LD33 August 21–24, 2015

Woot, High Score!

WootHighScore

Stay Alive – Highest Score Yet!

Highest score among early players so far!

Galaxy Hop. No Online feature this on today’s submin

 

 

 

 

 

 

So sad to say that I can’t finish online multiplayer feature this evening’s submission. Learning Playmaker and Photon together took too much time. Will diffidently add it to “post  jam” update. I think that will most fun feature of the game.

Look at beauties from Dave.

 

 

Screenshot 2015-08-24 10.09.21 Screenshot 2015-08-24 10.10.27

sdfasf

Tags: galaxy, GalaxyHop, Hop

Do you like to eat cats and shoot Genkidamas at innocent bystanders?

Then Snacker will be the Game for you!

SnackerTitle

(now with 20% more shitty photoshop filters)

Play Now!

Tags: 2D, compo, LD33, unity

A quick bug fix

I noticed I had forgotten to add a few very imporant words ( ” * Game.timeMod “) to my game’s code. I made a quick (and rather small) bug fix that fixes it. I did after the deadline, but the rules allow that, don’t they (small bug fixes and correcting typos in the source code, I mean)? Anyway, I told you this because now the game works better on slower devices.

Name decided

Title

After small brainstorming sessions we settled on this name.

 

Btw. If you wish to do gifs like this I recommend GifCam.

Welp

I guess my first LD is a not-success. 90% of my time went to writing the engine and then fixing bugs in the engine. Also feeling dead due to the summer heat. Well, I’ll keep on working on the base code for the next LD!

Until then, have a looksie of the art I did have time to make and of what might’ve been. ♪

Road To Hell

Hello guys , wanted to share with you a little GIF from our game Road To Hell, hope you like it and also it would mean a lot, if you can play it and give us some feedback.

I’m on the highway to Hell!

Link: Road To Hell

RoadToHell

Try and rate my game Hungry Cthulhu!

 

I have gotten some reports that the game is HARD, but I promise – it is possible to win! Just 5 levels, you can do it!

Find the game >>HERE<<

hungryanim

Finally

I fortunately found some extra time on monday to compensate for the fact that i couldn’t work on it at all on saturday. I was able to finish the feature i wanted the most, the ‘guitar hero’ like ‘fight’ with the hunters.

So even this version is not really part of the competition, i am very happy that i managed to implement the whole thing in less than 2 days.

It definately could need some polishing, but maybe next time i will get to that. (who am i kidding, hehe)

So hello world, i hereby present to you:

Run Fonster, Run!

Help Forest Monster (called Fonster by his friends) to get past the hunters.

LD33-screen2

 

Now i can’t wait to see what small and big gems, or just interesting and funny concepts others have implemented,

goeth forth and playeth :)

Tags: phaser.js, phpstorm, postcompo

Ludzilla Post-Mortem

ezgif.com-gif-maker

LD33 was my fourth Ludum Dare, and probably my eighth or ninth game jam, and although I’m still making many of the same mistakes, it’s reassuring to see that my skills are improving.

What I did RIGHT

  1. Probably my biggest success was keeping my idea simple: Monster Smashes City. Especially useful because, for me, this was more like a 24hr game jam.
  2. Sleep. I got some. Plenty in fact! I also went outside and got some exercise.
  3. Food. I actually ate healthily this weekend. No junk food and minimal caffeine. I don’t know if it helped my game, but I certainly feel better about myself because of it.
  4. Sound. I’ve never been good at music & always relied on other people to help me. I decided to prioritise the music, and I really surprised myself with the result.
  5. Blogging – first time I’ve made a proper effort. Hope someone gets to read this 😉

What I did NOT-RIGHT

  1. Not enough focus on gameplay. I was lucky that my idea ended up reasonably fun to play, but I’m acutely aware that there is a lot of room for improvement. I probably spent too long on the menu screens when I should have put more effort into better character & camera controllers, and more interesting gameplay. Some enemy tanks or something similar might have added some necessary variety.
  2. Not enough play testing. It’s worth getting basic mechanics working on day 1, so you have enough time to finesse them. Getting other people to help test is also really beneficial – although harder when you’re entering the Compo.

How I used my TIME

2am – Theme is announced. I go to sleep.
10am – Get up and have breakfast. Start to think of ideas. Decide on some kind of Godzilla city destruction game.
11am – Normally I leave sound until last & ignore music altogether, so this time I started with the music! I spent about 5 hours in Garage Band, but it was totally worth it!
4pm – Start work on a simple city generator.

Using spring joints to randomise building position

Using spring joints to randomise building position

6pm – Time for some graphics – a bit of 3Ds Max for character design
10pm – Back to coding. I’ve got a protagonist, now I need to make it move.
11pm – Got a slightly clumsy character controller. Time for some more graphics! Photoshop’s 3D text tools are great for title screens.
1am – Had a flash of inspiration: Sky Captain and the World of Tomorrow! Love that grainy sepia look & it fits with the retro Godzilla style theme. Still need some gameplay though, so I better do some more coding…
4am – Got some proper building destruction going on now.
6am – Character animates when you smash a building. I think that’s bedtime!
10am – Woken by a text message – been invited outside. AFK!
7pm – Return home with a sprained ankle. Unable to walk, I’m forced to sit down & finish my game.
8pm – I’ve wired up the menu screens & a simple GUI. Back to 3Ds Max to replace my block city with something more interesting.

If you want to explode things, you need some debris

If you want to explode things, you need some debris

11pm – Time is flying, but I’m having fun! City is finished. Just need to wire up the scoring.
12am – Final testing, tweaking and tuning. I’m not going to win any prizes for complex gameplay, but at least I can make it look pretty.
1am – Finished with an hour to spare – a new personal best! Spend the rest of the jam packaging & uploading.

Final Thoughts

I’m really happy with my finished game. Despite it’s flaws, it’s entertaining and looks good. My biggest personal victory was the music – I’ll definitely stop being scared to do audio from now on!

:)

A delayed “I made it” post

Although I had some other things to deal with this weekend such as my birthday, I finished the game, and I managed to get a decent amount of content in too.

My first time to make a puzzle game in LD, and it was a nice experience over all. Will share more thoughts about that later on :)


My Entry: Undetected


Undetected_animation

Almost done, time for features, sounds and more

Here is it, we’ve done all mains feature and finished the dynamic lights rendering engine (with an existing experimental library).

Right now this is a preview of the game:
screen-dev-3
For those who are curious, we use PIXI.js with the experimental lights library which was hard to include in my engine (it is the dream engine with pixi inside + lights now).
https://github.com/pixijs/pixi-lights

Also planning to push all the source on github then all of you will be able to check it out !

We won’t be able to create dynamic shadows because it’s take long time to make this work, and we have sounds and music to put in + more features (yes we are issuing GD fails, so we are looking for more interesting way to play, objectives, and adding fun).

Anyway code is ready, level-design almost, and arts almost, time to use nitro.

Good luck to all jamers.

Tags: dynamic lights, javascript, LD #33

Finished!!!!!

Finally finished my game (The Hunters and The Hunted) and am very pleased with it. I didn’t get a second level done but it is still reasonably fun)

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54728screenshot1

Ouch

If I shouldn’t rate games that I can’t run, then i’m kind-of stuck, most of the games are Windows/Mac or Unity, all of which I don’t use or have.

Comments

24. Aug 2015 · 17:31 UTC
My submission runs out of the browser, purely on javascript :)
AlariSilver
24. Aug 2015 · 17:35 UTC
Almost every game that runs on Java or Python (like my game) can run on Linux. So, try using “Java” and “Python” as search terms. :)
24. Aug 2015 · 17:44 UTC
I don’t know why people aren’t exporting their unity games for linux. Sure the web player won’t work, but the executable definitely will. Also some people are only exporting for x86 instead of both x86 and x86_64.

Melody Muncher – Finished!

2

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=7285

Go try it out if you’d like!  Be sure to use the lag calibration feature; some people have been complaining about timing issues, so that’s important (now comes with a visual guide!).

If you liked Ripple Runner, you’ll like this one too!  As always, features a full 9-bit chiptune soundtrack produced by me!

There are still many features that I want to add in…background color shifting (a la Ripple Runner), expert mode, more stages, off-beat enemies…I’m also regretting the fact that I didn’t give the red knights shovels instead of swords =(  Missed opportunity of the year…

I hope to start work on the post-compo version soon!  But for now, I’m going to just take it easy for a bit. :)  Congrats to everyone else who made it out of the Compo with a successful game, and to those of you still Jamming away, you can do it! (final stretch!)

Full Post-mortem will come a bit later as well :)

Scary Steve, Update #03

The pieces are coming together very nicely:

steve

You can play the current build while I’m resolving the last things on my to-do list.

http://scarysteve.lpeterke.de/

We are probably in

 

12 hours before jam ends we started this project. :) Had no time during the weekend unfortunately.  Lets see what can be done today.

Groggo hugs and kisses you all! 😛

Groggo_edited

Luna-The most weird game in LD33!

 

ld_gamescreenshot3

 

ld_gamescreenshot2

 

ld_gamescreenshot1

 

There is no instruction for this game, Figure it out on yourself, Luna will remind you the monster in your puberty – the first hair on your dick. Now it is time to face the monster!

Our team consists of thee members, LvLv is responsible for coding. Judy and Max are designers. We are aiming to create weird but beautiful games.

Game Instruction: Don’s ask dumb instruction! Just play it!!

 

http://gamejolt.com/games/luna/88354

Comments

24. Aug 2015 · 17:48 UTC
and where can we rate it ?

My #LD33 post mortem

I wish I had a couple more hours for my ldjam game (http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21481 …) to fix buggy attacking, add a proper ending/intro and some sounds.

Nevertheless I’m still happy how it turned out. Pixelart turned out to be cute and the abilities are fun (but badly needing some UI for the cooldowns).

For next time I really need to practice pixelart, as drawing was a big time sink during the compo. Getting more comfortable with unity is also must.

It was really frustrating that Unity actually crashed multiple times during the compo and I lost some work because of it (not too much but still). Everytime it happened I was trying to do something in the animator/animations. Has anybody else experienced similar issues with the animator?

here is a screenshot:

Screen Shot 2015-08-24 at 03.05.48

Now to rate some games! 😀

Title Screen!

Now, I might not be able to make a fancy gif showing game footage, but our game does have a title screen and a name. I think that counts for something. We’re almost done and will be ready to show you all what we’ve been cooking up for the past few days, it’s been an enormous trip and tons of fun! This was most of our team’s first Ludum Dare and it was a fantastic learning experience. I hope you all enjoy what we’ve put together!

TitleScreen

Lovers on a Park Bench: Post-Mortem

“‘Lovers on a Park Bench‘ is essentially a typing game following the story of a square, his ex-girlfriend and a series of intense and very-confusing-at-times metaphors and allusions (they’re pretty obvious). All of this is topped with narration by award-winning robot voice, Stephen Hawking (or whatever Audacity can do to emulate it). “

Screenshot5

At about this time yesterday, I had just gotten home, having spent an hour stuck in the rainy gridlocked labyrinth Londoners know as the M25, Junction 14, staying lucid on Classic FM. I hit the power button on my computer and opened up Unity – my game was in an alarming state. I had implemented core gameplay and music the previous afternoon: moving, parsing and all; however, the game that I had envisaged seemed unfeasible. Now, a mere 24 hours later, I’m sitting here; the game finished with an load of overwhelmingly positive comments (thanks goes to everyone who played it :) )

So, here’s a slightly truncated insight into the hours spent throwing this game together.

Scheduling

For any game-jammer, timing is key. The bulk of development was done from 5pm through till 12pm, with regular tea and basketball breaks throughout. Now for some street smarts:

  1. Cola works better than tea which works better than coffee.
  2. Doing exercise helps clear your mind.
  3. Vague schedules work best. With such a short development cycle, it’s really hard to stick to a meticulously planned schedule, trust me – I’ve tried it. My plan was literally: “SATURDAY: Music and art in the morning, Code in the afternoon. SUNDAY: Finish it off”. And of course, even that was thrown off following a surprise trip to London.

The Camera Stack

Unity comes with a handy layer system which allows specific objects to be  rendered with specific cameras. Each frame in LOAPB consists of three layers: Sky, Mountains and Background and Main Camera. The Sky is rendered first with orthographic projection, then the Mountains are rendered with a perspective camera (this allows a parallaxing effect), and finally the foreground is rendered with the level and players.

CameraPreviews

 

The Whole Typing Thing

So this took wayyyyyy more maths than I had ever anticipated but all the code is accessible (DisplayStory.cs and Parser.cs) so I won’t go into too much detail. Here’s a quick topological overview of the system:

  1. A lowly text file is parsed, containing a series of sentence fragments, instructions and function calls.LowlyTxt
  2. This is passed to the DisplayStory script which processes each sentence fragment and waits for the respective key to be hit.
  3. When the right key is hit, a text object is instantiated, having  calculated the position of the text beforehand.

 

Sky

The more observant of you may have noticed the sky transitioning to dawn at the beginning of the game. This was a glitch – it was supposed to slowly transition throughout the game. Regardless, it was achieved by changing the y position of a long long long sky strip (made with Photoshop gradients and a dissolve layer).

Sky(this is supposed to be a gif)

 

Other ‘Interesting’ Points

  • Splitting up the voice recordings took much longer than I had expected – I missed out so many breaks – the last emergency recording-fix was made at around 12:40 MIDNIGHT.
  • The level is procedurally generated. I expected this to be the most code-intensive part of the game but it literally took a mere 10 minutes to implement.
  • This is how I spent 7 hours of development time. (Left: Overall usage of time; Right: Productivity – the amount of time actually being spent on the game – over time).Charts
  • My official LD33 ‘thinking music’ playlist is Spotify’s ’88 Keys’, featuring Chopin, Einaudi and Cyrin.
  • This post is exactly 600 words long.

Stan’s Theme

Finally we’ve made sounds for our game and I think time was not spent for nothing.
Here’s an example of our main theme:

Tags: LD33, OST, soundcloud

Comments

Teekeks
24. Aug 2015 · 18:34 UTC
What did you bade this with? its awesome!

looking forward for your game!
Teekeks
24. Aug 2015 · 18:51 UTC
Is it ok if I may use it in one of my future videos on youtube, I just love this track so much <3

Omelette au Fromage

We’re nearly done!

idk7

Not sure why I chose this title. Just felt like saying it. Anyway, some more particles and we should be done with this game!

EDIT: Fixed the title.

Comments

EmptyThroneTeam
24. Aug 2015 · 18:02 UTC
This is my favorite thing ever.
24. Aug 2015 · 18:02 UTC
What does the title mean ?
24. Aug 2015 · 18:04 UTC
Omelette au fromage*
24. Aug 2015 · 18:23 UTC
hilarious! xD
Crypto137
24. Aug 2015 · 18:28 UTC
Can’t wait to try this out!
24. Aug 2015 · 18:35 UTC
Omelete de froooooooooooomage!
24. Aug 2015 · 18:41 UTC
oh my god, wow.

Finally got the webplayer embed to work

Check out my entry, Village in the Valley here.

*Gameplay hint: build at least 5 shelters 😉

VITV2

 

Good luck to remaining jammers! You got this 😀

Comments

evandaley
24. Aug 2015 · 19:35 UTC
Hey there! How did you get the webplayer working?

Looking for Html5 and Flash games!

If you have one, post them here! I want to play games that works on Linux without having to download anything. I’ll play them and rate them if I get them working.

Comments

YerghaizVerot
24. Aug 2015 · 18:22 UTC
I have one for you. It’s a short, satirical piece detailing the lives of RPG monsters.
GagaPete
24. Aug 2015 · 19:00 UTC
My games link is below (pure HTML5) but I’d recommend you checking out so me of the native Linux games. There are some true gems. :)

Game done, I think… HURRAY

Screenshot 3 project SHADOWScreenshot 1 project SHADOW

Think I’m done whith the game for this time now. I’m pretty satisfied whith the result this time, better than I was whit my last two entries at least. And my friend that helped me can now say he has been part of making a game… HAPPY HIM :)

The story of the game is thata you are a shadow-creature suviving by steling the soles of other creatures, mostly during night, but at day you need to posess the creatures instead, to take shelter from the daylight that kills shadows, and keep them alive till night comes again so you can refill your sole-energy to survive. You can’t die by physical damage, but your posessed creatur can, and you better not leth it do during dylight. Try to survive as long as possible and score as manny points as possible.

Looking forward to know what you others think about it.

Game you can find here

Screenshot 2 project SHADOW

A Crown of My Own – submitted!

11713-shot1-1440439576.png-eq-900-500

Click here for the entry page!

A Crown of My Own has been submitted 😀 This was a super fun game to make, and Bogdan’s music really made it feel just right. This was probably my smoothest jam experience ever, things went nicely all the way through, and I’m quite proud of the end result. Hooray! I’ll return later tonight to start doing some rating :)

Quick models/animations for the monsters.

Still need to work on the player character model but I couldn’t resist making these. Somewhere along the path of Ludum Dare, I lost my way and I’ve ended making something completely outside of what I intended to make. Oh, dear.

 

…well, whatever! It’s pudding and pizza. That can move. What more do I need? Heh.

 

pizzaMonster puddingMonster

Comments

Connors
24. Aug 2015 · 18:34 UTC
dat pizza turtle tho

Timelapse time: Gleeok

Ah Gleeok. The quintessential dragon who protects a treasure that he cannot protect because the hero gets to save and continue… curse those heroes.

Play it HERE.

 

Tags: LD #33

Comments

24. Aug 2015 · 19:10 UTC
Nice time lapse! This will be the first game that I play after I get some sleep. ;D

Run Monster Run – Post Mortem

This is our second participation in Ludum Dare, the first time we took the theme “An Unconventional Weapon” and created the game The Little Teddy. In it a girl had to kill the mosquitoes that were bothering her in her room with her teddy bear.

This time we achieved great advances over the previous game, especially with regard to art, and is the pressure to finish a quick game you learn more.

In our game we are a monster that tried to invade a farm to get food for his family, but the farmers feel that you are a being of evil trying to destroy their crops and go into a run to catch the monster.

ss jogo

                                                                                                            http://googledrive.com/host/0B33MOmjNnrAISjlpTERLcWx5MWc/index.html

The game is in the style runner, and you have to dodge the objects to make it to the forest and mislead farmers. The length of play is approximately 3 minutes.

Sorry compared to the obstacles that are coming in groups sometimes the weather was our worst enemy and did not allow us to continue trying to fix this error.

11227776_763446300430749_4290662575063413395_o   11011288_10207013770566062_7538635573339844052_n

In the project they are working: Luciano (general artist) and Leticia (programmer).

  • History: In our game you are a monster that tried to invade a farm to get food for his family, but the farmers feel that you are a being of evil trying to destroy their crops and go into a run to catch you. Avoid the obstacles that stand in your way to reach the forest and complete the game
  • Technology: Again we use the Construct 2, to be the best tool to develop a quick game. Even with many limitations of the sofware (and especially the programmer lol), we always get a satisfactory result.
  • Mechanics: Our project is a runner, all objects in the scene are composed of tiled. At first we thought it would be faster to finish, but as we had never working with randomics objects before, the game has more work than expected. But in the end it served as learning to carry luggage in this world of game development.
  • Sons: All the sounds were obtained from the internet, unfortunately add up not able to produce them further. We had a hard time finding sounds that combined with the game (not actually found, or simply did not know look lol).
  • The good: We have one more game and that’s always good. Even to improve it in the future. We evolved enough in the art of scenario, and how to make a whole scene in tiled
  • The bad: We were unable to properly develop the mechanics of the obstacles that appear randomly in the scene. But it was rather learning and the chance to improve it soon.

The little game was very simple, not left completely the way we imagined. But what counts is the experience we gain from what little we produce!

Tags: runner

Implementing animations

Battle1

Battle2

Our artist finally finished last animations. Now we are putting them in.

 

Edit: Click images for gifs. For some reason they are not animating in dashboard.

 

Comments

24. Aug 2015 · 19:02 UTC
Just a tip on the animating gifs, put them as “full size” when you embed them and it will work. Otherwise wordpress resizes them and breaks the animation.
24. Aug 2015 · 19:02 UTC
Oh, and of course, that looks really damn nice!
ajopart
24. Aug 2015 · 19:29 UTC
Is it real ? I need a way to save this post for later…

It is with a heavy heart that I say…

We are dropping out of the Jam.

Our game is MUCH too buggy and unfinished to be released in time. We took on a project that was too big for us, and I do not see it fit to release it in its current state. We will get it right next time!

Love, Laxeot & Blair.

Comments

ChrisFagan
24. Aug 2015 · 19:08 UTC
Hopefully you’ve learned a thing or 2 and had fun doing it. What was the game? Also was this your first LD?

My Favourite 5 ludum games you got to try.

HYDRA What – All you wanted a princess. Now kill as many knights as you can Why Should I Care – Every time you kill 1 head (two replace it). The coolest “hungry hungry hippo-like you ever did see” http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=19367

NotZilla: Ice Cream Vendor

What – You have to give icecream

Why Should I Care -Your “Not godzilla”. http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=19367 Motherflipin’ T-Rex! What – Play as a t-rex as he rampages and destroys everything in the level Why Should I Care -You just want to blow shit up. http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=779 WRITHE What – You play as a squid type monster in this side scroller Why Should I Care – I was impressed with just how much they got done in such a short amount of time (its not even a jam entry). http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=35553 MUTANT SNAKOPEDE What – Play as the snakeopede Why Should I Care – Execution isnt that great (at least playing keyboard) but what do you except for 1 day. I thought it has the greatest potential to go onto to become something cool. http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55932

Comments

TagliatL
24. Aug 2015 · 19:09 UTC
The first and second link are the same.
mantis
24. Aug 2015 · 19:11 UTC
Woah, I open the main site and somebody likes my game :DDDD
Aiursrage2k
25. Aug 2015 · 01:11 UTC
Well shit I fixed it. But you can find the links anyway

He’s Dead Jim

Made some good progress on my game today: actual loss conditions! But sadly I ran into an issue that I just can’t overcome. I was making a forced-scrolling beat ’em up with endless runner elements and the player needs to be within the bounds of the camera. Unfortunately I think Phaser only checks for collisions for “real” movement and not the visual movement you get when scrolling a camera. Because of this I can find no way to keep the player on screen AND also detect when they get “squished” by something at the edge of the screen.

brokenBarriers

On the bright side I did learn a ton about all the new stuff I used for this Jam. TypeScript is amazing and I might even try to get it introduced where I work. Visual Studio Code help up like a real champ – the near-perfect combination of Text Editor and IDE! I don’t feel I can really judge Phaser because of how little time I have put into it, but I do have a deeper appreciation of what Game Maker Studio does now.

Finally done!

After almost 70 hours of 3d modelling, nav-meshing, path-finding-algorithming, stealth gameplay scripting, music composing, voice acting and level designing, we are finally done!

Screenshot 2015-08-24 20.11.16

If you want to, try it here!

We’re done! (Read good enough)

Squiddopus

Squiddopus

Challenge: Use your tentacles to destroy the boat, while avoiding sink bombs and torpedos!

Left mouse button: Grab with tentacles
Right mouse button: Move towards cursor

Download for Windows, OSX and Linux at itch.io.

I’m In!!

I got a late start but I have finally finished my first game for Ludum Dare and it feels great! :)

Not long left! (P.S. Help me name my game)

I hope everyone is enjoying the event, I know I sure am!  This was my first LD and it certainly won’t be my last.  I am having a little trouble though with a name for my game.  I’ve gone with a Billy Goats Gruff type game where you’re a troll eating goats and avoiding deer and sheep.  I can’t think of what to call it though, so any suggestions are appreciated.

http://i.imgur.com/9te1orm.jpg

http://i.imgur.com/7TBtdIP.jpg

http://i.imgur.com/y5ocsEI.jpg

Some of the art is still gonna be updated but there’s not much left on that side really!

Thanks and I can’t wait to play everyone’s games.

Comments

Zaeche
24. Aug 2015 · 19:31 UTC
‘Throat’? (Troll + goat + fact he swallow’s ’em whole).
cynicalmonkey
24. Aug 2015 · 19:32 UTC
Billy goat grub, mutton bashing, trollmops

Making ‘p good’

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I participated in Ludum Dare 33 over the weekend. More precisely from Friday at 6 PM PST to Monday at 8:20 AM PST. I’ve worked in video games for over a decade and made little games in Flash and Director a long time ago, but it isn’t until a Twine game from last summer that I returned to making my own games and interactive stories. I saw LD as an opportunity to keep trying and to leverage my current desire to create visual art.

The theme–not revealed until Friday–was “You are the Monster.” I was naturally uninterested in a literal interpretation of the theme. I began thinking about a story and design that evening and continued pondering in my notes until Saturday night. There were a number of design ideas before settling on one, including a concept involving a little girl in a hospital waiting room whose brother had a mysterious accident. (I really liked this one.) In hindsight, this time spent on design ate up too much development time, i.e. time that should go to getting a functional game.

I was committed to making an adventure game after my last jam experience with Twine and my recent work in the genre. Twine is great, but I wanted more art and interactivity for this one. Just walking around in an environment with no need to click on anything if the player wasn’t in the mood. This removed the possibility of using a game development tool called Construct 2, which I have experimented with for a few years. It’s a wonderful tool that makes it easy to script some kinds of games, but not point-and-click adventures.

My next option was Adventure Game Studio, with which I was also familiar from previous experimentation. The greatest limitation of AGS is it only exports for Windows PCs, so players on other types of devices would be out of luck. I really wanted to make it playable in a web browser (which Construct 2 allows with its use of HTML5). So, I also spent a large part of Saturday trying decide on a engine. I finally found a tool called Adventure Game Engine that exports to web browsers using Unity, but I was too unfamiliar with the engine to get what I needed in 1 day. I plan to return to AGE at a later date if I decide to make another adventure game.

So, by Saturday night I had a design, an engine, and a rudimentary room with a character walking around. I technically had until Monday to finish, but due to work I really only had until Sunday night.

I did minor setup work in AGS on Sunday morning and then charged into Photoshop to work on the visuals. Art and animation was a lot of fun. To see your idea come to life is amazing, which is true of any form of expression but particularly exciting to me when it’s characters and environments in a game. Animation is another area I’d experimented with many years ago and I was happy to try it out again. The minimalist white and black art I’d created just to test the AGS tool became the primary visual style, and I believe the funky animation benefited from the hand-drawn Microsoft Paint look. I spent Sunday morning and some of the afternoon working solely on art and animation in Photoshop. But as I once again learned, it’s a classic mistake to work on the art before your game’s scripting and logic are in place.

Scripting and logic was a bummer. Some of it was painless thanks to the pre-defined behaviors and tools in AGS, but I felt pretty bad by the end of Sunday on account of some advanced logic hurdles that I could not quickly surmount. In the end, I was missing the logic for multiple endings (merely a different message at the ending screen), NPC animations didn’t play properly, and the game crashes when the player reaches the end. It is also missing all sound, which for my game would have been footsteps for the player character and a violin track for one of the NPCs. I considered not even submitting what I had, but I felt better about it on Monday morning. I’m happy with the result considering none of it existed when I woke up on Friday morning. It’s just a step, after all, like anything else I’ve created.

My biggest takeaway from this experience is that I enjoy visual development. I’m exploring art and I’ve been worried that exploring something like this at age 32 is going to be difficult, particularly if I want to pursuit it beyond a hobby. I’m going to keep exploring and take classes. Hope something comes of it.

The (not quite final) game is here, called ‘p good’.

Noaksey – Now Live

With only a few hours of voting left not doubt you Indies are going to get Busy!!

And so I thought it would be worth giving you this post now so when you are done you can let me know and I can get playing :)

Last few years I have played a large number of Ludum Dare entries for #LD30, #LD31 and #LD32 and I am looking to do this all again for #LD33.

Ludum_Dare_33_WallpaperNO

If you would like me play your “LD Entry” submit your name and link to your Ludum Dare entry following the link below

I will try and play every game entered.

I will only play your game if you ware in the chat due to the critic and feedback I give as part of the stream. 

I will be streaming when I can so please follow me for updates.

Watch my #LD32 Live Feeds here

Live Feeds

Enter your game link here:

Register Your Game!

My Stream:

Twitch Feed!

My Channel:

Standard YouTube Link!

Tweet me any questions you may have!

Tweet Me!

Why Not?

Get your Friends to come watch

Soon…

Coming soon

Well… Game itself is complete! I just need make few misc things like game over / win screen and i will have still some time for small polishing.

Georgette – Post Mortem

 

I’m super happy to have “finished” my first game for LD after 3 years of trying/not trying hard enough. I just thought I’d say a few things fresh out of the oven…

GOOD:

  • I like the sound and music, I’m not new to music, but recording sound with my voice through Audacity was completely new to me.
  • Terrain generation went very smoothly and looks decent.
  • It’s kind of fun.
  • The first 7-8 ours where the most productive.

BAD:

  • I didn’t design anything! I just went with my gut. That led to the game being a bit too big and ended up falling apart.
  • I fell into the trap of playing my game too much. That’s not exactly a bad thing, but time kind of drained away.
  • So many systems have been left unfinished.
  • Towards the end I got burnt out and thought I should tie up what I can and just submit.

I do like the game and will make a post compo version eventually.

You can play it HERE.

MAXIMUM RAWR

Click the image to see the animated gif

Click the image to see the animated gif

This is shaping up pretty well! Next up: sound and music?

Undercowver

titre

 

Play and rate our game here

—

Plot

You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!

 

—

50054-shot0-1440535412menu_background

What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)

—

lien_twitter

 

Tags: 2D, alien, LD33, screenshot, unity, You are the Monster

Project Dungeonbane Accomplished

Project Dungeonbane Accomplished

SS1 SS2 SS3 SS4

This is my first participation in Ludum Dare jams, have done previous Global Game Jams with team.

This time, I went solo and managed to accomplish it within 72 hours (less than 12 hours of sleep).

Love the theme “You are the Monster”, always wanted to make a dungeon-building game, hell yeah!

I had so much satisfactions from this jam as I was anticipating how would the game feel and the end result of it was just FUN! FUN! FUN!

Please try it out and let me know, download links are as below:

  1. Windows Version
  2. MacOS Version
  3. Link to rate

Hope you’ll enjoy playing it.


Description

There are two possible roles in this game:
1. Be the Dungeon Master – Setup monsters in your dungeons, don’t let the escapist run away!
2. Be the Dungeon Escapist – Attempts to escape the dungeon created by the Dungeon Master!

Dungeon Escape Controls = { Up, Down, Left, Right } Arrow Keys.

Notes:
– It will be more fun to have different players as Dungeon Master & Dungeon Escapist.
– Due to time constraint, there are still number of design flaws which may make Dungeon Master over powered. Fellow Dungeon Master please be reasonable 😛
– I’m a pure programmer, therefore – Graphics & Audios were 80% obtained f


Lesson Learnt

Some mistakes I did throughout this LD33 jam where I wasted a lot of time:

  1. I end up re-coding due to lack of concept design – Gotta spend more time on concept design next time
  2. AI code was completely screwing me as I had to code the algorithm from scratch – Reuse AI code/plugins whenever possible
  3. Had to find free source/paid assets from Asset Store due to my lack of graphic design/sound composing skills – Brush up on my graphic design/sound compose skill

Time to catch some sleep… Zzz.

What’s the difference between humour and mood?

How would you define difference between mood and humour? In horror game it’s pretty simple that if you are caught in by atmosphere it’s mood. But What if you play a game where zombie are drawn in funny cartoonish style(accompanied by equaly funny noises)? Is it fun because of the mood or because of the humour?

Hell Court is here!

I’ve just finished my game Hell Court! Check it out!

Screenshot5

Description

You play as a devil and hurt humans that fall into the hell. Each level has it’s own goals, but the gist of it is that you ask the human about their sins and then deal appropriate amount of mental and physical damage. After that, you return the human to your evil masters. Use your minions and contraptions to scare and hurt poor humans just enough so that they wish they’ve never done anything bad!

Screenshots

Screenshot8 Screenshot10 Screenshot15 Screenshot4

 

Thoughts and Feelings

I’m so glad that I actually finished a game! Doesn’t happen a lot to me. I spent most of the time of those 3 days developing. I blocked all distractions (real life – mobile turned off, PC – Cold Turkey). The code I produced is a horrible mangled spaghetti mess, but I didn’t care and that allowed me to get more stuff done. I wrote code, painted graphics and made the sound (using well known sfxr). I’m actually surprised that even with my horrible painting skills the game actually doesn’t look that bad.

The goal of the game is not that strong as I would like, but I think that it is not important because of the systems in the game and how they interact with each other (often in very funny ways I didn’t even image).

Future

I think that the game idea has potential. But I can’t continue with this project (since the code is really messy), so I’m releasing it as open source. I will then refactor (or rewrite) most of the code, create some more utilities and hopefully make this into a full game (potentially paid one). But for now, I need rest. A lot of it.

Anyway, go check out the game, play it, rate it. Thank you.

 

Tags: LD33

Monster Olympics is ready to play

It’s done. A really hard work but it’s already finished. A fast paced local multiplayer sports game.

Any comment will be appreciated: Monster Olympics

screen3

LD33 Progress Update 10

action

  • Sprites? check
  • tileset? check
  • music? check
  • sound? check
  • gameover screen? che- oops! XD

Still got a few things to wrap up before submitting our game jam entry, I’ve been a bit blind-sided by needing to implement a Loader function to handle all these assets. They are a thousand times bigger than the total filesize of the code itself :O

We did it : Get out of my house!

Just published our submission for the Jam : Get out of my house!

logo_LD33itch

 

background_tutorial

In this game, your house is invaded by nasty adventurers and you try to kick them out by throwing everything you can at them before they kill you.

This was our first Ludum Dare participation and we had a lot of fun!

Our submission page

We hope you enjoy the game!

 

Beast Of The Woods — Post-Mortem

I think this is one of my better Ludum Dare entries!  I’ve been learning a lot from doing these, and I hope it shows.

Beast Of The Woods

beastofthewoods2

 

GOOD THINGS:

  1. Music:  As always, I think I did well capturing the tense atmosphere here, with the music that escalates as you get closer to your prey.
  2. Sound:  I made all of my own sound effects for this, and had to get creative.  For the footstep sounds, I crinkled together some brown packing paper with a plastic bag.  For the gunshot, I recorded a hand clap and modified it slightly.  Everything else was modified vocal recordings.  I’m beginning to think I’m getting good at making monster sounds, based on this and my Dreamshift entry a few LDs back.
  3. AI:  The humans have the most advanced AI I’ve programmed to date.  Granted, I’m not much of a programmer, and I’m sure others could make better AI, but given the timeframe I was working with, I was extremely pleased with the results.  I got the humans’ movement and decisions to feel somewhat natural.  I also decided within the last 6 hours to modify it to allow more than one human out at a time, and was relieved that I managed to implement it without having to change much.  This is also the first time I’ve gotten pathfinding to work reasonably well (Downbeat had some issues).

BAD THINGS:

  1. Graphics:  Always an issue for me.  I got the lighting and stuff to come out okay, but I’m still not good at making textures.  Hence, all of the pixelated ones in the game.  One of these days I’ll get better at that, I hope.
  2. AI:  There were still a few more things in the AI that I would have liked to tweak to make certain parts more unpredictable, but with the deadline looming I just decided there wouldn’t be time to mess with it anymore.

 

Overall though, I’m quite pleased with the results, and I hope others are as well.  If anyone can kill all 18 humans in the game (I did it once myself, so I know it’s possible), let me know!

Comments

fmdud
24. Aug 2015 · 20:36 UTC
Really enjoyed this game! Looking forward to seeing more next time.

How I made “Bloodflame”: a LD33 Compo story

Hey everyone!

Ludum Dare 33 is coming to an end, and I finally managed to participate for the first time! I’d like to share with you some details about how I made “Bloodflame”, my entry for LD33 Compo. You can go play it here. In fact, you should probably do it right now: it turned to be really fun.

I wanted to get into the video game industry for awhile now, and I thought this was the perfect chance for me to gain some experience and have lots of fun. I decided to participate in the Compo because I found working alone, without using pre-made assets and doing everything in 48 hours more challenging and fun. The engine I used was Game Maker Studio, because it’s easy to use and ridiculously fast to develop with, which is a huge bonus for a game jam.

I live in Moscow and here by local time Ludum Dare started at 04:00 AM, so I had to wake up in the middle of the night just to be ready to begin development. When the theme was announced, I, like a lot of people I guess, was disappointed with it. I thought it was pretty limiting in what you can make and not that great of a theme overall, but there was nothing I could do about it, so I started working.

I’m a huge fan of the Diablo series, and when I hear “monster” I immediately think of demons, so I decided to make a game about a Diablo-eque demon, who is fighting “noble heroes”, that are looking to raid our character’s lair. One of the first things I decided upon was that my game is going to be an Action RPG and that there won’t be any “mana” pool. I thought it would be cool to introduce a “Blood Magic” mechanic to reinforce the theme of playing as a demon. Basically, everything you do other than just moving around costs you health points: attacking, using skills, teleporting, etc.

Here’s the first screenshot of the game I made to show off to some of my friends (about 6.5 hours in):
Bloodflame First Screenshot
Enemies look so sad.
In this version you could:

  • Run around and not go through those orange blocks, which would later become walls.
  • Shoot these unfriendly squares with some friendly red balls (they’re not really on fire yet).
  • Get heart drops from enemies, which you can pick up to restore your health.
  • Waste your health on shooting around.
  • See how much health you wasted in the bottom left of the screen.

Overall this was the “minimum viable product” as folks over at Extra Credits like to call it. This was when I thought my game is actually going to be fun.

After that I started to work on enemy design. The first thing that came to my mind was to create some sort of knight. But just a knight is not powerful enough to take down the demon lord, so I decided to make him a holy knight, like a crusader or a paladin. I googled some images of crusaders and based my design on them. I made their eyes glow blue to make them feel more holy-esque. I also colored their crosses blue, because everything evil in my game is associated with color red (the historically accurate cross color for crusaders), and everything good – with blue. Next thing I knew is that I had to make a ranged enemy to differentiate it enough from crusaders. Mage is a classic fantasy archetype, so it was an obvious choice. I made mages as unique as possible using minimum time:

  • While crusaders can only attack in melee range, mages actually shoot holy bolts at you, which is pretty dangerous.
  • While crusaders just run around on foot, mages only teleport around. Yeah, these dudes are too proud to just walk.

Overall, I thought the enemies turned out to be pretty good, here are the final designs for both of them:

Enemies in Bloodflame
I will defeat you with my magic of drawing!

About 11 hours in I decided to take a break. And by taking a break I mean sitting with my notepad, trying to design a progression system. In the end, how can a game be a good Action RPG without a fun progression system? I thought is was pointless to try to reinvent the wheel, so I took the Diablo II progression system with levels, stat points and skill tree and scaled it down to fit my game. 4 stats (strength, dexterity, vitality, energy) became just 2 (attack and defense) and instead of making huge skill trees I chose to do only 6 skills: 3 passive and 3 active. I thought it would be cool to place the skills inside a pentagram, so I did just that.

I drew a sketch of the skill window and then I made the mockup for the actual ingame UI.
Bloodflame UI Prototype
Yeah, my handwriting sucks, I know it.

The rest of the day I spent on actually implementing the progression system and the UI for it. This is probably the biggest part of the game. It wasn’t exactly hard to implement, but there were SO MANY little things to do, such as highlighting buttons, pausing and resuming the game correctly, implementing skill selection, making a new UI element that shows selected skill, etc. This is what came out in the end and I’m pretty happy with it:

Bloodflame Skill UI

Of course I could have made it more polished, created more skills, added some rainbows, but my goal was just to demonstrate the concept to other people, and this task was done. About 20 hours in I decided that it was time to finally get some sleep.

The next day I spent more or less just polishing the game.

  • I made a simple survival mode where enemies spawn in waves (previously I had to spawn everyone manually with cheats) with enemy scaling (10% more hp and 1% more damage per wave, also 10% more xp per wave). I decided not to scale the damage too much, because it’s not very fun getting one-shot and you already lose more health because you need to use more skills at higher waves to kill enemies with lots of health.
  • I generated some sound effects using Bfxr. Amazing tool.
  • I added some very basic particle effects to improve the general game feel. I also added randomized blood splatters that enemies leave on the floor when they die.
  • I ran into some problems with the music because, turns out, I have no idea how to compose stuff :D. I was saved when I found an amazing tool called Abundant Music, which actually allows you to randomly generate music. Although most of the music came out sounding like super generic and bland oldschool JRPG soundtrack, I actually managed to find a track that was moody enough for Bloodflame. Turns out, people actually liked it in the comments!
  • It’s actually very easy to forget that people are not you and have no idea how your game works, so I made a detailed tutorial on the title screen with some pretty pictures. Good thing I draw things in much higher resolution than I need them to be for the game!

Bloodflame Tutorial

In the end I managed to complete my game 6 hours before the deadline. What I would have done different? Lots of things:

  • The game could use some animation, but I suck really bad at animating stuff, so I decided not to waste time on that and focus on my strengths.
  • 8-way sprites for characters would be way better, but that would mean double the work on drawing things, which I’m not very good at.
  • Proper options menu with more settings, such as volume, resolution and other stuff. Didn’t think it would matter this much.
  • Procedurally generated environement. Now this one would take me ages, but in the end it would be very cool and add A LOT to the replayability.
  • Better enemy AI. It just looks stupid when enemies have no idea how to walk around a wall.
  • Story Mode. I wish the game had a story mode with different locations, where your character actually takes revenge on heroes and causes mayhem everywhere with explosions, rivers of blood and headless ponies. No time for that, unfortunately.

Overall I had lots of fun and I’m looking forward to participate in Ludum Dare 34! Thanks for reading! I’d be glad to answer any questions you have in the comments.

Retreating

Argh… the monster got me. It´s the cold monster, yes, a very bad cold caught me, made me suffer badly with a sore throat, headache, fever and constantly running nose. The only way to survive was to sleep long and only dream of making a great LD game…
*sob* Maybe next time…

Tags: failstory, Im out, LD33

My game is already finished!!

You can download and play it right now, and it’s at Game Jolt as well to be playable in browsers.

http://gamejolt.com/games/sunset-monster/88418

I hope you to enjoy this game made with love!! 😉

Discover why YOU ARE THE MONSTER!! And good night..ZZZzzzz…

1 2

3 4

Bar the Door

 

screen1

Bar the Door is a fast block-puzzle game where you spend every day as a human blockading the door.. and every night as a werewolf trying to get out and murder innocent townspeople!

Play and rate

Architect Of Terror – released!

You can grab it here.

This is a dark game which deals with racist and inhuman totalitarian dictatorships (no much other infos right now because it’s time for me to go to bed :) ).

(screenshot)

Psychos welcome

Join the fun psycological platformer.

RATE. PLAY. SHARE

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=40092

 

It would be fun they said…

This was a very stressful experience to be honest, only found out about this jam one day into it. I thought why not make a game and submit it, ended up with pile of crap for most part. One thing I am glad about, is that I actually finished the game. Play it now.

 

Goodzilla’s Awakening

GoodzillaAwaking

He is coming – Abandom all Hope!!

(Unless you like flowers.)

We finally did it! Good as Hell! submitted!

 

And here we are! First LD for us!
Just submitted the game few minutes ago and now time for some relax while playing other awesome entries!
You can take a look at our game right here, we had a very good time doing it and we hope you’ll have some fun!
(also please don’t break it!)

 

Hugs – Gameplay test

Putting all pieces together now… Video shows a gameplay test, people should run away when you (the monster) are closing in on them, Vidar is working on that right now :). You play a kind but slightly retarded monster. You really want to hug everone you see. The problem is that you are a monster and people tend to run away from you. You need to sneak up on them to be able to hug them. Unfortunately you always hug to hard and crushes them. You get really sad for a moment, until you spot another human too hug. How to beat the game: Hug all humans to death!

Tags: hugs, moster

Nope

I wasn’t fast enough! It’s still at sub-prototype level and not worth judging. No submission this time.

Here’s a low resolution photoshopped image to compensate:

LD33 Post-Mortem

 

9kVhZco

Play “Oozin’ in Space”.

This was my first LDJam and my first completed game. I’m currently working on a platformer, so I did have that experience to build off of.

I decided to do the jam since I couldn’t work on the game on Monday and wasn’t sure how much I’d finish.

Tools used:
–Construct 2 (Engine)
–Pyxel Edit and Photoshop (Art)
–BFXR (SFX)
–LSDJ (Music)

 
What went right

  • I had blocked off the entire weekend (Saturday and Sunday) solely for working on the game. This was very valuable. However, Saturday night I went to a friend’s party and that was a much needed break (take breaks!).
  • Friday night (when the theme was announced), I was out catching a friend’s acoustic solo show. I checked twitter for the theme and brainstormed with pen and paper while at the show. This was huge. Just being in a different environment helped. I’ve read LD advice about going for a walk, running, or generally going out for theme brainstorming. I agree.

    My brainstorming notes.

    My brainstorming notes.

  • When I got home Friday night and was happy with my idea, I made a checklist for the morning. I listed all the mechanics and art I wanted to get done on Saturday. Then I put them in order of importance. When I woke up on Saturday morning, I knew exactly where to start and didn’t spend any time idling. Plus it kept me on track all day Saturday.
  • I used prototype art at first. Just square blocks with a dot to one side to represent which side they were facing. This let me get my main mechanics up and running. Then when I got a bit burnt out on coding, I switched over and started working on art (after about 6 hours of coding). Broke up my day wonderfully.

    Qa2LTE6

    ‘Lil dude just wants to ooze!

  • Using Construct 2. Getting small games up and running in Construct 2 is super easy. The solid and platform behaviors are built in and worked great for this game.
  • Did progress posts. These were fun and even getting a few +’s helped me moving along.

What went badly

-I should’ve taken Monday off of work. Even though I was doing the Jam, I was making it a point to finish by Sunday evening. Had I taken that extra day off, I would’ve spent more time with sfx and actually writing new music.

-I rushed the SFX and used an old song I wrote. The SFX are ‘okay’ and, while I like the song, I don’t feel that it fits. I would’ve liked a more ‘metroid-creepy’ song.

-I daydreamed about other themes before the weekend. I’ve wanted to make a small local multiplayer game for a while now and I thought LD would be my excuse. When the theme was first announced, I was super bummed. Not that I didn’t like it, but that I couldn’t do my original idea.

-Not being more familiar with BFXR. I was seriously just moving sliders all over the place. I should’ve spent more time with it beforehand or made my sounds in LSDJ which I’ve been using for years.

Me using BFXR.

Me using BFXR.

-Small things. The song has a gap in when it loops. The astronauts can see you even if they’re off-screen. The closet door only has two frames. I wanted the space station of hover. I wanted to use particles. Again, more time would’ve let me do these things.

 

Overall

I learned a ton. I thought quickly and on the spot. My original idea for astronauts spotting the player didn’t work (Line of Sight behavior), so I came up with another. With more time, I would’ve had it working perfectly. This weekend definitely helped me think logically and focus on immediate problem-solving. I also made a game. My first game! How friggin’ cool is that!

Tags: postmortem

Defenseless No More

Previously, my test knight proved incapable of taking on a litter of wolf puppies:

Now, he’s got aggro/attack AI of his own, and it’s no longer a fair fight:

(I’ve been having problems with images showing up in blog posts. The images are here and here.)

Now to toss together a dungeon, a waypoint system, and then start processing sprites en masse!

The Devil’s Daughter!

I finished it, I can’t believe I finished it!
But now I can finally present to you, The Devil’s Daughter!

devilsdaughterposter2

So go over to my Ludum Dare page: HERE
You can download it and play it on Windows for the full experience of play a watered down version on flash. It’s up to you!

Can’t wait to get stuck into the games these next upcoming weeks, but for now my pillow is calling me!

-Joel

A Meal For The Gods – We made it!

amftgheader

A MEAL FOR THE GODS

Legend tells of a great beast that once terrorized a small village. A being, known only as the keeper sacrificed many brave souls to appease the gods and keep the village safe.

You are the keeper, feed your villagers to the beast to keep him satisfied. Compete for the top spot with GameJolt leaderboards!

Click and hold on a villager to pick him up.
Move your mouse to drag him around.
Release to toss him to his doom!

Skyler King – Design, 3d Assets, Programming
Torin King – Audio
Chris Hutson – Animation

 

Screen Shot 2015-08-24 at 3.46.30 PM  Screen Shot 2015-08-24 at 3.49.34 PM  Screen Shot 2015-08-24 at 3.49.55 PM

 

Changer

banner

Okay this is my first jam eva. I made a little stealthy game where you play and agent losing his mind, becoming a killing machine, a monster.

I made it from scratch, just used few algorithms from older projects. Used Unity, Ableton Live for recording and effects and had a friend do models for me in Blender.

Get it, play it, love it. Thanks LD team it was fun.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57726

http://domkonecny.itch.io/changer

https://twitter.com/DomKonecny

 

I should make this animations during compo…

Monster kings 2.0

Here: Wounded attack.
So I’m making new post-compo version of all animations. Just for me and fun.
What do you think?

And please – vote me!
Just imagine gameplay with this graphics…

And i know i haven’t voted much but I will. I will.

Tags: 2D, compo, LD33, update

Comments

Azlen
24. Aug 2015 · 21:12 UTC
That animation looks very… satisfying. I’m going to go look at your game now.

My game for Ludum Dare, Clicker Monsters

Hello there, I’m Jayne Pea, a dev who’s just getting started. I’ve been getting to grips with Construct 2, previously developing a project for college with it and a game for the Femicom Game Jam. However, I wanted to try developing something a little bit more out there; a clicker game.

I have been playing a lot of time clickers and clicker heroes, and when I saw the theme of this Ludum Dare, it hit me:

What if the Monsters were the “heroes” you were buying?

If you’d like to play it, here’s a link: http://jaynepea.itch.io/monsterclicker

About to finish…

We’re about to finish our game! This has been an awesome experience and we will repeat for sure.

After 72 hours of programming, composing, drawing, animating…all we can do is smile when we see the final result. We could finish what we expected on time, and this gave us a lot of good feelings! We are just taking the last decisions and fixing some little bugs we found, and we think that is great!

In a few moments we will post the link of the game that will be playable from the web browser.

Screenshot 2015-08-24 22.13.42          Screenshot 2015-08-24 22.13.31

 

Tags: LD #33

Abduction complete

title

My first time completing a Ludum Jam entry. Written in Java using Slick2d. Unfortunately I have stuff to be doing at the submission time, so I’ll stop here and submit this a bit early.

Just to copypaste my description: Abduction is an arcade “upgrade-em-up” in which you control an alien UFO and abduct humans for research. Each round lasts 30 seconds, during which you must abduct as many humans as possible. In between rounds, you upgrade your ship and unlock powerful special weapons to challenge the increasingly harder waves of enemies. An average player should be able to unlock everything in 15-20 minutes.

Check it out here:  http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12083

Or on GitHub: https://github.com/Keon3141/LudumJam33/

It was a real blast, and I’m looking forward to playing all the games.

 

Tags: 2D, arcade, java, LD33, Ludum Jam, slick2d, submission

I Was In … with MAN – SPIDER

I’m in, finally after years of LD’s colliding with midterms and finals I participated in a jam, so this is my first game.

I used Unity, audacity, photoshop.

My game is about a spider getting super powers after getting bitten by a radio-active worker of a nuclear plant.

man spider

man spider

I wish i could add the spider web swinging to game but i feel it would need a complete jam by itself :D.

 

1st Ludum Dare

This is my first Ludum dare entry and I’m really pound of my self.

Play as a giant blob monster, crush people and dodge bullets.

Rate:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=53958

Play:

blobbashers.x10.mx

Screenshot1

SPACE RAM Lives!

Our first LD is coming to a close, and I’m very happy to present Space Ram! (I personally voted for “Ramsey the Rokgobbler” as the title, but was soundly outvoted.)

The game is sort of Osmos meets Katamari: you play as an aspiring intergalactic devourer of worlds, starting off as a veritable space guppy, feasting on pitiful asteroids and small moons. Eventually you gain size, graduating to massive, gas giant chomping, all-consuming cosmic megabeast–if you can survive the humanoid star cruisers and fighters tasked with hunting you down, that is.

After some final touches we’ll be submitting to the jam to-nite!

spaceramtiniest

Monster spaceship

Still in progress. There will be more weapons attached.

Gameplay Video – Monster Eggs

Check out the gameplay video of my game Monster Eggs!

And don`t forget to test and rate my game: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56172

Almost done !!

Just a few more tweaks!!!!

Screen Shot 2015-08-24 at 11.04.36 PM