ALLEL: Open Screen and WIP
First day in own first Ludum Dare. Concepts, sketches and some work.
Open screen and logo for “Allel”:
Work in progress:
Tags: allel
First day in own first Ludum Dare. Concepts, sketches and some work.
Open screen and logo for “Allel”:
Work in progress:
Tags: allel
So, this is the end of the second day of our first Ludum Dare. Today we worked a lot. We completed all art assets, animations, interface, soundtrack and sound effects (thanks freesound.org). The prototype already has basic mechanicals and we are concerned about the effect that we put on the scenario, but it was beautiful. Now (tonight and tomorrow) will to polish the gameplay, especially the enemies artificial intelligence and balance the game. This game will be a little bit difficult to play, we think perhaps the ideal for this game was play it with two analog directional joystick. Here are some pictures of our day:
Rodrigo: Game Design, Art, Animations and Sound Editing. Cesar: Programmer.
Allel: Opening Screen
Allel: Basic Prototype.
Allel: Rodrigo work in animated background.
Tags: allel
This afternoon we finished Allel, our Ludum Dare game. These final moments was stressful because we could not make the enemies mechanics correctly, and the leaderboards was breaking the game. But anyway, I think the result was excellent. The basic mechanics are complete. The game is a microscopic evolution shooter, frenetic and fun. Everyone will love to play. Enjoy it! =)
* Cool graphics and animations;
* Frenetic gameplay;
* Balancing to play forever and ever;
* Original soundtrack;
Tags: allel
Here is a gameplay video of our game Allel for Ludum Dare # 24 Jam (the player is very bad!). Enjoy.
Tags: allel
We are participating in the Ludum Jam. We’ve started quite late because we’re all really busy this week. But yesterday I had that idea and we quickly got a prototype. In this project are working: Rodrigo (game design, art, direction), Trigueiro (animation), Cesar (programming) and Ramon (sound).

Team: Rodrigo Motta, Trigueiro J, Cesar Augusto
In our game, we have a hero who tries to save his girlfriend. Our goal, as good villains, is to destroy him. But our hero has an artificial intelligence and he will try to solve some challenges alone … so the challenge for anyone who plays is to combine challenges to destroy the hero.
The Hero: You need hate him. ;D
On the first day, in addition to designing the game and the basic challenges, we’ve developed a prototype overnight where almost everything has worked. But not everything is complete, there’s still a lot of things missing.
In parallel to the development of the game, we’ve started the creation of all the art, basically a scenario, two characters and items that will be used in the game. We’ve decided to choose a more stylized art.
Now we are working on the animations and getting ready to put it all together. Ah, the soundtrack is also being made.
Animation frame.
Tags: killthehero
Our third Ludum Dare. Yeah. Again, the theme is pretty cool, but we are not a complete team and it can be a problem. For now I’m doing art and design, and Cesar will program. The others are still missing. At the time of theme release I was at a bar and then slept. I woke up freaked out at 3 AM and started to sketch an idea. Did it still in bed using a stylus pen in Galaxy Note. It was cool to do this test. So, our first day was the improvement of the idea and the definitions of the prototype to be implemented tonight, while I work on art.
Well, our game called “Ş” will be a small RPG with some relation to time travel, with minimalist graphics and commands to tell a “great” story. Our goal is to tell a stylized story, but that it can be understood or interpreted correctly.
Tags: kaiporaLD26
In the early evening of the first day, we get 50% of our prototype provided. The night will be long. But we were happy because the plans for the prototype were achieved. We managed to create our basic time travel … including visual effects. Yeah!

First Prototype: Time Travel with Visual Effects
I met a couple in a Facebook group which will help us in the soundtrack and art (cool these events where everyone helps everyone). However, I still set how to be minimalist art of the game.

The Minimalist Art work in progress.
I will continue developing the levels and part of “role play” in our RPG while watching the UFC Jones x Sonnen. LOL. Now women have fight. LOL.

Holy shit. Women fight on TV.
Tags: kaiporaLD26
This was our third Ludum Dare and it was the one in which we had to manage the most crisis yet. In the first Ludum Dare we made the game Allel (Top 30) and in the second we made the game Kill The Hero (5th in graphics). With the theme being minimalism, we searched for numerous references and interpretations of it. We decided to look at all aspects of a game in a minimalist way (mechanical, aesthetic, etc.).
Inspired by several recent movies and games addressing it, we decided to take a view on time travel, alternate realities and the links between them. It’s complicated. But we used it in a minimalist and symbolic form. To tell a great story in a minimalist way.
He fell in love with a girl.
She had been dead for years.
But he did not give up.
Minimalist game. Minimalist commands. Minimalist graphics. BIG Story.
A Minimalistic Adventure in Time.
* Great Story;
* Innovative take on time travel;
* Cool minimalistic graphics;
* Amazing 8bit versions of 4 famous songs;
* Experimental game logic;
Mechanics: In terms of mechanics the game is a platformer with minimalism in its controls and also in its challenges which are basically the exploration, interpretation of icons, minimal quests and mouse clicks. The innovative aspect is to see the dimensions all on the same screen and to control the character in various situations, with a link between them.
Aesthetics: The aesthetic part of the game was really enjoyable. Simple as it is, it was very fun to think of graphics, scenarios, characters and icons in a minimalist form. We are used to more elaborate graphics and to make use of this perspective was very fun. We used familiar songs to reference the time where each level takes part.
Story: The part in which we had the most fun was certainly when we were creating a mean to tell a great story in a minimalist way. This little story can make the player travel through many interpretations and we ourselves are willing to further explore this setting.
Technology: We used Photoshop for all graphics. The game was developed in Construct2 and there was a little work to control all the actions of the narrative, besides the 5 “screens” at the same time. One cool thing that we had never used before was the full screen.
>> Click here to download the concept document (Portuguese).

Rodrigo Motta (Design, Direction, Art); Cesar Augusto (Programmer); Bana Gilda (Art); William Polleto (Musics); Trigueiro Jr (Animation).
The Good: To have met a new artist (Bana Gilda) and a new musician (William Poletto). To have achieved the goal of creating a minimalist game in all aspects. To have presented a vision about time travel, alternate realities and the lives of those traveling between them. To have been able to generate an interpretation of the story. To have shown that it is possible to insert great narratives in short games. To have one more game concept that we are sure that can be evolved into a much more complex game.
The Bad: We think that even following the theme, the game may seem a bit poor when in fact there was a lot of conceptual work involved. The initial plan was to work more on the animations, to not be minimalist on them, but our animator had little time. There was still one more element in the narrative, they were the time-police, which we’ll add later.
Walkthrough #SPOILER #ALERT
Initial Feedback: We did it! According to the initial feedback we realized that we were not crazy. Our idea has something unique in terms of mechanics, narrative and graphics were greatly respected by everyone. We displayed the game to several people and all of them saw something artistic and innovative in it! ![]()
“Cool use of theme!”
“Quite artistic game!”
“Very nice and well polished.”
“Very unique gameplay.”
“It’s cool to see people using browser tech at its best.”
Tags: kaiporaLD26

This Fart of Mine is a endless jump game with horrible war mood (just joking, is an hilarious game) and an amazing character: a fat soldier and your singular weapon. Try jump over and over to save the soldier from war. Share with your friends.
* Addicted gameplay;
* Amazing graphics;
* Lovely hero;
* Fucking airplane vilain;
* Funny sound effects;
* Cool soundtrack;
* Personal ranking;
* Quotes about to fart;
* Beautiful interfaces;
* Share on Twitter!