Fugitive Shift, Compo Entry

Control characters and shapeshift

Don’t be this guy
If you’re interested, give it a go! Leave your feedback if you want. PLAY HERE
Thanks and have fun!

Control characters and shapeshift

Don’t be this guy
If you’re interested, give it a go! Leave your feedback if you want. PLAY HERE
Thanks and have fun!
i said trying, cuz it does not fit with the game haha
will have to keep working !!!
if u havent played please do! Its Black heart

Hi, I am Bruce Guo. And I have been rating a few games so far. I’d like to share some nice or interesting entries I found.

by tgrehawi
The theme is shape-shift and many jammers take the shape as the shape of environment.
No Turning Back is a nice exploration-puzzle under a orthographic camera.

by kronosfere
What will shift in the game? The pole, of course.
You play as the monkey who got a pole that can extend at will.
Well, I thought the game was about Monkey King…

by nesis
You shift the size of objects to wander in this desert full of puzzles.
The mechanic is potential, levels are well designed.

by sepharoth213
Not sure what it is, but there is shape and it’s shifting and it looks nice…

The light create shapes. And the shapes will certainly shift if light were switched.
It is a very interesting plat former puzzle

by dalbinblue
Imagine that shape-shift is the super ability for a hero!
Well, that’s common. But this game is very funny to allow you to shift between flat state and thin state.
Well, a few games use that concept, too. But the best part of the game is how you move up and down stairs in thin state.
Also, you can expect a polished/smoothed levels.

by netgrind
The jammer created a stunning visual animation and somehow design a puzzle on top of it.

by eduardogacn
Well, you certainly saw that snake/worm many times in games.
This time, the game uses a very unique and intuitive and fun way to move.
This is really great job!

by managore
Daniel Linssen is one of the best jammers in Ludum Dare.
And this time, he came up with the idea of shifting the shape of window.
It is a very nice entry to enjoy in LD.
Thank you for reading this far.
I will try to share more games I found.
And if you don’t mind, you can check our game:
LD35 Mountain By Bruce and Mizou
Again, everything is done personally, leave me a comment for anything.

So, it’s something quite important for me. I’ve actually FINISHED a game. It’s not huge, it’s not perfect, but it’s done. It’s been roughly tow years since I first started tinkering with Game Maker, but to this day every project I started is either abandoned, unfinished, or currently in development. It’s a pretty nice feeling, and all of this was possible because of the Jam.

Fly with your own wings little game. Fly!
It’s my second LD, but I failed at finishing the post compo version of my previous entry, because of dramatic performance issues with my dig game. This time the ambition was lower, and it pays! So here is the post compo version of WILD RUN, my running morphing game of this year.
Try the compo version Here
Try the Post compo version on game jolt
I will now have time to test all the games the community made (well not ALL), starting with the games of people who took time to try mine. Here we go!
– Skaz
Hey everyone! We are the Button Masher Bros!
We’ve seen some fantastic games so far! KEEP THEM COMING! It’s Ludum Dare to Believe! It’s S:7 Ep. 4!
(May contain strong language)
With so many submissions, there was absolutely no way we could play them all.
Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!
If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!
Today we will be highlighting:
______
Title: The Maitre D
Category: Jam Entry
Creator: SeaDads
______
Title: A Slimy Fellow
Category: Compo Entry
Creator: Ourson
______
Title: Shape Shifters Inc.
Category: Compo Entry
Creator: Roxflame
________
Have a game you want us to check out? [SUBMIT HERE]
Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:
@ButtonMasherBro – Show account
@MathBlasterRitz – Chris
@SuddenlyZach – Zach
or @jwowBMB – Josh
Thanks Everyone and HAPPY LUDUM DARE!
Hey guys!
We are planning to stream some LD games with voting and commentary stuff.
So, here is a link
Best,
Team BSOD
Here are some GIFs showing each class gameplay:
Warrior Class
Wizard Class
Viking Class
Hey, all! I’ll be giving a tutorial on how I created the cut-out effects in Hidden in Plain Sight at twitch.tv/japtar10101 on 3:00 PM EDT today. I’ll actually be re-creating the effect from scratch, so you get to see how little programming I used to create this neat effect. So hop in, and feel free to ask me any questions in the chat!
Edit: if anyone wants to follow along, I’ve created an open-source Mercurial repository here that you can clone/export:
bitbucket.org/OmiyaGames/cut-out-unity-graphics-tutorial
For those who will miss it, I will be exporting the same video and posting it on Youtube in the near-future. So stay tuned!
P.S. I’m also streaming tomorrow, 7:00 PM EDT at twitch.tv/techvalleygamespace, this time playing your games!
Hey fellow developers and players,
I just uploaded a time lapse from my game making process of my card game “Bloodshifter“. I built the whole game from scratch in Java, so if you are interested in seeing that then here it is:
You can try out the game for yourself here. Thanks a lot.
Tags: card-game, Custom engine, java, video

Ludum Dare 35 was a huge learning experience for me, so I thought I’d write up a postmortem or whatever!
1. Making a puzzle-platformer for a game jam, and you
The first thing I did was write down a bunch of ideas that came to mind with the theme, and settled on this one. I immediately came up with a few good ideas for puzzles I could do with the gimmick, but I wish I came up with more as the last puzzle in the game is embarrassingly easy! I had this big puzzle involving moving from the one side of the screen to the other planned out, but ran out of time and submitted it as-is.
Using polymorphism for the blocks saved me a TON of time. The player and the blocks all inherit from the same class, and the “floaty thing” object has a variable for which one it’s currently controlling. I’m very glad I happened to brush up on this before the jam.
By the last day of the jam, I more or less had everything implemented coding-wise, and ran into a level design panic. Many things that I wrote down on paper didn’t get put in the game, despite the code being there. One puzzle desperately needed a ceiling, another needed a door that closes behind you, a conveyer belt needed to be just a bit longer, a certain flagpole didn’t have to be there. The “unpossessable” enemies also needed some kind of indicator on the overworld that they couldn’t be possessed, besides not having a “core” when you try to take control. All of these things I actually had written down, but just never got around to doing them!
At first I thought that the solution to this would be coming up with 100% of the game within the first 8 hours and spending the rest of the jam making that game. I soon realized that this would make the game just feel… stale, and drew connections between this and the lesson on keyframing in “The Animator’s Survival Kit”. What I just described is similar to the “pose-to-pose” method of animating, drawing out each keyframe, and then adding inbetweens until it’s smooth enough. This gets an animation done on time, but where’s the fun in it? Another method of animating is the “straight-ahead” method, which is the way that you would animate in a flipbook. The problem with this animation method is that it might not stay consistent throughout, so you might not end up with something nice at the end. Finally, the “combination of pose-to-pose and straight ahead” method is usually the best way to animate. You draw out your keyframes, then animate straight-ahead between them. You know what needs to go between these keyframes, but have the freedom to do them however you want.
The same lesson can be applied to making jam games, just replace “keyframes” with “game systems”! That said, any method is fine for doing a game jam, just know what you’re getting into with each one. I mostly planned out my systems, but just wasn’t very good at coming up with additional puzzles under pressure, tbh.
2. Take 5 minutes to give yourself cheat codes
Honestly I must have lost hours to this. Every time I wanted to test out a later puzzle, I’d have to manually drag the player character there, collecting the “floaty thing” along the way. It would have taken me 5 minutes to write code that disables collision, lets me fly, and increases my speed by 10. So… do this, especially if you’re making a puzzle game where everything is in one scene!
On this note, I soon after found a plugin for unity that keeps objects locked to the grid, without holding down command. This would have saved me a lot of time if I had it. Editor cheat codes!
3. Polish is important, but playability is more important.
Some polish can be needed to make a game playable, as I cover below when I talk about floaty controls. What I’m talking about here is that if you’re running out of time and you still need levels designed and tested, mayyybe you shouldn’t spend 2 hours trying to get particles working?
I desperately wanted the player to have dust particles when they walked and landed, but ran into some problems with shuriken, Unity’s particle system, that I’ve never had before. I’m not sure what caused it, but hopefully I can get that working in a post-jam version.
This was my first time using Unity’s surface effectors, and they’re really weird! I lost an hour or two trying to get those conveyor belts feeling good, and discovered it’s /kinda/ impossible.
4. What makes controls, “floaty”?
This was something I spent a lot of time after the jam thinking about, and asked some friends for their opinions on this. (Thanks, Managore!) It’s sort of a weird topic, since even in the post-jam build I’m working on right now, I /still/ haven’t gotten the player feeling exactly like I want, but the problem seems to be more about horizontal movement, rather than vertical.
Increasing the gravity actually didn’t do too much, just shortened the amount of time the player stays in the air. Having a jump last from 0.3s to 1s seems to be a good range, but in my game, the jump already lasted 0.8s!
Faster acceleration and higher max speed so far seem to be the biggest contribution factor to removing that “floaty” feeling. Acceleration especially helped, making the player come to a quick stop after walking made it feel much snappier. That said, I think giving the player /less/ control of their velocity midair might also help! In Super Mario Bros, if you make a jump at full speed, then try to reverse that mid-air, it’s possible but takes a lot to do it! In my game you could just glide wherever, and it feels bad.
Another big contributor are things that one might consider polish, but turned out to be essential for making a jump be more satisfying:
Jump cancelling. At first, I had this implemented, but removed it due to a bug with the “jump on enemy multiple times” puzzle. After the jam, I was able to fix this in about 10 minutes, and it made the jumping feel much snappier.
Dust upon landing. As I mentioned above, I just couldn’t get shuriken working in time for the jam. But adding a small effect like this to a jump can make it feel way better! You want it to feel like the player slammed into the ground, not like they decided to stop falling for some reason.
Audio! Adding walking sounds would have made the character feel more like they were really there, and absolutely not gliding. The player also had a jump sound, but no landing sound. This stacks with what I said with dust upon landing.
Different jump sprite for going up & coming down. This could have been as little as moving the character’s pupils, but it would have “sold” the jump more if the player looked up while jumping up, and looked down only when falling.
Toss in some cheap sprite scaling. I could go on even more about animation, but pretty much just look up “squash & stretch” and “anticipation”. (Those are just the first two principles of animation, but brushing up on all of them will be helpful!) You can mess around with sprite scaling during jump animations, which can usually get the job done in selling a jump.
5. Be nice to your artists
Without Rev, my game wouldn’t look anything like it currently does, and I would have surely ran out of time. My main character was still just a hexagon at the start of day 3! I’d like to take this time to promo him:
https://twitter.com/IMPLODINGORACLE
https://twitter.com/IMPLODINGORACLE
https://twitter.com/IMPLODINGORACLE
When you’re getting assets from an artist, come up with a list of exactly what you need to be done, and what kind of feeling you’re going for. And let them know early! And be nice to them!! Jeez!!! Also, the conveyor belt graphic in the game was still my temp-art, and we ran out of time to swap it out with something better.
Conclusion
Making games is cool, you learn a lot!! Make sure to write down what you learn, so you can… learn from it.
The game needed more ways to explore the main mechanic, and better ways to introduce it to the player.
I’ll probably post an updated version of the game after judging. I’ve already done some control tweaks, mechanics tweaks, fixed problems with puzzles, and worked on fixing the floatiness mentioned above. Updating that right now wouldn’t be fair, so I’ll be waiting til after to consider posting that.
Thanks for reading!
Tags: LD #35 PostMortem, post-mortem, postmortem
Thank you so much guys… we go for the 100!! 
Tags: 2D, breaking fat, game, html5, jam, LD35, ldjam, Ludum Dare, unity, unity3d
Hey people, The Creatures of Pflaumotopia got a Post Compo version! 
Since my original submission felt like only half a game to me, but had lots of potential, I worked a lot on it since LD35.
The biggest new features are a) a DNA & Mutation system, where you need to mate with other creatures to get new bodyparts and b) the possibility to collect other creatures and view them in a gallery. The best thing about this is that you can collect any creature anybody created, and they may encounter yours as well. 

This, as well as many other improvements gives a lot more long-term motivation to play.
I’m looking forward to your creations and feedback on the new features 
Hey, all! The Unity tutorial on how I created the cut-out effects in Hidden in Plain Sight starts now (3:00 PM EDT)! Check it out at twitch.tv/japtar10101! Edit: Stream is over, but you can see the recording of it here: www.twitch.tv/japtar10101/v/63371555

I’ll be re-creating the effect from scratch, so you get to see how little programming I used to create this neat effect. If anyone wants to follow along, I’ve created an open-source Mercurial repository here that you can clone/export:
bitbucket.org/OmiyaGames/cut-out-unity-graphics-tutorial
So hop in, and feel free to ask me any questions in the chat!
I’ll also re-post again once the export to Youtube succeeds.
P.S. As usual, I’m also streaming tomorrow, 7:00 PM EDT at twitch.tv/techvalleygamespace, this time playing your games!
In Ogla you manipulate … ogla
Its a strange creature who can do only one thing eat !
By exciting them with a beam you obtain 4 level of ogla shapeshift who permit to eat and move more easly
Remember after few second the shapeshift decrease and ogla will stay like a rock

Try the ogla style ?
thanks everyone for your feedback, i really want to try a post mortem version
Here’s an awesome video of @gamingarchaeo streaming the post-jam version of SHAPE.SHIFT:
Thanks for playing our game, @gamingarchaeo!
Well, more precisely, with a half-hearted attempt at it. It seems I’ve opened quite a can of worms when starting all that tutorial stuff. I’m afraid it’s necessary, though, since many people seemed rather confused by the gameplay. Dunno if, with the way I’ve set it up, there will be some improvement, or perhaps even more confusion? Won’t know without trying, anyway.

Also, I hope people won’t just skip through the dialogue…
You can check the game here. If you do so, please rate the Jam version, but comment on the post-Jam version. The feedback on the Jam version might very well be outdated, and maybe even downright confusing. If you comment, please say if it’s for the Jam version or the post-Jam version! That way I’ll be able to tell if some parts mentioned in feedback have been addressed already (especially helpful if a piece of feedback could technically work in both versions). Thank you. ^^
Greetings, I wanted to continue playing peoples games but I tend to be picky when given choices and it is easy to miss some gems when there are so many entries. I’ve made a form that takes less than a minute to fill out. I’ll work my way down the list and try to play them all.
Also, if you haven’t tried Fylgjur yet please give it a look. I’ve made two post compo updates and I have some ideas on further updates, feel free to leave a comment even if you don’t play it and let me know what you think would be cool to add in!
IT Ninja was the smoothest ride I’ve ever had on LDJAM! Within moments of the theme announcement, the idea for a simple ninja stealth game just popped into my brain. The idea was to have the player complete a set of easy tasks while navigating a maze filled with sentinels, hide in plain sight by transforming into random objects, and go 100% undetected or fail the stage. By the end Friday night I had settled on a top-down view with click to move NavMeshAgents; Unity has a great tutorial set on this, so I used that as the basis of my player and AI. The vast majority of the game was made Saturday, with some cleanup and packaging on Sunday. I honestly don’t know how I settled in on a modern office as the backdrop, but it works well and it’s really easy to make props! Fun fact, the file cabinets, walls, and flooring are just unity Cubes and Planes stretched and squashed into position.
In my first LDJAM (28), sound was a crucial element, and it was perhaps where most of my time was spent during the polishing phase. I knew that the scope of this project would too large, so I elected to use more time working on lights, VFX, and Camera Shakes instead. I think this paid off in the end, as these elements add so much to the look and feel overall.
Diegetic UI:I really wanted my entire UI to be Diegetic (visualized spatiality as part of the game world ala Deadspace), but I simply ran out of time to do it 100%. You can see that the Level number, tutorial text, and the computer hacking elements along with the Exit signs are all Diegetic. However, the pause menu and next level screens are not. I’m especially proud of the computer screens, which use a simple UI slider, hovering just enough out in front.

Physics and randomness plays a small part in this game, and based on the feedback this needs to be cranked up to 11 for the humor factor alone. Local feedback shows that players love it when the AI pushes you around and interacts with your transformation, perhaps one day the AI will “use” you, such as pouring a glass of water from the water cooler. Updated version will also have more ambient objects that can be kicked around and manipulated just for grins.
My biggest regret for this Jam was not having more levels. It wasn’t until after Level 1 was made that I found just how poorly I designed the main game state logic. Everything was joined up at the hip by hand, rather than with a graceful state manager. It was going to take too long to redesign, so Level 2 was just as messy and I stopped while I was ahead to polish it up. I’ve since gone back in and made the beginnings of a game state machine, which will simply look for a set of conditions, rather than force-feeding it into multiple scripts and UI buttons. Hopefully the game manager will be completely modular, so that all a level designer has to do is drop it in as a prefab as they make new levels. Reception and feedback has been beyond my wildest dreams; a shameless self-plug on R/Low_Poly yielded an astonishing amount of votes and comments. The notes left here have been overwhelmingly positive and constructive, enough so that I’ll be making this a fleshed out full title under the Steamburger banner!
Thank you for playing, thank you for voting, and thank you for your creations! Can’t wait till next time!
Our Game 2045 Henkei no Densetsu (Legend of deformation) is a shooter, this impose a competitive score board.
We cannot make an online leaderboard for the moment so … Let’s do it the oldschool way !
Some of you may remember the good old days when you have to send a photo to your favorite magazine with your oldschool tv and your highest score in a game for the ultimate honor to be published in the next issue.
(For the others, you should have a look to The King of Kong: A Fistful of Quarters , an already classic documentary telling the most amazing story of scoring.)
You seem to enjoy our game so we will do the same (at our scale) 
Post your high score in the comment of 2045 Henkei no Densetsu.
Everyday until the results, we will update the top ten leaderboard here and on the game page.

We had the idea,after spending many time on Chorus (good game ),trying to get the highest score. Just after that we’ve received a nice comment from curtamyth with his score on 2045 Henkei no Densetsu in it. Thank to them.
curtamyth was the first , we put him directly in the leader board 
LEADER BOARD :
1st : 18.500 – curtamyth
2nd – ???
3rd – ???
4th – ???
5th – ???
6th – ???
7th – ???
8th – ???
9th – ???
10th – ???

We are very excited at the idea to know how many points you can reach ^^


If not go try it here!
For everybody who played it and wanted more:
We are planning to keep working on it next to our other projects and school so if you want Bloodbearer-updates, follow us on twitter: @EmielBoven & @Coen_Balkestein

Inspired by bullet hell games, sandbox games, and pac-man, we introduce to you: SHAPEMAN! This is our first time collaborating on a software project and the first time submitting a LD Jam. I think we came up with a fun and challenging game. We have some regrets, but I think we learned a lot for LD#36!
Shapes attack you if you are a different shape…

You can eat similar shapes, but they run away if you…

Beat the stage by eating enough shapes before you are attacked too many times!
Try it out here!
WARNING: There is an audio bug in the original submission, so you may want to reduce the volume. Bug is fixed if you download from Github.
Let us know what you think! Comments and github issues are welcomed!
Tags: #phaser #phaser.io, html, html 5, html5, javascript, phaser, phaser.js
Corrupted AI
….
31/32 coolness/rating atm
If you haven’t played my tiny game : CLIC
About 5 minutes of gameplay / thinking !
How much time will it take for you to resolve the puzzles ?
….
….
Hello everybody,
First I want to say thanks to all the organizers of the ludum dare, and to all the participants. It’s important to keep and participate to this kind of event.
I’m glad to presents you my first entry to the compo of LD : Chrysalide. I hope you’ll enjoy it.
click on the image to play 
And this is a list of some games I enjoy and want to share with you :
I drew this because I was bored has great graphics and animation. But I think the gameplay is not enough original.
Geometry Garden graphics and sounds are neat, with a simple gameplay who works fine.
Splitter Critters has an original gameplay, who works very great, and the graphics helps very well gameplay.
Anti-Virus I think one of the best for the gameplay and the fun. I let you discover 
Nuit Blanche is an experimental game, quite surprising.
Apeshifter Munk has a great gameplay who works fine.
Bounds the mecanisms of the game are really interresting !
Shallow Shift has beatiful graphics. I think the gameplay is a little bit to simple.
Look at your Feet works very well. A bit depressing, but justified.
I sorta missed the “Golden Time” for rating games.
I wanna see what more people think, so I am posting a link.
I am still rating games also!!
If anyone wants to make a youtube LP of my game. I would love you forever!!


Does anyone find the voting period too long ?
I mean yeah some people can’t vote for games the week just after the jam (because of job, vacations…) so I understand why there is a second week of votes.
But 3 weeks is way too long, usually I don’t receive any ratings during the third week and it’s so difficult to move on and to work on something else before the results.
For LD participants’s mental health, I would like to ask if it would be possible to turn to a 2-weeks voting period (or maybe for LD36 if it’s too late for this one). Maybe we could vote what LDjam community think about it with a twitter survey ?
Hey,
It’s levch, main developer of Team BSOD! So, suggest your game in a chat and I’ll do my best at playing & rating.
I’m planning to stream all along the voting period at 6.30 PM CET
Here is a link
As a regular reminder, we’ll be streaming Fridays and Tuesdays, from 7:00 PM EDT to midnight at twitch.tv/techvalleygamespace, including today! Remember to submit your games in our Google Form: goo.gl/forms/ennA32Tp0O.
There was a bit of confusion in our last stream about the order we play the games, so here’s our policy:
So make sure to watch our stream, too, instead of just submitting it into the form! To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE
Let me write a post-mortem about my entry, Triangle Head’s Adventure. What went wrong and what went right. Some lessons were learned.

The game
It’s an adventure game in which you have 2 minutes. Your head shifts into a triangle at the fullmoons. You have a date tonight with a girl and it’s a fullmoon! You have to find a way to fix your head before she arrives.
Idea
The first time I saw the theme, I thought of Water Ball Game, the mobile game I am working on. WBG is a game about geometrical shapes. Maybe there would be geometrical shapes in my Ludum Dare game, too, their shape would shift. Then I remembered what Umut Derviş (another indie friend of mine) told me: “You should focus on making adventure games, it’s what you’re good in”. I spent some time thinking of a short adventure game, I quickly came up with THA’s story.
I chose Adventure Game Studio and Paint, because I can use them good.
What went wrong?
I wasn’t sure if I could come up with enough jokes and object interaction ideas in 3 days. So I asked people to help me in Facebook groups about game development. I had drawn the intro’s visuals and prepared the story, I showed them to the people. Many people said that they would help me (including an artist who would draw the game). Not bad, huh?
The bad thing is, only one of them actually helped me.
I spent a long time talking with a designer about the game. He didn’t understand the game. He said he uses Mac and is unable to run Windows games (he said no to Wine, too), so I had to prepare him a video of what I had done by far. After spending a lot of time for him, he asked me how much budget I had! He didn’t know Ludum Dare was about freeware games. The lesson I learned: When you ask for people’s help for your freeware game, don’t forget to state that it is non-commercial.
By the time I reached the only man who helped me, I had already finished the living room (everything was improvised as I was drawing with Paint). I got help with kitchen.
Another thing that went wrong is, the references about my old game, Self, were not understood. The mirror scene has references to Self, but nobody talked about it.
Not finding an artist is also something that went wrong. The game looks crappy, it has been downloaded only about 100 times by far. Even my friends didn’t play the game, because I think they didn’t like what it looked like (I usually make games with proper visual quality).
What went right?
I finished a complete game in 2 days. It was 1 minute long then, it had two rooms (living room and kitchen). I wanted to make the game longer, so I also worked on the 3rd day.
Somehow I didn’t need help for bedroom and bathroom. There aren’t much jokes there, though. The part where protagonist looks at himself at the mirror is like a signature of mine, I used it in several games before. At the third day, I had a game about 3 minutes long.
Musics… I have got some musician friends; one of them, Çağlar, had made the musics for Night Hunt. It is an eerie 8-bit track that’s perfectly suitable for the story of shapeshifting. I also have Talha Kaya’s musics in my playlist (Small Games album, for example). “Rock Horse” and “Happy Sample” fit perfectly into THA.
Only a few people played the game, but the ones who played loved the game. They found the game funny and cute. It’s the most important thing that went right.
I finally released “Chromaestro” for iOS devices (iPhone/iPad) last week. Those of you who enjoy my music in my Ludum Dare entries, check it out!
Chromaestro Lite (free)
A fun puzzle game, featuring Chromie the cat! Connect Green Gems to score points; the longer the path, the more points you earn. Red Gems will block your path and can create pits, while Blue Gems will restore tiles and give you a bonus. The positions of the gems will create music as you play the game!
Trailer from last year (graphics are very slightly modified, but the gameplay is still the same):
Hey devs!
Thanks for voting and for your really usefull comments!!

I know it’s a shit to have to download a game to rate but Tweene needs you!
Can we reach 50 votes?
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
I opened a form for me to make finding/playing straight forward. Feel free to add your game to the list, so far I’m at 33 submissions on the form. It’s the weekend so I’ll be hammering them out.
After you add to the form, maybe give Fylgjur a try too? I tend to pay it forward and always try to play games of those who tried mine!
2045 Henkei no Densetsu LEADER BOARD :
1st – Xanjos – 55700
2nd – curtamyth – 18500
3rd – terryg – 16400
4th – ???
5th – ???
6th – ???
7th – ???
8th – ???
9th – ???
10th – ???
Post your high score in the comment of 2045 Henkei no Densetsu.
Everyday until the results, we will update the top ten leaderboard.
Apologize for the sudden schedule change, but our stream will be slightly delayed today, from the original schedule of 7:00 PM EDT to 7:20 PM EDT due to unexpected circumstances. Everything else remains the same: the channel is still at twitch.tv/techvalleygamespace, and submission form is still at goo.gl/forms/ennA32Tp0O. Even the schedule next week remains the same, at 7:00 PM EDT on Tuesday and Friday.
As a quick refresher, our order of playing games are:
So make sure to watch our stream, too, instead of just submitting it into the form! To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE
Our stream at twitch.tv/techvalleygamespace starts now!
Remember to submit your game at goo.gl/forms/ennA32Tp0O. To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE
We will be streaming your Ludum Dare 35 Games. If you want us to play your game join us in the chat!
Watch live video from thecatspjsgames on www.twitch.tv
Follow us on Twitter to find out when we are streaming next
Hey guys! I hope you’re all having fun trying out all the fun stuff people did this time ’round. I’m just stopping by to remind y’all to play our team’s game, Evolution. It’s a fun lil’ project that we had a good time making. You’re sure to get your five minutes of fun from it ;D

Hey there Daredevils!
We would like to thank you for your feedback and
taking the time playing our game!
A few changes are up:
Have fun tripping across space-time!
Check out our game here!
Download it here!

Tags: android, blox, cardboard, endless runner, jam, screenshot, speed, unity, unity3d, VR
Greetings !
This morning I made some improvements on my entry, so there is now a post-compo version of the game.
Post-compo version :
– Add a bunch of achievements.
– Add some minor texts corrections.
– Add a proper credits sreen and remove the useless stats screen.
– Fix a loop situation in the game paths.
You can try the game right here : The Matter Realm
Yeah !
If the game gets 100 votes before the final judgment, I promise to program and put a fourth puzzle in the game!
Tags: 2D, Adventure Game Studio, AGS, Point 'n' click, point-and-click
I added the HTML5 version of my game Revamp just because… it’s kind of lagging behind in votes, basically. I figure a lot of people are just looking for things that are easy to click on and play so it might help.
Unfortunately the bricks in the level, which are on cubes instead of sprites (don’t ask), do not look correct. And I cannot open my source and fiddle around with stuff 2 weeks after the compo, so they’re kinda stuck looking like that. Everything else seems fine, but I’m still keeping the Unity Web Player version for this reason.
You can play Revamp here!
Hello again!

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

Great platformer about atoms and molecules.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=48996
Flesh Mess

Insanely great pixel art graphics and really enjoyable game overall.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=18627
The Void Walker

Amazing platformer with changing environment. Lovely music and graphics!
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=54954
Linedancer

Really simple concept and a really difficult and fun game.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=31835
Lumen

Nice ambient platformer with beautiful mood and music.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=11321
If you want to show your game to me, post the link in comments.

And here is the game about me:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56318
Tags: Eggplants love
I’m here delaying working on Ai.
After more of you played TCoP, as well as many friends of mine, I have new favorite creatures 
It’s the best thing for me to see how creative people are with the game I made ^_^

Add your creatures to the game and find out what others created!

I had so much fun during the development of Battle of Creatures(http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91576)
that I decided to create a second part.
So I like the base style of the game but it’s a bit boring after a time just shooting around without any progress!
My idea is to implement some kind op ep system to level up and unlock monsters, weapons and other stuff.
I also want to create levels there you have to reach an end point after different stages,
breaking barricades or kill a special amount of monsters before the next door opens…
I also decided to stop working alone and found a teammate who will create the levels(we talked about 200 with different bioms,…)
Today I started creating the second part and created some more assets.

BattleMath is a bloody spice for old rigid math. Have fun solving math with brute force 😀
Hey everyone!
Social life was hectic this past fortnight, so here I am, FINALLY, and I can get down to business, which is to say start voting and talking about my game!
So without further ado, here’s my game, Rhytmic Thoughts.
It’s a musical game (who would have guessed, huh?) that took a lot of my time, as well as my blood, sweat and tears. Mostly tears, to be honest.
But hey, that’s what creating a game is all about, suffering day and night , which pays itself when people like it.
Which is why I’d love if you would pop down to my page, play my game, and leave some feedback in the comments, thanks in advance, means a lot to me 😀

Little excerpt from the game
So yeah, anyways, here is a video for you to sink your teeth into and see what the game is all about
So, if that got you interested, come pay me a visit, The more the merrier right? 😀
Click me, c’mon, you know you want to
Anyways, that’s me out, ta!
Hello! This time I was a bit late for judging, as right after the Ludum Dare 35 had been completed I was the organizer of NASA Space Apps Challenge hackathon. Besides, I released my Global Game Jam entry, Cloudy Shaman mobile game.
But now I’m in and here’s my first review video (6 games):
This time, like in LD33, I’m going to review 50 games or so, will start from those’s who’ll leave a review to my “Flexible Story Teller” game

What do you think of this a new boss.
Never made one of these before.
Highlights include:
And/or you can just
I’m motivate tonight to rate your games !
So give me your games here : http://goo.gl/forms/3ICH6jQta4
You can also rate my game here : http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50164
And you can watch me doing your game here : https://www.twitch.tv/impauljs

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

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

There would be a board filled with 4 different tiles and 3 different colors. The player would move from one to the other getting as many as possible.
So with no time to lose, I just started creating my graphics. This took me a while. I decided I would have gray sprites and then color them in-game. This was the result:

As graphics were done, I jumped to programming. I’m so proud of my level generation. I works great and the gameplay turned out just as I expected.
Sadly, I had no time for audio. I tried some chords in FL Studio, but it did not match what I wanted for this game.
Finally, feedback has been very possitive. That makes me really happy and encourages me to keep developing this game in the future. It could potentially grow a lot.
Again, please go and play ShapeGrid if you didn’t, or watch Frederika play my game in the stream made by Omiya Games.
Thank you so much guys!
Accept the challenge. Body Key is a hard difficulty game.

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

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

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

Hey there!
I want to make sure as many people see my game as possible. If you like puzzle games, check out The Materialistc Shift!
Hello Jammers! This is Across the Pipe, a videogame created by two Ludum Dare rookies. This is our first try ever, and we hope you like the game.

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

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

You can play the game on your internet browser or use the download link (Windows).
Across the Pipe it’s a tough game that requieres patience and a lot of practice to master its controls, but if you dare to accept the challenge you won’t regret!
Thank you so much!
Here is our ShiftyBalls postmortem. It’s a little on the long side, but we hope that you enjoy it. If you want to try our game, ShiftyBalls, you can do so right here. Thank you, by the way, to everyone who has rated ShiftyBalls and provided feedback!
When the theme was announced at 9 PM Friday night, Floata (our musician/level designer) immediately suggested an exploration/treasure hunting game where the player had to shift elemental form to survive hazards. Sounded straight forward enough, so off we went. I (Budaniel) do the programming and art, and shortly after we got the movement in, I moved on to try and create a humanoid avatar. The issue is that I’m primarily a 2D artist, and our game was going to be 3D. The resulting 3D model wasn’t bad. The rigging and animation, on the other hand, became the stuff of nightmares.

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

The level, once completed worked well as a tutorial to introduce the basic mechanics to the player. The hardest part, surprisingly, was getting the block to rise out of the lava. For whatever reason, we fought that one piece for almost an hour. We could have worked around it, we could have removed it, we could have come back later, but nope – we had to finish it right now, darn it. We did eventually finish it so we could move on with a clear conscience.
We eventually finished up laying out level one and half of level two before day one drew to a close Saturday night. Our vision was coming together, and we still had 48 hours before the deadline.

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

Once that was completed we moved to complete the design on level one (we’d left the end point unfinished earlier). Floata wanted the level to finish on a sailing ship, but I failed at making a serviceable sailing ship, so that ship sailed and we went a simpler route. It was about this time that I noticed a bug in our player movement.
Apparently I had set the player to detect as being on the ground if their vertical velocity was less than zero. What that meant was that as long as the player was falling they could jump again, resulting in the ability to bounce through the air. How on earth we got this far without noticing that is beyond me, but it was quickly fixed – fun as it was, it kind of ruined any challenge the game had.

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

With that out of the way we went to work on level three. Working as a team over Skype went well and the level came together in no time. We had originally intended for this to be a large, multi-path level but we pared it back down after a discussion as to its relationship in scale to the rest of the game.
We had been discussing up this point adding indicators for the various forms and a timer of sorts, so when better than now to add them? I toyed with various styles and settled on an seriously boring “colored circle with a number in it” look after failing at multiple flashier variations. Looking back, I wish I’d used pics of the ball in its various forms for the buttons, but I am not a very smart person sometimes.
The timer turned out to be the biggest headache so far, as tying it to the forms and their transformations turns out to be a little harder than I’d expected. The problem was as simple as me misunderstanding how to use a single line of code (InvokeRepeating, to be exact), but it delayed progress for over an hour. That led into the evening, and the end of day two.
Most everything we’d aimed for was in the game now. We had three levels (more is always better, but we liked the three we had) so day three was bug-fixing and graphics-polishing day. The first order of business was doing away with the gray boxes that had stood in for textures throughout the game. Originally intended to look like tiled flooring, the way it got stretched all over the place gave it a really chintzy, low-res look. We opted to go for a simple two-piece approach, with a darker body of the surfaces with a shiny, lighter top surface. While this meant I basically had to go back and double up every single surface in the game, the results (combined with a starfield skybox) were a positive step.

We tested the hell out of it in the morning, but one issue stuck out: the ice kept blinking back to water for a half second while you were freezing it. This began a small odyssey that nearly derailed the entire project.
I told Floata I would fix the issue, and then sat down on my own to do just that. I figured it would take 30 minutes, tops, but in trying to isolate the problem, I broke the freezing mechanic entirely. We were only about 6 hours until deadline and I had just destroyed a core part of our game. I tried to put it back together, but in doing so, it didn’t work anymore. Panic and stress began to set in, knowing that I had to find and fix the problem right now. Here’s a small rundown of the events as it went all wrong.
None of these were ideal. It took me probably two hours or so, but not only did I get it working again (the issued turned out to be three different, conflicting scripts all trying to do the same thing), I also fixed the original issue in the process. Hooray for success! I’m glad that I fixed it and I didn’t have to be guilty of ruining our game at the last minute.
With deadline rapidly approaching, we ran the game through its paces a few more times and finally posted it, and now its fate is in the hands of you fine people for judgement.
Tags: 3d unity, LD35, postmortem
At the end of Aftertile postmortem I suggested that we from LOSTⒶLLOY were considering developing it into a full game, using the amazing feedback we’ve been receiving as pointers to what to keep, improve or expand in the game. After some intense brainstorming and design session we decided that we can make a very enjoyable experience out of it, and thus we started development.
Being the artist, I’m currently make pieces of concept art – something we didn’t have for the jam version.

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

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

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

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

Shadow of the Red Hand, by andyman404. A brilliant graphic work.
And of course, I’ll spam this post with my game link, Cloud Sculptor 😛 It falls right into this category, too.
![]()
If you like clouds and want another take on them, you can try dröm, by Danny Gallagher.

Hi there!

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

Game with really nice music and mood.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91938
Sculpt Master

Great game about shape change and your memory.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=47552
Wizard of Shapes

Smart geometric puzzle with pretty graphics.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=39425
NeoTrap

Game with great minimalistic graphics and visual style, also with good music.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92927
Trionic

Good game with nice graphics, effects and interesting gameplay with robot morphing.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=52022
If you want to show your game to me, post the link in comments.

And here is the game about me:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56318
Tags: Eggplants love
Hello guys! Now that we’re one week from the results of the 35th Ludum Dare, I had some free time to de-rush artworks I made for our game Kitsune.
Hope you’ll enjoy this one, any feedbacks are welcome 
Cheers, and thank again for all of your games!
Mathieu
Hi everyone!
So this Ludum Dare, I made Space Petting Zoo Crisis!, a game that is designed for three people to play on one shared monitor and three cell phones. Because I’m that person who does weird things that makes games complicated. I know. I have a problem. I’m working through it.
I plan to write up how I did it at some point, because people have been curious, but this is not that post. This is a “How to play the game no matter what your setup is!” post.
First, some assurances in big friendly letters!
Okay, ready?
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=29124
To play this game, you need a Host Screen and a Player Screen, both of which you can see. Ideally, the host screen is your whole monitor, and the player screen is your cell phone, but you can also do this:
Open two browser windows. Arrange them side by side like this so you can see both of them, with the host screen much wider than the player screen. Open the game in the host screen, and click the link that says “Host a game”. Choose your options (details in the how-to-play section) and click “Create game!”
The next screen gives you some information on how to connect to the game. (You can reopen this box at any point by clicking “Show QR code” in the top left of the screen.) The first link is where players should go. Copy it into your player screen browser window and click join. If you are playing from a real cell phone, the QR code is probably the fastest way to join.
Now, the main problem with playing this game as a single player is that it takes a long time to move your character around the map just to adjust the generators. I recommend opening up three tabs on your player screen window so you can play as three characters and spread out.
You can now click on the ground in the player screen browser window to move your characters around.
The remote player will also need to be able to see the Host screen and a Player screen. If the remote player is playing on just a computer, he or she will first need to set up browser windows as shown above.
To display the same host screen that the first player is seeing, the remote player needs the mirror link, which is the link after the QR code in that box with connection info. The mirror screen will also have that box, so the remote player can get the player link or QR code.
I recommend using some sort of voice chat so you can coordinate while you play. There is no chat function in the game at this time.
To play, you need to find the generators and connect them in a loop. (“Find the Hamiltonian Cycle” for you graph theory nerds.)
Hard (8 generators) is a hardcore puzzle game for people who like hardcore puzzle games, so choose that if you’ve ever been annoyed that the difficulty settings on a Killer Sudoku generator don’t go high enough.
Normal (6 generators) is still pretty hard, but takes less time.
Easy (6 generators, direction cap of 2) is a good way to get a feel for the game if you don’t want to spend a lot of time on it.
If you don’t want to have to explore first and just want the puzzle game, check “show all”.
(Click gets you full-sized)
First thing we want to do is look for generators that have only one possible incoming or outgoing connection. In this case, all the generators have two outgoing connections, but notice that D is the only generator that can point to F and B is the only generator that points to C.
D and C can both point to A, but we know already that D has to point to F, so C has to point to A.
A can point to B or E, but if we connect it to B, then we have a small loop A->B->C->A, and we need all the nodes to be in our loop. So A has to point to E.
E to B would now also create a small loop, so E points to D. F is the only generator left, so it has to point to B, closing the loop.
We won! Good job team!
Hope this helps! I’ll do a write-up for how I did the whole multiplayer networking thing at some point, so if you you have any questions that you’d like to see addressed in that post, let me know in the comments.
This game wasn’t quite finished. The finished game was going to have a story and a secondary logic puzzle.
Would have gone something like this:
You work in a space petting zoo. The reveal-the-shape-shifters grid in the shape-shifter exhibit has gone down, and a space school bus full of space children on a space field trip is on its way. Each of the three space animals is known to knock over one kind of space person (costing that person time) and hide from one other kind of space person, and with the grid down, you can’t tell which items in the exhibit are the space animals and which are benign objects. You can split up to work faster, or stick together for safety. Can you fix the grid in time?
See, that game would have been a lot harder for a single player.
Like games similar to Tetris? Like to play games similar to Guitar Hero? How about slot machines? Shape Shifted might be for you!
I’ve had more people tell me that they like this game than any other project I’ve worked on. And while I know it has a long way to go to be anything that could be distributed, I think it turned out pretty good for about 24 hours of work. I’d love to here your thoughts and get some more votes. It is playable in WebGL on itch.io, no download required though that is available as well. Thanks!
Hi, guys! Beavl here.
So, Moveless Chess is coming along really nicely. We are working on a commercial release (iOs, Android and Web) so we’ve decided to make some changes. One of the bigger ones? NEW UI!
This was the landscape version (we’ve used this screen orientation for the jam and post-compo version):

And this is the new portrait version!
What do you think?
You can play the jam and post-compo version HERE.
Cheers from Buenos Aires!
Note: In the following days we’ll be uploading new versions with new levels and new UI. And iOS and Android versions in the upcoming weeks!
Tags: android, chess, iOS, LD35, ldjam, moveless chess, puzzle, web
Far later than usual, but yeah D:
Play it here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=39646
Tags: 35, ld, shapeshift
First of all, thank you very much! It’s really great to see so many positive and constructive comments on Spinstar. It was a fun yet challenging 48 hours and it’s great to be able to make another compo entry after only managing to reach jam last time.
I’ve managed to play and vote on over 80 entries so far, and while there is still a week left of voting, I thought I’d show my five favourites thus far, as there have been many developers who have pulled off interesting and creative ideas based on the theme, and this LD had a really good theme.

Very well polished game that combines vertical space shooting with racing, while tracks can eventually get repetitive there is a really good challenge with multitasking between going along the track and shooting down enemy choppers and the like.

One extremely good looking boss battle, I love my bullet hells and this one was both easy to jump into but hard to beat, but actually succeeding is very worthwhile!

As soon as I saw this gameplay gif, I was immediately reminded of an entry back in LD31 called Screen Mover. I definitely like to say this game definitely expands on the concept of your game window having an effect on the gameplay, and seeing a real window move around on the screen is captivating to me.

Some really nice low-poly graphics at work, this game does an interesting job at controlling flight that takes some getting used to, but feels great once you get the hang of it.

It’s a shame that it doesn’t look finished (and I cannot rate it on any category) but out of all the entries I’ve seen which imitates the “Hole in the Wall” game show formula, this is probably the best executed one by design. Not to mention the camera work is brilliant, showing the perfect angle for each wall and position of the player.
Now go do Ludum Dare proud and PLAY AND VOTE!
Tags: boss fight, bullet hell, low poly, ludum dare 31, ludum dare 35, puzzle, racing, shooter
Hey ever wanted to eat spaghetti in order to progress through a game? Of course you have, and Spaghetti Slayer is one of the rare chances you’ll get to do exactly that!

In this game you use the mouse to move left and right. The Players ship will shoot automatically at the enemies. you have 4 lives. There is shape shifting in the player as well as in the enemies. Beware!
Make a highscore. ENJOY
The game has come a looong way since its initial release 2 weeks ago. I have learned a lot of cool stuff and added a lot to this game.
Now the game is waaaaaay more addicting than ver 0.1.
Score > 100 : Ship changes into a more powerful ship with better weapons.
Score > 200 : Even more powerful ship with better weapons.
Score > 300 : Way more powerful ship with better weapons.
And also as you make a higher score the difficulty increases as the Enemies get stronger(they get more health) and they also get weapons.
The Splash Screen was created by myself and the fonts used are Game Jolt inspired fonts by Jupiter Hadley
Updated the Game play and difficulty. Added a LOT more polish to the game.
Get ready to get addicted. Hope you enjoy my game. Try to beat my Highscore of 635 
If you want to try a fun and cute little game and you haven’t check my game yet, this is the link: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=64125
Let me know if you like it or there’s something to improve or fix. Thanks everyone!!

I’m levch, main developer of Team BSOD. Suggest your games in a chat
GOTO LINK
Hello guys!
Did you play our game already?
Check out the web version of the game (needs to load a bit after clicking)
or Download the Windows Version Here!
!
Notably, the non-QWERTY keyboard layout support and jumping over boars were improved.
Click picture to play!
I’m making this post to say thanks for some great people that make Ludum Dare awesome!
My game has been featured in three Youtube videos, so I would like to thank these three channel for this.
Here are the videos that Infinity Access appears.
These videos also features some other great entries.
Also you can play Infinity Access HERE
Tags: access, commpilation, gameplay, infinity, LD 35, youtube
Moin everyone!
Since the last update I’ve improved Formorph quite a lot. While “developing” I noticed even more problems related to color, art style and Gameplay. The other problems mentioned in the last Update should be improved by now… (hopefully).
Firstly I’d like to mention the improved Leveldesign. Until now I’ve created 7 Levels with the help of a friend who play tested them and the “harder” levels have been watered down. Now, you learn everything that you need to pass the level in a save environment/situation and then pass harder parts. Also the levelloader allows me to order the levels by skill level. while doing all those levels I noticed a little boredom, because when you have figured out the level you could just press the whole time the Left/Right key and time your jumps… playing with height and distance of each platform should improve that boredom of mine xD… and yours.


Secondly, the controls also have been improved, now I use the same system as Sebastian Lauge. Still I had to change some things, because forcing or slowing down the player did not work. Feedback like where the wind is coming from and where it is pushing you is also in by finally adding some particle effects.
The Gameplay has been improved also. By adding “HotLava” corpses don’t just block the way, when they are not needed. The shifting itself became quite interesting, because now the character fits to its environment. Moving platforms are also a thing now!
For the sound I finally figured out how to synchronize the music (the whole time the music did not stop at the same time… silly me). This enables me to insert different instruments into the level to change the mood and atmosphere :P.
I’ve also recorded “heating up water”, “boiling water”, “making Tea” and “frying something” this should also make the atmosphere better! Spreading these Sound effects out better should also improve the game.
Now to the art style. During the Compo challenge I did not want to waste any time on textures, now that I have the time I will do them (seems logical). Because most “famous” platformers have a distinct look with flashy colors and animations I tried to find the “perfect” style. I decided to make a Tea vs Currywurst style.
VS.

In which the teabag will act as the player and the currywurst as lava. At the moment the player doesn’t look like it should but yeah… what ever.
I might add these small paper things at the end of tea bags and add physics to it :P.
Anyway incase you haven’t played the Compo version here is the the entry and hopefully I will be able to show you a playable version next week.
Thanks a lot for reading!
I had a great time making Saving Steve for LD35, and overall I’m very pleased with how it came out. Saving Steve was my second compo entry, having competed in LD32 about a year ago, and I felt that I managed to pull off a much better game this time around by keeping to a very simple game mechanic and focusing on building out interesting levels and humor.
The biggest challenge was the difficulty curve. Although I intended for Steve to die many many times even for skilled gamers, some players reported not being able to get past Level 2, and found some of the later levels to be easier. (Oops!) This will factor in heavily if I continue working on Saving Steve with a more polished version – which I’ll probably do because the game seems simple and fun enough to be viable as a mobile game.
If you haven’t tried Saving Steve yet, check it out:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=49499
Hint for level 2 – see how long Steve survives if you don’t touch the controls! Join the few and proud members of the I-Saved-Steve club!
I learned from my first LD that to play it safe you should make a web game with high replayability and something to drive the person to playing it again. That makes me lean heavily towards arcade style games. Which, is where Fylgjur ended up. I like my LD entry and find it to be one of my best works so far. I will not be updating it any longer, but I will be taking the idea of it and try to turn it into a real project.
Fylgjur will be turned into a 2D action & adventure game. I plan to make a large map filled with boss fights, secrets, and norse mythology.
Play Fylgjur, and to see the improvements check out the post-compo version. I’ll be working on the true version now.
Hello fellow Ludum Dare people. I made a walk through of our game and posted it to youtube. Our game is a Unity web game (plays in Firefox), downloads fast since I use my own site, and you can play through it in under 8 minutes and has an ending! And it is a lot of fun. I made the walk through for the more difficult parts of the jungle and lava levels.
If you would like to follow and help me on my journey click here.
Hello, today I had some free time so I decided to do a pallet swap for my game and was wondering what you all thought.
New Pallet

Old Pallet

Since a lot of people have found this game insanely difficult I decided to create a walkthrough to show how it ends as well as the best techniques for making it to the final boss.
and if you haven’t already, play my game here and give it a vote 😀
If you would like to follow and help me on my journey click here.
The ways you play your game and other people do is very different. So, watching other people playing your game will result in you getting game design experience.
I’ll be streaming and playing your games. Because why not. I did it the last LD and it turned out pretty fun.
If you suggest a game, I will probably play it.
You can play my game in return:
Also, thanks to everyone who already played my game. I didn’t expect to receive such heartwarming comments.
thanks for your FeedBack :p