LD32 April 17–20, 2015

Word Gun is Finished

Screenshot

My game word gun is now up, please give it a rating and a comment. I unfortunately didn’t get as far as I wished due to some unforeseen occurrences (looking at you git) (and you, social life). Despite problems I did enjoy the experience.

To summarize my game is about typing a word and using that as your weapon, there’s only a few words at the moment though ‘die, explode, rage’ with don’t and not. I used a regex for the word detection.

I’m fairly happy with how it went considering that I’m only 13.

You can vote for my game here.

3 days in – understanding that multiplayer 3D is hard suddenly appears

slowpoke

That’s not our first entry yet we made the beginners’ mistake. We planned too many features. So many we can’t budge them anymore. We’re not sure if we should publish the game as it is, so that’s what we have now.

Cling!

+ clients can connect

+ players can move
+ client can pick a weapon
+ client positions are synchronized
+ client animations are synchronized

Content:
+ Player
+ 3 Weapon models
+ 2 Ammo models
+ ~20 C# Scripts
+ ~10 Textures
+ ~15 Models
+ 1 Arena + 2 Development scenes
+ 14 sounds
+ 60 git commits

– client can shoot but it not synced on server
– rigidbodies are weird
– no UI in game
– only 1 weapon implemented
– poor position sync algorithm, clients lags
– no gameplay at all
– …

Something we learned:

1. It’s a bad idea to make a multiplayer shooter based on ropes interaction in three days. Pretty obvious
2. It’s not a simple task to sync objects while changing scenes in Unity
3. Syncing 3D physics in Unity is just too hard to understand for a human being
4. Listening to a new team member (who wants to make a 3D and then just gives up) is not a good idea either

So that’s it. We couldn’t finish it, but would be pretty happy to hear your opinion. Do you want us to publish the game as it is?

Tags: 3d unity, ld32, slowpoke

Comments

20. Apr 2015 · 22:57 UTC
Ofcourse publish it, show people what you have done, learn from your mistakes, drink a beer with your members, and forget about it, and better luck next time! We have all been there…sometimes you just have to aim for the sky, to master the grounds! 😉

Oh, no! I can’t figure out how to submit for Jam!

So I happen to create 2 games for this Ludum Dare competition: one for Compo, and one for Jam. The latter is yet to be submitted, but I can’t seem to add two games under one account. Do I need to borrow a friend’s account to submit it?

Comments

Azlen
20. Apr 2015 · 23:00 UTC
Yes you would probably need another account

I’m playing your submissions live!

You can watch me play your submissions live on http://www.twitch.tv/fizz55 Request your game in the comments and I’ll play it!

Comments

Soa
20. Apr 2015 · 23:08 UTC
It is not up yet but we will be putting up a game called Hard wired, it will be by Sonderworks you should check it out.
Sundr0
20. Apr 2015 · 23:14 UTC
Hey ! If you wanna give a try to LazCat !
roiier
20. Apr 2015 · 23:17 UTC
Hi, could you play our this game?
20. Apr 2015 · 23:37 UTC
If you wouldn’t mind playing my game Off to the Races I’d appreciate any feedback. It’s mainly designed as a locally multiplayer game, and is best played that way, but it also has a single player component to give you an idea of how the game plays.

What Lurks in the Dark

This was my first entry in the Ludum Dare, compo or jam. Although it would appear from this delayed post that I am submitting it for the jam, NO! It was done on time and submitted on time for the compo. I just didn’t realize people wouldn’t immediately eagerly flock to such an enterprising, young game about flashlights.

So now, I present to you a programmer’s first attempt at game-making:

What Lurks in the Dark

A game where you are a balding, middle-aged man going through his basement ostensibly in search of yams. But you may find a different reason for running pell-mell through the darkness of your basement: your very survival. Things are a little bit more bite-y and kill-y than you remember them being in your basement, and you only have a flashlight to defend yourself.

I hope you will play and enjoy my game, I look forward to participating in the next Ludum Dare!

LazCat

And here we go, finally submitted !
A good first Ludum Dare and a lot of fun making this game !
lazcat1

Congrats to everyone who participated to this edition, we will participate again for sure !

Here is our submission’s page

Eh-

Well, my first Ludum Dare, I was making an RTS type game. Not happy enough with it to publish it, so I’m gonna be hanging on and putting it out later this week (quietly). This was a great experience that’s revitalizing my passion for this stuff! See you next time!

Looking forward to playing some cool games 😉

Her Majesty’s Apathy Bomb postmortem

Firstly, if you haven’t played it, find it here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44075

I’m very happy with the finished product here. It’s a competition entry, so all content was created by me in the 48 hour timeframe, including all 3d modeling, texturing, narration, etc.

a simple brick wall and a blocky cathedral behind

The key didn’t make it into the final version, nor did the MagicaVox cathedral.

My initial concept drew inspiration from The Stanley Parable (branching narrative, responsive and snarky narrator) and the Hitchhiker’s Guide to the Galaxy (weapons that cause apathy). It took me well into Saturday morning to figure out actually what the story was going to be, and even though I only had a barely functioning gameplay engine at that point, I recorded all the narration right away. After that, I cobbled together functional level geometry out of Unity quads blocks, and figured out how the audio trigger zones were going to work and stuck them in. This took the better part of Saturday afternoon. But, once I did that, I felt really good.

This is something that I usually DON’T do while making games – getting the gameplay working before everything else. Usually I’ll spend hours making the world look pretty and making pretty particle effects and then I have no time left to do anything else. So, this was great.

Next, I moved onto some gameplay structure stuff, adding in a main menu, pause menu, and ending scene. After that, I decided that I couldn’t keep my rudimentary level geometry, so I went into Blender and remade the entire palace. This took quite a while, considering I’m not very good at 3d modelling. But, one thing led to another and I figured out that you can just do a smart UV map in blender and then drag textures and materials onto the models in Unity and they’ll map pretty well. This saved me TONS of time that I would’ve otherwise spent making actual UV maps.

2-56pm

The palace, with simple UV mapping

Sunday rolled around, and I spent that:

  • making the npcs work
  • making trees, terrain, and other environmental details
  • figuring out why it was running slowly (lots of fancy water in the distance == slow framerate)
  • endlessly tweaking the level geometry and flipping normals to avoid see-through holes in the world
  • arranging quads to block light and shadows from going where they shouldn’t
  • adding in the unlockable pseudo-achievements at the end for finding different endings

After that, come an hour before the deadline, I started exporting. Everything went pretty smoothly, which is awesome.

queen

And then I’ve spent most of the day today (Monday) enjoying my day off from my day job and playing a bunch of the other entries. There’s some really good stuff this time. Check ’em out: http://ludumdare.com/compo/ludum-dare-32/?action=preview&etype=

Ian (EandE Games)

 

My animated title screen

My animated title screen

Comments

21. Apr 2015 · 00:19 UTC
This was one of the first ones I played. I loved your narration. You did a nice job mimicking The Stanley Parable style given the limited time. :)

A post-mortem of my first LD game

Abridged Version;

The Good

Less worry about art with free Unity assets.
Finally got animations working in Unity.
Unity 5 made polishing super easy.
2D movement in a 3D world made decisions much easier.
Learned how Unity’s new UI system works.
Color scheme helped immensely.

The Bad

Not enough planning.
I wish I had worked in a group.
Early programming quick-fixes ended up costing a lot later.
Making solid gameplay for an RPG takes a long time.
Difficulty level was hard to play with.

Important Jam Lessons I Learned

  1. If you don’t know how to implement a feature a certain way, before you ditch it, think of other ways to do it.
  2. Have a restriction.
  3. Ideas are always dependent on skill, so be flexible.
  4. Build more with less.

Read the full blog post here:
https://speakupgames.wordpress.com/2015/04/20/ludum-dare-jam-32-post-mortem-fiero/

Tags: post-mortem

The Power of Love, A Post-Mortem

Well its that time again, time to sit back and reflect on this past Ludum Dare. Even without knowing I undertook Sol_HSA’s challenge of using a new language. Normally I used Actionscript 3 with the Flixel Framework, but this time I used Unity 5 with C#. After LD31 I promised myself that I would switch from Flash to Unity. Talk about timing :) Anyways, let’s move on…

What Went Right
Let’s start off with some good news shall we :).

1. I finished my game using a new language! This is always a great thing no matter how good or bad the game is.

2. I had a good idea of what I wanted to make. There were some bumps along the way but I’ll discuss those down below. This kind of theme really fits any genre and also lends itself to be interpreted in some really unusual and downright funny ways. Unconventional Weapon… could be anything! I chose love as my weapon and I have to say I really had fun making my game.

What Went Wrong
Alright its time to get to the meat and potatoes of this Post-Mortem :).

The Original Art
When the theme was announced my initial idea was to do a platform style game. Seeing how I wasn’t really limited in the size my art needed to be I started to draw my heroine, Lizzy Lovesalot. Believe me when I say I can not draw to save my life! She looked horrible and I really had no idea how I was going to animate her. That is when I scrapped the idea of a platform game and came up with the game that I submitted. Which is kind of funny as I started using Unity for its 2D features and I ended up making a 3D game lol.

The Inexperience Factor
Having not used Unity for an LD before I was not prepared for what lay in store. I was not prepared for some of the issues I would have. So let’s talk about those issues and perhaps someone might be able to give me some advice or insight.

1. My third person player controller wasn’t the greatest. I think it had something to do with the camera, you know, no rotating :) I know I need to work on a better third person controller. I know Unity comes with a first and a third person controller. I may look into those or just try to build one myself. Would give me more practice, which is something I really need right now. While I am disappointed in the controller, I thought it was neat how the player rotated. Perhaps that style of controller would have worked if everything was in front of the player. Something to look into I’d say.

2. I pretty much understood how collisions and triggers worked, but for the life of me I could not figure out why the player character stopped colliding with the walls I made around the play area. I tried everything I could think out. The player always had a rigidbody component attached. The walls didn’t have one so I tried putting one on them. nope they fell from gravity, so I turned off there gravity. nope, I could still pass right through them. I removed the rigidbody and made them triggers then added a script which would push me in the opposite direction if I touched them. nope, that didn’t work either. Now that I think of it, the only thing I didn’t try was recreating them. Not sure how I missed that one. Should have been the first thing I tried. Derp! :)

3. The relationship between a prefab and its script. I was under the illusion that a prefab with a script was a self contained thing, which means if the prefab had a button that turned it on and off I could put out multiple ones and they would work independently. Umm, yeah no that is not how it works :). In hind sight what I should have done was have a List or Array of bools in an empty gameobject who’s job would be to keep track of which prefabs were on and which were off. You know what they say about hind sight :)

That is about it. It really came down my inexperience with Unity, which will get better with time and practice… lots and lots of practice :) I may have to add learning Blender in there too as I might just need some 3D models someday beyond the basic geometry Unity supplies.

If you’d like to Play and Rate my game, you can find it here. The instructions from the game are posted for you to read as are some Notes and Tips. I know the controls are a little clunky but since there are no wall collisions you can move outside of the play area and practice controlling the player! See its not a bug, its a feature! Just remember the player will move forward in the direction the crosshair is facing.

Using Unity was a great learning experience and I can’t wait for LD33!

Comments

20. Apr 2015 · 23:53 UTC
For your collision issue, you probably had the objects on layers that were set to ignore collisions in the physics setting menu.

Got Compo AND Jam done!

I took the extra-challenge to submit both a Compo AND Jam, and succeeded! Although I took a ton of liberties with the Jam.

Anyway, here’s the Jam entry:

Unconventional Stick Swinging Simulator

Ever wanted to swing a stick unconventionally? Now you can!

Experience the true art of swinging your really-long stick. Work hard to make it longer!

#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 */ Screenshot6 Screenshot3 Screenshot4
Screenshot5 Screenshot2 Screenshot1

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=53111


The Compo entry:

Star Drill Ultra

Drill through space and destroy your enemies to claim yourself as the king of the galaxy! Star Driller Ultra is a Star Fox-inspired space combat game where your play as a neon-colored drill to obliterate evil space ships.

#gallery-2 { margin: auto; } #gallery-2 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-2 img { border: 2px solid #cfcfcf; } #gallery-2 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ LudumDareScreenshot4 starDrillUltraAnimated1 LudumDareScreenshot1
ScreenshotExtra2 ScreenshotExtra1 LudumDareScreenshot3
starDrillUltraAnimated3 LudumDareScreenshot2 starDrillUltraAnimated2

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20557

Mistakes were made.

I am now at work with no sleep from the night before… whoops.

Anyway I finished my game: Functor

11083-shot1-1429567976

 

I didn’t get time to balance the game… so it’s unreasonably hard.

I look forward to playing some other games after work and some sleep :)

Nearly there!

towardsdeath

One last level left. Majority of time are now spent testing if the levels can actually be finished. It appears that they can, but it cost me some of my sanity. Attached picture: seconds before umpteenth death on that level.

Comments

matthewd673
20. Apr 2015 · 23:54 UTC
I hope you can finish in time! I would love to play your game.

Dreamfisher

Our game Dreamfisher is up! See you in the judging.

DreamFisher

SS2

Night Harvest

Participação da Equipe Gene-Z Team na Ludum Dare 32.

“NIGHT HARVEST”

Destroy the damned scarecrows who took care of his cornfield … For this use your sniper blood with seeds and call the bats to help you.

teste001

teste006

teste007

teste008

YOUTUBE PREVIEW

GOTO:

OFICIAL LUDUM DARE GAME PAGE

FACEBOOK

Programer / Game Design / Audio

Enzo Augusto Marchiorato

scarecrow_head

Art / Game Design

Jhonatan Souza Cordeiro

Pedemilho

Created in UNITY 3D

Tags: doom, FPS, Gene-z Games, Night Harvest, Quake, shooter, Unity 3D

Super Swap Gun

I’m too tired to continue, so even if there’s definitely not enough levels, I’ll stop here.

I’ve wasted a lot of time trying to get the controls right and then even more time trying to create an animation for the character. Finding good puzzles for the levels was actually harder than expected. I wanted to have more levels, and maybe a boss for the end where you would swap its projectiles back in his face. I guess that’d be for later. I really liked making this game and I think I’ll continue working on it later.

Take this as a demo, and have fun!

title

Grab your SwapGun and make your way through the levels, avoiding the enemies.

Crowd Control – First Solo Jam Completed!

I’m really excited, because this was my first time doing a game jam solo (I’ve participated collaboratively in LD before). I opted to submit to the Jam so I’d have more time to polish and get things straight.

 

Exploring, and Controlling Chaos

This went really well overall. It was stressful, but I really liked the concept and the whole atmosphere this game gives off. It’s about riot crowd control, and allows you to explore ways to disperse and end a riot. There’s some freedom to it, and I like that I didn’t force any specific style or goals around HOW you do it. There are both violent and more passive alternatives to “winning”.

The weapon can do serious damage to people in the crowd via microwaves, but the main twist is that it allows you to modify their emotional states as a trade-off for injuring them. It’s an interesting dynamic balancing how much you hurt them in order to get them to do what you want, and it’s also a bit of a dark concept.

Check it out for yourself and tell me how things end!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=26681

 

SubmissionDay1

 

 

 

 

 

 

 

 

 

 

Flaming Owls!

The SWI-Prolog Owl’s going down in flames.

We had a bunch of team members drop out, and we’re not going to finish…

We’re going to finish it next weekend.

Neat idea – chat based game about the French Resistance.

On the up side, we’ve built a bunch of really great modules that will become packs for SWI-Prolog.

 

 

 

Comments

indigo
21. Apr 2015 · 01:11 UTC
You made/are making a game in Prolog? Is this a joke?

Whoa…finally made it! :3

Finally submitted my first “finished” game, for my first time on LD. Went for the jam with a “compo” spirit, so I did everything (art, code, music), and that’s why it’s crappy. But it gives a REALLY nice feeling of satisfaction (even though a little bit rushed).

It didn’t come out as I thought it would come, I did a LOT of mistakes, but that’s fine. It was a REALLY nice experience and will try to write a good post mortem later.

For now, just want to say thanks to everybody who commented, answered my noob questions and endured my rambling!

And, some self-promotion: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50909 (beware of crappy game! I’m warning you! :3).

I’ve also put all the code and assets on GitHub (https://github.com/yuigoto), so feel free to read a bunch of rushed things, messed code and poorly writen classes. 😛

And here’s some crappy art:

Now I can also play a LOT! Lots of nice bookmarks and I don’t even know where to start!  😛

THE BEES ARE HERE

BEES

(Finally done)

beekoningscreen1 beekoningscreen2

 

 

My game is done: Bazooka Vespa

I finished my game yesterday and I gotta say, I’m pretty proud of it. While I believe the gameplay to be a little rough, the idea is 10/10. The game is called “Bazooka Vespa”, a game where you’re put into a world where you must use a scooter with a bazooka attached to it to survive big robots made of miniguns. The objective is to get to the other side of town without dying. You know what the greatest part about this game is? It’s based off of a real scooter. The Vespa 150 TAP was designed and produced in the 50s, and was made for paratroopers.

 

Play the game here! http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=31869

LD32 Compo

LD32 Compo

MVScooter2screenshot1

Kitten – Postmortem + timelapse

Hey LDers!

Timelapse

It’s almost been a whole day since I finished my entry. Since I remembered to stop chronolapse most of the moments I was AFK, I didn’t have to cut any part of the timelapse and already finished it. Since I set chronolapse to take a screenshot every second, the resulting video became quite long (26 minutes)… Perhaps, it could be more useful (even being so long) if I commented it with what I was doing… Let’s see if I can overcome my laziness and do that (probably won’t happen).

On a side note, I’m thinking of recording a play through of my game. A proper one (the way I indented it) and another with some skips I use (there’s only one, actually… but I heard of others and I will try to get ’em).

Postmortem

After so many walls of text, I think I was finally able to make it concise enough:

The good

  • The game is somewhat complete (it has an ending)
  • Few features cut (more on that later)
  • Map isn’t completely boring; I was able to polish it with some details (albeit random)
  • Updated my status quite frequently (if compared to previous LDs)
  • Even if really short on time, I was able to composed a song (though it’s quite short…)
  • Almost all the code was properly commented
  • Didn’t spend a lot of time debugging
  • Game compiled flawlessly on Windows (I sometimes forget one ‘#include’ or another and GCC won’t complain)
  • An awesome jazz touhou playlist kept me going through all Sunday (I had to comment this… XD)

The bad

  • Wasted too much time trying to come up with an idea (I could have made this game pretty much from the start of the compo)
  • Made yet another platformer (my 6th one, in LDs)
  • Spent too much time coding basic stuff (started to make the actual game late on sunday)
  • (continuation) Had to write a custom Tiled plugin (so I wouldn’t need a parser)
  • Didn’t have enough time to make enemies, nor a boss battle
  • Made the map in quite a rush
  • (continuation) That last spikes section is there for some cheap difficulty
  • Couldn’t write a proper story
  • Didn’t even consider enabling fullscreen (some people have mentioned that… >_<)

SKULL BOMB: Mini Post Mortem

Skull Bomb by @mattmirrorfish

This is my first time Ludum Dare-ing. I have been putting off doing it because I never have un-interrupted time on weekends but this weekend I decided to go for it anyway. This game was made in the hours after my kids went to bed and any other little bits of time I could get together over the weekend, maybe 16 hours or so in total. I hit on the mechanic and theme I wanted to do pretty quickly on Friday night: my interpretation of an unconventional weapon was a suicide bombers bomb.  Because I knew I wouldn’t have time to do sophisticated AI I decided to make the enemies robots which would make their slightly stupid behavior thematically appropriate. The AI could be improved a bit but for now it mostly works. The theme also supported my primitive art style which is made using basic primitives within the Unity editor.  The main mechanic is avoiding coming into contact with the red awareness zones of the enemies while trying to get to the end of the level and blow up the enemy server. I leaned heavily on stuff Unity does easily out of the box for this, in this case Navigation. The flying and hovering enemy types each have nav mesh agent components attached and a script randomly assigns waypoints from an array. This causes them to path through the level randomly and adds some un-predictability. I also added some searchlight gun tower type enemies inside the ‘city block’ formations since running through them, where the hovering enemies couldn’t go, seemed to be a dominant strategy.

I created the audio using Logic which is mainly sounds made with Logic’s built in Sculpture synthesizer. I stuck to ominous drone sounds mostly. I wrote a minute long text which adds some additional context and had my girlfriend read it on mic, which I then processed and cut up a bit. I think it adds a lot to the vibe of the game and provides some useful expository narrative framework.

All in all I had a ton of fun doing this! I’m going to aim to continue to jam, even when limited for time, and try to block out a full weekend to get together with a team and attempt something more ambitious.

Here’s my entry: SKULL BOMB.

If you liked the game or just want to say hi I’m @mattmirrorfish on Twitter. Thanks for reading!

 

EDIT:

I got some great notes from people playing and rating my game which allowed me to make a few small tweaks, hopefully for the better before the cutoff. I found players didn’t know where to go so I made the final objective more visible, and had the players drop in from high up so they get an initial birds eye view of the level. I also moved an enemy that was sort of spawn camping the player in a really unfair way :)

Also, lot’s of people liked the voice over! I must say having a little bit of recorded audio in your game like that to add some story is a pretty cheap and easy way to add some production value. That is definitely the thing I spent the least time on (maybe 2 hours out of 16 to script, record, mix, edit and implement) but has gotten the most positive feedback. Definitely food for thought! Thanks very much to all the people giving comments on my game (and on everyone elses!)  It feels great to be a part of a community of game creators like this.

Tags: #LDJAM32, final post mortem, ldjam, mini post mortem, postmortem, robots, stealth, unity

Rotten Fruit of the death Post Mortem

First time on LD, first game, and i’m glad i’ve already learned a lot on which game i wanted to create. I’ve also learn the hard way that improvising can break what you’ve done for hours. In the end it was somehow difficult to stay focus on what’s important and try not to lose myself in much complicated mechanics as i’m a newbie.

Final result for me? I had so much fun that now i have the “Indie Game Creation” virus and i love that. Let’s work, try things and see you on next LD and games.

If you want to play/rate Rotten Fruit of the death, it’s right here

Tags: Construct 2, first game, post-mortem, rotten fruit of the death

An unconventional assassin

Our game is called Allergy Assassin, where you solve logic puzzles to determine what kind of trap will kill your target with their own allergies.

My team has tapped out and I’m on my own for the final stretch… But this was our first game jam, and we have a playable game, so I’m very happy!

Going to polish the art and gameplay a little more in the last few hours, my placeholder color palette should not have made it this far in…

Walkers

walkers

I don’t know why, but when I think about game-developers who finish and polishing games right now, at this last minutes of Ludum Dare, I imagined and draw this sketch.

Not quite

Well, it’s just about the end here. I’m not going to submit, which sucks. First, as expected, I still feel the game is unfinished. Second, I ran into XNA publishing issues I wasn’t expecting, so I wouldn’t be able to submit right now even if I had a fully finished product. I could keep trying over the next hour, but I’d rather be finished for now. I’m disappointed, but still pretty happy with what I made, and I’m planning on posting what I have to other places. I’ll try to write up a bigger post mortem once I’m more relaxed, and I’ll try again for LD 33.

Congrats to everyone else! I’m looking forward to playing your games.

Komodo Kaos is available

Finished my game a few hours a go. Have been having a good sleep since :). Now working on porting it to android. I want to make something unique but familiar at the same time, so I come up with this.

kepala-8-comodo

“A komodo turned in to a giant with deadly poop and saliva. It seeks revenge to mankind for destroying it’s habitat and harming mother earth. Destroy everything man made. Your poisonous poop will make people on board jump from their ship. Eat them to refill your poop and saliva ammo.”

Keyboard movement: use WSAD to move, right arrow to spit, and down arrow to poop.

Check it out, and give me your feedback.


FireShot Screen Capture #253 - 'Play 'Komodo Kaos' on GameSalad Arcade' - arcade_gamesalad_com_games_130072

FireShot Screen Capture #252 - 'Play 'Komodo Kaos' on GameSalad Arcade' - arcade_gamesalad_com_games_130072

FireShot Screen Capture #254 - 'Play 'Komodo Kaos' on GameSalad Arcade' - arcade_gamesalad_com_games_130072

 


Can’t wait to see other games too.

The Amazing Fart-Man

My first Ludum Dare game is done, its called Fart-Man and I hope you find it enjoyable!
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49972

shot1

shot4

Quest for the Golden Spork Post Mortem

screenshot1

Overall, this was a very positive experience for my first dare. Me and my team worked well together, and the game turned out awesome. Together, we spent over 50 hours on it! Now for some lists:

What went well?

  • The game is finished
  • The graphics look pretty
  • The music is AMAZING
  • The level of difficulty is reasonable
  • We managed to make a story about a golden spork and some spaghetti cultists feel deep

What went poorly?

  • Team file sharing headaches
  • Combat is a bit wonky
  • The boss battle isn’t as intense as hoped
  • There are no sound effects beside the music and narration
  • Occasional audio glitches in the narration

Be sure to play and rate the game here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50639

Our First Ludumdare!

This is the first Ludumdare challenge myself and my team-mates have participated in. We are all college students who live and commute together each day and we decided to take a break from our capstone project to compete. ( Shameless Plug, www.rotrgame.com ). Our Game of entry however is Bar Brawler, where you play as an aggravated drunk who has recently thrown the last chair he ever will.  We built this game entirely in the weekend and use Unity 5 as our platform (but came to find out the webGL deployment is still a bit buggy) So please enjoy our entry, Bar Brawler, in the unity web player!

Our game made use of the “Unconventional Weapon” category by making nearly every prop, including the enemies!, as weapons.

BarBrawler

Bar Brawler – Game Unity WebPlayer

 

 

Tags: 2D, Alex Ashie, Bar, Bar Brawler, beat-em-up, Bottles, brawler, C++, Cameron Schuette, Corey Cooper, game, jam, John Wilson, Nick Linton, pixel art, Rise of the Restless, unconventional weapon, unity3d, UWUTMATE

I am done!

Protect eyes, only magenta, cyan, black and white. But I submited!

fight2

 

In the eyes of babies

Menu

 

Windows – In the eyes of babies

 

nanny tries to reach the refrigerator without handle the babies in the house.

Spheres – available now!

Spheres are ready!

Come and play: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=39370

Spheres Logo

The game didn’t turn out so bad, but we could have done much better. We planned definitely too much and because of that we did not have almost any time to polish our game. This is very bad, since every game is better when it features less content but very good and polished than when it features more content but has bugs etc. Let’s just hope we’ll learn from this experience and do better next time!

Nightlight is Live!

Our first Ludum Dare was a success! You can find Nightlight here.

We had a lot of fun with this, and will definitely be participating next time. I was surprised at the number of the people in the area that had not heard about this. On top of that, we had a rough weekend. Lots of personal things taking up time, including my birthday yesterday. But it was great! We did it!

screen1

Food War! – Post-Mortem

Food War!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51393

 

This was our first experience in this type of competition(create a full game in a short time period), We’re Game Development students and we’re in the first period of it, that’s why all the experience was a bit tricky, but we managed to control the time of content creation and proper development. The teamwork was a really incredible and marvelous experience, we had luck to know exactly what we wanted to put in the game, and all the members did a really great job considering ours student’s capabilities.

In this game you control a Gourmet Chef called Monsieur Foodon Wellison, the objective is to defeat the Food-Trowing Ninjas before they steal your secret recipe, you do this by countering all their attacks, sending the food back to them.

1900143_753479401389959_8516829728161337743_n-horz

Wytemalhos (Design,Art) \ Dantas (Animation) \ Mendes (Programmer)

 

FoodWar Developers: Djosef Wytemalhos (Game Design/Art Creator). Eric Dantas (Animation/ Audio).  Saulo Mendes (Programming).

History:               Monsieur Foodon Wellison is the main chef of the restaurant La Nourriture Délicieuse, the best of the entire world. His rival, Cuisinier Furieux, hired Food-Trowing Ninjas to steal the secret recipe of Foodon’s delicious recipes.

Now, Monsieur Foodon Wellison must face the Ninjas to restore the peace of his restaurant, although Monsieur Cuisinier Furieux won’t give up too easily.

Aesthetics:        The game’s art was made in Adobe Illustrator, the final results of the images are a bit comic. The Monsieur Foodon Wellison is inspired in Mario and Zeff, and the Cuisinier Furieux is inspired in The Ginosaji(aka The Horribly Slow Murderer with the Extremely Inefficient Weapon).

Mechanics:        This was the trickiest part of all the game’s development, because was in this moment that the bugs started to pop out of nowhere (animations that don’t play, enemies behaving strangely, etc.).              Food War! Is a game where the player only needs to walk up and down and counter the foods that are throw at him.

Screenshot_1

Food War! – Prototype

 

 

We learned a lot about game developing and improved the teamwork a lot too, we’re a lot happy with the results although we’ve been nervous during all the process. During the production of the game, one of our members that lives in a different city had problems with his internet and that delayed the work, but we still managed to finish all in time.

 

The good side:  We got a lot happy in developing this game, this was our first jam and surely we’ll improve ours skills and develop a lot more games, the game’s art got beautiful and the animations got fun.

The bad side:    Our lack in experience and the short time made it difficult to develop, but we achieved to overcome it to some extent, a lot of things is missing because of bugs, this game was to be much more rich in mechanics, different enemies and Power-Ups, we’ll work to achieve that in this same game in a near future.

Screenshot_3

Final Version!

First Jam

Excellent first jam! Thanks to Michael McCarthy and my wonderful wife, Sam. Woohoo!

GAMUBòRU GUMBALL!!

It is done, didn’t think i was gonna make it, work got a bit in the way.

caution, this game in un-conventional in the un-non-sense of the word! word!

GAMUBòRU GUMBALL!!

 

enjoy this : link

 

Cucumbers Shall Not Pass!

First time as a part of a team instead of usual solo working.

Check out the results: Cucumbers Shall Not Pass – a strategy game about Conventions and Unconventional weapons (both unusual AND prohibited by convention!).

Cucumbers Shall Not Pass!

Cucumbers Shall Not Pass!

 

Jam Ending

Jam ends in:

Capture

The Jam really is much longer than the Compo!

Dangit!

I’ve been stuck at work all day! My game is sitting on a computer at home, so I can’t submit it!

Ehh, I’m still considering this my first “finished” LD lol. Congrats to everyone who tried, submitted or not!

Comments

21. Apr 2015 · 01:18 UTC
Is the game all done, just needs to be uploaded and submitted?

No-one likes snails

Phew. My girlfriend and I finished our first Ludum Dare, and it was a great deal of work. We thought we would have loads of time to polish and fix things, but time ran out in the sand somehow. We almost managed to reach our goal though,  just a few clarifications and niceties missing from the game, but we’re still happy.

Almost dead

Chroma Watcher

Feel free to check out the game by clicking the image or this link.

Hopefully we’ll be back for more, and hopefully with some more elaborate stuff. :) Looking forward to trying a lot of games tomorrow!

My first game in GML

ss_2

Second game ever, first game in GML! Really stoked how it came out! Got lots of help from the folks  at Cowboy Colors @chargeshotgame.

The game is a super smash bros type arena fighter and I would love ti if ya’ll checked it out!

To follow my progress check out thepixelcollective.wordpress.com or follow me @pxlcollective

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=52784

Tags: ludem dare, pillow

Finished!

Title

Ah, so I managed to finish my first solo ludum dare entry.  And it is indeed very silly. Anyway, after texting the description I’m a bit out of words, so
I have nothing to add at the moment. Except this picture :>

ScreenshotLD2

HIER DER LINK ZUM SPIEL, FALLS ES WEN INTERESSIEREN SOLLTE : http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=21997

ICH GEH JETZT SCHLAFEN! GESUNDHEIT!

The Ties That Bind Submitted

Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.

Screen Shot 2015-04-20 at 7.27.51 PM Screen Shot 2015-04-20 at 7.27.58 PM Screen Shot 2015-04-20 at 7.28.06 PM Screen Shot 2015-04-20 at 7.28.57 PM

You can view the entry here or just jump straight to the game.

Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.

Benjamin, Derek, Scott, Noah, Chris, and Coy (a.k.a, Mantis Digital Arts)

Tags: 2D, final, game, html5, jam, javascript, ld32, progress, screenshot, update

The Foot of God

Welp, I made it!  This is my first Ludum Dare and I’m super happy with what I was able to create.  I did not have any time to do sound or music but I do have in my mind grapes plenty of fun sounds that would make things better…mayhaps I’ll add them in for a post-jam build.

Anywho, my unconventional weapon of choice is GOD!!!  Well…God’s foot to be more exact.  Check it out and let me know what you think, I’m looking forward to playing all of your games too!

Excellent times are ahead! 😀

Foot_of_God_Cover_500

Here’s a link to my page:

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50133

Thanks!!!

Ludum Dare 32 – Post-Mortem

As time winds down and everyone submits their entries, we are dropping out for this round.  A lot of factors led to us failing to complete our game within the time being.

Primarily I was just inexperienced enough to not be able to produce all of the code needed to make our game run and function the way we wanted.  That said, the other two that produced art and sound did a fantastic job and I only wish that I could have shared our completed vision in this competition.

I’ve learned a lot, I have a long way to go as a coder before I can successfully produce something meaningful within the time allotted.  In spite of all of the negatives, perhaps most importantly we had a lot of fun this weekend and it gave us chance to really work with each other.  I look forward to reentering Ludum Dare once I have improved my skillset.

Thanks for reading, good luck to all who submitted an entry!

 

PS – So that all of their artwork is not lost, here is the Win32 release of what we had completed.  The controls are simple and configurable!

 

https://www.dropbox.com/s/rw9bc12evz4azar/StutheHobo.rar?dl=0

An orc FINISHES A GAME.

“UARGH!”

ScreenFinal

DONE! At least a MVP. It was an experience quite intense and weird. I learn more in three days than in two years of uni. So, here you go; An Orc Walks Into A Bar in its 0.1.0 version, made by a guy who didn’t knew how to do it.

Thanks if someone read this, and i hope i can

Move with arrows, Z to grab, X to throw or hit, beat them 10 and win, be hit 10 times and lose.

I wanted to make a Twine as an introduction

http://www.kongregate.com/games/brureale/an-orc-walks-into-a-bar

 

I loved this #LDJAM. Thanks for all folks.

Snake Is Over

We are done! We just finished our last game! We are so happy

“«Snake is over «  is a fun arcade shooter made by Guillaume Demay and Lionel Nicolas. Made in 72 hours, the game has 2 mods and 4 level, with the possibility of playing alone against an artificial intelligence or 2 on the same computer.”

 

00

03

02

01

 

 

 

Click here to try it

 

DEMAY Guillaume & Lionel Nicolas

www.guillaumedemay.com or lionicolas@hotmail.fr

 

 

Comments

ldds
21. Apr 2015 · 01:32 UTC
I can’t believe I’m downloading a ~100MB file, but the screenshots made it seem worth it.

I’ll rate it as soon as I can!
foopop
01. May 2015 · 10:45 UTC
Can you upload a video for us non-windows people please!? I’d love to see it in action. Thanks!

Springtime Warfare

 

screen1mini

PLAY

A game about using a spring loaded tank to defeat enemies!

Barely finished this before submission hour! Why not give it a try?

Comments

21. Apr 2015 · 01:24 UTC
Pretty fun game.

Finally here’s SolarGun

I had no intention of participating in this #LudumDare. But when I woke up on Saturday with this idea. I said I have to do it!

Untitled-1

The story is:

You have just arrived to Weird Gun Store. Despite the haste, in truth there´s no weapon left to choose. Really.

Disappointed and shocked, you ask the shopkeeper how is that possible if you are V.I.P. there.
He tells you as an excuse that many customers appeared and took them because of “Ludum Dare #32 challenge” taking place this weekend.
He was dazzled with hundred of visits of programmers, game designers, martians and half-gods.

However, luck is on your side, because this awesome shopkeeper lends you an unusual weapon to face this Ludum Dare and your daily mindblows.
You have the chance to test an experimental weapon. Solar Gun, they call.

With such a cool name you can´t say no to this unique opportunity. Actually, you needed it before you even know this marvel/– existed.
To use it you need a license (duh! what were you thinking of?). Then you should go to the special lab facilities at Solar Factory.
Once there, a new and completely different adventure with your shiny-brand-new-super-cool weapon will begin and test your skills.
And you will wonder… is it worth it, downloading this 136MB?
I will answer to your silly question, mortal… Could you keep living your normal life without doing this… and not knowing Solar Gun?

Lets Go! And enjoy the game! Ty!

Tags: portal, unreal engine

Urgent Question !!!!

Urgent : I’ll submit my game ( which has a ton of bugs ) which I’m publishing on the stencyl site and then tomorrow I’ll fix the bugs by uploading a update , Can I do that ?

Comments

Exeneva
21. Apr 2015 · 01:28 UTC
Yes!
21. Apr 2015 · 01:29 UTC
yup, you can. Ludum Dare is for fun, not about strict rules!
Donni11
21. Apr 2015 · 01:29 UTC
Thanks , also so its for SURE not against the rules ?
21. Apr 2015 · 09:13 UTC
People also often make an additional “post jam” version with more features, which is okay as long as you mark it as such.
Donni11
21. Apr 2015 · 13:12 UTC
Thanks Everyone !!

Vsyo ochen ploho

Comments

marsep
21. Apr 2015 · 01:45 UTC
If there is a working version – come on!

Box Hammer Heaven Arena

Whew, I got something vaguely resembling a game done! I’ll do a postmortem later, but for now, here’s my game:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=41350

I had fun making it, and a few minutes of fun playing it, so that’s good enough for now. I might take it even further in the future.

The Grape Escape: Banana Shadow by Zamboni Macaroni

Our second game jam is complete!

The Grape Escape: Banana Shadow

—> CHECK OUT THE SUBMISSION PAGE HERE! <—

Story:

thumb1  thumb2

thumb3  thumb4

Gameplay & Controls:

2D Sidescroller – Get to the end and kill the boss!

Spacebar = Throw | Up Arrow = Move up | Down Arrow = Move down

Enter = Select | Esc = Restart/Exit

Tech:

Game Maker

Adobe Illustrator

Ableton Live

Particle Designer

Sfxr

Credits:

By: Zamboni Macaroni

Zamboni Macaroni is Josh Watson and Taylor Dunn

Programmed by Josh Watson

Design & Music by: Taylor Dunn

The Zamboni Macaroni Team! Submission Selfie!

Links:

Game Download: https://drive.google.com/file/d/0BxX9W2KgQ432TF9BR0hqWVZ2NlE/view?usp=sharing

Music: Soundcloud

Twitter: Zamboni Macaroni & Taylor Dunn

YouTube: Bulky Vulture

Twitch: Bulky Vulture

Can’t Submit Game ‘Empty Promises’

Form errors and such. We have been done with the game for hours. Can’t submit due to ‘form errors’ which is ambiguous. Multiple members have tried, no go. Consider this my intent to submit.

Here’s a video, enjoy, I guess:

Comments

21. Apr 2015 · 01:43 UTC
It’s not too late to download firefox, chrome, safari, IE… One of them has to work. I just submitted with chrome a minute ago.
elitegoliath
21. Apr 2015 · 01:47 UTC
I’m using chrome.

Sling – Posted!

SlingTitle

Sling is now ready to play! I’m too tired to make another GIF, but basically it plays a bit like this:

ganzieBeat2

I didn’t intend to actually use the whole time (due to it being 2am here and work tomorrow), let alone the packaging time, but this has been a rushed one indeed. I can’t get the Webplayer to build in NOT development mode (?), the WebGL one refuses to test locally, I don’t have any way of testing the OSX version… but the PC one definitely works! Apart from the escape menu, *ahem*. So if the mac one works, would be good to know.

Anyway, postmortem to follow later, as will the playing of other games. Looking forward to it!

For now though, I am shattered and shall be going to sleep.

Tags: Sling

Submitted!

I’ve finished my game SPOON.

You can play it here!

I didn’t get nearly as much as I had hoped, so the game morphed into a endless survival, get a high-score sorta thing. It was a lot of fun to create though!

The whole jam was a great learning experience on programming javascript. I also have a bunch of reusable code for future games too!

Burrito Socorrista – postmortem

It is the first LD we participated in and second game jam. And we finally got finished jam game. And our first finished game overall 😉

Our game is Burrito Socorrista (or “Burrito Lifeguard” from google-translated Spanish). In this game you play as burrito-chef, who is fighting against zombies using his delicious cooked burrito. The game is rather challenging and even got online Scoreboard )

We carefully tried to implement all gameplay we came up with, draw wonderful textures and sprites, make attractive 3d-models… but failed in all except most part of gameplay :) (I guess we need a good artist)

You can check the game here.

And leave some feedback, please, even bad ones are accepted :)

P.S. Congrats to all people, who managed to finish their games in time.

 

Crazy Baker – Finished!

Hi guys,

This is the first time my team participate the Ludum Dare. This has been very exciting for everyone.
We started the game friday, making the arts of the game, developing design, and programming the mechanics.
First we had difficult in making the level, but we discussed carefully about what the game would show. After that, we made the characters and we discussed again about which animations are or not necessary to the game.
We are excited to show the results of this incredible experience, in make games for the public, in this edition of Ludum Dare 32, we are happy for having participated of this experiment, althought we are full of the university-related tasks.

PLAY HERE: https://dl.dropboxusercontent.com/u/23943385/Crazy%20Baker/index.html

Tela 03 - Logo do JogoScreenshot 03

Design: The design was made by the artists, we decided to make a baker against the rats who invaded his bakery.

Art: Making the arts was a challenge for the artists, because we had difficult in the first three hours, in decide what would make the game better, or beautiful, and making animations was quite fun after all.

Sound Design: The sound effects of the game were entirely made by our sound design, with his experience in this area.

Programming: The programming was fast, we decided to make the mechanics simple, to simplify the experience of anyone who wants to play our game, because our objective is to our players have fun with the game.

The whole experience was exciting, it was very fun in our first experience in making games for Ludum Dare, we thank all people who helped this project .

Thank you very much, enjoy!

Our Team:
  • Arthur Alyson (Director, Design, Art)
    Facebook: https://www.facebook.com/arthur.alyson
    LinkedIn: https://br.linkedin.com/pub/arthur-alyson/a3/654/786
    Twitter: @Arthur_Alyson
  • Caio Márcio (Sound Design, Design)
    Facebook: https://www.facebook.com/sickmentalnerd/
  • Jailson Silva (Programming, Design)
    Facebook: https://www.facebook.com/jailson.silva.1213/
  • Valdemir Segundo (Animation, Art)
    Facebook: https://www.facebook.com/valdemir.segundo/
  • Paulo de Tarso (Design)
    Facebook: https://www.facebook.com/paulodetarsoxrayanne/

Credits

 

Be gentle, it’s my first time.

Well, it’s over. What came out looks totally different than what we set out to do. It’s 1/4 of what we had planned and the bugs are a plenty. But we made it. It was my first ever LD and my first ever attempt at a game, animation or anything of the sorts. I came out a totally different person on the other end and I’m glad I was part of it. Till next time!

You can play and rate the game here ->>

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51706

 

LudumDareTurnout

LD32. First attempt at a game ever.

 

 

Hula Fighter

Title-Screen

This is my first LD – is there an award for dumbest game?

Use the left and right arrow keys to Hula Hoop® your way to safety.

PLAY IT HERE

 

THE GRAND CARPET HOTEL – Game submitted

Hello all,

Finally done ! We have submitted our game based on the movie The Grand Budapest Hotel by Wes Anderson.

You play a bell boy trying make your way in the greatest hotel in the world.

Your unconvetionnal weapon is: CARPETS ! WAVING CARPETS  ! Use it against your colleagues but don’t bother customers.

 

Click here to play and vote

 

We are happy to have made great graphics, quick music and some levels.

We wish we had more time to add more levels, floors, enemies behaviors and more more fun story.

We were five, and for four of us it was our first Ludum Dare, so we are very very happy to have finish a playable game.

Thank you for organizing this !

 

Trouba

 

PS: Great bug, when you lose, the music continues, and a new one begins.

 

GrandCarpetHotel1 GrandCarpetHotel2 GrandCarpetHotel3

 

 

 

 

Tags: game, jam, ld32, screenshot

Get your SUPER BRO THROWING.

Can’t believe I’ve managed to finish it on time! It still might have some bugs ‘ere and there but it’s finished and that’s the main thing! YAY!

‘Ere have a celebratory crappy GIF of Bro throwing the coffin of his late Bro.

You can find the game over ‘ere on Ludum Dare: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44332

Anyway it’s time to play some games, (or have some rest.) We’ll see what happens firs…*facedesk*

-Joel

We Finished our Leafblower Megaman-like-like-like

Real proud of this one. Had a complete blast the entire time to. Love you Dad!

Play as “X-11”, a maintenance robot created by Dr. Magic to combat the vile, disgusting forces of nature and return the world to its natural state: technology. Wield your trusty leaf-blower to propel yourself through two exciting, Megaman-esque levels, and take on “Mubba Nature”, the source of all nature.

x-11 gust gunner
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51198

Comments

mandolin
21. Apr 2015 · 01:55 UTC
Love this game!

Killed in action. Ludum Dare 32

Howdy all,

I regret to inform the community that my jam game won’t make it this time. My computer went full blue screen while I was trying to import a large file into Unity. This was my first Ludum Dare that I did with my friend TheLion and we had a lot of fun even though in the end, I didn’t manage to release anything. Next Ludum Dare will be better!

– Kakureta

screenshot

Submitted — Tickle Ninja

tickle

WARNING: Contains potty humor.

With all the acrobatic and stealth skills of a Ninja, how effective can you be with a feather as your only weapon? Tickle your foes into submission. Play it HERE.

This was my first game jam, and I had fun. If I had more time, I would definitely expand the current level to make for a longer play experience. My favorite part was watching the characters finally come to life when I finished the animations, after a day and a half of watching red squares bounce around the screen.

Web Build Fixed….and Duct Tape not required

banner_title

Thanks to all the people who helped find my fault with the web build… turns out I forgot to enable the loading bar so on some systems and internet connections it appeared to be an empty page for a few seconds

 

Now enjoy all the unconventional-based fun and keep on rolling!

D6

 

PLAY & RATE

Change my game from Jam to Compo?

Something went wrong, and I don’t know how to fix it! Can anyone tell me how to change my entry game to Compo instead of Jam?

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=40389

Comments

skylerWithAnE
21. Apr 2015 · 02:00 UTC
I believe compo ended yesterday.
21. Apr 2015 · 02:05 UTC
I know it did…i submitted yesterday…but couldnt change it, i clicked something wrong in submission…aah fml!

Bad Weatherman – Submitted!

I just submitted Bad Weatherman to the jam. Hopefully you all have fast internet connections because the zip is 250MBs. :O

I ran out of time to do a lot of things, so I just went with a simple high score game. Where you try to soak as many people as you can in 60 seconds with your unconventional weapon.

PLAY IT!

Get a new high score!

Get a new high score!

How far can you shoot?

How far can you shoot?

Ship Shooter

Seriously?  With 30 seconds left, I tried to submit my (unfinished but worth sharing) game and the submission form choked, died, and reset…

 

All that work, the vacation time I took, now entirely wasted. :/