LD34 December 11–14, 2015

Hero Feed Co. – A Post-Mortem

Well, before I get started, are Post-Mortems supposed to be when you’re done with a game, or just looking back at the weekend?

Anywhoozle, I made this thing in 48 hours, and, after about 30 minutes of deep, deep consideration, named it Hero Feed Co. and here it is: …in a thiserly direction… I think… yeah, here it is!

ThumbnailB

So, in this hectic-ish and horrifying place, you pop out of a little cage labeled “Snack”. Then the janitors start pouring in. Now that I have the story out of the way, the weekend went as such: Theme came out at nine ‘cuz I’m an Eastern-Coast… dweller, and then I started bouncing a few ideas off of some friends and doing some art for the game. Then, about an hour later, decided to turn in for the night. Next day was the usual semi-relaxed rush to build the basis of the game, and I had the game itself done by bedtime that night. On Sunday, the awe-inspiring day of rushing, I had the majority of a game done, and was able to focus on polish. I spent the morning and beginning of the afternoon doing cool and fancy stuff, like knockback, flashing-hurt-colors, and two new enemies. Of course, like a good little jammer, I left the music and sound until the end. I actually think I wasted quite a bit of time on the sound, as I scrapped what I had after an hour and reverted to BFXR. Music also wasted about 30 minutes, and I ended up with none at all. Deadline came and went, and it was quite a success in my opinion. And, feedback from the community has enlightened me on quite a few interesting details.

What I think went right:

Art- I had a ton of fun doing it, and have gotten a few comments on how much they liked the art style I used… which I don’t really know what I did differently from normal, so maybe they just like my art.

Concept- the statement of “Keep It Simple Stupid” is completely genius, and a must-have piece of advice to follow. Every time with Ludum Dare, I’ve gotten the comment “Nice idea, bad execution”, and now I’ve learned that time for polish is essential to limiting the number of these comments.

Sound… ish- I guess I could put a “what went okay”, but I’m actually kind of impressed with the sound this time. Watching that Magfest 48-hour game jam tip session-panel-thing taught me the tip of “When on BFXR, just hit the Randomize button a few times”. It worked a charm, with some really cool and somewhat-smoother-than-normal sound effects. Sound was a little incomplete though.

What I think went wrong:

Music- Not applicable, again. Nice job man.

Controls- Again with the “Nice idea, bad execution” thing. I went with a similar control scheme to Mobs inc. from LD 33, and by similar I mean VERY similar, and the execution was very easy to do, but ended up with a slight “icy-floor vibe”, as one comment put it.

Difficulty- Combined with the “icy-floor vibe”, and some cramped level design, quite a few people found the game too hard. I went with what was a comfortable difficulty, and ended up making it far too hard for anyone else to do very well. Which unfortunately also means that not everyone got to see some of the later content, like the all-powerful Death Pugs. They come in wave 4 for those of you who may want to see one. Good luck.

I really learned quite a bit from this LD, had a ton of fun, and can’t wait to see more of what you guys have made this LD, and try again in April.
If you want to try my game, it’s here: in this link.

Good luck seeing a Death-Pug.

Strong Like Orc – Post-Mortem and Announcement

So my first Ludum Dare ever is completed! Hooray!

If you haven’t yet, you are welcome to try my entry, Strong Like Orc, a pseudo-hack’n’slash endless runner starring one (or two!) orcs who are training to defend their tribe against the humans by dodging and smashing their way through a dungeon full of crates. Sample gameplay below!

This was my first entry into this storied competition, though I tried and gave up once a few years ago. In fact, I didn’t even realize that LD was this weekend until 24 hours in! Deciding I had nothing better to do that weekend, I jumped right in to do some brainstorming. I’m very pleased with the results, simple as the game turned out to be. Everyone else seems to be doing it, so I’ll give a bit more detailed description of how everything turned out.

WHAT WENT WELL

Simplicity – After getting an idea and starting, I kept scrapping gameplay features – multiple characters/weapons, enemies to dodge, powerups – in the name of simplicity, and focused on creating a base experience with a (moderately) high level of polish. There’s less to do than I had envisioned, but with the amount of time I had, I think it turned out better for it.

Gameplay – The two buttons used were for jump and dash. Recharging the player’s air jump after a complete spear dash allowed for much fluid gameplay, and suddenly created the additional challenge of how long the player could stay in the air in one continuous dash/jump chain. I felt that the game was quite fun to play, and I received numerous comments to the same effect.

WHAT DIDN’T

Down to the wire – I started after 24 hours had already elapsed, and I had work most of Monday, so I ended up with very little time to work on the game. I only had an hour or so to do all of the audio, so that was a rush to make sounds in sfxr, and find free to use music online, though I am fortunate to have found music which suits the atmosphere of the game. Next time, I’d like to do my own music proper. Technically I went 5 minutes over time trying to get the music to play and fixing audio bugs (please don’t disqualify me).

Level generation – I ended up with a fairly simple algorithm for dungeon generation (place some rectangles randomly, put some boxes on top of those randomly), but there is no difficulty progression, and it is not impossible (however unlikely) to generate a completely impassible hallway. One of my highest priority post-jam improvements to work on is better level generation.

Player communication – I figured the best thing to do was tell the player how to jump and how to attack, and let them figure out the advanced combos. What happened was several people didn’t realize they could double jump until 5 or 10 minutes in, and one person even thought that infinite dash-jumping was a bug. I had added these as occasional gameplay tips when you die, but what instructions I figured were implied didn’t come across the whole time.

FUTURE GOALS

Multiple characters – Try out different weapons for different play styles, for instance knives which you can hold to dash forever, or a big mace which slows the player when they swing.

Level progression and enemies – In addition to the infinite random runner, I’d like to add a dungeon progression where the player clears out successive areas with different enemies/themes, and eventually take on the human army, culminating in wizard boss battles.

Level generation – Add some checks so that the generated hallway is always fair, or at least not impossible, and some progression so the game gets faster/more packed as the game goes on.

ANNOUNCEMENT

I got bored last night, and added an option for a second player, so you can compete with a friend in real time. If you’ve played before, perhaps try again with a second player for you to trounce with your existing skill.

There’s an issue though where if one player dashes, the other increases to the same speed. I’ve left it in because it would be quite hard to find a fitting solution, and because it gives players options to kill each other by dashing when the other is near a wall.

TL;DR – I completed my first Ludum Dare game, check it out here!

Let me what you think!

ZORC – Post Mortem and Future Plans

So, this is my second time competing in LD and this is also my second game. I feel like this game is significantly better than the first one I made, but I also had more time and less stress during the event this time. Overall, it seems people have enjoyed themselves when playing it, which is fantastic! I hope it means I did something right. Learning from my last game, I had the goals of making this game play longer than my previous game (you can rush through my previous game in under 1 min) and to have decent sound effects, especially since I’m a bit of an audio guy.

Anyway, what went right this time is that I was ready for this event from the get go. I got off of work at 6:30p and the theme was announced at 7:00p my time. I immediately went to a coffee shop with an idea already brewing in my head and started to jot down ideas and even levels.

CV_3WZ-U8AAlF_e

I decided to try both themes this time, but one definitely had a bigger drive in the game than the other. Two-button controls was my main focus and the gameplay definitely shows this. In the game the character (named Zorc) cannot do anything. You have to manually select which mechanics he can do and assign them to the either the Z or the C key. The gameplay is tedious at times because of this, but what I tried to do to help alleviate this annoyance was add beautiful bell tones that play whenever Zorc moves or when you select mechanics from the menu. Add a drone-esque tone with a rhythmic recurring note and I built an audio atmosphere that I’m proud of. All the sound effects were stock sounds from Reason 7, with a little bit of synth editing and mastering the sound in Audacity.

Focusing on the audio was what helped pull this together. I originally planned about an hour or two for audio, but I spent about four hours (maybe five) working on it and implementing into the game. This is because part of what didn’t go right was the graphics. You can easily tell that I do not know what I’m doing with graphics. I still want to learn how to, and for the next jam that’ll be a goal I’ll strive for.

Another thing that didn’t go right was time management. There are several known bugs in the code and I spent way too much time trying to fix them. It wasn’t a good idea because the game as a whole suffered for it. I had to scrap levels, mechanics, and even art because I tried to fix bugs that would need more time and thought to fix than a 48/72 hour event can provide. Because of this, I was forced to submit my game to the Jam. I submitted my game to the jam last time, which is fine, but last time I had a better reason to. This time I was being stupid. I also tried new things that I have never done with code before (which is the reason for the bugs) and that only made things worse.

I also did not account for international keyboards. I’ve had several players from Europe mention that the ‘Z’ and ‘Y’ button are different from American keyboards, which drastically changes how the game is played (Z and C keys plus the mouse). This meant that the mouse was more of a hindrance for these players since they had to use two hands to Zorc instead of one. I will have to be less ignorant for my next game.

With that, I have my goals for LD35:

1. Focus more on art. It will probably be pixel art.

2. Don’t be too ambitious. Strive for an idea that fits the theme but is also something you have done before or will be easy to do.

3. Manage your time better.

4. Be wary of the controls for other people and who the controls will affect the game for them.

For the future, I would actually like to pursue an idea like this. I wouldn’t just have two button controls for an actual game, but I do like the idea of having a game with a very interactive audio atmosphere that the player can directly control and influence. That sounds neat to me. I originally thought I’d have to use Unity to make such a thing, and I’m still very new to programming. But I made THIS game in Game Maker. So I may just be able to pull off my idea in a program I’m already accustomed to, which is unbelievably exciting and reassuring.

Thanks for taking the time to read this if you made it this far. And if you haven’t had a chance to play my game, then here’s the link: BAM!

ZorCSS2

 

Back On Earth Making-of

screen

I thought I’d do a little making-of for the art creation phase if you are interested.

For this adventure game I wanted to try a different process to create the backgrounds. I’m not extremely comfortable with pixel art, but I’m used to painting in a traditional way, so I decided to paint the backgrounds in high resolution. I’m using a custom painting tool that was originally designed for live-painting performances, it did the job well and fast.

Paint

Then came the problem of resizing, as you may know, resizing down an image can be difficult if you want to keep a pixel-art feeling. You may use “nearest filtering” resizing, but it usually totally destroy the image. Or you may use “bilinear filtering”, but it result in a blurry image. For some time I was experimenting with a new way of resizing-down an image, here are some tests :

Here is the HD of the second screen and the “pixel-art” filtered version :
sc02_HD sc02_LD

It gave an interesting old-school vibe to the game, without loosing the sharpness, even after applying the CRT shader.

You can play the game here

If enough people are interested I can make a similar making-of about the programming aspect of the game and explain why programming in C is still relevant today.

Thank you for playing and for the encouraging comments on the game page !
See you around.

Stuffed Beetle

Handing out trophies to everyone reaching the end of Tubutten Beetle.

Screenshot or video required.

trophy

Livestream, let’s play your games!

Hi there!

I’m livestreaming right now, playing your Ludum Dare games!

Feel free to drop by and post your game in chat, I will play it, rate it and might even leave a command about how to improve it :)

Twitch channel: http://www.twitch.tv/chubb1337

See you on twitch!

-Chubb1337

 

P.S. I also made a game, play it here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60288

Thank you for inspiration, Ludum Dare!

The “Growing” theme made me an initial push to complete my long-lasting project. And now here’s what I can do on the screen of my Android device (an animated GIF is worth 1000 words):

SnowRelax2016-Android
Just swipe the screen and enjoy the snowfall. Now defeat conditions: you can do whatever you like to have fun.

As the project was started before LD34 beginning and finished 2 hours after, I didn’t submit it, but uploaded to Google play: Snow Relax on Google Play

The technology I used: Action Script 3/Starling/Air. The game keeps 1000 snowflakes at 60 fps.

Tags: android, Growing, release, starling

Growdom

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So after another entry to Ludum Dare (my 5th entry), I’m really starting to see just how much better I am at making games, when I compare this entry to my first one there is a huge increase in quality, detail and even the number of game mechanics in it. I’ve also now completed my goal of including an AI system within a game which can make ‘player like’ decisions based on the current situation and for the most part can do exactly what the player can do.

PLAY IT HERE

Picture1

The good:

  • Tile based map – the map can have tiles updated in real time with no obvious decrease in performance
  • AI – the AI can compete against the player in a relatively realistic manner
  • There is a fair bit of replay-ability with the game as the map and spawn locations are randomly generated
  • Resources – the resource system works well and the idea of balancing your resources works well
  • Upgrades – although I haven’t made it very clear, you can upgrade buildings to make them produce more which means that you can balance the negative effect of having too many tiles, which is that they each cost 1 of a resource in upkeep
  • Kingdom borders – these took a while to get working but I’m very happy I added them as it makes it a lot easier to see where each kingdom is

The bad:

  • There is no music in the game
  • The tile graphics need a bit more work to make them look nice, its only the tiles I made near the end of the 48 hours that actually look nice
  • The resource display sometimes doesn’t update properly
  • I didn’t have time to implement a tutorial
  • The fog doesn’t loop very nice, it needs something similar to the kingdom border

Picture-1

So overall, I am very happy with this game, and am currently continuing the development of it to fix some of the issues as well as to add some new features. I am also working on a mobile version as I think this might work well to.

I have also added my game to Kongregate so you can play the latest version there as well along with the itch.io version.

Thank you very much for playing my game and I’m really enjoying playing other entries as well.

Comments

MSiddeek
19. Dec 2015 · 11:49 UTC
This is AWESOME!!!

Bouncing Knight: Post Mortem!

Main Menu

First, here’s the game for anyone that wants to play it! All feedback is greatly appreciated!  Link

Post Mortem

This is my third Ludum Dare, but the first time that i’ve dared to make a post mortem! 😀

The Preparation:

For some time now I’ve been trying to improve my programmer art, I always felt that my games were lacking in that aspect. But the road of the artist was no easy one for me, most of the things i found were very hard to manage and the result was not appealing enough. Mostly due to my lack of persistence and laziness. Luckily, in my search for a good Art pipeline i found Inkscape, with it’s auto correct tool and power strokes the results looked pretty good!  With that and my usual Paint.net + Unity + Anvil Studio + SFXR , my setup was complete and I was ready for the Ludum Dare! Or was I?!

Theme Breakthrough:

When the theme came out, my mind was blown. At the beginning i was so confused that i even thought that “TIED: Two button control and Growing” was one only theme.  After rereading it multiple times and finally understanding what it was about I started to think about which one would fit me better. To tell the truth I just wanted to do something simple, but with a twist. The first idea that came to my mind was about a knight that kept on getting bigger and bigger as it killed his enemies, but the growing part and the level getting small sounded complicated, so i discarded the idea. I kept on thinking about other ideas for a while and then… BAM! It hit me like a train! A knight that keeps on jumping up and down! It sounded fun! And it was a 2 button control, so I started the development right away!

First steps:

The first part that I implemented was the bouncing mechanic, it wasn’t too hard, and even tough it had some glitches with the side walls, it was working pretty good. The next part was to start to make some art, surprisingly enough, the knight looked like a knight and the weapons looked like weapons. By the end of the first night I had the bouncing mechanic, and one enemy that was just standing around. Things were looking great!

Knight

The Biggest Challenge:

Things were looking good by the first half of the first day. Some of the enemy AI was implemented, weapons were functional, I even had the system to pick weapons up. And then, when it came the time to implement the camera, It all started to go wrong!

In the beginning I wanted to make the camera follow the player. This way i just had to design one enormous level and the player could just navigate around it. But the camera following the player felt horrible! I couldn’t figure out a way of doing one big level without becoming dizzy from the camera after 5 seconds of playing. Other solutions were a bit more time consuming, but it looked like I had no alternative. So I buckled myself up and I started to implement a roguelikeish type of levels.

The first problem I encountered was that I had no experience on using any Tilemap editors like Tiled… And i surely didn’t have time to learn and create a pipeline to export it to Unity. So I searched a bit more and I found that in Unity you can move the sprites around snapping them to the grid if you press Ctrl while doing so! That was great! I was able to design levels already inside Unity and a lot faster than learning to use Tiled!

In the end the map ended up being quite big, 13 levels, and the level design consumed a lot more time than I had planned! Only half a day was remaining and I still had to create  music/story/final boss, and polish the game as much as possible.

Levels

 

The Final Countdown:

With more coffee than blood running through my veins I faced the last few hours of this ludum dare! The music ended up coming good and the boss was simple but effective! I also had to cut the story short and only put a small introduction. But in the end the game was finished!! I was happy with the result and there was only one thing missing! Uploading it!

With Unity it’s fairly simple to upload, But some things like the particles on picking up coins were broken in the process. I didn’t have time to fix it and they didn’t look superhorrible on WebGL, so I let them be.

After the succesful upload I went to sleep with a smile on my zombie face! Another finished Ludum Dare!

 

Thanks for reading! Hope you all enjoyed your Ludum Dare as much as I did! :)

Charge! – Post Mortem

By Freyja's Fingers!

This my second time participating in the Ludum Dare jam, and this time I thought I’d put together a quick post-mortem about what I learned, how I improved over last time, and where I can still do better. You can play and rate Charge! here.

I was actually quite pleased with the choice of theme. There were some of the others that I felt I had more original or innovative ideas for, or ideas that were closer to my heart, but I did have a solid idea for “Two Button Controls” that I felt I could implement competently, so I wasted no time in getting stuck in. This time I was prepared in advance with a basic title screen and SFX and music architecture.

I initially was going to go for a low-poly 3D art style (but still with gameplay on a 2D plane). After adding a couple of layers of background terrain I decided that I didn’t want that sterile look, and I didn’t want to tackle character modelling in Blender, so I switched to a pixel art style. Initially I went with a more standard colour palette for this, but soon switched it up again with a palette selected by a web-design tool.

Next I added the “monk” enemy as a brown box placeholder sprite, and the player as a red box, and implemented the basic gameplay. Aside from some struggles with the animation system (as usual for me), this was really quite simple. I described the gameplay as 2D above, but that was a lie, it’s actually 1D – everything is based on the x position of various objects.

With the basics down I turned to the music and SFX, because a major criticism of my last game was that it was too quiet and had no music. I’d messed around with Bosca Ceoil a few times in the weeks prior to the jam. I don’t know much about composing music, but enough to pick a common chord progression, make a few variations of it, and base everything else off of the chords. I wanted a sort of metal feel, and I think I spent longer trying to pick a distorted guitar instrument that I liked than I did on composing the tune. I added a “bagpipe” instrument as the melody, because I read that the Vikings may have had such a thing. Finally I made a variation of the same tune with half the guitar chords and drumbeats removed and a more melodic instrument than the bagpipe, to use for the title screen. I picked some sounds from bfxr for all the things I would need.

After that it was all animations animations animations. I animated the second enemy type as I was creating it, rather than using placeholders, because by that point I had a good workflow down.

What went wrong

  • The biggest disaster was when I went to prepare a release in the last hour of the jam, only to discover that my UI was not being scaled correctly when run full-screen. I scrambled to find a fix for this but couldn’t. I’ve actually seen the same problem in other games from the jam, so I think it is a Unity bug :( I upgraded the day before the jam, which was an obvious mistake.
  • I thought the colour palette would make the game stand out and look more interesting, and I think it does to an extent, but I also think I stuck to it a little too religiously. I should have chosen one limited palette for the background elements, and another for the gameplay elements. As it is the gameplay elements blend in a bit too much, and there’s a few spots where details disappear completely.
  • Some of the sounds are quite good, like the impact sound when an arrow hits your shield – very satisfying. Others are a bit grating, like the treasure collection sound. I wish I had had time to tone that down a bit. I would like to figure out a better way of doing sound effects in general actually.
  • The art – I wish I had gone for a lower resolution. It was my first time attempting this kind of art, so I wasn’t sure where to start. I don’t think it’s as impressive as my last game.

What went right

  • The animations. After some initial struggle with Mecanim it finally started to click for me. Most of the animations are only two frames, but they feel punchy and bouncy and convey what they’re supposed to. The run and idle animations are even in time with the music. That was accidental, but I love it :)
  • The music. Nobody has commented on it either way, but nobody is complaining about my game being too quiet either. And they’re not complaining about it being annoying. To me that suggests that I made music that’s not amazing and awe-inspiring, but it compliments the gameplay and doesn’t get on people’s nerves. That’s a success in my book.
  • The basic gameplay was really easy to implement, which left me lots of time for tweaking and polish. I didn’t have to bother with physics or colliders. I felt that my last game was clunky and awkward to control, but this one is responsive, and is more fun as a result.
  • The frivolous elements. I think the gameplay stands on its own, but being so simple it could easily become boring. I think things like the praise and admonishments on death, and the random battlecries form a reward system on top of just getting further each time, and were much easier to implement than new gameplay elements.

Overall I’m pretty happy with my game. I got much closer to achieving what I set out to than I did last time, and I had a lot of fun. I will probably even improve on it a bit and release it – I think it would be good on mobile.

Please check out Charge! and rate it, I hope you enjoy.

A very switchy button, LD34 Post-Mortem

Button simulator screenshot

Button Simulator in action

Play the game here

The Concept

I had the idea for Button Simulator, my LD34 entry, while watching a crappy science fiction movie. The characters sat at their space ship consoles, flicking switches and pressing buttons. There was something strangely entertaining about the experience – the link between human and machine – a sense of power, and a satisfaction in being able to control the world around you with just a flick of your fingers. I suppose its also the same little itch that DCS A-10 and its hard-core simulator siblings scratch, or this mission control desk (https://www.youtube.com/watch?v=j6zseFi070E). But how to translate a switch flicking simulation into something that was fun to play and could be completed in a weekend?

I suppose I completed the process back to front – instead of using the theme to generate a game idea, I used the theme to flavour the game idea I already had! In the final days leading up to the theme announcement I took the 20 final themes and wrote a short paragraph – a “hook” – for as many themes as I could that set out how my game idea would fit into each theme. My hook for the “growing” theme was:

    "Last year's crop wasn't that great,
 and unfortunately we had to let Freddy go...
 ...from altitude.
 Don't let the crop die"
 

This turned out to be pretty close to the final intro text. Even if my approach was back to front it meant that although I wasn’t ecstatic about the themes that were announced, at least I had something ready to go.

Making the game

My last Ludum Dare entry was probably the worst thing I have ever publicly released. I wasn’t happy with it at all, and I think it was because I didn’t have a solid concept in mind before I started, and as such was a bit all over the place. This time I decided to do a lot more planning and so I spent the morning of the first day jotting down some thoughts and scribbling out the UI. My idea was that there was a relatively old fashioned computer terminal that controlled the growth of a crop. You had to flick switches and turn dials to manage light, food and water, and keep the crop growing.

I had decided ahead of time to make the game using React.js and Redux. I’ve played around with web interfaces using these technologies, but I was curious to apply the Redux/Flux methodology to a game. (If you aren’t aware of React/Flux then its worth reading up on, if nothing else as another way to approach application design) As it turned out React was very well suited to the type of game I made and I felt it helped me develop very rapidly and relatively bug free. Hot reloading (i.e. when you save the source the changes get immediately injected into the browser) is a massive productivity increase, particularly when playing around with styles and layout.

I could probably have made more use of ES6 and javascript features, in particular a lot of my game logic could have been simplified using a few calls to Array.reduce(), and I should probably have used selectors for some of my UI code, however overall I’m happy with the way the code base turned out. Would I use React again for another LD entry? Depending on the type of game, yes I probably would.

I used Inkscape for the graphics and Audacity to make the sounds. The sounds effects were all bundled in a single file and I used Howler.js to treat them as a sound sprite. I think the buttons have a really nice tactile feel to them, and at least some of you agree.

How it was received

Most comments have been positive, although time will tell what people have actually rated the game!

I did wonder a bit about the difficulty level. As I made it and am aware of the logic, I can win quite easily. However for other players (although its not meant to be an easy game) a lot of the comments have been that its a bit confusing and challenging. I did put in some help tucked away in one corner which explains a lot of the mechanics (and one of the game screenshots shows the help screen), but many players didn’t seem to find the option.

I’m a bit torn about this feedback – the “plot” of the game is that you have no idea what you are doing, so providing any sort of help is kind of breaking that premise. At the same time the game is meant to be fun. I think in future I’ll make the help button a bit more prominent.

What now?

I’m thinking of making the game into a sort of multiplayer party game that I can play with my mates. This could probably be done in React using RethinkDB and websockets, however in this case I think I’ll do it in Unity as I want to try out Forge Networking. I do want to bring a lot of the React/Flux mentality to the C# version though, where appropriate, particularly the idea of a single global state – although I think I’ll discard some of the immutability Flux favours for its state.

Play the game here

Added a standalone .exe for Hope

After receiving some advice, I made a standalone .exe (compressed into a .zip file), for people’s convenience. If you held off on playing my game due to the fact it used an installer, please consider giving it another try. Thanks!

Tags: hope, jam, ld34, Ludum Dare

2GrowingButtons APK

I hope this new incredible promotional picture will convince you guys to
PLAY and RATE my game here => http://tinyurl.com/2gbld34-apk
P.S : sorry for the side-bar it will be fixed soon when ill be able to finally build APK on my own
for non-android users the game is playable in WebGL here : http://tinyurl.com/LD34-2gB

Comments

Gas
19. Dec 2015 · 14:58 UTC
Friendly reminder than you forgot an l in finally. :)
psypol
19. Dec 2015 · 16:44 UTC
Sorry for the Mobile interface visible when playing on mobile. ill work on this !

A brief post mortem: Just a fatty cat

screenshot 4

Click here to play now

I didn’t intend on entering Ludum Dare 34 because I thought I was going to be busy all weekend with college work. I didn’t have as much time as I wanted too but I’m still pretty happy with the game. In terms of programming challenges there was nothing too hard that I did this time round. I wanted to play around with shaders but I didn’t really get the time. Thanks to everyone who played.

Now you can play my game Subatomic Borrower in your favorite Android (device) !

After a lot feedback, I did what none asked for and ported my game to android .

(pick skewing what tangentially related means, and then skewing it a little bit more  )

(i also want to stand out more monochrome-san)

Was everybody asking that I made the jumping mechanics more nuanced  … well, I did that too.

newanim

click for bad-ass iddle and running animation

Did anyone ask for new character animations… not that I can recall, but they are here anyways .

Will you play and rate it ?(click here)