LD34 December 11–14, 2015

Much Gold!

What a journey!

First of all I’d like to thanks Ludum Dare staff! You guys rocks! It’s been officially my fifth LD and I’m so proud of my team and I for delivering that game to you for this session.

Give it a shot! Don’t forget to vote. It’s been a hard weekend for everyone around here and I saw some really great games already. Stay awesome guys!

 

Much gold is a game about getting all the loot in a dungeon. You have to pay attention of the amount of loot you have because the more you carry the slower you get!

Check it out!

My first LD entry

ss12 ss2

This is my first ever game jam entry. Making this simple minigame was a lot of fun. I dedicate this to my friend who loves buses as much as I love video games. I hope you like it!

Check it out.

My first entry to the Ludum Dare!

I Have No Keys, and I Must Code
Link to the game page

A game where you must program with limited keys, collecting more keys across challenges.

Not the greatest, nor is it long. But hey, I finished something for the Ludum Dare so I’m happy. Maybe I’ll expand on it later, lots of potential for some good puzzles I think.

Tags: 2D, C++, first, first game, game, I Have No Keys and I Must Code, jam, ld #34, Monogame, NoKeys, text

Plant B

Well, it didn’t get done but we learned a lot! Even got some sounds in.

Plant B Screenshot

Try it! (WebGL HTML5)

I used Unity, Pyxel Edit for the tiles, my gf did all other graphics in Photoshop, bfxr for sound effects.

Why we failed

Well, it was my fault. I had no real experience with Unity, and basically had to learn as I went along. Thus what should have taken 2 hours ended up taking 2 days. But I have learned a lot about Unity, and my gf learned a lot about pixel graphics, so we’re both happy. :)

Tags: grow, html5, SciFi, space, unity

S N E K K L R

2015-12-15_03-42-31

get snekkl’d, kid

Play on LD here

or play on Itch.IO here

The idea was to make a physicsy snake clone, focusing on juicy, realistic motion. I think I half succeeded with this. I’m happy with the jaw snapping (uses muscles properly), but the travelling itself is just forces applied to the neck, when really, the tail should be helping it move (more detail below).

Planned features that didn’t make it: (I will add in the future)

  • Growth. When you eat a piece, it should heal your jaws and neck, and add an extra segment onto your butt.
  • Locomotion. Movement should be a product of the muscles in your tail pulling and relaxing, with the tail segments changing their damping to simulate gripping the ground. This would also have the benefit of not being negatively affected by more segments (at the moment, the less segments you have, the lighter you are, and the faster you are)
  • AI. or at least some simple enemies that came at you. At the moment, the AI is totally dumb. At random intervals, it changes its left/right inputs (also randomly) to simulate a human pressing these keys. It wouldn’t have been too hard to simply make it steer towards you but I had zero time left.
  • GORE. Blood should spurt out of pieces when they are ripped off. Chomping on pieces should squirt blood forwards out of your mouth, etc
  • Audio. I just want some lovely bone-crack and squelch noises.

 

Scope creep ‘maybe’ future features:

  • Segment variation. instead of just the tube segment, there should also be triangular and square segments that can connect to 2 and 3 additional segments (no longer a snake, but some kinda crazy dress). When you eat a piece, you can choose what extremity to grow a new segment on by directing a visual indicator of the ‘food’ down your body (tapping left/right/both chooses the next segment to go down)
  • Special segments. Extra jaws? Stabby things? Hardened exoskeleton bits?  Acid spewers?
  • Ranged attack. There is no reason to tap L+R together rapidly, so this could gradually build up an acid gob inside your jaw, and then shoot it out next time you yawn wide enough and bite.
  • Other creatures. Simply adjusting the positions of the muscles, and shapes of the segments creates a pretty different feeling creature each time. It’d be awesome to put a bunch of different types into one game, and turn this into something like flOw

Some awesome games that I was thinking about when I made this: flOw, Rainworld, Swim bots, Captain forever

thanks for reading/playing/voting.

@keepeetron

keepeetron.tumblr.com

Just a question

Just asking…
Can I tag a person in LudumDare page comments?

Whew! It’s finaly done :D

So I finaly finished my work. Oh yes.. I cant say anything cool or wise right now so..

Check it out 😉

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=49406

Slash&Dash

 

Ludum done and dusted

It’s been a busy few days for me and my friend Brandon, but we managed to finish our game for the jam and I must admit I throughly enjoyed every step of the way.

I was responsible for the visual side of things and Brandon handled the code- I don’t know why but there is something so satisfying about creating a tiny pixelated monster and bringing it to life within a game.

Anyways go give it a try and let us know what you think of our- and my first- game.

image

Check it out here!

Tags: evolution, finally finished a damn game, Growing, monsters

:(

I sadly won’t be able to end the project now. I loved the theme(s), I’ll continue this project further, but now, I just can’t. :/ But beware! April will come and with him, a wild myself ready for another try. Just wait for it! <insert dramtic music here>

Arrived to the final station

I made a game in only 10 hours. Here.

Daaamn. It’s 4 am. Gotta go sleep. Well, it was worth it.

Screenshot 4

Comments

Novodantis
14. Dec 2015 · 23:25 UTC
This is a cool little game! Nice use of the theme.

EXPURGET – My First Ludum Dare – Completed!

start

EXPURGET – Entry

Well, I actually did it! My first game jam ever and I finished the game. It was a really interesting experience, I’ll have to blog about it this week. I’m satisified with the project, it could have ended up worse. Give it a try!

Determinist Ball pushes the boundaries of game graphics

Determinist Ball is about influencing the destiny of a ball with two controls ! http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65695

 

  • A or Q to attract to the closest Orange block
  • Z or W to attract to the closest Blue block

(Works on both Azerty and Qwerty keyboards)

Screenshot2

Unfortunately I realized too late the game was tuned for accurate mechanical keyboard, and is therefore very hard to play with normal keyboards ! But hey, it’s an opportunity to work on your skill and your self control :)

Time-Lapse Video

Just uploaded a time-lapse of the development of Growdom.

CHECK IT OUT HERE

Picture3

Also for people who have already played my game, I will try to fix the bug with placing buildings on captured tiles as soon as I can.

and if you haven’t played it

YOU CAN HERE

Cave Swing- My first Ludum Dare compo entry.

It’s a game about swinging through caves. I usually work with a programmer or other team members but I decided to take on this jam alone, here it is:

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=56430

https://twitter.com/AjmalRizni

fullmontage

Growing Ties

They say that constraints enhance creativity. For my entry, I chose to use all the *three* LD34 themes at once: Growing, 2 buttons control, and… “It’s a tie!”.

So I’m proudly presenting my little game, titled “Growing Ties”:

Growing Ties

You run a tie shop. Patrons want to get custom ties.
Can you cut a tie at the right size for each one of your patrons?

Growing Ties - How To Play

 

 

Use Right Arrow key to grow a tie.
Use Left Arrow key to cut it.
The tie will fall down, and hopefully reach a patron.

Be careful to cut right-sized ties!
A perfect-sized tie matches the height of the patron’s shirt.

 

You’ll get 10 points for such a perfectly fitting tie, but less points if the tie is too long or too short. Of course, Patrons varies greatly in size and shape!

Cut several perfect ties in a row to get bonus “combo” points.

Play & Rate the game

 

 

 

 

Enjoy!

Comments

15. Dec 2015 · 00:15 UTC
/me claps

Computer keeping me “safe”

My computer thinks it would be safer for me to not play games, I just ignore it 😀

Screenshot (29)Screenshot (30)

Im Finished!

I didn’t get much time to work on this over the weekend but it still came out okay I think.

Check it out at: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=28991

Between Buttons

You’re the two buttons, inside a sewing basket. Try to avoid all obstacles!

It has been made by myself in 8 hours.

Allmighty Plant vs. Evil Castle

Hey guys! 2 hours till jam end and this is our first game post. It’s about plant that might to grow up despite obstacles through the deep space of dark castle
0f27fff8d8

Jam entry!

Despite a tight university finals schedule, I managed to free some time to make a small entry for the Jam :)

It’s nothing large or super spectacular but I’m still proud that I managed to submit a thing.

 

Check it out! Hope you enjoy it :)

 

yume

Pignick

Get out your dirty pig
play!

bos

Now Announcing: The Darkness

screen1

Play as Clay Rick on his quest to vanquish the darkness. Shine light in to the unknowns, bring brightness to the dim, and illuminate the possibilities! Discover the source of the darkness and wrestle with phenomenal cosmic powers!

Play it here.

Almost there

Still not ready, but we are working hard on it.

Hope you guys enjoy

menu(we need to pass to english still)

My first LD story

Well well, what a weekend!!

That was my first LD and the first game development I took seriously and invested a decent amount of time. Before that I only had studied and played around with a lot of languages/engines.  As expected, I faced a lot of newbie problems from the concept to the implementation and I couldn’t develop something I would call a “playable game”.  But the great part is, I was able to accomplish something greater than I could ever expect and what a blast it was to do that. Solving every single problem, bug and conceptual issues felt amazing as the game started to take shape. Thinking and coding never had been so rewarding and I do that every single day.

So, here’s is my first a buggy/crappy “game” I’m prod of:

http://chriteixeira.github.io/ld34-demo

Controls:
up – increase
down – decrease

Screenshot: 

 

Language: JavaScript
Lib: Pixi.js
Source: https://github.com/chriteixeira/ld34

 

I will keep working on that until I have something decent.

Thanks for the weekend! Cya next time!

Optimizing SkinnedMeshRenderers for Unity5

We made a game where you play as the mayor of a procedurally generated town.

You could just play it here, or read on as I discuss more in depth the issues we faced with draw calls and SkinnedMeshRenderers in Unity (and then you play it).

Staten &amp; Kapitalet Gameplay

“Premature optimization is the root of all evil” – Donald Knuth

In the early stages of development I pay little heed to the cost of any algorithms and whatnots. I tend to go for the simplest solution for any given problem and fix up what needs optimizing later. Doing this speeds up development time immensely, and results in much more clean code. At the end of development we found that the graphical assets were the only bottleneck in our game, and optimizing that bit would prove to be quite difficult. This blog post details the steps I took to optimize the rendering, talking about each iteration from start to finish.

First iteration – Using the non-animated mesh

The most obvious problem is the sheer number of meshes that keeps getting added as the game progresses. Each city block contains roughly 15 meshes each. As the number of city blocks reaches the hundreds, the number of drawcalls becomes too much for most hardware to handle. Unity is able to batch meshes together, resulting in fewer draw calls. But all the meshes are animated, so they use the SkinnedMeshRenderer component rather than MeshRenderer component. Unity can’t batch SkinnedMeshRenderers, so I need to do some work around.

Second Iteration – SkinnedMeshRenderer.BakeMesh()

All the buildings and trees are only animated as they appear and fade away. When they’ve emerged they’re completely still, so what about converting them to a MeshRenderer during that time? My first idea was to use the non-animated mesh with a MeshRenderer and toggle between those two when appropriate, but I quickly found that a few non-animated meshes didn’t match up with the final pose of the SkinnedMeshRenderer, so using this technique was not an option.

Staten_Kapitalet_mesh_vs_pose
Image showing the discrepancy between the final pose of a SkinnedMeshRenderer and the mesh it has been animating.

The SkinnedMeshRenderer has a rather interesting function called BakeMesh(). What it does is it creates a snapshot of the mesh as it is in it’s current state of animation, outputting a new Mesh to be used elsewhere. This would solve the problem splendidly, as I could pass that mesh to the MeshRenderer and watch as I bask in the glory of automatic batching. As Admiral Ackbar so boldly noted it wouldn’t be that easy.

I started by creating a dictionary that would contain each different type of mesh. This is so the MeshRenderers can share a single mesh, allowing Unity to batch them. Whenever a new kind of mesh was found, it’s mesh would be baked and added to the dictionary. Problems were immediately made apparent as the meshes would ever-so-slightly pop up in height as the swap was made. This was due to the scale of the buildings being something other than zero. The scale of the building would affect the scale of the mesh output by the SkinnedMeshRenderer, which would result in a double increase in scale as it was applied to a different object. My solution to this quandary was to temporarily set the scale of the building to 1, do the bake, and then set it back to it’s original value.

Staten_Kapitalet_it0code
The code for the first iteration. [View on GitHub]

This worked splendidly, as the swap was completely seamless. This came at a price, however, as unity doesn’t batch MeshRenderers which use shadows. Turning off shadows lead to the game looking far less nice, so some other solution was neccessary.

Staten_Kapitalet_noshadows
Much more optimized due to batching, but shadows would be a nice thing to have

Third Iteration – Combining Meshes

What if we took a slightly more manual approach to batching ourselves? The mesh has the interesting functionality of being able to be combined with other meshes, resulting in one large mesh. It does have it’s restrictions as the meshes must use the same material and the number of triangles allowed inside a single mesh is limited. Luckily the buildings and trees only use three different materials in total, so we should be able to combine an entire block into a maximum of three meshes.

Here the part where I don’t even fully understand what’s going on. In essence, you create a CombineInstance, pass the BakeMesh() mesh to it and add the transform to it. The MOST important part is to make sure that all scaling is negated on the transform matrix, or else the mesh will get bloated. The resulting combined mesh gets added to it’s own GameObject, which will be removed when the block leaves this state.

Staten_Kapitalet_codeit3
Function that combines all meshes in a block that shares the same material. At this point I realize I probably should have done some documentation… [View on GitHub]

Getting this to work was a pain. There were so many factors in play which had their own wierd effect on the result that I resorted to trying every single thing; every combination possible. The result was way worth it, though as now the game has good framerate with shadows!

Staten_Kapitalet_combMesh
The GameObject which has the combined meshes of the red houses is selected. Also, shadows.

Fourth Iteration – The next level

A design feature of the game is that the final block for each faction will remain once transitioned to; so if they’ll never change, why not combine multiple blocks of them together? At first I tried combining every single one but I soon became aware of the aforementioned restriction of mesh size. By splitting the city up in a grid we can combine the meshes of several blocks to a single mesh, allowing for an even greater reduction in drawcalls.

Staten_Kapitalet_multiblockComb
A GameObject containing a subcolumn of meshes spanning several blocks

Ending Notes

So I suppose the essence of this post boils down to three points:

  • Don’t optimize too early on, you can always do it later.
  • Find the loopholes! If something doesn’t work with X, can you temporarily make it into a Y?
  • Use the Design; assumptions buys performance.

Thanks for reading!

View the project at GitHub.
Play the Game!

Complete! (ish)

Whew! We’ve finally wrapped our game up and it turned out better than expected! All game breaking bugs are out and smaller bugs are left in for flavor (we’re not lazy, promise!). This game was my first attempt at making some of the art myself, so excuse the weird art, I’m still learning. Anywho, our game is a story-based, growth-themed conglomeration where you sacrifice your fellow humans to your demon overlord to grow his powers, and eventually you use him to tackle the alien threat. Check it out here!

 

1 2 66224-shot3-1450135312

 

Update #3: There’s still hope!

Some gameplay footage from the latest version of my game. Left-click shoots sparks of light that can free souls from the enemies while right-click emits a pulse of light that repels enemies and supports souls (letting them reach the light). The goal is to support enough souls to overwhelm the despair of the dead with the hope of the afterlife and reincarnation.

I’m trying desperately to make this game shine in the time I have left. Sadly I had to cut a lot of planned features and the story’s definitely not going to make it into this version. I intend to work on this game more after the Ludum Dare, but in the meantime… my goal now is just to make this fun and polish it up a bit more.

Some things I’d like to do before I submit it: Add other enemies, scale the difficulty with your progress and improve the win/lose screens. Back to work!

Tags: hope, jam, ld34, Ludum Dare

Earned a new achievement: Ludum Dare Jam

I am done… thank you for the opportunity :)

 

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64481

Compo post mortem – tip: Don’t burn your food

YESS!!

I finished my FIRST 48hour compo and got some good sleep. here’s what I made:
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=63759

View post on imgur.com

What went right

Game and process. I’m pretty happy with the result. I once did a gamejam before and it ended up with a terrible unfinished game. So now I tried to make something super simple and managable and it worked out pretty will. I even entered it for the Compo, which I wasn’t planning to before. but 48 hours seemed like the perfect time, for the game, as for myself.

I chose to go with the theme “growing” and this is what I planned after a few hours:
-first grow with background circle
-at some point circle will not touch the whole baby image anymore
-then you can grow specific features: toes/lungs/brain/bones
-baby feedback: moving/kicking/breathing/laughing/heartbeat/handgrab/eyes open/look at mouse
-mother feedback? songs/words/sounds/hand shadow?
-at X weeks (+random?) baby gets born. points for amount of completed features
-rotate down at the end, when complete
-show weight, time, data of birth + tweet

Planning. I managed to get most of this in the game (yay!). The mother feeback didn’t make it, but I also think I could’ve make sound for it. maybe a vague simplified hand in the background would’ve been cool (or creapy?), but I didn’t have the time. I also had ideas for weeks and realistic develeopment of body parts, but I sticked with a simpler version that’s just more fun, I hope.

Sound. Since I went for the Compo I also had to make my own sound for the first time. I picked Audicity and its noise generator and filter were super useful. Specifically:
-noise reduction
-speed modifier
-reverse
-mood

 

What went wrong

Food. Seriously. I did pull myself off the computer to make something, but when the water was up I just started working again. 30 minutes later, I smell something and realize something went horrible wrong. Well, still got some hamburger.

more technical: masks and bitmapdata. This was a pain in the ass and I lost a good 8 hours on it before ditching it. I tried to make the mouse circle gradually fill in the body parts, but I couldn’t complete it all the way. Now they just grow to their maximum size. I do know bit more about masks and bitmapdata, still some things remain a mystery…

Testing. I didn’t have time to test the game and when I did afterwards, I noticed people play very impatiently and want to grow everything super quick. some extra feedback on parts that are growing would’ve been useful. I got some more ideas, I will probably polish it up a bit and post a seperate version later this week.

Gameplay. I feel the growing mechanic doesn’t offer enough. It’s satisfying for a bit, but gets a bit boring when you have to do the same for every part. feedback like described above would’ve also helped. Luckily the game is not very long so it doesn’t matter that much.

 

Conclusion

It was fun! I think my fear of gamejams has just faded a bit. Thanks to the organisers and people playing my game. Got a game of your own? Let me know, I’m gonna see what everyone else did now. See ya

KRMENI

Hello,
this is a simple 2 player 1v1 game. I picked the theme two-button controls. If you enjoyed the game or you didn’t like it, please tell me in the comments why :)
Alright that’s all – go get a friend and enjoy KRMENI!

KRMENI

Known bugs:
Sometimes players wont spawn correctly – try choosing other resolution.

BOSS FIGHT!

ld34_bossfight

Boss fight

I outgunned that little bugger with at least 100 to 1, but in this case my size became my disadvantage. And in the very last time I had to disassemble all the parts I’ve spent so much time collecting to get through that stream of incoming fire.

And at last I was victorious.

 

You can play my compo-entry Disassemble here. I hope you like it =D

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=2393

Wrapping up my game!

spindulum-mockup

So, my idea came a bit late, since I had work and other things to do, I had to do everything today, basically. The idea came only because of a present that my fiancée gave me in the year we started dating.

Decided to do everything in Haxe/OpenFl again, with sounds recorded in FL Studio. The graphics are all generated during runtime.

It’s a minimalistic action game about collecting, growing and exploding to advance.

It’s called “Spindulum”, and it’s a bit hard.

Comments

Modoc73
15. Dec 2015 · 00:49 UTC
Has a similar look to my game. Looking forward to trying it.

The brave four – the last hours

Finally we are coming to an end. Just a little more polishing and we are ready to submit.

 

 

 

Grrrrrowing

Alas, we finished the jam game. My 10-years daughter helped me a lot.

It’s a story about little ghost who  doesn’t want to go to school and to grrrrrrow up.
He wants to search for treasures and be forever young.

I was wondering if it’s possible to make platformer with 2 buttons – left click and right click mouse buttons in my case (well i am using also mouse cursor position – so, perhaps, it is not clear solution :)

Unfortunately no HTML5 version this time. I could make it for android, but i didn’t find such an option in jam description – so only win-version.

2015-12-15_022703

jam-page with our game

 

Sugar Skull Update #4

Yeah this is pretty much what a sugar high feels like

progress04

It’s done!

View post on imgur.com

OH SHIT ALIENS is done! this is the first game I’ve done with blueblob and the first game I’ve actually finished so I’m really proud and excited about it

 

You can play it here.

Stricken Chicken

Is anyone else frustrated with how chickens get all this glory, but turkeys are obviously better? Me neither, but here’s our game Stricken Chicken by Team Invasion Games for Ludum Dare 34. Anyone who reviews our game will receive a review from me :)

title

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=54522

Hello Ludum Darers, we want to review YOUR Games!

Hello Ludum Darers, This is GameGrape Gaming! Here at GameGrape Gaming we review games, more! We will do a run through of your game making sure you can see someone playing and enjoying your game but also letting you know what could be changed or whats awesome about your game.

Feel free to send as many as you want since we review all the games that are sent! All games will be video reviewed and the reviews will be available on the GameGrape Gaming YouTube channel and GameGrape Gaming website. We will even Tweet and share the games we like the most on Twitter!

So what are you waiting for? Do you want people to see your game(s)? Do you want to watch people play your game? The time has come! What are you waiting for!

Get Your Game Reviewed Now!: https://goo.gl/StKpT9

If you would like to be placed in the randomly picked group then sign up here (you are not guaranteed to get a review with this option though): http://goo.gl/forms/WMMWfbKU5N

We can’t wait to play YOUR awesome games! See you there!


GameGrape Gaming YT Banner

Project Virtue – Ludum Dare 34 – 72hr Game Jam in Seattle

Seattle Indies arranged and put together an awesome Game Jam space at SURF Incubator as well as Sponsorship from Amazon AppStore for Ludum Dare 34.

Our teams concept for the theme of “growth” was “inner growth” and fighting ones inner demons…

Deciding to go with the seven deadly sins… and only having time for one level… we chose gluttony for the first deadly sin to attempt to defeat. (which is funny cause all of the awesome food that Amazon graciously provided for this years Jam participants)

Team Virtue…. well cause we needed an name of the fly and there is a supposed 7 corresponding virtues to combat the seven deadly sins…

We created all of our art from scratch with the help of an awesome classically trained concept artist and then converted into pixel art by our digipen graduate. We had also somehow manage to wrangled some local Seattle musical talent into our game dev circle… so we have all new music made during the 72hrs of the Jam as well… could really get spoiled with a team like this… only one coder/project lead/ on this run… so he pretty much did everything else on that front… kind of left me trying to fill in knowledge gaps where I could… like figuring out a Tiled2Unity workflow and get that set up and functioning between the coding and art assets.

anyways…
link to uploaded game (by another team member), dev snapshots, concept art, and post mordem, posts hopefully to follow…

here is a initial level design test with some of the tileset and trying to figure out how to get from Tiled to unity…level design test

level design test

Monster Factory

accueil

Almost last version of our game!

Level design is a little more balanced and some animations were added.

Soon some new background music!

Play my game please.

I can’t believe I made it in time. I am pretty happy this time that my game feels more complete than my previous ludum dare entry.DeadlyRingPlay my game.

Holy moly, our game is finally over! (at least the first version of it)

Hello everyone!

After this looong week-end, strugeling between developpement and homework, we’re proud to present you…CELL-φ!Logo

 

 

 

 

 

 

 

 

We have chosen the “Grow” theme, to developp a turn-based, local-multiplayer game (solo mode and online version will maybe be done one day)!

You are a cell, filled up with energy! The goal is to survive and to destroy the other cells. (NO THIS IS NOT AGAR.IO)

You can divide a cell by clicking on it, and then choosing a destination. Be careful, each division divides by two the energy of your cell!

Capture ==> Capture2

You lose one energy stack per turn (which means after all players played) so always watch your stacks!

You can also specialise your cells! There are 3 specialisations:

– Energy cell: you produce energy to fill up your direct neighbors and to maintain your non-direct neighbors alive (they won’t regenerate)

Capture3

– Attack cell: an attack cell will decrease nearby ennemy-cells by one each turn! You can also use an active power to turn your attack cell and any specialised ennemy cell into base cells. If the target cell is already a base cell, then it becomes yours.

Capture4

– Defense cell: defense cells cannot be affected by attack cells. Although, if an attack cell uses it’s active power on a defense cell, the attack cell is destroyed while the defense cell is turned into a base cell.

Capture5

Note that a specialised cell cannot be divided!

At least you can also convert an ennemy cell by surrounding it on more than 50% of it sides!

Have fun (or at least try to) ((works better with friends)) !

And here is what we’ll try to achieve if we decide to continue this game!! Along with an online multiplayer mode and an A.I for solo mode!

Cells

Cheers and thank you guys!

TheMagicalUnicornTeam

And so it ends

I have finally finished my first entry into Ludum Dare. It’s a very basic arcade game, full of “programmer ‘art'”. Any and all feedback is welcome to those that dare download.

http://gamejolt.com/games/mega-growth/113894

 

Sun Station

Our Ludum Dare 34 game is live.
We decided to try our best to use both themes, I think for the most part it went pretty well. Try and beat the clock and keep the sun from growing out of control, manage your two buttons between the five panels.
I hope you all enjoy Sun Station, I look forward to playing everyone’s games.

Sun Station

SunStationMenu

SunStationAndYou

TheSun

Hammy and the Amazing Technicolour Hamster Ball!

 

 

 

Day03_0011 Day03_0013 Day03_0014

WE DID IT! :) our build is ready for playing :)

I’ll be writing up a blog later this week on how it went and what was left out. This is more of a demo of our mechanics than actual levels we wanted to make! I hope you have fun anyway!

YAY! LINK HERE

 

Too bad, couldn’t finish it in time

I couldn’t get to finish my game in time. Too many problems with my own written engine…

I’ll keep on working and fixing bugs, and join the next LD :)

Dino-Chicken

We are working on in our first game with pixel art look. It’s a infinite runner platformer that uses the two Themes of the Jam (Two Buttons Control and Growing).

You control a character with a double personality behavior: the Dino – Chicken (or Chicken – Dino, whatever…), running along in a Tribal Island. Can you make more points than your friends?

Hope you like it! (Soon)

View post on imgur.com

Tags: chicken, dino, dinochicken, pixel art, submersivo

Comments

MestreRothWP
15. Dec 2015 · 01:23 UTC
Great art there, congrats. I will certainly play it when you release it. You know, graphics sell well… ^^

Final hour is coming…

CenterPlatform

Now going to the final phase, some models get extra textures and simple special effects are added. From zero to a solid knowledge in Blender and Photoshop 😉

Plunge

Yikes. Between working in a different physical setting, having multiple conflicts to distract me, and lacking motivation in general, I barely put this game together, even under a Jam-esque time limit. I finally wrestled the mechanics into something resembling my original intent after 48 hours and spent the remaining time staring down the barrel of MS Paint lamenting my lack of artistic skills.

The end result is definitely a game, and I am proud of that! As with every Ludum Dare, I have learned a lot and will be able too apply that knowledge not only to future Dares, but to my everyday life at work. Thanks Ludum Dare!

Anyway, this game is about a white-square of a a scuba diver (an allegory for the modern day working suit, trust me) attempting to collect enough undersea treasure to appease her bosses. Along the way, she will have to pay for better equipment out-of-pocket in order to have nice enough things to enable her to actually achieve the goal of collecting 1,000,000 treasure. Here she is living the dream:

plungeScreenshot1

 

See if you too can collect all the treasure by plunging into the depths of the ocean; view/play my game here. Have fun, and well done on completing your own game! I have seen a lot of true gems submitted so far.

Tags: ld #34, love2d

Growing Gertrude!

This is my second Ludum Dare attempt and I’ve really enjoyed making Growing Gertrude. I hope you enjoy playing it!

You are Gertrude the amoeba. Eat those smaller than you to grow until you are large enough to take on Peanut the Octopus and steal her treasure.

Use the WASD keys to move Gertrude. You’ll need 4 of each creature to grow enough to eat the next.

Play and rate it here.

Growing Gertrude

I added bubbles at the end to make it look more like an underwater scene, and would like to add some seaweed later. If I had more time, I’d also add levels of difficulty and improve the animations.

Game finished – Vrach’s Lab – LD#34

What’s up guys, how are doing?

We finished our game here and we’ve already posted it!! Hope you guys enjoy it! And don’t forget to vote on us ;p

Links to access it :    http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66102

http://gamejolt.com/games/vrach-s-lab/113717

 

About Game over Main menu

Released! *phew* :D

spindulum-screenshot-02

 

Just finished publishing my game. It’s called “Spindulum” and can be played here.

It’s a minimalistic action game about rotating, gobbling, growing and exploding.

Coded in this rainy Monday here, in São Paulo, because the idea came really late.

Made with Haxe/OpenFL, with sounds recorded and performed in FL Studio.

Dedicated to my fiancée! ♥

P.s.: It’s a bit hard.

First Ludum Dare entry: Charlamagne’s Sound Train

Neat Game pic

Submitted my first game for LD called Charlamagne’s Sound Train.  Try to collect all five musical buds (each with their own piece of the jam) and enjoy the ride!

Download here and rate here!

If you do play please give me feed back or post bugs and what you were doing when the bug happened.  Thanks so much LD, this was a great experience and I’ll be back next time :)

 

Peace and love,

Craigory Ham

Polish polish polish

While my partner in crime is fiddling with code, I wanted to upload these screenshots of different stages in our development.

scr1

scr2

scr3

It was our first jam together and we had a blast! Unfortunately we had to skip the first day, I really think that last extra day would have given me a lot more time to polish all the artwork. The game will be published soon (it’s nearly 2am and the coder just erupted into a fit of late night giggles).

I would love to see everyone else’s starting and ending screenshots. 😀

Submited!

Our 3rd time in LD! We’re happy because things have gone better, faster and stronger this time :D. Strong like our game where you play as Heimdall (a viking god) and you must smash head’s monster.

PLAY HERE

We’ve called this genre “back & slash”. We hope you enjoy it! See you in the postmortem

Tags: #LD34 #LDJAM #LudumDare #GameDev #IndieDev

Trash Mountain !!

This is what we have done after a long weekend, our first jam together. We decided to choose the theme of growing , and here’s the game :

Reach the top of the building taking trash from the rubbish rain to make grow a mountain

.screen3        screen4

You can choose between 3 difficulties and some characters (just visual change).

captura1

There are some bugs, but we did all we could.

We hope you enjoy it.

Come and :  Play Trash Mountain

Tags: #LD34 #LDJAM #LudumDare #GameDev #IndieDev

First Submission, First Adventure

Thanks to Ludum Dare we just found out we can make an adventure game (well, kinda). Troubles with unknown genre ate most of our time and we couldn’t push entirety of planned plot here, but we learned a lot of things about making games and working together, and that’s what matters :)

Let Me Explain

Can’t wait to see all of your games, after mandatory sleep recovery of course.

Cheers!

More Than 2 Defense now submitted!

My first Ludum Dare, with a submitted and complete game. I’m really happy right now! 😀 You can read what the game is about on the page.

Screenshot 4

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64688

Insight – Finished LD34 just in time!

Insight

 

Wow I didn’t think I would make it in time!

Insight is a sim game in which the player must balance environmental conditions in order to support the growth of life. You can find the Jam entry here.

Tango Manos!

Hey guys!
Our game is complete.

You can play it here !

TangoManos

SNAP!

Finally… SNAP! is alive! Try it :)

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=57547

SNAP_ldjam34_01

The King is Dead

Splash2

A strategy game about choosing best of two possible situations.

“The glorious king of Voxelnor has been assasinated. King Cubelet was poisoned in the walled gardens. You, as the late king’s only son, should be able to seize the throne on your arrival.

No!

Your Uncle, Cubius, has seized the throne and is sending an army to capture you. Use what you have learnt in your studies abroad to build up your own army and sieze the palace for yourself.”

This is my 4th Ludum Dare, and my first time making a game in 3d.

Play Here!

Game is Published

Got a bit lazy at the end, so the story, title, and end screen are very lazy. Really happy with the level though, and I’m considering expanding the central mechanic into something post-compo. Hope you enjoy.

Devolution Uninvited Published

 

The Holiday plans did a number on me and my friends being able to work on this, but I think it turned out pretty good given the time invested.

It can be found  here.

Leave my carrots alone!

Presently Untitled Project, aka “Sunder Farms” working title.

 

Clearly it’s not the best looking game on here but it’s ours and we’re proud of it! We’re putting the final touches on now and can’t wait to hear from you guys! We took inspiration from harvest moon obviously and made it more of a management of a game and will continue to do so post comp (with updated graphics animations etc of course). We had so much more planned and couldn’t add yet but we’ll be working on this long after the jam.

Don’t forget to play and vote for it here, please mind the webGL.. >_>

Feed the King (finalized)

Logo

After two days and half we finished our game “Feed the king”.

We are three members: a music composer, a draftsman and a game designer, we didn’t know much about programming, but we did our best with our limitations.

This is our second time we participate. We are friends and this time we worked separated because of we live far from each other, but we manage very well.

Download our game here

“Feed the King” in itch.io

“Feed the King” in Game Jolt

And you can hear the music here

We hope you like the game as much as we enjoyed doing it!

Captura

Birds of Borg – Development Timelapse

Finally, find my (silent) development timelapse of my Compo entry Birds of Borg – it took a while, because I had to clean up the mess that happened from 3 Xserver crashes during the development :-X

Birds of Borg” is a single- and multiplayer action game done as a HTML5 Web game with phaser and node.js/express/socket.io.
The breaks in the video have been shortened to 3 seconds video time, regardless of their real length. In case you wonder how long I actually slept, there’s a clock in the lower right corner…

A Post Mortem analysis of the development process will be published later. Probably tomorrow.

Have fun, and try to watch in slomo if the rapid screen changes make you sick 😉

And don’t forget to play & vote!!!

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

Well I tried.

Whelp, after trying to finish this within the last 2 days, I’ve failed. That doesn’t mean this hasn’t been for nothing though, I learned about how I can’t laze around and goof off during a game jam, since precious time melts FAST. It has also teached me that I still don’t know how to use Stencyl yet as well. 😛  However, there’s been some art done for it at least, so I can show that at least.

 

New Piskel (8) New Piskel (9) New Piskel (12) New Piskel (13) New Piskel (16) New Piskel New Piskel (4) New Piskel (6) New Piskel (13) New Piskel (15) New Piskel (11) New Piskel (12) New Piskel (14) New Piskel (10)

 

Hopefully next time I’ll be more seasoned in the whole programming part of things (Stencyl is pretty different from Scratch/App Inventor, which they are what Stencyl is based on). And hopefully I’ll be focused on it for once. :(

Comments

Grahhhhh
15. Dec 2015 · 02:16 UTC
Ahhhhh, another Stencyl user. People hate on it, but I think it works just fine…. when it works… keep at it, Stencyl isn’t too rough aside from the glitches.

Not going to make it this time…

I just thought I’d post a quick update here as I realized I wasn’t going to make the deadline unfortunately. I had a great time working on this entry so am going to continue and see how long it takes me to wrap it up. Since this was my first Ludum Dare it will help me learn how I can improve and give it another go next time.

 

Tags: jam, ld34

I’m Sorry

I absolutely failed this LD. It was my fault, and I should have been more prudent. I shipped the game with a bug and unclear tutorial. The worst part was that I forgot to implement a system that allowed newer players to actually SEE what they were placing. Its in the Post-Compo, but I’m not being rated on that. I’m sorry LD, and BAD ATTACK ON TITAN! I watched 1 episode when I shouldn’t have.

Gaia Finished!

Just rushed to get everything uploaded, and luckily made it in time.

Main

This is the first Ludum Dare I have participated in, and honestly its been the most panicked, tense and beautifully exhilarating experience. My goal was just to finish something. anything. at all. so here it is. Hope you enjoy.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60615

You can play it on itch.io here:

http://discoursegames.itch.io/gaia

[Solito] Web Version Available

Promo1SS2

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41949

Sorry to anyone that would have preferred a web version of my game. I’ve finally gotten the web build up for anyone that wants to play. I had it available with the rest of my builds yesterday, but I needed a place to host it.

The game uses the left and right mouse buttons so be sure to run it in fullscreen or the right click menu will interrupt the gameplay.

Comments

fede0d
15. Dec 2015 · 02:11 UTC
Wow this game looks gorgeous. I’m gonna give it a try

Finished!

Finished things up at the literal last minute for this one. It can be played here! Not much to say about it currently, a little exhausted, haha. I’ll see if I can come up with any sort of postmortem or thoughts later.

Fixed Major Bugs! Check out: Arc

title

 1     2

Ok, I fixed some major bugs for my entry: Arc. For those who have already played it, thank you for the nice comments. For those who haven’t played it, Check it out!

 

And how do you like the music?

Submitted!

So, I submitted my entry to my first LD! I ended up having to “finish” all of the programming at work which sucked because I was forced to be switching between working and programming.. But nonetheless, I swore I’d submit something and I did! Everything that could have gotten in the way during this LD has, so hopefully the next one will show me a little more mercy. Despite the setbacks, and having to leave out several game mechanics in order to meet the deadline, here it is, in all of it’s programmer art glory.

Little Big Plant

Here’s to the next LD!

LD 34 Jam Entry — “Nightlight”

This time around I teamed up with Tifu, and our entry is “Nightlight“:

 

 

A child, afraid of the dark, must face his fears to stop an evil doll from growing in power…

Enjoy!

It’s “Finished”

So I got a very crude, simple, and short version of what I wanted to done. It’s at least playable and I would consider it a game (although probably not a good one in its current state).

Therefore I would call it “finished”. 😛 I might work on it through out the week, but either way I would call this a win for me. 😀

 

It’s over here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=40211

Finished!

screenshot

We just wrapped up our team’s second Ludum Dare title, Rolling Flames. Overall despite some motivational stumbling points among the whole team this was a fun exercise for us.

You can check it out here.

All done!

I see a lot of good looking games on the home page already!  Here’s mine, can’t wait to see what everyone else did!

Made a game from Real world data for the Internet freedom, but I just can’t finish it on time :(

Kind of sad that my first LD had to end this way, but it was really fun and I will continue working on this idea!

The game is set in dystopian America where people elected a false president in 2016 (you know who ;)) and things got bad. The state not only built physical walls along the border, but also enforced Internet censorship on politics related words. “Kiwipedia”,”Kuugle”,”Witter” and “Friendsbook” have been blocked (you know which government I’m referring to).

You will be one of the inspectors of the popular social media “Rebbit”. Your job is to discover those who discuss forbidden topics on the Internet and to decide whether to put them onto watch list. As the list GROWS, the “censorship wall” gets more powerful, and will take away the people’s freedom. The green and red button decides whether to watch this user or not.

Fun part (I think):

-Play with REAL DATA. All user comments are from Reddit’s open database released earlier this year.

-Decide others’ fate

-Struggle with compassion

Screenshot

Like the bunny Reddit logo? 😉

It’s almost done, but there are still some data balancing left. Mostly to let the political comments appear at a decent chance. And of course it needs polish. I wish I had one or two more hours.

Too bad that the comments dataset is sort of huge (although I only picked thousands of comments). It takes me 5 minutes to run a test, very time consuming. And I only started yesterday cuz the original Twitter database I messed around with didn’t work well :P. I need real world data cuz it’s fun and I can’t come up with thousands of comments about gun control or Hillary Clinton just to make sure no duplicate comments come up in one game.

The two button control theme really caught me off guard cuz my original idea is to progress the game via player’s inputed text…and that’s completely opposite to Two Button Control :(

Anyway, it was a fun ride and I’ll continue to finish this game this week. Good luck to all your submissions! I already played some fun game. You guys are geniuses :)

BTW, what are other Game Jam/communities I can play with? I’m new to making games but I like it. Thanks!

Comments

ChosenCharacter
15. Dec 2015 · 02:48 UTC
Hey, don’t be so down. This actually looks really cool and I wouldn’t have been able to get it running in a week, let alone 3 days, good job :)