LD33 August 21–24, 2015

MiniLD62 Prototype Submitted!

Just submitted «Swords Master Colossus» for MiniLD62! It was a rush developing it!
Go and check it out!

Top of the spire

Top of the spire

Tags: MiniLD62

[MiniLD 62] Game finished!

1

So I just finished my game! I’ll go to sleep and tomorrow I’ll check for bugs.

http://ludumdare.com/compo/minild-62/?action=preview&uid=58994

[Mini LD #62 – Complete]

Play Eyezor

View post on imgur.com

I’ve finally gotten the time to submit my game, Eyezor. It was a blast making this even though it really only took a few days. I’m glad about how it turned out. The art this time compared to Ludum Dare 33 is much better, audio not so much since I tried to make it different that HAX0R from LD 33.

 

I hope those that play it enjoy it!

Imposition – finally finished

The game is finally somewhat finished. Didn’t quite get to implement all I wanted but the boss fight seems to be scary enough, and hopefully I’ve improved on my game-player communication skills. But I’ll let you be the judge of that.

3

Earn a Dollar — Success from last year

I published Quantum Pilot last year for the October Jam.. and eventually, it earned a dollar!

I visited Indiecade & ECGCONF this year, getting feedback and refining the game.

If you want to make games where the enemy copies the player,

https://github.com/quantumpotato/quantumimprint

github.com/quantumproductions/quantumpilot

And enjoy the (free) sequel! https://itunes.apple.com/us/app/quantum-pilot-2/id1033033184?mt=8

Puzzling Escape

"Now how do I get out of here?!?"

“Now how do I get out of here?!?”

Be sure when you get to the spot with the anagram letters, that you guess which words are needed by changing the letters to the correct letter in ABC order according to what the “?” letter would be. After you solve that one, you should be able to walk up to discover which door will lead you to the outerspace challenge.

And, my deepest apologies. The boxes, when put where they belong, still don’t do anything. I forgot to put in the reward. Its not like I had time anyway, but still. Sorry!

Used: VX Ace. File size is 193mb due to Ace.

Thanks for all your feedback!

MiniLD62 Puzzling Escape

Official Download Page – Puzzling Escape

Tags: MiniLD62, Puzzlers

Fixed Controlls

I fixed scrolling down game’s page on google chrome, thanks to this tread.

Game

Hey guys! (October Challenge)

Hey guys! I haven’t really been around here lately, but I thought I might post something for the October Challenge. I had aforementioned that I would be participating in LD 33, but that resolution fell through. I was too caught up with my current project, (the one I’m thinking of entering.)

The game that I think I’m going to be entering is a text adventure with a bit of modern zest. It uses lots of music, and it’s even got some graphics thrown in there! Here, marvel at its uniqueness:

PlayerWebThumbnail

Did I mention it was called The Player? Anyway the game plays around with the idea of meta-fiction, and I don’t want to say anything for sure, because the game concept is still kind of up in the air, but, maybe also the idea of video games being a virtual escape from reality? I don’t know, the story isn’t set in stone yet.

Anyway, here’s a snapshot of what I’ve been writing:

Screenshot 2015-09-23 18.02.28

P.S It’s not actually this blurry, I just re-sized the image so it would show up in the post nicely.

Yeah. So anyway, the happy days of summer are long past me, and now I’m rushing to finish my game before the IGF deadline, (did I mention I was entering my game into that?) It’s all crazy, and I have school too, so I’m just trying to finish it all up.

Anyway, I just wanted to make a quick post to organize my thoughts. Everything seems kind of crazy. I’m glad to be back in the community, and, I don’t know… Maybe come October 26th I’ll have a cool game to show you guys! :)

Good luck on all your projects!!!!!!!!!!!!!!!!!!!!

First post

Hi there.You can call me Simon, since that’s my actual name.

I have a passion and a dream to make games and share them to the world, I find happiness in making people happy playing my game, and see good feedback.I have a dream to make a game which will go viral but of course that is way above my level.I joined ludum dare so I can practice and share my games with everyone, and who knows gain fans to.

What are you planning to make?

I’m a fan of making rpg games, which are filled with lore easy to access and open world action games.I’m looking to make indie games for a start, but my favorite are fantasy games, I currently already wrote out docs of what my first game will be like, but I don’t want to give out anything yet.

Thank you.

 

Tags: new;first;first post;hello;

Comments

Flygamer101
03. Oct 2015 · 13:42 UTC
So your new to the Ludum Dare community? Great 😀 Its a really nice community, probably the best I know. Have fun making games 😀
03. Oct 2015 · 16:07 UTC
Welcome! Good luck with your game making

Helicopter Mega Splash

I’ll try to finish my new wreck’em’up game for the October Challenge!

Features:
– Highscore Shooter
– Procedurally generated levels
– The player has to use a wrecking ball attached to his chopper to destroy enemies

Have a look at the current iOS Build:

Jochen

Mirror Mortis – full version releases Oct 30th!

PostHeader

screenshot1

Mirror Mortis was born as “Miroir du Mort” in Ludum Dare 32. The jam version got a lot of great feedback from the Ludum Dare community and there was more we wanted to explore with the concept, so since then, @amymja and I have been working on an expanded version. We’re happy to say it’s coming along well, and in the spooky spirit of Halloween we’ll be releasing the full version on itch.io on October 30th! This’ll also be our submission to the October challenge.

Aside from being a fully rounded-out game experience, Mirror Mortis includes lots of puzzles and new enemies to fight (including boss battles!), and an explorable world with several unique areas.

We’ll be posting more throughout the month as we get closer to launch, so follow myself and @amymja for updates. Thanks for supporting the original jam version – without your feedback we wouldn’t have been able to take this game as far as we have! :)

Get Sky Cruiser! – October Challenge game

Sky Cruiser can be summed up in one line: Flappy Bird meets Sky Kid.

Sky Cruiser takes inspirations from both the mobile cult hit Flappy Bird and the old Namco NES/Arcade classic Sky Kid. Cut the skies with your Red Flyjet and destroy other Flyjets, Green Caterpillars, Red Pokers, Ghosts and Aliens.

Try to survive as long as possible! Share your hiscore file (save.ini) with friends!

Uses Kenney assets: Tappy Plane, Platformer Redux, Space Shooter Redux
Flap key is reconfigurable, press CTRL+Y, default key is space

Android port coming soon.

GET IT (0.99$)

Postmortem: Monsterhythm

This is the postmortem for the game I made in two days for the Ludum Dare 33. The game is called “Monsterhythm”. You can find the Ludum Dare entry page here and you can play it here.

Monsterhythm gif

As a first game jam experience, it have been (really) great. The other jammers were very supportive, and you could breath the creativity and positiveness around. I’m sure I will join a game jam again in the near future.

About the game itself, overall I’m quite happy with the results I got. People liked the game, and it got a solid three stars in all the categories (except Audio): Ratings-Monsterhythm

 Seeing it now, it is quite remarkable I managed to end the game. Lot of things went wrong. Things that went wrong
  • Working with a tool and a language without any previous experience. So far, my knowledge is limited to iOS (Objective-C and SpriteKit), but since a game developed on that platform is not shareable, I had to choose between the new Pico-8 (Lua) or Unity (C#).

    I chose the former because it looked pretty easy (and it is), but there were two downsides: first, there is almost no documentation about how to work with it (except the superb Pico-8 fanzine); and second, I had zero experience with anything different than SpriteKit (or Cocos2D for that matter).

    The result: I used the whole Saturday only to get a shallow understanding of how Pico-8 and Lua works. No progress whatsoever. By the end of the day, I was resolved to stop, because what I learned so far wasn’t enough to program the game I had in mind. Basically, I knew how to deploy a sprite, but not how to destroy it (yes, yes, I know).

    After getting a good sleep, I decided that instead of deploying the magic fireballs and destroying them once out of the screen, I will move them normally and then put them back to the starting point once is needed. That decision made the game possible, in the end: it was ugly, and the game was not exactly what I had in mind (several slower fireballs VS only one fast fireball), but it worked.
  • Sound didn’t feel right: This is quite bad, because it goes against the name and the theme of the game. My idea was to assign a different drumbox sound for each magician (the upper magician is a kick, the second a snare, and so on), and a musical sound the monster. I was expecting that deploying an interesting attack pattern for the enemies, plus the movement of the monster would produce automatically something nice to hear. I was wrong. It (somehow) works, but it doesn’t feel right, and the problem is I can’t imagine how to make it work. Again, my lack of experience (with sound design, in this case) played against myself.
  • Not leaving enough time for polishing the experience: although my idea was to prepare a nice pattern (after that, that pattern is what define this game), I didn’t had enough time left. The result: a game too hard from the very beginning. The entry barrier is too high for almost any player (even the more skilled ones), and that made a lot of people leave the game too early. A slower start and a crescendo would have been much, much better.
What went right
  • Choosing a known game design. Monsterhythm is very similar to my other game, Phobos Children: a pattern of orbs move through the screen, and you have to do something with them (clear them by groups of three on Phobos Children, in Monsterhythm just avoid them). I knew how to program that (because I did it before), and it allowed me to guess how the gameplay will feel once finished (in the end it’s very similar to a Game&Watch, so it’s easy to grasp by anyone).
  • Choosing Pico-8 for the development. Very easy, very fast to work with, powerful in its own way and shareable, I just can say: go and buy it.
  • The theme itself. I tried to make something visually similar to a Japanese RPG with some twists, and I think that connected with the players. The dancing monster got a lot of good words in the comments. The game looks nice, but this, more than anything, is a merit from Pico-8 palette and their limitations. Almost anything looks cute there.
  • The stamina counter for the enemies. It gives a final goal to the player, and a idea of how much time is left to the end. Also, showing the time after dying gives the player a reference to surpass for the next play.
  • I limited the scope to the very minimum. No intro, no ending (but a “You Win” banner), nothing out from the game itself. That allowed me to reach the next bullet point:
  • I finished the game! Really proud of this one. It works giving a complete experience to the player. Although too hard, It’s easy to understand and easy to play, and with enough practice is beatable.
How to continue the game I think Monsterhythm can become a nice free game for mobile devices with some twitches, like a “close call” combo and some extra stages/difficulties (even including a pattern editor on the bundle); but I’ll only continue it if I guess how to work with the sound, since is the main theme of the game. If anybody reading this have any idea regarding the sound design, please contact me through twitter: @danialias.

Thank you for reading, and hope to see you in a future game jam!

Update: Maybe I should join the October Challenge? :) http://ludumdare.com/compo/2015/09/28/october-challenge-2015/

Be part of a game!

That’s right, be a part of my upcoming October Challenge Game, Call Centre Simulator 2-016.

If you have a great idea for questions and answers to feature in your game, this form is for you!

Click here to suggest questions

 

Click here to play the game (In development – may not even work)

 

 

Nuiguy

Comments

Evergreen Games
05. Oct 2015 · 04:45 UTC
Sadly it won’t start. It says “MissingKeyMissing Key-Pair-Id query parameter or cookie value”. running on safari.

Architect Of Terror #LD33 Post-Mortem

Oh my, it’s late, but better late than never :) This is the postmortem for the game Architect Of Terror I made in three days for the Ludum Dare 33. Note: this postmortem contains spoilers. You should play it before if you didn’t do yet, it’s an unusual (and maybe disturbing) experience!

screenshot

Ratings:
#91 Innovation(Jam) 3.76
#117 Mood(Jam) 3.81
#117 Theme 4.00
#128 Overall 3.77
#207 Fun 3.52
#618 Graphics 3.19
#1627 Coolness 40%

What went right:

– This was a challenging Ludum Dare experience because I had never made a game with Unity before. Before the Ludum Dare , I had only followed the 3 first Unity tutorials (Roll a ball, Space shooter and Survival) and had played with it one or two hours. And yet I shipped a working game in time, which was roughly like I wanted. I had read before that one should not start Ludum Dare without knowing its tools… I’d reply that it depends! (in the other hand I had more than 7 years of professional experience in development, so C# was not a difficult step for me).

– I did a game in a weekend but I also did other stuff as well – partly because my girlfriend would have been unhappy to see me hooked on the computer the whole time. I still found maybe less than 15 hours of working on it, which is not that much for a Jam, and yet, like I said, I shipped a working game in time, which was roughly like I wanted.

– Unity physics engine did a really good job. Sometimes unexpected bugs becames features, like for example red people “shaking” of excitement when you talk to them on the tribune. Sometimes simple tricks gave a really good impression, like red people following a yellow victim, giving the impression to push or even lift it.

– The game theme and main idea went quite quickly, and the game ideas went progressively during development. I though as first to make a more explicit reference to Nazism, but my girlfriend suggested to change this, and I think it’s a good idea because it makes the game more universal.

– In the end, the ratings results show an improvement compared to my previous (first) ludum dare game, yay!

What went wrong:

– Nothing really important. I got some trouble in the end because I think the source code was going a little bit confusing and Unity physics engine wasn’t exactly always behaving like I was expecting, and as such I took some time in displacing source code functions and doing trial-and-error tests. I was also not really sure about things like “do you have to go back to the tribune to activate the prison” or “how many blue people do you have to convince to activate bullying mode”, etc.

– I didn’t get enough time to add either music or sound. But that may have been complicated anyway to find something fitting the game.

– After the Jam, I didn’t get enough time to test that many games, or didn’t put enough time in it, to be honest. As a result my Coolness score is clearly below the rest.

How to continue the game:

I’m not sure about this, I could of course add some music or sound. But anyway I don’t know, because of the somewhat sensible theme of the game, I’m not sure it would be fitted for commercialization anyway (maybe it has to remain free, to show people how manipulation and terror may gain ground).

What Have My Jam Game Become? Turncoat Protocol!

Duty Awaits - Even In Death

After LD 33 I have been busy adding even more glitches and content to my entry What Have I Become, a horror puzzle game that is a blend between The Matrix and Wargames. In the process the name also changed to Turncoat Protocol since I think this is a more exciting title that reflects the cyperpunkish feel and look of the game.

182884   182886

Turncoat Protocol is of course more polished than the jam version but more importantly the narrative should be easier to comprehend now. You can give the WebGL build a go or download a standalone version over at Gamejolt.

Let me know what you think! There’s a lot I’d still like to add to the game but I had to move on to my new secret project. Looking forward to share what that is sometime soon!