Pacman Dungeon! My first ever Ludum Dare game!
I recently submitted my game Pacman Dungeon to the Mini LD 67. I encourage you to check it out! Its my first ever Ludum Dare entry!
Here’s the link:
Thanks 😀
I recently submitted my game Pacman Dungeon to the Mini LD 67. I encourage you to check it out! Its my first ever Ludum Dare entry!
Here’s the link:
Thanks 😀
In hopes to help promote student works in the gaming field, Rogues and Roleplayers, in conjunction with The Daily Fandom, we created a series called S-GAMR. The series that brings the works of the next generation of game designers into the spotlight. Ludum Dare 35 was the first time the Lonestar College – Kingwood students got to participate in a Game Jam and one of the games that was submitted was Liquify. Bumblure from Rogues and Roleplayers sat down with the student developers, Sara Thomason, Clint Dodson, Griffin Bruno, and Sarah Vaughan as we talk about their experience and the game they created.
Liquify is a 2-D puzzle game where you have to turn into a watery form and interact with various objects, items and robots to escape from your captors.
View the Episode at – https://www.youtube.com/watch?v=0xhweCqXEiA&feature=youtu.be
Try Liquify at – http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=89326
Tags: LD35, Let's Play, Let's Play Reviews, Rogues and Roleplayers, s-gamr, youtube, Youtube Series
The ancient pyramids, we learned, used curious and unexpected methods of motivation

Wow, now that turned into one hectic weekend 
Glad to have managed to put something together that is somewhat playable at least!
Looking forward to comments and suggestions!

I accidentally stumbled upon Ludum Dare in facebook 6 hours before start, so I had no time to prepare in advance. This i my feeble attempt at writing a first-person point of view 3d game engine basically from scratch using Webgl and a little utility library Twgl, which basically makes loading geometry a bit less verbose and provides bare minimal matrix math, which I had to extend a bit.
What I didn’t expect at all is the ugly depth test glitch which I still have no idea how to fix. Overall engine development took me so much time that I counld not get to level design part, and had to create just a placeholder minilal map 
My plan is to avoid using OpenGL depth test altogether and to port the project to C++ Linux/Windows. This game was inspired by Unreal Torunament Bunny Track, which I tried to re-create in UT3 back in 2009 by making Bunny Trails mod. My plan has been to make it a standalone game using handmade game engine ever since, and thank to this competition, I got some starting point.
I suppose, very few people understand what the heck I’m talking about. Oh well…

Im almost done with Kungo. This awesome neandertal with his magnificent pets 😀 got a cach em all!
Now you can have:
TRexie: baits really hard!. If you place it strategically, you can have a big guardian.
Trixer: likes to run and ram! It’s a wild guy but a great companion to make you follow everywhere as a bodyguard.
Terox: Fly far and love home! This one its tricky, you can take him anywhere but after a strong and long attack it goes back to his nest egg.
Lonx: A simple budy with a long and crazy neck. Hits everything around him, just like Trexie but with more life than tooths.
Tags: gameplay, pets, tower defense
Yay! I’m so like “Haaah… Finally. Now I can rest in peace!” I’m glad it’s finally over! Now I can sleep, peacefully.
You bros, check it out here: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=107185
Yes, I’m submitting 6 hours before the deadline before it’s 12 AM here and I have to sleep (because there’s school tomorrow..).
Have a great day!

First LD Compo ever and the feedback I’ve received has been awesome!
Most people loved it but thought that the game is way too hard. To the brink that they couldnt explore all of the mechanics in the game. That’s why I already created a post-compo version with easier levels and also added a level to clarify one of the techs introduced later on in the game.
Compo version can be played here
SIMPLIFIED VERSIONS can be downloaded here (name including “post”)
Hope you’ll reach the end now and will find the hidden password.
Alas, due to teaching commitments, 3G-only access and shader trouble (looks different Win/Mac/WebGL) I’ve had to concede defeat on this one.
For the theme I chose “Radio Waves” for a futuristic species that has lost contact with it’s other planets. Basically, you rotate your planet until you pick up a distorted radio signal, the next stage of the game is to tune the signal until the piece of a song comes through. You then fly to the next planet until you collect all the pieces of a song that, when put together, sound like this:
http://www.flyingislands.co.uk/uploads/LD36.mp3
I don’t have time to re-type the post that the posteditor’s 50/50 chance of failure swallowed up
have dumbed down version

short version:
WAY behind schedule due to IRL, but did manually fingure-out how to fix beam collision while on early morning errand
beam length projection WIP and so buggy it’s disabled
prob not going to finish the game in time
next focus when back from ANOTHER set of errands is to work on levels.
After many hours of programing…Theoton was created.
And people liked it?
so i thought let’s make more!
So now step 2 of Ludum dare: more programing.
dowload theoton here:http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=88380
So what happens now, the compo is over what happens now, I know about the whole feedback thingy but when the jam ends does some sort of voting process begin or what?
We’ve got health & death implemented now, along with a lot of cool enemy AI!

I did not have a lot of time to finish my game over the weekend, but by the time Monday morning rolled around I thought I was at the point where I just had to create some art, build my scenes in Tiled, and I would have something. It might not be great, but something. But as I started putting it together and moving beyond the tests I used to get the basic mechanics down, I found a game breaking problem. As I move between the scenes performance rapidly degrades. I am not sure what is going on. Trying to solve it, but if that does not happen soon I do not think this will end up being finished.
I’ll post a screenshot, because I want something from it on display. Due to the lack of time I had to go for a very, very simple art style.


Just a settings menu, then I’m done!
Good luck everyone and keep going! 😀
I’m done, not out of choice but necessity. This was easily the worse time I’ve had trying to make a game just due to IRL stuff.
You can play my single player card game here: Alien Artifact
I stress it is very much a prototype. Needs tons of balancing and cards added. But it functions.

We’re done! \o/ In 20000 Pixels Into The Sea, you steer a sailboat through islands and rescue people. Didn’t you ever want to learn how to sail against the wind? Play it here.
I can’t believe I reached that point, when there are less than 6 hours and the gameplay is not done yet. Almost all levels are ready, one is missing, but there are a lot of fixes and polishing to do.
Wish us luck! (we really need it). However, I’m going to upload our creation whether it’s done or not. You’ll have to suffer a bad game, but you’ll survive *wink wink*