LD34 December 11–14, 2015

2108 M81 part II

Sans titre3

2018 M81 part II is an experimentation where the player walk on a planet witch is growing up and generating environnement in real time. Come check it out and try the experience !

 

Here is the game

 

Enjoy !

Not completely succesfull

I was a bit disappointed by the theme(s), but still I tried to do my best.

I didn’t make a completely playable game, but I would like you to try it anyway and suggest if you see any potential in the gameplay mechanics. I might finish the game in the future.

If you took some time to try it out, I woud be very grateful. Try it here.

Lessons Learned

  • The Quest engine, while an easy way to create a text adventure, does not support exporting its files (.quest extension) to HTML and JavaScript very well.
  • Although I can’t publish my version of my game (the only realistic avenue would be to release it to the Quest website, which I am not ready to do given that I plan on building my game more and more), I have a game of sorts, and I have greatly improved my ability to manage my time and conceptualize the logic of trading and using items and altering story while not bending the fabric of my game’s universe. It’s nice to have a game, even if it’s not in an ultimately publishable form.
  • When you really need sleep, it’s a lot easier not to wish you could stay up all night every night.

Hope that everyone had a wonderful time with this event!

So we made it

I have only slept 3 of the last 48 hours but its worth it now that the game is done.

In the game you play as janitor who has to disarm bombs only with the help of instructions over the phone. Its very inspired by 80s/90s movies and Papers Please.

Enjoy! http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41033

efreeffead

Another Successful Ludum

In every Ludum Dare we’ve done so far, we’ve stuck to 2D. For one, we rather like 2D games, plus the engine we were using (Stencyl) only supported 2D. This time, with other, future projects on our mind, we made the decision to make our first attempt at a 3D game a Ludum entry, using the time crunch to force us to figure it out ASAP. This is the result.

Box 'N Bash logo

Box 'N Bash screencap

Ok, so it’s more 2.5D, seeing as how it uses 3D models but still takes place entirely on one plane. Still, as a first foray into a new engine, in this case Unity, we’re rather pleased. We’ll have a proper wrap up of its development later.

In the meantime, give Box ‘N’ Bash a rating, would ya?

 

Tags: 2.5d, ld34, unity

dam upload

When your upload has a missing file, more stressful then the game jam! haha
hopefully all is good now

2buttons1cupPostPic

Zombridge

logo

Two buttons, two bridges. It’s your job to decide who makes it to safety. You can play Zombridge here.

taster

Our first ever Ludum Dare submission is complete and submitted — it’s been a great weekend. We’ve collaborated remotely from different timezones to build a platformer/simulation where you play as a bridge controller with the responsibility of operating two bridges in order to get the humans to safety.

It ends up being a true multitasking challenge and later in the game, you have to do a lot of forward thinking in order to anticipate how the different items will affect the people on the bridge. Don’t worry about letting zombies come over if you’ve got an airstrike lined up. Equally, steer well clear of the jetpacks if you’re about to save an Illuminatus.

The game was built from scratch with canvas and the latest version of Javascript (ES6) using Babel to transpile our code. We also used Inkscape to create our artwork as we went along.

It’s come a long way from the first 5 hour prototype! Hope you enjoy.

 

Save The Humans!

PLAY IT HERE (Click Me)

“Save The Humans!” is an endless space shooter, where your goal is to collect ship parts and human stragglers that have been stranded in space after the destruction of the Earth.

Title

Once you collect all the necessary components, you can blast off to a new planet, and a new home. Just watch out for the Earth’s remains…

ss+(2015-12-15+at+02.23.58)

PLAY IT HERE (Click Me)

 

WONKS is done!

Wonks is not done! I lied to you! punish me by visiting this link:

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=1548

Unfortunately the 72 hours ran out before I could wrap things up nicely, but check it out, hopefully it’s worth your time. I tried to tell a bit of a story and go the mood/atmosphere route.  I bit off a bit more than I could chew considering I was away for most of Sunday, but if I’d had that time I think Wonks would have definitely had some sort of closure going on. BUT now I get to finish it later, I think it has some real potential and I’m looking forward to putting another week or two into it and slapping it onto a storefront or two (maybe?)

Anyways well done everyone and Cheers!

I send you off with a screenshotwonks7

There’s a bit more to it than what I’ve been showing in screenshots so I hope that’s a bit of an interesting surprise, but other than that, enjoy! (Spoiler: The content ends once you’ve slept once, there’s like 2-ish ways to accomplish that, a sort of good and evil route if you will, but I hope I don’t inadvertently waste anyone’s time by leading them to farm for 90 days hoping to find something new).

Feed that cat!

We finished up with about 30 minutes to spare, not bad for our first Ludum Dare entry. There’s a few small design flaws but overall I’m pretty happy with how things turned out. Definitely looking forward to LD35 and trying again!

screen2

 

Already 100 scores saved!

THRUST is a space racing game, in which you will have to avoid the walls and try to pickup as many cargo crates as you can. To do that, you can only go up and down (two buttons theme).

My game alows the players to save their scores online and a highscore table is available in-game (as well as on a website). More than 100 scores have already been saved!

screenshot2

You will be able to find the whole score table by clicking here!

The first score is not so high though, I think you can do better :)

 

Link to entry

Edit: by the time I write this post, the game got over 100 scores saved 😮

can’t find submission on Ludum Dare site, could something have gone wrong?

Hi! We submitted our game “J.O.N.A.H. 3000” for submission to the group game jam at 9:45 pm. I was just wondering if the website got our submission. We are going to resubmit it right now just in case and I hope that it can be considered for judgement under the group jam category, please.

Comments

15. Dec 2015 · 08:28 UTC
i couldn’t find it when i searched, hope the upload goes well, i also found myself with upload issues :(, goodluck !!

Play & Rate Goal & Yesterdays Top 2

So last time round i would play batches of 30+ at a time when i rated and find myself getting pretty burnt out, i also spent most of my time with the Compo entries but this time plan to do things differently. My aim is to play and rate 10-15 a day and try and spread it between Compo and Jam entries.

So yesterday I played 11 and below is my favourite Jam Game & my favourite compo game

Jam – Grow Up!

nice art style and incredibly similar to my own game which drew me to it in the first place.

Compo – Rocket

Nice and simple game with the 2 button theme, what I liked about this is I think they nailed the controls. it seems simple but there are some games on that theme that haven’t done that and i think if you are picking that theme and you don’t have your controls down then you did not hit the theme, no excuses

and it wouldn’t be a communal post without some kind of shameless plug so please play and rate my game as well as the 2 above :)

Rosebud – Compo – Growing

playing2

Ludum Dare 34 – The Postmortem

So it’s been a mixed weekend for for me especially with the 34th LDJam. I’m sad to say that I couldn’t get anything up this time as once again I think I over done everything on the actual project itself. In the end I had a playable game which would loop through and randomly generated dungeons.

The gameplay itself was a click to move kind of game with basic path finding (thanks to Quill18’s tutorials on youtube.) where you had to go through different dungeons collecting scrolls before reaching the final level and destroying the boss. The controls were already set out for using a mouse with right click and left click only.

What went good?

Well in terms of the ldjam itself most of the stuff went really good:

  • I stuck to one idea and evolved it to suit all of the final themes.
  • Had an outline and todo list of items that had to be done and kept to it.
  • Learnt something new. In regards to 2D path finding (Which I could find no basic ones on the unity asset store.)
  • I now have a character that I want to develop on for a series of projects next year.
  • Focusing on my work rather than getting side tracked by social media.
  • Knowing when to stop and wind down.

What went bad?

So not a lot of different things actually went bad to be honest:

  • Having a few game breaking bugs that I obsessed over. One bug took almost 2 -3 hours to track down and fix.
  • Not keeping the design of the game simple.
  • Getting distracted by other people and being in areas of distraction.

What have I gained from all this?

So all in all it was a pretty good run even though I didn’t manage to get anything pushed out again. But I did manage to learn a fair bit about path finding and that having a “World” and randomly generated “levels” actually works really well. I gained a character design that I plan to use in a few of my small projects next year.

So if you want to keep up to date with what I do follow me on twitter @moongateuk, Like the Moongate Games UK page or keep an eye on moongate-uk.co.uk.

Keep up the gamedev everyone.

Tags: gamedev, ld34, ld34 Postmortem

MUNCH MUNCH MUNCH!!!

Be a monster! Find out what it’s like to rampage through a city as you grow… WITH ONLY TWO BUTTONS!
Play play play!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64207

munchster1

munchster2

Beardgrow – Play and Watch

Hi!

In Beardgrow, you play a teenage kid who wants to do “manly” things to grow a beard and impress a girl from his class, so she goes with him to Junior High Prom.

The game is challenging and takes getting used to, but pretty rewarding once mastered, as you can pull off all sorts of sick dodges and clutch jumps.

I focused on 2-Button Controls for the gameplay (encapsulated the movement/jumping of platformers into two buttons only), and Growing (in more ways than one) for the story.

Here’s a screenshot:

Danny's Dad in a nutshell.

Danny’s Dad in a nutshell.

If you can’t get anything higher than a Fuzz, you might wanna watch this video, showing 4 out of 5 of the game’s endings:

And if you feel like trying the game, here is a link to the entry page:

PLAY BEARDGROW

Have fun, good luck in the compo/jam!

We made an awesome game!

At first we weren’t too excited about the theme, until the idea of a fighter game with only forward/backward moves and combos came to us. My gf started drawing some sketches and I began coding. By mid day Saturday, I already had the controls implemented and it seemed like fun to play, everything else came into place eventually.. more on that later.

This was by far the most intense LD I took part in, the first one I entered with the miss. Right now I’m pretty hyped about the possibilities with this game, I’m already thinking about a mobile port and maybe a local multiplayer version.

Anyway, have a look for yourself, let us know what you think about it!

DrillFight

So many awesome entries, but here are my favorite so far:

I’m choosing things that were the most fun and unique from what I’ve seen so far.

  1. The Darkness 
  2. Pete and the Beanstalk
  3. A Growing Threat
  4. Super Snowball Roller Mayhem 3000 
  5. Longbeard

Can’t wait to play more! Also, if you want to check out my game, then BAM!

test webplayer?

I need some feedback, if the webplayer is working 😮
I only have one pc to play it from and since it was making trouble before even locally, I want to know if the dropbox link is starting the game properly with textures!
it should look like this when started:

game4_web

direct link to “hatchling”
or
ludumdare page “hatchling”

Comments

JaCkJoKeZ
15. Dec 2015 · 10:44 UTC
Web player doesn’t work for me. It throws me an error through Google Chrome saying that Chrome can’t run the file :/
Reisen
15. Dec 2015 · 10:53 UTC
Safari Mac works.

I’m in !

Hi, for the second time we did Ludum Dare ! Come test our game entry :)

 

55260-shot0-1450147523.png-eq-900-500

We are two designers, 3 devs including one music composer.

Engine :Game Maker

Music: synthesizer

Imge: Paint .net

Lane King is out!

This time it sucks that you didn't see this, this one wasn't potato quality

Play it here!

Didn’t manage to get in a lot of stuff, namely individual unit control, victory/defeat UI and audio, but nonetheless a lot got done; I’m very happy with the end result.

Since my last update, I managed to implement leveling up for the units and health for the player / AI. Each side starts with 100 health and takes damage from enemy units reaching its end of the map. For every level a unit gains, it gets a small maximum health boost as well as an extra 2 points of damage to the enemy team if it reaches their side of the map.

Surprisingly enough, this has resulted in the simple ‘pick a random lane and throw stuff there’ AI actually being more easily lost to than I imagined. Not paying attention to a lane can cost you; if enough enemies build up in a small spot, it may not matter how many units you throw there, they may just level up repeatedly, causing you to kill almost none and empower the rest for when they finally get to the end. I’ve lost up to half my health at once to incidents like this.

Anyways, this has been a bunch of fun as usual, and I’m looking forwards to playing everyones games. The few I’ve already tried have been amazing as ever, and I cant wait to try more tomorrow!

Tags: 2D, animated gif, finished, lane king

Super Stones: Behind the Scenes. Part 1 – Coding

Hi, folks!

There have been done a lot of work during the development of Super Stones. It is a really complicated project with a lot of features and interesting details.

superstones_16to9

One of the exciting tasks was a creation of dynamic platforms system. The following image briefly explains the principles of it’s work:

superstones4

 

It’s clear that we combine about 100 platforms in a platforms set and, finally, use 9 such sets in order to create an infinite space.

The pure result of such a system can be illustrated by the following image (taken from the early builds):

superstone3

The other details of the project:

  • Unity 3D as a game engine (version 5.3);
  • Prime31 TouchKit for controlling the touch system;
  • Unity IAP for in-app purchases;
  • C# as a programming language;

As a programmer, I would like to highlight the main features of the source code:

  • Object pooling instead of multiple instantiations;
  • Dynamic batching as a main priority;
  • Use of strong OOP with different design patterns (actually, it helps a lot when you have a complex project);

 

In order to see it in actions, follow this linkhttp://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=52405

The Darkness

If you wanted a taste of what you’ll see if you play The Darkness, you can find it here. While the game is hard (and he might be, admittedly, slightly on the bad TIRED side), he does a great job of showing the basics.

Just a heads up, picking up multiple of the same power up DOES increase its level, BUT picking up a different one starts you at 1. Also, you can’t use your staff if you stick it in a wall, silly.

Play it here.

Two buttons and Growing

Hello! Congratulations on LD34 projects completion! Do you remember once I posted that two games which I was going to complete soon appeared to fit both LD themes?

So, I worked in the LD spirit to give a final push to these projects and release them. I didn’t submit them for the actual contest, because I had the existing codebase before the contest was announced, but, please, check them on Google Play and share your comments.

Like on LD33 I’ll play your games and make screencasts

Here’s “Growing” snow relax game

And here’s “Two buttons” multitasking challenge (well, there are three button on the screenshot, but most time you’ll have only 2 of them)

EATERS "Two buttons" game

EATERS “Two buttons” game

Snow relax "Growing" game

Snow relax “Growing” game

Tags: mobile, release

Added WebGl version

tree

We added a new WebGl version to the game ad updated the exe file because of a bug which slowed down the complete game. Check it out!

WebGl
Game Entry

Stem is ready to be played !

First of all, I have to tell everyone : MASSIVE WELL DONE ! This was my 3rd Ludum Dare, and I’m always impressed by the amount of awesomeness I can see every four months here ! Wow !

As usual, I did enter the compo challenge. And again, it felt like 48 hours were not enough ! :) But I guess the feeling is shared with every Ludum-darers ! But I managed to ship a game right before the deadline. The game ? Stem, a game where you control a growing plant with your left and right keys.

stem-0 stem-1 stem-2

What went right ?

  • The gameplay. The mechanics are easy to understand: collect good stuff, avoid bad stuff ! I think most game during Ludum Dare should keep mechanics simple for two reasons : one, it is way easier to develop; two, a lot of players spend little time rating each game and usually give up when they have to spend more than 3 to 4 minute trying to understand the rules.
  • The aesthetics. I love the clean, simple, minimalistic look of the game. I have been playing a lot to Two Dots & Mujo (both on Android) and loved them. Also, I am not good at pixel art ! 😉

What went wrong ?

  • The difficulty. The game difficulty isn’t properly balanced. It is way too easy at start and gets harder too slowly. I released a post-compo version which solves partially that problem (but if you rate the game, rate the initial release only to be fait to other contestants). I’ll need to spend more time for future releases.
  • The sound/music. Well, there’s no sound or music to the game. Unfortunately, I ran into game breaking bugs in the compiled version of the game (bugs that were not appearing in my IDE) and spent about three and a half hours debugging the mess. So, I had to skip on recording the music and sounds. Funny enough, I actually implemented the classes to play sounds in the game (you can actually see them in the source code).

And now ?

I will try to implements new features, some musics and sounds, and to balance the game during the following weeks. I’ll keep on posting updates here until the next Ludum Dare ! :) Oh, and of course, do not forget to…

RATE MY GAME : STEM !

Finished, somewhat.

Here is my game, Game Streamer Tycoon. Play as a Game Streamer and earn followers and sponsors while receiving gamer feedback on your streams. You can also become more “professional” by increasing your player’s stats.

Of course, I couldn’t put everything I wanted to in due to time constraints so it’s a bit

lacking. Anyways, try it out! Enjoy! :)

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41219

Screenshot3 Screenshot4 Screenshot1 Screenshot2

The Seed of Love

After a programmer’s hour at 3 AM in the morning full of adrenaline and tiredness, I was able to submit The Seed of Love, my Jam entry for LD #34.

The Seed of Love

Now, after 4 hours of sleep, I can think straight enough to fix a couple of bugs that I left in the build and make a post annouincing the game!

The game is a Ren’Py visual novel. The structure is very simple: just read the story, make choices and see which ending you get. I tried to make a story worth reading. I like it, and I hope you like it too.

Hope you will give it a try.

I wanted to thank everyone for the wonderful time this weekend. Despite the tiredness, LD is always a momnet of joy. I am really curious to try out your games now :)

Play

Tags: jam, ld34, Ren'Py, Visual Novel

My experience making games in Python

Hey everyone! The last two days I have been playing different Ludum Dare games and one thing that I noticed is that most games are made in either Unity or Java. I myself made a game using the Python library Pygame and I think I found only one other person using Python during LD34 so far. Since this is so uncommon I thought it would be nice to tell about my experience. (Note: I’m not a coding expert(Applied Physics student) so I could be wrong on some things!)


 

What I like about Pygame:

  • Python is super easy! During Ludum Dare I instantly knew how to go from my idea to a prototype.

Code for dev mode I used to test different functions.  Simple!

 

  • Pygame is well documented and there are a lot of great tutorials on Youtube. (Example)

What I don’t like about Pygame:

  • Both easy and (mostly) hard to run on different OS. So on one hand Python code can run on almost anything but on the other hand it can be very difficult/confusing if you have to package the right library’s so non-Python users can play your game. For example I can’t make a mac version without using a mac computer. There also is no good way to run it in a browser. (As far is I know)
  • For some things it feels like you have to do a lot of effort for something simple. With Pygame you can’t just simply create a camera or player with the library itself. You either have to script it yourself(And apply it’s effects manually to all objects that it affects) or copy paste another script. Compared to a friend of mine who used Unity I felt like it took way longer for me to get the basics down.
  • Performance of Pygame games doesn’t seem to be all that great. It certainly is very playable but I can’t shake the feeling that the frame rate isn’t always consistent. Like somehow you can always feel like the pixels are changing position instead of a smooth movement. (+I think you need manual code to optimally use gpu and more cores? )

Conclusion:

Everything considered I’m happy that I used Python during Ludum Dare 34 since it gave me a lot more insight in the game making possibilities. I’m quite proud of the game I made and it has been getting mostly positive feedback. With that said though I will be switching over to Unity in the coming weeks.  I feel like Unity will allow me to work more on designing the game itself then the code that supports it. For a person who wants to make a game for the first time and also get a lot of coding experience I can recommend Python but for everyone else there are better options. (imo)

If you read all of this and you want to check out a Python game you can try mine 😉

Tags: pygame, python

Comments

Aeolus
01. Aug 2016 · 00:40 UTC
Hey, you posted on my post about joining Ludum Dare. I was wondering if you would be open to talking about using python and pygame for game development. I’m in the process of making my first “real” python game for Mini LD #69. Thanks!

Post-mortem

I figure if I write a post-mortem I can put this whole thing behind me, so here we go.

finalscreen

You can find it here.

What went right:

  1. I submitted something! This is rare. Sometimes I crash out on the pretext that I have better things to do with my weekend that stay up all night being incredibly frustrated because my brain is too sleep deprived to function but for some reason I’ve decided that coding in that state is a good idea. This is rarely true, but it makes sense. Sometimes I make half a thing that’s unplayable and don’t submit. I think this is the third time I’ve actually submitted something.
  2. Everything on the to-do list is basically there. This doesn’t mean too much because I write the to-do list as I go, but it’s something.  There are 25 steps on my to-do list and of that 23 have a satisfying strikethrough over them.
  3. The idea is fairly novel. To start with, I saw ‘growing’ and thought back to some book I read many years ago about procedural generation of trees using l-systems and how I thought that was really cool. So I started coding a tree with l-systems and then had to think up a game to go with it. It’s kinda meant to be a strategy game where you’re attracting butterflies and birds to you, and doing so has effects and can be used to block your enemy’s growth or help your own.
  4. The technology. I used luxe, a rather new Haxe game engine. I spent the week before LD making a practice game with it, which was rather frustrating because the documentation and knowledge-base for luxe really isn’t there in an easily-digestible form. It’s much better than the entity-component model engine I built for myself over OpenFL though, and once you’ve got it worked out it’s really smooth to code with.
  5. The art. No, it’s not good, but it was quick to make. My LD games rarely have animations because animating pixel art is too damn hard. With vector art you just pull the little dots around and voila.

What went wrong:

  1. It’s not very good. I’m too close to judge it fairly, but my gut feeling is that it’s not very good. I mean, I know it isn’t good because the AI is laughably shit, but even if it wasn’t I don’t think the game would actually be fun. Though, if I were doing it again I’d probably make it hotseat multiplayer. I considered it at the time but didn’t want people without someone to play with be unable to play it. In retrospect, that’s silly, because now there’s no reason for anyone to play it given how hopeless the AI is.
  2. No polish. No time. Worked until the last minute, had to just throw it up as it was.
  3. Inefficient development. Coding on no sleep is so horribly inefficient and not-fun. It’s not even fun in retrospect anymore. I’m not sure if it would be more productive to just go to bed and miss out on a couple of hours of development time rather than stare at an obviously broken method for an hour with no idea how to fix it, but I might try that next time.
  4. Concept has too many parts. I knew this would be a problem but I couldn’t think of another idea to shoe-horn into my l-system tree that I’d already made, so I disregarded my earlier very stern note-to-self that anything I make for this should only have one main Thing happening which the game revolves around. Here we ended up with trees and flowers and fruits and butterflies and birds, which probably doesn’t look like a whole lot on-screen but they’re all doing their own little thing and it adds up.
  5. The technology. Mostly because I was tired and didn’t really know it well, but the event system really tied me up during the early hours of Monday morning. I lost track of who was sending what events and who was picking them up, and it all got mixed up and the code spaghettified. For the most part, just directly calling the components needed would have been better, or perhaps drawing a diagram as to what is communicating with what, but such practical matters didn’t occur to me at the time. This is basically my fault for not knowing what I’m doing.
  6. More importantly than the above – there is no debugger. This is the biggest downside of luxe – none of the output targets have a debugger that works with the original haxe code, because luxe doesn’t compile to Flash. I hear there’s a c++ target debugger in the works, which is good. Coding without one brought be back to the bad old days of university before I learnt how to use a debugger and had to solve all problems by tracing random nonsense at different points to see if it ran.

So yeah, that’s it. Lessons learnt. Probably to be disregarded next time, but I’m feeling pretty pumped for continued gamedev (not on this, though. I don’t think there’s much potential).

Not sure if I’ll get to play/rate too many games this time around – being stuck on an 8gb data cap really stops you from being able to use the internet like a normal person, and all them bloated Unity games are a real drag on things…

1st compo entry – Nebular worm

This was the second time I participated. Last time I did the jam. This time I went all in for the compo  and I present Nebular Worm (Think asteroids meets snake).

shot1

Seems people liked the control mechanics on my little game and I am considering expanding on it. Have a play (and rate if you like it), and let me know what you guys (or girls) think. I’d love getting some feedback (any kind :))

What went well:

  • Been ages since I used GM last and I must say, it has improved a LOT. I could get things up and running very quickly
  • Got decent amounts of sleep beforehand
  • The idea sprung in place fairly quickly, so that left more time for design and coding.
  • The compo is intense, but awesome fun.

What went not-so-well:

  • I had no time to do background music. This is the first thing I’d need to remedy.
  • Graphics take LOTS of time, so I had to settle with programmer art for most of the game.
  • Wanted to get and HTML5 and full android port out, but the particles and blending I did in the game really slowed things down.

ящики [yaschiki]

ScreenY2It’s a mix of killer7/time crisis, first person shooter about killing monsters. Two button controls.

You can play it here

Personal Valley 1.1

Hello everyone!

Although I started late I managed to finish the game in 20 hours straight but with some last minute game breaking bugs.

After the jam ended I worked another 10 hours and now the game can be finished and has additional controls (keyboard, gamepad or mouse).

Also there are a few new sound fx.

You can now play Personal Valley 1.1  here

1

Slash Quest!!!

Hey Hi Hello!

111


gameplaygif03 gameplaygif05


Slash Quest
is our game for the jam! Developed by Big Green Pillow and Mgaia 😀

You’ll have to manage the 2 button controls and help a courageous little knight swing (and stumble) his evergrowing sword to victory!

A and D to swing your sword
A + D to walk

Slash enemies to grow your sword!
Grow your sword to reach the totems and access the new areas!

You can view the entry and download the game here.

Oh, and needless to say, any feedback will be greatly appreciated! Thanks!

 

 

Venus and the Flies

Check out my first Ludum Dare entry… Venus and the Flies

vlc 2015-12-15 13-56-30-10

Some After Thoughts

Just a couple things that I (Thom) wanted to share, now that 34 is behind us, at least from the development side.

This event has become somewhat of a holiday around my house. I pretty much tune everyone else out but the artist/girlfriend(Katie).  My parents and her parents pretty much know they aren’t getting a hold of this weekend, because we’re focusing on this. Welp, this weekend was different.

The first time we participated (LD33), we really didn’t approach it the way we wanted to. We spent so long figuring out how to make the mechanic, it wasn’t really fun in the end.

This time, however, we decided to approach the gameplay differently. She focused on the art before I even touched Game Maker (we knew it was going to be programmer art either way, so why not just get it done). The title screen is garbage (literally just a color fill gradient that is the default for Illustrator, kind of embarrassed about it honestly, cause I know I could’ve done more).  The story screen was built in roughly 2 minutes, and Katie built the “win” screen Friday night when we decided that the goal was a lunchbox.

However, the single level we have, I am very proud of. The level itself was my primary focus from Saturday morning till Sunday night. It only took about an hour to lay it out, but fine tuning the level took much longer. It’s still not perfect (The goal was to create 5 different paths to the top of the area while allowing the player to move freely between the paths at certain points, and I can think of at least one point where that’s not possible). Saturday night, though, I decided to stand back for a minute and do something else.

While our game is hardly perfect, we decided to walk away from it (went shopping and hung out with family, oddly enough), and when we cam back to the game Sunday morning, Katie began play testing and I began polishing the level design. And it helped, tremendously. And I think it’s how we’re going to continue to do it. Friday we worked for about 4 hours, Saturday roughly 7, and sunday was about 3. Had I worked more Sunday, the other screens would be much nicer, or at least cohesive, so there is something to be said about moderation too.

I guess what I’m trying to say is, it seems that perhaps getting away from our creations for a minute allowed us to pick them apart better. Sunday we dropped the ball and got too lazy about working on the game, but Saturday was perfect. I honestly couldn’t stand what we had Saturday, and by stepping away from it, I realized I was being too critical. For roughly 14 hours of work, we did pretty good. Just something we noticed, as for LD33, we didn’t do this. I know it’s hard to believe because our LD33 entry (Your Favorite Things) was SOOOOO good (eyes roll HARD), but it seems that a good practice is to stop thinking about it for a minute. Don’t get too lazy and forget to actually work on it (again, sorry for the other screens), but definitely don’t drive yourself insane making it happen.

Comments

treslapin
15. Dec 2015 · 14:24 UTC
I totally agree! Sometimes you need to step away from something to let your brain marinate on the problems.

The Final Boss

It seems to see it is harder than expected . Anyone want to try?

boss

Try Hope!

Edo Arena’s TIMELAPSE

Hello everyone,

I’ve gotten around to editing my time lapse of this weekend. I really enjoy making these, so it means a lot if you take a look. Use this link to play the entry.

Thanks to anyone who has played the game!

Tubutten Beetle

So, the “FPS fix” for higher end machines I pushed yesterday happened to break a lot for everyone while not actually fixing anything.

Here is another fix hopefully not suffering any of these problems :V

If you had any trouble running my game before I’d appreciate if you gave it another go.

And if you want a challenge, here is my personal high score:

The remainders…

Well, there’s that. We survived another Ludum Dare and it’s time to play and vote all of the other entries, so let me tell you a little about our game and how the jam went for us:

remainders 34

[THE THEME(S)]

It took us more than half a day to come up with a game to make, the tie in themes didn’t make it easy to narrow down which way to go. We eventually settled for just the theme “Two button controls”, as it made us think of faster games.


 

[GAME IDEA]

Once that was settled we thought of making a game about avoiding stuff coming at you. We remembered our childhood game StarGoose, and decided to somehow pay it tribute.

The main thing we took was the levels being a continuous loop. So you have to take gems, but if you miss them, they’re not gone forever, you just have to survive another loop to get another try.

The limit of two buttons meant you would only avoid things, and not shoot them, so we thought pressing both could be a bit of a desperate move to avoid some things. That’s where the jump comes from.


 

[WHAT WENT WELL]

We’ve been improving our low/flat poly aesthetics and can proudly claim our game is really pretty.

As an early visual decision, the player and all “good” stuff is triangular, to imply speed and intrusion, while the enemies and environment would be squared (settled and heavy). And this type of geometrical simplification seems to go really well with the style and allowed us to create a lot of different props that go well and their part in the game makes visual sense.

We had a collaboration for the sound and music from @parejomusic. He’s a great professional and made some great stuff. We’re specially happy with the music. Instead of it just being one track, it is separated into different layers, which activate according to the game state. It’s pretty cool.

This is also our first game featuring some introductory in-game story text, and I’m really happy about the way it came out.


 

[WHAT WENT WRONG]

As I mentioned, we had a lot of trouble coming up with a game idea at the start of the jam, so a lot of time went into that, and it shows on how the level design was barely tested at all.

The jump mechanic seemed a better idea before the enemies and life system where in, and we missed measuring the heights of some of the baddies, so there’s a lot of things you should be able to jump that you can’t, and the game fails to show you which are which.

We went a little overboard with the lights, blurs and particle effects, so there were performance issues on some computers (we did a lighter build without many of these, so you can at least play the game, even if it doesn’t look that good).

We failed to do some small silly things, like making the little square mines be on the floor instead of clipping through it, but who doesn’t have this type of thing in a jam game?

remainders 34


 

[OVERALL]

Even if it’s not a local multiplayer game, we’re definitely happy with how the game turned out. Sure there are things to fix, but it is the game we wanted to make and really hope you enjoy it. You can play it here.

Tags: final, jam, ld34, post-mortem, postmortem, unity, unity3d

Odd Binary Run (beta 1.0)

Hey, this is our game for the Ludum Dare 34 made with Superpowers by Adrlink (Graphit) and I, Nattack (Developper).
A platformer in which you have to finish the game to allow to the boy to go to sleep after his game.

Controls :
Z : Jump/Skip Cut Off Scene
S : Dash/Next Cut off Scene
Mouse for menus

All the levels are possible but it’s hard ^^.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44606


 

Enjoy 😀

Wanna be naked ?

Have you always dreamed to play a game hero who is no longer submitted to clothing anarchy ? Totally free to move as he wants, in his natural outfit ?

Then Naked Ninja 1.0 is a game for you. Awesome graphics, optimized perfs, addictive gameplay, everything you need !

 

Play it here !
 

 

Don’t be afraid to share your scores with friends, so they can play too !

With (naked) greetings,

Have fun.

Tags: #2Buttons, #Epitech, #LD34 #LDJAM #LudumDare #GameDev #IndieDev, #LibLapin, #LibLapin1.5, #NakedNinja, ninja

Hakurei Shrine

Hello, This is my ‪#‎LDJAM‬ Game here
Hakurei Shrine
It is made by GameMaker, you may need to install the game first.
And this is a reaction game by using left click to hit the reimu’s head, and right click to stop the time.
Hope you enjoy for this
Game Entry
———————
Twitter: @sirono_466

And something about this game:

This is my first time joining Ludum Dare, I have been late to know that LD34 has already started about 1 day. So I have not actually spent enough time to create this, you can see that it is still many thing on the game source have not been used in the game. I should keep noticed for the event !!

I don’t know if I can reference other game places in this event. Will it break the rules?

The shrine and the red girl is both reference from touhou project. And the black girl who is created during this two day is my own character .

Emperor Gronthozor the Magnificent has arrived!

You are the many-armed Emperor Gronthozor the Magnificent, have crash-landed on the planet Earth. Eat the tasty, tasty humans that roam its surface. Avoid the puny military’s tanks that want to interrupt your dinner. Steer all your tentacles with the left and right arrow keys in this fast-paced multi-tasking action game in pixel art style.

AttackOfTheGiantOctopus

So this is a long overdue game announcement. After finally having the time to compete we managed to get this game out the door in a good fashion within the time limit. Due to various reasons we didn’t utilise the full 72 hours but we are proud of what we managed to achieve.
If you have the time and like retro arcade style games then please check our entry out!

Project #0807

 

 

Sshot01

Well… This LD was intense… I don’t know how I made more than 300 animation frames in a day… Also had some problems and I lost 6 hours of work time . So in the end the graphics quality was compromised and I didn’t had time to do the soundtrack and the ending scene. But the game is very playable! (I think :D)

QUADROS2

Sshot02

Play/Rate

Little Seeds of Evil

Hi all, this is my submission for the #LDJAM, with the theme of growing.
Screenshot
I actually went through about 3 game iterations before settling on this. It’s an open arena game where you chop down growing vines (they become platforms and walls basically), if the vine grows through you… you’re dead… The game best players with 4 players (you’ll also get items spawning and stuff if you have 4 players). Hope you all enjoy.

You can check out the game here: Play Here

Can You Make Your Nation Great Again?

“GREAT NATION”

a game about making tough decisions, keeping your people happy, and making your nation great again!


promo1

screenshot_6_24-21


Thank you to everyone who’s played it, I promise to play all the games of the people who leave a comment as a thank you!

To everyone else: congrats on making a game, send me the link on twitter, comment on my game’s page, or simply leave a comment on this post and I’ll make sure to check your game out. Cause LudumDare games are dope!

:)

 

Tags: html5, ld34, phaser

Ropes ‘N Rockets! (My LD34 JAM Entry)

Ropes ‘n Rockets

– Ropes ‘n Rockets! –
Made for Ludum Dare 34: Theme – “Two Buttons”
Ropes In Rockets! is a two button arcade game where you have to combo-attach to multiple rockets in a small amount of time without getting hit or failing to throw your rope to another rocket

this was the most tiring game to fix bugs for :(

the first problem was fixing the cloud generation, so that it wouldn’t suck the performance out of the game, second was getting the rope physics right! this alone took several hours to find the solution for and by far has quickly become the most messiest code I’ve written and gotten away with! haha

looking at the game now there were many features I could have implemented had I properly planned out the game before restarting on the LD game from being a “Feed the alien, Physics-y space game” to a hard sky-faring wannabe astronaut using rope to achieve that the goal of going to space.

Ropes ‘n Rockets is by far my best looking jam game to date I had the pleasure of making.

NEXT UP! GLOBAL GAME JAM! WHOOP! WHOOP! WHOOOOP!

link to the game – http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=26567

Twitter – @Salman_Shh

Hillary vs Donald – America’s Greates Battle (Update)

Screen1

In Hillary vs Donald – America’s Greates Battle you play as one of these “famous” candidates to the presidency of the United States.
Make speeches and create ads to grow your support base. And maybe you are soon to be called Mr./Mrs. President.

You can play and rate the game here.

Screen2

Now all builds are online. (WebGl, Window(zip), Window(rar), OS/X and Linux)
Currently I had no chance to check if OS/X and Linux builds are working properly.
If you play them (and the other builds too) and you find a bug please tell me so I can fix them in later versions of the game.

I had some issues with my WebGL build so I had to change some UI textures (Unity didn’t imported them into the WebGL build)
so UI looks a bit different than it did in the first build (the slider above was originally in a knob shape). In addition to that I fix some typos.

Screen4

I hope you have fun with my entry and please leave a vote and a comment behind.

Now it’s time for me to vote you all. (Oh! Before you quote me on that. I try my best.)

Check Kindom Questions!

2

Its a game i made for the jam, but i worked for 24 hours in total. It rly hard thoo, there is qurently just 2 ways to finnish the game becasue i didnt have time to balance the buildings and mobs.

but try i out and let me know you feedback :)

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64564

LUDUM DARE 34 POSTMORTEM | COMBAT HELL

Well, that was fun. I did my first Ludum Dare and now I’m slowly playing through a bunch of entries and sometimes just voting on them in batches. But let’s go over my game, Combat Hell, and let’s see what I did right and wrong.


Combat Hell followed the theme of ‘Two Button Controls’ and it an immediate decision that that would be the best way of playing it. The actual idea of it being a topdown dogfight was made actually about a day before the jam started, when I was thinking of good potential themes that I’d like to do. Other ones included ‘One Massive Enemy’, ‘Generations’, ‘Death is not the end’, ‘Death is useful’, ‘Strength in numbers’, and ‘Isolation’; most of these would work with my current concept, but some would have worked better than others. Actually, I think stuff like ‘Death is Useful’ might have made for a better game in the end.

The game idea was simple: You’re a hired mercenary by a dick, and your job is to fly around and kill enemies. That’s it, and I took the idea of gameplay from Combat’s jet sections, where you and another player would duke it out across the solid sky; now I wish I took its controls too.

[STATISTICS]

The game was released initially as a Windows standalone game, and it was later ported to Newgrounds. The game has 26 votes, the standalone version has 35 downloads, and Newgrounds has 294 plays (although most of them are likely from Newgrounds). A bit lower than I expected, but at the same time, people have already noticed my little game, so I’m pleased.

[WHAT WENT RIGHT]

Even though my execution was, uh, slightly shite, the idea of using the mouse as a directional pad and as a means of attack led to a risk-reward situation, where you could either be running away or fighting. On top of that, I had some basic different ways of attacking, although the balance absolutely broke in your favour as soon as you got even a single extra shot, especially with weapons such as the RNG shot (the ? ‘powerup’ that made you spread bullets everywhere). Honestly, I think that added to the life of the game, and I gave similar powerups to the enemies as well. Overall, that was a good choice.

Also, I’m pleasantly surprised as to how well the shop came along considering I coded its entire functionality in about 3 hours at the literal end of the jam, while also balancing the game to be a bit less random (didn’t help much though), and I had tons of issues getting the buttons and text working. If I were ever to go back to this, I’d have a 48×48 spritesheet (each of the 9 corners and middle fill), and stretch that to be the text box. That’s have worked better than the quick textbox I drew, as well as having another font instead of HaxeFlixel’s default.

Armour restores. Armour is taken away constantly and while it slowly recharges, there’s a powerup that gives you 60% of your armour back; that was such a last minute addition, I literally changed the code to throw out a -1 in the powerups, since any other value would mean you’d have to take the time and fix it, while I had about 20 minutes left.

The postrelease Flash port worked amazingly, I’m actually surprised that it ran almost as well as the standalone version, although the lack of fullscreen led to players clicking outside of the box. I wanted it to be HTML5, but I couldn’t figure out how to get rid of the right-click menu, so Flash it was.

[WHAT WENT WRONG]

This should totally have been a topdown plane Borderlands. Forget the powerup system (well except for the purple ones, those are nice), enemies should have dropped weapons with some random stat modifiers and you should have been able to select which weapon to use when flying out; if you don’t like a certain weapon, you could have scrapped it and forged either a reroll to your current one (so you could have some better modifiers, or even just changing the numerical values), or you could have made a brand new one. Persistent XP would have helped with this. If I ever get the chance to expand it, I could have a weapon slot, a hull slot, and an armour slot (since you need all three), and make the game be faster pace as a result.

The code became a mess over the last hour, trying to get it to work okay. Here’s a useful hint, don’t read it. It’s a mess, especially since the indentations broke and in the end, I’m not sure what I was coding. I mean, it worked, but still.

The movement controls, while neat, are horrible when trying to get to a corner or even going in a straight line, as the way I coded it in made the plane just fly around like it’s Pluto. Boo.

Music is just grating, I just transcoded it in an hour to a tracker file and then threw the resulting ogg into the game. At least I added in a mute button. Everything’s wrong with it, sometimes I think it shouldn’t have even been in the game. I wanted to have a military-like drumming with a strong lead, but… yeah.

I also ran this on a Llano AMD laptop processor with a clock speed of a whole… 1.4GHz. I had slowdown; now I’m not sure whether it was my code that was unoptimized or my computer was struggling to run HaxeFlixel, but it ran bad when it had over 100 entities on screen, counting the bullets. Probably my enemy plane code was unnecessarily complex, I never profiled it. Hilariously enough, I couldn’t do any work for the first few hours since both of my copies of Photoshop died, so I had to quickly get a copy of CS2 running, and FlashDevelop wouldn’t do autofill at all, so I reinstalled it and HaxeFlixel and Haxe and OpenFL so many times… it was a mess.

The shopkeep is too much of a dick because you need $1000 to unlock the sadist mode (please don’t play it), but that’s my fault. I could have fixed it really easily, but I was limited on time and energy at this point.

[CONCLUSION]

Overall, it’s a solid little game that could have used way more polish and a few extra days to clean up the whole thing. This took me 28 hours to code, counting the time I tried even getting anything on screen because my IDE wasn’t as fully tested as I’d’ve liked, and it was a great learning experience.

This was coded at Winnipeg’s Ludum Dare game jam, where I saw a bunch of awesome folk. Huge thanks to Dylan, Graeme and everyone at Owlchemy, ACI, and New Media Manitoba for hosting this event, this jam was awesome.

Tags: 2D, can i just write in anything i want, combat hell, does anyone read these, Flixel, haXe, HaXeFlixel, ld34, ld34 Postmortem, post-mortem, postmortem, so i hope you're enjoying my tags

Rolla Grolla Arena – LD34 Jam Entry

Here’s my jam entry for Ludum Dare 34 (It’s a multiplayer game requiring at least 2 players so grab a friend/sibling/relative/significant other/etc. to play this. Also controllers are definitely recommended).

Click the pic to play!!

As always, I also have a Google Form that you can fill in if you would like me to play/rate your entries (I’ll try and do each one as soon as possible).

Tags: 2D, Controller support, game, ld34, local multiplayer, Ludum Dare, multiplayer, multiplayer game, two button controls, unity3d

Ludum Dare games roundup from Winnipeg, MB

wpgLudum

We had a local meetup for Ludum Dare 34 in Winnipeg, MB, Canada, so I thought I’d share a roundup of the games our group put together!

That’s quite a few devs from Winnipeg! There were even more cool folks present at the meetup working on other projects not specifically for LD, too. Our local jamming community has been growing (:P) every time an event comes around, so I wanted to say good work, folks!

Potato.

ezgif.com-optimize (1)

Potato, potato, potato.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=47768

Comments

15. Dec 2015 · 18:32 UTC
Mashed potato!

Yume Starcatcher

Be sure to check out my entry in the Jam, Yume Starcatcher. It’s a twist on the Arkanoid formula, and I had a lot of fun creating it.

The entire game was completed just under 8 hours.

Play it here!

33660-shot2-1450145960.PNG-eq-900-500

I’m planning to continue to work on this game following some supportive feedback from friends, commenters and Twitch players. Stay tuned :)

sprite13

Comments

alvarop
15. Dec 2015 · 19:41 UTC
I approve of this game.

Post mortem: SAUROPOD vs THEROPOD

So I made a dino game this LD: SAUROPOD vs THEROPOD

I’m pretty happy about how it turned out, even though I didn’t have time for a bunch of features and art that I did plan on doing originally. People seem to enjoy it, which is sort of a first for me, haha.

I started on Saturday morning, around 9 am (LD started at 3 am in my time zone, but I was asleep then of course). I normally check out the theme and then ponder about it in the shower, but this time I only checked Twitter and saw that tweet from PoV about how he accidentally had put up “one button” instead of two, so I figured the theme was “two button controls”.

I came up with a bunch of games, such as:

  • a business simulator in which you have tons of buttons to control your company, but you can only use two per [time unit]
  • a racing game in which button A has one of four functions (accelerate, brake, left, right) and button B switches the function of button A. It would be the QWOP of racing games

By the time I got out of the shower, I noticed of course that “growing” was also part of the theme, which made me scrap all my plans and think again about the concept.

After reconsidering new ideas, and discussing them with my girlfriend, I ended up with two main ones:

  • a snake-like conga line party game in which you can start conga lines at parties and have to find people willing to join your conga line (basically Disney’s Conga Longa, haha)
  • a game about dinosaur evolution

Obviously, I went with the latter one. It was actually she who mentioned the idea of using dinos, I hope that doesn’t break the rules of the compo, haha.

Because I wasn’t happy with how my previous game turned out, I ditched HTML/CSS/Javascript and used LÖVE this time, which is the first time I’ve tried it during Ludum Dare.

It was quite a pleasant experience, adding sound and graphics to my game without much pain at all. Would recommend!

My schedule ended up looking a bit like this:

Saturday
– morning: coming up with idea
– afternoon/evening: art + code for walking your dino over the plains, eating plants and having enemies come for you
– evening/night: making all of the music

Sunday
– morning: researching dinosaur names (there’s over 200 of them)
– afternoon: art + code for battle screen
– afternoon/early evening: voice recording + editing all the dino sounds (there’s over 70 of them)

I’m a bit fuzzy on what happened Sunday evening / night. I got in a bit of panic while finishing my game, polishing random stuff and adding features at the last minute. This is when the game really came together. It was only then things like the evolution really got put into the game, when little animations here and there were added and when additional sound effects made sure the whole thing felt coherent.

So yeah, that’s it.

For the next time I’m definitely going to stick with LÖVE, because I feel I could become a lot more productive if I gain some experience with it. Also I’m going to try to write some base code so I don’t have to start from scratch the next time. It will probably take several LDs to get that into any decent state, but hopefully it will result in nicer games in the future :)

Yeah!

Loved the themes this time!

SupRunner summary

I kind of succeeded with something but not really with the game side. Had little inspiration and in the end not enough to actually do anything with the few good ideas I had. Spent most of my available time getting the SuperPowers collaborative engine and IDE running on a hosted Azure website, which in itself was pretty cool and taught me a lot about hosting multi-platform applications in Azure…

In the end my son and I were talking about what cool ideas others had implemented for the two button control theme. We joked about it would be fun if you used ALT-F4 as the control keys – so he quickly made a simple sprite animation and I threw together an even simpler game in my hosted SuperPowers IDE. Quite happy with the results considering we only spent about 3-4 hours doing the game and we used a hosted IDE to program it.

Screen Shot 2015-12-15 at 02.13.16

Tags: ld34 Postmortem

Frantic Farming

Frantic Farming is a fast paced farming game where the player must plant, grow and harvest crops. By harvesting crops, the player gains money which can be spent on extra seeds and supplies.

The player must keep their crops sufficiently watered and stop disease outbreaks before they can spread, by using their specialized farming cannon that can spray both water and “plague-away”.

FranticFarming

Play it here! – Frantic Farming

Post Jam Update

Hello everyone! Thanks to all of you who have played Double Punch Man!

I am working on some features that didn’t make it into the compo entry,  and I wanted to give you guys a sneak peek at some of the belts I’ve been working on. Click here if you haven’t played Double Punch Man yet and tell me what you think! I’m still working hard on the Post Jam Update, so stay tuned!DPM Post Compo Update 1

Tiny Tyrant — feedback

splash

Hello gamers!

We ( tyrants.not.found team ) would like to present ya our little game made for this game jam.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66002

The game is intended for both web and mobile.
We also want to thank you for the positive feedback we got so far, but at the same time, ask for more feedback :)
We would like to create a post-jam version of this game with more laws, more animations etc.
We appreciate any ideas and suggestions.

Cheers,
Tyrants.Not.Found team

Evilator – Postmortem

Have you ever wondered what it means to be a lift?!

People always want to bring them to different floors, but don’t give you nothing in return.
One autumn evening you accidentally slammed the door so that men that comes inside received a blow to the head and died.
From that moment, your new story starts…

  • Kill people (as much as possible) to gain experience and improve yourself
  • Bring people where they want to receive reputation points
  • Ensure that reputation did not fall to zero

Is it easy and fun to be a lift? You will learn in the game

Evilator

shot

What went right

  • The idea of ​​the game and two themes. This time I spent a lot of time trying to find a concept that will match two themes. As a result, managed to find an excellent and original idea that I like now.
  • Enthusiasm. The idea of the game is so infected me, that almost did not have to think about what and how to implement – almost all added to the TODO on the fly. Saved a lot of time.
  • Music. Created it rather quickly with www.beepbox.co. In the opinion it is a great complement to the idea of ​​the game, which should not appear overly serious.
  • Engine. Working with a new Unity 5.3 was fine. No technical problems.
  • Location and atmosphere. I created the game in the bar D3C0D3 (St. Petersburg, Russia). We gathered there to participate in the LD. The atmosphere and the opportunity to brainstorm allowed to find a cool concept.

What went wrong

  • Art. Viewers like art by comments, but I know that all actually give a discount on what the game made by one person. It seems to me that art isn’t bad, but could have been done much better.
  • Time management. The bar was held opening this Friday and I took part in it. So I started 8 hours later and could not find a concept that suits me in about 4 hours. In addition, I had to go by bus to Helsinki early on Monday. So I had to finish 3 hours earlier. More than 1/4 part of time to Ludum Dare was lost.
  • Attention to detail polishing. I do not give enough attention to the large number of small features (such as font text). They would make the game more juicy. Some of them corrected in post-LD version.

Conclusion

I was very glad what I did and hope you also will like. Play Evilator, rate and let me know what do you think about my game. Thanks.

p.s. Also a lot of other great games in this LD. Very happy to be in one line with them.

Jay in Love Garden – Post Mortem

[ Play My Game on the Website! ]

Go play here -> http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=62744

[ Idea ]

My first LD entry. So, basically I started with empty head. I disliked the Two Button Controls theme because it’s too wide about stories so I put my efforts into the second one – Growing. I asked myself for a lots of features but I started with actually no framework at all so I ended up with only the core mechanic and “story”.

[ Story ]
My game is about Jay who just got a new job. His task is to collect fruits – but those are special fruits! Money grow on trees. Business man allows to take Jay the extra cash.

[ Title ]

The little meaning of title reveals in the New Game +. I planned to do more about it but… read the rest of post mortem.

[ Mechanics ]

I was sure that instruction picture will be not easy to understand but didn’t put much time into it. Rules are simple:

  1. you have to stomp (SPACE key) close to tree and you’l get big green leafs
  2. stomping by small green leafs makes them yellow
  3. yellow goes fast to red which is LOST MONEY

And: you run out of time and have to collect enough money leafs to win the level – but I suppose this fact is pretty easy to guess.

[ Difficulty Balance ]
Overall, there are 4 levels. Some say that first level is very hard it actually teaches you what you’re waiting for in the game mechanics (tip: you’re waiting for well grown leafs to collect them). What I probably did wrong was to make player go to first level every time he loses. In the other hand, it’s challenging what was more important to me in the time of making the game.

[ Assets ]

Programmer art done in Paint.NET. Didn’t have enough power to make any (even silly) sounds, had to wake up next day to my job (Europe here).

[ Code]

I was coding in Java + libgdx + artemis-odb (Entity Component Systems). I had to code some (really) basic renderer [0], collision detection or camera system so most of components (11 of all 16) [1] were tech stuff rather than game mechanics. Took some time to partly make a system for dialogs [2] which actually ended less sophisticated than planned but supports multiline text! Few hours before deadline I actually tried to put some test build on the LD page and noticed that I could embed my game but it’s resolution has to be maximum 900×600 – took me another very tiring 2 hours to fix the game so I could have map scrolling and overall camera system at all.

Last two hours I’ve spent fighting GWT (to build Java -> JavaScript) and a little of JS + CSS because couldn’t properly embed the game to LD website. But I managed to hack some browser events and little css for basic gdx html template and it all worked – you can play on the website with no quirks like a jumping web page on space key.

In the end I was afraid about rebalancing [5] the game so I made it little easier (!) than it was before.

It all was simple but took time anyway so I finished with less features in the end.

[ New Game + ]

That was really one of the latest things I did before final uploading. If you don’t want spoilers then just play the game. Otherwise you can take a look at dialog [6], “thanks” picture [7] and the code for it [8].

[ Code Resources ]

[0] general renderer + backgroundgeneral renderer part 2 and leaf rendering system
[1] components
[2] dialogs
[3] dialog renderer
[4] my setup for embedding libgdx game to LD iframe
[5] levels balance
[
6] “congrats” dialog
[7] textures
[8] code for New Game +

Post compo of SEED is here!

titrepostcompo

Post compo verion of my LD34 entry is here

on gamejolt:
http://gamejolt.com/games/seed/114087

and itch.io:
http://vermine.itch.io/seed

But most importantly, come play and rate the pure original version here:
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=38770

sweat and tiredness included!

Comments

15. Dec 2015 · 20:56 UTC
I gave it a 5/5 on everything
16. Dec 2015 · 01:22 UTC
Wow! Thanks!

With expert timing, it was a little bit frightening

Screenshot5

I made several fixes and tweaks that should make the game much more enjoyable and play as intended. No new features, unless you consider the Mute function a “feature” (I consider it a necessity I forgot to add). I also detail a problem that some people may have with their resolution affecting the gameplay. You can read a full changelog as well as download the game via the original post here.

The main thing that changed that I’m ecstatic about is the boss (the tendril of despair) of the game now shows up in time with a climax in the music. That wasn’t intentional, I was just tweaking his arrival to balance the difficulty (he arrived before most of the other enemies, which was not intended either), but the first attempt to do so resulted in this. If you’ve already played the game, I encourage you to try it again with the tweaks. It should play smoother and the difficulty curve should be more smooth, with an exciting spike when the boss shows up.

Thanks for reading!

Tags: hope, jam, ld34, Ludum Dare

Junk Collector is kinda Junk

Quick Video demo and mini-post mortem

I wrote a fuller post mortem on my site here: http://flammablepenguins.com/blog/2015/12/ld34/

So Junk Collector was very important jam for me. I’ve been doing LDJam for a while and when I started we all were doing C++ on pretty barebones frames like SDL. Over time as I took part less things like Unity rose to popularity and I started doing more jams in complete engines like that. This time I flipped back to C++ using a very much in development engine, Psybrus from Neilogd, which while fully featured in many ways is friendly and open to me hacking away at. Also having worked with Neil in the past at our 1st studio I’m familiar with his style.

So Junk collector was a welcome return to C++ jamming for me. During the jam I thought damn it this would be so much quicker in Unity or some such bullshit but when I looked at how I spent my time and wrote the complete post mortem a lot of it was my focus on bullshit like particles or doing things the “correct” way not the fast way and not being critical path enough in my decisions. Which resulted in writing a fullblown sky shader and floor plane, replacing my perfectly functional grid plane and bouncing back and forth on physics or not physics…. well it means the gameplay is near non-existent.

Overall it was a blast and I look forward to using his engine in future Jams and side projects.

Congrats you made it to the end, have some progress gifs
pink

screencapture_2015-12-12-12-06-24

screencapture_2015-12-12-15-11-07

screencapture_2015-12-13-14-33-13

screencapture_2015-12-13-18-36-34

screencapture_2015-12-13-19-20-21

screencapture_2015-12-14-00-35-35

Tags: C++, postmortem, psybrus

Comments

FROGANUS
15. Dec 2015 · 21:48 UTC
I dig the graphics- a vast retro-future vaporwave ocean with… junk. Particles are dope. I hear you tho- the challenge for these jams is to focus on core gameplay dynamics before getting carried away with the flair…

More levels!

In my compo I did not manage to get all the levels I wanted in. So here they are! instead of 3 there are now 6 levels, 3 completely new and 3 revamped. The last two have some real hard parts. If you manage to complete the game let me know!

Here is the download.

New levels!

And here is the link to my original post.

Android Build for my Game

I’ve been working on a post comp version of my game. Here are some of the things going into it

  • Bug fixes for tutorial
  • Changed mechanic for exceeding the enemy’s defense. You used to take a penalty but now you just can’t do it.
  • Added bonus score points for finding a solution early
  • Added card combos so you are rewarded with more points by finding ways to use more cards.
  • Fixed menu buttons.
  • ANDROID BUILD!

I still have a lot I want to improve in this game but it has been an amazing experience so far. Thank you all for the support!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=39781

Ben / @uheartbeast

Comments

GagaPete
15. Dec 2015 · 21:47 UTC
Awesome news. I’m looking forward to it.

We used to be neighbours. A game about growing walls.

Watching the news every day makes me feel somewhat sad about what is happening at the moment in Europe especially…
and so I made this little game
don’t let the cheerful graphics mislead you…

Please give it a try and let me know what you think

screen2

Red and Blue have been neighbours for ages.
But Red territory is so small and they are so many, they pass into Blue territory.
Blue need Red because they generate money, but they are also afraid of them.
You play as the leader of the Blue people.
Are you going to follow these fears to earn power…
Or are you going to try something different?

————————-
Build your wall as big as you can, enroll soldiers, shoot at Red..
But the real objective of the game as you have probably guessed is to find an alternative solution…

Gyra – Now with HTML5 build

itchioPreview

Now Gyra is available in HTML5 (using Unity).

I tested it myself, and I don’t really see any issues (except for the trail renderers turning black on Windows, but that’s just an effect). But if there is a problem, I highly encourage you to try out a desktop version, because the HTML exporter for Unity is known to be a bit buggy.

I also uploaded the game on itch.io and Game Jolt, so you have many options. :) I’m going to go play games now.

Gyra – Ludum Dare Page

On itch.io

On Game Jolt

Hero Feed Co.

So, here’s the game I made for LD this time around. I’m actually quite happy with it.

ThumbnailB

If you want to give it a go, here it is! Hero Feed Co.

The most simple themes are the hardest!

You can’t do a lot with only two buttons, but you surely can use combinations to suit your game. Fight games are mastering the art of combos so we tried our best to make it work for us.

LD34Main

My first own song

Hey Guys,

for our game i tried something new and wrote my first own song.
I played the piano and sang the lyrics.

You could hear it if you win our game:
Legendary Legionnaire Massacre 2

Or on Soundcloud

Please rate our game and if you want you could give me feedback for my song. Thanks!

Greetings form Germany
Katharina

Comments

flakoflak
15. Dec 2015 · 23:35 UTC
Better lyrics than some mainstream songs. 😛
Flygamer101
16. Dec 2015 · 00:55 UTC
Wow really nice 😀 You did a great job with those starting chords! How long have you been playing piano?
16. Dec 2015 · 07:00 UTC
Yes I play Piano since I was 10 and now I am 23 😀

But at the moment I am really bad because I haven’t enough practice.

That is a huge…

… number of submissions.  Two thousand, eight hundred and seventy-two?  Really?  Wow.  If I played each one for five minutes (including setup and download time and such), and then spent any time on commenting at all, I’d be playing for ten straight days!

… my notion of “maybe I’ll try some of these and comment on them afterwards” has just become something that will require some arbitrary choppage.  Realistically, make that a lot of arbitrary choppage, and that’s if my other things to do this week don’t clobber it entirely.  Sigh.  Oh well.

Well, I guess I can pre-chop whatever came in from the one person I saw who decided to beg and spam in the IRC channel at one point, at least.  (Folks, please don’t do this.  It ruins the experience.  Some promotion is okay and to be expected, but getting increasingly aggressive every time people (who are busy typing at each other in a channel with hundreds connected) don’t immediately jump on your game within thirty seconds, and then being dismissive when they tell you to settle down, is not cool.)

albert & zoe bug fix

screen01

I remove a nasty freezing bug. Game might be fully playable right now.

A huge thanks to the ones who signaled it in the comments !