LD31 December 5–8, 2014

Vote Snowman’s Post-Compo-Version is there!

And it’s quite nice! I’ve just released it a few days ago and wanted to point you to it!

The features include:

• an improved menu!

Look at that beauty! You can finally read something too!

Look at that beauty! You can finally read something too!

• improved win/lose screens!
• improved the positive-sound’s pitch!
• Added a timer-bar that shows you, when the game ends!

It's pretty self-explanatory, isn't it?

It’s pretty self-explanatory, isn’t it?

• Added an own font!
• Added a speed limit, you can toggle from the menu!
• Added an easy way to make your own enemies! (simple Guide on the game page)
• Added sugar-cane-enemies!
• Probably some things I forgot to mention.
• Added an unintentional debugging-console I forgot to remove 😛

I want to thank all of those awesome guys who rated my game! My first Ludum Dare turned out to be fantastically fun  and I’ll most likely participate in the next one.

PLAY THE GAME HERE!

There is nothing weird with Greeny GRUB controls

WTF with the weird controls in Greeny GRUB? Here is some explaining. Keep reading if you know a little bit about CoffeeScript, Python or C-like syntax:

# Cursor-keys handling
document.onkeydown = (event) ->
__deltaVelocity = 80 # in pixels per second
__switch event.keyCode
____when KEY_UP then player.adjustVy(-deltaVelocity)
____when KEY_LEFT then player.adjustVx(-deltaVelocity)
____when KEY_DOWN then player.adjustVy(deltaVelocity)
____when KEY_RIGHT then player.adjustVx(deltaVelocity)

where deltaVelocity will be used by:

  • player.adjustVx() and player.adjustVy() to update vX and Vy velocities.
  • player.update(fps) to update x and y coordinates


class Player
__constructor: (@x,@y,@vX,@vY) ->

__adjustVx: (deltaVx) ->
____if Math.abs(@vX)<100 or (deltaVx>0 and @vX<0) or (deltaVx<0 and @vX>0)
______@vX+=deltaVx

__adjustVy: (deltaVy) ->
____if Math.abs(@vY)<100 or (deltaVy>0 and @vY<0) or (deltaVy<0 and @vY>0)
______@vY+=deltaVy

__update: (fps)->
____@x+=@vX/fps
____@y+=@vY/fps

The weird behaviour comes from the fact that there is no damping on the velocity once it has been passed to the player’s methods and that I do not handle onkeyup events.

Comments

26. Dec 2014 · 08:16 UTC
How come I am seeing this post for like the fifth time? Are you reposting / editing it or something?
pht59x
26. Dec 2014 · 09:24 UTC
I have changed the title, hence 2nd time and not 5th. I have also deleted the old one.
26. Dec 2014 · 09:40 UTC
Fair enough …

How is everyone doing their controller support?

Hey guys

Seeing quite a few multiplayer games, I haven’t had the time to play them all, but I’m wondering if you guys have any tips on how best to implement controller support (for Unity)?

My own game No More Boxes basically just uses two keyboard control sets for P1 and P2, and then set up two joystick supports for joystick 1 and 2, mapped directly to xBox 360 controller buttons. For Mac.

This has many shortfalls:

  1. The Xbox 360 controller button mapping is different between OS X and Windows natively… Weird.
  2. People with non-360 controllers (or on the wrong platform) can only change controls via downloading the offline build and going through the Unity built-in launcher.
  3. Which means the web build is not necessarily the best solution for multiplayer games… Which sucks.

Does anyone have insights into a better way to do controller support on web version Unity?

Thanks guys :)

Comments

pht59x
26. Dec 2014 · 10:07 UTC
For a jam, I think multiplayer keyboard-based controls should be enough: WASD for P1 and arrows for P2. If you go for something more complicated, your game won’t simply be played/rated by many people.
26. Dec 2014 · 11:46 UTC
plus there is cInput on the LudumDeals, which allows the player to change controls within the game (though that has to be implemented)

Houston: Expedition diary Part 4 – Gameplay Video

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

New decrypted item is available now:
gameplay footage with comments about present and future of the game

(01:43 min)

Incoming transmission:
Wolfnip’s “Let’s play Houston, We’ve Got a Problem!”

(16:25 min)

Ythmevge’s Let’s play

(14:44 min)

TechValleyGameSpace’s Let’s play

(31:02 min! wow)

Thank you guys, it was a pleasure to watch how do you play!=)

Previous part of expedition diary:
Expedition diary part 3

Expedition FB group
Let us Tweet you some space news
YouTube

Tags: game, jam, ld31, Ludum Dare, unity, unity3d, video

How do you use exclusive audio from Robert del Naja?

As you may know, for this LD Robert Del Naja, member of Massive Attack, provided an entire CD of unreleased music to use in Jam games. How do you use this gift? Share your game or anything else where you use this music.

For example, I was participate in Compo and can’t use any assets in my game “Fill the bar”, so I used this tracks for timelapse video.

Cultural Influences Postmortem

For this Ludum Dare going into it I had two main goals. First I wanted to make something that had voice overs, I’ve been doing YouTube Let’s Plays for two years now and this seemed like a good chance to practice in audio techniques. Second goal was to concentrate more on making art, my degree is in studio art so I should have something more interesting than boxes. I already wrote extensively on the art, so take a look at my LD profile if you are interested in that.

go_to_sleep

Before I get into what went well, bad, and what is next I want to write a little about what cultural events/happenings/media influenced the game. If you haven’t played the game yet you may want to play it before you read this next part.

Opening Screen

-Book: Go The F**k to Sleep by Adam Mansbach

Level 1: Jack & Jill

-Nursery Rhyme: Jack and Jill

Level 2: Frosty The Snowman

-Song: Frosty the Snowman

-Film: Little Orphan Annie

Level 3: Have Space Suit Will Travel

-Book: Have Space Suit Will Travel by Robert Heinlein

-Event: US Flag planet on Moon

-Event: Michael Jackson dangles baby out balcony

Level 4: A Scanner Darkly

-Book: A Scanner Darkly by Phillip K Dicks

-Film: The Matrix

Level 5: Sonic

-Game: Sonic the Hedgehog

-TV Show: The Simpsons

Level 6: Cookie Clicker

-Game: Cookie Clicker

-Film: Wreck it Ralph

Ending Screen: Waking Up

-Song: The YouTube Lament  by Tim Minchin

-Film: The Dead Pool

A_scanner_darkly

What Went Wrong:

– Was planning on making more of a narrative but there is a total lack of narrative in my interactive experience.

– Does it even need to be a game? Near the end I started to add more “game”features such as keeping track of the time to finish.

– Early levels lack the cultural references that show up later. That make references outside of the level theme.

– Some levels could have benefited from additional voice lines.

 

What Went Right:

– The humor of this interactive experience is evident to a widespread amount of people. Early in the creation on twitter I mentioned that I couldn’t stop laughing.

– Variety of themes for the levels is about right.

– I like the length of the game being about 2 minutes to listen to everything, and 30 someodd seconds to speedrun it.

– I like the art style of the game, it accomplished what I set out to do and works well with the theme of the game.

 

What is Next:

– I am working on an additional set of levels for the game I hope to release by mid January.

– Small changes to the base game to add a transition effect from level to level, as well as changing the walking animation a small amount.

First level of Night 2

First level of Night 2

 

Second Level of Night 2

Second Level of Night 2

Tags: postmortem, video

Santa, now go home!

Hi dear friends!

 

X-mas is over and the rating period of Ludum Dare 31 comes soon to an end. Probably, you wanna help us send Santa home to the Antarctica or wherever he lives :-)

So please play and rate our game:

 

Oust Santa!

 

We also play and rate all games with (friendly) comments (and a playable web version) 😉

 

Thank you and happy gaming!

 

 

P.S: The current highscore is 7100 points. Probably you can set the new record – let us know!

 

bg

Feedback for our new Website

Hey guys, could you give us some feedback about our new website? http://epic-minecraft.de/ :)

~Thorstian

Comments

26. Dec 2014 · 17:13 UTC
Looks good bro. The domain name might not be so fitting, but the website itself is pretty good! A little dark, but good nonetheless!
Lynx
27. Dec 2014 · 03:27 UTC
As a web designer myself, I will say I enjoy the layout and typographic choices suit the theme very well. It has a cohesive and understandable UI/UX flow to it which is great.

Let’s Rescue Ludum Dare live stream in a few hours!

We’re doing one last Ludum Dare game stream live on Twitch.tv! We’ll be jamming today, December 26th from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

This time, we’re doing something different. Not only will we take requests, but we’ll also attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Tech Valley Game Space

Let’s Rescue Ludum Dare Live Stream happening now!

We’re doing one last Ludum Dare game stream live on Twitch.tv today! We’ll be jamming from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

As noted earlier, we will take requests and attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Let's Play, live stream, Rescue, Tech Valley Game Space, Twitch.tv

Comments

27. Dec 2014 · 01:34 UTC
Thanks for the feedback on my game, Snake Rider! I really enjoyed watching you test it. I’m sorry the controls are so slippery; I’ve improved that in the post-comp version.

January 1st, Remembrance Day!

I was thinking back to a couple old products and unpurused projects of mine.

I realized that in a way these defined more of who I am as a game designer than all of my released projects do.

I propose that on January 1st, everyone posts an old prototype or unpursued projects of theirs to help usher in a brand new year of game development!

Super Action Man – Postmortem

Whew, this Ludum Dare was much more intensive than usual for us! Having less team members than usual didn’t help, but what really did us in was our over ambition. More info below, and please check out the game. Ratings and feedback are much appreciated!

As you can see, the game is the screen in a movie theater. For some reason the artist added Mickey Mouse, Batman, and Baymax to the crowd. Then, just for good measure, made it so you could see the butts of most of the audience. Thanks for that Paul.

The Idea

To be honest, no one on the team really liked the theme. We tried to get around this by discussing alternative interpretations of it. Eventually we came to the idea of using screen to refer to a movie screen. From there, we decided to create a comedic take on modern action movies. All of the levels in the game are based off of scenes commonly found in action movies.

Scene 1: The Car Chase

Inspired by the game Spy Hunter, we created a level in which the player, on a motorcycle, had to blow up incoming enemy cars. Technically not much of a chase, this scene caused some issues when the game sometimes failed to advance to the next level after cleared. Luckily this issue was resolved.

Scene 2: Romance Scene

What action movie is complete without a romance scene that has no bearing on the overall plot. That’s exactly what this fully voiced scene is. Although it offers the player a choice at the end, nothing in this scene really matters and there’s no way to lose. You may enjoy the voice acting though. Kudos to Josh for voicing both the male lead and his love interest.

Scene 3: Shootout on the Train

The actual train battle scene in game.

Based on another common movie scene, in this level the player must dodge enemy bullets and incoming obstacles while on a train. This level utilizes Spine skeletal animation, allowing us to make some very nice ducking animations. The game play for this level changed several times during development. For example, originally the player was going to be able to jump. Unfortunately this was scrapped because it made the game play rather boring. There was also going to be a scrolling background, but this was cut due to time constraints and bugs.

A picture from one of the scenes that inspired the train shootout level. James Bond certainly isn’t the only movie character to fight on a train though!

Scene 4: Rooftop Battle Rhythm Game

Although we knew we wanted some sort of climactic battle with the main antogonist, the idea for the game play on this level was not decided until late into development. A team member first proposed the idea of a Rhythm game, where the player must press the specified buttons, and it turned into this. Although it was my first time trying to make something like this, I think it came outpretty well, and gets pretty intense and hectic near the end of the battle. The animation is a bit choppy, but that’s because the art for this was made around 1:00 in the morning.

The Insanity that is Voice Acting

What movie is complete without dialogue and speaking? After hastily throwing together a text box system, I began writing humorous dialogue for every scene. I also decided to give the player a choice at the end of each level to say one of three “victory boasts”, which were usually some kind of joke about the situation or the enemies. Unfortunately we ran out of time to add voice acting to a few of the scenes. Luckily, in our timezone we still had a school day and several hours after until the deadline for the Jam. Since we all went to the same school, we were able to record all of the remaining dialogue on my phone while walking to Subway. If some of the audio quality is bad, that’s probably why. I’m glad we were able to do voice acting though, because it helped add a lot to the humor we were trying to go for.

 

So far feedback on the game has been good and we are looking forward to the results. If you want to check out the game and leave us some feedback. Enjoy and thanks for reading!

Special Plops – Now Available For Windows Phone

Special Plops is now available for Windows Phone.

ScreenShot3

ScreenShot4

ScreenShot1

 

 

 

 

 

 

 

 

 

 

Post compo version now includes:

  • High Scores
  • Sound FX
  • Harder levels

You can find it here:

http://www.windowsphone.com/s?appid=597092f0-7dbf-46c4-94df-46ba3ffe4cc6

Windows Store version may be a couple days.

You can rate the original here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1516

Super Engine Blast Soundtrack

Thought it might be fun to release the songs we used in Super Engine Blast

SOUNDTRACK GET IT HERE!

All songs were created in Logic X. I mainly used the Retro Synth on FM mode. It’s good for creating genesis sounding synths.

As far as post processing went, I was somewhat stretched for time so I just grabbed a set of effects I use for SNES sounding songs and went with that. You could say the soundtrack is what it’s like if Genesis and SNES had a baby. 😀

If you’re curious, I start with applying a compression of 3 : 5 : 1 with a bit rate limiter set to 16 bits. You can fiddle with the overdrive a bit to get something you like. For SNES music they were comprised of samples of instruments that were designed to loop, however the amount of memory that these samples could take up was insanely small compared to what you can do nowadays. So in an attempt to fit the sounds into memory I’ve read that composers would ofter chop off the high and low parts of the wave sample.

So the next thing you can do to get that SNES sound is to apply a high + low cut filter and chop off some of the more fuller parts of the sound.

You will definitely notice a difference.

The song won’t sound as rich, and it will sound more like an old video game console.

Finally the last filter I use is the Reverb. SNES had a pretty unique reverb that they used and I’m not sure I capture it quite well but if you set up a really really short delay filter you can somewhat mimic the reverb that was in the SNES sound chip.

Anyways I hope that helps anyone out there who is doing music and a bit curious about this sort of stuff..

😀

Postmortem: Sprotzel

[reblogged from my game design blog Replay Value]

A few weeks ago, I participated in the Ludum Dare’s 31st edition with the theme “Entire Game On One Screen”. I made a game called Sprotzel, which you can play right here.

Sprotzel

What went right

Choosing constraints …

I find it really helpful to set myself some sort of constraints when working on a game project. Those can range from visual constraints like using only a limited color palette to input constraints like only using only two buttons to play. In this case, I got from the theme of the jam Entire Game On one Screen to the technical constraint The screen never gets redrawn. From there, I quickly came up with some concepts that sounded interesting, one of which resulted in the final game.

… then abandoning them.

However, at some point, once I had the core gameplay and aesthetics implemented, I hit a wall. I wanted to include a new mechanic into the game (collecting pickups), but I just couldn’t seem to find a way to include it without either ruining the visual style, or breaking the constraints I had set for myself. So after some struggle I decided to drop the constraints and do what’s best for the game instead. Letting go of that self-imposed limitation was harder than I expected, but I’m glad I did so. I think constraints, especially technical ones like this, can be useful as a source of inspiration and design challenge, but only until they become obstacles instead of stepping stones.


Staying in the flow.

I didn’t polish the game as much as I could have. I stopped at some point, even though I still had ~24 hours of time left and started a second game. Now this is everything but consumer-friendly and the first game definitely suffered from it, but for me personally it was probably the better choice. Because anything I would have added to Sprotzel after that point would have been dull busywork. Implementing a proper in-game tutorial isn’t fun, it just takes time. And it wouldn’t have added anything substantial to the game experience.

So instead I used the remaining time and motivation to just start something completely new, even if I wouldn’t finish it in time. It actually went so well that I’ll probably keep working on this second project. Had I used another four hours to polish Sprotzel, I don’t think I would have been able to do anything of the sorts. I guess flow is as important for a dev as it is for a player.

 

What went wrong

Not play-testing.

This is really the one thing I regret the most about this jam. I was sitting in a room with five other people for the whole time and in the end each of them only played my game once or twice at all. I didn’t really do any explicit play-testing or ask for feedback, which shows in many aspects of the final game, especially its high difficulty.


Not leaving the comfort zone.

Sprotzel is a typical Waterman7-game if there ever was such a thing. I didn’t really try anything all that new or exciting or challenging. Not on the gameplay- and not on the programming-side. There wasn’t even a crunch-time. Somewhat boring really. It was still fun, don’t get me wrong. I just feel like I didn’t learn as much from this jam as I did from other ones.

Not making audio. Again.

This is slowly becoming kind of a running gag, except it’s tragic instead of funny. Although, this time I at least I gave it a try. The problem was, I tried to learn not only a new program mid-jam, but a whole new design-field. Of course, without any prior experience with sound, the endeavor was doomed from the start. I struggled with some unfamiliar interface and pushed random buttons for some amount of time before humbly resigning to the gods of sound once again. But I will have my revenge. Some day I will face them again, prepared.

The Galvatross LD31Post-Mortem Wrap-up:

As Ludum Dare 31 comes to an end here in a couple of days, I’m on the final push to play some more Ludlum dare games.  But before I do that, I want to take a little bit of time to talk about our game Galvatross

GalvatrossMarquee

Galvatross is ShuddaHaddaLottaFun’s third Ludum Dare game, our fourth game jam game, and certainly the most complete one we have ever made.  Things went a little more smoothly, plus we are a bit more experienced, so that helps.  I don’t want to spend too much time on this, so I’ll just outline the good and bad.

 

Galvatross_CharacterLARGE

THE GOOD

Complete art, that looks good too.

Complete game, and it’s playable!

We prototyped some nifty ideas

TranglordsLARGE

THE BAD

SFX balancing

Music

Joust

So let me talk about these for  a bit.  With the SFX, it became a last minute thing to fill out sound, so it was a lot of just plopping in sounds from SFXR without correcting their levels, making some of the sound effects Very annoying.  The Music actually had a lot of complements, so thank you.  But the reason it is listed in the bad is simply because it wasn’t what I wanted.  I had an idea as to what the music sounded like for Galvatross, but when I sat down to make it, it just wasn’t coming together in time.  Realizing I couldn’t waste my time trying to get what I wanted, I quickly threw something together in order to move on.  Finally, the Joust comparison.  When we first started working on the idea, we discussed how Galvatross was a period game, and we have a lot of backstory to the Galvatross franchise that don’t really fit into the jam, but in short the Joust influence is somewhat intentional.  Unfortunately it is too similar.  At first we talked about a shooting mechanism, but that would be too many buttons in our mind for an old arcade game with the jumping and zooming.  We then programmed it so you had the hit the Tranglors from the bottom, since you are protecting your little dude you’re carrying. That however made it too easy to accidentally kill enemies, and too difficult to do it on purpose.  The best strategy was just to stay still and let them land on you.  We switch that, but it just made it too much like Joust…

After the deadline we came up with a new idea for the attack controls that focused on the teleport mechanic.  Unfortunately with the holidays, I haven’t really had the time to get a working version implemented.  We have actually discussed continually working on Galvatross, which would be a first for us.  We have never continued working on a game jam game after the weekend has passed.

But you can help us! Yes! Inspire us!  We have 80 votes right now, which we are pretty sure is more then our other LD entries combined, which is great! We really want to hit 100 votes, and it would mean a lot to us if you could take the time to play our game before voting ends.

Galvatross Arcade

PLAY GALVATROSS

happy holidays everyone!

 

Hey LD! Anyone needs music for free?

Yes. Free. No gimmicks. The thing is every single person will ask me for some sort of portfolio, stuff I’ve done before. And I’ve had only done electronic music. As I want to get into orchestral, epic music I want to build my portfolio on something. So, whatever you’re doing – be it a game (I’d love to make music for some medieval-ish RTS/RPG), a film or whatever else.

It doesn’t cost you anything, so why not hit me up in comments? I’m looking forward to see awesome stuff you’re working on!

Comments

Luminar
28. Dec 2014 · 14:55 UTC
We have a space game that we made in Ludum Dare 31 and we are remaking it to get it released. It would be nice to get some music, but if you don’t do space/sci-fi or ambience then whatever. Thanks in advance. :)

Coinslot: The postmortem

coinslot

For our Ludum Dare 31 entry, Duran and I made Coinslot, a socially constructed Rube-Goldberg invention toy. The idea is that the resulting machine is what really happens to coins when you put them into a vending machine, or arcade game, or whatever. Hey, it was a good idea, at least.

How it worked

You create a pipe machine using our tools:

window

 

Then once you’ve built the machine, test it to watch the coins go through:

anim

 

Then, submit it to our online database where it will be linked in with other contraptions to make a giant rube goldberg machine!

anim2

It’s a lot smoother than in the GIF.

What went right

  • We completed the client and server in time, only partially thanks to the tools we used.
  • The game actually did WORK, if you consider immense load times and buggy javascript working.
  • Ultimately it was really cool to see all 23 of the machines in action.  (Of the 53 that played, only 23 submitted. Sorta leads me to believe that most people didn’t even play the game. ¬_¬)

What went wrong

51ZC7Y82VVL._SX258_BO1,204,203,200_

  • The server required almost constant maintenance on the first 5 days or so because it kept breaking down. My javascript was to blame.
  • It takes ages to load, thanks to our excellent “store giant PNGs on the server” technique of data storage. (like, multitudes of minutes.)
  • The database itself is just a laptop sitting next to my router.
  • Clickteam Fusion wasn’t the best game making tool for this job, really. We wrestled with the collision detection for a good while before getting it finally working.
  • There weren’t enough parts! With the work on the server and the problems with Fusion, we only had enough time to make a few good parts. The rest is just bland default pipes.
  • Only 23 people uploaded their machine. That means the other people didn’t even give the game a fair go. Since it only takes a few minutes to actually make a machine, that means some people must’ve just quit and given it a hasty rating in the first few minutes, which sucks. I can’t really blame them though, since upon loading the page it tends to freeze thanks to my horrid Javascript.
  • When I say the game takes ages to load, it takes AGES to load. Also, it might freeze your computer whilst doing so because my code sucks.

Even with all of the stuff that went wrong, I’m pleased with the game and with a little more work it could’ve been a gem. Alas, we’ve got other games to make, and it looks like Coinslot will be on the shelf for now. Thanks for making the competition a good one, everybody!

Play the game here

Comments

28. Dec 2014 · 08:52 UTC
Terrific idea, I appreciate all the work, but it takes ages to load indeed. Hope you’ll continue to work on it. I’m sure that’s an idea nobody ever had before.
28. Dec 2014 · 14:48 UTC
I can confirm: it takes ages to load 😀 Writing this comment (and playing other games) in the meantime.

How I did it – `Fabulous Escape`

screen-on-tracks

Hello!

I’m not going to write a long post mortem here, just a quick report with few pictures.

It was my second LD. I haven’t made any games between of them, but my gamedev skill still somehow improved. 😀


 

I think, graphics is a lot better this time. I haven’t paid much attention to it, I just did it as always, but it’s better than before. (Looks like it’s the only way to emprove yourself – to make as many games as you can. :D) Just look at it:

feelthedifference2014

Sound feels better, but it’s still not that good as I want it to be. (It’s sfxr, making good sounds with it is hard.)

Gameplay is better and easier, there are more checkpoints, but it’s still too hard for some players.


But it’s a plaformer again. And it uses same (slightly improved) engine as my previous entry. Art is better, content is nicer, but it’s still a simple plaformer with few unique features.

I’m not sure, maybe I should make something completely different next time, not a platformer, without this old engine. Maybe even 3D. (When you make 3D yourself, on pure GL4.3, it’s not that easy. :D)

 

Anyway, things that I should certainly do next time:

• If it will be 2D again, I should add particles, maybe screen-shaking effects. Probably some fancy GLSL shaders.

• Make more interesting gameplay, longer and better story. After all, it’s the most important part.


I am satisfied with my game. What I’m not satisfied with is the fact that I haven’t made any games except the jam ones since Apr 2014. It’s 6 monts! I need to do something about it and quickly.

 

Also, it’s my last chance to advertise my game. You can try it here. 😀

Thanks for reading.

 

 

life in technicolor: my compo entry

hello everyone,

this was my first ludum dare entry. I had 5 hours to complete it due to personal constraints, which added a bit more to the fun.

remote1

i wanted to do something quite funny for the theme and this is the idea I got:

you live inside a screen and you can change channels and travel through all kinds of TV shows, like Twiny Pikos, a TV cult classic about coffee, pie and the murder of Lamma Balmer.

remote4

i am not a person with much experience in drawing and graphics, so the graphics are a bit lot paintish, but i think it adds to the charm.

remote2

i wish i could have add more channels and shows to the game, but since i am so happy with this proto-prototype i think i am going to try and make this a full game, with more TV channels, like the Y Files: The Truth is Out There. And, of course, better graphics!

all the comments people made on the game page are super cool and full of great suggestions for me to try, for which I am very grateful!

you can play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46897

Comments

28. Dec 2014 · 08:47 UTC
Indeed a great idea to expand upon, good luck !

Dedicated server still online!

GridCars

 

Dedicated server up and running! Join now!

Post-Compo, we set up a dedicated server for our game, GridCars. Check it out here!
You can join the dedicated server by using “germanunkol.de” as the IP-Address.

Make sure to send the link to your friends and play it with them for the most fun!

It will stay online for the time being, and we, the devs, will be online every now and then to play the game with you, if you have no one to try it with.

Screen of a 7-Player-Match on the server:
Screenshot from 2014-12-13 20:20:40

Make your own maps!

On another note, we’ve create an IndieDB page for the game. Track it to stay up to date with post-compo updates…
It also features a tutorial on how to add your own maps. If you come up with a cool one, make sure to send it to us (gridcars [at] gmail.com)!

DifficultMap

Ramblings on my game GraviFlip

First of all, I want to thank all of you lovely people who took the time to play my game. I create games for the act of creating itself as well as for people to enjoy themselves and forget about their daily woes, if only for a little while. So just by playing my game you have already done me a favor. Thank you for that!

I’m not sure if this post qualifies as a post-mortem or not, but I just see it as a quick behind-the-scenes look on the making of my entry for this LD, GraviFlip.

graviflip_ss

Now, this was my first LD (and the first Game Jam where I flew solo, not counting #1GAM) so I didn’t really know what to expect. When the theme was announced I admit I was a bit bummed…”Entire Game on one screen” didn’t sound like a challenge for me at all, since almost all the games I’ve done up to this point took place on one screen. Also, virtually all 80s arcade games took place on one screen and there’s hundreds if not thousands of them. However, I swore myself I’d join this LD and so I set to work on finding an interesting way to use the theme…which eventually led to GraviFlip.

The underlying question was: “How do I make the most of the one screen I am given?” However, the additional and actually more important question was: “How do I do it without driving myself mad?” The answer to the second question was “by doing stuff I know how to do,” which means no experimental forays into unexplored genres. I’m kinda boring like that. However, I did decide on adding a bit more spice to the proceedings with my choice of technology.

 

The Language / Framework

For GraviFlip I used Haxeflixel, a framework that is basically an enhanced port of Flixel to the Haxe language. It was a somewhat daring choice, as I had just begun to learn Haxe and had only completed one game using Haxeflixel before LD began (the game being JettyCat, a FlappyBird clone.) However, I’d like to continue working with Haxe in the future so I just decided to take this as an opportunity to gain some more experience. And things actually went really well! Within the first two hours of the first day, I had already whipped up a basic prototype of the game:

graviflip_prototype

Isn’t it beautiful?

 

From then on out, it was all about the graphics, adding features and polishing the whole thing.

The Game Mechanics

The idea of flipping gravity came to me while pondering the first question I posed above: How do I make the most of the one screen I am given? I knew I wanted to make a sort-of platformer where the player could run and jump and I also knew I wanted to create an arcade-type game since those (theoretically) allow for endless replay value, even if there is only one screen. My first thought was to simply fill the screen with platforms that the player could traverse but I couldn’t make the gameplay different enough from Mario Bros. so I scrapped the idea. The next idea I had (which was the one I then went with) was to allow the player to traverse all the edges of the screen, not just the bottom one. Allowing him to traverse all the edges however reeked of fiddly coding and design issues, so in the end I just went with the floor and ceiling.

It was only then that I realized that this general idea had already been done in VVVVVV, but since my focus was on creating an arcade experience limited to one screen, I was sure I could make it different enough to not seem like a ripoff. I hope I succeeded.

The Setting

Well, if you’re talking about flipping gravity you don’t have that many options if you want it to make some kind of sense. Space was the obvious choice for me, not just because space is awesome in general but also because it’s relatively simple to do. I kinda sabotaged myself when I started doing the background art though, as I kept getting more and more ambitious and adding more stuff to the background, until the space backdrop was only visible through a relatively small window. Oh well, I’m quite happy with the results considering I’m not an artist, so I’m not gonna scold myself for that one.

space

The scrolling space background visible through the window, originally meant to make up the majority of the game’s background.

The Art

As I’ve said I’m not an artist, so I have to find ways to simplify the art in my games without them looking too ugly and unprofessional. While working on Coaster Surfin’ I realized that I was able to create reasonably pretty graphics using a Game Boy-inspired artstyle. Since you only have 4 shades of the same color to work with you don’t have to worry about palettes and such, and since the resolution is so low (8×8 or 16×16 per sprite) you can get away with some rather crummy animation. Plus, you get the added bonus of not having to have kickass music or sound effects. Long story short, the GB approach was a good choice for me since it’s quick, easy to do and looks rather good if done correctly.

GraviFlip Playersheet

The player spritesheet. See what I mean by crummy?

The Problems

I actually didn’t run into too many problems with this project  mainly because I tried to keep it as simple as possible, especially since I didn’t have much experience with the framework I used. Nothing is more frustrating than running into a hitherto unknown quirk shortly before a deadline…

The only issue of note that presented itself was (as it often is) the collision code. Usually checking if a player has jumped onto an enemy is rather easy: If the player is moving downwards, check if the x-value is inside the enemy boundaries, then check the same for the y-value. However, since both the player and enemies could be either on the floor, on the ceiling or in midair at all times, things became a lot more complex to my tired mind. It took quite a bit of trial and error until I’d arrived at the current solution, although that was probably a sign of weariness as looking back, the code isn’t actually as bad or complicated as I had thought at the time.

GraviFlip Code

The code in question. As you can see from the comment, I did not have much confidence at the time of writing.

At this point I have to thank Haxeflixel for providing many examples and good documentation which kept me from butting against issue after issue. I never struggled with the framework (or the Haxe language), only with myself and with the underpants gnomes that appeared while I was working. Although that may have just been a stress-induced hallucination.

 

 

What now?

I will definitely put out a more complete version of the game that addresses issues raised by the LD community and adds more features. I can’t yet say when that version will be available, but you shouldn’t have to wait too long for it. Some of the stuff I will change/add:

  • Global high scores
  • Restart the game by pressing a button on the keyboard
  • Tutorial will only be shown if you haven’t seen it before
  • More polish, like more satisfying feedback when you kill enemies
  • A better mapped out difficulty curve
  • More enemies, obstacles and features

You can follow me on Twitter @ohsat_official for updates and progress reports but I’ll also post an update here once there’s something to show.

Thank you for reading! If you have any further questions, feel free to ask them in the comments.

A penny* for your thoughts?

I really appreciate written comments, especially from those of you, who have stuck through the voting period for this long, and still play and rate games.

While I appreciate every star-vote I receive, I would much rather hear what you have to say, so please take a look at my Doll house game and tell me what you think. Of course I appreciate positive reviews, but would really like to hear what problems you see, and suggestions on how to fix them.

Doll hosue: q-Be or not q-Be

Thank you for your comments, you are awesome! 😀

Play here

* – a penny will not be given, sorry.

Comments

BabaJaga
28. Dec 2014 · 15:22 UTC
Thumbs up for crashcourse in making of!
28. Dec 2014 · 15:36 UTC
I already played and left a comment 😛 But I can say the main problem is, that there need to be something you should achieve, i.e. not die from hunger, or to be as happy as possible. Something. And there need to happen something when the bars are full, or run out. And maybe some money and upgrade system, so when you work you get money, and then you can buy food or a new tv :)

Thank you for your votes and support

Only one day left so it’s time to summerize our thoughts and experience. It was a great fun to work on this project, we hope you also enjoyed playing with it. You wrote positive comments and we got many useful ideas – thank you for them. A game is never really finished, we already have a lot of new ideas how to make it more enjoyable. And last but not least, thank you for your votes and support!!!

poster_ReturnoftheReindeer

Play it in your web broswer or on your OUYA console.

Comments

pht59x
28. Dec 2014 · 15:59 UTC
A really cute Xmas game.

Last day! AZOR

Only one day left to the end of judgment process! And we have rated and played more than 250 games so far! It has been an awesome Ludum Dare with such original entries ! If you haven’t played AZOR yet… DO IT NOW!

Also you can check AZOR POSTMORTEM, just if you want to know more about our game!

PLAY AZOR 1 DAY LEFT!

MAIN

Title Screen

And we want to thank you all guys for playing our game!!

HelkeGames team

Entire screen full of snowmen wanting to bite your head off

When the snowman theme was going strong, I thought it was pretty lame or… well, something that didn’t feel right. I drew this to express my thoughts:

I wanted anything but snowman.

But… once the real winner was announced “Entire game on one screen”, it hit me that “snowman” is actually a great theme compared to the winning theme. In this light, “Snowman” theme had some potential, but this new theme was not… such a real theme to me. I still don’t quite understand the theme nor have seen (yet) a super unexpected/creative/innovative way to handle it in any of the entries.

So I did what I always do in ludum dares: ignore the theme and do whatever I want.

And “snowman” theme was lurking there in the shadows. And that thought grew… and here’s what I came up with:

I put together an online multiplayer game in less than 72 hours. Plenty of axe hitting. Plenty of melting snow. Plenty of nasty snowmen.

Eventually the entire screen was filled with snowmen who try to bite off your head.

That’s what snowmen do.

You can play Limberjacks here (invite a buddy to play the game for optimal experience)

Thank you snowman. You saved my ludum dare.

Hey! Check out my android game!

That’s right, I have an android game on sale:

http://www.turbosquid.com/FullPreview/Index.cfm/ID/881715

Pic1

Pic2

And you can download my other android game (It’s made to be difficult and addictive)

http://www.mediafire.com/download/7658v77z7888z89/Bouncing_Box.zip

Untitled

And my LD #30 entry, T.E.G.O.O.S.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35464

Fopic

 

 

P.S. Pls, don’t be mad at me for the game put on sale 😉

It was my buddy’s idea 😀 !

 

Debug.Log(“I remain, Tosic”);

Application.Quit();

 

My first Ludum Dare

Hello Ludum Dare community!
First, Merry Christmas and Happy New Year!
Ludum Dare 31 was my first Ludum Dare, and I made a game called Defender, a simple game about defending a tower.
As I’m only 13, I find it inspiring that many real game developers played and rated my game :)
All of the games I played so far are great 😀
Be sure to play and rate my game here if you already haven’t :)

Comments

el-pepi
28. Dec 2014 · 19:58 UTC
“Real game developers”, ha!

If you make games you are a real developer!

Very good job! keep it up!

Dry Land

First Ludum Dare entry (first game I’ve made public actually), really fun time making it, and I think I’m pretty happy with how it turned out. You’re trapped inside a “screen”, and you have to fight very chompy fish to escape.

dry-land

It’s built in Javascript with the HTML5 canvas, features some audio effects when going from land to water or onboard, and even randomizes your character on each play.

Try it out and rate it here!

Creating a Game Programming Competition Like Ludum Dare

Any Suggestions or anything you would like to see, just comment below. I hope it will run on the off months that Ludum Dare is not happening. This is no where complete but would like to have it done by February.

Comments

pht59x
29. Dec 2014 · 05:42 UTC
Don’t you think there are already too many of them? Yours will run the risk not to have enough participants.
pht59x
29. Dec 2014 · 08:31 UTC
After some more thinking:

A Victorian Circus Post-Mortem

What went right:

-Deciding the idea

The idea creation process was very efficient, we used 2 hours and came up with around 9 possible ideas for our theme. Many which were more interesting in a game mechanics perspective but Ludum Dare is about giving a laugh for people who have about 30 second to test your game and move to test the next one :). We chose the game idea which had inspired our artist the most. Also having combination mechanics means that when you add 1 asset, the combination amount grows to the power of 2!

-Warm-up

We agreed with our programmer to do the whole jam process twice on Thursday. I went through the design of 12 random game ideas,, used 15 minutes for each. We then picked one, made a proto in 3 hours then picked a second idea, made again a proto in 3 hours, this time including the artist to the process. We got all our tools ready, version control, animation software, unity etc… We ran into troubles that would have been infuriating during the Jam.

-Art style

The idea we picked up had the art style almost defined in it. It was efficient to create a lot of assets yet still be original. Our Artist delivered on the whole thing and our Jam entry ended-up relying almost entirely on his art! A big plus for his quirky sense of humor! Not only the art style is great but it is so interesting that we have to reuse those assets and try to make completely different games out of them! The universe, the brand, the moneeeee, muahah!

-Post-Jam dev

Now, this is were things get interesting. We run a small indie studio and wanted to see what could we publish in 3 weeks. This was a perfect occasion to try. Having just worked 1.5 years on our previous game, we felt so good about just going for it. Not worrying about every single details. We just want it out there by the time the Ludum Dare voting closes. We managed to implement pretty much everything a minimum viable product needs and we know that if the engagement is at the right level, we can push the development further. If people don’t like it, then we move on, no harm done.

What went wrong:

-Game play added last

We knew what we want to do, we made good progress the first two days but we didn’t put any game mechanics, as we were focused on all the assets that were coming at us so fast. Making nice scenes with little animations here and there… The second day went for me me all into animating the animal, not very optimally. The third day was supposed to be 100% for the game play but even then… the first time I played the game we had discuss doing was about 4 hours before the deadline and then all the animation imports were corrupted by unity and there was either no challenge at all, or way too hard to get anywhere.

So like always the game was impossible to play, and if you master it, you’d discover maybe 4 animals out of 11 we used all our time on… Which bring us to our next point.

-Too many assets for a concept

The animals looked so cool combined strangely, that it became a game to invent new animals that would come out interesting… The we had to have a clown, then we needed a toucan… We ended up having animals that needed custom animations.. Some had extra neck parts, some animals have knees, some have elbows, which inverts totally the way they walk and I had never animated anything walking!

-Discover the limit of you tools

Making the animation was half of the trouble, because, of course, the first one you make, works perfectly. Then you start duplicating and replacing assets and the file grows and you start to run into those little bugs of pre-alpha libraries have tons of. Unity would always corrupt like 75% of the animation, having double heads on the dash animation, some animation missing big parts of the corpse… It was unwanted chaos after a full day of animating. It felt devastating. It was supposed to work like a charm.

-Game Design

We wanted simple, easy to understand. We didn’t play in the Jam spirit. We didn’t explore any wacky game mechanics. We did some +1 design. Take a runner, bring one new aspect, try how it turns out. We wanted to see what can come out from those combined animals but we never really focused on the game design itself. This would have to wait after the jam. The next prototype will make use of those asset and will explore new game mechanics, but for now, that would be all from me. Thank for reading so far!

 

TRY IT, our post jam version is one day away from the release now :)!!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=31361

My personal top 3 – One day before voting stops!

This dare has been one of the better ones in my opinion, in terms of quality- Either that or I’ve been quite lucky with the games I have chosen to play. I’ve played over 70 games, and I still have a few more on my to do list.
From the ones I’ve played so far I remember three games that epsecially stood out- and thus I decided to make my own Top 3 (listed in no particular order, and are both Jam and Combo games).

Rob – By: SelfishGenome

I really fell for the cute atmosphere and I was impressed of how much life there was in the animations of these primitive shapes. The game felt very polished and although the game wasn’t overly difficult there was a nice sense of progression from picking up upgrades and such. Something about the graphics and animations just spoke to me and I was sold! I can definitely recommend that you try out this game!

Blockade – By: TheGreenTie

This game is a must try. Writing too much about it will spoil it all, but suffice it to say, I really got a good laugh out of this game. Although there’s not that much to do in the game, solely because of the humor, it is worth trying!

The Lonely Realm of Tom Thaum, the Space Wizard – By: JJEvil

I really had a lot of fun playing this game. It takes a short while to get used to the controls, but once you get the hang of them, this is actually a very nice game. Basically you are a (space) wizard that have to build a tower, gather resources and protect it from meteors coming from outer space. It can be addictive though – so be careful!

 

Also if you haven’t tried out my game yet, I humbly ask you to try it out as well:

Coin Toss Simulator 2015

A game about tossing coins at objects to make them break. I promise – It’s great fun :-)

I’m already working on a post-jam version and I’ve put up a page for the game on indieDB
At a later time I might go into more detail about the post-jam version, but for now, check out the games above if you haven’t already – I really enjoyed them!

Have fun!

Last Minute Ratings for Super Action Man?!

With less than 24 hours remaining, we have gotten a ton of good feedback on our game Super Action Man, an a action comedy based on modern action movies. We are all very proud of the work that went into making this game, such as recording dialogue while walking to Subway.

If you guys could drop some last minute ratings and feedback, that would be great! Good luck to everyone with their results and see you then!

Poo Dee Pie: Can you beat the dev’s high score?

Poo Dee Pie: Dee most horrible game in dee universe.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39189

Do you have what it takes to survive a horrible and monotonous grind in dee Poo Dee Pie factory, long enough to beat the developer’s (my) high score of 133 pies?

WARNING: This is a factory game, factory work is repetitive. VERY REPETITIVE, HORRIBLE AND SHIT. Dee inspiration for this horrible game came from ~12 years of factory experience by me. Poo Dee Pie: Dee most horrible game in dee universe is an amazingly accurate glimpse into dee daily life of your average factory worker.

Cheers, from Ben and Steffen.

@ThumbsBlue

@SteffenWittig

Last minute vote grubbing

Thanks to everyone who has voted on our game and left comments! If you’ve not yet played it, this is your last chance to tell Mr. Fox to shut up.

mrfoxpng

Rate our game!

 

Red Repair – Full Development

Red Repair FD

First off, if you haven’t played the game, click here and then refer back to this post once you’ve given it a try.

However if you have played our game, you’ll be pleased to hear that we’ve just started full development on it. Overall we were really happy with how it turned out despite it’s distinct lack of depth in mechanics.

The concept as a whole appealed to us and we think that with enough time and effort, we can make this into something genuinely awesome as opposed to “Good for a ludum dare game”.

You’re probably wondering what we’re planning for a full release build, and our answer to that is quite a lot.

Everyone hates reading blocks of text though, so we’ve condensed it all into 3 main points:

Post_Template_02 Test

Post_Template  Test

Post_Template_03 Test

All in all, we’re really excited to be expanding on our entry, and will be posting updates regularly once there’s more to show in the new year. You can follow us on twitter at @NullCabal and like us on facebook at Facebook.com/NullCabal

And as an added bonus, here are some concept OSTs our audio monkey has been working on:

Greeny GRUB: post-mortem

Timeline

  1. Saturday was spent implementing the physics of billiards in CoffeeScript;
  2. Sunday (afternoon) was used  to put together the game mechanic main ingredients: the goodies will be GREEN, the baddies will be RED, the player wiil be grey and the controls will feel both weird and funny;
  3. Monday (lunchtime) I got the weird controls tested by 5 real-life testers.

 

greeny_grub_playing

What went right

  • CoffeeScript to make a game in a single 500-line file: no library, ie plain JavaScript under the hood;
  • I did not use nor make graphics assets;
  • testing with Firefox, Chrome, IE (v > 10) and Opera;
  • I eventually got the game balancing right on 20 levels (ready for more…);
  • working with Linux on a computer with a tiny 750 MB RAM and the same amount of swap space.

What did not go so well

  • most of the physics stuff I wrote on Satruday was not used in Greeny GRUB;
  • some (minor) sound issues;
  • not enough votes!

If I had to do it again

  • I would stick to an HTML game with CoffeeScript.
  • single file programs are handy to try out different options.
  • again, I would ask myself whether using a game/physics library is a better idea than writing everything from scratch.

Thank you to

  • my real life testers who gave me quick precious feedback early in the project;
  • those of you who commented on the game or rated it for the past 3 weeks;
  • Spouki who earned me a massive 1 vote because he is cute.

 

spoukiClick on me to make my owner happy!

Houston: Expedition diary Part 7 – Lab module concepts

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 24:
New item is available – Lab module concepts:

1-st iteration. Too cute again=)



2-d iteration. The main question – how the Lab should looks like? What is an exterior attributes of such buildings? In real life labs usually is a pretty boring buildings =/
And we don’t want an extra hi-tech with some plasma balls floating over it.

Finally, we came to this concept of an MRI-like construction. The idea – scientists finds some samples, brings them to this module and put into central space.
Then the scanning and analysis starts.


And here are colored ones.

We invite you to our page at Steam Concepts!

Tags: game, jam, ld31, Ludum Dare, progress, update

did you played CYCLE?

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.

00

I played ‘Cycle’ and trashed it. Some questions were raised about the production I would like to report here.
To play you must collect the LINES that enemies drop when destroied. Each cycle is represented by a geometric shape.

I started thinking of a visual style ‘game boy’, but inadvertently changed the background color to black, and suddenly, all designs modified with something like ‘geometry wars’ =(
despite the geometry be just the player.
The colors of the enemies were to be monochromatic, but for some error were with two colors, which pleased me and I ended up leaving so. =p

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

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

PLAY CYCLE

Comments

pht59x
29. Dec 2014 · 12:19 UTC
Asteroids on steroids!

Chroma Maze! One last plug before voting ends!

chromamaze2

There’s only 12 hours left for voting so I thought I’d advertise my game one more time: Chroma Maze! My first time ever participating in Ludum Dare.

A lot of players have reported that there is a game-ruining bug that will sometimes generate an unbeatable maze. I am aware of the bug but I have not had time to fix it. I apologize if this bug ruined your experience! Please feel free to judge the game accordingly.

Ludum Dare was awesome and I’ll be sure to participate more in the future! Thanks for all the kind words and ratings.

A big thank you to everyone who tried my game!

Only 12 hours left to play and rate the games for this Ludum Dare #31!

I want to personally thank everyone who tried my game, Deadly Dungeon, and especially for taking the time to also leave feedback. I am really quite proud of the game, and for the last few weeks I have been hard at work on a “post-compo” version. I’m hoping I can release a playable demo of the “post-compo” version very soon. It will have actual 4-directional movement, a larger first-person view, secret rooms, respawning monsters, doors & torches, and much more!

Here’s a glimpse of the upcoming “post-compo” version:

screenshot12

screenshot of the upcoming “post-compo” version

If you haven’t already, please consider giving my game a try and rating/reviewing before the 12 hour deadline is up! Thank you, and I look forward to joining you all again for Ludum Dare #32!

Last call for rating Icy

Last call folks; time’s running short. If you rated Icy’s Trivial Travails – thanks! If you left a comment  – double thanks!! If you haven’t played it yet, now is your chance to play our trivia board game. Icy’s safety from the evil, hungry yeti depends on you! Are you smart enough to get Icy to the goal beforet he yeti gobbles you up? There’s only one way to find out – Play it now! Also, if you have a video of you playing the game, we would love to see it.

Play and Rate Icy’s Trivial Travails

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38918

Again, last call – everyone belly up to the bar.

 

Pretty Cool

So the whole making a game in 48(or 72) hours is fun.  I learned a lot about organization this time around, as a lot of the features I had time to add in I forgot about.  Hopefully next time I keep myself more on task and construct a better todo list.

A big thank you, and last chance to rate Enter the Murderdome

There are only a few hours left to rate Ludum Dare 31 games, so if you haven’t had the chance to try out Enter the Murderdome yet it’d be awesome if you could give it a shot and let us know what you think. We’re currently working on an expanded version of the game and any feedback to help with that would be appreciated.

We’d also like to thank everyone who tried my game over the last two weeks, especially those that provided feedback. We think the game is fantastic, and we’re glad many of you do as well. Like I mentioned earlier, we’re hard at work on a post-compo version and have some great ideas of how to improve it because of your great feedback.

Thanks again for playing, and if you haven’t please considering giving our game a shot before the deadline is up! We both look forward to Ludum Dare 32 and making even more great games with this great community.

 

Last call for Against All Odds

First time LD’rs (or Jam of any kind!)

Amazing experience – great community and some very informative feedback – thanks :)

If you’ve not given it a go yet please do. We’d love to hear your final thoughts.

43727-shot0.jpg-eq-900-500

Comments

pht59x
29. Dec 2014 · 12:58 UTC
Asteroids on steroids!

My mouse

Play a little bit with my mouse:

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41917

Swat Team Post-Jam Edition

Hi! Since Ludum Dare ended, we’ve been working on a new version of our game Swat Team. It has new graphics, tons of bug fixes (literally), and balance changes that make the game more fun and fair! It’s now a standalone version that should support fullscreen on almost all monitors. Check it out on itch.io:
http://paisleygames.itch.io/swat-team

Thumbnail

If you haven’t played or rated the original yet, you can find it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44928

Thanks to everyone who played my game!!!!

So there left only a few hours of this Ludum Dare (mi first one) and I want to say that it’s being a great experience. That’s the jam in what I recieved more feedback, so I want to thanks everyone who voted and commented.

 

If anyone wants to play here’s the link:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44355

 

Comments

MatejaS
29. Dec 2014 · 21:43 UTC
I really enjoyed it :) Looking forward for your next game 😀

Final Hours!

Well, the 3 week rating period is almost over, and we’ll find out the results pretty soon. Thanks to everyone who rated my game, Snake Rider! If you haven’t seen it yet, check it out here.

Note: Many people have found the controls very slippery. You can play the post-compo version of Snake Rider, with improved physics, over here. In the future, I also hope to add more power-ups and get it up on Newgrounds.

Thanks again to everyone who has played or rated my game. All of your feedback is appreciated! :)

Screenshot06

Tags: ld31, snake rider, thanks

Comments

pht59x
29. Dec 2014 · 14:11 UTC
A very original concept!
02. Jan 2015 · 16:08 UTC
Hi, ETH! Nice work on your first entry for Ludum Dare. ^_^

It was my first Ludum Dare and it was AWESOME

Hello everyone !

I would like to thank each of you who can make this event possible.
It was my first Ludum Dare , and I really enjoyed it, I’ve never been so motivated before.
My game isn’t the game of the year, but I’m proud of it.

 

Thanks you !
thumbnail

 

If you want to test it, Click Here !

Comments

29. Dec 2014 · 14:51 UTC
Will you join us again in April? 😀
Lamiche
29. Dec 2014 · 15:17 UTC
Haha ! Of course !

So,that was our first Ludum Dare and that was amazing time!


Hello!  Team BSOD is here.

I would like to thank all, who make this event, who make games every 110 days,who  judge and make all things going!
That was the most interesting gamedev event.

It was our first Ludum Dare , and we enjoyed it.
And we are gonna take part here in future.

Precise Shots

With only 8 hours left of rating you should shoot some arrows in my entry, Precise Shot.  Take 5 minutes and let me know what you think!

So what are you waiting for, fire some arrows!  (Easy / Master have different control implementations, Master bow is less intuitive)

 

Finish Your Project in the last 8 hours

With just over 8 hours left, if anyone’s interested in giving Finish Your Project a try, please do so!  For those that have already played it but were not able to see the ending, I’ve added a link to a video of the ending since I didn’t want people to miss out on it.  I’d prefer that you see it in-game, but I realize it’s a really long game so consider watching it if you just can’t make it to the end.

fyp_ss

 

Comments

pht59x
29. Dec 2014 · 16:05 UTC
Lovely sad music.

Last 8 hours, it would seem!

I haven’t done nearly enough promoting this Dare, so I’m just gonna ask any last minute-ers to check out my game, “Oscillation

preview

Yes, it’s short, and a bit slow to begin with, but pretty soon things speed up. It isn’t quite as finished as I’d hoped, but I think it’s still a bit of fun.

Thanks to everyone who has or will have played+rated my game, and GOOD LUCK!

I’M EXCITED I’M EXCITED I’M EXCITED I’M EXCITED…

Three hours left until the results are out! I can’t wait to play the top rated games! I really want to see how many of the games I rated highly are liked by everyone else!

However, since there is little point in claiming you rated games highly after the results are public, I would like to provide you with a list of my favourite games, decided after playing 161 of them.

So, without further to do, here is my long shortlist of favourite games I have played and rated. I’m not claiming that these are superb, great or good, just that I found them interesting. (Extra credits reference, anyone?) – That said, I do think these games are good. Each for different reasons tho. :D

Office Gaming Inception  Finish Your Project Go Out Screen Fibonacci Grid LiliLight SheeBall Man on the Field The Fast and the Flatulent Hunt The Yeti FergusonTV Teeny Tiny Little Ball Letter Run Cuberot Ragtown ColorBlocks Beat Bop Delicious Lumit SCREEN HEAD Cat Care CUBE Clicker Just a Little Screen Time  Asking Out  Simulator Eggogatchi SIRTET One Killer – One  Window Life of a Geek

I hope you found some of these enjoyable or interesting :D

See ya in April! :D

Nearly 100 rated, some favourites

I can’t believe that LD31 is almost over. I’ve managed to rate nearly 100 games, and wanted to highlight some of my favourites that you might not have heard of:

Coward” by tomdeal

Laundry Day” by Omiya Games

Ludum Dare Pinball” by iShadow

Octorope” by OctoTeam

Bad Television” by bitslap_

Helga Kills Everything” by mutatedsoftware

Gray Grid” by Pixelsalt

Also, if you haven’t had a chance to play Network Programming, my game about a man escaping from inside the TV, then you can give it a try here:
Network Programming

What are people saying about it?

“Wonderful trash!” – talecrafter

“Looks cool” – error031

“I actually beat the game and feel very proud about it.” – Crushenator

“Haha best audio” – skonkan

Node Alpha

NodeAlpha

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35835

You have always time to evaluate my little game. If I can do a recommendation, please download the latest version which embeds 15 levels. Thank you for your comments and I say “see you later ” for the next Ludum Dare. They said about my entry :

dook – Very nice puzzle game!

gmaker – well done! it’s high five stars!

Evergreen games – wow! very ambitious. great atmosphere and interesting gameplay.

Rulrite – An awesome puzzle game with an easily understandable goal.

rottenmage – I love the graphics! Really good job with the shaders.

2bit – Cool puzzler! Atmosphere was great.

(…) and many other compliments :)

Братец, пожалуйста, попробуй и дай мне оценку. Спасибо ++

Cell #327

Cell#327#01

Play now! (or never)

Less than eight hours to go!

I want to thank everybody who played and rated my game, the streamers and the blog posters :) Good luck to everyone!

Personal favourite:

The second thought

Tags: final

Spouki is having a problem, too.

spouki7 hours left !

Comments

Geckoo1337
29. Dec 2014 · 17:10 UTC
Keep the faith boy :)

Working on an update

I’m working on an updated version of my compo RPG. It will feature slightly updated graphics, sounds and balancing, Here’s how it looks like now:
HDIslands

As for now, you can still play the compo version, but with significant bugfix – no more debug trash text obscuring the game! Yay!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1349

This is my first LD, and it’s super-awesome! You guys are the best, for reals. <3

My favorite underrated games

I didn’t get around to rating my 100th game until just a bit ago. With so little time before judging ends, I have to apologize for not allowing these games to get the attention they deserve. All of them have something to offer, and have fewer than 50 ratings at the moment. I feel they deserve more than that, so feel free to give them a try!

Room Nr.6 by PriorBlue, a Jam Entry in Unity
Room Nr.6

A game where you explore 6 rooms connected around a spherical floor, and you can only face one direction. A creative and clever puzzle with a very nice look.

No Space for Error by Kwask, a Compo Entry for Windows
No Space for Error

A frantic game where you have to keep a machine running by fixing everything that goes wrong. While it lacks sound, it’s still a lot of fun to play.

Quantum Architect by zdonkeyx, A Jam Entry in Unity
Quantum Architect

A challenging and brilliant concept executed surprisingly well, you have to use impossible architecture to maneuver around and collect the cubes. Makes for a very enjoyable puzzle experience.

Ordinarily, I try to fit in more games, but since I’m struggling to get this out as soon as possible, I decided to narrow it down to just three this time around. Enjoy playing these and other entries, and I hope everyone had fun this Ludum Dare!

Last time to rate and post compo

Hi everyone,

Hope you enjoyed the great games made during this LD!

Here is mine updated so that the final form of the rose can actually be reached :)

 

See you in four months!

Comments

pht59x
29. Dec 2014 · 18:10 UTC
A very original idea.

Wanna pass time faster?

You still got 5 minutes to wait? Why not waste 10 of those second and like (and read) this post! It’ll help the time pass xD

The ludum dare 31 season has come to an end!

As I’m writing this, we’re still unsure of our results.

I love each and every one of you. You’re amazing.

Thank you all for the kind words on Duck, Jump, Die!

This was important to me, because for the past few months I’ve thought of myself as going nowhere.

And now, as destiny would have it, me and Brad have began development on a mobile version of Duck, Jump, Die!

Thank you.

Really.

GG

So, the voting session have ended. that all we know. what we didn’t know yet, is the result of it.

Before we look at our result, and look at how our 2/3 day working turns out, i’m just gonna say two words:

Good Luck!

Another year, another Dare!

It’s been another great Ludum Dare, all. Making and sharing our project with everyone, playing everyone’s games, and interacting with livestreamers and devs has been an amazing experience, as always. Happy Holidays to all, and here’s to even more great projects in the New Year.

Thank you all for making this happen!

Play Area Postmortem-ish Thing

Hello everyone! This was my first LD, so I figured I would also put up a postmortem post as well.

However, I would also like to put in the obligatory piece about how it’s been so nice to play so many great games!
It has been so nice to play so many great games!

…I’m not good at this, sorry… =\
(But seriously, it’s been a huge amount of fun doing this.)

If you haven’t played my game, you can play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24741

Tools used:
Engine: Unity
Art: GIMP
Music: Audacity

What went well:

-I got all the mechanics down. Everything worked, and there isn’t anything you could exactly call a bug, per se. There a physics glitches, but those are part of the game itself, so not much to fix right there.

-I kept around only a few mechanics, so that there wasn’t too much to do. In fact, I didn’t do much at all in the last little section of the LD, to my eternal shame. =\

-I had everything I needed. Graphics, they worked. Mechanics, they were good. I even got in a bit of music, which I had no experience with prior to this.

What didn’t go well:

-The instructions. This was the thing that was the biggest downfall of my game. I hadn’t actually done in-game instructions before, and the idea that people didn’t get how to play my game was a foreign one to me. I first tried text instructions, but then the people playtesting just didn’t understand how the game worked. At that point, I didn’t have enough time to come up with visual instructions, so I had to just refine what I had. And that was a disaster. Right now, I use terms that only a small group of people would get, (fortunately, this group of people is game developers), meaning that it’s nearly inaccessible to a wider audience.

-The game is short. Really short. The only reason it takes very long to play is because the instructions are awful.

-There is a lack of explanation of what each specific non-physics object in a level does. The player would just have to test to find out what happened.

-There were a few complaints with regards to the camera zoom being jarring, but in development I felt that it would help the game fit the theme. It’s still something wrong that I should have come up with a solution to, but I do stand by my choice.

-The name. It was the best I could come up with, but it’s awful.
…Is it?

The future of Play Area:

I want to make this into a full game. I really do. I plan on doing that, and, hopefully, I will. I am probably going to change the name to “Think Inside the Box”, though if anyone has any better ideas I’ll go with one of those.
The instructions will be purely visual. They will show how to do something with the key presses next to them. Then, the level will let the player do it themselves. This will not only teach the player better, but will allow me to avoid trying to name each type of object.
I will come up with a better color scheme that isn’t as jarring, and put symbols on each type of object. This will both help identify them and make the game accessible to color blind players.
As for music, I’m not quite sure. I think what I have now works, but I should make a few changes to it. Experiment some. Hopefully get a better tool for making higher-quality sounds, but that’s for later, if needed.

This whole thing has been a blast for me. I am going to try my hardest to get into LD32 as well, though that overlaps with school some, so there’s a chance I won’t make it.

Again, if you haven’t played my game, play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24741

Only four more hours!

Tags: ld31, LD31 Postmortem, Play Area, postmortem

Comments

pht59x
29. Dec 2014 · 20:09 UTC
I already tried to rate your game earlier on. But I had to give up! Did I overlook something to make it work? Maybe I’m getting too tired.

Results for Ludum Dare 31

And with that, our 31st event has ended. Here are the results:

How did I do?

You can view your results here:

My Results: ludumdare.com/compo/ludum-dare-31/?action=me

The individual category results are just above your comments.

Top 100 Games

Check out winning competition and jam games here:

Compo Top 100: ludumdare.com/compo/ludum-dare-31/?action=top
Jam Top 100: ludumdare.com/compo/ludum-dare-31/?action=top&cat=Overall(Jam)

Winners are decided by the Overall category.

Congratulations to all the winners.

Category Winners

Here at Ludum Dare, being the best overall game isn’t the only way to win. Games are rated in 7 additional categories, with a special “Coolness” category highlighting people that went above and beyond to be sure you got a vote.

Categorical Top 25’s: ludumdare.com/compo/ludum-dare-31/

*NOTE*: You can click on the titles of the categories for Top 100 lists per category.

Thanks again everyone for making Ludum Dare great!

– Mike Kasprzak (PoV)

Three Hours Left

The Best Game of 2014

The Best Game of 2014

 

Take 5 minutes maybe to play this fun game. I hope you enjoy.

The last stretch.

Well, this is it. Its been fun guys, us at MysteryMeat have played a lot of really fun games, and we are glad we have been graciously accepted.  Come try our game if you have a chance. We would like as much feedback as possible. :)

One last try

So I just try to give our team’s entry a last kick of attention in hope for a few more votes.
If you have not played it yet, give Banana TV a try, before voting ends. :)

[Banana TV – LD Entry]

PLAY MY GAME DARNIT!!!

Theres only TWO hours left so I added a special update SO GO AND RATE MY GAME!!!!!!

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14064

Rated 225

I’ve played and rated 225 games, so really did all what I could :)

I you feel like it you can play my lightweight HTML5 entry here.

Comments

pht59x
29. Dec 2014 · 21:52 UTC
Both a game and an OS.

Care to Toss some Coins?

About 2 hours til the dare is over- I’m excited and a little sad at the same time :-)

Personally I think this have been a very good dare- I’ve had the honor of playing a lot of good games this time. I really think the quality of games has been very high.
Before I go play a few more games here in these final hours, I would ask if you would try out my game if you haven’t already?
You get to toss around coins and break stuff while doing it- What could be more fun?

Anyways, if you’re, like me, rating your last games this dare, maybe one of those should be my game?

Coin Toss Simulator 2015

You can even brag about playing it before hitting 2015 :-)

With that said! – Thanks for a very good Ludum Dare – And I hope you’ve enjoyed it as much as I have. Good luck on your ratings- And a happy new year!!!

don’t eat yellow snow – post combo release

Thank you community

We have had a lot of fun creating and inventing our 2nd Ludum Dare game.
Many thanks to all the comments and inputs.
You are great!!

The Snowmän! Factory got a new update – “don’t eat yellow snow”

In this update we have:

  • added 5 new levels – “10 levels now”
  • slightly optimized the controls
  • added a new element  – “yellow snow”
  • take out the fire tile
  • updated some graphics


Snowman_Factory_LD31_post_combo_3
Snowman_Factory_LD31_post_combo_2

You can try it out by yourself….
Snowmän! Factory post combo release

If you have missed out the music post…
Snowmän! Factory OST

*Bonus*

alpha Android version (only apk file)
There are some bug with elevator (graphically) and some music loading.

Tags: game, jam, post combo, update

Nanaina – Explore the shifting dungeon donning your Hawaiian shirt.

Screenshot of Nanaina

So, we’re in the last few hours now:

Nanaina is a moody platformer set out as a quest to find fire. You are a rather lost soul, wearing a Hawaiian shirt, looking to escape the cave. The first step of this is to start exploring to find a light source, so you can see farther. Nanaina is the first step of this, and as you explore the cave, you find that it may be a lot harder than you first thought…

If you’ve not yet played my game, please do go give it a try!

One-Half Hour Left

Rate CERT. A fun platforming adventure.

The Best Game of 2014

The Best Game of 2014

 

 

 

screenshot

Check out Gorilla Rampage for final voting!!  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30128

A huge Thankyou

I wanted to give a huge thank you to everyone who played and rated my game,  this was my first entry and i learnt a lot.  Its been great being part of the community and I’m looking forward to LD32, where i can put all i have learnt to action :)

Honestly some amazing entries, and some amazing people, you are all awesome.

Highlight: Knowing people were actually playing something i made. 

Biggest Regret : I think i played it safe, but like overly safe. 

What is the future for STS? I plan to keep working on it, and release a more complex game, now i have unlimited time, its going to be hard to keep myself motivated, but the thought there are those out there who liked what i had so far is enough to keep on powering through.

I don’t expect to get amazing ratings for my first entry, and to be honest, i’m proud simply for making the submission with a semi polished version of my original idea.

I have played some amazing games this past few weeks.  I wish i had time to play more.  For those i missed i hope to get your next entries.

again thank you to everyone who voted on Simple TopDown Shooter

TheScragglyMan~

The final hours

Hey guys,

Christmas is over and we hope you all had some nice holidays. Please play and rate our game in the final hours of this amazing LD. We couldn’t have imagined to get such great and also helpful feedback and to see so many cool, new ideas and ways to challenge the theme.
If you are interested, we will keep you posted with updates on our post jam version (which we will hopefully finish in the first weeks of the new year) on our Twitter account @TriteGames.

bunny diesbunny dies

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 ^^)

Of Carrots and Blood title screenmutant madness
full blown action