LD 42 August 10–13, 2018

late! late!

I will not be able to finish it in time. I'm going to be late from work, I'm only going to have another hourup.jpg

How is everyone doing?

I am seeing a lot of posts (I expected a lot more Hoarding games, not Inventory Management, but i guess that's good too), but for the rest of you who aren't ready to screenshot yet, how's it hanging?

Attack Sequence! \o/

12-08-2018emLD42/emProgress_Night3.gif

I finally got the attack sequence working... it's been a long day!

Sunday's progress

Today was a good day :) Its starting to feel like a real game now! I'm excited to wrap it up tomorrow and get to rating some games

LD42emSunday/em1018pm.gif

Crumble, finished (?) jam

Hey, we did it, we made a thing. Now we're tired and have work tomorrow. Hope you like our game.

https://ldjam.com/events/ludum-dare/42/$105246

TitleV1.png menu01.png

Green Cover

My LD42 submission.. fairly simple puzzle game with just a few levels but a bit interesting I hope!!

https://ldjam.com/events/ludum-dare/42/green-cover

cover2.gif

My Game - Put What Where? - post jam thoughts

This weekend was the 42nd Ludum Dare and the theme was “Running out of Space”. It reminded me of a few jams ago, the theme was “Running out of Power” and I think both themes were finalists that time so I had thought about potential games to make back then too. My first thought was to do a play on a racing type game, where the space would literally be running out, and the mechanics would be about braking or stopping before the space ran out. Maybe even in space, going lightyears per second and performing some kind of puzzle mechanic to slow the hyperdrive down before actually running out of space, as in the end of the universe.

What I started with was planning as like a “fulfillment center simulator” with the idea that things would get delivered to you in one way, and then you’d need to send them out in a specific configuration. I had originally started planning for multiple colors and shapes, but scaled it back to just colors as I started having some issues getting the drag and drop working well. I wanted to be able to pick up individual objects and be able to sort them, and then also move them around in bulk. I’m pretty happy with the end result for how the boxes and pallets drag and drop relationship works now, but I think I’ll need to play around a bit more with the size of objects in relation to each other to fine tune how smooth it should be fore moving things around. I’ll probably make the pallets a big bigger and reduce the space between them in the middle, so that clicking on the outer edge would be for moving a whole pallet, and clicking in the middle would be for grabbing individual boxes.

I ran into another bit of trouble figuring out how to check that the pallet the player has configured matches the randomly generated ones to create the gameplay points system. What I settled on doing is creating a global array called pallet[x,y] where x is the pallet id, and y is the spot on the pallet 1-9, and the value stored is the type of box in that spot, so pallet[2,3] = 1 would mean on pallet number 2, the top right spot is a red square. That way is scale able in that I could have as many types as I wanted and still have a quick way to check if it matched.

To continue work on this game, I’d definitely like to incorporate some better themed art for a industrial type environment with the conveyors and walls. I’d like to make the boxes different styles, some could just be the square, or with crossed beams, or a triangle or really anything. So the amount of potential objects could get more and more complicated to sort and be able to quickly put together the things needed to finish the outgoing pallet configuration. I’d also like to work in different size pieces like a 1×2, 2×1 or 2×2 that would make both the sorting and shipping a little more complicated to create a difficulty curve, or maybe different gameplay modes. I could even see myself designing stages with a particular order of pieces that I would make out to specific difficulty that would match the stages through a campaign like experience.

Check it out on the LD site here: https://ldjam.com/events/ludum-dare/42/put-what-where

Or on the itch.io site here: https://doublesquare.itch.io/put-what-where

HTML5 Version Live!

Hey everyone! I decided to make an HTML5 build so those of you who don't want to keep downloading files can have a chance to play. I've also spruced up the itch.io page a bit, and I'm enjoying the aesthetic. Come check it out!

Screen Shot 2018-08-12 at 9.31.32 PM.png

Planet 'O'

My game for Ludum Dare 42 https://youtu.be/e4a4RK5vjnE Play and Rate my game https://ldjam.com/events/ludum-dare/42/planet-o

Post Mordum

my game: https://ldjam.com/events/ludum-dare/42/remind-ld-42

So major thing Ive learned is Spend way more time on polishing, and play testing, and not tosell myself short on what im capable of. I hope you all have learned alot about your own games!

What I'm doing wrong?

LD42_Ideias.png

I spent hours and hours on photoshop trying to create a good logo for my game... I don't like that much. What I'm doing wrong? Suggestions?

Gravity Well Released! (And other thoughts)

Hey all. We just released our game! This time there were just 2 of us, but things went rather smoothly. We are both really happy how it turned out. There are a lot of things we would like to add still but since we don't have any time to work on it after tonight this will have to do for now.

Idea: Post-Jam Jam. A jam a few weeks after the jam where we all go back and use the feedback we got from our comments to improve and expand our games. Thoughts?

Aaaannd I'll just leave this here.... https://ldjam.com/events/ludum-dare/42/gravity-well GravityWellGif1.gif

I present you our game :)

It was my first gameJam and my first time with Unity. It's a platformer with inspiration from doodle jump. Caxxapture.png

We have done the best despite being bad graphic designers. We hope you like it

Glad I decided to enter in the Compo

I was pretty much done and would have just wasted the last day anyway. Super happy with how the game turned out.

Kessler Syndrome! My game about preventing orbital collisions and launching satellites! A test of timing and precision with half-decent programmer art.

banner1.png

earth1.png earth2.png earth4.png earth5.png

Station1.png moon1.png

https://ldjam.com/events/ludum-dare/42/kessler-syndrome Give it a try if you're interested :)

End of day two

I'm mostly done with the game but I still have to get done with the Title Screen, music and enemy texture redesign.

First LD after 5 years!

Hi! We're trying to make a decent running platform game in Unity although none of us knows the engine very well and time is running out fast, so let's see what comes out. In the meantime here's a little bit of what we've achieved so far: https://youtu.be/b8VqEVYDun8 We're extending the game with weapons, enhancement packs, more enemies, increasing difficulty and maybe more. Stay tuned for further updates!

Screenshot.png

Bag Man awaits you

Thought I'd just post a link to my finished game.

Bag Man. https://ldjam.com/events/ludum-dare/42/bag-man

General stats: - 31 hours of work - 21 c# files and about 1300 lines of code - Unity 2017, ASEprite, Rider, were the main tools.

It's a Pitfall clone more or less. I wanted to do far more but time. Favorite part is that the levels are generated like the original Pitfall. Polynomial counter and using the bits of the room value to spawn things. Was more flexible than I though it would be.

I'm happy with how it plays. It's pretty balanced, has decent mechanics and it challenging. You'll get better if you play it a few times. The jumps and avoiding damage are key. Enjoy.

Shot1-480.png

End of second day !

It only remains 20 hours before deadline but we still have a lot to do ! For now we have basic AI for citizens, sprites and models for rooms and people. We need to implemant loosing and winning conditions. ezgif.com-optimize.gif

Finished Game

Good Afternoon i finally finish my first game :dog: the only problem is that it kinda sucks xD i learn a lot about creating a game and i hope in the future create a lot of other games. https://www.dropbox.com/s/q41c1lk83zb8d5c/crazyBoxers.rar?dl=0

We're getting close!

Reeeeaaally tired...ZZZZzzzzz...But it's nice to see things coming together!

Game_Comp01.gif

Game_Comp02.gif

Game_Comp03.gif

I made it!

Finally, my Compo game, Countdown, is complete. I submitted it less than ten minutes before the deadline! https://ldjam.com/events/ludum-dare/42/countdown

Space Billiards post mortem

I always learned most from various Post Mortems I read; therefore, I try to create those as well, if possible. I don't always manage, but I try. I hope you will find some helpful thoughts.

Space Billiards in a nutshell:

It was a bit more tedious this time, because I stressed out phaser (the game engine) more than anticipated. I stumpled over various bugs (scaling, momentum transfer in arcade physics), but could eventually work around these issues. The game itself is fun, but a bit too random for my personal taste. And it could have been polished a lot more. On the other hand, I'm quite proud of the assets I created myself, though being not too much of an artist.

timelapse-final.gif

What went well?

  • All in all, phaser is still my favourite game engine for HTML5.
  • Creating game assets with gimp is doable, given google and some short-time workshops.
  • I still love sfxr.
  • I changed my development environment again, like in LD34, but this time it worked. atom is pretty decent as an editor.
  • I could reuse my server code for my former LD entries for saving highscores.

What was improvable?

  • Creating a game with very unusual game mechanics is always a risk - I ended up creating almost a new physics engine for phaser, and those parts I still use don't behave as anticipated...
  • JavaScript doesn't bail out enough when accessing misstyped properties - this happens oh so often. Try typescript next time.
  • Searching for free(!) reasonable art can be time consuming. It's often faster and better to create these assets oneself. And it's more rewarding!
  • I wanted to create another massively singleplayer game, by saving the moves of other players. However, the game objective and controls changed a lot during development, and it didn't work out at all at the end.
  • Debugging was sometime tedious, because some variables suddenly contained NaN. It turned out, I (again) misstyped a property... :fist:

What were the most difficult parts?

  • I needed phaser's arcade physics, because I anticipated a lot(!) of objects.
  • This physics type has circular bounding boxes (perfect for planets), but they are pretty new, and contain bugs (scaling vs. offsets, momentum transfer doesn't really work with different masses, ...).
  • n-body calculations are not that difficult, but I wanted to look ahead in the future, which means massive calculations are necessary, which have to be repeated for every frame.
  • It didn't feel like a game, for the whole first one and a half days; that can be quite frustrating. Afterwards it came along quite nicely.

Hope you enjoyed the read; there is also a timelapse video for those who like to read less and get flashed more :grin:

https://youtu.be/20Xh3Us0dWY

Thanks for all your games, and – ah – in case you didn’t do that yet – please * play & vote

Finished!

Good night! Take a look on my game: https://ldjam.com/events/ludum-dare/42/quest-for-freedom

qff.png

I Thank you all!

I FINISHED MY FIRST JAM!

It took a lot but I did it, and it was a ..... Jam ba dum tish! Wish I could have gotten to try and do some sound but I waited to long and I sadly do not have tomorrow to finish. Thanks to the Ludum Dare team for hosting this event. I hope to get to play a bunch of the games in the coming days!.

Going to sleeeep

The game is 90% done... I only need to create the save system and add some dialogues!

This is the last thing I've done: Screenshot_8.png

Going to sleep for a bunch of hours GoodNight <3

WE ARE NEARING THE END!!!

This is amazing, i never thought we would actually have a shot at finishing the development but here we are! we have a description, a thumbnail and almost a game! YAAAAAAAAAAAAAAAAAAAAAAAAY excitement

LD42 Thumbnail.png

Finished !?

Unityem2018-08-12/em23-37-44.png

I have a now a real playable game with a start and end menu ! :smile:

I would like to add some more levels and details in my levels; but i don't know if i will have the time (tomorrow I study).

Anyway, I happy with what I have so far. I was inspired by calm and beautiful games as flower, flow, journey and rime. I just love them for their ambiance and the emotions they provide just be giving a pure moment of calm :smirk:

And you ? Do you like this kind of games ? If yes, I hope you will like my game if you try it :thumbsup:

Sheep-person. Milk. Epic soundtrack.

This is the obligatory self-promotion post for my third compo entry: Rampart. Headbutt your way through the arena with the help of some creamy 2% --- just make sure you don't box yourself in.

160e8.png

Play the game here: https://ldjam.com/events/ludum-dare/42/rampart

Listen to the soundtrack here: https://soundcloud.com/plasmastarfish/rampart-main-theme

finally

i finally finished everything i wanted to finish this night. now i only need to do a last single spritesheet :D

MORE PROGRESS - But not as much as I would have hoped for.

Day 2 is now over for me and the team and more code has been written, more art has been faffed about with, and some more backgrounds have been produced.

Today's adjustments:

New character has replaced the old one,

The character and zombies have decreased in size by 20%,

The art has been gone around again to remove any issues that were arising with animations popping back and forth with a blue line around the edge,

A bullet has been added that can kill zombies upon impact,

Body parts are now flung across the screen whilst roating around their center,

Those body parts now are added to the walk able ground in their specific rotation to allow for mounds to be created,

Added jumping and control for the character,

Allowed for the character to jump up through layers of body parts - to prevent them from getting stuck, 

Added a new type of animation for the Zombie - this will be behind the fence in the main menu,

Added a new animation for the Zombie to climb over the fence - from the background to the foreground,

A lot of music has been listened to.

Things to do tomorrow:

Music and sound effects,

Main menu graphics and functionality,

Finalizing the game loop,

Publish the game to itch.io, 

Finalize the Zombie climbing over fence animation in the drawing order,

Add a helicopter to save our hero.

Here is an image from earlier today after around about 5 hours of work today: ProgressionReport.jpg

And here is an image from just now, after about 15 hours of work today: ProgressUpdate2.jpg

Some good work done today by me, @renegadePunisher and two artists who are not on this website.

We have yet to have many ideas for the name of the game so any suggestions would be kindly accepted.

Bon☆Guys is Complete!

runthrough.gif

Bon☆Guys is a bonsai raising sim in a small apartment. Raise your Bon☆Guys and sell them to buy more Bon☆Guys!

This game is playable online at https://zeno.itch.io/bonguys and you can view and vote on my submission at https://ldjam.com/events/ludum-dare/42/bonguys

Will post a post-mortem/follow-up later!

I finished my first ever game jam!

spacerunnerCover.PNG

TLDR; What a great event. I really enjoyed every part of it. If anyone bothers, I would appreciate some feedback. Links at the end of the post.

This was so much fun! I was really excited for this weekend, and it was all worth it. Great experience, with all you could imagine, I felt pretty good overall the entire weekend, seemed to had an concept in mind all the time.

Since I am from Germany, the theme got announced at 0:00am local time on Saturday. I did a quick brainstorming session coming up with some ideas and started working on some basic art - some of it actually made it to the game. I then went for a 5 hour sleep before starting into Saturday - main development day. Everything basically went pretty smooth. I had my concept, followed my keynotes and had a running game by the end of the day. I also managed to include some basic menus and had almost all graphics done. To reenergize I had a nice 7 hours of sleep before waking up for the final countdown. For Sunday that left me with polishing, level design and sound as my main points of focus. I wanted to start music and sound no later than 3pm, so that I had enough time to add everything into the game and eventually build and fix some bugs. In terms of time management I think I did pretty good overall, but got stuck on some sound-questions in the end. I did not want to add footstep or jumping sounds, since we are in space. But it felt like the game was pretty quiet, which is why I opted for some more ambience and environment sounds. Sadly time ran out quickly and not all of my recorded stuff made it into the build.

For the final hour it all went super crazy. I had a basic publishing chain in mind, basically I wanted to use github pages for web publishing and provide an additional windows download. However due to two gamebreaking bugs I had to rebuild twice and that took away almost all of the submission hour. At least I could work on the ldjam game page and readme file while unity was trying to build without collapsing and crashing.

Retro Perspective: Excitement all the way, hectic at the end and overall just very reliefed that I managed to finish something to show you guys.

I would really appreciate any comments / ratings. Will do my best to review all commentators of course!

A little preview of what my game looks like: SpaceRunnerGif.gif

Thanks for this great event!

Game Finished!

I have to get ready for bed now but the game should be done! Hope everyone enjoys playing through this silly experiment! https://nenekiri.itch.io/ruphels-run-in-with-a-rambunctious-relic

Not the Game I Planned to Make

I had it all planned out -- I was going to take everything I learned from using Unity, Inkscape and Tiled during Ludum Dare 41 and make something awesome in 2D. But then I convinced myself that I could use a 3D world with a perspective camera and... well, I ended up making a game in first-person.

screenshot-2.png

I think it turned out really well, and probably even better than the original plan.

You can play (and rate :smiley:) Shrinking Panes here: https://ldjam.com/events/ludum-dare/42/shrinking-panes

Bad Guys With Guns - Complete

I finished my game a bit early this time. It's a top down shooter where you buy new gear with money earned from surviving rounds of bad guys with guns.

unknown.png

Space Runer now on web browser

https://ldjam.com/events/ludum-dare/42/space-runner-1

My first entry on Ludum Dare, now on web browser and windows (download). Learned alot with the compo, really looking forward for the next one, but for now all i want is a good night of sleep. Check it out if you haven't and leave some feedback if possible. Thanks everyone, it was a fun time. Gonna be playing aaaalll the games tomorrow (after work)! And good luck for those still developing! SS1.png

8:04pm Progress!!!

Compo came to an end and there's so many games to play. I can't wait to see what everyone came up with. Meanwhile, the SquidBags are in the final stretch for polishing up our narrative game.

ldupdate.gif

Here are a few other updates from the team: tinymochi.gif Meghan_working.gif EmWorking.gif

My first Ludem Dare!

Come check out Secret Knight! I would love to get your opinion on my game :) background.PNG https://ldjam.com/events/ludum-dare/42/secret-knight

MinoFall is Complete!

LD42_SS.png

So I've just finished. Pretty proud of myself for finishing with time to spare despite it being my first time working alone. You can check out my game ahead of time if so you desire!

https://ldjam.com/events/ludum-dare/42/minofall

I finished my compo game way too early.

I'm making a solo tabletop RPG, because I can, I guess.

SinkingFeelingCover.png

My biggest worry is that there isn't much player choice. Other than that, some of the monster stats aren't used at all, and the weird encounters are rarer than I intended.

Still, I'm not going to change anything because that would go against the spirit of the jam. I'm happy with what I made in just a 3 hours (I spent the next day playtesting, fwiw).

One final push!

Might actually complete the whole thing this time without completely exhausting ourselves.

Mindblocked.gif

Check Out Ouch!

ouch_cover.png

Come play the Atari 2600 love letter game Ouch! https://ldjam.com/events/ludum-dare/42/ouch

Game is Almost Ready!

The game that I ended up making was very far from what I planned. I planned to make a game where you're and rpg NPC who has to deal with adventurers extra crap but I wanted to experiment with physics. I took a break and watched some youtube. Something that randomly came up in my reccomended was 60 seconds gameplay. I watched it and it sparked my idea that I ran with. You play as a survivor prepper who works odd jobs (minigames) to make money to buy food and water for the oncoming apocalypse. I still wanted to use physics so I did. As of now I am working on extra minigames to make money from all of which are physics based. I haven't come up with a name yet but I am working on coming up with one. I hope I can get enough minigames done so that I can release it to the world. I am excited!

Come Play: Ultimate Furniture Stacker X-Treme!

May just be me, but I love watching furniture stack up and flopping around on top of it. Finally there's a game out there for people like me! Come play my entry, Ultimate Furniture Stacker X-Treme! It's HTML5 / WebGL so you don't even have to download anything! What are you waiting for! Try stacking furniture today!!

Logo.png

Stream submissions!

Hey there! I'll be streaming this week and would love to play your games! I'll be streaming Wednesday through Friday around noon. I'll be recording your games and uploading them to YouTube in case you can't catch the streams. Hope to see your game there!

Oh, also, if you'd like to play my game, I'd greatly appreciate it! https://ldjam.com/events/ludum-dare/42/floorspace-deprecation

Twitch: http://twitch.tv/xeinix2020
Twitter: http://twitter.com/xeinix

https://goo.gl/forms/4oT8s7x1oflLOm8q1

Words Dancer

Image 3.png

Entry: https://ldjam.com/events/ludum-dare/42/words-dancer

Game: https://ango.itch.io/wordsdancer

Goal: Defeat all enemies, become the champion.

Rules: 0. time moves when you move 1. erase enemies to win 2. letters are deadly to touch, except those in the reward word 3. collect a word to get a reward/upgrade

Controls: 0. wasd 1. left mouse hold 2."space" teleport to shadow

Gameplay video: https://www.youtube.com/watch?v=fNX8AS__hcE

Fix for Mouse Drag Issue in Unity WebGL Build

mousebug.jpg

I wanted to use a Unity WebGL build so that my game is easy to play, but after watching a few people play my game they ran into an issue where the mouse gets stuck like the above picture and becomes unusable.

(Yes, I took a picture of the screen, I didn't have handy a screenshot tool that included the mouse).

I found a fix from this Unity thread:

https://forum.unity.com/threads/web-gl-mouse-input-glitch-on-chrome.468362/

Copy-paste this line of code into the CSS file generated with your Unity WebGL build:

.webgl-content * {border: 0; margin: 0; padding: 0; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -o-user-select: none; user-select: none; }

It fixes the issue and your mouse-based games should now work fine in the browser!

A little Break... Thats Good man!

Hello everyone!!!!

Great games have been seen today, I have loved many! They have some amazing ideas, this I love, ludum dare is incredible.

We will take a break to eat, it's sandwich time !!!!

Mmmmm, delicious.

CAM04290.jpg

I'm ready for the game, it's very beautiful to see it with so much art, I love this development !!!

So, eat!

See you later, success!

first ludumdare!

This is our first time to take part in LD! We’ve already done 2/3 of the whole game! The basic battle scene is done, all you need to do is to put the deck into the smelter in order to escape from the monster’s attacks. The final goal is to defeat the sea monster! The construction of the rafts and the map system were also done. The following part is the title and preview. GIF(1).gif F6CBCA9802791747E05687B745191169.gif QQ20180813-005747@2x.png

The Adventures of Stickman in Macrosoft Doors!

Hey Everyone!

We have just published our first LD entry, after years of wanting to join in!

We have had an epic time. I think I slept about 7 hours total. XD

gameplay0.gif

If you have time, please try our game, and I will guarantee you silliness and badassitude abounds!

https://ldjam.com/events/ludum-dare/42/the-adventures-of-stickman-in-macrosoft-doors

PS. The enemies are computer viruses/worms ;)

A little under 18 hours to go!

About 18 hours to go, and I'm starting to feel the pressure. Having lost over 13 hours of development time, I'm pretty happy with where we're at. Now if only I can keep from adding more gameplay ideas to the list!! Core gameplay is done, now just adding some powerups to make the game not COMPLETELY impossible to stay alive for more than 3 minutes lol

Music is coming along really nicely and should make the simplistic nature of this game a little more bearable. Cracked open my first beer of the entire Jam and will be dedicating the rest of tonight, and tomorrow morning to finishing the mechanics and art. Can't wait to start playing the other submissions!!!!!!

Traders reacting to contraband, modal box, and more implemented

progress3.gif - Warping to a new star now consumes 1 unit of fuel. - Jav'n is always the first star where players start the game. Players can purchase fuel at the station at Jav'n when they are running low. (stars restocking yet to be implemented).

Some music for LDJAM42

Time is running out, run for your life!

https://soundcloud.com/acataide/better-hurry-up

Comments always appreciated!

I thought I had a good idea...

My game was about a garbage collector who had to throw garbage into a machine before it piled up too much (ending in a game over). However, when playtesting the game I found out it is VERY boring. Going around collecting trash and throwing it into the machine isn't fun.

So now I'll try to create and program some kind of enemy who becomes bigger (and can kill the player!) if there's too much trash, so there's some sense of urgency. I'm not so sure this is the best solution, but I'm all out of ideas!

garbage.png

Avarus

avarus_banner.png

https://youtu.be/rOIGoMALv5k

avarusGiphy.gif

avarusGiphy2.gif

My team's entry, Avarus, is more-or-less feature complete. We've submitted a working build now and will use tomorrow for polish. Feel free to check out the game in your browser, or sideload the android .apk!

My Jam has to end early

BackpackSquire.png

Fortunately/Unfortunately I have a job and I have to end my Jam Early. But I think we got to a good point and had a lot of fun making our game. Try it out and let me know what you think!!

https://ldjam.com/events/ludum-dare/42/backpack-squire

Lots of art to be done...

I have the basic mechanics down. Just need to make animations and some art. A house full of art... ld42_1.png

Jam entry done!

We made it! Our teams second LD game is done!

With Monday around the corner we are submitting our game and heading back to work... though not at AllMart.

Our Entry https://ldjam.com/events/ludum-dare/42/tale-of-the-bagger-a-love-story

1727d.png

Finished~

Kill the balls ,not let them fulfill the space

red and blue meet == 5 more balls

using varies of items to kill them XD

thanks ~~

02.png

03.png

https://youtu.be/VT2gBZmiRpE

Have a try at https://ldjam.com/events/ludum-dare/42/ball-out-of-spacefinish-them

Enemy of melee

We plan to make two common enemies and one boss. Enemies will be divided into two types: enemy melee and shooting enemy. We have already finished work on the enemy of melee.output_TW8Cat.gif

Does downloading a font count as using art you haven't made?

I joined the Jam and currently, I am using a font in my game I downloaded. Here is the link to that font: http://www.fontspace.com/heaven-castro/cursed-timer-ulil Do you think I still have to opt out of art? I did made the rest of the artwork myself. Like the main characters and the backdrop.

Our lil bike is moving!!

bike.gif

and lots of other things are too! But for now here is a nice bike.

Plasma Destruction Legion..

This is what I got so far!! Highly unpolished, but playable!

https://zombievirals.itch.io/plasma-destruction-legion

Feedback is more than welcome!! Good luck to everyone! Can't wait to play some bad ass games over the next couple weeks!!

PlasmaDestructionLeg3.gif

So, finally

LDchar.png

So, my first Ludum Dare is finally over (8 hours earlier, lol). It was really nice experience. And I really enjoyed my game, and I hope you can enjoy it too:) https://ldjam.com/events/ludum-dare/42/terraforming-cookie-tower

Need cofee

some screenshots wip 4.png

wip 3.png

morning

20180813em113608.jpg20180813/em113647.jpg20180813em113700.jpg20180813/em122422.jpg

20 is infinite

I ve spent almost all the night to test 15 games. 20 is like infinite

What is Smart Balance, and why is mine negative?

The Smart Balance for my game is negative. Does this mean, and is this bad? How is calculated? Thanks so much in advance! Also, here is the page of my game "Countdown", if you wish to pay it: https://ldjam.com/events/ludum-dare/42/countdown

Second Time

Ludum Dare 42 was my second Ludum Dare. I am really happy with the result and I hope, that you will enjoy it. So please rate my game if you want https://ldjam.com/events/ludum-dare/42/totally-slammed

Almost done!

trappist_titlebig.png I'm almost done with my game! it's a bullet hell shmup. Right now I'm trying to polish it up - extra sound fx etc. It's not a very good game I'm afraid. The biggest issue is that It lacks a goal, except for beating the high score... But hey, it's my first LD game that I actually finished, so that's nice. Screenshot 2018-08-13 13.29.54.png

Morning post

Alright. The morning is here. 2018-08-13_11-47-17.png

knight-icon.png sorceress-icon.png ninja-icon.png

Time to finish the game for the Jam.

After long hours of working on the game...

Not really fitting the theme just yet, but we're getting there.screenB.png Perhaps I should stop making everything so flashy looking and I'd be able to complete more of my part.

Running out of Platformers!!!

This is my game i made for ludum dare 42 game here --> https://ldjam.com/events/ludum-dare/42/running-out-of-platformers

Blender my time away

Working alone means that no one tells me to stop when I really should :smile:. I think I may have gone EXTREMELY over board on making this character! I really like her, but I really should have made something much more simple. I kept her bald since I got no more Time for that. Though she is rigged, animated, and in the game! Even if I don't finish all my crazy art ideas I at least feel like I've learned a lot. prg3.png

WINGMAN finished

Wingman is finally finished! I'm not sure if I'll have time tomorrow to add any additional content, so I decided to make sure that it is working well and post tonight.

gameplay.gif

I was really happy with what @jamesolivermusic were able to accomplish. Everything was made from scratch in near-compo time (I think I'm at 54 hours). This has been the most polish I've ever been able to cram into a game.

I'll have a real post mortem later on once I decide I'm not going to work on it anymore...

Goodnight everyone!

Wrapping things up

Our game is a mess, and not even remotely similar to what the original plan was (which was story based, and now it's a platformer with no story whatsoever.) But it's technically a functioning game, and that's honestly more than I expected. I had a lot of fun with my first Ludum Dare experience, chaotic as it was, and I hope to do another one sometime. My main takeaway from this, I think, is that I need to sit down and figure out a workflow. My work this weekend was super inefficient, I kept jumping between like six different art programs, and that's just totally unnecessary.

screencap.png

Quick Update

Here's a mock-up of the graphics. Nate's going hard on the mechanics so we should have some game-play to showcase soon. game.png

Mostly done

polypack_3.png

Still need: Title screen, game over screen, instructions. This is shaping up to be my nicest-looking LD game yet.

It's playable right now, although it's not quite finished and I haven't written any instructions.