LD34 December 11–14, 2015

Battle For Bedroom final release!

 

 

Hey Guys! 

We did it! After some troubles, doubts, we managed to put il all together!

Now that it’s here, we’re wondering if we should polish the game, its physics, for exemple. We have some plans about other possible actions too, like a second attack and a fake attack to focus more the gameplay around mind game.

If you try it, please leave a comment, we absolutely need some feedback about that game, to improve it.

here’s a link:

ludum page of the game

We’ve noticed some issues with the web version and strongly recommend the use of the windows version ^^
battle for bedroomteam circé

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Thanks a lot for playing “Battle for Bedroom”!

Love from all of us at Team Circé!

 

 

 

Retro Rebound Challenge – LD34 Post Mortem

Ludum Dare 34 has come and gone, and while it is still fresh in my memory, I decided to put my thoughts down about the development of Retro Rebound Challenge in this blog.screen2

After the theme was announced, I spent about an hour hashing ideas around, and decided on a “throw a ball in a cup” game that eventually morphed into a pong-like game. Keeping it simple was the key… the theme was 2 button controls, and a retro pong game should use retro graphics, so the paddle, ball, and brick images, as well as the sound effects were a simple design that I feel worked well.

Tools Used What went well
  • Since it was my first Ludum Dare, and my first time actually using Unity to finish a project, I really didn’t know what to expect other than it was a very good possibility that I would not get anything released at all. I did get a playable game out!
  • Saturday morning I got up and thought that perhaps I should start over with a new idea, since I wasn’t happy with the progress. I decided to stick with it, and it came out better than I thought it would.
  • I am glad I added a level select feature. This is great for my testing, and for rating my game. The game adds complexity as you play, and I don’t expect a reviewer to play all the way through.
What Didn’t Go Well
  • For some reason, it took several hours to get the ball to behave correctly. Guess I need to refresher in Unity physics settings. Looking at it now, it seems easy enough, but it was very frustrating at the time.
  • I wish I had time to fix a few minor issues (Don’t we all).

I accomplished what I set out to do… release something that is playable, and I exceeded my expectations. I think Retro Rebound Challenge came out better than I could imagine.

To conclude, I had a blast, and I look forward to the next Ludum Dare. Depending on responses, I may continue development, since I do have several ideas I would like to add.

Getting some amazing feedback everyone! Really appreciate it, thank you to all even though we have had alot of bugs and issues with the web link, its stil lcoming along nicely!Build Town (OurEntry)

 

****Web link being fixed asap****

Christmas Eve Late Delivery Service : the Timelapse video

What better than a Timelapse Video on a fast electronic music ? A Timelapse Video on a fast electronic music with me shirtless on 5 frames.

This, my friends, is the sum of 48 hours of fun.

 Play and Rate : HERE

Play OSHIYA! PUSH!

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Hey everybody,

inbetweengames here, we’re very glad to have finished our second Ludum Dare Jam!
We struggled a bit this time, but that just means we can learn more! 😉

You can play our second LD Game OSHIYA! PUSH! here – please also rate and comment so we know what to improve.
We’ll also put up a Post Mortem soon so all your feedback is really valuable to us.

Cheers and thank you,
inbetweengames

 

mini-Post Mortem

So, my first ever post mortem and my second Ludum Dare done.

screen_01

All in all I’m happy with the game, I wish I could have added some more stuff to do (decorate Christmas trees), maybe improve on the Snowman AI so you could sneak and avoid detection.

Please play and rate the game, would especially like some feedback on the difficulty level.

Tools used
  • Unity 3d
  • Visual Studio (C#)
  • Photoshop
What went well
  • Used git from the start this time so I didn’t accidentally mess up my project in the middle of the jam.
  • Was able to work a lot with renderers, lights and lightmapping, environment maps and other stuff I’ve not done before.
  • Learned a lot about improving performance and discovered the Unity Profiler which is awesome!
  • Up one dimension from LD33 (2d game), guess next year I’ll have to go for VR.
  • I was fully stocked up on energy drinks and food that was quick to make.
What didn’t go well
  • Spent about 5 hours trying to figure out what to make Saturday morning.
  • Time management is hard! Finished the last bit (spawning monsters, their AI and the win/lose scenes) just before the deadline.
  • As a result of the point above, the instructions were not the best, but I have now changed them.
  • Personal hygiene might have suffered :)
  • Like last time, there was no time to have anyone else test the game before releasing it.
  • Forgot to add a way to track progress (5 seeds need to be planted), I think was just too blinded by already knowing the level and objective so well.

 

People and instructions

Am I the only person who reads the instructions before playing? It certainly seems like that sometimes 😉

I even had instructions in game, but I guess to many people reading a wall of text is not very enticing:

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So I replaced this with a slightly prettier version, hopefully that will help somewhat:

slg_instructions

Tags: jam, ld34, Ludum Dare, post-mortem, postmortem, screenshot, unity3d

While we waiting

While we wait for the results, we all have a lot of time to  comment and like other people’s projects, our team also closely monitors all projects of jam. So we decided to tell you about the five projects that we liked the most. We tried to choose those projects which have not been mentioned in posts and having a web version, so you can quickly assess their :

  1. The best graphics in our opinion is a game The Winter

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Tense atmosphere and high-quality pixel art

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2. Best gameplay in our opinion was in Growees

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Іnteresting logic game which makes us think

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3. Best atmosphere in S-Court

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You seemed really sit in the courtroom and see the judge decides the fate of people

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4.Best music and audio effects in Solstand

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Graphyc style and audio effects is perfect for this game

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5.Best funny game Astro Cat Saga

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This is cat in space ,what could be more fun?

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Dont forget to set likes and comment on games, your support  is wery important for developers
Of course we want to show you our game Climbers

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This is a fun game about two climbers who have to climb the mountain connected by rope , it is very fun game for one or two people

CasatkaLavina

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P.S.

Leave in coments your’s best games

P.S.P.S.

Our previous post about how we created game

Slash to Victory – Post Mortem

 

So this was my third time doing LD, and i really wanted to make a fully procedurally generated Platformer with Progression Elements. So when the Growing Theme got announced, i was really excited, because that fit the Progression i was planning well.

This was also my first attempt at actually trying hard to get the art well. Because i felt like, that the art was always my biggest weakness. So i learned some Photoshop and i think it turned out well, for my standards at least.

Also, this time i was really working to the last minute, the last LDs i felt like i was done hours before it was over. But this time i really felt like if i had more time i could have added a lot more stuff.

What i was also really surprised by, is that alot of my friends actually played this for hours. Which i didn’t expect at all, so i’m really thinking about continuing this Project.

Anyways, if you want to check it out, here’s the link:

ludumdare.com/compo/ludum-dare-34/?action=preview&uid=51472

– K I N A M I –

 

xmas_special_backgroundK I N A M I is a combination of Simon says and synthetic ambient sounds.

Don’t expect action.

Expect to create music!

Listen… 

I made a game. It is not good but it is mine.

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I decided to learn Javascript after seeing Sos’ video, Make an Allegro.js game in 45 minutes. I created a management game that can turn into a passive game with time, although it takes far too long to do so. The key is to train your employees, which is not clear at all, but it is possible to get a whole lot of money and basically have the game be idle, checking it every 5 or 10 minutes, although it takes a lot of time to reach that stage, and I don’t think is well enough designed to keep players attention.

Pretty pleased with learning some javascript and allegro, the game is crappy but endearing, I think. I like to think that it’s not really about the game you create in the end but the process, which went pretty well considering I started Sunday afternoon.

Just about to upload a post-jam version that will be clearer about the food/drink mechanics…

The Drunken Executioner

You are Eugene, the executioner. And you have a drinking problem.

Luckily for you, the most beloved King has entrusted you with the important tool to educate the people: the death penalty

Preview

Play it here!

LD on iPhone

I’m out travelling so I did this ld using only my iphone 4 and a public unity package I made for text based games.

The thing is I need to vote on more games, but not many run in mobile browser. So if your game runs on mobile/mobile browser, please comment!

If you have time and want to play a weird game: shameless plug

Why is he eating everything?!

Cepha’la’goth is wreaking havoc and wants to eat everything. The only way to stop him is to conjure up another Outsider and empower it to battle Cepha’la’goth. Do it, do it before he trashes and eats everything!

 

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PLAY HERE.

 

Deep growth

Deep growth is a game i made for jam. is about a growing “plants” deep with in the earth core
you are a blob probably named with a cliche name to grow “Plant” collecting “growth” powers ups to go to the surface and fix earth

♦♦♦♦Compo Page♦♦♦♦

 

3 favourites after rating 50 games

Holy moly, there’s a lot of great entries this Ludum Dare! I mean, there always is, but there must be something in the water because a lot of the games I’ve played so far are wonderful.

I’ve now rated 50 games, and wanted to share three that really stand out to me:

DESEEDER by Zanzlanz (Compo)

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This one grabbed my attention from the moment I saw Zanzlanz’ first post about it. The concept is simple, but everything about it has a huge amount of polish – the sound, graphics, and controls all feel great, with just the right amount of difficulty progression. We see a lot of good pixel art in Ludum Dare, but this game stands out by literally turning the idea on its side.

Acrodog by dvdfu (Compo)

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OK, this game is just plain adorable. Who wouldn’t want to help Lil Houndini be a star? This also fits in to the “simple concept well executed” category: a play-through might take less than a minute, but it’s challenging and charming enough to keep me coming back for more. If there was a category for best new genre, “dog-juggling game” would be in the running for sure.

St. Orchint’s Orphanage by Double Zero One Zero (Jam)

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Every Ludum Dare, I look forward with great anticipation to what the folks at Double Zero One Zero are going to put together. In my opinion, they’re consistently in the front of the pack when it comes to setting a mood and putting a gritty twist on the theme, and this game is no exception. I love the contrast between the harsh reality of the decisions that the game asks you to make, and the way that it presents them as just numbers on a ledger – in that sense, it’s very much in a similar tradition to the Westport Independent (from the same developers) and everyone’s favourite bureaucracy-’em-up, Paper’s Please.

 

There’s lots of other great games that I’ve played, of course, but these three are just examples of ones that I’ve really enjoyed and keep thinking about and coming back to. There’s a ton more games to play, so I’ll probably be back with another post like this in a few days.

And, in the meantime, if you’re looking for something else to check out, why not give my game Xtreme Crop Duster Simulator ’82 a try?

Tags: favorites, ld34

Comments

16. Dec 2015 · 20:53 UTC
Thanks for this, very nice games.

Lumberjack vs. Ancient Android’s Cybertree

In our eternal struggle to bring our games to all people in need of entertainment, regardless of time and location, we’re happy to announce that Lumberjack vs. Ancient Druid’s Cybertree now officially joins the “elite” club of games fully playable on Android!

lumberjack_android
So fire up your device with totally-the-best-operating-system-out-there and download APK here.

To celebrate this breakthrough event, we’ve also sneaked some bug fixes in Windows/WebGL version:
– Some cybertree minions were spawned too low on the screen and could not be interacted with in that playthrough, while still launching bombs at you. Oops.
– Blocked selfie usage after Player is dead. Actually, I only fixed the part where you could use it with Game Over screen already visible, kinda breaking the game. Part where you get resurrected while in dying animation if you take selfie was kept as it is. It was just too funny to fix, so let’s say it’s not a bug – it’s a feature. Thanks for reporting, Garris!
– Fixed critical issue, where on tutorial screen “immortality” was misspelled as “immortaility”. That artist let it pass I can understand, but I hold myself to higher standards than this!

Comments

psypol
16. Dec 2015 · 21:25 UTC
reviving thanks to a selfie ? i didnt saw this “exploit”

sounds legit to leave this in the game 😉

Finally made built the Windows version

I managed to squeeze out a suprisingly fun  game last weekend, but until now didn’t manage to built it on Windows.

Framework: C++11 -> JUCE library

Every asset is generated so no other tools were necessary.

You can play it here: There’s Always a Bigger…

Screen Shot 2015-12-13 at 13.15.34

Valk Unit Lawyer – Post Mortem

post moterm : valk unit lawyer!

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So this is our first game jam! We just decided to join probably like 6 hours before it was announced. We didn’t really fully grasp what it really meant to be making a game within 72 hours, so haha ha ha…

code/design : @oz2mura

100% art : @pumpkinnette

Theme Announcement : We were shocked by having two themes, we just had no idea if we should even participate cause didn’t even know what to do. So, we decided to distract ourselves for a couple hours, brainstorming as much as possible, shower thoughts. Had many vague ideas kept coming to mind, we swatted them away cause they didn’t sound fun to make. We forgot why, but the idea of Valk Unit (a project we’re currently working on prior to the game jam) was the setting, and it had to involve our Lawyer character design.

Brainstorming session : Lots and lots of thumbnails. This was the best way for the coder/artist to communicate, we didn’t have time to get verbal and try to comprehend what was in our brains, we just wanted to produce as fast as possible. So we had a lot of thumbnails quickly drawn and shared, which created a cycle of inspiration and more thumbnails.

Production : Delegating tasks wasn’t too difficult, one of us did the code and the other did the art, fairly straightforward. We had a screen resolution in mind, the artist could generally create mock ups based on the thumbnails, then polish them as it went along.

Oz : As a coder, I’ll be honest. While I comprehend the concepts of code/programming, I’m really good at “faking” it. Even though for every mechanic implemented, I knew exactly what I should be doing. However, I literally just brute forced a work around when I realized that I had no idea what I was doing anymore. All that really mattered that it did what it was supposed to do, right?

Last Day : Everything has been going pretty smoothly, art assets  redone, completed, implemented. All the core mechanics work, ready to just add all the dialogue and play test it. We cut back a lot of additional features that we knew took longer than it was worth. Overall feeling good about the progress had about 12 hours to go. Sleep deprived as we were, decided to get some sleep, woke up 6 hours to go.

6 Hours left : Feeling rested, any initial problems we had look obviously simple to solve. But something went wrong, kept our calm and cool, resolved it within 4 hours. However we didn’t have any of the dialogue for the suspects done. There’s 71 suspects and 5 lines each needed.

2 Hours left : With amazing teamwork, we streamlined this process to be as fast as possible. 355 lines done. With no clue if anything worked at all, plugged it all in. With barely any time to spare, didn’t even know if it stilled worked, created a executable, then rushed it on itch, rushed the submission then finally breathed.

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After Submission : We had friends play test, we play tested it which didn’t help that we knew the answers, and really wished we had time to play test it at all, because all the obvious oversights became so obvious after a full play testing.

Things we did right :
– Taking a long time with the brainstorming, so glad we did that.
– Thumbnails everywhere, this was a great way to bridge communication
– Knowing when to drop the “ambitious” features
– Had a ton of fun.

Things that could’ve been better :
– Less “workaround” code and letting numbers become magical girls.
– Consistent communication, started strong then didn’t.
– Taking care of selves, feels like we lost more hours just being sleep deprived.
– NOT BEING ABLE TO PLAY TEST = biggest problem.

After thoughts : Would do this all over again, and I’d recommend everyone who hasn’t  game jam, to game jam. Can’t wait to start working on a post-jam version of the game with everything done as planned. But first focusing on rating and playing as many games as possible!

plug : OUR ENTRY 😀

Tags: ld34, post-mortem, postmortem