LD33 August 21–24, 2015

Cthulhu Fhtagn : new explanation + direct link for animated gif

Hello!

I add new explanations for Cthulhu Ftagn, and also a direct link for those who want Cthulhu animated gif.

I will definitely put a post compo online version next week. If you have any suggestions you want to see in the future game, do not hesitate to say : I am new to the computer, but I am in the board game creation for long ago, even though I do not have yet been published, I used to take into account the opinion of the testers

chtulu 1

Further development?

It seems like people liked my game.

The question is : “Should I continue working at it?”

If you didn’t see my game here is the link:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56119

I’ll wait for comments.

If the answer is “yes” then you can follow the development at my twitter: @indieAlchemist.

Thank you.

Comments

31. Aug 2015 · 12:22 UTC
I’d say no, unless you redesign it (no the art but the gameplay and monolog).

Honestly if you really want to make a full length indie platformer you need something really special or pretentious since it’s already been done in a thousand ways. Just for reference the last successfull indie platformer was Braid.

Post-mortem thoughts

Some post-mortem thoughts. I think the theme “You are the Monster” has been the most fruitful and interesting from all the Ludum Dares I have been participating. So far I have seen really interesting implementations of the theme in graphics, story and gameplay. And lot of warnings before the games 😀

About our game. I feel kind of sad that some people are not getting the joke of the story and how it’s part of the theme. Our main character is human who want’s to bone every species in the universe. All the ladies look more or less like monsters, but the real monster of the game is the main character who is willing to do or say anything just to get laid. I feel little like spoiling the game when I write this down, but meh…

Anyway. Here’s a beating heart for you all. It has been a great Ludumdare, Keep on making awesome games!

HeartBeat

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=30979

Ogre Ball is now an Esport.

36526-shot0-1440372481.jpg-eq-900-500

Just kidding, but we made a silly fun physics game where you throw humans around into eachothers’ baskets (attached to your back), the strategy is to fling humans off of the wall and into your opponents back. The person with 3 humans in their basket loses. Come play?

Comments

x2l2
01. Sep 2015 · 16:43 UTC
Come tonight !

Come to the ogre sight !

Come to the ogre….. ball…… fight

Some webgl improvements for Sunset Monster

Hi!

I’ve been working on the webgl version, and now Sunset Monster doesn’t have scrolling bars, so it’s fully playable inside the iframe directly on the web.

Using firefox it seems to be playable without any problem, but on chrome and safari, when you press the arrow keys, the web scrolls up and down, so if it’s your case, just press the fullscreen button.

Sorry for the inconvenience, and have a nice play!! 😉

You can play SunsetMonster here

0009

My Cup of Fury – Gameplay Video

Most people have commented about how difficult it is to play my game.

For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.

Tags: angry, badphysics, balancing, burn, compo, Cup, fire, flamethrower, flying, Fury, gameplay, hovering, LD #33, ldjam, monster, physics, red, Saucer, unity, Victim, video, youtube

The Kraken – Post Mortem

Starting almost a day late, I suddenly had a fun idea for a game that would fit the theme just right: Playing a giant Kraken in the ocean, destroying passing boats!

The KrakenPlay the game

I instantly knew how I wanted it to look, but just like my last entry, it really took me out of my comfort zone – which is risky for such a short amount of time, but also makes it much more interesting for me personally.

The good parts:

  • I’ve made some pixel-art before, but never did I create such large sprites. I also wanted to recreate a somewhat Game Boy Advance looking style. In the end, I’m really satisfied with the looks.
  • I was already familiar with the tools I used, so development itself was pretty straightforward, without any unexpected technical difficulties.
  • I started with the graphics first, so even until the very last hours, I was unsure if I could even get a playable version of this done. I did!

The bad parts:

  • I started with the graphics first. While I knew how I wanted the game to look, I only had a vague idea of how it would actually play. Originally, I had some multi-sprite tentacles in mind, that you would fling at the boats with your cursor, but I was really unsure if I could get that implemented within time. Long story short: I couldn’t. With literally 4 hours left before the deadline, I had to get the most basic gameplay in as possible.
  • No sound effects.

Conclusion:

When trying multiple new things at the same time, it can be hard to determine how much time each segment will take, and sometimes compromises need to be made. And even if I’m not exactly satisfied with the gameplay, it was still a fun little project that taught me a lot. Also, being part of the community by chatting, or just watching other people developing is always super enjoyable.

So I hope you had a good time, and take a minute to check out my game – And make sure to comment, so I can play your game as well :)

 

Forest Monster waits you

Hi friends. You can test my project here. This is my contribution for Ludum Dare 33. I did a little casual game with a monster (but cute) frog which is trying to catch all flies around it. In order to move, click on the screen and frog follows the last point which has been selected. But be careful because you must avoid all bombs and catch some bonus so as to decrease time flow. I did three game modes – Arcade, Timer and Zen. For the first time I created my own track with SoundTrap. Bye ++

ForestMonster02

Hydra Confusion Post Mortem

hydraconfusion

For the first time in our 4 entries to Ludum Dare, we managed to jam at the same location – at least for one day. Funnily enough, that took some time off our development time as we first had to fight an only partially working monitor – the first monster to overcome. Now to …

… the good

  • Idea and gameplay. I think managing hydra heads with different types lead to an interesting gameplay and we are quite happy about that.
  • Using libgdx and ashley. It helps to use things you are already familiar with and use library code you already created for other games. As ashley is concerned, we are still experimenting with it and component based programming is quite new to us (although already experimenting with it in LD32). The general design and organisation of code can be especially challenging.
  • Graphics. The overall graphics and aesthetics are a plus for us. We both are no designers so everything that does not let you want to rip your eyes out is a win. (and takes a long time to create)

… the ok

  • Game progression. As the jam went on and time flew by, there was no way we could implement enemies to spawn heads by damage as originally intended. So we settled  for the easy way (the programming hooks were already there) and spawn heads on mistakes which added a nice snowballing effect. But we should have also made something score bound as the comments suggested because a good player will actually have to make mistakes on purpose to get a more challenging experience.

… and the bad

  • Clearly sound & (the non-existent) music. It just was not enough time to search for good sounds or hope for the best in bfxr. To be honest, for us sound is the hardest thing to do.
  • Fixing weird hotkey behavior in browsers. Especially the search-as-you-type feature in Firefox was a pita to deal with. As a quick and dirty post jam fix, we catch all key presses on the page which to be honest is quite irritating (no tab, F5 … we could filter them but i think it will do for now)

Concepts

hydraconfusion_concept1

What is this thing?

hydraconfusion_concept2

Evolution of hydra

Conclusion

As always, it was a great fun to take part in a #LDJAM. There is always a lot to learn. Don’t forget to try and rate our game.

See you next time!

A Saucer, some Cows, and some Soldiers

My game Saucer turned out to be my best Ludum Dare game thus far, and for a couple of reasons:

  • I stuck to my goal of keeping things simple
  • I stuck to my goal of not trying too many new things

Trying completely new things in past LD’s had me learn a ton, but produced some not-so-good games along the way, and it feels really nice to finally present a polished game for this LD. It was also shocking that I finished 2 hours before the end of the compo, which has never happened!  For all that joined me at my live stream, thank you all so much and the game would not be what it is without you!

33942-shot0-1440375205.png-eq-900-500 Check out SAUCER and PLAY IT here!

I also have a full TIMELAPSE of the development process HERE!

First time: it is in spanish

First time is always dificil:

DIA 2:

the game: ludumdare.com/compo/ludum-dare-33/?action=preview&uid=52094

Tags: Predator Hood

In Depth Code Walkthrough – The Wrath of Gandhi

 

I made video where I described line-by-line the source code for my game The Wrath of Gandhi.  Check it out!

The Wrath of Gandhi

 

I was inspired by projects like Handmade Hero and Jai where people demonstrate their coding decisions and style in specific detail so others can learn and compare their own.

If anyone else made a video like this let me know in the comments and I’ll go watch it!

Looking For Recommended Unity Games

First Came The Thinking, Then Came The Jamming, Then Came The Playing, Now Comes The Learning

So I have Jammed and made a game and am playing through the ones I can with the little spare time I have and probably won’t play all 2700! So I am prioritizing playing Compo entries and the people who have left comments on mine. Which means there are lots of games I am just missing and some will be great and some I will want to read the source of and learn how they made such an awesome game. So I am asking for a little help, Unity is my drug of choice so which of the games using Unity can I learn most from?

Platformer, puzzler, tower defense, 3D,2D its unimportant, I just want to learn so Jam or Compo please point me in the direction of the games I should be playing, and reading the code for and absorbing into my small but growing understanding of making games.

If you built one yourself or played one that showed a great level of polish drop its name (or even better a link) in my comments and I will take a look.

Comments

lanestp
31. Aug 2015 · 19:33 UTC
My Unity project is pretty darn good if I do say so, it’s Compo so it was just little old me and 100% from scratch. It has cutscenes too!
31. Aug 2015 · 20:11 UTC
If you’re into a strange and innovative Jam game, there’s Can I Haz Monsters?

Did you write interactive fiction? Submit to sub-Q!

unnamed

Hey all! If you (like me) cranked out a lovely piece of interactive fiction for Ludum Dare, consider submitting to sub-Q! It’s a literary magazine for interactive fiction, and we pay authors and developers for original work and reprints.

 

We are seeking works of speculative fiction (fantasy, sci-fi, horror, magic realism). We’re open to hypertext pieces (made in Twine, Choicescript, Inkle, etc.) and parser-based work (made in Inform, TADS, etc.).

If you’ve got a piece from this Dare, an earlier work, or something that you’re just finishing up now, we’d love to see it! Give us your best and brightest.

For more info on our rates and guidelines, you can find our submission page here: https://sub-q.com/about/submissions/

Thanks!

‘Not Enough Souls’ Post Mortem and Bugfixed Version!

First off, The Bug Fixed/Post Compo Version
NES

Gamejolt or Itch.io

Now, the Post-Mortem

Originally, about a week before the start of Ludum Dare was when I decided 100% on making a game this time around. I aim to every single Ludum Dare, but can only ever push myself into finishing the game through a tremendous amount of effort. Originally I was detoured from this jam thinking that I was going to have to work alone in the solo competition, but a bit before the start of the jam is when ??? (The same artist I worked with on my Ludum Dare 33 gane)decided to join forces once again to complete a game.

Fast forward to the start of the competition, and things already start off a bit unfortunate since I was not around for the theme announcement or for about an hour afterwards. When I returned though is when things really began. Our original game concept was simply an anti-platformer of sorts where things that would traditionally be helpful would harm you and things that would normally harm you would help you.
It changed so drastically do to a miscommunication error (the game needed some kind of unique mechanic to it), and ???’s going to sleep right after I returned. By the time he woke up enough work had been done that it wasn’t worth changing to a different idea.

For all of day 1, the game seemed pretty hopeless with the only real attacking mechanic being a very long lock on air attack. Not a lot of art or deep thought came out of that day, but a lot of the base engine was there by the time I woke up on day 2.

On day 2 I started to get a lot more of the enemies and structure in, and added in the mele combat system. This, as well as a drastic speedup is what really made the game go from terrible to awesome in my opinion. Kaz also started to grow quite fond of the game. By the end of Day 2 majority of art was done, all mechanics, and all enemies.

Day 3 was just the polish and finalize day. I worked out the waves (which I’m terribly sorry I messed up so bad), the menu (which I’m terribly sorry I messed up so bad), and the sounds (which I’m terribly sorry I didn’t have time for music).

And just like that, through all of the stress, I had completed another Ludum Dare(with help from ??? of course).  I can’t lie and say that  it went perfectly smooth or that I was 100% happy with the final product, but I do think that to date it is one of my funnest games, and definitely worth checking out!

Shameless Plug To Play And Vote On The LD Version
9732-shot0-1440466030.png-eq-900-500

Additional Screenshots

Gamejolt Screenshot2

Gamejolt Screenshot4

 

Post Mortem

So Ludum Dare #33 lies behind us now, and I take the chance to write a quick follow-up of how this all turned out for me.

There is also a timelapse video of Virus‘ development:

The Preparation

I didn’t prepare much this time. No basic games to get back into the whole process, not many commits to my engine.
What was important though was that I made a list of ideas for the 20 final themes, which helped me a lot in getting creative and was quite a bit of fun, too.

The First Night

I forgot to commit final but crucial changes to my engine, which I consider would be cheating since then I would be the only one with access to that code. I noticed my mistake very late, and after documenting and committing everything there were only about two hours of sleep left.

When I woke up and started Eclipse as well as my timelapse software, I noticed the latter didn’t really work. Everything looked JPEG-ish, even though I had set it to PNG. I spent the last seven minutes before the theme announcement quickly building my own timelapse script, just to realize the original software did work correctly… Anyway.

I was not happy with “You Are The Monster”. Not at all. I mean, I knew that the chance for it was high, but still. I ended up making my biggest mistake, not sticking to the idea I had prepared beforehand. I wanted to do something atmospheric, something calm, like flying a bird. There was my idea – you play an eagle, which looks friendly at first glance, but for something like a mouse an eagle is quite the monster.

I built awesome flying mechanics (really, they deserve to be called “awesome”), made the textures, and put it all together into a lovely little eagle. It would even sit down when you flew it to the ground!
Unfortunately, after spending around six hours on that, I had no idea what to do with it.

My eagle

After sleeping a little, 14 hours in, I gave up. Back to my original idea: playing as a virus that infects all of humanity.

Starting Over

Progress came fast, since I had mostly the whole thing in mind from the start. In just a few hours, the basics were already done, although it was still far from a game.
In the evening that day, I took a break from coding and started with:

The Music

I am bad at making music, there’s no doubt about it. Partly because of my missing experience, I guess – this was the second time I ever made something for real.
It isn’t what you’d expect when you think of the word “music”, it’s rather some disturbed synthesizer sounds with a heavy focus on drums. Those are the only two things I am not that bad at. It turned out OK.

Want to listen to it? Play my game!

Making It A Game

After tuning the music to my satisfaction, I added the progress minimap, tweaked the gameplay and added the main opponent: vaccine production.

I also changed the background to a non-static one, with a pseudo perspective on the houses. Very proud of that!

Final look at Virus

Voice Acting

I appear to be surprisingly good at voice acting. It was my first time to ever narrate anything, and I only did one single recording, but it turned out very well!
One hour of effects work to make it sound like some highly-disturbed walkie-talkie transmission, and suddenly my game got a lot better.

Testing & Fine Tuning

Obviously, when you have played such a simple game for a few hours, you get really good at it. That is a problem, because as the developer, you have had to play it over and over again, which means you don’t know how hard or easy it is for someone starting from the beginning. That is where I got other people involved, basically just playing the game and reporting back how it worked for them.
Then followed lots of fine tuning, since the game turned out a lot harder than I had thought.

After one of them managed to win, I called it a success and submitted my game.

My Overall Experience

This Ludum Dare was absolutely great. I had a bad start, but after that, everything went very smoothly and I am happy with the outcome.

The way I did it this time appears to be how I should always handle game jams in the future. Giving everything you have drains a lot of energy, and you lose more than you gain. If you do this in a more relaxed way, you are not exhausted and get to do more.

  • If you haven’t yet, you can view my entry here: Virus
  • The development is available on YouTube, sped up to just over 5 minutes: Timelapse
  • And please vote :-)

Thanks for reading,
JangoBrick

Tags: animated gif, compo, java, LD33, post-mortem, postmortem, timelapse, virus

More tiles

I’m currently working on enabling different sets of tiles based on dungeon depth. Until something failed, of course :-)
You can play and rate my entry HERE

Shit happens

Shit happens

Tags: ldjam, roguelike, SSTP

Seasons Post-Mortem

Graham Dolle(Artist, Coder, Co-designer)

I would like to take some time to talk about the game we made for this Ludum Dare. I worked with my girlfriend on this LD as I did with the last. We started out wanting to make a game about alien planets and exploration in the form a twine-style game, but after thinking about the work division and the amount of work it would take we decided to make a puzzle game in Unity instead.

The game all began with one game design doc…but it’s more of just a doodle

IMG_1321

sdf

 

so from the beginning we head a decent idea of how the game would work. As we went through I slowly added more mechanics and more structure. The First night we really didnt do anything but plan because i had to work. The second night though…I stayed up the whole night writing the map loading code and all the mechanics. The next day we hung out at a barnes and noble in Baltimore and made some levels and tightened up some code. Then that monday we finished up the levels and did some vfx and format stuff(menus etc.). This game came out really well and it was super easy and fun to make so we’ll be working on it more. Many of the bugs and short comings of the jam version have been worked out this past week. Anyways, not a long post-mortem, but feel free to ask me any questions on twitter or here @cbear_wallis <3 and try out the game

 

Bailey Carroll(Co-designer, Musician)

Our first idea for the jam was a text-based game about a space explorer whose race is dying and needs to get to a planet that has the main ingredient for a cure. I did a whole bunch of pre-writing for this game, and we brainstormed a ton before realizing the game we hoped to make was just too big and would take more than a few days to make. That being said, we quickly changed our whole look on the jam. Knowing from the start that we didn’t want to follow the theme, we decided to make a different take on the game we made for the last Ludum Dare entitled Garden State.

Since I don’t code at all, my job was mostly planning out the game and coming up with quirky ideas for levels. Roadblocks or water-sources that would fit into each season were a must considering our only ideas were water drops and stones when we started our original planning. Both Graham and I were able to meet up only on one occasion during the making of the game, which proved to be both vital and awful; vital because of the work we were able to do together and awful because we should have spent another day together just planning it. Not having another day to just work on the game was our biggest roadblock in my opinion. The game was my first introduction to level design and I was faced with a lot of problems along the way that would have been easily resolved if Graham and I were together. All in all, however, my only regret is not putting in more flower puns. Flower puns make everything much better.

<3 try out the game <3

Monsters Under the Bed Post Mortem

Third Ludum Dare for me. You learn something every time. My first LD went surprisingly well, the second one was not so great. This third one went pretty well. Play and Rate it here.

MUB3

The Theme

The theme didn’t really give me ton of ideas like the last two. I was thinking of a Godzilla-like game where you had to destroy houses, but it didn’t seem like a very interesting mechanic, or at least I couldn’t envision much around it. So I started thinking, what do monsters do or where are they anyway. So the in-the-closet and the under-the-bed idea was born. It was pretty clear form the start that Godzilla or under the bed games would be plenty. Oh well.

Learn from the Past

MUB4It’s clear I’ve learned a lot from previous LDs. I’ve been ok with time management usually, although last time I got hung up on physics bugs and coding menus to no end. This time, I went back to basics and decided the menus should be last, and as simple as possible. Apart from the mouse sensitivity option I didn’t actually code much into UI, although the buttons at the top of the game are technically Unity UI buttons. The main menu is just mouse raycast detection against the 3D scene.

The other thing I learned in last LD,MUB5 is that creating a quick bitmap for a UI element can be a really easy way to clean up the UI. So the buttons at the top became pictures of the cubes, with icons on them. It just looks so much more polished.

Goals

Do more art work. Use Blender more instead of basic 3D shapes in Unity – those are also easier to texture. And so I did. The toys are all made in Blender with my limited skills, and then textured using Paint and Gimp. I wouldn’t say the game has top of the line graphics, but it’s an improvement over last time. And even with the limited amount of 3D models, the game looks a lot more polished from a graphics point of view then my previous LD entries. Ok, the baby is still made up of Unity primitives… but I had it in as a prototype and it just worked somehow, I didn’t want to replace it.

MUB1            MUB6

Another goal was to not repeat last LD’s mistake of getting hung up on a specific issue. I think I was just lucky I didn’t really run into anything. I didn’t find any major bugs that I couldn’t solve in a minute or two.

Anything bad? … anything?

Not really, actually. I was kind of ahead of where I was in last LDs already on Saturday by noon. I did music early (usually a last-minute effort here), already had some levels. So I actually spent some more time making a few more models and texturing them. A power outage cost me a few hours, but it wasn’t a big deal. You could argue that could have been another level or two. Which brings me to the usual bad thing, I could have had more levels.

So overall, from a personal standpoint I consider this my best LD entry to date. But that’s kind of the point maybe, each LD should be a bit better…

Play and rate Monsters Under the Bed

 

 

50 games rated!

Well… I just rated fifty games! So… I decided to write little summary of most memorable entries.

 

Path of a Psychopath

What i liked?

Well… Story was pretty neat. I really loved how main “hero” sees humans. Like bunch of stupid sheeps. That idea itself was pretty brilliant. If you liked strong stories, try this one!

 

The Most Boring Game Ever

What i liked?

…. Everything 😀 This game is just perfect!

Monster Discrimination Simulator

What i liked?

Well… Pretty much everything. Lots of people complained about difficulty. But i, as a oldschool gamer think, difficulty of this game is pretty entertaining! If you liked VVVV(?V) .. You know what i mean…   You wil probably like this game too

Grave

What i liked?

Well… Pretty much everything. Gameplay was smooth, animations beautiful and overall pretty high! One of my candidates for top 10!

 

You Have Been Found Guilty

What i liked?

Well.. This game has amazing art. And… Werewolves. I love werewolves.

B(L)OB

 

What i liked?

Art was pretty amazing and slime is really sexy in this game 😀 . Also, almost fully destrictible enviroment :3 Sweet!

 

 

And…

 

What next?

Now is time for another 50 games 😀 If you have some tips, just past them in comments. Also, if you not played my game yet, try it

HERE

 

Our Game Sly Slime Has Been Reviewed By Button Masher Bros

Thank you @ButtonMasherBro! I’m glad you played and reviewed our game. It’s my pleasure watching all of you guys play our game (also died a lot due to the insane difficulty level LOL)!

 

 

Besides, if you still haven’t played our game, please check it below:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55414

Cheers!

Tags: game, jam, LD33, unity3d

LD33 PICKED BY GB VOL-6

Hi, My name is Bruce Guo and I will share some findings in today’s rating.

You can drop your entry in comments and I will review them, (though it may takes some time)

VOL-5 VOL-4  VOL-3  VOL-2  VOL-1


The Troll’s Toll

by baykush_figtree

The design is perfect! Please play again after the end, you will notice the suggestions:

Why you have a ability to throw bottles?

And what is the red thing around neck? A tie? Does a troll wears a tie?

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=32955


The Monster Inside

by Random Seed Games

Film Noir styled story. The art is so lovable!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=16933


I am Death and Fire

by derr

The best flying fire dragon game in LD33 that I rated, so far.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55643


Greetings, Human

by boardtobits

All kinds of aliens coming to earth and you must choose the right way to great them.

You need to check the in-game reference (a lot), it is so humorous.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57679


Hero Mate

by Lancelot Gao

You are a monster but who says that monster can’t help the hero? By being stepped?

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=3035


Loveless : a multiplayer story

by Mark Venturelli

Developer will design the next part of the game based on the massive players’ choices in the game.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=26269


Can I Haz Monsters?

by Omiya Games

Imagine you are baby learning new words. The more words you learn the more you can understand and express.

This game is about the collecting words and making a sentence.

This is experimental!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=20557


Space Invadees

by lanestp

Well, a reversed Space Invaders. You control the swarm above.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=49246


Mini Tar’s Chair Stompin’ Extravaganza!

by ILoveToJam

Who is the monster that broke the chairs in the office?

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=53515


The Supper

by jrhee

A reversed detective game! Kill everyone without being suspected!

AND THEN THERE WERE NONE!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55500


Shark

by camlang

Very nice shark game! It is always bloody with sharks in game?

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=34675


Grave

by uheartbeast

Very cool action game! Rare to see in a jam!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54849


VOL-5 VOL-4  VOL-3  VOL-2  VOL-1

BIG BAD WOLF Post-jam version Update 1

If you’ve played my game, I wanted to let you know that I’ve updated it with some new fancy stuff. If you haven’t, now is a good time! :)

What is new:

  • 4 new levels at the start of the game, which serve the purpose of teaching how to play
  • Better interface
  • Score screen at the end of each level
  • Rebalanced some levels

What I’m working on next:

  • Slow motion. Not sure yet when to activate it? When the explosion is huge? semi-randomly? You can watch it in action below
  • Do the game need a menu? Not sure but I’m thinking about it
  • I’ll try and make a new level every day and add them in the weekend
  • Remove boring levels

If you have an opinion of what’s missing to the game, please tell me in the comments (or in the game page), or on twitter at @allinlabs


Play & Rate BIG BAD WOLF

https://mtc.cdn.vine.co/r/videos_h264high/26CFBCE9FF1250238689750720512_SW_WEBM_144105429867391be28c4f7.mp4

Comments

Denis347
01. Sep 2015 · 12:01 UTC
Hey. I just wanted to ask, if there’s any chance you could share your unity project of this awesome game. It seems like I (or other Unity beginners or even advanced users) could learn a lot from this one, since it looks like a very polished and fun game.
08. Jan 2019 · 19:19 UTC

Let’s Play ‘The Mammoth: A Cave Painting’

Hey,

we uploaded an uncommented Let’s Play video of our game ‘The Mammoth: A Cave Painting‘.

First video upload of this kind for us so please let us know if you have any feedback! :)

Please also consider playing and rating our game here if you haven’t done so already:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56968

Thanks a lot,
David
inbetweengames

Tags: LD33, ldjam, letsplay

Memory of a Pshycopath

Wallpaper1Above is a HD Wallpaper of our game: Memory of a Psychopath. Click Here to download the wallpaper.

Play the game here and see what happens to Robert Garyson.

 button

 

Milky Helps People – Postmortem

Milky Helps people is a logic puzzle game. (Timelapse here.)

milky6

You have to place devices in the grid, according to some rules:

  • You need to place exactly one device in every group of tiles
  • When two devices line up, they automatically connect to each other. Each device must be connected to exactly one other device in the same row, and exactly one other device in the same column.

The solution to the above puzzle is as follows:

milky7

But the puzzles quickly get more complex.

milky8

In later levels, the game adds barriers that prevent connections from going through, making the puzzles more complex.

The puzzles are motivated by a story told in the form of a picture book with audio narration. The story is that Milky always likes being helpful, but sometimes he finds that he could be more helpful if he was just a little bit bigger. So he has to operate the professor’s devices to collect some mangosteen juice, a powerful substance that will make him bigger. But every time he gets big enough to solve one problem, a new problem arises that requires him to be even bigger.

milky9 milky2

What went well: puzzle rules

I usually make a puzzle game. My Ludum Dare 32 entry, Wellbeing (game, postmortem), had rules that enabled me to design some satisfying puzzles (I think the most satisfying puzzles are “smooth” – you can chip away at them piece by piece). I was pleased with Wellbeing’s puzzles… except the rules were kind of complex and confusing. Some players were put off in the first three levels while the rules were being explained. So, for LD33 I worked hard to come up with puzzle rules with a balance between simple enough to be easily understood and complex enough to allow me to design satisfying puzzles. Even when I had rules I thought were completely clear, when I showed it to my friend Brian Corr (who has entered LD in the past but didn’t have the time this time) he pointed out and helped to clear up some ambiguities. I haven’t had complaints about confusing rules this time so the plan seems to have succeeded!

Wellbeing had a storyline that branches depending on how you solve one of the puzzles. That went down well with players, so I decided to take it a step further: this game has two endings; once you’ve decided which ending you want, the solution of the final puzzle is determined uniquely. Well, I’m pleased with myself, even if you don’t like it.

What went badly: stylistic incongruity

Some players enjoyed both the story and the gameplay but felt that they seemed unrelated. I think that a big factor in this is the visual style. The puzzles are displayed in a clean, abstract way, and the story is told with some sketchy picture book drawings. If the puzzles were displayed in the same sketchy style, with a few mangosteen fruits here and there, players would have swallowed the connection more easily. But making sketchily-drawn tiles line up properly would have taken a lot of work, so there’s a trade-off to be made here.

Notes on how long tasks took

Going over my timelapse, I made some notes on how long certain tasks took. Naturally YMMV but perhaps these numbers give an idea of how much content it’s possible to create in a given time frame.

  • Recording and editing the 5 minutes of narrative took about 1h20m, while drawing the corresponding art took nearly 5h. (Not counting the in-puzzle art)
  • The 5 minutes of music took about 2h to make, all up.
  • I didn’t write a line of code for the first 4h30m…. I was thinking up puzzle rules and puzzles, and planning everything out on paper. Is that weird?
  • I planned the game out giving myself 10h of contingency time, i.e. planned to be done by 1am Melbourne time, and actually finished at 7am. So… good decision.

Comments

01. Sep 2015 · 13:24 UTC
I loved your game! The puzzles were fantastic and the difficulty was just right. Nice post-mortem too, I think you’re right about the disparity in the styles.

I’m still working on improving my entry, Someone stole the Princess!

Looks like tileset usage based on depth is working. Of course, now I need to actually draw (or look for some CC) new tiles. These are the planned tilesets:

  1. Depth 10 & 9- The Lair
  2. Depth 8 & 7 – The Crystal Caves
  3. Depth 6 & 5 – The Sunken Ship (don’t ask)
  4. Depth 4 & 3 – The Underground Forest
  5. Depth 2 & 1 – The Basement
  6. Depth 0 – The Town
The excellent DawnLike tileset. Just need drawing wall intersections.

The excellent DawnLike tileset. Just need drawing wall intersections.

Once I finish preparing the tiles (I might alternate drawing tiles with programming some of the planned features) I’ll add all these changes to the post-jam version.

Tags: ldjam, roguelike, SSTP

Clinical Trial – This is all we can show you.

Enjoy an exclusive SPOILER-FREE screenshot from our jam entry Clinical Trial.

Clinical_03

Unfortunately this is all we can show you without altering your experience.

If you have a 5 min. check it out and play it. We promise you won’t forget it.

Scaring 9 to 5 – Post-Mortem

Play the game here

Initial Design

Our discussion began with ‘Monsters, inc.’. We liked the idea of scaring being the daily grind and removing any horror aspects of the game going down a more ‘Theme Hospital’ route. We then continued the discussion along this path and decided that in place of a hospital we had to start with the classic haunted house. You would collect screams to sell and use the money to buy more scare props to set up in the rooms.

This was all sounding great to us but we started to think it may be a bit out of scope for 72 hours, so we tweaked it to have static props and map, but the player had to manually set off traps while avoiding being seen (he was too adorable to scare and nervous as it was his first job). This would also make the gameplay a little less ‘tower defence’ and make the game feel more dynamic. What could go wrong?

IMG_0492

Final Outcome

Due to poor planning we ended up having to remove the stealth aspect of the game, which meant the player in the world was slightly redundant so we also removed him.

FullSizeRender

What we were left with is a game where victims (teens) look around the house, where you need to scare them to earn points. Using the correct theme to match a victim’s fears will gain extra points and increase their fear level. The points you get are relative to the players fear level (which increase the more you scare them, till they run away) and whether or not you match their fear. When victims have seen all the rooms they will leave, the aim is to have as many points as possible before they all leave.

The Good

Screenshot (4)

  • Visuals – The game makes good use of post processing effects to create a distinctive art style and make the game stand out. An effect we’re very happy with is our funky (scaling) walls, while primarily there to benefit the players’ view of the game, they give the house an organic feel which really brings it to life.
  • Playable Game – Ignoring any quality issues we still produced a playable game that suffered from very few bugs and none that were game breaking. While it’s a small accomplishment we’re always pleased that we were able to produce something that works (compiles, is playable etc.).
  • Social Media – This isn’t quite related to the game we made, but as a fledgling company we are always trying to improve our social media presence. We managed to get a decent number of impressions as well as some new followers (we love you guys, are you reading this? Hello?). In addition to this it’s also more data for us to use to identify the best way to communicate using social media (in this case twitter).
  • New Tools – In this Jam we used two tools for the first time: Mixamo Fuse and ProCore’s Prototype. Both of these ended up providing results we were happy with as neither of us are 3d modellers. While it take a little time to get accustomed to the software it’s always nice to use a jam to experiment with a new set of tools.

The Bad

  • Priorities – We started off well and quickly agreed on the core concept for our game, however from there we didn’t prioritize the task required well to meet an MVP (Minimal Viable Product) or in a manner that would allow us to easily cut content that wasn’t core to our concept. This ended up with us not having a playable game until the final day, at this point we then had to cut other gameplay content leaving the game a little bare and with very little time for testing and tweaking. As we have suspected this has been mentioned in early feedback that both gameplay elements are light and user feedback needs improving.
  • Gameplay – This is pretty a simple one to evaluate, as mentioned above it is too light on gameplay elements and what the game does contain is not well communicated to the player. The initial design felt like it had a lot more substance and potentially we ended up removing the wrong elements from the game in order to get the game done in time.

 

And The Conclusion

Having looked at what we made and all the feedback we have gotten (thanks guys), we’re actually quite disappointed with the result of this jam. We have have discussed internally what we feel we need to change and it seems the consensus is that we need to prioritise gameplay over everything and really double down on it. We’ve seen a few comments along the lines of “looks cool, but I have no idea what I’m doing.”.It’s great that people like the visuals, but we’d rather be seeing “super fun, but looks a bit dodgy.”.

With that in mind we plan to implement some hard rules in our next jam and identify an MVP and then the stretch goals beyond that. The MVP will only have white boxing or primitive/representative art so that we can focus on gameplay. As a studio we’re currently looking for an artist, so potentially resolving that problem may help us better divide and organize the tasks out in jams.

That was a little bit doom and gloom, while we’re disappointed with outcome we still loved the process, and it’s been really awesome to see all the games everyone else has made and special thanks to everyone who played and rated the game (especially all that gave feedback).

 

Comments

01. Sep 2015 · 18:57 UTC
Your original idea of a “theme hospital-like” haunted house is awesome brilliant and I would buy it in a heartbeat! Good luck to you!

Do you want to see how this can evolve?

So many votes, so many comments! I’m suppa happy right now guys! You are all great! Yesterday I decided that if I would have got at least 100 comments (in that moment I were at 83 votes, now I’m at 96!!!) and I had reached one of the Top 100  lists based on the categories , I would have developed a better and greater version of my game, B(L)OB, starting from zero!!!
Now I feel so close to this goal.. I hope you guys really enjoyed my game! Now the future of B(L)OB is only in your hands! RATE B(L)OB TODAY, FOR A BETTER TOMORROW! 😀

PLAY HERE!

 

And please, tell me your opinion ;D

Awesome Ludum Dare Games!

Hey guys, this is quite honestly my time participating in a Ludum Dare game jam and boy is this so much fun. Not only did I manage to accomplish something great, but I also get to play so many unique and beautiful games! Seriously,  it’s awesome to see so many creative minds expressing themselves and I just wanted to take the time to express just a few games that I’ve enjoyed thus far.

 

Super Snake Time

49637-shot0-1440469328.png-eq-900-500

This is simply a fun little game, in this you play as a bunch of piranha plants

who are attempting to eat a bunch of Marios. It’s a fun game and gave me some good laughs.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=49637

Morally Upright Siren

34309-shot0-1440333159.png-eq-900-500

In this game you play a siren who must guide boats to safety with your voice. And I actually do mean your voice, prior that this game requires you need a mic in order to sing to the boats. You will have to play around with a few settings in the game to get it functioning, but trust me it’s worth the price of entry.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=34309

Monster Pizza

13960-shot0-1440379621.png-eq-900-500

Oh my gosh Monster Pizza… This game is a blast! You play as a giant dinosaur (Who looks like Raptar, imo) who must deliver pizzas all over town without causing as much collateral damage as possible. Playing this game made me laugh extremely hard as I hit building after building by pure accident.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=13960

That’s just a few games that I’ve enjoyed thus far, I definitely want to cover more games in future post.

Anyway, I’ll catch you all later. Happy LD33 😀

Tactical Superiority – Post-Jam V.1.1: Sounds!

Screen4

Play it here

The first Post-Jam version is now out! Had some technical difficulties with the web builds (HTML5 build has terrible audio support and itch.io didn’t like the Unity web build for some reason) so now there aren’t any! Desktop builds all the way, eh.

Do try and rate the jam build as well will ya?

Tags: audio, LD33, mech, mecha, post-jam, sounds, tactical superiority, update

Post-Jam: Added a fancy health-bar

We didn't managed it to draw and code a fancy health-bar in time.
 After some complaints about that, we decided to make one "Post-Mortem".
here you go:

screenshot new healthbar

 

If you haven't played our game yet, your can do it here.
 We had a lot of fun this Ludum Dare and we hope you also have fun playing our little game.
 Feel free to rate and comment, we appreciate your feedback.

 

 

Tags: art update, jam, LD33, Post, post-mortem, update

LD29 Game Completed and Released on Google Play!

 

 

 

featureimage

 

Hey Everybody! I’ve had to skip the last couple of Ludum Dares to work on more long term projects. I am, however, happy to announce that a completed version of my first LD game is available on Google Play! Way back in April 2014 I made this prototype for LD29. It wasn’t great, and it was really sloppy, but it was my first “game”, and I was happy to have finished it.

I have since completed a much better version of it for android devices, called Doug: The Endless Digger. It combines elements of Mr. Driller with the controls of Canabalt. There is a free version here, and a $1 ad free version here. Give it a play, and let me know what you think with a review, or in the comments here!

 

dougdigsdemo6

Comments

01. Sep 2015 · 21:41 UTC
Not compatible with tablets?

Timelapse and postmortem: “You are them, on s.t.e.r.”

Let’s start this post off with a video showing me constantly hitting myself in the face while trying to create something (music for the video by the amazing Dan Terminus):

I had always wanted to write a postmortem after a LD, but never got around to actually doing it, so instead of writing nothing again I decided to just write a tiny postmortem this time.
So, this was my 7th Ludum Dare. It was, as always, a whole lot of fun, I learned a lot and it was pretty exhausting. Business as usual.
What was different for me this time, is that it was also kind of frustrating. I had a lot of problems that took too much time solving. The main cause for this is probably that I went 3D this time and that I had not really prepared for that.
I had huge problems with the workflow between Blender and Unity. An example for that: 5 hours before the end of the compo I decided to rework the model for my turrets, just a tiny little bit so it looks better. Unity did not overwrite the model on the turret prefab, so I thought: Okay, I’ll just place it on the prefab and see if it works and after that I can still revert this. Well, there was some kind of warning that I don’t remember exactly, but I think it was a little unclear stating what would happen, so I continued. The end result was that all of my turrets (and I have quite a lot of them) didn’t work anymore and I had to place them all anew, which took quite a bit of time that was then missing for polishing and balancing.
Due to my unpreparedness I had to watch tutorials on how to animate a model in Blender while the competition was running, which is something that should really be done in advance. Had I already known how everything worked I would’ve saved a couple of hours.
Well, thanks to all these time consuming things, I feel like I have not put enough effort into what really matters and am thus not completely satisfied with how the game turned out. The narrative could’ve used some more work, the balancing is suboptimal to say the least, the game does not look good and the music is just one chord progression and one melody, which I am most sad about since I love working on the music, but there was just not enough time.
All in all though, the game is not that bad and I guess I learned even more than in previous LDs due to trying something new. So as a result I am already looking forward to the next one and I hope I’ll remember to be better prepared than this time around.

 
Here, have a screenshot and a link to the game and thanks for your attention!
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=24534

24534-shot0-1440379600

Boblar’s Ascension, how it became (postmortem)

Boblar

I’ve got to say working tireless hours for a game is good experience for anyone, didn’t really expect to learn this much in one weekend. Boblar’s Ascension is my first Ludum Dare game (and also first game I have tried to make others play).

First day:

I was going to participate in local game creating club for the ludum dare event. My first thought was something along: “I’ll just tag along with some team and see how it goes”. After chatting with couple of the other devs, I decided that “I have my own game idea and I’ll roll it on my own, thanks for the support guys”. Afterwards I just went home with the idea of game where you try to pollute the planet while making as much profits as you can. I also wanted to have annoying rich guy with voice on the game so Boblar came alive. During the first game design moments I had created grid with different tile types, pollution counter & the basic gameplay. The pollution was very hard to control in the beginning and the tileart was…well over 9000 hours spent on photoshop! (1 minute per tile~)

How the game looked after the first day:

 

Second day:

During the second day I got helpful volunteers (fiancee) to draw boblar’s figure. After baiting some time I also managed to get some ending pictures for the game from her. I also discussed with other person (panda) about the tileset and she wanted to give it a try. Afterwards I added some better looking tiles to game, boblar’s face, camera moving & road pathing check (activating factories with towns).

 

Third day:

On monday I realized that the game must be finished soon. So I did the voice over for Boblar and tweaked the pollution and income system a little bit. I also upgraded the last of tiles to match the other tiles (had mixed original bad ones and some good ones made by panda). After submitting the game I was really done from all the work. After resting for a good deal I realized I also had to vote for games! (which I did for sometime)

 

Afterthought:

First thought about the whole jam is: “cut all the features you have in mind to finish the game”. In the beginning I planned on doing something like treehuggers wanting to destroy the factories while you were activating em and you had to protect em with tanks or something. I also wished to make some mines for mountains but that also had to be cut out. Forests could have also reduced pollution and…well the list goes on. I am definetly going to participate on december when next jam is being held!

PS. I also realized my game doesn’t run in good deal of computers…Great point to think about when creating next game.

 

boblar's kick

And lastly the shameless self promoting :)

If you wish to try boblar’s ascension then click Boblar’s Ascension

LD33 After Thoughts

View post on imgur.com

Going in –

Starting my 2nd ludum dare competition was something I didn’t know if I would do or not. I had spent very little time looking into how to use any tools or if I would be able to make something worth presenting. I made something for the warmup weekend though and it made me more confident in that I knew I could get SOMETHING made that would at least be good experience. I worked on relearning some basic pixel art, audio tools, and Gdevelop. I knew I hadn’t prepared enough for anything with real coding so I went with that. I spent most of my week learning how to use my tools effectively and read up on some tips and tricks. On the night before the release of the theme I took the final 20 submissions and brain stormed ideas for about 3/4ths of them. Luckily for me the one that got chose was one I had a decent idea for. I also knew this time around to try and make a game that is short and simple, because there are thousands of others they still have to play.

 

Good –

View post on imgur.com

I feel like I learned a lot about the tools I used before hand with the warmup and that gave me the skills I needed to make something simple for LD33. The tool Gdevelop is surprisingly robust for something that requires 0 coding and with it easily exporting to web and being a small file it makes it perfect for a weekend game project. I lucked out with this tool because it was exactly what I needed to counter my early on lack of preparation.

View post on imgur.com

The gameplay turned out better than I could of hoped for because I worked out the major glitches early on and even managed to find a quirky physics system in Gdevelop that adds that extra humor value. I know I love games with ridiculous physics and when I was tossing knights around and making them bounce off each other I knew I had to leave it in. Based on the comments I’ve gotten it has been a crowd pleaser.

 

The art and music turned out pretty well too despite what I thought. I am horrible with music so I tried to keep it a simple beat and I think I succeeded in making it tolerable. The art is simple but I think I followed the basic rules of pixel art well enough that it doesn’t look terrible. I’ve seen some other games so far that blow me away with how they got such a good look in 48-72 hours though.

 

Bad –

I had intended for this game to be pretty different than how it turned out and some limitations of the tools I used and my own lack of experience were the downfall of me. I feel like I made a decent game for the competition but it could of been much better had I prepared.

View post on imgur.com

I decided that ceiling traps were a bit too much like LD32 with it being an unconventional weapon, also it would of taken a lot of time from refining what I did have ready.

View post on imgur.com

The ideas I had were great but unfortunately I was unable to do more than a basic attack. I had the assets and code for the throwing axe but it made the knights go a little buggy so I scrapped it because I knew it would be a headache to debug it in just 6 hours.

View post on imgur.com

I had a cool idea for an easter egg where if you continue to play and die over and over the sprite degrades until you are a token and it gives you a game over with no replay. I decided to scrap that because wow would that of been awful to do with 1 day left. I did make the last one though where there are two different death screens.

 

Next time –

I really want to learn enough of Unity to make something with it for LD34. I am working on learning C# and I think it should be easy enough with my previous scripting/programming experience. One of the other things I would love to work on is my pixel art, because I feel gameplay, art, and sound are the key aspects of any game.

This time I went for the compo because I knew I could finish in the time limit and to be honest I still had hours to spare and just submitted early. Next time I might try to find some people to work with and do the Jam instead because teams seem to produce the best quality overall.

 

Overall I enjoyed LD33 and playing the games others have made, if you haven’t seen mine yet please give it a try, it’s quick and worth a few minutes of your time c:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=51253

Updates/ Devour post-mortem

So, today, due to lack of ideas for games, I think I am going to touch up my game (or maybe rework it) to the point of it being actually enjoyable. The reviews so far seem okay, but I know that I can do better. I will not release this before the voting ends, because that’s cheating, but I think that the game still has some potential to be great. :)

First Person Giant Monster Game Post-Mortem

Just wrote a post-mortem for my LD33 game First Person Giant Monster Game which you can view on my blog.

Also, for those who haven’t played/rated it yet, click here to have a go. I’m also still looking for more games to play/rate so click here to submit your game and I’ll get round to playing/rating them as soon as possible.

Tags: LD33, post-mortem, postmortem, Unreal Engine 4

Corruption-5 Post-mortem

What was I trying to do?

I wanted to make a fancy, pretty and awesome little platform adventure game with a story. It was going to be full of mechanics and puzzles, there was going to be loads of art and content. Last Ludum Dare I made < 2 minutes of content and so I wanted to do… more.

In terms of gameplay, each time the character goes through a teleporter, they become slightly more messed up and lose abilities. Shooting, jumping… they become slower and eventually begin being obviously very ill indeed. This was going to make solving each level harder.


Screenshot 2015-08-29 23.36.10

And did you succeed?

Sort of. I implemented all the mechanics: I had an NPC, a whole bunch of interactions for the player and NPC, a monster, buttons, lifts/elevators, doors, teleporters and I’d managed to do over 100 individual frames of animation for all the different versions of the player and the entity. That consumed a day and a half. Technically there is loads of stuff here.

But.

The audio was a rush. I struggled to compose decent music for this, so what I ended up with was one short little ambient thing instead of the specific music for each level I originally planned. I think it works… just.

I also had no time at all for background tiles. I ended up doing crude, basic tiles that I hoped would at least look consistent in terms of style but I’m unbelievably disappointed by how simplistic the levels look. Even the fancy post-processing shaders and lighting weren’t enough to compensate.

Finally… I didn’t have enough time to do the levels that I wanted. There was always going to be 5 levels, one for each part of the story, but with time running out I was forced to make levels 2 to 5 really just about the important story beat for that particular stage of the character’s journey without any of the additional puzzles I’d hoped to put in.

There must be some good, yeah?

Totally. Corruption-5 was made with my own “Hexr” game engine especially for WebGL and my own level editor. Making this game made me realise how inadequate my tools really were for creating content quickly and so since then I’ve done major work on them which is priceless as far as I’m concerned.

I’m also really pleased with the animation and sprite work which was a massive improvement on my last game.

rudolph

I also think that while the game is short (it takes about 5 minutes to play) it feels complete. I was able to tell a story just using the simple mechanics I had in place and all in all I think the result is a pretty enjoyable and fun little experience perfectly suited to Ludum Dare.

What about a post-compo version?

Screenshot 2015-09-02 14.53.36

Yeah I sort of started working on it but I think actually there’s not much point now. This is more like what I hoped the compo version would be but perhaps it’s better just to chalk it up to experience and leave it at that.

Next time then?

I don’t know what the verdict is going to be for this game but I suspect it’ll be difficult to do better than my last game… but that’s okay. I’m moving on.

Next time though the important lesson is this: Fewer mechanics, more content. Making a bunch of mechanics which you then don’t have time to use in levels is a stupid waste. Also: Fewer sprites, more background art.

I wish now to play this “game” so that I may judge it.

Gulp.

 

Tags: ld33 postmortem

Timelapse

Timelapse of my Ludum Dare 33 game. The game turned more into an interactive storybook than an actual game, but at least it was better than my previous entry 😀

Timelapse added + multiplayer + stability fix version

We just pushed a new version of our LD33 jam entry “Human Zoo”. This fix a crash in the HTML5 version when playing for several minute and going out of memory. We also give the offline solo “.exe” version and a multiplayer version. With this version, you can play multiplayer on the same machine, in lan, or through the web. We played a bit of the multiplayer, and its fun to compete or cooperate. You can grab a stunned player either to save him or to put him back in the cage. Playing the game yourself in multiplayer give a lot of emergent ideas. Let us know if you had fun !

Human Zoo

We also recorded a timelapse while making graphics :

Tags: bugfix, jam, LD33, timelapse

How I planned Ludum Dare and what went totally wrong

A confession first: the subject and the mechanics of my Twine story for this Ludum Dare were decided and thought way before the theme voting started. It was going to be a story about the life of an ethically-challenged guy and a game about telling other characters tre truth or some lie and getting away with it.

twine

This was my game after 2.5 hour of work.

My intention was adapting the idea to the theme once it was announced. This was really a crazy bet: some of the most arcade-oriented themes would have forced me out of this Ludum Dare. Fortunately, You are the monster was the best theme for me, since my head was already full of storylines that allowed the character to become a child psycho, a teen womanizer or an adult corrupt leader.

Since I knew what I was going to do, I had a luxury that many participants lack: I could plan. This plan, that I laid down using Todoist, was the only game-related thing I did before the compo. It was also the most important thing I did.

 

First step: adapt idea to the theme.

I allocated 30 minutes for this, but used more like 30 seconds.

 

Second step: configure environment.

Not that Twine has a lot to configure, but I created a git repository. I also used the Twee2 tool to write Twine from a text editor, which had been released in alpha 3 days before. Twine writers: check it out.

 

Third step: code the game logic.

I allocated 5 hours for that, thinking that it would take 4. This is a hypertext game and the logic is absurdly simple, right? I spent 6.30 hours: 162.5% of my initial estimation.

hofstadters_law-355x239

Got image from http://ghiasi.org/2013/10/hofstadters-law/

First I worked fast enough, but then all the silly details like making sure variables are given a value at the beginning so there’s never a division by zero started raining on me. By the time I finished, I was a bit down. I had no idea what was coming.

 

Fourth step: put a debug method in

Twine has its own debug mode, but apart from that I wrote a footer passage that printed all the variables in a readable way. Twine writers: do this. And don’t forget to remove it.

 

Fifth step: write an awful lot of text

This is where everything derailed. I estimated 10 to 15 minutes to write each scene, averaging 200 words, no revisions, no care about style, just churn the bastards out. With that I expected to hit 50 scenes with ample time to rest. I wrote down the ideas for the storylines and started writing the story.

That night I had 13 scenes. Each one was taking 30 minutes at the very shortest: I was generating content 3 times slower than planned.

22 Twine passages. I'm writing way too slow. I'm not sure what I will be able to get done in time. #ludumdare #ldjam pic.twitter.com/K8AUZ32jVr

— Pseudavid Menti (@pseudavid) August 23, 2015

Why? Well, did I mention that I’m not a native English speaker? But that was a lesser problem than actually making up the story. Not having a tight plot but vignettes scattered across the whole life of the character left lots of room for improvisation, but my writing skills simply didn’t cut it. Hofstadter’s Law again.

Since content was needed for the player to appreciate the gameplay, I was in serious trouble.

 

Sixth step: polish the CSS a bit

Very easy part and a relief from the stajanovist story hell I had written myself into. Twine authors: Google web fonts are your friends.

 

Seventh step: write another awful lot of text

Until I broke down and thought of quitting. It wasn’t going forward.

 

Eighth step: lay down and plan again

feet-449163_1280

This saved my game.

When you’re so behind schedule that the schedule is going to go round the world and get you from the back, is taking a long rest at bed a fine idea?

Yes sir. I did and it saved my game.

All the time I had been writing from a loose and fuzzy list of story ideas. I had no measure of progress, no indicator of completion. That was what took my energy away.

So I lay down on the bed and thought of what I had left. I went through all my story ideas, fleshed them out and divided them into scenes. Then I went back to Twine, created the empty passages, went back to bed, thought of another block.

It took 2 hours but at the end I knew exactly what I was going to do.

 

Ninth step: write according to plan

Now I wasn’t just churning out content: I was filling some empty boxes. When all were filled, I would have a mininum viable game. A completion indicator totally changed my attitude. Soon I was writing the best and fastest text in the game. I knew when and how I was going to make it, and now it was only a matter of physical resistance.

Two hours before the deadline I finished the minimum planned game and could take some time to add extra content.

 

Tenth step: wrap it up and upload

Hint: Hosfstadter’s Law again! IT TAKES LONGER THAN EXPECTED.

The final Twine with its glorious 44 passages.

The final Twine with its glorious 44 passages.

A conclussion

I wrote some conclussions about content and jams here and here.

Had I not planned in advance, I would have not overcome the insecurity when I saw everything taking twice as long as expected.

I finally couldn’t test the game thoroughly. I barely found one bug, but the gameplay is not quite balanced and according to comments most players like the game but don’t get quite what they were expecting.

Yesterday I removed all the code, counted the words of actual game text and was totally amazed to find out that I had written 8,500 words. Lots more than I believed, quite long by Twine’s standards. I think that the biggest problem with my game is that it’s too short.

Tags: interactive fiction, Twine

The Monster Way – Post Mortem

There is our Post Mortem for The Monster Way, careful spoilers inside !

The game is right here if you haven’t test it yet.

 

About a month ago Anna and I decided to do the next LDJam together with a textual adventure enhanced by Anna’s artworks and some musics. The fun part was that in between she is went back to India and I am living in France. So it will be a long-distance jam which in our mind felt pretty cool.

A week before the event I started to prepare tools so as to be ready to begin on saturday morning: a private channel on my Slack to talk and share the LDJam with Leo Marius (http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43978), technical researches about how to add images and sounds to a choicescript game (our awesome game engine! https://www.choiceofgames.com/) and tweak some visual parameters (colors, backgrounds… ).

We also knew that we would be in office on the monday, so the jam will be a barely 2 days and a half.

On the saturday morning I was up at 5.30am (french time) to the skype rendezvous, but Anna was about an hour an half late so I started reading and thinking about the theme and I came up with an idea not amazing or very innovative in my mind but simply “doable” and fun.

At last Anna arrived on skype and we started talking about the theme, I shared my idea with her and she surprisingly thought it was cool!

So we took about an half-hour to build the game’s ideas: you play the final boss of a dungeon, you have to kill heroes, and between fights you have take care of your lair and try to not get bored by the loneliness of your status. We run for 4 fights and 3 “break time”, and an ending with a mirror thingy and finally a portrait of your monster based on your choices. No sounds nor musics, because… I guess we both knew that we wouldn’t have time to properly do it.

Then we started to work.

It was simple and pretty vague but at the time it seems quite sufficient.

 

My main goal of the day was to make the storyline, build the choices and the situations to give Anna characters, objects and rooms that she would design. As I started the writing, Anna worked on a couple of rough concept art to visualise the art style of the game. She decided to go for a dark background, monochrome line art, to keep it simple given the number of illustrations to do.

On my previous LD game (Escape The Killer) I had built the game as I was writing it, when an idea came, I would instantly change everything previously written and build upon it it in the following stages of the game. So planning (the story, the choices), writing (describing situations and dialogues) and building (coding the game) were then completely entwined.

But this time, I started writing and planning, and when noon arrived I was barely writing the first break time and I couldn’t keep up with the Anna’s rhythm. So I pushed forward the planning and let entire sections empty to give Anna the elements of the story she would need. Sadly I think that the cohesion of the writing took a huge hit because of that. At the end of the day, I had 2 fights and a waiting time partially done.

Because of the time difference I finish the day alone (Anna is 3 hours and a half ahead of me) with a serious fear that I might not be able to finish the game. I came the sunday morning with two plans to finish the game:

First, make the 3 first fights and end up with a “To be continued” screen with a joke or something like “You are not the monster, we are. Because we haven’t finished the story. Sorry, better luck next time! Kiss kiss”.

Second option, cut a chapter (one fight and one break time) and go straight to writing of the final fight, which was a problem because I had then no idea of who will be the hero (who must be special) and how the “mirror thingy” will actually leads to the defeat of the monster. Also the beginning of the game was, at this point, not playable (lots of branches not connecting), most of the game mechanics and most images weren’t in place, and the painful main door feature was only half implemented (yes, the door can be closed, open, destroyed by you or by the heroes, rebuilt fully or partially… Basically, the door joke went too far for our own good).

In short I was really worried.

 

Anna and I chose the second option: go straight for the last fight and skip the third fight (too sad, she had already drawn the two alternative heroes of the 3rd fight!). That was the best choice, ending with a “To be continued” screen would have been to deceptive for everyone I guess.

troll

 

Here is the third “hero” who should have attacked the lair of the monster.

 

I decided in the morning that Jenny Everywhere would be the best fit to beat our villain. Luckily Anna agreed to the idea to use her with the dream twist to conclude the game smoothly.

At noon I was beginning the writing of the last fight, it kept me busy until the evening running out of time, my girlfriend accepted to write two secondary story branches that were still unfinished, saving me two hours of work. Following her advice, I also decided to use a final easy story trick to close the game and save a bit of time.

Anna ended the last essential pictures we needed to complete the game and go back home. She was jamming at her office to use the internet connection which is way better than her home’s. She wished she had more time to draw the minions and more illustrations but at least the main stuff were done: 34 illustrations, plus the framed version for the achievements!

By the end of the day I had filled the voids of the choices and most of the game was in place. I was glad that most of the writing was done cause I was about to ran out of ideas to make new path and new items for the monster.

 

Because we were both working on monday, Anna devoted her free time to proofread the game and I mostly assembled the pieces together (add missing images and missing conditions), clear bugs (the main door took me a complete hour, to finally make things a bit simpler), make the ending screen and achievements.

An hour before submitting the game I began to write the ending little “poem”, who wasn’t supposed to be a poem at all, but a paragraph describing roughly attributes of the monster. I put it together quickly and submitted it.

 

Looking back, the planning phase was certainly too light, despite the simple story plot. I didn’t really manage to really have the story in mind and to keep it focused, so the game is a bit chaotic and overflowed by itself. Which is finally a fun and joyful part of it.

I realise that a lot of paths and a lot of characters kind of leads automatically to a lot of writing just to keep the story on tracks, but sometimes too superficially. Small jokes became completely time consuming (like that stupid door, that was introduced initially only because Anna drew an open door in the first concept art!). And I didn’t expect it to cause that much delays on the games mechanics and on the drawing.

Luckily Anna wasn’t bottlenecked on the illustrations even if it went close!

 

The very good part of this Ludum Dare was that we were on the same page all along and we were both very aware of the priorities of the development. And also we did finish a playable game in time so, hey! Kuddos to us!

 

It was a really fun experience, exhausting one but truly a new step. The distance was in my opinion playing for us because it somehow forced us to take some time to rest and relax.

 

Thanks for playing the game, and thanks to all participants of this LD33.

Tags: html5, jam, post-mortem, postmortem

Persistence Pays Off – A Dial “M” for Monster Retrospective

Heya everyone. I’m Budaniel, the artist and programmer for AAGH Games, and this is a retrospective for our LD33 entry, Dial “M” for Monster. This was both the most challenging and the most rewarding Ludum Dare of the four we have entered thus far, so I’m going to tell our tale of troubled development in this Dial “M” for Monster Retrospective.

This kind of going to be a long one, but hopefully it’s an interesting read.

Friday: The First Night (and the days leading up to it)

I was psyched to get this Ludum Dare under way for a few weeks, but as the days counted down I got more and more distracted, to the point where, on the evening the theme was to be announced, I was so far from prepared that I was worried if we would get anything done at all. I usually have all of my tools ready and tested by that point and our live streaming setup has been configured already. This time I was scrambling to get it all in place by 9 PM that Friday.

When the theme was finally announced, our live stream kicked off and we got to work brainstorming. I’m personally of the opinion that the theme itself is never a hurdle – if you can’t think of something interesting to go with a theme, you’re not trying hard enough. In the first 30 minutes we rattled off a list of concepts what constitutes a monster, things like older/younger siblings, politicians, aliens, dai-kaiju, and more. The concept we settled on was rather mundane (a monster lurking in the woods hunting survivors) but our ultimate goal was anything but – we wanted our survivors to collect tools and materials to build a shelter, all while trying to stay fed, hydrated, warm, and safe. This meant a working survivor AI, and that was something we – and I in particular as the programmer – had not done before.

Things went about as well as you would expect from someone making an AI like this from scratch for the first time ever on a 72 hour deadline – progress completely stalled. The first four or so hours were making the survivors run from the monster, approach the fire, and locate nearby any food. We started with just one survivor for simplicity’s sake, and even that presented so many challenges. We adjourned that night with little more than a monster that moved and caused survivors to flee, which was way less than we wanted.

Progress at the end of Friday

Progress at the End of Friday


 

Saturday: Long Days and Delirium

We picked back up late on Saturday because I overslept after the previous night’s debacle. I spent the first hour or so making the survivors seek food and then retreat to the heat and safety of the fire. We –and our viewers on the livestream – marveled at the sheer stupidity of our survivors AI, to the point that we were thinking of making that the selling point, thinking of names like “Dunces with Wolves” and “Darwin in Action,” with the plot being that you’re validated in hunting them because if they’re stupid enough to wander into the woods without being able to take care of themselves, then they deserve what’s coming to them.

At the time we were using basic letters to signify everything from the fire to the trees. We talked about the graphics we were planning to replace them with, such as what kind of monster we actually were, when one of our viewers insisted that we keep the text-based aesthetic. After some deliberation, we agreed to keep it, but only after I touched it up some.

Around midday I passed our project over to Floata, our musician/level designer to lay out the map while I took a break and distressed. When I got it back that evening the map was complete, which was good, but now it was time to resume work on the gameplay, which was less so. We again live streamed our work, to an apparent vacuum. It was actually probably a good thing we didn’t have a lot of viewers, because I was so tired that I was making dumb, sometimes crass jokes and Floata was mumble-grumping through most of it. We did manage to get the four planned survivors on the screen together at last, and we finally got them foraging for food and avoiding the monster. Unfortunately that was as far as we got this night before we had to call it until the next day.

Progress at the end of Saturday

Progress at the end of Saturday


 

Sunday: Where It All Breaks

This was the day where I was sure that we weren’t going to finish on time. We started early (skipping the live streaming since we were struggling so much) and the first thing we did was christen the game with a name. Since we were committed to the art style (and therefore the monster looking like the letter M), we decided to name it Dial “M” for Monster. Our original logo looked like this.

logo1

We got to work trying to make the AI protect itself from the monster. We originally had the survivors hunting tools to make a gun but like so many other pieces of the project, that didn’t make the cut due to time constraints, so they were all armed with knives and arrows instead. Way too much time was wasted getting the survivors to shoot at the monster (instead of every which way), but that was nothing compared to getting the survivors to explore more of the map. Originally there were just four survivors, and they were all grouped around the central fire, meaning that 90% of our huge map went largely unused. I decided to lay out a “breadcrumb” trail for them to follow in the form of (invisible) dots that would guide them from place to place. It was terribly finicky to work with, placing them just right so they were neither too close to each other/food/fires or too far away to be detected, but I eventually got it working somewhat. What I really didn’t want was for them to wander a randomly selected direction – I wanted them to follow the paths through the trees to more food or the next fire.

That took most of Sunday, but once that was done, we figured we were in the clear as far as basic mechanics. Sure, we had to cut the survivor item collection and base building, and yeah they weren’t as skilled as we would have liked, but we had the gist of our vision working. Or so we thought – it was at this point it all went to hell.

Whenever we tried to rapidly attack a survivor, the game would lock up the browser, forcing us to crash said browser to get it to close. We figured it had to do with hammering on the spacebar, so we tried various fixes. We tried delaying the monster’s attack speed to only accept attacks every 2 seconds. We tried changing the attack key to something other than spacebar. We tried removing the “slashed” hit animation on the survivors. We tried making the attacking happen on contact rather than via a button press. Nothing worked. Every time we aggressively attacked the survivors, the game froze. We didn’t find any sort of fix on Sunday, so the problem had to get rolled over to Monday. The only positives from Sunday were a redrawn logo (to the one currently in the game), a working GUI and updated visuals (even if they weren’t in the game yet). Here’s a comparison chart of the old graphics to the new/current ones, showing the progress that was made (click the picture for full size).

DMFM-visualevolution

Progress at the end of Sunday

Progress at the end of Sunday


 

Monday: I Love It when a Plan Comes Together

Monday was another early start, and with just over 11 hours before the deadline, we had to get this crashing ironed out. While we brainstormed on how to fix it, I made the end credits and instruction screens (if there’s one thing we’ve learned over our years of making games, it’s to never assume anything is obvious to the player, so explain as much of the game to them as possible), plus we finally got Floata’s music in the game, complete with a mute button (another lesson we have learned is that a lot of people would rather listen to their own music – or the TV, or a movie – so always give them the option to silence the game).

We fought the problem until after 4 PM, or five hours to the deadline, making no progress. I was getting frustrated and was just about to compile a playable copy for Floata and some other testers to try when I had an idea for one last test: remove the “panic state” from the survivors that caused them to turn and run from the monster. I made the change without taking time to test it, compiled a build and sent it for testing before going to eat dinner. When I get back from dinner, Floata and our primary tester had both gotten back to me with the following update: the game wasn’t freezing the browser anymore, but the survivors were now ruthless killers that stuck to the monster with a vengeance.

The problem had been found – it was the survivors’ panic state that caused them to try and flip 180 degrees and run. The issue was that as long as the monster was nearby – which it had to be to try and spam the attack command – the survivors were firing their panic state behavior every tick, and that was overloading the game in short order.

It took us probably an hour to fully replace the panic state with something that didn’t crash the game but didn’t have the survivors latch on the monster and murder it almost instantly, but now we had a working, non-crashing game. A last-minute decision was made to move from four, individually colored survivors to four packs of three single-colored survivor packs. We stuck them around different fires, colored the fires slightly to match their pack color, and took the game down to the deadline as I added one more small touch that I thought would look cool – the fires of each pack going out when you wiped out their entire group. This proved to be a challenge and I just finished it up with about 75 minutes left. Floata and I then played it through, beat it a few times, lost on purpose a few times, and agreed it was as done as it would get, so we sent it in and the rest is in the hands of all of you fine folks.

Progress at the end of Monday

Progress at the end of Monday


 

And thus ends the retrospective of Dial “M” for Monster. Give it a go, if you haven’t already. We didn’t quite reach our ambitious goals, but it turned out well and we’re quite happy with the result. Thanks for reading!

logo2nClick to play Dial “M” for Monster

Tags: LD33, post morem, stencyl

Wrecking Blob Postmortem

LD33 Wrecking Blob Screen

Click here for Wrecking Blob.

Ludum Dare 33 has been a great learning experience for me. Over the course of the jam and afterwards, I made a number of observations about the quality of my game development process and my abilities as a developer. This is my postmortem.

What Worked

Simplicity

Making a new game is an exciting opportunity, and ambitious projects tend to be the most fun to brainstorm. However, ambition tends to lead to complexity making those ideas risky. With so little time, game jams are not where I would reach for the stars.  

Finishing a project (as finished as a jam project can be) is more enjoyable to me than working on something and ending with nothing to show. Having experienced both results, I chose a simple idea as I felt that was key in completing my group’s project last Ludum Dare. I believe this choice made development easier, smoother, and more fun. I’m glad I went with a basic idea, and I will do so again next Ludum Dare.

Working Alone

Generally, I try to be part of a team for game jams. I have limited art, music, and sound skills, so having people to cover those areas makes for more well-rounded products. Plus, working in a team is good practical experience, but perhaps most importantly, it’s fun to make games with friends.

This Ludum Dare I was flying solo, and while I no longer had access to quality assets, there were a few benefits. Being the sole developer gave me complete creative control. Working on exactly what I wanted was more creatively rewarding than when I worked on a team. Not only that, I was free to experiment and learn in the areas of game development in which I was most interested. I don’t prefer to work alone, but sometimes, it can be refreshing.

Don’t Sweat the Small Stuff

Game jams are short affairs. One can only accomplish so much, and there are more issues to deal with than time allows. Knowing when to let bugs slide or move on from polishing a texture or particle effect is important to maximize productivity.

In my game, the player can move around during the fade in and out level transition allowing them to interact with objects. Ideally, I would have fixed this, but I figured that players were unlikely to notice. This bug wasn’t game-breaking either, so I left it as is. The time I could have spent trying to fix it, I instead used to flesh out and improve more important parts of the game. I felt I did well making these types of decisions and will keep them in mind next jam.

What Didn’t Work

Simplicity

Simplicity was helpful, but it also hurt development. The idea I went with wasn’t particularly exciting, so my motivation was lower than it may have been with a more ambitious and complex idea. Also, the way I envisioned the implementation seemed quick, leading me to underestimate the time I needed to work. As a result, I took it easy the first day, and that low productivity damaged the potential quality of the game.

Working Alone

While working alone gave me total creative control, it also limited the project’s overall creativity. Simply put, two minds are greater than one. Having more than one brain to come up with ideas even just during development would likely have made for a better final product.

Additionally, the accountability of working with another person was gone. This lowered my motivation, which compounded with the other motivational issues I mentioned above. Now that I’m aware of this, I believe I can mitigate this problem next time I work alone if I handle the issue below.

Lack of Scheduling

Game jams are informal events, and I try to have fun with them. I don’t find making a schedule and deadlines particularly fun, so I didn’t bother with them. If I had, I think I would have not only been more productive but also had more fun.

With just an impromptu task list to guide me, I went with the flow and worked on whatever motivated me or gave me a clear idea for implementation. Unfortunately, those two conditions were not always true. As said earlier, I felt I had plenty of time to work with, and when I did not feel ready to jump into a task, I would take a break till I was ready to get back to it. This lasted for the first day and a half, when I started to feel like time was catching up with me. Ultimately, I finished the basic gameplay a few hours before the deadline. By not working harder earlier, I only had that short remaining time to make levels, and the game reflects that.

This outcome disappointed me, and the rush to scrape together levels was not enjoyable. Making a schedule would have helped keep me on track to work harder earlier. With deadlines to work towards, I would have had a better idea of when I was falling behind. I believe these changes would have ultimately made for a more enjoyable and fulfilling development experience in spite of the initial drudgery.

Room to Improve

I’ve been working on and off with Unreal Engine 4 to prototype some game ideas, but I’ve never gone through the packaging process or looked into resource management. When I first packaged my game for submission, I was quite surprised to find it taking up over 500MB. There was no way I could expect users to download a game that size. Fortunately, the documentation explained a mistake I had made in including hundreds of unused assets when I first created my project. After taking steps to fix this, I was able to shrink the package down to 100MB, which is still large but at least not unreasonable. Now that I’ve realized this could be an issue, I will look into further steps to keep file sizes low.

LD33 Pack Size Before

LD33 Pack Size After

 

I didn’t experience slowdown on my end while developing Wrecking Blob, but several players reported it in the comments. I’ve never worried about slowdown in the past, but it looks like I need to start being conscientious of resource management so everyone can have stable performance.

One easy improvement I could have made to Wrecking Blob would have been to make the player model a blob instead of a sphere. However, I don’t know a thing about modeling, so even  something that basic is beyond me. I believe, with just a little knowledge, making a blob would be a simple task. Learning the basics of a modeling program, Blender perhaps, would allow me to make such a model, and then I could make glorious programmer models for my other 3D projects.

With Ludum Dare 33 complete, I’ve learned how I’ve grown since Ludum Dare 32 and how I can continue to grow. I have a better grasp of my limits and how to choose an idea to match them. I get bogged down on details, but I’ve gotten better at letting go and moving on. The connection between productivity and quality is clear to me. I can use scheduling to bolster motivation helping me work consistently from start to finish. I realized that with Unreal Engine, even for a game jam project, I need to pay attention to performance and file size. Modelling experience will help me in future projects. I’m going to start learning though I don’t plan to go beyond placeholder quality. With all this in mind, I look forward to an even better Ludum Dare 34.

I’m (opting) in!

It Came from the Rift

Our entry in the Jam section of the 33rd Ludum Dare is called It Came from the Rift. In it, you play a crazy weird eye lazer shooting horror from beyond the edge of reason hell bent on the end of intergalactic civilization. We got together on the weekend and made this game in 72 hours using all manner of tools and techniques known to us.

I sure wrote a lot of code! I basically sat in a chair for the whole weekends, tapping away madly at my computer, working on gameplay and “feel”. @nomoon sat beside me and worked on sound design, a pixel perfect animated parallax background, and a variety of other systems. Special guest Cudahy — who we say puts the “++” back in ZNC++atLaw — carefully crafted controller support and massive eye lazers that look and feel wonderful. @clangmuir, the brains of the operation, was busy the whole weekend with graphics: making the creepy looking eyes roll around in their sockets, choosing and tailoring the different eye colors so that they would be distinct without looking ham-fisted, and creating the really cool looking texture that forms the beast’s body. As well as the graphics for the lazers, each colored to fit the owner’s eye. And the ships. Did I mention the ships? He found those in a sprite-bank, but the choice wasn’t random: at one point I saw him puzzling over a set of four or five sprite sheets, comparing how they looked alongside the beast.

You see, @clangmuir’s art is the art of remix. He has an eye for design. He pours hours into his work, chopping up layers, recombining, and touching up, preparing things for the procedural animation step, and using content aware photoshop tools to turn a obscure Japanese SNES era graphics into something wholly contemporary and wholly his own.

When I submitted our game I had a momentary brain fart. We were going to opt out of the Sound category because the main theme of our game is stolen straight up and without permission from a musician who goes by Bleeds. In that moment, I thought: oh, all our pixel art comes from other games so I should opt out of that too! I couldn’t have been more wrong. The art of remix is completely valid, and I would defend @clangmuir’s labor. None of our pixel art “comes from other games”. It comes from the crazed imagination of a sleep-deprived genius using professional software tools I’ve never even touched.

So that’s why I’ve opted to opt back in to the graphics category. So go check out our game, and give the graphics category some well needed attention (or update your vote, if you’ve played already). @clangmuir spent the whole Jam making graphic and animations for our game, and as a result it looks amaaaaazing!

I drink the monster!

The perfect beer to spend the night playing some #LDJAM games!

2015-09-02 23.21.26

And in case you haven’t tried mine: PLAY IT HERE

Pissed off Zombie – Post mortem

I made a fast RTS game when you are pissed off zombie who have enough of “zombie killing” games.

Gameplay:
At the beginning you own cemetery, which is a spawn point of your army. Every seconds your army is bigger and bigger.

You can’t wait to long, your opponent’s army is also growing. So you should find a weak spots and attack him.
attack2

If you kill all enemies from their spot (like base camp), all the graves that are near the base start to spawn zombies. You must think which spots you should take first.

attack

Your opponent are sending troops to your main base, so it might be require to sacrifice some bases, and rescue another spawn spot..

Graphic:

This was the first time when I made pixel art, and I’m satisfied with the effect. I have used piskelapp and it was very easy to use for me.

Evolve:

I like the final effect so I think about developing more content to this game. This is not a game for a big fun after 5 seconds of play. You have to try it few times, to find out good tactics. User learn the game from every play. I’m not sure if it works while ludum dare, so I think about making a user guid or adding some helper on the first levels of the game.

If you are a fan of RTS do not hesitate to try!
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=29762

Tags: LD33, pixelart, postmortem

User page

Just for curiosity, why I can’t see the user page, with previous entries of some people?

Comments

Miltage
02. Sep 2015 · 18:43 UTC
Like who?
02. Sep 2015 · 18:44 UTC
They have to make a blog post or that page won’t show up.
02. Sep 2015 · 18:48 UTC
Really? Thank you Mase! 😀

I friend of mine and some other users. :~

5 more videos (comment my game to get a video of your entry)

Hello, I’m back! I promised to make video reviews every day, but I participated in FGL GameJam (Being an administration member I don’t aim for the prize, just after this Ludum Dare I understood how much fun is it to make a game within a limited time).

So, here are 5 more game videos:

Hitogochi,
Alchemist
Redemption
De-monstration
Disturbed mind

More coming soon!

To get a video review for your game sooner, please, check and comment my entry:

Something deep

screen

 

Tags: review, video

Hello World

I’ve never post anything in here. So I’m doing my first post. 😀

First Compo Entry : Post Mortem!

I made it!

This was my first Compo submittion! I had worked with my brother at the last Ludum Dare on the Jam (we made http://ben-severs.itch.io/souls-of-the-fallen )

Screenshot1

Post Mortem:
Good:

  • I finished!
  • Stretched to get all the crying faces! Originally planned for just one.
  • Made some not horrible music!
  • Everyone who plays it tends to giggle and enjoy it!
  • I had a fun time and learned quite a bit 😀
  • The vegetable snack bowl saved my life

Screenshot4

Bad:

  • Wished I could have spent more time on the art :( planned for some roads!
  • A better/actual ending would have been nice
  • Additional levels would be great!
  • Needed a bonus victory reward if you didn’t break ANY buildings

Screenshot2

While I’m proud I completed this Compo entry, next Ludum Dare I’ll probably do the Jam with my brother again. It was nice to spend more time focusing on the art, getting 72 hours, and end with a more complete and polished game. But I still had lots of fun! 😀

my entry: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=45313

Posted by: @Bsevers18

Oko Furia – postmortem

Second Ludum Dare and first postmortem, let’s do this!
This Ludum Dare was one hell of a blast, can’t wait for LD34! 😀
If you haven’t got the chance to play our game, feel free to check it out HERE!
Last LD I set myself a goal that was to focus on player inputs and replayability (and feedbacks a bit), so feel free to tell me if I suceeded or not.
For the next LD, my goal will probably be to focus on a little bit more complex mechanics and level design.

= What went right =

  • Scope: Scoped small enough to polish the game a bit more and not to drop major features.
  • Audio: Mike Daw did a dang amazing job, the sound effects and soundtrack are pretty intense.
  • Idea and Design: I found the theme not really inspiring but thanks to Mike Daw’s ideas, we got something cool up and running pretty quickly.
  • Programming: The base code didn’t take a billion years to make, so it was easier to polish and tweak the details afterwards.
  • Organisation: I was never too distracted from my main tasks until they were done, which is good because I’m very easily distr– oh, a butterfly!
  • Polish: The name’s in polish, what do you want more? 😉

= What went (entirely or slightly) wrong =

  • Dropped features: We originally planned on adding little soldier dudes shooting at you and some blood explosion when they’d get eaten by the monster but it didn’t make the cut.
  • Art: As i’m not an artist, I took quite a chunk of time to make the art assets and didn’t have time to polish everything on that side. The monster was supposed to have wings and body parts, along with animations; the bullets are just yellow squares; there’s no intro, title or game over screen.
  • Gamejolt leaderboard: Lost a bit of time trying to figure out gamejolt leaderboard but ended up giving up on the idea as it would be too long to implement.
  • Flappy Bird: The game turned out to have a Flappy Bird feel to it which wasn’t intended at first as we were trying to have more of a Canabalt feel. In a sense, it’s not a bad thing as some of the feedbacks said that it was “Flappy Bird with a twist”.
  • Particles: I first thought I would mess around with GameMaker’s particle effects for explosions, fire, blood, smoke etc but like the Gamejolt leaderboard, I should’ve messed around with it before the LD., whoops.
  • Flap mechanic: The flapping mechanic seems to have felt a bit clunky to some of the players and I’ll agree that it does feel way better with thinner keyboard keys.

So here you go, overall I think this game is of a way better quality than my last entry (at least to me) and it sure does encourage me to keep on entering game jams. :)

Cheers jammers (if you’ve got the guts to read this whole thing)!

Tselmek out!

Tags: jam, LD33, postmortem

Previously Rated

Hey, is there a way anyone knows of to view your list of previously rated games?  For previous ludum dares?  It would be a great way to show people game ideas you found during the compo.

Comments

03. Sep 2015 · 10:17 UTC
If you go to the play and rate games page, you can replace the 33 in the url with the number of the ludum dare you want to look at.
darklightteam
03. Sep 2015 · 13:08 UTC
Seconded. That’s how I do it. But I agree that there should be a more friendly way to do that.

Terabyte

Hi, just posting about my entry. It’s top-down bullet-hellish shooter.

As for how it was supposed to fit the theme: I intended to implement a feature where you could swap body parts with the enemies, so you would “Become the monsters” in a way. There was also going to be some plot that fit the theme as well, but it was a bit too ambitious so I didn’t finish it in time.

I am a bit disappointed I couldn’t make what I wanted in the time limit, but I’ll probably continue working on the game later.

screen1b

Tags: flash, flashpunk

The Three Knows of GameDev – A LD33 Post-Mortem

I’ve come to revere Ludum Dare as a tri-annual marathon of determination, time management and polymathy. Even so I was not prepared for the turbulence this particular jam would bring. Having just come off work on various side projects I’d entered the weekend brimming with a great sense of energy and ability. How soon those two allies deserted me!

Were I to invent a time machine before I die, I would want to waste no time planning what to do with the technology. So here’s what I’d say to my pre-LD33 self.

I’d say…

‘Know the Three Knows!’


Know One: Know What You’re Making

Design is fun. Especially the bit without the design. Just saying stuff in a stream of ‘What If’-ism; one’s creativity taking flight and pirouetting across the warm canvas of possibility. Down below is cool reality, a series of etched hills and smudgy troughs. Mountains of design so well detailed they seem to implement themselves, but the troughs…

Oh the troughs are all too easy to overlook. In the troughs are shadows, those areas of design the free flight of creativity is blind to. They seem so innocent now, but come the 12th hour, perhaps the 24th, or maybe even 36th and they’ll prove to be your undoing.

‘Beware the design shadows, my son!
The work unseen, the flaws that forsake!’

Here, courtesy of Robin D. Laws, is a shadow we’d all do well to avoid.

So simple, yet it was only on Day II I realised I hadn’t done this, having allowed myself to be transfixed by the procedural features of my game. Now you wouldn’t know it, but there is a conceptually infinite number of planets in The Last Little Monster. Most people who play only see two or three of these. That leaves infinity minus three planets unexplored.

Like a window into another world

Did I need to spend the majority of the first day working on this? And if I did, the question of how to integrate it better into the core gameplay loop should have out-prioritised the implementation of it.


Know Two: Know Your Tools

As a Unity developer of a few years I often assume capability in systems I have little working knowledge of. Complex systems such as the PhysX engine may be conceptually simple, but then so is cooking and I still get food poisoned on a monthly basis. I had a humbling half hour near the deadline with the Unity UI system; where was the box that took CSS?

Er… this one. No wait, that one.

Music and art are notorious time sinks, and one should assume that anything one makes will end up in the final game. Had I truly grokked that notion earlier, perhaps I would have spend five more minutes on this guy.


Know Three: Know Thyself

As a test of polymathy, LD jammers wear many hats over the course of a weekend, and knowing which hat you’re wearing is crucial to fulfilling the related subtasks.

Careful now, I’m going to get all De Bono on you.

The Blue Sky Hat (What Could You Do?)

This is the hat that can get you in trouble, but can also light a fire that will keep you motivated through the weekend. This is the mindset that makes you want this feature, and that one, and how about this? And what if this does this, like in that game and that movie?

This hat really doesn’t care about what any of the other hats think. It’s the T-Rex of the park; it pulls in the punters but can also eat them.

The Design Hat (What Should You Do?)

The design hat is the electric fence to the T-Rex. It is measured and analytical. It is cool and conservative. It is not what is popularly thought of as ‘game design’. It is about reducing complexity, not increasing it. Gawd it sounds like a drag doesn’t it? Well it’s the ying to the Blue Sky’s yang, and without it you end up working on a procedural planet generation system for a day. So heed it well!

The Implementation Hat (What You Actually Do)

The Design Hat may be a downer, but at least it talks to you. The Implementation Hat doesn’t want to be interrupted so no thank-you I wouldn’t like to see whatever thing you were just laughing at. It’s the hat that gives Software Engineers a bad name. It’s the hat the reveals all and every flaw, and is the hat that bears the brunt of that disappointment. It is also the hat that requires the most concentration to wear, and will start to disintegrate as your brain gets tired.

You may have noticed using all of these hats yourself, but perhaps without consciously thinking about it. They are used at both high and low levels; each subtask will contain their own cycle of the hats. Due to the short time limit of Ludum Dare it’ll be difficult to get more than a couple of iterations in for any subtask, but making sure they happen in the correct order can save you from, well, this:

Due to the repeating nature of this process, the implementation of any design needs to be flexible enough so that it can support as many iterations as possible. This could include, or example, exposing your variables so that they’re modifiable in game, or encapsulating your behaviour in such a way so that it can be switched out without having to rewrite any other code.

My greatest error in LD33 was not realising this, which gave birth to a monster. It’s a monster which I’ve heard mentioned and even praised in rapid game development. It is The Prototyping Mindset.

The Prototyping Mindset says that there is no need to even try writing clean, maintainable code, because Hey this is just a prototype and we’re going to throw it away anyway. It is an attempt to avoid ever wearing the Implementation Hat, instead just running with whatever the Design Hat wrote on a napkin.

But design is an iterative process, no matter so irrelevant or hastily made the product. The Implementation Hat already has a rough deal; it doesn’t need The Prototyping Mindset undermining it further. The symptoms of this will slap you when you’re at your lowest. It must have been 2am when I found myself writing this piece of code, possible the worst I’ve ever written.

NSFW

Remember this is the symptom of a poor implementation, a symptom of The Prototyping Mindset. A greater reverence for the Implementation Hat creates a platform for iteration allowing the hats to be greater than the sum of their parts. It also paves the way for code reuse; no more fear of a repository stopping you from turning that Kitten Meow-generator into its own library.

One last note- it’s OK to go crazy. It’s just one weekend. Better to go full throttle and reflect than to phone it in, or even worse quit, and have nothing to learn. It’s a weekend to disregard your emotions and give it your all.

After all, it’s not like you have a time machine to do it again.

If you’d like to play the game that inspired this write-up, click here!

This article has been cross-posted on DevPact.

Awesome stuff

first game I played for this LD and it didn’t disappoint.

Being a Kraken

This is my first ever entry to the Ludum Dare compo: Being a Kraken. So firstly, a big thank you to everyone that has reviewed it.

In this game you play as the Kraken and battle with Ironclads using the mass and kinetic energy of your body. A quick post mortem follows.

What went right

  • I spent the morning in charity shops looking for ideas and when the game idea came, I stuck with it (minus tentacles).
  • I chose to use my own games engine. Despite some technical hurdles – it was at least familiar, with C++ still cutting it as a workable prototyping language.
  • The buoyancy was pretty good (almost straight away). It offered a fun game dynamic but also one that could be easily balanced.
  • I didn’t spend too long on the competition – maybe 16 hours solid at a guess. However, this was enough to get a fully playable game (and a fun game dynamic) demonstrable.
What didn’t go so well 2600-shot0-1440375600.JPG-eq-900-500
  • In a word – water. The water in the comp version is not great. I spent too long on it – but also not enough time! I had initially thought that CPU was the wrong choice for water (no doubt it is)… I just couldn’t get the stuff to look right. However, a week later and a couple of hours to spare I fixed normals which were so obviously pointing the wrong way. I just assumed my shader wasn’t culling, and it actually was, hiding the polys that would have made the water look right. This has led to some fairly deserved criticism such as the player can be left disoriented – there is no clear up in the early version.
  • It was difficult to create anything that could be deployed reliably at the end of the comp. I had problems with XInput DLLs (even on a GL build as I support Xbox controllers).
  • The sound in the comp game is a little abrasive.
  • Dropped features: I had to let the idea of tentacles go. It would have been really fun grabbing ships, or searching the decks for sailors.
  • Some of my tech wasn’t ready for a compo – my lighting solution was poor, and I need a better way of setting per-shader constants e.g. setting lighting different on different objects as this was very limiting. More preparation needed.

Anyway, please let me know what you think of Being A Kraken (edited posted competition) and have a look at the shared files for more info and its dev log.

Updates coming and looking at a new Oculus 0.7 version (0.44 should be supported in DX11 version).

 

6 tips for the next Ludum Dare (video)

bannière-25

Participating to this event has been quite a challenge for Arthur and me. We decided to use our own game engine, and it was a lot of fun! The jam turned into a great learning experience.

Instead of a postmortem, I decided to work on a video to share my take on how to approach a jam. Beyond finishing a game and getting a good rank in the competition, jams are one of the best occasion to become better designers. They also are great to find new partner.

I think it wouldn’t be useful for you to read a postmortem about our entry, as it is very straightforward: the game has some potential, but it feels very repetitive as it lacks content. It was our first time making a game together with my teammate. It took us a day to find our marks, and we weren’t left with enough time to implement everything we wanted to.

Instead, I’d like to share a trick I used to gain a lot of time with asset export during the event. When you use an automatic export tool like Photoshop’s or shoebox’s split PSD function, your pictures are trimmed. In a jam, as you want to place assets really fast in game. Sometimes, you need whole batches of assets to have a fixed size. That way, you can give multiple assets the same pivot position, and have them line up easily in game.

It’s actually pretty simple to achieve: you just have to draw one black pixel in each corner of your desired bounding box, and set it to 1% opacity. It won’t be visible to the player, but it will force your exporter to preserve the image size you want. As we don’t have an editor yet in our engine, this was a real timesaver, for animations in particular.

I set every pixel back to 100% opacity in the exported image below to reveal those black pixels:

Slam-sheet

In Photoshop, I am putting them into a smart object, which is duplicated to each group that needs this export constraint. It is something I use for animations, but not only. It’s really helpful with life bars and other UI elements that need to stack as well.

Crystal-Rumble-Screen

Do you want to get in touch? You can find me on twitter @NathanLovatoArt.

Moon Base Shootout Post-Mortem

Too many aliens? Break a window.

Play Moon Base Shootout

This was my 3rd LD jam, and it felt far more ambitious than my previous entries, Doomba and VIP. I had fun with this one, perhaps because I am more confident as a game developer than in the past.

WHAT WORKED

  • FEELS LIKE A TOP-DOWN SHOOTER – I’ve never done one before, so I wasn’t sure whether to aim/shoot with the mouse, or use WASD to move and ARROW keys to shoot. I went the Nuclear Throne route, including strikingly similar crosshairs.
  • BROKEN WINDOW VACUUM PHYSICS – Simulating physics without lugging down the game can be a chore. Luckily, my first attempt worked well enough for the game. It’s a hack though, and will need a revamp if I make a post-jam version.
  • FULL GAME FROM START TO FINISH – It’s not a long game, but it has 10 levels with an integrated-ish tutorial, a (rather easy) end Boss, and a conclusion. This is a victory for any jam game. It was tough to do, I had to cut corners on sound, music (none), keep the tileset simple, etc. in order to have time for level design and story conclusion.

WHAT DIDN’T QUITE WORK

  • PUZZLER OR SHOOTER? – If you play it, you will see it has identity issues. At the start, I wanted a top-down game with aliens, limited ammo, windows, and the need to think your way through the levels. By the end I had a shooter with a couple thinky parts thrown in. Two things happened during the process: FIRST, I tweaked the firing rate to “rapid” and had too much fun with it. Big mistake, I should have backburnered it for another game. SECOND, I was intimidated by the prospect of smart level design in a short time period, and the easy way out was “create more aliens.” Regrettable, as there is a lot of potential with the puzzle aspect. This mistake may be fallout from my Doomba game, in which the level designs ended up feeling “meh.”
  • POLISH – Music, sounds, tileset, stronger story, graphics, etc. But it’s a jam game, so I’m not beating myself up.
  • THEME TIE-IN – I’m the biggest fan of subtlety. I really wanted the theme tie-in to be more of a reveal at the end, and even then not super duper obvious. I used company memos in each level to hint to the player that there’s more going on than “kill the invading aliens.” I don’t think it worked perfectly. Much feedback talked about lack of theme, so either they didn’t finish the game or I could have designed it better. I think both.

Broke a window? Plug it up.

Overall, I’m happy with the result. I may or may not work on a post-jam version. If you have any questions/thoughts, hit me up on twitter: I’m @unept.

Anybody have advice regarding how to art?

Hello there!

As somebody who has been Ludum Daring for over two years now, I can safely say the worst part of my games has always been the graphics. They were mentioned as passable, but due to my complete lack of skill in that area, It really takes away that charm good looking games have. I know how to program (I guess!) but how to make games look good is like learning how to make Greek Fire with me.

Anybody have advice on how to learn to animate and draw and stuff? I used to have an acquaintance who used to draw stuff for me, but he disappeared so I was left to fend for myself in the realms of spritework.

Thanks!

Comments

03. Sep 2015 · 11:44 UTC
Go lower resolution. :) You seem to use quite high resolution sprites and the higher the resolution the more raw art talent you actually need.
JoshuaBurr
03. Sep 2015 · 11:50 UTC
I have the same issue. I sometimes try to get around it by making minimalistic style games. You would be surprised at what you can create with simple geometric shapes.
03. Sep 2015 · 11:57 UTC
Testing name change…sorry
03. Sep 2015 · 12:15 UTC
And the tips above are true as well. Joshua is especially right: you can animate via code, use motion design techniques in a sense, more so than focus on asset production. Tweens and particles are powerful tools to improve both your game’s visuals and its feel.
03. Sep 2015 · 12:25 UTC
It feels like terrible advice, but it’s actually the best advice: just do it.
Yrr
03. Sep 2015 · 12:51 UTC
draw something bad

see that it is bad

fix it

repeat until you’re happy with it
Suese
03. Sep 2015 · 13:43 UTC
Technique is half as important as practice.
Evergreen Games
03. Sep 2015 · 14:59 UTC
As a programmer trying to art as well, one thing I would say is try to pick a style and stick to it. Pick one or two colors e.g. Red and purple and then make EVERYTHING in your game be pretty much shades of these colors. Sometimes your individual sprites can be fine but if the style is not cohesive then it looks bad.
pirate_shell
03. Sep 2015 · 15:32 UTC
I’ve been doing pixel art for a long ass time and most of my games end up looking like something out of the Saturn/PS1 2D game era rather than the overly-retro 8-bit stuff I see most of the time. That said, for a person with no arting experience I’d say the simplest way to create effective yet not complex and quite quick art is doing 2 particular things. Keep your art made up of symbols rather than details and work with a good palette. This might need some explaining. Doing symbols instead of details is basically stripping away the thing you’re drawing to the most essential components. Basically simplifying things as much as possible until you have just enough for the drawing to be recognisable. It’s no longer the thing you’re drawing but your brain still sees it as such (thus, symbolizing the object). For example eyes are a very complex to draw detailed but doing just two circles that are of a different color than the face can be just as effective. Speaking of different colors the palette is also very important. A general rule of thumb is the more limited it is, the easier it is to work with. However, the choice of colors becomes much more important. I’d say look into some basic color theory for more details, but in layman’s terms having 1-3 shades of a certain color is a good route to go. 1 if you want to go super simple and abstract, 2 if you want some shadows for each color and 3 if you feel the need for highlights as well. In conclusion, keeping things as simple as possible once again prooves useful for LD. If you have any questions in particular go ahead and ask, and I shall try to answer.
dalbinblue
03. Sep 2015 · 16:23 UTC
When learning to create art, as with many other things, it’s good to separate technique from creativity so that you aren’t trying to come up with what to draw while you are learning to draw. For some practice, try to copy some existing art that you like (just for practice though, never use copies of someone else’s work for your games or otherwise pass it off directly as your own).

Online Betting – A Seven.Eat.Nine. Post-Mortem

Nowadays the entire world heralds at the simple click of a button. cricket Betting has been moving forward to the virtual world in rises and limits.

What went right:

Made game in JavaScript with no preexisting external libraries in a weekend, of which am “meh”-level proud because am not good at JavaScript.

What went wrong:

Should’ve done more online cricket betting; is turning out to be incredible well-liked these days. With online betting “you get the same enjoyment and enthusiasm as you get at a land based cricket.”

The future of online betting:

Will probably finish game at some point. And by finish, I mean add sound, leaderboard, maybe some like, settings? And then eternal happiness will be mine.

“Obviously, there is a separate line in-between these games into games of luck and games of skill. Both have numerous members, though if you excavate in a slight deeper you will observe that games of skill have more fame and comprise better superiority of participants.” -A. Wiseperson

Comments

03. Sep 2015 · 14:41 UTC
Is this some sort of meta “You are the Monster” Ludum Dare submission? If so, 5/5.
03. Sep 2015 · 14:57 UTC
Amazing 😀
Denis347
03. Sep 2015 · 21:01 UTC
😀 😀 😀 😀

Please vote for my game

You can play it here!

If you do play it, it will make you and me very happy and I will cry if you don’t give it a go 😛

Monster Sports: Eating

So I tried to participate in the LD33 jam.
What went wrong? I got sick on that weekend, could not finish.
What went well? Mostly everything until I got sick.

Well… obviously one cannot choose the time when illness hits.
But since I had to finish a game anyway for my 1GAM commitment, I finished what I had begun for LD33 and ta-da: you can find the result on my itch.io page. Enjoy!

MonsterSportsEating_Logo_64x64

Tags: LD33, recap

An Usual Day in a Troll’s Life : post mortem

Lying on the edge of the swimming pool, it’s time for a post-mortem. Let´s make it quick.

I hope you enjoyed this jam as much as I did. The theme was not that original but the final results of the community definitely were. This marks the first time I used Unity3d for a jam, and the very first time I tried to make a 3D game. I always worshiped 2D game and always imagined games in a 2D perspective. But learning Unity for the past weeks and playing with Blender for 15 days now, I decided to give it a try. I of course knew that to start a game jam without proper knowledge of the tools is the best way to fail bit what the hell, I’m here to learn and have fun…

image

So, what went good.

1. The theme.
This theme was straightforward ! Be the monster. Ok then, but let’s switch role this time. Don’t be the sneaky nightmarish creatures hiding in the dark or beneath the bed, but the chased monster, hatred for the color of his skin, some exotic nutrition and mating habits. The enemy would be an angry mod of overpowered peasants.. Go !

2. What I learned
Starting nearly from scratch with 3D games, is learned a lot those 48 hours. Collision, camera movement, GUI, 3D modeling. That was definitely exciting. I took a lot of notes and should maybe write some simple tuts.

 

3. Low poly “ art”
Crazy what you can do when blender and Unity work hand in hand. And, for non artists, simple 3D models are faster created that 2D draws. A tree in 5 minutes and thanks to a well placed lamp, it renders good enough. Never forget the 20/80 concept 😉

And what failed

1. Not a mind-blowing idea, not an original idea either.
That was definitely the most original idea of the jam. That’s for sure.

2. Polishing
Lacking time to polish the game, nor add the features I wanted

3. Newby code issues
Example : how can I make this troll jump. How works the GUI and why is it so ugly (haven’t find out this one yet). I had to learn to walk… But that was expected.

4. Strange things happening, sometimes
Some funny glitches happened. And strange and not yet explained Unity problems disappear once you reopen the software. Lost precious time on those frustrating issues.

5. Socialize/PR/Marketing
I had no time to promote the game during the jam, as I would have. Some early screenshots, thoughts, updates… I think sharing progress is important during a jam. It is fun, and the feedback always rewarding, bringing extra motivational boost in your work.

Don’t miss the time lapse of the game here

and rate the game here : http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=40976

I said short…

See you next time.

The Empty – Mac Build released!

Mac-Build-preview

Hey there folks! How’s everybody? After long days of stressing myself out with HTML5 build, I managed to borrow a friend’s Mac and got the game up and ready for it! Yessir, now you can run the game in Windows, Linux and Mac! Ain’t that neat?

You can get it from here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56516

Also, you can check out or download the game from my moddb page: http://www.moddb.com/games/the-empty

Games made at Tech Valley Game Space (TVGS)

[Cross-posted from Tech Valley Game Space]

Hey, everyone! We’re just preparing for our live stream tonight on Twitch.tv and playing through some Ludum Dare games, but in the meantime, we wanted to share all the games created at the Tech Valley Game Space. They are:

Moon Witch

moonWitch
A side Scrolling Shooter starring a witch.

Fly On The Wall

FlyOnTheWall
2-Player Puzzle Game. One player is the Scientist, the other player is the Fly. Entering different teleporters at the same time will combine DNA and give special abilities. The objective is to enter the same teleporter together to become normal again.

Huntingman Championship

huntingmanChampionship
A sport about killing the highest weight of animals!

This game is a top down, single screen arena, where the player moves around the environment looking for animals to kill. The animals will have AI that makes them run away from contact and the direction of damage. Animals will not always die from one hit, and there will be gore and real sounds to make the experience horrifying. The player must drag the bodies back to the house by hand, and will move slower depending on the weight of the bodies. Some weapons will cause the animal to lose weight from overkill. Better weapons can be found in the Shoppee. Are you a monster?

Lardum

Lardum
A quick 5 minute or less game. Even quicker if you don’t like it.

“You are the monster”! All you need to do is hit space and watch it unfold.

There is a secret revealed when you complete the game, so spend those 10 minutes unlocking everything because frankly, it’s worth it.
(There’s been a lot of people stating they can’t figure out the secret… Think of konami, and if you still can’t get it googling “Konami” and “secret codes” should get you there 😉 )

Can I Haz Monsters?

canIHazMonsters
As a traveller in a foreign land, you must learn the language of these strange creatures to let them help you make your way through. Find all the alien words and talk to everyone you meet, and you could unlock the power of the monsters!

The Catcher Van – Post Mortem

So, this Ludum Dare was an interesting one, at first I was at odds with theme, “We’ve had this one before I thought, with You are the Villain, this one’s just the same”

But then, after the first few hours of my first coding livestream, consisting of me re-acclimatising with Unity, writing up a generic bunch of menu screens for transitions, re-definable controls, etc, etc. I noticed something.

The theme… it IS different!

Villains are, well, they’re just Villains, usually with some wacky plot and likable fallability about them. Monsters, are an entirely different breed, hideous and with their minds set on horrible, horrible things.

My next thought was along the lines of “Ohh Rampage, there’s a game I could try and emulate but no, everyone will probably do that and it’s too obvious an interpretation of the theme. What I need is something REALLY monsterous. But What?”

Okay, let’s make the player take part in something disgusting, I mean murdering characters is one thing, but that’s in almost all the video games, we need something worse, kidnapping the innocent, now there’s something monsterous.

To say making this game was unsettling to make would be pretty accurate, whilst it was fun making the voices of the various characters during the live stream it made me feel pretty odd about coding the thing up. Clearly Unity was also feeling odd and deleted my prefabs directory 2wice during the event, I could almost swear someone was remoting into my PC to prevent me from submitting with an hour to go all 30 prefabs went bye bye and any final polish turned into a race to get everything set back up and working again before time was up.

You play the role of a monsterous character driving around in your Van with the aim of capturing as many innocent kids within the time limit and can drop off lollipops to tempt the kids further, but, watch out for those pesky parents out to stop your plans, speaking of which. What are your plans? You’ll only find that out by watching the terrible ending unfortunately.

There were plans to make it so different areas would spawn more or fewer kids at different periods of the day, with the school buildings being particularly useful / troublesome depending on when you visited but the bug in unity prevented that from happening sadly. I might update this game later on, although I have many other games to finish off currently!

So yes, please play The Catcher Van, feel disgusted with yourself and enjoy the ending, you monsters!

PLAY ME DO. Playyy me dooooooooooo, cough cough cough cough.

During Ludum Dare weekend over £150 for the gamers charity Special Effect during my game jam and 10k run challenge which is awesome, thanks again to everyone who donated and shared, you rock!

The Zombifier – Post-mortem

This is some post-mortem thoughts on my game The Zombifier.
First of all I’d like to thank all the people who have played the game. Your feedback has been very generous and it’s been a real pleasure to read.

This has been my first Ludum Dare so frankly speaking I didn’t know what to expect. Make a game in just 48H!? Are you joking?!
Therefore, my objective was to make a playable, complete game which would respect the theme. That meant spending time on gameplay and adding some indispensable art and music, but nothing too fancy, just the essentials.
The Zombifier screenshot

The theme “You are the moster” was chosen at 3a.m. local time.. so I woke up to see what it was, thought about it a bit and went to sleep again, hoping thant great ideas will come to me in the morning. They didn’t… I mean I had several nice ideas for a point&click or interactive fiction.. But it seemed too risky, I didn’t think it would be possible to create an interactive fiction in just 48H.. Since then I had lot’s of occasions to discover some great Ludum Dare games and find out that it really was possible, but in the meantime I decided to stick with the objective of making a complete game, without much fuss. I chose therefore a simple mechanic and went with a slow zombie chasing around chaoticaly running humans, with some soldiers shooting at it. Not the most innovative subject..

Gameplay was the most important so I actually spend some time prototyping the mechanics with circles and squares instead of real art. When it seemed ok, I added some rudimental graphics (not the ones seen in final version) and happily it turned out better that I had accounted for. I’ve chosen small pixel sprites because I find it easy this way to make something presentable fast (not that good pixel art is fast and easy…). Then I implemented the traps and the soldiers. I improved the graphics and made the sounds. I used speech generator which I transformed slightly in Audicity and then added some music with LMMS. This was really fun to make and even came out not so terrible in the end and unexpectandly resulted with a nice retro arcade look & fill of the game 😉

And then on sunday while playtesting I found that it would be a good idea to add some medkits… This had a huge impact on gameplay and I think is what makes it “playable” (together with traps).

The game is basically a one level, where you try to survive as long as you can, and earn maximum of points. So leaderboard seemed essential and I’m glad I managed to implemented that (on kongregate). I hoped to add some more medals and animations at the “game over” screen but I’ve run out of time, and somewhere around midnight local time, decided I would skip all that. It’s a pity… Because it would have been nice to have something more than just a silly song “You are Ex-ce-llent” to congratulate the player that he performed well.

But overall, I am really happy with my game, I have acheived my objectives and the game is quite fun to play. I haven’t touched the game since the compo, as I don’t really think that there is a point.

Since then I’ve been enjoying all these other fantastic Ludum Dare games. I’m amazed at what others achived on such a short notice. And I must say that I have learned a lot, especially while playing 😉 although I suppose it was necessary to first confront myself with the challenge, to be able to see how others have dealt with the scarce time ressource.

Does it mean that nothing went bad? Sure no, I just prefer to concentrate on the good stuff. I’ve already pointed out a few of the bad things, the hackneyed subject, the banged out ending. Also one could always complain that the art and the sound are too simplistic but I don’t really mind as that’s what I aimed for. Something seems sometimes wonky with the controls, when the zombie stops to feast, I’ve seen it in playtests already, but decided I’ll leave it be, that it might actually add something to the mood as a zombie can sometimes be non predictible. But it may annoy some people. And I spent time figuring out how to make LMMS work, I spent time on things I didn’t include in the end: designing the menu, writing code and drawing the medals…
Most important, I think that the in-game explanation is not sufficiently clear regarding traps. You need to set traps to win the game, and it seems from some feedback I received that these weren’t used much or even at all.

So this was my first Ludum Dare and I’ve enjoyed every single bit of it. It won’t certainly be the last.

And if youd like to play the game, it’s available here. Don’t forget to set traps. Often 😉

The Mammoth: A Cave Painting on Offworld

Hey again,

like a few other games from Ludum Dare 33 The Mammoth: A Cave Painting recently got featured on Offworld!

The article also has some background on what led to us participating in the jam and why the game might be a tiny bit on the sad side.

SPOILERS AHOI: Developers mourn a canceled project in this short ‘cave painting’ about grief

dadada

Of course you can also just play the game and tell us what you think!

Cheers,
David
inbetweengames

Help an Indie Developer

There’s an interesting guy on YouTube named Thin_Matrix. Over the past three years, he has been creating an indie MMO. Well, the day is finally here, and the game is on KickStarter.

For a pledge of just 25 euros, you get access to all his source code, which includes features like animations, particles, visual effects, shadows, and an entire 3D rendering pipeline. It’s a great learning opportunity. Moreover, for 30 euros you will get a Beta version of the game in addition to the code.

I thought both these deals were quite reasonable and might interest some of you guys.

Some gifs of the game below:

Game looks awesome so far!

In-game combat.

A bit of pixel art…

I assembled (almost) all the graphics I’ve made …in one day… for Almost Heroic!

…first time I rushed like that! What an experience! <3

Overview of all the graphics assets from Almost Heroic

Everything from scratch. :)

Thanks a lot for playing, commented and noted our game! You ARE SO GREAT! <3

We always return the favor!

Have you tested it? :)

Joke (@biloumaster)

Tech Valley Game Space Plays Ludum Dare 33 Youtube Playlist Update #2

Hey, all. As promised, we’ve exported all the videos we’ve recorded in our Twitch.tv livestream yesterday to Youtube. Here’s the always-up-to-date playlist below.

The new games are:

  1. Soup
  2. A Fox’s Journey
  3. Tenebrous Expanse
  4. Pluto’s Heart
  5. Terror Bird Feeding Frenzy
  6. We Missed You!
  7. R-ADIUS
  8. Enigma
  9. Beast Of The Woods
  10. Child’s Play
  11. Jungle Blitz
  12. Perspective
  13. Mr. Legs
  14. Shadow Nightmare

Android games

I am on my tablet wanting to play some LD games. Since no easdy way to filter entries by platform. Suggestion??? How about replying here with some too try ??? Thanks.

Comments

marvalgames
05. Sep 2015 · 00:03 UTC
Great tip. Already played one game I loved. Lil drake

Post Mortem: Hymn of the Sages

Hey everyone, I hope the judging phase has been going well for you! Thanks to anyone who’s rated/commented my game! Here’s the Post Mortem for my entry, Hymn of the Sages, a game focused on regaining demonic power and breaking out of containment. If you haven’t played it, try it first before reading. I made a Time lapse video too, watch it here.

Hymn of the Sages

What I wanted to do…

After going over many possible game ideas relating to monsters, I stuck to my “demon entity” idea. Possessing enemies sounded like a great puzzle solving mechanic and it fit with the demonic mood.

The initial visions I had for my characters were heavily inspired by Shadow of the Colossus, one of my all time favorite games. The purple outlines were added to give more obvious indication between light and dark. It didn’t take long for me to realize that I wanted the demon character (dubbed Nimrod when I started, comment if you get the reference :3) to develop throughout the game. As it developed, it would gain more power and it’s abilities would change slightly. The main story was to have this character defeat the sages that were sealing it’s power. I also wanted to expand on what I learned with noded AI in my last jam.

 

What I did…

So, looking at the overall product I entered, it ended up being close to what I envisioned. I spent a lot of time creating the base game structure, programming how it would handle cut scenes, doors opening, etc.

The AI was programmed early on, so I began by testing gameplay. Much time was spent on the intro cut scene, and making it run smoothly. I had to really squeeze in final levels due to the time left.

 

GIF 4

The Biggest Problem

How it worked out…

The most obvious flaw in the game is possessing sages. I made a mistake by not realizing the ridiculousness of using a single ray-cast in front of the player to check for any sage (combined with the top down controls, it was frustrating for most players). However, I’m keeping the game like this until I release a post-jam version in the next week or two.

Other than frustrating ray-casting and short windows to possess certain sages, I felt the game turned out solid and complete. The AI was much better and simpler than my first attempt at AI and I’m proud of the game’s puzzles. ☺

 

What I learned…

First, I must try to have time left over for someone to play test the game. Also, I’ll try to keep less on my plate until I get a better feeling of how long things will take. This has been my best jam experience from the looks of it. It was nice to participate in this Ludum Dare, since my last one was a whole year ago. Since then, I’ve been making a big project (that’s been going great) and developing it prepared me for any theme that was thrown at me.


If you would like to play and rate the game, here’s the link!

Don’t forget to comment or leave feedback.

Time lapse on YouTube; Profile on Facebook

THANKS FOR READING

Eye In The Sky Kickstarter

Hey everybody! We decided to take our game (Eye In The Sky) and push forward with a Kickstarter. We also put it up on Steam for Greenlight!

 

Comments

Lukbebalduke
05. Sep 2015 · 02:50 UTC
Oh, cool idea. I will probably take a look in the steam topic to help you!

LD33 Comment Checker

LD33 Comment Checker v0.1

Get It Here

After seeing Literal Games Comment Checker i became intrigued !

I am not a python fan, and i love to create so i did!

Capture

(This is a windows version of the Comment Checker ONLY at the moment, its for testing purposes.)

 Follow the same instructions in This Post to get it up and working.

Comment with any bugs your find. I will release this on the google play store for android once i see what people want and such from it!

I have already set up checking past ld’s as well i just haven’t implemented it yet.

POSTMORTEM: I May Have Misunderstood: RPG

I May Have Misunderstood: RPGClick To Play

I’m in the UK, so I waited for the theme to be announced and then promptly went to bed. By morning I had my idea – the theme didn’t say “The Player Is The Monster”. It addressed me directly, “You, Wooltech, Are The Monster.”

So how would I make a game where the developer is the bad guy?

My main problem is always artwork. As in I can’t do it, so my first Ludum Dare used pixel-sized characters, the next was text only. This time, my workaround could be photos. Of me.

One thing led to another, and soon I was at work making the old school style RPG you see in the screenshots.

There are four main elements to the game itself:

MOVEMENTpost_map

Movement was going to be actual movement through a 3-D maze, but I ditched that pretty early on. Again, it took quite a while before I settled on the unlockable, clickable buttons that replaced it. Not ideal, but I hope it retained the sense of exploration.

HEROESSS2

Orginally the three buttons under the Heros were ‘Attack’, ‘Skill’, ‘Item’. There were going to be player levels, unlockable skills and spells, collectable items to loot, buy and sell, equipable weapons and armour, consumable food and potions. The works. Oh, there were going to be multiple classes to pick from too.

Obviously – too ambitious. Especially as real-life took away more of the 48 hours than I expected.

Late Sunday I finally cut all that and came up with a more streamlined version of three skills per hero, and each encounter directly increasing stats rather than using XP. I think it works.

ENEMIESpost_enc

The enemies worked out pretty much as intended. They have almost the same stats behind the scenes as the heros have. At the last minute I decided to gave them unique abilities too – a simple hardcoded check for which enemy type was attacking, and a percentage chance for it to do something interesting instead of just roll to hit the Hero. Eg. Ratkin may flee, White Mage may heal a random enemy, and so on.

And, yes, they are all me in various LARP costumes. As one commenter put it “you’re not very shy are you? ha”

DIALOGUEpost_dialogue

I put together a fairly simple but robust system for branching dialogue, with me as the evil developer talking directly to the player. Another last minute addition was an option to reward stats after each dialogue choice.

It was disappointing to realise I’d spent too long on other parts of the game and didn’t have time to develop the full story I had in mind.

Originally it was going to be a lot more fourth-wall breaking and really play with the idea of the developed-as-enemy. Things like healing bad guys, switching buttons around, popping up a debug menu to fully heal the enemies mid-fight (with a heal-player button that you could hit if you were fast enough), fake logging into the player’s facebook account to post stuff, and more.

I’m happy with what I ended up with, but it could have been better. Isn’t that always the way?

TOOLS

I made this using C# in Unity 5 as I wanted a reason to figure out the new UI stuff. I also intended to use 3D for the maze exploration element, and to suddenly twist away the flat UI and reveal a matrix-like thing behind it and…well, other stuff that was again way too ambitious for the time limit.

It was literally uploaded with 5 mins to spare, so there are not even any beeps and clicks as you use the buttons. Next time I’ll remember to get audio together early on as the game feels pretty empty without it.

It was fun to make, and one day I’ll polish it up and add all the crazy ideas I had to cut out.

For now, I’m spending my time playing other people’s entries – as always it’s amazing what everyone has achieved over a single weekend.

You can play “I May Have Misunderstood: RPG” by clicking here.

Troopers’ Starship

Looking for something fun to play this weekend? Become a true monster! Test your stealthiness, audacity, and pure power in Troopers’ Starship! This was Steph and I’s first game jam! We had a blast and look forward to many more. Let us know what areas we can improve on for the future! Thank you!

-Team Round Fork

Thank you for all the praise to my Entries. They’ve actually helped flesh out my Personal Statement!

I started the Ludum Dare when I was just Fifteen. I knew, however, that, along with it being awesomely fun and a great learning experience, that it would also look nice on paper.

Taking a quote or two, along with some statistics from my first entry back in LD 27 is one of the key points in my Personal Statement, which I am writing now, at Seventeen.

There are so many skills you have to show and develop during the LD that makes it so great for people to hear about, when you think about it.

 

So just another reason to thank all you guys for existing, sorry if this is a waste of space on the site!
Taha

Updates on “Me”

The comunity feed back and support have been amazing!
So we finaly had the time to work on some new updates and improve your gaming experience. Hope you like it!

 

 

Updates:
– Minor graphic changes to the beggining and end of the game
– New menu
– Camera shakes
– More polished combat
– Bug fixes
– More to come

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56160

56160-shot0-1440466194.PNG-eq-900-500

 

 

Hope you have a nice experience playing it :)