LD35 April 15–18, 2016

I’m too awesome for this

So here’s our game:

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62808

This ludum dare’s been quite a bit different than the last time. You guys barely tried then, now you kinda did. No fair.

Actually it was the exact same with me. But it wasn’t enough, barely got any points where it mattered. Audio of course was stellar, which came as a huge personal tragedy. I promised our musical genius friend Snijboer I’d try and overtake his category, but it was all for naught, he’s too good and just ended up carrying us again. Oh well.

The real problem with the game wasn’t that any of us didn’t try hard enough, the problem was that I specifically tried too hard. The theme was, of course, terrible, and unlike the last time I had no idea what to do and ended up coming up with this idea of a destruction derby where you drive a shapeshifting car over various surfaces that I ended up not able to execute properly and losing sight of the goal many times along the way until it ended up somewhere on the “meh” side and having absolutely nothing to do with shapeshifting.

It was a game though, and it was too hard because I couldn’t think of a way to make it easy. Probably sounds kinda stupid but that’s how it is. People kept telling me that I should buff the armor or make the enemy cars slower, but when I do the former you just waste a bunch of time being really confused pushed around by the other cars until you run out of gas and die, and when I do the latter their presence disappears entirely.

Another thing that not many people appreciated was the controls and the general weirdness of the game. I’m awesome enough to think up all these crazy piece-o-lard features AND use them effectively, but to most people the game just feels alien. Where to start – it’s a top-down game, not a popular thing these days. It’s a top-down driving game, probably haven’t seen one of those since GTA 2, and besides, driving itself isn’t everyone’s cup of tea. And worst of all, it’s a top-down driving game with a really weird mouse-controlled camera that I have literally never seen in any 2D top-down game. I made that up, and watching streamers play, it was not an easy-to-grasp concept. Doesn’t help that looking out for cars coming for you is a huge part of the game. The driving itself, I think, hope, was universally liked? A streamer grunted that it was kinda drifty, but eventually got into it, generally got positive feedback otherwise. I spent a ton of time on the physics and trying to nail that drifty feel, coupled with dynamic camera sway to drive it home a bit, but not to an excessive degree this time, learning from Turbo Tram Drift, my previous LDjam entry that made some people seasick (which I found super hilarious considering it’s a 2D game)(apologies to anyone who actually threw up).

One major flaw that I knew from the very beginning was the tacked-on shapeshifting part that was supposed to play a much more major role. The goal of the game is to gather enough fuel to be able to enter your car’s plane mode for long enough to fly over the canyon that you spawn next to and save yourself. It was supposed to be a little thing that you have to figure out, but as it turns out, unlike the Hollywood movies, figuring things out while in the middle of a hectic life or death situation can be quite difficult, especially if you don’t have any time for that stuff and have a lot more games to review.

Attempts were made to up the presentation from the last time. Now with a proper main menu, pause menu, actual buttons to click (including one to quit the game), sound effects and even a touch of dynamic lighting using normal maps, the game is officially ready to become the star of the 1998 Ludum Dare.

The game wasn’t too buggy, I can’t think of anything actually. It’s just a bit rough around the edges when it comes to dying, you can actually unpause the game after you die and the game still goes on in the background, even though you can’t see anything. Most likely nobody even noticed (kinda hard to see when you literally can’t see).

So the takeaways for the future endeavors are:

  • The camera can work if I force it down your throat next time. I’ll make a shooter and laugh at your misery while your fingers curl in pain trying to grasp your mouse to aim and shoot. No more ignoring it out of comfort.
  • Hard games aren’t for Ludum Dare, especially those without difficulty curves. It’s not your fault you’re not as awesome as I am.
  • Either make an action game where you turn your brain off or a point’n’click adventure that you try to figure out, not both.
  • I might need a new musician since I have no idea if Snijboer is fine with having his music in such shitty games anymore, I know I wouldn’t. Speaking of which, his Soundcloud.

Huge changes and a lot of work

If you would like to follow and help me on my journey click here.

Art Update for Formorph #4

Moinsen!

I also got my results and I am quite happy about them. Even though I found the comments even more helpful 😛

  Coolness  75%

#143  Fun  3.62
#195  Theme  3.77
#195  Overall  3.55
#232  Innovation  3.51
#347  Mood  3.08
#451  Audio  2.74
#519  Humor  2.06
#829  Graphics  2.26

But anyway, since last time I finished the Art for 3 more Levels and finally it feels more intuitive to place the textures (?).
I also worked on a CinematicCamera script, so now I don’t have to play and record the level anymore! I might also use it at the beginning of each Level.


Level3-Formorph
Level2-Formorph
Level4-Formorph


Thanks for reading and watching!

 

I’m in!

Geez, it’s been a long while since i made something game related, and what better way to freshen up some skills than a ludum dare? Well, count me in for the next one! 😀

Comments

MiGint
17. May 2016 · 11:38 UTC
So it is going on now then

New Combat System

If you would like to follow and help me on my journey click here.

Screen Shot 2016-05-18 at 7.02.47 AM

 

So….

…when is the next Ludumdare ?

Comments

TCD
19. May 2016 · 12:45 UTC
nobody knows
rburema
19. May 2016 · 14:21 UTC
Presumably somewhere around August. -ish. Maybe. Probably? I don’t know either.

Possibly even August this year as opposed to 2045 or 1873, to appease those of us wthout reliable access to time-machines. One can only hope.

There may or may not be mini-LD’s, but don’t quote me on that.
27. May 2016 · 13:24 UTC
lol
WizzardMaker
20. May 2016 · 17:11 UTC
Its probably in December, PoV needs a break. He said that on Twitter.

My LD34 game Swarmonian Explorer needs votes on Greenlight!

Hello!

For LD34 I created my swarm game “Swarmonain Explorer” (http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=55223), I kept on working on it since I liked the idea and since a few days it is out for voting on Steam Greenlight so I can get it out to the public.

 

I added a ton of stuff, worked on the visuals and added a map editor to the game (wich I use myself to create new maps), so even if you get throu all maps the game comes with, you can just switch to the community maps!

 

I would love if you can give the game a look or even a vote!

Swarmonian Explorer on Steam Greenlight

Comments

Hi,experienced 3d artist here,want to make game together?

hi LDers

I am a game artist who worked in mostlly 3d games.I am new here and really wantto be in a good production team.Lets make games together.For next project,caunt me in.

my pretty old portfolio: http://kipiripi.cgsociety.org

 

Tags: 3D, game, unity3d

Comments

Theorem
29. May 2016 · 06:09 UTC
You are very skilled! Hope you find a good team to work with.

RPG Maker for LD?

I know that everyone else use GM and sometimes Stencyl and other tools, but what about RPG Maker? Can we use that to make games for Ludum Dare, or is that not approved?

Comments

josemwarrior
21. May 2016 · 00:23 UTC
Of course, but I think it is less used because it is less flexible. With RPG Maker you focus on make RPGs.
22. May 2016 · 13:57 UTC
You can use whatever you want.

The first entry for MiniLD#67!

SnakeOut
— SnakeOut —

My game is just a prototype but yeah.
Is is a Breakout + Snake mashup Here you go! Click here!

Life after LD35

Last LD35 ended for me with the publication my game in Google Play. After a crazy weekend the prototype has undergone many changes.
1) I’ve gone from clicks to touch – is now one level can be passed in one motion.
2) Orientation has changed from landscape to portrait
3) I added a timer. The session was first exhibited, for 2 minutes. But then it turned out that 90 seconds is much better.
4) Added combos. When collecting mushrooms in one motion – a snail gets smaller with each mushroom.
5) In my experiments with the narrative I brought a number of funny phrases up to 40.

Simon Snail

Simon Snail

https://play.google.com/store/apps/details?id=com.StarAge.SimonSnail

I manage to carve out a few hours on the weekends. Therefore, the work creeps slow like a snail. I plan to add a lot of routine things, which do not relate directly to the gameplay:

1) localization
2) notice
3) achievements
4) social network
5) ios publication

Thank you for this website. And thanks for the feedback. Every part in LD is like Christmas for me. Every time I meet the incredible work of others who inspire me.

New YouTube gaming series S-GAMR continues with LD35 game “Who Are You and What Are You Doing Here?”!

Pop culture news website The Daily Fandom continues the kickoff of its new gaming series, S-GAMR, the series that puts the works of the next generation of game designers in the spotlight, with the Ludum Dare 35 puzzle game “Who Are You and What Are You Doing Here?” by Shatter Point Studios! In the Game Maker puzzle game, you assume the role of a thief trying to open a family’s vault, but you must get past their heightened security before you can obtain your prize.

The Daily Fandom joined partner gaming channel Rogues and Roleplayers (youtube.com/rroleplayers) in visiting Lone Star College in Kingwood, Texas, which held its first Ludum Dare Game Jam in April of 2016.

 

View the episode on YouTube now! ► https://www.youtube.com/watch?v=RJlc_TV2arM

Try Who Are You and What Are You Doing Here?! ► http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=85070

 

Check out previous episodes of S-GAMR!
“Star Buddy”: https://www.youtube.com/watch?v=yz8H9BRj7wk
“Liquify”: https://www.youtube.com/watch?v=0xhweCqXEiA

 

 

Tags: LD35, Let's Play, Let's Play Reviews, s-gamr, the daily fandom, youtube, Youtube Series

My first game in ludum dare.

made in 2 days in my spare time. has no sound.

I wonder if anyone would see this.

MiniLD #67

Comments

Push Slayer (MiniLD #67)

I’ve been iterating (mostly in my head) through different flavors of Sokoban variants: it started out very math puzzley, then became more pac-man-ish, and is currently taking the form of more of a dungeon crawler (think Mamonosweeper with sokoban instead of minesweeper). If you can’t tell from the image below, the hero (yellow circle) is about to push the sword (cyan box) into a monster (red box). Yeah, I think it’s time to start adding graphics :).

PushSlayer

Comments

25. May 2016 · 19:47 UTC
Graphics Revolutionary!

Outcast’s Reputation | Ludum Dare continued

If you would like to follow and help me on my journey click here.

Nadia Was Here on Kickstarter

Tumblr4

Hey everyone. After entering Ludum Dare 10 times in a row I havn’t been very active here in a while. I have been working hard on my RPG Nadia Was Here, (which also was the result of a game jam). The Kickstarter is now live with just two weeks left to go. It would be great if you could spread the word and help me make this Kickstarter a success.

switchgif

Kickstarter page

Thunderclap campaign (You can pledge with your Facebook, Twitter or Tumblr account to sent out a social media message in the last hours of the campaign.)

Kickstarter Demo

Press kit

 

Post LD 35 Update

Hello!

I’ve uploaded my first post-LDJ update to PEG. It fixes the game-breaking bug that caused pegs to fall insanely fast and I added a tutorial.

Come check it out!

http://gamejolt.com/games/peg/141701

Peg1 Peg2

Post-LD projects

Since this last Ludum dare, I have been focusing on new/better methods for producing my tracks, and it has been a huge success. My tracks have sounded better and more professional… Check them out here… And please follow me on soundcloud

Comments

27. May 2016 · 22:20 UTC
AWESOME!!

Team Work

I have written about working together in game jams on my tumblr here. I explain my approach to to team composition, group-friendly game design and time planning. This is exemplified by our LD34 game “Wyst”.

After Day in the Life of a Spy and Nessie: Quest for Fame turned out pretty mediocre, I thought about what kinds of game design are best suited for a 3-day game jam. The games both had out-there premises and uneven graphics. In “Day in the Life of a Spy”, we pretty much worked against our engine, suffered from too big a design for three days and lots of duplicated effort in the form of unconnected minigames. Nessie had a more focused design, but boring mechanics and cartoony character art in a naturalistically rendered environment.

For LD34 we would need an art style we can deliver together, a game design that can be split up between many developers and a way to use Unity productively. Instead of spitting up mechanics we split up content: puzzles and island sectors. The result was Wyst, a game we are very happy with. Wyst in the result of careful planning, communication, not working against the tools and a focus on content and aesthetics, instead of innovation and mechanics.

If you have feedback or tips on jam-team-friendly game design, comment here (or rebagel on tumblr).

Read the full post Team Work for Game Jams.