LD34 December 11–14, 2015

LD: The whole bunch

I don’t think I’m the first person asking this here or somewhere else related. Is there an online place, public, with all the LD games made so far, since the first event? I’m not necessarly asking for a game repository (although that would be nice), just a online database with the information of all games.

Thanks

Comments

Xanjos
21. Dec 2015 · 19:50 UTC
The itch.io browser (ludumdare.itch.io) might be a better option since you can filter by platforms/rating/coolness/etc.
21. Dec 2015 · 19:54 UTC
It doesn’t grab all platforms properly :c
21. Dec 2015 · 20:00 UTC
that’s it, thanks

yes, it seems that some links are broken or don’t exist. But it will do 😉

Post-space-jam version now available

We’ve created a post-jam version of our game to fix some graphical inconsistencies and added some things people have been asking for. This is our first post-jam version, which we created mostly because we enjoy playing the game ourselves. Thanks to everyone who played the game and given us feedback for this game and all past and future games. :)

2015-12-21-202753_1680x1050_scrotPlay it here

We’ve been talking about updating the AI, and maybe some other things as well. We’ll have to see. Feel free to post a comment with suggestions and other thoughts!

Increasing visual feedback

visual feedback

One thing that’s been problematic with my entry is players not perceiving subtle speed differences to discover how their inputs and actions actually affected their speed.

I think this little bar below the score will help a lot with that and make it much easier to learn the game without further instructions.

Further small tweaks and details in that gif:

  • berries actually float up if you are going too slow or falling down (this helps a bit with understanding what’s going on, the berries are blown up by wind and you are chasing them)
  • the first berry I’m catching there will always appear in the same place at the same time, unless you boost past the 250-500 range faster than it can spawn (this will make sure every play through can start out more easy and equal instead of waiting for a random drop)
  • hitting a spiked berry beyond ignition will kick it away (this will help recognize the difference between touching a berry with and without fire protection)
  • the beetle now lights up fully in the current speed colour (not just dark red tint, but also bright red/yellow/white)
  • berries don’t overlap any more, but they may still hug each other a bit

This marks my first day of forking the LD version and continuing work (besides some FPS hassle I didn’t touch the game after jam) and I already got a huge list of things done (everything above as well as a lot of bug fixes, mechanical tweaks and designing future features).

Comments

Drury
21. Dec 2015 · 22:05 UTC
Looked around your source the other day, discovered you were gathering inputs in an update function.

GROW PostCompo

Post-jam version of GROW is slowly taking a better shape.

grow

Pyromaniac 3 — 2 Post-Mortem

Good job on the game jam everyone!

My game was Pyromaniac 3 — 2. Please check it out and leave me some feedback here.

This was my first Ludum Dare competition aside from the most recent Mini LD, but for me the Mini LD was more of a trial.

I started off on Friday night brainstorming and eventually, with the help of my friend Paul, came up with the idea of a growing fire. From there I kind of just went with the idea and programmed in whatever I thought of.

pyromaniacscreenshots

FRIDAY:

  1. Set up basic side scrolling player controller and camera that followed the player.
  2. Made a particle effect for fire.
  3. Made a particle effect for the player.
  4. Made a test level that consisted of a ground, a player, and nothing else.

SATURDAY:

  1. Drew placeholder art for trees and the ground.
  2. Created a skybox that looks like the night sky (the fire looks cooler against a dark backdrop).
  3. Gave the trees the ability to be flammable.
  4. Ironed out bugs regarding the distance from which things are set on fire.
  5. Drew placeholder firefighter art.
  6. Implemented firefighters with very basic AI (run towards the player).
  7. Made a particle effect for the water stream of the firefighter and the water stream of the firetruck.
  8. Implemented the water stream for the firefighter and gave both the player and firefighter health variables.
  9. Made and implemented a fireball particle effect for the player to shoot.
  10. Implemented the taking of damage when hit with water.
  11. Implemented the firefighters’ taking of damage when in contact with fire or fireballs.

SUNDAY:

  1. Drew placeholder art for the firetrucks, houses, and bushes.
  2. Implemented firetrucks (but not the firetruck water particle system).
  3. Implemented a win condition and death condition.
  4. Implemented UIs for those conditions.
  5. Made a main menu, about screen, and level select.
  6. Realized I didn’t have any levels for the level select, so I made 4 basic levels.
  7. Set up a system for unlocking levels based on game completion.
  8. Decided not to replace the placeholder art because it was like 5:00 o’clock.
  9. Fixed a bug where the UIs weren’t responding to clicks.
  10. Added an Easter egg where there is a 1/100 chance that when a firefighter spawns it spawns as Bono and has as much health as a firetruck.
  11. Play-tested for about 30 minutes and discovered a game-breaking jumping bug.
  12. Attempted three different solutions to the bug before fixing it 30 minutes before submitting.
  13. Set up an itch.io account and uploaded a web version and download version of my game.
  14. My friend came up with the slogan “15 years after the critically acclaimed fire-fighter fighting simulator, Pyromaniac 3, there is finally a sequel: Pyromaniac 3 — 2.”
  15. Uploaded the links to the game on the Ludum Dare website (at 8:30 because I didn’t realize there was a submission hour).
  16. Figured out how to upload the Unity project and uploaded that as my source.
  17. Polished the game page.
  18. Did my homework (cause that wasn’t my priority, obviously).

 

Thanks to everyone who has played and given me feedback on my game, I appreciate it greatly!

Tags: _benhumphries, compo, game, ld34, Ludumdare, ludumdare34, pyromaniac3--2, unity

No One Can Hear You Honk In Space – Video

I finally got around making a video for No One Can Hear You Honk In Space, my sidescrolling space shooter for the LD34 Compo.

 

click image to watch the video

So if you’re interested in seeing a playthrough but haven’t got the nerve to play it yourself, go ahead! There are some minor problem with the game that I never encountered until recording the video though – most notably the small jumps in the character animation, not sure what’s going on there, maybe a framerate related issue.

Finally, if you like to you can play and/or rate the game here. I try to play the games of everyone who’s leaving feedback, so there’s that. :)

-Shellfish Games

We finally have a youtube trailer

Our best video producer has proven worthy of his craftsmanship and created this wonderful video:

I think it is really good. What do you think? Write it in the comments and play our game: Legendary Legionnaire Massacre 2

– Jonas

Comments

MSiddeek
22. Dec 2015 · 14:52 UTC
Loving the sequel! Will you be doing sequels for all the coming jams?!

The aftermath-ish

After a few days of playing and rating games I’m ready to let this LD go. I usually dislike when nobodies (i.e. me) write super boring “I spent more time writing this than working on my compo game” post-mortems, so instead have poorly optimized .gifs showing cryptic gameplay and horrible bugs I can’t figure out, and a list of the tools I ended up using, for archival purposes:

difothergif

(Link in case the gifs piqued your curiosity http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=61928)

Tools used for My Dino:
♦ LÖVE
♦ Atom with the love-ide package (Anyone using LÖVE should give it a try, it’s pretty good)
♦ Paint.net
♦ Renoise

Good luck to everyone, and Merry Christmas!

Music in 48 Hours

So one thing I always try and do is come up with some original music for my Ludum Dare entries and I dare say some of them work better than others.

Original Music always brings out the best in even the worst games. Personally, I use Caustic for Android partly because I’m used to it now, and partly because if I do need to step away from development I can go somewhere completely different and still work on something to do with the game.

One of the earliest pieces of code I wrote in Ludum Dare was a Background Music script for Unity that played a track from the start then looped it from a fixed timecode when it reached the end. ie, a track might have a 4 second intro before getting into the main song, so at the end it’d loop back to the 4 second mark and continue.

It’s not perfect, and there is probably a much better way of doing things, but it does what I need it do to (and one of the cool features is it lets you control its volume through PlayerPrefs so you can even tie it into an options screen)

The music I’ve made, over the last 4 Ludum Dares, well I’ve compiled them all (for better or worse) on soundcloud.

The first LD game I made music for was as much an experiment in music as it was in making a game. I am Sigma (Theme: Entire game on one Screen) played more or less of the music the deeper into the game you went, eventually playing every layer on the very last screen.

For my MiniLD game Behind the Screens (whose theme was ‘Pong’) I made two tracks with similar rhythms but different instruments to produce two different tones. One quite laid back and subtle, the other 8-bit style chiptune.

The less said about the development of Caber Toss (An Unconventional Weapon) the better, but it involved suffering, sleep deprived, through a birthday party with no less than 14 under 8’s. The music for this one was made in an hour, shortly before submitting the game.

Kaiju A-go-go (You are the Monster), while not having an original name (I had no idea it had a namesake when I named my entry) had 4 short pieces of original music. The intro, the level loop, the boss theme and the outro music. Each of which is quite short, but I think work quite well.

My current entry, Eva Ness goes to Hell, while again mechanically frustrating (I did decide to make a 2-button platformer) contains 2 pieces of original music designed to be slightly unnerving, invoking a hellish landscape and with the boss theme, add in a little mix of church organs.

 

Switchies is here!

Hi everyone, today we are making our first post to present to you our game!

We are proud to publish this trailer of “Switchies” !

We have to warn you this may be a difficult and frustrating game so please preserve your computer from your own wrath,

and check out our game here (don’t forget to give us some feedbacks!)

For more addons we update new versions of the game on our website: switchies.xyz

I would like to add that we all are students, it’s our first year and more our first game! (that explains our poor english level as you can see)

 

Good luck to everyone, and Merry Christmas!!

hack.source.net Let’s Plays by AngiePlaysGames and Garedactyl

There’s a pair of Let’s Plays playing an early build of hack.source.net by AngiePlaysGames and Garedactyl, enjoying the 2-player hacking FPS. Thanks to both of these Let’s Players for playing our game!

If you haven’t tried it out yet, it’s available in the link below:
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=20557

AngiePlaysGames:

Garedactyl:

Birds of Borg – small update

I just updated the server part of Birds of Borg – it now shows more prominently, whether there is a chance of having a multiplayer game with a real opponent. I hope more players will have the chance of trying the internet multiplayer variant, because it’s way more fascinating to play against human enemies!
The game itself didn’t change at all, so I consider this to be within the compo rules.

Thanks for voting!

Tags: action, html5, multiplayer online, nodejs, phaser, Singleplayer, web

“Grow Big and Go Home” Post-mortem

Title: Grow Big and Go Home

Description: Play as a worm trying to return home while avoiding crows and picking up DNA sequences that allow you to evolve and grow body parts!

Growing Theme: As you progress through the game, you obtain DNA sequences that allows you to grow new ligaments that grant new abilities. The first DNA sequence gives the player tentacles and the player learns to duck to avoid enemies. The second DNA sequence gives the player legs to jump over obstacles. The last sequence gives the player arms to climb up trees. The player grows from a worm to a bipedal creature.

Two Button Controls Theme: To comply with this theme and keep the game as a platformer, I had to restrict the player to only two actions:

  1. Only being able to walk right with the right key.
  2. Only being able to perform one action with the spacebar.

Things that Went Well:

  • Conforming to both themes – I was really happy I got both themes in and didn’t just stick to one. Having two themes was challenging, but rewarding.
  • Pixel graphics – I’ve never been good with pixel art, but being restricted to creating only 8×8 sprites with just the PicoEDITOR on my iPhone actually made creating pixel graphics much easier. Although my flexibility in animating these sprites was very limited, it gave the game a nice retro look which is what I was going for.
  • Music selection – A lot of people who commented on my game loved the music since it went so well with the graphics. I got the music from OpenGameArt with a public domain license. Ironically, the music was used in a Ludum Dare 33 entry. You can listen to it HERE

Things that Did Not Go Well:

  • Text/Fonts – This was my first game and I am still new to Unity. I had trouble finding a quick and easy tutorial on placing and triggering text that would appear in the game. Instead, I had to resort to making all the text into sprites/prefabs and using that. This is why the text looks blurry, out of place, and distorted compared to the rest of the assets.
  • Sound effects – Although the explosion sound effect when you get hit by an enemy plays fine, the pickup sound effect after getting a DNA sequence is really distorted compared to the original sound clip being used. Still trying to figure out why that happens…
  • Lack of save state/lives feature for the player – A lot of people think my game is too difficult and should have save states/lives. Besides the fact I haven’t learned how to implement that feature in my game yet, I didn’t really think this game needed either of them. The game is actually very short. In the walkthrough video I created below, you can see me beat the game in 1 minute and 10 seconds! I thought this was very doable after a few tries, but then again, when you’re coding a game for two days straight and constantly testing and playing the game yourself, you lose track of how a new player will adapt to the controls. Here, I learned that I should have other people test my game before publishing to see how quickly a new player gets used to the controls.

Overall, I’m really glad I entered Ludum Dare 34! I learned a lot in the process and haven’t done a coding jam session like that since my college days, so it felt great!

Thanks for reading and playing! Play and vote for my game if you haven’t already!

VRX.exe The Game

Cleaning a computer is easy. A button click here, wait a few hours, button click there, wait a few more…. BORING!!

Take cleaning to the next level. No more mbam, no more avast. YOU are the anti-virus. With the new VRX hardware, you can put yourself in the game and fight those nasty viruses in this endless dungeon crawler. But be warned – you are foreign to the computer too, so be careful where you shoot as you might hurt yourself. Trust me, it hurts A LOT.

Still in dev – made this for a game-jam held between my co-workers. Was quite fun! This is my first official game using GameMaker Studio so I hope you like it.

 

http://ludumdare.com/compo/minild-60/?action=preview&uid=54496

The Darkness Available on itch.io

The Darkness is now available here

The Darkness-itch-io-splashcard

We have put in a countless number of hours working towards releasing a heavily polished, completely balanced version of our Ludum Dare 34 entry. It includes a full video tutorial, a complete rebalance of the game mechanics, fancy new images, new effects, and an extreme degree of performance enhancements.  If you enjoyed our entry this season, consider picking it up for the incredibly hefty sum of five U.S. dollars!

More streaming

Hi. I’m playing Ludum Dare games right now on Twitch. Feel free to join and I will try to give you some feedback on your game.

Playing-now

Voting Progress

I’ve been tracking the daily progress of voting for this Ludum Dare to help answer some questions about why the judging lasts for three weeks.

In today’s snapshot,  64.5% of games has reached LD33’s milestone of 17 ratings (it may be higher or lower this time, more is better obviously!) Headline: There’s been over 75 thousand votes/ratings cast so far!

As expected, the rating happening right now is only a tiny fraction of the peak right at the beginning. Here’s two graphs! GRAPHS!

One shows the number of games being rated each day, and the other shows how many games had reached 17 ratings on each day.

GRAPHS = SCIENCE

GRAPHS = SCIENCE

I’m finding this pretty fascinating and curious about which way the trends go. Far too early to draw any conclusions about what % of games will eventually get a rating, but here’s one thing that the data shows to be an absolute fact:

Every dev that’s rated 25 games has enough ratings on their own game! The system works!

Four interesting games (and a shameless plug)

After playing 50 great games, I really wanted to share with everyone a few that I found that really stood out and interested me in some way.

Cultivate – Compo
Cultivate

Story-based games in these short game-jams always impress me so much, it must be so difficult to find the time to write in between brainstorming ideas, implementing code, designing assets etc. So when someone nails a story-based game as well as Cultivate, I am very impressed. The game makes great use out of both themes, and the story is genuinely engaging. Definitely worth multiple playthroughs.

Vines of Darkness – Jam
Vines of Darkness

This kind of game is the reason there is a mood category for judging. The paranoid atmosphere this game creates was well done, it really felt like I was slowly losing an impossible battle against the vines as they came creeping in.

Punch Beat – Jam
Punch Beat

This game is really simple and arcadey, and makes great use out of the two buttons. The graphics and audio are super polished, and the game (once finished) could easily find a place in the mobile market. While there is room for improvement in the mechanics, the potential of this game is clear as even in it’s current state it really captures the simple pleasure of punching robots in the face.

Two Buttons – Compo
Two Buttons

This game is really similar to an existing web game called multitask, and is similarly frustrating. However, it manages to somehow seem fair, and is really addictive. It’s graphical style and gameplay are really bare bones, but it has that something about it that makes you want to beat your high score every time you play.

 

Shameless Plug

Homeworld – Compo
Homeworld

This is my game, a super simple arcadey shooter defense thing. I would really appreciate it if you guys could check it out and give me feedback. I am really happy with what I was able to do in 48 hours, and while there are some valid criticisms, most people seem to be enjoying it :)