Fight the developer, and see his commands
Yeah, that’s about all I got, simple boss fight, but it’s pretty fun.
https://s1lv3r-dr4g0n.itch.io/fight-s1
Yeah, that’s about all I got, simple boss fight, but it’s pretty fun.
https://s1lv3r-dr4g0n.itch.io/fight-s1
And if i’m right you should give a try to my compo “One room, One Bomb, One Minute”.
The concept is simple, you control a robot with the arrow keys, up is to accelerate, down to break, left and right to steer. The only other key you need is the Space Bar key that will help you destroy boxes while you’re in contact with them.
You got 4 levels, the fourth one is a special gift for the holidays season.
Come give me your feedback and your final score 😉


Tags: arcade, Construct 2, one bomb, one room
DTBB, my searchable games browser has been updated with the state of LD37 up to last evening (UTC). Give it a spin as a quick alternative to the old site. Good thing the new site doesn’t work yet as I would’ve had to update my scraper. Respite for 1 more event!
For those who don’t know:
Use it to search for keywords like “puzzle”, “crawler”, team names, etc. Filter by platform, all with instant feedback!

This weekend was tense. OWGames (aka me and my friend) tried to make a big game in a three days. We worked 14-16 hours per day, and on the final day we spent a whacking 24 hours without sleep (ugh, that’s rough) to complete NESm just as deadline stroke, and there are still bugs and underdeveloped gameplay details everywhere, much to our regret. Nonetheless, what is done, is done. Let’s analyze!
What went well
We’ve managed to make actually infinite space, with smooth scrolling and a total illusion of space traveling. This technique was pretty hard to make and debug, as each enemy and object in the game should move relatively to the player’s ship without breaking the illusion of endless cosmos. Now you can see, this world is really big and takes a reasonably small amount of memory to render.
In fact, the world exists only around the player and parts of it are destroyed when player’s ship goes far enough (oh, poor aliens… they exist almost only when you look at them! So do not close your eyes, please ). This is great for performance and optimization, also it’s way easier to make really big galaxies, but is also a bit cartoonish and unfair. Given we do not name our aliens, it plays out well, but what if you could develop some form of relations with one particular alien? Hm…
Also, we’ve managed to make the world filled with asteroids and planets and ships at random in the way it’s not too boring. We’d like to make you feel tenser by making aliens send hunters after you, and some random events happen time to time. It should be a spacemare, after all! Space amoebas, galaxy devourers, and even more creepy stuff 
We found some compromise between high-res pixel art and short time of jam. I’d love to draw something gorgeous, but I had to write complex game logic and plot, too… So I’m glad we chose the retro-style for player console and most objects in the game consist of a few colors differentiated only by brightness. It still looks nice, and I’ve drawn it fast enough to generate sounds, write a story plot and code.
What went wrong
This game is winnable… theoretically. Actually, space is too damn big and the Beacons are too far away from each other. You still can buy this data from a nearby planet, but this gives you some obscure pointer which is not always as right, as it seems. So you probably never get to read the full story and reveal what the Ancient race is going to do with a protagonist.
More races, more ships, special abilities for the ships, and ships upgrades – all those improvements would make this game look more complete, but the actual disadvantage is that planet communications are too flat and boring, without any variance and possible quests (we planned them all along, but we’re not able to make them in time). The story is about man trying to find himself in the dark void of space. You can go for beacons, of course, but I initially planned to make multiple endings, including picking some pretty planet to live there happily ever after.
The room, the ship feel a little bit empty, though I imagined it as a big set of various interactive elements, such as water dispenser, bed, radar, airlock, planet battle and excavation panels and more. I’d love to make this all around the ship, so the player will have even more activities to attend to while flying somewhere. Autopilot to some coordinates should be included, too.
I’d love to write chiptune music for this game instead of using auto-generated by Jukedeck, and probably should use an actual retro palette to get the style right.
And there’s a big list of features and improvements that would make this underdeveloped prototype a real game, but I’m still indecisive whether I should continue development or not.
Conclusion
I’m overall happy with the results of this weekend, I’d improved my drawing and coding skills a lot, and I’ve found so much positive feedback that I can’t really thank you enough, guys.
As that is not my first LD, I must admit, jamming gives generally better and polished games, but denies of any exact realization of the author’s idea, as you’ll need to harmonize your intentions with your teammates. Speaking about that, I’d like to find a decent composer for our team and a couple of programmers and/or designers/artists. More manpower is required to complete a game in such a short span of time, I believe.
We will surely participate in the next LD, and try to concentrate on gameplay even more. It works out well, gives you a lot of feedback and limitless possibilities to learn how to make games fun.
First entry ever in a Ludum Dare, it was a really enlightening experience and we had a lot fun making this level and planning its traps 
There are still quite a lot of bugs that need to be fixed (even though our colliders are HUGE, switches sometimes dont work…
)


Hope you’ll have fun!
I’ve just released the Spellbound OST on Bandcamp! You can “check out” the game I made the music for here. 😉
Below is one of the tracks I released on my SoundCloud:
Tags: bandcamp, music, team spontaneous combustion
Here is the time lapse development video for the game that I developed for Ludum Dare 37 called Free the Frog. You must help Froggy avoid the obstacles and escape the rooms.
Get it on Itch.io | Get it on GameJolt
Full development stream archive
Tags: timelapse
Do you like 2d platformers? Be free to play our game. But i got to say that this is pretty unusual one. Don’t hesitate to check why =)
P.S. We added a WebGl version.

After some complaints about the weirdness of jumping, I decided to change the jumping in Bruce, the escaping ant.
I’m not sure, though, if I am allowed to post a modified version now or if I should wait for LD to end to post it. What to do?
Cheers!
EDIT: Well, I can’t 😛
“Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.”
I considered to be a new feature, so I’ll just leave it as it is for now.
Three months ago I participated in my first Ludum Dare. It was was a very educational experience which I explained in more detail in my LD36 postmortem. One of the key takeaways was that I would either A) ensure that my wife and kids could be on a weekend trip somewhere, or B) limit the time I spend on my game entry so it wouldn’t make me anti-social during the weekend. This time around my family would be home during the weekend so I went for option B which I looked upon as a challenge itself.
PREPARATIONS
For a couple of weeks following LD36 I continued to practice Blender modelling, texturing, rigging, and animation. Blender was my weakest skill during LD36 and much time was spent looking at tutorials and troubleshooting my lack of skills during the competition itself. I box modeled some spaceships and rigged characters. I textured them as fast as I could. I managed to push time down to modelling and texturing a low poly spaceship in about 15 minutes. I wish I would have kept using Blender frequently up until LD37 but I started a new full time consultancy assignment and I also had to dedicate time to the house renovation so after September I did not keep active in Blender, unfortunately. I had to look at tutorials during LD37 too to properly use the Rigify addon and I also had problems with animations.
LD36 also taught me not to underestimate the time it takes to create the UI and game manager to maintain game states. I spent some time in September to touch up on some fundamental game states to have that clear in my mind for the next time around.
Finally, the evening before the event was about to start I verified that the OBS screen recorder and all the applications launched and worked as expected.
EXECUTION
Ludum Dare starts at 3am Swedish time so I went to bed at 10:30pm the night before and set my alarm for 2:50am. I snoozed for 10 minutes so after 4 hours and 30 minutes of sleep I woke up, made a cup of coffee and sat at the computer to find out the theme; One Room.
GAME DEV SESSION 1 (approx 03:20 – 08:00)
This time I started straight away to program the game state framework code and I created a new truetype font. This gave me time to think of ideas for the game while creating content that would be necessary regardless of what game I would make.
I did not have a clear game in mind but I had a vague feeling that I wanted to make something in a space hangar (one room) having a flash back to Space Quest 3 where you wake up in a junk room on a spaceship.
I proceeded to launch Blender and started to model a primitive astronaut. I like the anonymous look of them. Following a short box modelling phase, I debated whether to use the Rigify addon or manually create bones for the rig. I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around. I wasn’t sure if this would bite me later on in the process.
I continued to drink coffee and animate the character with a cartoonish walk cycle and some basic idle and jumping animations. I created the animation by googling for walk cycle animation references and manually setting the main poses to transition between with key frames. I verified that it would work to import into Unity. So far so good. I was very pleased with the arcade-feel of the walk cycle.
My son woke up around 8am and came in to greet me, excited to see what was going on. We had breakfast together and then the two little girls and my wife woke up.
The first session came to a close at around 8:30am on the Saturday morning.

Status after session 1
AFK SESSION 1 (approx 08:00 – 20:00)
Since I did not dedicate this weekend entirely to Ludum Dare, I set off to do stuff that I normally do on weekends. First up was to ride motocross which is what I try to do every Saturday with a friend of mine. It takes about 30 minutes to load the bike on the trailer and pack the gear followed by an hour’s drive. It had started to snow and the roads were icy so it took longer than normal. When I drive I tend to be able to focus a lot on thinking about gamedev and it is something about not being able to use a computer that allows the extra mental focus. I spent the hour drive figuring out two game designs to choose from and an endless runner inside a room with a conveyor belt was one of the ideas. Since it was icy I had to start by changing my rear tire to an ice tire and then I rode and hung out until 2 pm before heading back home. More icy roads and then the process of cleaning the bike, and myself for that matter =) In the afternoon I went with my wife and kids to go Christmas shopping, cut my hair, and we ate out. Then the drive back home and tucking the children in for the night.

AFK Session 1
GAME DEV SESSION 2 (approx 19:30 – 23:45)
I got back with working on the game and added some of the game-play elements.

Status after session2
AFK SESSION 2 (approx 00:00 – 13:30)
Feeling really tired I went to bed around midnight. I had only managed to get 8-9 hours of game development in and I had doubts that I would be able to make a complete game to the level I had hoped. I woke up at 9 am. My wife had already been up for some hours so she headed to bed to get some rest and I spent the morning playing with the kids and tidying up the house. After lunch when my wife was back in action I got cracking with the final session.

AFK Session 2
GAME DEV SESSION 3 (approx 13:30-02:59)
At this point I had most of the game yet to do. The game play was very primitive with a few test blocks and no real idea how to progressively build the flow of blocks to make it interesting. I came up with the idea of adding air for the astronaut and running forward and jumping consumes air. I created some more interesting level content in Blender to add some visuals to the game. I made progress by adding the side pistons, the particle field to prevent escaping the room, and some different death mechanics. I was becoming more and more happy with the progress and by 9 pm I had most of the game completed except music, sound effects, build testing, and some final polish.
I began to make the music and I wasn’t too happy with the direction that the music was taking but I had no time to start over so I salvaged what I could when making the menu and game music. The sound effects are primitive vocal effects into my mic that I warped and twisted a bit.
At 2 am the game was pretty much finished. I attempted to compile for PC (which worked fine) but the WebGL build resulted in the astronaut being black / having no texture. I thought it was a lighting issue after I searched the Internet a bit but in the end I noticed that the astronaut texture was 1024×1024 and all the others were 512×512. When reduced the astronaut texture to 512×512 it worked and the game looked fairly close in the browser to the PC version.
I compiled the PC and WebGL versions, packaged the Unity project, and uploaded everything to my web server. I submitted the game to the Ludum Dare site at 02:59.
I was very pleased to have completed the game within the time frame and under the circumstances. Knowing I had to get up before 7am the next day for my day-job I still made an effort to tweet a few tweets and create a gameplay video and uploading it to YouTube. This is my normal master plan for marketing; A YouTube video and a couple of tweets =)

Status after session 3 (game finished)
AFK SESSION 3 (03:30 – onwards)
I slept for three and a half hours and drove off to work… business as usual only more tired than usual.
RESULT
I was happy with the game all things considered. The tactile feel of the game could be better and some more variation of junk, and maybe traps, would have been fun to add.
LESSONS LEARNED
WHAT ABOUT LD38?
Yes – I will attend again. If it will be a dedicated run or another shared weekend like this will yet have to be decided!
With the theme announced at 2am UK time, LD takes a lot of planning, dedication and lack of sleep to fully take advantage of all the time you have. I functioned on minimal sleep throughout the 48 hours and was quite happy with the end result. A stressful, panic, plate-spinning game called Breach Lockdown where you have to close bulkheads to save a ship from de-pressurising, saving the crew in the process. You can play it here – Breach Lockdown
Then I went to sleep. On the Monday I awoke and went to the store with my wife Nixxor. Whilst we were there, a severe lack of sleep and a shopping trip did strange things to my brain and in a semi delirious state, I began to sing a song based on a piece of cheese I had picked up.

After singing it solidly for an hour or so, my wife and I decided to make it into a game for the Jam as the window to submit was still open. We would work on it together and see what we could achieve in an afternoon. The result was a crazy little game called Apricot Drop

The two games were VERY different in tone and play styles and Apricot Drop was almost the antidote to playing Breach Lockdown. Instead of being on edge and running around in a panic, you got to calmly pick up and drop fruit and listen to a crazy song on each success. I am very proud of both of these games and now I have caught up on my sleep, I can play them with a clear head and try to imagine… “what was I thinking?!”
I hope you enjoy both of the games 
Argh, always fun to see comments on your work that it just does not work. My entry was just flaking out massively on several configs; the joys of 3D driver software variations on how they handle edge cases.
Anyway, I believe I’ve fixed the issues. Apologies to those who tried earlier, and welcome to anyone who has yet to try Callisto! It’s a puzzle room with a nod to games like Riven. — It needs a GPU with a bit of power, I’ve seen it running on a Intel HD3000 and it works but the frame rate is… not great.
Hi everyone! We have had a wonderful time participating in our second ludum dare! The soundtrack of our game is now on soundcloud: Ambient Hell. If you want to play the game: The Room of Fading Alphas. Looking forward to play more of your games. It’s really impressive to see how many different interpretations of the theme there are!
Nightmares are about to devour this lonely young prisoner’s soul. She needs your help to defeat as many of those evil creatures as possible.
Give it a try on the Ludum Dare’s page : Nightmares

Current player’s record : 117 (by Somnium)
Ludum Dare 37 is this weekend and you’ve put all of the snacks your going to eat in the pantry, little did you know that genetically altered ants have targeted your pantry and the intent of stealing all of your snacks! Its time to grab your robotic tank and defend your pantry!

Play it here!

If you think it has something like 3-match or tetris,etc, please let me know why. I want to know what to do later.
Hi friends! Are you ready for a weird experience? Take a look at my project “RoomOne” in which I use a new effect on the main camera in order to create a strange aesthetic. In fact, I developed this game around this shader which I created recently – almost accidentally
Also I did a video with all secrets – if you don’t like platformer/puzzle games. Don’t forget to write a comment – this way I can test your game. I wish you the best ++


If you haven’t tried Glasses Guess yet,
strongly recommend you try it before reading this walkthrough 
If you find it too difficult, this may help you:

