used a palette tool from mudcu.be to pick the colours (I started out with plain red, green and blue, but didn’t really stand out nicely). Also added particle effects and some camera shake. They’re not the best, but I think they add something.
  • I did indeed make different levels. I wanted to do more, but time ran out a bit fast at the end.
  • I’ve got some good feedback over the past two weeks.

What went wrong?

  • Performance isn’t great, especially in a web browser. That’s what you get for throwing in a bunch of explosions willy nilly with simulated particles, especially when they happen at the same time. It can drop a lot of frames.
  • I didn’t design as many levels as I would have liked or with any real plan as to how they work / progress.
  • There are a few bugs around winning conditions: you can still die after you’ve won and after you complete the game the winning music carries on playing indefinitely, so it’s probably a bit annoying to replay.
  • People have commented it plays too slow. I think they’re right and that it’s a combination of me choosing an arbitrary value for acceleration (and not iterating enough on different values) and the performance again.
  • Making the player one of the pieces doesn’t feel quite right, as a couple of people have said. I did it so there was a possibility of “dying” in the game, but there is still a lose condition when another team wins – and I could always add something else as a hazard to the player.
  • I think the capturing of other colours is the wrong way round. It wasn’t a typo – I thought that way would be better – but on reflection it doesn’t make sense. You should change other pieces’ colour, not your own.

A lot of these problems are the result of doing things quickly and picking arbitrary numbers for things that “seem about right”.

What next?

I’m really pleased with how the game turned out and excited about where it might go. It seems to be pulling in two directions: A slower more thoughtful single player puzzle game and a fast and crazy multiplayer explosion fest.

After ironing out the problems above, I want to make a local multiplayer mode and add some new features / types of level, perhaps with non-playable objects like planets / stars / black holes / miscellaneous stuff affecting things. Oh and an AI player (?).

Online multiplayer could be great, but I don’t fancy my chances trying that just yet.

My personal experience of making a game in 28 hours and with nearly no experience in a game engine

Hello,

I’m Timm638 and i made the game “Unnamed game”.

First i want to point out, that i am currently collecting names for my name and select the best and let you vote, which should be used : http://goo.gl/forms/WDKU1NO4vl [Name Collection].

It’s been some weeks ago when i remembered on a saturday, that there is the ludum dare? I tough now what game engine? I could use Unity or Game Maker[Which i have chosen because i have made already a test game in it].

In the evening of the first day, i made graphics and the tile displaying system, which had error.I have fixed the errors on the morning of the second day and then i started the fun part, the world generation. Quite simple, it will choose a spot on the left side and will generate a integer from 0 to 3. When it was 1 or 0, it will flow forward, if 2 or 3, it will flow left or right. And now i added just 2 lines to add the forests and now the world generation was complete.I continued adding features and i have threw a feature away because it didn’t wanted to work. Instead of this, i added the Descriptions.After that, not much happened, i have added the resource system and then on the evening, i made the sounds with PXTone and added them.

My Experience from this :

-I can make a game if i am motivated

-Writing a 330 lines of code took ~12 hours*, resulting into 27,5 lines per hour, 0,45 lines per minute or 0,008 lines per second.

-Getting good Critic is rare

Let’s hope i will make a better game.Oh, and i will make a post-compo version, but first when the voting ends!

*Including writing it, making art and brainstorm

Ludum Dare to Believe S:3 EP 8!

Hey everyone! We are the Button Masher Bros!

Allright it’s time for the last LD to believe of this week! Sorry for the late video – life got in the way!

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out of Ludumdare.com and let the developers know what you think!

 

Today we will be highlighting:

Title: Escape Character
Category: Jam Entry
Creator: Zi

Title: Wayang
Category: Jam Entry
Creator: Xslash86

Title: Cuberot
Category: Jam Entry
Creator: Guldlock

Have a game you want us to check out? [SUBMIT HERE]

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

Dear Santa, I Hate you – Turning a LD idea into a game

So after my LD game “Reindeers on Strike”, I like most others, made a post compo version. Eventually it turned into an actual all be it very short. The main struggle when turning an LD game into a releasable game is how scrappy everything is. The code had to be rewritten completly at least twice because of how bad it was. Some of the code was hardcoded and very hack-y but it did the job. The art wasn’t that hard to re-do as all I had to do was touch it up and clean it a bit. Most of it was useable, saying that I did re-do it but that was for an entirely different reason. The main game mechanics (which hardly existed in the LD game) where drastically changed once the code and art was changed, this was expected but I didn’t think it would change so much. The game now only has a few basic ideas which remain; the artstyle the main character and the secondary character but not much else. Saying this I had a lot of fun making both the games even if they didn’t turn out as expected.

The game is below if you want to check it out.

GameJolt

Itchio


GameJolt Banner

Some spoiled brats want to steal your presents, kill them with the help of your trusted elf, Bernard, who will give you a new weapon when you need more bullets to put in those stinking rascals’ skulls.

Winner of absolutely no awards, this game is a short, fun, slightly-on-the-verge-of-inappropriate-for-the-internet type game with the theme of the festive season. Raving reviews include:

“I feel sick from the screenshake, but I’m killing innocent kids so I should feel sick I guess”

Super Death Gris Of Death – Presentation

Hi everyone!

I’m really late, I don’t know why I waited so much time before make a post for my JAM game, but here we go!

screen menu

 

Super Death Grid Of Death is a hard music game. The goal is to dodge every obstacles coming in rythm with the music.
Play it LOUD, preferably with headphone!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25361

I made this little game with a musician friend. He did the music, and I did.. everything else.

That was a rude week-end, but I’m pretty happy of the result!

The main problem of the game is the fact that you have to start from the beginning each time you die, and the hard difficulty discourages the player very quickly.
And we didn’t have the time to work the level design enough to fix this. :/
This make most of players stop playing the game before they reach the interesting parts. :/

Here’s a video of the full normal mode, take the time to watch it before rate the game : http://youtu.be/uL8uJ_l1ZDQ

We really need feedbacks, so really, feel free to comment and to tell us what you think!

 

Defender of the Town – Oust Santa!

Every year, Santa Claus enters our home through the chimney – unsolicited and uninvited! We think that is an impudence towards which we need to act!

So grab your snow cannon and defend your little village – shoot Santa until he leaves. Lets see how long you can fend him off, for every house you lose more Santas will come:

 

Play and rate the game!

 

The current record is 7100 points – beat it and let us know!

 

unnamed

 

I’m working on a sequel!

A sequel for my game, Test subject #4218!

New features include:

1. Mirrors!

2. Ground sensors (also more mirrors)!

3. Level editor (yeah, that box is made of mirrors)!

4. Support for coop mode (guess what, it includes mirrors)!

Pretty much everything is already working, now I have to make levels. I hope to release it this weekend.

Force Feedback and Samsung GearVR

Here we are 1 week till the end of voting and I finally got some applications to build to my very own Samsung Gear VR!

 

About a week ago I got this device and a Moga Pro Power controller but have been having some frustrating issues getting it to build for mobile.

Come check out our game and try out our Oculus DK2 version (if you have one) and let us know if you want to see it on the Gear VR!

SamsungGearVR

Greeny GRUB has better looking GREENs

  • + growing (ie more dangerous) REDs from level 10 upwards;
  • + 20 better-balanced levels for 20 minutes of fun;
  • + player stat at the end of the game (how much time spent per level);
  • + WASD, ZQSD, IJKL or arrows.

greeny_grub_statas before, you will also get:

  • frustrating, weird, funny controls you will learn to master quickly;
  • the R-key for direct access to a random level;
  • Bach’s superb BWV 661 chorale prelude;
  • instant gaming in your browser.

Car Survival Horror 3000 Postmortem

I thought I would write a bit about how this game, as I didn’t really write much since the first day. I found the theme really difficult, as to me, it meant no sidescrollers, platformers, 3d games, or erm, anything much. I was kinda thinking of cheating with a platformer where you could see every room and they shrunk when you completed them, or maybe having the same room where spikes would appear in different places, like the movie the cube.

It was fairly late in the day by the time I had decided on an Idea, about 3pm. I thought it would be funny if you were a bug on a windscreen trying to survive while being driven round by a mad driver. I thought the spider could eat the other bugs on there.

The art seemed to go really well, and I plugged away in Illustrator for only about 2 hours to get it done. The cityscape horizon came from a tutorial I was reading, which I think is cool. I was a bit nervous that people wouldn’t want to play a spider, so I made it really cute. Animation would have been cool, but I know from experience that it takes a lot more effort. Most of my resources can be handled by just shaking them around or messing with the scale. I love altering the rotation of objects, and was really happy to be able to do that in my ide. I think the art style is really cartoony, but also consistent. I don’t really do palettes, so it has that kind of kid-painting “SKY IS BLUE, TREE IS GREEN” feel..

I was very lucky to use the http://mightyeditor.mightyfingers.com/ phaser.js ide, which was because I saw this tutorial where a guy made a game in about half an hour. I had a few teething issues with getting game physics to work, but by the end of the first day, I had a car and all my resources on it, and they were edible.

Day 2 started with me trying to get some music together. I downloaded a mod tracker, followed a tutorial on mod tracking for it, messed around for a while, then wrote a peppy number. Unfortunately, I had started it as an unusual mod format (ultra tracker?), rather than .mod, so I couldn’t use phaser to play it consistently. In the end, I converted it to wav, then converted that to mp3 and ogg. It got very frustrating to listen to over the three days.. :)

Mid-day 2 build:

http://stevydoos.com/car1/

I was having major issues getting random objects in groups, which was annoying, since I wanted to randomly select an item from the list and put it on my screen. I guess this one issue took about 4 hours of experimentation to get around. I also had some CORS issues with audio (browser couldn’t find the files), and had to export the game to get it to work. Most of the evening was spent moving the trees realistically alongside the car, and I didn’t really bother

However, I did have most of my code working by the end of 48 hours.. This made it “a game”, but barely. The hit detection code I had copied from the tutorial was designed to work when you pushed against something and only in certain directions. So if you’re not moving, you cant eat insects and they push you.. I also accidentally deleted my spider so I had to last minute put all the parameters in again. I decided to submit my entry to the 48 hour competition anyway.

48 hour build:

http://stevydoos.com/car2/

Screenshot-wise, the game was ready.. But I hated playing it and something needed to be done.

 

Image of my game.

The spider is YOU!

 

The next day, I had to go to work, but when I came back, I looked at the feedback on it, and it said all the things I hadn’t had time to do. I decided to go through one by one.. The hit detection was easy to sort. I separated the background into different objects with a semi-transparent screen layer and a wheel and a lady behind that, and made the steering wheel rotate based on the speed of the car. I made the difficulty (max random velocity change) increase over time, and I added a high score. This made the game purpose more about personal goals, rather than anything rigid. I recorded the sound effects using this tool called RecForge on my tablet and voice effects. Although I still had a few issues with sound on the ide, I added them later. Some people might not like the sound style, but apparently my sister nearly wet herself when it said “oh noes”.

I resubmitted later that night for the Jam. The feedback has been very good, but I’m a little nervous that people have been playing the wrong version, as most people think it was far too easy. That said, I don’t think they should have been able to survive more than 300 seconds if they had played the right version.

What went right:

  • Mission successful! Got my level 1 cloud ide merit badge. Released a game in 48 hours.
  • It runs everywhere.. IE, Firefox, Chrome, my phone, my tablet. I developed for keys, but it might have been better as point and click.
  • I want to make another game. Major success here!

What went wrong:

  • Last minute phaser learning was touchy. It’s always a risk learning new tech for a game jam, but it’s also excellent motivation.
  • Thinking of something for the theme. I’ve seen a lot of clever ideas because of it though.

 

Blatant plug to play/rate my game. I think I have enough votes to be honest, but if you want a go, play the JAM version, as I’m not in the 48 hour compo.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19350

The favourite game I rated so far is probably Kaiser. I loved a lot of games, but my gaming skills are a bit weak.. I played dock and cover for about an hour?

 

Tags: mightyeditor, phaser.js

Before Judging Ends!

Hello all,

Judging is going to end just a few days! This has been a great journey and I have enjoyed playing everyones games. If you are looking for a game to play, check out Gorilla Rampage. I was using a new engine, Construct 2D, and just getting the feel of it. Comments are appreciated, as I plan to make a post-ludum dare game update. Stay following, and you will not be dissapointed.

What are you waiting for? Check my game out here!

Thank you for everyones support!

AZOR – Play Sharing!!!

We are still playing your games… play and rate AZOR and let us know which games shall we play!

PLAY AND RATE

MAIN4

Rating process is ending soon! So… Stay tuned and play AZOR!

Kiwi

Hello everybody,

This is my entry for Ludum Dare:

 

A very simple game about a kiwi that has to eat as many kiwis as it can (kiwiception? haha)

The initial idea of the game was actually different, i wanted to create a maze and the kiwi to be able to walk over walls (as it’s made now) but a more complex idea. Due to time management issues, the idea changed to what is done now.

Take a look at it, feel free to let me know your opinion, comments, if you like it or hate it.

There is also a leaderboard in Newgrounds, beat the best score and compete with your friends :)

Have a great day!

The Harrowing : Post-mortem

 

The Harrowing

 

This compo entry is my first attempt at making a game in several years. I previously had experience with QBasic on a old 386 with a nice monochrome screen and several attempt in XNA and D with Derelict 1. On my daywork, most of my hours are spent coercing web servers and web browsers to do my bidding.

The Harrowing is a bullet hell game heavily influenced by classic japanese danmaku games.

 


 

What went right

  • Deciding to avoid monolithic frameworks and implement the game using mostly small and more focused libraries. This gave me a lot of flexibility and forced me to learn quite a bit in the process.
  • The shadow around the player was initially made to make it easier to see the bullet near the player, avoiding contrast issue with the background. After some (lengthy) fiddling it actually became the most striking visual element of the game though. Shaders are great.
  • I got very constructive feedback from the people who tested my game and I’ll certainly take them into account when making a more polished postjam version of the game.
  • Incredibly enough, I managed to submit it in time for the compo.

What went wrong

  • Poor knowledge of the compo rules. I initially decided to go for an art style which would have required lot of visual assets, as I’m not a visual artist by any mean I was planning to use creative commons contents to generate those. This caused me to go back to the planning stage at the beginning of the second day as I figured out it wasn’t allowed. Several hours went down the drain this way.
  • It didn’t occurred to me until the very last hour that the game engine would need a concept of “scenes”, as a result the game menu/instructions were hacked in a very crude way, and it shows. This is the issue with not using a monolithic but battle tested framework.
  • Severe balancing issue, most likely due to not enough play testing as the actual gameplay was implemented at the last minute. It was not supposed to be this hard. Possible fixes include : progressive difficulty, bombs, even smaller hitboxes, using round hitboxes (square hitboxes are tricky when moving diagonally).

 


Play the game

 

Tags: postmortem

Follow the screen!

Rawr!

Obey that… undefined animal and play my game! This is my second LD entry and I didn’t have much time to do it (only one day), hence the MS Paint graphics and the short gameplay (althrough it has a timed mode that adds replayability).

Based on the comments I have received, my idea was original but I made the gameplay too short and easy. The game originally had you to wait one minute or guess one word before you could upgrade anything, but I showed it to some people before publishing it and they said it was too confusing and hard at the beginning, so I made the upgrades cheaper and the prizes for guessing stuff higher. I guess I overshot it, since now you can buy many upgrades just by guessing one thing. I also have received some criticism because the game isn’t technically in one screen, but in different screens, so it doesn’t fit the theme. I thought about that when I was going to publish the game, but I felt too lazy to change the graphics and the game explainations.

That’s based on the comments I have received until now, but I still want to hear feedback, so play my game if you haven’t yet! If you comment I will rate your game too. <3

(Sorry for the shameless advertising, but apparently there are many games with a “default” score of 55 and my game has been voted 56 times, so it won’t appear in the default game list even though I have a high coolness, and posting this seems to be a good way to attract attention to my game).

Side project called: Inkanians

Inkanians is a side project i’m working now at the same time that Mighty Retro Zero. As you can see a total different style Wink .

Inkanians is a puzzle game on control two players at the same time. The basics will be like my first coded game called “Ninja Twins” but the idea is be more accesible/fun, easy, more challeging getting the three stars for each level and maybe some history mode with scrolls to do bigger maps.

 

To see all the progress (Mockups, screenshots, videos..) until now:
http://dev.kronbits.com/tagged/inkanians

 

What you think?

Velcro POSTCOMPO version. More fun, more challenge.

Hi everyone!

We’ve just released postcompo version of Velcro.

What was done:

1) New awesome happy hardcore track. Now it really fits the initial idea of bullet hell.

2) Additional 3 waves of bullets. Try to complete the level. It’s not so simple, as it sounds.

3) Best score.

4) Fixed huge amount of bugs.

 

If you like rhythm games and challenge – this game is for you.

“Winter is Nigh!” Postmortem

Now that the end of this Ludum Dare 31 is close, I’d like to make a postmortem about my game “Winter is Nigh!”, that NEEDS MORE VOTES PLEASE! FOLLOW THE LINK AND DESTROY SOME ENEMIES! 😀

Some people say it’s difficult, but probably they did not get the shotgun, or they might say otherwise. I dare you to play and get as far as you can!

Captura4

 

Protip: Shoot, and shoot, and shoot.

Well, let’s “postmort” this thing step by step:

PLAYER:
What went right:

  • Jump&shoot. Simple but efficient system of arcade game to defeat anything that moves. By shooting. In the face. I wanted a game fun for me, and this might have been the best way.
  • Temporary invencibility: When an enemy touches you, it gives you some time of invencibility before any other damage hurts you. This prevents multiple explosions and enemy touching from killing you in a second.
  • Powerups!: There are three levels of power, and a double weapon upgrade. This gives the player a lot of advantage, and it’s essential to resist assaults from the sixth/seventh round and upwards.

powermix
Your master at the background is proud if you reach his sunglasses third level of power.

But, these powerups are entirely random, with fixed rates of appearance, which makes the game… Wait, let’s leave this for next point.

What went wrong:

  • Way too random powerups: They make you feel powerful, yeah, but only if they appear. Some powerups appear too often: “Another double gun?”, but sometimes, none at all: “I need health!!” Maybe I should have disabled attack powerups if user already had them, so that at the beginning they are more frequent, and at the end, health is the only one the user would need. This would have fixed some problems users had with difficulty.
  • Bullets starting position: Player weapons are big, so the bullets start quite away from it. At first, it was intentional, to avoid users to get too close to the enemies, but it’s become more of a nuissance to all of us. I wanted to add a short distance attack, like the knife in Metal Slug, but time ran out.

ENEMIES
What went right:

  • They are crazy. Besides the snowman, even I was surprised about suns and exploding red country balls trying to smash you. I tend not to take the art of a Ludum Dare game too seriously. Graphics are important, but a game developed in such a sort time needs some weird elements. It needs to feel fresh, new. Nevertheless, they remain more realistic than those of my #29 Ludum Dare entry. (Check it out in this link!)

 

enemie2s

 

Lovecraft would be so proud.

 

 

  • IA and explosions: I got them jumping and flying in short time. They need more detail, but at least I got them working before due date, which is better than expected. I like the idea of having the red ones damaging other enemies as well when exploding, not just the player. This makes this enemy an interesting one to kill at specific times, where it benefits you the most. Also, they are dangerous ones if nearby. Hm… now I see it: they should have had the ability to explode on purpose. 

enemies

 

Hi!

What went wrong:

  • Waay too fast: They tend to accelerate instead of moving at a fixed speed, so, sometimes, they rush upon you from the other side of the screen, and BAM, you’re dead, or worst: surrounded by exploding red beings.
  • Enemy spawn might be unfair: Now you’re happy and alive, now you have a Snowman in your face right on the middle of the island. Maybe they should appear always on the sides…

LEVEL
What went right:

  • Random platforms: Every round and game had to be unique, so it swaps platforms randomly when a round ends. I think it’s a nice system to force the player to adapt in many situations, and also, get some surprise sense of danger when no platform appears. To the record, lower platforms have a higher probability, and only if these are present, the upper ones are able to appear. No upper platforms should be created if the player can’t reach to them, don’t you think?
  • Round mechanic. Eventually, the game became addictive to me, and I suddenly started to waste too many time testing… Errr I mean, playing. This might mean that the game is not all that bad, but as the programmer I kind of lost the sense of difficulty, by getting better and better in my own game. This goes right to the next point…

What went wrong:

  • Difficulty: Just like happened last time with my Ludum Dares #30 and #31, maybe my games need to be easier at the beginning. I tend to get better at them while testing but I usually forget how difficult it may seem to new players.

OTHERS:
What went right:

  • 2D and 3D graphics: I did not expect much, bit it seems people like the style as much as me. I specially enjoy 2D gaming, but I think 3D has lot to offer to these games. Paper Mario, or the new Zelda do this really well.
  • UI text! In my previous titles I always had problems with unity UI, specially when being short of time. But I got some health bars and text working pretty fast and quite beautiful ones.
  • Explosions: They must sound strong and surprise the player. I think they worked really well, just like my previous games, but now bigger ones. I might be getting better at drawing and animating them again and again, just because I like my explosions a lot. This time I added some repelling force, based on Mike Geig’s Fun with explosions, but in 2D.

What went wrong:

  • The title! Naming is hard, and this game has every crazy element I could think of in those 48 hours, so I had no idea about what title should I use. Snowman came to help, and the sun and theme-forced island did the rest, but… I expected some other name with much more thinking into it, not just a summary of 47 hours in the forty-seventh one 😛
  • The theme: Okay, it’s a single screen, in a single island… but I couldn’t think of a better idea, so it simply stays within the theme, without being great either.
  • It needs more juice! Screenshakes, changes of color when damaged, those kind of details that make a game rich. I always recommend Vlambeer’s “The art ofscreenshake” video. I just need to manage my time better so I can get it working.

What went missing!

  • Ability to shoot upwards
  • Gun/Machine gun that doesn’t need the player to press the attack button repeatedly.
  • More enemies

But time ended, so these couldn’t enter on the compo properly. Maybe a future new version would include them!

Much Ado About Pirates featured on Sandcrawler’s LD Let’s Play

I was very honored to have Sandcrawler (@Ythmevge) try out my game on his Let’s Play series for Ludum Dare games!

Click here to watch the video!

He plays the super-punishing desktop version of the game. If you want a more pleasant experience, please try the web version. It has some last-minute submission hour fixes that make a few parts a lot less needlessly difficult.

If you’d like to read the postmortem + dev diary that I wrote for the game, click below! I promise it’s not too long, and there’s lots of cool pictures and gifs!

Comments

23. Dec 2014 · 18:52 UTC
Thanks, it is always great to see posts like this.

Super Flummi Enchanted Edition

Even though my entry was just an excuse to experiment procedural content generation, some people actually liked my little game! The biggest complain has been the difficulty level. Many people were sad that they didn’t know how the story ended.

I did not have any plans to continue developing my idea further, but I wanted to give a chance to players to finish the story. So I quickly put together “Super Flummi Enchanted Edition”, which allows player to continue playing the same level after being killed.

So, if you have never played this game before, go to play and rate my original compo entry Super Flummi.

If you think that the game is too hard and want to see how the story ends, try Super Flummi Enchanted Edition.

Super Flummi Enchanted Edition

My game

Hello guys, how is my first Ludum Dare, and this is the first game I do for him, well … this game has a ball and you must use the orange bar to hit the ball with that you should make the ball collide with the blue cube, and at the same time you have to protect the ball from the guns.
Please download and play it, and then classify as this helps a lot! :3

Link: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38629

Thanks :3

You Gotta Feed the Wizards Post-Mortem

The Concept

Immediately upon hearing the theme I knew what I wanted to make:  a twin-stick shooter where you’re fighting off waves of drones who have been sent to your dystopian future apartment to murder you because you’ve been labeled as a subversive.  There were going to be sweet powerups and I was going to record a bunch of funny answering machine messages that would play while you were fighting and the whole thing was going to be boss.

So I fired up Game Maker and got a gray circle moving around.  The movement didn’t feel satisfying, though; what I wanted for some reason was rollerskate movement.  Why is your character on roller skates?  She’s getting ready for her job as a rollerskating waitress.  Easy enough.  I made the gray circle move around like it was on roller skates and started spriting the main character.

I’m not particularly fast or skilled at pixel art, so just making the basic idle sprite was taking a long time, and I began to wonder if I actually did want guns.  For one thing, I’d have to draw the PC holding a gun, which sounded time-consuming.  For another, I’m always meh on guns.  Literally five hundred percent of all video games have guns (or swords), and it’s more interesting to me if I can make something different.  So I decided, okay, there’s all this furniture in your apartment, and you’re moving it around to crush the robots.

Or, wait, maybe you’re not at your apartment, maybe you’re at your job, and what you’re crushing robots with are tables and chairs with customers in them!  I flashed on a mental image of an NPC in a chair with a hamburger in a speech bubble over its head being pushed across a room, continuing to demand a hamburger.  This was really funny to me, so I coded up a pushable table, then moved on to robots.

Which was where I hit the snag.  I’d gotten GameMaker’s grid-based pathfinding to work in the past, but now I had these robots running around in weird circles, and I couldn’t figure out what I was doing wrong.  I made a quick time budget and estimated that if I spent the time trying to fix the pathfinding, I would not have a finished game by the end of the jam.  My best bet was to come up with a completely new game concept using what I already had:  a rollerskating waitress and a pushable table.  No pathfinding allowed.

A few weird brain jumps later I had an idea for a real-time Sokoban puzzle game about a rollerskating waitress in a wizard diner.

The Bad

This was my first Ludum Dare, and I didn’t manage my sleep very well at all, so instead of 7 PM Mountain Time, the deadline on Sunday wound up being “how much later can I physically stay awake without passing out and breaking my arm like my ex did when he stayed up for 32 hours playing Dwarf Fortress?”

This meant a lot of things didn’t make it into the game that really should have.  Balance, for one, I really should have balanced for difficulty.  Also, I should have provided instructions.  I got lots of awesome feedback from people and the gist of it was “this game is way too hard and it took me a really long time to figure out how to play it, but other than that it’s really innovative!”  I pretty quickly regretted starting the game with too many wizards, and not writing an algorithm that would check for what food you needed and throw you a bone.

I felt this especially hard after asking Taunia Sabanski to play the game on Twitch, which she gamely did, and then got just the most terrible possible board and did not have an amazing time.  Which, probably that happened to a lot of people, and I could have easily ameliorated it by changing a few numbers to different, friendlier numbers.  So that’s something I learned, I need to leave more time for balancing and adjust things to be easier than I think they should be at first.

The Good

I made a game!  It’s still got a long way to go before it’s really finished, but I haven’t lost momentum on it, and I think eventually it’ll shape up into something I’m proud to have made.  Which feels awesome.

I also learned that a good way to get things done is to focus on the throughline and be willing to get rid of ideas and cut back the scope when necessary.  I suffer from terrible Scope Creep Disease, so the external time pressure was really helpful in preventing me from, like, coding dialogue options for the shrubbery.

The Game

Is over here if you’re interested.  If you do play & rate it, and are interested in trying a better-balanced version afterwards, here’s the latest post-comp build.

Thanks and have fun!
Jenni

She’s watching you…

Hey everyone!

We’ve made a YouTube video for all of you who can’t run our game. CAUTION: Contains spoilers!

Also, there’s now a linux build.

goto game;

So, enjoy and be sure to rate!

Ghoul Rush post-mortem

Let me tell you a story about making of Ghoul Rush. It might not be the most enticing story in the world, but I need to write it, and hopefully some people would find it useful.

Everything started with #GamesJamMicrosoft here in Moscow. It’s a local competition, organized by Microsoft, that was specifically timed to coinside with Ludum Dare. Contrary to LD, this event was offline, with everybody working in one place; it also had a number of prizes. The moment we heard of it, we decided to try taking part. Where “we” are Chaos Cult games – a group of like-minded people all working in gamedev, and goofing around with indie development.

When we arrived at the event, we had not a slightest idea about what kind of game we wanted to make. Just that we wanted to work on Ludum Dare theme – and the theme was pretty unexpected. The day before, I’ve been basically sure that ☃ would win; but it did not. To find a good idea, we started a formal brainstorm; complete with a designated facilitator, writing down ideas and formal voting. I’m pretty sure we were looking extremely professional there! While doing that, we were joined by two new people – a programmer and a 2D artist. The latter was especially fortunate, since we had not had any 2D skills in the “core” team.

We created a whole list of nice ideas; some of those I still hope to implement, or at least prototype someday. It’ fun now to see a lot of games on LD use ideas that we had and rejected; often, these games take these ideas to new, unexpected places, making us go “Oh, why didn’t we think of that!” In the end, we settled on a final design: make a game about zombies, where player controls all zombies on-screen simultaneously, and the goal is to zombify everyone. It was almost perfect – interesting gameplay, easy to demo, easy to explain, and simple enough to make in just 2 days (the games jam event was limited to 2 days, unlike LD.) The only actual drawback was pretty tenuous connection to the theme – yeah, the game was technically single screen, but that’s not enough… we still decided to run with it, though.

The first problem we had was with internet. More than a hundred people in the same coworking space, all furiously hacking away… the wifi coverage was spotty at best. We had troubles accessing source control, and using Unity Asset Store was downright impossible. And the store was a vital part of our strategy! We had to send one person back home, where connection was good, and work with assets there. Meanwhile, the rest were battling with poor connection and quirky human AI that wouldn’t behave properly. Our would-be-zombies were either spinning around like crazy, or stopping entirely, content with being eaten. My own memory goes a bit spotty at this moment too – while I was coding all the game mechanics, the other programmer hacked at AI, and everyone else seemed to be producing content somehow. I went home late at night, to try and find us some sound – which required good internet connection. Our new team members actually stayed, and were hacking the whole night through – that’s some dedication!

The next day was pretty short – all teams had to build a playable version and prepare a presentaion demoing their game to the judges. We’ve added sounds, more-or-less fixed the AI, and fleshed out a single game level – the one that is now the last. Doing the actual presentation was hard. I have basically no experience with public speaking, and going out there before the audience was quite scary. It’s good to go out of one’s comfort zone and aquire new skills – that’s why I did it – but it’s does not make a very good impression. In addition to my own ineptitude, we somehow managed to botch audio – it seemed to work on windows sounds, but our game was silent. That was kinda discouraging – if you played Ghoul Rush, you know that sound add a lot to it! All in all, our demo was not the best… but not the worst, too.

We did not win any prizes, however. Maybe because of bungled demo, maybe because the judges were confused (and they were – you try looking through 60 projects in a couple of hours, and judging in several nominations!). Maybe the others were plain better, although personally I think we were the best! ((-8

The project did not end there, however. There was still time for Ludum Dare’s third day!

Even though monday is a work day and everyone had their jobs to attend (everyone except me. I only work part-time, so I had monday for myself), we still went on improving the game. Most work was spent on putting level content in place – after the weekend, all levels but the last were made of simple gray boxes. And LD version required all four levels, in order to have some learning curve. I’ve also rewrote all AI code from scratch… a couple of times. It became better, but I can’t say it’s “fixed” – AI behaviour is hard, no matter how you put it. By the way, that’s why the end boss is so mercilessly hard: we added him on monday morning, and he was more-or-less balanced then. Hard, but fair. However, I changed his (and others) behaviours at the last minute, and difficulty increased indirectly – the boss aquired the ability to back off from your zombies, and became much harder to kill. Game design is tricky like that – change one thing, and everything changes. Late on monday night (technically, it was tuesday already) we finally built and uploaded the game, and submitted to LD, with fingers crossed. Until now, it’s been doing pretty great!

Now, as is expected of post-mortems, a few things that went (especially) right or wrong.

The good:

The formal brainstorm in the beginning. We’ve generated loads of great ideas, and chose the best (or at least one of the best.) We did pretty good estimation of how much we can do over 2-3 days, and scoped the project right.

Using Unity Asset Store. We’ve opted out of “Graphics” category, because we used tons of asstes from there; and the game looks positively gorgeous; especially for a weekend project. There are certainly better-looking games on this Ludum Dare, but Ghoul Rush is a solid competitor… and we had no professional game artists on the team! (Our 3D artist actual job is in QA, and 2D artist is designer/illustrator, not a game developer at all)

Going to local Games Jam event. That’s where we met two new people to expand the team, and their help was invaluable. Without them, we wouldn’t be able to do what we did.

The bad:

Messing up game balance at the last minute. We really should’ve played through a couple of times more before submission (-8

Mixing up two different events. On the weekend, we were making a 2-day project (even less, actually) aimed at impressing the judges. On monday, we switched to 3-day project aimed at Ludum Dare developers. I think that sticking to one of those (preferably the latter) would’ve been better for the project.

 

…I feel the need to add “The ugly” caption here, but can’t really think of anything (-8

Anyway, please play our game if you haven’t yet; it’s here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47349

 

 


And, if you’re interested, check out our competitors from the #GamesJamMicrosoft event – many of them submitted projects to Ludum Date too!

The Mosquito Effect

(http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11984) – best Unity game, best VR game

Houston, we’ve got a problem!

(http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44988) – special prize from the coworking space

TV-Show

(http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44958) – gran-prix

Tags: jam, ld31, post-mortem, unity3d

Misty Souls – Gearverse

Here are the result from our equip to Ludum Dare 31th.

Please, check it out.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47305

SideLands Timelapse

Yay, I finally got my internet working well enough that I could upload the video! It’s kinda long, didn’t think that it would be that long, even at 60fps 😛 My apologies

Spacebook Is Aggregating your Datas post mort em

Hello consumer! FYI TODate the spacebook has been rate dby 42 Players who generated 46,385,0392 BP/s, 362,30580,04883 Likudos, and 376.483.2889 STARmarks. It has been rated by TheZiggy who is the biggest celebrity next to MAtthew McConaughey. THIS IS NOT ENOUGH THE SPACEBOOK NEEDS MORE DATA BY WHICH TO AGGREGATE. PLEASE

Here’s the thing: This week we ask our readers to help us. To protect our independence, we will never run ads. We survive on donations averaging about 15 datas.. Only a tiny portion of our readers give. Now is the time we ask. IF EVERYONE READING THIS RIGHT NOW GAVE 3 DATAS., OUR FUNDRAISER WOULD BE DONE WITHING AN HOUR. THAT’S RIGHT, THE PRICE OF A CUP OF COFFEE IS ALL WE NEED. PLEASE FOR THE LOVE OF ALL THAT IS HOLY GIVE US THE PRICE OF A CUP OF COFFEE. IN DATAS.

gO please to this website: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23194 then take out your wallet and throw your identification card at the screen and scream your social security number so loud the neighrbors will hear and right down your spocial security number and pass it along in such fashion until it reach spacebook corportate headquarters thank you goiod night and good luck -_- -_- -_- (<–OPTICAL ILLUSION)

PostCompo version of Alice.

After testing of game mechanic in compo version of the game Alice:nightmare , i’ve decided to create a full version with full storymode.
I’ve decided to opt out of coarse-grained graphics, and made it more accurate. Also i redrew all graphics and changed Alice’s dress color :)

Here is new game screenshot.

postCompo

This is my game

Its about flowerpots and tables:

Play it: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14064

Merry xmas everybody!

Don´t get lost on your way back home tonight.

Playing_YAL

Play and rate “You Are Lost” while waiting for your presents.
No download needed 😉

Happy x-mas@all!

Dear “Lududum Dare” people!

 

We whish you all the best and a delicious meal! 😉

If you find some time, please play and rate our x-mas themed game:

 

Oust Santa!

 

Thank you and happy time! :-)

 

OS03

 

 

P.S the record ist still at 7100 points – beat it!

 

Let’s play our LD 31 entry “Versus” together!

Our LD31 entry is online only, meaning that you need a friend on another computer (Mac or PC) or someone else to play with.

So, we decided to set a time to play with people who may want to rate our game online.

The counter is on our game’s page.

If you are interested, we’ll be online!

versus_teaser

Update: Over for today! See you next time! Probably, tomorrow!

Tags: ld31

Please help rate my Post-LD game on Kongregate

Merry Christmas, LudumDare Community!

In LD30 compo, As my first LD entry, I made a physics game called “Universal Gravitation”.  I had a lot of fun in making it!

After that, I decided to take a try to make it into a full-length indie PC game, so I have put several months of work in this project since then.

Every Friday, I upload new maps and fixes to Kongregate to collect feedback from players. The rating has been slowly rising, that’s a good sign.

However, the game has only received 30+ ratings and 1200+ plays by now, that means it’s not yet eligible to be picked up by Kongregate’s recommendation system.

So, I’m here to request help from the LudumDare community, please give a hand to play & rate an indie game, your support is VERY IMPORTANT for my development.

 

GIVE A HELP, PLAY & RATE MY INDIE GAME

 

UG16UG20

 

UG12UG11

 

UG14UG19

UG7

 

(Current game might take 2~4 hours to beat through, your progress is auto-saved in browser, you can also jump to specified levels if you lose the saves file)

Ludum Dare to Believe! S:3 Part 10!

Hey everyone! We are the Button Masher Bros!

First off – HAPPY [INSERT HOLIDAY OF CHOICE HERE]!

A few more strong contenders in this Ludum Dare Competition! It’s Ludum Dare to Believe Part 10!

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out of Ludumdare.com and let the developers know what you think!

 

Today we will be highlighting:

Title: 90 Second Portrait
Category: Jam Entry
Creator: Simon Larsen

Title: Ab Intra
Category: Jam Entry
Creator: Yarek

Title: Photobound
Category: Jam Entry
Creator: PIXEL^3

 

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

Comments

24. Dec 2014 · 20:39 UTC
Cool, I played PhotoBound a while back. It was one of my favourites.

Doom Zone Post-mortem

About Doom Zone

Doom Zone is a top down shooter with Smash TV reminiscenses (360º aim & shoot, power ups, traps, great number of enemies, etc) solo and multiplayer oriented.

Nothing too complicated to achieve with 2 persons and 72 hours, or that is what we thougt.

 

The Team:

  • Jonay Rosales González: Programmer, Game Design and character modelling.
  • Esciron: 3D Props, Textures and Music/SFX

 

Idea’s Birth:

having in count the LD’s theme, our Idea was kinda simple (maybe too simple?), but effective:

  1. Visuals: having in count both of us aren’t kinda good at 2D art (my last LD entry: Three Rude Dudes should confirm it, or maybe the opposite). We tried to simulate Playstation (PSX) visual with some post process effects (Real time  shadows, deferred rendering and bloom). The visual results on projectiles and different particle effects are kinda good. The overall scenario and character aren’t too detailed due to camera’s distance. So it was easy put dozens of enemies and elements on screen.
  2. Presentation: we wanted to show all the stuff in only one screen in the best way possible: Transition between the main menu and the game should be kick-ass, telling the player “Is Time To kick asses, NOW”
  3.  Multiplayer: until 4 players locally can play the game, but seems the implementation wasn’t too good (See what went wrong for more info).
  4. Music: My LD’s pal, Esciron is good at electronic music, SFX and all that stuff, so by instance we can have for Doom Zone a really good soundtrack.
  5. GamePlay: simple as pie: kill al enemies and return to the platform to start another wave, until game over is showned. we made 6 levels on this LD that spawns randomly. Our level generator can add more levels easily and without much haste.
  6. Enemies: 3 types of enemies.
    1. Kamikazes, the ones that blow aways with near you.
    2. Snipers go around the scenario, stops, aims and shoots you.
    3. Trappers: put mines and shoot their rocket launcher at you.
  7. Traps: 3 types of traps.
    1. Turret: shoot missiles at you.
    2. Laser beams: when activates, all that touches is destroyed.
    3. Fire traps, spits fire when opened.
  8. Items:
    1. 3 weapons:
      1. normal,
      2. spread gun
      3. rocket launcher.
    2. Invincibility: you’re untouchable during 5 seconds.
    3. YEEXplosion: a brutal explosion that kills all on the scenario.
    4. Life Up: you know what does.
    5. Bonus: gives you 5000 points.

DAY ONE (Visual development):

  1. Creating characters: 4 characters with polycount < 300
  2. Creating props: main scenario, traps, etc
  3. Creating proyectiles
  4. Adding character animation set-up
  5. basic gameplay coding

DAY TWO(Code development):

  1. Creating GUI Elements
  2. Making OST, voices and SFX
  3. Coding ALL gameplay

DAY THREE (Last Day):

  1. Code Game Flow (in-game, main menu, pause and game over logic)
  2. last art and music additions
  3. adding levels
  4. debugging (few hours before submission) and crossing fingers

 

What went right:

  • Visuals:
    • Old school look with a little bit of HD effects enchancement achieved nicely
    • transition between main menu to game/game over to main menu sensation is really great
  • Gampelay:
    • enemy behaves as they must
    • sensation of killing enemies is cool
    • great variety of items
    • different situations

What went wrong:

  • we haven’t much time to debug. Maybe we’ve added too much stuff for a 72h entry
  • Bizzare way to select controller/join players pressing a button on main menu
  • characters are hard to see when there are lots of enemies on screen. even worse on some scenarios
  • bad art choices due to the few amount of time.
  • 80% of the in-game bugs derived on a plugin for make enemies break into pieces.

 

The Future:

The game is in a state that we can polish, improve and convert it into a more interesting game. So is a matter of time we launch a post-compo version of this game Soon.

You can play and rate Doom Zone Here

Itchy Games Twitter: @ItchyGames

Itchy Games Facebook

Tags: ld31, ldjam, postmortem

That was fun

(Sorry for all possible language mistakes in this message)

Ok, I guess it’s time for my first post mortem.

It’s the first time I tried myself on Ludum Dare and it was intense. I never did something like that, that was the whole new experience and it was fun (including not-sleeping and not-eating parts =)).

Thank you all for your reviews and time spent in my game, when I published it I wasn’t expect any good comments – it still hadn’t story or normal user feedback.

That was so fun playing your games, reading your comments.

It’s a post about creation of Whole life on one screen.

iconApp

How did my work process look like? (long post + bonus)

1. Idea. Well, it was strange. I have a big time difference with Ludum Dare “official timezone” and for me theme was announced at 6 a.m. At 6 a.m. I just opened my eyes, took my phone and checked it. I had no alarm or something, I just woke up at 6 somehow, with no intentions to sleep. After reading theme I start roaming around furniture and form the game idea in my head. I had only one (yep, this one) and I panicked a lot because of this fact. I even woke up my husband and told him my concept to check is it sane and ok for a game.

2. Code. The game is made with ActionScript 3.0 in Flash Develop. I used Starling + Feathers (it gave me a lot of UI opportunities). It was interesting to use  something familiar and discover new parts of it (I even found a bug in feathers). At first my code look nice but at third day I was desperate and was rushing questionable classes and code parts into it, well, I’m not very sorry about it, I will rework it anyway.

3. Graphics. I have a new wallpapers (not kidding, I set this picture as my windows background). I’m not an artist and I’m really happy I managed how to spend minimum time on making something that doesn’t make people scream. I love this MMO icon. In general, it took about 1 minute for each icon so it didn’t take any extra time and was fun. Like, look, it’s me, drawing icons =D

4. Texts. English is not my native language so I was frustrated from idea of writing a lot of messages on it. First pack was made for chat – it was easy, chat messages was based on idea of standard not-readable mmo messages like “wts GGD 5kk tp RD” so I quickly made a full chunk of this code with small amount of sane speech (messages about Mark was a reference to “Gamers” btw). For correct spelling all other messages I should say big THANK YOU to my US friends – Tami and Felipe, they checked everything came to my 2 a.m. insane mind and fixed a lot of ‘bugs’ in it.

5. Story. In my mind all this started from the story *sigh*. It should be game about guy who spent too much time in games and Internet and start loosing his friends and girlfriend. But at the end his best friend comes back with intervention and you decide what to do – skip raid or stay at home and lose last friend. Yep, it could be depressive and hard. Luckily or not but I hadn’t enough time for it and I just made a basis for game and tried to make it playable.

6. Planning. Nope. Obviously for my first game I wasn’t prepared and had no idea how much time will all the parts take. I failed at timing but not so much. At least I had enough done (and courage… or madness) to publish it. I’m so happy I made intro (tutorial part), without it, it looked weird and hard to play.

Result

I will definitely 1. finish it, 2. participate in the next Ludum Dare. It’s so much fun, so much adrenaline and three days that you will hardly remember (who needs alcohol, hah?).

Thank you all for reading this, for playing the game. Thank you, Ludum Dare creators for this experience. It was awesome.

Now, bonus for those who read this. Some blog themes from game (<theme>: <post title>):

[Themes that came from working]

“Droid OS”: “How to run Droid on your toaster”

“Jyawa”: “Jyawa memory leak on calculators”

“BrainThink”: “BrainThink as a main language”

[General]

“Politics”: “Some politicians got together. All taxes raised”

– “War somewhere. Everyone concerned”

“Cooking”: “Masterpiece with potatoes and cheese in the microwave”

– “Coffee as an universal meal”

“Gadgets”: “Smart robot as an excuse to stay in bed”

– “Watching movies on the tiny screen of your smart watch”

“Search inc” (check its logo on search page): “Search inc bought a new project. And an island”
–  “Search inc. Thinking about future. Sometimes”

“Blogging”: “New blog engine. Try another set of bugs”

– “Earn money with banners. Make people hate you”

“Money”: “Investing into potatoes”
–  “Storing your bank accout data on your desktop” (;))

It’s only half of all possible themes, so keep posting =)

Tags: bonus, fun, post morem, thank you

Ludum Dare to Believe – BONUS SPOTLIGHT!

In addition to releasing Episode 10 today! CHECK IT OUT HERE

We have a bonus spotlight video of CELL 09!

Now I know what you are thinking… “Button Masher Bros! Why does Cell 09 have a special video?!”

Well the answer is two fold –

1) The version we are playing for this version is the post-compo!

Why are we playing the post-compo?

2) THEY PUT US IN THE GAME! =DDDDDD

Basically, We needed to give this game special attention because it gave us special attention! We are egotistical bastards like that! Being included in someones game was a stretch goal for us here at the Button Masher Bros.

We always dreamed it might happen, but never really expected it to happen!

Today we proudly present our play through of Cell 09!

Title: Cell 09
Category: Jam Entry
Creator: 01010111

If you enjoy what you see, show us that you care!

Be sure to Like, comment, subscribe and all that cool stuff!

Tags: LD #30, ldjam

Comments

24. Dec 2014 · 18:54 UTC
The next LD theme for sure will be “ButtonMasherBros” 😀

Silk – Analysis of our game postmortem

Our game Silk ended up really pleasant to sit down with to relax during a break. Self-promotion aside, I wanted to discuss in some detail why exactly it has that effect, and also outline some of the ways it could have been a more solid experience had we approached it differently.

ZenGarden

 

 

 

 

 

 

 

 

 

Revisiting the game

I recently revisited it because I haven’t actually played much of our own game since it was submitted. I’ve thought about it quite a bit ever since, but my physical interaction with it was limited. Taking another look at it was refreshing, and really allowed me to appreciate all the little things that it ends up doing to make the whole experience flow. It also helps to decide what things break up that flow and where it could have been improved… or at least taken in different directions.

The design slows you down

This game works well in the Ludum Dare environment because it offers a change of pace to many of the other entries. It’s slow paced, there aren’t any time limits imposed and almost all of the design encourages the player to slow down… no, even slower than that…. take a deep breath… listen to the wind chimes. Everything from the sounds, to the animations, transitions slowly and encourages the player to react the same way. But after a while, it almost slows you down too much and this pacing can become tedious and monotone if the game drags on too long with little change in the mechanics. There’s a lull in the middle of our game where the mechanics start to get a little repetitive, and lack of contrast in design didn’t help this.

This idea works both ways, and fast paced experiences benefit from quicker reactions to user input. Of course this can be overdone also if there’s no contrast to the super fast action.

Simple mechanics

We really wanted to focus on using a very simple set of rules and exploring their potential. Each stone has properties which draw lines in a specific pattern when placed in the lighter sand. There are only two stones (therefore two patterns), and the only other variable that changes is the lighter sandbox’s size. This allowed for some interesting variations and surprises midway through development to find out certain scenarios were possible. We did hit some limitations with our implementation however, and so the game has a couple of levels around the middle that revisit similar scenarios. With some more experimentation they could yield even more complexities, for instance if the lines can’t cross each other how does that change the game? What if the goal was to put each stone in another’s lines? There are many avenues to explore with something that seems so simple, so it’s important to try and find all those little complexities and expose players to them. This game is by no means a full exploration of these mechanics, but I think it’s a good example of a nice starting point.

Example of stuff we cut from the game: 

staticRocksMockup

 

 

 

 

 

 

 

 

 

We had some other ideas for stationary rocks (that you couldn’t move) which would need to be either sunk or raised depending on their type, but we ended up cutting them because of time and because it cluttered the design of the game with new and unnecessary mechanics (for its size). While the game may have been slightly more complex and interesting with these things in, we really didn’t have the time to experiment with all the possibilities and it probably would have ended up feeling rushed or created confusion if player’s weren’t sure what to do with them.

No user manual

We teach the mechanics of the game with the game itself. We never explicitly tell you what each stone does or even what you need to do with them. We let you play around with it and see how it reacts on your own. I think that helps to provide a more satisfying experience for people, especially when the mechanics are simple. This can be really difficult to pin down right though, and can easily lead to frustration if subtle clues are left out. We’ve gotten a couple of comments about the introduction to white stones in the game being difficult for some people, and I think that’s mostly due to how small the sandbox is and how the white rock’s full pattern isn’t fully visible when they are introduced. Since people can brute force those early puzzles and accidentally solve them, it can lead to some initial confusion when things ramp up a bit.

Darumaban Postmortem

Here’s the postmortem for my jam entry, the first one I managed to complete. If you’re interested in reading it, playing the game first might give it some more context.

No random bots were hurt while writing this postmortem.

No random bots were hurt while writing this postmortem.

Development process

As with a lot entries this time around it all started with ☃. During the last day of the voting I was thinking of possible snow-based games, and Azumanga snowball fighting game kept coming to mind. So I imagined a rough design of something similar but with players having to pick up snow from the ground tiles to “refill ammo”. While not exceptionally novel, it would’ve probably fit ☃ quite well.

Day 1

When the theme turned out to be different, I was completely at loss and decided to put it off for a while to see if some random interesting idea comes by. About 16 hours after the start of the Compo, I was browsing the progress posts on the LD main page and noticed that, while there was some snowball throwing and snowman hunting going on, there weren’t many attempts at snowman building. So I recycled the “picking up snowballs” part of the earlier design, made up the rules for rolling them and got to work.

The toolset I used (Intellij IDEA + Kotlin to Javascript, and PIXI.js for rendering) was chosen mostly to satisfy 3 basic requirements: good tooling, runnable in browser, and small output. While I had some experience with Kotlin, this was the first time I used PIXI.js, having only checked that I can render a triangle with it beforehand. So I learned parts of the API as they became necessary and by the end of the first day the result looked like this:

There is no such thing as too big snowman.

There is no such thing as too big snowman.

Day 2

At first I wasted lot of time in a coder’s block, having trouble making myself rewrite the snowball handling to make space for snowmen. After overcoming it, the process was straightforward and soon the gameplay, as it’s seen in the jam version, was done.

Don&#039;t mind the random bot stuck in the corner.

Don’t mind the random bot stuck in the corner.

The last question remaining was: how to wrap it up to be an actual game? Having discarded all sorts of crazy ideas (tower defense with snowball-throwing snowmen instead of towers), I was left with only a single reasonable solution. All the going around snowballs to push them through narrow passages had distinct Sokoban feel to it, so having similar game goals as well seemed like a good idea.

So the game was playable, and it was time for some graphics. With my lack of drawing skill, the chance of finishing the entry before the compo deadline was pretty slim, so I decided to extend it to the jam.

Day 3

Drawing tiles took a lot of tweaking, and by the time the graphics were ready it was 6 hours before the jam submission time. The game looked acceptable so I decided to spend the rest of the LD momentum to try enriching the atmosphere by adding some music. To simplify things I put a constraint on myself: use only Reaper and an instance of Native Instruments FM8 for each necessary instrument. The base idea was to have some sort of arpeggiating melody using a metallic sound to give an impression of frosty air, and after working from there for about 2 hours the theme music was ready.

It was close to submission hour, but I couldn’t think of an interesting title. So being under time pressure, I just took Sokoban and replaced “storehouse” with “snowman”. While there was still some time left I extended the level to make it more interesting.

Things that went well

  • Developing the gameplay more or less to completion first made it easier to perceive the amount of available time left and allocate it to graphics/music.
  • Top-down view helped save time on drawing extra sprites for different directions.
  • With everyting compiled to a not very large amount of javascript, it was reasonably easy to debug right in the browser when necessary.
  • Having an approximate idea of the requirements for music sped up its creation quite a bit.

Things that went not so well

  • For some unexplicable reason I tried to draw each tile in its own file at first. Naturally it all went out of balance after being put together.
  • Learning PIXI.js wasn’t too hard, but had I studied it a bit before LD more time would be left to make the actual game.
  • A proper tutorial would help getting into the game a lot, as the snowball controls aren’t very obvious at start.

Things to reinforce

  • Scope. Scope is everything. Scope is everywhere. It lurks in shadows waiting for you to wish for just one extra little feature to consume your mind completely. After having a working implementation of the design it’s easy to get overwhelmed by far-fetching ideas, but it’s important to stay focused, especially under time limit.
  • The only way to do something better next time is to do it now.

Thanks for reading it this far!

Let’s Rescue Ludum Dare Stream on Friday!

We’re doing one last Ludum Dare game stream live on Twitch.tv! We’ll be jamming Friday, December 26th from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

This time, we’re doing something different. Not only will we take requests, but we’ll also attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Tech Valley Game Space

Top 10 of Ludum Dare #31 – The most beautiful, weird and innovative games

>>>ORIGINAL POST<<<

Hello there! The last week of Ludum Dare #31 voting almost over. We will know the winners soon, but for know I want to share with you some cool stuff. Like previous time it’s going to be my personal best of LD31. There are a lot of nice, polished games and you definitely should check them. But this time I picked games that really can stand out of the crowd. Some of them have beautiful atmosphere (like “Orion”), other have unexpected plot twists (like “Fill the bar” & “Pony island”), some have truly innovative game-mechanics (“OMNI”)… Ok, ok, enough spoilers! Here is my personal Top 10 of Ludum Dare #31! Theme – Entire game on one screen.

Cell #327

by Aru Nyan

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
You have been a prisoner for as long as you can remember … Can you escape now?
A point ‘n click adventure game inspired by many old school classics.
Competition page
Web version
OPINION:
Ahh… I miss point & click era. Sweet memories.


OMNI

by Noah Ratcliff

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Play as an action platformer character who suddenly finds himself omniscient after ingesting a strange power-up. With your monitor as your vessel, explore the world outside yours.
Protip: WASD/Arrow Keys to move, spacebar to jump. Click to shoot. Shoot the monitor.
Stick around for the end… There’s a wonderful surprise that we worked very hard on for you.
Competition page
Web version
OPINION:
Most innovative game-mechanic IMO.


20 Days At Sea

by bitserum

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
It’s just Margaret (you), John and the open sea, enjoying life, living the dream… but watch out for storms as those could change everything.
20 Days at Sea is a survival game, you have to gather resources to help you on your journey; or fall victim to hunger, thirst or sickness.
Competition page
Web version
OPINION:
Very smooth and calm atmosphere at the beginning. Serious survival challenge at the middle. Unexpected ending and the end (if you’ll survive).


Fill the bar

by Yaroslav Kravtsov

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Game about one screen, one button and simple rules. Just do what you asked and try to reach maximum level. Obey and have fun.
Competition page
Web version
OPINION:
It looks really boring at the beginning… but be patient and you will realise why this game in this list 😉


Tyrannicide

by koujaku

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
“You either die a hero, or you live long enough to see yourself become the villian.” – Harvey Dent
Even a well meaning dictator can become a tyrant, and in this case, Nemo, the once noble time traveler succumbed to the power of the very items he swore to protect the world from. Nivea, queen of the Wraiths, never had any love for the man, but had always hoped his honest roots would keep him in check. Now though, Nemo’s behavior has become erratic and hostile, an unpredictable wild-card more likely to harm than to help.
You play as Umbra the Shadow Wraith, part of Queen Nivea’s elite guard, and you have been sent to end Nemo’s reign. Use your ability to teleport through space to gain an advantage over your foes, storm the castle, and deal with the rogue tyrant Nemo.
Competition page
Web version
OPINION:
Innovative, but still simple and challenging combat mechanics.


Pony Island

by Danman9914

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Frolick along the rolling green hills of Pony Island! Continuously jump over gates in this immersive and challenging experience! If you happen to hit a gate, just insert your soul and you can keep playing!:D
Competition page
Web version
OPINION:
You need some time to figure out how to start playing, but then you will be surprised. Ponies not so cute as they seem…


Orion

by feiss

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Use mouse and keys down/up (when required)
Follow all the steps and get to the space! I tried to do a full trip to mars, but.. timeout! :)
Chrome and Headphones recommended.
Competition page
Web version
OPINION:
One of the most polished games on this jam with very immersive atmosphere of spaceship. Unfortunately, pretty linear and short… but still really cool.


Wide Opened Eyes

by nzgiije

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Movement: WASD
Lantern direction: Arrows
They afraid of the light.
So your only weapon is a lantern.
Monsters don’t move while you looking at them.
Find way out.
Competition page
Web version
OPINION:
Great spooky horror platformer with simple mechanics.


Break the Limits!

by Volute

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
You are trapped in a room and the only thing you can do is think. But what will you think about?
Competition page
Web version
OPINION:
Psychedelic trip to the depth of your mind.


Tower Trasher

by graebor

Top 10 of Ludum Dare 31 - Nuclear Napalm

DESCRIPTION:
Defend the blue tower, trash the red ones! Controls are simple and instructions are on the game page.
Competition page
Web version
OPINION:
Clever mix of Tower Defense, RTS and survival gameplay.


P.S.

If after all these awesome games you still up to play some roguelike survival point & click, check my entry

Last Ark

by NuclearNapalm

Last Ark - Ludum Dare 31 compo entry

DESCRIPTION:
Roguelike survival about artificial life in deep space after the end of the Earth.

This is a point & click game.
You manage oxygen consumption, energy, health and resources. Your goal is to find a planet suitable for living. When you have landed at the planet – the game is over. So choose wisely. Check planets info to figure out if it’s good or not. The far you travel, the higher chance to find an appropriate planet.

Short explanation for planet info:
R – chance to find resources
O – chance to find oxygen
S – chance to survive on this planet

The game has 5 different endings.

Competition page
Web version
OPINION:
Nope. Now it’s your turn to share your opinion 😉

Tags: cool games, Top10

Some of my favorite games!

Here are some of my favorites among the games I played for LD! I’m only included the ones I got through random judging, not the ones I saw from other recommendations, to keep things varied.

Games in no particular order.

Information Superhighway 1983. – painful yet cool!

Clickity Click. – addictive!

Square Dance. – swift action!

Test Subject #4218. – nice puzzle game!

Trapped? – original puzzle platformer!

Alien Harvesting Simulator – tower defense

The Operator – bare bones but lots of potential

Behind the screen – great use of the theme!

The Murderdome – exactly what you think it is!

Break the limits! – story-based progress quest.

 

Congratulations to everyone – it’s amazing to see what people can do in so little time!

And of course if you’re so inclined, check out Thermonuclear War, my fun hacking simulator!

Vibrant City first post compo update

Hey Guys!

Only a few days left to play and rate Ludum Dare games. If you havent rated Vibrant City yet, please go ahead and give it a try.

Finally I got some time to work on the improvements highlighted by you all in the comments. Thanks a lot for playing Vibrant City and leaving your valuable feedback. Each and every comment gave me a better understanding about how to improve the game. Some of those improvements have been implemented in this first post compo release that you can play here. A few more complicated improvements are in the works and will be released later in the next update.

First post compo update release Notes:

– Increased the size of vibrants and civilians

– Added controls/instructions screen

– Added line of fire pointer in order to avoid confusion if the player can shoot at a specific location or not

– Refined line of sight/fire calculations

Thanks again for playing Vibrant City and dont forget to rate my compo entry :D.

That is all!!!

Anshul

Tags: #LD31 #LDJAM #LudumDare #GameDev #IndieDev

My game on Android

Merry Christmas everyone! I thought I’d take this opportunity to show you a screenshot of my LD game running on Android.

onandroid

This is still an early version, but I’m hoping to make a full release on Android with many more levels. If you haven’t already played my entry, you can do so here.

Tags: android, christmas, ld31

Beat Jumper Post-Compo Update

Merry Christmas, all!

My gift to you is an updated version of my game, Beat Jumper.  If you haven’t tried it yet, please do!  It’s a fast-paced 2d platformer where platforms come at you in time with the music.  Every note and drum hit in the song has a matching platform in the game.  Your job is to land on these in time with the beat (without falling off), building your score as you go.

If you have played my game, there are a number of bug fixes and enhancements included in the new version.  Some of these were things noted by you in the comments, and some were from issues I observed.  I plan to work on the game more – there’s still a ton to do – but these updates make for a big improvement!

 

Change List:

-Slow the song/platforms down in easy mode.

-Overhaul to the ‘staying on the beat’ system. You’re now trying to keep the bar full, instead of empty. This makes it harder to lose immediately and does not allow you to make an impenetrable buffer of extra points, as you could before.

-Can no longer wall jump after sliding up/down off the side of a platform.

-Force platforms to stay within visual bounds of game (highest notes didn’t have platforms).

-Fixed bug preventing some notes from having corresponding platforms.

-Fixed platform sizing error on easy mode.

 

Link

Post Diary

One Screen Pixie

Hellu! and happy holidays LD’ers. I managed to get my game up and running in the end and if any1 would like to rate it I would appreciate it.

So what have I learned from this experience*

Good stuff:

– I learned to make better music with simple tools. I never consider myself a musician but I like to make music because it’s fun.

– I learned alot of Javascript Basics and how to reuse code.

– My pixel animation skills have gone up a bit, without using photoshop or Gale, i consider that good understanding of contiuation of movement makes good pixelanimation.

Bad stuff:

– Not having a clear concept of how the game is going to be. I think it is important to get the game concept done before starting with assets.

–  Hosting problems for my game. I forgot that you have to have the game somewhere and yeah even 1 and 0’s need a house.

That’s all for now, and thanks for letting me be a part of this cool experience, Cheers!

Full playthrough of AntiPlane

A lot of people get suck half way through playing my game, so I instead of fixing the bad level design, which I feel wouldn’t be int he spirit of the compo, I made a full playthrough video for anyone curious about how the game ends. It’s only 5:30 long. Which is kinda sad since it felt like there was a lot more game to my game while I was making it =D

video:
https://www.youtube.com/watch?v=TwCZI9dKdIg

And if you would rather play the game instead of watching the video:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45191

And a reminder, I’m making a full game out of this, you can follow the development here:
@BitByteCode

Happy holidays everybody!

Thinking about the next step

Ludum has been a nice experience. We enjoy playing other people game a lot. We would to push our ideas further and try to make a more interesting gaming experience. We are still thinking about what to do. But we will probably end up making an IOS version of our game using the gyroscope. The sad part, is that we won’t probably able to make a shooter with a ton of bullet. We will accentuate the action part most probably.

Being able to run on the for sides of the screen is quite fun. We think we can even extend te “walkable surface” by adding some obstacles.

sea-king-hunter-square03

We think that one the fun part our game is that the boss can come from different direction. So maybe by choosing a square arena, we could make appear the bosses from above and below as well.

sea-king-hunter-square04
Feel free to leave a comment or play here.

Operation Barrage Postmortem

First of all, Merry Christmas to everyone! I hope you’re having a great vacation!

Now, back to business… As promised, here’s the Post Mortem for the small prototype I did for this Ludum Dare. It’s called Operation Barrage and you can download and rate it at this link. It’s an RTS/Action game for 2 people playing on the same tablet device. The prototype features an Android version and also a Windows/Web version. Here is me playing against my alter ego, taking turns.

If you like this project stay tuned for more news. I have been working and continue to work on a post jam version and you will be seeing more updates soon.

 

The goodScreenshot 2014-12-07 20.23.58

 

  • The concept: I find this concept really entertaining. This is actually a game I would like to play on my tablet, but have not been able to find it. So, not only I had a blast developing it, but I also enjoy playing it. Now this might seem obvious, but having fun playing it after 8 hours of working on it really helps with motivation.
  • Achievable, scalable design: After overshooting the goals in my last LD jam, this time I wanted to start simple. A concept that is fun to play even without tons of content, but that can be easily expanded upon. I think this time around I have achieved that goal.
  • Although balancing is secondary in a prototype, I actually got a chance to tweak unit costs, abilities and parameters both during the jam and immediately afterwards. It’s a great way to evolve the concept into something that people want to play based on the feedback loop right from the start.

 

The badScreenshot 2014-12-07 20.24.02

 

  • Unclear tutorial: I consider this my Achilles’ heel, mostly due to the lack of time and feedback during a jam. A one screen visual tutorial wasn’t feasible here since there is a bit of content to explain. But still, a small explanation scenario for the controls and each unit would have been better than the rushed tutorial I did which was basically just a masked huge wall of text.
  • Bad UI: Now that Unity 4.6 is here, there are no more excuses for crappy UIs, and I hope to get a good enough grasp on it to improve this area for next time. The UX was not designed ahead of time, and it shows. Elements are placed around randomly and it’s hard to find the information you need fast.
  • Unclear game design: I based this game on the principles of Starcraft: tactics, strategy and economy, though on a much smaller scale and different design path for obvious reasons. Unfortunately I never quite understood if I wanted it to be a slow game of strategic thinking, or a faster, micro and action focused RTS like Starcraft. This is something I still don’t quite know, but hope it will flesh itself out as development continues.
  • Little polish in visual design: I’m no artist, but I can definetly do better than circles and stars. Unfortunately, I didn’t have time to polish the visual aspect like graphics and particle effects.

 

The uglyScreenshot 2014-12-07 20.23.56

 

  • Bad controls: being a touch focused game I spent most of the time testing that. Unfortunately, due to my lack of experience in this area, the controls never quite felt good on an actual device. With 2 people furiously tapping on a low end Android tablet that doesn’t register touches well at times, doing the action you want becomes an exercise in frustration. Mouse controls were slapped on fast and weren’t very intuitive or fast.
  • No AI: Even though the game was very visible, and got lots of votes, not many people offered feedback. I imagine this to be due to the fact that playing it is a chore compared to other entries. You need to install and APK on your Android tablet, find a friend, understand the rules and explain them to him or her as well. An AI and a decent desktop version would have alleviated this problem greatly, but unfortunately was unfeasible, due to the lack of time and my lack of experience in AI programming (is it even possible to do sensible AI for an RTS in a jam?). I hoped to work around this issue by adding a new play mode: hotseat. Taking turns was my idea of someone playing against himself or against another player on a desktop, but since it was done very fast, it wasn’t calibrated well, and the turns were WAAY too fast.

 

So, like I said, I had lots of fun with this LD entry, and even though it has lots of flaws, I think I know how to address them and bring out the potential of the concept. That means I will still be working on it until I’m happy with the results. If you want to follow the development or get access to the latest test builds on Google Play (which include a test mode with 3d graphics, and lots of fixes and improvements) message me or follow me on Twitter.

Happy holidays people!

Screenshot 2014-12-25 14.28.09

Play and Rate – Kuch Bhi !

Looks easy but hard to master.

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Game Link

Comments

25. Dec 2014 · 16:09 UTC
Yet another shameless “play my game” post from you. I see you’ve deleted all the posts I’ve already commented on.
hoqjed
25. Dec 2014 · 16:51 UTC
I agree with zatyka, try to keep these kind of posts to a minimum. They don’t offer any additional value to what you’ve already posted (something like a postmortem would be nice to understand your approach to design).
hoqjed
25. Dec 2014 · 17:06 UTC
Also, I’m pretty sure this game has been updated and revised since I saw it last (I feel like it was faster paced before). Please upload post-jam work as a separate link in your game’s description. Feel free to correct me if I’m wrong about that. I don’t want to call you out on things that you haven’t actually done, but your actions appear to be deceptive and intentionally misleading in some aspects of this friendly competition.

Let’s Rescue Ludum Dare Live Stream Tomorrow!

We’re doing one last Ludum Dare game stream live on Twitch.tv! We’ll be jamming tomorrow, December 26th from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

This time, we’re doing something different. Not only will we take requests, but we’ll also attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Tech Valley Game Space

Just wanted to wish everyone a Merry Christmas

I played a ton of your games. Almost 150, and everyone did an amazing job. I have my favorites, but everyone deserves some measure of recognition and solid respect for their talent and work. I am proud to have competed for the first time and to have completed my first finished game. I am thankful this exists as a creative outlet for so many talented folks. Where else can a country boy from Kentucky make games along side people from Germany, India, the Netherlands, South Africa, Mexico and everywhere else around the world, joining a truly equal global community to compete with an enormous pool of  talent? Feel free to do some shameless self promotion in the comments, and If I haven’t played your game yet, post it and I’ll try to. I’m glad that LD exists and I’m glad that I joined in. Peace everyone and have a Merry Christmas, Happy Holidays, (whatever your belief structure) Excellent Festivus and a great New Year. Keep being AWESOME.

-Joey

1Hour1Game #01

Screen Shot 2014-12-26 at 00.16.55

 

Super sneak peek

Play here

(One hour for making a game is definitely not enough at all for a polished result. However, I believe this is good practice for rapid prototyping / any kind of gamedev jams with very limited time. It helps identify problems with your framework, workflow, the tools you’re using, your time estimation, et cetera. So I gave it a go, hopefully this could turn into a fairly regular exercise.)

Anyone here up for a challenge? :)

Tags: 1h1g, preparation

Comments

Topaz Studios
26. Dec 2014 · 09:58 UTC
lol! If it only takes an hour I’m sure you could do it regularly. Like 24 times in a day 😉