LD34 December 11–14, 2015

16th in audio! Thx guys!!!

I finally accomplished my dream of reaching the top 25 board in audio!!! This time, I totally flunked on everything else, mainly because I didn’t care about the other aspects of the game, I focuses solely on audio, and how I could make this games audio stand out. So to set myself apart, I decided to feature in this game, something that hasn’t been done often before. I decided to revolve the game around vo-coded voice acting. I figured probably nobody else would have that in their game, and it paid off. My biggest regret this Ludum Dare, was I failed on the gameplay and the theme. I loosely based this game on the theme to allow a deeper story, which would give me a better frame for voice acting, but people didn’t see the correlation between the theme and my game very well. Next LD, now that I have accomplished my goal, I plan on focusing more on the gameplay, and having a good interpretation of the theme.

Here’s my game if you are still interested.

 

And here is my newest collection of tracks I just released!

Thank you so much guys for making my dream come true!

This caught me by surprise! :O

I was totally expecting results like last LD, hoping to get results that were a bit better than LD32 and LD33, but I didn’t expect these results! :)

Captura-de-Tela-(21)

I’m pretty proud of the results and this game, as it feels more like a “proper” game than my previous entries, but I’m still not satisfied with it, because it still feels rushed to me, and I’m planning to juice it up as soon as I can, beyond the post-jam version of the game, taking all the feedback I’ve received from the comments into consideration! :)

Thanks for everyone that played the game, Thanks for everyone who made a game! I hope you’ve enjoyed playing and making as much as I’ve enjoyed it too! 😀

And, specially, Thanks to my GF because, without the special present she gave me, this idea would’ve never happened! :)

See y’all on the next LD/Mini-LD! :3

Comments

Tanton-H2X
05. Jan 2016 · 03:48 UTC
Congrats on the result and making it~!

每一次都很棒!

加油~
ChuiGum
05. Jan 2016 · 04:07 UTC
Congrats! Especially on Audio! 😀

Normal


My second Ludum Dare. I believe that is not bad.

Comments

ChuiGum
05. Jan 2016 · 05:50 UTC
Congrats!
Geckoo1337
05. Jan 2016 · 05:59 UTC
Bravo ++

Thank you for your encouragement

TheSeed says to you THX !!!

Result

Thank you my dear friends for your vote. You have allowed to me to do my best score since I participate to Ludum Dare (414). I am very happy to see that my game received a honorable rate on the Innovation section (137). This is for me a great encouragement so as to continue the work. With your advices I know how The Seed could be improved with other features. This LudumDare session was for me the best since I started. I wish you the best. See you later ++

Comments

ChuiGum
05. Jan 2016 · 06:30 UTC
Congrats! 😀

Button Betting results

ld34result3

!!!! THIS IS AMAZING

best LD so far! Thanks for everyone who played and rated!

Comments

ChuiGum
05. Jan 2016 · 06:16 UTC
Congrats! 😀
05. Jan 2016 · 06:49 UTC
Yours was very good! I didn’t expect anything less 😉

My Results

Here are my Results for my entry, Arc.

Untitled

Lots of votes doesn’t always mean Awesome Ratings. I got 203 votes, which makes me really happy! Thank you guys! You guys rock. 😉

I was kind of disappointed with my results but that’s okay. The more votes, the more real your results are. You will have a better evaluation with 800 votes than 40 votes, see what I’m saying? So yes my results aren’t bad, but I just expected more. I’m a perfectionist, so I’ll always be wanting a little more. This was my 8th Ludum Dare and I just expected better results. But overall, I’m pretty happy with the Audio and Innovation. Again, thank you all who checked out my game. The Ludum Dare Community is awesome, I love it! Those who made a game, or even just attempted to make a game, you rock! c:

Comments

Geckoo1337
05. Jan 2016 · 06:23 UTC
Congrats boy ++
simoroshka
05. Jan 2016 · 11:46 UTC
The game is cool and deserves more. I think the problem is that it is too difficult.
05. Jan 2016 · 12:08 UTC
Obviously lots of votes only means your results are more solid.

Only means there is little doubt/error about your star ratings.

Analysis after LD34..

So, based on the available ratings for my games, it seems that I’m improving steadily.

Theme, Audio, Fund, Mood and Humor show a steady improvement while my graphics skills and overall ratings are growing on average :-)

(Outliers removed. I didn’t vote during 2 of the LD’s I’ve participated in and one was  a disaster…)

scorechartLD

 

It would be really interesting to how I did compared to the other jammers as a percentage instead of an absolute number. Given that jammers can now opt out of categories.

Belated “My Top Five” Games

Here are my 5-star “Fun” games that I simply could not stop playing:

As you can see, I might have a peculiar preference. But believe me, they’re just pure fun. I think we should all have a fun with this jam. If you want to have a fun, go play these games.

Comments

ChuiGum
05. Jan 2016 · 17:10 UTC
I’m glad you enjoyed Arc, awesome! I really appreciate it! c:
ChuiGum
05. Jan 2016 · 23:01 UTC
Have you checked out the Post Compo Version? It’s much better! c:

My first LD results. Wow, thanks.

I had no idea that it will turn out this way. I just wanted to do something nice and simple. After receiving so many positive comments I started to expect good ratings at least for graphics, mood and theme. What I didn’t expect is to get into first hundred anywhere. Thanks!
Next time I will try to make a game with a funnier game play, I promise. =)

rating

Have a look at my game.

Now I am off to play the best of the best.

#1 in Fun?? Guess I’d Better Do That Update!

Thanks for #1!!

Thanks everyone for the kind words and generous votes for my game, PsychoTennis, which placed #1 in the compo for Fun.

I am already expanding the game so that it offers a deeper experience rather than just the fun quick play that it has now, and this gold metal is a real motivator.  If you’d like to hear when a new version comes out, then follow me on twitter @pkenneydev and I’ll keep you posted.

If you haven’t seen the game in action, you can get a quick idea from this shot here:

PsychoTennisClip

Shooting for Fun

Since I’m just a programmer (and I guess “designer” too?), Fun is always the category I’ve focused on across my 6 compo Ludum Dares.  Learning enough art and sound skills to get by has been a fantastic experience, but I never had a goal to win those categories.  So it really is a huge thrill for me to land in the top spot in Fun.

I learn new lessons every single time I do an LD, but as you can see, it has not been a straight upward trajectory:

FunChart

Failures and Lessons Along the Way

A few comments on the 2-game downward trajectory may be worth making.

In LD31 my fun score started to go down, but it was a valuable lesson.  That’s one my own favorite games, but I made it too confusing.  That game was actually my biggest success after I dramatically streamlined it in a post-compo build, as it was featured on GameJolt and got a small write-up on RPS, drawing several thousand players to try it.  So it’s a dip on the graph, but one I’m very happy with.

LD32 on the other hand was a total unmitigated disaster, and showed me that a GameJolt feature didn’t mean I couldn’t still get my ass kicked hard.  The core mechanic simply was not fun in that game, and honestly the ranking there was maybe a bit generous from you fine folks.  I think my main takeaway from that experience is that indirect methods of player control risk being too uncontrollable, and they can tank the entire experience by giving the player no agency or control.

So I was a bit scared with the tennis ball interaction in Psychotennis.  Could I make it FUN to hit the ball?  Could I make it CONTROLLABLE?  I spent an awful lot of time in this LD simply hitting the ball against the wall, over and over and over without even having any bricks, and trying to make the impact feel really good, sanding off any rough edges, and trying to create visibility into the way the ball was coming off the racket and why.

And apparently it paid off!  I feel like I slayed the demon of my LD32 failure with this win, and I’m excited to see what happens with a bit of an update.

Post-Compo Goals, and Call for Comments

My goals for the update:

  • Reward a longer play session with a more meaningful feeling of progression
  • Smooth out the difficulty curve once you’re past the first few levels.

I have some concrete ideas I’m in the middle of implementing, but if you have some thoughts of your own I would love to hear them in the comments below.

Also I’m having a kind of “now what?” feeling in terms of what to do with an updated version if I make a nice one.  I welcome any wisdom about that as well.

And is there something I can do to kind of bump the art up a level?  I’m somewhat happy with it but it’s not great.

Thanks again for the honor, everyone!  Don’t forget to follow @pkenneydev on twitter if you’d like to hear when there’s an improved version to play.

Random Thoughts About Votes

I noticed that some of the top entries only got 10-15 comments. I’m not saying this is good or bad, but I can guess that these entries didn’t get that many votes. However, they were very successful in captivating their first score of voters. I always thought that getting to the top meant more votes — Turns out I’m wrong. I wanted to hear your thoughts on this guys. Do you prefer less or more votes on your game?

Many Votes
I prefer to have more votes on my game, because the more feedback I get the better I learn from the experience. Plus statistics tells us that a larger sample always gives us better confidence in our stats (namely “mean game score” in this case). With a big sample, outlier bad votes should not affect the overall score. An example outlier comment on my game:
x

Few Votes
If you’re confident enough that your game will land at the appropriate player base, you may want to take the risk. This may not be totally due to luck though. If you take this approach, you have to perfect the game so that it’s accessible to a very wide player base. A good thing with not trying for many votes is that you don’t have to look like an “attention seeking dev”.

Again, those those are just some random thoughts.

Giant Frog postmortem

This game was a total disaster. It wasn’t fun, had bad graphics, confusing controls, and a bug making the first level more difficult than intended(but still perfectly winnable) by making most of the flies disappear.

What went right:

  • Kongregate statistics API – it let me know that nobody except for me has beaten the first level.

What went wrong

  • Confusing controls / missing tutorial – the black walls were climbable by pressing  D / right arrow when climbing a wall to te right, and A / left arrow when climbing a wall to the left. Players often couldn’t figure that out.
  • Lack of balance – the first level was way too hard.
  • Collision detection bug – collisions were resolved in the wrong order, which wasn’t apparent with normal walls, but became apparent with the red blocks randomly making you fly to the right and white blocks sometimes randomly refusing to break.
  • Ran out of time before replacing the placeholder tileset.
  • No sounds
  • Arrow keys scrolling in Google Chrome for some reason

ld34bug

The offending part, because of the trampoline at the bottom, players couldn’t figure out how to pass this.

Evolution is the key =)

I’m very happy with my results, and also, I want to share with you guys my evolution process
c24a8fc5852b4a43dce46cd273eb6329
9cb1b6fae3ce83c5698f04c13732a4a0
And, the results I got with Inferno
Sem Título-2
A
nd, the card info
lukbebalduke-ld34

The King is Dead Analysis

Play the game now! How well did I do? I think did reasonably well this time round. Better than I expected. I achieved a task i thought impossible with this game; to get into the top #100 in a category. This was the first time I have worked in 3D, made a game in Unity, and coded in C#. Ultimately I wanted to show that I had improved in my year out. This table shows my performance over the last two years (4 events participated in): Capture What could I have done better? The statistics show that I could have done better in the Fun category, ignoring the Humor and Mood categories which are non-core categories. My innovation score has improved drastically in two years. These are the specific improvements from the feedback I got from players.
  • A bug which lead to the army size to go below zero.
  • A long and steep (for ludum dare games) learning curve.
  • The inability to move forward in some situations.
  • Lacked sound and feedback to the player.
  • The reasoning for the battle system was arbitrary and confusing.
Here are the areas I could have improved.
  • The graphics. The graphics do not have a unified theme throughout the game. I could have added some more animations.
  • A interactive tutorial. While I did manage to make a tutorial it was not clear enough.
  • Added in audio feedback and music.
  • The game design lacked basic balancing. The other buffs had little effect compared the the advantages of moving forward.
What was done well? The statistics show that I had significantly improved in the innovation and theme categories, despite this I still remain that this game is the same or even less innovative and as tied with the theme as Molyneux God. These are the pieces of positive feedback I got from other players.
  • RadMcCool said that he liked the “weird dissonance” of the game and between it’s move set.
  • MorganLeFay stated he enjoyed that it was a “Very complex game”.
  • PowerSpark remarked that it kept him “hooked!”
  • Neoludo thought that I had “invented a new board game”.
While these are lovely to read it is often easier to give positive feedback than negative and constructive criticism. These are the areas I think that I did well.
  • The 3D graphics were good to look at. Especially with my first time to properly use Anti-Aliasing.
  • I thought the game was several times simpler than my last two.
  • It was accessible to web users, making it quicker and easier to play in the Ludum Dare playing environment.
  • It had depth despite being somewhat simple in it’s control. A challenge of the theme I chose.
  • I managed my time somewhat effectively.
  What have I learnt? While I succeeded on making a game with proper elements of strategy where the player had to think about their actions. Despite this the lack of a concrete tutorial has led some people to struggle at getting the full enjoyment out of the game (See here.) I can work on the way I teach mechanics to people and the way those mechanics interact. A uniformity of graphics and lack of balancing is arguably something that can be improved on if I had a longer development cycle. A simpler or clearer level of complexity would improve how fun the game was. Are you going to continue development, and how would you continue to improve it? I doubt I will continue development on this unless I were to be shown that people like the game enough, if I were to though, I would improve this game by taking the following actions:
  1. Remove the tutorial and replace it with an interactive tutorial which contains a character to allow me to speak to the player. This would allow me to include the story and relate it back to the gameplay despite the abstract graphics.
  2. Address the disparity between the text and the UI and the styling of the 3D models.
  3. Balance the other buffs / debuffs, making them as useful to the game as the “Move 1 Forward” Buff.
  4. Restructure the Battle system, possibly including an animation of the two armies fighting – which can be skipped.
  5. Animate the game. I think this would add bundles of character to the game.
  6. Transition it to a mobile platform.
These would be the step I would take to improve the game given the critism levied on it.

The Results are in for me

So the results are in aand…

Xgor-ld34

These ratings isn’t bad it kinda underwhelmed me at first as I got such high praises for the game by some in the comments.

That adds up to my earlier results of an mess of results that you can see here.

image

If you are more intrested in me trying to untangle my mess of ratings I wrote a bigger post about it https://xgorblog.wordpress.com/2016/01/05/forever-cursed-being-a-3 

That being said I still love the game and top 10% in fun is pretty sweet, I’m still not sure if I will finish my game but I do think it’s my best Ludum dare game. If you are curious playing it you can play it here. http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=18652

Success!

A short post mortem for my ld 34 game, Pointless text based quest .

During this ludum dare I was going away to Costa Rica to spend the holidays, but I couldn’t miss ludum dare. I “solved” this by creating a shitty unity plugin for text making text based games with simple code. This made it possible for me to create a game that was going to work using little time. I should probably add: the only program I used during this ludum dare was Notes on my iPhone 4 as that was the only device I could bring.

A friend of mine at home compiled and uploaded the game for me, but when I got home from Costa Rica I realized that there was a game breaking bug.

I had already gotten 20 votes, and this was mostly for the record so I didn’t bother fixing it (shame).

The funniest parts and the ending of my game wasn’t experienced by anyone because of this, but I’m really happy with my entry anyways. I’m happy I got just to attend!

#443 Humor 2.44
#785 Mood 2.42
#788 Innovation 2.57
#882 Fun 2.40
#910 Overall 2.57
#934 Theme 2.45

I’ve had better scores than this, but I don’t really care, I didn’t expect high votes anyways. I got a lot of good feedback, so thanks for that everyone that commented!

See you all next ludum dare!! 😀

Warning: Don’t use the unity plugin. Don’t. For your own safety.

Running the Numbers

I was not entirely satisfied with my entry for this Ludum Dare, however it would appear that the numbers disagreed with me.

While not my most highly rated game (that goes to I am Sigma, my second LD entry) It wasn’t quite as close to my worst rated entries than I’d originally thought.

Granted, none of the Rankings broke the top 200 this time, but at the same time none of them really fell below the top 500 (okay, I got a 506 for theme even though I covered both the themes). If anything this is my most consistently ranked game.

But the rankings only show how well the game did against the other games in this jam. The raw Star-ratings (out of 5) show the real improvements.

Despite Theme being my lowest ranked metric in this game (at #506), and it’s the second lowest ranked for theme of any of my games, it’s actually the second highest starred rating, coming in at 3.7/5 (compared to 4.3 for I am Sigma, ranked #50 in LD 31 and Kaiju at 3.53, ranked #371). So what the hell does that mean? Well, for one it means that more people in this Ludum Dare followed and better executed the theme than ever before. Which is either amazing considering the challenge posed, or a direct reflection on how easier it was to implement one or both of the themes.

Interestingly enough, despite my generally cack-handed programmer-art style I actually broke the 3/5 barrier for my graphics! Hurrah! They’re now officially above average! (Also broke top 500 for the first time too)

Audio also almost matched the rating and ranking of I am Sigma, getting a 3.11 and sitting at Rank #263, but consider I Am Sigma had an entire day devoted to nothing but the soundtrack, and having the layers of the BGM get layered the deeper you go in the game, I’m actually kind of surprised that Eva Ness got such a good reception. I ended up using the Eva Boss music as the music for the intro screen, as I ran out of time/energy to finish the actual intro music.

Both Humour and Mood got a high ranking this time, though Sigma beat it on humour by 0.03. The music, again, likely contributing a lot to the mood, and the fact I had you shooting at demonic veiny penis monsters likely contributed to the humour.

For Innovation and Fun, well, this was my second most innovative game (next to Sigma, naturally), and my most fun.

Most Fun. Good god you people are masochists. 3.38/5 compared to Sigma’s 3.31. It even ranked higher, by 44 places (311 vs 355)

In conclusion, I feel I did refreshingly better than I expected. From a completely idiotic premise: A 2-button action platformer, to a not-entirely-shat-upon Ludum Dare entry that I’m fairly happy with.

Here’s to the next Ludum Dare, perhaps a slightly saner Theme implementation, and to the next Mini Ludum Dare!

 

I’ve included the spreadsheet screenshot below

LudumDare Numbers

My LD34 Score

schizoid2k-ld34

Ludum Dare #34 has come to a close, and my score is (drumroll):

  • 570 overall (out of 1232 compo entries)
  • In the top 30% “fun” category.

My thoughts? Being that this is my first LD, and my first attempt in getting something out in Unity, I am happy. It’s also a baseline for LD35.

Thanks to all who played Retro Rebound Challenge.

Thanks to the LD Team for an awesome compo!

Comments

Picking a username is hard
06. Jan 2016 · 01:12 UTC
Great work!

My LD Score Comparisons

I’ve been participating since Ludum Dare 33, and I made an Excel thing to compare the data.

In the placement chart, lower is better. In the score chart, higher is better.

 

EDIT: The picture looks stretched. CLICK HERE for the link to the image.

Thanks everyone who played my game, which you can find here.

(Tail Power) – Results & Post Mortem

Hi all,

LD34 was my first ever Ludum Dare or Game Jam for that matter. And boy, did I have fun.

Anyway, I would like to share some of my experiences and talk a bit about the results for my entry: Tail Power (Compo).

screenshot2_small

What went well?

  • Submit a complete game &&
  • Within 48 hours &&
  • That is fun and playable
  • Stuck to the plan: keep it simple
  • The feeling of accomplishment after clicking the “Submit” button.

In other words: my main goal was to actually deliver within 48 hours. I had no idea how long everything was going to take, so chose to play it safe. This meant to make sure to keep the game design simple. To use technology I’m familiar with and don’t try anything risky. Also, I knew I had to find time to trim the tree somewhere in those 48 hours and also spend some time with family. Note: submitting actually takes quite some time, so I was happy to have allowed enough time for that.

What didn’t went well

  • Input controls and build targets: I chose Unity WebGL as the main deployment target. On my Mac / Safari combination this has some issues with control. For instance, the standard fire button (left-control) and an arrow key trigger Exposé (switching between virtual screens), so you can’t really use left-control reliably on a Mac together with arrow keys. “No problem! I’ll just use the [space] key to fire then!”. Nice try, space key in Safari scrolls the page one page down. So I ended up using the ‘/’ key to fire.
  • A frame within a frame: the actual game is hosted on itch.io within an embedded frame. This frame embeds the Unity WebGL page. My target screen sizes (960×600, Unity default for WebGL) ended up with introducing several scroll bars. Worse, using the arrow keys started scrolling the frames in addition to controlling the player character on screen. What a mess. I ended up adding WASD to control the player in addition to arrow keys.
  • Unity lighting: I wanted to use baked lights to indicate blue and red zones on the play field. However, lights also needed to illuminate the player as it moved around the play field. I tried using light probes but couldn’t get it to work. So, I ended up using about 12 real time point lights. That didn’t help performance. In the post compo version I finally settled with using one directional light and color grading.
  • Could have done more: even with trimming the tree and family affairs, there was still time to maybe add some more stuff.

Results

First off, thank you to everyone who played and rated my game. Much appreciated!

My entry ended up somewhere in the middle of the pack. Which I’m pretty happy with actually.

results

I’m not surprised by the relatively low score for innovation: in the end this is just snake with a gun strapped on. I did not take any risks, something that will be a goal for me in April.

Apart from the scores what really helps are the comments some of you left about the game: what you liked and didn’t and suggestions for improvements. These really help make a better game. So thank you to all who left feedback.

Final thoughts

I can’t begin to describe how much fun participating was. Next time I’ll definitely make sure to freeze all family related activities during the time of the Compo. See you in April!

You can play the game here

 

Top 50 overall, top 25 audio!

First game jam ever and I think I can be very proud of the results! After all this is the biggest online game jam and it is worldwide. Thank you to everyone who rated Wild Growth! During the future months I will polish my game and add some more content to it and you will be able to find it on the Google Play Store (but that will be a future post).

So here are my ratings and for everyone who wants to give it a try, go HERE

resultss3

Comments

MSiddeek
06. Jan 2016 · 10:19 UTC
Thats awesome dude! Looking forward to your Google Play release!
Geckoo1337
06. Jan 2016 · 18:57 UTC
I like this little game. Congrats ++

Dizzy Dazzle – postmortem

What time is it? It’s postmortem time!
Last LD I set myself the goal of focusing on more complex mechanics and level design, that might wait for LD35 :’D

= What went right =

  • Audio: Really proud of how the audio fit the style of the game. Again, credit goes to the great Ted Wennerström.
  • Programming: Programming went rather smoothly, I’m pretty happy of the way the game is built, it allowed a lot of changes in the same canvas.
  • Style: Regarding the style of the game, we stuck to the original idea and players seemed to like it (pairs with Audio)
  • Juiciness: The constant screen wobble was an experiment, but the feedbacks were pretty easy to make and pretty efficient

= What went (entirely or slightly) wrong =

  • Balance and Design: Oh did I screw up that part. A majority of players made me notice how the game should be more penalizing. I first thought of letting mistakes pass in case people were not good at this kind of game and the Accuracy rating was just a treaky way to reward the accurate player, but it runed out pretty bad. Secondly, the game was way too fast since the beginning but while playtesting got me used to the speed and I realised too late that indeed it was way too difficult.
  • Ideas: We knew in the very beginning what the style of the game would be but had no idea on the precise mechanics so we groped until we stuck to the arrow mechanics.
  • Theme: The tied themes were pretty confusing at first, moreover we started the design around Growing but ended up using the Two Button Controls because I couldn’t get the Growing mechanics to be fun to play.

The final ratings:
Look at 'em ratings

Kicking it with the Audio score. Did better with Theme than I thought. Fun and Mood were the main focus I guess, and I’m actually a little surprised about the Fun score considering the huge penalty flaw of the game.

Thanks everyone for playing Dizzy Dazzle, cheers!

Tselmek out!

Tags: jam, ld34, postmortem

Ludum Dare Rating Visualizer.

 

 

 

gamedevextreme 40141 LD stats

I made a simple tool to visualize your ludum dare ratings.

You simply give it your username, and it will download data about all games(including MiniLDs) that you participated in. You can view the data in charts like the one above, arranged by your score(the value between 1-5), your rank, and your percentile.

It is currently only available for windows.

I wrote code to collect more data than is displayed, like coolness and game names As I dislike UI work. If anybody wants to improve what I’ve done comment here and I can send you the source code, the project is made in c# using winforms.

Download the program here:  https://drive.google.com/file/d/0Bz81CN4S2N0qNXJMU3RrekFTZ2M/view?usp=sharing

Comments

06. Jan 2016 · 17:35 UTC
“comment here and I can send you the source code”
06. Jan 2016 · 20:35 UTC
Very cool tool!
06. Jan 2016 · 22:37 UTC
Is this much different from ldstats.info?

Ludum Dare #34 timelapse / post mortem

The end of another LD and the start of a new year of game jamming. I wasn’t completely pleased with my entry, however I was proud that I finished a game, considering the circumstances. Long story short, I attempted to make a voxel game with lwjgl from scratch; bad move. I swapped to making a HTML5 canvas game halfway through. Someone on the IRC sent me a beautiful image of a man attempting to jump off a train and onto the platform. Well, I can now sympathise with that man. It was a wonderful experience. I’m glad to have taken part, here is my timelapse:

Thank you for reading, and happy New Year :)

The Good And The Bad

Well, I think I did good for my first Ludum Dare.

Here are my scores:

#218 Theme 4.03

#219 Graphics 3.63

#427 Audio 2.74

#481 Overall 3.23

#484 Fun 3.15

#489 Humor 2.35

#569 Mood 2.84

#644 Innovation 2.87

 

So lets start off with the things that went right…

THE GOOD:

  • My art was really good for my first time.
  • My game fit the theme with no violations.
  • Overall it got a pretty good rating and I thought it was good.

THE BAD:

  • It was hard, like really hard. I think that was because there was no way to break the obstacles falling on you and the way I set up the obstacle generation was too random. I will make it so you can break obstacles next update, which should be soon.
  • The background music was really repetitive. Using an 8 second chiptune on a loop can get annoying after a while, I also made no way to mute it.

 

If you have not played my game yet check it out!

http://dmiller.itch.io/super-wall-jump

New year’s turnout

It’s now 2016. So how is the turnout of my visual novel, Beyond Happily Ever After?

Clipboard01

The theme and mood criteria were the highest-ranked, as usual. This means I’m gradually improving my craft as a visual novel creator, always sticking true to the theme and setting up the mood nicely.

In terms of the improved mood rating, I’ve done that by picking the most appropriate royalty-free background music I could find. Plus, the color scheme of the UI has something to do with the theme: green is synonymous to growth, my chosen theme.

And to those who commented that my story needs some more tweaking, yes, I do have plans to tweak the story for an eventual compilation of the visual novels I’ve made for LD and Global Game Jam so far. I just need to approach fellow visual novel developers for that plan.

Anyway, that’s all for this post. Look forward to Global Game Jam 2016!

Beyond Happily Ever After (LD 34): http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41001

Landscaped Confinement (LD 31): http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41001

e|merge (LD 30): http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41001

Cross-post: http://jollysword.livejournal.com/149862.html

Deep Hunt overhauled based on your reviews!

DeepHuntStart

After the nice reviews we received from you, we followed your suggestions and improved the Deep Hunt, our procedural game with echo-based orientation:
– Improved art
– New tutorial
– Better A.I.
– Scaling difficulty
and more

You can try the new version on your browser: Deep Hunt

“Invade the human organism and become an immortal virus evolving during your exploration, but be careful, the antibodies will try to fool your sonar sense to catch you!”
DeepHuntTutorial

 

Sector 9 Post Mortem

Hi all!

I made a game using Haxe and HaxeFlixel. I used the “two buttons” theme, play the game here:

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60100

This was my first Ludum Dare and my first game jam as well (I’ve been developing games for about 6 months). I had a lot of fun! I am really proud of being able to finish on time. Thanks a lot to everybody who participates in LD. Reading games’ source code, and seeing all the art of previous LD jams has taught me a lot!

Anyway, here’s my post-mortem:

Software Used

Haxe and Haxeflixel
Intellij IDEA + haxe plugin for development
Photoshop PyxelEdit and Tiled for graphics
Cubase + Komplete for music

What went wrong

Main theme disconnect and mood/humor issues

I found it really hard to connect initial intro story to the game itself. The plot was sad (end of humanity), but the gameplay side of the game, specially the hero running animation were more on the fun side. I had the same issue with music. The music I made was good for the initial title screens and intro, but it didn’t fit with the game itself. This forced me to ditch the main theme music which I spent on hours and throw in something quickly in 20 minutes.

Doing “mood” music composing practice sessions will help get rid of the issue.

It took me forever to get the initial art right

I wasn’t able to come up with good art on the first day. Everything I’d make I would hate, colors were completely wrong. I really fought through it until I came up with something decent. If I had to say what was the turning point on graphics, I’d say it was using references, specially for color. I found a couple of examples I liked (which I wish I had to share, same goes for the first day art), and used the color palette in PyxelEdit. Also it really got easier once I got the main background done. After that, I had a couple of really productive hours making objects for the game.

If I used references from the beginning, I could’ve spent more time designing levels.

Not enough time to play test game difficulty

On the last couple of hours I rushed game level design and I ended up with a last level that was way too hard. I know these games are supposed to be hard, but it’s just too damn hard lol! I made the last part of the game intentionally hard, so it’s really my fault. I’ll aim for easier levels on my next compo.

Also, my game is made for long play sessions. Most people who play LD games are other developers who are in a rush to try other games. So next time, I should design a game that doesn’t last more than 5-10 minutes. That way people will have the satisfaction of finishing the game, which will help increase the fun score.

What went right

 I was ready 

I didn’t have any project setup problems. I got everything up and running super fast. Haxe and haxeflixel are great!

I kept it simple

I had a number of ideas for the compo. I almost chose a much more complicated idea. Sticking to a simple idea was a great choice that allowed me to spend time on what’s the hardest for me: art.

I wasn’t distracted

Life happens to everybody, and I was lucky enough I give a lot of time to the game, and had pretty much no distractions at all.

Overall it was a great experience. Next time I’ll make sure I track my progress. Now that I am finished, I wish I had builds foe the game at different times of the compo, same thing goes for the art.

My Twitter: https://twitter.com/alvaromartinl

Tags: 2D, compo, haXe, HaXeFlixel, ld34 post mortem, pyxeledit

The Journey East Postmortem: Making a fun game in 5 hours

Large Title Card w: Futura

  1. Don’t panic – With literally five hours to go, I could of spent time wallowing in my own sadness and thinking about how poor time management I had. I didn’t. Just work through your regrets, and soon you’ll be making something you’re proud of.
  2. Caffeine – I drank an entire caffeinated beverage within 2 minutes before I started, and it gave me a huge boost of energy without it. I also played some fast beated music to keep myself moving and working forwards instead of looking back.
  3. Easy Theme Integration – the easiest way to put the theme into your game is to cook it into the engine, that way players will always experience, and you build your game around it. For the theme “2 Button Control,” it was especially easy to do.
  4. Simple Engine – I spent about half an hour on the engine for The Journey East. I just picked a gameplay style I was comfortable with, an made a simplified version of it. Because of this, I made a platformer system that could be controlled with 2 buttons.
  5. Rapid design – don’t spend a lot of time on planning what you want to make, just work on making and adjusting it. The only design outline I gave myself was 4 types of worlds that I could use – forest, desert, water, and sky. I ended up scrapping water because it didn’t work well, which leads me into the next point.
  6. If it’s broke, scrap it – Time is of the essence. So, if you’re spending more than 10 minutes trying to get something trivial to work, do something different.
  7. Keep playing around – When I first added the snake enemy, I just thought I’d use it a few times. The more I playtested the game, the more fun the snake was as an enemy. So, I gave it two variants – red snake which lunges at you, and blue snake that adjusts its speed constantly.
  8. Evolutionary level design – For level design, I’d place down some stuff in random spots and then build off that. Very rarely would I have a design in mind beforehand,  usually the designs were just refined and then refined further. After I created all the levels, I created details to instersperse – trees, bushes, the sun and moon, and stars.
  9. Efficient Playtesting – I would play through each level twice each, to ensure that I could figure out how difficult each stage actually was. Then I’d tweak the stages accordingly. I set up a keyboard shortcut to automatically take me to the last stage created, which helped a lot.
  10. Time Management – I gave myself good general deadlines – “Finish this world within an hour. Use the last hour for sound and playtesting.” I made sure the deadlines were flexible enough that I could work on things a little extra if they needed more help. At the same time, I made sure the deadlines would keep things rigid and planned out, as not to run out of time.

You can check out the Kickstarter for the game here, there is a demo included on the page (which is my LD entry).

I’m in!

14 weeks, 1 day until Ludum Dare 35. Ok. No need to panic yet.

A bit about myself – Henrik “Tivec” Bergvin is my name, currently living in Norway where I work with security in an airport administration. I’m of the ’82 vintage, living with my girlfriend and 3 dogs. I love programming and gaming, so Ludum Dare should be right up my alley. I haven’t participated before, so this is my first competition – thus why I start out early. The goal is to spend as much time as possible working on refining my skills so that I am ready for the weekend.

I’ll try to post about my progress every so often – once per week is the goal. Stay tuned for more!

Dog tax: My Australian Shepherd Scott :)

 

Tags: LD35

Comments

Drury
07. Jan 2016 · 15:54 UTC
Ranné ptáče dál doskáče, as Czechs like to say utterly arbitrarily.

Why don’t I have any results for LD34?

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=1407

 

Comments

07. Jan 2016 · 15:04 UTC
How many ratings did you get?
07. Jan 2016 · 15:06 UTC
It seems you didn’t get enough votes for your game to be included in the final list (you need at least 20). You should have rated more games yourself in order to receive more votes.
07. Jan 2016 · 18:31 UTC
Well I’ve just played your game and I really liked it! But, yeah it looks like you didn’t get enough ratings before the end :( It seems crazy that with so many thousands of entries these days it’s so difficult to design a system that ensures everyone gets at least 20 ratings. Can’t we divide everyone into groups of 21 and make you rate everyone in your group? Didn’t we try this before? What was wrong with it?
Haighstrom
07. Jan 2016 · 21:25 UTC
Thanks for playing :)

Ludum Dare 34 Results Analysis

Just published a post on my blog analysing the results I got for my entry Rolla Grolla Arena which you can view here.

Thanks for playing Ortogonalis!

Didn’t get in the top 100, not even the top 500, but my overall score got better from the last time, my game had almost 200 votes, and I have 100% in coolness, so it wasn’t all that bad. Besides, seeing what I was up against, no wonder why I have such low score.

Anyway, I’m happy to be part of this event, and next time, I’ll try to make a more beautiful game :)

You can play my game here:

Ortogonalis

Thank’s for playing my game, voting, and leaving your feedback.

Peace 😉

Comments

07. Jan 2016 · 22:58 UTC
Don’t confuse score with rank 😉
Picking a username is hard
08. Jan 2016 · 01:03 UTC
You’re profile picture and mood of the article are opposite, which made it really hard to read LOL. Great work making a game for Ludum Dare though. Keep it up and good luck next time :)

NnB’s results

So i made a game this ludum dare (wow, what a suprise)
Here are my results

Coolness 56% #532 Fun(Jam) 3.14 #600 Theme(Jam) 3.59 #603 Innovation(Jam) 3.00 #682 Overall(Jam) 3.14 #790 Mood(Jam) 2.80

 

I am really happy with my results as this is my first ever ludum dare. Looking forward to #35!!

Play the game here http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64769
Thanks everyone

 

Comments

GogglesKitty
08. Jan 2016 · 00:21 UTC
Oh man, welcome to the 682 club! It’s probably the best rank. (Nice work, by the way)

Stricken Chicken results and post-mortem

Stricken Chicken was my second Ludum dare and my two partners first. We did pretty well and we managed to make something which, despite all the bugs, is original and cool. Or at least that’s how I feel about it.

#39 Humor(Jam) 4.00 #273 Fun(Jam) 3.47 #632 Overall(Jam) 3.20 #700 Theme(Jam) 3.47 #791 Graphics(Jam) 2.87 #2073 Coolness 26%

What Went Well

We managed to work non-stop for the first 24 hours. Sitting in my basement programming, creating art, and having a good laugh every time we came up with a new game concept was a cool experience. We were all productive, each doing important jobs, and still enjoying ourselves. We were never particularly stressed, and whenever someone got something done, we would gather around and check out what they had accomplished.

As for the actual game, we made something silly and fun at the same time. I was impressed at how naturally my teammates were able to combine humor and  gameplay elements into one. The levels weren’t very repetitive, which I thought would actually be an issue while developing the game, but it turned out that since we had a lot of enemy types to work with, and only a total of seven levels, we managed to come up with new and interesting ways to deal with an enemy each level.

What We Could Improve

Unfortunately after the first day of development, my teammates had to go home. Which left the rest of the development up to me. Fortunatley we got all the programming done and the first four levels, so they weren’t missing too much. So the second day I was pretty busy with other commitments, but was able to make two more levels. All that was left was the boss battle, which I made after school the last day of development. And then i realised… HOLY CRAP, WE STILL DON’T HAVE A MAIN MENU OR A GAME OVER SCREEN! Fortunately we still had 4 hours of development left, so our artist came over and we quickly whipped up some screens. So now you know why the menu screens and stuff are so ugly and have horrible grammar. don’t blame the artist, its our timing. It’s too bad because that’s probably why the graphics score did so poorly, but he really did a good job.

Any one who has played stricken chicken will right away notice the resolution issues. Fortunately going full screen fixes those. Also, hitboxes are horrible! the game is still very playable however, the only time you’ll ever notice it is when you’re one level above a mama chicken and she’ll still manage to hit you. And finally the last level (“boss battle”) is somewhat unfair, the secret is to disregard every other enemy and just shoot the crap out of the boss, it’s actually quite easy if you do that.

In The End

despite the occasional hitbox glitch or whatever, we made a decent game, and the results make me feel good about myself as a game developer. They’re not the best but it shows that even at 15 I have a pretty decent grasp at what makes a good game and a bad one. I’m sure with more polish, and a bit more thought into this game, this could be a really great game (possibly). Maybe next time I’ll try at do a bit more reviews of other games to bump up the coolness, I was just busy with school, and I’ll be sure to remember to manage time even more effectively.

Thanks for reading and for playing Stricken Chicken!

Play Stricken Chicken Here On Newgrounds!

 

Post-Ludum Dare work

Hey guys! I had a great Ludum Dare, and I hope you did too. I reached my goal of placing on the top 25 in audio, so I’m really proud of myself right now. I want to share some a new track I have been working on. A lot of what I do in this song, I learned from Ludum Dare.

Monster

My newest track, Monster, started off as a test for a couple of chords, nothing big. It was all going great, it sounded good, so I decided I should expand this beyond just a test. I started working on the chorus, not expecting to do anything out of the ordinary. I actually created a rough-draft for the chorus that was decent, but then I stumbled across the most amazing, hardcore bass growl every created!!! I had experimented with bass growls in the past, and some were good, but never have I heard anything as insane and brutal as this bass growl! It sounds as if a monster is yelling at you though heavily modulated, already monster-like, bass growls (That’s where the name comes from). What I did to create this bass growl, was I created a very stupid audio clip of me saying random words, then vo-coded them using a pre-existing bass growl I had already created. After modulating the vocal clips, and vo-coding it through the bass growl, it created a mega growl! This growl is unlike anything I’ve every heard before.  Check it out for yourself here.

I hope you enjoy!

Mioti Games Now Open!

Have you ever wanted to make a profit on the games you create? Do you ever dream to be a game tester? Do you love to play brand new indie games made by extremely cool people? Well Mioti is the perfect place place for you!

Over at Mioti, We focus on the extremely large buyer network with people always looking to play new and intense games. As a developer, you can publish your games to Mioti and put a price on them. As a buyer, you have access to the vast range of indie games released ever so often!

As of right now, we are in live beta, getting the site to look pretty and easy to use. In the current state, we need as many people as we can get to log on and start posting games! The incentive for you early birds is no fees for life. You will be the native users and deserve a little reward. We beg you to visit miotigames.com and sign up now!

 

Sign up NOW: HERE!

Join our Facebook page: HERE!

Tubutten progress

Lots of game dev work done. Time for some more public stuff!
All future progress regarding this game will be over here.
But I will also blurb about it on twitter.

A link to the current playable web version is at the bottom of the post.


Integrated tutorial

I had already tried to make the beginning of the game easier one week after the jam, by making an edible berry always appear second while below a score threshold. But that’s not enough. You could still boost past that range, completely oppressing the spawn, or ignore/avoid it like an obstacle. Not to mention possibly getting there and past it without learning how to jump (although this berry would spawn in the center, so there was intention to teach jumping with it).

Now the very first berry will always be a spiked one, spawning on the left or right side and forcing the player to jump. There is no getting past it without learning this. The second berry is again a red one. However this time it will stay floating on screen until you either eat it or manage to ignite on your own by tapping rapidly. This way players cannot continue without reaching ignition speeds at least once. Additionally, by floating up and down in relation to the players speed it also serves as another visual indicator to how inputs affect speed. A tap towards or landing high on a wall will make it inch downwards, indicating that you are slowly overtaking it, while loosing speed will make it float back up.

There is still more I want to teach like that, both before and after these (jumping, accelerating, boosting).

 


Speed perception

This is another aspect I immediately expanded on after the first week by adding a speed meter below the score. Still you cannot really have too many feedback sources (only too prominent/over stimulating ones), so I finally added some parallax scrolling. These two extra wall layers only really cover the sub ignition speed though, so I will likely add at least one much slower layer (clouds or berries in the background perhaps).

This goes on top of squishing the character, camera shake and audio pitching.


Game play depth

This section may seem a bit weird for such a simple game, but I really like simple games that contain some hidden depth. Some of it should better be taught, such as being able to control your direction and entirely stop movement mid jump (most players I watched discovered this on their own, but a lot of them took quite some time), while other features may be a fun detail to discover without directed guidance. Since the initial prototype you could for example always unfold the beetle during a jump by holding both directions. This increases the hit box, which is good for reaching berries and bad for squeezing past spikes. A new feature adding a lot of depth is being able to remove spikes from edible berries by kicking another spiked berry into them.


Future features and inspiration
There is quite a long list of games that are inspiring this on some level. I’ve had the most prominent ones occupy the new local high score list (which auto saves on the standalone build as well as viewing the web iframe content directly). Can you guess how each of them will influence my work?
I will be posting about it once I get to work on those features.

So long …

here is the “secret” itch.io page

Once I got that polished enough to be published to the store the web build will stick around as a demo, while the downloadable versions will get more features over time.

Wild Growth Android production starts!

Follow the development on Twitter at Otiose Entertainment !

Upgraded visuals of the levels and walls, implemented 2D dynamic lighting, tweaked controls a bit and working on adding some new features to make for more interesting and intuitive puzzles.

Also trying to make the gameplay more relaxing and not stressed because of narrow corridors, but keeping it challenging… Performance optimization to make for a smooth experience on Android, better UI still to go…WildGrowthPM1

Comments

09. Jan 2016 · 21:32 UTC
Anywhere to follow more conveniently than here?

hack.source.net’s Ludum Dare results analysis

Our fifth Ludum Dare was our first attempt at making a simple online multiplayer games. How did we do?

hack.source.net (Ludum Dare 34)

taro-ld34

hackSourceNet1

Above average. Fun, innovation, and overall stands above the 20% standing.  Innovation in particular stands at the 5% mark, and we certainly ranked within the top 100 in that category, so we’re very proud of that. Our score stands smack in-between 3 and 4 stars out of 5, so it could have been improved. Still, considering what a mess it was trying to develop this game, we’d say it’s pretty good.

How does this compare to our other Ludum Dare games? Let’s check them out in reverse order.


Can I Haz Monsters? (Ludum Dare 33)

taro-ld33

canIHazMonsters

Can I Haz Monsters? did do better than hack.source.net in comparison. Seeing that development went much more smoothly for this game, this isn’t a major surprise. A lot of players commended the dialog system in the game, explaining the rather high mood rating.


Star Driller Ultra (Ludum Dare 32)

taro-ld32

starDrillerUltra

Star Driller Ultra is easily the highest ranking game we’ve developed. The graphics above should make that pretty obvious. This is also the second Compo game (solo-only), so perhaps the ratings are more reflective of the impressiveness of that accomplishment.


Unconventional Stick Swinging Simulator (Ludum Dare 32)

japtar-ld32

usss

Joke entry Unconventional Stick Swinging Simulator is naturally the lowest ranking game. No surprises here: it’s made within 12 hours, with a portion of that time devoted in light-baking.


Laundry Day (Ludum Dare 32)

taro-ld31

laundryDay

Our attempt to make fun of free-to-play games with Laundry Day is…well, reflective of exactly what we expected people would react to the game. It’s not surprising a deliberately badly made game would get some mild scores.


The Sentient Cube (Ludum Dare 26)

theSentientCube

And the first Ludum Dare game has…no ratings, so there’s not much to talk about here.


Removing The Sentient Cube and Unconventional Stick Swinging Simulator, score progression for each game looks like this:

score

Overall has been dropping since Star Driller Ultra, since we admit being more interested in experimenting in Ludum Dare than making a polished experiment. Still, innovation and fun remains very high, which is fantastic. The rest…well, hasn’t been our focus, really. The same trends can be found in the rankings progression as well:

ranking

 

Probably going to miss the next Ludum Dare.

The next ludum dare is the week before my GCSEs start. So I will not be doing the upcoming Ludum Dare.

 

However I will almost certainly be doing the one after the next :( (seems like such a long time).

I am wondering whether I should do a mini ludum dare to make up for it. However I don’t know how
much feedback you get for a mini ludum dare game??

Thanks for being the best community ever 😀

Ned

Updates on the Post Compo

Both are thanks to the new custom programmed level editor, which looks like this: (albeit a bit wonky on LD’s website)

Would love to hear what you think!

Arc 0.3

*Fixed a little bug. Window doesn’t scroll when moving up or down now. c:

output_xkb1uq

preview2


Made some Major changes to my Ludum Dare-Inspired Game, Arc, this weekend. Probably got more done this weekend than the LD 34 Weekend itself!

Bigger Game Window, New Colors, No More Shadows (keeping it simple), New Power Ups/Power Downs– Basically everything just looks much, much better! Be sure to check it out!

I still want to change the Game Over Screens, Add Progression throughout Classic Mode so it gets harder as you go on, add More/New Music, Leaderboards, and I actually want to add a whole new mode to the game. I will constantly be updating it, so stay tuned.

And this is probably the most fun I’ve ever had working on a game, so I’m very excited. c:

Thank you all who played/rated my game, you all left wonderful comments and feedback. I love that, and you, thank you very much!

And I don’t really like hogging the home page of Ludum Dare, so make posts about your games! I don’t want to be the only one. I would also like to see what the awesome people in this gamedev community are doing! c:

Comments

11. Jan 2016 · 14:22 UTC
Man this is still way too punishing for me to enjoy.
ChuiGum
11. Jan 2016 · 15:53 UTC
Ah, thanks for letting me know. I enabled the comments, but I haven’t fixed the focusing window yet. I’ll do that as soon as I get home and I’ll let you know. Thanks again.

A Mobsferatu postmortem

mobsferatu-logo

Hey there! Since you liked our game so much in this jam, we wrote a little postmortem about how we worked on it and what mistakes we thought we made during the development. Hope you like it and, once again, thank you so much for voting Mobsferatu.

It’s been a week and we still can’t believe we ranked 5th in the Overall in our first LudumDare.

Tags: CremaGames, Mobsferatu, postmortem

CentiSnake Post-Jam Update Released!

CentiSnake Title ScreenI just released a major post-jam update for my Compo entry CentiSnake. I addressed many of the issues brought up to me by people who played it, and it’s complete enough that I consider this a 1.0 release.

Changes:

  • Settings
    • Screen Color
    • Volume Control
    • Effects Toggle
  • Max volume on sounds drastically reduced
  • Help screen
  • Icon
  • Launcher Image

CentiSnake Game PlayThe game is available for download and/or purchase on Itch.io: CentiSnake 1.0. There may be more updates in the future, but for now it’s time to go back to focussing on my long term project, an ambitious rogue-like spaceship game, inspired by Escape Velocity.

I’d love to hear any feedback you have on my game after my updates, especially if you played the earlier version. If you want to try the earlier version, it is still linked from my Compo page, so you’re welcome to try it out.

I hope people enjoy the game, and I can’t wait for LD35!

All ratings over rankings

With that neat scrape from Liam I could finally get to see my placing among all rated entries (compo and jam):

Obviously my scores aren’t the interesting part though. It’s interesting to see that the theme was done very well on the majority of entries (having two easy to implement options is likely the reason?). Graphics have the highest cap and largest score spread. And a lot of entrants opted out of audio and humor. With good reason apparently because these categories generally scored lowest. The wildcard categories fun/innovation/mood seem to mirror overall rather well, just a bit lower.

Apart from the theme category I guess it always looks something like this (this is my first time)?

iOS Games for Ludum Dare

Hey Everyone,

I’ve entered Ludum Dare a few times in the past but it’s been ages and I can’t remember my login details, but it’s okay because a fresh start is nice.

In the past I’ve used Game Maker: Studio Pro and made my games for browser then submitted them to a website (can’t remember which one precisely) and submitted them in to Ludum Dare. But this time I want to try something a little different.

Lately I’ve been very interested in iOS app and game design and I’m wanting to start making some very basic games. I thought that doing Ludum Dare would help me improve my skills and give me some publicity. But because of a few things like licensing, I won’t be publishing my games on to the app store just yet, instead I’m going to have my own website which you can visit and install the app on your iOS device straight from the browser.

The only problem with this is if people would actually test my games. I understand that the recommended game type (and probably most used) is browser games because it’s easy for people to test out, by that logic I’m not sure if people would test out my games because they’d need to get out their iOS device (if they have one), then go to my website and install the app.

Please give me some advice on whether people would actually test out my games or what I could do to make it easier for people to test out my game.

Comments

Evergreen Games
12. Jan 2016 · 06:06 UTC
I’m pretty sure it isn’t possible to install third party apps on iOS without a jailbreak, so I don’t think you will get many votes. If you want to make a mobile game I would go with android. I have seen some LD android entries in the past. Not sure if GM:S supports it though.
13. Jan 2016 · 01:46 UTC
Well, you can try, but don’t expect big number of people rating it, as you’re significantly limiting the people that can do it. I, for one, have virtually no way to play iOS games on LD and very limited ways to play Android ones – so unless the game really amazes me just from its info page, I won’t even bother.
g12345
13. Jan 2016 · 09:22 UTC
Installing and playing games on an iOS machine is just too much work and time-consuming to play a hastily built game on a phone that I’d delete minutes after I’ve played it, and then hoping that they don’t leave any garbage on the phone.
PhotonixGames
14. Jan 2016 · 07:49 UTC
So for anyone that’s no reading this I’m come to a conclusion (or actually two, don’t know which one to use yet)

Let’s Play Simulator 2016 is on Patreon now!

Wanna help us to make full game? Support us on Patreon

 

1

Comments

14. Jan 2016 · 00:41 UTC
So it seems like Patreon is the new Kickstarter. Virtual panhandling seems to be everywhere these days.
g12345
14. Jan 2016 · 10:23 UTC
If you are so against Patreon, then why are you here anyway? Ludumdare.com is basically running on Patreon money. There’s this ridiculously large Patreon thing on the main page, even.

On the Subject of Personal Game Libraries

So, I am planning on joining the 35th Ludum Dare Game Jam, and because of this, I have been hard at work flushing out and polishing up my own personal Java game library, called QUIXEL. As far as I know, I would be allowed to use it in my game, as long as I make it publicly available before hand. However, I don’t know the specifics behind it. Does the entirety of the source code need to be publicly available, or would the library jar file with attached source suffice? Also what type licence should/can I have on it?

Comments

14. Jan 2016 · 09:03 UTC
There is no longer a requirement to share beforehand (that’s an old rule). If you enter the compo category, you have to include your entry’s source code which includes your personal library code. Here’s the relevant part of the rules:

Looking For Pixel Artist

My name is Fletcher (Listrix) and I’ve been making games for the past few years using Game Maker: Studio Pro. For the past few years I’ve been trying to either make my own sprites or find sprites on the internet to use but now I’m looking for a partner to make games with, someone who is willing to provide free and animated pixel art.

I like making arcade style games, I don’t tend to make fully fleshed-out games because it takes too long and I often lose motivation, so making quick, but enjoyable, little games works best for me, hence my interest in Ludum Dare. I haven’t released any games because of the lack of graphics and due to this I have lost the majority of my projects. But I feel like working with someone else will give me more motivation to improve my game making skills and be able to get some games out there.

As stated above, I like to make smaller arcade style games meaning I don’t use many, or complex, graphics. I tend to stick to 16×16 sprites due to my lack of drawing skills and but I’m willing to expand to 32×32 or even 64×64. The size of the sprites isn’t an issue, I’m mainly looking for someone who is able to create animations.

Things to note: I do not currently sell my games, I don’t even have any games released, but your name will be in the credits of every game you have made sprites for. If I do eventually decide to sell my games then I am open to discussing how the revenue will be split.

One final thing to note is that I am not the greatest game programmer in the world so please don’t expect me to produce professional quality games, this is only a hobby of mine. I am looking for someone who does pixel art as a hobby and is willing to provide free pixel art, not someone who is looking to sell their pixel art.

Comments

RadeonThe1st
17. Jan 2016 · 12:26 UTC
Hello there, Listrix!

Sell Your Creations FREE

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.

-Jake

http://www.miotigames.com

Twitter: https://twitter.com/miotigames
Facebook: https://www.facebook.com/Mioti-Games-523063844518598/

Videos from my game-making process

Hey all,
I just published on Youtube a time lapse from my game making process from the LD34 (Java game). If you are interested you can check it out and try the game. And I know that it is a little bit after the end of Ludum Dare 34, but I’m quite lazy person so it took me a bit longer to edit and release these videos. Also sorry for the little bit worse quality it is because this is recording from my stream and also saving 30hrs long video in full HD takes a lot of space and longer time to render. Thank you all for playing and watching.
PS: On my channel is time lapse form Ludum Dare 33 as well.

Video from day 1: Link

Video from day 2: Link

thumbnail

Game link: Slimevasion

Tags: compo

Ludum Dare #33 “Sola Mors” has been greenlit!

After half a year our “Sola Mors” game which has been developed for the Ludum Dare #33 has been greenlit on the Steam GreenLight!

greenlit2

I would like to remind that we have initiated a program “Road to the Steam Greenlight in 3 days” which means that the game has been posted on the Greenlight right after the deadline of the Ludum Dare!

roadtosteamgreenlight

If you want to receive the news about our game (including development tricks and etc.) follow us on Twitter, Facebook or VK

Thank you for supporting us, dear friends!

Best regards,
Tima Zhum.

Tags: greenlight, LD33, Ludumdare, steam

Comments

Geckoo1337
20. Jan 2016 · 06:36 UTC
Тебя поздравляю. Я вам желаю успехов. Я попробую тоже :)

Good luck boy. I wish the best ++
psypol
20. Jan 2016 · 08:34 UTC
Hello guys. congrats. it’s impressive to set a goal and stick to it (like this idea of “road to GL in 3 DAYS!”)

i would be very interested if you shared your experience of how it actually went over these 3 days for people who never tried to greenlight anything but are interested.

cheers.

Ludum Dare 1920 x 1080 wall paper

ludum dare wall paper

Comments

Listrix
21. Jan 2016 · 02:19 UTC
Would it be possible to get this in other colors? I was wanting it in a deep purple

Wallpaper color change request

ld wallpaper purple

Someone requested a purple version idk if I like how it looks but maybe you do so there ya go.

Comments

IOD
21. Jan 2016 · 11:51 UTC
Nah…

The Wait is Over!!!

As many of you know on the irc, I have spent over a year working on my Ludum Dare 30 entry Sunny Days. Molding it, shaping it, perfecting it, the wait is finally over! The game is released on itch.io and gamejolt! Feel free to donate or comment or whatever you cool kids do these days! If I make enough off of it I might eventually try to put it on Steam for free just so more people can play it. So tell your friends, tell your coworkers, tell your grandma that the wait is over!!!!

something3 (2)

Comments

22. Jan 2016 · 15:45 UTC
Honest review incoming, no hard feelings:
Jacob123
23. Jan 2016 · 00:19 UTC
Ok, it didn’t loop for me when I tried it. I reuploaded it to itch just in case. Just redownload and copy your old Assets folder into the new main folder to keep all of your data. Hope it works because that last boss is really cool!

Line / Dash now on Steam Greenlight

I’m not good at long posts

But we’re now on Steam Greenlight

Maybe vote for us HERE

 

Have a Gif of the game
ezgif.com-optimize

Working Logo for “I Guess I’m Jim!”

jim logo

I know it’s bad. I made it in Paint and the GM:S Sprite editor. This is similar to what I want the finished title to be.

“I Guess I’m Jim” is a platformer I have started work on this past week. It is made with Gamemaker: Studio. You play as Jim as he explores ancient temples. Expect more to come from me and Jim!

Thanks

Comments

cynicalmonkey
24. Jan 2016 · 13:10 UTC
Not sure if you will see it or not but if you are still unhappy with the art above I knocked up a (still not great art) version for you

A gift for creators, MultiGame for Unity

I’ve made something useful, and I want to share it with you :)

MultiGame

Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Tags: AI, game tool, gameAssetandTools, unity, Unity 3D

Comments

whendricso
23. Jan 2016 · 23:00 UTC
I hope you all like this tool, maybe it can help save some time during your next compo or jam!
Picking a username is hard
23. Jan 2016 · 23:42 UTC
Looks pretty cool, maybe I’ll take a look

MiniLD #64 : Dandelion64

A game inspired by Iggy’s reckin’ball, and my first entry in a Ludum Dare.

You’re a Dandelion’s seed. You have until the nightfall to reach the ideal place to grow up.

Will you make it on time ?

You can find it here

Tags: MiniLD #64

Not Going To Finish Game For MiniLD 64

I was planning on entering the MiniLD 64 but my partner and I had a few complications and we’re not able to get it in :(

We’re going to keep working on this game though because we think it’s a good idea for a game but we’re not sure how long it will take

Comments

24. Jan 2016 · 13:12 UTC
If you just need some extra time, I’ll likely keep the submissions open for an extra week or so. I actually ended up being really busy this weekend myself so I wasn’t able to participate, but I’m still thinking about pulling something a late entry.
DanielErdmannEntertainment
24. Jan 2016 · 16:02 UTC
Wish you the very best.

Present for Squigglez

hey saw your post and you seemed unhappy with your initial art, I am still learning myself but I knocked this up for you as a warm up doodle this morning if you would like it

Jim v2

 

Comments

squigglez
24. Jan 2016 · 17:38 UTC
Thanks bro! I don’t know if I’ll use it but thanks so much!

Post compo: YesNo Zen

Finally! Post compo version of “YesNo Zen” is now available on Google Play!

FeatureGraphic

Now, the complexuty grows more smoothly. Also you have three attempts instead of one, because starting over with only one mistake feels a bit harsh on the later levels.

I’ve also polished sounds a bit, especially the “wrong” one, in both senses.

And the most important thing, I’ve implemented leaderboard! Despite the simplicity, this game is surprisingly challenging and can actually be really tough, so how high can you rise up the leaderboard?

Play It Here!

Comments

NirabazGAMES
25. Jan 2016 · 15:09 UTC
Keep it up!

Sign Up And Submit Now!

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.

-Jake

http://www.miotigames.com

Twitter: https://twitter.com/miotigames
Facebook: https://www.facebook.com/Mioti-Games-523063844518598/

I’m in

Hi all,

I plan to participate in the next event. Looking forward to it.

Fleshgrowth after-LD34 – Looking for feedback on the difficulty

Hi everybody,

One of the recurrent comments on my LD34 entry was regarding the difficulty of the game. It stays as an easy game but I find it quite challenging now. I can reach around 50 blocks but every time I get better.

Some of the mechanics changed (now you can’t let two blocks of the same color fall on top of each other) and the music was upgraded. Please give it a go and feel free to tell me what are your best scores.

<!> please READ THE INSTRUCTIONS <!> :)  <!> Fleshgrowth b1.0 <!>

Made a simple website for my miniLD entry

Using Amazon Web Services S3 and .tk domains, here’s a simple website for my miniLD entry. It was pretty painless so far. I don’t know if the .tk domains are good, I’ve heard some bad things. I might have to consider just making my own site and putting my games on it into subfolders.

Here’s the site.

Comments

30. Jan 2016 · 03:22 UTC
I like .tk domains for some small things. I have never had a problem with them. I have heard though that if you get enough visitors, they replace your site with ads, but I am not sure if that is true. I have never had a problem and use them for a lot.

Post-LD Projects

Hey guys! I have some awesome new projects to share and some really exciting news! Today I released my newest EP and a track that I collaborated with D3ST1N to produce. Here is a update of some of what I’ve produced since Ludum Dare.

Psychosis

Psychosis is DEFFINATLY the best track I’ve produced yet, and it collabing with D3ST1N was just awesome. His style is so aggressive and fun, I had a blast collaborating. Combining our style was just beautiful. We both have similar aggressive dubstep styles, but yet our styles are so different. The combination was just amazing in my opinion. I really hope you enjoy listening to this track as I much as I enjoyed creating it.

 

Even more news!!!

I released a new EP today, featuring the song Ghost Stories

Ghost Stories

I had a blast creating everything in this new EP, Ghost Stories is personally my favorite track in the EP, besides Psychosis. I feel like it is the most complete and professional track I have created solo, and I just love the eerie feel :D. Please Check out my new EP!

Like and follow me… Noobstep

I just released this for a remix competition!…

Ludum Dare 35 Wallpaper

LudumDaritos

I heard Ludum Dare might be getting sponsors, so I thought I might subliminally suggest one.

Edit: You can now click on it to get the full size version

 

I Guess I’m Jim PROTOTYPE

Remember when I posted this:jim logo

Then cynicalmonkey made me this:Jim v2

Well now there’s this: http://squigglez.itch.io/i-guess-im-jim-alpha

 

I Guess I’m Jim now has an itch.io page for what I have made so far. Check it out if you are interested!

 

Thanks

~squigglez

Comments

Picking a username is hard
08. Feb 2016 · 23:31 UTC
I do remember when you made that post lol

Game I’ve been working on (Open Beta) (Android)

Been working on porting my game to Android recently and its currently in Open Beta
Bit.Saw Android Open Beta
Just click that link there and join the test and comment down below what you think Or find me on twitter (@shubshub11)

Until the next time

~Shubshub

Comments

RyloKen
17. Feb 2016 · 04:15 UTC
I’ve played it, and by my experience as a player I can tell you that the controls are a bit weird. It kinda frustrates my player experience that sometimes when I tried to flip the gravity I end up pressing the right button and dying on the end of the level. (sorry for any grammar errors, I’m still learning english)

Hello!

Hi I want to introduce my self. Im a dude, with a Ludum Dare account, who also has a computer. Im working on a game with my mirco-sized (2 people counting me.) indie game company. Our in dev games are(we call in dev game indievelopment games lol.) snot-man, samurai way, and many more!(thats a lie.) I am not allowed to give info about snot-man, and samurai way is paused indievelopment. Bye!(for now…………………………………………………)

Comments

squigglez
11. Feb 2016 · 19:03 UTC
good luck! id love to hear about these games you are working on

Lumberjack vs Game Jolt’s Cybertree

lumberjack_achievement

“Slightly” late to the party, but post-jam Lumberjack vs Ancient Druid’s Cybertree just got released on Game Jolt.

This new version contains some minor balance tweaks when compared to vanilla LD and 10 brand new Game Jolt achievements to unlock for some extra challenge (and great excuse to introduce more incredibly lame puns).

In addition to WebGL, Win standalone and Android, included now are also Linux and MacOS builds.

Play it here.

Comments

shubshub
18. Feb 2016 · 22:47 UTC
Not even a Platinum trophy? o:

IGIJim: Now a rogue-like??

Realizing that the story of I Guess I’m Jim was going to be much for me to handle alone, especially since its not what I’m used to, I decided to switch game types. The game is still a platformer so I can use the same engine, but now instead of having premade levels it will have a randomly generated levels. Here’s a gif of the generator engine so far: imgur

opinions, ideas, etc wanted

Thanks!

~squigglez

IGIJim Blog

So I decided that my ramblings and dev logs have rampaged through the ludum dare website for too long. So I made a blog. Here, we have the I Guess I’m Jim Dev (b)log!!!!!!

That is where I will be posting stuff now I guess.

see you there!

~squigglez

How to join the LD group on Steam ?

How to join the LD group on Steam ?
On the LD website has a join button, but it doesn’t work after the transition to Steam.

Membership is by invitation only. Please invite me to the group. :)

Comments

squigglez
15. Feb 2016 · 16:48 UTC
yeah I would like to join too
ubgamerpro
17. Feb 2016 · 02:43 UTC
If it says Membership is by invitation only, it means that you are actually in the group, there is a problem with displaying the right text.

Come to MAGJam at MAGFest – A One Hour Game Jam Event

Just a head’s up for anyone coming to MAGFest this year. We will be offering a small Game Jam track this year. Starting with a Q & A panel with some experienced jammers including 01010111 winner of Ludum Dare 32, and Susan Gold the President/Founder of Global Game Jam.  After that panel we will take a short break and begin a One Hour Game Jam. This is not a normal game jam, instead of trying to create a full game the participants will be tasked with creating an original game concept and present it to the group. Also, it doesn’t need to be a computer game, it could be a board game, card game, or even (gasp) a sport. I’ll be hosting and hope to see you there!

Friday @ 1:00 – Game Jam Q & A – MAGES 1 – Chesapeake GHI

Friday @ 2:30 – One Hour Game Jam – Forum – Chesapeake JKL

magjam

Tags: magfest

Ludum Dare – Starter Pack

Comments

squigglez
16. Feb 2016 · 05:02 UTC
image doesnt load?? could you include a link to the imgur please?
Geckoo1337
16. Feb 2016 · 14:27 UTC
Nothing on screen. What it means?
Jordan
17. Feb 2016 · 00:41 UTC
Huh, after fixing it ended up breaking again. This seems to have happened with the other recent image post.

Punch Beat Release!

Hey guys

We are so excited to announce that our ludum dare 34’s game has been published in our domestic app store (Cafe Bazaar).

After LD34 we continued the development and implement some new ideas that came from your comments.

Please download and comment for us.

here is the link:

https://cafebazaar.ir/app/com.BlazingFall.PunchBeat/?l=fa

Thanks a lot.

 

Music from Wordswords

Hello! I thought I should introduce myself. I’m wordswords and I will be working with Markavian on a game. We won’t be actually working on the weekend itself of the next Ludum Dare as we’re both not free then, but we will be partipating by tackling a brief from previous years on the 8th-10th weekend in April.

I’m going to be making the music and sound effects for this game that we will be developing. I’m very excited to contribute audio to a game project like this, as I usually work on software projects as a developer, so it’s a nice change. You can check out tracks and unfinished tracks I’ve made on my soundcloud.com at http://soundcloud.com/cachebuster.

As far as audio-making techniques are concerned, I hope to avoid using samples wherever possible, and synthesise FX and music myself from hardware synthesisers. Below is the Eurorack I’ll be using, hopefully also with my KORG Minilogue when that arrives.

I look forward to getting stuck in and seeing what it’s all about.

Game Developers Showcase your games!

Hello fellow Game Jammers! I have recently launched a product for game developers to showcase their projects! Game developers and create a game page fill it with media and get feedback from other game developers and gamers!

Showcrate

sc1

I would really appreciate it if you guys could post anything you are currently working on or any past LD games you have made to fill up the site. Happy Jamming!

Ludum Dare GDC Meetup 2016? Discuss! :)

Hi folks!

I wont be at the Game Developers Conference this year, but some of you may still want to meet-up. Here’s a thread to say you’re going, and if someone is feeling leader’ly, to discuss organizing a meetup.

EDIT: Meetup at Tad’s on GDC Tuesday, just like old times. See below.

Comments

19. Feb 2016 · 20:49 UTC
If you guys do put together a meetup, here’s some suggestions:
19. Feb 2016 · 21:06 UTC
I just emailed PoV about this and I’m glad he responded so quickly! I can be leaderly if no one else will (but the main reason I used to host LD meetups was only because no one else did). If anyone else wants to be leaderly let me know, I’d much rather just show up and drink. :p
Wertle
19. Feb 2016 · 21:06 UTC
How’d you manage the GitHub hookup last year? That was a lovely venue!
19. Feb 2016 · 21:08 UTC
Itch.io is doing their party on Monday and I know there are is an overlap of people between the itch and ludum dare communities.
Spyeart
19. Feb 2016 · 21:39 UTC
There are several parties on Monday, but you make a good point, early is better for first-timers. Tuesday is also pretty early in the week?
localcoder
19. Feb 2016 · 21:46 UTC
Last year’s party was one of my GDC highlights. I’ll definitely be there :)
Nesfero
19. Feb 2016 · 21:52 UTC
Monday or Yuesday could definitely work for me schedule wise. I’ve never been but I heard the more intense stuff is Wednesday and Friday night?
19. Feb 2016 · 22:20 UTC
I’ve heard more than one yes, so I’ll definitely organize it and be there. I haven’t heard much complaining about the schedule yet, but this post has barely been up for a few hours, so it will be tentative to give people some time to complain. (I’m actually asking various people I know if there are other parties I have to attend – hey MADE! why no GDC party?)
22. Feb 2016 · 19:06 UTC
It’s official! No one has told me of any parties I would be sadder to miss than Ludum Dare.
machinas
24. Feb 2016 · 08:00 UTC
I’m probably going to be there.
Dyn
24. Feb 2016 · 11:29 UTC
Arrive from Russia on 14 mar, 18:00

So it’s good to hear that LD party will be on Tuesday.
idduka
26. Feb 2016 · 09:20 UTC
I’m new here and counting down the days to LD Jam #35, and I also happen to be attending GDC for the first time this year… so I guess I’ll see you guys on GDC Tuesday!
26. Feb 2016 · 16:02 UTC
I’m attending as well and put this in my calendar. This is my first time to the US event, so I’ve no idea where and what is going on. I’ll also be at the itch.io event on Monday. See you at GDC!
05. Mar 2016 · 03:55 UTC
I’ll be coming from Sydney. Looking forward to seeing all of you there!
07. Mar 2016 · 22:01 UTC
Hey folks,

Team Klaus Klapper is in

We have been monitoring you, Ludum Dare, for quite some time now, and have finally decided to join in your ridiculous circlejerk you call MiniLD. This will be our first submission on here. We’re composed of two peoples right now, with focus shifted towards arts and programming.

So without further ado, I give you: Teenage Mutant Super Hero! You’re 12 years old and after seeing all those glorious super hero flicks lately, you REALLY want to join in on the fun. Can you make it until you’re too old to be a teenage mutant super hero???

Yes, it’s a weird mix of dating sim and roulette.

Tags: #MiniLD65, ldjam

Sell Your Games FREE

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.

-Jake

http://www.miotigames.com

Twitter: https://twitter.com/miotigames
Facebook: https://www.facebook.com/miotigames

Comments

Picking a username is hard
26. Feb 2016 · 00:17 UTC
Do I have to submit a game to get the free access or can I just sign up?

The Zonic 64 Future

zonicase
Hi guys! Is everything all right?
A not long time a made a game for mini Ludum Dare called Zonic 64 and as it sounds, it was a game made for some gags and laughs. The game was well receive and I was thinking in porting to mobile and monetize the game, but then I asked myself the oblivious, would I be in trouble doing so?
Even with I having all rights of the content, have made the art, code and even if I change the music, would I still have some risks?
Please, answers and links with more info about copyright stuff will be very appreciated!
The future of Zonic is in your hands!

Tags: copyright

Comments

Picking a username is hard
25. Feb 2016 · 20:54 UTC
I’m no professional, but I think you’ll be alright if you put it out for free, but if your looking to monetize, you might want to try and communicate with sega. But this is a parody, which happens all the time, so it’s my beleief they won’t sue you or anything. At worst they might ask that you remove the game from the app store.
27. Feb 2016 · 23:12 UTC
Yeah… :\

It’s so shady, I’m not sure if I want to go through the probably trouble of try, is not something that I’m that proud of…

I’m thinking in release the mobile version free on the web, feels bad not being able to monetize, but it learned with it.

Thank you for the comment! :}
MiniBobbo
01. Mar 2016 · 00:41 UTC
I’m not a lawyer, but I play one on TV.

Bowling! MiniLD #65!

As a kid I used to play a lot of Wii Sports. I remember playing the bowling mini-game in Wii Sports from day to night. I remember how my shoulder got tired from swinging that WiiMote so much. So, for this Mini Ludum Dare I’ve decided to commemorate my youth by creating a bowling game inspired by Wii Sports.

 

For this Mini Ludum Dare I’ll be going solo! I’ll be creating the art, sound, music, programming, everything! I’m quite excited for my first Mini Ludum Dare :)

 

Wish me luck!

 

Howdy

Hello, so I am new here. Professional in game development.

So what should I do to get started?

Tags: new guy

Comments

26. Feb 2016 · 07:51 UTC
Hi!

Inspired by “Theme Slaughter”

Hello fellow Ludumeres,

Based on “Theme Slaughter”, I made a thing. And now I would like to ask your help.

Judge This

“Name Hunters” main purpose is to let people judge games only by their name. Most names shown here are from a list of possible names to one of my project.

This is really just an experiment. Feel free to hate everything :)

I can share the data with you afterwards.

Thank you.

Music – VJ-itty

Some music for my fellow Ludum’ers!

Busting code on Chaoslab at the moment, want to get some of that fractal loving into my games.