LD35 April 15–18, 2016

(post-mortem) Some stuff about the mistakes and stuff I made or something

cover

So I made this game, ShmupShifter.

It was really complicated compared to what I’ve done for the compo in the past, so there were a few odd choices, and in addition to that some elements of the game are only useful very late in the game.

Consider this a postmortem. Maybe.

The Inspiration

I was inspired to make this mechanic by Radiant Silvergun.  I, lacking an Xbox 360 or Sega Saturn (and 700 bucks), have never played the game, but it seems awesome so whatever. Have some gameplay:

You have access to seven weapons which you can change to at any time. I thought the gameplay possibilities from this would be excellent, and in addition it fit the theme well.

The Main Mechanic

The shape-shifting in the game isn’t necessary in many situations until the second stage, which many players never got too. That’s kind of an issue. In the late game it is essential to use all ships in order to avoid the need to dodge patterns altogether. The ability to move around enemies means that in some cases you never need to come close to bullets, as you can herd them in any direction you want.

A lot of people did not seem to notice the importance of the speed differences of the ships, but when you get better at the game you start thinking about using ships that may not have the best fire for the situation, but that you need to move as accurately or as quickly as you need to.

Play the video to see what I mean with the stage 2-1 boss, which you can dodge above with the fast green ship.

The Purple Ship

One of the three usable ships seemed to be pretty useless to, well, everybody. This ship had:

  • Slow movement
  • Hard to use, weak weapon.

Because people do not see the later moments of the game, both of these traits seem a detriment. The slow movement is actually an essential part of the gameplay later on. When fire become dense, especially in the second loop of the game’s stages, it is almost impossible to weave through with the red or green, fast ships.

The weak fire is designed to prevent players from staying in the purple mode for a long time, as the combination of fine control and normal fire would make it far too powerful in later stages.

Here is an example of using the purple ship to dodge a dense pattern. The second use in the clip is what I’m talking about, when the spread firing enemy comes in from the right. You’ll notice that I die soon after I, in panic of being stuck,  switch to the red ship.

Impossible Patterns

Some people complained about some patterns being impossible. This was, believe it or not, by design. It is always (or at least, 99% of the time) possible to get the upperhand in the situation by exploiting the games mechanics, such as the ability to harmlessly go through enemies, move quickly with the green ship, and fire from all angles. The patterns which may be impossible if you approach them like a typical shmup become easily beatable if you utilize the mechanics.

The Root Cause of the Issues

The biggest issue I had with this game was that I made it for people who were into shmups, not for an average Ludum Dare player. This led me to go way overboard with the difficulty, and make stages ludicrously difficult if you don’t think them through and play repeatedly, which many people wouldn’t. Next time I’ll include a normal mode, which would be easier than this game, and an arcade mode, which would be like this game is.

Here’s just some gameplay starting from the second loop to demonstrate how insane the difficulty can get in this game. (of few of the early deaths are intentional to reduce the difficulty. Or at least that’s what I tell myself :P)

Thanks for reading my needlessly defensive explanations of all of my game’s issues! Remember to try ShmupShifter!


A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Tags: post-mortem

The post-compo is a lie!

Sooo yeah, I wasn’t able to make the post-compo version… for now!  Anyways, even though I won’t get it ready before judging ends, you can play the original version here! If you like the game you can follow me and then get the news about the new version I’m planning for it! (Probably will be really different!)

preview4_low

Happy voting!

The post-compo is a lie!

Sooo yeah, I wasn’t able to make the post-compo version… for now!  Anyways, even though I won’t get it ready before judging ends, you can play the original version here! If you like the game you can follow me and then get the news about the new version I’m planning for it! (Probably will be really different!)

preview4_low

Happy voting!

New YouTube gaming series S-GAMR kicks off with LD35 game “Star Buddy”!

Pop culture news website The Daily Fandom kicked off its gaming series, S-GAMR, the series that puts the works of the next generation of game designers in the spotlight, with the Ludum Dare 35 platformer “Star Buddy”! Star Buddy, created by Aaron Stouder, Mark Cheney and Austin Allman, is a colorful 2D platformer created in Game Maker that follows an adorable astronaut searching for the pieces of his spaceship with help from a shape-shifting pal named Buddy.

The Daily Fandom joined partner gaming channel Rogues and Roleplayers (youtube.com/rroleplayers) in visiting Lone Star College in Kingwood, Texas, which held its first Ludum Dare Game Jam in April of 2016.

View the episode on YouTube now! ► https://www.youtube.com/watch?v=yz8H9BRj7wk

Try Star Buddy! ► http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=89952

 

 

Tags: LD35, Let's Play, Let's Play Reviews, s-gamr, the daily fandom, youtube, Youtube Series

Last Day, Getting Featured

Hey everyone! I haven’t posted very much during this judging period as I have been busy with school. Haven’t written a post-mortem yet either… I’ll have to write it with my results post tonight.

The news is that Game Jolt has featured my game, Fugitive Shift, today! This is a first for me, and I’m very excited to see it. Check out my entry here, there’s only an hour left!
Featured

Thanks for reading, I wish you all great results 😀

If you think you can do better, you’ve 40 minutes to do it !

At 40 minutes from the end , i think we can say this is our final leaderboard :)

Thanks a lot for playing ! It means a lot for us.

2045 Henkei no Densetsu LEADER BOARD :

1st – Cliff Lee(CL) -77650

2nd –  Tselmek  – 63500

3rd –  Xanjos – 55700

4th –in3orn  48300

5th –  JefePapaya -32700

6th – curtamyth – 24500

 7th –dollarone– 24300

8th- Green Soda  – 23300

9th – A-Flat Miner Studios  -21850

10th – Skaz -21700

aacom

Comments

Xanjos
10. May 2016 · 00:42 UTC
Haha I’m still in 3rd :’)

Final Push!

Final Time To Rate Games! There are still games that need more votes!

Because the post is no longer pinned…

RESCUE CHICKEN!

Last 20 minutes!

Your LAST CHANCE to rate and review Nyamo’s Adventure!

nyamos-adventure

Some things people have been saying about the game already:

“Absolutely my favorite game I’ve played this jam. Near perfection.

“This should be a top 10 overall game in my opinion, if not the number 1 winner.”

“Every once in a while an entry like this pops up. An entry that is just a joy to play and makes me wonder how this was even possible to make within the time limit.”

“I have nothing to say, this is too perfect to be commented.”

Comments

fin_nolimit
10. May 2016 · 00:47 UTC
Wow that is an amazing amount of content for a compo!! Fantastic job!

Hart of the Forest – Post-jam Preview

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ The Druid, protector of the forest The Druid, protector of the forest The Dark Bear, cursed warrior spirit The Dark Bear, cursed warrior spirit
The White Hart, sacred forest spirit The White Hart, sacred forest spirit New terrain, and a much larger forest New terrain, and a much larger forest

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

#gallery-2 { margin: auto; } #gallery-2 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-2 img { border: 2px solid #cfcfcf; } #gallery-2 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Latest concept sculpt of our (new) hero Latest concept sculpt of our (new) hero Rough draft of our first high-detail enemy, the Beast-Man Rough draft of our first high-detail enemy, the Beast-Man

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

Tags: blender, mechanics, post-jam, preview, sculpture, unity

Final Chance | 10 Minutes

Only ten minutes to go until voting ends. If you would like, you can vote on my game ‘Infinite Vertices’. The game was made in about 18 hours from scratch in C++! That’s right NO UNITY, GAME MAKER or anything like that! COMPLETELY FROM SCRATCH!!!! (I know what a cool kid).  Anyway the game revolves around the mechanic that every time you jump, you loose one vertex. Moving you from one shape to another e.g. a square becomes a triangle. The game is a love story, trying to reach you  love without becoming 2 dimensional and on another plane of existence!

Screenshots:

Cover_FinalScreen_2_FinalScreen_1_FinalScreen_3_Final

 

Good luck everybody!

Link on my profile page!

My first Ludum Dare :D / + 100 comments and + 170 votes… Thank you

In just 10 minutes to end the “Ludum Dare,” I want to say thank you all of you for your feedback, I promise to continue the game as soon as possible. If you want to know more about the game and its future updates, I ask you to follow me in itch.io. Thank you very much to all you.

2

 

Follow me on itch if they want to see future versions of the game. 😀

I will continue the game after the ” Ludum Dare ”

                                                                  

   Link Itch.io                                                              Play / vote

Windows Version: Here

Credits:

-Eduardo Garcia / Design and Developer.

-Pablo Erices / Art.

-Paulo Gallegos / Music.

Question about scores

So I’m looking at my scores for my jam submission and I have a # for my rating which I understand means lower is better. But is the score out of the jam submissions? Or all submissions?

Comments

ORECROS
10. May 2016 · 01:38 UTC
Jam or Compo depending on what you submitted by. then the 1.00 – 5.00 score is average amount of stars you got for each combo

Thanks, again! :)

Due to the fact that I had limited time for the jam, I was expecting a lower score than the one I’ve received, so I’m quite happy with the overall score.

The “order” of scores I was aiming to (audio and fun leading my ratings) were reached, so kind of “objective accomplished”! :)

Thanks to everyone who played games, made games, commented, screamed and went crazy! As always, it was an amazing experience!

See you all on the next LD or Mini-LD! And let’s keep developing! I’m gonna keep playing LD#35 for a while! 😛 I’ll be watching some of you on Twitter to check the games you’re working! 😀

Thanks, congrats on surviving, and let’s survive the next one too! /o/

Untitled

Comments

Geckoo1337
10. May 2016 · 01:35 UTC
Great. Congratz boy ++
Tanton-H2X
10. May 2016 · 02:46 UTC
congratulations~nice score~!

Results and Post Mortem — Fugitive Shift

Ratings

Hooray for the solid scores 😀 It’s been an awesome Ludum Dare, and we all made some great games! I’ll make my post mortem here short.


 

Fugitive Shift Post-Mortem

Pic08

What is this

Fugitive Shift is a game about three prisoners in a sort of abstract world working together to escape. It plays like a sort of top down stealth game, where you may command each fugitive with mouse clicks. It is probably more of a puzzle game, however.

What I did wrong

Okay, the idea was ambitious. It was my best idea though, so I just stuck with it. It ended up making the game pretty complicated when it was released. Level-based games are what seem to be much more time-consuming for compo. Speaking of that, this game almost played out like my LD 33 entry, Hymn of the Sages. It was a slightly similar stealth game that I had to rush making levels for. I learned from that and tried to make the levels for Fugitive Shift more meaningful without spending too much time on them. I was able to finish faster than before, as Hymn of the Sages was a Jam entry. Finally, the main mistake I made was not getting enough playtesting in before releasing. Some parts of the game were unclear and difficult, and I wish to better them. It shows when you get a low score on theme, because people probably don’t make it past the first level where there’s no shapeshifting.

What I did better

Time management was something I held very importantly over the days of development. I had planned out what I needed to get made on many sticky notes. I wrote out my schedule. These are things I was too lazy to try before, and it’s something that I’ve learned can really help with the short amount of time. GUI is looking good too, thanks to Unity 5’s great UI system. I just needed more time for the menu screen. Something I’ve never done before is dialogue. I spent the final hour writing dialogue for the characters, so they would explain mechanics a bit. I am happy with that first step of mine.


 

If you’re interested, check out the development timelapse HERE

That’s all I really need to say about Fugitive Shift. I thank everyone who’s rated and given feedback, I really appreciate all of your pointers! I can hopefully make an improved version later on. Thanks for reading, see you next time! 😀

Scores

Not my best, but still pretty good. Thanks for playing and rating, for those who did!

Oh What a Night – Results

Quite happy with the results of my first Ludum Dare entry :)

Oh What a Night -  Rating

I expected the graphics to be the best part of them game but I’m happy to see I also did well on humor and theme. Next time I’ll try to be more innovative and hopefully I’ll be able to get in some audio too!

Thank you very much to all who played, streamed and rated my game, it was a great experience and I can’t wait for Ludum Dare 36 😀

On second thought

Maybe your life isn’t defined on by how good of a game you can make in 48h :)

Comments

10. May 2016 · 03:20 UTC
It’s also not defined by…

Is there a reason?

Is there a reason why i can’t see all categories in my entry ratings?

Here

There are only:

#160 Innovation 3.67 #585 Overall 3.07 #655 Graphics 2.67 #755 Theme 2.87 #789 Fun 2.60 #1903 Coolness 28%

Where is mood? And audio? I accepted all categories…

Comments

10. May 2016 · 03:10 UTC
You didn’t get enough ratings in these categories. (people marked N/A)

Thank you for all to play and rate Body Key

Thank you for all who have played and rated my game.

d14454d430e8d83f75fe38302e6fea06

This was dedicated to my son who will soon be developing with me.

_0a1

There was not much time for me to devote to the game, but I am very satisfied with the result.

See you next ludumdare.

Results of our First LDJAM

Thank you to everyone that played, reviewed and left comments/advice for my first LDJAM entry – Mr. Purrgalar! I’ll keep working on it to make it even better. Also a big thank you to the host for getting me off my lazy butt to make a game. What great fun, can’t wait for the next one!

Can’t wait for the next one.

Screen Shot 2016-05-09 at 9.06.50 PMScreen Shot 2016-05-09 at 9.06.25 PM  Screen Shot 2016-05-09 at 9.04.29 PM

Results + Postmortem – Shape Shifter (sic)

Untitled

Such a min-maxed result.


51666-shot0-1460901840.png-crop-180-140

Play Shape Shifter (sic) here

What is it about?

Shape Shifter (sic) is a simple shape-matching game where you can shift the flow of your inner energy to defeat creatures. More importantly, it is a game that will change the shape of your expectation about the game itself! (I had quite some fun with the meta description)

Background

My objective for this LD was to learn and practice pixel arting, something I never, ever did before. Not that squares are bad; But hey, the more skillset you have, the better! However, I was stuck during most of the first day, unable to get any idea to work with. Yeah, what do you expect, doing this for the first time. Listen, self. Your drawing is shit and will always be sh- hey, waaaiiiit…. And there goes the idea.

What went wrong?

  • I basically had to work with a very simple gameplay and innovation in order to compensate for the (lack of) artsiness.
  • The concept itself  only works because it’s an LD entry, but not quite so for an actual game. It leaves no space for future development.

What went right?

  • frist gaem w/ homemade pixel artz, omgz0rz!
  • For better or worse, the game’s simplicity left it with no glaring weaknesses to criticize on.
  • Nothing else.

Thanks for all who have played and rated the game!

Silver Bullet: ratings

Silver Bullet. LD ratings

Silver Bullet

Thanks to all players and voters! It was very inspiring LudumDare with many great games!

Thank you

ld_feedback

I did not win but I’m glad for your help.
I thank you guys for your kind feedback.

I’ll keep it up.

thanks

The results are in!

Very happy with how things turned out. Didn’t even break the top 1000 last time I submitted, so this is a significant improvement. I believe I could’ve scored higher had the instructions on how to play been clearer, but I am very pleased.

Thank You to all who played, rated and gave me feedback in the comments!

Square Peg Round Hole by RealityCheck

Ratings

#193 Innovation 3.58 #206 Audio 3.29 #274 Overall 3.43 #279 Theme 3.65 #354 Graphics 3.30 #367 Fun 3.28 #370 Humor 2.48 #441 Mood 2.98

Cool :D

100% cool its what I’m already used..
but I had fun :)

Congratulation!!!

Bluboy ratings:

 

coolness 63%

#295 Theme(Jam) 3.65

#348 Innovation(Jam) 3.28blu miniuu

#420 Audio(Jam) 3.10

#509 Fun(Jam) 3.16

#552 Mood(Jam) 3.10

#584 Overall(Jam) 3.20

#648 Humor(Jam) 2.23

#1007 Graphics(Jam) 2.34boss

Thank all of you!!!

You can play it here                                                                          —–> ^.^ <—–

 

How do i know how good i am?

I know where to see my place, like #376, but this is pretty useless unless i know how many places are made in each categorie. I need something like Audio: #376/#1000 to know if it is a good place or a bad one. Can i look these numbers up somethere?

Comments

Eshford
10. May 2016 · 11:24 UTC
Browse all entries and sort it

We got the rates :D

56020-shot0-1460934680.PNG-eq-900-500

We have the results! These are ours. We are happy about them, though we are a bit surprised with Graphics rating, but they are good overall so it is nice for us. More to the point, we have learned a lot this jam. Thanks to all the people who tried and voted! Specially thanks to those that left feedback!

#253 Fun(Jam) 3.46 #444 Overall(Jam) 3.34 #542 Humor(Jam) 2.44 #549 Innovation(Jam) 3.05 #555 Theme(Jam) 3.34 #584 Graphics(Jam) 3.25 #638 Mood(Jam) 2.98

Tags: LD #35 PostMortem, LD results, LD35, ldjam

Ludum Dare Score

Coolness 52% I should have player more games 😛 #506 Audio(Jam) 2.92 That is my best category :D.  I’m very surprised about that considering I have never made music before. #575 Fun(Jam) 3.08  YAY! At least a few found my game fun. 😀 #634 Theme(Jam) 3.23 #647 Mood(Jam) 2.96 #724 Innovation(Jam) 2.84 #751 Overall(Jam) 3.00  Better than LD34 #827 Graphics(Jam) 2.84  Why did I think it was a good idea to use a NES color pallet!?

I happy with how I did.  I did better that last time.  😀

Congratulations to everyone 😀

Results for H2Olympics

Here are the results for our game. We are quite happy about them, because we did better than last year.

Coolness 100%

  • So badass 😀
#338 Theme(Jam) 3.60
  •  We think this entry suits the theme quite well, that’s probably why we got the best score here.
#372 Humor(Jam) 2.76
  • The only humorous thing in this game is probably the “WRECKED!” sign, associated with GTA V.
#512 Graphics(Jam) 3.39
  • One of the best graphics we have ever done.
#520 Audio(Jam) 2.88
  • There’s just a simple music loop, but we think it suits in quite ok.
#637 Mood(Jam) 2.99
  • I don’t know what to say here XD
#768 Fun(Jam) 2.83
  • May be funny, may be not, that’s for you to decide.
#842 Overall(Jam) 2.93
  • Our overall score.

#920 Innovation(Jam) 2.55

  • Quite a good idea, I think.

————————————————————————————————————————————————————————————————

  • MacDocBros

 

Blobs (Swynfel) – Score

Hey!

I didn’t expect to get such a good score the my first ludum dare. I’m so happy!

The votes weren’t as I expected them, but I think that’s normal.

I’m really motivated now, I’ll definitely try to participate for the next ludum dare!

Coolness 82% #91 Theme 3.97 #131 Fun 3.64 #156 Overall 3.65 #160 Innovation 3.67 #228 Audio 3.24 #266 Mood 3.23 #284 Humor 2.72 #457 Graphics 3.03

(I’ll spend more time on the graphics next time)

 

I’ll probably make a post-jam version of this game (since I have nothing better to do). If you think it’s a bad idea you can always say so, but I don’t think it will stop me.

Thanks for everyone that played my game! And good job to all the participants, I hope you’re as high as me!

Hungry Blue Fox Ratings

Pretty satisfied with my results for the amount of time I spent on it 😀 I wonder what they would have been if I entered the compo instead.

icon
ratings

 

Learned lot of things!

Thumbnail

That was a weird Jam, I participated in the compo for the first time and made a game that doesn’t fit in the range of games that I like. I learned a lot and got out of my confort zone which is nice.

Here are my ratings and my thoughts :)


 

#100    Mood             3.65

  • I love this, didn’t thought it would rate this high!

#209    Humor          2.94

  • It was a scene of charlie the unicorn, so it was comdemned to be fun, although not a lot of people got it.

#247    Innovation    3.49

  • It was innovative for me at least, but this score is great!

#518    Overall           3.16

  • I think the overall went down because the lack of audio and graphics.

#591    Audio             2.13

  • There was no audio, i’ll take note for the next jam!

#684    Fun                2.81

  • I don’t have any problem with this score, I personally don’t like this type of games, but at least it was fun making it!

#747    Theme           2.88

  • I think that a lot of people didn’t see the shapeshifting map.

#754    Graphics       2.47

  • Like in the audio, there where no graphics, let’s pray for more time in the next Ludumdare!

 

 

Tags: LD #35 PostMortem, LD results, LD35, ldjam

My thoughts on my scores, or how to win Ludum Dare.

Well, first of all, big thanks to everyone who played and commented on my game. Your feedback is very valuable to me. Controls and speed is your main concern, so, I’ll be working on that.
LS35
I’m pleased with my score this time, although this is not my best. I’ll try harder next time.
My thought about this scores.

  • Audio 3.60 That’s second place among my other LD games, nice.
  • Graphics 3.91 I tried hard to make visuals as polished as possible, optimizing from the very start and to the very end. Again, second place. TV-Top beat me here again.
  • Mood 3.32 That was a surprise for me, in judging description of the mood it says “Storytelling, emotion, and the vibe you get while playing.” and I have no story whatsoever. Maybe emotions… I don’t know.
  • Theme 3.69 and Overall 3.40 No comment here. I got overall 301st place and that’s fine. Again, second place after TV-Top
  • Fun 3.27 This is completely my fault – game needs to be easy, but not boring. Hard to do in 48 hours.
  • Humor 2.07 Forgot to un-check this, but I glad I did that. Getting 2.07 in humor out of 0 possible is quite of an achievement. Actually 1 is correct score as there is no humor at all.
  • Innovation 2.91 Almost 3, right? Probably people getting sick and tired of up-beat infinite 3D runners in space. It’s not like a rare genre, let’s say 8-bit minimalistic pixelart platformer or anything.

This chart shows my progression in Ludum Dare. LD33 game (Sand Castle Destroyer 2) with the worst graphics have scored best in humor category.

LS35_percents

Here is the same chart, but now it showing places.

LS35_place

Speaking of 8-Bit minimalistic pixelart platformers, it is quite clear, that indie community absolutely love dark themed 8-Bit minimalistic pixelart platformers on small screen with easy controls, with lots of dangers around and on-screen story. I have analyzed last compo winners from quite a while back, most compo winners have done 8-Bit minimalistic pixelart platformers. May be that how I’ll try to win next time, I liked doing pixelart games back in late 80’s.
Hope 8-Bit minimalistic pixelart platformers fun getting my sarcasm and not get offended and start world war X.
Love you all, you are the best. All of you. 😀

OBfu – post-compo version, ratings and congrats to everyone!

I guess it’s time to say goodbye? … but see you at #36!

The post-compo version!


OBfu final


post-compo OBfu

The ratings (compo)


Coolness 56% #12 Innovation 4.31 #25 Theme 4.26 #65 Graphics 4.09 #274 Overall 3.43 #303 Mood 3.16 #406 Humor 2.36 #770 Fun 2.66

Last words


Before I (finally) go, thanks for the amazing feedback you all gave me!

Players: KodingNights, MintArcade, DieWithDustin, Willsr71, Halleflux, M2tias, Wan, hijomo, mikedirl, Persimonn Pomelo, sirtetris, celmore1001, oal, _beta, Populous90, josemorval, sndr, pyokoanarogue, luquio, theOnlyGoodDrcz, blinry and CAT_IN_THE_DARK_WOOD

Youtubers: Jupiter Hadley and Backslash Network

Twitchers: The Cat’s Pajamas

 

Tags: Game Update, LD35, obfu, post-compo, ratings

Devil’s Hand results

Hey people!

Thank you very much for the ratings, the feedbacks and all this ludum dare experience!

Capture

It was our game with more and higher ratings of all times
And more importanly, all the feedback was awesome and will help a lot to improve the game

Tha game is on the top 25 on 2 categories, Fun and Overall, what makes me really happy! 😀

As I said on previous posts, I’m upgrading and extending the game, so please follow Devil’s Hand at GameJolt to receive the updates

http://gamejolt.com/games/devil-s-hand/141891

giphy

THANK YOU!

Comments

MSiddeek
10. May 2016 · 21:12 UTC
Another rank 18 jam entry! Will definitely play your game!
QuexD
14. May 2016 · 03:18 UTC
Honestly I expected to see this in the top 10 or five, great job on the game!

Woohoo, that’s something!

Here are my results:

Captura Captura1

While I’m not very happy with the Overall results (not my worst but also not my best), I’m very happy with the humor rating (top 100!) and the Theme one, the two categories in what I’ve focused more.

I’d a great experience while making the game and, though it’s a bit rushed and it haven’t sound (I’ve got no Internet nearly the whole LD weekend, and I hadn’t time to use sfrx) I’m happy with the product, and maybe I will make a more developed version. If anyone wants to play the game and give me more feedback, here’s the link: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=44355

Also here’s the whole game’s story:

story 1_00001 story 2_00001 story 3_00001 story 4_00001 story a1_00001 story a2_00001 story a3_00001 story b1_00001 story b2_00001 story c1_00001 story d1_00001 story d2_00001 story d3_00001 story e1_00001 story e2_00001 story f1_00001 story f2_00001 story g1_00001 story g2_00001 story g3_00001

Ludum Dare 35 Results

The results are online and I’m confident in saying I have improved once again!

As you can see, not only have I achieved the 100% Coolness ranking for the second time, but in all but one of the categories I have managed to reach the top 500! Compare this to Ludum Dare 34 where I only had one category in the top 500 (but then again, I didn’t do much effort and only allowed voting on four categories), and Ludum Dare 33 where despite having a better ranking in audio and fun, four out of the eight categories failed to reach the top 500.

So in a way, I’ve improved overall. I’m still aiming to get a category in the top 100 though, I was so close last year.

You can play my LD35 entry here on itch.io!

Tags: LD35, results

Here goes nothing

My first LD has ended. Thanks to all of you, you’re awesome. Especially you (yes, YOU). I learned a lot (thanks again).


Play online.

I don’t really happy with the received scores (part of me: “Everyone has a better ratings than us, let’s cry :( “). But I didn’t expect much, because the Main Goal for me was to reach the end, to survive, etc.

Maybe next time I’ll create “something better”, not just “something”.

But… There’s two gestalts that I can’t close on their own:
1. Many people didn’t get the theme in my game.
2. Many people didn’t get the second available attack which makes the game extremely easy.

It’s OK, I understand that both of these points are unclear, that’s just my mistakes. But sadly I don’t know what lessons should I learn from them :( . Well, I’ll be glad if someone can help me.
I has add some explanations — ‘How the game (may) fits the theme’ and ‘How to beat the game in a walk’.

You can read them if you want.

1. How the game (may) fits the theme.
Almost everything in this game shapeshifts [yay!]

Your character shapeshifts — when you kill a novice that isn’t become a monster yet.

Your weapon shapeshifts — again because of unnecessary kill.

Enemies shapeshift too — from cursed frightened novices (that can not attack you) to jumping fireballing monsters.

Every enemy in the game becomes stronger during these metamorphoses. You should kill them ASAP, or entire level will be full of strongest monsters.

2. How to beat the game in a walk, or The Mystery Of Second Attack.
The game contains two type of attacks (and just one key to attack — SPACE).
The first attack is attack by the knife. At the start of the [single] level your weapon is very small and almost useless, but if you rapidly kill 2-3 non-monster novices the knife will be increased.
With such a big anime sword you can beat the game (after 1-2 game-overs, ugh, but — YOU CAN). Congratulations! You WON! But you received… Bad Ending.
It’s because this attack is just a cake… I mean, it’s a lie! As you can read from the ‘intro’ your character received this knife from the strange looking, em, stranger, who asks you to go to the basement and restart the server.
He’s probably Devil himself (or one of his servants), so don’t listen the words that he is saying. Killing is not a good thing to do (especially when you’re priest), you probably knew it.
Instead — use the second attack. Here’s the guide (finally):
— You can attack only monsters, not cursed novices. So wait 10 seconds untill all novices shapeshift.
— The enemy shouldn’t be near you (or the first attack will be executed).
— Stay in opposite direction to the enemy you want to attack. You can move and jump, but the enemy should stay behind the Father’s back.
— Press SPACE (progress bar will appear with ‘See no evil’ caption).

— Press SPACE again, and again, and again. Don’t stop and tap rapidly.
— Enemy will be dead as progress bar is full.

Hope after that guide someone except my friends will finish the game with Good Ending :)
That’s all for now. Good luck and see you in August.

Tags: LD35, post-compo, ratings

Lux Anima: Mini Post-mortem

Animation 59


scoresHey I did well in a few categories! Not too shabby, definitely happy to have made top 100 over all, and placing top 20 in a few categories was really cool, especially 10th on Theme! Awesome.

I think my obtuse control scheme held me back a bit. Definitely going to have a friend do a sanity check of my controls in future LD’s! The bar for my future compo’s has definitely been raised though. Can’t wait for Ludum Dare 36 for another chance to hopefully earn myself some of those shiny top 3 medals!

Thanks to all who hung out on stream with me throughout the weekend. Streaming made the whole thing a lot more fun and involved and I’ll definitely be doing it in future LD’s.

You can play the post-compo version of Lux Anima on itch.io!

 

 

Another great experience, thanks Ludum Dare

I am very happy with the results of our second Ludum Dare I learned a lot more, a lot progress in the UI, music and in general throughout.

I love this kind of challenges. Since everyone’s creativity shines and helps solve problems more quickly, it helps us to stay active work under pressure but having fun at the same time. Do not you having fun not sleep in three days ?, hahah sorry bad joke.

I love the community Ludum Dare, I love to discover what different people can get to do alone or in teams, I love to see people starting for the first time makes me remember my first time nerves and pressure with fun.

I congratulate all the participants, especially the top, I have seen several of the top 100 and I impressed by the work of all these people. You learn a lot with the community, thank you all.

LD_Resumen

Click to see full-size image

Thanks Ludum Dare,

nlbi21 – novice programmer in unity.
PS: Excuse my English.

Tags: LD35

My Ludum Dare 35 Results

schizoid2k-ld35Well, the results of Ludum Dare 35 are in.  This is my second LD, and I improved in some areas, did a little worse in other areas, but overall, I am not surprised by the score. As I wrote in my previous Post Mortem, I had a bit of difficulty coming up with a game for this theme, and settled on a simple matching game.

I like what I developed, but I totally get it… it’s nothing great. My main goal for both Ludum Dares was to submit a game, and I did. I got to learn some new tools (I even muddled my way through Blender), and that is a plus as well.

All in all, it’s a great weekend of gamedev. Congrats to all those that participated and submitted a game… you know how hard it really is. Thanks also goes to those that played and rated my game… I appreciate your comments.

Looking forward to the next LD, and I am hopeful that I can improve my scores.

Shifty Funky Walls Post Jam Version

Finally the LDJam 35 post jam entry is finished. Have fun!

Thanks for all your feedback, I’ve included most of it 😉

https://satyre.itch.io/shifty-funky-walls

New textures

Screen Shot 2016-05-10 at 10.54.17 PM

Results are in!

Ludum Dare #35 results are in!

#56 Innovation 3.97
#125 Theme 3.89
#142 Mood 3.48
#147 Overall 3.67
#205 Fun 3.50
#219 Graphics 3.59
#245 Audio 3.19

Now that it’s my second Ludum Dare, these numbers mean a lot more to me, as I can track my improvement since the last entry. I have improved in all categories! Not only that, I have done so with significantly less time as I had to scrap my idea half way through and start over.

Innovation seems to be my strong suite, going from #177 -> #56, and score from 3.69 -> 3.97.

Last time I wrote I was surprised by #467 on graphics with a score of 3.11, imagine my surprise with this vast improvement to #219 and score of 3.59. I attribute this mostly to allowing the players to choose a color scheme, I doubt the pixel art itself caught anyone’s eye. I did say I’ll improve in this category, and I did.

Fun feels like my weak suite. Even though it is an improvement from last time #371 -> #205 and 3.30 -> 3.50, I feel like this is the area I need to improve next time. I suspect it has to do with the games both feeling like prototypes (because they are), lack a proper introduction/tutorial, and severe lack of content. I doubt anyone played my game for more than 5 minutes.

Last time I had no sound effects at all, but dropping straight into #245 for my first attempt is pretty neat. I’m not really worried about improving in this category, as I have no real need to be known for my sound design. As long as it’s there, and it doesn’t make people want to pull their ears off, I’m happy.

And overall #147 is great. I’d like to be able to hit overall top 100 next time, but I’d be happy if I just hit top 100 in 2 categories over just 1.

Mood and Theme, I’m not actually sure how people rate it. I personally rate theme as matching the core theme of the challenge, in this case Shapeshift, and Mood is the combination of story and delivery. I have no idea why I got high rating in those, but I’m not really worried about it either.

I’m really happy I participated. I’m really happy I scrapped my idea and started over. Next Ludum Dare, I’ll try to keep the scope small enough so I can add actual game content.

Last time, Dungeon Surge‘s results:
#177 Innovation 3.69
#300 Overall 3.47
#371 Fun 3.30
#467 Graphics 3.11
#468 Theme 3.75

 

Shiny results!

The results are in, and I’m super happy! The overall ranking was a lot better than I had hoped for:

#38 Overall 3.98 #54 Graphics 4.13 #74 Innovation 3.90 #113 Fun 3.69 #184 Humor 3.02 #303 Mood 3.16 #355 Audio 2.94 #681 Theme 3.02

All the other categories were roughly in the order that I expected. In my last couple of entries I scored a bit better in things like Humor, Mood and Graphics, but I think the Overall score for this one meant it was a more well-rounded game.

Very appreciative of all the people who played and rated Panzerantix, thanks again!

Looking forward to checking out the top placing games now – they look great.

 

You can check out Panzerantix here!

Although I had to rush it…

SUBJECT 26 got decent rank.

I think I can say I know how fatherhood feels now.  No matter how good your kid does, you always expect more out of him.

52528-shot0-1461029720.png-eq-900-500

Thanks everyone!  And many happy returns!

Yay!

Thanks to everyone who helped put Space Cows From Taurus in the top 100 for humor and the top 200 for graphics! Graphics was really my only hope this time, so it was nice that so many people appreciated a throwaway “feature” I added on a whim (the loading bar with the funny text is, I assume, why I got so many humor votes) next time I shall be taking on audio for sure.

ShapeGrid results!

I was so anxious about the results and here they are! I’m proud about them, although I was hoping to be in the Overall Top 100. But I was really close and I’m really happy about it!

Rating-LD35

 

Some of the comments I loved most:

“Felt very polished, like a premium mobile app minus the audio.” – dwhiffing

“Really cool game, pretty polished and clean for a compo entry.” – FerraWare

“This game makes you want to keep playing.” – schizoid2k

“Fun game! I’m going to keep this around for when I get bored :D” – bobismijnnaam

“Pleasing puzzle experience.” – SgtBursk

“Thanks for giving me a game that I can play on trains! ;)” – MegaBrutal

“Fun mind-bender to work with colors and shapes to mix-match them.” – Fabraz

 

Thanks everyone for you comments and your review! I can not wait to see you again in the next Ludum! This was a very pleasing experience. And please, if you liked my game, go and download it on Google Play Store, I’ll keep working on it to have a full developed game.

Important lesson: I know that the lack of music drag my overall score down, so next time that will be one of my priorities.

So…

Thanks for the great time guys, see you next time!

My first LD – results

Well, I’ve finally read the results and forced myself to write something. For my first LD I don’t really think the results are that bad, especially when I had no idea how to split my time between development, testing and doing the graphics.

As for some of the percentages:
ENTRY - Vikoz (jam) - LINK
OVERALL - 33.6%
FUN - 55%
THEME - 43.4%
INNOVATION - 48.7%
HUMOR - 31.9%
GRAPHICS - 14.8%
MOOD - 43.8%

First of all, I’d like to say big thanks to everyone who played the game – whether you enjoyed it or not. Second, I honestly consider a winner anyone who posted something, as making a game in 48 or 72 hours is definitely not an easy task. I’d like to comment on my score, it does indeed represent also how much time I’ve spent in various areas (I ran for the prototype, and then over-focused on the graphics – which can be seen in the results), so I even find them almost perfect in relation to the time spent on each of these sections.

Nevertheless, if time allows I’d like to participate also next time, and hopefully, taking some other guys with me, so we could drag something more complete over the finish line (and of course “beat ya’ all!” :D).

Mail list does not work.

I asigned for the Maillist before the starting of LD35 and i havent recieved a single E-mail since. It is very annoying to check here everyday for news.

Comments

Picking a username is hard
13. May 2016 · 18:28 UTC
emails aren’t sent that often. Try signing up again anyway because it works for me and many others.
pixzleone
14. May 2016 · 12:39 UTC
Well mailing list is only for important stuff I think, but I think something is wrong on your side.

Analysis of my Ludum Dare 35 results

Hey guys,

I’ve just written a post on my personal development blog analysing the results I received for my LD35 entry SHAPE.SHIFT() earlier this week which you can view by clicking here.

I’m too awesome for this

So here’s our game:

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62808

This ludum dare’s been quite a bit different than the last time. You guys barely tried then, now you kinda did. No fair.

Actually it was the exact same with me. But it wasn’t enough, barely got any points where it mattered. Audio of course was stellar, which came as a huge personal tragedy. I promised our musical genius friend Snijboer I’d try and overtake his category, but it was all for naught, he’s too good and just ended up carrying us again. Oh well.

The real problem with the game wasn’t that any of us didn’t try hard enough, the problem was that I specifically tried too hard. The theme was, of course, terrible, and unlike the last time I had no idea what to do and ended up coming up with this idea of a destruction derby where you drive a shapeshifting car over various surfaces that I ended up not able to execute properly and losing sight of the goal many times along the way until it ended up somewhere on the “meh” side and having absolutely nothing to do with shapeshifting.

It was a game though, and it was too hard because I couldn’t think of a way to make it easy. Probably sounds kinda stupid but that’s how it is. People kept telling me that I should buff the armor or make the enemy cars slower, but when I do the former you just waste a bunch of time being really confused pushed around by the other cars until you run out of gas and die, and when I do the latter their presence disappears entirely.

Another thing that not many people appreciated was the controls and the general weirdness of the game. I’m awesome enough to think up all these crazy piece-o-lard features AND use them effectively, but to most people the game just feels alien. Where to start – it’s a top-down game, not a popular thing these days. It’s a top-down driving game, probably haven’t seen one of those since GTA 2, and besides, driving itself isn’t everyone’s cup of tea. And worst of all, it’s a top-down driving game with a really weird mouse-controlled camera that I have literally never seen in any 2D top-down game. I made that up, and watching streamers play, it was not an easy-to-grasp concept. Doesn’t help that looking out for cars coming for you is a huge part of the game. The driving itself, I think, hope, was universally liked? A streamer grunted that it was kinda drifty, but eventually got into it, generally got positive feedback otherwise. I spent a ton of time on the physics and trying to nail that drifty feel, coupled with dynamic camera sway to drive it home a bit, but not to an excessive degree this time, learning from Turbo Tram Drift, my previous LDjam entry that made some people seasick (which I found super hilarious considering it’s a 2D game)(apologies to anyone who actually threw up).

One major flaw that I knew from the very beginning was the tacked-on shapeshifting part that was supposed to play a much more major role. The goal of the game is to gather enough fuel to be able to enter your car’s plane mode for long enough to fly over the canyon that you spawn next to and save yourself. It was supposed to be a little thing that you have to figure out, but as it turns out, unlike the Hollywood movies, figuring things out while in the middle of a hectic life or death situation can be quite difficult, especially if you don’t have any time for that stuff and have a lot more games to review.

Attempts were made to up the presentation from the last time. Now with a proper main menu, pause menu, actual buttons to click (including one to quit the game), sound effects and even a touch of dynamic lighting using normal maps, the game is officially ready to become the star of the 1998 Ludum Dare.

The game wasn’t too buggy, I can’t think of anything actually. It’s just a bit rough around the edges when it comes to dying, you can actually unpause the game after you die and the game still goes on in the background, even though you can’t see anything. Most likely nobody even noticed (kinda hard to see when you literally can’t see).

So the takeaways for the future endeavors are:

  • The camera can work if I force it down your throat next time. I’ll make a shooter and laugh at your misery while your fingers curl in pain trying to grasp your mouse to aim and shoot. No more ignoring it out of comfort.
  • Hard games aren’t for Ludum Dare, especially those without difficulty curves. It’s not your fault you’re not as awesome as I am.
  • Either make an action game where you turn your brain off or a point’n’click adventure that you try to figure out, not both.
  • I might need a new musician since I have no idea if Snijboer is fine with having his music in such shitty games anymore, I know I wouldn’t. Speaking of which, his Soundcloud.

Art Update for Formorph #4

Moinsen!

I also got my results and I am quite happy about them. Even though I found the comments even more helpful 😛

  Coolness  75%

#143  Fun  3.62
#195  Theme  3.77
#195  Overall  3.55
#232  Innovation  3.51
#347  Mood  3.08
#451  Audio  2.74
#519  Humor  2.06
#829  Graphics  2.26

But anyway, since last time I finished the Art for 3 more Levels and finally it feels more intuitive to place the textures (?).
I also worked on a CinematicCamera script, so now I don’t have to play and record the level anymore! I might also use it at the beginning of each Level.


Level3-Formorph
Level2-Formorph
Level4-Formorph


Thanks for reading and watching!

 

I’m in!

Geez, it’s been a long while since i made something game related, and what better way to freshen up some skills than a ludum dare? Well, count me in for the next one! 😀

Comments

MiGint
17. May 2016 · 11:38 UTC
So it is going on now then

New Combat System

If you would like to follow and help me on my journey click here.

Screen Shot 2016-05-18 at 7.02.47 AM

 

So….

…when is the next Ludumdare ?

Comments

TCD
19. May 2016 · 12:45 UTC
nobody knows
rburema
19. May 2016 · 14:21 UTC
Presumably somewhere around August. -ish. Maybe. Probably? I don’t know either.

Possibly even August this year as opposed to 2045 or 1873, to appease those of us wthout reliable access to time-machines. One can only hope.

There may or may not be mini-LD’s, but don’t quote me on that.
27. May 2016 · 13:24 UTC
lol
WizzardMaker
20. May 2016 · 17:11 UTC
Its probably in December, PoV needs a break. He said that on Twitter.

My LD34 game Swarmonian Explorer needs votes on Greenlight!

Hello!

For LD34 I created my swarm game “Swarmonain Explorer” (http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=55223), I kept on working on it since I liked the idea and since a few days it is out for voting on Steam Greenlight so I can get it out to the public.

 

I added a ton of stuff, worked on the visuals and added a map editor to the game (wich I use myself to create new maps), so even if you get throu all maps the game comes with, you can just switch to the community maps!

 

I would love if you can give the game a look or even a vote!

Swarmonian Explorer on Steam Greenlight

Hi,experienced 3d artist here,want to make game together?

hi LDers

I am a game artist who worked in mostlly 3d games.I am new here and really wantto be in a good production team.Lets make games together.For next project,caunt me in.

my pretty old portfolio: http://kipiripi.cgsociety.org

 

Tags: 3D, game, unity3d

Comments

Theorem
29. May 2016 · 06:09 UTC
You are very skilled! Hope you find a good team to work with.

RPG Maker for LD?

I know that everyone else use GM and sometimes Stencyl and other tools, but what about RPG Maker? Can we use that to make games for Ludum Dare, or is that not approved?

Comments

josemwarrior
21. May 2016 · 00:23 UTC
Of course, but I think it is less used because it is less flexible. With RPG Maker you focus on make RPGs.
22. May 2016 · 13:57 UTC
You can use whatever you want.

Life after LD35

Last LD35 ended for me with the publication my game in Google Play. After a crazy weekend the prototype has undergone many changes.
1) I’ve gone from clicks to touch – is now one level can be passed in one motion.
2) Orientation has changed from landscape to portrait
3) I added a timer. The session was first exhibited, for 2 minutes. But then it turned out that 90 seconds is much better.
4) Added combos. When collecting mushrooms in one motion – a snail gets smaller with each mushroom.
5) In my experiments with the narrative I brought a number of funny phrases up to 40.

Simon Snail

Simon Snail

https://play.google.com/store/apps/details?id=com.StarAge.SimonSnail

I manage to carve out a few hours on the weekends. Therefore, the work creeps slow like a snail. I plan to add a lot of routine things, which do not relate directly to the gameplay:

1) localization
2) notice
3) achievements
4) social network
5) ios publication

Thank you for this website. And thanks for the feedback. Every part in LD is like Christmas for me. Every time I meet the incredible work of others who inspire me.

New YouTube gaming series S-GAMR continues with LD35 game “Who Are You and What Are You Doing Here?”!

Pop culture news website The Daily Fandom continues the kickoff of its new gaming series, S-GAMR, the series that puts the works of the next generation of game designers in the spotlight, with the Ludum Dare 35 puzzle game “Who Are You and What Are You Doing Here?” by Shatter Point Studios! In the Game Maker puzzle game, you assume the role of a thief trying to open a family’s vault, but you must get past their heightened security before you can obtain your prize.

The Daily Fandom joined partner gaming channel Rogues and Roleplayers (youtube.com/rroleplayers) in visiting Lone Star College in Kingwood, Texas, which held its first Ludum Dare Game Jam in April of 2016.

 

View the episode on YouTube now! ► https://www.youtube.com/watch?v=RJlc_TV2arM

Try Who Are You and What Are You Doing Here?! ► http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=85070

 

Check out previous episodes of S-GAMR!
“Star Buddy”: https://www.youtube.com/watch?v=yz8H9BRj7wk
“Liquify”: https://www.youtube.com/watch?v=0xhweCqXEiA

 

 

Tags: LD35, Let's Play, Let's Play Reviews, s-gamr, the daily fandom, youtube, Youtube Series

Push Slayer (MiniLD #67)

I’ve been iterating (mostly in my head) through different flavors of Sokoban variants: it started out very math puzzley, then became more pac-man-ish, and is currently taking the form of more of a dungeon crawler (think Mamonosweeper with sokoban instead of minesweeper). If you can’t tell from the image below, the hero (yellow circle) is about to push the sword (cyan box) into a monster (red box). Yeah, I think it’s time to start adding graphics :).

PushSlayer

Comments

25. May 2016 · 19:47 UTC
Graphics Revolutionary!

Nadia Was Here on Kickstarter

Tumblr4

Hey everyone. After entering Ludum Dare 10 times in a row I havn’t been very active here in a while. I have been working hard on my RPG Nadia Was Here, (which also was the result of a game jam). The Kickstarter is now live with just two weeks left to go. It would be great if you could spread the word and help me make this Kickstarter a success.

switchgif

Kickstarter page

Thunderclap campaign (You can pledge with your Facebook, Twitter or Tumblr account to sent out a social media message in the last hours of the campaign.)

Kickstarter Demo

Press kit

 

Post-LD projects

Since this last Ludum dare, I have been focusing on new/better methods for producing my tracks, and it has been a huge success. My tracks have sounded better and more professional… Check them out here… And please follow me on soundcloud

Comments

27. May 2016 · 22:20 UTC
AWESOME!!

Team Work

I have written about working together in game jams on my tumblr here. I explain my approach to to team composition, group-friendly game design and time planning. This is exemplified by our LD34 game “Wyst”.

After Day in the Life of a Spy and Nessie: Quest for Fame turned out pretty mediocre, I thought about what kinds of game design are best suited for a 3-day game jam. The games both had out-there premises and uneven graphics. In “Day in the Life of a Spy”, we pretty much worked against our engine, suffered from too big a design for three days and lots of duplicated effort in the form of unconnected minigames. Nessie had a more focused design, but boring mechanics and cartoony character art in a naturalistically rendered environment.

For LD34 we would need an art style we can deliver together, a game design that can be split up between many developers and a way to use Unity productively. Instead of spitting up mechanics we split up content: puzzles and island sectors. The result was Wyst, a game we are very happy with. Wyst in the result of careful planning, communication, not working against the tools and a focus on content and aesthetics, instead of innovation and mechanics.

If you have feedback or tips on jam-team-friendly game design, comment here (or rebagel on tumblr).

Read the full post Team Work for Game Jams.

Any other game jams that have rating/ranking like LD?

While waiting around for the next LD to be announced, I’ve been looking around at other game jams. However none of the other jams I’ve found allow people to vote, rate, rank, and comment on the entries. That’s one of my favorite parts of LD, because it lets you get great feedback and get better. But it looks like others (like Global Game Jam) you just make a game and…that’s it.

Does anyone know of any other good game jams that do ratings/rankings/awards like LD does?

Comments

Brice
29. May 2016 · 20:53 UTC
Cool, thanks, I hadn’t heard of them.

my MiniLD#67 Entry

screen1

This is the new and more Epic re-imagination off the old classic Pacman in stunning 3D. Experience the new and fresh gameplay with the following features:
-3D
-over 4 Levels
-3D
-new pick-ups
-3D
-fight the ghosts in new ways
-3D
-Soundtrack created by the legendary Juspa
-3D

Link: Game

Acorns and Caterpillars. My MiniLD 67 entry.

I’m so happy to be able to take part in another MiniLD. It’s a great theme and there is lots of interesting entries showing up.

Here is my effort a 2 player remix of Snake/Blockade. Avoid hitting yourself or your opponent. Bump acorns to clear your path. Last standing caterpillars wins.

Special thanks to Amanda for the sprites.

Accrons and Catterplillars

Entry here

Snake & Pacman mash-up

ss1

 

Yesterday, I saw new MiniLD and decided to participate. My idea is bringing Pac-Man and Snake together.

You control the Snake, you eat fruit and grow. There are also Pac-Man ghosts, they catch you. But if you eat fruit, you are able to eat ghosts for a short time. You score by eating ghosts.

Classic Snake rules apply. You can’t touch the walls or yourself. Also, if you didn’t eat the fruit, touching the ghosts also means death.

Game page

Blastroids

Blastroids is asteroids but with a lot of changes.  Almost everything was drawn with code and not sprites, which was a lot of fun.  😀

Check it out here.

Fasteroids(Like asteroids but fast!)

Hey everyone! I pretty much spent this weekend making this game. Learnt about the particle system in gamemaker and learnt a bit more about how to do music(I’m still bad at it xD).

Check it out [HERE]Battle

Please give me harsh feedback so I know what to improve next time 😀

Death

Main Menu

 

Pac-Man + Breakout + Sokoban = Pacbreakoban!

Wow that name is bad! I guess I was too busy squeezing out a couple levels 😛 Anyway…

Pacbreakoban is a small puzzle game, and my first attempt at using Unity. It should take between 5 & 10 minutes to finish its 8 levels.

I’m quite happy in the end with the depth of the game, as the later levels turned out a bit challenging to play, yet interesting I think. The physics are a bit wonky at times, but hopefully the game remains enjoyable.

Your feedback is welcome, I’m curious to see whether it’s fun enough for people to finish it!

Tags: MiniLD, MiniLD#67

Battle Snakes


Snake_crop

 

I spent a bit of time this weekend making this two player version of snake.

You can play it here.

Video Game Music For Hire

Hello!

My name is Gandalf1209, but I’ve grown more in the EDM community as Vexillarius. I’ve definitely been making progress as a music producer, but I still have the same love for making indie games as I did two years ago. I used to try and make music for my own games but they weren’t super awesome. After growing, I feel like now I’d be better at making background music for small games. That’s why I’m here, to offer my services.

I have created the personality “Figure Physics” (Twitter), and I’ll be working for hire. I won’t work for free, but I’ll work for whatever price you think I deserve. I’ll make music so you don’t have to. I could also try and make some music free to use for Ludum Dare competitions (if that’s still a rule). But yeah, if you’re looking for original music for your games, you can check out my website and submit a request for a song. If you’re curious as to the quality of my music, the link above is to my YouTube where all of my songs are.

Alright, I’m done self advertising, have fun making games and following your dreams 😀

~ Gandalf1209

Comments

Aaranos
30. May 2016 · 22:42 UTC
I’d recommend setting up a Google Sites or some other free web host. Professionalism is part of the advertising to get people to take interest. Your work could keep them but you have to get them to try it first.
CyberStarLight
31. May 2016 · 12:13 UTC
I will check out your youtube page, it’s not like I have a lot of budget, but I will consider it when I work on a relatively bigger project.

Pakku’s Edge – My first MiniLD #67 Entry

As the title indicates, I planed this as a mixture of Pacman (Pakkuman) and Mirror’s Edge. But as soon as I realized that I wouldn’t have enough time to create a cool level with platforming action, add a custom navmesh and an appropriate AI, I scaled down the project to basically a 3D Pacman clone.

But on the positive side I was able to pickup quite fast how unity3d works and even complete a playable result.  While testing it I realized that the perspective change made quite some difference on how you play the game (as later was also confirmed in a comment by CyberStarLight). You aren’t only controlling a character on the screen, instead you are in the game and beeing hunted (by some ghosts based on unity primitives). By this small change you already feel a lot more pressure…
Pakku's Edge

Now the only things which remind me that this started with having a plattforming component is the “ghost house” which is a skyscraper in the middle of the map.

But most importantly: I have finished a playable game within the short timelimit and I’m proud of it and have learned quite a lot about unity.

If you want to check out my small Pacman clone, you can find it here.
Don’t be shy to comment, there is something to be learned from everything, even if you hate the game. 😀

Tags: MiniLD, MiniLD#67

My game is now on Greenlight :D

The game i made for MiniLd#67 is now on Greenlight as a concept. Link some Feedback is really appreciated.

Original Game: link

Unity will pay you $100 assets voucher value if you find a bug in their software

 We’re looking for more feedback on the Unity 5.4 beta, and, as a little incentive and token of our appreciation, we’re giving away one hundred $100 Asset Store vouchers. If you submit (or have already submitted) a valid Unity 5.4 beta bug report with a solid description and an attached project, you’ll automatically be entered in the sweepstake.

Quote ^

They seem really confident that there software is very stable if there giving out $100 value for a bug.

Source

Terms and Conditions

Tags: Unity 5.4 beta

Comments

03. Jun 2016 · 02:49 UTC
This might be the crappiest bug bounty I’ve ever seen. You get entered into a sweepstake for one of the vouchers, which isn’t even for ‘real money’ but is for their own asset store. If it were for a paid period of pro subscription or similar then we could start talking about ‘value’

Syper Mairo Brutal

Hi! Here is a game I made with my friend for MiniLD #67:

Syper Mairo Brutal for MiniLD #67

We made it in two days and it was mine and his first entry. If we have started earlier we would be able to implement a lot more features that we planned and were interested in, but we couldn’t in such a short amount of time. We had a lot of fun with this project though and personally I can’t wait for the next Ludum Dare, which will be my first!

Please check out the game here and let us know what you think:
Syper Mairo Brutal

Tags: MiniLD, MiniLD#67

From Ludum Dare 30 to Release

m4RplzJ
It’s been a long road, but we are finally closing on a release. Lintrix was originally called Linker and built during Ludum Dare #30 http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25969

It’s been over 22 months since then. We got a ton of encouragement here for the original jam-game, which was a major contributing factor to continue working on it. The original prototype was voted highly, and we tried to keep what was good about it in the final version, though improving the visuals and the flow of the game, adding a bunch of new mechanics including moving crystals which we can’t imagine a game without now.

[ LD 30 ] 25969-shot12
[ Current ]synCT5n

We want to thank Ludum Dare & Mike for inspiring developers all over the world to create amazing things. Lintrix wouldn’t exist without this community, and four indie developers from Russia would have never come together to make this game.

Here’s our trailer:

+ some gifs

Lintix will be coming out on iOS this summer and also on Android a bit later after and maybe PC in the future.

We will also be releasing articles on the time manipulation and design process soon to which you may want to keep an eye out, either follow me on Twitter or check our Dev Blog, Thank You!

Snake Eats Ghosts: Post-jam and Android

intro

My MiniLD entry, Snake Eats Ghosts, has a new version. You can download the post-jam version on Gamejolt. I made some tricks to make the game even more enjoyable. And now I published it on Google Play, too.

ss1

You control the Snake, you eat and grow. There are also ghosts you might remember from a classic game, they catch you. But if you eat fruit, you are able to eat ghosts for a short time. You score by eating ghosts.

LD is cancelled?

Greetings, Ludum Darers!

It’s not often I post here, but I’m hoping we can get some discussion going about this.

PoV tweeted about one month ago: Linky

While there hasn’t been any official word on August LD being cancelled, there is this and a few other scattered tweets.

I’m seeing these tweets cause a lot of confusion, especially visitors to IRC. On one hand, many are unaware of these tweets, and are expecting and preparing for an LD in August. While an equally large number of people are convinced that there will be no LD in August.


There are a few issues I’d like to raise in this post…

(1) I think the status of August LD needs to be clarified ASAP. Some people make preparations weeks in advance — August being only eight weeks away now — to arrange real-world gatherings, booking venues, arranging their schedules so they have a free weekend, booking monday off work, or whatever. Not telling the community what is happening is impolite and it’s likely to cause some people unnecessary expense or inconvenience.

(2) PoV’s tweet suggests to me that he wants to take a break. This is fine, but I hope that we could as a community run an August LD here anyway, if not with PoV at the helm, then others could step in to fill the roles. It really can’t be true that an event where thousands of people participate, is being cancelled because just one person can’t make it. We have a lot of computer savvy people here, and I’m sure we can manage to pull together in PoV’s absence. I know I could handle the front-of-shop parts, as I’m very familiar with the LD schedule and the wordpress software we use here. I used to organise the theme voting myself in the past, so this is no problem for me either.

(3) If August LD can’t happen here for whatever reason, then I suspect that community members will organise something in August, regardless. Whether this is one “unofficial August LD ” that sprouts up elsewhere, or several such gamejams, because each jam organiser is unaware there are others organising the same thing. Either way, the likelihood of something being organised elsewhere is high enough, that we should be discussing it here.

(4) August LD happening here would be ideal, imho. But if that is not possible, there must be a good reason behind that. As we know, PoV is working on our new website. But why can’t we use this old website just once more? What is different now from the last N times we used this website? If it has to be cancelled now, why wasn’t it cancelled in the past? If the new website isn’t quite ready in December, then does that mean December LD will be cancelled also? Maybe cancelled indefinitely until the new website is finished? I see these kinds of questions asked often in IRC. They really need to be answered, as many are feeling frustrated by the lack of official answers and explanations.

You’re all invited to share your thoughts :-)

Do you want to help?

Linked below is a form for people to offer help with building the new Ludum Dare website. The purpose of this is to keep all offers of help together in one place, so it is easy to refer to. Hopefully this will make it easier for PoV find whatever assistance he needs over the coming months.

So if you feel you have a valuable skill to offer, and the time and willingness to do so, then click.

[ I want to help ]

Comments

Picking a username is hard
12. Jun 2016 · 11:26 UTC
I don’t have any web development skills, but is there another way I could help?