boom done
submited! twisted sokoban variant.
play
thank You very much!
submited! twisted sokoban variant.
play
thank You very much!
I planned on Entering the Jam, it’s slightly less stressful than the 48 hour one, this means I have 24 hours remaining, where am I up to after 48 hours?
Well I’m not as far as I’d like to be, as usual. But pretty happy with what I have. Here’s a screenshot of one of the earlier levels.
Main mechanic is pretty much perfect now, and I’ve added some obstacles which you need to use the portal power to overcome.
I spent the last 2 hours making some soundtracks, as I’ve previously lacked in that regard.
What’s left?
Well, it’s 90% level design now. Maybe some additional code for obstacles, or a super-quick model, but really it just comes down to design.
The other 10% is a title/menu screen.
I feel like there should be some SFX too, which won’t take long. That’s low priority though.
I’m aiming for a good 10 minutes of gameplay, introducing you to various mechanics (“peeking”, “poking”, and “throwing” portals), and provide a bit of a challenge. It’s tough enough to think with 2D portals though, and these are 3D 😉
I’m also out for like 4 hours tomorrow, so the deadline will be tight!
Managed to just barely finish the credits and intro screen.. Re-uploading now
Wow at the wire man!
Well it’s not a game per se. Its mostly an engine I suppose. I will be adding instructions on using it to the github page and README when I recover form crushing defeat.
Here was the plan:
This is how far I got
Some issues there with the transparency, that’s bugging me so I hope to fix that up.
done!

Help the old lady to found the strange thief here!
(I made it for the compo, but there is rotoscoping stuff and I don’t know if it’s ok, so it’s a jam game in advance…)
After 48 hours of hard work (in a new framework, no less — go Phaser!) I’ve finally finished. It’s not much, but I’m kinda proud. The mechanics center around shapeshifting into other people so that they get the blame for the people you’ve killed. Give it a try—all javascript, no download.

Hey my game is up at this link http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=25245. Hope you guys enjoy it. It is about a sentient cardboard box that shapeshifts by collecting body parts. 
Finished a while ago and i can’t wait for voting.

Play my game (Buck Shift)
Thanks, and Hope you all enjoy!
After not so much work due to non-gamedev related stuff, the really basic movement AI, enemy models, tweaking of the character controller as well as the graphic style (a.k.a. mixing and matching random other people’s free textures and colors until it fits the ever changing idea of what it should look like since I have nearly zero creative talent in the art department) are done, and the spawning, shooting and the secret gun mechanics are still to be developed.
Though I was essentially pseudo-coding the mechanics inside my head, I doubt I’ll be able to do it all by the end of the jam, though I’ll try to do so tomorrow. If not, I’ll probably finish it up afterwards and upload it wherever. Good night for me and good night/day/evening/morning to anyone still working.

Your forge will be a large pipe that your blacksmith definitely didn’t cut a hole into.

I’ve finished my entry, Law Claw. It got a little hairy there for a bit, but I’ve managed to post both a HTML5 version and a Windows version. I’ll see if I can get a post-mortem post up later.
Play Law Claw here.
not perfect, but I’m glad I finished it !

Enjoyed myself this time round 
Just 17 hours of time spent on this one sorry for the incompleteness, but it works!
Built using http://phaser.io/ and Node.js
Can you see the little bunny hiding?

You can check the game out out here;
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91050
Here it is! My first game here on ludum dare: Star Shift Journey!
Star Shift Journey Ludum Dare 35 game

The game is very simple, since i am not very familiar with art creation, only with game design and programming. But i am very glad for doing this, i learned a lot doing all this by myself on unity! Its a cool space shooter game with highscore progression based, where you have to change the shape and color of your ship in order to destroy certain enemy ships and to avoid the lasers by using the same color as them!
Hope you guys try this game later and enjoy it! I will sure try the most games as possible here too! Congratulations to everyone that already sent something and, for the people who is developing for jam section, good luck to you all! =D
Well, I finished with only 15 minutes to spare, but my entry “Werepenguin’s Escape” is done and is ready for play.

Despite wasting Friday evening trying to do this in 2D, I think this turned out quite well. I’m very surprised that I was able to model 5 full 3D levels as well as build the rest of the game in less than 48 hours. Deciding to go with 3D was the right move; it gave birth to the most hilarious element of the game – the ragdoll slip and falls on the ice patches.
The game itself is a simple puzzle game that involves redirecting moonlight to the right places in the level to serve your purposes, with a twist: That very same moonlight will turn you into a penguin! While in penguin form you can move across ice, but you are unable to jump.
I hope everyone enjoys my entry, I certainly enjoyed making it these last two days. I look forward to seeing what other great games came out of this jam!
Duke
Well I managed to complete a game for the compo, “VampShift: The Bloodening.”

(LD Link with Linux & Windows downloads)
It’s a bit basic, but for a game made using just C & SDL in 48 hours I’m pretty happy with it.
Most of the development was livestreamed on Twitch, and the VoDs should be available to watch at http://twitch.tv/insofaras/profile . I’ll think about making a timelapse from them in the future.
For now though, I’m going to have a rest, then start playing some of the other compo games!
It’s not much, and the audio was a nightmare, but we finally made it across the finish line. If you’d like to check it out, you can find the project here.
Good luck everyone!

I finished! For the first time ever, I made something of reasonable quality!!! A great, awesome thing!!!
Java, I love you dearly, but Unity is better for me. I have used Unity quite much before, but have always stuck to mostly Java when doing ideas and projects. I like Java more I guess because I don’t fully enjoy coding in languages like C++ but still loved being immersed in purely text code. Although…I don’t have the same feelings about feeling uber-inspired and smashing at my keyboard for hours on end as I used to, with some great godly result after a week or two. (God, I miss those days, though. Maybe soon I’ll sit down and code something from pure text, no editor. Now that’s the life.)
Besides, when under time, Unity is easier and much better for that, personally. Mainly, it’s because of how quick you can get stuff up and running. The first room in my game, with the two weird glowy graphics effects I made and the size changing to get out through that crack, were done before I even could realize that I had finished just that – finished the first room.
So…
Point is: I think I’m going to use Unity from now on for Ludum Dare, and I’m happier than ever with my LD game for actually doing it.
just 24 more hours.
I used to do game jams in Lua, which is great for prototyping but maybe a bit too permissive.
IMHO Typescript is just in between the gap, having strong types in javascript helps a lot.