LD33 August 21–24, 2015

The Slime’s Journey version 2 (post-LD) release

The Slime's Journey v2

I’ve released the first post-LD version of my LD33 game, The Slime’s Journey. Most notably, the new version adds in the ability to save (and a ‘hardcore mode’ if you want to play it in the original way) and changes the mutation mechanics to give you more choice over how you want to mutate.

Full changelog:

-ADDED: Saving and loading.
-ADDED: Hardcore/softcore modes. Softcore has permasaves, hardcore has
permadeath.
-ADDED: Options. You can now make the text appear faster/slower and
disable the ‘press enter to continue’ parts.
-CHANGED: Mutation mechanics: You now see all options instead of 3 random
options, and you can now cancel during mutation.
-CHANGED: You now see the current turn next to the your location.
-FIXED: Resilience will no longer activate after you’ve taken lethal
damage.
-FIXED: The game now manually sets the background color to black, making
sure it works properly on terminals that aren’t black by default.
-FIXED: Various minor fixes in events and text display.

Entry page link

Direct download link for v2

Tags: Game Update, LD33, post-compo, RPG, text-based

LD 33 || Hymn Of The Sages TIME LAPSE!!

Hey everyone!

Check this time lapse of the weekend out and please enjoy! Like and sub if you can because it’s my channel’s first video.

Streaming live!!!

Playing and rating games!  Come in and check it out!  Submit your game here!

Let’s get some viewers up in here!

Woo!

Wooooo!

Post-Jam Wrap-Up

 

 

 

KRAKENZ

Now that it’s all settled down a bit (and I’ve slowed down on rating all your excellent games) I thought I’d thank everyone who has played/rated/commented or tweeted me about this game. I really appreciate all your feedback and support, it really means a lot to me.

This was my second Ludum Dare and much like last time, it was a lot of fun, this time though, it went significantly smoother. I had an idea I was happy with very early on and stuck with it, which is what you see before you now. I think the key to this time’s success was the simplicity of the idea coupled with (in my opinion) the satisfactory feeling of obliterating ships, last time my scope was way out, causing me to have to can the idea half way and start afresh. This time my scope was almost spot on allowing enough time for the entire game to be finished in the first two days. The third day (after a split second decision) I decided to recode (Due to browser constraints) the entire game for HTML5 and release it on a platform I had never attempted to develop for before. Note to self: Although it’s good to try new things, don’t try new things while in a games jam. But I still managed to release an almost full version of the game on HTML5 in less than 14 hours, which is something I am very proud of.

Still having a few hours left on the third day I decided to add something I have wanted to do for ages in a game; Orchestra Mode.

Kraken2

Orchestra mode for those whole haven’t played it, is basically the same game but with unlimited health, the game runs in slow motion (with variable game speeds) and has some of my favorite classical musical pieces playing with all other sound effects removed. It has 10x the ships therefore 10x the destruction and is my favorite thing in the game by far. It’s just a time killer, it has no end and no point to it but sometimes it’s nice to just sit back and admire the mayhem without having to worry about health.

A few people have suggested that I further development on the game and expand it into something bigger/better, I probably won’t do this despite the amount of fun I’ve had creating it, simply because I’m really happy with it in it’s current state and it was never meant to be anything more than a bit of fun. I may release an android/iOS version of the game if the controls feel right when I get to messing around with it later this week (and with that may come a few new enemies) but as it stands this is probably going to be the final state (with a few bug fixes) .

Thankyou again to everyone who has played, double thanks to anyone who has voted or commented. If you have a game and want me to play it, send me a tweet and I’ll be more than happy to give it a play and a rate.

Until next time.

-Shaw

My game wants to be rated!

Well, 2 days had passed since the Ludum Dare 33’s Jam Submission ends. And I didn’t presented my game on a post?! Bad! Very bad!!

So, here is it: My game is called C.L.E.M. (the long name is a secret xD)

You can play and rate it right here. Also, I’ll appreciate if you leave some feedback to the game. It will help me to make a better game and a better game developer.

Thanks!

 

Unfinished LD#33 game progress shots

I didn’t find the time to finish my entry for LD33, so I thought I’d post my progress shots here for posterity, showing how far I’ve managed to take it:

shot02

shot03

shot04

Maybe I’ll manage to finish something next time.

Tags: LD33, ld33 postmortem, opengl

Galaxy Hop. Post Jam improvement – 1

We hear you guys. During these few days, we have got lot of comments about our game. Thank you all for the reviews.

So now it is time to work on Post Jam improvements.

On today’s build we included below changes:

  1. Decreased shoot power.
  2. Single player mode. So now you can play against smart ass NPC :)

On next build we are going to add animations to our cute little monsters, and most interesting mode – “Online”.

See you soon guys. Enjoy our little game Galaxy Hop: CLICK HERE to play.

Screenshot 2015-08-26 20.26.11Screenshot 2015-08-24 19.36.30

 

 

 

 

Tags: Galaxy Hop

You’re all awesome!

monster pizza2

I’ve gotten through 30 games so far, and I have to say this dare’s submissions are some of the best I’ve played so far.  Especially to the first time developers have made some creative, hilarious games.  I’ve laughed more this competition than in all the others.

Here are some entries from first time competitors that gave me a laugh:

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Lock Ness Monster: The Game by Darius

Some monsters just want a quiet day.  But after dealing with one little singing sailor, nessie just can’t get a break.  This is flipping good fun.

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Small People Problems by Brainfreezeman

Billed as a stealth consumption game, I have far more fun just causing absolute bedlam in the hamlet of Happytown.

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Monster Quest by FiveIronFanatic

Don’t let that title screen fool you.  The game is hilarious, and does make you think and do a bit of research while playing to get through.

 

Give these first time competitors a hand for making some great games right off the bat, and I hope I see more great games as I play them over the next few weeks.

(yeah, made I game too, but go play there’s today, you’ll find mine in the random list once I get my coolness up).

We’re streaming your games!

Come on by, link us your games, and we’ll play them!

http://www.twitch.tv/ytpopcorn897/

Web Spinner Timelapse

I made of timelapse of the development of my entry

MOONSTAHR – Post Mortem

splash

I haven’t had time to come back to this since Sunday night when I posted the game, so I thought I would throw up a Post Mortem and talk a little about this game.

Making MOONSTAHR:

The game was made in under 13 hours, and really came together quickly. Partly because it was late sunday morning when I started working on it, and I had a real cut off time because of work the next day, and partly because we suck at ideas. Well OK, actually we had a LOT of idea, but this time we were determined to not over scope ourselves and make something more complete than last time. That led to a lot of really neat ideas getting shot down. We started with four people on Friday night, and had no game and several scrapped starts by Saturday night. Then the idea hit us. We had been trying to make a top down 2d game, and I started playing around with sprites in a 3d world. It looked sweet. We talked it over and the idea of a Roomba like planet rover that gathered up resources was born. We talked over mechanics and how we thought the idea was clever because it would beg the question, is the robot the monster, or the humans that made it? Anyway, we wrapped up around 7pm Saturday night and everyone left for home, the plan was for me to code up the game and everyone else phone is some art and music.

What went wrong:

Really my only regret is we couldn’t think of an idea sooner, when we were all together. We had a great music producer in the group (Will!) and he had no theme to go on, so we ended up having to use pre made resources and opt out of the audio judging. I think he would have nailed it with some custom music as electronic and dubstep are his forte. Also Caden had made some awesome pixel art that never got used. With more time we had a lot more we would have loved to add! Also speaking of things going wrong, at like 1am I tried to make one of those cool GIFs that shows off some gameplay and totally hosed it up. Whatever.

preview

What went right:

Despite the slow start all those failed starts and talking about mechanics helped us nail down things and just start coding when the time came. I wanted to take whatever we made and have an Oculus enabled version at the Tulsa Makers mini faire this weekend, so that helped me limit doing anything fancy with camera and spend more time on just getting solid mechanics down and keeping it simple. I was also determined to give this sucker a proper game intro, so a little time was invested in making the intro splashes. I learned how to use the render texture in the UI to play the video and used Unity’s built in animation tools for the splash screen. The mini map was my wife’s idea, and turned out amazing. During play testing for me she noticed that it was really easy to get lost, and it was to hard. So we wrote some intro text about spinning up satellite imagery and kind of just hung it out in “orbit” and had it follow the player while maintaining its altitude and rotation, giving it a sweet look.

Post Jam:

I knew that the storytelling was a little lacking so I built in some code that saved the PC name of the computer playing the game whenever a person won. I didn’t know exactly how I would use this data, maybe like an infographic that we could update as people played that showed how they had contributed to its demise. After dinner tonight was the first time I had any time to sit down and think about it, and will all the feedback I was getting, the number one theme was “hey, the story isn’t clear”. Dang it. Well what is done is done, but I could at least show off the little analytics I had built in, so I started working on it. Holy cow did it turn out sweeter than I thought it would. Mostly because the script I wrote to update an image with text couldn’t refresh the image on the ludum dare site, because it was hosted in wordpress and I couldn’t push a new copy to them. So I thought, hey I can just build and Unity webGL game and host in the built in iframe and then update it server side when someone beats the game. From there I had to learn how to get the image I was updating into Unity, which is actually way easier and cooler than I thought it would be!

post-jam

Fin:

So thats it! You can check it out here, and feedback is appreciated!

Vampire Legacy post-mortem

I couldn’t be in the last Ludum Dare, and I barely made it for this one, I made graphics and sounds on my tablet during the road, and programmed it and merged everything on Windows…

I published it very late and only made a small description without even testing the game…

 

What went good:

Graphics: I had no problem drawing and coming up with stuff;

Audio: I recorded without a problem, I recorded what I wanted and that is OK.

Programming: I coded without much struggle.

 

What wend bad:

Merging everything: There were some problems with resolution, gameobject issues, and Unity couldn’t import sounds, so I had to import them one by one…

Publishing: First I published a version with a bug, after I fixed it, it was so late I accidently published only the Data folder and not the .exe file ( Some thkng was suspicious… ).

I didn’t have much time: Only had 8 – 10 hours total, maybe less…

 

Anyway, here is the game, I think I made something 😀

Sketch226155440

Sketch226162924

 

HAX0R? – Post Mortem

View post on imgur.com

 

Play HAX0R?

 

After many attempts of prompting for me to do Ludum Dare, I finally caved in to Jeviny, who I thank for having me do this. Ludum Dare was definitely a challenge for my first one. I’ve been to a hackathon before, but it was nowhere near as tough as Ludum Dare was.

Challenges

I have two major weaknesses when it comes to game making. The first is art. While I can make small things look “okay” I’m glad how my art turned out in the long run. The second would be music. The music was originally going to be made with DuncsAlgoMusic which is where you type a name into the program and it generates a song. These turned out bad since it would take forever getting the right music and because the audio was not fitting how my art was reflecting it. I instead used PixiTracker, a much better fit for what I needed. One more challenge was I lost myself through the first day and a half almost not understanding what I was actually trying to do. Then I had random Blue Screens of Death while streaming, which is always fuuun.

What could have been better

I think the game overall isn’t bad, but the internal code is not my usual polish of how I would have normally handled it. I’m not saying it’s due to time constraints, it was more of just-get-it-done hacks, which is never a good idea.

Future

Well, I’ve already begun working on a newer version of the game that supports both Android and iOS, fixes some of the hacky stuff as well, and adds fullscreen. Löve does have ports to Android and iOS but I can only do Android currently (mainly for monetary reasons).

 

 

I want your feedback!

DAMNED is now on GameJolt! Check it out!

Screen_B

And here a gameplay video:

I want to hear your feedback! Play, RATE and (if you want) leave a comment!

Eat Humans – A Short, Kinda Not Post-Mortem Post-Mortem

EatHumans_TitleScreen

First Day – The Idea:

At first I was going to do a game where you were a dad monster feeding your baby monster humans.  Kinda morbid, but the artwork I would create would have lent a funny, somewhat non-disturbing visual of the concept.  I was not able to get much done during this day other than visually thinking about how the game would play, look and feel.  Why was I not able to do much the first day other than that?  I am in the process of buying my first home and the brunt of the work for that happen to land that Thursday and Friday, so yay for that timing.

Second Day – A change of plans:

Yup, the second I started drawing the artwork a different character emerged from the pencil and paper: Poppy.  A dapper, middle aged monster who got the chance to be on Bob & Bob A’s Dining Room Arena game show: Eat Humans.

EatHumans_Scan_001

The idea of the game was something akin to a cash shower grab booth, only this was for monsters catching and eating their fill of humans within a certain time frame.  There are different types of humans depending on their diet: Red Shirts = Red Meat Eaters, Green Shirts = Vegetarians, Blue Shirts = Seafood Eaters, Orange Shirts = Dessert Eaters, and piece de resistance (PDR) = Fancy Food Humans.  Then there would be the humans who would fight back, so Gray Shirts who would explode when close to you.  Each would have a different point value and the point value would increase if your monster “prepared” each human respectively by either Sawing, Chilling, or Cooking.  To defend yourself from the gray humans you would shoot a fireball at them to defeat them.

I ended up spending Saturday developing the artwork, most of the animations and getting controls working in Unity.

Third Day – Coding:

I spent the entire third day coding, dealing with physics and learning a lot of new things in Unity.

Final day – More Coding and Stress:

I started the day freaking out about the fact that I probably was not going to finish the game with a results screen that would give the game some kinda meaning at the end of play….well, my worries came true, so I guess I feel good that my worrying was not for nothing?  I don’t know.  Anyway, during the last 20 minutes was painful.  The console in Unity was going crazy with red flags and I was not sure what was going wrong.  Long story short, I just failed to delete a certain gameobject from hierarchy I was using for temporary purposes.  All was good after, so I built the game and submitted.

What I Failed To Do:

Produce a game with a clear objective.  Sure, it says Eat Humans, so I guess that is the objective?  Nope.  Maybe something more like eat X amount of humans withing X amount of time.  There was several different ways to go, but in the end I ran out of time to provide such an important aspect of a game.

What I Plan To Do In The Future:

Design a game with a clear and fun objective.  Although, I am pleased with what I managed to turn out during the jam.  Being this is the third game I have ever made, I still learning so much and I am pretty excited to dive back into very soon.  I also plan on doing more game jams or just challenging myself to finish something within a weeks time.  I have not done One Game a Month, though.  So, I might start there.

 

Here is the part where I ask the reader to go and play/rate my game…the link is below:

EAT HUMANS!

Leave me a comment and I will click on your avatar and rate your game within a day or two.  Thanks!

Death from Above

Death from above is a first person shooter, made in Switzerland.

You can kill several zombies with nice bullet time effect.

We have a online highscore system, can you be the best?

 

Have fun and be excited for the nice ending.

Let’s kill some zombies

Visit us

New Video

Finally i recorded my game in “good” quality, i have 1440×900 monitor, so i must record it in 1366×768 resolution in window.

Don’t Crawl needs your feedback!

Don’t Crawl is a multiplayer platformer game in NES stylistic.

One player controls the hero while the others take control of the monsters in attempts to kill the hero and take their place. The game features online multiplayer and can be played either directly (the “host” player will need to forward a UDP port) or by finding the opponents via “hub”.

Unfortunately, “hub” server is only supported in the post-jam version. While it was largely done during the jam, we couldn’t get it reliably working in time so had to take it out of the original jam submission.

Death_new

Monster

Please, play, rate and drop us a line in comments, so we know how to make Don’t Crawl better!

LD33 – A Post-Mortem

Well I can certainly say that this Ludum Dare could have gone a lot better for me. I think that I tried to do too much for this, especially building an in-game level editor for it.

So this is what went wrong:

  • Focusing to much on making this level editor for the game.
  • Taking a few too many breaks.
  • Trying to be clever with the theme.
  • Not really having a solid plan of action done.

What went right:

  • Managed to live stream it.
  • Actually got the level editor working to the point of making levels. It just took all weekend.
  • It looked ok.

So yeah as you can tell not much went right and a lot went wrong. Though out of all of this I do have a few ideas down from the other themes.

Well untill next time everyone,
just remember,  don’t make the same mistakes I have.