m0dsat

LD 44

BloodKeep is done (my first LD entry)

Me and a few friends finished BloodKeep last night. This was my first jam, and I had so much fun (though not much sleep). Will definitely be back in October :v:. Now it's time to play your awesome games. If you would like to try BloodKeep, you can do it right here:

Play BloodKeep right in your browser

Any feedback is really appreciated.

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Ludum Dare 45

The making of Witches Beware

So, this was my second LD and my second completed entry. My team and I made a small dialog based game called Witches Beware, created around a grim but (hopefully) funny story.

We managed to publish with 44 seconds left on the clock. It was the first dialog based game for all of us, and while there are many things we didn't quite get around to, I am happy with the result. Our team of three were divided on programming, art & sound and story & dialog. We sat together for the most part, so while my role was primarily art & sound, I got to participate in both programming and story as well. All in all I had a blast.

I hope you will give Witches Beware a try. Feedback will also be very much appreciated.

Play Witches Beware in your browser

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Congratulations to all who participated. Looking forward to playing your games over the next few weeks.

Ludum Dare 46

Plants'N'Ants done. 3rd LD in a row.

So we finished our game. Had a lot of fun but little sleep - just like it always is. First time doing a 3D entry, so that was challenging. Also we did a highscore system, which I have always hoped to do. Proud to have finished 3 Ludum Dares in a row with this entry.

Anyway, go check it out and leave a comment. It will be much appreciated.

PLAY NOW IN BROWSER

(read the hints on the game page if in doubt)

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Plant'N'Ants highscore

So, our highscore list is full, but no one have yet replaced the original top three (the dev team). Two were quite close though. Come on, there must be a few competitive players out there able to kick us down the list.

BEAT THE HIGHSCORE NOW

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Ludum Dare 47

Another one in the books

This was my fourth Ludum Dare, and by far the toughest one. I thought we selected a fairly simple game, and hoped to have plenty of time for tweaks and sprinkles. It turned out that we underestimated a few things, and we managed to publish with only 14 minutes left on the clock.

Personally I had hoped for more time to work on music. While I am pleased enough with our result, I didn't get to enjoy the art process nearly as much as I had hoped for.

I am still quite a few hours behind on sleep, but once recovered I am sure I will look back our weekend with fondness. Thanks to my teammates @mads and @fakodan for the hard work and good times.

Feedback and other comments are really appreciated, so if you would like to try Trapped On Track, you can find our game here:

Play Trapped On Track

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Last chance to make the leaderboard

I was mainly responsible for art in our little game, and so didn't have too much practice at playing it. Consequently I have already been beaten from the leaderboard by some of you awesome people. The other two developers (Fako and Mads), are still on the list, but I would love to see them bumped a few places before its all over and done. This is your chance to help me out, and also drop us a rating and some feedback before the deadline.

PLAY TRAPPED ON TRACK HERE!

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Thanks for playing. I hope you enjoy it!

Ludum Dare 48

Glazier platformer progress

It's evening here in Copenhagen, and our 3-man team is back jamming after a short food-break. After discussing ideas for a bit too long, we have finally made a decision on our main game mechanics and started building the prototype.

This will be our third 3d game, and despite being a bit rusty, our Blender and Unity workflow is starting to feel familiar again. Now having fun climbing around DEEP, DEEP in our glazier world.

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Good luck to all of you, and remember to eat, sleep and have fun :sweat_smile:

The ice-adventure of Justin Deeper

Just finished up the last pieces of the map, and can now focus on more of the minor things that needs to be in place before we can call it a game. The next few hours will be spent working on UI, non-essential 3d models. We still have one guy dedicated to solving some of the render pipeline related issues still affecting our builds. We have confidence that things will work out in the end, so you can all play as Justin Deeper, trying to find his father Johnny Deep in the glazier caves.

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We are near the end now

Good luck to all of you who, like us, are still jamming 04CB0805-A31D-4AB1-BEEE-AF14853EF6AF.jpeg

The Frozen Deep

Really proud of our game, and we have a lot of fun creating The Frozen Deep. Also learned loads, which is really what I love about jams like this.

I hope you'll try out our game. Still room on the highscore list :sweat_smile:

https://ldjam.com/events/ludum-dare/48/the-frozen-deep

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Calling all speed runnners!

Did you know that The Frozen Deep has a speed run mode? You can enable it in the Options menu. See if you can beat the Devs, if you're up for a challenge - or simply take the top spots on the leaderboard (the Devs best times is not on the list for fairness).

Current best time recorded on video here: https://youtu.be/yiSCsX9Nry0

If you're more into slow-paced games, just disable speed run mode, and enjoy the mood and story of The Frozen Deep, and see if you can find Johnny Deep in the end :smile:

https://ldjam.com/events/ludum-dare/48/the-frozen-deep

Ludum Dare 49

Finished just in time

With literally minutes left on the clock we submitted Unstable Magic last night. 3 days of hard work and very little sleep was the price of another launched Ludum Dare game. Our small team of 2 (3rd guys was a no show this time) are proud of what we accomplished, even though we had bigger dreams of textures and better character models, for which there was simply no time.

The game is about exploring and balancing your unstable magic attacks. As you fight your way through enemies, you must be careful not to fill the world with so much magic, that you might just kill yourself.

Play Unstable Magic

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All feedback is much appreciated.

Ludum Dare 50

Nukes to solve traffic jams?

Ever been in a traffic jam, and secretly wished you could just blow up all the cars in front of you? Well, here's your chance. In Sunday traffic we don't just rely on traffic lights to keep the lanes moving. But how long can you delay the inevitable?

PLAY SUNDAY TRAFFIC IN YOUR BROWSER TODAY

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When you truly commit to your game

Felt like sharing some insights into the work behind our Ludum Dare 50 entry. This is a screenshot of all our commits. Literally from Initial commit to Upload commit. It represents all the small parts that came together for Sunday Traffic. All the work, the errors and the fixes. All the stuff we finalized, revisited or abandoned along the way.

Anyone else sharing your commits? I thought it would be fun to see when playing your games.

Oh, and if you havn't yet, please feel free to Play Sunday Traffic.

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Ludum Dare 51

Space Dizzy is done!

We made it! It was a tough finish (as it always is), despite the fact that I felt ahead of the game this time around.

We made a puzzle platformer this time, something we've never done before. Really cool project, especially since we had the MVP ready Saturday, which is always the goal but never happens. Turns out that making levels is really hard and requires a lot of time :sweat_smile: Anyway, we once again had a lot of fun and not a lot of sleep.

I hope you'll give Space Dizzy a try. You can play it in your browser

RIGHT HERE!

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Use of AI ganerated art

So, before the start of LD51 there were a lot of discussion on how much AI generated art could be counted as art done by the developers/artists. We ended up using very little actual art, but I thought I would share how we used AI (specifically MidJourney) for our LD51 entry.

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The above is a screenshot of our game. In this image, AI assisted in two ways. Most notably we used AI generated images for the level backgrounds. After getting the raw images, we used post-processing and Photoshop editing, to make the actual generated graphic less noticeable.

Here is the raw image that we used (MidJourney prompt: spaceship tilemap): modsatemspaceship/emtilemap_7ba78960-9271-4688-8187-ff674749f8df.png

The other way we used AI was for our player character. You won't see it in the game, because the character was done with basic shapes in Photoshop, and the AI generated art was only used for inspiration.

Here is the raw image that we used for inspiration (MidJourney prompt: 2d robot mechanic spritesheet): modsatem2d/emrobotemmechanic/emspritesheet_e0eeb4d2-1df4-4ec2-a787-636722729bc3.png

Here is our player character drawn with inspiration from the image above. Can you spot the one used as the basis of our player character? LowPolyRobot.png

Anyway, how did you use AI generated art in your games?

Oh, and please play and rate our puzzle game. Available as HTML5 (web).

Ludum Dare 55

Cooking

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Calling all puzzle gamers

Time to test your skills. Can you get 3 crystals on all levels?

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Give Mage Matrix a try, and give us some feedback too if you like it :smile: https://ldjam.com/events/ludum-dare/55/mage-matrix