LD33LD #3324. Aug 2015 · 21:35 UTC · 3 days after compo start by Bocodillo · 1
This has been my first LDJam and my first completed game! I’ve learnt loads of stuff (which is pretty much the main reason I entered) and have had a lot of fun making this game. Hope you give it a try and enjoy it!
LD33LD #3324. Aug 2015 · 21:38 UTC · 3 days after compo start by PangeanFlyingCactus · 1
Everything was going so well. Just this morning, it looked like we were on track to get a fun, good quality game finished and submitted by tonight, but then it all went wrong. Stencyl started playing up. First, it was my end – Stencyl began refusing to test games, and would do nothing but throw up errors. I gave up on programming at this point, going back to making last minute assets and letting Dean finish up the game. But his Stencyl started doing funny things too – it corrupted the game file so many times that we’ve made close to no progress today, and have been forced to submit a messy, buggy game with no clear goal, and only half implemented mechanics. We had such high hopes, and they were all shattered by a simple bug in Stencyl.
For the next Ludum Dare, we’ll definitely be looking into alternatives to Stencyl – while it is powerful and easy to use, if it makes such a mess of projects as it has done today, we really can’t risk using it for the next round.
For now, we’ll leave you with some pictures of what almost was:
LD33LD #3324. Aug 2015 · 21:42 UTC · 3 days after compo start by sleepYxy · 1
Although I made a game, which I decided not to submit, because I think it is too much of a protoype, I learned a lot in my first game jam ever!
It was tough at first to form an idea off of a theme, which baffled me. Maybe I just got stuck in the wrong direction of thinking. I was thinking: “Why the hell would someone want to play a monster?” and “How could someone empathize with a monster?”.
But in the end I managed to come up with an idea for a top-down survival game where you play a cave monster and have to defeat waves of humans who want to get you out of your cave.
Due to time constraints (had to work on two days of the jam) I still think I did well and am proud of this rough looking monster, but I don’t think it is presentable enough for public.
The rough protoype was done pretty fast but the art part was problematic for me, because I never did pixel art in my life. But now I got a decent understanding of how it works and even have a presentable sprite of a knight and archer. And then: Tiles… how does one make tiles?
This whole jam was a jump into cold water, which is really something new for me 😀
I think I learned how to prepare better for next jams and how long it takes to make decent game art, or a game in itself. I won’t let this semi failure of not taking the step across the finish line stop me from diving into game development. 😉
Here’s a gif for those interested:
Well, my only intention of this post was to say that I am having a blast playing all your games and giving feedback! This is so much fun, I don’t want to go to sleep tonight 😀
LD33LD #3324. Aug 2015 · 21:42 UTC · 3 days after compo start by Fiveathome · 1
You’re a spider who’s living in a house that belongs to a charming family. Your goal? Spin your web to catch your preys and get as big as you can!
WASD to move
A to create a web, hold it to eat what’s inside
SPACE to fall from the ceiling.
We are proud to finaly show you our game! We were three, and for two of us, it’s our very first game jam. It was an incredible experience and we learn so much ! We slept a little, stressed sometime but laugh a lot and we are very happy to see our game working!
LD33LD #3324. Aug 2015 · 21:51 UTC · 3 days after compo start by Hefaistus · 0
And with the end of day 3, also comes the end of the jam.
Day 3 wasn’t my most productive day and was, unfortunately, the day I had to scrap a functionality: the sound system. I had it completely working and had a selection of music I was considering using (among them were Bass Walker and Local Forecast – Elevator, both by Kevin MacLeod), but Java doesn’t play too well with most sound files. So I converted them. And it turned my 100kB game into a 120MB one. Yeah, that’s not exactly ideal. I did manage to knock the size down to about 10MB in total, but the quality of the sounds suffered greatly from it, so I was forced to scrap it.
What else did I do? Well, mostly improvements to the existing feature set. I added decorations to empty plots, improved the art somewhat, rebalanced personalities, sped up the game, changed the message system, added an about screen, added logo’s, added the ability to quit a game in progress, etcetera. They aren’t really big changes in of themselves, but they do all add up, and all-in-all, it does improve the quality of the game somewhat.
I do not have a lot more to say about today’s progress, honestly. It was mostly just wrapping up, improving and fixing what was already there and then submitting it for the jam. I will look into writing up a post-mortem this week, but I don’t know if I’ll get around to it. In case I don’t: I really had an enjoyable time, it was great to challenge myself like this, and perhaps I will join in again in the future.
LD33LD #3324. Aug 2015 · 21:58 UTC · 3 days after compo start by shellyalon · 0
For this ludum dare we made a nasty little game called T.T.P. (yep)
Here is the game page: link
You are Tom Tarantino P., the infamous art dealer. Today you are going to sell your best piece yet! Your gallery is in the 100th floor and unfortunatly the lift is broken. You need to power it by hand!
LD33LD #3324. Aug 2015 · 22:01 UTC · 3 days after compo start by Otrora Games · 1
That was a fun ride as always. If you have the time, take at look a my entry. A cute monster eating little people. What could possible go wrong? …Oh yeah, they have traps!
LD33LD #3324. Aug 2015 · 22:01 UTC · 3 days after compo start by laubisch · 6
Hi everyone!
It is with great joy that we post our game here!
It is more like a prototype, because we chose the madness of developing a real NES game for this Ludum Dare 33. Yes, on Assembly. Yes, we know, we are crazy 😀
Me (Adrian, Code) and my wife (Carolina, Art) are currently learning to develop NES games as a hobby, so this LD was a great opportunity for us to strenghten our skills.
We had so much more planned for the LD version, but time ran short and we focused on having at least a playable version.
Forgive us for the bugs and not very-well ballanced game design – NES Assembly is really a pain in the a** to bugtrack, specially when we are running against the clock to get some stuff running!
But at least we delivered something – and we are very happy about it. We learned a lot and it was a fantastic experience. Developing a NES prototype from scratch in 72h may sound insane, but… no, it actually is. 😀
We got so motivaded about the results that we are going to try to keep the game updated on the GameJolt page!
Congrats to everyone that participated on this fantastic experiece that Ludum Dare always is!
LD33LD #3324. Aug 2015 · 22:03 UTC · 3 days after compo start by General · 0
After I submitted my entry about a monster in the deep, I had a good sleep, restored my mana bar and finally it’s time to check the other participants’ entries.
Since 2012 I’ve made 1500+ video reviews of indie games either as a community member of Russian-speaking community flashgamedev.ru or as a game reviewer at FGL. That’s why I’ll not just rate the games, but will rather share 3-10 minutes of how a new player (me) would play these games.
Here are the videos for the first 8 games I’ve rated:
– Socks Monster
– Earth Pocalypse
– Area 50
– Delicious cortex
– Banana eater
– Pegakitty saves the world
– Chompy
– Sea monster
I search the games to rate and review:
– among the comments to my entry
– in my twitter feed
– among all the LD entries
LD33LD #3324. Aug 2015 · 22:06 UTC · 3 days after compo start by AlexLamarche · 3
If you haven’t been participating in Ludum Dare, you’ve been making a BIG mistake. This was my first Ludum Dare and I had so much fun making my game. The whole experience of making the game under pressure was the best part. I don’t even care if my game is good or not, it was just an awesome time.
LD33LD #3324. Aug 2015 · 22:10 UTC · 3 days after compo start by kirlosev · 2
WARNING : english is not my native language so I am not very good at it yet. So if you don’t understand something – let me know in comments below – this is probably my fault
This is my first post-mortem, so it will be pretty short.
My target for this Ludum Dare was to finish anything good enough. I spent this summer trying to make something interesting and finish it. And finishing games is my worst problem, sadly. This is why Ludum Dare and game jams at all are nice.
Game jams for me is not very different comparing to how I usually work. The difference is only that I sleep less and the target game is much simpler. Working a lot of hours per day is not very healthy, but when you make what you love – you don’t worry about the time at all. I think everybody know it right?
I was afraid of making something difficult and ambitious because it’s my first attempt LD Compo, but I made a few games in a short period of time for myself. I prefer to make a simple game but polish it as much as it possible in 48h for me, because it’s just 48 hours and I don’t have a time to learn something new. So, even before the start of the event I decided to make a game I already know how to implement, because I think game jam is a time where you use what you already know to make a game. I chose next “tags” for my game : 2D, platformer or top-down, action – that’s all.
The whole development process was like in flow and I think it’s because I already knew how I should make the next step to finish the game.
I’ve even made a background song using Bosca Ceoil which is “a nice and easy to use” software by the developer of VVVVVV.
So, that’s all. Nothing very special and unique, but I really enjoy that time.
The idea:
Actually we didn’t want to participate in this ludum dare, because we didn’t “feel the theme”, but than I had a (as we think) brilliant idea:
A pacman clone, where you can play as the ghosts and take revenge for your fallen brothers and sisters.
Tools we used:
– eclipse
– GIMP
– jsfml (java binding for sfml)
– our own game library that handles basic stuff
What went good:
– All planned features were implemented!
– We made a level-designer to do more than one level (which turned out to be super handy, even if the render-code of the level-designer isn’t that performant).
– The game feels more complete and finished than the last two ones!
– There is sound! (the first game were we have sound)
– Scala (programming language) turned out to be our friend, because it allowed us to program on a more semantic level as java would.
– AI. The first game where we implemented a simple artificial intelligence. It works great, even if it could path-find faster.
– The game is hard, but somewhat fun
What went badly:
– Even though there is sound, the sounds and songs are not made by us. (You can find them here)
– We didn’t make a own font (Find it here)
– There are still one or two bugs in the game, which were not reproducible (sometimes pacman cheats and walks diagonal)
– I wasn’t at home the whole weekend and forgot to bring my timelapse-program, because of this, there is no timelapse this time!
– Although I promised that the game was playable on all platforms, it didn’t run on OSX and Linux. Note to myself: Don’t forget to test it on multiple platforms.
Overall:
We had a nice weekend, because Ludum Dare is always fun!
Lets start with the bad news. Unfortunately, we won’t be able to submit an entry this time. The gameplay is really lacking at the moment, and there is just too little time to make something fun out of it. We should have spent more time on coming up with a solid game concept.
The good news!
Of course this Ludum Dare wasn’t a waste at all! First of all, we learnt so many new things about the Unreal 4 engine. Personally, I finally figured out what the animation workflow between Blender and Unreal 4 should be like. I have wanted to learn this for the longest time, so I’m really excited I’m finally able to bring my future project to life with animations.
Secondly, this isn’t the end of the project. We just got a brilliant idea for the game and we are ready to experiment in the coming days. Follow our Twitter if you’re interested in the progress of Haunted House!
Final words
Good luck to all jammers and congratulations to all participants in the compo. I look forward to playing your entries.
LD33LD #3324. Aug 2015 · 22:29 UTC · 3 days after compo start by HThomson · 1
PROWL is finished
Very pleased that I actually managed to finish, it was pretty hit and miss at one point but I managed to get some killer code done in the last couple of minutes and avoided any unpredictable bugs popping up. So overall very happy
You’re a kid and like to be an angel with your parents, but when they are out… it’s another story.
And your parents just happen to leave you for a short while.
Kitchen.
Bathroom
Balcony with squirrels
Bedroom
Living Room
Nothing is safe from you.
I made this in a few hours using choicescript, it’s buggy so if you want to play it and the loading bar is rolling forever, press RESTART.
I spent the initial hours working around the *interesting syntax*, for example you can’t have more than 2 boolean terms in an *if statement, but once I got that sorted out, it was a real pleasure to write the logic.
In the game, available choices depend also on your state of evilness, that red and blue gauge at the top. And yes you can crank the evil all the way past the screen width.
LD33LD #3324. Aug 2015 · 22:32 UTC · 3 days after compo start by Ptolo · 1
And at the 11th hour more or less 😛
SwarmLord is complete and you should all go and check it out. I’m keen to hear how people find it and to show off the neat game assets my collaborators made, couldn’t have done it without them! 😀
LD33LD #3324. Aug 2015 · 22:35 UTC · 3 days after compo start by Rocketship · 2
Got this baby finally done. Gameplay-wise it’s very simplistic but my vision was more on the atmosphere and the feel of the game. Feel free to give it a go here!
LD33LD #3324. Aug 2015 · 22:37 UTC · 3 days after compo start by BoaHeck_ArtGent · 0
So you can actually die now. A lot of work has been done today, and “You are the Muncher” is really coming together. I’m excited to see what people think of the game too.
LD33LD #3324. Aug 2015 · 22:44 UTC · 3 days after compo start by WASDMagician · 0
Web and Desktop versions available, tried to do the embeded thing but it wasn’t working properly so it’s on itch.io instead.
Wow that was a slog, lots of tweaking, a LOT of time spent working out the AI lines of sight, I think I’m going to make a bit of a study of that, it’s interesting.
I hope I haven’t made it too difficult, that’s a problem I’ve had before xD
It’s basically an endless runner, except there’s an end (and an androgynous boss guarding it)! The game is pretty rough around the edges, but I still think it’s fun and oh-so-pretty!
We were a 3-people team working on it:
Nicolas Leroy, a gigantically awesome 2D graphics designer
My girlfriend, general organization and sound recording and much love
Me, the game hacker developer
Even though we had to scrap like half of the game content (why do we always think we’re more prepared than we actually are?!), overall, we had a lotta fun making it, especially when it came to testing it!
So check it out!
And also, what would you have added to make it better? I think we lacked content and went too far with some stuff (like dashing, it’s pretty useless right now) but I’d be happy to hear your opinion!
LD33LD #3324. Aug 2015 · 22:59 UTC · 3 days after compo start by puddelipip · 0
Ppl got sick, time disappeared in a black hole, real world came knocking and we didnt think things through enough initially, our first Jam is over and though the result perhaps isn’t too much, we’re super happy to have taken part and have learnt a load, thank you LD.
LD33LD #3324. Aug 2015 · 23:05 UTC · 3 days after compo start by boardtobits · 2
AKA I Ludum Dare’d (And I Liked It!)
I’ve seen a lot of people on here recommend game jams to new developers, and while I’ve liked the idea of jams, they didn’t seem right for me. So, I honestly wasn’t planning to participate in Ludum Dare 33. I only realized it was this weekend when another blog posted the theme on here. But a series of events led me to participate: namely a book, insomnia and a weekend alone, so I participated (the result is Greetings, Human). And I’m so glad idea.
The Idea
Friday night, I was reading The Design of Everyday Things (not a software book, but recommended if you deal with UI/player interactions at all). There was a section about cultural knowledge, and how when someone “misbehaves” in a foreign culture, they seem bizarre and uncouth. This felt like a just-close-enough concept to the LD33 theme, You Are The Monster.
Later that night, I couldn’t sleep, so I pulled out my laptop and started cobbling together a ScriptableObject that could hold pieces of alien names and gestures like “wave,” “scream” and “jump up and down.” I still wasn’t certain I was going to participate, but I figured I’d get some content down, even as a future side project.
The Project
The next morning I woke up early (yes, Greetings, Human was designed by a man with only about 3 hours sleep, that probably explains most of it). My wife was traveling for work, so I had the day to myself. I sat down and started programming.
I’d worked on menu-based games before, so setting up a series of canvases for the Assistant, the Meeting and the Codex all went pretty quickly. Likewise getting the transitions from screen to screen went pretty smoothly as well (these were all problems I’d solved in previous projects).
The big new thing was building the universe of aliens. I’m a fan of procedural generation, and this was a chance to do it with something other than a map. Each alien was built with a unique name, as well as a unique appearance, and a set of gestures. Once the algorithm was in place, it was just a matter of populating the codex with prefabs of buttons with each races index. That way, once you clicked the button, a new entry prefab would bring you the appropriate information.
I knew from the start I wanted 5 gestures per interaction, including the insulting one (if it existed) and the off-gender one (if it existed as well). The biggest trick was shuffling them each time, but ultimately I got it done.
Art & Sound
One of my other jobs is graphic design, so I wasn’t overly concerned about getting art done. I made a couple simple, sci-fi-looking boxes in the afternoon (hint: just clip a couple corners, always does the trick). The procedural aliens were kind of a nice to have, but also required me to just make 4 heads, 4 eyes, 4 noses, etc., instead of 30 different portraits. They came out looking like something between an early 2000s flash game and the Muppets, in my opinion, but they get the job done.
I took myself out of the audio category almost by default. I don’t have much background in composing or making sound effects, so I just hacked a few things together with Otomata and SFXR generators. To the people who complained the music got repetitive, you are right.
Bug-Hunting
Sunday morning was spent fixing a bug with the timers on the screens. The Update() function in Unity always just begs for trouble I find, but it’s hugely helpful for a universal timer that works across screens, as opposed to using a Coroutine, which can get sticky when trying to interact with other scripts. Utlimately, I got the game working the way I wanted it to, so I was able to upload with a few hours to spare.
Reception & The Future
As simple a concept as it is, I’m very happy with how the game turned out. It looks clean, it runs fairly bug-free (the biggest bug that was found so far was an issue when you went to play a new game after the first, which means people are running multiple play-throughs), and people appreciate that it’s not another platformer or top-down dungeon crawl. I’ll be the first to admit it’s a bit of a stretch on the theme, but whether you count that as clever or off-the-mark is up to you.
I think I’m going to pursue making this a more polished game. I feel like it could work really well on mobile devices (very touch/click focused, feels like your holding the codex in-hand). I’d also like to add much more depth to the interactions, with things like:
Multiple-gesture greetings and farewells
Unexpected schedule changes
Mistakes made by your assistant
Negotiations and small-talk
Of course, there will also be an art and sound overhaul, but the core of what makes the game stressful and fun will still be there, just better. So, ultimately, yeah, I’m very happy I did LD33; I got a whole new project out of it, and a new sense of what I can accomplish in about 48 hours.
LD33LD #3324. Aug 2015 · 23:06 UTC · 3 days after compo start by Gigaraptor · 1
Futility, my first Ludum dare game ever, is finally done. It is admittedly very hacked together but I am proud I was able to finish and weed out problems with a lot of computers.
LD33LD #3324. Aug 2015 · 23:12 UTC · 3 days after compo start by nuiguy · 0
I am really happy how Dungeon Crawler -REVERSE turned out. Currently it only has one level, but there is a full procedural level generator (based on Sebastian Lague’s Cave generator) so more levels will come post ld. Art is certainly lacking, but I tell myself it has a unique charm to it
LD33LD #3324. Aug 2015 · 23:22 UTC · 3 days after compo start by Arachne · 1
Glad to finally call this game done. This was our first Ludum Dare jam and went pretty well. We had to cut a lot of ideas (and audio) due to lack of time, but it was fun to try to make it work.
LD33LD #3324. Aug 2015 · 23:24 UTC · 3 days after compo start by chocobyte · 1
Life as a spider is hard, especially when those miner disturb your well-deserved after-dinner nap. What’s it all about that human beings go crazy because of those crystal stones? Either way, they are not wanted in my cave! But not only that, these guys have to blast all my beloved alleys. I have to be careful not to get hit by an explosion and take care of all those deadly torches… but what am I talking about, after all, I am the Monster!
PLAY NOW! or save in favourites and get your OWN well-deserved sleep first, after that exhausting but very fun weekend! 😉 Thank you & Good night
LD33LD #3324. Aug 2015 · 23:29 UTC · 3 days after compo start by pta2002 · 0
Here is my game! It’s called “In the name of science!”. Check it out here!
DISCLAIMER: Spritesheet animations were made by crumpeted!
It was all good in the lab until an experiment went horribly wrong… it turned the test subject (you) into a monster that wants revenge! But don’t worry. It’s all in the name of science after all!
WASD to move! Space to attack!
Soldiers will drop guns when killed. If you have a gun, you can shoot using the spacebar. The game also has power ups. That potion? That will heal you. Those hearts in the top left corner? Those are your lives. If you lose all of them, it’s game over. To gain more lives, pick up a heart from the floor. Score? That’s your score! The more humans you kill, the more score you have. You need a specific amount of score to be able to get to the next level. Once you’re there, keep on killing! But be careful… soldiers might have installed turrets! Attack a turret to deactivate it.
Install instructions are on the github page.
I am currently looking for someone to compile my game. If you would like to, leave a comment and I’ll try get in contact 😉
LD33LD #3324. Aug 2015 · 23:36 UTC · 3 days after compo start by mikethingsbetter · 0
This is the first LDJAM I have taken part in.
The game can be played here: http://philome.la/MJSaiger/blood-the-monster-is-you
I’m still getting my head around unity so I thought I would try my hand (more fingers) at writing a horror/thriller to fit the theme. The story has multiple choices and is very dark with themes that some may find unsettling.
LD33LD #3324. Aug 2015 · 23:38 UTC · 3 days after compo start by drakekin · 1
I made a game called Prison Break for LD33 for the theme of You are the Monster. Pre-dare, I made this snazzy spreadsheet about the top twenty candidate themes and resolved to come up with a bunch of ideas that fit each theme.
IDEAS!
I think if it had been One Rule I would have actually cried. You are the Monster wasn’t that much better (In hindsight I totally could have spun it for Asteroidblitzkrieg and should have made that game. Space nazis! Nazis in space! First Ludum Dare game banned in Germany! On second thought…) but I woke up on Saturday morning with this idea that you play a space fighter pilot in a group of fighters and a few bigger ships and you are attacking another convoy and you realise that you’re attacking unarmed civilians and you turn on your comrades. I preferred this to both Kraken Hunting (too cliche, didn’t want to do the player being a literal monster) or Black Hole (which I couldn’t actually think of a lose condition for).
Anyway, building a space combat game is something I’ve wanted to do for ages.
I also learned how to make gifs, which is neat
So I go away and I make a neat prototype where you can fly a sphere around. I roughly get the flight mechanics down. It’s kind of newtonian, but also there’s drag so things behave like people expect them to. I build some space ships and try and keep them vaguely circular to make collision detection easy. I make a UI, but it’s a bit shit because I forget how to make progress bars. I also make everything about a hundred times bigger than it needs to be, and forget what contextual information is. I built a neat thing to handle player input and AI, where the player AI just happens to know what buttons the user is pressing on their keyboard.
This was an early mock-up of what the fighter looked like. I should have stuck to my early fish theme.
Thing is, it got to about midday on day two and I barely had anything resembling a game. I was fighting endlessly with maths issues (rotation is hard!) and the fact that when I got the AI even remotely working, tiny bugs meant it occastionally completely locked up for just long enough to be completely game breaking for the player and when I fixed that the AI were 100% perfect and even being outnumbered 3-1 creative thinking on the player couldn’t beat overwhelming, perfectly accurate firepower.
Adding the “explode everyone but you” button was awful for productivity but great for (my) morale. Probably terrible for morale amongst whoever piloted those ships.
So I doubled down on making dogfighting kind of work, cludged in a bunch of things (like making collisions do damage instead of just blowing both people up, adding rockets and missiles) and making enemies respawn and adding a rough scoring system. But suddenly it was nearing 8pm and I had six hours remaining and now I was debugging weird issues where I was loading two meshes and everything was fine. Try to load in the missile mesh I’d built? Nope. Half the player model disappears and suddenly the game crashes when I try and fire a missile. Also, the game I wanted to make originally has been sacrificed on the alter of “Oh Shit I Spent Five Hours Debugging The Fact I Don’t Actually Remember How To Use Quaternions”.
There’s a whole host of features you can see on this screenshot that only make sense if you saw the entire development effort. That’s really bad. Also why did I justify that text? And what was I thinking with that capital ship design!?
Whilst I submitted with a whole three hours left, I was feeling kind of shit about both myself and my game and kind of wanted to sleep and forget everything. You see the thing about mental health issues is you don’t get to pick and choose when they burst in and go “You’re shit!”. I started the jam specifically wanting to go for the philosophical aspect of the theme and left the integration with the theme far too late (same mistake as last time) and now I was beating myself with it. I worked through the worst of it to get the game into a playable state and shoehorn some stupid story about stealing a spaceship and mowing down police GTA style to pretend it fit the theme (fooling no-one).
Certainly didn’t fool this person. (sorry for picking out your comment, colozz, and I’m honestly grateful for your feedback)
But. Despite all of this, I made a game! Worst case scenario, Prison Break and it’s thousand lines of unorganised javascript sit in a repository for the rest of time as a testament to that time I MADE A 3D SPACE DOGFIGHTING GAME IN UNDER 48 HOURS.
This feels suspiciously like tooting my own horn, but fuck it, some people said nice things about my game and I should celebrate this.
Not everyone liked my game. A fair number of people who played it had serious concerns with it (which have been in my eyes so far entirely true, I’ve not had any feedback yet that I’ve considered unfounded, mean or unconstructive, here or elsewhere). Maybe next time I’ll try and make the theme something central to the game instead of making it something you can take or leave. Also maybe next time I should consider the Jam instead.
Here’s a kitten for getting this far
Anyway, thanks for reading this (if you got this far) and a huge thank you to all the people who played my game. I’m at a bit of a disadvantage as I can only play web games in chrome right now, but I’m doing my best to play ten games a day for the next week and I’m trying to leave a helpful comment on every game I play.
LD33LD #3324. Aug 2015 · 23:42 UTC · 3 days after compo start by juaxix · 3
With this topic, “You are the monster”, I had 3 different ideas & designs:
Swamp thing
B&W art
Swamp scenary
Mechanics: hide & seek, destroy enemies (bad fellas from swamp) ,protect good people, use healing power, and so on, even grow mushrooms and collect green gas from them
Spider game:
Steampunk art with a lot of fire and storms, tornados, yeah!
Desert and volcano scene, i missed the arabic buildings, but,wtf i had no time for that
Mechanics: alien spiders –> lavalantulas! Too much power ..ok, but it could be some, more powerful, and innocent, how about a robot said my brain –> yeah, steampunk rocket-robot with rockets,there you have!
Scorpion game: the same with the spiders in (2) but with a scorpion and venom in stead of the robot
Other Crazy ideas : the sun as your enemy, fireballs from the sky, oasis, mirror images, sand warriors,…omg, so much imagination
Ah, the Politician as the monster with tentacles, robbing and killing people…
LD33LD #3324. Aug 2015 · 23:48 UTC · 3 days after compo start by Granat · 3
HUGS
Our (Vidar Nelson, Mikael Hällström and Mattias Granat) game HUGS is submitted!
The game works and is fun (at least we think so). There are some big parts we really wanted to be able to squeeze in but did not had the time to do it, as probably everybody else participating in LD ;). One important part was the policeman that was supposed to try to locate and shot the monster (you). That would have spiced up the game a lot. Another thing we wanted was some strategic sneaking and setting traps by moving furniture and such to block pathways, to be able to hug especially tricky and speedy humans. Hopefully we can amend that later on.
We had a great time making Hugs and it will be very interesting to hear what you guys think of it.
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!
———————
Hugs & kisses
V.M.M
Comments
RegularSlinky
25. Aug 2015 · 00:01 UTC
Wow. Its amazing what some people can achieve in such a short time.
LD33LD #3324. Aug 2015 · 23:50 UTC · 3 days after compo start by disperse · 0
So, I’m done. I was going to take a few hours and do the compo (Glorious Trainwrecks style) but my 7-year-old son took an interest in the process and ended up creating all the art assets for the game. The compo became a jam and I ended up spending probably around 12-18 hours over the weekend pulling together a complete game with original art, music, and sound effects.
The gameplay is basically Pac Man, but it’s short, no download necessary, and Henri’s art is great! Try it out, and best of luck with your games.
LD33LD #3324. Aug 2015 · 23:50 UTC · 3 days after compo start by freedomdown · 1
Confessions of a serial shopper:
In a world of consumerism. In a time where sales rule and the biggest discount sets you apart. One man, armed with a shopping cart and unlimited credit will reveal the shopper within all of us. Nothing will prevent him from checking off his list. Unleash the beast on unsuspecting service staff.
Press A to rush forward and bust through obstacles.
Press D to hide behind your cart and avoid the hazards of the store.
LD33LD #3324. Aug 2015 · 23:55 UTC · 3 days after compo start by Yrr · 1
Werewolf Quest is a full metroidvania beat-em-up with three bosses, that interprets the theme by building classic monster lore into a game mechanic (werewolves, moon-based powers and silver).
The art, and code are entirely custom and I’m pretty proud of it overall!
LD33LD #3324. Aug 2015 · 23:57 UTC · 3 days after compo start by DAT.NOT.MY.GAME! · 1
We could not submit, but trying several times. After click “Save” loading processed and not complete rendered page shown in end:
Comments
25. Aug 2015 · 00:03 UTC
In browser console:
Failed to load resource: net::ERR_INCOMPLETE_CHUNKED_ENCODING
NathanFlurry
25. Aug 2015 · 00:07 UTC
I had plenty of issues (I had tried to upload for about 3 hours straight) with this, but when I tried it on my iPhone, it worked… for some odd reason. And it’s not just you, I send a support email to the admin, and he said he’s been having plenty of complaints too.
Lacaranian
25. Aug 2015 · 00:09 UTC
It might be an issue with your browser cache – clearing it can sometimes help with these sort of things.
LD33LD #3325. Aug 2015 · 00:06 UTC · 4 days after compo start by GanonsSpirit · 1
This one didn’t progress as far as I would have liked, and it’s due entirely to my laziness. I spent several hours thinking about working on the game and then doing something else instead. Oh well, it’s playable at least.
What went well:
I made a turn based battle system from scratch.
I hit my target number of different enemies and allies.
I think I made a good choice in how enemy encounters work.
What didn’t go so well:
No story of any kind.
Several missing features.
I didn’t do any balancing.
There’s no boss.
Missing features:
No evolution – I intended to set it up so that the main character would evolve every few levels, letting the player choose which way to evolve. Here’s a rough chart of possible evolutions (high attack on the left, defense in the middle, and magic on the right):
Magic / Abilities – Every time you’d evolve you’d get a new ability or spell to use.
Variety in enemy and ally attacks.
An inventory more advanced than just 3 potions.
A sidequest – I was going to hide some number of maguffins that when collected would let you fight a secret boss. Not only are the maguffins not present, there’s nothing to hide them behind either.
LD33LD #3325. Aug 2015 · 00:09 UTC · 4 days after compo start by bwpdsigns · 1
My 3rd Ludum Dare game is posted for the Jam. I hoped to have it done for the compo but I got caught up in the art and the game play suffered. You’ll see that even the extra day didn’t help that. Overall for my third game I’m pretty happy with it. It will be fun to add the finishing touches and polish it up a bit. I used Phaser.io and PhotoShop. Enjoy.
LD33LD #3325. Aug 2015 · 00:09 UTC · 4 days after compo start by AAGH Games · 0
Wow, this way closer than we like to cut our deadline, but hey – we made it. Our survivor-hunting game, Dial “M” for Monster is now up for review. Making the survivors halfway competent was a nightmare!
Please give it a spin for us – we’d love hear some feedback!
Look at this attractive Cthulhu!!! Look at his pecs!!!!
OMG here’s a creature with lipstick!!! So hot! You could FALL IN LOVE!!!
This game is very funny but not appropriate for your small children. It’s much too sexy. Please play it and tell us what your favorite sexy monster is.
Hope you all had a great LD33 and learned some good stuff!
LD33LD #3325. Aug 2015 · 00:13 UTC · 4 days after compo start by Darkflint · 0
I still can´t believe it, 3-4 days ago i wasn´t sure if i really should join and now i did it. Well, it´s not really great, i had a lot of problems and you can´t even call it a game, i think. But i didn´t pull out and next time i will make it better!
Just glad i managed to made the last few things. Today was really horrible, normal workday, on the way back home i entered the wrong subway and after that a wrong bus too! Could only start 4 hours ago. But i don´t want complain, i am hust happy i did manage to finish…something… Erm, well, i think i go sleeping now^^
LD33LD #3325. Aug 2015 · 00:19 UTC · 4 days after compo start by Fallenthief · 1
Finally finished, had a great time and i’m really proud that I managed to finish a game for the jam as its my first time making something for ludum dare.
LD33LD #3325. Aug 2015 · 00:19 UTC · 4 days after compo start by FlamingKiwi · 3
With less than an hour to go, we’re done and uploaded! After some very strangle scale issues with the web player, we’ve finished G.A.ME. It lets you experience what being a part of a big games company like EA would be like, allowing you to make large decisions about potential employees and new offices and small ones about how you treat the homeless.
Here are some screenshots, showing the UI and Floppy in all his glory:
LD33LD #3325. Aug 2015 · 00:23 UTC · 4 days after compo start by Evergreen Games · 1
Phew. LD 33 is finally over. I’m looking for your opinions about my game. People have said that is good but the controls are off. I’m asking you to come play it and tell me what you think would be a better control scheme.
LD33LD #3325. Aug 2015 · 00:23 UTC · 4 days after compo start by yuigoto · 1
YEAH! I survived my 2nd LD!
The game didn’t come out quite well as I wanted, the idea came up pretty late, and I ended up doing/redoing things in the last 24hours between (lots of) work.
It was quite an experience with Clickteam Fusion and, even though unfinished, and a bit cliché, I liked the result. Particularly the SFX and music. Next time I’ll do better.
I’d like to dedicate this to my GF, because she gave me part of the inspiration by talking about the mirror and also gave me A LOT OF ENERGY to keep it up and don’t give up! I LOVE YOU, GF! ♥
LD33LD #3325. Aug 2015 · 00:24 UTC · 4 days after compo start by Molibden Studio · 1
Our third ludum dare game is done /well, ludum-done/. This time it was a little easier on the conceptual front, we came up with something that made sense quite quickly and didn’t plan anything overly ambitious /well, I [the art-person] did, but I didn’t let myself get carried away/.
The game is about trying to get, well… demonsterized. You’ve been captured, experimented on and managed to escape. Now freedom is only a quick dash away, through the dungeon/laboratory.
The code is in Free Pascal, written in Lazarus. Art is done mainly in Aseprite & /sometimes painfully frustrating/ Gimp; music in Ignite.
this is how it all started…
and here what we managed to piece together.
Can’t wait to see what everyone else has come up with! /but first, SLEEP!/
LD33LD #3325. Aug 2015 · 00:24 UTC · 4 days after compo start by fullmontis · 2
I am glad to say that I can go to sleep now.
I didn’t make it for the compo, but was still able to fit into the jam. Horray! I would have never guessed I could make it.
You can play my game, Grow, here. I think it is not nearly as good and fun as I hoped it to be, but you can give it a try anyway, and leave some feedback. Thank you guys, it was an amazing weekend and had so much fun, time to get some rest!
I feel like this is the same story every single LD. The point at which your game works completely, has EVERY feature you want, AND has some final content in is really the halfway mark.
From there you have to playtest like crazy to “find the fun”.
I feel like the wisest choice is to make a game you’re sure you can finish in just a few hours. A – you’re probably wrong and it will take longer. B – you need to allocate > 50% of your time to discovery, tuning, and adjustment.
Zombie Tactics has ~90% of the features I intended to add, but it feels empty and the fun isn’t really there. There’s a kernel of something interesting, but it’s only barely touching it instead of fully living inside it.
Smaller scope and more iteration!
LESSON LEARNED: Work with people!
I normally go solo but this time I worked with my girlfriend who provided animation and art. It was so much more fun working as a team! I hesitated at first because I wanted to enter the compo, but let’s be real – I probably wouldn’t win the compo alone, and working with people is so much more rewarding.
LD33LD #3325. Aug 2015 · 00:26 UTC · 4 days after compo start by DMajor · 0
Unfortunately it was a while before I even thought of something to do for the theme, and by then I didn’t have the time to do it, so I don’t have a submission for this time, next time will be more fruitful.
LD33LD #3325. Aug 2015 · 00:26 UTC · 4 days after compo start by BlackQuiltro · 1
First game jam ever! and it was a fantastic experience for me.
I am happy with the final result. It is a simple gameplay idea and I hope you like it. I pass the test of a couple of 10-year old children that found it fun and interesting.
I need to improve in the art department. I took the character sprites from OpenCameArt and did not have time (or the skill) to make my own (so I opt-out for graphics)
Programming was done in Godot Engine. Very good, easy to work with. Had some problems with exporting he final result, so I could not test as I wanted. Please feedback is welcome.
LD33LD #3325. Aug 2015 · 00:38 UTC · 4 days after compo start by Somfin · 0
A few people have mentioned that my game had a problem where the mac version simply didn’t work- I’m hoping that it works now. I’ve also put up a Unity player port, so hopefully Mac users can play it in their browser on GameJolt.
Take a look here:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55138
A silent predator, quick, deadly. Climbing about out of sight, waiting for your prey. That’s what you would have been, had you not been captured. Creep is a game originally thought out as a stealth game, and in the end it turned out not so stealthy, but instead as a short action game with acid and wallclimbing and other exciting things (like boxes!).
After lots of excitement such as “Oh, windows is not booting anymore” (hacking almost half the game together after suddenly losing access to photoshop and visual studio…) and other amusing stories, I’m done. It turned out very, very short, and a bit different from what I first imagined it, but hey, whatchu gon do. Creep, ladies and gentlemen.
I’m a little disappointed that none of my code actually made it into the game, but my music got in, and I spent alot of the weekend learning Unity which was great. I am confident that next time I enter a game jam, I’ll be able to contribute alot more as far as code is concerned since I’ll already know Unity somewhat.
Thanks to everyone involved and especially to Alex & ArtsTech for hosting the event.
LD33LD #3325. Aug 2015 · 00:48 UTC · 4 days after compo start by wg_phancock · 1
We did it, just in time! Our second LD entry is done, or at least as done as it’s gonna get in 3 days. Monsters like to smash stuff, right? YOU like to smash stuff, right? Hopefully nobody gets hurt.