Quick look at what we’re up to! Just a happy little flock of sheep, nothing evil or monstrous going on here.
After an entire day of development I’m very tired. The time is 01:09 here in Sweden right now, and I’m stopping for today. I got almost all the gameplay and content done.
Tomorrow I will mainly try to improve the graphics, and if there’s time I will make some nicer menus, add sound, and iron out some minor bugs. I will probably not have the time to do any of this, as always, but I will try. Maybe I should take one more day and submit it as a jam entry. What do you think???
Some feedback on wether I should submit it as a jam entry or compo entry is appreciated, since it’s a difficult choice for me.
Anyway, I am going to bed now, really tired. See you tomorrow! Good night!
So ” You are the monster” …
here’s our idea of “character” … the Machine Monster! But what will he kill? … I think that we will know soon!
Our Artist: Guilherme Breier – Machine Monster 3D
Hello jammers,
We’re working on Level Design and HUD of our game right now.
As you see, there’s a lot of objects on scenario, and the player can interact with each one. The kid in bed will be replaced for a better one (the kid that we currently using has a different art style of the rest of elements in game).
Today we’ve developed a lot. At this moment, we have:
As i said in my last post (http://ludumdare.com/compo/2015/08/22/unamed-scary-game-wip/), we have a *slepiness meter* that decreases his position at every sec played. The Monster (player) can up this meter interacting with the objects in scenario to scare the kid.
I made a list with all objects used in game and the amount of points for each one. You can understand how it works in this image (only portuguese, sorry guys):
Objects of the color BLUE make a low sound. YELLOW makes moderate sound, and the red ones makes a fucking loud noise. And for each color we have a amount of points to increase on slepiness meter. We had a prototype of this bar working right here:
In the next hours maybe we have our beta version with all sprites included in prototype level (at this moment we’ve used scary graphics lol), and when time comes, i’ll put something new here.
Another images of our game until now:

Again: sorry bad english. I’ll fix it later.
Good jam!
We’re making great progress into the jam! We’ve got almost all the core functionality complete, we’re done the backgrounds (plus parallax), and there are only a couple things standing between us and content creation. Hoping to get that done today so that the next two days are pure content.
Exciting times ahead!
Ugh, it’s night here and I still haven’t got any artwork. The game is currently a command-line experience. Like so:
You attack Abriachan. There is no resistance. With glee, you butcher a couple of terrified locals. Abriachan is now under your control.
1) [50] Attack on Drumnadrochit (pop 5000)
2) [50] Attack on Inverness (pop 10000)
3) [0] Hatch at Loch Ness (pop 10)
4) [44] Hatch at Abriachan (pop 5000)
On the plus side, I have fuzzy logic working. Yay!
So I’m obviously doing the exact opposite of what I should — instead of a super simple game, I’m chasing things like fuzzy sets and implementing battle simulations. But I’m learning, so it’s all good.
I think they are good enough (except that it looks like the three on the front are merging too much with the background)



And together:

Hello!
It’s nearly 2 a.m. here in Poland and I think going sleep in a moment will be a good idea. But before that I decided to write short summary after the first day.
We have playable prototype which works without any major issues – which is an amazing thing!
We wrote a lot of code and made bunch of the assets. pcpl2 recorded shooting and hitting sounds and made few assets, I wrote a lot of the code – and have motivation to do much more (but writing code while you are tired is not a good idea)! I also did some drawing of enemy and player sprites. Bellow we present you a screenshot from our game.
Good luck for you all in the day no. 2 especially the COMPO participants.
Have a good night/day (depending on where you live :-))
Eryk ‘RootKiller’ and Patryk ‘pcpl2’
I wish I had some nice screenshots for you, but I’m a coder, and my graphics skills are lacking. Don’t worry, there’ll be something though. I’ve done quite a bit of coding, and started on game music composition as well. Sound effects are a bigger challenge. I need the sound of a dragon blasting fire, and I’m not sure how to do that, as a candle is my only source of fire around. My first LD, so bear with me. The amount of work to pull everything together is staggering. But I need a nap now… See you tomorrow!
Tags: progress


Now, on to add it to the game whatever-I’m-doing-that-still-isn’t-a-game. XD
Well, polish first and add content/gameplay later… Or maybe I got this order wrong… XD
Jokes aside, I may still be on control of my time… I’ll soon find out…
EDIT: When at a loss for graphics, surf pixel joint! You are sure to find something that may help you! The bg was somewhat (well, a lot) based on those two images: Forest Lord by ADrawingMan and GBA Mockup by Adarias.
I’ve now got the sprites for my cats!
Now I guess I’ll have to work on getting the cats ai. I’ve never done this before, so hopefully it ends up okay!
Im of to a decent start this time. I have a solid concept where you will transform between a human and a monster with the goal of killing as many people as possible before getting killed. Here is a screenshot of my progress so far. lines and boxes are the best kind of programmer art 😀

I have no idea what i’m going to do, i have less than 24 hs… so let the rock begin:
You are the monster.
After a lot of mental strugle to think a game for that, i decided to do a simple and funny thing for all monsters, massive killing stuff… after some sketches on my HayPad (just a piece of plastic that i “invented” to help teaching game design concepts) i come with this:
It will be a endless war simulator, you can create e… i don’t know… pixels… so the pixels will kill each other depending on his ..e… color… and each color will have different stats, so the battle result will depend on their stats and colors… yeah… aaand the funny thing is that you are like god, so you create thousand of pixels just to see them kill each other (having fun with their pain! o… you monster!! ta daaaaa
)
i have to think an objective more specific but at least i have the game idea, missions, ways to loose and stuff will come later.
Well this is just starting, so here we go.
Tags: amebawarfare
Alpha version 2 of my game is complete. I’ve added the main gameplay element and lose condition.
My concept is an arcade maze game where you play as Medusa, kind of like a simplified reverse Bomberman.
So today has been long. Took a while to come up with the right idea that fits the engine we’re using, the theme and the time limit, but finally I think we’re on to something.
Now to actually make the thing…
Good progress! The idea came pretty quickly, and is a great “LD-sized” game I think. I’ve got the music engine working, some pixel art, backdrops, and the first song done! Still need a whole lotta work on the animations for Ms. Melody the piranha plant, and that green rectangle on the right is supposed to be an actual guy, but hey, one step at a time!
Getting pretty tired though, I just had a snack and think I’m off to a nap!
First day went slightly better than usual… sleep is calling… here’s what I got

This is my personal best, working 23 hours without sleeping and without longer stop. I’m glad with my game, but still a lot to do. This is the current progress so far…
I’m also streaming on Twitch. Check out if you’re boring.
I just started and I might even change what I’m doing. I’m feeling fine though because last time I took only about 5 hours total with 2 people, and this time we have 3. Right now I’m making a game where you write scam emails.
The first day of developing is about to wrap up for me, but let me give a short synopsis of what I am working on. The theme is ‘You are the monster’, which of course lends to a lot of possibilities, primarily involving, well, monsters. I like to think I got a bit more creative. In plenty of media it is the large corporation that is depicted as a monster, the massive, soulless companies that care not for its workers and that care even less about those that get in the way of their profits. To many, they are monsters. And in this game, you play one such monsters.
So the idea of the game is that you get a budget that just isn’t enough to buy up all of the houses, so you will have to turn to playing dirty tricks in order to succeed in turning yet another lively neighbourhood into a concrete jungle. The game reveals a neighbourhood of a varying amount of houses, all for sale. More or less. You see, people don’t always like to just move out, so you will have to convince them to sell, one way or another.
Home owners all are a random combination of names (both first and last names), personalities and household types. Based on the latter two, the price of the home and the willingness of the owner to sell will be adjusted. Further actions in the game will also influence these two values – overpaying a lot on a home will increase the price on all other prices, while the appearance of construction sites may increase the willingness of an home owner to sell. Certain actions, such as deceive and negotiate may lower the price, while threatening and muscle may improve the willingness of the owner to sell. Of course these all have a chance at backfiring and causing the direct opposite. Then there is also the way of the lawsuit; expensive ways of getting homes, but not always guaranteed to succeed – and will cause a lot of bad PR. Remember, there will be a score at the end, and if your PR is too low, you may just discover the termination of your contract instead. Because that’s the world of the corporation: perform, or get out.
Progress is good and I am really excited about it. I do worry a bit about how I am going to fix the art, but we’ll see. I’m sure I can make something work. See you tomorrow for another update.
23 hours in im doing fairly good
I’m at a point where I only want to add a few more features and I’m pretty much good to go.. (which is very surprising and feels quite surreal)
How its currently looking (playing horrible since tired):
Current windows version for anyone who wants to give it a shot: http://share.dl.je/2015-08-23_02-12-16_73wwz2faSIp.zip
Source: https://github.com/imerr/LD33
finally squished a bug that was pissing me off and wasted me around an hour but this looks flame now

a screenshot doesn’t even do justice to how nice this feels in-game but I don’t want to show too much here for those who’ll play the finished game
Got a ton of gameplay done. It’s kinda fun already, though the dragging-boats-around doesn’t quite feel right yet. I might have to make the player bounce out of collisions as well—passing through the boats is kind of unsatisfying. Still, progress!
Tags: LD #33
Today was move in day at my university. So I was quite busy today. Luckily I made some art last night before heading off to bed. I’ve gotten in about my first hour and half of programming and I’m ok with it, platforms with collision and a moveable character.
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
So, im going to use some stock animations i have instead of making new ones because… I suck at animation. So i’ll just opt out of the compo and go for the jam
23h30 non stop of programing, with some pizzas, chips and coca. (Umaru-chan, please notice me :>)
The result, some good graphics at last, remains the Heros graphics.
Tomorrow will be the time for the sound, voices, musics, level design hopefully! Hope I will be able to add the last mechanic as well.
Nap of 3h30 no more! See you later!
Brave yourself and have fun!
Woo I got the battles to work with only some weirdness. Now I just need to figure out the whole getting into battles part.
demo, you can use numbers and space to select actions and end turn.
So far my game is called Even in Death We Serve a Purpose. You are a dying space marine who has been hooked up to a brain reading device and have to provide your superiors with the last intel you acquired – or at least that is what they tell you. So far I have the intro pretty much done and gameplay sorted.
Next up is to add some more levels and the end sequence. Been quite fun to do a game with a narrative so far.
Hey! Working on a multiplayer game, got enough done to start having people try joining and testing how well the server can handle the load. It’s all HTML5, should work across all browsers (but please comment with any bugs regardless!)
URL is 33.joe-kent.com
EDIT: and the Twitch stream! http://www.twitch.tv/thedeadlybutter
Thanks!
Hey guys,
Our Ludum Dare 33 game is now finally starting to become something. We had to start 3 times as each other time before we either over-complicted things to the point at which we had no idea what was going on any more, or we over structured the code to the point where accessing things became either really difficult or impossible.
Now, on the 3rd attempt, I finally have map rendering going and I’m just about to implement collision detection. Here is a pic of what I have so far:
Hopefully everything from here should be smooth sailing…
Tags: LD33
Because time zones are just so amazing I have just finished my lunch and crossed the first 24 hour mark. Awesome. Originally, I planned to do a 2d Haunted House simulator, matching your technique to the patrons worst fear. It wasn’t working, so I’ve moved on, and in the last few hours I’ve got top down movement, a semi placeholder modular environment kit and some basic lighting effects. The plan is now to implement the AI and procedural levels. Shouldn’t be too hard 😉
I just worked a full day non stop, it’s 2h45 in the morning, and I’m not even sure I’ll have the time to finish my project.
But the worst is that I lack of coffee and I’m asleep, so I’ll continue it and I’ll post progress tomorrow.
Well folks, it only took me 24 hours to come up with a notentirelyshit idea, aaaannd I’m going to be out for another 8 or so hours.
So I’ll either churn this motherf***er out in ~12hrs or I’ll just downgrade into the jam for fun.
Wish me luck
managed to code 3 levels and a game manager that links them together randomly before i head to bed. since i use placeholder programmer art, i better post a link to the “playable” early version instead of gifs :p
warning: not much game feedback yet and possible bugs.
https://dl.dropboxusercontent.com/u/2440694/webglbuild/index.html
Yeah I know, I’ve left it super late, but with falling a sleep Friday evening and hanging out with friends Saturday, this was the best time I could start.
My idea is that you play an actor who is running late for a show where he plays a monster, all he needs to do is find you’re costume and get out. However you have no memory of where you put the costume items, they could be anywhere. So you must search the house and leave the room before time runs out.
This is what I’ve managed to produce in HaxeFlixel, with the use of Piskel for the sprites.

Tags: game idea, HaXeFlixel, LD33, Piskel
I figured if I did what I usually do at Ludum Dare I might get a different outcome. No? Oh well that’s ok.
Spend most of today animating various huge smooth 16 frame animations for our main guy (does 4 arms make you a monster?)
Then I fell into the “Lets make a custom collision system from scratch” trap. Oh well…
Let’s see what tomorrow brings =)

me and the pic
if global.assMode == “fucker” {
//Calc Distances
distX = assX[climberMan] – x
distY = assY[climberMan] – y
distHyp = sqrt(distX*distX + distY*distY)
if distHyp < spd { //If youre at the fuck
er then move to the next
x = assX[climberMan]
y = assY[climberMan]
if climberMan + 1 < assNum {
climberMan += 1
} else { //yer done fucker
global.assMode = “nig”
}
} else { //If youre not at the fucker then move towards him
x += (distX / distHyp) * spd
y += (distY / distHyp) * spd
}
}
//-cc
I thought I might as well join the band wagon and post a quick progress video on my game:
The goal of the game is to feed all of the hungry monsters with the bodies of humans. Whether or not the humans are still alive is your choice.
Notice the procedurally generated clouds in the background and procedurally generated tree.
Anyways, back to coding. I’ve got a lot of work left.
Thanks,
Nathan
In the last 24 hours I have gone to bed trying to come up with an idea, slept on it, Still not had a solid idea, and decided to mess about with art. Then I came up with my character and a gameplay mechanic centred around him. I did some programming and got a prototype of that working and then thought about where my game would take place. Over the past few hours I made a tileset and designed the city shown above. I don’t know if I’ll make it in the compo but I can definitely make the jam.
Anyway. Goodnight. I’ll see you in like 7 hours 
It’s just past the half way mark and I’ve got… something. The basics of the game play are in place, although there are few features I’d like to add, and a lot of the graphics are in place.
Tomorrow will be spent animating Troll and the Humans and working on some suitably sinister music.
Screen grab of the game so far:

Trollhammer Day 1 Screengrab
The big green square is Troll. The small white rectangles are humans.


Who could it be? The maid? The Wife? The Chef? It’s up to you to find out.
So, day one ended, and this is what I have completed in about 12 hours of working time – so far I am much more on track than previous LD’s. I have a decent idea, my art skills are not that bad this time around!!!!!!!!!!!!!!! And not too many problems yet! Now, just abducting some humans and cows for fun.
I just finished the work for the first day. I already have a monster wandering around a maze looking for energy orbs to survive and keep the area around him lit while he has to avoid contact with the humans that want to kill him.
Each time the game is played will be unique since the maze, orbs and enemies are random generated. You will be able to change settings like movement speed for both you and the humans, set the size of the maze, the amount of orbs and enemies, etc. But even with the same settings the maze will be completely different every time.
The game will probably become boring quickly since you just have to walk around and try to collect all the orbs, but hopefully the randomness will make it a bit more interesting.
Here is a screenshot of the progress so far, tomorrow I will have to finish the menu screens, improve graphics and add some audio.

Whew, that was more tiring that I thought it’d be. And I’m more behind that I expected I would be… But it has been fun so far. I’ve managed to build a solid base, but I have yet to make it a proper game. Let’s hope things go faster tomorrow! For now, here’s a GIF of what I have so far.
Here is our current progress for our game
Multiplayer is okay, handling movements and actions, we’ve done 3 classes, the monster wolf can kill in the darkness only, the human, can defend himself with a sword but don’t see a lot in the darkness, and the little girl, she got a powerful candle to see in the dark places but for a short period of time.
Scores and coop-interactions and we are good for tests !
First day over, I had to scrap my first idea because it was becoming too big.
Started over with this little puppy:
And got it ingame:
Was an interesting day since I also had to attend a birthday party. 
I wish everyone good luck!
Tags: 1st screenshot, mockup
My mini game that honours the theme I hate, is done. We are in storms, so that one is not getting anything more added to it. The music is NOT mine. Some graphics is by VX Ace, are apart of the game engine, and was merely recolourized. The eventing is 100% my own. What is missing? The credits page! Oops! (The swan waterfalls and the water they sit in, is my own, as are the letter graphics.) I worked on this alone, and did not use anyone else’s scripts. The only credit would go to RPG Game Maker VX Ace and then, myself Velvela Jade.
The game will be found under downloads here:
I have to go make Game 2 for the contest. That one will have more original images, but will not contain any music by me.
A game without music is a game without music. Luckily, “Ugly Turtle” does, in fact, have music. I think it’s okay, but I’m biased: I made it!
We’ve kept updated with everyone’s progress during the day. You guys have mad skills.
This is our first Ludum Dare, so we’re not really sure if we’re going to have time to finish. Here’s a screenshot of what we’re working on.

I have a monster! He’s kind of cute, and he has articulated eyes and feet. (They don’t do anything yet)
Next up, to get him to destroy some of those houses.
Makin progress, slow but steady..
So after the first 24 hour mark, I thought I’d share an update.
I still need to work on the sound, music, probably a better way to kill the kittens, or maybe just better graphics.
I’ve made a short video again, where you can have another look at the state of Kitten Killer
You know something I missed on my previous entry? Particles! I think I added enough, this time… XD

It has been one day already for our first jam and I am very happy with the progress.
Our game idea is quite simple, but I think it has potential to be fun!
So far, most of the game mechanics are ready. Art are placeholders for now. Tonight I will work on AI, so far is just random (although it can work as it is). Tomorrow is mostly art day with the help of my wife and nephew! I will try to polish the thing the most I can.
I have been using GODOT for game developing. This engine is relatively new to me, but for this jam it has been perfect. Good luck to all!

Fake lighting; not glamourous, but it works. (If the image is broken click here!)
Lots to do though. Lemmie know what you think!
I’ve gotten a little past half-way on a game about being one of many pathetic monsters in a dungeon!
I’m happy to say that unlike last time, I still like my game at this point!
I’ve already completed the basic gameplay, and now just need
-Sound
-Respawning
-Winning/Losing
-Menus
-And a way to see which monster you are!
-You can’t forget the polish!
I didn’t know if I was going to enter until the last minute. Theme seems fun so it’s nice to be back.
I’m working with:
-Construct2
-Inkscape
-Audacity
Listening to Nightwish and Sabaton.
I’d always wanted to make an arcade game but for some reason never did. This might be the time for it.
I hope I can finish in time and hopefully the game will be good enough.
Talk to you soon!



Tags: ajordaz, arcade, cute, game, indie, monster, Otrora, Vectors
Welp, after putting a good amount of work into my game, I scrapped it because it just wasn’t very fun. Also, the amount of content I had planned for it was a little overwhelming. So, at about 5:00pm today I restarted with a new idea, a monster on a rampage – how original. This game will function a little differently than many others I’ve seen on here. The monster charges forward at rows and rows of civilians, cars, soldiers, and tanks, knocking them aside, performing combos, and finally building up to a RAMPAGE!!!! Anyway, so far I’ve got this, though the different enemies are generating (just not rendering). Good luck to everyone, now if you’ll excuse me, I have a monster to make.
End of day one and I still don’t quite have a game yet, but I am very close. I had to spend a couple of hours on a different, real-life, project with a deadline today, which shouldn’t be a problem tomorrow.
I’m working on a real-time stealth/puzzle game called “Minotaur and the Theseus”. You are the Minotaur, and Theseus is coming to find you and kill you. He’s faster than you, but you know the labyrinth intimately and can outwit him. If you can evade him until his candle burns down, then the tables turn and you have the upper hand.
I’ve added sounds as a game mechanic so the enemy can hear you and come after you (I haven’t actually added sound effects to go with these yet, but they’re indicated as waves onscreen). These are all wired up so the NPC gets notified of them, but I still need to implement the actual AI for the enemy.
I thought I’d end with a screenshot of some code this time as there’s not much new to see in the UI. I’ve just factored out most of the constants into difficulty levels, which I’ve attempted to name in a theme-appropriate way:
well after scrapping some ideas i have decided to make a runner game with 3 levels were you play as hulking giant and your goal is to crush a cabin each level (its called I MUST REACH THE TOWN)
Before i’ll go sleep, want to share my last progress:
I have to create sweet gameplay and game-feelings and that’s all! 😉 And, sure, polish the game
Man…every time I think I manage to muster the focus to finish a game in the 8-12 hours I have available on weekends…but it hasn’t happened yet. I think I’ll at least get this one in as a Jam game. I’m starting to spend less time fighting with Box2D and more time getting things done. It’s theoretically a flying vampire hand…thing…with a sword. And a white glove. Yeah…time to sleep now. Click the image if you feel like toying with it for a couple seconds.
So, my first day progress is still on 10%. And this time there are no puns, no cute characters and funny elements.
The idea came really late, so I dediced to use Clickteam Fusion 2.5 Developer, since I can export it to HTML5 for easy access for everyone and rapid prototyping. Will probably start just tomorrow, though, since it’s 23h right now.
My idea came thanks to my girlfriend and after seeing two things when I went to the supermarket with my parents:
1 – A mother slapping her daughter because she lost her temper;
2 – A couple not paying too much attention to the fact that their daughter (less than 5/6 y.o. apparently) is “playing” very dangerously with a plastic bag in the head;
The monster doesn’t have to be ugly, hairy and disgusting. We’re all monsters to a certain degree and only our own selves can defeat this monster, by facing it and accepting all we’ve done and try to become better humans. Of course, not everyone will notice how monstrous we’ve become and try to face it. Some of us will only face it (very much probably) only when the end is near (or in the afterlife?).
And it’s not only about children, it happens with everything in our lives. Parents, family members, friends, in love, at work, everything, really.
Since I won’t have too much time, art dept. will be lacking and mechanics will be minimum. Will try to focus on the storytelling instead. Mostly just a 2d platformer with no obstacles (not much) and with some meaning. Soundtrack is in my head and I’ll record it with my guitar at the last minute. 😛
I hope I can finish this idea and expand upon it after LD ends. 
Good Luck for everyone!
See you after the JAM ends! 😉
Tags: clickteam fusion, jam, LD33
I’m doing it again. Every game jam I tell myself to do it differently, and every game jam I end up making the same mistakes. Then I tell myself ‘Next jam, I’ve got to do it differently’.
My problem is, I always get carried away with pretty graphics & never put enough effort into the actual gameplay. I end up with something that looks lovely, but is boring as hell to play.
We’re over halfway through & I have a nice looking character model, theme music and a lovely menu screen:
What I don’t have is much in the way of actual gameplay. Worse than that, I’m starting to suspect that my idea will be more difficult to implement & less fun to play than I had originally thought.
Oh well – Next jam I’ll do it differently!
…and I’ve got my game just about finished!
It’s missing a fair deal of polish here and there, but the mechanics are all sorted out and the difficulty progression is in place!
I’ve decided to make a projectile avoidance game mixed with a typing game, where you play as a parent who has to monster (british slang term meaning “to scold”) their children who keep throwing household objects around the living room.
I’m very happy with how it’s all coming together.
Well it’s been one full day so I guess I’ll write something.
Here’s a picture of the game I’m making, it’s called Mimic Quest:
So that’s you, the crazy-eyed mimic. For those who don’t know, a mimic is a monster that imitates a treasure chest, and when an unwary adventurer tries to open it, he gets a faceful of teeth. The mimic in this picture is not doing it right.
This game is a stealth game in the vein of Thief, complete with footsteps that sound softer from farther away. The one catch is that you can only kill a guy if your lid is closed, which makes it a bit more puzzle-y.
The game’s working pretty well, despite the inevitable pathing/ai bugs. Look forward to it soon, on a browser near you.
Hello everyone, i working in a game called “evil papagali”, a angry parrot in a saga for some cream crackers,
i want to spend the rest of time making a way of do the parrot cast some fireballs and kill everyone! good luck for all
Continuing to work on graphics and graphical tweaks, and doing a few gameplay tweaks.
Once (most) of the graphics are done i’m on to level design. And also sound. Don’t think I’ll have time for music but I will make a few minimal sound effects for atmosphere and UI help.
Here’s the heads of the main character (nobody) and the six victims.
I’ve had to squish my idea down to more of an adventure game than a stealth one but I think having different choices and trying to impersonate people you kill will still be fun.
So here we go, at least the game is starting to get some form. Anyway, i don’t have graphics, and maybe i’ll never get to do them, so im using generic open source weapon icons that im sure no body will complain i mean look at this:
:I …. cmon…
There is, the creatures are randomly generated, but you choose to put them in the box or not. Is some kind of ants war for … stuff. The crazy eyes maybe will be deleted in more advanced versions but for now the idea is growing good.
still a lot of work to do, more IA, blood, objectives, blood, maybe some explosions?
Tags: amebawarfare