LD35 April 15–18, 2016

ShipShift: engaged!

@rogerzanoni and @mdkcore are proud to annouce: our Ludum Dare 35 entry is alive!

ShipShift

You can play, and vote, now on its entry page. For now only a Windows build was provided, but we’ll be adding Linux and OS/X soon. Source code is available too.

If you find any problem, please inform us on the comment section, so we can check if it’s a build problem (linux guys…) or something we did wrong 😉

NEAT

NEAT

More details about our journey on the postmortem… Right now, you can follow us on Twitter or Facebook.

NEAT
From your beloved Dead Body Outline team <3

Tags: dbo, jam

Blending Between Shapes In a Nightmare

TitleScreen_Shopped

At first, I didn’t care much for the theme, but then decided this was a great opportunity to experiment with some silly blendshapes and custom joint animations in Maya along with evoking mood in Unity. The end result is undoubtedly idiosyncratic — more of a tech demo than a game. But I’m pleased with it. The only problem it has is with some fussiness with Unity’s First Person Controller. Keep jumping and you’ll eventually arrive at your goal, I promise. I need to smooth over those colliders. Conveyance is also an issue.

When you get the third dreamcatcher, a new morph target will appear near the middle of the level, which will take you to the end goal.

Please feel free to leave me a honest critique. I can only improve with your feedback. If you leave me a comment, I will certainly check yours out as well. Thanks!

Play Noctem Shift

LD33 Post-jam: SUPER PYANG

Hey guys!

While everyone’s talking about LD35 (I’ve actually participated, you can play it here), I’ve finally release a post-jam version of my LD33 game called pyinpyang. It was actually mostly finished a few months ago but I never got to releasing it.

The original compo version is here, it placed #56 in Innovation, and #106 in Fun!

Now here’s the link to the post-jam version, called SUPER PYANG: https://undefinist.itch.io/super-pyang
I’ve made it feel way better, fix tons of bugs, etc. Hope you’ll have fun with it!

Obligatory screenshots:

 

 

 

 

 

 

 

 

 

Tags: post-jam

You Are What You Eat

You Are What You Eat is a top-down action game about killing your enemies and stealing their powers! Think of it as a unique blend of Hotline Miami and Super Crate Box.

 

3595-shot0-1461028932

3595-shot1-1461028932

3595-shot2-1461028932

 

You Are What You Eat – Ludum Dare Page

Thanks for an awesome jam!

Comments

19. Apr 2016 · 05:29 UTC
Love those kind of games

Our First Ludum Dare – Shifting Sands

 

Our First Ludum Dare

We have spent the past two years attempting to develop a game with the aspirations of creating an internationally acclaimed development team. We failed. A lot. Over two years we made a lot of broken games, half-finished assets and incomplete IT assignments.

Choosing to participate in Ludum Dare was an amazing decision. Being limited by time and a theme really helped us reign in our massive ideas and narrow our scope down to something that we could really do. It may be buggy, it may be unpolished but we finally finished a game. We finally have an .exe that will run and I am proud of that. In the coming weeks we will fix all the bugs and get all the levels working. It’s no Skyrim, but its a start.

Play Our Game – Shifting Sands

Flurgle the Fly

 

 

Mimic – Post Mortem

If you haven’t played my game yet, go check it out: Mimic

This was my second Ludum Dare, and I had a good time, for the most part. As of about halfway through, I was excited to have a game, but was in constant stress. I wasn’t sure if I could make it in time, and I was right… I didn’t quite make it.

I had been excited for Ludum Dare for a long time, and was attempting to enter the compo. I had a rough engine designed, but there were some problems – it hadn’t been tested yet.

At the start of Ludum Dare 35, I had an idea with the theme (which, by the way, I thought was really good!). You see, I knew about an octopus that existed in real life that mimicked the look of other sea creatures. I then sketched out a basic idea, and got to work!

I started off with some basic texturing. I feel like it went decently well – there hadn’t been many problems there. There was a funny moment where I had googled a picture of a cat, and my baby brother pointed at it and said, “Cat!”, excitedly. Then, he pointed at my pixel-arted kitten and exclaimed, “What’s That?”… I took that as a sign that I had some reworking to do.

Following pixel art, I started development, which was kind of slow, but I got a basic game. About 24 hours in, I decided to add a story. Was that a good idea? No.

It took a good amount of more time, and I was also overambitious with levels. I hoped to add 24 unique levels, which all took some time.

At the end of the time, I was rushing to finish the levels, and about half-an-hour before, I tried to export.

That’s where problems really began.

I had never tried exporting with this game engine, and while it was possible, I didn’t do it very well. I also hadn’t tested the level, and had some bugs in it. I posted the game, but later took it down. I decided to enter the Jam.

I spent some time the next day doing some playtesting, adding a few sounds, improving the download, and fixing bugs. Now it’s up, and I’m proud of it.

What Went Right?:

  • Graphics. They were simple and functional. I don’t consider myself an artist, but it looked aesthetically acceptable.
  • Concept. The concept, I feel, was good. It incorporated shapeshifting into a platformer that I feel blended nicely.
  • Music. I am, however, a musician, and was able to improvise 32 songs, and I ended up using 11 in the end. I also feel like the music fit the game.

What Went Wrong?:

  • Time. I ran out of time for the Compo, but was able to submit in the Jam.
  • Difficulty. So far, this was my biggest problem. From a developer standpoint, it wasn’t too difficult, but I’m pretty sure that most people consider my game, as one of my friends put it, “harder than old boots made out of titanium”.
  • Music. Yes, I know, I put it in the “What Went Right” category, but I feel like mentioning that I did make plenty of mistakes in the pieces.
  • Space. My original game was 300 megabytes, but I reduced it down to 35. I did, however, have to cut about 60% of the songs, and reduce the quality of them.

Tags: ld35 post mortem, post-mortem, shapeshifting

PuzzleShift updated

PuzzleShift has been updated as there were some game breaking bugs in it. They should be resolved now. If you have already played and rated my game I ask that you give it another try. All of the links have been updated with the new bugfixed version. I still have the original files if they are needed. The source will be updated soon.

You can play the bugfixed version here

Morph Space is submitted!

MorphSpace-LDFinal

Play it here!

“Shapeshift asteroids into mines and blow up enemies with them without getting blown up yourself. Transform enemy remains into more stuff and see how long you can survive! “

Couldn’t get a lot of stuff in – in particular most of the interface and sound are missing, but stuff works and you can watch it explode, so not all a loss!

Everything considered, though, this was still a great Dare for me. I learned a number of useful things and had a bunch of fun doing so. Definitely worth the time spent.

Good luck everyone – I look forward to playing your games!

Tags: boom, explosions, finished, lasers, mines, morph space, space

Play and vote the EmpedoclesInvertor, the game of mad scientists, strange machines and weird creatures!

screenshot2

Aether Crypt is out!

And it’s waiting for your feedbacks! You can plat it here Here!

sc 1

Not that much of a fail

I can add a post to the site too? Wow, I really am new at this!

This is my first Ludum Dare, and I only really heard about it last year so am glad I was able to take part.

Unfortunately, due to my terrible organisational skills, I forgot which weekend it was (Fail #1).  When I got the email about Theme voting, I had already made plans to paint the kitchen and had no plans for offloading the other half for the weekend (Fail #2).  Not to worry, I can get up early and make a start before painting… I over slept… til about 10.30 GMT, some 9 hours after the theme was announced (Fail #3).  Then came the theme announcement – Shapeshift – the hell can I make with that!? I was stumped, and for 5 or so hours couldn’t think of ANYTHING to do with shapeshifting that was viable for me within the time limit (Fail #4).

Where am I going with this? I don’t really know. But with a third of the kitchen painted, I’d earned a “break” and started scribbling down ideas.  Eventually I settled on Origami – obvious, right? Too obvious? Too hard to Draw/Animate? All yes.  I returned to the kitchen to paint and try to think of what to do with this idea I finally had.  By midnight I had half a painted kitchen, 4 origami animals, and a neglected partner*..Sunday’s going to be tough.

After some breakfast and a return trip to the train station, I was left to my own devices.  I hit the kitchen hard and painted straight through to completion.  Great, now its 2PM and I have shopping to do (on a Sunday, 2 hours before closing, genius).   I finally sit down at the computer and throw sprites and code at a blank canvas hoping some of it will stick… and eventually, by 2AM GMT (with a 30 minute break for pizza!) I actually had something.

Was it good? No. Was it pretty? Sort of. But was it a game? Apparently so.

With literally no time to spare I compiled, tested, fixed, compiled, tested, tweaked, compiled, tested, swore, fixed, compiled, tested, and submitted “Golden Fold“.

With a nominal 13-15 hours spent on it, was it worth the hassle and stress?  Please vote and let me know :)

 

*In all seriousness, she was great. Fully supportive and frankly, happy to have me out of her hair for a while. Couldn’t have done it without her.

Tags: 2D, compo, game, LD35

Our game is done! Here some toughts

Hello guys! This is our game submitted for this Jam and I’m gonna talk a bit about the process.

We had, as most of you, a lot of troubles. The idea for the game was really good but our lack of skills were a constant shadow. Because of it, we sometimes change the ideas for the game and the quantity of enemies, or sprites.

Fortunately, we could manage this things this time, and accept the things we could or not to do and so, we could submit something that is something close to a complete game :)

We are just waiting for the next Jam! This Jam has restored our energy and fullfiled us with great energy.

Hope the same happened with you. See ya.

View post on imgur.com


Play and Rate Here

Can I add hurt script to Boss now?

One of comments says he feels confused when it comes to the final level, because he cannot hurt the Boss.

In fact, that game ends only when hero die in the final fight, but I realize I should add a hurt script(which I have added to other monsters) to Boss.  Then player can try to kill it, and trigger the ending.

But I don’t know is that possible as the rules says to fix bug but no new features?

Comments

RaysAndLazors
19. Apr 2016 · 07:13 UTC
Some people add a “post-ludum” build with further bugfixing and sometimes minor features. It should be ok, as long as you don’t remove the original build from the links and explicitly state that the new one was made past the time limit.
cynicalmonkey
19. Apr 2016 · 07:14 UTC
you can always add the change in the script, upload to a different location and put a note & link in your games description as a post Jam version with patch notes
lightsoda
19. Apr 2016 · 07:15 UTC
Eh, personally I would allow this as a bugfix.
19. Apr 2016 · 07:19 UTC
I would say it qualifies as a bugfix as well. It’s an oversight of something that you thought was in the original build — therefore a bug.

Didn’t finish our game, but so glad we tried!

Despite the disappointment and frustration that comes with recognizing your shortcomings as a team, I find it so incredibly valuable that we had gone through the process of LD and are able to come away with insight that will shape ourselves as game developers AND as people. I’m better friends with my team as a result of this and I’ve managed to make a few game dev acquaintances, of which before this jam I’ve had close to none.

Thank you to everyone who watched our goofy stream and followed our progress on Twitter. I got to play a lot of wonderful games ya’ll have made and I feel like I’m inching toward becoming part of some sort of game dev community, which is something I’ve desperately wanted to do for the past several years (I travel for a living and find forums and the like a bit hard to break into, despite having a full-length release).

 

A shamelessly reposted remnant of our wonderfully ridiculous stream. Here, I am taking broken animations and placeholder gameplay to create avant-garde art.

 

We worked on three songs, two which are listenable! We worked strongly from the conceptual basis of sudden dynamic shifts, so if any given part is slightly jarring at first, that means we did something right! The first was written for a grotesque cutscene, of which I’m afraid is not worth sharing without the narration that went with its initial presentation. The second, which was intended to be broken down into smaller loops, was for the first level of the game.

The songs were made in Bosca Ceoil, feel free to use/edit them for your own use, just PLEASE ask me first so I know it’s for something you’re doing and credit purposes and such.

 

That’s about it folks. I’d love to be connected to other game devs through any means really, so please keep in touch on Twitter or itch.io or Facebook or something! My first Ludum Dare, while technically not a success, was such a cool experience. I hope to participate in future jams! It would be a dream to finish something, but even better, to make some friends through this craziness :)

Sincerely, thank you for reading.

-Fallon/falloneus

 

 

Vikoz post mortem

So, here goes my first Ludum Dare entry post mortem. I went for jam since the start, and to be fair I’m proud on myself finishing something in the given time scale. How it all began? I’ve waited off for theme announcement (which was 3AM here in Europe), and as I was quite tired after the work I went straight to bed right after. So, Saturday morning (technically almost 12AM), I’ve started coding up very first version of the game, coding movement, selection of minions, building selection and UI. The whole game core was created during the Saturday.

Sunday was a bit slower for me, I worked mainly on art – creating up buildings and units, and as I’m not really an artist, it took me huge amount of time – I’ve just spent evening on the menu. Monday, the first work-day of the week. I spent most of it in work unrelated to any game development, but in the end I’ve put up the ‘High Score’ logic and attached music and sounds to whole game.

In the end, well you can check out some gameplay video at: YouTube. Although you might as well prefer to Try It yourself.

For me, it is definitely a success. I wanted to participate in Ludum Dare few times already, yet I’ve never had enough courage to do so. And here we are, I have finished something – there were quite awesome ideas during the streaming on Twitch and talk on TeamSpeak (where I have a point for next time – do that in open community, not closed one -> more people can watch it & talk during it!) which could improve the actual gameplay, most of them didn’t make it through due to time scale.

Anyways for me it is time to give some attention to my girlfriend, as I’ve put her aside for the weekend!

Thanks everyone for support, participation and playing games!

Tags: 3D, LD 35, post-mortem, RTS, unity

Comments

Matzigon
19. Apr 2016 · 09:23 UTC
The first time is the hardest. Glad you did it! :)

Going actually mobile.

Lets see if it makes a nice mobile game. So far looking good. Next up: basic touch gestures. Thats an interesting programming challenge. I suspect there is an additional game mode possible on mobile with all the sensors and gestures… Until then:

Play & Rate the desktop version (MAC & WIN)!

Anyone want feedback on their game. Let me know in the comments!

IMG_7756

Transformagician – The Artist’s Perspective

Hi guys! I’m Ranquil and I worked as an artist in this jam for our game Transformagician. I thought it could be interesting to hear an artist’s perspective on the development of the game.

nalletapa-minut

I, along with the game’s programmer HuvaaKoodia, study in a game school. However, I don’t actually specialize in graphics; my specialization is in game production and design. Still, in this project I worked as an artist and left production and game design to the programmer. I wanted to focus my efforts in this jam to produce graphics because, even though I’m not an artist, I’ve always been interested in making game graphics and I wanted to see what I was able to pull off in the given time. Seeing all the nice comments about the graphics really warms up my cold, dead heart! :)

The process of making the graphics began by finding some reference pictures for the color palette of the game. I wanted to produce something slightly surreal but still intelligible to human beings so I chose pastel paintings as my source for colors. In the end I used 2 paintings as a full range of overall color, made individual palettes for each piece of graphics and and allowed colors to vary a little in shade and ever so slightly in hue from the palette. The end result seemed to work pretty well!

As for character design, I started by sketching very vague outlines for the main character and the enemies. Then I started making the sprites in Photoshop while using the sketches merely as a very rough guide. The main design ideas could by summed up in three phrases: topsy-turvy, not human and artificially created life. If you take a closer look at the character design and the ending, you might start to notice the theme of artificially created life on your own too. As for animation, I reused the torso and the head with as many sprites as possible but the enemies in the last level required drawing each and every frame from scratch beca use of the… consistency of that particular enemy. 😀

What I’m the most proud of, though, is the ending cinematic. I had absolutely no idea I could pull off light in a three-dimensional space that well in a limited amount of pixels or that I could make all of the frames in just 3.5 hours! Of course, HuvaaKoodia added quite a lot to it with clever compositing. 😀

All in all, I enjoyed this game jam a lot, improved my skills and a learned lots of new things. I don’t know whether I’ll take part in the next Ludum Dare but I’ll definitely keep on jamming!

 

Tldr: I’m not an artist but I made graphics anyway, did good and learned lots.

 

Play Transformagician here!

 

Preview Frozen Water Game

Hello everyone!

I want to introduced our concept. Frozen Water Maze is a game made with Pygame, a Python framework, where you are a little water element player who can switch from droplet to ice and cloud shapes.

And there is a preview of our game. Sorry…it’s not already finished  !

This week-end we had met Richard Stallman, from the project GNU, in Nantes, France. So we had sleep the next day’s morning because we had a lack of sleep. Please tell us if you think that the game should be ended and leave us your comment. Thanks!

playersheet

I’m playing games!

Hey there, I’m playing games just link me yours, here’s mine.

Comments

Zgragselus
19. Apr 2016 · 07:53 UTC
I’ve tried it – first idea I got, it needs multiplayer and more shapes! 😀 Great job though.

Terminal Shift videos!

Thanks to everyone that’s been patient with my having made a VR-centric game for LD35! The future’s coming, really it is! (but maybe for LD36… or LD37)

To help share Terminal Shift, I threw together a pair of videos! :)

Gameplay-sample (short)

(yep, ran out of time before adding A/B/L/R shapes and a scoring mechanism… lessons learned!)

Project walkthrough (long)

Also, I’m guessing the dreams/nightmares of endlessly falling are going to continue for a few more days. Even though this game’s dirt-simple, the experience sticks with enough time played. 😛

Edge Shift – Get Rekt, in Space!

Edge Shift - Game for LD35 by Dan Rosser

Edge Shift – Game for LD35 by Dan Rosser

Dance across the bounds of the inevitable end of all things to come by shape shifting to re-pell foreign dark matter entities of form and shape.

Please come check out the game, enjoy the visuals.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92215

Coded for WebGL / iOS / Android in C++ / OpenGL ES 2.0

Or play directly here:

 

Edge Shift – WebGL (1920×1080)

Edge Shift – WebGL (1280×720)

Enjoy :)

-Dan

 

 

 

 

The Thing From Beyond! A tribute to John Carpenter’s The Thing and David Cronenberg

Hi Everybody!

When the theme Shapeshift was announced, my immediate thought was John Carpenter’s The Thing. Not only because the titular monster can change shape, but the movie’s theme took shapeshifting to explore the human condition really well. How do you know if someone is really that person. If something can imitate it perfectly, is it still them?

These are the themes that “shapeshift” really gets to touch on, and what we hope to achieve in the game.

So I present you: The Thing From Beyond!

Become the monster. Gain their trust. Be the humans.

thingbeyond_title

Fixed a few bugs and now MUCH easier to play/install

 

Shape Shifters

 

WebGL version or downloadable “.zip” files for Windows, Linux, and Mac!

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Shape Shifters is a game where you launch “shifters” in order to shift the weight of big shapes. Levels are completed when a shape touches the surface. The last level has a shape that have buttons attached. Once there are no buttons left on the shape to push (once it touches the surface) and the shape itself touches the surface, the level is completed. Have fun!

Future plans: Many more levels!

LD 35 – Post mortem Octomime!

I and my two other team mates decided to join the LD35. We couldn’t go all in, with different IRL stuff that needed to be done for all of us.
Saturday morning we started brainstorming Everyone for themself. In the end we elected the idea of making a videogame about a Mimic Octopus. Using unreal engine. I was the only one with a bit of knowledge of unreal but our other scripter quickly started to make nice Blueprints, it’s amazing how fast one can learn those!
On the other hand, we lacked the organization. The reasons reside in myself, I had the lead in this project, but I never had the chance to coordinate other people. It’s a skill I lack and I see now I have to work a lot on it! I’m pretty sure the lack of organization not only affected the production speed, but even more the overall morale of the team!
Always organize ahead the work that has to be done!

The biggest hit on our morale and work speed anyway was the source control. We never really used it before, and starting in a jam is a big no no no!: D Really, it’s best to just build on different things and then merge all the stuff together, especially if you are a small team!

We used unreal – svn (tortoise) combination. It’s a good thing, but still, it’s slow (especially if your connection is bad). After a while we simply disabled the internal unreal engine control and started to just commit outside of it.

But we pulled together something. It’s missing most of his features, it’s bugged but it’s ours and we made it from scratch by ourself!

So in the end two things i have to keep in mind for the future:

1)Plan for every feature before starting to work.

2)Don’t use new tools no matter what, stick to the old stable ones.

 

See you around testing all the games we made!:D

 

Comments

simon
19. Apr 2016 · 09:19 UTC
upload your game on another server – i got virus alarms before even downloading

The Mind of Marlo

We finished our entry which turned out to be a simple little point and click adventure. We really enjoyed making it and hope you enjoy playing it!

 

Link: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=44770

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Shpaceshifpt – Try it out !

Hey guys!

 

We have submitted our game late in the night (deadline at 3 a.m here!!). We are proud of what we have made and we hope you will like it ! Now, it is time for us to check what others teams did.

 

You can try our entry here !

 

Enjoy !

80s mecha anime inspired shoot-em-up!

Enjoy! :) Will do a post-mortem down the road when I’ve caught up on sleep lol I’ll be turning this one into a full game when I finish my current project, follow me on Twitter at @BPOutlaws for updates! -Jeff

http://bulletproofoutlaws.com/games/BPO_LD35/BPO_LD35_009_crazy_action.mp4

Ludum Dare 35

Tags: 2D, final, game, gamemaker, iamawesome, jam, LD35, Ludum Dare, progress, screenshot, video, Windows

I’m playing LD games for the next hour!

Mention your game in the comments. Here’s mine –

Maze Runner

A shapeshifting maze. A locked exit. A key.

A shapeshifting maze. A locked exit. A key.

Comments

donvermo
19. Apr 2016 · 09:51 UTC
Play Puzzle Party please :)
19. Apr 2016 · 09:53 UTC
Elemental Shifters

A Soul of Clay

So this is it…

A Soul of Clay is an escape the room style game (with a twist!). You are a clay golem who just came into being and can shape his hands like the tools that surround him.

I was finally able to finish this game. I can say this is the most ambitious game I’ve made so far in a Ludum Dare and actually finished. It is not perfect, far from it, but it is still a fun game an I think you should check it out.

scren2

Play A Soul of Clay Here!

Shapematch Beat Jam

Here’s the music created for the game, I’m quite happy with it considering I spent a whole 15 minutes to make it.

Play and rate my game here

Follow me on twitter @kodingnights

Finally you can kill Goons too!

Whoa, our game is finally finished. It was a bit close with the uploading but nevertheless we managed. Please check it out, it is a lot of fun with ragdolls and Goons and…wreckingballs?!

shapescalation!

shapescalation_anim01

Juhuu, this is my first entry.. and i like the Gameplay a lot!
Unfortunately my time did not last for compo, so i submitted in jam.
I literally submitted in the last minute before deadline. oh my nerves!!

The game has 13 Levels and i will make releases with up to 100 Levels.
This is not the end of this project, this is just the beginning!

Play shapescalation and enjoy!

 

We got something in the end!

We completely forgot to post a release blog!!! Here’s some screenshots from the Ludum Dare build then:

 

 

Here it is, it might not be what we could call “finished” but it’s darn good for our scope, and being a first team effort. The idea is there! It’s been a short weekend, I feel like the team just started making Jugales. Who knows, maybe we have just started? As the one writing this post, I’m happy to have had worked with everyone on this project, and I hope we can do it again. Thank you everyone on the team for seeing the weekend through and trying your hardest to get it done! I hope everyone has fun playing all the different games in the next 3 weeks! So far I haven’t found one that isn’t interesting. Wish everyone well, and hope to see you next jam!

Detailed reviews: Tit for tat

So we made our game, and we’re happy with the results. It’s different than what we did before, it looks nice and most importantly, we finished it.

Now we already have ideas what could’ve gone better, but it’s time to hear opinions from other people too.

I would like to propose an idea here: give us detailed reviews (at least 3-4 sentences long, no “nice game” shorts that don’t help anyone), and we’ll be sure to do the same for you (provided there are no hardware compatibility issues). The goal is to get useful information in order to understand our mistakes and improve for next time, and you can bet we’ll compete again!

If you’re interested, just provide a useful review and we’ll automatically do the same for you!

Lastly, our game:

Super Shapeshift Bros is done


Super Shapeshift Bros is a 2D local multiplayer-only fighting game with fancy graphics and nice soundtrack (in my own opinion :) ).

The concept is simple: you control a tiny triangle which can shapeshift into a square. Triangle is lightweight and it’s easier to move. Square has a bigger mass, it can’t be moved by player, but you can use it for stopping at the point you need to stop. Player wins when the other flies away from arena (Like Super Smash Bros, You know :) ).

I think, that GIF will explain the concept of my game.

Soundtrack is also available for download, you can get it here.

Play and rate the game here.

Feedback is very important for me because I’m thinking to set the game to the Steam Greenlight.

Tags: ldjam, ldjam35, Ludumdare

SockFolder, that try harder !

Capture d’écran 2016-04-19 à 14.06.01

 

I have the great pleasure to announce you that Sockfolder was the first streamer ( surely gamer too ) to finish my game only composed by two levels, during his stream yesterday evening !

 

Congrats to him !

Will you ?

platform dependencies

Ludum Dare needs more platform independent games, as a Linux user/programmer/gamer/LDer I would love to see this, that aside however I’ve been piecing through the releases and so far they’ve been pretty good.

Comments

mitya1234
19. Apr 2016 · 12:43 UTC
My first LD game was multiplatform. But now i’ve got some problems with gamepad input so it’s only windows version now. It’s all about time.
derr
19. Apr 2016 · 12:47 UTC
Our game is platform independant. 😀

Shapeshifter Biker

Alright, now that I’ve slept a little, time to introduce you to Shapeshifter Biker.

So in this game you’re a shapeshifter biker, all alone in a desolated world, chased by angry ducks in black trucks. To escape, you need to collect all the Animal Powers scattered across the land, in mysterious blue boxes.

Once you collect an Animal Power, you can shapeshift into that Animal for 10 seconds maximum. Some animals destroy enemies, some are invulnerable, some are scary, some can ride through lava, other can fly, some are invisible, and other are, well, surprising.

There are 20 different animals to collect, will you catch them all ?

I did everything myself, and the music is my band’s, Uniform Motion.  The songs you can hear (except for the title song obviously) are from our upcoming album, Five.

Play Shapeshifter Biker now !

I put together a short video showcasing the game :

And you can learn more about it on that little homepage I put together for it.

The winner will have a cookie !

Our highest score for now :

Capture d’écran 2016-04-19 à 14.24.07

Will you be able to defeat us on our own game ? 😉

Come and challenge us here !

Fafastudio.

Logo appli

 

Don’t forget to vote!

We finished our little game about the newly established democratic voting system of the animal not-kingdom. Shape your electoral districts to win the election, because Gerry wins! (see: https://en.wikipedia.org/wiki/Gerrymandering)

Gerry

So this is our interpretation of the shape shift theme, because we soon agreed, that we wanted to make some sort of puzzle game. The fact that the overall topic is currently of interest is sheer coincidence. Nevertheless, we “jumped on that bandwagon” when it comes to the game’s style and overall design.

Although we unfortunately had no time for a music theme, we are quite happy with the outcome.

We even managed to finish our AI implementation for the game and it isn’t playing completely terrible. On small boards it is actually quite decent I guess, if you don’t pay attention you’ll lose :-). But there are still quite a few things to improve on, maybe I’ll go into further details in a separate post about our AI implementation.

So give it a try! Who doesn’t want to be a anthropomorphic animal candidate in an important election! And don’t forget to vote (meaning: rate and comment ;-))! We are happy to hear your opinion!

Wolf to move. I don’t think there is a way to win this game…

 

Puzzle Party Post Mortem

This was the first LudumDare where I did pretty much all of the work alone. That being said I had to take a serious look at the scope of my project to ensure that I would make something that I could finish in time.

If you haven’t done so already I would really love some feedback on my entry.
Even if it’s not your cup of tea, feedback always helps us developers improve and that’s what we are all here for right?

Play Puzzle Party Now

menu

For those that are interested I have tried to detail some of to progress that went into making this game down below.

The Early Stages

From an early stage I had the idea for a puzzle game in mind. I initially planned to create an isometric perspective 3D puzzler like Laura Croft and the Guardian of Light. Upon brainstorming on how to go about implementing it with the theme I came up with the concept of a platform styled game where to player was a vampire that could morph into a rat. Having a big and small form would enable him to tackle problems from multiple perspectives and each form would have it’s own distinct weaknesses. As awesome as this idea sounded in my head I had to face the reality that there was no way that I would have enough time to build something like that on my own within 72 hours.

Going back to the drawing board I tried to trim out elements that I believed would take too much time and really focus on the core aspects of what I started with: puzzles. A pure puzzle game, of the casual sort, was no something I was used to making or playing. This gave me a new personal goal for this LudumDare: push myself out of my comfort zone to see what I could do in unknown waters.

First Steps Towards Implementation

Introducing my starting block: blocks. The first type of puzzle that came to mind were those simple sliding puzzles I was used to seeing as a kid. A quick search online did not yield any results for a 3D version of this so I decided to roll with the idea. It seemed simple enough to implement but great as a stepping stone to implement more creative ideas.

My very first puzzle was a simple cube with colours on all sides. Having the ability to slide pieces around was core to the entire game but in order to fully utilise the 3D space the player needed to be able to rotate the cube so he could examine all sides in detail.

cube

Once I had the basic cubes in place I tried to create bigger puzzles by combining several cubes together.
I quickly ran into several problems, most important of all was that since players could only slide tiles onto an empty space I needed some way to determine all surfaces adjacent to the empty one. Using a clever built in method I could determine the distance between two objects, this certainly helped me out but also made me realise the need for the implementation of a general PuzzleController to keep track of all my cubes and their surfaces.

48 Hours Later

Having finally laid the groundwork for the puzzles I went ahead with implementing ways to check win states, add a menu and create info dialogs. At this point I was already about 48 hours in and decided that to prevent all of my work up until this point from being wasted that I had to build some actual puzzles for the player to solve. My idea for the implementation of the theme was already that the puzzle itself would be solved by ‘transforming’ the surface area but as an additional twist I wanted to continuously transform the rules of the game to keep the puzzles challenging and interesting.

level

In the end I created 5 puzzles with varying degrees of difficulty. Sadly by the time I got around to implementing more interesting mechanics I realised I ran out of time so I had to cut out stuff like puzzles that would change shape each time you made a move or puzzles that required you to play with images on the faces like moving a key to a locked door.

As a final effort to create some competitiveness I wanted to implement a highscore system. I spent my final hours properly implementing such a system and making sure it worked well only to see that upon compiling my game for webGL the Unity player would refuse to run. So in the end I had to disable all of the code involved to make the game playable again.

Conclusions

The conclusion for my project would be that when faced with hard time constraints you often have to make a choice: try to work in a bunch of different features to create something really unique, or try to work in a select few features really well and ensure you have a solid product. While I think that in the end I managed to create a game that does exactly what it is supposed to it really lacks the personal touch of extra features that make it stand out. If I had to do this game over again I think I would instead choose to create maybe two or three interesting puzzle variations that make more memorable experiences and choose to do more of the polishing at a later stage.

If you read this far then I really thank you for your patience and hope that you are willing to at least give my entry a try. For those of you who manage to make it to the end I will have a small reward waiting.

Play Puzzle Party Now

menu

Tags: LD35, postmortem, puzzle

The Professional Shapeshifter – ‘Please take a seat…’

Are you ready for your Professional Shapeshifter interview?

Your dream job is to be a Professional Shapeshifter. You’ve got past the phone interview and have been called into the office for your in-person interview and test.

It’s interview time and it will be a tough one! Play The Professional Shapeshifter to see if you get the job.

This game was made from scratch over the course of 48 hour for the Ludum Dare 35 compo.

Tags: interview, LD35, Professional Shapeshifter, shapeshift, theme

Silly feeling about my entry.

View post on imgur.com

 

I participated two times in ludumdare within a team, with people who have a long experience of making games for this kind of contests. I had a lot of fun, and we even are trying to finish and publish one of the games, lintrix. On the 33rd ludumdare our team could not gather, so I made my own game,  but it was very simple. It was fun, but I did not feel satisfied.

When it got clear we won’t participate as a team this time, I decided I should see this as a chance to to some game designing again and I decided to be more serious this time. I do not know how it goes in other teams, but in ours it was always rather hard to make others accept your ideas. There is a good side in it – not only should you like the idea, but you also have to prove it is realistic to finish it and prove the game will benefit from it. But there is a downside – you spend time in rhetoric and waste your energy and still can’t prove sometimes, and get disappointed because of it and so on.

So I thought — this is my chance to make something what I like. In the end some of my friends (not connected to the jams world, who heard about ludum for the first time this weekend) did help me with images, texts and design, and without their help I don’t think I could finish the game in time. It still looks  raw, but I like it. It seems silly to me, that this is some kind of a parental liking, but that is how it is.

And from making this game with people who don’t know anything about game jams I understood that making small games is a great activity that can be shared with your friends and relatives.

I understand my prejudice about my entry,  but I want to share it, my little game, almost a text quest.

So, here is the link. Feel free to criticize!

Potion Shift

TO THE ENTRY

A game about smashing bottles to fuel a shapeshifting device. Shifting a little bit is easy, completing shapes is not.

Potion Shift is our third Ludum Dare Jam entry. Instead of trying for complicated mechanics or a complex idea, we built everything around match-three mechanics this time. The goal was to get the polishing part right since we thought that we could use some practice in that area. We had help with music and sounds for the first time which was pretty great.

I can’t wait anymore to try out your games!

– Ekki

 

Tags: match three, pattern-matching, puzzle game

Shifter Slime!

Submission page: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92485

titlescreen

This game is my first game that I can actually finish by myself alone.

It is about a lost slime who lost its magical gem. The magical gem is a device to teleport the slime back to its hometown. The slime needs to find its gem back in order to be able to come back home.

screen3

The slime is not a mere regular slime. It can transform into a tool near it. There are three tools and each tool has its own purpose. The slime has to collect slime essences in order to get the gem works. Collecting slime essences can be done by breaking any resources.

screen1

Well, that was the story that I made up after all of my plans were not going well.

First, this game was intended to be submitted in compo, but I didn’t make it on time so I will just keep developing until it has a decent gameplay. I don’t want to submit an unfinished game.

I wanted to make an Action RPG-ish game using the same transforming mechanic. Then I realized I don’t want to code the AI. :p

I changed my plan to make it into a puzzle-ish game. You have to get out from an isolated place, however you can manipulated the objects near you by becoming them. There would be a key that couldn’t be taken away but we could transform into the key to unlock the door… something like that.

That idea was awesome but I had trouble implemented those in a very short time (intended for compo). So I changed my plan again by making something like the screenshots you just saw. The difference is, the resources were not randomly put, instead I designed where to put them so it would still be a puzzle game. That idea is still considered as a fun gameplay.

I couldn’t do it because my code was so bad that it took a lot of resources for the memory. My game was very laggy. Changed my plan again so the resources location is random.

Well, this is it. A somewhat boring game that I made. To break that boresome, I added a total score feature so it will be challenging to people to beat the game as quickly as possible and get as many essences as possible.

Eventhough it’s considered as boring, I still enjoy playing it, though.

But what I enjoyed the most was the development of this game. It was fun, it was stressful, I was tired, but I am happy. I learned a lot, figuring out why this and that things couldn’t work.

This is my very first Ludum Dare ever. I’m totally going to join Ludum Dare again next time.

Here is my entry: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92485

I’m very happy if you want to try it.

Comments

narendra.arief
21. Apr 2016 · 12:45 UTC
This is a great game!

I had much fun in 20 minute!

This game also very polished!

Good Job!

What if our Amstrad CPC 464 were alive ? [Corrupted AI]

—-

screen0

Old game developers, nostalgic of Amstrad or Atari era, with big CRT green screens,
download and test my game, no screenshots so no spoilers!

Post-mortem, timelapse and gameplay video soon:!

HERE

Thank you!

Lovely low-poly game now with webbuild

Our Game Aeons Rest now contains a web build!

Hero

Try it out directly on our page:
http://www.fumiko-game.com/ld35/aeons_rest/

Compo Timelapse!

Hey guys, I finally uploaded this short timelapse of the development of Fugitive Shift 😀 Play the game here, and if you want, please check out the timelapse below. Thanks!

Cursed “JAM”

It is with with a great pleasure I introduce you community folks to our Ludum Dare #35 submission!!

It was in an intense journey that we, yet dummies game developers, had fought a variety of bugs and graphical inconsistences that happened to appear in our path. I hope you people enjoy the best of our game, it was sincerely crafted with all the effort and love we could give to it. If you ever have any question about how we done something, or if you ever want to share any knowledge with us, let us know in the comments. Afterall, that’s what this is all about: sharing ideas and building knowledge.

Have fun!

Best Regards,

Luciano from tIME

PS.: We know the controls are pretty messy, it’s supposed to have a meaning. I guess.

Ludum Dare 35

Comments

Reisen
19. Apr 2016 · 14:21 UTC
Unfortunately, you seem to have forgotten to submit it here. :(

LD35 Post Mortem – Rescuebot

Now that the LD is over and it’s rating time, I sat down and wrote an extensive review and post mortem about the weekend. It was a really great experience, especially sticking with an idea for the entire time and not trying to shift (hehe) ideas during the event.

rescuebot_main

Because the post mortem is quite long, I’ll leave a link here.

 Rescuebot Post Mortem Article

Web compatible

icon

Just posted Evolved Official trailer to YouTube feel free to check it: https://www.youtube.com/watch?v=DODb9taoWtc

 

And one other thing. You don’t have to download our game file anymore because it can now be played straight on the Ludum dare website.

 

Go check our game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59226

 

First LD as a team, what’s your experience :)

After about 3 days and a good amount of effort…

we defeated our fears and doubts :)

victory1 victory2

 

We would like to hear your feedback as well as your first LD experience :)

Comments

danieldsj
19. Apr 2016 · 15:14 UTC
I did a solo run for #34, and this is my first jam with a couple of friends.
mrStrings
19. Apr 2016 · 17:02 UTC
That’s my second Ludum Dare, (Already was in #34).

Only this time I was with a different team – friends from college!
mrStrings
19. Apr 2016 · 17:02 UTC
Correction: @LeoCVF was responsable for the soundtrack.

Oh What a Night

So I managed to more or less complete my first Ludum Dare game! 😀

Instead of coming up with some innovative gameplay mechanic I tried my hands on a little story (that ended up really absurd). I also went for a Game Boy style because I’ve always wanted to do that and also to save some time. Sadly I ran out of time I didn’t manage to add any audio… But apart from that I’m quite happy with the result. :)

PLAY THE GAME

Oh What a Night

Thanks to all of you who already played it and left a comment! I’ll be trying out your games soon too 😉

A lot of people already commented on the lack of guidance, it’s true that’s it’s not always very clear what to do, sorry for that! I might be able to fix that with a few tweaks but I don’t know if that’s allowed, I know it’s allowed to add a link to a post ludum version but I’d rather have just 1 version so people will play the right one for sure.

In the end it was a great experience, I’ve never completed a game this quick, a strict deadline really helps! Looking forward to Ludum Dare 36!

Fluffy Cookies

Dear colleagues! Do you like surprises? We have something to show you. How about some cookies with a secret ingredient?
Rate game here

Comments

Citsua
19. Apr 2016 · 15:17 UTC
Your link isn’t working :(

Making An FMV Game as Part of A Jam

Hello, and welcome to tonight's episode of &quot;Name 10 Things That Aren't&quot;

Hello, and welcome to tonight’s episode of “Name 10 Things That Aren’t”…

Quick Overview

That’s a screenshot of the game. So I happen to know a guy who does a lot of filmmaking independently, talented as hell editor and technical guy too (His Youtube). Before this quarter’s LD, we had played with the idea of us working on an FMV game together at some point. We decided hell, let’s effectively have a film jam and game jam simultaneously. Plus, Cameron Schmidt’s music really helps.

The logistics of it were a bit challenging just to know where to be “stationed” but we figured it out. When the theme was announced, we were having a hard time with how to incorporate the theme, when one of us joked “Name 10 things that aren’t this shitty theme”, we all laughed pretty hard, laughing even harder when it was suggested we actually do that as our entry. Well, we did. (A common joke on the internet, “Name 10 Things That Aren’t X”).

P for Pen S for Sword

While planning it out, we decided to do a test scene, but it was so hilarious to us we kept it in anyway, and used it as a tutorial to explain it as being an FMV game. In it, my character, gives a lengthy explanation of “Hello World” in Java. The player character, quite obviously bored as I explain every curly brace and semi-colon, can choose one of three things, attack with a pen, sword or just listen and learn programming. The original cut was 7 minutes long, but was cut heavily.

Technical

I found incorporating movies into Unity a bit tricky. I had to use a third-party tool just to import them (ffmpegtotheora), and I couldn’t figure out how to extract the audiosource from a video (couldn’t with the converted file at all, nor the non-converted), so I had to use another tool just to get the audio from each clip. There’s ~60 clips or more in the whole thing, many of which are under 3 seconds.

I ended up making each clip its own prefab, with movietexture, an auto-playing script and a self-destruct script. I was having issues with detecting when the movietexture was done, so I had to write in the duration of each clip into the actual prefab. Timeline scripts will instantiate these prefabs as they’re needed.

How to Win

Failure Cut Scene

The only way to win is to not play.

Its LD page

Unity WebGL export help

I seem to have trouble either building to or uploading my game’s WebGL build online so that Firefox wouldn’t give me a SecurityError or Incorrect Header. It was playable at one point, but only on specific URLs I’m using Unity 5.3.4f.

Here’s what I’ve done so far:

  • Removed scripts that evaluates or generates javascript code. Long story
  • Left the editor’s security URL untouched
  • Left the player settings untouched (except the project name, obviously)
  • Hit build to folder named “Hidden in Plain Sight (WebGL v1)”, leaving the debug checkbox unchecked
  • Once built, change the index.html with changed to
  • Remove the .htaccess file (except for uploading on my own site)
  • Zip index.html and Release folder. This makes index.html in the root.

Doing this method, I am able to play the game just fine on my own website (htaccess included). When embedded in the Ludum Dare website, the game on firefox returns a SecurityError message (Chromium doesn’t do this). Itch.io and GameJolt has similar problems (htaccess excluded).

Edit: I also briefly tried to upload to Newgrounds, with similar results. The only other webportal in consideration was Kongregate.

Party Like it’s 2078… or maybe catch some rest

Pheewww, Ludum Dare is over.

It has been a ride, for neither of us was the first jam, but sure it was the hardest. Now having recovered some sleep we would like to chat a bit about how this whole ordeal went.

The good

=======

From the beginning we decided to learn Godot for this Jam, and it was nice. It was a different paradigm to what we were used to (Unity), but after struggling for the first day and a half the rest was much quicker than what we expected.

We made a game! Maybe not out best entry ever, but we covered pretty much all the mechanics we wanted to have.

 

The bad

======

Godot HTML5 export failed us at the last minute, we had in mind since the beginning embedding it on the web, but unfortunately Godot input fails a lot on HTML5, and seems like something that won’t be fixed soon.

We lacked polish and failed on making the game intuitive, but having a team size so reduced (We used to be 5+ people and this time we were only 2), having participating in a few game jams you tend to notice the pattern: The most polished and shiny games tend to get the most attention.

 

The ugly

======

We tried to have a complex dialog system, buut it turns out ou can export arrays/Dictionaries to the editor, well sometimes you have to hardcode and write some hacky code, that’s the way things are.

 

Anyway, that’s enough for now, in balance it has been an amazing learning experience and we had so much fun doing it, we will be back on the next Ludum Dare (Please I hope the theme is One Giant Enemy, got so much ideas)

Bye !

PS: follow us @RedBricksStudio

WebGL build added

Hi everybody,
I’ve just added a link to a Web build to my entry page, so even if you don’t want to download an unknown executable you can still play :) It’s an Unity WebGL build so it should run on most modern desktop browser.

Shapegrammer

1st ludum dare…

This is my first Ludum Dare. I hope you’ll like my game http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91656

Bug fix and post-mortem for Foreshift

Check out my post-mortem for Foreshift here:

Foreshift: Ludum Dare #35 post-mortem

I talk mainly about how I made the art and sound for the game.

Also, uploaded a bug fix for the multiple-spawning balls. Boy, it was so tempting to want to make a few subtle changes for the overly-difficult level 6, but I didn’t feel that would be in the spirit of the compo!

Animation

Tags: bugfix, post-mortem

Congrats && My First Compo Entry — Titos Revenge!

Hey guys, first off I just want to say what an excellent job everyone did. This was my first time participating and for the past two days I’ve been scouring the games and some of the work is really astonishing. Congrats to everyone who participated and finished!

Being my first entry, I wasn’t sure if the idea I had was going to be too ambitious for the time I had, but I decided to go for it anyways. I’m pretty happy with how it turned out but like any game, there are definitely some things I want to tweak and enhance should this game live beyond the LD competition. Mainly, more enemies, faster paced action, gamepad support, more weapon types, leaderboards, and maybe a few different levels.

Anyways, I’m going to get back to playing more of these awesome games. If you’d like to check out my game, I’ve included a link below. I’d greatly appreciate your feedback!

Tito’s Revenge — Ludum Dare 35

First Impressions- Five Good ones

I’ve been spending quality time with every game I rate, and it’s still early so I haven’t seen a huge amount of games yet, but I decided to show off five notable games.
But first, go play my Twine game: An Abnormality (Don’t worry, It’s really short and browser based)

 

Infinite Vertices By CoderCameron

Minimalist, and clever
This was short, poignant, and had a really clever twist on shapeshifting.

 

Paperchase By DragonXVI

Papery Goodness
This was a good looking game, and was pretty fun too. It really fit the Shape-shifting theme well with it’s different forms of paper origami.

 

The order of things and colors

 

By dickpoelen

Very Pretty
This one was very polished, very pretty, and has a nice soundtrack.
Unfortunately, it doesn’t have any depth other than make some pretty patterns.

 

It got Paul! And now it’s coming for US!!!

 

By UnlikelyRogue

 

Oh no! Not Paul!
This was a pretty good little puzzle/stealth game with a solid use of the theme. I liked it for the most part, but it lacks any further depth or an endgame.

 

Helium-4 By mountainstorm

So Fun!
This has to be the most fun (funnest?) game I’ve played so far. It looks great, and is incredibly polished.
I don’t know why, but I just find it so fun to cause these atoms to smash together.

 

Thanks for Reading

and remember to play my game.

Tags: 5 games, five games, list, list of games

First Ludum Dare!!!

Wanna show you our first Game ever made . Level Design wasnt easy (the Game is bit hard to beat maybe but it is beatable with funny end story ^^), but YEAH WE DID IT.

Pls feel free to play it

TitleScreen

 

Play it now!

Andari Prime: Creating an Open World

1

We did it! We submitted the game 20 minutes before the submission deadline. Talk about cutting it tight!

Now, the last time we did a Ludum Dare, we managed to submit a day early. Why’s that?

Simple, the scope we had for Andari Prime was immense and involved a breathing, active and engaging open world. A world that have unique characters, with unique dialogue based on your shapeshifting form. A world that you can platform and explore based on your shapeshifting abilities!

2

For a game jam! That’s just nuts. But we did it!

Play it right here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50665

3

Challenge: How many C.Credits can you collect before the time runs out?

Here’s our feature list, which we are very proud of:

– ELEVATOR PITCH –
You are an Andari, an alien species hated across the galaxy for assuming the forms of whomever, or whatever, they eat. With your ship in need of repairs, you are forced to dock at a spaceport in Sector C, risking discovery if you’re not careful. Hunt down the necessary C.Credits in order continue your journey back home to Andari Prime.

4

– FEATURES –
 o Use your shapeshifting to acquire new abilities! Become tiny and climb walls, become fast as lightning or become huge and destroy your surroundings!

o A fully explorable, open world with tons of items to collect, easter eggs to find and narrative to uncover!

o Every character has unique dialogue for each of your shapeshifting forms!

o Unique side quests like platforming challenges await you wile you run against the clock to complete your mission!

o A fully interactive tutorial that teaches you everything you need to know.

o A soundtrack of 3 songs invoking the feel of a seedy space port.

Let us know what you think of the game! :)

SMARTONINJA


Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

Tags: beat-em-up, fighting, jam, LD35, Ludum Dare, ninja, screenshot, space, unity, unity3d

Marked for Death is now ported to other platforms

 

MFDtitle03

I just finished porting my entry to:

  • webGl
  • mac
  • linux

It is also available for download on windows.

This was my first experience with game development and I had a great time!

If you would like to play my entry and give feedback, here is the link: Marked For Death

Time to give some love to Linux

Yo! We are happy to announce that WolfBit now has a Linux build. Yay.

Since our WebGL version is not really working (more on that later), it’s really important to ensure that everyone can play our game and have an awesome (if not real tense) experience.

Yeah... almost anywhere

Yeah… almost anywhere.

 

You can take a look at WolfBit right here.

 

WE MUST GO TO THE WOODS.

WE MUST DESTROY THE DARKNESS.

WE MUST DESTROY THE BEAST.

The Mystery of the Colorful Glasses – First LD game

Hello!

First of all, that were quite exhausting 3 days, yet very fun and instructive. Not everything went as we planned, but we are satisfied with the results.

What went good?
– we worked until the deadline and finished main riddles & all connections just before submition
– we have our first published game
– we are hugely satisfied with the concept, so definitely we’re going to continue working on it
– we know how to organise next time

What went bad?
– there was no time to make and add music or sfx
– we didn’t implement all the riddles that we planned
– build was untested, so last 15 minutes were nervous, since after uploding game to itch.io it appeared that our hero is a huge, animated black thing 😀

Overall, we cannot wait till the next Ludum Dare, no matter how are the ranks with this one.

—————

The Mystery of the Colorful Glasses – a puzzle game

Here are screenshots:

library
secret

And link to the game: The Mystery of the Colorful Glasses

Can you solve the secret of the glasses and the house?

—————

And, if you go to the library, please tell us, how many titles you managed to recognise they refer to!

Congrats to everybody,
Natalia & Tomek – Palys Plays

Soundtrack for “Party at the Knightclub”

Had a blast doing audio for my third LD. Enjoy this medieval alien dance music from our game “Party at the Knightclub,” along with some pleasing shapeshifting noises and alien gurgles.

Try the game out here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=6780

Also happy to have contributed one track to this game here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=23131

Maybe next time I’ll try to do three LD games in one weekend.

Cheers everybody! Looking forward to playing your games!

Barber Blues TIMELAPSE!

I hereby present the timelapse video which shows how I made my LD35 compo game BARBER BLUES: living the dream. If you haven’t played it already, please check it out :)

So for all you sceptics out there, here’s the proof I did create it all by myself within 48 hours! 😀

Don’t Blink

Hey everyone! First-time Ludum Dare jammer here. All the games so far are really spectacular! I figured I’d post mine:

blink
It’s called Blink, and it’s a 2D action game about dashing through enemies and rapidly changing states!

Definitely use a gamepad if you have one! They  will also work in the WebGL client if you don’t download the native Windows version.

LD Page

Drop a rating with a comment so I can play your game too 👍

Done!

This is a late post, but our game, Super Morphius, is done!

I am really proud of what we managed to achieve in the time frame, especially if I compare it to our previous and first LD game. I would like to have had time to make a longer level and a proper boss fight as well as to fix some quarks like the over the top difficulty of the game right now. The feedback from you guys was really positive and helpful, thank you for that!

The basic concept of the game is to switch your vehicle between tank form and jet form.

You can play the game here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55696

GAME OVER

SHAPE.SHIFT() – LD35 Jam Entry

Here’s my jam entry for Ludum Dare 35 which I can best describe as an endless runner set in cyberspace (and is apparently gaining some notoriety for being well, really hard).

ld35gameplay

Click the pic to play!!

As usual, I also have a Google Form that you can fill in if you would like me to play/rate your entries (I’ll try and do each one as soon as possible).

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

Still a lot to do but quite proud of my first Unity game

Even if i know there is flows, only one level and such things, i’m here to learn, to get feedback on my new and starting career as an indie game dev.

My compo is an adventure/puzzle game where you have to find you way out of a maze, and on the plus side you have to play as an awesome Cactus that can shapeshift to help him passing through some obstacle.

Now that the game is stable and has it’s web version playable i thought that it will be good to write a few word to get some people playing it and giving feedbacks.

It’s called Mighty Morphin’ Cactus : in the dark and you can find it here.

Thanks for reading and playing.

Screenshot_7

Tags: cactus

I’m in

I’m in

Comments

pixzleone
19. Apr 2016 · 18:25 UTC
um wat
19. Apr 2016 · 18:32 UTC
Go go go!
gingerBill
19. Apr 2016 · 19:53 UTC
Better late than never! Right?