I will REVIEW web games
hi there, if u made a Web game please send me you link!!!
today started my weekend! 😀
ps.: im asking for web games cuz dont want to download, just play it and have fun
see ya
hi there, if u made a Web game please send me you link!!!
today started my weekend! 😀
ps.: im asking for web games cuz dont want to download, just play it and have fun
see ya

Altered Beard is a game made to honor an icon, and a friend of mine.
Here you control Beardanu, a peaceful citizen who decided now distribute the blow to see how it is. and precisely at the time he decided to do this, the city is invaded by aliens. Thanks to the power of the majority vote, Beardanu can become president to kick the ass of aliens.
Entry link!
Tags: altered beard, alteredbeard, Beard Anu, Beard Game, beardanu, gillenew, Supreme Beard, SupremeBeard

Hello again! I’ve uploaded the souce code of my game. Feel free to download if you want to do it 
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62494
And thank you for feedback and playing my game!
Here is the post mortem to my game Shape Escape.
You can watch the timelapse here.

THE BEGINNING
I stayed awake until 3 a.m. when the theme got announced (I’m living in Germany). Then went to bed and thought about different ideas. When I woke up I got myself a nice breakfast with my family and talked about my idea where the player can shapeshift the main character and each charactar has an own AI/Behaviour. So the player won’t be able to control the character directly. A little bit like lemmings but with only one character.
My tools were Monkey-X, Photoshop, Tiled and Logic Pro. I had a very bad start: First thing I needed was to load in and render a Tiled-Map. Something I did a hundred times before. But as I decided to not use my own “framework” I got into some trouble. I just thought I could extract the tiled-loader out of it, but it has so many OOP-Crap-Dependencies I had two choices. Write a new tiled loader from scratch or switch to my old framework. I decided to write a new tile loader from scratch and lost around 4 hours.
But after that it went quite smoothly. I decided to try the core mechanic with very simple art (I just used various colored Rectangles for everything) and when I put the first shapeshift into my demo-map I decided that the game mechanic ist quite good so I would go on with the idea.

The second day some annoying collision bugs popped up and it required quite some time to fix them. The rest of the day I spent building some levels (wished I could have added more) and created a simple chiptune in Logic. I used a “Instrument-Layout” I’ve created originally for my platformer Tiny Thor, because I knew when I start to select/search for the right sounds that could take myself hours and hours. After improvising on my synth for some time I found a nice melody I liked and from there I’ve arranged the song around it and I’m so glad that people seems to like it because time was slowly running out and I was in a really hurry.
In the end I’ve submitted my game around 6 hours before submission deadline which was very relaxed. I could have added more levels probably but I was out of energy and decided to submit the game and see what people might think.
I already have TONS AND TONS of idea how to develop the game further, but haven’t decided if I’ll do a post-compo version. 😉
Hello everyone! I am here to announce that the MONSTER CHALLENGE is on! But what is it? Well, it is simple: SLAY MORE MONSTERS THAN ANYONE TO WIN!
Then you ask me: What do I win if I slay more monsters than anyone?
YOU WILL APPEAR IN OUR GAME! YOUR NAME IN THE CREDITS AND A VERSION OF YOU AS A CHARACTER!
Incredible right? How can you win?
1- Take a print screen of your Game Over Screen, showing how many monsters you killed in a play.
2- Send the image and your Ludum Dare user name to the following email: riftpointstudios@gmail.com
3 – Rate our game and submit a comment!
4 – That is it! In a few days we will announce the big winner.
This is the screen that you have to send us. The number after the skull icon is how many monsters you slayed.
So what are you waiting for? IT IS YOUR CHANCE TO BE IN THE GAME!
GO SLAY SOME MONSTERS!

(this is a mirror of this blog post on thenet.sk)
As is tradition, I participated in another Ludum Dare, with the theme ‘Shapeshifting’. Though the game is rather simple and certainly not revolutionary, it might be one of my best LD entries to date.
For a change, the important life-changing exam week was not right after the LD, but just before. So I didn’t really have time to make sure all my libraries are ready, nor to make a wallpaper for this LD (I used the one from last LD, terrible, I know!) … But it felt like a relaxing weekend after the weeks of studying. For the second time, I was at my girlfriend’s, not at home. So, once again:




And so on with the yumm.
I didn’t really go through the themes the day before, didn’t try to calculate the most likely one. Mostly because I wasn’t truly happy with any of the themes. So on Saturday morning, seeing the theme was ‘Shapeshifting’, and inspired by Elvie:

And also this derp that goes by the name of Ninja:

I thought, shapeshifting into a cat could work as the basic plotline. My initial idea was that the player was a werecat, turning into a cat every full moon. The intro could be somewhat fun, making the player think he was going to turn into a classic werewolf, and in the very end revealing the truth with a dramatic meow.
As far as the game itself goes, I first thought I’d make a simple topdown roguelike – the player / cat would go through ‘dungeons’ that would turn out to just be the rooms of the player’s house looking extremely exciting and dangerous to a cat. There could be some basic RPG levelling, gaining experience, etc. To go with the theme a bit more than just the intro, I wanted the player to learn new ‘shapes’ along the way, by scratching scratchposts.

Each shape would have slightly different abilities, advantages and disadvantages. For example, most basic cat shapes would be ‘jumpy’ – automatically jumping / teleporting to nearby sources of noise, with a QTE overlay to scratch up whatever the source was, otherwise continuing in regular combat. The catloaf shape would reduce this radius of jumpiness, or completely eliminating it. The player would not be able to move as a catloaf, however, so it would be a purely defensive shape.
Another idea was the idea of some meta-game progression. Every night, the player would turn into a cat, but during the days, they would wonder what happened, clean up the mess, etc. Or maybe they have just moved in to a new place, so everything is packed in boxes, and every day the player can unbox the furniture of another room, thereby allowing the player to add elements into the nightly ‘dungeons’ one by one.
I was somewhat committed to this idea already, and yet, it didn’t feel extremely exciting. I realised that I was not really using the theme, that a roguelike game is quite a lot of work to make, that I wasn’t exactly sure how the game would play, I just knew the intro was okay. Luckily, it was still morning, and I changed my mind while talking about my ideas with my girlfriend. I thought a shmup, while not an uncommon or new genre, would be interesting to try out – I could focus more on proper polish of the game, instead of getting overwhelmed by implementing difficult game mechanics.
And the introductory shapeshift would just be slightly more goofy – as a werecat, you decide to put on your space helmet and fight the evil space mice (for no real reason).
I have decided to keep the idea of different cat ‘shapes’, however, as an analogue to weapon selection in classical shmups. Destroying scratchposts stations would produce a power-up for one of the player’s shapes.


Then it was quite easy to make progress. With the idea being a bit silly, I didn’t have to worry about consistency, or a horror mood like I did with my previous point ‘n click entries. So – space mice, guard dog, flies and bees, scratch stations, yarnball magnets. The graphics were old schoolesque and, as usual, I limited myself to a small palette – 11 colours in this case.
At some point, I thought about a boss fight. A guard dog seemed appropriate, it could attack by barking, jumping, scratching, et cetera – a lot of room to make various boss attacks. Before I got to making any of that, I thought of the music for this boss fight. Surf rock seemed fitting at the time. Misirlou (covered by Dick Dale) is a good example of this genre:
So I attempted to make some music. Using my own music library, coding the notes like this:

While the library certainly has some errors, it works. But writing down notes like this is most definitely not a good method of making music. I need to get around to making a GUI for it one day, enable MIDI input maybe – then release it for fellow Ludum Darians. So, the end result was that the music I made was not exactly stellar. It fills the silence, but it’s by no means good.
Accepting my defeat after about two hours or so of messing around with it, I just left it as it was and moved on.
Then it was high time to make actual content. I had some cat shapes, some enemies, some power-ups, but nothing to hold it all together. I thought no levels could be complete without walls! They worked somewhat … But as someone pointed out in the comments, they were mostly frustrating, with the hitbox being too large and the walls dealing too much damage.

I made my job somewhat easier by typing up the levels as text, then using a PHP script to convert it into a Haxe array and paste the result directly into my source code.
My time was running out, however, and I decided that three levels + a boss should be the bare minimum. The result is that the levels I had were somewhat rushed and, unfortunately, they introduced a lot of artificial difficulty by swarming the player with lots of enemies or difficult mazes. Nonetheless, I was extremely happy to submit something resembling a finished game at 3 in the morning.
The reception was very positive, mostly complaining about the difficulty, which motivated me to make the casual easier version so that people may get to the boss and enjoy the full game.
In fact, this is the very first LD game I will remake and try to get greenlit on Steam, with the help of my friend for the music. Here’s a trailer:
The Deluxe version will include different areas, many more levels and bosses, additional shapes, good music, and so on. Here’s to hoping. 
Tags: cats, post-mortem, progress
Hello!
We created a playthrough of the first level of VÜRK!
Your feedback is highly appreciated!
Love//JOK Games
Hi everybody, we introduce you the rage of the Shapeshifting-Demon from our game Fast Dungeon, kill it here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=29122
😀

Our fourth Ludum Dare entry is rhythm-based, side-scrolling (and up-down-scrolling), obstacle-dodge-y, and occasionally bullet-hellish. And quite hard. Prepare to be frustrated.
Big thanks to Kevin MacLeod for his huge library of free music, including “Harmful or Fatal”, which is the focus of our game.
There’s a post-jam version up – it’s not quite as impossible now (but it’s still really hard!)

breaking things feels good
Play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=52817
Hey all!
If you haven’t yet, be sure to check out our game! It’s about a shapeshifting blob that has to make its way through an obstacle course at the request of its teacher!

Be sure to rate!
Thanks for checking it out!
Send your links in the comments!
(Just web games please)

We’re back for another swanky Ludum Dare party! Starting us off are three highly unique games. With Eye Guy the Endless Runner, CyGlide a Transforming Flying Sim, and Andari Prime which takes you on a Handi-man’s Shapeshifting Adventure!
If you Enjoy the Video and want more be sure to subscribe! I’ll be taking more submissions throughout the LD35 voting period so don’t be shy! [Use this Handy Form]
Tags: Andari Prime, CyGlide, Eye Guy, Larry Does Ludum, ludum dare 35, Video Showcase
Ok… not musical, just music… made for the game. Ok, this is just an excuse to post my music, and I’m pretty happy with how it turned out. The music that is, the game… well… it’s got some issues, but we got-er-dun so thumbs up!
The Game! –> HERE! CLICK ME!
The Music! –> Right there! Below!
Tags: LD35, video game music
I’ll be honest, this is my first time writing such a thing. Nonetheless, I’ll give it a shot…
So, what went wrong:
And what went right:
Overall, while I do consider this game a catastrophic failure, I am proud of what I did manage to accomplish, and I look forward to what the future may bring, including LD36, if my schedule permits. I shall take into consideration the lessons learned from this experience in all of my future game or software design endeavors. Also, I’m not done with this game just yet. I really want to see this game completed as I originally had originally envisioned it, so I might set some time aside to complete it, hopefully with help on the graphics.
Play/rate/review my game here (feedback is welcome and encouraged): http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91339
My library: https://github.com/Brian151/UnNamed-html5-Game-Library
My Game (github) : https://github.com/Brian151/LD35-UnNamedShapeshiftingGame-
my library declaration and “I’m in!” post: http://ludumdare.com/compo/2016/04/14/declaring-stuff-first-ld-for-me/

Hey all! I did some small bug fixes (audio sync issues and unfair deaths as the fish and bird form) as well as greatly increased usability by adding various control schemes based on user feedback. You can now use numeric input to switch forms, arrow keys, and several new options for the primary action button. There is also a small animal wheel that shows the currently active form and visualizes which form you’ll shapeshift into by pressing left vs right!
If you want the true vanilla experience that reflects the source code and compo entry, the original link is still there. But most of these changes were incredibly small and just make the game more accessible because much of the game’s difficulty was caused by awkward controls instead of genuine challenge!
View the entry page and play Lux Anima!
Cheers,
Broxxar
It’s called Shapescape.
And yes there’s a web version!
Turns out I left out the data directory in the Windows upload of my game, have just reuploaded the complete version.
We will be streaming for a bit, playing and rating some of your games. Join in and send us a link of your game if you’d like: HERE
Cheers!
Hello
! So my game uses a lot of buttons and other UI features. However I’m not such a good artist when I try using a editor the Images sometimes come out too small or to outlined or the words aren’t aligned correctly. So I’m searching for a program which you can download and create button, banners, icons, logos etc. All these can be created simply by filping the switches. The closest thing I found to what I was looking for is Kenney Studio. Kenney says he plans to add in the feature but I don’t know how long it will take (https://itch.io/t/17078/a-button-creator). Of course their are a few online programs but I have no clue where these people are getting their resources and are they legal or not. So I continue my search, any suggestion ?
Tags: gui, Random Game Development Question, UI
Ludum Dare 35 was the second one for me, as a ludum and as a game jam. The last time I joined forces as a part of DarkLight Team, but this time half of the team had a real-life problem and we were only two coders on the team. Then we decide to join the compo and try what can we do all alone. Neon Level Switcher was child.
From the first hour I decided to go to a simpler project that I could potentially finish in time. And it was a good idea, because I needed to switch to the jam competition to have 24 hours more to have a nicer game. But in the end, the game was completed, maybe not the best gameplay (see more later), but is playable, graphics and sound complete. I had a lot of ideas, lets take a look:
I wrote down every idea I had, no matter how hard or crazy it seemed to me, because some times an impossible idea leads to another one and luckily, it could be THE IDEA. I would love to do a rhythm game (I was very involved in the machine dance scene in Spain), but it will be very hard to do when you don’t have any idea of sound programming. Others involved too many mechanics to code them all alone and in the end, the winner was due to the fact the last game in the ludum dare used Tiled levels and it would be easier to me to develop something. I loved to see some of the ideas appeared as submissions :D.
I love to draw, but loving something does not means that you will be able to do it correctly. The major fear I had when we decided to go solo were the graphics. They may seem simple, but it was a nightmare for me to generate such a simple tileset. In the end, going simple was the best option, sacrificing a “theme” behind the game and hoping you will not need to know why you are a rotating rhombus that moves through blue levels.
My main inspiration was Hexagon, I think it’s a great title graphic wise. But something I learned is that making something look simple implies a lot of work.
Too many people tie a game jam to an stressful situation. I think is a great error. You are here to learn, to have fun, to go creating with boundaries. But you don’t really need to crunch in a game jam. I want to highlight the “need” verb I’ve used, it’s OK to stress yourself if you want, maybe you want to test how much you can do in 48/72h. In my case, I wanted to finish without wasting resting time, and it was a success. Saturday night I decided to go to play the Doom beta and leaving the Compo even when I had 3 more hours to finish the game. As a result, it was very fun to me, even when the engine failed to deploy the game with 1 hour left to do it.
Tags: ld35 Postmortem, post-mortem, postmortem