LD31 December 5–8, 2014

Lost Path, quick explaination

    
Lost Path : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29406

 

Hello guys !

We are quite happy with our game as we were really not certain of its appreciation. It’s our 4th time into Ludum Dare and for the moment we’ve always done game based on original ideas and gameplay and each time we had good feedbacks and did between 140 and 150 overall each time.

This time we tried something we never made : a game based on narration with a gameplay less important than usually.
Narration is with voices and we had to record them on one time really quick because the one that had the english accent (we are french) could record only on a short period of time so we tried our best to pull off a good story quickly but not used to it was not the easiest.

At the end we thought that the game would not receive a good welcome because it’s really calm and kind of kid oriented but we had good feedbacks even if the gameplay can be pointed out so we would really like to thank you for this open mind that you have shown!!

The theme was a bit tricky has it can be understood of many ways by each person I believe so we wanted to use it as a book and each time the hero gets out of a screen he gets back to the same screen with different element and as the same place.

Thanks again and see you next Ludum ! =)

 

Comments

11. Dec 2014 · 13:29 UTC
I love your game. It’s one of my favorite.

Dedicated server!

Hi everyone!

GridCars, our game, is a multiplayer game. We received lots of messages saying that people can’t play right now, because they have no one around to try it with.*

Well, no more excuses!

GridCars

We have a dedicated server up and running.**

Join it by entering germanunkol.de as the IP address.

We will be online from 8:30 pm (now) until around 10 pm, UTC + 1 ***

The server will be left open afterwards, so go and join it!

Screenshot from 2014-12-11 15:57:56

Click here for more infos, downloads and to rate the game.


 

* I sincerely hope that this means your friends all just don’t have the time right now, or you don’t want to bother them with a game you know was made in 72 hours and is thus probably very unpolished – and not that all your game-programming has left you with no friends!

**To achieve this, we have done more work post-jam. We admit it. Basically, we stripped the game from graphics to be able to run it headless as a server. And we fixed a bug, which wasn’t really in the game but the underlying network engine. We admit that too. If you feel like that’s cheating – go play the original version! We won’t hurt you, but you’ll need to find a friend to try it with, and they seem to be rare these days. :)

*** That should be 2:30 pm until 4 pm ET

Mascarpone lookin for feedback

HELLO GUYS!

Ma-mascarpone TD

We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you –

Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!

http://ludumdare.com/compo/wp-content/compo2/407933/44551-shot0.png

Lessons learned and the voting process

This is my second Ludum Dare, and my first attending a Ludum Dare venue. I’ve just brain dumped a few lessons Ive learned (mainly to server as reminder to myself). These are probably either common sense or strictly my opinion, but here it goes.

Setting Priorities
Working with a team is a lot of fun, sharing experiences and advice from a variety of jamming events sets your priorities in order throughout the event, and the long hours through the nights.
From my first experiences and lessons learned with the LD jam, was to keep things simple. 2-3 game features maximum (or 1 per day). Be that jump, shoot, upgrades, magic, shop or enemies then highly polish these few features. Working in a team doesn’t necessarily allow you to make bigger games, but more polished games. You also spent more time talking and playing together, so dont expect x3 people to do x3 more work (the old saying that 9 pregnant women cant produce a baby in 1 month).

Start middle and an end
I felt that an intro page and a simple finished game page makes a lot of difference. The attention span of the reviewers from what I can tell is less than 5 minutes, any glitch bug or fall through platform and its an instant rage quit. Better to chop something out the game completely than leave a buggy game breaker in.

Also people love to beat games and feel rewarded for winning. Endless puzzle games are also great.

Clear goals and player movement
Moving on to my second LD event I realised the importance of having the controls on the screen at all time. I think the only game that people universally understand are runners with just the space key to jump.

Make it easy to the point whereby the player can give a fair review
Whatever health you have given the player, double or triple it. Double it because you are the creator and know all the tricks of the game. Triple it because you want 80%+ to hopefully get to the point whereby you feel they can review it correctly.

Letting go
Good job, you released a game. Dont get emotionally attached. All the best games have some harsh critics, and mostly people are supportive or can relate from experience. Fix some bugs. Learn some constructive lessons for next time and avoid some of the unusual negative comments that serve no constructive purpose.

If only there was a genre field so that we can attract the type of reviewers we want to our game, say rpg, runner, platform.

A childhood dream become reality

When I was a kid, I absolutely loved Newgrounds. To me, it was the best thing ever on the Internet. Today, I found my game on the main page. For some of you, it may not be a big deal, but let me tell you : the kid in me is soooo happy.

Thanks LD!

 

Screen Shot 2014-12-11 at 1.57.32 AM

Tags: compo, journal, motivation

Comments

11. Dec 2014 · 16:48 UTC
My game is there too! Go us!
14. Dec 2014 · 12:49 UTC
That’s pretty sweet. I posted mine and in the first 30 second, it tanked. Instantly, I had 10 views & 2 stars. There wasn’t even time for people to have played it, so I got frustrated & took it down. Oh well.

Hazard Lab

It is my first Ludum Dare. I am so excited when looking back that what I have done in 48 hours. I have to say make a game in 48 hours is extremely tired and crazy! However, I feel so happy for it.

So here, I would like to invite everyone play it and feel free to comment. Thank you!

Hazard Lab

IntroBg-01

Wreck a Goblin : The Postmortem

The time-lapse

The game : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=40976

The Postmortem :

Saturday 12/06 – Belgium – 3.00 am : Aah the theme just came online. Oh Okay… « Entire game on one screen ». Not the theme I wished for but what the frack, it’s Ludum Dare time, don’t give up because of the theme. Let’s make a short brainstorming.

Saturday 12/06 – Belgium  3.09 am : felt asleep. No idea, no brainstorming. But a good night sleep.

Saturday 12/06 – Belgium – 7.00 am : Let’s do a old arcade style game. Yeah right, extremely original. There will be hundred of other game like that. Then take a vintage game almost forgotten and add some features. Take “wreck a mole” and put goblins instead of cute mammals… Stupid goblins.

Saturday 12/06 – Belgium  7.01 am : Sure, why not.

This intense discussion between me and myself started this Ludum Dare. The theme was, in my opinion, more an obstacle than a source of inspiration. So I decided to go KISS.

“Wreck a Goblin” is therefore a fantasy style “Wreck a mole” arcade game. As the wizard of the town, you must stop the goblin invasion with your powers and close their tunnels for good.

WHAT WENT GOOD… 

  • The art : I’m quite happy with the graphics of the game. the main menu should have been better but it was too late. The lightning effects appeared to work fine and the design of the wizard too. Huge improvement since previous LD(30).
  • The idea : Found one idea, stick to the plan. And the best ideas come when you do something totally unrelated with the game. Went running, found features
  • The workflow : No great problem with the process of game design.
  • Construct 2 : what a great tool. The more I learn, the more I like this program.

WHAT WENT WRONG… 

  • I deleted part of the project 2 hours before deadline : no comment. Just distracted.
  • The sound : I really need to improve my skills there… Any suggestion where to start ? Let me know
  • The features I had no time to add : I wanted to add other types of Goblins, a way for them to reopen a previously closed tunnel, but no time.
  • The controls : seeing the feedback, I should have made the controls more intuitive…

WHAT NEXT 

  • More features
  • Decent sound/musics
  • Mobile version : first time I do that. It’s gonna be interesting.
  • Post compo version in a week or so.

Thanks everyone for your feedback and ratings.

See you soon…

Arnaud

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ mainmenu screen screenshot1 goblin
sorcerer

Can you defeat this boss ?

So, we made our game, we made some enemies, and we made it really hard to get to this boss:

Look at his face. He is looking at you.

Do you think you have what it takes to put him down? If the answer is yes, you can try it right now !

And here is a little image for you guys, an artwork made by Eric to be the endgame screen ( but that would break the one screen theme so we didn’t put it into the game ) :

fromwell artwork2

 

You guys have been giving us amazing feedback, it’s great to be participating on this LD!

Here it is : Little Office Troubles !

Hello guys !

This weekend I’ve made a game with my girlfriend and it was really cool. It was her first jam as an artist and she did great !

In our game you’re playing a NAZA employee. You’re working very hard when suddenly, someone tries to hack your computers. Do your best as the fine engineer you are, and make this madness stop before it causes you some troubles.

YOU CAN TRY THE GAME HERE !

 

Screen3

A really useful tip

When you upload a game, if it’s playable on the Internet itself, use the header ‘web’ , if it has to be downloaded then label it as the system OS it uses. It’s not helpful if you upload a game with the link WEB and ten it has to be downloaded.

The number of games I’ve tried to play on the web but ended up downloading a .exe file, bearing in mind I’m using a Mac, is insane and is really irritating. The reason Mike went to the trouble of having predefined links is for them to be used for that purpose.

Just a small tip there.

Kaleidoscope post-mortem

Kaleidoscope the game

I get a lot of positive comments on my game! I like this game more than my previous games. So, how did I manage to make a better game this time?

KISS is for keep in simple and stupid. I read about this principle here a while ago, and this time I was totally going to use it.

Good stuff:

  • Planning. I woke a minute before the LD started, it’s my first time seeing the final countdown. And I started programming about 6 hours later, because I had stuff to do. So, I could take some time to plan my game well.
20141211_202745

Level sketches

  • Game idea. This game is simple, but it’s still fun and original, so I didn’t need to implement big features or draw big artworks or anything.
  • Time. I can’t say that time-management was perfect, but since my game is simple, I spent less time on it than on previous games.
  • Graphics. I’m bad at drawing, but I managed to make good graphics with almost no drawing! Instead, I used a lot of graphic effects and details.

 

So-so:

  • Music. Oh, I can tell you so much about making music for my game! At first I wanted to try out a new tool I found recently, Sonant Live. I composed some music and realized I’m bad at it. Then, I decided use a time-proved tool Abundant Music, which is a music generator. But it has 2 problems. 1: it can only convert into .mid, 2: I guess you have to be a pro at it to make it generate exactly what you want. After some time, I managed to convert the most fitting track into .wav, with this amazing device I invented during one of previous LDs: 20141211_204042

    Super Awesome Sound Wave Generator 20000

    …yes, I just put the microphone between my headphones and ran sound recording. After some tweaking using Audacity, I managed to get good sound quality. So, the first problem is solved. But I couldn’t solve the second one! Abundant Music didn’t generate a track I’d like. So, I went back to Sonant Live and made music with it. It turned out to be pretty good, maybe that’s because I had no other choice.

  • Code. OMG my code. When I wanted to add recoloring floor, I just modified “move walls” function to check if the input entity is a tile. When I wanted to add moving enemies, I just modified “move walls” function to check if the input entity is an enemy. One function does 3 things! And loading level is done by 3 functions, so if I want to find something, I need to look through all of them. Also, I had several nasty bugs those took me a couple of hours to fix.

 

But I learned something:

  • You can make a game that’s both simple and innovative.
  • I’m not a noob at making music, and Abundant Music isn’t a panacea.
  • Graphics isn’t only about drawing.

Philosophical question

Hi. It is the first time I and my wife participate in LD. It was a good new challenging experience.

armor3_100armor1_100armor2_100

Playing different game in LD31 I came up with some interesting thoughts. When we were making our game Turn a cave! we concentrated on some new and interesting game mechanics. I noticed, that lots of developers do it in a similar way, trying to discovery new mechanics, interesting gameplay features or present well known mechanics in an unusual way.

~~Check out here, what we’ve done!~~

But some developers go another way. They are not so concentrated on gameplayer, but try to share story and mood. They are creating game with deep emotional or intellectual experience. I’m talking about games like Lost Path.

panda

(I hope  louis.denizet won’t mind I’ll speak about his game)

Lost path is brilliant example of emotional game. And I notice, that playing and winning games of this type give me much more mental pleasure, then games with interesting and even brilliant  mechanics. It’s all because of emotional involvement in the process.

So I came up with the question, what is more important. What makes us feel pleasure of playing videogames? I’m speaking about not only jam games, but about game industry at all. Or saying more philosophical, what is primary: form or content? Please, share your opinion, I’am really interested in the view of community on this question.

Personally I think, good game should find a golden mean between this categories. But content is the primary thing, that makes me feel that a game is awesome.

Future Updates!

For anyone who might be intrerested:

I’m planning to continue working on my game “Dungeon Rush” and I’m working on getting the Android version to work.

You can play an updated version of the entry here.

(The window isn’t that small anymore, some little fixes and the game is generrally a bit harder)

Also I will post a Mac version soon too.

You can follow me on twitter for future updates =)

screen

 

 

Play UON!

Did you play UON?

Is my entry for LUDUM DARE 31.
Is pretty simple, but fun and addictive.. play it, rate it and give me feedback please!

[PLAY HERE]

If you already played it, then tell me what is your highest score! 😉

 

Streamers playing my game!

Untitled-1

gelatindesign #rekt everyone

http://www.twitch.tv/wertle/b/597848675?t=190m51s

While I was busy playing my Mach60KAS’s game with a few other people, someone submitted my game to Wertle’s stream and it got (miraculously) randomly selected out of like 50 games! They only played one match, but I’m glad they had fun! It was also good to see a game that I wasn’t present in, since I’m pretty positive I ruin the fun for everyone by getting 15k points every time :I

Earlier in the week I played with taunia_sabanski’s stream (no VOD unfortunately) and Noaksey’s stream, which is recorded here and much longer (and makes more sense cos there aren’t like 8 players)!

http://www.twitch.tv/noaksey/b/597505909?t=40m30s

The players will look up and shout "Save us!"... and I'll look down and whisper "No."

The players will look up and shout “Save us!”… and I’ll look down and whisper “No.”

The server crashed at the end though (the bug was fixed for taunia and wertle’s streams), so we weren’t able to play long enough to see Noaksey become a SNOVERCHILL GOD. yokcos700 did come back later and eventually rekt me in a few games though :( I did actually submit my game here, so no miraculous random selection!

Thoughout the week I’ve been playing with some people who got really good at the game through playing for a while (some people stayed on for like an hour at a time!), and found a ton of cool spots to pull off insane tricks. Someone else even pulled off a 5x trick, which is worth like 3.5k points! (and now i know where to do it, hahaha)

It’s fun getting streams to play the game – the most fun thing about making a multiplayer game is by far playing it with a bunch of other people. The feedback has been incredible, and I hope you guys have had as much fun as I have!

Here’s the link if you’re interested, but make sure you have people to play it with! http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7339

To Ludum Dare and beyond

After the overwhelming feedback on the concept of my game, I’ve decided to keep going with for a while, most of all to build out the core functions I had in mind from the beginning. I’ve already pretty much rebuilt the entire commands system from scratch, making it much easier to work with and a lot more extensible. I’ve also added a (currently very gimmicky) note taking function, mostly to try out the new system. I’ve also finally added tab completion, and suddenly typing is like walking on clouds!

Next up, unless I get side tracked on the way, which very well might happen, is adding new, more interesting levels. I’m really not satisfied with first one, and I expect the coming ones to be immense improvements to the existing one!

I’ll keep uploading the latest (nightly) build here:
http://antonlejon.com/ld31/latest/latest.html

If you want to check out the original, look no further than here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38819

Elsewhere in gaming…

As a matter of curiosity, one of my non-LD games, Doug dug. (iOS, Android), has had a huge upswing in popularity in the last day or so. It’s pretty exciting to have 35,000 people download your game in 24 hours.

But I’d love it if you could rate my Ludum Dare 31 entry, Claustrophobia.

Doug dug.

Comments

11. Dec 2014 · 16:19 UTC
Very cool about the Doug dug game. I just watched the trailer and it looks pretty neat. It is now on my wishlist. I’m off to check out Claustrophobia.

Some facts about my game “Spacey Trail” and some shoutouts!

Hey so I compiled a list of some (maybe) interesting facts about our LD Project/Game that I and maybe some others may find interesting!

The game is created by 2 people, Programmer: Jackie Christensen (@jacksendary) Artist: Bettina Andersen (@tinachan_ba)
Created within 72 hours – Rough estimate of time used actually working: Jackie: 36 Hours Bettina: 24 Hours
Created with Unity3D V4.6, Visual Studio, and Photoshop
First time using the new GUI system in Unity (was interesting to use for this project)
Total lines of code (LOC) (Estimated by Visual studio’s code calculation metrix): 746 Lines (all written by jackie)
First sub theme the game was created from was Resource management, with inspiration from Oregon Trail
Current state of the game very buggy
The event system (the most bugged part) was created within roughly 3 hours in the very end (not the smartest idea :D)

If you wanna play the game feel free to do so here: Spacey Trail
Final game intro screen
Early Game Gif

After now voting roughly 150 games we’ve found some that we though stood out and we wanna give those a shoutout!
Streaming Simulator: Hard and very interesting game: StreamingSimulator
Discord: Fun little Puzzle game with good potentials: Discord
LiliLight: One of the most beautiful games we’ve seen so far, and a very interesting idea: LiliLight
Lord Of the Dungeon: Cool Dungeon crawler, Platformer, RPG game: Lord Of the Dungeon
Press Enter: One of the game that I think was very weird but pretty fun idea: Press Enter

and there was at least 50 more games that as easily could have been placed on this list but I think these 5 was some that we really though stood out and we remember playing!

Hyper Soccer now playable in the browser

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Hyper Soccer is now playable in the Browser, go try it now. It’s a frantic little local-multiplayer game with gamepad support, you can even play with as many players as you have gamepads. So grab some gamepads and some friends and get playing. (Although gamepads may not work in the Web-Version, and you probably need to download the Desktop-Version.)

Hyper Soccer GameplayIt has a lot of match customization options: you can choose the unit types available, the AI Difficulty and the amount of units per team. Although, not all values may be reasonable…

Promise me to never do that.

Promise me to never do that.

Two teams with various unit’s consisting of four unit types, each with their own special ability, try to get the ball to their side of the field, to win a round of hyper soccer!

Grappling Match

I do however recommend a “only-grappling-hook” match.

 Libgdx doesn’t like Iframes

I had to jump through a few hoops, to get the HTML5-Build of my LibGDX game to run flawlessly on itch.io, because it gets embedded in an iframe. If you are having similar problems you may want to read the stuff below.

Beating the iframe

First problem is, although mouse clicks are distributed to the iframe, key events are not. To remedy this you will have to add a call to window.focus() in your handleMouseDown javascript function in your index.html file.

Disabling Arrowkeys

Next problem is, if you use the arrowkeys as controls, they will scroll the page and/or the iframe when pressed, that’s really annoying when trying to play a game. To prevent the iframe from scrolling, you can simply make the size of the iframe a bit bigger than your game is. But to prevent the site itself from scrolling, you will want to prevent the default arrowkeys behaviour. This did work fine in Firefox, however not in Chrome, so a different solution had to be found. After applying BOTH methods to my index.html (just to be sure), Arrowkeys no longer scroll the page, and the game can be enjoyed in peace. (If you are not sure about how to do something, you can always check the source-code of the game’s page.)

Deploying to itch.io itself is actually pretty straight forward, you just zip all the files in your html/build/dist/ folder and upload it to itch.io – finished!

I hope this saves someone from going through the  horrible things I had to go through.

Tags: hyper soccer, now with more web, web

Thank you all

 

 

GTAlien by :::: PULSARTRONIC ::::

GT alien 2700

Hello to all of you, this is our first LD JAM participation. We are impressed about the big amount of games developed … we are having fun trying all we can , there are a lot, so we don’t know if we are gonna take a look to all of them … Anyway, congratulations to all of you …

Let us know about your game by leaving a link on the comments so we can rate it 😀

this is ours http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45161 take a look and have fun

 

Cheers and good developing !!!!

Score to Snowma’am

I think the score is the best aspect of my game, but people have been generally ignoring it. So I’m sharing it on Soundcloud to be extra obnoxious about it 😉

 

Comments

11. Dec 2014 · 16:57 UTC
For what it’s worth, I’m really digging the track. Especially after the 2:45 mark.

Tesseract Hardcore Mode Walkthrough

A lot of people couldn’t get to the ending of Tesseract, so I made a walkthrough for the Hardcore Mode (with the ending scene)!
Feel free to watch this if you get stuck or you simply want to know how the game ends!
Thank you for watching :)

Happy Snowman

Hi there everyone! My simple pixel-art game about snowman (don’t throw stones). Happy Snowman.

New year is coming… But not all children will receive presents because absent-minded Santa keeps loosing gifts on his way to children.
So you are playing as a snowman who is trying to help Santa and pick up all the lost presents in order to return them to Santa and consequently increase children’s chances to receive their gifts. Have fun and beware of a harmful gnome.

 

ld31_6

When Snowmen Attack Timelapse Video

This is the timelapse of me developing ‘When Snowmen Attack’ over 48hrs for LD31.  I didn’t do a timelapse for LD30 and really wish I had, so I really wanted to do one this time.   I did most of my art and all the music on my ipad so it’s kinda boring in places, mostly just me coding.  Anyway, this is my first timelapse I made a some newbie mistakes.

You can play/rate ‘When Snowmen Attack’ at : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41103

 

Temple Swapper – Post-Mortem – Part 1: First time organization

This is our entry ! Check it out if you haven’t already 😉

When we decided to participate to a LD for the first time, we didn’t knew at all what was coming at us. We didn’t investigated, or made research about the rules or anything. We simply wanted to participate and be thrown up with a theme and trying to figuring out, on our best capacity, on how we could handle it ourselves for a limited period of time. At start, we thought it was 48h, because everybody we heard about it were alone and were doing the Compo, so we decided for the most part that we needed to make a simple, yet very short and easy to do game, so we could focus the most of our time on the core experience, the game design and the game balancing and not on programming problems like we already faced in the past. After all, we all took a game design degree class and one of the most challenging part was to design a game and trying to concertize most of its part within a set deadline.

A week before the LD, we still didn’t investigated the website for information, so we though it was a good time to search for past LD’s post-mortems in order to seek out how this event were unfolding for other people. It turns out that we learned that :

When you do a Ludum Dare, it’s not about making a game in 48h that felt the most challenging, it was about being organized within that time limit.

A tons of post-mortems were talking about time management and how an idea or a feature could have been implemented if they had previously planned efficiently their weekend. We read that some people were stumbling and thinking too much on ideas during the first day that they couldn’t have implemented other things they cared about. Sometime it was about bugs or other problems that were too much ambitious to implement and took too much time to fix.

So with all that knowledge, we knew that to be sure to have a game at the end of our first LD, we needed to stick with something simple and I think the theme did really proved to be the right training for us.

As for the organization of the weekend, we sketched a schedule that would set our main goals and guidelines on how we would be tackling the LD. It was important to make it as much open as possible and that this schedule was only for us a temporary guideline, something we could relate to if we lose focus on the next task at hand. We were fully aware that if something was going to go wrong, that schedule would be scrapped and we would’ve need a new one to fit the current situation.

Anyway, we decided to share with you our schedule, if in any case it will be your first LD or if you need something to relate to. Remember that this schedule has been made for a team of 3 in mind and that we made it before knowing in the end that it was 72h instead of 48h :

Friday

Goal of the night:
Getting an idea and a core mechanic before the end of the night. The more fast we discover the “fun” factor and the core experience we want to deliver to the player, the more time we can focus on balancing and bug fixing.

Schedule proposal for the night :
21:00 : Theme discovery and brainstorming on possible ideas, concepts and experience that would make a short game in 48h.
23:00 : Prototyping the core experience. It could be a simple gameplay mechanic that would define the game or a way to play the game according to the chosen design : this has to be as much realistic in term of technical difficulty and simple as possible to test, but not mandatory. For graphics and sounds, there would be an extended research on the artistic vision and sounds we would like to have for our game.
1:00 : End of first prototype, whether it’s finished or not. We must be strict about that part, since sleep is not something we will have the luxury to mess with.

Saturday

Goal of the day :

At the end of the day, we must at least have a playable version of the game, with some art assets/sounds ready to be tested. The focus should be aimed at getting the gameplay and the experience to feel right by pushing the fun factor and the theme to its max.

Schedule proposal for the day:
1:00 à 7:00 : Sleep time – We need that sleep to regain our energy for the day to come.
7:00 à 8:00 : Breakfast (Eggz ?)
8:00 à 12:00 :  Prototyping of version 2 : Continuing on refining the core gameplay experience. On the side, we create some graphics ready to be implemented at the end of the day and we search and try for potential musics and sounds.
12:00 à 13:00 : Lunch time.
13:00 à 17:00 : Prototyping of version 3. We implement the first graphics, sounds and music. We also make sure that the core experience is defined and can be played, even if the result is still representative of shapes (cubes, placeholders, etc).
17:00 à 18:30 : Supper
18:30 à 00:00 : Prototyping of version 4. The goal is to make sure that the game is playable at that point and that it reflects really what the experience is about. This need to be set in stone at that point and make sure everything is alright before going ahead with the final day and the final art/sounds assets. We decide also at that point if the game needs levels and if so, trying to implement a few ideas that can expand upon the base design.

Sunday:

Goal of the day:

Final touches on the gameplay, adding some levels if possible and implementing the final graphics/sounds assets into the system. The end of the day should focus on playtesting, balancing and bug fixing.

Schedule proposal for the day:
00:00 à 7:00 : Sleep time – Big energy was given on Saturday, it’s time to get charged up for the final day.
7:00 à 8:00 : Breakfast
8:00 à 12:00 : Version 5 implementation. Final assets are done and ready to be implemented.
12:00 à 13:00 : Lunch time!
13:00 à 16:00 : Version 6. If time is on our side, creation of some more levels. If it’s not the case, the focus should be on visual effects, juiciness and other visual improvements the game could gain from.
16:00 à 17:00 : Fast Supper
17:00 à 21:00 : Finished or not, the last version should focus on playtesting the final product, balancing and bugs fixes.
21:00 : The game is done and posted on the LD entry webpage. We drink a cup of tea and cheer up by playing other LD games.

———————————————————————-

Until we knew that the jam was 72h, we still continued to stick to the plan because most of us would have worked the next morning, so we still took into account that we had to make a game in 48h.

Now that the jam is over, we can say that we sticked to at least 80% of this schedule and in the end we still needed to fix bugs, add stuffs and last minutes touch up and balancing in the last 8 hours, but the most important was that we had a fully playable game at the end of Sunday night and we’re proud to have followed to the most part our schedule, because without it, we don’t know if we would have make it in time, really 😀

In Part 2, we’ll explain in details what happened during the weekend and we have tons of footages, pictures and videos to show you in that regards, so stay tuned !

The Eggz Team

Tags: eggz, ld31, post-mortem, Temple Swapper

ORION – My ld31 compo entry

IGNITION!!

Hi guys!

This is my compo entry. I think a postmortem of this will be funny, I’ll try to write it when I have some time.

Early in the process I felt that its mood and feeling would be decisive, so I put my effort into the sfx and graphics, in detriment of better and longer gameplay (I usually do it, my fault :P)

People are leaving wonderful comments, which makes me very very happy! thanks everybody \:D/

Please, be invited to try the game.

Comments

11. Dec 2014 · 19:11 UTC
I saw the game on twitter, very solid with great use of cockpit atmosphere. nice! 😀

Our first game. A web game for the jam.

We are a rock band from Mexico. We made a web videogame to enter the JAM of the 31 edition of the Ludum Dare. We used Kaiser, a song from Human Stalings, our first EP as the main drive of the game. The game makes a connection between the dissent at the way things are supposed to be in life and the way things are supposed to be in the game. All this occurs through the experience of a runaway bride, which makes sense for the song.

We only had three days to produce the game, so we decided to make a game with arcade like mechanics, with certain difficulty that offered players a real challenge, while also providing a serious twist on the common themes and graphic styles of arcade like games.

The theme of this Ludum Dare was “Entire game on one screen”, so we made a game where everything except the player can leave the screen. In that way, we also made the player a heroine struggling to survive, instead of the traditional hero guy who powers over every obstacle to achieve his goals; that way the desperation to survive completes the idea of the player struggling against the rules of the game. The game offers an exit to this survival experience: if the player is skilled enough, he can destroy the screen, and do away with the game.

You can play it here.

Screenshots:
ScreenshotScreenshot
If you like our music, you can find more songs and information here.

Thanks for playing : )

Tags: 2D, arcade, html5, jam, javascript, ld #31, music, phaser.js

Our second LD entry & third ever game!

Post taken from www.hotboxgames.co.uk/devblog

After the fun we had creating Planet Jumper for LD30, how could we say no to creating another fun little game for LD31?

That’s right folks, 4 months have passed since the last #LDJAM event and so it was time for another!

The rules and timings are pretty much exactly like the previous jam, with the theme being revealed on a Saturday morning at 2am…

While we were slightly disappointed with this theme, in our opinion it was better than the snowman theme that had been getting a lot of attention over the previous few days.

And so, we set out on making a game. We called it ‘Pipe Quest’ and you can play it for free here:

Click Here to Play Pipe Quest


We decided to go for a 2D style “precision” platformer game, where you have to make your way through the level as quickly and with as few attempts as possible.

Naturally, there are obstacles in your way preventing you from completing the level too easily – spikes, springs and ice will throw you off balance and send you to back to the beginning on more than one occasion!

We managed to create 10 levels in total – while we originally planned for 12, we ended up having only about 8 complete when there was just 30 minutes of the competition left! For this reason, we of course had to cut down the level count (but still managed to make 2 levels in 30 minutes, which is the fastest level design we’ve ever done!).

The player can jump, double jump & wall jump – with the latter allowing vertical scaling of walls to reach higher points on the map. There’s also your special move: fire punch. This lets you punch through wooden boxes at speed for both getting past obstacles and also gaining an accelerated finish time.

Overall, we’re really happy with how the game turned out. From thought, to design, to complete game in 72 hours, with online leaderboards, a story (kinda), radical music, new experimental lighting, partial animation & the rest!

We’d love it if you felt like giving the game a play (can you get a spot on the leaderboard?) and can’t wait to hear any feedback you may have :)

We can’t wait for the next Ludum Dare either – see you there!

Catspoutine vs Evil Snowmen Army : our second LD jam entry

Hey there LudumDare community !

Just a little late post about our team’s entry to the jam, as well as a huge THANK YOU

to the people who took some time and effort into playing and commenting our humble entry

Catspoutine vs Evil Snowmen Army

main menu

We still need to fix some things, but feel free to check it out, rate it, and comment :)

There are a lot of really awesome games enlisted for the competition, with absolutely gorgeous visuals, and pixel perfect polished gameplay, sometimes even both 😀 so it means a lot to us that we got a little bit of love for our little project,

its not much, but we hope you have as much fun trying it as we had making it, we might have another small post soon to sum up a bit of what we did during the jam, with some funny screenshots ^^

Thank you LD community

Thanks again guys :)

List of Favorite Games So Far

Hey Guys, Here are some of my favorite games.

  • InchAlpha – Android
  • Maze Escape – Web and Windows
  • Upgrade Zero – Web and Windows
  • The Forty – Windows, OSX, and Linux
  • Space Rift Shooter – Web

 

You should really try out all of these games.

Oust Santa!

Thanks for the reviews y’all! The original idea was that we were fed up with all the christmas stuff (it started in October here in Switzerland, mabybe even earlier in other countries) and we just wanted to “hit Santa” very badly!

P.S. We don’t hate christmas, we just don’t like the fuss that is made about it :)

Oust Santa!

my top entry i have played and rated yet

OMNI

by Noah Ratcliff – Jam Entry

“jeah, loading time is long, but you need to play it””

* * * *

Go farm!

by vidarnJam Entry

“my kids played it for 1 hour :-)

* * * *

Orion

by feissCompo Entry

“the beginning of a great space adventure”

 

* * * *

If you like to play and rate our puzzle game, take some time and have fun.

Tags: top list

Comments

11. Dec 2014 · 22:15 UTC
Thanks so much! We’re really glad you liked OMNI. I quite liked your game, it was really cool!

Save the giant carrot!!

mutant madness

We encountered a couple of bugs and minor issues with our game after the jam by playing it over and over ourselves and by the feedback of all the nice commenters. Thank you again! Now we just need some gamedev time to fix those nasty bugs and improve the game. We could use even more feedback for that…and then even more gamedev time?! Yeah seems about right 😀

So please save our carrot and kill lot’s of mutant children on the way! Because bunny alone seems to be too cool to care 😉

Our game “Of Carrots and Blood” is a funny shooter about a bunny defending a giant carrot from hungry mutant children in the woods.
Sounds good? Then please give it a try and tell us, what you think!

PLAY Of Carrots and Blood HERE

RATED R FOR RED!! (it’s kinda bloody so not appropriate for children ^^)

title screen
full blown action

Node Alpha (final)

NodeAlpha

I’m particularly proud of my 3d puzzle game “Node Alpha” because it’s the first LD project which I have made from a scratch and only during 72 hours. LUDUM DARE is a great way in order to test the quality (and the mistakes) of its own game. Many users who have tried my game have told me where I should do something better next time and these tips are useful. However, I am very surprised because I noticed that few people take the time in order to read the first indication on the project home page – where are obviously some important informations about controls and gameplay. I will remember this annoying fact for LD32. A short explanation will be good enough. Now I wait the results. You can evaluate my game – Node Alpha here. I beg you – I struggle against a lake of rates. There is a little problem with the web version because mouse cursor goes out from the screen. Try the version as a free application for a best experience. Bye all and see you later. Thanks LUDUM ++

Sumo Si-post mortem

Sumo Si – the bumpin game

I was really busy this last weekend and unfortunately could not sit down for the entire weekend and do what I love, make video games! Find my game here!

Tools used:

  • Libgdx (Java game library with free type font extra)
  • paint.net (Graphics)
  • Eclipse Luna (Java IDE)

The good:

  • Completed game in around 8 hours
  • no crashing errors
  • a “high score” that is really just a win counter
  • somewhat realistic physics
  • simple and efficient user interface

the bad:

  • lack of time
  • not very good controls
  • the “high score” is a total win counter
  • do not need to touch the controls to win
  • no type of story
  • no sound effects or audio

Overall I would say this is a pretty decent effort for my second Ludum Dare ever given that I was only able to work on it for about 8-9 hours! If I could redo this game I would make it a more single player based game and not a game that looks like it should be played by two players. Should I polish(include several different opponents and a single player campaign and “upgrades)” it up and send it into the google play store!

“F*ck i missed ludum dare jam” jam!

Welcome my friends!

All credits going for Mr. Mike Kasperaza… something!

This is Classic Ludum Dare jam event. Another way to think of it is as Ludum Dare “I MISSED IT”. All games are created entirely from scratch.

This is event for everyone. Teams, individuals, anyone that wants to come out and make something.

Rules:

Work alone or in a team. Create a game in 72 hours. You’re free to use any tools or libraries to create your game. You’re free to start with any base-code you may have.

You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created.

We strongly recommend you only use assets that you have thelegal right to use (Public Domain, things you licensed/created, etc). If you don’t have the right to use something, it is your responsibility.

JAM IS HERE

Give us some thoughts!

Little survey for game designers :) :

Do you think we should push the game further?

That would involve : better controls, a full scenario and more variety/levels in survival (more replay value).

So feel free to share you thoughts! No matter if it’s harsh, we can take it 😀

Click to play

spritesshift

 

Comments

Grindstorm
11. Dec 2014 · 23:17 UTC
Just checked your game. Amazing concept that would fit in either a mobile game or a PC game, still it feels more PC like :) good luck and keep it up on this project!
SoulGame
12. Dec 2014 · 03:11 UTC
Thanks a lot for sharing! I’m glad you see it has a PC game. Probably for the web though, as it remains a modestly deep game.

Hard Winter – Post Mortem

Here’s the post mortem of our game Hard Winter

If you haven’t played it, it’s a game between action/exploration and tower defense.

We were a team of mainly 3 people, all involved in the game design, with one programmer and two graphic artists (1 for the characters and 1 for the environnement).

 

HardWinterGIF

 

What went good:

– We made a lot of jam recently so we became really trained for this kind of stuff.

– We all know how to work on our own so we don’t always depend for the others for small stuff.

– We were able to put a lot of small content like feedbacks which add some understanding to the action.

– Blood split, because we put it in everygame we make 😀

 

What went bad:

– We had a hard time finding the idea of the game, we figured it out 30 hours after the beginning of the jam.

– We either live in different country or have obligation, which make hard sometime to be always together to discuss.

– When we upload the game, we had a bug that make the game really easy but almost unfinishable, but accord to the LD terms we were allowed to correct it, and so we did.

– Not enough time to balance the difficulty, as always.

 

Overall we are happy with what we have done, the game feels really polished and people seems to like it. 😀

Anyway good job for every entries and see you soon in other game jams!

Victory

Gorilla Rampage!

screenshot

Once again, I am enjoying that everyone is liking the game. Click the image to go to the game page!

Our game is now playable on browsers!

Hopefully we can trust the sweet efficiency of GameJolt’s Quick Play, so you lads don’t have to skip our game because it was Download-only…. (I do this… sorry).

That’s it I guess. Have a link or whatever.

ss+(2014-12-08+at+07.54.52)

Comments

Mekuri
12. Dec 2014 · 05:04 UTC
I already tried this game, and I can highly recommend it! It is hilarious!! :-)

Looking for feedback!

46846-shot0

If you’re interested in a game that’s more focused on mood and atmosphere than anything else you should check out our LD31 game “Red Repair”, we’re looking to get as much feedback as possible while writing up ways this game could evolve into something much, much bigger.

Play it here

Comments

Taunia Sabanski
12. Dec 2014 · 07:06 UTC
You should post screenshots! 😀

My Minimalism and Music is appreciated!

This a late post for what it is but I wanted to share to those who have not played my game the music. All the current comments on my game a mostly about the music I created for this game. I thought if you liked the music you may find my game enjoyable.

If you want to understand where this music fits it then here you go:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=33944

Feel free to leave music comments on this post.

Play Mobius Dungeon, a game about being lost in a labyrinth and finding your way out!

You can play my game here.

Link me to your game, too. If you like, let me know and I’ll stream playing your game on Twitch.tv. If you have Twitter, tell me your handle and I’ll @ you when I start streaming your game. You can also follow me on Twitch to get notified when I start streaming. I’m also intending to upload the recorded stream to my YouTube channel.

Here are some quick preview pics of my game:

anim4

ItchioImage

gifSplash

And here’s a preview of just how many levels there are in the game, as seen in Unity3D…

soManyLevels_short

Comments

12. Dec 2014 · 03:39 UTC
Just thought I’d say that your game is super charming. I love everything about it, can’t wait to see you expand upon it post-compo.

Cold Remembrance – Timelapse + Postmortem

Choosing songs for the timelapse took way longer than it should… but, finally, here it is.

The postmortem got quite long… so here is a TL;DR version:

The good:

  • Finished my game, even though I restarted twice and was away for around 12 hours.
  • Was able to find a kind of fitting use of the theme
  • Snowman as the main character
  • Wooo, graphics!
  • Wooo, mood!
  • The song fits the mood of the game
  • I was finally able to finish it before the deadline
  • Saw lots of updates on the website (therefore, was never too tired)

The bad:

  • No restart button
  • Game over isn’t really clear
  • Story is badly told
  • It didn’t work on my Android phone
  • Lost 12 hours of Sunday + 7:30 hours of sleep
  • Spent a lot of time on the website (lazying around and not doing the game)
  • Almost none actual gameplay

Now, for those brave enough, have the long version. :)

I wrote mainly about how development was. I’ll later do a post explaining the game itself. But this can wait a little more…

The Compo started here at midnight of Saturday. I usually sleep for a few hours prior to it, so I can stay up later than usual. That really helps to get the prototype pretty much done on the first ‘day’. My usual division of time is in three slots: until around 3~5 AM of Saturday (depending on how rested I am, and how well work is going), until around 2 AM of Sunday (by which point the game would be complete, and I only need to fix some bugs, create more levels and polish the game) and, finally, until submission time.

I'll mostly likely finish that before this LD's post-compo...

The warmup game: a ship with a broken rainbow engine

This time, though, I didn’t follow that at all. I started a little warm up game one day before the compo. I liked it so much, that I still worked sometime on it before the Compo. So, I didn’t sleep at all, after waking up 6:30 AM. This made go to Sleep earlier than usual, at 2 AM. By this time, I still had nothing but a stupid idea. I usually try to come up with a idea still during this first slot, but I had a lot of trouble to do that, this time… It took me a long while to start liking this “theme”. (though, I must say, I still doesn’t see it as a theme)

But don't ask me what!

This was to be something… someday…

After trying to work that idea out in the morning, I gave up and started another one. I tried to code it into something until 11:45 AM. By that time, I got tired of it not working and started to draw a snowman.

Be careful not to look into its eyes... he will force you to make a game about snowmans!

Then I had to draw all of its animation, from jumping to melting. Soon afterwards, I finally had the final idea, the one that I was able to make into a “complete” game.

I took a more visual approach, since it was a simple story driven game. So I drew the background and imported into a game. By 2:47 PM (still Saturday), I was done with the initial version. This was important, because if I didn’t get enough to redraw everything, I would still have something to show.

1 hour after, I had everything being rendered in game and got started to make that loop. It was working in as few as half an hour. I took an approach of moving everything by a modular offset (as in, “from 0 to screen_width”) and tried to render everything twice: once on its position + offset and again on position + offset – screen_width. By doing only that, everything was being rendered, while on a single screen. =D

Then I started composing the song. I already had had an idea during one of my breaks, but that was probably the first time I tried playing it on the keyboard. Thanks to that, I took only some 30~40 minutes to write it on VMML.

After lots of lazing around, I finally wrote the story. It was 7:30, but I still didn’t want to add it into the game… That’s boring! I decided to do something much cooler: particles!

Yay[2]. So many particles... XD

Yay! It’s snowing!

I made it the lazy way: have a array with the particles, keep track of which is alive and which isn’t, recycle the dead one and, when you run out of space, realloc the array. In 1 hour I already had snow falling around the snowman. A also added leaves to the autumn season and, later modified some of its  working.

Then, almost 10 PM, I finally decided to start working on the actual game! No more lazing around, no more drawing, composing, writing a simple particle system… NO! Time to… have dinner…

Around 11 PM I finally got started. One really important thing I did while coding was to add a frame skip feature. I usually spend too much time playing my game, for testing purposes. This time, I could make it go 6 times faster. I usually blazed through the game, having lots of times to test stuff.

I got the player moving, added the texts, made it appear after you loop through the screen… After all that coding, I made a final sprite, the one of the kid that appears by the end of the game. The walking animation was completely s****y, but I had to make do with that.

That first walking animation... ew... >__<

That first walking animation… ew… >__<

I coded it into the game and submitted a initial version to the site. If I didn’t have any more time on Sunday, I would at least have a working game… Except that I forgot to add the assets folder and the game wouldn’t work at all. Stupid me…

So, I finally went to sleep 3 AM and knew that I was screwed. Sunday I was going to take the JLPT, in a neighbor city, so I knew I was going to have way less time than desired. On top of that, I had to wake 5:30 in the morning, so I spent a good part of the day in a zombie state.

When I finally got home and was able to work in the game, it was already almost 5 PM. At least, I only needed to polish the game… Unfortunately, that’s what deserve most time. I redid all the backgrounds, added clouds (more particles!!), added an ‘upper text’, in which I wanted to display tips… put ended using for almost nothing, added sfx and fixed a few bugs. Fun fact: the sfx used for the “rising”/”unmelting” animation, is the “crushing” sfx reversed. =D

ld31_progress_009

At sometime, I made three really stupid decisions, and I blame sleep deprivation for that. One was to make you actually able to lose the game. I wondered  about it for a long while, even after implementing it. Was there any actual point in you being able to melt? Would the game gain anything from it? Even by answering no to both questions, I went ahead and did. C’mon, who would be able to lose? I explicitly wrote “Press left to go back”, you gotta only press that single key right?

Yeah… Never, ever, consider that people will only play your game the way you want. If there’s anything that people shouldn’t do, don’t allow then to do it! On top of that there’s the second stupid thing: I used the phrase “But the seasons refused to change”, a Chrono Trigger reference/parody/homage/etc, as “Game over”, but didn’t add a “Game over” on the upper part of the screen… This probably confused people about what was happening.

Click to watch that ending

Click to watch that ending

And then there’s the third and final stupid thing. I though about making the ‘R’ button restart the game, “but why would I do that? you can easily close and re-open the game…”. Well… yeah, I have no excuse, that was completely stupid. It got worse on the Android port, because it’s actually quite a pain to close an application there (compared to Windows/Ubuntu).

Another thing I should mention here is the gameplay. There’s a time the snowman says “those many winter were harsh, at times” and it starts to snow  stronger on winter. I thought about making the game more dynamic, make the snowstorm push you back and forcing you to move according to some timing to go through that part… But since I couldn’t see how to make it work (nor how to make it fun), I ended making the only needed input from the player be to press a button. If I were to make a post-compo version, this would be the main thing that needs to be changed (as well as how the story is told, and adding a restart button).

Then before packaging the game, I had one final thing to do: redraw that goddamn walk animation. I don’t know how, but I was able to make a good enough one in 7 minutes. So, 10:30 I was done with my game. All I had to do was package and submit. Something I was really proud is that I even made the game icon during the compo! I usually draw it afterwards.

For the first time, I did a game icon during the compo!

For the first time, I did a game icon during the compo!

I had some troubles trying to compile for Linux 32 bits (debian/ubuntu, actually), because it had been quite a while since I had last done that. After doing that and writing a README, I went to package for Windows 32 bits. (blame my MinGW 32 bits… Someday I’ll look up where can I find a 64 version and how to use it)

I was finally done. I’m not quite sure about which time I uploaded it because my Windows has been having some clock issues, after I enabled looking up the time online on Ubuntu, but it was around midnight.

The next day, already rested, I made a direct port of the game to Android. I only had to code how input worked, because everything else was handled b SDL2. I used a script I had done before hand (that’s “packaged” with the framework), I was quite easily able to compile it. I still haven’t looked up why, but it didn’t work on my Android 2.3.6 device. But both on the emulator and on a real Android 4.X, it worked normally…

Then, I was done for real. It was quite fun and I’m really proud of what I did. There may be some serious issues, as all of my previous entries, but I was finally able to catch up to some of my previous quality. The game is shorter, yes, but I’m happy with the result. I wanted to focus on the mood for this game, and I think I was able to do that…

One major failure, though, was the story… I intentionally wanted it to be told in a weird way, but it perhaps isn’t clear at all… I’ll have to take more care about that next time.

Well, that’s it, thanks for reading! 😀

“Ludum Dare 31: What went right, and what went wrong.” – a post-mortem by vel0h

The following is a repost of this piece written originally for my dev blog.

As some of you may know, me and Bloxri competed in the Ludum Dare 31 (the Jam). This was a massive learning experience for us both, as neither of us had competed in a game jam before. (does an awful game made in 0 hours count?) Additionally, this was the our first game we made together, as a group. In fact, this was, for both of us, our first serious game development task in quite some time. Needless to say, we were both excited, if not a bit nervous.

For about a week or so before the jam I started trying to learn the Urho3D game engine, as I believed this provided all the functionality needed in an engine in a nice package. However, being unfamiliar with node/component systems (at least at a code level) and not having learned all that much in the time span, the day of the jam I asked Bloxri if he would like to join me, take some of the weight off my shoulders. He agreed, but only if we used GameMaker. So, with the engine having been decided upon and a trusty partner in crime, we set up our tools, made a tiny practice game, and then relaxed with a few rounds of our favourite game before the jam started.

When the theme was released, neither of us could reach the site. Thankfully, I was idling in the IRC channel, and saw the topic change live. Immediately the reactions started to flow in, and it appeared as though to most, the topic hit them like a brick. “Entire game on one screen? Isn’t that all games? What the hell am I supposed to do with that?” Thankfully, Bloxri, with some experience in the development of and a general passion for platformers saw the topic as playing to our strengths. We brainstormed several ideas that would reinforce the same screen idea, and eventually we settled upon a game that did take place entirely on the same screen. An infinitely downward platformer. We titled it infinifall.

Armed with some old movement code (which I eventually got annoyed with, scrapped, and rewrote from scratch) and art assets (which all received a touch-up or rework) from an older platformer made by Bloxri and one of his friends, we set out to work. Most of day one was spend with his the bare minimum of the level the opening hole and that first little drop. At this point we still envisioned a randomly generated world, with some predefined puzzles and pathing between those, with various traps littered about. However, by the end of night one it would be clear that we didn’t have the skill or the time (those two requirements are inversely proportionate) to implement that. On the second day, we settled on a fixed map with a hidden time-attack element that only presented itself upon successful completion of the game. Anyways, the rest of day one was spent getting the physics and movement in place, as well as defining the special characteristics of some of the special blocks. This was from Friday at 9PM until well into the next morning, I’d hazard about Saturday at 4AM. At this point we both went to bed, anticipating the next day.

By Saturday at noon, we were at it again. We started out the day trying to decide on some mechanics which would differentiate this game from other platformers. Not having the skill/time to implement procedural generation, we needed something extra to give it some “oommph.” Eventually we found ourselves going back to an idea I had the prior day during our original brainstorming, a lighting system. Now, I had done some experimenting on Friday night, just to see how a light system would feel. However, we wanted shadows. So we whipped something up real fast.

image

This was not what we wanted.

We found that there was no way we could do hard shadows, shadows that would not expose the next parts of the map without you being in their line of sight, and still have the game feel in any way, shape, or form natural. So that system got scrapped, on of our last ideas before bed. However, revisiting it on day two we had an awesome idea. We would implement a sort of lantern system, a light that game you unobstructed vision in an ever decreasing radius. The further down you travel, the lower the light output of your lantern. Some tweaking about, and this was the final product.

image

image

So now we had our unique concept. (I would later find out that at least two other games

in the jam had some sort of limited lighting system [edit: three][and a fourth]) Next up, finish up the specialized blocks. This included the blocks that effected motion, such as ice, quicksand, or water, as well as the switch blocks and the moving blocks. (the chest system came later) With an array of available blocks we set out to get some early progress on our sort of demo level. I saw demo level because at this time, we still thought we might be able to squeeze in some procedural generation if we had time, despite knowing nothing about the concept before the jam. By the end of this the second night, the “demo level” was just “the level”. At this point, it’s now something like midnight. (I know, “just a lighting system and some blocks in 12 hours? You guys work slow.” Yes, we did. Quiet. There was probably more we did, but right now I’m drawing a blank.) We got some progress on our level, something like a fourth or a fifth of the final product, and it was decided that the game would be annoyingly difficult, but completely possible. (Side note: right before we submit for judging, we had one of our playtesters run through it to ensure the entire thing was not only possible, but possible without losing a heart. He did it, though only once.) At around 4AM on Sunday, with good progress and the knowledge of at least 36 hours left in front of us, we went to bed.

Sunday was the day of heavy playtesting. Bloxri living in a college dorm room, he had other people in and out of his room all throughout the day. Every one of them took a few minutes out of their day to play the game and give us feedback. One of them, a hardcore platformer fan, even took something like an hour out of his day to play it several times, getting to the “end,” or as far down as we had designed, quite a few of those times. It was from this playtesting that many lessons were learned. First off, many people said it felt weird to control, or that the charter felt floaty. An overhaul of the physics system and a complete scrapping and rewrite of the movement system (which was a pain to program new features into, I was glad to see it go) made the character much more fluid and responsive, as well as reducing the amount of time you sit in the air, just waiting for him to fall back down. Additionally, double-jumping was added (although not very powerful, its most effect in just stooping downward momentum) and ladders were made easier to climb. We also added springs, a fun little element originally designed to be helpful, but in the end was mostly just used in particularly devious traps.

This was when I stepped down. After the closure of the compo part of the jam, Sunday at 9PM, we had only 24 hours left. I had school the next morning at 5AM, so I worked for about three more hours, until midnight, and then was off to bed, leaving Bloxri to make use of all the functionality we had put in place over the past two days in a fun yet frustratingly brutal level for our platformer engine-type thing. I came home from school the next day, did some homework, and hopped on at around 5. I was informed by Bloxri that, not wanting to miss the deadline, he had submitted the game. I downloaded it, was more than pleased with the final result.

There are still some bugs. The second chest you encounter is broken and useless. Some of the thinner holes are quite difficult to drop into, particularly the first trap door you encounter. Hit detection is pretty awful, some spikes don’t actually doing anything to you, while in some other cases you’ll land on two spikes, and take two hearts of damage. But I’m happy with what we’ve got. It’s a game, a game that we made, in 72 hours no less, and I love it, all it’s faults included.

That’s not to say that now that the jam is over we won’t clean it up a bit, or finally implement procedural generation. However this weekend will also hold a special place in my heart. The first time I completed a game with someone else. The first time I made a game in a game jam. The first time I made a complete game in GameMaker. The first time I saw a game through to completion with completely original code AND assets. And, the first time I made a game that I’m proud to look back on and say that, despite all the hardships along the way, I couldn’t be more proud.

Ludum Dare Submission

itch.io Page

Game Jolt Page

 

Popcorn Please!

First of all, thank you to everyone who’s played our game – we really appreciate it! For those who haven’t – please do! It was our first time jamming together, and we’re really pleased with how it turned out.

Given the ‘one screen’ theme and a little inspiration from Theme Park, we decided to make a game about running a classic cinema. Unity seemed like a good choice and we had a lot of fun figuring out the new UI system (which is awesome). The pathfinding was… interesting, but a few cups of coffee later we’d ironed out most of the kinks. Oh, and we’d like to say thank you to MadLab – the pizza and desk space were very much appreciated! 😀

So whether you prefer your popcorn salty or sweet, if you’ve ever dreamed of running a cinema then please take a look – we’d be grateful for any feedback!

Thermonuclear War post-compo version

If you haven’t rated my game yet, do that first! It’s a fun “hacking simulator”.

But if you have, you can now also check out the post-compo version. It adds a few nice touches like a transcript, support for the “up” arrow to repeat the last text (Firefox only, somehow), and a few small touches. Let me know how you like it! I plan on adding a bit more to it, it’ll show up at the same URL.

I want to play your games on stream!

Stream is over, thank you for watching and sending me games, so many I couldn’t try them all.

Mine’s here if you feel like being nice to me :) http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26778

Hello fellow Ludum Darers!

Allow me to give a short introduction: I’ve taken part in 5 LDs so far, I’m sick and I have nothing to do.
The perfect time to play LD games all day, wouldn’t you say?

I decided to try my hand at streaming because… because might as well.

So, check the stream, link me your game and I’ll play it! I’ll rate it and I will be perfectly honest about everything! Rudeness not included of course, this is Ludum Dare, not Youtube’s comment section.

http://www.twitch.tv/eemmbbeerr
*WARNING*   May cough/sneeze at unexpected times.   *WARNING*

 

//Start in a few minutes as soon as I get OBS working again. Duh

//DONE! tune in!

a fresh map generated every day!

in , you have everyday a chance to be on highscores with a fresh map generated per day!

You will find different challenges everyday, today’s map is quite interesting and challenging, at around 7000 you will see a 3-ways road preceded by a snowball spawner. Snowball are generally beneficial because it helps you survive of the melting, but when you get too much snowballs you start to be bigger and bigger, which can make the road crossing impossible!

Technically the map is randomized with seedrandom and using a seed based on the day timestamp.

 

Note: This feature was here from the compo version but I forgot to communicate on it :-) I wish it will be enough addictive and will make you come back every day!

Comments

12. Dec 2014 · 10:26 UTC
oh yeah wondered why it has changed between monday and tuesday, i get it now !

good idea, I love the hi score system of your game

What do you think about RPG entry in LD?

Trapped

 

PLAY HERE

 

Hey guys, I just wanna check out user experience on putting RPG style in game jam. How do you think experience-wise?

If you play this, how long would you spend time?

After you finished as a bad ending, would you want to figure out good ending as well?

To be honest, we kinda have hard time focusing on the writing and story, but this is kinda our first try on RPG, first thought to follow the one-screen rules.

 

I’d be appreciate if you guys try to play this game!

Comments

12. Dec 2014 · 11:28 UTC
I spent like 15 minutes on the game, was turned off mainly by trial-and-error nature of the puzzles and navigation between rooms. I’m willing to play it later though!
exoddinary
12. Dec 2014 · 11:52 UTC
Ahh, thanks rzuf, I appreciate your input!

Also play our entry on the web or Android!

Hi all!

Just a quick, shameless promotion update about our entry, A Maze in Space!

Up to now, you could play it on Windows, Mac OS or Linux, but we just took the time to export it to a Web version, as well as an Android APK! So if you have not already, you can go have a look! And if you did, and would fancy helping us with some additional feedback, take a shot at the Android build?

That is all folks, good luck with the voting process, and may everyone attain at least 100 coolness! (We’re working on it too, if you want us to play your game, post a link in the comments!)

16481-shot0

A PostMortem for Windows Cleaning Simulator

There 3 of us in the team

Pierre-Alexandre : dev
Léo : 2d/3d artist
Me, Simon : Game Design and Musics.

It was our first Ludum Dare and we liked it, we love the game we made but everything wasn’t smooth and simple.

Pre-LD

We mostly prepared our workflow. A Trello to assign tasks and a bitbucket (git) to centralize the work and make the deploy easy.

We also tested the deploy, because we make html5 games, and because web is sometimes a pain in the ass when you tried to deploy app, so we had to test that before the LD was launched.

In retrospect, we were prepared and all this did help us to get through the LD. But not enought. We didn’t talk about methodes : how do we build a level in a game, how do we decide limits of polish in relation with half-days updates. Well we didn’t talk about all the process stuffs.

Day 1

Up at 3 am, the theme was just reveal in France, we brainstormed until 7 am, wrote about 20 ideas (3/4 okay for a game). Then we decided the first deadline for the evening : we have the main screen (the building) and it can be clean. Which was too much. Too much dev : level + cleaning anime (no implemented finally) + windows that can be clean, and too much graphics assets (because we did all 2d pixel-art with Blender).

And more the day was running less graphics and dev progress.

At the time we didn’t really understand why.

Gone to bed near midnight after a few games of Race For The Galaxy (nice card game by the way).

Day 2

At this point I have to say that I am working with Pierre-Alexendre on a bigger game so we are used to work together, but this LD was our first time working with Léo.

Pretty much the same morning but we’re up at 9h (too much sleeping was needed).

At noon we realized that the dev was not in a good way because we have not enought graphics assets to move forward. Two reasons for that :

– Léo didn’t know how to produce an asset useful that match my mock-up of the level (we used tiled and .json file for processing the level).

– The beauty of the graphics needed a work that take time, time that delayed all the dev.

Those things could be managed early if we knewn eatch others works habits and needs. Our inconscient way out was to go on Léo’s rythm and keep our fingers crossed.

Luckely everything was peachy during the afternoon, we switched from tilebase to heavy sprites, rewrote some parts of the code and by the end of the day the dialog box (text) system was ready. Musics were ready and all the game design and texts (from the day before).

Day 3

Up at 9, we started working near 10. The point of my personnal day was to get a playable and endable (is that a word ?) version of the game. So cleaning (without anime) and 2 endings (with actions link). Nothing fancy.

But this is the day where we payed the delayed work from day 1. We made the 0.8 version, the game was like he is right now without animes and some lower graphics assets.

At 6 pm, we’d to go to present the Ludum Dare and our game to a fablab near by (The Open Factory).

From 9 pm to 2 am, we implemented offices’s animations and made some polish on the front building.

And the game was over.

Finally

Planning (even when we failed to achieve our goals) and cutting features (Joseph’s animes, sound effects and a few dialogs cases) were things that saved us in this Ludum Dare. Most of our problems was not the engine (Phaser) or using Blender to do 2d pixels arts. But our inner communication as a team and our different understanding of the goals that we’re aimming for (the goals in the production process not on the meaning of the game).

Thanks for this Ludum Dare we really have great time making this game and we learn a lot.

Pixelfan Games | Supermarket Bagman

Supermarket Bagman

by  Pixelfan GamesJam Entry

SUPERMARKET BAGMAN is the new Pixelfan platform game!

Help our superheroe BAGMAN to scape and win the epic battle versus the malicious BADBAG! 

PLAY GAME:  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20908

GAMEPLAY / WALKTHROUGH:  https://www.youtube.com/watch?v=YONGVK1lVyc FOLLOW US:  FACEBOOK:  facebook.com/pixelfangames / TWITTER:  twitter.com/pixelfangames

SEE YOU NEXT LUDUM DARE!

 

Comments

alvarop
12. Dec 2014 · 13:15 UTC
Pixelfan, felicitaciones por su juego. Me acuerdo del jueguito del troll en las minas y del stream. Suerte!

Play HeadButters ^^

Play HeadButters.

We are always trying to improve with the feedback we are receiving.

If you can play and tell us what we can improve.

We are implementing an artificial intelligence and at the moment is our priority.

PLAY HEADBUTTERS

 

post

Entomophobia Post-Jam Update

2014-12-10 10.07.19

I was a bit dissapointed that a small tweak was preventing a lot of people from enjoying the game, so I made a new version. Nerfed the screenshake. Uncluttered the game in general. They’re tiny aesthetic tweaks but they make a big difference.

Played it and wish you could’ve enjoyed it more? Give it another chance.

Haven’t played it yet? You can check it out too.

20 Days at Sea – A postmortem

The full (much longer) postmortem with all the nuances, pictures and development progress can be read on our blog, so I’ll keep it short here. Even more-so as some of the gifs in the original article exceed the 2MB limit.

An early mockup:

20-days-at-sea-ludum-dare-31-first-mockup

 

This was our 5th Ludum Dare and 4th successful one (after we gave up on the second day last time). The theme “Entire game on one screen” felt OK. It allowed me to explore a game idea I’ve been pondering for a few weeks now; but haven’t done anything about yet. A game about survival after being stranded at sea alone, heavily influenced by This War of Mine and Life of Pi (both of which I’ve experienced not so long ago).

This time around we didn’t do any preparations before the LD officially started.

Overall we’re pretty happy with what we created, though it’s not quite the fun experience we had in mind. It will serve us enough as a quick and dirty prototype before we revisit the idea again and build a more serious game around it.

20-days-at-sea-after-the-storm

 

PLAY THE GAME

 

What went Right:
• We finished on time, and it was a really complex project for us.
• We learned how to use the new, awesome Unity GUI system.
• I found the art style quickly and managed to pull off something decent with it.
• Managed to craft some decent mood with the art and choice of music.
• The game is fairly interesting for a single playthrough, which is great as we were fearing a totally boring experience.
• The ending still cracks us up… a bit

What went Wrong:
• We had to cut out a lot of interesting mechanics (no crossbow, sob)
• The gameplay is quite grindy, and most of the things are completely unnecessary.
• The time speed control didn’t serve a purpose apart from sleeping.
• Sleeping didn’t serve a purpose.
• Most of the things that can be crafted serve no purpose.
• Half of Margaret’s dialogues never made it into the game.
• Sharks never made it into the game.
• Didn’t have time to dig around for sound effects and implement them.
• We slept and ate poorly and didn’t take good care of ourselves during the jam.
• Still haven’t learned to Keep It Simple.

Read the full article >>

Comments

christopf
12. Dec 2014 · 14:18 UTC
You going to implement the missing stuff later?

Personal rescue list

I’ve been playing entries for some time now and it has been a wonderful experience. It’s hard to believe the amount of polish to be found in mechanics, graphics, sound and level design of a lot of these games.

So instead of trying to pick favorites, which would result in at least a dozen of entries, I thought of listing those that could use a few more votes to get past the threshold.

If you’re looking for more games to rate, consider checking them out:


King of the Castle by adamwfindlay


Screen Space: 0 by noahm


Color Code by tayloranderson

Comments

alvarop
12. Dec 2014 · 14:26 UTC
Good choices. Color Code is really good.

Visibility Zero Postmortem

screen1

Visibility Zero Game Entry

Team

In this Ludum dare we are two individuals staying on the edge of the crater (two different craters actually, on different planets)… ohh sorry let’s backtrack to Ludum Dare postmortem.

Yaroslav = code / design
Stas = art / design

Both are working on the main project : Molecats (www.molecats.com) an indirect-control tile-twisting puzzled adventure …with traps!

 

Theme & Idea

We’ve spent 8 hours just to generate the final idea and for us that was the biggest challenge because we must create and finish game in so short time period.
In that 8 hours we’ve generated over a dozen ideas. Here is the list: http://ludumdare.com/compo/2014/12/06/ideas-ideas-ideas-3/

We didn’t like to approach the theme as a “technical limitation” as the main our goal was to reflect it through gameplay.  So, we’ve chosen an idea with a special screen device that helps to survive in very bad conditions.

 

What’s gone right:

  1. Actually finished build in 72h. It’s a helluva achievement for our team. Although we’ve done fast prototyping before, it was not even close to the finished product of this scale. For example, the result of our first try to jam – Mars Commando was much more simpler and it took a week after the initial 72h to make it work as a game. And then another 2 months to polish it.
  2. Nice visual presentation.
  3. Nailed the atmosphere and the feel of “blindness”, forced dependence of the screen device.
  4. Gameplay seems to be “a bit” slow and vague, but it turned out to be very close to what we really wanted.

 

What’s gone wrong:

  1. Unexpected & non-trivial theme for interpretation – took too long to brainstorm the idea on the 1st night = sleep time shifted, less actual working.
  2. We are usually very picky when it comes to visuals, so we’ve spent a little bit more time to figure out the artistic style than needed. At first, we wanted to make the screen device and character’s hands in 2d, like it was done in old FPS’s. But after a few tests we have dropped the idea, because it became clear that we didn’t have time to make it as good as we wanted. 3D lowpoly is usually easier for us to do, but we feel a bit disappointed that we had to drop the initial style.
  3. Standard Unity3D FPS controller is… just works. We haven’t even thought about expanding it or trying to find an alternative due time shortage, so we’ve faced some collision & control problems in the final build.
  4. Not much time left to do playtesting = level design could be better and a learning curve could be smoother.
  5. We have totally forgotten about time for music and sound fx – so we have had to do make/implement them literally in 30 mins before submission=).

 

What’s next?

We will make a few more detailed “making of” posts, so stay tuned! Thank you for playing and voting!

 

ld31-postmortem

 

 

Play and Rate

 

 

 

Tags: postmortem ld31, visibility_zero, vzero_omake

Just my game – Eat Fruits

Hi! I didn’t show my game in LD news feed yet so here it is.

Eat Fruits gif

Simple controls – left and right arrows to change direction. Collect apples and avoid squares.

Ludum Dare page: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47157

Android version: https://play.google.com/store/apps/details?id=com.piatkiewicz.eatfruits

There are 2 files on GameJolt page to download: 1.2 made before LD31 deadline, and 1.3 with very little visual changes later (apple animation and new menu). Android version is also updated after time, and there are on-line leader boards added.

Good fun and thanks for some feedback! I started making game few weeks ago. This is my 3rd game jam ever and the first i finished, so I’m kinda excited :)

Tags: ld31, ldjam

Can you make an LD game in 8 hours? “Reindeers on Strike” Postmortem

Reindeers On Strike

So I was late to the party and only decided to start on my Ludum Dare game on Sunday evening, I had been busy all weekend. I knew I didn’t have much time so I went for the Jam even though I was by myself and would’ve qualified for the Compo. Because of the time constraints my game has loads of bugs and aspects which I have clearly cut corners. But despite this I am happy with the outcome. I have managed to get a small buggy game working.

I chose to make a 2D shooter because I have done it before and it would save time. Christmas is just around the corner so it was a favourite in terms of game ideas, and who doesn’t love a violent santa?

The game itself has got pretty good overall reviews and considering the time put in to it I am very happy with the result. The game functions which is a miracle in itself. On top of that with (good) music, (good) art it really looks like a game.

I am quite proud of it and to answer the question, yes it is possible to make a game in 8 hours. Whether or not it is good, thats for you to decide.

Link to game page

Tags: 2D, Christamas, game, ld31, post-mortem, postmortem, reindeer, santa, strike, unity

“Thank you for choosing Galactyc Budget Flights”, a Postmortem

For our 9th straight entry in Ludum Dare, we created Galactyc Budget Flights. Unlike our previous entries, we knew we didn’t have a full 72 hours to work on GBF as it was our weekend before exams. This ended up just allowing us to create a more focused experience, and we are quite happy with the results.

We created this entry using Unity 3D 4.6 with C# for programming, Paint.Net for graphics, Audacity for sound recording, and Soundation for music creation.

 

 

Games Description:

“Hello, and welcome to Galactyc Budget Flights!

To keep you paying as little as possible for one of our value flights, your flight will be void of crew members.

Please ensure yourself a safe trip by overlooking all the ship’s subsystems.

Fear not! The ship’s onboard computer will prompt you every step of the way to ensure you have a safe and relaxing flight.

Thank you for choosing Galactyc Budget Flights. “

 

 

We learnt some important things from our entry this year:

  • Unity 4.6 (at the time of making this game), really did not handle multiple Canvases in the root of the project well, as we would experience crashes when swapping out images and other like tasks.
  • Controls need to be really well explained as people don’t want any experimenting to figure out how things work.

 

 

Galactyc Budget Flights

Galactyc Budget Flights

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=12839

 

We really have enjoyed playing peoples games, and will likely have a favourites post soon. Keep up the great work everyone.

 

Galactyc Budget Flights Radar

Galactyc Budget Flights Radar

Hot place!

I would like to ask you to rate my game, and give me some feedback, as I am planning to develop this game a bit.

You can play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45010 (and yes, there is a port to WEB)

Hot place

Ex Nihilo – Post Mortem

image22-225x300

Fiah would like to thank those who got him back home! So far we’ve received a lot of useful feedback and I think y’all for playing/rating. As always, comment with your own game and I’ll be happy to return the favor if I can run it!

Seeing as I served  as minor role in a bigger team for once, I’ll make a mini assessment of what I contributed!

Good:

  1. I provided the majority of the ideas behind the game
  2. Got the art done early
  3. Stayed in touch

Bad:

  1. My art still needs a lot of improvement, especially when it comes to shading and the like.
  2. I could have designed the enemies better. We wanted to keep it on a smaller scale but, if we get the chance to, I’d love to execute some of my bigger ideas for new levels.
  3. I could have made an effort to make more art in general but didn’t.

Could Have Been Better:

  1. Communicate… Communication. Communication! Not really any ones fault but, seeing as only one of my team members spoke any English, it was hard for me to know what was going and and when to do what needed to be done
  2. Play testing. Not really my “duty” but, I should have communicated that the controls were a little wonky before uploading. I tend to keep trying till I beat my own games, then forget minor things like this or the need for a quick restart as I can clear it in under a minute now >>”
  3. Panic near the end. As always, I overlooked something minor and almost missed the submission window. Thankfully the team leaders friend saved us haha!

Hope to jam with these guys again soon. Thanks LD community for another great year!

Tags: #gamedev #ld31 #art #ld48 #jam #game, #LD31 #LDJAM #LudumDare #GameDev #OneScreen, Ex Nihilo

Azor PostMortem Update #1

We released the “main theme soundtrack” of Azor! If you haven’t played the game yet Do it now! We are still playing and rating your games!

PLAY AZOR

Here’s the official trailer!

Thanks to all for playing Azor!

Asix LD31 Post Mortem: Monster Buster

This was my third attempt at Ludum Dare, but the thing that sets this attempt apart from the others is that I actually finished something! Making Monster Buster was a challenge and a fun one. I learned a lot about Unity (my tool of choice) and a great deal about coding. Even brushed up on my pixel art and even added in some old music I did awhile ago that’s been getting good comments. Overall this has been a great push forward in my endeavors to be a developer!

9Uy3yWU

While I am definitely a better person after doing LD31, there are a lot of things I hope to improve on in the next Ludum Dare. I have issues staying focused and my time management could use some work. Actually my time management wasn’t too bad, I just have to adhere to the plans I set for myself. I’m not really a guy who likes structure, but I am learning to live with it. Even while writing this Post Mortem I am trying to make sure my thoughts flow and I am not rambling on. Hope I am doing a good job!

QxT0PIy

Another thing I have discovered about my game developing style is that I have a hard time making prototypes without graphics. For some reason I cannot code the game until it looks like a game! This means I am work on the graphics before I work on the core game. While this could work on my own personal projects, this fact almost prevented me from completed Monster Buster on time. Hopefully by time the next Ludum Dare comes around I will have broken the habit. I just like my games to look nice from start to finish is all.

PPRjPBO

Honestly this Ludum Dare has caused me to push myself in ways I never imagine. I freaking made my first battle system, something I thought was outside my abilities before LD31. Actually most of what I accomplished with Monster Buster was stuff I learned on the spot.  My biggest achievement during LD31 was me learning how to use co-routines, something I shied away from for awhile because I found it kind of complicated. Ludum Dare was the Namek that unlock my hidden potential. I feel invincible!

So what does Asix Jin have planned for the future with his new hidden potential? Well you can expect Monster Buster to expand and be on android devices everywhere in the future. I have already started writing up some plans for it and I am beyond excited about it. I will also be doing a lot of jams next year since I see them as the best way for me to practice and further myself. I even want to get back into learning more about music production (mainly in FL Studios and Famitracker) since my music in Monster Buster has been getting good comments. To be honest I want to be a triple threat so I will be throwing in some pixeling in my training regime. Ludum Dare 31 is only the start of the awesomeness to come so please don’t forget the name Asix Jin Trigger!

I made three devlog post during LD31 which can viewed via the links below

Devlog #1

Devlog #2

Devlog #3

To play the Ludum Dare Monster Buster click this sentence!

Tags: AsixJin, PM31

Play Cycle Now!

Try to defeat the boss through 6 levels with a swarm of enemies that sprout without notice. Jump all you want to run away from them (use space for this) and get to the goal.
ASDW to move, left and right mouse to fire. A tip, accumulate as much amoo for the boss.

36629-shot1

 

Play here!

 

Follow us on twitter, we promote your indie video games @indieindio, thanks!

https://twitter.com/indieindio

follow us!

we are retweeting most of the indie games here!!!!

help us help you

 

follow us here

 

be sure to check out our game! SUPER TOUCH

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46736

Comments

marvalgames
12. Dec 2014 · 19:12 UTC
Thanks
andrewkennedy
12. Dec 2014 · 19:15 UTC
Followed! I’ve got a pretty cool game I think :)
Indieindio
12. Dec 2014 · 19:18 UTC
thanks all, will share
Indieindio
12. Dec 2014 · 19:30 UTC
send me a tweet of your game on twitter and i will share it

Is an online multiplayer “game” doable in 72 hours?

That was the question I posed to myself when I entered LD31.

It’s interesting how much more fun a game can be if you play with a buddy. Here’s a GIF showing me playing alone. It’s not too bad but… well, I wouldn’t play the game many times.

limberjack2

Alone it’s almost just “running around whacking as much as you can” but with two people… it’s still whacking and running around as much as you can, but it becomes much more fun. I could help the other guy (or girl), she could run away and trick some snowmen to target her while I maneuver around snowmen and use the mighty axe to chop em half.

Here’s a GIF about a multiplayer game. (click the image to view the animation)

limberjacks_cut3_no_boss_is_revealed

Even with a random stranger who just happened to appear to the same playroom, the game felt different.

My Limberjacks entry is million light years far away to be considered a game, but it’s a pretty decent attempt on doing barebones version of an online multiplayer game. It’s enough to test the concept.

And at least that much seems to be doable in 72 hours.

Happy little weekend!

We wish you a very happy weekend and try to be good, otherwise Santa will come and take you!

We will enjoy our weekend at various christmas markets, lets hope for lovey-dovey Santas and not sneaky little bastards :)

Oust Santa!

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Build your snowman!

No snow where you live? Ever wanted to build a snowman?
Then look no further! In this game, you take snowman building to the extreme. It takes place in a ski jumping hill and you start of by rolling a ball down the slope. In the air you will have to decorate the snowman with buttons, arms, nose and eyes before it land on the ground. When your snowman is finished, you will be judged and receive a score based on height, posture and style.

Instructions:

Start by rolling a ball down the hill. Tap LEFT and RIGHT to make the ball larger.
Press SPACE to jump.
Press SPACE to place decorate while in the air.
For the ball to land correctly, make sure the arrow is pointing downwards by using LEFT or RIGHT.

I did not have time to do LD31 last weekend, but I have done some game jamming by myself and this is the result. I fell in love with the snowman theme and since I was not going to be a part of the compo I just ran with it.  The graphics and sound is not much to brag about but I would love some deadly honest feedback on the gameplay or suggestions on improvements.  Hope you have fun playing.

Link to game(Unity): bit.ly/1Gkx75S
Build your snowman

 

 

Build your snowman 2

Mascarpone cool 2D tower-defense with “cute” soundtrack?

HELLO GUYS!

THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT!

We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you –

Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!

http://ludumdare.com/compo/wp-content/compo2/407933/44551-shot0.png

Tags: funny, game, Mascarpone, tower defense

Hazard Lab

It is my first Ludum Dare. I am so excited when looking back that what I have done in 48 hours. I have to say make a game in 48 hours is extremely tired and crazy! However, I feel so happy for it.

So here, I would like to invite everyone play it and feel free to comment. Thank you!

Hazard Lab

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Twitch streamer Taunia Sabanski plays Force Feedback and has a blast

For those who have had the pleasure of watching their game being played by other developers, they will easily understand the great sense of satisfaction that comes with someone enjoying your game. Taunia Sabanski, a Ludum Dare participant, passionate gamer and awesome twitch streamer, had a chance to play our game yesterday.

Thank you so much Taunia for playing and rating our game! We had a blast watching you play and we’re happy you enjoyed it.

 

Taunia Sabanski rates Force Feedback

Taunia plays FF

You should also check out Taunia Sabanski and Rachel Rios’ LD31 submission called
“A Fine White Line”

Click here to check out Taunia’s Twitch stream.

If you also want to play Force Feedback, click here and let us know what you think!

 

Cheers

Disco Kitty Nightmare : 2nd Song

So were pretty happy with the feedback we have been getting for our game….but something has been bothering us from the start.  Out of all the reviews and comments we’ve been getting only ONE person has realized that there is in fact and second song on the soundtrack!!!

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

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