LD35 April 15–18, 2016

Star Tribe PM

Post Mortem on my game Star Tribe.

About three weeks fore the LD weekend, a mental reminder went off in my head.  Check Ludum Dare dates.  I quickly asked my boss for those vacation days.  It had been a while since my first LD some few years ago (10 Seconds Theme), and I wanted to try it again.  I had tried about a year ago without taking time off, but this didn’t work out so well. With work, I just didn’t have the drive or energy to do a 48 hour game no matter what the size or scope.  But this time I was prepared.

So the weeks before the compo I imagined the type of game I wanted to build.  I had been looking at the old Star Control games and figured a space shoot em up like that would be a fairly simple reach, and could be adjusted in theme when it was announced.  So I had a plan in place.  One that I ended up not sticking too, and much to my detriment.

After the theme was announced, I hit the ground running and started with some sprite concepts.   I could absolutely do a space shooter like Star Control battles.   Just needed to make the ships transform.  And for some reason native American themes had been roaming around in my head.  My original plan was starting to mutate already, setting me off track.

concept1

Eventually I ended up with four designs for a single ship in the next few hours after the theme commencement.

concept2

And those are what I stuck with.  I could have easily stuck with a single ship, with a rock/paper/scissors format of battle.  But I didn’t.  I then began to imagine a small squad of assistant ships to help each side.  Then it shifted to having an invader fleet against a desperate native population woefully unequipped to deal with a large unending wave of invaders.  So the enemy became carriers with huge compliments of light fighters and the player would command scattered small squadrons called war bands.

By Saturday I was into the code.  But I hadn’t finished all the art I wanted to do on Friday.  I figured I would relax and contemplate what my next moves would be.  I spent fourteen hours in total on Saturday constructing a simulated off screen battle system…which eventually got erased by Sunday.  Instead I opted to have all fighters be presently spawned and have the AI be calculated for hundreds of various fighters on each side.  Which, on my system was working fine.  By the end of Saturday night, I had the enemy and friendly forces able to engage each other at the very least, but so many elements were missing.

Here is where my problem started to come in.  I wanted to complete the game for the 48 hour compo.  But on Sunday I was running out of time.  I would have to shift over to the 72 hour jam.  No worries.  Crossing the finish line with a viable game seemed to be the goal here.  BUT.  For every new feature or set of features I had to test if they work.  In the face of time constraints, having a game that takes a long time to play for testing will kill you.  A play session could last for 30 minutes or so (well, it’s endless technically – but to do a full round through the features takes a while).  I had yet to finish some minor graphics, make my audio queue for sounds, and did not have key mechanics in (death for instance).

Sunday came and went with another 14 hours or so of work.  It was looking good, but I missed the 48 hour deadline for sure.  I was almost depressed.  But I wasn’t out.  I could still complete for the jam, which also allowed me to add in some cool music from Kevin McLeod of Incompetech.   Come 9pm, I missed having audio in the game.  Barely got lose conditions in the game, and didn’t have any win conditions.  However, it wasn’t a bad run overall.  Just a bit too large of scope.   It became a great concept for a larger game.  One that will likely never happen.  But I will add to game as time goes on, just not enough grand features to take it too much out of the way of being a space tower defense game of a sort.

I will likely stop using BlitzMax after this point.  The engine is fine.  It is still, after all these years still quite capable of being fast. But only when you optimize your raw code for your own engine.  Which, who has much time for organizing and assessing the bulk of code for optimization during a time limited development jam? Not too many people.  So I suppose it may crawl on some people’s systems due to the way it is written, not because of the tool.  However, Blizmax at this point has limitations that is drawing me away from it anyway (Deployment targets being one of them, and inability to easily create/manipulate rendering surfaces without going through some serious long winded GL hoops).

I should have just stuck to my original plan.  I’d likely have made the 48hour compo time limit easily with two 14 hour work sessions and made a pretty decent game in the process.

 

Theseus: The Risks and Rewards of Continuity

Early on in development of Theseus, I made a simple decision: the character’s shape at the end of each level would be maintained at the start of the next level. I wanted to give the journey continuity and make it feel less like just a collection of levels.

So I set up the system that would save your shape between levels and started designing puzzles. Initially I wanted some levels to solvable with the character in a variety of shapes. However, levels that might start with many different shapes were hard to make solvable and even harder to make quickly. I had to give each puzzle a unique solution. The character’s shape would be maintained between levels, but I’d make sure I knew exactly what that shape would be.

The continuity between levels made it necessary to design levels in order, and any changes I made to a level had the potential to affect the levels around it. This was manageable in a small game — in a larger project, this could have been very cumbersome. One advantage to controlling the shape at the start of each level was that I could ensure a nice variety of shapes throughout the game.

As the jam neared its end, I was pleased with the 22 levels and how they explored the 3 main mechanics. Then, with 1 hour left, a playtester found an alternate solution to a puzzle… And I realized I hadn’t removed the system that maintained the character’s shape between levels.

I had designed the levels to control the character’s shape, but any alternate solutions I hadn’t found could put the player into a level in a shape that made that level impossible! This is particularly bad in a puzzle game, as players expect to get stumped and are less likely to realize they’re totally stuck.

TheseusUnsolvable

An unintended impossible situation.

I rushed to remove the shape-saving system and make each level start with a predetermined shape. As a result, it’s possible your shape might change from the end of one level to the beginning of the next. In those cases, congratulations and apologies — you found a solution that I didn’t see during development, and the illusion of continuity between levels might have been broken.

After the jam, I found 4 unintended solutions. I’ve uploaded a Post-Jam version with level tweaks that prevent them. It’s possible that more exist, though, and I’d love to hear from anyone who finds one.

Thanks to everyone who has played Theseus and left comments/criticisms. You can play Theseus here.

Patch 0.8 for L.I.G.H.T. Is Out!

Well, releasing the first major update for my game L.I.G.H.T. Development is going to halt or stutter for a few days or even weeks, as I must concentrate HARD on school at this point. The game is not abandoned. I’ve been working pretty fast on this update for a while. Its not too content based but there is a lot of framework and fundamentals set up for the upcoming Guardian mode. Also, I”ve been working on textures for the UI, but haven’t used them yet. Part of my UI project included a level select with these textures as buttons for you to select the level. Its a little small in game though.Have some teasers:

Plains           Tower

First Level

0.8Teaser

New Forest Level:

0.8Teaser_2

 

I’ve also added a full pluthera of new textures and tiles! See the full changelog here

View the game’s Ludum Dare page where you can find the post compo download here

 

As always, thanks for looking, Flygamer101 OUT!

Comments

brummer
22. Apr 2016 · 00:39 UTC
Is adding new content allowed?
MSiddeek
22. Apr 2016 · 00:52 UTC
Maan! I also made a game called LIGHT! Not for this LD though xD

Shift-Faced Full Play-thru

I just uploaded a video of our crazy fun weekend game jam result!

Fun quotes from our comments page:

“This is bizarre and wonderful…” – mahalis

“…I liked the feel and didn’t expect the rpg style battle. Trippy” – Ironhead

” I had fun, thanks for making this game.” –NvrSkipGameDay

” I laugh every time I see that fish’s face, lol.” – fenwick

” I just got an orgy of flashing white rectangles on all textures, couldn’t play the game.” – gurkenlabs

… sorry gurken!

DOWNLOAD/PLAY/RATE: —> HERE

Tags: #LD35 #gamedev #indiedev

Comments

MSiddeek
22. Apr 2016 · 00:43 UTC
8 minutes?! That’s dope! Good job!

Doppel City (IMPROVED)

It’s that time when it’s best to play our game… with better experience

doppelcity1

PLAY IT HERE (and be the best!): http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=64207

My Ludum Dare Post Mortem

Another Ludum Dare in the books! Another great experience, another game released.  My game is called Shape Shifter Match Maker:

schizoid2k-SSMM

Click picture to play and rate my game!

The Experience

This was my second LD and to be honest, I was not thrilled with the final list of themes, so my enthusiasm dropped a bit the day before. Once the theme (Shapeshift) was announced, I drew a complete blank on what game I should make. I spent more than a couple of hours hashing ideas and came up with nothing. At this point I figured I had to do something, so I decided to create some code to take a shape and change it. This was out of desperation, since I didn’t want to waste valuable time just sitting around and hoping an idea would come to me. Once the basic shape shift code was created, I was determined to take that code and wrap a game around it. The result was this game. I don’t normally recommend working like this, but since time is valuable I needed something.

I utilized Unity’s cube and sphere assets, but I needed a third model and decided to use a triangle. My Blender skills absolutely suck, but I managed to take a basic cube and make a pyramid out of it.

So now I have code to change shapes and colors, and a basic game around it.  Time to get going.

I recently bought a Tweening library called DOTween and decided to use that in my game. I didn’t have a chance to use the library before LD35, so this was an added unknown in the development of my game. Tweening libraries are fantastic… you can easily move, rotate, and animate objects with some cool effects. I used DOTween to:

  • Rotate, shape shift, and color shift all the 3D objects in the game.
  • Warp in the additional level objects.
  • Animate the colored backgrounds.

Also new to me was the use of audio tools bfxr and Otomata. Both (free) tools are incredible for creating sound effect and music. Otomata was a gem of a find. I was very pleased with the outcome of the music.

Thoughts On My Game

I am not sure how I feel about my game. It’s not what I expected to develop, but then again, I didn’t expect to develop anything at one point. As I play it, I do tend to enjoy it.

About a day after I submitted the game I had an idea to use the left and right mouse buttons to change the shape and colors. Hmm… I wish I thought of that while I was in development mode. I think that would be better than clicking on buttons.

An hour after my idea for improved controls, I had a brainstorm for a much better game. I am not going to explain it here, since I am seriously considering developing this new idea.

What Went Right
  • I finished and uploaded a working game within 48 hours.
  • Great opportunity to learn and use new tools DOTween, bfxr, and Otomata.
  • I decided to use C# Events instead of linking to scripts via Unity’s “Find” and “GetComponent” (where appropriate) like I did in my previous LD entry. I prefer a loose coupling, but this can get out of hand very quickly if you are not careful. I also prefer C# Events over Unity Events, but that may change after I revisit Unity’s manual for another read-through.
What Could Be Better
  • I had a tough time thinking of an idea… I guess I was very short sighted in using this theme.
  • Better game play is needed. The game does not get harder after the 3rd set of controls warp in.
  • Using multiple new tools during a 48 hour game jam is a little stressful. Glad I did it though, since it greatly improved the game.
Where to Go From Here

Of course, I am looking forward to LD36. In the meantime, I need to decide if I should continue to work on my current project, or shelve that for a bit while I look into developing the new version of Shape Shifter Match Maker. I guess the comments in the review section of my LD entry will help me decide that.

LycanQuest Post-Mortem

Hello everyone!

I hope playing and rating games is going well! I just wanted to take a few minutes to talk about my game and the new things I tried out that happened to work out for me. Anyways, here we go!

running_from_dog

This go ’round I got the idea for my game pretty early on. I wanted to make a game where I could focus more on design, and good look and feel. A metroidvania felt perfect for that goal. I listened to a lot of GDC design talks leading up to ludum dare so I could be prepared with a proper toolbelt for level design. From the talks I listened to, 3 things stood out to me as important:

  1. Iterative Design
  2. Visual and Audio Juice
  3. Taking inspiration

First off I will talk about Number 3 very quickly. In my game I obviously “take inspiration” from Castlevania. The level design and the look and feel lean towards that, but also games like Limbo and Risk of Rain. There are a lot of original ideas here, it is amazing how lots of new ideas are experimented with here, but personally, I see no shame in emulating the design practices a game that you love. At any rate, nothing really controversial here, moving on.Screen3

Next I will talk about Visual and Audio juice. I watched the GDC talk “Game Feel: Why your Death Animation Sucks” and it showed some really cool effects I wanted to use. (note: chromatic aberration) So that was clearly something that inspired the way I made my death animation, and when you get hurt. Along those same lines it’s a similar effect when you transform. It was important to me that the player feel the effect of the transformation without having to elongate the animation, and also to draw attention away from my poorly done animation, so that’s why you get the scream and the chromatic aberration. Now the cool screen effects were only one part of it, the particle effects were another thing that added to the weight the sprites had, it was very easy to set this up with Unity and it’s animation system, hooking a public method into a keyframe is vastly powerful for visual effects

.progress

Lastly iterative design, the last tool on my toolbelt. Coming in to Ludum Dare I had this pipe dream that I’d be done with the mechanics by Saturday so I could spend all Sunday polishing and tweaking the level design. This didn’t happen for a variety of reasons, which meant that I didn’t have a chance to really use this tool much. The level design did change a bit from my initial vision after playtesting it myself, but it definitely could have used a few more passes.

Even with the worlds tiniest toolbelt, I was still not able to avoid complications. Unity provided plenty of those for me, and the CharacterController2D by Prime31 that I adore didn’t initially act as expected. So after some tweaks I got it working for my player, but I really spent too much time with little sleep trying to tweak things like the jump that detracted away from implementing more important things, like enemies, and the boss. I kept running into little issues like this. Knockback proved difficult to implement at 3am, as did enemy wolf dashing, but still I got it to a functional state. With all these tiny features taking hours to implement, it left me with a little less than an hour to design and program the boss. Fortunately I was able to copy code from the other enemies and just change it to fit with my idea for the boss. Even with all these problems, I was happy I ended up with a complete game, however tiny it is.

effects

Not to say I ended up with a perfect game either. There were lots of bugs and tweaks I couldn’t squash or fix. There was always a problem with the sprite flashing of enemies when you hit them, knockback was still inconsistent, human combat was awkward, the boss fight wasn’t clear, and the wolf enemies dash made them seem to come out of nowhere. I also had some design problems that I just couldn’t get to; for example getting a platforming section directly after getting the wolf form was no good as the wolf form was meant for speed and damage, not platforming. But even with the hundreds of glaring problems, I ended up with something I  put a lot of work into, and I feel like I can be proud of it.

Final_Boss_screen

So with that, I will leave you guys with this:

No matter how many problems you or others see in the game you made, be proud of it. You did the game developers equivalent of a 100 meter sprint, and you crossed the finish line in time. Take the problems you see and the feedback you get here to make a better game next time. I hope to see you back here in August. 

 

You can play/rate my game here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=26320 

P.S. I uploaded a post-compo version of my game with controller support, improved enemies, and a sort of checkpoint system.

 

Seattle Condo Creator – Post Mort ‘Em

I spent the preceding days before LD35 looking over the remaining themes and trying to decide which one was the most generic, least inspiring, and therefore had the greatest chance of being voted on. I pegged “Mutation” as the theme, but “Shapeshifter” won out. Originally I thought of a puzzle game where you’d move vertices on a polygon to fit into holes. For some reason this evolved into buildings, and I though “What if I made something like “Be A Great Artist in Just 10 Seconds” but with 3d objects. Buildings came into this somehow. And the game was going to be about designing weird buildings for an unnamed oil-rich country. Somehow that changed to Seattle. The rest started falling into place.ScreenShot1

What Went Right:

  • Deciding gameplay didn’t matter.
    • 48 hours is not a lot of time, and I wasn’t thrilled about the theme. Plus, not having an objective freed up the game to be about something else. At the core, I wanted the game to be about self-expression, and letting people add things to a world, and then interact with it.
  • Using Public Domain Classical Music
    • An idea I had for previous games, but never got around to using. Making music is a weak point for me, I’ve tried doing it for games in the past with little success. I found a piece by Chopin, with a Public Domain license on the recording, and I used that. It added so much to the game’s atmosphere. I was lucky that I didn’t have to look very long to find a few short songs that looped really well.
  • Adding Selfie Mode
    • I wanted the game to be about being creative, and Selfie Mode was sorta a joke that I ended up spending some time on. I like the idea of having a souvenir from your game after finishing it. Selfie cameras in games aren’t new, but I’d
  • Finishing the core game early
    • This allowed me to basically tack things onto the game and add “polish” or other things I’d usually neglect in a game jam. Rule of thumb for 48 hour jams, think of something you can code in an hour or less.
  • Doing the Jam over The Compo
    • I used  lot of helper libraries, code, and assets. Even though I made most of them within the span of the game, I didn’t make the music, which excluded me from the Compo. Loosening the rules lowered the stakes, so I was able to goof off a bit more.

What Went Wrong:

  • Not Surfacing Controls Better
    • Unfortunately, few users read instructions, readmes, descriptions, or in-game instructions. I really wanted players to switch to walk mode so they could take selfies, and I’m not sure I emphasized that enough. I nearly stuck in a huge graphic that told you this in the game, but didn’t want to handle showing/hiding it. People reported that they didn’t know they they could walk around in-game. Ah Well.95.25896Selfie

Was the game successful?

One person commented that they laughed, and people seemed to like it. A few people shared selfies that they took in game. So, I consider it a success.

 

Play and rate it here -> http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=3400

Comments

caelanrp
22. Apr 2016 · 06:27 UTC
You won LD in my heart. I laughed my ass off playing this.

What fun!

My first Unreal Engine game is finally complete!

all

I took a risk and tried some voice-acting. I’ve always wanted a story-focused game, and I think this was a good fit. You unlock the story as you find related shapes in the scene.

voice_acting

Shapes like this book! The story is inspired by people in my life. I hope you enjoy playing it as much as I enjoyed making it! :)

book

Until next time! 😉
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62604

 

Comments

fin_nolimit
22. Apr 2016 · 03:25 UTC
Very cool game!! I love the scene that you created! Nice work!!

BIT SHIFT Post Mortem

I have to say I learned a lot about Unity doing this game but most important I feel is jury rigging a UI system that works. I don’t think is the proper way to do it but I works. I didn’t get to put as much time I was would have liked into it but I am happy with what I had. I am working on a post compo version that will include the things I wanted to add but didn’t have time like levers, push-able blocks and more levels. Also fixed the Enemy AI and player movement. I really don’t know why I had the player moving so fast.

Defold – The Good, The Bad and The Ugly

Defold

So, for this Ludum Dare I decided to go down the risky road and try out Defold for the first time (keep in mind I used only Unity for several years now).
I managed to make a small game which can be played here

I also decided to document all the things I liked or not in a blog post. So if you are interested in finding out more about Defold you can check the post here: The flippin’ amazing blog post.

I Have Brig Plans – Postmortem

Here is I Have Brig Plans. It’s my 10th entry! What do I get?

brig

I mostly make logic puzzles, and this is one of them. You have to design cells for prisoners. Each prisoner has a number on it telling you how many tiles they need for their cell. Each person’s cell needs to be a connected group. In addition, there are three types of prisoners, all having special rules inspired by two Nikoli puzzle types, Shikaku and Nurikabe:

  • Humans require rectangular cells
  • Cockroaches require cells with no 2×2 blocks
  • Energy beasts’ cells must not touch each other.

As such the game plays out a little bit like Shikaku or Nurikabe, but also has its own unique flavour coming from the interactions between the rules. Later in the game, a shapeshifter is introduced whose type you have to figure out yourself.

My wife and baby daughter were overseas visiting relatives at the time, so I had the house to myself. That means less distractions, at least in principle. By the end of the weekend it was a pretty lonely experience, though. (I Skyped with them a couple of times which helped.) I had too much coffee on both days, which led to a more stressful weekend than necessary.

Since the rules were relaxed a year or two ago, every time I start a game, I grab my previous entry and empty out the stuff that’s not reusable. It’s worked well for me. The code I reuse is mostly file loading and audio stuff. (And a few miscellaneous things, like a function for finding “islands” in a grid of data; it’s served me well for 4 games in a row, with minor tweaks here and there to handle different data formats.) This time I added a simple “packager” consisting of a bit of python to dump all the resources in a single file, and a bit of client-end javascript to pull all the resources out. It saves having to request each sound/image file individually.

What went well

Puzzles: A big advantage of making a logic puzzle game (compared to, say, an action game) is that you can get an idea of whether it’s fun without coding it up. Just make some puzzles on paper, then forget the solutions (cinch) and try to solve them. I spent the first 5 hours making the puzzles before even starting to code! I think they are fun and satisfying if slightly on the easy side. (Though the final level of the final act is a decent difficulty.)

Music and SFX: Maybe it should have been obvious, but I only realised some time between the last two LDs, that even if a game has music and speech, it really ought to have sound effects too. It adds a lot to the game to have sounds that play in response to inputs; I think it makes the player feel more strongly that they are affecting something.

I decided to tune the sound effects to notes. To avoid too dissonant a sound, I placed some restrictions on the chords in the music. Maybe the music isn’t very challenging, but I think it sounds relaxing and goes with the rest of the game.

What went OK

The look: Well, I’m not much of an artist but I’ve started to learn how to draw… the player’s attention away from that. I drew the icons in Krita and used an edge detection filter to get a carved look. The rest of it was about fiddling with colours and border widths and things in the javascript.

What went badly

Story: Originally I wrote a funny story, but then I read it and realised it wasn’t funny at all. Also a funny story wouldn’t really go with the rest of the presentation. So I took out all the crummy attempts at jokes, and went for quirky instead of funny. It adds a bit of flavour to the puzzles, maybe. But I don’t think the story ended up very exciting or memorable.

Spending too much time on details: I spent a lot of time on tiny details like having a sound switch, and fiddling with the controls to make them as convenient as possible. Normally I advocate putting a high priority on polishing, on focusing on those minor details. But this time I might have overdone it, using up time that could have been better spent giving my game a bit more character, or making more levels.

STEALTH FROM AFAR

Do you like assassinating?
Do you like hitman games?
Do you like sniping games (killing from afar) ?
Do you like hide-and-seek?
DO YOU WANT TO EXPERIENCE SHOOTING DOGS (but not IRL) ?
THEN THIS GAME IS FOR YOU!

Go play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=64207
doppelcity2

New thumbnail and gif

thumbnail

Play In Browser

 

I created a new thumbnail for my game and here is a gif of some of the gameplay. The game is getting a positive response so far asides from the graphics being a bit plain.

 

 

playBtn

Shifto has been improved !

Hi !

After receiving several feedbacks about my LD entry, I’ve listen and made some improvements. Here is the list of the changes :

  • Where the controls of jumping, pushing and shifting shapes were all tied to the same button before, now I’ve separated the two. You can still jump and push through with the up key, but you’ll “shift” shape with the “Shift” key ! Convenient, no ?
  • Maybe it’s a little hard to guess which form is next before shifting while trying to juggle your way to the exit, I’ve added on the UI a box telling you what’s the next form before shifting. I hope it will prove you useful !
  • Many told me that the 3rd level is wayyy hard for what it is. Well, fear not ! I’ll add soon some levels to fit in between level 2 and 3 to ease the pain of learning how to approach the several new concepts I introduce, so expect them in a near future. Other than that, many people complained about the thigh spaces at level 3, so I’ve cleared up a little bit of space for you ! It will be easier, but will still be a challenge.
  • I’ve added a game title logo ! I love Voxel Art, so I’ve decided to stay in the theme and made a full logo in voxel just for you, check it out :

So, if you want to see the improvements and play my game, well head right there !

Tags: improvements, post mortem LD35, Shifto

Comments

Wan
22. Apr 2016 · 10:17 UTC
Title screen looks nice! Note though that you’re not supposed to add more contents to your entry after the jam ended, instead the convention is to add another link below the original game (e.g. “Web (post-jam version)”).

StealthShifter Postmortem

This LudumDare, I thought it’s the perfect opportunity for me to explore C++ for the first time. So, to ease things up, I decided to only use a text console as output in input for the game and I knew the game/core mechanic had to be simple in order to finish it before the 48 hours deadline. My idea was to create a turn-based game, where the player simply had to move to a goal, while avoiding enemies by changing your appearance, which is simple and can easily be implemented in a text console.

Time went by quickly and I am glad, that I have produced something, that can be considered as a game in these 48 hours. Due to lack of content the game turned out as a puzzle game, but if I had had more time, I would have tried to make a rogue-like game by adding:

  • More content (enemies, items)
  • Limited vision, so the player cannot see the whole level. This prevents, that the player can carefully plan for the whole level, leading to more spontaneous decisions
  • Procedurally generated dungeons/caves

Also I didn’t have enough time to implement a terminal library, so the player ends up typing commands instead of just pressing keys.

What the LudumDare showed me (again), which is pretty obvious, is to keep the idea simple and implement the core mechanic(s) quickly (don’t waste too much time on unnecessary things, like too much optimization) and I am looking forward to hear possible improvements and critique from you.

PLAY IT HERE

Tags: C++, console, postmortem, terminal, text-only

Washup

Completed my 1st Ludlum Dare and thought it wen’t pretty well.   A few thoughts:

Things which went well:

  • Using github pages to host it (free, easy)
  • Using Phaser; I’m even happier now as it’s a pain to download to play
  • Coming up with ideas for all the potential themes

What didn’t go so well

  • Not having used Phaser before in anger
  • Weak typing; oh the anger when I was trying to use physics on an object which didn’t support it
  • It being the same weekend as an awesome F1 race

I tried to keep a diary of what I was doing … you might notice it’s not as accurate on Sunday.

Saturday

02:00: Theme released
06:30: Awake – read theme, realise I don’t I have any good ideas for Shapeshift
06:34: Look at what others have created in 4 hours; get depressed
07:15: F1 Qualifying about to start … but I’ve decided on an idea
08:21: How do I collide hundreds of items in Phaser?
10:15: Discarded the original control idea, and now (with bitmaps) fighting Phaser to enable physics
11:51: Basic mechanics are working – wondering about using dynamic shapes rather than atoms
12:19: Restructured code and now javascript is doing stupid things
13:10: Basic gameplay working, need to figure out scoring
14:19: Decaying and config of most things working … how do you ‘win’
17:11: Scoring working and lots of tweaks, giving chain reactions. It’s starting to feel like a game
18:11: It’s a game! but its got a memory leak
19:18: I’m happy with the general gameplay, although I now need to fix the bugs
20:55: I’m triggering a Webkit crash on iOS; can’t figure out how to avoid it. Pondering making a score screen
22:48: Been playing with new, smaller, graphics but I seem to prefer my placehodlers eek! Done for the night

 

Sunday

06:53: Awake, down on my computer. F1 race on TV (double win). Makea list of all the enhancements I’ve got plannd
07:22: Awesome F1 race … more than a tad distracting
09:31: Highscore table done, graphics done – time to do menu before sorting out sound
11:25: All the screens done – I don’t like them, but there done. Now sound
13:32: Got the music planned, having a break before I dive in and record the final version
15:07: Music sorted and key sound effects done; all that remains is tweaking, testing and the boring bits
15:53: Got bored trying to make checkboxes for sound etc .. gave up and had a break
18:30: Going to bed for a powernap
20:00: Awake, and trying to figure out what I can start which I can finish; settle on tweaking
21:50: I’ve had enough – submitting it

 

If you want to give my game a go to see what I made: Helium-4

GeoShift – PostMortem

 Play it here

GeoShift is a 2D platformer basically. But there is a shift :) To the rhythm of the background music, the world performs shapeshifts. And there is more. You can control the speed of the music to change the rhythm of the world to solve platformer puzzles.

 

### The PostMortem ###

Well here we are… and I dont know where to start.

 

It was our first Ludum Dare as a team and for two of us the first game jam ever. I participated only in MiniLD#65 so far. So we are quite unexpierenced when it comes to planing and working as a team, which can defently be seen in our game. So let me start with the bad things.

What went wrong:

 

  • I can only speak for myself but i ate and drank way to less. I was so focused in programming and trying hard to get things done that i completely forgot to eat and drink, i remember that moment when i realized that 8 hours just passed by with me not leaving the chair a single time. This is the reason i had to stop Sunday afternoon because i was so tired, hungry and thristy that i couldnt concentrate for more then 5 minutes anymore.
    • Defently going to set a timer on my cell phone about 2-3 hours intervall to take small breaks in the next Ludum Dare J
  • A big loss for us was the fact that everyone had to work on Monday, even though we entered the jam, because we are a team, we only could use about 48 hours instead of 72
  • The level design:
    • We kept the level design as one of the last tasks and that was a bad idea, especially for a platformer game
    • The difficulty was a bit to hard I guess, I did most of  the puzzles and I think the reason why its so hard, is the fact i tested this game so much that i got really good at it and solved every puzzle with ease. I personally think a platformer should be hard to play but in the focus of a game jam where people need to test and rate this game, its been a bad idea to make it that hard, that many people didnt finnished it and maybe rated our game with a pinch of salt left  😛
  • The mechanics:
    • We tried to give the player control over the pulsing effect, which didnt worked out that well. While the slowdown effect needs to be used to solve some of the puzzles the speedup hasnt any use despite from lower the waiting time to adjust the pulsing cycle. But none of that felt right and we didnt really came up with a better usage of these features

 

What went right:

  • The communication:
    • From the brainstorm to the finished product our communication was always perfect. At least in my opinion. There was no time where somebody didnt know what to do next or how a detail is going to work out in  the final product.
    • We had that very clear vision of this game and couldnt wait to see how everything combined is gonna work out
  • The learning factor:
    • You learn to make games by making games. Thats how it is. And i learned a ton of new stuff this time.
    • One of our programmers hasnt made a single game before and isnt a professional programmer neither is he working in informatics, its just his hobby. And i guess he even learned more
    • Our artist did such a great job adapting these simple shapes to three amazing background themes
  • The fun factor:
    • Even though it was a pain. And yes it was a pain. I was busted and ruined and whacked and broken-down after this marathon BUT I WOULD DO IT AGAIN. And I guess thats what Ludum Dare is about. At least for me. Its about the fun and joy and the passion and love to make games

 

Thats it from me ladys and gentlenerds. Have a good time and good luck during the voting

See you next Ludum Dare

Monstershift gameplay

Developed in HTML5 with phaser

Play and rate here.

Thank you.

Comments

vctr_seleucos
22. Apr 2016 · 13:46 UTC
Nicely done with this game, simple and short but with a really good level design for teaching player how to actually play. Good work!

Ludum Metamorphosis has been updated !

satisfaction3

 

Hi everybody !

Following the general opinion concerning our game, we made Ludum Metamorphosis easier.  We also allowed the game to be rated in categories humor and innovation.

Have fun :-)

**************************

Salut tout le monde !

Suite à plusieurs avis nous avons rendu Ludum Metamorphosis plus simple. Le jeu peut également être noté dans les catégories humour et innovation dès à présent.

Bon jeu :-)

 

Play Ludum Metamorphosis

The Wewelsburg Experiment – Soundtrack uploaded

001

For The Wewelsburg Experiment we recorded quite a few sound effects to give voice to all the Doctor’s transformations and to create a stormy ambience, but we didn’t have much time to work on the game’s soundtrack so it consists on a single track.

We just uploaded it to sound cloud in case you want to listen to it:

It’s a simple, happy and upbeat chiptune piece, composed in the free software LMMS and using the Nescaline plugin which mimmicks the NES sound chip. We’d love to hear your impressions on it!

You can play and rate the game (and the music 😉 ) following this link.

We hope you enjoy it!

Comments

22. Apr 2016 · 14:11 UTC
LOVE THIS TUNE!!! great, honest, and pure (yeah, I was raised on c64 games).

Video Walkthrough – The Cargo Shift

Here is a walkthrough I did of my 48 hour solo competition entry. I know the performance varies on a machine to machine basis so this video shows how I see the game “as intended”.

Enjoy!

(But please go play the game if you like what you see 😀 )

From Eggplant with love #4

Hi there!

12mszv

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

Cult Quest

Very simple one-button game with cool graphics and nice dynamics.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=9271

 

JaJa’s Bizarre Transformer

Hilarious game about crazy man who is shooting bullets from his big mouth and kills strange things on small arena. Bizarre art and nice old TV screen effect included.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55414

Genius Loci

Great quest game about shifting the environment with interesting graphic style and atmosphere.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=18480

 

Extanation

Nice handpainted cyperpunk-style graphics. But unrelated to the theme.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=87914

 

Flattened

Minimalistic game about dimensional shifting that confuses your mind from the first sight.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=8370
And here is the game about me: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56318

12mszv

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

Tags: Eggplants love

Comments

TheMeorch
22. Apr 2016 · 16:29 UTC
Thanks for highlighting some great games!
22. Apr 2016 · 21:49 UTC
Great games!!
Madball
24. Apr 2016 · 14:59 UTC
Thank you for featuring my game!
25. Apr 2016 · 13:10 UTC
Thanks for recommending “Cult Quest”. All these games look great, gonna check’em out now!

[POST-MORTEM] – Corrupted AI

This time there was a longer concept phase with drawings and stuff. I was aiming for a puzzle, and being solo on this, I wanted to participate to the COMPO, but I wanted a bit more polish, so for the first time I chosed the JAM!

01

I was aiming for a very different art style, but looking at the clock and the time it would take, I decided the game would be about a computer & an AI.

02 03 04

The art style and effects are inspired by my old CPC 464 with a failing green screen. It was my first computer@10 and I remember myself coding a sh**ty text adventure.

img_2248The beast Amstrad CPC 464 @1984, before the floppy disk era.

The first day was very hard for me, I was supposed to work with a programmer friend but he couldn’t participate so I had to do all the code by myself and it was painful 😀

05One of the puzzle “code”

I recorded some voices by mic but didn’t include them. So it was an interesting experience, I think the puzzles suck a bit maybe you’ll like them anyway!

If you wanna play this little game :
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=29477

PLEASE Chose the standalone windows version in fullscreen for best experience!
Thank You !

Lots of great feedback!

Thanks to everyone who is playing my game! lots of great feedback, and very useful.

If you haven’t tried it yet, A Soul of Clay is a escape the room style game with an alchemical setting. Check it out if it inspires you!

scren2

Play A Soul of Clay Now!

Comments

MSiddeek
22. Apr 2016 · 16:46 UTC
Point & Click games are my favourite! ^_^

PostJam summary for BattleMath

View post on imgur.com

PLAY BattleMath

At start, I intended to try making something traditional for this jam,

Because I just finished “Witcher3” last month, so I decided to make some melee combat theme game. And I just have a set of digit models at hands, so I added hands & feet for them and skinned the mesh with blender.

There’re only a small set of animation clips to make, (4way walk + run, player attack, player evade), I made these clips in Unity with my own Skele plugin.  (A shameless self-promo here 😀 )

Although I used Navmesh for AI pathfinding, but didn’t drive them with transform but with Rigidbody, as I expected to make some collisions and I worry that frequent state changes would be too error-prone. Also a nasty gotcha of NavMesh took me some hours to crack.

I’d been playing with the PandaBT from assetstore for a little while, its examples are quite interesting. From the perspective of programmer, I like it more than RAIN, but RAIN has a better UI and debug interfaces.

But during this jam I felt that my AI scripts should keep more high-level, I’m not that familiar with the BT syntax and when things got messy, it took extra time to debug. I think I need do more experiments with BT later.

The player’s control & state transistions took longer than I expected, directly resulted in I cut off extra attack modes for player. It took quite some effort to tweak the physx.

 

Comments

MSiddeek
22. Apr 2016 · 16:45 UTC
Sweet effects!

Greenwood P.I.

This was the first Ludum Dare that I attempted as a team. I was joined by LD newcomer Tom Jepson who did a great job of coming up with the story and writing all of the dialogs, as well as helping to design the game.

We decided to make a point & clicker as Tom is a writer and we wanted to be able to evenly split the workload between us. Neither of us are any good at art so we decided to go for a walk in the woods and take some photos to use as scenes (most exercise I have had during a ludum dare).

We ended up having to cut things a bit short but we are both happy with what we ended up with.

 

 

Greenwood P.I.

 

Don the battered hat of a hard-boiled, chain-smoking, tough-as-nails private eye – as he grills the local inhabitants regarding a recent murder, along with their secrets and vices,

in

Greenwood P.I.

Glyph Morpheus is going to mobile!

glyph1

Glyph Morpheus — my solo Jam entry for LD 35 — is getting a mobile port!

It turns out a lot of people made “change the shape to get through gates” game, but so far I think it’s the only one that:

  • Has morphing 3D shapes
  • Has screen-warping shaders that bend the world
  • A retro B&W high-tech theme
  • Response has been extremely positive (play for yourself and see!), and I’ve really enjoyed the other “shape gate” games I’ve played for LD35. So with a little bit of work on the UI, some extra features (including lanes), progression, and difficulty tuning, I think it’s going to be a fun mobile title.

    Man. After a long string of bad Ludum Dare entries, it feels so good to have one I can be proud of!

    Comments

    RoadToSalvation
    22. Apr 2016 · 21:57 UTC
    Actually we do have screen-warping shaders. The morphing 3D shapes is all you (we wanted to get it in but time yknow). We’d opted for the opposite for B&W- that is FULL TECHNICOLOR @_@ Yours is quite nice as there are many of this genre it’s certainly one of the best. Check ours out as well.
    22. Apr 2016 · 22:20 UTC
    THANK YOU FOR POSTING! Your team did a fantastic job with full-screen effects, especially the color grading. You made some really smart art and design choices, and I hope you’re well rewarded for it when the results come around!

    WolfBit – Post Jam Versions Live!

    giphy

    They are ready.

    Hello guys! WolfBit has updates, yay. Better collision system, AI born to kill and bicentennial bug fixed.

    We will continue updating the game. If you haven’t played WolfBit, you should :), check it here.

     

    WE MUST GO TO THE WOODS.

    WE MUST GET RID OF THE DEVIL.

    WE MUST STOP THE BEAST.

    Who Are You And What Are You Doing Here?? – Postmortem

    Download Who Are You And What Are You Doing Here??, well, here.

    Who Are You And What Are You Doing Here (or WAYAWAYDH) is a bizarre mix of top-down stealth and point-and-click adventure. You play as a shapeshifting thief trying to steal from the (possibly evil?) rich people of Sanctuary Bay. You’ll need to impersonate the members of the Rump family and fool the guards if you want to infiltrate the house and open the vault.

    So the postmortem. This is the first time I’ve ever written one of these, which is appropriate given that this is the first time I (or my teammates, for that matter) have participated in a game jam like this. It was an interesting and really fun experience, though there are definitely some things I wish we would have done differently.

    What went wrong:

    • Lack of sleep! I stayed up 36 hours straight, and my teammates got minimal sleep over the first 24 hours. This really came back to bite us as we were much less productive than we should have been due to not sleeping. Next time, sleep more often, but for less time.
    • Getting the mechanics together. Because we had a few different mechanics to worry about, I started by building them in separate projects. Unfortunately, I had a hard time integrating everything (probably due to lack of sleep). Each component was playable individually, but things weren’t put together in a truly playable state until Day 3.
    • We had too much ambition. We wanted to make something a little bigger than we were capable of doing in 72 hours, so we had to scale back at the last minute. This is something we’ll have to remember for next time.
    • Controls… In the chaos of trying to get things simply working, I put a lot of actions on somewhat random keys. Unfortunately, we ran out of time and I didn’t get a chance to change them to something that’s more standard for these types of games.

    What went right:

    • Level design! I was really happy with Hunter’s design for the house, and the way she used actual blueprints as a basis. I also really liked Chris’s tiles, which made it feel a lot more like an actual home.
    • I did the concept drawings of the characters, and I’m really proud of them. *arrogance increases*
    • The overall concept. We were worried about the “shapeshift” theme, but once this idea started coming together, we found that we all really liked it. We plan on having a post-jam version up in a couple of days, but we’ve also been discussing completely rebuilding it as a full game. Feedback so far seems to be mostly positive, particularly regarding the general concept.
    • The fun! We had a lot much fun making this, even despite the stress that came with it. And while it didn’t come together perfectly, we think it’s a good start. We all learned so much during #LD35, both about the technology we were using as well as about the process itself. The feedback we’ve received from the other LD’ers has been invaluable, and one of the best parts of this whole experience. Everyone else’s games have been incredibly impressive as well.

    I think that’s probably good for now; We’re already looking forward to participating in Ludum Dare 36 this August, as well as continuing to work on WAYAWAYDH and our other projects. If you haven’t already played and rated it, please do so!

    Suggestion to port to ios

    Hi there, ive been so happy with the incredible cool things u all said about my game, which was think from the beggining to work on mobile devices… ive been trying to make it easy and fun to play in mobile, but as it has 5 buttons on desktop/web version I am testing many differents way to controll it. Here is the latest and the one who i think fits better, also i added a bounch of other things like secret levels… but if the game is hard no one will ever discover them :(

    this is what i got so far

    swipes to move the shape (up, down, left, right)

    swipes to move the shape (up, down, left, right)

     

    link to compo entry:http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90316

    Comments

    22. Apr 2016 · 19:15 UTC
    damn, the image looks so small :( my bad

    Minor update for for SHOOTING GAME THING lol

    Threw in a Time Extended max cap so the player can’t get crazy excessive amounts of time and have no reason to care about it anymore lol I did a few other tweaks no one will notice but I’m planning to develop this one into a full game when I finish my current game (a previous Ludum Dare entry) so I think I’m going to save the major tweaks for when I do that. Looking for any feedback on this LDJAM entry so that I can take it into account when I design the full game so please give it a try and leave some feedback so I can find potential problems early on!

    I’ll also be doing a post-mortem up so follow me on Twitter at @BPOutlaws or stay tuned here for when that goes up! I’m pretty psyched with how this game came out, getting to be a much better programmer these days with all the work I’m putting in! :)

    http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20860

    And here’s my previous LDJAM game that I’m almost ready to launch! Anyone remember playing this one? lol:

    – Jeff

    Play “Prince Charmless”, my LD35 Entry

    Hi everyone, here is my entry for this LD !

    This was supposed to be a Compo entry but I ran out of time.
    It’s been a long time I didn’t participate in a jam in solo ^^ (you might know me for my team game for LD33 called “Mobs Inc”)

    View post on imgur.com

    “The Prince Charming has been cursed by an evil witch and he suffers an awful spaceshift. He has to reach the top of the Princess Tower to meet the preatiest one so as to be deliver from his misfortune !”

    View post on imgur.com

    Reach the princess in the 9 levels !

    View post on imgur.com

    Make yourself beautiful with “Mirror on the wall TM, who’s the fairiest one”

    => Explode your pimbles !

    => Cut your unibrow !

    => Brush your teeth and extract dead ones

    => And More !

    View post on imgur.com

    The Princess let you pass to the next level depending to your Sex-Appeal !

    View post on imgur.com

    Buy upgrades for both Mirror and Dungeon Levels to Fairy Godmother in her shop : “Happily Ever After – Because Beauty should be intemportal”

    View post on imgur.com

     Gain mutations from the Witch for dungeon levels !

    View post on imgur.com

    PLAY AND RATE PRINCE CHARMING (ON WEB)

    View post on imgur.com

    PLAY AND RATE PRINCE CHARMING (ON WEB)

    Slime Quest – Post Mortem

     

    You can play my game Slime Quest by clicking this text witch is obviously a link.


     

    My game this Ludum Dare is a puzzle platformer that I cleverly titled Slime Quest where you have to solve puzzles to regain your form after being cursed by a wizard.

    Not really sure what to put in one of these things, this is my first post mortem despite this being my 6th Ludum Dare.

    The Good:

    • I had a relatively smooth experience this dare, I was able to sleep for 7 hours the first day (never again)
    • Was very happy with most of the levels in the game.
    • My art and animations (excluding the random dev textures left in) were the best I have ever done for a Dare.
    • I think it’s fun…

    The Bad:

    • Spent a bit too long sleeping caused me to not be able to finish some of the art.
    • The controls can be confusing (especially when scaling walls)
    • Transition animations and buttons can be very glitchy.
    • A few bugs that I fixed were annoying and I could have avoided them very easily

    The Ugly:

    • So many blue screens
    • Blue screens everywhere
    • While submitting a blue screen.
    • After fixing bugs blue screen.
    • After fixing blue screens blue screens.

     

    (Small) Update on Formorph

    Moin Ludumdare folks!

    This post will mainly concentrate on the design/art/programming aspects of the game Formorph (my LD35 Entry). I am going to be working on this game even more, because I really like it. Its really small and can be improved really fast (Also I already have your feedback for it xD). This post is also a little side-note to myself, in case I come offtrack :P.

    LevelBeschriftet-FormorphLevel-Formorph

    (Just for the understanding)

    Firstly things I don’t like:

    • The music: It is really repetitive and annoying at points. I tried to add the same music with different instruments into the level. But the synchronization did not work.
      In case someone has a better solution than this:
      soundSource1.timesamples = soundSource2.timesamples;
      please call me up!
    • Movement: The Player stutters when moving left/right. This happens because of the PlayerController influences the XVelocity directly while the none slidy ground slows the player down each calculation step. Also the smaller Player should move faster than the bigger one 😛
    • Shapeshifting: I hope no one noticed that, but when you shift, your character can clip through the ground and walls , because I just simply increased the size of the player. (In the “airlevel” it is most noticeable, because it kills you at some points :( )
    • Dead bodies: I think I introduced this mechanic pretty well and most people liked it, but sometimes your bodies just blocked your way. Also you don’t particular shapeshift very often, which leads to “no practice in shifting”, and you need to be good at it for the last parts of the level.
    • Wind: simply just has to be redone xD…
    • Performance: Each Lava/water/air block has its own Soundsource which leads to unneeded lag, also the Level is to big and does not allow any fast fine tuning.

    Secondly things you didn’t like:

    • Leveldesign: Most of the players did not pass the last parts of the level. Probably because the skill curve suddenly rises in the last parts of the level. Also when jumping up the “airlevel”, it is possible to jump to the beginning of the level which isn’t really fun :P… Also, some players did not pass the “Lavalevel”, which was just simply unfair for someone who plays the game for the first time
    • “Controls are a bit too lose (jumping especially)”: Jumping is a bit unfair because you can’t really control the jump height, also moving left and right takes to much time…
    • Physics feedback: When you come into a zone with air you don’t know where the wind is coming from and where it is pushing you just by the visuals.
    • Art style: I chose a “Minimalistic art style”, so I don’t have to do the art in the compo xD… Also that’s the reason why I asked a friend to do some art for me (and I already have some sketches), I hope they will improve the game visually and improve the “feeling” of the game :P…
    • “At first I didn’t get what was going on, but…”: That might be good or bad… Maybe there is an information overload at the beginning of the level with the loud music, ringing of the checkpoints and their clustering of the screen, to the left you can see parts of the more complicated levels and you are jumping down… that might be to much… Let’s see xD…
    • “didn’t want to go through the […] again”: I hoped I could make a Level which makes you want to do the level again with your newly learned skills. (just like Braid from Jonathan Blow)…

    Flying-FormorphHardDiving-Formorph

    BEFORE improving or changing anything, it is probably important to concentrate on the key-aspects of the game, which were welcomed really well by you:

    • “Corpse stay” mechanic: I hope (even though most probably did not play around with it a lot, because most of it was closed of by harder levels) I can put more shapeshifting into the game, because just staying big is a reliable tactic, which I don’t like, because it is lazy and monotone(?).
    • Music and sound effects: For one I had to change the color theme of the game to fit the music, because I am bad at making music and this was the best I could come up with :P. Also the auditory cues seemed to help a little bit “indicating how the level works” (Lava/Water/Wind sounds)
    • “Fun completing challenges”: Hopefully I don’t miss anything, but it probably works because of the “fair” placement of the checkpoints… (in case I try to make a level harder just by putting down less checkpoints in the future)
    • “Intuitive”: The game only needs a four button control (left/right/jump/shift). Also the “tutorial”-level teaches the player without using any words. The water is also a factor of that, get small to sink and big to float, this makes the player feel “smart” when solving the first water obstacle and it burns better into their memory :P. Also  you don’t have to do much at the same time and have a little reflection time at the end of each challenge, especially at the beginning, which helps the pacing of the game.
    • Simple: As the controls the game design is very simple and “solid”, but this simplistic design creates an enormous amount of depth in terms of gameplay and Leveldesign 😛
    • “adaptation to the environment”: I wanted the player to get used to the new environment and I think it worked xD

    Now to the improvements:

    1. Shapeshifting: Make the shifting better and don’t let the player clip through the floor (, before physics fixes it).
    2. Killing: I will probably make another lava type which lets the player evaporate on contact, so the dead bodies don’t just obstruct the paths.
    3. Movement: Make the floor more slippery :P, also make the jumpheight controllable. Also play around with the movement a bit more
    4. Small Player: Make him faster 😛
    5. Art: Implement the art and add some cute animations 😛
    6. Air/Wind: I will add a particle effect which shows you the direction/speed/intensity of the wind
    7. Leveldesign: Add a Levelloader and remove the SoundSources from each block.
    8. Music&Sound: More music and for each “type” of level a different one. Also I will try to synchronize the music again. (When jumping/dying/reaching a check point the sound should be played with a different pitch

    With that I hope I can keep the “feel” of the game while improving it. Also I hope that I could help someone else with this post, I don’t know how… But I hope that at least the Links help xD…

    PS: Formorph is made in Germany 😛

     

     

    Comments

    UgiWithAKnife
    22. Apr 2016 · 19:52 UTC
    You are using Unity right? You can use the mixer to sync music. Just adjust the volume of different channels when you want the change.

    ShiftyBalls Wrapup

    I’m Budaniel from AAGH Games, and I wanted to post a quick look at ShiftyBalls and what went well, plus what didn’t. I have written a long postmortem for some other time, so for right now let’s just focus on the positives and negatives from our experience in Ludum Dare 35.

    What went well:

    • The controls turned out better than planned. We originally had tank-style controls, which (as you’d imagine) did not feel intuitive and were unnecessarily difficult.
    • The way the elements interact came off pretty much as intended, with each having their usefulness.
    • We did pretty well on time. We were wrapped up on mechanics (for the most part) by Saturday afternoon and by Monday it was just bug-fixing.

    What went not-so-well:

    • The art could have been so much better. I’m still learning as a 3D artist and my attempts to make a decent animated, humanoid main character fell flat, leading to the ball we have now.
    • We could have explained the elements a little better instead of just dropping the player into a level with all three at once. For example, we’ve heard that the Fire element should survive lava like the rock does, but in this case you’re not a fireball – you’re on fire, and that’s why you’re running faster (because it hurts).
    • We could have used more  sound effects. We often struggle to nail this element in a Ludum Dare, but this time I felt their absence to more than usual.
    • The new web version seems to be giving some people issues, which I don’t think we can fix at this time.
    • I nearly broke everything on Monday afternoon. I was trying to fix one small bug with the ice and broke that mechanic completely, resulting in a few hours of trying to fix the game.

    That’s all for now. Thanks to everyone who’s tried ShiftyBalls, and to those that haven’t, give it a shot and leave us a comment – we love feedback!

    shiftyballsban

    Tags: 3d unity, LD35, wrapup

    Shapeshifter’s Quest – Postmortem

    This was my first game jam and I have to say it was a nice eye opener! You can play the game here!

    What went wrong

    I want to first talk about my mistakes and what I wasn’t able to acomplish. The version of the game I submitted is way to hard because I wasn’t game to get around to implementing my save points. This was mostly due to time management. I was able to work on the game for long periods of time but at the same time my breaks went on too long. I feel like at times I would be to negative about the final product. I was able to push past this for the most part. There was also some buggy behaviour with the holes in the levels. They would kill the player in unexpected ways which caused frustration for my playtesters.  However, I was able to fix these problems in my current version. I also was very limited on sounds and had no music. This is something I want to learn more about so I can create a better experience in my next ludum dare. The art was also not up to the standard I want it to be so I want to invest more time into creating better pixel art.

    What went right

    Even though the game has some problems, there was quite a bit I feel I did right with it. I wanted to create a zelda-esque game which required shapeshifting to progress through a dungeon. These shapeshifting forms can be gathered by killing different types of monsters. The first time you kill a monster type, you gain that form. When designing the concept, I wanted each form to have a unique ability that the other forms did not have. I feel like I nailed this idea down. In fact, I find it a little addicting to track down new monsters and kill them for their forms. There is something exciting about trying out new powers and I feel like I was able to implement this feeling into my game. My favorite form is the mouse because they can travel through mouse holes and passage ways. This passage ways will take the player to other areas of the map that they normally couldn’t get to without the mouse. I even put in some secret passage ways for the mouse. These passage ways can completely bypass areas that require you to have another form. I definitely want to expand on the shapeshifting mechanic some more.

    The Future

    Maybe I am crazy but I want to polish this game up, add more forms, expand the world, and try my hand at steam. I will work on this game for as long as it takes until I have something I feel is worthy. Also, I will be submitting a newer version of this game on One Game A Month around the end of the month so keep an eye out for that if you like my game by following me on twitter.

    Kuru Myst – New post-ludum release!

    Hi Everyone! We finally pushed a new Post-Ludum version of Kuru Myst, with:

    • more balancing!
    • more puzzles!
    • some debug polish and debugging!

    Here is some preview of the gameplay:

    Dopple Trouble post mortem

    Shapeshift. That was my favorite theme of the lot, so I was pretty stoked but unfortunately I hadn’t found anyone in the area to team up with me and as hours passed I realized I really wasn’t feeling like coding. I quickly gave up the idea on doing it in Unity cause I’m still very noob in C# so I went back to Multimedia Fusion 2 which I hadn’t used in like a year or two…

    Since I was just feeling like doing pixels, I started with what became the infiltration phase which is basically just a big medieval castle illustration. Now I realize that this was probably the best choice I’ve made for a jam: not having to deal with scrolling, camera work and de-spawning issues in MMF2 is a life saver! I motivated myself to start coding by saturday evening and then things went very fast very well.

    doppel3
    (The day / infiltration phase)

    I surprised myself having time for RPG style upgrades, and fully doing the night / platformer action phase. If I had kicked myself in the ass on friday to start coding and take this seriously I would actually would have had time to submit for the compo. On Sunday game had a full loop, 2 endings, 8 type of ennemies and the possibility to keep playing as an endless survival mode to beat your highscore. It left me with monday to fully focus on making sounds, picking the right musics and making a full boss battle and 2 extra endings. :)

    dopple1( The night / action phase)

    Here’s what went well and wrong in short:

    Good
    – MMF 2 is great for prototyping, could progress really fast and no big coding issue came up
    – having no scrolling allowed to evaluate art needed very easily and gave me time to focus on the fun stuff: making a bunch of creatures.
    – Kept the animation minimal but readable. Villagers are 2 frames and the second one is the same as the first one with a few pixels moved lower. That’s enough for a walk cycle at that distance.
    – removing the possibility to jump in infiltration phase got rid of all kind of collision issues coming up with MMF2. instead I took inspiration from the Looney Tunes game on game boy, with a rigid stair system that worked really well for an infiltration game.

    Bad
    – The instanced sprite system in MMF2 is a nightmare so having a lot of creatures at the same time created some bugs where villagers or guards teleport around.
    – I play a lot of platformers and despite knowing that I make them too hard for average players… Well, I still made the night phase too hard. I still haven’t learned to properly balance a more welcoming and gradual difficulty.
    – MMF2 by default only lets export to windows and all my attemps at getting Mac builds were rather unsuccessful so only a limited pool of players can access my game.

    If you wanna take a look at my entry: 

    Ludum Dare 35

    And since I had so much fun doing it, I’ve been continuing working on it and fixed pretty much all the bugs, added controller support, improved the boss battle, etc…
    Ludum dare version and post versions are there: https://brobbeh.itch.io/dopple-trouble

    Cheers!
    – blob

    Aftertile update!

    ヘ(◕。◕ヘ) wooooooo! How’re you all doing?

    While I’m still working on the post-mortem (I’ve learned a lot, I’ve got so much to tell!) my programmer is fixing some stuff inside the game. Today he fixed the tile tearing that happened while playing, especially floating outside walls! Now he’s working on fixing the squashing animations, so the ghosty ghost squashes neatly. There’s one squashing animation for each direction, and sometimes they get mixed up.

    squashing

    Play Aftertile here!

    Photagogue Soundtrack

    Check out the Soundtrack for my entry, Photagogue! And if you haven’t checked the game out yet, check it out! I’ll check out yours if you check out mine! c:

    Super Shapeshift Bros – Postmortem

    I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
    1) Changing the engine (It will be Godot Engine);
    2) AI for single player campaign;
    3) Network Multiplayer;
    4) More customizeable stuff (Faces, hats, textures, etc);
    5) Add other figures;
    6) Level editor for community;
    7) 4-8 player mode;
    8) Dynamic camera;
    9) Larger arenas;
    10) Add jump button;
    11) More arenas;
    12) You will contol your figure while flying.

    Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


    Prototype

    When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

    oX9sz18YTuQ
    Running on TV

    I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

    XTSAq82E4X4

    Two players one one gamepad

    The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


    Standard GIF

    The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

    Скриншот 2016-04-23 01.14.48

    Thank you for playing the game! It’s great that one of my dreams come true!

    Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

    You can play and rate the game here.

    Tags: 2D, LD35, Ludum Dare, motivation, post-mortem, postmortem, tools, unity, unity3d

    Hey Play Me

    heyplayme

    “Postmortem Hero” Postmortem!

    PostmortemHero_Title

    Now that I feel thoroughly recovered from the Jam and had some time to check out other people’s games, I finally wrote up a postmortem for my game, “Postmortem Hero”!

    The long version can be read on my blog, but the TL;DR version is that I definitely had some issues with organization and planning during development. I went into it kind of haphazardly and didn’t take enough time to think about how I was actually going to implement certain features or realistically consider the time restraints. That being said, there were several things that went pretty well! I was able to downsize the game from my unrealistically complex vision with few issues and the narrative and artwork seem to be resonating with players!

    … And now it’s time to play more games until the final scores are announced!

     

    Play Run Rainbow Run !!!

    Hello everynone ! ! have fun playing  Run Rainbow Run
    Enjoy a lot!!!   * (^ – ^) * 

    Screenshot_5

     

    Comments

    fin_nolimit
    23. Apr 2016 · 03:34 UTC
    haha!! Super cool endless runner!!! My highest score ended up being 27365. My only suggestion would be to not let the coins spawn in areas outside the jumping area. No kidding, this game ROCKS!!! Excellent job!

    //SHIFT/haxe Postmortem

     

    //SHIFT/haxe is an overhead shooter with vector-style graphics, where you can shift between various shapes to destroy waves of enemies. The game contains many procedural elements, including enemy bosses.

    It was developed solo in 48 hours for LD35 using C#, Mongame, and SFXR.

    Click on the image, or here to play and rate.

    This post will be a postmortem of the development of the game. I am very verbose, so everything is hidden below the fold.

    Theme

    Looking back over the last 5 LDs, I’ve only had a strong vision for a theme once. I’ll have a few strong ideas for other finalist themes, but then really have to stretch once one is picked. I didn’t have a hard time coming up with ideas for shapeshift, I just had a difficult time finding something I really wanted to make. A few other final themes sparked some ideas I was excited for, but this theme just left me cold. I was sorely tempted to ditch it entirely, but stuck to it because I can always revisit those later.

    The final gameplay is very similar to what I envisioned. I did imagine there would be an overworld connecting various “servers” with multiple arenas that would have a boss that unlocked a new shape, but I dropped the overworld portion fairly quickly to keep scope down. I wasn’t really intending for it to be as much of a bullet-hell shooter as it can be, but I’m not sure what I would have done differently to change that.

    I designed the gameplay and art style first, knowing what I have worked on in the past. From there, that are style really dictated the digital-computer setting.

    5

    Development

    I hedged my bets in design to design a game that could leverage the things I had done for LD 33. I had come up with a rendering and collision system. I reasoned that I would be able to leverage that code for an overhead shooter.

    The art style in that game was a simple fake-3d overhead perspective. Using a series of 2d rotated image layers offset to give the illusion of 3d makes it very easy to import a new object with a high quality 3d appearance. I had also created a circular collision system on that game meant to limit the number of collision checks between objects.

    As it turns out, I reused maybe a dozen lines of code. The player and enemy ships didn’t benefit from the 3d, but it meant I could still get some nice 3d looking effects fairly easily. That only took about 3 lines of very simple code, and a little bit of overhead throughout. I never needed to implement the whole collision system, and a little profiling makes me think I over-engineered it back then.

    I started by creating arenas, and specifically drawing the arena walls. I knew I wanted arenas with shape, and while I could have hand placed where each line was drawn, I really wanted to automate the process so I could have variety. Weirdly that code was some of the more complicated and time consuming on the project. Basically the code iterates around a grid of solid and walkable cells that defines the shape. When it hits a wall, it steps around the edge and builds a list of corners. It tracks every edge it steps over in the process so it doesn’t build multiple overlapping walls. Having a system like that allowed me to later add many arenas fairly quickly and I leveraged the code for the end of level teleporter effect.

    3

    Next up was the camera. It’s easy to overlook the camera in LD because it’s subtle and it isn’t obvious what a good camera adds to the game. A locked overhead perspective with the player at the center doesn’t feel great in an enclosed space. Especially with bullets that don’t have a max range, it would have felt like a lot of the screen was going to waste. I also didn’t want a locked view that fills the screen, since that would make the arenas feel small. The game projects a point a certain distance in front of the player towards the mouse and centers the view around that. That doesn’t work great around the edges, so I constrained that centering point to keep more of the arena on screen at the edges.

    On Saturday I started making enemies. I didn’t really have a specific plan, I just wanted to make sure there was a good variety. Just changing the enemy sprite didn’t feel like it was enough. I wanted to make sure they each behaved differently. Enemies and the player share some base movement, firing, and rotation code. On top of that, enemies make a movement and firing plan via something like a frame-step co-routine. While that executes, each frame they are just constrained by the world’s physics to make sure they keep a reasonable speed check for collisions. When that plan completes they create a new movement plan with a little randomness. Each enemy AI is fairly simple, but the unique behavior adds a lot of depth. The circle moves towards the player on the X or Y axis. The arrow slowly turns to face the player and then fires and rushes in. The W shape strafes left or right and fires 4 bullets at a time. The big green one moves on the X or Y axis randomly, slowly turns to the player, and fires a stream of bullets.

    Level variety was important to me, so I planned ahead with things like the dynamic wall construction so that I could slot in multiple maps with minimal overhead. I originally considered procedurally generating levels, but I was worried that the levels would feel very strange or sometimes be impossible. I also considered a level editor, but the maps were simple enough that that felt like overkill. Instead I built an importer that opened all the images stored in a specific folder. It read the images pixel by pixel, and built the collision grid from that. Certain colors on the image translated to map features. I’d experimented with something similar a few months back in a very limited fashion. I think this worked out very well technically, though my level design wasn’t great on a few of the maps.

    Procedural Boss Generation

    At that point I had most of the trappings of a game, but it needed a feature to really stand out. Just fighting waves of enemies felt too repetitive. I had been toying around with the idea of bosses, but I wasn’t sure if I could pull it off. I started in seriously late on Saturday. The idea was that I could create one master enemy that created a set of enemies that it would control. First, the boss decided randomly whether it was primarily wide or tall, then it determined whether it would be symmetrical left to right and/or front to back. With those variables, it created a virtual grid around the center piece at 0,0. Then it picked either a row or a column and appended a piece to either end of that row or column. If it is symmetrical, it adds pieces to mirror the placed piece. Each piece it adds has a different frequency and difficulty cost, and it stops when it places enough pieces to meet a difficulty threshold.

    4

    Once the boss is created, the single boss center piece controls the behavior and total HP. All of the sub-pieces just try to stay in formation and fire occasionally / on command. When the boss is created it also sets a few attributes based on difficulty and randomness. It picks a max speed, and determines what behaviors it will follow (using the same basic enemy co-routine framework). If the boss is wide it tends to strafe more, and if it’s tall it tends to charge more. After a few levels it occasionally stops and fires all weapons or teleports around the map. The results are fairly satisfying. Sometimes you get a real dumb looking boss, but sometimes you get something really awesome. The emergent behavior that comes from the boss trying to move around obstacles is also pretty cool, and (unintentionally) fits the theme well.

    Scheduling this project was a bit interesting. The game is fairly safe and well established territory, and there was very little chance of not having a complete-feeling game at the end. As opposed to dedicating Sunday to polish, I polished as I went and triaged features up until the last hour. I constantly asked myself what is the most important feature I could add. That meant some key elements were postponed until late, but that let me be very flexible. For example, the menu to change your shapes out was added late, because I knew I could hard code the shapes to keys if needed. I could instead prioritize the boss system, which is something I would have been very afraid to add late, but turned out to be the highlight of the game.

    Audio

    I started creating sound effects with SFXR and wiring them in on Sunday, only to discover that the sound system was silently failing. I hadn’t worked on any game audio since I got this computer, and hadn’t tried playing sound during warm-up. Whoops. There wasn’t an obvious fix, so I just cut audio all together and worked on other things. After some other cleanup and polish I circled back because it was too important to the game. I still don’t know why it’s not playing, but I swapped out the monogame audio pipeline for the windows media one built into .Net. It’s really meant more for playing things like application alert sounds and beeps though, not game audio. It has a lot of issues, but it’s key feature is actually working. I wanted to include music in game as well, but just am not confident enough in my music making skills.

    6

    What went well

    Procedural boss generation turned out way better than expected. You get some wacky bosses, and they’re fun and feel different. If I had known how well that would have turned out, I would have made this a boss rush game.

    Enemies were easily identifiable, felt unique, and worked well together to create challenging scenarios.

    Could have gone better

    I mentioned audio already – I should have tested that during the warm-up

    The upgrade system isn’t great. It doesn’t really keep up with the difficulty ramp up, several of the shapes aren’t very useful.

    The only reason to not just hold down the trigger is to quiet the sound effect. I was debating healing by not firing, but was worried that would slow down the game.

    The gamepad doesn’t work on the weapon configuration screen. I just couldn’t think of a simple way to implement it in time.

    Not enough balance time. There were some tiny tweaks that would have been great if I had done more testing.

    • I scaled back enemy HP, but enemies still feel bullet-spongy.
    • The red enemy is a little frustrating because of the bullet lag – I should have made them continue in the same direction until they hit a wall instead of strafing randomly so you could better predict their movement
    • Game ramps up difficulty a little too fast – I doubt many people will unlock all the weapons.
    • The flamethrower mode needed longer range to be useful
    • The shield mode should have lasted until the shield wore out instead of using a timer
    • The little enemies are more of a threat than the bosses – I should have put in a spawn cap for the enemies that spawn in during boss levels and tapered off the normal level spawns more.
    • Several levels are just bad. The maze-like normal level and the wide boss level are probably the worst. Without better obstacle avoidance and pathfinding, enemies get stuck in corners and can’t reach the player. Also, the exit placement should probably have always been in the center so you don’t need to truck across the board for it.
    • Continue button should have probably been relabeled to better fit the theme.

    Future plans

    I don’t think I’m going to polish this up and ship it on some platform, but I’m on the fence on that. I do see a lot of potential in expanding it as a boss rush game, but I’m not sure what I’d want the upgrade system to look like. I won’t really touch it until after the voting period, so I can sit on that.

    realizing a video with several games of the Ludum Dare #35.

    Hi, nice game ! We’re realizing a video with several games of the Ludum Dare #35.
    Can you add your game on indiexpo.net ? (it’s free)
    So we can include also your game in the video 😉
    p.s. write #LDJAM in the game’s description

     

    ++++++++++++++++++++++++++++++++

     

    Hi, nice game ! We’re realizing a video with several games of the Ludum Dare #35.
    Can you add your game on indiexpo.net ? (it’s free)
    So we can include also your game in the video 😉
    p.s. write #LDJAM in the game’s description

    Comments

    fin_nolimit
    23. Apr 2016 · 07:20 UTC
    Awesome!! I just signed up!!

    Postmortem postsleeping

    ive been working a lot on the postmortem game, i really want to get it published this week on ios, its a lot of work but think i can do it.

    here some hard work on animations to show the helpscreen of how to play before the game starts

     

    black heart

    black heart

    Looking for LD rare gems

    If you donˋt have much votes and want some feedback, put me a link here ! Ìll be happy to review them (I don’t have VR hardware ).

    Thank you!

    Comments

    23. Apr 2016 · 10:06 UTC
    I’d love a comment from anybody who is willing to play mine. I have just enough votes to get a rating, though, so Idk if that counts as a low amount, haha.
    madmarcel
    23. Apr 2016 · 10:57 UTC
    I made my game too hard I think.

    Mind the cats
    23. Apr 2016 · 14:39 UTC
    Might be a rare gem, might not be but I definitely think our game is intuitive and fun!

    Idea and Mechanics of CHANGELUST

    Hi people!

    I’m Pedro Fuentes game designer and programmer, and with two artists (Javier Urios and Oscar Ibañez) we made the game “CHANGELUST”.

    Captura02

    If you’re interested, check it out here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=51710

    The idea is inspiring by Naoki Urasawa’s comic: Monster. Inside of the story, there’s a tale: “The Monster with No Name”.

    tumblr_mep8arhndt1rws6bd

    The Monster gets inside people to keep their names because he doesn´t have a name. Unfortunately, the monster grows inside the people and possesses the people.

    It is a creepy history… the mechanics of our game are inspiring about this tale. The main character can posses other enemies, and transform his shape/skin to improve his abilities… with a short time, if the time passes, the main character transforms in the enemy and loses the game…

    Hope you like the game and the idea! Thanks for all !

    Looking for story-based games!

    Bookworm

    I would be glad to play and review any game that is built around some plot or at least has some choices that you can make.
    I would especially like to play some text quests.

    For now I found two games of this type that I liked a lot:

    1. Elixir searching text quest
    2. Find the imposter dialogue game

     

    And (shameless self-promotion) you can try out my game – not really a text quest but requires to read a lot.

    Comments

    celia14
    23. Apr 2016 · 12:21 UTC
    Oh, excellent idea for a post, I want to find more story-based games too!

    Ludum Dare 35 Timelapse

    Timelapse of my Ludum Dare 35 compo entry:

    Thank you for watching, good luck in the judging :)

    Update w/Easter egg

    ***UPDATE 4-23-2016***
    I’ve changed a few things to the game:
    Turned off excessive motionblur
    Adjusted the last puzzle to avoid glitches and to be solvable
    Fixed being able to spawn in tight areas and getting stuck
    Made final tree jump path less frustrating
    Added a secret easter egg room (just for kicks)

    If you haven’t played it yet, quit monkeying around and give it a shot!

    Click here for Apeshifter Munk Game

    View post on imgur.com

    The Great Leap

    Hey guys,
    It’s been a hard but very enjoyable ludum dare this time. For our third entry we decided to change our developement tool from Game Maker to Unreal Engine. Despite we made a warmup it was still hard to use it.
    Nevermind we succeeded to deliver a game with one full level and that is also very fun to play. We hope you guys will play and rate it.

    55260-shot0-1461088775

    I will be streaming at around 17:00 GMT to play and rate LD entries. Come and say hello!

    Hey guys!

    You might’ve seen me around before, I am an 18 year-old Brit who has taken the day off from studying.
    I should hopefully be streaming this afternoon for an hour or two to play (and rate) submissions!
    If you wish me to rate your entry on stream, submit it here:

    http://goo.gl/forms/1wqjiAJTp6

    I look forward to seeing you here:
    https://www.twitch.tv/kappa_barsavi
    Around 17:00 GMT for about two hours. I realise that isn’t long, but it’s probably the best I can do for today.
    See you there, hopefully!

    Oh, and you can try my entry out here, if you like.
    You know, writing my age really gives me some perspective – I did my first Ludum Dare at 15, and a lot has changed, haha.

    Yay weekend! Time to play & rate.

    It’s been a busy week for me and I haven’t had a chance to rate or play anybody’s game.
    Now is the time, I’m busting through and getting to enjoy all your games! Hopefully I can learn a thing or two while I’m at it.

    My brother and I live in different states now and we both have always been the kind of people to be passionate in starting many projects but never finishing a single one.
    This last weekend we went into Ludum Dare  with the goal of “Finishing a game!” With understanding that it’s our first LD and that our project will for certain be rough around ALL of the edges.

    The character is fun, cute, and quirky. I wish we had spent more time on making content and less time trying to refine mechanics. Also, I wish we would have been able to port it to a web version for all of those non-Windows folk. When I work on it more, I’ll see if I can buy a module to port it over (using GM).

    We’re excited to hear your feedback. What you liked about our game, and wise words of how we can do better next time.altarexample
    Can’t wait to play your game!

    Comments

    fin_nolimit
    23. Apr 2016 · 14:39 UTC
    Ohhh I got a good game you can try!!! 😉 my daughter (she’s 10) did this one together!
    PaulJs
    23. Apr 2016 · 15:45 UTC
    Nice maybe a little short. You can try mine if you want ;o)

    Listen and Shift: Playthrough


    6th participation and 6th game. And first time seeing someone mastering my game at that point! Even my last personal best is just above the 1,600,000 mark. However, I decided to record a playthrough of one of the best possible run of my game. Here it is! Will you be able to beat the 3,377,154 points?

    Take a break and try a run! Give your best and try to break the mark!
    (And leave a comment, so that I can play your game as well!)

    Listen and Shift – Compo Entry

    Added tutorial and Kongregate version

    Just uploaded a new version of my game SHIFT to Kongregate you can play it

    HERE

    Icon

    Comments

    fin_nolimit
    23. Apr 2016 · 20:31 UTC
    Very cool game!!! it took me a minute to figure it all out but I really enjoyed myself! Nice job!

    icon_ios_alt

    Play & Rate

    (Win, OSX, Web)

    shift_demo

    Comments

    fin_nolimit
    23. Apr 2016 · 17:49 UTC
    Wow, this looks super cool! Almost looks perfect for a phone game too! I’m going to check it out now!!! Here is mine (plays perfect on the Web version)

    Animation programs

    Hello guys! I need some help with 2D anim. I use spriter pro to make my sprites animations, but I always have a lot of stress with this program, do you guys have tips about some good animation programs I could use?

     

    Thank you! Heartwarming kisses for everyone!

    Fylgjur Development

    Fylgjur

    The Bad

    I spent a lot of time leading up to LD35 making other projects to get ready for it. However, per my usual standard, I somehow always choose to make a game type I’ve never made before. I’ve done one similar to this but it was in an entirely different software. The first animations I made are very ugly and I’m surprised so many of the comments are that they like the animations. Personally I think the skeleton was good but the player animations I made are sloppy, because of time and being the first ones made.

    develop1

    The player was made with the intention of adding a bow into the game so you can take out distant enemies quicker and control them better. The skeleton was also planned to have a bow so that your shield had a use. Unfortunately I didn’t get that code done in time so I removed it from the weapon changes you could make. There were a lot of features I wanted to add in but these were the ones that got removed after being started on.

    develop2

    The Good

    I was surprised to find that many people loved the animation and at least for now I plan to leave it in, but will probably tweak the first ones I made to flow better. I managed to get three different weapons in the game that give you a variety of different ways to take on the enemies. I got the skeleton finished in the last 5 hours hours of the competition from concept to art to code. I was very worried I would just have the skele-bird but I guess all the practice helped.

    I almost did not have a method for the player to regain health, and it might not be very noticeable. If you give your player time to rest or run you can see your health slowly ticking back up. I added a slow regen to the player since I couldn’t finish with the fruit pickup plan I had. The original plan was for the player to hit fruit off of one of the trees and pick it up to regain health. I might add it in going forward but I was also planning on overhauling very many different things so we’ll see if we need it still.

    There were a lot of hiccups in that game development process but I kept it moving pretty well. I think that this is the best game I’ve made so far and I do plan to continue working on it post-LD. I’ve been developing a few features and goals that I will keep secret for now but you might see a few in a couple days. For now though why not give it a play?

    Go on, don’t just stand there!

    View post on imgur.com

    PLAY GAME

    Comments

    fin_nolimit
    23. Apr 2016 · 18:46 UTC
    Yeah, I’m with you all the way! I like not making stuff before the JAM begins so that I can challenge myself to come up with something 100% new for the 72 hour session! Here is what my 10 year old daughter and I came up with

    The inspiration behind Realm Shifters

    We were so excited when we saw that the theme of Ludum Dare 35 was Shapeshift. This one word can mean a lot of things. The obvious meaning is changing form, shape or body but we went further during our ideation phase. We thought that the environment elements, the lighting and the music could also shift. If we could manage to get all those working in a game that would be so awesome! There are a lot of examples on character transformation in games but not as much on real time environment morphing/manipulation. Maybe this is because of technical limitations or the fact that every asset needs to be done at least twice for a game like this. Anyway, we started looking for similar games from the past for inspiration.

    One of my all-time favorite game series is the Legacy of Kain: Soul Reaver games. They have deep and interesting storylines, nice action/platform mechanics and at the core of the games the otherworldly environment shifting. Without spoiling anything (if you have the chance I really recommend playing those games), Raziel, the main protagonist can shift between worlds which leads to interesting puzzles in the game meanwhile keeping the experience visually diverse.

    Environment shifting in Soul Reaver

    Another great example for world shifting can be found in Giana Sisters: Twisted Dreams. It is a nice little 2.5D platformer game which is really hard! (I spent hours just to complete the final level. :D) The main character Giana can transform herself between “Cute” and “Punk” personas making both the environment and the music change around her. What a wonderful mechanic!

    Giana Sisters: Twisted Dreams

    With these two the main idea for the realm shifting mechanic was on track but we also needed elements for an inviting atmosphere. There came Kingdoms of Amalur: Reckoning and it’s unforgettable fantasy world setting. I love the visuals of that game! I wish I could experience it in VR! Take a look at this piece of art below. Beautiful, isn’t it?

    Kingdoms of Amalur: Reckoning

    So these made the core inspiration leading us to the visuals and the main mechanics of Realm Shifters. We tried to make as much element as possible morph during the shifting mechanic.

    We were really tired at the end of the 3rd day but we achieved what we set up to be our goal and we are really proud of the end result. Especially because we are mainly just two programmers. 😀

    Realm Shifters

    > Play Realm Shifters! <

    If you know more games with these kind of mechanics, please let us know!

    Cheers!

    Tags: Abyss, cow, Crystal, dragon, GameJam, jam, LD35, Ludum Dare, Orb, Realm, Shape, Shift, Shifter, untiy3d

    Comments

    fin_nolimit
    23. Apr 2016 · 18:52 UTC
    Wow!!!! Check out this art!!! That is incredible!! You did a fantastic job!

    Postmortem: Grokh’s Arena

    The original idea

    Since this was my fist Ludum Dare I didn’t have ambitions to make anything unique from the other devs so I didn’t browse the website at all. That was a wise choice as all the quick progress by the other participants would certainly have demotivated me.

    Like for many others, the first thing that came to my mind was making a game with a shape-shifting main character. The original idea was to be trapped in an arena to fight waves of monsters while some orc overlord watches and gives snarky comments about how you are doing. As a final surprise there was supposed to be a gigantic kraken randomly crashing on the arena, squishing the overlord and providing a boss fight.

    arena_sketch

    What came of it

    Well, it didn’t turn out as grand as I had hoped for. Time constraints made me abandon the idea of the final boss and I also had to let go of the commenting orc, although you can see his placeholder graphics in the top left corner.

    In the end what remained was the core idea: An arena-style fighting game with a shapeshifting hero that had to defeat waves of monsters. Everything got very hurried in the end so I didn’t even have time to color the characters properly and had to go with a minimalist approach.

    Play Grokh’s Arena here

    The process: What went well

    One of the most important pieces of advice for me was to be prepared. I spent some time getting used to the tools I wanted to use and I would have failed miserably if I hadn’t.

    I had never used a game lib before and my choice fell on cocos2d-x since I liked the multi-platform compatibility and it has C++ bindings which I feel comfortable with.

    I made a jump and run prototype before LD to try out how things work in cocos2d-x. I found some shortcomings that I could work around in advance. I had a working pipeline for the graphics that consisted of creating a spritesheet with TexturePacker and using a code generator I had written in python that creats C++ code which allows to load the images into cocos2d-x classes. Very convenient, saved a lot of time.

    Graphically I feel most comfortable with Aseprite and decided to go with a very low resolution of 160×100 since art is not my strong suit.

    aseprite

    When time started running out, sfxr helped me out a lot and allowed me to add simple sound effects in a very short time. Initially thought as placeholders, they remained in the final game.

    About the music, I like to use Reaper and the free Sonatina Symphonic Orchestra VST plugin which allows me to write symphonic soundtracks on a midi keyboard. I like the outcome but I have to agree with some of the critics that it clashes too much with the retro visuals.

    All in all I second the idea that drinking a lot of water, sleeping sufficiently and not binging too much on sweets kept everything together, especially since I rarely ever had as much stress as I had in these 48 hours.

    The process: What didn’t turn out so well

    For all the good things, there were a lot of issues that didn’t go over that nicely.

    First, a beginner’s mistake: I didn’t stock up on food before, so I actually had to go grocery shopping in the middle of the compo. Super annoying.

    Then of course, time management. While I think I made the most of the allotted time, working 30 hours of the given 48, it still wasn’t enough so I had to cut some corners, and it shows. No colours on the sprites, no awesome final boss, no details on the arena. Worst of all though, no victory screen. The game just quits on you after 10 rounds. Luckily the difficulty is just high enough so that only one player reached the end so far.

    One very important thing I learned in this compo is not to worry if your code isn’t nice. I made a timelapse of making Grokh’s Arena and it becomes clear that I spent most of my time in Visual Studio.

    That by itself may not have been so bad, had I not lost about 3 hours on the first day when I felt the need to refactor my whole code. Bad idea. I guess it’s not easy to maintain a balance between hacking it together and keeping it clean enough not to invite stupid bugs, but I certainly spent too much time worrying about good code architecture.

    Another thing that I did too late was adding debug visuals. I had some nasty collision bugs that I only found out much too late when I added hitbox visualisation.

    Then there are shortcomings to the tools that I used. Cocos2d-x for instance only allows wav audio in Windows projects. Really? Uncompressed wav in 2016? Maybe there is a way around that but I haven’t found it so far. Another thing is that it forces me to ship a lot of dlls that are not really used, like libmpg123.dll or websockets.dll. I may try to statically compile the libs into later games so that I would only include the code that I need, but I may run into licence trouble there. All these libs felt much too big for a little retro style game (We’re talking about 16MB of dlls against 11kB of graphics assets).

    Outlook

    So yeah, I learned a lot, I am eager for next time and I will be prepared even better. For this game though, I am planning on doing a post-LD version with improved graphics and maybe I can get the boss fight in at the end like I planned.

    Tags: ld35 Postmortem

    ShapeMagnet Walkthrough

    Sooo It’s been a crazy week! Although I managed it there are still so many things to be done… At least I did one, which is upload the walkthrough for my game!

    In case you haven’t seen my game, I would be glad if you take a look! You can play it here!

    And tune in next time, when I’ll post the post-mortem for this  LD and, who knows, maybe a post-compo version?~

    Comments

    fin_nolimit
    23. Apr 2016 · 20:42 UTC
    I’m playing your game right now!!! Super cool!

    HEXCORP Post Mortem, or how I stopped worrying and learned to love the bomb

    cover

    Before I start, PLAY IT HERE


     

    TOOLS USED:

    ENGINE: GAMEMAKER

    ART: ASEPRITE/PHOTOSHOP

    SOUND:  Zoom H3 and a printer

    MUSIC: Korg Volca Sample, AUDACITY


     

    I started this Ludum Dare late, with only 30 hours to complete a compo game I had to think quickly. Shape-shifter. Shifting shapes. I came up with the idea of a game where you work an office job coming up with shapes for clients. This seemed like a fun idea and I gauged that the most difficult part would be coming up with this:

    DRAWTEST2

    The drawing mechanic.

    The drawing-shapes mechanic. How wrong I was, I had this done in 4 hours and of course had prematurely patted myself on the back. The tough part was coming up with a way to gamify this mechanic. I wanted the client to be able to specify the number of sides, whether you could cross lines, provide an image for you to copy,

    spiderman

    (like one of spider-man, CREDIT)

    Unfortunately, my basic knowledge of geometry and trigonometry soon told me that the equations for working out whether 15 lines are crossing each-other were too complicated for my simple mind and computer-vision is particularly difficult to implement in gamemaker in 48-hours. So I settled for two checks, right number of sides for a shape, and distance of the first and last points to check that the shape is joined up. After a brief crisis of realisation, I had to come up with a way to make my mechanic work as a game without having the complicated checking algorithm so I introduced the manager:

    spiderman

    He’s a very demanding manager.

    He was inspired by JJJ from the spider-man series. I was rather proud of his speaking animation with the moving cigar. He was supposed to give pithy comments on your artwork but once again, I was running out of time with that one so I decided to go a bit left-field after another existential crisis:

    I'm in a buggy mess of code, my game isn't fun, it doesn't work. Welcome to #LDJAM

    — Jim Bruges (@nebulaictoaster) April 17, 2016

    Enter the robot:

    robotdisplay

    The manager had a bit of a wild night.

    So my game was so buggy it gave out random amounts of cash to you when you handed in a shape (not intentional, just the code was broken), some parts were really sloppily made (like the text and the fa machine sprite) so I decided to run with it. How do you excuse some crappy parts of a game? With a weird story-line involving a social experiment gone wrong, of course! I added in some strange replies from the manager some strange collectibles:

    marx

    Capitalism? More like crapitalism…

    And finally a meeting with a sentient triangle who causes the manager to reveal his true form.


     

    Overall, it was a bit slap-dash. I’d like to think I made a few people chuckle but I ran out of time and copped out a bit in terms of gameplay. Next time I really want to have learned Unity, I tried for this one but exams got the better of me… I’ll try to make time so that I can do the full 48 hours too, that will help.

    endscreen

    PLAY IT HERE


    Thanks for reading my post-mortem. I had so much fin making this and I am really having a great time playing all your entries. As another personal plug, outside LD I’ve just finished a twine adventure called MINUTEMAN where you explore an abandoned nuclear bunker and discover the troubles of lax password security. It would be great if you gave it a play :)

    Gracias and see you next time,

    @nebulaictoaster

    Post Compo Update 1.1.0

    My game, Fugitive Shift, just received a post-compo patch! This has fixed problems and added better particles/effects. Also, dialogue has been improved so players have a better idea of what to do in each level. Please check it out!

     

    PLAY HERE

     

    Have fun!

    “Make your Queen Happy” fixed

    After a week I decided to fix the time in my game. That not make the game more easy, but now is a little more easy compared to the other version.

    20 seconds of gameplay:

    GIFANTES

    Before

    GIFDESPUES

    Now

    Play the game here!!! =D

    Comments

    fin_nolimit
    23. Apr 2016 · 23:09 UTC
    I love it!!!

    Software?

    Just wondering what software people use to record their screen and make gifs. I haven’t had any luck with the ones I’ve tried. Let me know what one you guys use!

    Comments

    23. Apr 2016 · 23:15 UTC
    try out gifcam
    morrilet
    23. Apr 2016 · 23:31 UTC
    I’ve been trying out ScreenToGif lately. It’s been pretty easy to use and I like it. Can’t really compare it to anything else though, as it’s the first software I’ve used for gifs before.
    Cerno_b
    23. Apr 2016 · 23:38 UTC
    I second that. I find the GUI of ScreenToGif totally awesome as you can “frame” the part of the screen you want to capture. Lots of features as well. The resulting gif file is quite large though so some post-processing might be required (I use Aseprite for that).
    djfariel
    23. Apr 2016 · 23:50 UTC
    ScreenToGif here as well. =)
    Strike
    24. Apr 2016 · 04:23 UTC
    GifCam here :)
    RafaSKB
    24. Apr 2016 · 04:59 UTC
    I’ve been using Monosnap, but it’s not that great for me (the software itself is amazing for screenshots and .mp4 videos, but not for gifs).
    CoderJoe
    24. Apr 2016 · 22:30 UTC
    Thanks guys! I will try some of these out!

    TWITTER

    Let’s follow each other on twitter to know more about the LD35 Games! I would like to know about your games, guys!

    Our account is: https://twitter.com/smaiden_games

    Comments

    23. Apr 2016 · 23:32 UTC
    My Twitter is @PolyrogueGames if you want to say hello! I just finished a brilliant stream not too long ago playing people’s games, and made a bunch of friends.
    24. Apr 2016 · 06:24 UTC
    @evertoncoyb66, feel free to say hello

    “Robot Snake”. My first game in Ludum Dare

       Thank you all for your comments and feedback. :)

    2

     

    More levels at the end of Ludum Dare

     

     

    Follow me on itch if they want to see future versions of the game. 😀

                                                                      

       Link Itch.io                                                              Play / vote

    Windows Version: Here

    First GIF :D

    First GIF for our game Spirit of the Ancients

    Ancients gif 1

    PLAY GAME

    Comments

    djfariel
    24. Apr 2016 · 05:27 UTC
    Hey bud! If make your gif a little smaller next time and, when uploading it, set the size to “Full Size: in the bottom right corner of the media uploader, it’ll play on the main page. =)
    ChuiGum
    24. Apr 2016 · 05:27 UTC
    Gif isn’t animating. You’re going to need to edit this post and make the Gif full size, after that it will animate. :)
    djfariel
    24. Apr 2016 · 05:29 UTC
    ooh, ninjas. 😀

    Sparrow & Flitt Post-Mortem

    Hey!

    So, having read through the comments on Sparrow & Flitt and having given myself some time to reflect, I thought I’d do a quick “post-mortem”. (Always feel that term’s a bit morbid and defeatist, but either way…)

     

    THE GOOD

    Okay, so this was my first solo game jam and I’m really pleased with what I got out of it!
    The whistling mechanic, though it could do with some tweaking, was very well received which was absolutely fantastic. I definitely plan to do more with that when I get around to revisiting the concept!

    Quite a few people said that they really liked the art, which was great to hear, considering that I don’t really think of myself as much of an artist. The visual theme was intended to be something of a mix between Adam Phillips’ Brackenwood series and the original Rayman so, although I’ve a long way to go before my work even compares to either of those masterpieces, I’m really happy that it was well received!

     

    THE BAD

    It was reassuring to see that criticisms in the comments generally echoed my own criticisms of the game. In short: it wasn’t long enough, Flitt had too few forms, it was easy to forget the songs and the game really needed checkpoints.

    The game was originally planned to have four forms for Flitt, with at least one unique stage to show off each form, but I over-scoped (again) and there just wasn’t enough time to get it done.

    As for the songs, if the game had gotten any longer, I would have liked to have implemented some kind of menu that you could access easily on the fly to check the sequences that you have learned.

    And as for the checkpoints, I agree that they would have been a must, especially if it had gotten any longer, but I spent most of the last day locked in hand-to-hand combat with bugs that I only just got fixed and, unfortunately, the nature of my hurried fixes precluded a checkpoint system.

     

    CONCLUSION

    Considering how little experience I have in programming for video games, I’m absolutely thrilled that I managed to get something out for LD, let alone something that I was happy with!
    I really enjoyed working on this project, and I think that I’ve both learned a lot design-wise and I’ve touched on a mechanic that I’d very much like to explore further in a future project.

    The central mechanic was envisioned as something of a cross between Magicka’s spellcasting system and LoZ: Ocarina of Time’s ocarina mechanic and I’m really pleased with how it turned out. (It was really interesting to see that most of the people who played the game seemed to pick it up rather quickly after the initial tutorial and yet a small amount of people couldn’t get used to it at all!)
    I sincerely hope that everyone had as good a time as I did (I’ve had great fun playing through your games!), and I hope to see you all next LD!

     

    -Skruffye

     

    Screen5

    Sparrow & Flitt — A Boy and his Bird

     

    If you haven’t played Sparrow & Flitt yet, give it a go here!

    Tags: DevSocYork

    Fixed Game Speed :D

    after loads of people already voted :(

    Have a go or replay if you played the broken version please >.<

    http://ludumdare.com/compo/wp-content/compo2/542293/56816-shot0-1461024775.png
    Muh Gaem

    Game Jam Baby

    Sorry this is off topic, but just wanted to share… So I was in the middle of rating games this weekend, but I had to stop as my wife was like “I don’t want to panic you but I’m having a baby”.  Apparently this is more important than my coolness rating!
    So here she is, baby Millie, who has a lot of wires in her so we’re going to register her a 1 quarter cyborg.

    IMAG0764

    Scrapmetalship

    Hi fellows!

    This is our sixth game on the Ludum Dare competition and, as it turned out, the most difficult to implement. We spent 50% of the time only for inventing original idea and to meet the deadline was extremely problematic :)
    We’ve uploaded the post-version. Fixed a variety of both graphical and gameplay bugs.
    Also now the Web version of the game is available (with possible sound problems, maybe).
    Enjoy :)

    Post Mortem

    I eventually get to write down my post mortem to my Game: William’s Dilemma

    What went right

    • Simple, self-explaining controls (except that ESC button, see in what went wrong) really help.
    • Teaching the rules through levels works well.
    • Using a well-known framework really helped to progress quickly.
    • For the first I added audio to a game. They are very limited, yet effective.
    • Levels are selectable from the start. This is good for a number of reasons:
      • There is no save function. If you hit refresh, your progress is gone.
      • You might want to skip a level.
      • Pulling up a level you talk about is easy.

    What went wrong

    • I only realized how close to Sokoban this is when I added boxes to the game which seemed like a logical thing to add – goes well with the buttons 😉
      Not sure if I would have gone in a different direction, but realizing which games you mix early should help finding in which direction you want to go.
    • People don’t find the menu which is opened using the ESC-key. Thus, they don’t know there is a retry button. There should a visible button for retry and/or the menu.
    • First screenshot should contain something more recognizable. This one is used as a small thumbnail, so detailed stuff will become blurred.
    • More animations / effects would help.
    • Buttons and doors look quite similar and are not so easy to identify at first.

    Overall I am very happy with the result.

    Screen Shot 2016-04-18 at 00.44.53