LD31 December 5–8, 2014

WIP going well i suppose! :)

ludumdarewip

Although i didnt get to finish my game because it was a little over ambitious for a game jam (not to mention its my first), ive gotten so many surprisingly good comments on the WIP! Thank you to everyone who commented, its  HUGE confidence boost! :)  If you have not yet played around with it, you should :)

 

Perfect Mind – Sorry for lacking a good tutorial… :/

Hey all and especially to those who tried the game and due to the lack of a good tutorial failed to… “play” the game! :/
Now the comment section is full of… «how do I play the game!?»
My bad guys!!!

Well… here are some screenshots (also as a video on youtube. look at the game description!) hopefully enough to let you understand how to play the game… :)
Perfect Mind

Oh, um… I’m posting this to let others know also what is going on, what the problem is/was (and be prepared if they really want to play the game).







Node Alpha

It’s time to rate my game… if you dare :)

Thank you and have a good day ++

12194 shot

Hey, you!

You should try 0x2603. Honestly, come listen to the swag music and watch the great storyline. If you get bored, maybe look for some easter eggs *cough* starting with the name 😉

Good luck finishing, some pretty challenging levels there too.

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44473

slide1

 

☃ Happy Ludum Dare to you all. Was great fun making this, and been heaps of fun so far rating other entries. ☃

Comments

09. Dec 2014 · 05:55 UTC
WAIT

HE IS A SNOWMAN

Do you need guidance?

Our game turned out to be a bit difficult. So I’ve added a guide with solutions to  all the puzzles. Though of course It would be much better if you’ll complete the game on your own.

Untitled-3

First Ludum Dare Completed!

Achievement unlocked!

Hi, this is Diego, team member of Otter’s Den. I just wanted to make a quick post to proclaim how awesome it feels to have been part of LD31! It was our first time, and while we have yet to fully see how others think of our game, it is a major success in my book! The fact that we started from nothing and ended up with any sort of product at all is incredible to me. We learned a lot, and we had fun! I might make a more in depth post once the dust settles.

Please try out our game, Electric Jezebel,  and tell us what you think! We’d love the feedback!

title  extra

Already looking forward to Ludum Dare 32! Cheers!

-Diego

 

The Agency

We’ve finished our Ludum Dare Jam game yesterday. It’s called The Agency and you can rate it here:

It’s a game about exploring a large dungeon and our own bent on the topic “Entire Game On One Screen”.

Arrrgh…

I just arrived at home right now… I played RRR on my own computer the firsttime but it does not work on fullscreen because of Full HD i think… so anoying…   evrything appears on the wrong postition…  how can i find sleep now?:(

I know! you can play it for me :)

– paf –

 

Finally!

 

After some vigorous last-minute polishing (more like last-hour polishing…), the game is playable, albeit buggy.

06-12-2014_13-07 mrbeginning simi

We couldn’t be more proud though. Try it out!

Frosty ninja is so swag.

Hi every body i suggest you to play my game.

As some ome of you said in the commet “this music will change your life”.

Here it is a Pro player (ME)

PLAY

Frosy is a swag ninja snow man living in a desert zone of Antarctica.
As we know with great powers comes great responsibility, and you responsibility is “SURVIVE”.

This is the lyrics of the song

Lyric of the song:

You better watch out
You better not cry
Spikes and canon are evil
and will make you die.

From ninja is so swag x2

He’s jumping so high
left and right
trying to save is dangerous life

Frost ninja is so swag x2

He die when you’re AFK
He run when you’re awake
He knows if you’ve been pro or noob
Sooo be PRO for goodness sake!

Ooo! You better watch out!
You better not cry.
Better not poop, I’m telling you why.

Frost ninja is so swag x2

The Stickman Cometh – Postmortem

Warning: The Stickman Cometh contains blood and violence, though it’s mostly cartoonish.

 

What a great weekend!  This is my first time actually completing a Ludum Dare, and I’m glad to have something to show for it at the end.  Not to mention that I learnt a lot more about Unreal Engine, which was my main goal, and I had a lot of fun doing it.  The character animation system in Unreal is just amazing, and I finally got around to playing with Cascade, Unreal’s particle editor (GPU blood splatter!). The game was done entirely in Blueprints, Unreal’s visual scripting system, no C++.

I’m more or less happy with how my game came out.  I have a whole feature list that’s only half crossed off, but at least I have something complete, albeit flawed.  I think the core mechanic is fun though, and that’s what’s important to me.  There’s some key things missing, such as a health meter, so you can’t see how much health you have left.  The bullet time power is currently unlimited, which is also a bit of a problem.   There’s also no way to get more health, which makes it pretty hard to last more than 10-15 seconds each round.  There’s also no score, the game doesn’t keep track of how many enemies you’ve killed.

Here’s something I find interesting though; this wasn’t intentional, but playing it as it is now, with these flaws that would hold obviously it back from being a full game, I got this sense that it was some sort of commentary on war.  Death is almost inevitable, and you don’t really know when it’s coming.  There’s just an endless stream of bad guys, all you can do is shoot them before they shoot you, and pretty soon you lose count.  The slow melancholy music I made for it probably helped give this feeling, but I swear I did not have this is mind while developing it, at least not consciously. I think it’s fascinating that I myself can interpret something I made differently than how I intended it.

I think I’m going to continue to work on it, polish it up, and try to expand it into a full game.  I would love to hear any feedback people have on it. Hope everyone enjoys it.

Now it’s time to play some games.

-Woz

Comments

mikewelly76
15. Apr 2015 · 09:56 UTC
HI,

Black Market Empire – Completed, submitted and awake again!

Just completed my second LD! Decided to do the JAM this year and got my younger brother to help (his first time using Unity) and my wife to help with design and some of the art.

2014-12-09 00_25_56-LD31

 

POST MORTEM:

Unfortunately, in between rolling blackouts for the whole weekend, intermittent internet and a 6 month old son demanding a lot of attention, several features had to be cut, the lovely sketches my wife made for the characters could not be processed in time and almost no balancing was done.

We started doing the design on paper, while the power was out, and came up with a concept for a digital board game where you play as Silk Road type tycoon. This tycoon would log in to his/her computer and use it to manage their world wide network of contacts to supply resources (Drugs, Organs and Weapons) where it is needed.

design

What I think went well:

LOVED working with the new Unity 4.6 GUI stuff. It was quick and easy to setup controls. I really enjoyed the experience!

Was fun working in a small team, instead of doing it myself.

Almost gave up on Sunday night, but came back determined after work on Monday to finish what we started!

A good introduction to working in a team on a collaborative project, subversion and Unity for my brother (who is still a student).

 

What we could have done better:

More practice before hand using the tools.

Smaller scope.

Getting a playable version out a LOT quicker, and then iterating from there (no fiddling with the GUI to make it look cool until later!)

Dedicated baby sitter 😉

 

Extra:

Some of the characters that did not make it into the game. I’m the one with the beard and the pony tail.

faces

Please PLAY and leave us some feedback or suggestions!

Hey, you! Yeah, you! Come check out my game!

 

 

 

You clearly aren’t busy with anything else so why don’t you go ahead and play my game and rate it? That would be much appreciated.
Scrnshot2

 

 

 

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43866

Don’t read this; play my game instead.

BEAT+TRAK Promo Video

Has programming for 48 hours made you want to BEAT your keyboard?

Well BEAT IT….to the BEAT!

If you guys have checked it out, here’s a fun little dynamic music/rhythm based game called BEAT+TRAK

Play it HERE:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44477

PROMO VIDEO:

BEAT+TRAK Promo Video

I will be making a v2.0 soon, so PLEASE leave a helpful comment or suggestion.

Thanks guys and gals!

 

Eyes of envy

Okay right!

I have been learning how to code for games since march, i barely call myself a bedroom developer, I enjoy the process, the logic and the design and seeing all those elements pull together.

I find it really hard to understand how some of you out there managed to pull off what you have in the same time it took me to realise i was chewing more than my mouth could handle and draw a “settle here” line just to make it on time.

So i thought, since i’m new to the … community?  How about a little GTK (Get To Know) post ^^,  So yeah tell me a little about yourself, How long you have been indie dev’ing why you started, interests? any advice for those like me who are just starting out on what we all hope will be an enjoyable and painless time.

MY SNIPPET:
I started learning code after i had extinguished all potential out of the event system in RPGMAKERVXACE.  I enjoyed lacing events together, to create systems and managed to implement quite a few changes just by abusing this system.  I then realized how limited it was doing things this way and so decided to start learning ruby so i could alter the game “FROM THE SOURCE!!”.  I quickly realized that actually, i hated ruby.  So jumped into game maker studio and started learning C++ and C#, i found what i had learnt from RPG maker translated over … kinda.

Now i’m hoping to move on to different platforms, unity, things like that and hopefully continue learning code.  I like the logic behind code, the absoluteness it possesses,  I study Psychology at university in my spare time (haha) and its all basically here say, i like absolutes, i like answers which follow some form, and i think its that element which draws me to learning computer languages.

The process or decision to start making games is fueled by my love of playing them.

Sorry for the long post, Comment if you feel like sharing a little about yourself.

As for those who entered Ludum 31, Seriously everyone well done!!

-TheScragglyMan

BushCraft TimeLapse

timelapse_cover

My  BushCraft time lapse for the 48hr Compo has finally finished uploading and processing and the link now nicely accompanying my entry page.  As this was a weekend of firsts (first submission, compo) so too is  this my first time-lapse video and in my opinion the result is well worth the minimal extra extra capturing the footage (the number of times I stopped and forgot to restart Chronolapse though).

[TimeLapse]

[View Entry]

Removed my entry

Hey all!

Due to some build difficulties I had to withdraw my entry ‘Bricked’.  The game had some game-breaking bugs that only occured on build, so I only noticed it just now. So I ask you all to not vote on my entry.

Sorry for the inconvenience.

Comments

Zi
09. Dec 2014 · 06:29 UTC
If they only occur in build, I’m sure it’s fine to just update your builds.
09. Dec 2014 · 08:05 UTC
It was also my understanding that if some game breaking bug slipped into your final build, you could fix it. I’m sure it’s fine to fix the bug and re-post your entry.
09. Dec 2014 · 09:56 UTC
Just confirming you’re allowed to fix game-breakers and “typos” (general “if I was less tired I’d catch that” slip ups). It’s a real bother when glitches ruin a game you’ve worked so hard on… but at the very least, it’s a good learning experience you can take away :)

A day late and a dollar short

We did it!!  My first Javascript game, and my buddy’s first electronic game.  DONE!

 

http://hardmodecode.com/LD31/GarbageRaider.html

Changes after submit?

My game is up and running, but I wonder if it is still ok to add minor changes to the UI.
Feel free to check Asterion out.

Asterion intro

asterion gameplay

Comments

09. Dec 2014 · 07:21 UTC
I thing changes are permitted if players couldn’t otherwise properly play the game. So adding support for more platforms or fixing game breaking bugs is no problem. Don’t know what your ui tweaks are for so you have to decide for yourself :)
09. Dec 2014 · 08:20 UTC
See it like this: there’s no category for UI. You don’t get an advantage by changing it after-the-fact.

also it sounds like you’re only fixing what’s broken which is good for everyone.

ProtoBot

ProtoBot

Hey everyone! This is our fourth Ludum Dare, and the second with my friend & musician Chris (@fenixtao). We made a super video-gamey video game – with high scores and waves of enemies and all that jazz – and this classic foundation allowed us to polish and experiment more easily than in previous jams. We used the concept of ‘entire game on one screen’ to play around with the idea of permanence over the course of a game, and the result was the creation of hazards that persist through the five waves of enemies.

I’m super happy with the result, please check it out and post your high score!

It’s pretty challenging, so props to you if you have the chops to finish it :)

 

Play & Rate

 

Ludum Dare Wrap up – Narwhal with a gun

So I managed to submit on time for the compo rather than the jam this time, which is automatically better than last time I tried LD. I think my scope was more manageable and I certainly know more about unity/programming than I did over a year ago so that certainly helped.

I am happy with my game, I even enjoy playing it which I didn’t think I would after spending hours staring at it! There are always going to be things I would do differently or things I wish I had time to add, but as a whole I am pleased with how the weekend went, and I am looking forward to doing even better next time!

I can’t rest just yet, I have a lot of uni work to catch up on, but I am going to be looking out for my results + voting lots of games myself over the next week. Has been a great (but exhausting) weekend :)

Please play and rate my game, it is much appreciated! 😀

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=6063

Nauty Sub – A Short Submarine Action Game

If you have a chance, please check out Nauty Sub! It our first ever entry into Ludum Dare and I think it turned out pretty good! It’s a mini Submarine exploration game made by my brother and I for the jam. Rescue divers, blow up depth charges, break rocks and kill blowfish while trying to get a high score

Nauty Sub!

Looking forward to playing loads of these games!

LD

Don’t touch my gifts!

So we finally made it, our game is ready!
This is the first jam we participate in, so it was kind of a mess, but we worked really hard and managed to create a fun and challenging game.

Let me introduce you, “Don’t touch my gifts!”. This game is a platformer shooter, with different kind of weapons and monsters that I’ll explain in a moment. But there’s one thing that most games don’t have, a hook!

You can play it right here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46977

Details

So basically you have to protect the Christmas tree with the gifts from the evil monsters that try to steal your gifts. There are 4 types of monsters:

  • These guys just bounce until they reach the gifts. They are not much of a danger, but they come in large groups, so beware!
  • These evil robots shoot at you, and if they hit you… what a knockback! So be careful and try to avoid their bullets
  • These are the “tanks”. They have large amount of HP and you can only damage them if you hit to their face.
  • Finally, these “bombermans” will try to touch you, and when they do, you’ll be stunned for 2 seconds!

There are 5 types of weapons, each with its pros and its cons, and you can also place two different turrets that will help you deal with the monsters.

You can buy all of these with the money you earn by killing monsters. To open the store press “B”, although the controls are explained in-game.

Also, be sure to use the hook properly to move through the map at higher levels, or learn to control the recoil of the weapons to help your movements! There are many tricks in this game!

Overall, we’re VERY happy with the results achieved, now it’s time to play games instead of develop games!
See you judging! Hope you give us some feedback! :)

P.S. If you want to know something about the development, you can ask us over here or on twitter (@ivan_dela and @Cristian_jara93)

Also, link me your games so that we play and rate them!

Oshters Fishers – Post-mortem

First, timelapse !

Hard theme, in my opinion, I had the idea to make a subwater life simulation with commerce elements and fishes breeding.

New canvas1

I wanted to use Spriter to have modular creatures, with different elements given seeds stats (weight, number of eyes, herbivor, carnivor…)

05

No time to do all of that :/ So my entry is not really a game, maybe a life simulation, where biggest fishes feed on smaller and with 2 species availables.
I made some code that allowed the vessel to capture fishes starting from a given age and to give them back to a “seller”.

Not really happy with the end result, gameplay wise, even if the code part is far more complex than my previous compo entry (HeShe).

06

Construct2 is really good when it comes to prototype and testing some gameplay, BUT its arrays are BAD, or at least I don’t really get  how to use them.

I used to program in Python, and it was simpler to use ! Same thing for OOP; OOP in Construct2 is kinda hard imo, how to make master classes and children classes isn’t possible, at least without third-party plugins. You have instances variables available but that’s all. Maybe someone here with more Construct2 experience can help me ? 😀

tuto_oshter3

Graphics wise, I had not enough time to make particles and candy shaders like bloom or random noise, neither caustics or water fluids graphics.

Now testing your games, guys !
See ya.

Comments

vicious_br
09. Dec 2014 · 08:11 UTC
Where this game?

Get Bigger!

Yay, figured out how to record Gif files ^____^

And here is my little winter katamari!

demo9

 

You should be able to play it [Here]

Midnight Delivery

Midnight Delivery

– A Christmas Puzzle –

PLAY IT HERE

Screenshot_new

Unfortunatly the game suffers a bit from lack of artists, but instead we worked on polishing the game. E.g. the screenshot below shows transition between levels.

Video

The story behind is that you control a crate containing a christmas present, which has been dropped in the snow on Christmas Eve. It’s goal is to get to a pick-up location to be shipped over night (illustrated by the green square). The idea was that there would be a sign that said “Open for deliveries” and just when the crate reaches the location the sign would be flipped over with the text “Closed for tonight”. But again: Lack of artists lead to a much simpler solution.

Screenshot_new2

Play as one of three creates. Each crate has 4 levels, but the system supports easy implementation of new levels.

Created by a team of two: Camilla (Programmer) and Niklas (Programmer)

Screen Escape git time lapse

Time lapse video of our git repository of Screen Escape

Even for a small project don’t forget to use source control, especially if you are on a team!

When everything is done and submitted, watch your history and relax, you deserve it!

But start playing and rating games soon :)

Comments

09. Dec 2014 · 10:18 UTC
That looks awesome, what software did you use to make this?

Pyramid of death is ready

The game is in and the voting period is started. Time to play. Time to judge. Time to be proud to participate in this big party.

As my second time on a Ludum Dare Jam i think this time was more productive than the first one. Even though the topic was somewhat general, I think the idea for the game was sufficiently motivating to be able to make a game that can be played.

Pyramid of death

Thanks everybody for participating.

Tags: ld31

Jimmy hates fun post-mortem

3

First of all this it’s maybe my favourite LD of all I’ve entered, the “entire game in one screen” theme it’s a lot wider than the pasts LD but it’s also very difficult to stay attached to that when making the entry.

What went right:

-Graphics: I’m very proud of the graphics of my entry, it’s very simple but effective!

-Gameplay; It’s very simple and barebone, but it also have a bit of resources management to keep playing,

What went wrong:

-Unity: I always use Unity for my games, but with Jimmy hates fun I’ve had some bug/problems that I’ve never noticed in the pasts version of Unity. Actually I’m using Unity 4.6 and sometimes the baseballbat or the grenade changhe their size when picked up, and I don’t know what cause that bug as I do not scale objects during the game.

Some Tip:

A part of the gameplay is to discover what the objects will do when trhown, but for thoose who want pick up & play right now here a little tips:

– Grenade: It “kills” only one enemy;

– Baseball Bat: kills up to two enemies;

– Ball: kills an “infinite” number of enemies, in fact every time the ball bounce back when it hits an enemy and so on until it touches the ground 😛

 

You can play my entry here:

Play Jimmy hates fun

Wide Opened Eyes

CHECK our submission.

To make it in time, we had to cut a lot from our game. But still hope you will enjoy it.

0

They said I deserved that.
Said I had no choice and was to face my ...”

Comments

Jishmael
17. Dec 2014 · 19:54 UTC
How did you achieve the headlamp effect?

Get Bigger!

Cool games here! Well done! =)

Posted my little game about snowball rolling. I hope everyone will enjoy it as well.

I Am Technician Completed!

1346 Lines, 19 Models, 72 hours Later, I Am Technician was completed and released

I Am Technician

During this painfully slow but quite exciting process I learnt a lot of things in Unity, it was a wonderful experience. There were highs and lows when working on I Am Technician, At points I felt like giving up and deleting the project and other times I felt like I was on top of the “Code” when things went the way I wanted. I must say that I did forget to keep hydrated and eat which lead to me loosing 3kg’s during the jam, but that’s in the past now.

I’m quite happy with the final results of I Am Technician, I mean there could be some improvements and extra features such as dialog and an in-game tutorial, but overall it’s a good prototype of a game I might just continue developing if you folks enjoy it :). I do believe though that the game isn’t currently showing its full potential, I believe I could amp up the fun with custom physics, more models, phone repairs and virus repairs. But as this was a lone game development I simply didn’t have the time to implement these extra features as the project already took up 62 hour’s of just straight coding and modelling, which was both a mentally and physically draining experience.

Overall I believe this is quite a good effort on my end as this is my second game and first game jam entry!

Check it out Here! and make sure to check out the tutorial below

Cycle busted

I played ‘Cycle’ and trashed it. Some questions were raised about the production I would like to report here.
To play you must collect the LINES that enemies drop when destroied. Each cycle is represented by a geometric shape.
FirstFrame
I started thinking of a visual style ‘game boy’, but inadvertently changed the background color to black, and suddenly, all designs modified with something like ‘geometry wars’ =(
despite the geometry be just the player.
The colors of the enemies were to be monochromatic, but for some error were with two colors, which pleased me and I ended up leaving so. =p

Do I got  it in 48h? Yes, using Construct2, this software is easy to program, several features are preconfigured.
I produced the game in just one layout of the construct, the sprites are appearing in it, upgrade and downgrade in the same screen as well. Boss and death too. Even congratulations screen. What happens is that the screen moves. I thought stopped screen very boring for these type of game.
I use LaunchPad to produce the music (just push the button and music happen). You can download all the music here.
In photoshop, I copy and paste the layers effects, which made it the fastest production.
I do not showered, I sleep only 3 hours, my wife scolded me … I lost two barbecues, but I made the game =D
I always say that I will not participate because it is very exhausting. But here I am in producing games in 48 hours.

Thanks for guys that played Cycle. If you dont play it, check out here:

PLAY CYCLE

The Greenening

A little late for a submission post, but I fell asleep right after finishing and had no time yesterday.

So, here it is, “The Greenening”, an incremental game about nature: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24534

I had so much fun creating this one. Would’ve loved to add some more mechanics and polishing touches, but it turned out quite nice anyway, I think.

screen3

I want to say thank you to:
grimgraybeard for teaching me a little in the mysterious ways of pixel art, enabling me to make the game look at least half decent (check out his game here)
ketzer for testing the game and giving me immensely helpful feedback (check out his, unfortunately unfinished, game here)
broepi for testing the game and general awesomeness (he had an important exam on monday and couldn’t participate this time)

Looking forward to playing as many of your creations as I possibly can!

~ Erkberg ~

 

Comments

09. Dec 2014 · 09:28 UTC
I had fun playing your game :) !

Puddle making confusion

It finally happend!

When i saw the theme Entire game on one screen I got puzzled. How do I make a game that really used the theme and does not just happen to be on one screen.

I decided to make a game where you warp between the edges (like pacman or snake) but to always have you in the center of the view so it never feels like you are warping :-)

It works flawlessly and the game has tricked me too many times that its bigger then one screen.

And this morning i woke up and saw the comment I was waiting for.

“Good job but I dont se how the theme fits in”

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=15148

I shall playeth thy games…

Hey all! So I wanna play some games regardless of their coolness points so… yeah. Link your games in the comments! Also, if you’d like to, feel free to play my game: Flailing-Arm-Ninja:

Scrnshot1

 

There’s boss n’ stuff!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43866

Splash

 

Comments

09. Dec 2014 · 09:54 UTC
If you like (puzzle game)
Warboys
09. Dec 2014 · 10:01 UTC
Enjoy :(
09. Dec 2014 · 10:53 UTC
You could speedrun mine in about 45 seconds once you know how….
09. Dec 2014 · 10:55 UTC
Here is mine. It’s an exploration game.
Code Medicine
09. Dec 2014 · 11:06 UTC
Here is our game- Rocket Jump Rampage. It is a trick-jump platformer. Enjoy!
RougeRogue
09. Dec 2014 · 11:16 UTC
To those whose games I haven’t played yet, I promise I will. Infact, I am playing them. Just some are long and hard.
RougeRogue
09. Dec 2014 · 11:55 UTC
Alright. To all of you who are waiting, I just finished the really hard game. Now I’m gonna continue on. Again, sorry for the delay.
RougeRogue
09. Dec 2014 · 14:00 UTC
I have now played all of the games!

The moment you know you succeeded.

In the hours approaching the deadline, the pace just doesn’t let up. It basically boils down to codecodecode, artartart, panicpanicpanic – rinse and repeat. But then, at one point, you click that compile button, and it is all over. It is done. Now you can go to bed.

I looked through the folder, which my auto-screenshot program filled with screen caps, and found this one, which I thought I should share.

Final compile, final minute of the competition.

Final compile, final minute of the competition.

This screenshot is merely the last one tho. There were 17926 more which went into making the game. You can see it, along with the rest, in the making-of video, available here:

I would really appreciate if you tried the game too, and I encourage you to leave a written comment.

Play the game here

Thanks :D

Platform 31

destacada

Hello everyone!

Here’s our Entire Game in One Screen game. It’s a multiplayer top-down shooter about robots shooting one another at a train station. Trains pass by, giving cover, and dropping some of their powerful weaponry cargo.

You need two player to play it properly, and you can use controllers for maximun enjoyment.

 

It was our third Ludum Dare, the second with our awesome sound designer and composer Madcap. We’ve come a long way since our first and believe LudumDare to be one of the most important events in our learning process.

Team work really came together this time around, we had lists, everyone knew what to do, and we rested and ate well (our programmer even got to play Skyrim for the calm bits). Goes to show how effective organization can really change the way you go about a game jam.

An early implementation of the basic mechanics allowed us some time to pay attention to detail, and things show they’ve been made with care.

We’ve had a great time making it and hope you do too playing it.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29557

——————————————————–

¡Hola a todos!

Aquí está nuestro juego entero en una sola pantalla. Es un juego multijugador shooter con cámara cenital. Va de robots envueltos en un tiroteo en medio de una estación de trenes. Los trenes pasan de largo, proporcionando cobertura y dejando caer parte de su cargamento de poderosas armas.

Se necesitan dos jugadores para jugarlo correctamente, y se pueden usar mandos para disfrutar al máximo.

 

Es nuestro tercer Ludum Dare, el segundo con nuestro increíble diseñador de sonido y músico Madcap. Hemos mejorado mucho desde nuestra primera vez y creemos que Ludum Dare es uno de los eventos más importantes en nuestro proceso de aprendizaje.

El trabajo en equipo se ha gestionado muy bien esta vez, teníamos listas, todo el mundo sabía lo que tenía que hacer, descansamos y comimos bien (nuestro programador incluso jugaba al Skyrim en ratitos de descanso). Ahí se nota cómo una buena organización puede cambiar la manera de tomarse una game jam.

Pudimos tener las mecánicas básicas de juego funcionando muy pronto, lo que nos dio tiempo para prestarle atención a los detalles, y en el resultado se nota que las cosas se han hecho con mimo.

Nos lo hemos pasado genial haciéndolo y esperamos que vosotros lo paséis igual jugándolo.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29557

Tags: ld31, ldjam, Platform31, robots, Rodaja, shooter, top-down shooter, trains

Lessons Learned in LD31

First and foremost. I will make sure I will not have any parties in future Ludum Dare competitions. Enough alcohol will make me unable to continue programming after the party and hangover is something which almost disables my ability to work mentally. Though drinking some beer slowly while programming can make the time much more fun.

I have to sleep before the theme is announced. I don’t want to be awake for six to twelve hours before the competition starts. Next time I will seriously get that sleep and Then I can most likely do the Compo with  ~20 hour programming + 8 hour sleep + ~20 hour programming. Though I do not calculate for eating and smoking time there. They are the small breaks in the ~20 hour programming streaks.

I need to build my games for Linux, Windows and possibly for OS X and test if the games actually run in fresh installations. Having dependancy issues causes problems, because then the game entry will have ton of comments that it does not run and we have like maximum of 5 minute attention span to test and rate a game.

Lessons probably to be learned. I most likely need to rate few more games to get some ratings for myself. In previous Ludum Dares I only rated few games.

Comments

TheScragglyMan
09. Dec 2014 · 11:11 UTC
i did this thing where i attempted to sleep for a few hours (i planned 3) and woke up 10 hours later, i did this twice, the result was i had to cut a lot out of my game. So my lesson was “SLEEP” when needed, you cant plan for a few hours when you are dead on your feet from staying up far to long.

“Boobs of War” how it was developed

Hello Everyone!

It loft OLD31

Voting. People looking the results of every team work for last 36 hours.

We developed our game during the local event named Omsky Ludem Dare. It happened the 8th time and this is the 4th LD for our team “Monochrome Bears”. This time is was just hilarious! There was 30+ teams at one hack space and all of them was making their own game. There is some local challenging and the main prize was PS4. Unfortunately we haven’t got it but we will try next time %)

I wanna to told about our team. We are the 5 persons who absolutely in love with gamedev but it just out hobby. In real we are working in software/web development in different local companies and we collaborating together only for taking part in Ludum Dare.

We wasn’t want to use technologies that we use on our regular work so we decided to pick some game engine and we choose the one named Godot.

It is light weight engine with basic abilities and it allows to write code on python like script.

Our designer Lica draw all of game elements in Illustrator CC and i have to say that she is really talented person! She made a lot of sketches and graphic and she catch the exact spirit of game we wanted to create!

I am programmer but this time I was the person who composed the sound for game and apply most of graphic to the raw objects created by coders. For making sound i used Garage Band app. It was a really new expense for me and i get a lot of fun :)

Game main character

Game main character

Out team have 3 guys who code the entire game and i really appreciate the work that they done. As i said before we are not game developers and we used the poorly known technologies for that game, so it was kind of challenge and we made it! They get the idea how it all connected, added collisions enemies generation and other things and we get our game) To bring all code together we used the git and you also able to download the source code of game from Github.

There was a lot of funny moments during the development and it would be fun to remembering it)

I hope you will like our game and we will be happy to read you comment with feedback and advises and we will promise you to build even better game for next Ludum Dare!

Also you may left some anonymous feedback in this google form.

 

So play for babe, kill nazi, gain maximum score!

Yours Monocrome Bears team)

Screenshot 2014-12-07 23.44.03

Play our game :)

Check game on Jam!

Ps: Sorry for broken english, it is not native for me.

The Human Experiment Show

The Human experiment show needs your vote!
a post-apocaliptic platform/puzzle/gameshow crossover!

( comments welcome! )

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29159

screenie:

humanexperimentshow

Comments

09. Dec 2014 · 11:53 UTC
When you make a post like this, please add a direct link to the game.

A Victorian Circus has arrived in town

Onescreen2

 

Shortly after the explosion at the zoo, the market price of dead animal parts plummeted and a surgeon starts to fulfill his childhood dream of running a Circus.

Rumours has it that the circus also has human parts from a Clown Car Accident…

deadclown_sample

Some will accuse our journal of photoshopping the evidence but I think you are the best witness.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=31361 (the balance is a bit off as we forgot to push our last balance changes to the game, there are plenty of animals to unlock if you manage to go far enough!)

 

I shall raise my top hat to our fantastic artist and friend, Emilien Rotival, Don’t think twice who you hire as your freelance artist!

http://theartysquid.carbonmade.com/

 

Kinda shameless promoting

Feel free to check my game out, or not :). I have updated the link to go to Dropbox, hopefully people will have less trouble than when it was going through Googledrive.

Missed deadline

Well, I had too much going on over the weekend, so I didn’t finish my game. Guess I’ll just finish it on my own time… oh well!

Comments

christopf
09. Dec 2014 · 12:22 UTC
Go for it! I did the same last ld and it felt good finishing it in the end (but it does feel even better finishing it in time i experienced this ld :D)
09. Dec 2014 · 17:43 UTC
These things happen. I didn’t finish my first three attempts, and this time I had a team and we still did something way too complex and ended up with something only half-decent.

First name streak ever!

So we’ve successfully completed Ludum Dare 31. Congratulations everyone that participated, or supported through live streams everywhere!

 

Beginning next year, I’m gonna have each submission with the same name and characters/ scene, and story-line, but just tweak each game to suit the theme.  Of course, I’d do every thing from scratch, and even the animations/ backgrounds, unless I’m doing a jam!

 

I challenge you to participate in this too!

Example:

-The Bright Adventure 1: LD 32

-The Bright Adventure 2: Mini LD

-The Bright Adventure 3: Mini LD

-The Bright Adventure 4: LD 33

-The Bright Adventure 5: Mini LD

-The Bright Adventure 6: Mini LD

-The Bright Adventure 7: LD 34

-The Bright Adventure 8: Mini LD

 

We can also continue for the following years to continue the sequel!

So, who’s up for it? 😀

 

P.S. You can play my Ludum Dare entry here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32791 :3

Comments

09. Dec 2014 · 13:07 UTC
That’s a nice idea, I like it :) you should then make it a story that continues where the previous one ended. I don’t know if I can do it, but great project keep it up! 😀

“Ragtown”, a Western population arcade-tycoon

Hi guys!

Yesterday we uploaded our game for the Ludum Dare Jam. It has been a really hard work, but we are very happy for the experience and the overall results. Also, this game is special to us, because it is the very first time we take part in a Jam competition. We’ve never developed a game in 48, 72, 168 hours or whatever!  So we wanted to put all of our love and energy in it :)

Here is the link if you want to try it! Ragtown, our Western game, a population arcade-tycoon.

Hope you like it, and we’ll make a post-morten soon!

Post-ludum-dare Stress Disorder :)

So we are in the calm-down phase of Ludum Dare. The last 4 days were unbelievable. Probably the next meme is for people like me:

Ludum Dare 31 Calmdown

I feel that I’m like drunk right now, but I had no drinks so far, only intensive creativity cocktails. Still no drinks. No, something else. I guess this cocktail is the whole Ludum Dare community.
I’m still shocked about how this massive creative power had concentrated all over the world in this weekend: More than 2600 games developed. Amazing. And we were part of it. I never participated before, and I haven’t even followed a single Ludum Dare compo. I think we must be thankful for all the community and the people who organize the events. Even if it’s online only, and we never meet personally, we still can feel each others personality in the games we create. Amazing again. :)

We made a game. A pretty simple, buggy one. But it is a game, it is “finished” and it’s ours and your’s whoever plays it.

Ludum Dare started at 4:00 AM Saturday for us. After when the theme had been announced some people refused to continue. We started with a not so good idea for which we wasted more than 24 hours of 72. Nice.  :)
Wanted to make a 3D game with cubes that are levels in fact, that are in the same screen and players will travel through these cube levels that are rotating and floating in the space. Meh..
After we dumped all the 3D models created before, on Sunday morning we switched to some kind of 2D interpretation of the previous idea. Still meh. But at 3:00 PM there was the Revelation regarding what we really have to do. Okay, grabbed a pen and a huge sheet of paper and we started to lay down the basics of Nixtopia. After few hours of planning it looked awesome (at least in our heads). And then what came is pure miracle: we created character sprites, rigged and animated the character in unity, built inventory and crafting system, created character controller, created enemies, sprites for level and environment, items, pickup and interaction system, teleportation system, boss AI (boss is not included in current build), GUI, dialog system, music, sound fx in only 28-29 hours (we had to eat and sleep a little bit). As we worked on the new idea we got more and more excited about it. Of course there was no time to make everything as we imagined. But what we have now is a good starting point for a more complex, whole game. Thank you Ludum Dare for that! :) I’m sure we’ll ship a full version of this adventure game sometime in the future.
At half of the development process we started to feel that we’ll run out of time, but we calmed down ourselves saying “Everyone calm the f**k down, Ludum Dare is not over yet!”. It was funny, we laughed a lot. Summing all stuff this weekend was a Huge Fountain of Fun. 😛

I hope all you guys are the same proud of your submissions as we are of ours! :)

Speaking of our submission:

nixtopia

If you already played and voted it, THANK YOU!

If not, feel free to do so here: NIXTOPIA

 

Once again, all you guys and your works are amazing. I really enjoy playing your games.

 

Time for rest now, we earned it. :)

 

Playing games!

Since I was too sleepy to post and to upload this at 3:00 am, here it is now – the timelapse of me working on Dungeon Rush.

We only recorded my desktop, because Kayvia didn’t want to.

You can watch it here!

LD31 Stack Hacker BreakDown

Break it! Break it down! Here we go.

Friday!

Oh boy was I excited. Ludum Dare! This is my second Ludum Dare compo, and basically my third game jam ever. For the longest time I’ve hidden in the crevices, slaving away at code and games of which I’ve made (and finished!) a few. My first Ludum Dare I really had no intention of joining in, but ended up doing so anyways when I saw the theme “Connected Worlds” and immediately had an idea that I wanted to do. So, understandably, I was really excited (and I was prepared for) that to happen this Ludum Dare.

I had nightmares of snowmen and thought for sure that was going to be the one, but I was simultaneously relieved and disappointed when I saw the theme announced: “Entire Game on One Screen”.What? My initial impression was asteroid clones galore (but thankfully it appears my fears were not well founded, as the games this Ludum Dare have been delightfully original). Talking with others who were at our physical jam meetup location, I quickly got the impression that I wasn’t the only one to have difficulty coming up with a solid idea for this jam.

So it was befitting that my first attempt at creating a game for LD31 only lasted for a bit. I spent a while playing Risk of Rain instead of developing. Eventually I decided on trying to come up with something in the vain of “The Yawhg”, using ChatMapper, Unity, and NLua. It took me a greater portion of the night to plan the dialogue trees, write dialogue, and eventually code my own spec to import ChatMapper’s exports into the engine and use LUA to parse the conditionals. Then I became unsatisfied with the idea and looked for new inspiration.

My second idea was that of a 2D hack and slash game, where the player controlled a robot with a television screen for a head, wielding a pink umbrella to dispatch enemies. I spent the rest of that night playing with Inkscape and creating art before I became tired of that concept, too.

Saturday!
Disenchanted with the idea of creating a game, I was sure I wasn’t going to be creating an entry for Ludum Dare. Still, I hung around the meetup location for LD this year and putzed around in Unity. Eventually I decided to play around with Unity’s new UI system, and I started to create a hacking game because it’s always something I wanted to do. I quickly picked up the system and actually really enjoyed creating UIs in it. I thought about what might constitute a different approach for ‘hacking’ or cracking into something and began working on the concept for Stack Hacker.

Originally, the idea was intended to be a full on OS simulator with hacking minigame, but as time went on, I realized that I was already halfway through Ludum Dare with nothing, so I decided to focus entirely on the minigame itself. I’m really glad I did.

Sunday!

Sunday I spent the majority of the time refining code and trying to get something playable as quickly as possible. To say I slept pretty terrible this weekend would be an understatement, and I quickly racked up hours to try and make sure I’d be able to finish. I don’t really see right now the best way I could have avoided the crunch. My muse is fickle, and I suppose I could have stuck with any of my other ideas, but I also saw them as just not capable of being completed in my deadlines.

I took a lot of inspiration from google, where I just punched in a bunch of random image searches until an idea formed in my head about the mechanics of the minigame. I really wanted it to be based in concept at least of something at least pseudo-realistic, and I chose causing memory exceptions in a program to get access to the stack, or decryption information like passwords and such. I’m not really sure where I came up with the idea of using a legend on one side to figure out what to corrupt, but I really liked that component of it because it added a memory challenge to it.

With handing the game out to people, fine tuning, and polishing the experience around the minigame, I actually came out with just a bit of extra time before the submission hour, which I used to take a nap.

Synopsis
Ultimately, I was really able to accomplish something that I really wanted to do after the last jam, which was to really focus on game mechanics and controls. Though this submission lacked sound effects and music, I was really pleased with how it came out.

I really hope that everyone had as much fun as I did this Ludum Dare, and I look forward to playing your games!

And just as much, I hope you enjoy playing Stack Hacker!

Reuplod of Champions League

ChampionsLeagueTitleScreenshot

I reuploaded Champions League. I deleted a lot of unused textures. By that I was able to cut the filesize in half. I hope that’s within the rules. If not, please tell me and I’ll reupload the older version. (I didn’t changed the gameplay or anything else. So I think it should be fine.)

For those who didn’t played my game yet. Give it a try.

IngameScreenshot

Have fun! And don’t forget to vote!

Spin-2 gameplay video

Were you able to beat the last level of Spin-2?

You can play/rate Spin-2 HERE!

Thank you!

Xmas Pinch

Hello guys! I made a video showing the solution of Xmas Pinch.

PLAY!

Screen One Post-mortem – Alex’s perspective.

Sam covered most of the issues in our project in her write-up.  I wanted to talk a bit about the mechanics and how they evolved fairly chaotically.  Most of our ideas were “flavour first” as in they were inspired by the setting rather than invented to fulfil a mechanical purpose.  When we came up with the concept we were saying things like “maybe something ridiculous happens like the cinema gets attacked by bees or a giant snowman” rather than “what combination of interactions would provide an interesting challenge”.  We talked about having an intermission, adverts and a newsreel like in real-world 1940’s cinema so that we could inject some narrative into it and tell a bit of a story.  I wanted to have that classic trailer horn sound accompanied by a giant silhouette of a snowman projected over the audience!  What we ended up with was something a bit more abstract and puzzley akin to zoo-keeper.  If we’d decided early on that this was essentially a puzzle game I think we would have spent more time trying to come up with column/row interactions and then pulling a bunch of relevant real-world explanations out of our asses.  We might have also made something less confusing!  But then on the other hand we might have lost some of the style and charm which has received some good feedback so to be perfectly honest I’m quite glad we didn’t do that and instead decided it would be cute if there were bunnies with long ears :)

One thing we’re going to continue to do in future jams is make sure we have somebody working on sound effects!  It makes a world of difference adding appropriate music and sound effects to a game and I think the most noticeable change when we realised the game was suddenly going to be fun to play was the first time I ran the game after adding Becky’s sound effects.  So adorable!  Also without the music we wouldn’t have come close to conveying the mood we wanted would we?  <3

There’s still a fair few bugs we’re aware of and the clutter on the screen is definitely a bit of a situation overload but I’m really happy with what we managed to create!  In the meantime I’m enjoying playing other people’s entries and seeing lots of interesting concepts come out of a very difficult theme! -x-

~~~~RATE AND PLAY~~~~~

Velcro – Rhythmic bullethell

Hi everyone! You like juicy style, great music and challenge? Then this game for you.

VELCRO

Velcro

Rhythmic bullethell Velcro has a very distinctive ambient and minimalistic vibe to it, swear-as-you-play dynamic gameplay and some trippy music. The game supports mouse+keybord and controllers (controller vibration will work in PC version).

It has only one track right now and i.e. one level. We’re planning to add more tracks in the post-compo version.

[Play and Rate]

Old game on an old screen

I finished my game in the very last seconds.

The only reason it’s a jam entry, is because my game wasn’t done at all, and then I just took the extra day to finish my game and joined the jam.

I have made all the assets by myself (and some 3d models by my friend) and during the 72 hours.

PLAY THE GAME HERE

Right now it’s only for windows, but I’ll port it and upload to GameJolt later – stay tuned!

Entire game on one old IBM screen!

Entire game on one old IBM screen!

Tags: done, final, game, jam, ld31

Building up a collection.

So this was my fifth LD and I’m slowly building up a collection of games from previous LDsldfold

You have a game and it needs playing!

Hey all (again) ! I have finished playing all of the games in the comments to my other post so I’ve decided to post again! Just submit the link to your game in the comments section and I will play and rate them!

Also, as always, you can play my game at the link below; it would be much appreciated.

Splash

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43866

“If you play Rouge Rogue’s games, you are cool” -Michael Jackson

Comments

jepster
09. Dec 2014 · 14:10 UTC
I just reached 20 in coolness, so I feel now would be the time for self promotion!
FranticIch
09. Dec 2014 · 14:15 UTC
Cool,

I will try yours when I’m done with my pizza 😉
InfectionTeam
09. Dec 2014 · 14:16 UTC
oops you’ve already played, my bad 😀
Gins
09. Dec 2014 · 14:51 UTC
I couldn’t resist playing your game, after reading what Michael Jackson said about you. I played, rated and left a comment.

So I wanted to write a little bit about my game, The Cop Who Killed Batman.

It was late Friday night. My partner and I had thought up and vetoed a dozen ideas.

I kept saying, “We’ve got to make a game that means something! I don’t care about game physics or graphics. We must communicate a message from the heart.”

I’m not sure which one of us thought to come up with a game about police brutality, much less against Batman, but the minute that phrase (that later became our title) came out from one of our mouths I latched on and wouldn’t let go.

“This is the game we’ll make! This is the game they’ll remember.”

The next day, the first thing I did was search for our game’s title. Would you believe that I got no results? That’s when I knew that our idea was genius.

screenshot

Pretend that this image says “no results”. I forgot to screencap it before releasing our game.

We had agreed that a visual novel would be the only sort of game to do justice to this concept. I also thought that doing a visual novel would be easier than a game with physics or point-and-clicky stuff. Or you know, whatever other kinds of games there are out there.

How do I put this? It was very hard. The full script took an hour but scripting the game took a hundred subjective years. It was very tedious and the direction I decided to go in…. you know what a Rube Goldberg device is, I hope. I know what it is too, now. Intimately.

And the art… how to describe the ash in my mouth when I realized I actually had time to draw characters?

characters

I don’t know how to draw people.

When I submitted the game, the initial elation upon the birth of our game idea came to me like a memory from long ago. Where was the message from the heart? Lost in a million calls to this.dialogue().

The music is very good though, becoming more beautiful to me with every loop.

Advice to future Ludum Dare visual novel creators: don’t roll your own framework!

Ooops! I forgot a title

In the game I created, you play as the security guard for the High Brow Museum.  Unfortunately, you only have one screen to see all four floors of the museum.

logo

The game play:

Each floor has a number of objects.  There are visitors that walk around the museum.  One visitor on each floor is a thief that will steal an object then stand there with a slightly different icon.  The player must hit the alarm button before the delay timer.

What did I learn:

The hardest part to code was having the visitors walk around in a somewhat sensible manner.  I eventually decided to use an A* pathfinding library.  Each visitor picks an object to visit.  It calculates the best path avoiding walls, objects, and other visitors current position. Each tile on the route is stored in an array and it tries to get to each tile in turn.  If it runs into something, it jumps to the center of the closest tile and then waits for a random amount of time.  At that point it recalculates and starts again.

I had to reprogram the library to not let it cut corners if there was a wall there.  I also had to program the visitors with a fudge factor to decide how close was close enough to the way-point. Nothing too difficult, but it did suck 6 hours of programming time since I went in knowing nothing.

What went right:

I used a JavaScript game library called Quintus. Once I got used to how it did things, it was a pleasure to use.  The best part was using Tiled to make my levels – objects and all!  There was a lack of information about how to do it, but I figured it out using the examples.

level_1What I would do to improve the game:

– different kinds of visitors
– thief wouldn’t steal the first object
– Thief would have to run away instead of a delay time
– prettier interface
– intro video

I had fun making the game.  This was my first time making a 2D game in JavaScript.  I think I might explore Quintus some more and see what I can do with it.

Game page: http://ludumdare.com/compo/ludum-dare-31/?action=rate&uid=5150

Play it here: http://garionthecat.com/guard_screen/

Susan

“Leaving” : a post-mortem

“Leaving” is finished, and I consider it is a semi-success.

Screensusu3

It started pretty well, I spent most of the first day doing game design, writing dialogs and organizing the different paths the player could follow.

Sunday morning, we were pretty confident because a lot of the features had already been implemented. I made all of the main character’s and NPC’s animations, and I had a lot of fun doing it. I think I should have dedicated less time to it, even if I really like how they look in the end.

Our initial idea was to use most of Monday doing playtests and balance adjustments, and this would certainly have been the right thing to do. Unfortunately I still had a lot of work (the rocket design, all of the icons, the title, the background, which I haven’t even finished…), so the playtests were rushed.

We usually want the tasks we specialize in (animation for me and programmation for Paulloz) to be perfect. It sometimes means that we have troubles prioritizing more important things, because we can’t stand the idea of a half-polished job. It might be the more important problem we need to solve for our next games.

Screensusu2

In spite of these mistakes, I still think the game works pretty ok, and what we should have changed to balance it would have taken us too much time anyway.

One of the main problems is the beginning of the game. It takes a while to figure out what to do, and I’m pretty sure a lot of players will just give up before they find out, especially when you try to rate a lot of games for the Ludum Dare.

Even after that, you can spend some time not knowing what to do, and talk to the characters won’t always help you right away. Some actions need to be done at a specific time, so you might think it wasn’t the right choice if you do it too soon, and then get stuck. I’m not sure how much this is a problem, but I’m sure it could have been handled better.
The game still has a few bugs, but the known game breaking ones have been fixed today.

Besides the lack of playtesting, we should have made other persons play it. It is pretty difficult to balance a game you know perfectly, and it is especially true with this kind of game.
The good point is that the game is finished, and that even if the end was rushed, it is still way less rushed that what we have been used to.

Give it a try, and tell us what you like, what you hate, what you find boring, what you don’t understand!

(Untitled)

Our INtire game, ready to play. CLICK HERE TO PLAY AND RATE!

Our programmers are recovering from their extreme dizziness as I type.

We hope you enjoy INtire! We wanted to have many more animals, but just came out goats and spiders.  Which…is entirely my fault.  Because who needs animals other than goats? Not anyone, ever.  And as lead artist, who is gonna stop me from making an entirely goat based game?  You? Pssh.  Your computer screen would get in the way.  So…booya.

Nobody's gonna notice...

Nobody gonna notice dat game only has goats…

They noticed!

…dey noticed!

 

 

 

 

 

 

 

Lots of great Compos and Jams for this LD, looking forward to playing and rating!

-Swuggles

Artist, Baby Goat Consultant

 

Frosty Ninja is so swag

Hi everyone I suggest YOU to play my game.

As some ome of you said in the commet “this music will change your life”.

Here it is a Pro player (ME)

PLAY

Frosty is a swag ninja snow man living in a desert zone of Antarctica.
As we know with great powers comes great responsibility, and your responsibility is “SURVIVE”.

This is the lyrics of the song

Lyric of the song:

You better watch out
You better not cry
Spikes and canon are evil
and will make you die.

From ninja is so swag x2

He’s jumping so high
left and right
trying to save is dangerous life

Frost ninja is so swag x2

He die when you’re AFK
He run when you’re awake
He knows if you’ve been pro or noob
Sooo be PRO for goodness sake!

Ooo! You better watch out!
You better not cry.
Better not poop, I’m telling you why.

Frost ninja is so swag x2

We aimed high, we went hard, did it pay off?

Hey everyone, I really enjoyed  working on this LD31 jam. For once I helped create something somewhat fun, even if it’s a little rough around the edges. The build we ended up with needs some numbers tweaking, but I’m excited to see if anyone can beat it.

 Play it here!

gif of beneath crystal mountain gameplay

THE CHERRY

HEY ALLL……..i am really happy to see my game in this page.This is my first game.

i wish i could do some more awsum games.

PLAY MY GAME  @    “THE CHERRY”

My first LdumDare finished!

Yesterday I coped with my first Ludum Dare game. There were some issues, all the graphics were recreated on last two hours, balance is not perfect, but I hope, you`ll like it.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44835

So… I broke my mouse during the JAM

That means now I have to play all the games with my wacom tablet. This is gonna be fun :DDDDD

BTW: Play our game, Office Gaming Inception. It includes dickbutts, snowmen, angry clerks, tiny weird elves and frogs with awesome hair. Hope you like it!

To Fight The Sea Post-Mortem + Timelapse (Ludum Dare 31)

So I finally finished a Ludum Dare without having any issues, and ended up with a game I’m pretty proud of. I worked with Cameron Erickson (art) and Mike LeRoy (music).

PLAY GAME

tofightthesea

Slow start

The jam started off for us pretty slow. At first, we had no idea what to make, but I saw a video of a man helping a dead shark give birth to its three babies. I instantly knew that our game should be underwater, and I continued thinking about it. The original idea Cameron and I brainstormed together was to make a game revolving around a similar mechanic to Lost Woods in the original Zelda, minus the screen transition. So you’d wrap around the screen and the rooms would morph slightly and new enemies would spawn. We wanted enemies, bosses, and puzzles. We ended up only being able to fit in enemies and bosses.

Cameron and I continued trying to come up with ideas for enemies, and what the game was even going to be. Cameron worked on the background and character art while I tried getting character movement in. It took me a few hours to get all the math right, and that was about all we got done the first night. However, it already felt smooth and polished. I tried making the code easy to expand and overused the glorious coroutines that are available in the Otter engine.

Day two

I didn’t get a chance to start on Saturday until 3:30 PM, so we were already out a bunch of hours. I had interviewed Florian Himsl (Binding of Isaac) on indie(Radio); Broadcast #50 and that took up a majority of my morning. So we were already pretty far behind, since the jam was nearly 1/3 over at that time and all we had was this jellyfish moving around. The rest of the night consisted of me programming the start of the squid enemy, getting lighting effects working, and learning how surfaces in Otter work. This was one of our major downfalls, that we tried to do a lot of things we didn’t know how to do. Cameron had never done this art style before, and he isn’t experienced with animating (more about this later). I had only tried doing lighting once, and it was awful. The way I was doing certain physics were also different than I had done before, and ended up giving me a lot of trouble at first until I completely wrapped my head around what I was trying to do. Another huge time waster for me was all the special features I added to the lights; you can (in code) specify a series of colors, intensities, and sizes, as well as timespans for each, and the light will loop through these. It is used a little bit, but there were features that weren’t used that could have saved me programming time had I not gotten carried away. We had a lot more effects we had originally planned on putting in the game, but ended up not adding them because everything little thing takes a lot of time when you put it all together. I also should have brushed up on vector maths before the jam, because I’m a bit rusty with them. Before I went to sleep, I hit a friend of mine, Mike LeRoy, and left him a build, asking if he’d be interested in making some tunes for us.

Sunny Sunday

Cameron and I spent a good chunk of the day looking at pictures of fish, trying to come up with some ideas for new ones. We added the huge fish in our game (the flying gurnard), but didn’t finish it completely. Cameron had a lot of troubles with the animation, and just couldn’t get it right. After fiddling for an hour or so, I took the first frame and tried lerping its y-scale back and forth between two values, and it ended up looking really good. Surprisingly good. Cameron, however, wasn’t bummed that he had lost that time, but rather re-energized by seeing that we finally got the boss to look good. That hit me, and completely changed the way I looked at working on this game.

We decided to do a cool enemy based on these sea creatures called salp. They look like a chain of nodes, sometimes luminescent, sometimes transparent, and sometimes just a simple solid color. The concept was to make it so they’re connected, and you can kill a node in the middle, making the chain break into two distinct chains. Pretty cool! While the squid was the most interesting to program, I really got a kick out of how I organized the code for the salp nodes.

Finish Strong

I woke up earlier than I expected on Monday, and stayed in bed for a good 40 minutes before jumping out and working on the game yet again. The entire day was a blur, but I got enemy spawning/a wave system implemented. It was also essential for enemies to fade in and out upon spawn/death, which ended up being kind of buggy. I never quite got it working 100%, and if you kill an enemy just right, you can crash the game. I finished programming the squid and boss, and then the rest of the day was adding menus, getting animations in, polishing, fixing bugs/crashes, etc. We just barely finished on time, with about half an hour left before we had to submit. We fixed a few more things and then waited for the game to upload!

Looking back

Overall, I really enjoyed this jam. Cameron and I made a great team, and it was super exhilarating writing code for his assets. It was also a great pressure of mine to try to make everything as polished and smooth as possible, because I felt I owed it to Cameron after making such fantastic looking visuals. We wasted a lot of time trying to do things we weren’t experienced with, and it ended up killing us a bit in the end. While I think jams are a great time to try new things, if possible, research a bit before the jam or make sure these new things you have a fairly good idea of before you jump in. Of course, you don’t always know what you want to make, so it’s not possible to research every time. Also, keep my golden jam rule in your head: don’t add things to the game unless it absolutely needs them. Once you have all the bare stuff in, then add more. I got a little carried away this time with all the lighting and special effects, and spent way too much time working on that when I could have been making enemies. We did have two more enemies planned, with the artwork already done for one, but it didn’t make it in.

This jam has renewed faith in my game development skills. I once again feel like I can create something substantial and interesting. I can’t wait for April’s Ludum Dare, and most likely will be joining it again with Cameron, and Mike as well if he’s available. There’s some great games I’ve seen so far, and can’t wait to see how the rest of the event turns out!

Timelapse

Tags: cameron erickson, jam, ld31, mike leroy, otter, timelapse, to fight the sea

Mutatoons Social Impact SemiFinal

Clipboard02The game is fully functional 😀 with 8 lvls+1! :

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46920

What can i say? The game works, it have 3 little monsters to pick and a lot of bugs! 😀 yea pick your bug 😛 … and tell me where is it to fix it ._.

It’s easy to play! just pick your mutatoon and then aim and power the canon (by holding your touch or mouse) and release to fire!! and let’s see how do your products impact on people.  The objective is to sell mutatoons and avoid knocking people (i know its fun to hit people, but don’t do it, they are costumers).
It have Highscore table so you can impact on other peoples mind!

Mascarpone TD

 

 

http://ludumdare.com/compo/wp-content/compo2/407933/44551-shot1.png

 

WE KNOW YOU LOVE MASCARPONE! So play it ! XD P.S Click on image x)

Disco Kitty Nightmare Post

Check out our game Disco Kitty Nightmare!

If you like disco music, weird aesthetics, crazy gameplay, hard difficulty and twin stick shooters then you’ll love this game!

If you think you’re good enough try beating our high score at the game!

Just added an embedded player for easy access at the game! Yay for convenience !

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39494

Primary

Score

For my own curiosity, I did a little searching.

I wondered how many other entries had games with wizards, so I put “Wizard” into the entry search field and found a single page. A paltry 18 entries out of thousands. “Are wizards losing favor?” I pondered. So I decided to compare a few terms to see how wizards stacked up:

Wizard:18
Ninja:20
Knight:24
Robot:67
Pirate:16

Ah ha! Wizards beat pirates! But all were soundly thumped by:

Cat:237

Impressive, unless you consider:

Eat:835

Wow. And what about the internet’s eternally most searched term????

Sex:5

Ha ha ha ha ha.

Tags: funny, ld31, wizard

Comments

RougeRogue
09. Dec 2014 · 16:11 UTC
Ninjas beat pirates!!! Yaaaaah! (ps. my game is about a ninja fighting pirates)
09. Dec 2014 · 16:56 UTC
Here’s my lonely wizard, for those interested:
09. Dec 2014 · 17:39 UTC
In our game, you play a Wizard character, although we ran out of time and it’s more “implied” than anything.
andrewkennedy
09. Dec 2014 · 18:12 UTC
Proud member of the Pirate game club for LD31!
CrefossusJam
10. Dec 2014 · 02:15 UTC
Eat returns create, so search for ” eat ” (34). Same for cat (17).

First Ludum Dare experience: The Room – Small action platformer game

Hey =)

Sucess! First game I’ve made for Ludum Dare and also the first game I published on the web for people to play it like that. It’s a game where you find yourself in a tiled room where the tiles come up and kill you or serve to you as platforms to jump higher and collect points and power ups.

I tried to make it in a minimalistic way and I was inspired by these casual but harcore games which demands the player reflexes and dedication, it has 10 lvels and I’m happy with the results, even if the game has a few flaws.

The game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25516

Screenshot3

The song I picked up on newgrounds from ParagonX9, I did the proper references on him, although I’m not that sure if I could have used it on Ludum Dare even if I’m not competing in the audio competition. If not, please let me know and I will upload the game without music, I wish I had time to have made something myself, but well, all the rest demanded a lot of work so I couldn’t finde more time.

Made in the 72 hours, but tried not to overwork it, so I kept the simple idea and just worked on its fundamentals to make the game fun, trying to polish what I could. I hope you enjoy it =)

And thank your for all the people who submitted games, the ones I’ve played so far are very nice games and are actually a good teaching experience on game design and development for me =)

Bugs fixes and tips for Temple Swapper

Hi all !

We’ve fixed some “typos” bugs making the game more enjoyable since the “swap” mechanic was messing around with some objects colliders, so now, dropping an object on a spider will feels right (hopefully), so please try it right away and tell us what you think !

Also, some tips to make it in one piece and score high :

  1. Wait for the last second before a spider touch you and time your swap right at that last second to strike hard !
  2. Swap BIG objects if you’re not sure to kill a spider with what you have around you.
  3. If you hear the spider making a “tssss”, better prepare to swap with an object 😉
  4. Run in the opposite direction of that spider if you miss a swap, because the spider can spot you easily and track you down to your death.

 

I hope you enjoy our game more than when we made it ! Big cheer also to the maker of the music (Coffee-Break), it really puts the moods to the gameplay!

Thank you

Thanks for all the people voting and commenting on our game, Hard Winter!

We are trying to play and rate as many games as we can. 😀

HardWinterGIF

Our first Game jam

This was our first game jam, and we had so much fun. We made a small game called “Chin-chan-chow” and we are so happy to have it finish it before the 72 hours mark, we learned so much from this experience and gave us motivation to start new projects. Just wanted to thank everyone on the irc who helped, the people who helped hosting the event and the participants.

Chino

Here is my game.

I’m really thankfull for playing my game

I’m 15 years old and it was my first Ludum Dare and I made a small game cald Tobias is Running Alone. I say a really big thank you for everyone who played, yet and I will be really thankfull if others will play too. It helps a lot for me! Thank you!

 

Link for game

Hey you! Stop! Check this out!

Do you want to murder some pirates with a sword and some shurikens and leave some feedback on what I did well and what I can improve on while you’re at it?

Then Flailing-Arm-Ninja is the game for you!

Scrnshot3

 

Look at the guy. He’s dead and it’s all because you’re not playing. HAVE YOU NO SYMPATHY FOR NINJA-KUN?!

So yeah. Link and stuff.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43866

boo…oo..(!)

Pim Update 3 – After the Finish

Stuck in Pimbo

I was working up until the deadline for the jam on the game, and got some good testing in before I finalized everything. There were a couple things that slipped through the cracks because of time, and we plan on addressing them in the future. That said, we accomplished our goals this time around, and that’s something to be happy about.

  1. Successful submission: for our skill, tools, and time commitment, I’d say this game was as polished as it could be. It’s only 72 hours, after all. This is a lot better than last time, when we didn’t submit anything at all.
  2. Canvas Desktop game: check. This game works on a desktop in most major browsers so far, and it runs decently, too. Even after a couple rounds and a lot of characters being rendered to the screen, it keeps up.
  3. Mobile version: is the same as desktop. Size, controls, and display were all taken into account at the very beginning when laying everything out. This game has been tested on a couple android devices and an older Ipad. Some of the default android browsers get a tad laggy with the game, though. Chrome for android works really well. Playable on mobile is a check!

Last night after playing a lot of the games here, I started comparing the game to others. There are good and bad things about doing this (just like comparing yourself to others), but I think the main thing I’ll takeaway is that for next time, I’ll try using a library like Phaser, Melon, or Three.js. Seeing some html games that used libraries is like looking at game I might find in a store, for whatever console/device. I didn’t want to futz around with learning a whole new library for this competition, though. I enjoyed working through everything myself and practicing OOP techniques along the way. I enjoy working in the trenches like that. It just means that when I want a feature, I need to make it myself, instead of relying on it being built already. So until the next LD challenge, I’ll be investing time into a js library.

It’s great to read comments. People here seem to be very respectful and mindful, and that’s refreshing. Based on some feedback and our own concerns when we play, these are some things we want to address in the next version of Stuck in Pimbo:

  1. Asset Preloader: didn’t get to build one in, and that can cause issues for people with strained internet connections. I know I should practice what I teach, so this is priority number 1 for me.
  2. Revised Controls: or revised randomness of the movement of the Pims in all stages. People complain about not understanding the controls, so we’ll find something better. Possible additions to this is adding an initial ‘walkthrough’ state that prompts you to do stuff.
  3. Better Collision Detection: I played with a number of different ways of detecting collisions between elements, some working better than others. I think other libraries have this down pat, so I’ll study those and improve what I’ve built myself.
  4. Script Efficiency: I want to make this game smooth. Smooth transitions, smooth gameplay on older, slower devices, smooth.
  5. Refined UI: focusing on building the game mechanics, I left the ui pretty simple. I bet it looks like a turd to most. I like to just say it leaves you to appreciate the game graphics. :p

If you haven’t played yet, I highly recommend jumping in! The game works in your browser, and features some cute pixel ghosts.

Entomophobia

thumbnail2

Entomophobia

The latest game from a certain company for a discontinued portable console. And it’s all about arthropods! How lovely!
You play the main character, called by some name or another, whom you must guide in her quest to cleanse the world of nasty icky gooey bugs. With her trusty crossbow by her side and your steady fingers, you will soon have to face the dreaded king of arthropods, who rises from the oceans in defiance of your exterminatory goals!

Finished my first Ludum Dare Game

Yeay, I  finished my first Ludum Dare :-)  and I was doing better than expected. Overall I had lots of fun and I will certainly participate in the next Ludum Dare.

I combined the snowman theme with the official theme “Entire Game on One Screen” by making a fixed camera. At first I wanted to let it snow snowballs, but this wasn’t working as I imagined it, because of the screen format there wasn’t so much vertical space, so I came up with the idea to place snowcannons in the world.

What went right:

  • Art style
  • Game idea
  • Sound and music  (my first time making music for a game)

What I could improve:

  • Build Size (I will build a version of UE4 without unneeded parts next time)
  • GUI – next LD I will add a proper menu with difficulty-selection,..
  • More variation in gameplay

What I will do different next time:

  • UE4 is a very fast toolkit for gamejams, so next time I will try something bigger, like a small RPG

Play Game – The Snowman and the Cannons

How to play:

Try to save the snowman by dodging the snowballs (Controlls: Left/Right or a/d and spacebar for jumping)

http://ludumdare.com/compo/wp-content/compo2/407933/44885-shot0.jpg

My first LD, it turned out pretty good :D

So this was my first. Im actually surprised I managed to put up something that did not feel unfinished or completely broken(to me). The feedback I’ve gotten so far has been great and greatly appreciated. Most people seem to like it and I have gotten many good suggestions for tweaks/improvements. Thank you to everyone that played/rated/commented so far!

If you have yet to play it, please give it a GO if its not terribly inconvinient for you 😛

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44790

Here’s a screenshot to get you excited!

ElfHunter-screenshot01

 

I will keep playing all of your games as much as I can. If you’re afraid I might miss Your game 😛 then leave me a comment and I’ll check it out 😉

Thought I should say that I have A DK2, so if you have an Oculus Game, link me to it, and I’d be happy to rate it!

Hello!

Thought I’d lend a helping hand to those who made VR Games, and, yeah! Link me to your game, and I’ll be happy to check it out, as long as my small brain can decipher how to run it! It’d be best if it was DirectToRift.

Kind Regards,

 

Taha

 

PS: Shameful Plug – Here’s Like A Boss, my soon-to-be-patched LD31 Entry.