LD35 April 15–18, 2016

ShapeGrid – PostMortem

Hey guys! Post-mortem time!

I had so much fun this Ludum and I can not wait to see the results. This was not only my first compo, but also my first fully playable game. I also had the chance to upload my first game to the Google Play Store! I’ve played many excellent games but I feel really good about mine. So If you haven’t played it yet, go and give it a try.

Hero

I was really looking for this Ludum. I wanted to take part in the compo to force myself to create a whole game. Sadly, when the theme was announced I didn’t really like the theme and I had not a single idea for it. Not being so good at graphics made really hard the shapeshifting part. But suddenly, an idea hit me! I knew that many of you would use simple shapes in your games, but at least I had an idea! I sat down and “draw” my base idea.

shape-grid mock-up

There would be a board filled with 4 different tiles and 3 different colors. The player would move from one to the other getting as many as possible.

So with no time to lose, I just started creating my graphics. This took me a while. I decided I would have gray sprites and then color them in-game. This was the result:

GraphicsReference

As graphics were done, I jumped to programming. I’m so proud of my level generation. I works great and the gameplay turned out just as I expected.
Sadly, I had no time for audio. I tried some chords in FL Studio, but it did not match what I wanted for this game.

Finally, feedback has been very possitive. That makes me really happy and encourages me to keep developing this game in the future. It could potentially grow a lot.

Again, please go and play ShapeGrid if you didn’t, or watch Frederika play my game in the stream made by Omiya Games.

 

Thank you so much guys!

Play Body Key

Accept the challenge. Body Key is a hard difficulty game.

LD351
Within a minimalist environment, change of geometric shape to overcome levels.
Each geometric shape has a specific skill that will help you solve the puzzles.

1

I admit that the controls are hard to understand at first, but a little patience and practice you can correctly use the controls and feel challenged by levels.
This game has twenty levels with a generous tutorial.
Basically you should go to the portal at the end of each room.

2

Each portal has a geometric shape.
To pass through the portal your body must have the same shape of the portal.
To arrive to the portal, use the skills of each geometric shape that you have.

3

>>>>>>>> PLAY AND RATE BODY KEY <<<<<<<<<<

Across the Pipe

Hello Jammers! This is Across the Pipe, a videogame created by two Ludum Dare rookies. This is our first try ever, and we hope you like the game.

In Across the Pipe, you control a geometrical being who can switch between two shapes, a Sphere and a Tetrahedron. Each shape has its own advantages and disadvantages and also its own abilities. The goal of each level its to reach and get inside the exit pipe.

When you take the Sphere shape, you are able to move around freely and jump, but you are very light, and you will need to gain some weight to solve some puzzles. That’s where the Tetrahedron will come in handy. You can use its weight to brake or even to land the Sphere jumps with much more accuracy.

You can play the game on your internet browser or use the download link (Windows).

Across the Pipe it’s a tough game that requieres patience and a lot of practice to master its controls, but if you dare to accept the challenge you won’t regret!

 

Thank you so much!

ShiftyBalls Postmortem

Here is our ShiftyBalls postmortem. It’s a little on the long side, but we hope that you enjoy it. If you want to try our game, ShiftyBalls, you can do so right here. Thank you, by the way, to everyone who has rated ShiftyBalls and provided feedback!

Day One:

When the theme was announced at 9 PM Friday night, Floata (our musician/level designer) immediately suggested an exploration/treasure hunting game where the player had to shift elemental form to survive hazards. Sounded straight forward enough, so off we went. I (Budaniel) do the programming and art, and shortly after we got the movement in, I moved on to try and create a humanoid avatar. The issue is that I’m primarily a 2D artist, and our game was going to be 3D. The resulting 3D model wasn’t bad. The rigging and animation, on the other hand, became the stuff of nightmares.

sb-3dgonewrong

So, with that horror set aside, I made what was intended to be a temporary avatar – a smiling red ball. We liked it enough, though, to keep it and build the rest of the game around it. We added ice-, fire- and rock-based forms and tied them into the game play: ice freezes water, fire is fast but dies in water, and rock can survive trips through lava. At this point I forwarded Floata the game and he built our first level.

sb-level1

The level, once completed worked well as a tutorial to introduce the basic mechanics to the player. The hardest part, surprisingly, was getting the block to rise out of the lava. For whatever reason, we fought that one piece for almost an hour. We could have worked around it, we could have removed it, we could have come back later, but nope – we had to finish it right now, darn it. We did eventually finish it so we could move on with a clear conscience.

We eventually finished up laying out level one and half of level two before day one drew to a close Saturday night. Our vision was coming together, and we still had 48 hours before the deadline.

sb-unfinished

Day Two:

I began day two by working on key graphics. Specifically, I made the key for unlocking the gate in the levels. For all my desire to learn 3D graphics, I’m still not really there, so thankfully a key isn’t too hard to make.

sb-key

Once that was completed we moved to complete the design on level one (we’d left the end point unfinished earlier). Floata wanted the level to finish on a sailing ship, but I failed at making a serviceable sailing ship, so that ship sailed and we went a simpler route. It was about this time that I noticed a bug in our player movement.

Apparently I had set the player to detect as being on the ground if their vertical velocity was less than zero. What that meant was that as long as the player was falling they could jump again, resulting in the ability to bounce through the air. How on earth we got this far without noticing that is beyond me, but it was quickly fixed – fun as it was, it kind of ruined any challenge the game had.

sb-fly

Taking a break from level design, work began on the title screen, which meant we needed a name for the game. After some deliberation we settled on ShiftyBalls. It may be kind of juvenile, but we’re ok with that. While I was posting a progress post on the Ludum Dare site, the tagline of the game came to me like an epiphany.

sb-logo

With that out of the way we went to work on level three. Working as a team over Skype went well and the level came together in no time. We had originally intended for this to be a large, multi-path level but we pared it back down after a discussion as to its relationship in scale to the rest of the game.

We had been discussing up this point adding indicators for the various forms and a timer of sorts, so when better than now to add them? I toyed with various styles and settled on an seriously boring “colored circle with a number in it” look after failing at multiple flashier variations. Looking back, I wish I’d used pics of the ball in its various forms for the buttons, but I am not a very smart person sometimes.

The timer turned out to be the biggest headache so far, as tying it to the forms and their transformations turns out to be a little harder than I’d expected. The problem was as simple as me misunderstanding how to use a single line of code (InvokeRepeating, to be exact), but it delayed progress for over an hour. That led into the evening, and the end of day two.

Day Three:

Most everything we’d aimed for was in the game now. We had three levels (more is always better, but we liked the three we had) so day three was bug-fixing and graphics-polishing day. The first order of business was doing away with the gray boxes that had stood in for textures throughout the game. Originally intended to look like tiled flooring, the way it got stretched all over the place gave it a really chintzy, low-res look. We opted to go for a simple two-piece approach, with a darker body of the surfaces with a shiny, lighter top surface. While this meant I basically had to go back and double up every single surface in the game, the results (combined with a starfield skybox) were a positive step.

sb-gettingbetter

We tested the hell out of it in the morning, but one issue stuck out: the ice kept blinking back to water for a half second while you were freezing it. This began a small odyssey that nearly derailed the entire project.

I told Floata I would fix the issue, and then sat down on my own to do just that. I figured it would take 30 minutes, tops, but in trying to isolate the problem, I broke the freezing mechanic entirely. We were only about 6 hours until deadline and I had just destroyed a core part of our game. I tried to put it back together, but in doing so, it didn’t work anymore. Panic and stress began to set in, knowing that I had to find and fix the problem right now. Here’s a small rundown of the events as it went all wrong.

  1. The water stopped freezing on contact
  2. The water froze on contact, but then immediately unfroze
  3. The water started as ice and became water instead of vice versa
  4. The water froze as soon as I turned to ice, even if I wasn’t touching it
  5. The water froze but never unfroze
  6. The water turned to ice but didn’t become solid
  7. The water rapidly blinked frozen/unfrozen

None of these were ideal. It took me probably two hours or so, but not only did I get it working again (the issued turned out to be three different, conflicting scripts all trying to do the same thing), I also fixed the original issue in the process. Hooray for success! I’m glad that I fixed it and I didn’t have to be guilty of ruining our game at the last minute.

With deadline rapidly approaching, we ran the game through its paces a few more times and finally posted it, and now its fate is in the hands of you fine people for judgement.

Tags: 3d unity, LD35, postmortem

Aftertile Development

At the end of Aftertile postmortem I suggested that we from LOSTⒶLLOY were considering developing it into a full game, using the amazing feedback we’ve been receiving as pointers to what to keep, improve or expand in the game. After some intense brainstorming and design session we decided that we can make a very enjoyable experience out of it, and thus we started development.

Being the artist, I’m currently make pieces of concept art – something we didn’t have for the jam version.

concept

You can play Aftertile HERE. Any feedback is very welcome!

Tired of squares, circles and triangles?

In this few days I spent playing games, I’ve seen a lot of geometric-shaped and character-switching approaches to the theme. I’m not saying they’re bad games at all, it’s just there is too much of that stuff. If you are seekinng for something different, then have a look at this list I’ve crafted with games that implement “shapeshift” in some novel way. But surely there are many more!  Please help me to expand this list in the comments section!

 

ORIKAMI, by Mnemusyne. Much more than just another origami game.

 

Unbecoming, by tomlum. A short story that probably all of us have in common.

 

Trump: Political Shapeshifter, by Brice. Your political reflection of the day.

 

Shadow of the Red Hand, by andyman404. A brilliant graphic work.

 

And of course, I’ll spam this post with my game link, Cloud Sculptor 😛 It falls right into this category, too.

thumbnail

 

 

If you like clouds and want another take on them, you can try dröm, by Danny Gallagher.

Comments

Felladrin
01. May 2016 · 05:23 UTC
Very nice selection!

From Eggplant with love #7

Hi there!

12mszv

My expert recommendations for those who is interested in what to play:

Puzzly

Game with really nice music and mood.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91938

 

Sculpt Master

Great game about shape change and your memory.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=47552

 

Wizard of Shapes

Smart geometric puzzle with pretty graphics.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=39425

 

NeoTrap

Game with great minimalistic graphics and visual style, also with good music.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92927

 

Trionic

Good game with nice graphics, effects and interesting gameplay with robot morphing.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=52022

 

If you want to show your game to me, post the link in comments.

12mszv
And here is the game about me:

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56318

Tags: Eggplants love

Comments

Geck0
01. May 2016 · 16:52 UTC
Hey! what do u think about mine?

Have you played yet?

Yes, this is my first participation in Ludum Dare, in fact in any jam. Experience was good and lot to learn in the tiny 72hours of development.

Here is the game on Ludum Dare page.

You can play it here directly on my blog as well.

Hope you enjoyed my small game.

ezgif.com-video-to-gif (2)

Thanks,

Sandeep Saha(Sandyloisa)

Sharing an Artwork made for Kitsune :)

Hello guys! Now that we’re one week from the results of the 35th Ludum Dare, I had some free time to de-rush artworks I made for our game Kitsune.
Hope you’ll enjoy this one, any feedbacks are welcome :)
Cheers, and thank again for all of your games!

Mathieu

kitsune_artwork

Panic at the Space Petting Zoo.

Hi everyone!

So this Ludum Dare, I made Space Petting Zoo Crisis!, a game that is designed for three people to play on one shared monitor and three cell phones. Because I’m that person who does weird things that makes games complicated. I know. I have a problem. I’m working through it.

 I plan to write up how I did it at some point, because people have been curious, but this is not that post. This is a “How to play the game no matter what your setup is!” post.

First, some assurances in big friendly letters!

Yes, you can play this game single player!

 

Yes, you can play this game with just a computer!

 

Yes, you can play this as a remote multiplayer game!

Okay, ready?

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=29124

How to play without a cell phone

To play this game, you need a Host Screen and a Player Screen, both of which you can see. Ideally, the host screen is your whole monitor, and the player screen is your cell phone, but you can also do this: 

setup1

Open two browser windows. Arrange them side by side like this so you can see both of them, with the host screen much wider than the player screen. Open the game in the host screen, and click the link that says “Host a game”. Choose your options (details in the how-to-play section) and click “Create game!”

The next screen gives you some information on how to connect to the game. (You can reopen this box at any point by clicking “Show QR code” in the top left of the screen.) The first link is where players should go. Copy it into your player screen browser window and click join. If you are playing from a real cell phone, the QR code is probably the fastest way to join.

setup2

Now, the main problem with playing this game as a single player is that it takes a long time to move your character around the map just to adjust the generators. I recommend opening up three tabs on your player screen window so you can play as three characters and spread out.

setup3

You can now click on the ground in the player screen browser window to move your characters around.

How to add a remote player:

The remote player will also need to be able to see the Host screen and a Player screen. If the remote player is playing on just a computer, he or she will first need to set up browser windows as shown above.

To display the same host screen that the first player is seeing, the remote player needs the mirror link, which is the link after the QR code in that box with connection info. The mirror screen will also have that box, so the remote player can get the player link or QR code.

I recommend using some sort of voice chat so you can coordinate while you play. There is no chat function in the game at this time.

How to win!

To play, you need to find the generators and connect them in a loop. (“Find the Hamiltonian Cycle” for you graph theory nerds.)

Options:

Hard (8 generators) is a hardcore puzzle game for people who like hardcore puzzle games, so choose that if you’ve ever been annoyed that the difficulty settings on a Killer Sudoku generator don’t go high enough.

Normal (6 generators) is still pretty hard, but takes less time.

Easy (6 generators, direction cap of 2) is a good way to get a feel for the game if you don’t want to spend a lot of time on it.

If you don’t want to have to explore first and just want the puzzle game, check “show all”.

Play Tips:

  • It can help to find all the generators before you start connecting them.
  • Can’t find a generator? Look in the directions the ones you’ve found are pointing!
  • Spread your characters out! (Open three character windows if you are a single player.)

Solution constraints:

  • Each generator points to one other generator.
  • Each generator is pointed at by only one generator.
  • All generators must be in a single loop.
  • There is one and only one solution.

Here is a demo puzzle. It is from Easy Mode. I’ll walk you through it.

game0

(Click gets you full-sized)

First thing we want to do is look for generators that have only one possible incoming or outgoing connection. In this case, all the generators have two outgoing connections, but notice that D is the only generator that can point to F and B is the only generator that points to C.

D and C can both point to A, but we know already that D has to point to F, so C has to point to A.

game1

A can point to B or E, but if we connect it to B, then we have a small loop A->B->C->A, and we need all the nodes to be in our loop. So A has to point to E.

E to B would now also create a small loop, so E points to D. F is the only generator left, so it has to point to B, closing the loop. 

game2

We won! Good job team!

That’s easy mode. Some tips for the harder modes:

  • Working backwards can be harder to visualize, but is just as useful as working forwards.
  • Each node has a path to each other node. Pick a node and start figuring out how it connects to the other nodes. If there is only one way to get from node A to node B, you know that entire path has to be correct.
  • “There is only one solution” is sometimes a useful clue itself. If A->B->C->D and A->C->B->D are both possible paths, you know neither of them is part of the solution.
  • There is no “pencil mark” option built into the game yet, but if you need to start guessing and checking, you can take a screenshot first.

Hope this helps! I’ll do a write-up for how I did the whole multiplayer networking thing at some point, so if you you have any questions that you’d like to see addressed in that post, let me know in the comments.

Oh, and about the name…

This game wasn’t quite finished. The finished game was going to have a story and a secondary logic puzzle.

Would have gone something like this:

You work in a space petting zoo. The reveal-the-shape-shifters grid in the shape-shifter exhibit has gone down, and a space school bus full of space children on a space field trip is on its way. Each of the three space animals is known to knock over one kind of space person (costing that person time) and hide from one other kind of space person, and with the grid down, you can’t tell which items in the exhibit are the space animals and which are benign objects. You can split up to work faster, or stick together for safety. Can you fix the grid in time?

See, that game would have been a lot harder for a single player.

Check out “Shape Shifted” yet?

Like games similar to Tetris?  Like to play games similar to Guitar Hero?  How about slot machines?  Shape Shifted might be for you!

PLAY THE GAME

I’ve had more people tell me that they like this game than any other project I’ve worked on.  And while I know it has a long way to go to be anything that could be distributed, I think it turned out pretty good for about 24 hours of work.  I’d love to here your thoughts and get some more votes.  It is playable in WebGL on itch.io, no download required though that is available as well.  Thanks!

Moveless Chess – Mobile and full-featured web version coming soon!

Hi, guys! Beavl here.

So, Moveless Chess is coming along really nicely. We are working on a commercial release (iOs, Android and Web) so we’ve decided to make some changes. One of the bigger ones? NEW UI!

This was the landscape version (we’ve used this screen orientation for the jam and post-compo version):

And this is the new portrait version!

What do you think?

You can play the jam and post-compo version HERE.

Cheers from Buenos Aires!

Note: In the following days we’ll be uploading new versions with new levels and new UI. And iOS and Android versions in the upcoming weeks!

 

Tags: android, chess, iOS, LD35, ldjam, moveless chess, puzzle, web