LD 38 April 21–24, 2017

Treelemma - First Ludum Dare! :D

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Here's our game Trilemma, it's our first Ludum Dare ever. Fun stuff! So much left to do.. D:

Play here (Unity Web): https://farious.bitbucket.io/Treelemma/

Windows version: https://www.dropbox.com/s/0o4nubypk4ympci/Treelemma1.0.zip?dl=1

I did something.

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Finished my second Ludum Dare. Switched from libGDX to the Godot game engine and was really satisfied with the workflow. Everything worked better than expected since this was actually my first time working with the engine... Anyways please play and comment - I would love some feedback. Linux builds might be available tomorrow if I figure out how to do them. [Post Ludum also coming tomorrow]

https://ldjam.com/events/ludum-dare/38/$20171

Much love <3 - Anudin

It is done!

We made it! A massively multiplayer game in 72 hours!

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You start as a little fox in one of the two teams, and you have to gather enough food for your team to produce soldiers.

To gather food, you must stay on your portion of the world to claim it for your team, and then you can pick the produced food just by standing over it. Bring back the food to the Townhall!

Click the Townhall to consume your team's resources to turn yourself into a better farmer, then a soldier, then a knight. Eventually, with all resources needed, you can turn into a Fox God, and punish the other team with all your mighty wrath!

Conquer all territories needed to claim the opponent team's Townhall, and your team wins.

Links

PLAY HERE http://www.transformice.com/godspaw/

Tools used

  • PixiJS
  • IntelliJ IDEA
  • LUA
  • Photoshop
  • Trello

Credits

Jean-Baptiste Le Marchand (Tigrounette) : Design and programming

Mélanie Christin (Melibellule) : Design and art - https://twitter.com/Melibellule

The Beginnings - Progress Report Part 1

Hi guys,

in our announcement post today we revealed Inventor's trial and since we mentioned we are new to the jamming world and Ludum Dare, we basically only made the announcement, when the development of our project was well underway.

To somewhat rectify that, we wanted to give you guys a retroactive Progress Report of our game. Basically from the very beginnings, to the point were we are right now. In Part two we will reveal what we managed to include in the release version of the game and what we didn't manage to include - looking at you sounds ...

It all started with the idea of a very small planet, that the player had to escape from. Why wasn't exactly clear yet, but it was clear that it would use blocks. So we had to create a roundish planet out of blocks. What we (@obscuram) came up with, was this:

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After figuring out the right algorithm for creating the planet, we marched on to implementing a layer-system, which would control the progression speed of the player.

It already featured a few things that would be important later on: the correct block orientation and the ground work for our gravity system.

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It was at this point, that we (@kitty) started to create all the artwork that the game would use... and there would be a lot of it.

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We then proceeded include some of the world generation features we wanted our planet to have - the very first one was water, which we originally were going to use for an elaborate steam power system - which we scrapped later on in the process for time management reasons.

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Our next milestone was the implementation of patches of sand and snow - the latter only for aesthetic reasons, the former as a source of silicon. We also took our first steps in generating all the other resources in their various regions.

Also note all the beautiful artwork! :smile:

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We then proceeded to include a very rudimentary "light system", which would only show you the blocks the character would be able to see. This was to obscure the location of all the ores in the planet.

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The last and one of the biggest milestones up to that point, was the implementation of our enemies with their AI (@flamielp). Missing their final artwork, these red cubes where a major feat in our development.

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We still have a few things to implement and to iron out, but we are confident to actually release a working game by the time the deadline comes around. We are very happy with how the game turned out so far and look forward to all your feedback once you actually get your hands on it.

Best of luck to all of you on your final hours!

@konstantin-von-wendt

Finished Tiny Bucker - Ultimate Frisbee Skills needed

Check out my game please! Wish I had time to add even more stuff!

Armed with only your shield you must save the procedurally generated world. giphy.gif https://ldjam.com/events/ludum-dare/38/$26832

Finally done !

This is my game, attack on fennel.

http://attackonfennel.bitballoon.com/

Credit: http://paulcastera.tumblr.com/

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Battle Buzz Post-Mortem-Thing

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Game Page: https://ldjam.com/events/ludum-dare/38/battle-buzz

Here is a quick little post-mortem-thing for the weekend from the team.

Hunter - With the jam just about over, it is time to get Battle BUZZED! This was a tough weekend for sure. A lot was learned and a lot was accomplished. I think we scope creeped pretty hard though. An RTS prototype in 72 hours is definitely a lot to program for one person, on top of handling the art, and procedural world generation. Fortunately at this point, all systems are very isolated and now more content/mechanics can be added fairly easily.

Alex - Well folks this weekend has been full of fun, puns, and lack of sun. Never have I ever felt like such a big beautiful bee (I've literally been recording bee noises for hours on end). Though the jam has come to an end I think Hunter and I would both agree this project has just bee-gun (sorry I had to slip a pun in). If you like the music in the game make sure to check out the links below! https://soundcloud.com/arkamusofficial http://arkamusofficial.bandcamp.com

Chris - When asked for a comment "nah".

We hope to continue work on the project and possibly bring on a couple friends to help ease the current bottlenecks.

Thanks for reading!

Not this time

Came closer than ever though. I made a playable prototype but it needs a lot of detailing, has no sound and needs a clearer UI. Next time I think I will have something.

Boardom

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Our entry is up! Here's a couple of screens:

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A student imagines an adventure on the chalkboard while daydreaming in a boring class.

Features: * Fifteen puzzles! * Secret ending! * Speedrun counter * Chalk!!1!

Our game page: https://ldjam.com/events/ludum-dare/38/$18976

Our official site (HTML5 and downloads): http://www.animerrill.com/games/jam/boardom/

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Credits: * Game Dev - AniMerrill, a.k.a. Ethan Merrill * Music - Jimmy "Young Pup" Zagorsky

Congrats everyone for their hard work, I can't wait to play some of your games after I've rested @__@ What I saw on Twitter looked hella cool. Happy 15th Anniversary, Ludum Dare! Thanks for a great first jam!

Finished: Clover Fields!

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Well, that was full on! I didn't even settle on a project for the first 48 hours, so there was my first mistake. I've got an experimental little game done and am happy just to have even finished something remotely playable, haha.

game: https://jmakegames.itch.io/clover-fields

Good luck to everyone and thanks for the awesome jam!

Jordan.

It's done! Wooo!

Made the mistake of waking up this morning thinking I could put all the little modules together and publish before lunch. Hey, at least I'm hitting submit an hour before the deadline. First published game ever! Using Inkle's Inky to write and send JSON to unity, and then some really, really simple scrolling animations and UI stuff.

Published my game to JAM - Mouth Rescue

I have finally published my ludum dare game - i entered it in the jam as I did not complete it in time for the compo, also i didn't create any audio.

mouthrescue.png However i created all the art from scratch

Our game's in!

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LD38 Page

Play it on Itch Note: there's an issue with wasd on qwerty keyboards, you can still use the arrows.

Crowded takes place in an elevator, which is all the world the Operator, you, knows.

Navigating through the flux of Suits using the lift, you’ll have to keep its ecosystem friendly, agreeable and healthy for everybody.

The Suits will express needs, things they want to get close to, or get away from. It is your job to grab the Suits and navigate them where they want to be, before stress gets to their head. They have a bad tendency to explode when stressed out.

Ride the elevator as high as you can!

(Don't be fooled by the picture, it has mostly wacky ragdoll-based characters). LD38 has been quite a ride, first one for us. Good luck to everybody else!

I opt out

Too many family stuff is coming in the way and I'm not having fun any more :( Good luck to everyone

BostrOnauT

To Try / Test our game Just visit this link thank you, https://ldjam.com/events/ludum-dare/38/bustronaut

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Programmer MIA!?

only 2 hours left and my programmer hasn't awoken from his nap. Hopefully I can figure this out and get a build up soon. It will be missing some assets. uh oh. Well here's hoping for the best.

Heres some concept work for the meantime.

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Planet Taxi Released!

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It is now 1.11 am in Germany (01:11 Uhr). It was a very tough last day for my wife and me, but we managed to submit our first ludum dare entry everrr :confetti_ball: :smile:

Please check out our game at the Planet Taxi Jam Site or at itch.io!

We are very happy and we want to give a big shoutout to the ludum dare stuff. You guys did an amazing job with this new website! Looking forward to your feedback and - of course - to LD39!

Tomorrow we will post our lesson learned :smile:

Félicette

Amazingly, we've survived, and we have a game! And it doesn't suck! It's actually fun!

Also, we have bosses and family members who are pissed at us, sleep deprivation (tried to keep that to miminimum), a creative high, and lots of life chores pushed aside.

Our Ludum Dare Entry

What do you do in outer space when you're just a poor kitty? Try to get back home, obviously. Jump, little Félicette, jump.

Dead Muffin Dev Team

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Battle's been lost, but I will win the war.

It's been a great Jam and a good compo, and I can't thank you guys enough for letting me be a part of it. That being said, got good news and bad news.

Bad news is I'm done here. I didn't finish the project I was working on and at this rate it won't even be on time for the jam

What I have here is basically a still image with zero interactive controls.

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This does not by any means detail my defeat. The good news is I will continue to work on this for at least a month, if not more. I will be posting elseware if that happens, but this is not the last the world has heard of the app JumPanel. Not by a long shot.