LD35 April 15–18, 2016

Exhuman Post-Jam

Hello everyone, Andrea Di Bartolo, member of exhuman development team here! i’m glad to say that  Exhuman could be something more than a LD Jam game, the fact that we managed to include so much content in so little time give us the right confidence to keep going on with the development, we are already working on it, starting with balancing and better animation/control system, this is the first step for making this a real complete experience with compelling and fun gameplay!
I want also say thank to each everyone of you who took the time to try our game and leave a comment with constructive feedback, we truly appreciate this!

On my side, since i work on the aesthetics and design of this game, i want to show you a little teaser of what we could add in the future:

Unique Bosses!

I’m sorry that at the moment i have not so much more to show, but… stay tuned, we got this! :)

(For those of you reading that don’t know our game, here it is: Exhuman if you try it and rate please be sure to leave some feedback to us, is really important for keep developing in the right direction!)

Bumli

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BUMLI

Hello. I making remake Dizzy for android.
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Link:Play in Google play apk

Briefly about the game:
Bumli is an alchemist and just starting their adventure with weighing potions. Just as the right amount of collected funds for the component to heal his master, the evil wizard spreads all over the world his pennies . It turns out that not only us magician playing tricks but all the inhabitants Gymsoya . Our adventure begins in the laboratory , where he attacked us wizard .

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Tags: #gamedev #ld31 #pixelart #ld48 #jam #game, apk, arcade, Dizzy, game logic

Zip & Web version added

On request and for rating purposes i’ve added a zip extractable version and webbased version (although the webbased version seems to run slow-mo)

Check it out here

 

Haven’t you played my game yet?

If you didn’t played my game yet, it’s here !

Be sure to play the updated version, it has a lot of changes !

BrainRequired – the Post Jam version

Hi folks. Have you tested my game? Not yet? I have 51 votes – good enough. Recently I did a post jam version of my abstract 3d puzzle game. There is now another gameplay which is really different, regarding the previous. If you have played with my game which I posted as a jam project, you could try this one – more levels, more features, more joy… I did only a standalone package for Windows. I would like to read some feedback so as to increase its interest. Don’t forget that this game is still under development. I wish you the best. Thank you ++

PostJam

BrainRequired is here

Fylgjur V1.2.1 UI Update

I have updated my game hosted on itch.io under the Post-compo web link. I have added UI scaling and it should be all good now. You can play it at the standard resolution in the browser or full screen it for maximum enjoyment!

PLAY FYLGJUR

 

Some Update

Hi,

We had some busy time lately, but we finally can work on our title. We fixed some minor bugs and improved the inventory, so now you can see, which filters are active and which aren’t (original version is playable and you can figure out which are active, but it’s hard :D). We also added downloadable versions for Linux and Mac.

tmotcg

Play The Mystery of The Colorful Glasses

We have some plans about the game for future:
– new graphics
– new quests (more complicated and longer)
– new interactions (e.g. with walls, books)
– music and sound effects
– more story

So basicly we have to start from the beginning, but at least we have most of the mechanics implemented.
Wish us luck, give a feedback and – if you want – follow us to keep updated.

Natalia & Tomek

Will this Let’s Play train ever stop!?

Last time, I posted a list of Let’s Plays I’ve collected for Hidden in Plain Sight. Apparently, that wasn’t enough, because there’s suddenly more online. This time, there’s a lot of international people who’ve played it, so this list contains a lot of Youtubers speaking a non-english language. Thanks a lot for everyone who’ve played the game so far (we have over 50 votes, now)! I enjoy reading and watching every single comment about the game. Without further ado, our highlight by TheRoamingOcelot (which has some NSFW language) had a special message to us:

The rest of the new Let’s Plays are in the list below:

  • MrWaterboy is disoriented. In a good way.
  • Pixno loves the music to the game (dev note: it was composed 2 days before the jam for a Unity course we were planning on teaching).
  • gameface is struggling to comprehend dimensions within dimensions.
  • CraftClone2 takes one step further by removing himself in the Face Cam in his Let’s Play.
  • LegendWolfGaming howl’s to the moon for the game.
  • I confess, I do not know what language αʑεяʞaη67 is speaking, but he definitely looks like he’s having fun!
  • Another foreign language I do not recognize, but Drafilud shows how this game is played like a boss.
  • Lenerd Gaming is another Let’s Play that, I apologize in advance, I’m not exactly sure is English. Perhaps it’s German?
  • McDaod 2.0 shows a quick walkthrough to the game

If you want to check out the previous list, check here: ludumdare.com/compo/2016/04/24/lots-of-lets-plays

Robot Escape – Post-Mortem

We did it again, folks! I’m buried in a mountain of great games, and figured I’d take a few minutes from trying to dig my way out to write up a post-mortem for my Ludum Dare 35 entry, Robot Escape.

title screen fullsize

This was my 5th Ludum Dare, and all-in-all I think things went pretty well. After finishing in time for the compo in LD34, I really wanted to do so again, but circumstances conspired against me this time around – oh well. I’ll explain in the “What went poorly” section.

What went well

  • First and foremost, I had fun, and made something I’m pretty proud of.
  • The core mechanics of the game – restricted lines of sight, and reconfiguring yourself to get around different obstacles – worked out really well, both on their own and together.
  • I’m getting really comfortable with my Ludum Dare tool-chain. In the past I’ve always lost some time farting about with Unity’s quirks, but this time everything went pretty darn smoothly.
  • In the same vein, a lot of what I spent time on in LD34 served me well as techniques I was able to reuse this time – in particular, I was able to just drop in the two-camera setup for an “authentic” retro feel I developed that time, and (as predicted) my level loader from that time around was clean enough to reuse – although my level-loading needs were a lot simpler this time around.
  • I experimented with keeping my code a bit cleaner by having a lot of my entities be pure C#, with only a handful of MonoBehaviours responsible for interacting with Unity. I’m not sure I did it well enough to be a reusable approach, but for a game like this it worked really well.

What went poorly

  • I started really late. I have the nasty flaw of being a gigging musician, and the band always seems to find ways to need my time during Ludum Dare. This time around, we were playing a gig out of town on Friday, so I completely missed the theme reveal and didn’t make it home until about 4am. I took a look at the theme as soon as I got home, but didn’t seriously start the clock, so to speak, until around 11am on Saturday. (The gig went really well – it’s only a “went poorly” item from a Ludum Dare perspective.)
  • I lost another two hours to a power outage on Saturday evening. Thankfully, I didn’t lose any work as I’ve got a UPS for my computer. It wasn’t a total loss, however, as I took some time to do a bit of planning on pen and paper by candlelight.
  • I didn’t get the controls right. This seems to be the biggest pain point people raise in the comments on the game, and I agree – I had planned to take some time to tweak them, at minimum, and ideally make them configurable, but I didn’t make it there before the deadline.
  • I wanted more/tougher enemy types, but only had time for two. Similarly, it would have been nice to have a bit clearer feedback about when the enemies were firing on/hit the player.
  • It took a concerning about of time for this game to actually be fun – any beginner’s guide to Ludum Dare tells you to make sure your core idea is fun as quickly as possible, but mine didn’t really get there until pretty late on Sunday.

A more detailed run down of the jam follows below the break – but if you don’t want to read that, why, you could always give the game a try and let me know what you think!

Saturday

Like I said, I didn’t get started until around 11am on Saturday. As always, I started with some time brainstorming around the theme, coming up with this mind-map:

Shapeshift

mockupscreen

The abandoned CGA look.

It took a long time to turn that into a more concrete idea for a game, and I spent about 7 hours between the brainstorming and coming up with a rough design. Before I actually got working in Unity, I took some time to mock up the basic screen layout and some idea of the sprite aesthetic. At this point, I was thinking of going for a 4-colour CGA-inspired graphics style, like I used in my first Ludum Dare entry, Smugglers!

Seeing this mockup made me abandon that idea, and I switched over to using a 16-colour “EGA” palette instead. For the rest of the weekend, I had the idea in the back of my mind that I could pretty easily implement both palettes, in an awesome nod to the games of the early 90s, but I never got around to it.

How the game looked at the end of my workday on Saturday.

Saturday night – just a single-mechanic prototype, really.

Around 6:30pm, I actually got down to coding. Saturday was all about getting the line-of-sight mechanics in place – I implemented all the different sensors that ended up in the game, including the sprites and the code behind them. I think this was a big reason why my game didn’t end up “fun” until so late: I spent the whole first day polishing up one mechanic, and as a result didn’t get any sort of challenge – or win and lose conditions – implemented until well into the second day.

Also on Saturday, I implemented the level loader, and mocked up the UI. There was no navigation between levels, and barely any functionality tied to the UI, but having those in place early on made fleshing them out easier later on in the weekend. My last commit clocked in at 2:17am, wrapping up the day by adding the different sprites for the four sensors and making the UI show which one was active.

Sunday

I slept in way too late on Sunday, and didn’t get actually get down to being productive until around 11:30am. If I was smart, I would have moved right into adding the enemies and win and lose conditions – so naturally, that’s not what I did. Instead, I spent the first 6 or so hours of the day implementing the sprites and logic for the different chassis and tools, and the UI for configuring your bot. This was a bit of a gamble, as there was nothing for them to do at this point in development, but thankfully my design choices ended up being perfectly workable. By this point, it was abundantly clear that I wasn’t going to finish the game in time for the compo deadline, so I probably slacked a bit thinking I had a lot more time than I needed. That wasn’t really the case in the end.

Sunday night - actually a "game" by this point.

Sunday night – actually a “game” by this point.

After that, I finally turned my focus on making what was, up until this point, just a prototype for a line of sight mechanic, into an actual game: I implemented the two enemy types, the basics of both enemy and player fire, and rudimentary win and lose conditions. At this point there was no hit point system, so getting hit by an enemy laser was an instant kill. My commit at 10:58pm says “Add enemies: this might almost be a game soon” – I kept working on enemies and the combat mechanics until 3:22am, and by that point the thing most certainly were a game, albeit a very small and buggy one.

At some point during Sunday I also took a short break to spend some time working on the music – I didn’t finish, but came up with a first draft of the music that ended up appearing in the finished game.

Monday

I started Monday feeling a little bit down about my prospects for finishing the game in time for the jam deadline. There was still a ton of things to do, and I didn’t get started until after 10am. Thankfully, I managed to get a lot of things done incredibly quickly. Roughly in order (timestamps are for the final commit in that area):

  • Hit points for the player and enemies, and polished up projectiles – 12:29pm
  • “Hearing” in the enemies, making the silent chassis have a point – 12:47pm
  • Powerups to enable different parts –  3:07pm
  • Navigation between different levels – 3:32pm
  • Rubble, making the off-road chassis have a point – 3:48pm
  • Status messages at bottom of the screen – 4:45pm
  • Actuator and probe functionality, including door, switches and terminals – 5:36pm
  • Sound and music – 8:17pm
  • Win, lose and title screens – 8:17pm
  • Game balance – 8:33pm
  • Level design – 9:00pm

At some point in the day, I also axed the grid lines on-screen. I don’t remember exactly what inspired me to do that, but I think it’s a nice improvement in the visual style, and it was super easy to do: the lines were always just another image overlaid on top of all the sprites, so it was just a matter of turning that image off.

... and finally, the finished product!

… and finally, the finished product!

Just like in the last Ludum Dare, this time around the very final minutes were a mad dash to design levels. I had put some thought in ahead of time to how the progression of levels was going to be structured, but (apart from level 1) they all were thrown together at the last minute. In fact, level 6 was designed – in its entirety – between 8:55 and 9:00pm.

At that point – well, at that point it was the jam deadline, so the game was as done as it was going to get. If you’ve made it this far, you’re obviously pretty interested in my little game, so why not go take a look at it for yourself? I’d love to know what you think!

Check out Robot Escape here.

Tags: 2D, final, jam, post-mortem, postmortem, unity

Post-Jam Version Of My LD35 Game Is Up

Seeing as a lot of you are having trouble with my LD35 game SHAPE.SHIFT() (because of its supposedly challenging difficulty), I’ve decided to put up a (WebGL build for the time being) slightly easier post-jam version that’s more forgiving in terms of distance between obstacles and the time needed to react to them but should still pose a challenge (Of course for rating purposes/bragging rights, the original “super hard” version is still available on the embed link on the main game page as well as on the itch.io and GameJolt pages).

In other news, my game currently has 59 votes and could probably do with some more:

ld35votes

Anyway, if you have yet to try out my game give it a play/rate by clicking here. You can also check out the post-mortem for the game by clicking here and to see my previous post on how to get a good score in my game (which mostly applies to the original version), click here.

Also, I’m looking for more games to play/rate so click here to submit your entry and I’ll get to it as soon as possible.

Tags: 3D, endless runner, LD35, postjam, unity, unity3d

Thanks for the votes!!

Wow! Liborio has 80 votes! Thanks guys with all our heart!

We’re very grateful for all your reviews!, thanks a lot! We’re going to review more games happier than ever. :)

You can try the game here We recommend that you try the standalone version, it has better graphics. ;D

EDIT:

Thanks to Randomise User for the review!!

Comments

27. Apr 2016 · 23:10 UTC
It was a great game, keep it up guys!

Check out Relec Hunter!

This is the game I made for Ludum Dare 35. It’s a metroid-inspired platformer, where new shapes unlock new areas. You can check it out here. Please comment and vote. Thanks!2

FriendShift Madness – Post-mortem

I introduce, for those that haven’t seen it yet, my game. FriendShift Madness!

main_img

What went well!

Compared to my other submit, I thought this one was a great improvement !

  • Way more entertaining concept.
  • Has the silliness some ludum darers like.
  • Has a better art style. (Not graphics, I still sticked with 2D. The building, altought, are 3D, giving it a nice mix).
  • More polished and fluid gameplay.
  • Less stress during development.

What went, sort of not well.

  • Game lacks a proper setting.
  • Game lacks some more particle effects.
  • Not much diversity in terms of difficulty.
  • Little replay value.
  • Could’ve developed the concept a bit more.

No game is really perfect, I understand that. But we always have to point out our mistakes and things we failed to add, this attitude helps it so the next game we make becomes even better!

Rate my game and I’ll help rating yours (fairly, of course).

SEE YOU ALL IN NEXT LD.

 

Dragon Road