LD33 August 21–24, 2015

Finished!

I have completed my first game jam!  You can find it here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57608

I was warned that it would take more time than I thought, and it definitely did!  My game is finished enough for the Jam, but I plan to update it more in the future.

I know it is a simple game compared to many others posted here, but I would still appreciate your honest feedback and ratings!

I look forward to trying some of the other LD games!  Until next time!

Tags: finished, scratch

I are the monster

Welp, it’s done. I was planning to enter into the compo, but I have unedited public domain sound FX in the project. Source is included anyway. If you play it, please no spoilers in the comments (the end is important).

entry

itch.io page

splash

Streets of Blob

Here’s my Ludum Dare game for the compo, Streets of Blob! You’re a blob, and you beat people up.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56574

titleScreen

Shameless Plug (i.e. Mike’s Patreon) :)

Hello! I’m not big on doing stuff like this, but I’d be remiss if I didn’t at least mention it once. If you enjoyed yourself and like what we’re doing, I’m required to say that I have a Patreon over here:

http://www.patreon.com/mikekasprzak

Alternatively, if you don’t like Patreon, you can make Paypal contributions over here:

http://ludumdare.com/compo/mike/

Every little bit helps. Contributing is not required (LD will always be free), but greatly appreciated.

Ludum Dare has been my focus this past year. The plan is to finally switch us to a new custom website for December’s Ludum Dare event, so as soon as we wrap up here I’m back on that.

Thanks again everyone for your support! 😀

Comments

24. Aug 2015 · 06:20 UTC
I might not be able to submit a game entry, but I can submit a donation : ) Enjoy!
yuigoto
25. Aug 2015 · 00:47 UTC
Hi, Mike! I just bookmarked the PayPal page so I can contribute as soon as I receive my pay. Exchange rates went up a bit, so I might be going for small donations, bit by bit. :/

First LD game

Phew, I thought I wouldn’t finish and I feel like I should’ve done more but it’s over!

It’s my first entry for LD so don’t forget to try MonsterRevolt. Gotta prepare for the next LD.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56230

Done! Things to Improve on

Woo! The second Ludum Dare I’ve submitted a game to!

This time around my troubles were of the time management and poor planning variety. About half way through Saturday for me I realized I was going to need a bit more organization to my code if I wanted to be able to add the necessary game mechanics I was gunning for, and so I dove into a rather large refactor. To be fair, this was my first real try at a platformer. For that goal, I would consider this a massive success.

Some things I would like to work on next time/meantime:

  • Proper’ish art, or at least the kind of art that isn’t abstract enough where you have no idea what you’re looking at
  • Music and sound effects. This time around I went with randomly generated effects and no music. Next time I’d like to be able to create everything from scratch.
  • More platformer mechanics. I didn’t get nearly as far into this genre as I’d like to.

At any rate, my game is complete. It’s called Killer Librarian 2: Vengeance. It’s about a poor librarian that was turned monster by a few children toppling books on top of her while the solar eclipse was occurring … and when all the planets were aligned. As this monster librarian you go through your rather large library killing poor teenagers and grandmothers with ninja throwing library cards, and collect the books that they area guarding (reading?).

Screenshot from 2015-08-23 18:54:37

 

If you’ve ever played the game Hocus Pocus, that was the aesthetic I was trying to go for. Definitely need to work more on that though. At any rate, you can play my game here. Congrats to all of those that submitted!

 

Aaaand I’m out.

Lots of brainstorming, no actual game-making. Ah well.

On the plus side, I’m still planning to work on a game with the person I was brainstorming with, and I’ll most likely be using one of the not-quite-thematic ideas that I came up with in the upcoming Yuri Game Jam.

Congrats to everyone who’s finished a game for the compo, and good luck to those still in the running for the jam!

So.. that’s it! Third LD: “Being a Video Game Monster”

Soooo that’s it!

First 3D game character I ever animated

 >My entry (clickable)< is about being the bot who plays the delibarately weak monster (like minions or other sorts of snack enemies), and the player this time is the bot 😉

Lots of the times the player gets the cool attacks because the game designers want to indulge him, but this time, your opponent will have a wierd bomb gun and a friggin kamehameha! But worry not as you’ll be able to find a way to win anyway. How? Not gonna say… lots of the game is figuring out what is what  – as said: lots of mechanics, not enough levels (+ I think I rushed when doing them)

Still, as every monster should – you need to kill the player. (no that’s not an oxy-moron, and no this wasn’t pun-y).

This LD I was honestly procrastinating a lot, in addition to the theme which I didn’t quite like and the fact that blender game engine sucks (but well, now at least YOU know – don’t enter the compo with a tool you’ve tried merely three days before it).

So… after who knows how many BSODs and crashes from that awful game engine, and after lots of effort in which I learned a lot (like making my first animated 3D character! making 3D weapons & more!) I think I’ve got a relatively stable result considering the mechanics (did you know kamehameha is actually plasma (forth state of matter)? -though I faked something out instead haha), a short and easy puzzle platfomer mini-game (I’d like to see it as prototype since it’s got merely 6 levels, so it’s a preview of sorts but includes lots of mechanics that could’ve been featured in new levels).

Good Luck =]

And as always – happy Ludum Dare (#33)!

Hey mates,
I would love Feedback on my short Point n’ Click Adventure ORDEAL.
Try to outrun the most spiteful killer of them all –  yourself!
Are there things you are too afraid to remember?

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55789

 

There is more where this comes from.

There is more where this comes from.

So Close… Yet, So Far…

Well, I wasted pretty much the first day doing graphics for the game, which I generally stink at. Wrote the code like a madman today, and I almost made it in the end. A few features wasn’t gonna make it, but it was almost a game at the end.

However, I would’ve needed 2 more hours to submit. That and one game breaking bug forces me to drop out of the compo. Gonna get some sleep, and hopefully get to work tomorrow (it’s 4AM here). Then, there’s got to be enough energy and brain activity to finish this thing up for the Jam – so I at least participate.

Better planning next time, and don’t friggin’ get caught up doing graphics!

Update 3 – End of Day 2

Well, I haven’t progressed as fast as I wanted and couldn’t submit by today. Oh well, I’ll still enter in the Jam!

Here’s how things are looking thus far:

“Angry Face” submitted!

My 3rd compo is ended :)

This time, no yellow happy face, but a sort of black angry pac-man with teeth ?

I’ve spent more time than expected with the movements of the player during the first day. And the procedural generation of the level has hurts my previsions during the second day. Like always, I’ve learned a lot during this event, it was the first time I’ve coded an endless runner. But after a look at your entries and a few votes I need to sleep, it’s 4am here in France!

20150823_1

New Art :D

Demo (firefox and explorer only).

Xen0WyW

Submitted – Compo: Stone Walker

Submitted my game Stone Walker for you evaluation!

StoneWalker2

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55117

What a gruelling experience it is to try to create a game in 48 hours. I’m sore and tired…

It’s also proven to be extremely rewarding experience.

Thanks and good luck everyone!

Necro Monster: Compo Entry

Here is my compo entry: Necro Monster, a game where you control a necromancer, explore an old castle, summon some undead minions and defend against the growing mob at your front door!

Play Here

 

 

ld33ss4

 

Subterranean – Submitted in time for the compo…

…against all odds !

Subterraneous

Play the game !

Subterranean is a Magic Carpet inspired game in which you must defend your nest against an endless wave of enemies. The development of the game did not exactly go as planned, a lot of it was rushed at the last minute, so I’m really looking forward to any feedback you might have.

The cavernous soundtrack is available on Soundcloud.

Tags: compo, LD33

And a gif, because why not?

I just figured out how to do this, so here you go. A gif of the game!

Play it HERE!

Dungeon_Brawl_Gif

Roast my game

Match

Strike me

 

I’m so tired…

But at least you can burn my progress!

Try out my broken game.

It has no sound.

It has no fancy animations (2 frames is the max).

It has no real goal.

 

Leave a comment.

Enjoy the view.

Trees won’t last forever!

The Monster I Am

I had trouble deciding on an idea but pushed through as best I could and this is what I came up with. It’s mostly a physics playground but I think it looks kind of cool and with a little more polish could be pretty fun. There is not as much gameplay as I would have liked. Also the sound effects are really bad. I programmed the randomness in about 15 minutes at the very end of the compo so hopefully it works.

Link to my entry: The Monster I Am

“Hero Stomp” is done

“Hero Stomp” is done, and it has…dare I say?…the greatest voice-over work of all time. That “In a World…” guy’s got nothin’ on me!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=49058

It’s a Unity Web Player build (WebGL export was being all stupid), so won’t run in Chrome. If you have any issues with your browser, there are also Windows and OS/X builds.

HeroStompScreenshot

First timer is all out of breath

It was a roller coaster from getting shut out of my own house for an hour to some windows BSOD:s which made these 48 hours more exciting to say the least. I was doing first time anything in Unity and it was about 10 years since I did anything meaningful in Javascipt, so this was a learning experience like nothing else.

Here’s a glimpse what I managed to do in these last 48 hours CLICK ON THE PICTURE:

 

7SaysAMonster

 

I wanted to do so much more with my Westbang homage, but time just ran out.

Thanks for this awesome experience! I’m going to review all of you’s games now! :)

The Truth

Tired of all these crappy games with graphics made in Microsoft Paint?
(Just joking! :D)

TRY THIS: The Truth

This game features epic story about a soldier with treachery, mysterious old man, kills and lots of jumping and shooting!

thetruth_gif_

Finished Just in Time!

Check out ClickBait: Blogger Simulator

I ended up making a Wiki style list of all the mechanics for those curious.
I’d advice that you don’t read these unless you want to spoil the mechanics for yourself. If you want to go in blind, play the game now, read later!

 

~~<[Blog Creation]>~~
Money: Used to pay bills.
Time Speed: Time in the game matters. Every 24 hours you lose money and the time in-between posts influences how many views you’ll get.
Blog Name: Doesn’t matter what this is, just make it whatever you like (It’ll change the fake URLs in the game).

~~<[Characters]>~~
Webmaster: He owns the server your blog runs on. You pay him money and he helps you with your website.
Hackers: They’ll try to hack your website to steal your Fans, Subscribers, and Money! The more Fans you have, the more likely you are to be threatened.
Fans: Fans have a 60% chance to view your posts.
Subscribers: Subscribers have a 90% chance to view your posts. They also pay you every time you post!

~~<[Posting]>~~
Buzzwords: Attract new users to your blog. Fans won’t like a ton of Buzzwords, though.
Length: The longer the post, the more likely Fans will want to stay Fans. Short posts will make Fans leave.
Quality: High Quality posts will make random visitors more likely to become Fans and Fans more likely to become Subscribers.
Time: If you don’t wait and just constantly make new posts, they won’t get many views and will most likely scare away Fans and Subscribers! The least amount of time you can wait for the maximum output is 2 in-game hours.
Views: You get money for every View. You can see a graph on the top right of the past 20 posts and how their view count compare to each other
Posts: You can go back and read through all of your posts whenever you like.

~~<[Skills]>~~
Level/XP: You gain XP for every post you make. If you Level up, you gain a Skill Point.
Skill Points: It costs the current Level of any Skill in Skill Points
Advertising: You earn money off of advertising on your blog. The higher this is, the more money you make per View.
Posting Ability: This augments your Views as well as the chance you will gain more Fans and Subscribers. It also has a nice aesthetic affect that changes the font of new posts as well as allows pictures to appear for posts.
Bandwidth: This limits the number of views you can get per post. By raising this, you’ll raise the number of possible views you can get for every post.
Security: Lowers the chance of being threatened by Hackers as well as lowering the chance that Hackers will be successful.​

Somehow I did art !!??

So I would consider my self a  programmer and completely inept at art but:

1920-1080MonsterRuinsMedium

It just seemed to happen so here is a link to it as a wall paper if you want it.

And here is a link to my game which it is inspired by.

Pixel Monster: Done.

After only having a few hours to work on this, I’m really happy with how PixelMonster turned out.

 

Pixel Monster L2

PixelMonster is a puzzle platformer where the character absorbs the color from nearby pixels to make it to the next level. I’ll spend some time in the next few days adding more levels and tweaking I’m sure. I wrote it using Gosu and a custom ECS framework that I wrote in Ruby.

As always, this LD has been a blast! I can’t wait to play some games!

The entry page can be found here and a gfycat video can be found here

Tags: ruby

The Monster in Man

I’m happy to say I’ve finished an entire game with a menu, a store with upgrades and a single level that gets progressively more difficult. I didn’t have time to do any fancy graphics, make music, or add sound effects, but hey, I’m still in high school, this is my first Ludum Dare and I started more than 24 hours into the competition. I consider this a huge success and I learned a lot from it.

Play it here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56083

Screenshot (5)

I finishheedd

Kind of, uh, cut the scope heavily (like all of it) but this is actually my first finished LD since I first tried my hand at it in 2012 – pretty happy about that!

PowerWentOutAtTheDinnerParty 2015-08-23 19-34-18-14

 

Play!

Hopefully people dig it even though it consists of like nothing, hahaha.

My second LD!

I’m happy to have a “finished game” and also that I improved my art skills (I’m a programmer lol).

Play Sea Monster HERE!

Its a day of firsts for me

Thanks to all who’ve been insightful, interesting and even obnoxious at times, its been great standing shoulder to shoulder (albeit digitally) with other like minded folks in the persuit of game.

I’ve finally finished my first prototype for compo, and using an engine I’ve not dabbled with before. Not expecting much in the way of rating given that its in a very prototype state with numerous missing features or eccentricities as I’d prefer we call them 😉

Its been a blast and an all round good introduction to the scene.

http://bit.ly/1hUwrNI

 

The Letterpress Imp – my first LD compo

I’d like to present to you my first LD game.

Including:

  • hand made graphics, yeeey!
  • music in background, played on guitar and kazoo, yeeey!
  • sung song in the end, yeeey!
  • voiceacting and subtitles, yeeey!
  • full 48hour footage of development (baby laugh and baby cry included, link below), yeeeeeeeeeeey!!!

I’d be grateful for any kind of feedback!

Oh and the last thing, here is the link!

Woustal – Finished my Game :D

So, after 48 hours, I finished my game. I had 2 less levels than I had originally scoped for, but it all works so I’m pretty happy about that.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56735

woustalss

So far…

gif2

 

It’s finally taking the shape we wanted, but we’re running out of time and we have to work tomorrow >.> With some hope we may finish at least one or two levels.

Congrats to Compo Devs!

Seriously, congrats to everyone that worked on a game, it’s always amazing to see how many people make so many good games. Can’t wait to play them once the jam is over.

We’ve made a lot of progress!

Neighborhood

Functional Programming is Different: A Postmortem

So I’d say I’m a post-newbie stage functional programmer.  I tend to program in Haskell no matter what language I’m using, as they say.  I go for purity even when it hurts.

But I’ve actually never made a complex game with a functional language.   It turns out there’s some tricky bits, and I ended up wasting an enormous amount of time on them.  I’m not sure I even learned anything.  Maybe I learned: 1) You can fudge random numbers with sufficiently weird multiplication, 2) Functional programming does not ensure non-crufty code.  This was some of the ugliest code I’ve ever written.

Last week I made an asteroids clone in Elm that ended up being more fun than my compo game. But maybe that’s because asteroids is just fun.

Things I like about Elm:

  1. It has a really useful time-traveling debugger.  You should check it out.
  2. It never froze.  If it compiles, it’s solid.  Pretty much.  But I’m used to that with other functional languages.

Things I didn’t like:

  1. I’m actually a little puzzled about the benefits of functional reactive programming for game programming.  The structure of the code ended up not looking much different than my naive non-FRP games in functional languages.  The whole signal-processing part of it is really only a few lines.  Maybe I’m missing something.
  2. Random numbers. lol. I’m just totally unaccustomed to the functional way of dealing with this. Using random numbers anywhere pollutes everything. Every function that touches a random number has to pass a seed around. Blech.
  3. Elm is supposed to have human-readable error messages.  But they were actually atrocious.  I assume this is a work-in-progress, but I really, really missed GHC’s unfriendly messages this weekend.
  4. I like using little sprites.  Like, 16×16 or 32×32.  But I can’t make a low-res game with elm.  I can only make a very small canvas.  So I ended up with just tiny little sprites :-(

I have a gif for you

“Kill them all!”

 

Showoff

Colors are a bit weird on this GIF by the way.

Anyways, all the core aspects of my jam game are done! All I have to do now is design some levels and maybe a boss fight.

Oh, and I also have a title screen:

Showof

I couldn’t find a better title (I almost called it “Werewolf”).

Whatever, at least it’s a better title than “You are the monster” -_-

– Kakureta

LudumDare Compo Tribute

So my game is called You came in peace.
It is pretty basic in graphics and it doesn’t really fit well with the theme, but that’s all I could manage to do.
Hope someone will find it worth playing.

My game is done!

After a long stressful my game is able to be played. The game is called time monster and it is a platformer game. Unfortunately I did not have the time to turn it into a web game meaning it is download only. You can play it here! Thank you for maybe having a look and please feel free to leave feedback,

One last final question:

Can I add and change screenshots after the compo is over if I don’t think the current ones are very good?

Comments

torcado194
24. Aug 2015 · 04:16 UTC
to my knowledge that’s totally acceptable! really the only thing that ISN’T allowed is adding more content to the game (unless uploaded as a different link and clearly stating it as a POST COMPO version of the game).

Really digging the aesthetics we got going. Nosferacula leaves his castle to drink blood and hipnotize peasants to build his army…

screen04

This is what I have

ID33-screenshot2

It’s a clicker, so…

Anyway, I think I’m ready to finish and post, but I’m not sure.

 

 

Okay, got the title screen working

Help dialog’s working but doesn’t have help text yet. I have the ‘you lose’ logic when you get caught in a game of Kraken Tag. Tomorrow I’ll finish the outer game logic and game-over logic. Then I’ll tune the rules until the deadline.

Probably could’ve gotten it done for the shorter competition, but I did draw the krakens (at least the green one) a while back for another game.

Capture

Game page without links

Hey folks! I posted my combo entry here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12485

but in my tired state I forgot to add http:// to the front of my links, rendering them… useless! And the entry appears to have no links!

I edited the entry to update the links, but — oddly — it shows up in one browser, but not the others.

Haaaalp!?

UPDATE: Server cache. Updated. All fixed. Blood pressure going down… down… ok, we’re at normal. :)

Thanks Mike and team!

INHUMANOIDS

Hello everyone!
Don’t forget to check Inhumanoids in our entry. We are still working on it but I consider it’s already “playable”. Feedbacks, please! :)
Bellow, a screenshot of the game at the round’s start.

Let the killing begin!

Tags: LD33, ldjam, Ludumdare

Done!

After 48 hours, getting 10 hours of sleep both nights, and even managing to go outside, I am finally done with my game, MonsterChomper.

Check it out here.

 

Thanks,

Nathan

Comments

JoeProgram
24. Aug 2015 · 04:24 UTC
Oops! Looks like you left out the link :(

Successful first Ludum Dare (mostly)

So, that’s it.

Here‘s my first ever Ludum Dare game (my second game ever)

Go play it 😉 you wont regret it (unfortunately only available on windows)

ingame

 

The game was submitted 2 mins before submission hour ended and I couldn’t find the compress to zip option on my PC 😛 oh well. I was very happy with how much I completed and all I really missed out on doing was adding villager upgrades, balancing the game play difficulty and a little bit of polishing however I’m quite surprised with how polished the sounds ended up sounding.

The ai turned out well with the rare glitch that causes the monster to just freeze. but its rare… (and fixable)

The fps is really only impacted by the background tiles drawing, so should be a simple fix and It runs above the limited fps for me anyway.

The best part is that I finished it within the 48 hours :)

Comments

24. Aug 2015 · 04:41 UTC
Congratulations for finishing your game just in time Bro!

One more day left

Ou game is going pretty well, but we still have a lot left to do, like turning it into a game instead of a goat simulator. Our game is WEREGOAT, which is not to be confused with WHEREGOAT or THEREGOAT. The artist is doing pre-rendered 3d graphics, which is actually working out. I’ve never done this before. I’m constantly drifting between completely demoralized when I can’t fix a bug and really hyped when I get new graphics from the artist.

 

As a programmer, working with an artist for the first time is a really cool experience. Art just shows up in google drive like presents. I have to really thank the artist (my brother) for helping me with the Jam, which I think is more fun than the compo. On the other hand, I’m pretty exhausted after 2 days and I’m jealous of all of the compo people. I want to play your games but I have to focus.

 

Day two done, here’s a dying weregoat.
deadgoat

 

 

 

Here’s another goat.

(_(
 /_/'_____/)
 "  |      |
 |""""""|
 

Comments

Geckoo1337
24. Aug 2015 · 05:21 UTC
Don’t give up Boy ++

Well it’s In: Imperial Accountant

Now that I have gotten some food in me and relaxed (and rated a few games) figured I would post that my Compo entry is indeed in.

So in my first time (32) I finished a game with one level, this time I made 2 (and kind of an intro). Maybe next time I might actually make a reasonable number of levels.

I threw together a quick video for people who can’t play right now, but it is kinda spoilery.

Attack Of The 50ft Snail

Hope you guys can check out my game and leave some feedback if you don’t mind 😀 http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55070

Back for Dinner…?

So who’s eating who ?

I found some minor issues, but nothing too bad. I would really like to have some feedback.
(And to know if you managed to be back for dinner.)

Thanks and good luck to the Jam participant who are not done yet!

PLAY THE GAME

Screen6

Monster Yum Yum Finished!

Hey all,

Just popping in to share our jam game Monster Yum Yum:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21238

It’s sort of like reverse Shadow of the Colossus where you fling enemies off of yourself by grabbing and stretching out your body. I’d love to hear any feedback and hope everyone’s #LDJAM weekend was a great time.

Cheers,

Chris

The Red Planet

I wasn’t counting on participating this Ludum Dare. It’s my third jam in less than two months. But the theme was so cool that I gave it a try. I worked all sunday on this:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=14205

Give it a try, and try to complete it 😀

GIF

Maybe I’ll have something for the Jam

It’s getting pretty “scary”, so I like that.  Have walking motion now, black fog, lantern light, lots of graves randomly placed.  Next will be the ghouls, so it should get fun.

scary3

Comments

lorcanwsmith
24. Aug 2015 · 04:44 UTC
Using the same font as me! Good choice.

Almost done!!!

Been working my a** off! I’m almost done my game :) phew.. gonna go to sleep now 😉

Forest Monster

My game is done. Try it – if you dare.

I wish you the best. See you later for rates ++

My entry is here

Compo submission: “You are the DM”

I completed a playable game, but I did not finish the mechanic I wanted to add about player personalities. If the game concept entertains you, I would appreciate an opinion in the comments about the options from the description:

* Option A, DM versus computer adventurers.
Focus on managing adventurers with different personalities / character builds.

* Option B, DM versus human players.
Focus on making obnoxious surprises for other players in multiplayer, maybe taking turns as the DM.
(The downside of multiplayer is finding other people online to play with, of course)

Screenshot

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12278

I’m Done!

I submitted Monsters Reversed for the compo over 3 hours ago, but I wanted to wait for the flood of other “I’m Done!” posts to die down before I make mine 😛

screenshot1   screenshot2

Monsters Reversed is a fast-paced arcade puzzle game. Think Tetris combined with Puzzle Bobble, and then mix in the mechanics of Reversi. The core mechanic is a simple innovation and easy to learn but hard to master. As you start playing, you’ll discover a lot of depth and strategy beneath the surface.

I’m really happy with what I’ve managed to accomplish, especially given that this is the first Ludum Dare I’ve competed in :)

Still a long way to go.

Untitled-1

Screenshot for the title screen. So happy with the result. But I bet #16 won’t be really happy about it. After all, #16 still don’t know what’s going on.

Btw, this guy is not #16, #16 is another person.

Quick Post-Mortem

This time ’round I decided I would do something I hadn’t had a chance to build. I was going to build a City-builder strategy game… This turned out to be a poor idea for a game Jam, but I did learn a lot and had a ton of fun.

Anyways this is what I built:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=26320

Many of you won’t get past the first minute in the game as it is a careful balance just to get off the ground. With more time I would have tried to find a solution for this. Without knowing the intricacies of how the game works I don’t think it is possible to intuitively figure it out. Not without experimentation and lots of failure. This is not a good thing for a Ludum Dare (or any small game), as the judging by the community demands more bite-sized, straight forward games.

While making the game I got to the point where I wasn’t sure how I would turn this into an actual game, but not wanting a repeat of last time, I pushed on. Hoping for fun gameplay to emerge, and maybe it could be fun if the initial uptake wasn’t so tough.

The best part about this game was the time I had making it. I learned a lot, and had a lot of fun seeing the resident population come to life (and also die). Anyways for those of you that play my game and won’t see the endslate, here it is:

A bit morbid, maybe, but there is an obvious allegory there, and perhaps one not so obvious.

 

Anyways, thanks for reading and good luck to you Jammers!

 

Comments

GAFBlizzard
24. Aug 2015 · 05:44 UTC
One suggestion, you should probably use the link tool and edit your post so the link is clickable. Otherwise people have to copy and paste it right now. :)
24. Aug 2015 · 05:48 UTC
Hey I played your game and after reading your post I found it pretty cool that you ventured to tackle such a difficult game to create for this jam. Seriously, I applaud you for your effort. If it makes you feel better, I really think you had a very nice game going on here, and had you been able to work out the kinks this would’ve easily been one of my favorites. Keep going, and get ready for the next jam. (Besides you can’t let those art skills go to waste. 😉 )

What monsters fear

screen05

This guy is ready to kick vampire butt.

I’m Done!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56107

This game took me longer than I expected due to me trying to figure out the best way to do it, almost giving up, and a few bluescreens during streams. Anyway, I’d really appreciate the feedback!

Thanks Obama

thanksobama

Our game is as done as it’s gonna get!

Everything works but didn’t leave enough time for tuning and finding the fun.

Thanks Obama.

How long does voting last?

I was just wondering how long everyone has to vote on games for?

Comments

Acerio
24. Aug 2015 · 06:10 UTC
I believe 3 weeks.

Blinky, The Simple Beholder – A Post-Mortem

I’ve always talked about writing something like this up at the end of a game jam, but have never got around to doing it. This time I’m just going to do it, so below is a summary of how my weekend went doing Ludum Dare 33.

To get started, I should probably say that I took part in the compo, so the game was done alone over 48 hours. This was my 11th ever game jam, and every one of them has been a lot of fun.

Blinky, The Simple Beholder – Ludum Dare Compo Entry

ld33_07

The Game

The objective of the game is to sneak out of the dungeon. Going level-by-level, up toward the surface, you have to hide in the shadows to avoid being seen by adventurers. If they see you, you will blast them with your magical eyes (because beholders are pretty strong, right?).

The problem with Blinky is that he’s been so deep in the dungeon that he’s never been in a fight! Due to this, he doesn’t really know his own strength, and so every time he uses his magical eyes, they explode! Blinky has 3 small eyes and one large one. If he uses all of them, he’ll die, so staying hidden is the key to getting out.

 

ld33_05

 

What Worked

The game was a lot of fun to make, so I ended up spending time on the smaller details, which I think really gave the game some character. Here are the key things I think really worked in this game:

The Level System
The initial design of the game was to have an endless runner, where you had to stop in the shadows as adventurers came past. By the first night I had a prototype of this working and it just wasn’t fun. On the verge of giving up the jam I decided to stop for a much-needed sleep. When I woke up in the morning I had the idea of changing the progression to a level-based system. This allowed the player to have full control over the movement, as well as having small, hand-designed levels and an achievable goal (yep, you can actually get outside!) This felt much more rewarding than an endless runner.

The Scope
Changing to a level-based system meant I didn’t need to worry about creating a balanced system for an endless runner. Sure, I could have just increased speed/spawning frequency but then it would have just felt like a poor implementation. The level-based system allowed me to have a single room layout which I could easily duplicate and alter for each room. This saved a lot of time, and meant that I could stop making levels at any time to give the game a victory condition, allowing me to deliver a much more balanced and complete game.

The Small Details
Like I mentioned above, I spent a lot of time on the small details. They may not be noticed by every player, but the fact that they are there has left me felt like I have done my job right. The smaller details include things like the beholder floating up and down continuously, each eye (while it exists) blinking every few seconds, the blood particles on the exploded eyes, the camera movement when moving to a higher level, and the highlight on the eyes when hiding in the shadows. Each of these things took time, but also added value to the game.

The Laser
This was one thing that I’m really glad made it into the game. Beholders are well known for being tough magical creatures, so it felt wrong to have one that couldn’t do any harm to the adventurers. The idea of having his eyes explode was something that initially made me laugh, but once I tested it out, become a really clean way of implementing a health system without having to code the adventurers to attack the beholder (I had thought of having them attack you, and you could just run away. Not very fun at all!) The laser is a satisfying, yet dangerous way of staying alive for a little bit longer. Unless, of course, you only have one eye left!

player_hit2

What Didn’t Work

Like all game jams, things go wrong. There’s constant pressure from the theme and time restrictions, and if you’re in the compo, you’re going at it alone. I guess most of the things that went wrong were all to do with “what didn’t make it in time”, so here’s a list of what I would have liked to have seen in the game, had I not spent the first idea working on finding the fun.

The Adventurers
Let’s face it – they’re ugly. There’s no animations, no colour, no life, and only two variations (where the only difference is movement speed). I would have loved to add some animations to these, and really bring them to life. I also would have loved to see some variations in how they behave. Maybe some change direction if the beholder brushes past them in the shadow? Maybe some stop walking every so often? There’s a lot more I could have done with these, but time was always a factor.

The Environment
Okay, so all of the art is ugly, but I’m not afraid to admit that art is not my strong point (or strong at all, for that matter). I would have loved to add some more detail to the environment. Maybe add some torches, treasure chests, just.. details! I’d love to see more interesting shadows, too. Solid black rectangles just don’t look very nice.

Obstacles
This went so wrong that they didn’t even make it into the game! I had ideas to put different obstacles that the beholder had to float over/under, or time-based obstacles, like a turret that shoots bursts of fire, to add an extra challenge for the player. Unfortunately none of this made it into the game. Maybe I’ll come back another day and add some in, just to see how it would change the game play.

Audio
I’m usually the first person to set up audio in a project, regardless of how awful it sounds, or how much it just doesn’t fit the game, so I’m disappointed that this game lacks any audio at all. I doubt I’ll let this happen again.

More Effects
The laser, the particles, death animations, they’re all just a bit stale. The lack of screen shake while the laser is shooting is also upsetting. Still, the game is functional, and that’s the main goal in a game jam. You can’t get it all done in a weeekend, so some things just have to be sacrificed.

playerShadow

Overall I had a lot of fun working on this game. I did come close to quitting the jam at the end of the first night, but I’m really glad I pushed through (and I admit, waking up to see a post on Twitter that said “DON’T GIVE UP #LDJAM” was a huge influence, so thanks for all the supportive people out there!)

The game may not be perfect, but it’s a small sample of what I thought would make a fun game, and that’s enough for me. :)

Comments

Acerio
24. Aug 2015 · 06:11 UTC
tldr please

Im done

Yeah. Im done.
I finished yesterday, but I went to sleep as soon as everything was done.
It went much better than 31 and 32, the only thing I wanna add now after is a full screen button for the web player. But that’s ok.

Check it out if you want to :)

Beast of Nightmare run is over!

TitleYou running for nothing…

Finally, now i can share with all of you my game: Beats of Nightmare. Try yourself at my game and challenge with other people at game highscore! Fully description at game page here.

And i want say to this great Ludum Dare community, you are amazing! In this 48h i had see a lot of WOW-stuff and have around 10-15 Authors links, which game i have to play 😉 Later i will describe my impressions.

Good luck to all with playing and rating games!

Oh well, let’s do it

Team Pretty signing in, finally.

First we thought we wouldn’t do it, since the theme was quite hard to implement in this time. Got lots of ideas, but most of them would require lots of writing and time, which we didn’t have. But finally we got a horrible idea and decided to go for it.

The game is basically done, hopefully will still have time to tweak some more features in. It will most likely offend some people, but that’s what art is about, right? So clearly our game is art. Whee!

We didn’t want to go for a literal way of doing it and we didn’t want it to be a monster. We wanted it to be the monster, as the theme states. Also we didn’t want to just post something random, silly or not-really-a-game-but-I-want-to-have-something.

So, Visual Studio and Paint Shop Pro open, Monogame in and off to write everything from scratch. Engines are so boring and take away the fun, so just say no.

First Screenshot

Westboro Binge

There. The current main page for our monster game. I’m sure you can’t wait to play it!

GetOut!

Our entry for this LD!

 

GETOUT!  -SS1

So I made a game in 48h

This week was my first Game Jam and I really liked it. The theme was cool and and i had quite a few ideas. I will totally come back to do do the next LD 😀

For those interested to see what I did for my first LD, here is a link:

Do You Understand ?

I hope you will enjoy it :)

Units!

Before going to work, I’ve made some nice progress. I have most of the units drawn and working in the game. Time advancing works properly, and proper units are spawned in proper times. Also added the club guy for tribals :)

immo

The Smell of Fear

I can smell you fear. You can run and you can hide but I will find you.

This is my first Ludum Dare submission. You play as a monster that sees with sound and smell the fear of his prey. Try to kill all the humans before sunrise at 6:00.

Download the Game and test it out: Game Download

Don’t forget to vote on it once your done and comment how many humans you killed.

Tags: LD #33

All done!

Was trying to finish in time for the Compo, but I missed that deadline so I’ll just submit my game to the Jam. Next time I’ll try and make the Compo!

WithinSS1

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=25356

Can’t wait to play some of these games!

Bullets. Lots of Bullets.

Just working on some gameplay refinement now.

That's a big ship...

That’s a big ship…

Day 3 Recap – Moving on

I’ll start this post off with a screenshot.

ss+(2015-08-24+at+02.24.58)

That’s right. You can lose now. It’s (in purely technical terms) a game!

In addition to being able to lose, all of the art is implemented. The crayon drawing effect (in my opinion) works great. Some of the lines have some whiteness to them from the paper that I didn’t get cut out in paint.net, but it’s no biggie. I feel like the art style works really well regardless. Also, as you probably noticed in the previous screenshot, you can score points! Exciting!

ss+(2015-08-24+at+02.23.01)

There’s only really one more gameplay element to implement, and that’s the father. Once the kid starts crying (see the above screenshot), you’ll see the light turn on behind the door. You’ll have one second to stop roaring and go into hiding. While you’re not roaring, you can see the monster’s eyes either in the closet or under the bed as an indicator as to where you are:

ss+(2015-08-24+at+02.24.09)

The father will check either under the bed or in the closet. It’ll be pretty instant, so you’ll have to react quick if you don’t want your face blown off by his trusty old 12 gauge. Originally I was going to have an animation where the monster slithers across the floor, but I decided against it. You can teleport between locations while you’re not roaring, which I’m sure is something the monsters of at least some kids’ imaginations are able to do.

In addition to that, I still need to record sound effects, which I may or may not do after posting this. Depending on how long all of that takes, I feel like an Android version could still be a realistic goal! Lets hope so! Worst case scenario? Well, there’s a bare minimum amount of gameplay here to qualify this as a game, technically. Not a very challenging one, but a game nonetheless.

All in all, I feel like this Ludum Dare turned out exponentially better for me than the last one. I wasn’t plagued by as many technical issues this time around, due to my game being much simpler in scope. Some of the other ideas I had were an FTL-style roguelike where you play as a Boss that you level up and use to defeat heroes, while the other one was simply the classic game “Hunt the Wumpus”, but in reverse. Needless to say, the former is just a tad out of scope for a 72-hour game jam, but the other one does actually sound like it could also be fun, and I almost wish I chose to do it instead. However, I feel like what I ended up going with really embraces the theme a lot more, so I’m happy with what I’ve done so far!

 

Hugging Simulator

Huggingmonster

I’m really pumped working for the last few hours. wish us good luck : )

My vaguely monster-related puzzle game

mockup_4x

 

This is roughly what my game will look like. It’s a puzzle game where you shoot magic bolts at people to turn them into mindless, rampaging monsters.

 

If you want, you can follow my progress on my Github repo.

Mere Hours to Go: Where do we stand?

A simple game with no true way to lose as of yet, but a way to win. A rough representation with placeholder graphics, and a final to-do list shorter than my palm.

Even if I don’t manage to submit this entry to the Jam, it’s been an awesome learning experience!

The Cure and Me

Looking for a game to play this evening? Immerse yourself, by putting on your headphones, downloading and playing The Cure.

Something has happened to you! You need to find all 10 of the scientists before you turn into a monster! Don’t eat the villagers or you will become more like a monster. But eating sheep helps keep the monstrous nature at bay. Feel free to chat to the villagers, the might help brighten the mood.

The Cure

The Cure


 

My Experience

2nd time in, and how much fun! Really enjoyed programming this guy. I was surprised how much more progress I have made in how I would problem solve my code and write different algorithms. I feel that my art has also improved since the last four months with my Ludum Dare 32 entry. But that’s just how I feel. Let me know your honest opinion, I am keen to make improvement.

Game Mechanics and stuff.

If I were to add more to this game I would like more scenery objects, perhaps more animals. I think also a secondary objective would make it more fun. I really like the mechanic were the you can’t control the monster. I feel it adds to the experience. It wasn’t planned out, but it turned out to be pretty good. I also like the text interaction between the NPCs. I haven’t done this before, but was happy with the outcome.

Overall, I am glad I did the Ludum Dare Compo again. It is helping me improve my developing skills, helping me see I can finish a game, all while having fun! Until Ludum Dare 34 fellow developers!

Tags: compo, LD #33, TheCure

Monster Olympics

 

Monster Olympics: A four player game.

Can you guess what is going to happen soon?

plympics

 

This is early screenshot.

Comments

24. Aug 2015 · 08:40 UTC
That looks fun!

LD33 Update

Having lots of fun with my first LD, both as a learning experience and participating in the IRC chat and watching all the awesomeness being submitted.

Was planning on doing the compo, but since I had my friend make some awesome music I wasn’t eligible for it.

Instead I’ve had a full nights rest and will today finish the graphics/make it fancier, add some more levels and a boss battle. Once I finish trying out some more games :)

Here is the latest development snapshot in case anyone wants to try.

Just one level without any continuation for now!!

Made using phaser.js with tools tiled, gimp, milkytracker and TexturePacker.

Making Progress

Lots done. Walking around, path finding, obstacles, oh and a controls tutorial! 😀
Chalk