LD35 April 15–18, 2016

ShipShift: engaged!

@rogerzanoni and @mdkcore are proud to annouce: our Ludum Dare 35 entry is alive!

ShipShift

You can play, and vote, now on its entry page. For now only a Windows build was provided, but we’ll be adding Linux and OS/X soon. Source code is available too.

If you find any problem, please inform us on the comment section, so we can check if it’s a build problem (linux guys…) or something we did wrong 😉

NEAT

NEAT

More details about our journey on the postmortem… Right now, you can follow us on Twitter or Facebook.

NEAT
From your beloved Dead Body Outline team <3

Tags: dbo, jam

Blending Between Shapes In a Nightmare

TitleScreen_Shopped

At first, I didn’t care much for the theme, but then decided this was a great opportunity to experiment with some silly blendshapes and custom joint animations in Maya along with evoking mood in Unity. The end result is undoubtedly idiosyncratic — more of a tech demo than a game. But I’m pleased with it. The only problem it has is with some fussiness with Unity’s First Person Controller. Keep jumping and you’ll eventually arrive at your goal, I promise. I need to smooth over those colliders. Conveyance is also an issue.

When you get the third dreamcatcher, a new morph target will appear near the middle of the level, which will take you to the end goal.

Please feel free to leave me a honest critique. I can only improve with your feedback. If you leave me a comment, I will certainly check yours out as well. Thanks!

Play Noctem Shift

LD33 Post-jam: SUPER PYANG

Hey guys!

While everyone’s talking about LD35 (I’ve actually participated, you can play it here), I’ve finally release a post-jam version of my LD33 game called pyinpyang. It was actually mostly finished a few months ago but I never got to releasing it.

The original compo version is here, it placed #56 in Innovation, and #106 in Fun!

Now here’s the link to the post-jam version, called SUPER PYANG: https://undefinist.itch.io/super-pyang
I’ve made it feel way better, fix tons of bugs, etc. Hope you’ll have fun with it!

Obligatory screenshots:

 

 

 

 

 

 

 

 

 

Tags: post-jam

You Are What You Eat

You Are What You Eat is a top-down action game about killing your enemies and stealing their powers! Think of it as a unique blend of Hotline Miami and Super Crate Box.

 

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You Are What You Eat – Ludum Dare Page

Thanks for an awesome jam!

Comments

19. Apr 2016 · 05:29 UTC
Love those kind of games

Our First Ludum Dare – Shifting Sands

 

Our First Ludum Dare

We have spent the past two years attempting to develop a game with the aspirations of creating an internationally acclaimed development team. We failed. A lot. Over two years we made a lot of broken games, half-finished assets and incomplete IT assignments.

Choosing to participate in Ludum Dare was an amazing decision. Being limited by time and a theme really helped us reign in our massive ideas and narrow our scope down to something that we could really do. It may be buggy, it may be unpolished but we finally finished a game. We finally have an .exe that will run and I am proud of that. In the coming weeks we will fix all the bugs and get all the levels working. It’s no Skyrim, but its a start.

Play Our Game – Shifting Sands

Flurgle the Fly

 

 

Mimic – Post Mortem

If you haven’t played my game yet, go check it out: Mimic

This was my second Ludum Dare, and I had a good time, for the most part. As of about halfway through, I was excited to have a game, but was in constant stress. I wasn’t sure if I could make it in time, and I was right… I didn’t quite make it.

I had been excited for Ludum Dare for a long time, and was attempting to enter the compo. I had a rough engine designed, but there were some problems – it hadn’t been tested yet.

At the start of Ludum Dare 35, I had an idea with the theme (which, by the way, I thought was really good!). You see, I knew about an octopus that existed in real life that mimicked the look of other sea creatures. I then sketched out a basic idea, and got to work!

I started off with some basic texturing. I feel like it went decently well – there hadn’t been many problems there. There was a funny moment where I had googled a picture of a cat, and my baby brother pointed at it and said, “Cat!”, excitedly. Then, he pointed at my pixel-arted kitten and exclaimed, “What’s That?”… I took that as a sign that I had some reworking to do.

Following pixel art, I started development, which was kind of slow, but I got a basic game. About 24 hours in, I decided to add a story. Was that a good idea? No.

It took a good amount of more time, and I was also overambitious with levels. I hoped to add 24 unique levels, which all took some time.

At the end of the time, I was rushing to finish the levels, and about half-an-hour before, I tried to export.

That’s where problems really began.

I had never tried exporting with this game engine, and while it was possible, I didn’t do it very well. I also hadn’t tested the level, and had some bugs in it. I posted the game, but later took it down. I decided to enter the Jam.

I spent some time the next day doing some playtesting, adding a few sounds, improving the download, and fixing bugs. Now it’s up, and I’m proud of it.

What Went Right?:

  • Graphics. They were simple and functional. I don’t consider myself an artist, but it looked aesthetically acceptable.
  • Concept. The concept, I feel, was good. It incorporated shapeshifting into a platformer that I feel blended nicely.
  • Music. I am, however, a musician, and was able to improvise 32 songs, and I ended up using 11 in the end. I also feel like the music fit the game.

What Went Wrong?:

  • Time. I ran out of time for the Compo, but was able to submit in the Jam.
  • Difficulty. So far, this was my biggest problem. From a developer standpoint, it wasn’t too difficult, but I’m pretty sure that most people consider my game, as one of my friends put it, “harder than old boots made out of titanium”.
  • Music. Yes, I know, I put it in the “What Went Right” category, but I feel like mentioning that I did make plenty of mistakes in the pieces.
  • Space. My original game was 300 megabytes, but I reduced it down to 35. I did, however, have to cut about 60% of the songs, and reduce the quality of them.

Tags: ld35 post mortem, post-mortem, shapeshifting

PuzzleShift updated

PuzzleShift has been updated as there were some game breaking bugs in it. They should be resolved now. If you have already played and rated my game I ask that you give it another try. All of the links have been updated with the new bugfixed version. I still have the original files if they are needed. The source will be updated soon.

You can play the bugfixed version here

Morph Space is submitted!

MorphSpace-LDFinal

Play it here!

“Shapeshift asteroids into mines and blow up enemies with them without getting blown up yourself. Transform enemy remains into more stuff and see how long you can survive! “

Couldn’t get a lot of stuff in – in particular most of the interface and sound are missing, but stuff works and you can watch it explode, so not all a loss!

Everything considered, though, this was still a great Dare for me. I learned a number of useful things and had a bunch of fun doing so. Definitely worth the time spent.

Good luck everyone – I look forward to playing your games!

Tags: boom, explosions, finished, lasers, mines, morph space, space

Play and vote the EmpedoclesInvertor, the game of mad scientists, strange machines and weird creatures!

screenshot2

Aether Crypt is out!

And it’s waiting for your feedbacks! You can plat it here Here!

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Not that much of a fail

I can add a post to the site too? Wow, I really am new at this!

This is my first Ludum Dare, and I only really heard about it last year so am glad I was able to take part.

Unfortunately, due to my terrible organisational skills, I forgot which weekend it was (Fail #1).  When I got the email about Theme voting, I had already made plans to paint the kitchen and had no plans for offloading the other half for the weekend (Fail #2).  Not to worry, I can get up early and make a start before painting… I over slept… til about 10.30 GMT, some 9 hours after the theme was announced (Fail #3).  Then came the theme announcement – Shapeshift – the hell can I make with that!? I was stumped, and for 5 or so hours couldn’t think of ANYTHING to do with shapeshifting that was viable for me within the time limit (Fail #4).

Where am I going with this? I don’t really know. But with a third of the kitchen painted, I’d earned a “break” and started scribbling down ideas.  Eventually I settled on Origami – obvious, right? Too obvious? Too hard to Draw/Animate? All yes.  I returned to the kitchen to paint and try to think of what to do with this idea I finally had.  By midnight I had half a painted kitchen, 4 origami animals, and a neglected partner*..Sunday’s going to be tough.

After some breakfast and a return trip to the train station, I was left to my own devices.  I hit the kitchen hard and painted straight through to completion.  Great, now its 2PM and I have shopping to do (on a Sunday, 2 hours before closing, genius).   I finally sit down at the computer and throw sprites and code at a blank canvas hoping some of it will stick… and eventually, by 2AM GMT (with a 30 minute break for pizza!) I actually had something.

Was it good? No. Was it pretty? Sort of. But was it a game? Apparently so.

With literally no time to spare I compiled, tested, fixed, compiled, tested, tweaked, compiled, tested, swore, fixed, compiled, tested, and submitted “Golden Fold“.

With a nominal 13-15 hours spent on it, was it worth the hassle and stress?  Please vote and let me know :)

 

*In all seriousness, she was great. Fully supportive and frankly, happy to have me out of her hair for a while. Couldn’t have done it without her.

Tags: 2D, compo, game, LD35

Our game is done! Here some toughts

Hello guys! This is our game submitted for this Jam and I’m gonna talk a bit about the process.

We had, as most of you, a lot of troubles. The idea for the game was really good but our lack of skills were a constant shadow. Because of it, we sometimes change the ideas for the game and the quantity of enemies, or sprites.

Fortunately, we could manage this things this time, and accept the things we could or not to do and so, we could submit something that is something close to a complete game :)

We are just waiting for the next Jam! This Jam has restored our energy and fullfiled us with great energy.

Hope the same happened with you. See ya.

View post on imgur.com


Play and Rate Here

Can I add hurt script to Boss now?

One of comments says he feels confused when it comes to the final level, because he cannot hurt the Boss.

In fact, that game ends only when hero die in the final fight, but I realize I should add a hurt script(which I have added to other monsters) to Boss.  Then player can try to kill it, and trigger the ending.

But I don’t know is that possible as the rules says to fix bug but no new features?

Comments

RaysAndLazors
19. Apr 2016 · 07:13 UTC
Some people add a “post-ludum” build with further bugfixing and sometimes minor features. It should be ok, as long as you don’t remove the original build from the links and explicitly state that the new one was made past the time limit.
cynicalmonkey
19. Apr 2016 · 07:14 UTC
you can always add the change in the script, upload to a different location and put a note & link in your games description as a post Jam version with patch notes
lightsoda
19. Apr 2016 · 07:15 UTC
Eh, personally I would allow this as a bugfix.
19. Apr 2016 · 07:19 UTC
I would say it qualifies as a bugfix as well. It’s an oversight of something that you thought was in the original build — therefore a bug.

Didn’t finish our game, but so glad we tried!

Despite the disappointment and frustration that comes with recognizing your shortcomings as a team, I find it so incredibly valuable that we had gone through the process of LD and are able to come away with insight that will shape ourselves as game developers AND as people. I’m better friends with my team as a result of this and I’ve managed to make a few game dev acquaintances, of which before this jam I’ve had close to none.

Thank you to everyone who watched our goofy stream and followed our progress on Twitter. I got to play a lot of wonderful games ya’ll have made and I feel like I’m inching toward becoming part of some sort of game dev community, which is something I’ve desperately wanted to do for the past several years (I travel for a living and find forums and the like a bit hard to break into, despite having a full-length release).

 

A shamelessly reposted remnant of our wonderfully ridiculous stream. Here, I am taking broken animations and placeholder gameplay to create avant-garde art.

 

We worked on three songs, two which are listenable! We worked strongly from the conceptual basis of sudden dynamic shifts, so if any given part is slightly jarring at first, that means we did something right! The first was written for a grotesque cutscene, of which I’m afraid is not worth sharing without the narration that went with its initial presentation. The second, which was intended to be broken down into smaller loops, was for the first level of the game.

The songs were made in Bosca Ceoil, feel free to use/edit them for your own use, just PLEASE ask me first so I know it’s for something you’re doing and credit purposes and such.

 

That’s about it folks. I’d love to be connected to other game devs through any means really, so please keep in touch on Twitter or itch.io or Facebook or something! My first Ludum Dare, while technically not a success, was such a cool experience. I hope to participate in future jams! It would be a dream to finish something, but even better, to make some friends through this craziness :)

Sincerely, thank you for reading.

-Fallon/falloneus