It’s been a Handfull
This is our second ludum dare game and I must say that, considering how fun it was, it will not be the last. It’s based on shadowplay with hands where you shape them accordingly to progress. I must sleep now…

This is our second ludum dare game and I must say that, considering how fun it was, it will not be the last. It’s based on shadowplay with hands where you shape them accordingly to progress. I must sleep now…

I am very happy to have been able to finish my game.
Monstershift is up to rate.

Cya!
We finally finished implementing the basic stuff to the game, we just need to improve the graphics and make a lot of levels 


Just made two game modes and one arena. Two game modes and three arenas to go. And sounds with music.
I think I did a pretty good job on my LD. Even though I scrapped a couple ideas hours before, so I had only 20 or less hours (accounting for sleep) to work on this game. I’m going to write a postmortem later, probably after ratings. I have “evaluated” what I did right and wrong already, and have a good idea on how to go for the next jam. If you have, thanks for rating. If not thats cool bro, rate if you want here.
Thanks, Flygamer101 out

An old idea. I had planned to make a kind of lego brick building game. I had a solid foundation, not quite sure why I abandoned.

My first Idea. I had planned to have one base card where you can put all the elemental cards in to Shapeshift it. I might use those textures again someday.
This is sounding like a postmortem. Nope, Cyall later.
That is how it goes tho. Was far too tired to post this last night, but here it is done and submitted last night for the compo.
Enjoy and thanks for the great jam.


Im pretty much done with my game, called “I drew this because I was bored.” I just have some bugs to work out and some things to polish and then I can submit it… Except that I’m at school so I can’t do any work until 3:30 or so. I better have enough time to finish this or I’m gonna pissed that the 26+ hours I spent on this went to waste because of school.
Well it is complete, I was too out of it to post about it last night. There is also a web version up on Itch.IO. Enjoy!

I started out wanting to make an Asteroids-like game, where your spaceship changes its shape according to its state — elongating when accelerating, turning into a square or some other rugged shape when shields are on, etc. I quickly built a demo Friday night, but it didn’t feel special to me, so I abandoned the effort and started fresh the next morning.
Partly, I was irritated because I was working on my brand spanking new VERY EXPENSIVE laptop, and discovered that the keyboard has a low rollover (certain key combinations block signals from other keys from being registered) which makes playing games via keyboard really sub-optimal. Tired, I went to bed wondering what to do about that, and figured the best thing would be to try a game that was designed for play with a gamepad.
I woke up Saturday morning thinking about Robotron 2084, one of my all time favorite games. I thought about making a twin-stick shooter. I decided to try it, and incorporate the theme by making the different enemy objects be different geometric shapes, and give each shape a distinctive behavior, and have a hierarchy of shapes, with the higher level shapes shifting into lower level shapes when shot.
For point values, I started out simply by making the 0-shape (Lines) worth 10 pts., then multiplied each previous value by the number of sides of the next shape. So, Trigons are worth 30 pts., Squares are worth 120 pts., pentagons are worth 600 pts., and hexagons are worth 3600 pts. I liked the mathematical pattern the points progression created, it’s similar in concept to the Fibonacci sequence, in that it bases it’s value on the previous values in the series. I have no idea if the point progression matches the relative difficulty of the shapes — probably not.
What I ended up with was more a Geometry Wars clone than I had originally wanted, but I think it plays pretty well with a XBox 360 gamepad. There’s a few things that I’d like to do with it if i do a post-compo release: some sparkly eye candy when enemies spawn, animated transitions when a “higher” shape turns into a “lower” shape, better spawning placement, make the early part of the challenge curve a little less gentle, a few additional sound effects.
I’d also like to come up with something more original/innovative, but I’m pretty happy with how the implementation of this went and how it came together.
Tags: arena shooter, csanyk, GameMaker Studio, geometry wars, shapeshift, twin stick
Hi,
I want to upload a unity3D file to dropbox.
But when I open the link to the html file, firefox doesn’t execute the html file, it ask if I want to download the html-file…
Anyone here who know a solution?
Or where else can I upload a unity web project?
Thankful for any help
Wow, after some judging I noticed that the vast majority of participants used Unity3d, and they got pretty good results, I might consider learning it for the next LD. It’s just I can’t get used to it, but I guess not having to spend the fist two hours getting a black square on the screen would be great.
Hi everyone,
Endless Runner is a puzzle game I made for this LD.
Most of the games I usually end up making are very narrative/symbolic and not much fun. This one is a bit symbolic too I think, it could work as a narrative exploration if you see it that way, but nonetheless it’s very different from everything I’ve done non-commercially so far. I wanted to make something different for this LD, so I challenged myself to make something fun first.
It was my main focus, and I’m really proud of myself for pulling it off. Most people seem to really have fun while playing the game.
However, the thing I’m most proud of, it that I’ve beaten my last record. I spent less of a day making Endless Runner.
One year ago, this game would have taken me a whole week to make.
Go check it out if you want, I’d appreciate some feedback 
https://isaque-sanches.itch.io/endless-runner
Thanks, and good luck to all the jammers still finishing up their games 😉


Our jam team’s first ever game, Algebro, is almost ready for submission!
Tools:
GameMaker Studio
Audacity/Adobe for audio
ALL ART ASSETS were created on an iPad with the Procreate painting app
GIMP used just for scaling and cropping
The game will be uploaded later today, sneak peek at the art style below:
!


Finished as expected this time, although I didn’t do any music. That was actually not due to time constraints but rather a lack of inspiration. I started two songs; the first was starting to sound cool but didn’t fit the game at all. The second didn’t really go anywhere. I guess the muse wasn’t present this weekend.
Other than that, things went mostly ok. I remained fairly bug free up to the last hours. Squashed what I saw and submitted. There’s a few left but nothing major preventing playing. Could have done a bit more on graphics (mostly polishing the UI) but I think it turned out pretty ok. I’m a bit concerned it’s hard to grasp at first, and I tried my best to minimize the amount of controls. Although leaving out a specific control to place the big block (and instead placing it automatically) may turn out to be a bad decision.

Working time: about 36 hours
Engine: UnityEngine
Modelling: Blender
Textures/UI: Paint.NET
Try it here:
Counter ticking down and I’m far from done. Don’t think I’m going to make it =P
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Gameplay changes:
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To-do:
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Done:
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I’m beat, gotta sleep =(
A very ambitious game about a shape-shifting rock.
https://drive.google.com/file/d/0B_3n_cE8XHJFbjY0TXI1Y1ZkaGc/view?usp=sharing
This is my game, please rate it !

Please rate it and have a nice (little) game!
I know this is a very short game with 3 stages but it was only 72 hours … remember