LD29 April 25–28, 2014

Ludum Dare to Believe Ep 4!

Hey everyone! We are the Button Masher Bros!

I think you’d believe by now.

Let’s continue the countdown to the end of judging with Ludum Dare to Believe! Ep. 4!

With 2497 submissions, there was no way we could play them all.

Luckily Reddit, twitter, and youtubers all stepped up to give us suggestions – and for that we thank you immensely!

If you like the games you see, be sure to check them out of Ludumdare.com and let the developers know what you think!

Today we will be highlighting:

Title: Scuba Bear
Category: Jam Entry
Creators: Shannon Mason ‘Pongball’, Richard Lems ‘Rilem’, Diane de Wilde ‘Ziryf’
Link: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=18340

Title: Beneath the City
Category: Comp Entry (48 hr)
Creator: Deepnight
Link: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=2982

Title: Delve
Category: Comp Entry (48 hr)
Creator: Conormn
Link: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31095

 

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet your favorite submissions to us at: @ButtonMasherBro – Show, @MathBlasterRitz – Chris, or @jwowBMB – Josh.

Comments

12. May 2014 · 15:47 UTC
Awesome games!

The Ludum Dare 29 Compilation is finished!

Whoo! After some rendering problems, I’ve finally managed to upload the LD29 compilation!

Thanks to everyone who entered, without y’all I would be some weirdo posting a 10s clip of my own game on YouTube and calling it a compilation.

Be sure to check the list of games in the description. Sorry for having to post a link, YouTube was unhappy with the number of games in the list.

One last request… I do this for fun and involvement in the community more than anything else, but if you could please check out our submission, Mind Your Business, that’d be awesome.

Thanks again to everyone! :)

(Somewhat) Literally Post Mortem

Some say failure is the best teacher, and if that’s true I do have a lot that can be learned from this LD 😉

Slime Lord

I was pretty excited about the theme. Pretty much immediately I had the idea for a 2D defense game where you play the role of a subterranean horror, a Slime Lord, who lives under a fragile little hut. The twist is that the Slime Lord wants to protect the lonely hut from the myriad of dangers that continue to befall it.

I thought this dynamic might be a good opportunity to tell a story about a monster living underground, having an emotional attachment to the puny and helpless humans living above ground.

However, by late Sunday I realized it wasn’t working out. Some gameplay aspects depended on ideas that just weren’t coming to me, and time was also running out in general. One thing I liked about Slime Lords is the graphics – and that could be the reason I might return for a second take on the thing. But by Sunday the game was dead as far as Ludum Dare was concerned.

Here, have a time lapse regardless:

Planet Improver

On Monday, I fought against the urge to give up altogether – but I didn’t. What do you do when you have no time and not a lot of energy left? Well, you might make a text mode game. Enter: Planet Improver.

it consists of two parts: the first part is an economy simulation where you play the role of a terraforming machine that’s been dropped on some forsaken planet to mine it for resources. For the second part, I reused some code I had written for the Warmup Weekend, it’s a minimal rogue-like game that I adapted for the Planet Improver setting. In it, the Killbot character (of LD27 fame) made a reappearance, doing the bidding of Planet Improver by ridding the planet’s crust of xeno organisms.

Here’s a quick walkthrough of Planet Improver:

After Completion

The good thing is, Planet Improver got finished on time. I posted it as my entry and went to bed. The next day, I began to have serious doubts about the viability of this minimalistic game. So I left it sitting there for some weeks, which also resulted in a critical bug not getting fixed until yesterday.

Now that I’ve come back to rate some games, I’m actually at peace with Planet Improver.

So what’s left? Well, to do better next time of course! :)

LD29 gameplaying

Comments

jamesnilson
12. May 2014 · 17:16 UTC
very good explain

Organ Run – The Meaty Edition ( Postmortem )

Hi Everybody

Finally I can annouce ‘Organ Run – The Meaty Edition’.  It’s a visual rework of the original entry.
It’s all about eye ‘candy’, eye meat ?, eh … slimier, gloomy meat, a more lively char etc

Here some comparisions:

#1 after:

OrganRun_titel_pm

Titelscreen reworked

#1 before:

OrganRun_screen2

Original Titelscreen

#2 ingame reworked

OrganRun_screen4_pm

Reworked Ingame example

#2 ingame original

OrganRun_screen4

ingame original

 

Check it out here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20508

If the interest is big enough I could also scale it up some more… release a level pack, bring it to the droid etc. Let me know 😉

Cheers

Mr.B.K.

 

Tags: postmortem

Updated Gems of the Deep

I liked where Gems of the Deep was going, and decided to keep working on it after the competition.  I made a lot of progress since then, but I feel like I ran out of steam on actual gameplay ideas, so I figured I’d just post the current version for people to play around with in case I don’t take it any further.

Windows

Mac/Linux/etc

Still requires Java to run.  Controls are mostly the same, too.

You never know when inspiration can hit, and I still would like to flesh this one out more since I really enjoyed making and playing it, but we’ll see what happens, I guess!  In the meantime, at least people can enjoy what there is of it.

“Underline” – Postmortem

We added a post-jam version. Just fixed a few bugs and added checkpoints. The original submission is still up for judging. (Quite frankly, we’re not sure if adding checkpoints is allowed as a ‘fix’ as described, can anyone verify this?). 

 

underline

Play here! (or click the image).

Underline is simply a platformer with a rather twisted mechanic. Hope you’ll enjoy it!

 

This is also actually our first game ever. We’ve learned so much from this experience:

 

Day One

We came up with rather ambitious concepts at first. And we decided on this one through rational deliberation… Ok, we actually just tossed a coin.

I started working on the background sprites and animation and originally thought up of a black-and-white visual style. I tried a painterly look for the style.

kevyee started working on the character controls and test level.

screeni5

 

 

Day Two

We had steady progress.

kevyee and I figured the painterly style looked a little out of place, so I went for a minimalist look instead.

kevyee started coding the platforms, background, and foreground objects.

We were slowly working on the first level.

screeni4

 

Day Three

Our initial plan was to make three levels, really. Then we realized we bit off more than we could chew. Still, we were content enough to have finished one rather difficult level, especially considering this is our first time. This day consisted of adding the music, sounds, the pretty backgrounds, and some tiny cleanup and tweaks we felt we needed to change around.

Here’s the soundtrack:

 https://soundcloud.com/kirfue/underline-ost-underline

 

At around 3 a.m. here, we finally finished and submitted our game… and then dropped to bed.

 

Hope you guys had fun too during LD! Good luck y’all!

LD 29 – Catacombs

This is the first time we do a post – mortem for Ludum Dare . We hope to be able to inform what is necessary about  the experience gained during this Jam , and how we got it .

I Trigueiro Neto , am participating for the fifth time in the Ludum Dare, but only two games have been completed : Find the Rat , made in LD28 , and Catacombs , in the LD29 . Paloma Guimarães participated for the second time ,in the same games mentioned .

In this LD we decided to do something different : just the two of us composing the team for Catacombs .

 

1601581_723475807662961_740345800_nTela-Inicial01

 

The Game

Story : With the theme ” Beneath the Surface ” , our brainstorming was somewhat filled with games and various style options . But what attracted us most was the idea of telling a story that takes place in the famous catacombs of Paris. The player assumes the role of Steve Fortaine , a young descendent of a famous thoroughbred French family, which for two centuries , mysteriously lost their entire fortune . Because it was not resolved, the case was eventually filed by the local police , and was never heard of again. But for Steve , his curiosity went beyond . He was determined to understand the mystery , and initiated a series of related searches. As a result , he found that one of his ancestors , Baron Condregore , had also disappeared in the same period that the family wealth did. Your journey then begins with the search of the corpse of the Baron in the French Catacombs .

Aesthetics : We try to throw in a bit of the beautiful aesthetics presented by Pixel Art , taking the game Sword and Sorcery as a reference. We tried . Unfortunately , all the art was done by a programmer , and the result ended up not being as satisfying as we wanted it to be .

Mechanics : We used the little time we had to introduce simple mechanics both in character and the enemies. No complex artificial intelligence system was implemented . For a game made by two people , complexity and reduced time do not match .

Technology : We used Construct 2 , a simpler engine compared to the others, but very powerful . It was enough to meet the needs we encounter in developing Catacombs .

 

So , in these three days of development, what did  we learn ?

First, game development is not an easy task . It requires dedication, knowledge ( knowledge aggregated to continuous dedication ) , love for what you do and, more importantly than all that, working as a team . Of course, these points are not the only ones , but they are critical . And to associate this to the time we have in a jam, becomes even more difficult. However , all this served as experience. It was really fun to develop Catacombs , put our ideas into practice , and to see the final result … I , in this issue ,  had contact with the artistic part . I had never done assets or characters , and I’m terrible designer, but I felt excited while doing the sprites and other game elements . With this experience , I affirm that no process of developing a game shall be lightly esteemed . Everyone has their proper complexity , and are of fundamental importance . To conclude , I wish to congratulate everyone who participated in this edition , and urge them to continue participating . Ludum Dare is an experience of unparalleled importance . We are all warriors o/

 

Entity Management

So I’ve been making small changes and additions to what was my Ludum Dare basecode, and its getting to the point where I think it might actually be useful for other people. This begs the question: What do people actually need/want in an entity/component management system? Anything you can think of, please post in the comments, or tweet to me @nico_m__

 

Note that my system is for HaxeFlixel, and is already available on github, the point of this post is just as a general question though, whether you use flixel or not, what would you want/need in an entity/component management system?

 

Thanks:),

Nico

Tags: component, Entity, Entity-Framework, Flixel, haXe, HaXeFlixel

Comments

Agreon
13. May 2014 · 06:40 UTC
Hey!

Thanks for your article!

I think i am now ready to implement an entitymanager myself :)

5 Beneath the Surface mystery games to check out

Whoops I wanted to do this earlier, but at least I’m still timely.

I absolutely love mystery and crime-solving games. I was delighted when I realised the Below The Surface theme allowed me to make a mystery game of my very own; and during the voting process I was magnetically drawn to other games that eschewed ‘Surface’ as a physical location, and took it to more metaphorical places.

These five games are my favourite of those that I’ve come across, and I’ve awarded them all the It’s A Mystery Award!

Itsamystery

Agent Thursday
Really solid noir interrogator. Is both closely tied to and cheerfully ribs the genre, with some amusing characters to grill for info.

Beneath the Surface (Spaceship Edition)*
Features a delicate balance between finding out about the true intentions of your space exploration crew and pissing them off (with fatal consequences). Incredibly solid atmosphere.

*Subtitle mine, for clarity’s sake.

They Beep.
Who’s the robot? Is they guy in the toilet a robot? Will you use your terrifying robot powers to increase company morale? Who the hell broke the photocopier again?!

Cases
A randomly-generated murder mystery system! I love logic puzzles like these – with enough detail for me to need to take notes, but not enough to have things feel obfuscated. The way characters are presented (and that the main character reminds me of Agent York from Deadly Premonition) are bonus points.

Sub Rosa
Gothic mystery! The atmosphere is thick and heavy, and the generated cases mixes things up. Could show some awesome potential with new clues and extra sound design.

Beneath The Surface: A detective story of video game conspiracies
Noir detectives meets video game meta humour. Definitely worth a play to see where it goes with its graphical style.

 

And, of course, there’s my wonderful and sexy neon-noir visual novel, Thought Police. Check it out, if you haven’t yet!

I’m sure there are many more awesome mystery games submitted that I’ve not seen, so if you know of any, please tell me in the comments – I’ll definitely check them out.

LD29: Apologeticum Post Mortem

Well, this was my first entry into Ludum Dare and my first somewhat serious attempt at making a playable game.  I named the game Latin for apology, because I didn’t polish the game very well.  I used only 48 hours, but did enter this as a Jam submission.  The game’s main mechanic was that it reverses gravity if you fall “beneath the surface.” You can play the game here: Apologeticum.

Tools Used:

  • Language/Framework: Haxe/Openfl/HaxeFlixel
  • IDE: FlashDevelop
  • Map Editor: Ogmo
  • Sounds: Bfxr
  • Drawing tools: Fireworks CS6, Pickle

What went wrong:

  • Lack of interest towards the end.  There was just something about the first night, I felt unstoppable.  I was coding rapidly and coming up with new solutions to problems quickly, the process was fun and exciting.  Not so much on the 2nd day.  Maybe it was because I had some wine on the 2nd day.  Possibly my stamina for these kinds of tasks aren’t built up yet, and maybe the process does slow down quite a bit towards the end.
  • My health implementation.  The way I used health and other things were not focused.  For example: players take damage when they flip from “Top World” to “Bottom World.” The main reason I did this was in  case a player got stuck bouncing back and forth, they would just die and restart the level.  With more thought a better solution would have been found.  In other words: I don’t want to use mechanics to fix flaws in design.
  • The boss… I really just half assed this one.
  • Picking up bombs and throwing them wasvery glitchy.
  • So right before the compo I saw HaxeFlixel was recently upgraded to 3.3.0, so I decided to get into  PowerShell and do a $>haxelib upgrade This was a bad idea.  I don’t know what it was but trying to use tilemaps was bugged and didn’t work.  I wasn’t quite sure how to go back to the previous version, so I just went to the dev branch of HaxeFlixel instead.  This solved my problems.

The Good:

  • I FINISHED!  Wow, it’s a really good feeling to finish something.  I’m the type of person who typically just buys stuff and doesn’t produce anything.  Even at my job (nurse), it’s not like I’m making anything.  It’s a new feeling (for me) to make something.
  • Ludum Dare community.  Very constructive.
  • I think my initial concept was interesting at least, even if I didn’t implement it to the nines.

Summary of what I learned:

  • I need to make more games.
  • It’s ok to spend more time figuring out design solutions.
  • It’s ok to trash some ideas if they’re not working out.
  • Don’t use mechanics to fix design errors.
  • Expect issues when upgrading software or libraries.
  • It’s good to make things.

Thank you everyone, who tried my game.

Rate your own game

As a little experiment, now that we’ve all spent a few weeks judging other people’s entries, here’s a question for you: how would you rate your own game?

Try to forget everything you know about your game and pretend you’re seeing it for the first time, then judge it like you would any of the other entries. If you’ve done any post-compo work, make sure you’re playing the original. Be honest. Apply the same criteria you usually apply when judging other peoples work. What do you think of it when you look through the eyes of a player instead of the creator?

If you’re comfortable to, post the ratings you gave yourself here. It could be fun to look back on when the results come out: you’ll be able to see how much of a gap (if any!) there is between what you and your audience thought of the game.

I’ll rate my game in a comment below.

By the way, I can’t take credit for this idea: Jeremy Nikolai suggested it after LD 24. I just thought it was a cool idea & wanted to bring it back this time around.

New 3D Game Art Tutorial – Modular Walls

As promised, a new tuesday, a new 3D Quick Game Art tutorial ^^ This time around I’m doing Modular Walls 😀 I’ll be covering all asssets needed for a imple Dungeon Crawler game (Including Character and Weapons)

Let me know what you guys think \o I’ll release a new one next tuesday covering some decoration asset for the dungeon 😀

Tags: tutorial

Comments

whendricso
13. May 2014 · 21:46 UTC
Awesome!

Flesh Hunter – Post-compo Version

Flesh Hunter Blog

Some small changes that make the game much nicer to play:

  • Enemies fall slower.
  • Larger field of view, so you can see enemies sooner.
  • Smoother camera movement.
  • Press “shift” to run.
  • Persistent configuration (saves changes to music, sfx and fullscreen).
  • Laser gun only costs 150 instead of 250.

Slightly more detail can be found on this blog post if you’re interested.

I’ll be honest, I don’t know why I hadn’t included these features in the compo version, they took no time at all to add. I guess by the end of the competition I’m so tired and just want it over and done with that I forget to add very minor things.

Hope you enjoy playing!

Please vote on my game, thanks!

 

Ama – Soundtrack

We’ve had a fair number of people commenting positively on the soundtrack for our entry Ama so our erstwhile composer has put together a more listenable, standalone piece based on the music throughout the game. You can find it embedded below for your aural pleasure. If you like what you hear and haven’t already, please feel free to play and rate the game as well, that’d be much appreciated. Thanks to all who have so far, we’ve received many kind words and got some immensely useful feedback which we hope to incorporate into a much more developed, post-compo version at some point in the future.

Game is art and code: ARTISTS NEEDED

If you play Vaults Inc you will agree with many of the players that gave me detailed feedback: it has substance, but it is buggy (specially the interface) and has mixed graphics.

As the developer and programmer, bugs affect my very soul. I’m bound to a moral code that I will fix them ALL. In fact, many of them are already fixed in the major rewriting that I’m doing.

What about the GRAPHICS

I’m not an artist. I have a good sense what is good and what is bad, but I cannot execute. As an indie, I can do something, but definitively not a professional.

That is why I decided to open the my heart and my wallet to find a partner for my gaming adventures. I’m hiring artists. I need someone with great artistic view, bold style and great skills. But I have to confess that it is harder than it looks. Maybe I’m searching in the wrong places. Currently, I opened a position using oDesk freelance platform and advertised the job at Pixel Junk. Also in my blog.

Is there anyone with experience that could share hints and tips?

 

vaults inc title vaults inc LD29 6 vaults inc LD29 5 vaults inc LD29 4 vaults inc LD29 3

Tags: artists, hiring, pixelart, unity3d

Underrated LD games

With everyone posting their top-5 lists of best games (that mostly look similar to each other), I ‘ve thought about composing a top-5 list of games that could use more user ratings.

Infantile Oceanic Feeling

This is one of those ambiguous audio/relaxing experiences, but it held me for at least 30 minutes trying to make a self-sustaining ecosystem. In my opinion, this is the most beautiful and underrated game in the jam.

Seven Souls

Seven Souls is the winner in Mood section for me. A very stylish and depressing game, with an interesting take on dialogue/puzzle mechanics.

Sprites.CSV

Although I don’t like platformers (sorry), this one did some nice experimentation on the gameplay. The only platformer in the jam that left me wanting more from the mechanic.

The Moustache Rebellion

Can’t say much about this one – it is a nice, polished puzzle game, and I have no idea why it has so few votes. Not really related to the theme or innovative, though.

NerVS

This game has an interesting and somewhat innovative concept, but be sure to check the rules/instructions before playing – seems that everybody have a hard time figuring out what to do.

Trapped Under Ice

This is a bonus entry, just because I like seals, and this game has the most beautiful seal in the world. Also, the gameplay is pretty interesting (although somewhat hard).