Live streaming now!
We’re streaming on Twitch at twitch.tv/techvalleygamespace, playing your games. Check us out!
We do prioritize on those in the chat first, so join in!
We’re streaming on Twitch at twitch.tv/techvalleygamespace, playing your games. Check us out!
We do prioritize on those in the chat first, so join in!
We fixed a scoring bug and a few other minor issues in our game Hart of the Forest.
Check it out, and make sure to look at our plans for Post-Jam features!
Hello there,
So this year is my second Ludum Dare (and faaaar from the last), but for this jam i though i’d try out Game Maker : Studio. I had it on my computer for a few month now, from when Humble bundle featured a GMS pro Licence and the licence to export to Android for 1/45 of the price.

So here it is : Tetrashifter . Please tell me if you have any advice about making games on smartphones, I think i’m going to do a lot more of it. =)
If you made a game that is playable on android you can put the link in the comments, i’ll definitely check it out.
We have fixed the positioning bug on obstacles and enemies in v1.1.
Plus there’s now a GNU/Linux build! \o/
Well, I’m now awake enough for the first time since the jam ended to write about my game, The Outsider.
It’s a first-person space shooter with 360 degree movement (y’know, like Descent). With this Jam, I really wanted to try out some simple techniques I’d been working out for making passable art (I’m no artist!). Mainly using flat colours with lighting + outline shaders and SSAO to create quite a strong, abstract style. It seemed to work out pretty well!

Gameplay wise, I actually changed the game quite radically early on. The idea of creating cube-rooms was really just because of limitation of my artist abilities. And I figured it would be quite easy to have a transformable world of such rooms, which would fit the theme well. From there, I started thinking about the movie Cube (for which the set for the entire film was just a single square room) – and in some ways it’s similarity to the dungeons of the original Zelda.
I like the idea of building the dungeon in real time around the player so I stuck with that, but originally, I thought the player should choose which rooms to build. I wanted to make them a wizard constructing the dungeon around them to try and reach an objective. I had difficulty with building on the core gameplay with that one, though, and I was eager to get started implementing something so eventually I decided to go with a more traditional dungeon crawl but with Descent-like twist.

I actually got most of the work for this done pretty quick! The core gameplay was playable by Saturday night (I didn’t start till mid-day due to time zones and obligations). So I had time to compose music and add some special features… I even got a boss encounter done! It’s the sort of thing that I always think about having quite early during LD then usually abandon before the game is finished due to running out of time for new features.
You can play it here!
It is a challeging endless game and we hope you have fun playing it!
Feel free to share your highscore and try to beat our personal best of 81! ( that was really hard to set!)

—- Play here —-
Have fun

This was a peculiar weekend and, as always, very fun and rewarding. After spending most of Friday on a train which arrived with an hour and a half delay due to most unfortunate reasons, I overslept and had a late start on Saturday. Then, even if I had a clear idea of what I wanted, I ran into some early problems because I’d forgotten about some really basic stuff related to the way Flixel handles positions. Luckily I managed to overcome all that and the end result this time has been more than satisfactory.
The idea came relatively easily. My first inspiration was Altered Beast, but that would have probably been overkill in terms of asset creation, so I discarded that and went for another classical genre with very clear references. Back on LD30 I had wanted to make a shoot-em-up where the “ship” actions in one world would affect interconnected ones, but unfortunately I run into some technical problems and couldn’t participate in the end. Ever since I’ve been wanting to resurrect that project or implement something similar, and the opportunity presented itself this time.


(From left to right, Ikaruga, Waves and Geometry Wars)
My references were immediate, too: the main one would be Ikaruga and its colour switching mechanic as key, but I also checked other two shmups I’ve always liked: Geometry wars and Waves. The connection to the theme is obvious (switch shapes for fun, profit and devastation), and decided to go full abstract/geometric instead of my original approach, where you would be some kind of a microscopic drone with Transformer-like abilities and your task would be to defeat viruses and bacteria. It’s a good way to achieve some pleasant visuals without having to spend a lot drawing.
I would have liked to add some acceleration to motion and so on, but making that feel right could have been tricky and time consuming, so I aimed for the basics first (orientating the sprites and aiming in particular).I’ve already made some changes to a Post-Compo version (you can also find it on the submission page), but I want to add many other features that couldn’t make it into the main submission. This is a list with some of the most important ones.
Tags: 2D, HaXeFlixel, postmortem, shmup, twinstick shooter

Go play SUBJECT 26!
It’s been amazing experience to participate in LDJAM 35 as our first game jam ever.
Overcoming frustration, insomnia and countless headaches and seeing so many people doing the same is an uplifting and inspiring feeling!
So here it is, our first ever LDJAM entry (and, by the way, the first project we actually finished!):
“DR. LEPUS – The Last Rabbit On Earth”
( Link to LDJAM entry)
Visit us on our Twitter channel, Facebook site and Web page!
Now we’re excited to play all of your amazing games!
We had a lot of fun making our entry and would like to share it with everyone.
John Wizard, a tale of rescue and revenge, is available to play here!

Just added the first wave of bugfixes to Tale Of Shifted Shapes
Please read the instructions completely!
I plan on doing a nice and detailed “post-mortem” later in the week, but for now, I’d like to share my first solo LD project with you all! Sparrow and Flitt is an old-school 2D platformer with a twist–all of the protagonist’s abilities come from his shapeshifting bird companion, Flitt. Without him, Sparrow is unequipped to face the dangers of the forest, and his only way to command his companion to take action is to whistle to the bird. Enjoy!
Play it here!
Tags: DevSocYork
I’ve just gone ahead and fixed up some bugs with the menus, sounds, and AI in ‘So You Think You Can Science?’. I also ported it over to mac and linux so all you fine folks on systems other than windows can enjoy it. We all had a blast putting this game together and we really hope you enjoy it as much as we’ve been enjoying playing all of your games. If you haven’t played it yet, check out SYTYCS? here. Just remember, the original game submitted at the jam deadline is the windows version here on the Ludum Dare site. Anything you find on itch.io is slightly updated.

Thanks for playing!
Hello LDers!
This LD was quite different from what I’m used. I had a few short slices of time in which I could work on my entry through the weekend, until I was finally able to work almost 10 hours straight on Sunday’s afternoon (the only part of the jam that I did timelapse).
Here’s briefly what went right/wrong:
What went right
What went wrong
And here’s the timelapse, taken for around half the time I worked on the game.
Later, I’ll write a proper post mortem. I’d like to explain why I didn’t have much time, how I got the game idea, how I quickly done the graphics… etc.
Until then!
Tags: compo, LD35, post-mortem, postmortem, timelapse
I’ve been able to recover my HDD in it’s entirety, this means I have restored my Ludum Dare project. I don’t know whether Mike will still allow to me submit my game but if he does I’d be totally down. 😀
Here’s a screenie (same screenie from previous post):

Whew, another Ludum Dare down! Good job everyone – I’m enjoying what I’m seeing from other people’s efforts in this collective insanity.
This time around, I put together a game called Robot Escape. The weekend had its share of ups (I finished! I had fun! I’m proud of my idea!) and downs (I started over 12 hours late! I lost 2 hours to a power outage!) and I’ll put together a proper post-mortem soon enough. For now, the timelapse:
I stare at visual studio for 8 hours a day on the job, which is exactly why I prefer to make games in any non-IDE text editor – to take a break from it 8) Okay off to play robot escape now!Hello guys!
Has anyone else has had some really weird sprite rendering bugs on WebGL versions of your games?
I mean, man! I would love to see WolfBit running smoothly in browsers – even though I think the best experience comes in a dark room, headphones and glorious fullscreen for our 64-bit display :).

Also, on a side note, we will study reducing the size of the Downloadable versions of the game.
By the way, if you haven’t played WolfBit, you should and it’s awesome.
WE MUST GO TO THE WOODS.
WE MUST GET RID OF THE DARKNESS.
WE MUST STOP THE BEAST.

THIS IS THE SECOND VERSION OF THE GAME (after the legal 72 h of ludumdare 35)
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2 major operations priority bugs reported by players :
1) repair the bug “electrical wires”
2) Skip dialogs by clicking the mouse key or spacebar
Bonus : Added Phylactere for a more readable text and more cartoon appearance
Thank you for playing and don’t forget to rate my game on
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=22158
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Tags: 2D, adipson studio, cartoon, mouse, point-and-click
Hello everyone, I have been working on my first game called Countdown 10 and I would really appreciate if you could take the time and play the demo I have. It is only 8 levels, so it shouldn’t take that long.
Controls:
The game is called Countdown 10 because you only have 10 seconds to complete each level before it resets, I would love to get some feedback on what you do and do not like, but keep in mind it is my first attempt at creating a game, so don’t expect too much!