I’m in!
Kind of self-explanatory. I tried to take part in previous LD, but i seriously lacked experience. I hope that i’ll make a finished project this time 😛
Stuff i’m gonna use:
- C#/XNA
- Paint.net
- sfxr
Comments

Kind of self-explanatory. I tried to take part in previous LD, but i seriously lacked experience. I hope that i’ll make a finished project this time 😛
Stuff i’m gonna use:

I just started working, and what i’ve got here is a player jumping around. Zombies are here as well, but they don’t feel like running around yet.
This game will basically be a shooter, in which you have to evolve yourself and your gun to fend off waves of zombies.
I’ll make some sprites when gameplay is nearly done. Placeholders are also good, everyone likes rectangles anyway 😉

Obviously enough, it’s a rectangle shooting another rectangle.
So i’ve got most of the things working, like weapon spread, dumb AI for zombies and such. Now i have to do the most important part – upgrades for both gun and player. Oh, some sprites and a storyline would also fit.
Tags: screenshot
The most anticipated game of the year 2012, Fend off waves of zombies with your evolving gun DELUXE is released! I was too lazy to create proper sprites for zombies and player, so they’re blocky in appearance.
Anyway, the entry is here:
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11033
I guess it’s not too late for writing a postmortem of my game with seriously too long title.
Finishing a game. It speaks for itself. It was a lot of fun, too!
Shooting mechanics. It’s an entirely complete, ray-based weapon system. Weapons shoot with random deviation (0.1° step), and there’s support for multiple bullets shot at once.
“Art” style. I guess calling this stuff “art” is an exaggeration, but i really like how it turned out. Two-color menus look really nice in my opinion.
Idea. My game doesn’t really follow the theme closely, people left some ideas in the comments. Why i haven’t thought of them earlier? 😉
Sounds. Not really wrong, but there’s exactly one gunshot sound for all of weapons in game.
Laziness. I should’ve added more species of zombies. This would make the game really more diverse.
Lack of polish. People complained about too long delay between waves and crappy controls.
Check out my game here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11033
Tags: postmortem
I’m in October Challenge as well! The game i started working on will be a dual-stick/bullet hell shooter for PC with a minimalistic graphical style – it’ll be composed only of squares.
I’ve got the basics working – there’s a player square that can fly around and shoot, and i’ve implemented a way to fluently change colors (this looks really nice, will be another key feature of graphics)
I want this game to be an arena shooter – in main menu you choose your weapons and such, pick a level and upon completion you get rewarded (new weapons and shit).
What i want to fit in this game:
» large variety of enemies
» quite a big amount of levels (so you don’t finish in 5 minutes or so)
» varying weapons
» bosses
Oh, and the name will be SquareShot.
A bit of progress – i’ve added enemies (they don’t interact yet though).
I’m often too lazy to do anything, but yesterday and today i worked on SquareShot. I’ve made a few additions, but none of them are big ones. Anyway, here’s the video:
I’m (hopefully) going to take part in the next Ludum Dare, and it will be my second time participating.
Tools i’m gonna use:
code: C#/XNA
graphics: Paint.NET
sound: Sunvox
I woke up half an hour ago and I think I’ve got an idea for my game. Time to get to work, then.
Well, that took me way too long, as I had to scrap some of my code. Movement now works like a charm, though.

That’s a pretty long worm
Now, about the game: It’s going to be a shooter, in which the player controls a worm (or a snake, whatever). Every segment of the worm will have an equipment slot, which is going to hold weapons, armor and such. I first need to get all the core mechanics in place, then I’ll work on some graphics and sounds (and music, if I have the time).
Last night I struggled with getting the camera to work properly, but I still made some progress.

some spare parts laying around
I managed to make the worm able to equip and unequip things, and I also made enemies that fly around and shoot at the player. There are only two more things I have to do, both regarding enemies – they will have to drop items on death, and spawn in random distance from player, depending on their strength. Game’s hud will be a minimalistic one – in fact you can see it on above screenshot – green squares over segments fade out as equipment is damaged.
I just finished uploading my game. This time, unlike the previous LD, I managed to put in all the features I planned.
If you’d like to play it, here’s the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11033
Hello and welcome to the postmortem for my second LD entry, Worm War.

I live where LD starts at very early morning, and as many others have pointed out, that’s not a fortunate time to begin. I was quite satisfied when I saw what the theme was, and I started thinking about the concept of my game. I thought about existing games which can be definitely called minimal. Then I came up with snake, which was the main inspiration for Worm War.
I thought that addition of guns would spice up the gameplay and make the game a bit more original. Allowing the player to customize their snake with different guns and armor was the idea that almost immediately came to my mind.
At first, I wanted my game to mimic classic snake as closely as possible – it would essentially be snake with guns. Shortly after I realized that it could be too slow-paced to be fun to play. I recalled a snake spin-off I played on my phone, where player wasn’t restricted to making 90º turns and thought that it would make a better base for a shooter.
Thanks for reading!