LD16 December 11–14, 2009

The Dragon

The Dragon is a 75% puzzle, 25% platform game with 30 levels. It saves your progress and allows you to play levels again if you have already beaten them.

The story is told through white text that appears on the level, and which follows your progress through the game. The story is intentionally ambiguous, and supports several interpretations. Spoilers may or may not be found in the comments below this text.

A screenshot from The Dragon. Click for download.

Click screenshot for download.

I will be writing a post-mortem shortly, once the competition is over.

Made with Game Maker.

Comments

Robson
21. Feb 2010 · 20:42 UTC
This is excellent! All the puzzle elements work well together and never feel confusing. There’s a nice steady increase in difficulty and I don’t think I ever accidentally stumbled on a solution. I especially like puzzle games where I can work out the solution in my mind and then perform it in the game, without a bunch of reflex challenges added on, so I liked this game a lot.

Mini LD#16 : Sine Bender Final

Alright, this was 100% an experiment to see what I could do with Flixel and Flash, and how much I could push out of the little web player. I’m doing a crazy amount of copies and color checks, I even had to extend Flixel a little bit to allow the sprites to be more color based (fill was not setting _color). The intro screen is Conway’s game of life wrapping around the edges, cause I love that one.

Game Link:

Sine Bender – http://cthulhu32.kraln.com/misc/MiniLD16/

Source! (with Flixel license) –
http://cthulhu32.kraln.com/misc/MiniLD16/SineBender.2-21.zip

Controls:

1 2 3 4 – Control the speed of the sine waves from top to bottom
7 8 9 0 – Control the x-value of the sine waves from top to bottom

Objective:

Every time a sine wave you control intersects an incoming sine wave, a gold ball appears. When this ball hits the left side of the screen, a white ball appears. Fill in the entire left side of the screen with white balls to Win! You have 30 seconds.

Comments

allen
21. Feb 2010 · 22:08 UTC
I think I mastered this game. I’m able to beat it every time without fail.
snowyowl
21. Feb 2010 · 22:18 UTC
It’s a bi8t fast for me. But I’ll keep practising.

Latecomer

Only got started a few hours ago but couldn’t pass up the great theme.

screeny1

I’m not starting entirely from scratch, as I’m using some code from my Hexplanet Demo , but it’s been public available for a while so that’s within the rules. However, I’m going to have to bend the contraints a little bit — I’m allowing myself to use blends of the colors a bit, and since I’m doing this for the iphone I can’t exactly hit the resolution or input contraints. Still I’ll try my best to stay within the spirit of the constraints given.

There’s no way I’m going to finish this today but at least I cam make a start of it…

SCIENTIFICAL TITAL – The Game

Well, this probably took about 20 hours, maybe a bit more, maybe a bit less.  But my game is done.  It’s actually pretty hard, due to the AI that tries to follow you, or escape.  I actually turned down the difficulty a bit.  Anyway, ripping straight from the readme:

—IMPORTANT PART—

Controls: 1 and 2 will move you left and right, respectively, 3 will give you a speed boost (the bar on the right will decrease while boosting).  Your vertical movement is limited by your position on the screen.  The white specks give you an indication of what direction you’ll go in that general area.  Escape or 0 will quit the game.

Gameplay: You are the orange dot.  You must eat smaller dots to grow bigger.  When you reach a certain size, the game ends and you can play again.  Enemy positions are random (except for the first game, which has a constant seed).  Enemies are color coded by size, with small sized enemies being light blue, and large enemies being a darker blue.  Enemy movements are semi-random, but they will chase you or avoid you (depending on size) if you get too close.

Download the game here: http://barchok.com/p/miniLD16/miniLD16-thedaian.zip

Get the source code (only) here: http://barchok.com/p/miniLD16/miniLD16-source.rar

Game compiled/tested on Windows XP.  Could feasibly work on other operating systems.

Comments

22. Feb 2010 · 00:34 UTC
Hard, but addictively fun. I was unable to reach ‘full-size’, but I enjoyed dodging and chasing the others.

Tank: MiniLD16 Version

Soo,…after lot’s of work and lot’s of problems at places I wouldn’t have expected before I finally have something to release. See it as demo as I again hadn’t enough time to really design a level. But now I have to stop cause I have somehow think about work tomorrow…. 😀

The Level is still the same as yesterday now with NPC…Very very “intelligent” ones with from time to time strange behaviour 😀 Actually I worked lot at my engine but in the end didn’t use most of the new stuff… (clever, isn’t it? 😀 ).

Here a satellite-picture from the whole scene:

overview

Play the game here:

http://thomas.trocha.com/games/tank/tank.html

It tried to fulfill all constraints. (color,24sec loop,microphone effects,size and input)

Comments

21. Feb 2010 · 23:19 UTC
This is pretty cool, even if the trees are blue and the ground is puke yellow :)
22. Feb 2010 · 00:03 UTC
Fun game, I enjoyed the design of the world and maneuvering around the tanks. I did, however, get stuck each time I played and neither 8 or 9 moved me no matter my facing.

Pyloon final

The time has come for my first LD compo.  Life and time constraints made things more difficult, but I did get a few hours to create art/code before the end of the compo (technically, it’s not over, but I don’t know what to refine within an hour).  Sound turned out to be harder than I thought, and was scrapped (I didn’t use SFXR, and my music loop is 0 seconds, so I meet the constraints).  In this compo, I learned how to create a scrolling, collidable image, as well as how to use pygame.mask collision detection.

Pyloon is a very casual, slow-going game.  It does eventually become impossible to continue, though; this is the area that could use the most tuning.

A .zip file containing a windows executable and needed data files can be found here, as well as a python ‘egg’ and the source code.

Screenshot beneath More:

snapshot1

Comments

21. Feb 2010 · 23:13 UTC
6476 miles traveled. Nifty game, though it’s fairly simple, and there’s not much need to touch the controls except for rare occasions. Congrats on finishing, though.
22. Feb 2010 · 15:44 UTC
The control scheme is actually pretty intuitive. Definitely too easy to be entertaining for long but sounds like you learned some new collision tech. I enjoyed the in game flavor text about the scenario… hehe. I traveled about 4500 miles before committing suicide.

Alien Flight Academy: Graduation Day (FINAL)

Alien Flight Academy: Graduation Day

You can play this game in your browser (warning: sounds will play)

Concept:
It’s time for your final exam to graduate from your UFO school. Only problem is you were a complete slacker. You have no idea how to fly your ship. You have 3 minutes to impress your commander by destroying as many humans, cars, helicopters, tanks and jets as you can–or suffer the consequences!

All you can remember is to use the keys 1,2,3,4 and 7,8,9,0

Tools used:
* Coded in ActionScript 3.0 using the Flash CS4 IDE and using my mouth and microphone and Audacity to process the sound effects. I composed the music loop in Reason.

Tags: academy, alien, city, destruction, final, flight, graduation, humans, jets, MiniLD, tanks, ufo

Comments

22. Feb 2010 · 00:22 UTC
Figuring out the keys at the beginning was an interesting concept, though they were quickly discovered. I’m not sure there is merit to moving up/down, but it fun trying to figure out why I was falling and how to correct it.
AtkinsSJ
22. Feb 2010 · 11:44 UTC
FOr some reason, I couldn’t get into my head what the keys were, so I just mashed them all… and I got the current high-score! XD
22. Feb 2010 · 17:42 UTC
The input is really challenging…and have to admit I could resist the power of online Highscore! 😀 Good job
23. Feb 2010 · 10:15 UTC
Hmm…actually I like the game as it is! It is not complicated but you always have the ability to learn. e.g. flying up and down is absolutly NOT intuitive which keeps something like “if you learn to use that keys, you will get a highscore” (do you lose points if you got hit? I’m not sure I think you only loose energy,right?). Maybe loosing score would even encourage you to use more up and down. I can describe how I always play:

MiniLD16 (Untitled) – Final

minild16

My entry for Mini-LD 16: Constraints.  I’d appreciate any comments you might have, as well as what scores you end up getting.

Click on the image above to play.

Comments

22. Feb 2010 · 00:27 UTC
Got, 3430 then started mashing buttons in panic, and died.

I like how you used the requirements picture as the background. :p
22. Feb 2010 · 00:39 UTC
8280 (second playthough) 7690 (first playthrough). I, too, enjoyed the use of the constraints background. I thought it would be easy at the beginning, but it ended up being a satisfying level of difficulty.
Almost
22. Feb 2010 · 01:17 UTC
10740 (first playthrough)
22. Feb 2010 · 15:29 UTC
8450 first play through… this game is awesome! It really combines aspect of typing games with ddr channels and even lane defense type games. The mechanic of having 4 bullet limit combined with the ‘ice’ block areas is really great and prevents full on button mashing strategy from working. It feels like it ramps up too fast but at least it is exciting instead of boring. I also like that you used the constraints image. I was hoping someone would do something with it… :)

Wow, I Made A Video Game

It’s pretty basic and I didn’t get to half the stuff I wanted to, but here’s the two player versus space shooter, PEWPEW.

Controls:

Player 1 –
1: move down
2: move up
3: shoot

Player 2 –
0: move down
9: move up
8: shoot

http://dl.dropbox.com/u/139336/PewPew.zip

Windows exe. Unzip, open game.exe, shoot friends.

Comments

22. Feb 2010 · 15:22 UTC
Congrats on submitting a game! Don’t have anyone handy this moment to try with two players though. I like the super fast star field and the humor in the graphics and name. Thanks for participating!

Nameless Game thing is complete…ish

Well, finished my mini-miniLD game, which i made in about 3 hours… it’s so rushed, it doesn’t even have a name! i spent way to much time on initial graphics, and in the end didn’t have enough for stuff like menu graphics, which ended up being quite simplistic, I like how it came out though, especially the character’s walk cycle. And…. i just realized you can’t win the game… well i guess that’s something i need to fix… anyways, screenshot!

screeny

Yay for Jpegs!

oh, and a link to the other page thingy for this:

http://www.ludumdare.com/compo/minild-16/?action=preview&uid=1548

so yeah! fun weekend

Comments

22. Feb 2010 · 15:03 UTC
I won in 5250 total time! 😉 Really enjoyed this. I really found the simplistic music loop quite calming and the control scheme and pacing were pretty cool too. It held my interest as I upgraded my jump power to keep reaching higher coins. Love the weird sci-fi background and your use of the palette too.

Helimotive Release

It’s done!
It’s a bit further then my last attempt, I hope it’s interesting!

Controls, use the numbers to select a car, press the same number a second time, after a brief delay, to drop the object. Try to fill all the cars!

http://www.ericmcquiggan.com/Gameuploads/ludumdare/LDMini16.swf

Comments

22. Feb 2010 · 01:06 UTC
It’s not very hard. In fact, it’s a bit boring, since all you’re doing is pressing number keys, waiting, then pressing keys again. It needs something to make things harder, or change things around. Maybe a faster helicopter and a time limit (fill cars before the train reaches a station)
22. Feb 2010 · 14:38 UTC
I like the stylized graphics and the way you used the colors. Also great mic sound effects! :) I messed around with this game for a bit trying to determine how it worked or what you were going for. I like how you have to match the incoming cargo with the appropriate train space and also how the mapping is not totally perfect you have to remember what number is for what train car. I could see it being more fun with a bit more pressure of load out. Maybe even a time limit or fuel limit and it is up to the player to really crank at distributing the goods. On the other hand I could see this game going a more casual direction or even a kids game direction as it deals with a lot of fun elements of ‘put this where it belongs… but if you don’t funny visual and audio things will happen’ :) Love the name ‘Helimotive’ too.

Octopus Can Count to Ten – final

Late :(

I gave up on my original idea and didn’t think I was going to do a mini-ld game this time, but then suddenly within a couple hours of the deadline I decided to whip together something bad but playable.

PLAY ONLINE

On a happier note, I did make four games this weekend!  The other three were for Klik of the Month Klub.  over here.

Edit:  Timelapse!

Tags: final

Comments

22. Feb 2010 · 09:37 UTC
Ludum Dare _and_ KotM? Have you no shame, man? No dignity? No sense of fair play?
22. Feb 2010 · 14:53 UTC
This is actually pretty fun and challenging! My current best score is 55. I keep forgetting I can leap to any number and don’t have to move to only adjacent blocks. Also… is that Admiral Ackbar!? Great that you made 4 games this weekend.. wow. I don’t even know what Klik of the Month is so maybe I should check your link out above. :)

Horse Racing finished

I spent all day thinking of a name and Horse Racing is my best idea.

ssbig

I’m a little late, but had a late start, and I’ve been constantly distracted by the Olympics this weekend. That’s where the idea came from, watching speed skating.

It’s kind of silly. Just bet on which horse you think will win. 1,2,3,4.

I wish could have used more of those lovely blues. The sound and music is the best part in my semi-sane sleep deprived opinion.

link to download page:

http://www.ludumdare.com/compo/minild-16/?action=preview&uid=505

Thanks for playing. It’s been great fun making this :)

Comments

22. Feb 2010 · 14:47 UTC
What a great wacky experience playing this game. Not really sure I understand the betting mechanic (seems I can change my bets on the fly even after the race is almost over…) but that didn’t stop me from being entranced by the freaky mutant (horses?) and 2 frame animations along with GREAT sound effects and tiny music tidbits. Fun even though it seems way too easy.

Battle

Battle

So the lil guys now have opponents to fight. Note that arrows and spikes don’t do damage yet, but that will come…

I’m not dead! Just very late, but it’s a mini so I guess it’s not that bad.

EDIT: also, i’m very high on caffeine. oO’

Comments

sfernald
22. Feb 2010 · 18:23 UTC
Have you considered reversing the colors (or something) on one army so you can tell the two armies apart during battles?

Crisis

I’m having a big gameplay direction crisis. I’m wondering if I’m not making the game too complex, and on the other hand I think making it simpler would make it a lot less interesting.

Plus the “musical ear” aspect. Should I expect players to be able to reproduce reasonably complex rythms, and how many different ones? This is hard :(

Plus I suck at art. Boo hoo.

Note the split screen...

Note the split screen...

Comments

jovoc
22. Feb 2010 · 20:13 UTC
That art looks awesome. Boo hoo nothing.

Playable Test

Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:

http://vacuumflowers.com/temp/miniLD16

And here’s a screen shot:

Comments

snowyowl
23. Feb 2010 · 15:24 UTC
Hey, not bad! It might be easier (especially for users who can’t press too many keys at once) if pressing a number key switched the polarity, instead of having to hold them all down. I’m still wondering if this could be made into a game…

Hmm… add objects that you can’t switch but that can move, objects that you can switch but can’t move, and a goal of some sort… This could be awesome.
23. Feb 2010 · 17:05 UTC
It’s an interesting something, at least. I think snowyowl has the right idea for turning it into a game. Objects that move but can’t be activated by the player, objects that can be activated but don’t move, and the need to keep a specific circle in within a certain position or something.

Gameplay done!

I thought I’d finish tonight, but sleeping 4 hours last night really doesn’t help. I’m off to bed, and hopefully I’ll finish tomorrow… For once I’m gonna try to really polish this game. I think it might turn out good.

So I think the gameplay is done. The game is fully playable in versus mode (two players on one keyboard). I have texts and scripts ready for the tutorials (which will probably prove very necessary for a rhythm game), but I still need to plug them in. And I have the intention of thinking about making an AI. Or let’s modestly say a computer opponent, because I’m frankly doubting my abilities to make anything clever enough to make the game interesting against it.

I'm not sure about this title, by the way...

I'm not sure about this title, by the way...

In a post-LD version (as if the deadline wasn’t two days ago already…), I’d like to think about networking. I know it’s not always easy to find someone to play around the same computer. On the other hand it’s a lot more fun…

Anyhoo. I really need to sleep.

Comments

23. Feb 2010 · 21:17 UTC
That looks really cool.

Collision Response

It’s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I’m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.

MiniLD16 Part2 or ‘Let’s add some gameplay!’

This miniLD was like more or less all of the last competitions before. I work and work on writing frameworks for the specific game leaving not enough time to do something cool gameplay with it. So I decided to invest an additional weekend so that I finally can say:”Yes it is some kind of game!” 😀 So stay tuned and buy some fuel for the upcoming Tank-Missions 😀

Ah, as the competition is over, I decided to add one green color to the colormap and I will really think about kicking the input-constraint or just adding additional gamepad-support. Maybe I will use a MiniLD and a Normal-Mode. Similar to the old “Turbo”-Button of my very first PC (8086) where you could lower the speed from 10MhZ to 4.8MhZ . Unbelivable 10 (TEN) MhZ…. seems to be some years ago 😀

Here a very first possible new tank…(blender render)

tank (blender-render)

Comments

Bleck
25. Feb 2010 · 11:58 UTC
The key to any LudumDare is to not write framework. You need to just hack the game together. You can come into it with some pretty sophisticated libraries to do the nitty gritty things (Like unity, or flash, or xna) but you can’t really bring a big framework into it; it will just get in the way. So don’t worry about writing horrible, horrible code, and just start hacking.

Rise of the Taka-Pum: temporary final version!

So yay, I finally got the tutorials to work properly. As promised (and I don’t feel late at all…) the game is released!

No AI, so the solo mode is deactivated. The rest should be fine.

Get it on the submission page (Windows and GNU/Linux).

I hope the Windows version works. I crosscompiled from Linux, and although it ran in Wine, it was super slow.

I don’t have new screenshots, except tutorial text, so I’ll put back old ones. Because, heh, a “final” log entry should have screenies…

Here’s the readme:

Rise of the Taka-Pum

A Mini LD #16 entry by Noé Falzon (Tenoch)
<firstname.lastname@aliceadsl.fr>

Lead your army of Taka-Pum to victory using the Heavenly Drums of Awesome!

How to run

Windows: double-click Taka-Pum.bat
GNU/Linux: run Taka-Pum.sh (depending on your file manager, double clicking on it might be enough). You will need the following libraries: Lua 5.1, SDL, SDL_image, SDL_mixer, SDL_gfx, SDL_ttf.

Controls

1,2,3,4 = player 1’s drums
7,8,9,0 = player 2’s drums

Game includes tutorials.

Note: Solo mode doesn’t work yet. You’ll have to find friend.

License

The source code is under GNU GPL v3.
Sounds and graphics are cc-by-nc-sa.

GNU/Linux notes
The game comes with a precompiled binary (evolcore.so) created on a Ubuntu system. If it doesn’t work on your particular distribution, compile evolcore.c into a shared library evolcore.so, linked against the libraries mentioned earlier.

Comments

Almost
25. Feb 2010 · 23:47 UTC
The game works for me on Windows.