LD31 December 5–8, 2014

The Human Experiment Show

Woow!! yeah..just made it in time! Hope you like this little game…

I was super excited about the theme and my concept..still loads of ideas i couldn’t implement,

too much polishing again..but managed to release a final thing..

sickest game on LD ? what do you guys ‘n’ gals think…?

 

humanexperimentshow

I’m here people! I’m sorry I just post that I did a game

Hello! I participated in LD29. Yeah, everyone knows me! I won nothing :D!. Actually that’s false, we all know that you win just by finishing something, or just trying. Anyway!

I made this game called Orlyrinth. Here’s the entry: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30442

It’s a little shoot-em up sidescroller (though the character shoots nothing!). Here is a little screen…

scr_07

Wait! That shows nothing! Uh… okay, here is another one…

scr_09

Dammit! Why I always die!

scr_10

Urghhh… next!

scr_08

Oh! Finally! Now as you can see there is a lot of things happening there, even if there is absolutely nothing in-screen. No enemies, I mean.

This game has leveling, a stamina meter (attacking depletes it, and defending too), a timer that tells ME when things are going to pop out. And a stage number. And score. I took up the time and the game uploads your score to GameJolt, I mean, it took me some minutes to do it, and several more to stop doing nothing and upload my entry.

Also this time I participated in the JAM. I wanted to be a little more calm, because this is what I do after finishing the semester. And there is something else still left to do, urgh, but whatever. Also I wanted to give someone else a chance at delving into game making, she helped me at several things, and well, yay! Maybe later we will retry! Bwahah!

So yeah, thanks for reading this. And I hope you give it a try. I beg pardon for difficulty, this game is pretty PRETTY unpolished. But pretty (?). ;o I’m an “artist”, not an avid game developer, even if I want to be one “orz. But I’m trying! I try.

Salut!

WE JUST PASSED (out) !

screenshot1

Tired ? Yes.

Will we suffer from this tomorrow ? Yes.

Regrets ? NO !

TURING 404 is out for you to play !

(You can hack the Ludum Dare global ranking in game.)

I’m Out!!

Unfortunately I was too hung up on technical code and being an average coder I don’t believe that was the best choice.

I had fun doing it regardless and learned a heap of stuff so all in all it was worth it and I look forward to doing it again next time.

Well done everyone there is some great stuff on here!

 

Update #5 – Colosseum Brawl!

We finished! With like, 20 minutes to spare even! We wound up with a pretty tight 2D arena fighter called Colosseum Brawl. Game play isn’t incredibly deep, but it’s quick and fun. The roll in particular feels really good, I think.

sc1

 

Things That Went Better

  • After successfully completing LD30 I was much more comfortable with knowing what it takes to put together a complete-enough feeling game.
  • Ajmal was awesome at putting together assets and animations quickly, and was super helpful with feedback, ideas, and working with me throughout the whole thing.
  • Gave ourselves more time to devote to polish and nice-to-haves like menu screens, sounds, etc.
  • I tried streaming a bit more and enjoyed it. If I can continue to motivate myself to do it I think I’ll get better at the whole process.

Things That Went Worse

  • I pushed myself really hard this time and made myself a bit sick/icky feeling.
  • The theme was meh. I don’t think the theme overall contributed a lot to our game’s theme, but rather acted as a constraint on how the game was played.

Anyway, go play it!

Stage Hand, by Fractal Fox

zxxxxtagehand

zxxxaaaaaaagehand

fcarriagea

fishaa

 

audeince

 

We had wayyyy too much fun with this. And with a team of seven people, crazy and awesome ideas were bound to happen. 😀

Play here! Hope you enjoy!

 

Comments

Switch
09. Dec 2014 · 00:44 UTC
LOL What the heck was that XD
the-arrival
09. Dec 2014 · 00:49 UTC
haha, very funny game!

A Fine White Line – WE DID IT OMG WE DID IT ASDFJASDLKF!!!1111

TWO HOURS BEFORE DEADLINE WE HAD NO ACTIVE GAMEPLAY!! RACHEL DID IT!! OMG!!

You could have photo-finished our upload. We got it submitted with two minutes to spare.

AFWL_BANNER

 Play “A Fine White Line”!

I honestly can’t believe Rachel made this playable. (Actually, I can! She worked really hard!) Hammering away on her keyboard, she literally learnt how to do all of the Unity programming this weekend. Unfortunately, she got really stuck, and we couldn’t find any answers to the logistics problem online — we were just about to throw in the towel completely and chock it up to experience.

AND THEN … she figured it out!

afwl_Screen_02

 

With 1.5 hours left on the clock, we managed to throw in some win/lose conditions, music, more art and added an extra variable. It likely needs some washing up! But it’s done.

We’ve tried to incinerate all the bugs we can for the time being. Hopefully they will all (mostly) be squashed. For now, enjoy the bugs! They are horrible and only around for a limited time. Like the McRib!

Enjoy, everyone! This game really is one of those little miracles.

480px-Tumblr_static_heart

Tags: 2D, a fine white line, afwl, artistic, blueprint, ld, Ludum Dare, ludum dare 31, WASD

My first Ludum Dare

Please everyone give me feedback and let me know how I did :) I’m particularly proud of it, did ton’s of self playtesting.

Screenshot 1Screenshot 2Screenshot 3Screenshot 4Screenshot 5

 

The hunt is on!

 

Title

Our game is ready to be played.

Hard Winter, when Zelda meet Tower Defense on one single screen !

Feel free to play, comment and rate, we would love to have your feedbacks.

We will begin to rate other games after a long night of sleep.

Good night everyone and good job!  😀

Screen01

Promenade is up!

Our Wild West squaredancing RPG is live! We finished it right under the wire. We’re working to get a Web version up, but right now it’s just a downloadable Windows (Unity) title.

This was a rough one! Both Melissa and I are exhausted. We made it, though, and I think the game is ridiculous and awesome.

Woo, Finished!

Information Superhighway is complete!
This is my 3rd LD, but it’s the first time I’ve actually finished. Yay!

Well done to everyone else!

I have monsters in my head, by LesMarmottes

Hello there !

After this week-end of work, and despite some troubles, we finally “finished” our first game!

 

We are proud to present to you I have monsters in my head!

 

 vregerg

Click here to play our game!

 

We’d be glad to read your comments on our game in order to improve ourselves and do better the next time!

We had a lot of fun doing this Ludum Dare and we can’t wait to play & rate your games!

 

LesMarmottes

Didn’t make the Compo… Because I was part of a team!

Some of you may know me from the last Dare, LD 30, in which I entered a short visual novel I developed myself called A New and Beautiful World (check my profile if you’re curious), and while I wasn’t able to participate in the Compo this time around, it was for a damn good reason.

 

Since then, I’ve joined a game development team of over 20 people from all around the world. We call ourselves Watercress Studios.

 

And for Ludum Dare 31, we have created and released our very first game together. A short macronarrative visual novel that we call “Lull.”

 

Link available here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45841

 

God Bless the Ludum Dare, and God bless game developers all around the world. We are slaves to our art, and we love it.

 

Absolutely great jam, everyone. Even though the theme was pretty shitty. Good job to each and every single one of you.

Maze of Doom

Submitted my first Ludum Dare game, Maze of Doom! I wasn’t planning on entering the jam, but had a moment of inspiration late this weekend so I hurried to make it in time. Would’ve been an entry to the compo, but I started a full day late.

I had tons of fun developing Maze of Doom! I’m looking forward to revisiting it (once I’ve gotten some sleep) and adding in a few elements I didn’t get a chance to do for the jam. Even still, I think the game is pretty tight and fun to play.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47064
 

In case you’re having trouble winning, pay attention to the pro-tips! And for encouragement, here’s a screenshot of the ‘best’ ending:

 Maze of Doom Best Ending

It is possible!

Trench War – It’s actually done!

I did it! Just barely, but I did it!

Trench War is my second Ludum Dare entry – a World War 1-inspired real time strategy game. The goal of the game is to build up your trench to hold off enemy fire, until you’ve got enough troops to stage on assault on their line. Once soldiers go over, they never come back and tend not to live long. Once 8 are alive and over the top at once, you win.

This was a far more ambitious project than my last entry – the code base is about three times the size, and the impact on my sanity was about three times the size as well. Check it out here.

Trench War by rjhelms

Now, gonna get away from this computer for a bit, then check out a few other games – then some much needed whole lot of sleep.

Tags: done, entry, jam, RTS

BTW I also finishes yesterday

Ill kepp it short!

I thought I didn’t had a lot of time to make something, but still made something I’m quite proud of!image image

Play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=18775

Force Feedback is DONE

Hello everyone! Team dingus returns with another completed weird game.

How do you fit an entire game on one screen? By making a game inside of another game!

StartScreen

Welcome to Force Feedback, a Simulator Simulator designed to show you what it feels like to be a gamer. Oh wait, are you already a gamer? Awesome, in that case grab your controls, strap in, and get ready to feel the in-game-life-like experience of a game that just gets too real (you’ll understand once you play).

Screen1

You are in your living-room. You just got your brand new 200″ screen and you are itching to test it out with the latest in Hardcore Epic car simulators. Enjoy “SUPER RACER SIMULATOR 2000”, the pinnacle of driving games with physics so realistic that you will feel like crashing has very real consequences. Immerse yourself in this one of a kind WHEEL-GRIND designed to make your eyes pop and your heart stop (once its done exploding from DAT adrenaline rush)!!!111OMGBBQ

Screen2

Questions & Comments? Let us know, right down Below
Excited? HELLZ YEAH!!
Heart Exploded? Please send your complaint to our lawyer’s office in Guatemala by carrier pidgeon

Check out our game here!

Cheers

 P.S: Oculus version coming post Jam… for now, I sleep

Silk – A meditative game about rocks

We’re a team of two, and we made an atmospheric puzzle game where you move rocks around. The mechanics are simple, but can yield somewhat complex results. It has a very “zen” atmosphere, so it’s a relaxing and enjoyable experience.

We polished the heck out of this, and we love what we’ve created. Hopefully you guys and gals will love it too!

Link to the really relaxing game called “Silk”

 

ZenGarden

 

We would greatly appreciate feedback, since we’re super proud of our work on this.

Introducing Lull

Yo, everyone! We are Watercress Studios, a group of over 20 people from around the world (though only ~10 of us participated in the Dare).

 

For our very first game together, we’ve developed a short visual novel for Ludum Dare 31.

 

We call it “Lull,” and it is a short macronarrative VN that recounts the tale of a town in Oregon that copes as sound disappears from the world.

 

Great job to every single person and team who participated in the jam! God bless games, and god bless game developers. See you all next time!

lull

Existential is ready and out!

 

(Game quality considerably higher than GIF)

(Game quality considerably higher than GIF)

Finally. Seventy-two hours of work, and this is the product. I’m very happy with myself, to say the least.

As I expected, I was able to really really polish the game for release today. I made the enemy difficulty scale as they were spawned, and added experience as an extra incentive to kill them instead of running past. Also implemented elite enemies and added scattered stone blocks using Perlin Noise.

Anyway, I’m not going to write a wall of text this time. Play the game here.

Tags: 2d unity, existential, finished, jam, platformer, unity

Aaand we’re finished

We barely made it in time, but it’s complete. Made in 3 days, puzzle game with really long name –
The Second Thought or Please, Don’t Touch Anything

The game features button pressing, tumbler switching and leaver turning.
You can play it right here.
kE3E7vB

2.5Dino Arena

This was my first Ludum Dare. I ended up working by myself… and actually the main reason I am even doing this is to find collaborators. I did all the pixel art from scratch and would very much like some feedback because I am kind of new at it. At first I didn’t really like the theme, but once I brainstormed some classic single screen games I had enjoyed in the past (SmashTV), I realized it wouldn’t be so bad. I had some grand plans of dinosaurs, jetpacks, and rocket launchers, and I am glad at least 2 of those made this version. I wanted to do a lot more, but that was probably my noobishness. I love making chiptunes/erocktronic music, but I didn’t have time. I was trying to make it so people could make maps using Tiled Map Editor, or at least load multiple maps during gameplay, but no time. The one thing I did right was to use some of my old Unity Scripts and enter the jam instead of the compo… maybe compo next time. I will add more dinos, weapons, maps, and block types, and some music.

Here is my entry:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44470

dinoArena1

dinoArena2

 

Tags: 2.5d, jam, screenshot, unity

Ready Set Go: Postmortem

Update3-B

Play Ready Set Go!

TLDR: It’s hard to focus when you have more time than you’re used to, but everything worked out as planned.

Since me and a friend were making a Twine game – he was responsible for the art and me for the design of the narrative -, our reaction when the theme was revealed was not the best one. Each one of us made a quick brainstorm alone (about twenty minutes) and then another one, a more extensive one together via Skype. While we were discussing the theme, we both panicked a little, specially when you consider the idea for an interactive fiction to have all the game on one screen.

Given the limitation for our chosen technology (as well as personal skills), I took the liberty to be creative with the usage of the word “entire” on the theme. Not to give spoilers, but let’s just say you can get to the end of the game through the first screen.


 

What went wrong:

  • Time management

This was my fourth game jam, but my first Ludum Dare which I worked from home. Since those who were participating on the Jam had one more day (total of 72 hours), I found it hard sometimes to focus on the tasks I had to do. Also, having one more day than I had at previous jam entries contributed to my dispersion.

  • Lack of “game” aspects on the final product

At the beginning of the Ludum Dare I tried to come up with gaming aspects that I would develop in Twine. Inventory (which I had already did at another jam), a simplified quest log and a combat mechanic. In the first day (saturday) I gave up on this functions because they would take too much time, and I wanted to focus on the narrative this time.


 

 

What went right:

  • Exercise a genre of writing I had not yet tried

After our initial brainstorm, we decided one of the main references for our game would be The Hitchhiker’s Guide to the Galaxy from Douglas Adams. Needless to say I had a blast writing all the script, dialogues and coming up with crazy, nonsene puns. I enjoyed a lot writing comedy.

  • Make updates about the game and even write a Postmortem

This Postmortem is my sixth post on the Ludum Dare’s site while the jam is still happening (to be fair, I started this post before the deadline ended). Anyway, this is my first Postmortem ever and I am super happy to be able to finish a game jam making one of this.

  • Finish the jam with a more polished game

We had time to go over a few points of the game and the artist even got time to make a poster (check the image below). It feels good to set your scope right so you can finish everything on time.


Lessons learned:

  • Balance other areas of my life during the jam

Since I made the decision to spend almost 14 hours either with my girlfriend, my family or recording a podcast with friends, I had a glimpse on how my life will be when I turn this hobby into a full time job. Even though I love making games and am anxious to become better at it, this is still a job. I was happy that I managed to do all of this while was taking part on Ludum Dare.

  • Trust someone you have worked with before

I must admit that on the first day of the jam I was a little skeptical to work with another person even one I’ve worked with before remotelly (not face to face) above it all.

poster

Play and rate Ready Set Go!

Tags: interactive fiction, postmortem, Ready Set Go, RSG, Twine

Ludum Dare 31 – Obligatory Post-Mortem

Well it’s that kind of post again isn’t it? The post-mortem. The point in which I get to talk about the good, the bad and the even worse! Let’s analyse it then!

Good: 

  • We finished. Again. 2nd time in a row. Incomplete game, but complete enough to play. Many problems to ensue with it, but we got it playable.
  • We really learnt how to downscale our ideas. How to take a theme like this one and try find our own way to make it relate.
  • We got to have fun with even the smallest ideas we had.
  • We had more time for this one than the last LD.
  • Foxel got more art done in 72 hours than he ever has for his personal projects.
  • Team communication has got better. There was a clear goal here, and we both knew it.

 

Bad:

  • We didn’t have enough time on our hands for full dedication to LD.
  • We probably underestimated the task of implementing some of the features we wanted.
  • We lack audio & sound effects because our sound guy was working over the weekend!
  • Some of the smallest bugs posed me a problem.
  • Our perfectionist attitudes prevented advancement at some stages

What would I do differently? 

  • Nothing. Mainly because we had so much fun. We played about with so many cool ideas and things that it just made me think that this jam was awesome. We’re glad to see the number of games submitted, and even more glad that we’re one of them!

Peace out guys, Foxel & Mace!

Dwindling Fire finished!

Well, our second Ludum Dare! We made it in time. Time lapse coming up (:
Play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30185

 

Promotie_Wide

Good luck in the voting rounds everyone! Excited to see what everyone has made.

DONE!

After 3 short days, I have finally finished my game,so if you wanna check it out: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45653

I’ll make a lengthier post tomorrow and maybe a post mortem of my first one man project, I’m too beat right now.

Anyway congrats to everyone that submitted or even tried to make a game this week end, it’s hella difficult but hey,

It’s fun.

 

screen2

 

Exploding Snowmen.gif

Just wanted to show off what exploding snowmen look like, as this was implemented literally 10 minutes before the deadline:

WebM version here.

Like what you see? Check out the game here!

Sunshine Apartments!

HEY YOU!

YEAH YOU! GO PLAY OUR GAME!

 

sunshineScreenie sunshineScreenie2

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26125

 

Peace!

Final Build up – polished as much as I can

Well I fixed the bounce, and check for score 1.  Working on check for score 2 and other bugs but they’ll go in post jam.  it’s playable and you can reorganise pixels to keep the ball in the game.

 http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=12354

What you can do.

1. Draw player 1 bat

2. Draw player 2 bat

3. Draw player 1 score (verifies)

4.Draw player 2 score (broken)

TODO

5. Fix player 2 score check.

6. Add ball off screen.

7. Add score detect at 10 for behind the screen player to win

8.  Add user pain which leads to game over when the behind the screen player quits.

Enjoy!  Will post a post jam fix soon.Final

Game Testing Session #1

game_testing_session

Hi guys.

Usually I test games in the dark corner of my room and don’t tell anyone about anything. I decided to be a bit more social this time and I’ll share with you my feelings (about the games of course). That will be a good way to share people’s games. I decided to talk about games that I found on my own entry page, as well as the first ones (in order, when I could play them) from the entry list. No distinction between Compo and Jam, I just click the link, play, write some notes and feedback.

 


 

Dodge Pong (Compo)

Really good arcade game. The addictive ones. Movement are a bit tricky at start but you finally get used to it. I really like the weirds effects the ball can have. Sometimes it just spin around me and I don’t know what direction to face. The precision meter is a nice feature, it remind you how much you suck at touching the ball :)
That’s a really fun and addictive game, simple and fun.

 


 

CERT (Jam)

That’s a Super Meat Boy like, with perma-death. Fans of Super Meat Boy will like this game. I’m Super Lame at that kind of game and get frustrated very fast so I couldn’t finish it, there certainly is a lot of challenge in that game.
Graphisms are nice pixel arts, there is a nice fake old tv screen effect.
The only weak point is the lack of audio content.

 


 

 

Penguins Can’t Fly (Jam)

Well, as a Linux user I couldn’t let a game with penguins escape without a test.
Penguins Can’t Fly is a fairly simple but yet entertaining game in which you can shot everything that moves. AND I LIKE THAT. Just spammed my canon, try to get these aliens out of my sky. It become more and more challenging as times goes. Speaking about time, the nice touch is that day and night mood.
I just regret not having some score board of all my runs to compare them.

 


 

Ocean Crossing (Compo)

Okay, I’ll be honnest that’s not the best game I played so far. In the game you have to cross an ocean by going right (east) and some random events, positive and negative, will happen. Ultimately, it’s just a question of luck, for the good events to balance the wrong ones. I managed to cross after three attemps just by pressing the right arrow of the keyboard continuously. So entertainment is a minima, an easter egg (that I haven’t found yet) is hidden in the game. I suppose it’s a matter of exploration but nothing sure. No music, either. The graphics are pretty nice tho.
That said, the creator just had 7 hours of work and that’s not so bad for making a game like that.

 


 

Television Screen (Jam)

This was an hard one for me. Not the game itself, but the fact that you can only move with WASD and I have a french keyboard with ZQSD. Including arrow keys would have been nice, that’s what I do for lost guys like myself.
I would have expected better graphics from a jam entry. The music become annoying soon enough but, well, isn’t it the game of almost all of them is any jam ?
I had trouble to understand what the goal was so I almost only explored.
This guy took the theme seriously, the game is actually inside an image of a screen.

 


 

See you soon for another test series !

final 4 cops walkcycle

4cops

One final gif with the last cop walkcycles of our game “Filthy and Guilty”!

Comments

09. Dec 2014 · 01:12 UTC
Looks awesome! I’ll it try as soon as I recover from the lack of sleep

The Stickman Cometh

I finished my first Ludum Dare!  I’ve attempted a few times before, but this time I actually sort of completed something.  It was great, and I learnt quite a lot in the last few days.  Of course, it might be riddled with bugs, and there are some things I didn’t have time to put in (like a health meter, for one), but I think I’m going to continue to work on it.

Behold, The Stickman Cometh:

UE4Game 2014-12-08 21-55-55-40

Engine: Unreal Engine 4

Art: Maya LT and Photoshop

Audio: Ableton and Native Instruments

It’s a bit gory, so it might not be suitable for children, or the faint of heart. But they’re stickmen, so I figure it’s okay. I hope people enjoy it. I’ll upload a video of the final entry soon.

It is currently only for Windows. I’ll look into building it out for other platforms.

Zombie City

For our first-ever entry in Ludum Dare, the two of us chose to put together a PC board-game, Zombie City. After six or seven gallons of coffee and three tiring days, it’s up and ready to play!

The zombie outbreak has doomed the planet, but you control a team of four experts sent to find the cure. The four items that together will save mankind are scattered through the city. You’ll need to explore the town, fight your way through zombies, collect the four items, and bring them to the Helipad at the town center in order to be rescued and save the planet.

Featuring a procedurally generated city, dozens of random events, a complex dice-based combat system, and a haunting single-song soundtrack, Zombie City made for a fantastic challenge to develop in just three days.

 

Play it here!

ENTRY: Screencap’d

Screencap’d

 

Screencap'd

 

Check out the entry and play online HERE!

 

Another one by Ava and Marte – your favourite turtle doves. We participated together last time with Fitzberry & Leif, and now we are back with one more dimension to explore – from every angle possible!

 

kompleks

elpang

 

So grab your keyboard, or your gamepad, which might also be supported! Have a go! Help this poor fellow out of that scary television screen. Send it blasting off the table with a loud and static crack! That’s what it deserves.

Tags: ava skoog, cute, entry, jam, kawaii, ld31, ldjam, Ludum Dare, Marte Kvamme Strømmen, physics, platformer, puzzle, Screencap'd

Detective vs Killers

“Detective vs Killers” is my second LD entry, and I decided to take the JAM to add more assets and use some more time on polishing work.

The game idea is derived from the Table-game “Killer” and with many mechanics modifications.
In my game, player acts as the detective and try to find killer among many citizens on the map, before you run out of credit.
citizen and killer look the same, and will move around in night.
Every night the killer might kill a nearby citizen, that will cast a penalty on your credit.
Player, in day time, need to inquire citizen, to deduce the killer position and try to arrest him.


And I’m done(ish)!

Well, I guess I did it, I made a game. It’s kinda fun, but there’s plenty I could’ve done with more time, I feel like.

Horde Mode(s) is pretty simple, you go into a room, zombies spawn, and you kill them. Despite the art being squares and stuff, it actually doesn’t look at awful as I expected it to when I started:

 

gamescreenshot

 

 

 

 

 

 

 

Here’s the link: Horde Mode(s)

At the end of the day, it was a learning experience for me, and that’s all I ever wanted.

Special thanks to all of you guys, for making me jealous and fueling my motivation to keep going.

 

Peace.

Pim Completion

Hey guys! We finished and submitted on time! Woo! We’ve been so excited to participate this time around, and are blown away by the other entries. I’ve been meaning to write this post, but I was too busy playing other people’s games.

Pimbo Gameplay Bencak Luczynski

View and play our entry. We’ll be writing a post-mortem soon. Woo!

The making of “A Dog’s Tale”

Hello everybody,

this was my first LD and I enjoyed it thoroughly. Feedback has been great and all the information I could possibly need for the process was made readily available by the community and it was a pleasure participating. I’m definitely in for LD#32.

If you’re interested in how “A Dog’s Tale” was developed, have a look at the “narrated” time-lapse I made at http://youtu.be/3r0qIxg1tco.

If the time-lapse sounds boring, I suggest you try the game, that should be a lot more fun! :)

ss2

Tools used:

Notepad++

Freemind

Blender

Photoshop

Chrome

Three.js

Wire (custom game engine)

and my AS3 to JS compiler (because AS3 is still a nicer language than JS).

 

BTW, if I’ve committed any noobie faux-pas, I’m sorry. Like I said, first-time Ludum Dare-er here… xD

Help save Christmas!

Well, that was a fun jam.

I decided to make a Christmas themed game to get everyone into the Christmas spirit! I started a bit later so I didn’t get as much as I wanted added but I’m happy with how it turned out.

If you want to play it click HERE

I hope you enjoy it.

1

I didn’t expect to like this theme at all. Turns out I do!

Huzzah, game complete! The Victory Garden Team’s LD31 Jam entry is “O-Inari Origami”, a puzzle platformer about a paper fox in a paper world. All you need to play is a mouse and keyboard, and maybe your thinking cap. We got enough puzzles done to fill a short campaign, thanks to an in-game Level Editor, which you can use to make and share some levels of your own. Hope you enjoy playing it as much as we enjoyed making it!

OniriOrigamiFox

Click here to try it out!

 

Oust Santa!

Uff, we did it (again) and completed the LD31 :-)

We created a fun little game in which you have to get rid of Santa (because he has been bugging you since October and now it is time for him to leave!):

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32967

Please feel free to play and vote!

 

We hope you enjoy it!

 

Cheers

 

Capture2

WordNoms

I really need to change that title.

Hey friends!
So, this is my first Ludum Dare game. Also my first Game Jam game. Also my first solo game. At least, the first one that’s semi-completed.

Was making it in honour of the Compo, so created it by myself from scratch. When the competition ended I wasn’t quite done though, so I didn’t submit. Its still not really done, but posting incomplete might be better than not submitting it at all. I hope. =]

Just a silly little typing game. Type the words to slow the clock, get as many words as you can before the clock runs out.
Things that I didn’t get done:

> Adding Score + HighScores
> Complete word list (currently, there aren’t many words)
> Stop words from crashing/overlapping each other
> Make next letter in word flicker so you know which is next
> Make first letters of words slightly different colour
> Splash instructions at beginning/end of game
> Pause screen so when you click off game, you can’t see the words
> Destruction animations

I’m hoping to keep working on it over the few days, and scratch some of these off. Hopefully that’s not against the rules or anything, as long as I show what I added (someone tell me if I’m wrong).

Play it here: WordNoms LudumDare Game Submission

Cheers all!

Unexpected success!

Looks like I’ve managed to finish something after many tries.

I didn’t seriously expect to complete it in time so I haven’t posted the used tooling before, but better late than never:

For coding: Intellij IDEA, Kotlin to Javascript compiler, and Pixi.js
For sprites: Corel PhotoPaint
For music: Reaper and Native Instruments FM8

This is a pretty simple game, so there weren’t many incidents to speak of. The most serious stumbling block was my lack of sprite drawing skills, had to spend quite a while adjusting values so that the ground tiles didn’t look like being above the wall ones, etc. Also, getting used to Pixi.js beforehand would have probably saved me quite a bit of API Reference browsing time.
Anyway, the result is here

Looking forward to playing everyone’s entries!

Find killer game, and a lot of dialogs

I think everyone have seen on  neighboring house. Now imagine – you are a detective and you must find a killer in that house. You can see and may be hear them. And their behavior helps you.
sounds cool? Try it) And, of course say us about you feeling and review.
Thank you!

It was fast and nervously. We wrote many dialogs. And it’s all – awesome!!!!

WEB play

ludumdare page

a few screenshots:

start game

victory defeat

Tags: #gamedev #ludumdare #dialogs #killer

HelkeGame’s diary #Post-Mortem

Alright as we said in the last HelkeGames’ diary Azor is now published! We have been working so hard on this project and we are happy to announce the official LD release of Azor!

Official trailer is also released !

 

PLAY RATE ENJOY

 

AZOR A GAME BY HELKEGAMES
MADE FOR LD 31

Year 2050
Galaxy M510

Captain Joe Park, member of ISLA (International scientific labs association), has been travelling for several months in the deep space… Destination: AZOR LAB.

Nobody knows what happened to the last expedition who visited AZOR… your mission? You must recover the lost files about the “experiment”, remember you promised to your beloved that you would come back home alive… but you must be fast once you landed because oxygen is limited… Remember: You are the only one who can do it, Earth is counting on you!!

After 4 LDs HelkeGames is back with a new project: “Azor”!
I would have liked to make a longer story with other features but… We got only 72 hours so… we did our best! The theme was “Entire game on one screen” and I tried to use one screen for the whole game but I couldn’t show all the rooms in one screen for 2 reasons: it would be a bit slowly to load all the instances in the same room and… Since I tried to make a great story (even if short) I don’t want to spoil it… Players shall finish the game and see the end by themselves!

MAIN

MAIN4

Figo1

 

Thanks everybody for making every LD so awesome! You guys rock!

Now I’m going to play and rate your games! I just wanna relax a bit !

Tags: Azor, helkegames, ld31, postmortem

Prepare for Hell

Hell: Redemption

Finally, the game is done. That first Ludum Dare was awesome. We’ve been working a lot so this is what we have done so far (The game will have more content in the future). We hope you will like it. (It is also Xbox controller compatible)

game

menu

model

Mission completed – Mission Assault

 

Mission Completed

We finally finished our JAM entry. Its a procedural generated 2d dungeon like space stealth shooter with hack and slay elements. You have to fight through each floor to reach the end and kill the enemies. You can try the stealth and cloaking approach ans see how far you get. Each time you start the game it will generate a complete random map.

Mission AssaultYour entry into the Mission

screenshot_0bProcedural generated Mission

We have still a bunch of ideas how we can extend and proceed with the game, but at the moment we are just happy that we gotten that far in that short time. As it gotten to the end we noticed that our level of  tension increased exponential and dropped to normal after we hit the submit button.

It would be great if you could test and give some feedback about the game:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44840

We are taking a rest now and looking forward to testing some awesome games from you!

 

Our First Ludum Dare Game UPLOADED! :D

We thought we couldn’t submit the game for some reasons, we even think of just giving up but look at now! We actually didn’t expect that we’ll manage to upload this little game of ours!

This feeling is so awesome!

WOOOO UNTO THE NEXT LUDUM DARE!

————————————————————————————————
Game: Baby Sitter Simulator

BB1

Ever wanted to be a baby sitter?

Well you somehow can now with this BABY SITTER SIMULATOR!

Plot: You are to babysit octuplets, meaning 8 babies. Those are really sensitive and crying is their only weapon for everything. Their cry is so loud that it can tear through and destroy the crib.

Goal: Provide every baby’s needs to prevent them from crying, answer phone calls for bonuses.

Link: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44825

If the link’s not working just visit my profile for the game: http://ludumdare.com/compo/author/water2112/

Mission Complete!

Hey people,

We’re glad to present you our game made with 72h efforts, 29l of tea and not enough pizza:

PLAY IT

We would ♥love♥ to have your feedback guys, tell us if we can improve things!

screen_title screen_ingame2

Despite a epic struggle with 2D physics, we’re glad we made it to the deadline with an empty TODO list :)

This was my first Jam with Unity, huge thanks to @Tavrox_ and @resptyle for their performance and skills, I learned a lot, lot of fun working together!

Nixtopia submitted

After a tiring 72 hours of Jam we finally managed to make a more or less playable game. :) It’s short, it has problems, especially with the graphics, because we had no time to finish drawing everything. Some of the sprites are just simple placeholders. :) The reason why we were late was that we wasted our first 27 hours with a completely different idea, when we had an enlightenment on Sunday afternoon. :)
Anyway, the game is playable, please check it out, and rate if you can. Thank you, and thank you for all the community and the persons that made LD 31 possible. It was fun for us to join you and see what others create and to make our ideas become reality. :)

Download from here:
http://goo.gl/QhlH14

Sleep well! It’s 5:52 AM in Transylvania.

Untitled-6

Oh yeah ! The Eggz Team made it !

What a Ludum Dare it was !

A lot of fun, struggles and challenges we got ! We tried to captured what was defining the theme “playing a game only on one screen” and we got instantly nostalgic !

It was our first Ludum Dare, so we prepared beforehand a planning on how we could made it under 72h. It was also our first time that we used the features of Unity2D, so we learned a lot! We hope to explain you what happened in our Post-Mortem in a few days, but overall, it went surprisingly well : at least more than what we thought !

Don’t forget to visit our entry page and vote if you like it!

Thanks!

The Eggz :

Carl Beaumier

Anne-Li Porlier

Philippe Bouchard

Headbutters

It’s important to us to get feedback.

It is our second entry at Ludum Dare.

The game is a local multiplayer where you need to knock out of stage your  headbutter rivals.

Play and Rate! :)

 

gif

 

Walk the Plank postmortem

My game has an actual menu!

So I completed my first ever full Ludum Dare.  I’ve finished a couple miniLDs but never a completed game in just 48 hours.  Now that I’ve had a day to stop and reflect on how everything went I wanted to get my thoughts down in the time honored “what went well and what didn’t” format.

Walk the Plank is a pirate captain plank walking simulator.  The (very loose) plot is a pirate crew that plundered all day and has to make all their hostages walk the plank.  Unfortunately they waited until late in the day to line them up so in their haste some of the crew got mixed into the line.  As captain, you have to kick the hostages overboard and throw the crew back onto the ship.  Each  round lasts 10 seconds.  Fail to reach the target number or make three mistakes and the level is lost.  You can play Walk the Plank here.

What went well

Scope – The scope of the game was perfect for me.  Normally I love complicated games and writing engines, but this time I wanted to make something that was complete and polished.  The game is dead simple with only two buttons.  This simplicity freed up a ton of time to focus on other areas.  Even with the simple engine I still only finished 18 minutes before the deadline, so anything more complicated wouldn’t have been done for the compo.

Code – Don’t get me wrong.  My code is a horrible mess.  However, the bones are solid which made adding levels and content simple later on.  Levels 4-7 were added in the last 20 minutes, which is over half the content of the game.  I made a feature list early on and stuck to it.  I’m happy that there was absolutely no scope creep at all.  This is unheard of for me and played a major part in the on-time finish.

Art – The art went better than I expected.  I tried something new this time and used InkSpace to draw everything.  I loved being able to scale the game assets to every size without losing any of the quality.  Plus, I created a master template for the crew and hostages and then just build arms, feet, bodies, heads, and hats that can all be combined to create a large variety of different characters.  SVG files are super easy to modify and change to make different characters quickly, so I think overall that efficiency made up for the extra time it took to learn the tools.  The ship needed a lot more work than I was able to give it though.  Overall, the art is very functional, and I’m happy with that.

Polish – I am really happy with the amount of polish I was able to cram into the game in the second day.  Tweening is quick and easy and I think adds a lot to the overall effect.  I have states that convey information clearly (I hope).  Little things like restricting input for a second when displaying the results page so players don’t accidentally click through it add a lot and I was able to cram it in.

What went poorly

Music – I knew music was going to be painful going into this.  I actually had very few requirements going in.  I only needed a menu piece and a game piece.  Each round only lasts 10 seconds, so there didn’t even have to be a large music loop to fill the space.  I knew exactly what I wanted for the main menu and was able to create it in about 5 minutes.  The game piece I struggled with for an hour with nothing to show for it before giving up realizing I needed to spend the time elsewhere.  Instead, I just sped up the main menu music for the game.  It is an extremely short loop (only a couple seconds long) and got on my nerves quickly.  I thought about cutting it out altogether but settled on just adding a mute button.  You’re all welcome.  :)

Level design – An hour before the deadline I was looking over my rapidly shrinking must-have feature list pretty pleased with myself.  Then I realized that the last remaining item was actually just content.  Crap!  It is great that my buttons are appearing in an aesthetically pleasing manner, but the game was only 3 levels.  That is about 2 minutes of gameplay.  I quickly created new pirates and hostages (easy thanks to the art choices) and threw them into the game (easy thanks to the code skeleton).  I didn’t get to test them out very well though.  As a result, the levels go from easy to medium to easy, to medium, to freaking impossible.  Actually, the near impossible last level hid the last “what went poorly” item…

No game end – If you somehow beat the last level it loops you back to the beginning.  Not that you are ever going to beat the last level, but still.  If by some miracle someone does beat the last level I would imagine that they would be pretty disappointed that the game doesn’t even acknowledge the miracle that they performed.  Luckily nobody will ever know this, except for the fact that I just posted it for everyone to see…

 

This was great fun and I’m loving playing and rating other’s games.  I’m taking notes about what others have done that I really like for next time.

 

SNOW BRAWL! is available !

Hello guys,

We just finished our game, SNOW BRAWL ! It’s a 2-players game, playable with only ONE gamepad platform game where you have to build the Snow Castle with your rival by collecting the snow which is on the ground. You can throw this snow on your opponent in order to increase your score and to stun him, while you’ll continue to build the castle.

You can also play alone, but it’s obviously less fun than if you’re two players.

You can play it here right now !

 

Will you discover the true aspect of the Snow Castle ?

Screenshot04

 

Anim_Course_Girl_01 Anim_Course_Kid_01 Anim_Lancer_Boule_Kid_01 Anim_Marche_Neige Anim_Saut_Girl_01 Anim_Saut_Kid_01 Anim_Lancer_Girl_01

 

S.N.O.W.M.A.N. is DONE!

Hi

Oh man, so pleased with out entry! It looks and feels so juicy!

S.N.O.W.M.A.N.

The game takes place on a spaceship that looks like it was built in RPGMaker. On board the ship there are rooms where crew members can stand, or do work, or surf the web. Throughout a game, the crew wander about, do their work, get bored, and surf the web for porn. You play as the caretaker AI, a little like HAL from 2001, only hopefully less… um… crazy.

I spent the first day and a half working out a system for having the crew find their way around the map. Basically I used dijkstra’s algorithm for shortest path, but instead of running it every time a crew member changed their destination, I ran it once at the beginning of the game… and the populated each tile with “sign-posts” pointing at all the important locations. The sign posts are invisible, of course, they are just data! They contain a single instruction, like “left to the bridge” and the crew just walks from tile to tile checking along the way. I really like this technique, and I’d like to use it someday to create actual procedural sign-posts on roads or something ^o^//

It was a pretty stressful jam, because along the way I rarely felt like we had a finished product. In a recent jam, #indiesvspewdiepie, I made a game using a more iterative, less destination oriented approach. What it meant was that I didn’t have a grand vision, but at each step of the way I felt like I had something that I could submit and call a game. This project didn’t look or feel like a game until, um, maybe half-way through today. That’s demotivating for sure, especially when, after the first day, all you’ve got is some dots navigating a grid and a half-finished tile-map. Fortunately I was working on a team as @zncatlaw, and everyone pulled their weight really well. When it started to come together, it felt great!

What we submitted is not as nuanced as what we set out to build, but it is still quite fun to click around in, and to see how long you can survive before your incompetent crew decides to overwrite you with more porn videos. The restriction “all on one screen” turned out to be really good for us! If it hadn’t been for that, we might not have been able to control scope as well as we did.

Go check out our game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=42407

Thanks!

z.

There was a scare, but it’s done.

It’s a good ol’ finish for Mystery Meat today. The game was completed successfully, not all features implemented that we wanted

itch.io is doing okay handling the game. It works for some of us, but occasionally doesn’t work for someone else. We’re not sure what to do, maybe it’s just a lot for the server to handle.

You know, if anyone has any suggestions on it, we’d love to get some help.

It’s made in HTML5 Canvas.

Frank’s New Job is “done” and published!

It has been an amazing weekend, filled with lots of hard work. I even managed to stay up for 37 hours due to induced insomnia, haha.
In the end it was all worth it. And here our game is, in all its glory (and lack of content we originally wanted in).

BgGameJolt ScreenShot2

We’d love for any of you to give us some response. We found our game quite funny, but we’re just two people and been working on it the entire weekend. So we are ripe for new players and feedback!
Looking forward to check out everyone’s game! Cheers from Norway, guys. Now it’s time for some Z’s!

Link to our game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47205

Comments

SinistraGames
09. Dec 2014 · 02:46 UTC
Fixed up the bug in the post not displaying links or images. Sorry about that!

I did it!

Champions League

I did it! That’s all I can say to LD#31. This time I wasn’t lucky at all. :( I usually enter the 48 compo. I started on time but after about 5 hours of work my hard drive died. Not the OS hard drive but my  hard drive with all my programming savings and git version control saves. 😥 I tried everything to restart it but nothing worked. The hard drive was only a year in usage so it’s sad that it died at LD. Because of such a desaster I lost a day so I had to enter the jam.

So here it is:

ChampionsLeagueTitleScreenshot

Have fun! And don’t forget to vote!

IngameScreenshot

Tags: Champions League

Game Almost Finished

This is just an update from our teams joint account to activate the account fully, to say our game: “Title” is almost finished and should be uploaded soon for the world to judge.

We’re alive!

I’m in! Actually, we’re both in! Schuranator will soon be bringing you the amazing Block Party Egos! BPE is a 3D take on tetris for 1 – 4 players using keyboard, mouse and joypads. We lost our hair making this game, we sincerely hope you do not lose yours while playing it!

FINALLY!

Check it out.. its about cats!  Everyone loves cats right?!

Clear Here to play!

Android port is ready!

I’ve uploaded an android version of my LD31 game “Not your usual pacman”.
Grab your tablet and get ready to play 😉

 

APK Download: http://ld31.jdsoft.de/android-release.apk
Play Store: https://play.google.com/store/apps/details?id=de.jdsoft.nyup.android

 

Throwing in the towel, I’m sorry..

It’s 3+am over here and I have work waiting for me tomorrow, I need my sleep. I’m sorry.

Here’s a quick reflection, and animated GIF of my work so far.

Progress so far

7 hours more, you guys can do it!

OJiJi right in time

What does “OJiJi” means? Its “Shadow” on Yoruba language of course!

OJiJi

It took us two hard days (and one really hard night) to create this game for MicrosoftGameJam in Moscow. After that, we had a bit time to get some sleep and polish it for LD31. So here it is! Look in more dimensions, move objects, compare shadows. And listen to really nice music of course! All made for last 3 days.

Btw, we had almost no experience with Unity before the Jam. Awesome way to try and learn new engine!

Try it!

Comments

Felladrin
09. Dec 2014 · 02:35 UTC
“Awesome way to try and learn new engine!” – I completely agree!
VictorL
09. Dec 2014 · 07:55 UTC
Really awesome concept

Nowhere is now here

Nowhere is now submitted. It is a little artgame.

If you do not like art games you should probably not start it but if you like them you should probably give it a try: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44878

This game has been created in only 12 hours and is pretty small yet deeeep.

The first days of the jam I went to make a whole other game but it turned to be much too experimental and complex. I also bumped into lots of UE4 bugs but I might pick that project up again tomorrow row

row

row

This artgame is just a little idea that jumped in my mind the first minute I heard of the theme for the jam. Don’t expect too much…

Bests,

David

@tocogamescom

I has made Bjorn McGomez I

I stared writing Bjorn McGomez I at about 1 PM on Sunday, and I wrote it from scratch; the only part that existed before yesterday was the font.

This is the first time I’ve built a game from start to finish, and it’s been a real learning experience. I realize that maybe starting off with just the game model and no actual way of viewing it other than console.log() was probably a bad idea, but it let me rapidly build the rooms and “AI” (I use the term in the loosest possible way – the game won’t be winning any Turing tests anytime soon.)

And then came the procrastinating; I couldn’t decide what kind of setting to slap on top of my code, so I eventually went with “kinda crazy”. Hence the ability to roundhouse-kick and supplex lobster-people.

Also, it’s about being on one screen in three ways. First, you play it on one “screen”. Second of all, the McGuffin you’re after is a screen. Thirdly, the excuse plot is about a military screening operation.

I hope you luverly people give it a try; it does have six endings, which is really a case of the writing getting away from me (it’s really easy to write a “page” when you are using HTML!)

 

Tags: post-mortem, submit

LD31 jam entry(my first LD entry!)

Out of the blue I realized I wasn’t busy during a LD weekend and decided to go all in. Here’s what I managed to make: The Hyperbeam

Game Splash

What I learned from this is that clearly I’ve been missing out on something great. With the option to work on my ‘main project’ or LD, the latter will give a tenfold better return.

I also learned various technical details and that designing puzzles is hard and estimating their difficulty even harder.

That’s a wrap

This was my first LDJAM and even though time was tight and we only had a few hours here and there I’m really proud of the game @shaydavidson and I built.
It was also our first time using Phaser.io which is just a great HTML game library.

AppAtk! – A small tower defense on your home screen. Get it? one screen 😀

Play the game and leave comments here http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23680

Rocket Jump Rampage – Code Medicine

We’re extremely happy with our entry and hope you will all take a good look! We had a ton of fun doing this jam, thank you all!

RJR_ScreenCap

 

We made it!

I was going to do it alone and in two days. But my friend said: “hey! Lrt’s Ludum together!” So we made it together and in three days

And so there are we: five unexperienced guys headed to the main goal: survive the gamejam and create THE game. With some wierd controlls.

And we made it) I want to thank guys i’ve been working with. That was freaking cool!

Screenshot_6

Strikeout (Now with added poster art!)

Boom! I finished Strikeout (an eclectic kinetic laser deflecting game) at about 1:45 in the morning on Monday, and as with all Dare’s I cooked up some character art for the front screen shots later on. I ain’t no artist, but giving the game some literal character just finishes a jam for me! Feel free to play the game, I RELISH feedback! Check it out here

A less abstract Striker

A less abstract Striker

So I dit it!

My first game for Ludum Dare (my second game at all).

I started saturday ~6:00PM > 8h, then ~14 hours on sunday, and the game was done before Compo deadline.
No music though, so on monday I tried to learn FL Studio a bit, but yeah… like I was going to learn FL in one day to make something worthy.
So I just used @Muciojad audio clip (really cool track).

At the very beginning I had the Idea, more or less, but my style was far different at the start:

screenLDprogress1

At first I wanted to make it really silly, with LOL face bouncing around.

But then I tried to make some orbs.

orbEvolution

And I liked it better to make it this style.

So I made some blocks:

blocks

Then just made a level surrounding

screenLDprogress2

Then I thougt, since these orbs in game spit every 3 seconds, so it could be a nice effect to make a clock around the level to cound it down.

And thats how final graphics looks with that clock:

screenLD3

and it looks like that in motion:

gameplay

Better quality preview here:
GFYCat
YouTube

The game is Live on Web Player and for Windows/Linux.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45380

Feel free to check it out.

It’s second game I ever created so any feedback is much apreciated.

Cheers!

// it’s 6:00 in the morning. I’m going to sleep 😉

Tiny Thermopylae – HTML5 version is live

The game you have been waiting for is here! Rock that Xerxanian scum back into the earth. Controll over 100 Spartans on their way to victory! Will you hit the magical number of >650 kills?

Go check it out. Vote for it if you liked or disliked it. And if you disliked it, give us a comment and tell us why (we won’t be mad, promise!)

Evil_Emperor_Xerxes

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25194

The chaos, the bullet hell, the SWARMED

Hello there. This is my second time joining Ludum Dare and I have just barely made it in time to submit my game. I call it “Swarmed”, and it is a top-down view shooter. The game will turn into a bullet hell not long after you enter it. Please play and leave feedback so that I can continue to improve it after the Jam.

Link to Swarmed

screenshot

Atomic Vikings plays your game

viking

 

Atomic Vikings plays your LD Game

If you want that we play your “LD Entry” submit your name and link to your ld entry into the sheet below. We will play every game in this sheet.

We will start streaming on friday around 5pm UTC+1

Enter your game link here:

  http://goo.gl/forms/MjZD9LtidO

Our Stream:

http://www.twitch.tv/atomicvikings

 

Rate and play our entry:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25123

Noman’s Dungeon postmortem

nomans_dungeon_screenshot

The game, entitled “Noman’s Dungeon”, is up here. I’ve also put together a time-lapse video of the entire development process, which you can watch here on Youtube.

In preparation, I had put together a simple framework of an engine using SDL 2. The framework provided simple things, like easily loading and using static images, animations, and sounds.

I initially spent the first hour brainstorming ideas that fit with the “entire game on one screen” theme. After tossing around some ideas like a 1v1 tank battle game and a puzzle/platformer like Solomon’s Key, I settled on a turn-based rogue-like. I had thought of such a game in the past, so this felt like a good opportunity to try it out. Here is the outline I ended up with:

  • super-simple turn based rpg, srpg combat like Disgaea
  • rogue-like; get “orb” at the end and return to the surface; permadeath;
  • some rooms have enemies, some have treasures; only 1 room at a time (keep it on one screen)
  • make battles tough, but give the option to run. Running means that you’ll need to fight a stronger version of the enemy on the way back
  • Items: swords (high dmg, low range), bows (low dmg, high range), armor, health potions; start with basic sword and bow
  • Enemies: slimes (low range, high damage), archer skeleton (high range, low damage), goblin boss (high range, high damage)
  • some tiles are trapped. Can be both positive and negative (hp restore, spike trap that does damage)

This outline felt doable in the 48 competition time frame. So how did it go?

What went right

  • The art style. The comments I have received so far have been very positive about the artwork. I had not decided on the art style until around the end of the first day. At that point, I was feeling ready to start replacing the placeholder art. I had remembered a bullet point from the great Juice it or lose it talk: add eyes to things. I added some eyes to the slime monster, and everything snowballed from there.
  • The turn-based system came out to be what I had originally envisioned.
  • I succeeded in creating the win goal. The progression worked well: fight your way to the last floor, get the treasure, fight your way back to the top. The fight back to the top spawns more enemies than on the way down for increased challenge.
  • I believe I stuck to the theme well enough. Even though the player is moving through randomly generated rooms, all of them are ultimately the same rectangular room.
  • Something that almost didn’t make it in time were the rocks and crates that litter each room. They add a much needed variety to each level.
  • Using the framework I had already created saved a lot of potential headaches (with a few exceptions I’ll explain later).
  • My work pace throughout the weekend was pretty much on point. Where this was my first Ludum Dare, I was worried I wouldn’t have a functional game by the end.
  • The game’s actually a little fun. Can’t ask for much more than that.

What went wrong

  • While my framework saved me some time, there were a few bugs that popped up. Most notably was that my image reference counts were incorrect when used in animations. I actually needed to fix that one twice, since my initial fix wasn’t complete. Fixing those bugs ate more time than I should have spent on such things.
  • The game is too easy, so there’s no benefit to running. The game was initially way too difficult, but I over-corrected in the opposite direction. I simply didn’t have enough time to play with balancing the combat numbers. However, it’s possible that making the game easy was the right choice, since it meant more people could see the whole game. To me, that’s better than the players dying a bunch and getting frustrated.
  • No enemy variety. Although they have slightly randomized stats, it is just slimes for the whole game. That’s only 1/3 of the enemy types I had originally planned.
  • No bows. It would have been nice to have an alternative attack method, perhaps with finite ammunition.
  • While not very important, there were no traps. That would have been something interesting for the player to encounter and would have added variety.
  • I feel that having the player (and slimes) only move 1 tile per turn doesn’t provide a lot of tactical options.
  • I could only provide Linux and Windows builds. Although it should be relatively easy to build on Mac OS X, it would have been nice to be able to provide a pre-built package for those people. Something I’d like to do in the future (not for a game jam) is create a web version of the game, so anyone with a modern web browser could play. I’ve never done any HTML canvas and Javascript in the context of a game, so I’ll probably be looking at Clint Bellanger’s Heroine Dusk as a way of learning.
  • While not something that’s important in the context of a game jam, some of my code’s structure is a bit poor. I ended up putting a lot of the game’s logic in the MapEngine class, where it didn’t really belong. Sorting out that structure is something I want to do before working on a port to another language.
  • During the process, I wanted to make it so that entities “tweened” when moving between positions, but my movement system made that too difficult to implement in a reasonable amount of time.

So where do I go from here? I have a fun little game that’s begging for some balancing and some more content. A lot of the things myself and others found to be problems with the game are simply results of having a limited amount of time. I think it’s something that I want to continue working on, even though the jam is over. Maybe it will turn into something really cool one day.

Fixed game breakers

Hi folks!
We just pushed an version of Leaving with current know game breaker bugs fixed.
Here’s a list of what have been updated:

  • The NaN issue should no longer be here
  • The game does not crash anymore when selecting “Crush” on “Pedro”
  • Fixed typos

Also, the itch.io link is now working so my server can now go to sleep!

Here’s a link to the game page : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11347

 

Screen

Behind the Fog – Postmortem

Three days ago, there was a naive me who believed things would go smoothly this time around.

“After 5 Ludum Dares, now I know everything. I cannot do anything wrong!”.

Oh, myself. I want to punch you in the coclea, so much.

So the Ludum Dare came and went, and after some trouble and some fun moments, there is a little, shiny game in my lap, Behind the Fog. It is so unpolished, so crappy, and yet I like it. Ludum Dare never fails to deliver on accomplishment.

Now it’s the time to look back to the past and see the lights and darks of this weekend, and hopefully learn something for the future.


Day 1

Or: How to start on the wrong foot

 

Woke up at 8:30 am. I go on and look at the theme. And I feel confused. Is that even a theme?

I scowled at the screen for a few minutes, then I thought I might as well start thinking about something.

I jotted down a few ideas on a piece of paper.

Then, a cool little idea came foward. What about a multiple room point and click game that fits all on one screen? I really enjoyed the idea, the programming looked simple enough, so I open up Emacs and start devving away.

A few hours later, I have a working engine, and I feel like this LD is going to be a cakewalk.

Then I started working on the graphics. And here the shit hits the fan.

I didn’t consider the amount of graphics I had to make for such a game. Even if the screen is small, the amount of rooms was high, and drawing graphics and story and puzzles that fit all of them was just too much to ask for 48 hours of work.

I could make a very simple room and use it as a template for the rest, but then the main purpose of the game, puzzles and room diversity, would fall.

I could do instead a single room point and click. This seemed like a better idea, but then I discarded it because I hate myself. So, multiple room point and click it is. Time to work those graphics up.

I open up Krita, and start drawing, then I close it because I think that traditional graphics  would take too much time.

I open up Paint.NET, then I close it cause I don’t know shit about doing pixel art.

map2

It shows

I open up Inkscape, then I close it since vector graphics don’t fit the idea I had for the game well.

map

Nope, not working

Then I realize that I’m an idiot by not considering the graphical part into the equation from the start. My mistake was believing that programming would be the biggest hurdle, when in fact graphics are a much bigger obstacle, especially for a point and click game.

Also, I guess that this problem stemmed from my inexperience in doing graphics for games. I never worked much on this, and it shows.

In the evening I leave my work with a few unfinished backgrounds and a bad taste in my mouth.


Day 2

Or: The Fall And Rise

 

Things start out grim.

I boot up my game and for some weird reason it gives an error I’ve never seen in an HTML5 game. I stare at the screen, in disbelief. I watch my git log, and it looks like the last commit was more than 200 lines ago.

I stare at my half finished assets.

 

I give the middle finger to the screen as hard as myself (in reality, that one is pointing at me). Alright, let’s start from scratch. New day, new idea. Fuck it. I have more than 18 hours to spare.

I spend the rest of the morning brainstorming for ideas. It is not a good feeling when you have less than a day on the clock and still no idea of what to make.

Then, a cool, simple idea came forth. What about an exploration game? A game where you had a map the size of the screen and had to explore it? The idea intrigued me, and it was much simpler to implement than any other idea I didn’t have.

I developed a quick engine from scratch and it worked very smoothly. (I also discovered that HTML5 canvas has an excellent masking library, a little hard to get into but versatile).

The graphics here weren’t much of a problem, since it meant to draw a simple map. I booted up Inkscape and breezed through it. I wanted to get an old treasure map feel, and somehow it came out quite nice. It was both fun and fast, which is a first for this LD.

So I have the map, now time to implement the collisions… Wait, fuck. I drew a map without considering at all a possible grid for collisions. How the hell do I implement a collision grid quickly? How do I implement logic so that collisions can disappear and appear?

This may sound obvious to some of you, but it took me a while before I remembered that the excellent map editor Tiled exists and is at my disposal. I didn’t believe I could use it at first cause last time I used it it didn’t have json export, so it wasn’t useful. But it looks like that the later version implements it. I was creaming my pants with joy.

Implementing the collisions was a breeze, althought quite long.

 

Based Tiled

Based Tiled

 

But time flew by and didn’t realize it. It was midnight and I still had to implement logic, story and otehr stuff, I was tired and there were only 4 hours before the end of the compo. I could have stretched it but I didn’t feel it was worth it. So instead I just dropped the compo and aimed directly for the JAM.

Sleeping never felt so sweet.


Day 3

Or: The Good Ending

 

The 8th of decemeber is a festivity here in Italy, so I had plenty of time to clean up my game.

The morning I spent doing some house chores. I went on with the game in the afternoon. Not much to say here, things went smooth and no real problems arised. The game was “done” before the deadline, as much as a game done in 3 days can be done.

And here it is. Behind the Fog. It’s real, and you can play it here!

Behind the Fog 2


So yeah, that was a wild weekend. I’ve learned a lot, which to me was the most important thing. And I also have a game to show for it! I hope you will play my game and ejoy it as much as I enjoyed making it.

Now for the best part: playing stuff! I have already played some stuff and it’s wicked. Can’t wait to see more.

 

 

Tags: behind the fog, html5, javascript, js, point-and-click, postmortem

Zero Sum for Rapid Fun!

Zero Sum : A Ludum Dare 31 Jam

 

zero_sum_cover

What started out as a “quick compo weekend” turned into an epic jam when the theme was announced. Zero Sum is designed to be a short (three to five minutes), rich experience that makes you laugh out loud. Featuring a deluxe audio treatment, beautiful flat-shaded polygonal art, and some arresting throwbacks to an earlier era, I hope you take the time to play it, and sincerely hope you enjoy it.

zero sum landscape

Zero Sum : A Ludum Dare 31 Jam

As an aside, I want to say how excited I am by the huge number of unique art styles I’ve seen already, and the fantastic ways people have subverted the theme. I love Ludum Dare, and I love all of its game creators. You rock. Thank you.