GuitarBro

Ludum Dare 45

Ready to Enter the Abyss?

Ship it!

Enter the Abyss is now live!

Got a nice, hot WebGL version ready for playing as well as a Windows download if you really want it! Mac and Linux builds will be coming soon.!

https://ldjam.com/events/ludum-dare/45/enter-the-abyss

This is my 2nd time entering the jam (first time solo), but I think things turned out all right considering I had no ideas for practically the entire first day. :stuckouttongue:

Mac and Linux builds for Enter the Abyss are now HERE!

You know, in case you don't like WebGL or Windows for some reason. It's okay, I'm only judging a little bit.

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:fire: Enter the Abyss now supports all major PC operating systems, so knock yourself out! :fire:

Additionally, I discovered there was a bug causing the pause menu to not display when the escape key was pressed. That bug has now been fixed as of version 1.0.1 which is now live on my Itch page

Why not come check it out and drop a rating while you're at it? Leave a link to your game in a comment and I may just come take a look at it as well.

https://ldjam.com/events/ludum-dare/45/enter-the-abyss

Huge thanks to everyone who's rated Enter the Abyss!

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I've got enough ratings to receive a score now thanks to you guys, but if you wanna keep playing feel free to keep the ratings coming! More feedback is always welcome! :smiley:

I've got WebGL and the big 3 PC platforms all covered if you want to check it out. You can play it here!

Ludum Dare 46

Got some new themes for ya!

Well, looks like I'm in again. May as well add my contribution to the pile-o-themes. 😉

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I'm particularly fond of "Not Like Last Time". Quite a bit of room for interpretation on that one, eh?

As usual, going to be sticking with Unity/FL Studio and Blender if I decide on doing something 3D or Piskel if I'm going 2D. Decisions, decisions...

Man, over 6k themes!?

I was predicting just over 5k and somehow I still undershot it.

Time to put the boots on and wade through the theme landfill once again...

Hold on one second...

Why is "Déjà vu" in all 3 voting rounds?

🤔🤔🤔

Accidental Disco Time

Not what we were going for, but still pretty, uh... pretty. disco.png

Action Pose!

Main character is coming along quite nicely. tmp.png

LAST HUMAN is now LIVE

...aaaaand it's done!

Our 3rd Ludum Dare game is now live and ready for your rates/feedback.

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First time trying out Unity's new Universal Render Pipeline and ran into some limitations with our WebGL build. It's playable, but we highly recommend you download the version for your operating system. We've got builds for Windows, Linux, AND OS X, so you have no excuse to not try it. :stuckouttongue:

You can check it out at the link below:

https://ldjam.com/events/ludum-dare/46/last-human

A little teaser for LAST HUMAN...

...just to pique your curiosity.

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You can play it here: https://ldjam.com/events/ludum-dare/46/last-human

The making of LAST HUMAN?

Well, LD 46 has come and gone, and I must say that I'm extremely pleased with how our game LAST HUMAN turned out! This is the 3rd jam that both @cethin and I participated in and I certainly think it was the smoothest so far. We've done quite a bit of game work together in the past which helped a lot for this particular project.

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Ironically, both of us consider ourselves programmers (I even program games for my job) but despite that, LAST HUMAN ended up feel quite aesthetic and slick (in my humble opinion :stuckouttongue:) We even ended up taking a few risks along the way (just to spice things up, of course) such as using Unity's Universal Render Pipeline this time and actually going 3D despite having no full-time artist working with us. Since I have some thoughts on this subject, I figured I'd throw out the offer to write up a post regarding how we made LAST HUMAN and what worked well and what we're planning on avoiding next time. I guess a kind of post-mortem of sorts (but not that serious). Would anyone be interested in some more in-depth post-jam thoughts regarding our development process and the tech we used? Drop a comment if that sounds cool/interesting/useful (and follow if you want to find it later).

Maybe I'll even throw in some pretty screenshots and behind-the-scenes info. Just for you. :wink:

Oh, and check out our game if you've got some time, will ya? We read all the feedback, so leave some in the comments!

That's all I've got for now. I'll be playing and rating some games off and on until the deadline, so keep an eye out for my feedback in the comments of your game if I end up playing it. :point_right: Cya.

The making of LAST HUMAN?

ICYMI...

Well, LD 46 has come and gone, and I must say that I'm extremely pleased with how our game LAST HUMAN turned out! This is the 3rd jam that both @cethin and I participated in and I certainly think it was the smoothest so far. We've done quite a bit of game work together in the past which helped a lot for this particular project.

lastemhuman/emtitle.gif

Ironically, both of us consider ourselves programmers (I even program games for my job) but despite that, LAST HUMAN ended up feel quite aesthetic and slick (in my humble opinion :stuckouttongue:) We even ended up taking a few risks along the way (just to spice things up, of course) such as using Unity's Universal Render Pipeline this time and actually going 3D despite having no full-time artist working with us. Since I have some thoughts on this subject, I figured I'd throw out the offer to write up a post regarding how we made LAST HUMAN and what worked well and what we're planning on avoiding next time. I guess a kind of post-mortem of sorts (but not that serious). Would anyone be interested in some more in-depth post-jam thoughts regarding our development process and the tech we used? Drop a comment if that sounds cool/interesting/useful (and follow if you want to find it later).

Maybe I'll even throw in some pretty screenshots and behind-the-scenes info. Just for you. :wink:

Oh, and check out our game if you've got some time, will ya? We read all the feedback, so leave some in the comments!

That's all I've got for now. I'll be playing and rating some games off and on until the deadline, so keep an eye out for my feedback in the comments of your game if I end up playing it. :point_right: Cya.

Well gee, this is awkward...

Turns out we had a couple off-by-one errors in our code.

When calculating the which mod should be dropped upon completion of a room in LAST HUMAN, we were actually randomly selecting mods one less than we should have. Not only did this make the game harder than it should have, but people weren't even able to see every one of the unique, cool mods we put in.

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When using Random.Range() in Unity, you don't have to subtract 1 from the length since the maximum parameter is exclusive. Unfortunately we didn't catch this in time for the first 15 people who played our game, but the good news is we now have a new-and-improved version uploaded with this fix patched in! Not only that, but we fixed the issue with restarting after a game over so mods should be collectible once more WITHOUT restarting the game. Now ain't that convenient? :stuckouttongue:

So even if you already checked out LAST HUMAN, you may want to take a second look to see what you were missing. Some of those missing mods are pretty fancy. :wink:

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Looking for a few more votes for LAST HUMAN.

Currently sitting around 12-15 per category, would appreciate it if a couple more could give it a spin and leave some feedback. Oh, and also drop a link to your game, of course. :wink:

https://ldjam.com/events/ludum-dare/46/last-human

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Note: bullet-time not included.

Another round of bug fixes for LAST HUMAN!

Yeah... we found a few more bugs. But we squished them! :stuckouttongue: Room generation should always generate a teleporter now, and all three levels should generate fully, every time!

LAST HUMAN is looking pretty nice...

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If you haven't checked out LAST HUMAN yet, what are you waiting for!? :smile:

Have you kept the LAST HUMAN alive yet?

The jam is beginning to come to a close but there's still some time to checkout out our game, LAST HUMAN, if you haven't yet.

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Over 10 different gun mods to enhance your robot-blasting experience!

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Three procedurally generated factory floors with hand-crafted rooms!

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Don't forget to protect the last human and yourself!

Seem awesome?

Give LAST HUMAN a play today!

Ludum Dare 47

It ain't much but it's a start.

Definitely feeling something sci-fi. Whipped up some grungy metal textures in Substance Designer and slapped it on a door. aaaa.png

Yeah I can work with that.