LD36 August 26–29, 2016

Jam entry: PUCKETEERS OF ATLANTIS

blogologo

Click here to play now!

Ava, Marte and Morten have once again magically managed to finish an entry last minute! No LD game ever ends up quite as was initially expected, but nonetheless we seem to be able to tie things up in at least some sort of way by working into the submission hour every time!

Pucketeers of Atlantis ended up being a kind of game that I don’t think any one of us would really play regularly—a sports game—but we figured it might be fun to play with some ridiculous elements. Like a Mario Kart version of sports! And indeed, that does exists in the form of Mario Strikers, and watching some gameplay we realised that that series had already incorporated a lot of the ideas we had individually thought up. Yikes!

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Passing a puck! Oh, and collect those boxes to get power-ups to activate!

bomba2

Ouch! Exploding pucks! Dangerous. Very dangerous.

If you feel like playing a neverending game of explosive hockey with Atlantean robots as well as non-Atlantean human beings on your team while wearing ancient Atlantean hover boots, then this might be for you! Oh, and a friend. Or something like that.

It’s a two player game—no more, no less.

You also need at least one gamepad, but two would be recommended, since that’s a lot more fun. We realise this might lead fewer to play, but perhaps we chose the right LD for such a daring decision.

Tags: ancient, atlantis, ava, hockey, jam, mario kart, mario strikers, marte, morten, Of, pucketeers, rink, sci-fi, sport, sports, technology

Ancient technology, from the future!

This was my first jam and it was by far the most I’ve learned in a while.

The idea for the “Mothership” came about simply through the need to experiment with mixing simulation with exploration and, of course, SPACE. Using obvious inspirations from Dwarf Fortress, EVE Online and the like, I wanted to try something with all the stuff I like most from each one.

The scope of this project is larger than what can fit in a jam, and yes I may have spent 50% of the time on the building system alone (but only because it was fun), but hopefully I can consider this a prototype to a future project!

Any feedback is appreciated, and please notify me if the mac or linux builds are unplayable because I didn’t have the opportunity to test them. Thanks!

 

THE LINK

3rd Day – Final Report

Well I finished it!. Yay :)

I had a lot of game art to do so I managed to finish the animations for 3 enemies and reskin the upgrades menu and play state menus.

And also I found that I know how to make icons quickly!. That helped me making the UIs fast enough so I could do some other stuff like implementing music and sound (Thank you! Unity Assets Store), and implementing a save game (I’m not really sure if it works well, I hope it doesn’t crash XD).

Overall today I did a little bit of programming and a lot of art and post-production stuff (Publishing, Taking Screens, Making Icons).

Here are some previews and the link

View post on imgur.com

View post on imgur.com

Now its time to give feedback!. Happy voting!

#4 Update: I FINISHED the game! !

Hey everyone! So my first Ludum Dare wasn’t a complete bust! Even though I missed the Compo, I managed to complete my game for the Jam. Loooong hours of programming and debugging are behind me and many more are ahead. I’m so tired that I’m not able to sleep… 😀
Anyway I would like to share my final game with you. My game description on the submit page still needs some work though so I’ll probably make a video later.It was my first Ludum Dare and overall great experience!
The game I created is actually quite simple – I just spent too much time playing around with nonessential stuff. Main goal of the game is to collect “Scrap” from various planets. You are limited by the time spend in each Solar system. You have to spend there exactly half the time and if you spend too much time, you are going to blow up. Main mechanic is TIME controll. Everything moves only when the time moves. So sending slow scouting ship to outer planet will probably cost you one person, because the ship will either jump on time or blow up. You can pause the game at will. To make it a challenge there are enemy ships – you can target only one at a time. (After submitting I realised that the enemy ships are waaay underpowerd. So there is not much challenge, sadly :( ).

Game features fully randomly generated solar system each time. Each planet has 6 types of biomes and two major ones are considered for resource calculations. In addition each planet has individual orbit and rotation speed. There are 6  classes of Stars and planet distribution in system is done according to the class of the Sun.
Sadly there was not enough time to balance whole game and use this cool looking star system fully. Also fighting does not have visuals (only audio) and game is missing tutorial which will probably make it unplayable for anyone who hates reading.

Anyway, quite a long post. Thank you very much for this competition. Now I’m stoked to play all the wonderful games you all created!
Also I’ll be happy for any feedback positive or negative, doesn’t matter, I just want you to try and play my game! (LINK!)

Phew, that was close.

So, this is basically me first time taking part in a game jam and releasing a game to the public. Its full of bugs and there are not finished features but i tried my best. Gonna head for something smaller next time. Anyways, enjoy! http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112518

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Finished!

Second Ludum Dare! 😀

This time I made a weird game about farming.

Go check it out here!

(and if you want, you can see my previous game, Level Dog, here.)

thumb optimized

LightBringer is done.

Obligatory link

It may be a bit confused ’cause I’ve just had a 30 minutes powernap in the last 39 hours.

It was hard, it was painfull but most of all : It was worth it.
That was my first Ludum Dare and I enjoyed every moment of it.

I was totally out of my comfort zone, If someone had said a year ago when I couldn’t differentiate a int from a float “you’ll see, soon you’ll be able to do a ludum dare alone” I would have answered “Nope. Nopenopenope. I can’t code, don’t want to learn how, I have other things to do”. They say to enjoy the small victories, but for me it is a pretty freaking big milestone.

Before this day, I had never released a game. I’ve been working on some stuff for the near and short term. But now, I have pushed a baby out of my fingers (that’s a strange metaphor, yes). I know that’s a weird looking kiddo, but i’m proud of it.

That was an experience. No fiddling around “mmmh, I don’t like this shade of red. And let’s move this one pixel to the left. Yeah that’s great”, no feature creep (maybe a bit a the end), everything straight to the point. It was savage. I probably produced some awfull code (I’ll look at it tomorrow after a good day of sleep), I made some terrible decision design-wise but in the end, the game is here and that all that matters.

10/10 would suffer during three day again.

Rhythm Game Recommendations?

One of the things I always look forward to every LD are the cool new rhythm games that come out of it. Unfortunately with ratings disabled for this LD, I imagine it’ll be pretty difficult for me to find those games. Has anyone played (or made) any rhythm games this Dare, or games with great music?

Comments

30. Aug 2016 · 03:27 UTC
I saw one posted during/after submission hour,, scroll down. :) I think it had guitar in the name.

The Star Sector: Postmortem

Hi everyone,

My team tried to Jam this weekend, and… failed miserably. We are late for a submission hour, struggling to make working production build of our game, and time had finally run out, at last. So I have no choice but to submit it here and finally show you why we’re late for submission.
This game is quite big and is worth of three-days of ~14h team work each, and features 10 000 procedurally generated star sectors with procedurally generated enemies. Have fun exploring it, I shall say :)
4

Play The Star Sector in Itch.io

Feedback friends question

I’ve commented on four things, and it says I have 2 points per comment.

But I only have two points.

but somehow a balance of 103

with no comments received.

 

Am I completely misunderstanding this or is it not working right?

Comments

TerraCottaFrog
30. Aug 2016 · 03:32 UTC
nevermind

Confused about Feeback Friends?

This is less of a problem and more a thirst for understanding.

I’ve been playing games and commenting on them, and my balance is 97.

What I want to know is: Is a higher balance the thing to shoot for? Obviously you shouldn’t let balance control how quickly you rate games or anything anyway, but I’d like to know if a higher, lower, or 100 balance is the thing to aim for.

Comments

genluck
30. Aug 2016 · 04:55 UTC
I just did a basic test of this, my entry had 100 balance, I commented on a game, and now my balance is 104, and if you sort by balance(default option) on feedback friends, higher balance comes first. So you want a high balance so that more people see your stuff, but if you have a high balance that means that not many people have actually given feedback relative to how many comments you’ve given.

God’s Gift the story

My entry is a little strategy game featured a tech tree (like in civ) with ultimate technology to save the universe.

When I was submitting, I realized that the game is too complicated to understand… (One drawback for solos) .

So I decided to write a story to explain the background.

Please note that currently the game is only roughly completed, there is too much to  improve. And I hadn’t the time to actually put the big tech tree (designed for two days) into the game.

There will be a updated version.

LINK TO MY ENTRY.

 

God’s Gift

4000 BC

The player stands in the desert, waiting.

Before him, the giant structure casts a shadow that covers a thousand men. There were the people that lived along the river. Now for the first time, they gathered around this giant structure.

Their king ordered the men to open this structure that had been there for thousands of years.

The men, thousands of them, pulled the ropes that ties up to a heavy stone. Then, someone shouted a commend, and they all let go. The heavy stone crashed on a larger brick of the pyramid. The latter hold still, but they repeated, until the wall of the pyramid gave in. The first slave run inside and returned, carrying a piece of flat and transparent stone.

“Optics.” The player mustered to himself.

As a player, he can see all and know all, in a trade, no one else can see or know him.

Another slave carried a jar. He stutted and fell, and everybody around was frightened by the black viscous liquid that spurred out.

The last findings was just a handful of seeds. The kings hold the seeds in both his hands, with the rest of people on their knees, claimed that these were God’s Gift.

The player left before the ritual ended.

 

AC 1134

The spacesuit was designed  in a different fashion to the memory of the player.

The first rocket had failed and killed its first female astronaut. But human never gave up.

The radio was not very stable, so the latter part  of the landing mission was under the command of the captain.

The space craft looked very tiny against the pyramid on the moon.

But the reversal thrusting was calculated without the account of such a structure…

The player worry a bit when the craft crashed.

But after a while, the captain, in his space suit, get off and found himself standing before the entrance of a ancient pyramid structure.

The man start talking on the radio, forgetting the fact that no one but only the Player could hear him.

Yet, the player cannot understand Arabic.

 

AC 1798

Cain-788901 vonlunteered on this sun-landing mission.

The plan was to shoot their capusule into the sun and then the capusule will operate like a submarine and dock into the pyramid.

Unmanned missions had yield success several times and located the pyramid floating about 300k miles from the core.

 

The artifacts found on the moon has speed up the technology development for hundreds of years.

And also the pyramid is the ultimate mystery for human.

So the signal from within the sun is distinguished, they immidiantly started the sun project.

 

The player float above the ocean of eternal flames. Waiting for the capsule to shoot from a giant spaceship.

The capasule is built with vacum materail to keep off the heat conduction and coated with invisible shield against radiation.

Even the player can not see the invisible capasule. Instead, he was facing the sun and then, he saw the disturbance pattern the capasule left on the surface when it passed.

It is beautiful.

 

 

 

 

AC 2016

6000 years were not very long for the player, yet still, he felt very tired, from  frustration.

Before him, the last science committee conference was being hold, as the ending time is soon.

The player sit in a chair that belongs to the god. In this universe, there had been a ritual to spare one more chair for the ultimate observer in any scientific meeting.

“The condensing speed is faster than we had expected.” The chairman spoke directly to mind of everyone seated.

He then “talked” some complex data models though this brainwave communication.

“Among the seven planets, earth will be the second to be destroyed. The last planet will have extra 0.13 seconds of time.”

Another mind talked, “The research on the pyramid draws one conclusion that could be helpful. ”

“The foamton field could protect the pyramid and things within.”

“We had talked about it before. What good will some objects do when all observer has diminished?”

“There is one possibility that they could be opened by another human civilization in another but same universe.”

“Go on.”

“If we put some items that could be helpful to them on the technology….”

“Then maybe they have a chance to accumulate enough technology to find the Ultimate theory?”

“Now, suggestions for the items? PhotonStick? A book?”

“We must plan this on a technology tree or sth.”

 

The player watched as they shield the gate again. There wasn’t any time left before the condensing.

The human and earth, the stars, everything swallowed by the instant whiteness.

Only the pyramid and the player stands, in the middle of nothing.

One singularity exploded, then another, then all of them.

The time came into being. The foam gradually formed.

The sun was born and then earth.

And finally, the sand filled under the feet of the player until there were desert again.

Not far way from him, a stream is growing to a river.

Patiently, he waits.

 

 

 

 

 

Chronos Gear! Now with 30% more animated gifs!

Finally finished all the narcissistic screenshot-taking! So here is my LD36 entry: Chronos Gear

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As Chronos, the god of time and the first of the machines, you must incorporate more and more matter into yourself until it all comes crashing down.

aaaabbbbbgood

…time to start playing games!

POST: TBFTWOR_Ludum_Dare36

Well, I got something done at least, and uploaded.

Originally, I intended to take it easy, start from scratch and go for the Compo- try to use Visionaire Studio’s new WebGL biz, then the theme hit and I couldn’t resist.  I hit this LD’s theme better in 35, but Ee-yore.

What I got has some bugs, absolutely no point, and you can do some things- not many, but some.  The Mac version is RIGHT HERE.

something.png

Post Jam will bring an update and a Windows version.

Thanks all- have played some cool games already!  Grand LD- I was on the fence, but was in the moment I watched the Keynote.  That will stay with me…

Thanks for playing!

JMID.

Tags: 2D, day night cycle, dinosaurs, LD35, LD36, Mac OS X, post-mortem, spriter, visionaire studio

Arena of Death – A Post Mortem 25 years in the making!

Alright I lied in the title. I have not been working on this game for 25 years but it does mark something special. 25 years ago I started connecting to BBS’s and playing DOOR games like Legend of the Red Dragon (LORD for short), Barren Realms Elite (BRE for short), Operation Overkill II (A post apocalyptic rpg that predates fallout!) and many others. If you are curious about these or other DOOR games I suggest you google them. While your at it google “Telnet BBS” and try one out for yourself! Anyways on with the Post Mortem.

What Went Right

1. Game Idea – I knew right off the bat what I was going to do. Since there were no ratings this time around I was free to explore other styles of games. I really wanted to do a Text Based adventure game and this seems like the proper time to do one and since Ancient Technoloy won doing a text based games seems really appropriate.

2. Stress – Normally things get a little stressful at 2 points in the LD. Right before the theme is announce and right before I have to submit. This time around there was none of that, although I was hurrying a little in the end to submit but I’ll talk about that in the what went wrong section.

3. Confidence in using Unity – Having worked with Unity and C# for a while now really helped when it came time to create the game. I only had a couple look ups this time around and I’m sure as I keep using Unity and C# I’ll only get better at them.

4. Learned something new – Normally its not wise to try and learn something while taking part in a Game Jam, but I let this one slide because it was really easy. It was the PlayerPrefs. I’d never used them before and I needed them for my game. I really like them and I think I will continue to use them in future games.

5. I successfully completed another Ludum Dare – I think I will include this in all of my Post Mortems I do for my games. This was my 14th game created for Ludum Dare and I look forward to my 15th and beyond ones!

What Went Wrong

1. Not learning from my previous Post Mortems – So to start this off I will talk about something that I should be doing before every Ludum Dare. Not only me but everyone who has entered and written a Post Mortem. Re-reading them to make sure you don’t repeat some of the things you put in the “What Went Wrong Section” again. I failed to do this, in fact I have never done it and I really need to start doing it. Perhaps some of the things that are listed here would be listed this time has I learned from my previous mistakes. Like they say “If you don’t learn from your mistakes you are doomed to repeat them again”.

2. Loss of Focus – this one is new to my Post Mortem. Normally I have good focus when I’m creating a game in 48 hours, I can only chalk this up to the fact that there were no ratings and I didn’t feel the urgency that I normally feel when I participate in Ludum Dare.

3. Time Management – Ah yes Time Management my old nemesis you are back once again to wreck havoc on my life. This one goes very good with the next point so I will talk about this below.

4. Poor Planning – I’ve not looked at my previous Post Mortems, see point 1 :), but I don’t believe this one has been listed before. Anyways I didn’t plan out my game well enough. I jotted down some notes, had a basic concept of what I wanted the game to be about but it took me longer than I expect to get the end result. What I should have done was plan out each screen. There weren’t that many of them and by doing this I would have seen the scope of what I was doing. I would have seen that the Shop was the largest part to program and would have saved that for last.So since I didn’t plan out how I was going to create my game this lead to poor time management which in turn lead to some features not getting implemented in the game.

5. Inadequate Game Design knowledge – This one has never been listed before in one of my Post Mortems and I have to say it was really hard admitting this. I can say my Game Design skill has gotten better from when I first started but its not at the level I would like it to be. I need to find a good resource to read so that I can enhance the Game Design knowledge I already have.

Well that wraps up LD36 for me. If you would like to try out my game you can play it here

Yayyyy!

My first jam complete and my first unity game completed(ish) . It’s multiplayer and guess what I had no one to play with! Check it out HERE and let me know what you think.

 

 

Tags: RGBjam local multiplayer colour game

Hello! :D

Hello!

This is our first Ludum Dare 36, we loved it. Thank you all, it was fun! And yes, that’s a reference to our presentation PowerPoint game.

¯_(ツ)_/¯

Tags: #minsk

Thank you everyone!

This is my first time joining a Ludum dare and I had lots of fun and the feedback I received about the two games I have submitted were really helpful to pinpoint my mistakes/things I should make more clear when designing any game.

If you want to check my two submissions, here are the links:
Wordkey (compo)
Soul Catcher (Jam)

I would love to receive your feedback as well!

Tags: LD36

Post-Mortem – Did I Make It?

Did I make it? Well technically no. I missed the submission by 4 minutes cause I was fixing stuff and the build took longer than I had predicted. I was kinda bummed out, but then tried playing the build and a lot was bugged. So I also didn’t make it on another level.

Some things that went wrong: I focused a bit much on art and background stuff than I did making enemies and the wave spawning system. This on top of the fact that the second day I didn’t get much done.

But, Im high-spirited. What I did make is too my liking. I just need to add some more and fix things. So I’m going to do a post-jam update. If you’d like to see when that happens, follow me on twitter!

byebye

 

Whats to come in the Update:

  • Bosses
  • Win Condition
  • More Enemies
  • More Art
  • Music (Hopefully)
  • Fixed UI

LD36 Progress shots “Landfill of Underappreciated Advances.”

Play My Game Here

Per usual I used this jam to program in a new tool or language: Godot Engine.

Consider myself a Godot Engine fan after using it for the first time this weekend. It was super intuitive although the docs make a bit of assumptions that you are familiar with other tools or languages.

Friday Night
00Learnings

1. “Early Learnings” – I spent Friday night reading docs and just playing around in a test project. It turns out Godot Engine absolutely just needs a right mouse button for some context menu interaction especially for deleting.

1.5 ( Not pictured ) Brainstorming terrible ideas with friends on Facebook and writing down everything I could think of in my notebook. The original idea was I liked was to do a serious game about migration in the US as a result of Air Conditioning and Refrigeration ( I grew up in Las Vegas. ) However, as implied from my previous games I love going for humor, so me making a serious game didn’t feel right. From there I thought about how to get people to think about things that are still in use but take for granted sort of a “diamond in the rough” type feel so started tweaking minesweeper or battleship like mechanics. The optional popups gave me the chance to be both humorous and educational so I decided I liked the idea enough to go with it. Plan B was to go meta and learn Fortran… I’m glad I went with plan A.

Saturday Morning

01SceneStructure

2. Set up a basic scene graph of game states first so I wouldn’t need to refactor them in later. Godot’s scenes are closer to unity prefabs than unity scenes.

02EarlyGrid

3. First Gameplay grid

03PopUps

4. Sidebar UI and popups. Man, UI always takes forever.

04GameplayFirst

5. First pass at backgrounds. At this point I was still deciding whether or not I wanted the hidden objects to take up multiple tiles like in battleship and have people find them by silhouettes. Once I saw this however, I thought I could do a cool heatmap by setting color on the verticies and I didn’t want to have to pick objects based on shape so design decision made.

05BetweenLevels

6. Did a “level progression state” to show progress. I think this is a good applied lesson from previous game jams, just pick 3 – 5 levels and then people will be done. I also chose to cut my planned “Shovel Durability” because I realized a lose state isn’t always needed.

Saturday Afternoon

06VariableSizeTesting

7. Verifying my scaling grid sizes and randomness worked.

07Art

8. Real Art going in and wrote descriptions of things past level 1. Art was just from around the internet, tried to find free creative commons photos takes awhile.

Saturday Night

08Particles

9. PARTICLES!!!! No game engine can be properly judged without them. Also game awesomeness x100 at this step.

Sunday Morning

09BuggyDebugGradient

10. Decided I had time for fancy gradients officially rather than the big chunky blocks since it seemed like I wasn’t getting called into work. More buggy iteration of me breaking the game here.

10Reveal

11. Mostly working

Sunday Afternoon

11Final

12. Final testing, and screenshot taking before uploading.

Play My Game Here

I’ll write up more on my personal blog once I’ve slept at http://www.MollyJameson.com

Running With The Wolves

So our entry for the Ludum Dare Game Jam was a game about the stone age:

Bonfire

It’s an interesting experience, and I am quite happy with how it turned out :)

Feel free to take a look at it: Running With The Wolves

 

Overlap – Future Plans

Hey guys! So i released for LD Jam a very early version. I had unfortunately only 12 hours to work on the game. Because of that, i will continue developing the game. Ill add all the features it needed and more. Be ready for cool updates!

Also i couldnt use the theme during time limitation

BTW : See the game entry here :

Ludum Dare 36

Tags: Future plans, game, plans, updates

Artifact of the Ancients

Greetings.

So I’ll admit it right now; I’m not much of a blogger. There’s just not enough time for all that I want to do. Blogging naturally falls by the wayside. What makes this time different is that I’ve just finished working on a game with Omiya Games called Artifact of the Ancients for Ludum Dare 36.

The night that the competition began, I joined my fellow developers at the Tech Valley Game Space as the theme was announced: Ancient Technology. It wasn’t a theme many of us were very thrilled about…okay, I can’t think of a single one of us who liked it very much, but that’s beside the point. As things often going during the first night of Ludum Dare at the TVGS, everyone who attended spent an hour writing out their ideas for games and then we each gave a description of our best one to the group.

I’m a narrative designer. If you’re unfamiliar with that term, it’s basically a video game storyteller. So my pitches tend to focus around the character(s), the world they exist in, what they do, why they’re doing it, what happens to them, any plot twists, how the game ends, etc. So for Ludum Dare 36, I came up with a pitch about an archaeologist in search of an ancient piece of technology. Without spoiling the game, let’s just say that, amongst other things, I’m a big fan of twist endings, irreverent humor, and pop-culture references (one or more of these may be present in Artifact of the Ancients…or maybe not. Guess you’ll have to play it to find out, eh?)

Taro Omiya, of Omiya Games, pitched his idea for a game, which was more focused on a new game mechanic he wanted to try, and we decided to join forces on this project which combined his game mechanics with my story elements. With neither of being that great of an artist (I was up through high school, but not so much anymore,) we enlisted the help of Jason Harlow of Rumblecade, a fellow Tech Valley Game Space Cadet, to do some of the artwork for us. He had a lot on his plate this weekend, however, and was really only able to help a bit during the first half of the final day.

Saturday and Sunday was mostly spent with Taro implementing the game elements while I added sprinkles of dialog and here and there for the first couple of stages while also coming up with ideas to help the story along and give the game a little more flavor. While I had a basic structure for the game during my pitch, and a general idea towards the ending, I honestly didn’t have the specifics of things until sometime earlier in the day while at my paying job. That’s when things just started falling into place and I came up with the direction I wanted to the story to take.

The problem? I wasn’t getting out of work until 5:00 and wouldn’t be at the Game Space until at least an hour later. With Taro still working on the code and Jason still working on the art, that left me with only a couple hours before the competition ended at 9:00. It was crunch time.

By close of the competition, I pretty much had a grand majority of the story implemented. There were a few portions that could have fleshed out the story a little more if I had more time to work on it, and some portions that had to be changed or removed because we didn’t have time to implement it, but I like to think that we did pretty well overall.  It was an interesting experience full of teamwork, experimentation, storytelling, and lots of junk food.  I hope you play it, enjoy it and have as much fun playing it as we did making it!

AGENTS of D.E.C.T.I.L.E: The Rotchford Incident

My game is a mystery/paranormal/clue finding/deciphering game inspired by The Black Watchmen, SCP Foundation, Terrence Mckenna, various Anime, and more.

http://ld36.xtoast.com/ username:agent password:password
http://www.asciitohex.com/

Video intro to the game:

It is played through an SSH connection. You can connect using your computer’s SSH utility, or by visiting the website.

The game will send you an a hunt for clues, trying to solve the mystery at hand. The mystery is story driven, with lots of dialog and lore to discover. The game will have you solve challenging problems in and out of the SSH session.

ss1 ss2 SS3 SS4

Didn’t finish in time

Couldn’t submit anything but I do have the basic fundamentals down. Hopefully I can build on the code for next time. Don’t attempt a game with 360 degree aiming if you haven’t done any geometry and trigonometry in 10 years.

Went with a Stargate setting. Here’s a screenshot of Kurt Russel shooting at Ra’s fighter jet thingies.

screenshot

 

We did it !!!!, A bit ambitious ..

Day 1 IDEAS!

The games development process
Day 1 – The Brain Storm, alot of ambitious ideas came out but we took on the challenge. Started to program and design.
Day 2 – Programming and energy drinks.

Day 3 Programming and more energy drinks also an all nighter.
Day 4 Submitted 😀

Final Product
Completed game :D
The game is playable, very atmospheric and for a first ludum dare i believe we did very well.

Sashimi

I decided a day before the jam started that I wanted to make something, and I’m glad I did! This is what I came up with; the link to the theme is pretty tenuous, but I’m not too bothered. Here’s the spiel anyway.

 

Set in the distant future, Sashimi is about an astronaut that crash landed on a far-away ocean planet. While maintaining communication with Jones, their contact back on Earth, Jones suggests passing the time using a little ancient technology, a fishing rod, and the story begins.

Sashimi is a fishing game with light visual novel elements. It features voice acting (by me!) and a beautiful, relaxing environment to fish in.

 

Screenshot_10  Screenshot_6

Play Sashimi here!

Post-mortem of “The Language of the Gods”

Hi all!

I wrote a post-mortem for my game The Language of the Gods, and I’m publishing it here as well. I hope you like it, and please play my game and tell me what you think! :)

> Play The Language of the Gods <

Log

Saturday

I woke up at 7AM to see the jam’s theme, “Ancient tech”, and went outside for a long walk to feel refreshed and let my mind wander a bit. Then I headed to a café to have breakfast and do some brainstorming. I really love doing mind maps for jams, it really helps me in finding out ramifications of the theme.

Photo of mind map

And then I had an idea I really, really loved. It was a story-driven game with the plot involving an explorer in an deserted alien planet trying to figure out how to get back home and discover the secrets of the now long lost alien civilization. Topics would include Good & Evil, the nature of reality, personhood, etc.

And to deliver all of this, I envisioned a kind of atmospheric game, with lots of exploring, some puzzles and opportunities to chill out while you go unfolding the story.

Still at the café, I doodled some concept art:

Concept art

Problem with this idea? Way huge for the scope of a game jam. But I wanted to make something with this idea, so I considered two choices:

  • Make a Twine game and focus on the story.
  • Make a vignette that captures the atmosphere I wanted.

I was reluctant to opt for Twine because I had never used it before. So I chose to make a vignette as a proof of concept and see whether people would like that kind of game or not.

As you know from previous post-mortems, I like to spend the first day of Ludum Dare coding, and leave art for Sunday. However, when I opened Pyxel Edit to draw some placeholder art, I couldn’t stop myself and I ended up drawing a pixel art version of the sketch I made at the café.

Pyxel Edit in action

For the curious, I used the Dawnbringer’s 32 colour palette, that comes as a preset for Pyxel Edit –having a reduced colour palette helps me a lot in drawing pixel art. And then I found out this app could export a PNG with all the tiles (a tilesheet), as well as a tile map in JSON.

So, TL;DR: no placeholder art this time.

There was a problem, though: Pyxel Edit tile map’s exported files were huge. Even after minifying, they were still heavy. So I added a task to my Gulpfile to manipulate this JSON and only include the information that I needed. The result? Going from more than 500KB to 8KB, something more reasonable for a map!

After lunch I resumed programming and had a bit of trouble trying to import the data. My first strategy was to mimic Tiled’s file format, since Phaser could directly import that. However, the map was not being loaded properly, so I gave up and imported the data into a Phaser.Tilemap myself. Once I had the map rendering, I included the main character and some passing clouds as decoration.

Since story was important, I decided that the next thing I should do were to display text. I drew a tiny font, using PICO-8 font measurements (3×5 pixels per character). And then implemented rendering of text of up to three lines.

Now that I think of it, I did quite a lot of stuff on Saturday, but at that time I went to bed with the feeling that it was not much, since there were many more things I would have wanted to do.

Progress before bed time

Sunday

I woke up on Sunday and did the same as the day before: going out for a walk to get fresh air and clear my mind.

I was worried about gameplay. “Will my game be fun if it’s just an story?”, “If so, should have just made a Twine game?”, “Maybe I should make big levels and allow for exploration”, “Maybe I could add some puzzles to it”.

I started to code events –so I could implement a story– and refine the text display.

A more advanced display

After that, I needed to include some puzzles. I knew that in the grand scheme of the game the game’s beginning mistery would have to do with music, so the simplest puzzle I could come with was Simon.

Once the mini-game was created, I implemented the artifacts that would launch the puzzle when being interacted with.

Artifact animation

And then this made the first playable version of the game! I uploaded it and added a message once the puzzle was solved asking for encouragement and feedback! I really needed some cheering up –and it worked, by the way!

First playable version

It was already the evening, and I still had a lot to do. It reminded me a lot of once of my previous Ludums, where I overscoped and I submitted a really rough entry. But somehow I managed to keep my cool and not panic much. It was obvious that I wouldn’t have time to do a lot (or big) levels, so I decided to cut that part without too much drama from my part.

I went to draw some simple animations for the main character and got hooked into Pyxel Edit again, and ended up doing more frames that I wanted to!

Idle animation

Walking animation

Animations in game

It was getting late and I still hadn’t a story in place, so I coded bits of the story in that single level. I made a mistake and I should have hardcoded the whole thing, but I wrote some kind of semi-generic system instead.

Lastly, I drew another level, this one featuring another type of object that was not an artifact: a crashed spaceship, that will add a bit of info to the story. This level also acts a bit like a tutorial, showing the player tooltips about how to move and how to interact with objects. This has been the first time I included an in-game tutorial in a Ludum Dare and I think it worked wonders: nobody asked me how to play the game.

Tutorial level

After that it was about 11PM and I still needed to compose some background music! The game already had some sound effects, so gameplay-wise it was OK, but music adds a lot to the atmosphere and mood and that was one of the aspects I wanted to try out and get feedback about!

I used Audiotool for music. I’m still not proficient with it, but I had learned enough so I could comfortable remix some samples and even play a melody with a custom-made sound from a synth.

After integrating the music into the game, I just needed to create a title screen and run a few walk-troughs to make sure everything was OK. I ended up submitting my entry at 1AM, despite I was aiming for midnight, as usual. However, it felt amazing to finish and have something playable!

Title screen

What went wrong

  • I chose to do the maps (not the actual drawing of art, but the building of the levels) with Pyxel Edit, instead of Tiled. This caused a delay because I then needed to minify them and write custom import code for Phaser, instead of relying of Tiled, which is the preferred format for Phaser and just works out of the box.
  • Overscope. I knew from the beginning that my game was too big and that I would have to settle for a tiny fraction of it, but I was having some bad feelings on Saturday night about me not having made enough progress (this is The Wall, and I have talked about it before).
  • I was not strict in terms of meal times –I was so in the zone that I would forget to eat–, and it made my stomach quite upset.
  • I ended the jam after midnight, and then I was so alert that I had a rough night afterwards. Other jams that I finished before midnight I was able to sleep as usual.

What went well

  • I did not give up! And I think this is my best entry for a jam ever. Although I will always have a soft spot for Metal vs Hipsters, I think that this entry is more solid and polished.
  • Pyxel Edit was easy to use and a bargain for its price and features. I will keep this app as my go-to pixel art software. Bye, bye, Asesprite and Pixen!
  • I was able to manage overscope. I think the resulting game is extremely short, but it definitely can be considered a proof of concept. I think that the game captures the atmosphere that I had in my mind and the mood I wanted to convey.
  • I got a lot of good feedback and encouragement on Twitter! This helped me to overcome The Wall on Saturday night and not give up.

Tools

Code:

  • JavaScript as a language.
  • Phaser as a game framework/library.
  • Atom with vim key bindings as text editor.
  • My gamejam generator to create the initial project template and automation tasks.
  • Gulp as a build/tasks system.
  • Github and Git for version control and online backup.

Audio and graphics:

  • Pyxel Edit for pixel art and level building.
  • Bxfr to generate sound effects.
  • Audiotool to arrange the background music.

Misc:

  • A sketchbook for brainstorming and concept art.
  • Twitter to post WIP screenshots / GIF’s and get feedback.

Tags: post-mortem

first time at ludum dare

High Tide
hey guys

it was a great experience,
come and try my game

High Tide

its a first person point and click game, enjoy.

Steam Heart – After Jam Thoughts

Ah yes, my sleeping pattern is a little wonky right now :/ So it’s time to post up the obligatory after jam thoughts!

ldtitle
You can play Steam Heart ‘ere!
Or you can watch a playthrough if you want right ‘ere!

Dawn of the First Day

So waking up at 5am, I found out the theme was ancient technology which wasn’t any surprise considering the previous results. In a way I’m somewhat glad it was something broad/setting than a gameplay mechanic, as it allows me to create anything I want and set it with-in a universe based on the theme.

ldt1
(Beta sprites/HUD As you can see it originally had a timer and only two switchable weapons.)

So in my head I fancied making something I love which is run-n-gun games as this jam was a little more relaxed without the ratings. I really fancied making a tribute to Treasure’s classic Mega Drive games and this jam was a great excuse to take some time out to do so! Anyway the first thing I did was to sprite up some characters, get a basic movement/shooting engine down. Originally the setting was set in a Arabian styled world, however when I came to spriting the enemies, they came out looking, rather Steampunk…

ldt6
(Not many enemies to battle, I focused more on those delicious bosses! Yum Yum!)

So with that, I just completely changed my vision in my head, which in the long run I guess kind of worked, as it made designing the end bosses a lot easier and less time consuming. However I did have to re-sprite the main character as the original didn’t quite fit, however it didn’t take too long!

ldt3
(Why do they always wear their goggles on their head and not around their eyes?)

Once that was done and basic engine was finished (with enemies, restarts, power-ups, the whole guff) I started in creating tile sets and building the first level. Actually a lot of time went into making the tile sets, I went through a couple of changes. It was gearing towards the end of the first day and I decided to get some sleep, the next two days were going to be tough.

ldt4
(The tile set/colour palette for the destroyed city. Made of orange cheese!)

Dawn of the Second Day

So after having roughly six or so hours of sleep, I jumped straight back to it, I finished up the tile set and was well onto my way of creating the first area! Making and designing short little sections followed up by a boss is how I like to start my morning.


(This was the first area, look at those lovely explosions, mmm retro-explosions)

I actually spent a lot of time on the end boss on the first section, as I wanted to somewhat re-use its AI and destruction triggers for future bosses. After making the first section I knew then I wouldn’t have a “full game” ready in time as I somewhat planned. This is when I thought it’d be best to make it just one level that gave a taste of the past glory days of Treasure and Sega. This is where I decided to make some different areas/mechanics in the same stage so it wouldn’t all look boring and monotonous. This is why you see the blimps attacking in 1-2, the sewer parts in 1-3/1-4 and the whole town destroyed at the end of the stage.

ldt5
(I utterly love boss fights. Tis why I based this game on Alien Solider/Gunstar Heroes)

In the first day I managed to create the first four bosses. I was aiming for 10-12 or so bosses but I just knew I couldn’t achieve that at the current level of polish. It was at this point I knew it was best to make good and interesting fights, other than cheap short ones. It feels better when you explode something up when it’s been a challenging and fun fight.

It was closing up on the second day and I just needed some rest. I had a long way to go the next day and I just knew it’d I’d create things better if I had some sleep.

Dawn of the Final Day

After a wonderful 5 hours of sleep, I woke up at 4am, made a curry and got back to finishing off this game. (Actually in hindsight I should of woke up later and not had that curry, I was somewhat lagging towards the afternoon and pace just went right downhill.)

Basically the last day was spent on finishing up the levels, so it had a nice end of to the stage, not too short, not too long. I did envision a part where you’re chasing the blimp on an anchor but I just didn’t have the time to put it in. >.< I did however add in a cutscene half way through the stage, I just wanted to show off that they is somewhat a story, even though it’s never resolved in this game. It was around this sleepy point in the afternoon where I decided to create music as I tend to make better sounding tracks when I’m dozing off oddly. Plus it re-perked me up into finishing off the game


(Added in for extra cuteness! Cheekily used Dynamite Headdy for extra lulz DAC files :3)

In the last half ‘n’ hour of the jam, I created the menus, intro cutscene and ported it to windows and flash. When that submission hour popped up, I clicked submit and went straight to bed. I felt I’d deal with bugs in the morning. (There were only a small handful I found which were fixed easily, *sigh*)

After Thoughts

This jam was so far my favourite one as it was so relaxed as there wasn’t any ratings to worry about. (Even though I never care about them, except trying to make top 100. It’s always been about what can I make in under 72 hours and having fun!) I have nothing much to say about this jam as it’s just been super fun making bosses and seeing lots of explosions. In hindsight, I’d prolly shouldn’t of had that curry and got more sleep. I think I could of added a couple of extra bosses if I wasn’t so laggy towards the end.

ldt2
(Sad we didn’t get to see more of Mr.Genericsteampunkmonopolyman.png)

Overall though, I’m actually rather happy of the end result, it makes a lovely change considering the last LDjam was terrible for reasons.

Anyway it’s now time to start playing and rating others games. I hope everyone had fun jamming! Can’t wait until next time.

-Joel

Feelings about the latest game.

The Mighty Stick. Ok. That was great. So i’ve got many thoughts about future of my game. Perhaps i should continue my work and add the multiplayer mode and more features (like other planets, more variants of using the stick, messaging with the Morse code). It can be a long way to release the game but if there is more feedback i’ll continue making the game. It’s not a No Man’s Sky clone. There aren’t eighty billion planets with nothing. For now it is only one. And your mission is to survive because there isn’t any oxygen in this world.

It will be awesome if you play the game and leave the feedback for me. It’s really important. It will help the game to exist after the Ludum Dare.

Play here:
ludumdare.com/compo/ludum-dare-36/?action=preview&uid=62494

And some new screens:

Nineveh – Post Mortem

Whenever I’ve taken part in Ludum Dare before, I’ve tended to get bogged down in messing around with art and sound.

My games often look ok, but are a bit shallow. This time I decided to take things as far as I could in another direction.

I’ve been wanting to make a simulation of the Neolithic revolution ever since reading Yuval Noah Harari’s Sapiens last year. So this LD was a great opportunity to finally make a start.

The game simulates our transition from hunter-gatherers to settled, agricultural societies and the rise of trade and social classes.

I decided early on to just focus on creating an interesting simulation, rather than trying to give the player agency, or making it fun. As a result it’s probably a lot more fun to work on than it is to play! (Sorry about that)

hunter-gatherers

I’m pretty happy with the results. Sit back and watch the simulation and you will see hunter-gatherers migrating around in search of food. Eventually some of them will master agriculture and, without the pressure to migrate to find food, they will settle down in one place.

Settlements will trade with one another, food-rich people giving it to those that are starving. Hunter-gatherers soon become attached and dependent on these settlements, or are outpaced by their growth.

farmers

The trading of goods sets up class divisions between the rich and the needy, and eventually ruling classes spontaneously arise in the centres of your cities, with preferred access to traded goods. They become surrounded by slaves.

The ruling elites then stop farming, and villagers forget their hunter-gatherers survival skills. Elites start producing culture and use that to maintain their influence.

5017-shot2-1472518594.png-eq-900-500

 

And all this happens (for better or worse) without any input from the player. The few rules I’ve put in interact to create emergent cities and social strata.

Play Nineveh

There is lots more that I still want to add… things like livestock, different crop types, proper construction using wood and stone production, droughts, plagues, horseback riding.

The Get Up is up!

My little arcade physics game which plays in ancient Egypt can be downloaded over Itch.io if you dare: https://tocogames.itch.io/the-get-up Here is the jam page: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=44878

 

http://i.imgur.com/oAhGQy9.gif

Description:

You are in ancient agypt, keep your slaves from getting stoned, up high they go through physics!

Someone needs to get those stones up there, since you are in charge you can grab your slaves to do it. But beware physics are at play here. Someone needs to keep putting wood in front of the stones so they can keep on rolling and nobody gets crushed. Keep everything in balance and you are good to go to get real high!

PILLARS OF FATE – Become a Cathedral Builder

Being a cathedral builder isn’t that easy… evenmore if some devils tries to destroy it.
Build a compact and wonderful cathedral avoiding pilgrims to get killed and you may earn a divine approval !

53401-shot0-1472520354

———– INSTRUCTIONS ——————————————-

1. Use Left Click to pick a block then Left Click to place it on the ground
2. Click on Devils to kill them !
3. You’re ready to to build a wonderful cathedral !

———— PLAY ——————————————————

Web (Game Jolt)
Download (windows)

Have fun  !

(N.B. : we may upload a post jam version in a few days)

———————————————————————–

TEAM
Augustin Grassien (anabir) – Game design & Art
Valentin Birembaut (arfak) – Programming
Benjamin Lefevre (benjaml) – Programming
Theophile Loaec (thomaslean) Sound Design & Music

Special thanks to :
Liptick for some help on game design
Deadslug for his divine voice

So, I miss the deadline again.

Well, turns out that I can’t finish the game on time again. For the fifth time in LD.

I underestimated that making assets (especially drawing) really took time. I really should work on how to create things faster.

At least this time I gave it a good fight instead of just messing around and surrender before a day.

See you later on the games — I’ll play some and learn from them.

Why not check out our game?

Whew, the event is over! This is the first time us two release a game, so some advice and crits (or pure flattery) would be welcome 😀

Check it hout here —> http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=84374

menuStart

Made of Steam – Update

MadeOfSteamTitle

After a few complaints, I changed the font and adjusted the font size on the majority of text element. From my point of view the readability is significantly improved.

Here is a comparison of the different versions:
old:
OldUI
and new:
NewUI

I hope the charm of the game isn’t lost. If you haven’t tried Mad of Steam yet, here is the link.

A post mortem will follow soon.

Screen 2

We can’t note?

Is it just me or we can’t put note anymore on games we played?

Comments

Four Quarters
30. Aug 2016 · 14:50 UTC
Yeh, we too.

Ruins of Trololo

Hello guys!

This is my third Ludum Dare!

Do you wanna go into my ruins? As always in my case..it’s another short game u^^

tmp_17774-56826-shot1-14725241571462876190

You can play it here

Asteroids?

The first Atari’s Asteroids game was released in 1979. I have a feeling that it’s code was much cleaner and better than ours is. So what are my thoughts?

The last LD I and my friend participated in was the 32nd. That one was catastrophic in a sense. We weren’t able to think of a good interpretation of the theme and when we figured something out, it was already a day off the limit. Also we were trying to use our Java 2D framework/engine/whatever called GabeNgine and it really didn’t go as we would’ve liked. After that, until now, we haven’t really felt about doing anything. But this time I got an idea quite quickly and my friend had a kind of non-lazy period, which is a bit of miracle 😀

View post on imgur.com


My original idea was to make a platformer game with the Asteroids somehow connected to it, but later we’ve decided to go full on with some Asteroids interpretation. And it turned up to be a really good decision. It quickly became our favourite game amongst all our previous works. It’s not really that original, you control a ship and try to survive in waves of destructing asteroids all around you. Sometimes an annoying enemy shows up. Ideal for rage quits. But the greatest thing about it are the graphical effects. We’ve come up with a nice little shader that makes everything SO much cooler and it’s also causing the “ancient” look of it. Also the particles. My friend is a bit crazy about them, but this time it wasn’t a bad thing, because he ported his awesome particle engine, hence we can have awful tons of particles (with almost no performance impact).

At the nights, the code was turning into a monsterous blob as always, but we’ve done worse. But I was anxious while dealing with sound and packing. The 4 years old Paulscode Soundsystem won’t simply work with newest LWJGL and JOAL’s natives are a bit hard to pack. Anyway, I managed to do it somehow.

Well, in the end, we’re happy about the result. It always can be better, but I’m satisfied. We will appreciate if you try it and we are looking forward to your feedback. You can try it here.

Temple 36

This temple takes you to solve the case of the unknown tablet to find each of the codes inside the dangerous room.

View post on imgur.com

Play it Here(Windows) <—–

We had fun with the Jam thanks!

Members:
GamesTimes(Kramchay) – Art, Programming & Sound
Kerhut Csaba – Programming

 

 

Check out our game!

We barely made it and it’s even far from finished… lots of levels are yet to be imported to Unity… but the concept’s there…
Kindly check it out, boys and girls! Hope you enjoy this little game of ours… We plan on finishing this btw so watch out for that if you liked the game

Here’s the link to the page: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=64207

Traanimus

This is my entry for LD36, my fifth game!

Traanimus (from transfer + animus “spirit”) is a game about exploring a lost dungeon with ancient device that lets you swap the souls of objects and purge ghouls. Solve the puzzles to find the end of the dungeon and get the treasure in this first person game.

The game turned out to be too big for me to complete for the compo,  but I still made it in time for the jam. I use a similar concept to the game I submitted for LD32, Material Exchange, but this game is more fleshed out.

icefloatpuzzel

You can play Traanimus here.

Atlantis Builder (Post mortem)

Screenshot

screenshot4

 

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=98870

This half-finished game was made solo by me, except for 1 font and 1 music track. Currently only crafting / building is in.

I seem to always take on more then is reasonable and fail to finish, well, at least I’m not alone in this XD
This game was supposed to include some plot, and enemies in addition to the building/crafting, but I didn’t have time to add those. I thought this would be simpler then it actually was.

I never intended to invest too much in the art, as you can see I have zero animation skills, my modeling is so-so for simple stuff, and I barely ever used textures at all, most models have just flat colors. the poor player never even got a face, is this a horror game? lol

 

The part that took the longest was the world structure, saving it to file, and loading all the correct models to the correct place.

Making the crafting system was especially fun, I tried to find a way to skip all those searches needed to find a correct recipe, and I think I managed to do it well ^^

I managed to do the search in one go, with no loops, using a hash table,  if you wanna know how just ask :)

 

I’m not really satisfied with what I managed to get, I feel like it was a miss. as without a goal and enemies people are not going to pay any notice to my game despite all the very hard work I put in.

I think for next time I’ll definitely hook up with some artists (for art and sound), as I feel the need to handle the art really prevents me from finishing the game logic.

thanks for reading if you bothered to get this far ^^

 

Ignite your life with Ig-Knight!

Tech and I had a blast making this, even though right at the last two hours I had to totally change the game from an exploration-based one to a wave based arcade game, because the mechanics were sound (especially the combat mechanics), but the world had no time to be built, unfortunately, but that is a project for the future.

So check it out, if you would! The world’s most ancient technology is fire, and with flame we enlighten. So join Mr Knighy Knight (not actual name) on a quest to keep his Flame from dying, using his magic fiery spears of justice.

Yeah. Let’s go with that.

-Polyrogue (Taha)

 

Hey Nerds! SmartWilliam here, the guy that made this game look pretty! I’m very happy with this, it’s my first Ludum Dare entry and first serious attempt at video game art.

I’m pleased with how it turned out, especially since Me and Poly both started a little late lol. Yeah I had a blast doing all the art for it. I wish I had some more time to refine the player character, but That’s what Ludum Dare is all about! Now I need to regain some sleep, Ludum Dare messed up my sleep schedule.

-SmartWilliam (Sam)
You can play Ig-Knight here! Thanks. We look forward to playing your entries. May even stream some individually.

LDGif6

 

 

Space Attack post mortem

That was my fourth Ludum Dare participation and it’s probably my best game I’ve done. To start, sorry for my English, it’s not my first language. Here is a little screenshot.

SpaceAttack

I used C# and monogame to make my game. I’m very happy with that choice because I used my little custom engine to make my game so my focus was on the gameplay.

The good

– The creation of the gameplay. That was very fun.
– I was able to add an ending boss.
– I found a very very good music for my boss fight. I think the other music are very good too but I especialy love this one.
– I didn’t have a monster bug to fix

The bad

– It took a long time to find my idea. I started programming in middle of day saturday.
– I didn’t fix a bug where all shooting ball are the same. Normally, the enemy balls are suposed to be orange.

Conclusion

I think that was my best Ludum Dare. I hope I will be able to continue to work on this game. The first things I will do is add a great story. I have my little idea on that. After that, I will add new types of ennemies, new bosses, new attack patern, new power up and new power up and new power up. lol.

If you want to try my game, you can go there : Space attack

Don’t hesitate to give me your comments. It will be appreciate.

Pyramid

Hi guys,

I made a maze-solving game called Pyramid. It is about adventurer wandering through the labyrinths of an ancient pyramid.

In each level he has to find the ladder before the light runs out and the mummy catches him.

To assist him on the way he has the knowledge out about a technology to rotate the pyramid because the light source is coming only from one side.

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=55647

Good:

  • I knew what i was doing the whole time.
  • I managed to get the code done relatively quickly. The first version was done on first day.
  • Everything was done by myself.
  • Some friends played it during development and told me their perspectives. I thought it is not a good idead to show the unfinished prototype but surprisingly it helped a lot.

Wrong:

  • Spent too much time on graphics because I am not good at it.
  • Tried to do the sound and music myself and this is the reason why the game has no sound and no music. I was not able to put together egyptian-sounded music that was not horrible.
  • On last day I haven’t slept much only two hours. I think this was mistake because all the stuff from than took at least twice as time as it should take normally.

For the next time:

  • Just find the music online.
  • Sleep more :-)
  • Get more friends to play it during to tell me what is wrong.

 

LD was fun and the feeling of having the game done is very rewarding. Already waiting for the next jam :-)

Aaand big gratulations to all who managed to finish the game.

Now let’s play,

janiq

Tags: 2D, ancient, janiq, LD36, ldjam, love2d, lua, postmortem, puzzle, pyramid, zerobrane

Pyramid

Hi guys,

I made a maze-solving game called Pyramid. It is about adventurer wandering through the labyrinths of an ancient pyramid.

In each level he has to find the ladder before the light runs out and the mummy catches him.

To assist him on the way he has the knowledge out about a technology to rotate the pyramid because the light source is coming only from one side.

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=55647

Good:

  • I knew what i was doing the whole time.
  • I managed to get the code done relatively quickly. The first version was done on first day.
  • Everything was done by myself.
  • Some friends played it during development and told me their perspectives. I thought it is not a good idead to show the unfinished prototype but surprisingly it helped a lot.

Wrong:

  • Spent too much time on graphics because I am not good at it.
  • Tried to do the sound and music myself and this is the reason why the game has no sound and no music. I was not able to put together egyptian-sounded music that was not horrible.
  • On last day I haven’t slept much only two hours. I think this was mistake because all the stuff from than took at least twice as time as it should take normally.

For the next time:

  • Just find the music online.
  • Sleep more :-)
  • Get more friends to play it during to tell me what is wrong.

 

LD was fun and the feeling of having the game done is very rewarding. Already waiting for the next jam :-)

Aaand big gratulations to all who managed to finish the game.

Now let’s play,

janiq

Tags: 2D, ancient, janiq, LD36, ldjam, love2d, lua, postmortem, puzzle, pyramid, zerobrane

Five Days , text-based console village building game – Update

Ok, 5 hours left till the end and im slowly finishing my first ludum dare entry.

Im making a text – based console village building game called “Five Days”. It’s about obviously building your village and prepare defenses. All the in game operations are controlled by you typing commands, like “build” or “research”.

All the game mechanics are almost done. But still not finished. I really hope I will be able to complete it. This game was originally ment to be compo entry, but I started late and wasn’t able to make it. But still this game is compleatly made from scratch and programmed in Java.

Currently it feautures:  Building, Troop training, Research of technologies, Simple story, Combat and an actual goal. I don’t want to spoil stuff in the screenshot.

I hope once I publish it you’re gonna like it. 😉

View post on imgur.com

 

 

My First Ludum Dare Jam Entry

I’m amazed that I actually finished something in just over two days! Never have I been under this much pressure before, lol!

Anyways, the game I made is called Glutenburg, based on the Printing Press guy from the 14-to-1500s.

Here’s the link to the game’s page.

WheatClicker is finished!

This was my first LD, and it’s entirely text-based. It’s also incredibly boring to actually play. But it’s finished!

Ludum Dare 36

WE DID IT!

Me and my friends decided to do the Ludum dare this year for the first time. Gotta say it was pretty fun. Would have done more but school got in the way. Can’t wait for the next one.
Check out our game here

What happened to the rating system?

Hey there,

So this year i made a preeeeetty bad game (Here is the link btw: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=49998)

so i expected to see some soul crushing ratings and some comments. Then i noticed that only one person actually commented on my game (the other one was a friend of mine).

At first i was confused but then i realised it: The rating system disapeared!

I have no idea why it is gone but i know that i want it back. It made LD special to me because i could see how good my game idea was and where i could improve. But now it is gone and nobody plays other games because there is nothing to do. It has no meaning.

 

My question is: Why did it get removed?

Also: Could we get it back please?

 

Tags: LD #36, Ranking System, rating, Rating system, ratings, System

The Wheel – Challenge The Dev

I have been playing the game with my friends  for a highscore challenge, since we completed our jam entry. So I thought it would be great to bring more people to our challenge.

My Score : 1953

Proof

Proof

You can get the game here : The Wheel

Let’s find out the highest score.

  1. akildoruk – 2156
  2. MrErdalUral – 1953

Comments

akildoruk
30. Aug 2016 · 19:09 UTC
I hereby retitle this challenge as “Challenge the Dev’s Friend. Looking forward to see people try and fail. Champ’s out.
akildoruk
30. Aug 2016 · 19:10 UTC
“*

Please Help Me

I do not find My Entry In FeedBack Friends list

 

Comments

pixzleone
30. Aug 2016 · 17:45 UTC
I think you have to enter your name as it appears on the site, not the one you log in with maybe? I just read that in the problems post, but I’ve no idea if that would help :PP

missed & lagging

Just started to build at this time of yesterday…orz   lagging

circuit gaze

Still trapped in  concept and MVP stages

missed to build the entry-page this morning XoX damn.bad luck.

 

Then what will be the consequence? although the key essence was not changed..but more inconvenient to centralize key information and get feedbacks… (more and more faster and more and more smaller..)

< Circuit Gaze>

hope i could finish it before next week..

9.20: awhhh! damn it.>o<  still not finish! even not much progress…

i think it will be built slowy in future 😀

 

“Advance” – Finished! My first gamejam

Yaay!

Phew… I’m tired. It has been a great experience, though.

I wasn’t going to participate because I was busy pretty much all Saturday, but my friends encoraged me.

And this came out.

http://ludumdare.com/compo/wp-content/compo2/570486/110086-shot0-1472521172.png

Programming wasn’t a big deal (mechanics are simple) so I spent most of the time in visuals and music.

A perfect run lasts just 55 seconds. Hope you like it!

I’d love some feedback (bugs, thoughts…).

Transcontinental Hustle

Ever wanted to be a Train Conductor?

Ever wondered how good your Time Management skills are?

Ever thought about how much “man power” goes into automation?

In Transcontinental Hustle you are the conductor of the new, amazing, super-luxury, fully-automated, never duplicated, over-complicated, transcontinental locomotive and you have just one job:

Keep the passengers comfortable while maintaining the illusion that the train is fully automated.

Don’t let the cushy chair fool you. This is one seriously tough job. Think you can make it from California to New York?

Then come play Transcontinental Hustle and tell us how far you got!

Play it on PC here:

Ludum Dare 36

We are working on some issues that prevented us from hosting it on Kongregate. As soon as we have a working game link you will be able to enjoy it there and on other hosting sites! Thanks for playing and good luck!

Dynamic Panic Studios – @DynamicPanicDev Paul Korolenko – @KoroSaysThings Matt Mathis – @ZeroFactionGames

Frog V Ducks for Android now on Google Play

Install it here (free download)!

 

Inspired by competing in Ludum Dare 36, I polished up my Ludum Dare 29 entry, Frog V Ducks, packaged it up for Android using Cordova and released it on Google Play (free download).  The biggest tasks were building a nicer UI and adding touch controls (which I intend to package up and release as a drop-in reusable component).  It’s very satisfying to get something “out”… even if it has taken over 2 years!

Cave Tale – The overly simplistic game

[Play The Game Here] (Web and Android)

Hello there!

This time around I’m going to keep this quick and simple just like my game.

The Game

Cave tale is a simple memory game, somewhat resembling games such as “Simon says”. All you have to do is remember the order of the drawings given. Simple enough, right?

Cave Tale Gif3

The Backstory

This time around I was on vacation when Ludum Dare took place. I didn’t want to just not participate, so I ended up throwing this game together in about 2-3 hours of real time. It was quite simple really, but it wouldn’t make such a bad phone game when I think about it. Well, that’s pretty much all I wanted to say.

Cheers,
AinoraZ

Music

I made a full track from my entry :

 

Oh and also : Play the game ! :)

Tags: LD36, music

“CRTs are Ancient, right?” post-mortem-y thing

I’m both proud of, and really disappointed with my entry, “CRTs are Ancient, right?“.  Gameplay-wise, I think it’s probably the most polished, and with the most potential for continuation.  Content-wise, I’m really disappointed.  There’s a lot I wanted to do, and a lot of potential, but I was too focused on all the mechanics to be able to get any of it implemented.

All of my other entries usually take at least 10-15 minutes to play through and get a good idea of, whereas this can probably be done in five or less.  There’s one proper level in the game.  One.  That’s the shortest of any Ludum Dare entry I’ve ever made.  Considering how much effort I put into making the mechanics, I’m really sad there’s only one puzzle to use them with.

I think the biggest mistake was trying to make so many features; it’s a stealth game, a hacking game, and a first-person shooter all rolled into one.  You use the computer terminals to achieve your objectives, doing things like printing important documents, toggling lights, or working with elevators.  You can hide in the shadows and move swiftly, like a ninja, and never have to kill a single guard.  You can rambo through and shoot all who stand to oppose you.  All these mechanics are pretty decently polished, but I spent so long making them all that there wasn’t any time left to build a game around them.

Level creation for puzzley games is always a pain, there’s no denying that.  I was lucky to get four made for Shift back in LD35, and it was a real struggle to get them all working; and the number of mechanics to juggle was *way* smaller.  I wanted this to have lots of interesting puzzles built around timing, working with lights, shadows, etc; true light-n-dark stealth is hard to come by these days.  I wanted the computers to feel like an important part of the game; out of everything, they’re still the most clearly ancient.  But instead, they’re more of these simplistic things that you type away at for a couple of seconds, do whatever it is you need to do on them, and then go back to running/gunning/doing whatever it is you do.

I had these grand dreams of putting some social commentary on them; if you stopped and used “viewData” on some, you’d get these little insights in SCI-style files, where someone at the coropration (aka: me) would have written some info on something or another.  An entry on Tulpas, or psychology, social studies, even OS security holes.  Social commentary and story building.  It was going to be awesome.  But when it came time to write them, I realized there wasn’t any time to spend sitting around writing walls of text; not many people would end up reading them, and I needed to focus on level-design or gameplay mechanics.

 

In the end, I’m happy-ish with what’s out, but disappointed by all the lost potential.  Now, if you’ll excuse me, I’m going to go relax in No Man’s sky for a few hours before going back to playing and rating some of your games.

Tags: post-mortem

Approx 30% drop in entries from previous LD and from same time last year?

Approx 30% drop in entries from previous LD and from same time last year?

I recall there was some discussion that LD36 wasn’t going to happen a few months back.

Its not just because I didn’t participate….(schedule conflict) I’m only one entry 😉

Why? Anyone want to offer some theories / reasons?

Thanks.

Data below:

 

Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

All Entries (1912)

Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

All Entries (2711)

Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

All Entries (2867)

Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

All Entries (2724)

Comments

merzlot
30. Aug 2016 · 21:31 UTC
No ratings – less interest
bitdecaygames
30. Aug 2016 · 21:45 UTC
Yeah I also feel that the lack of official ratings detracted many teams and individuals. It takes the competitive drive and in some ways the validation aspect of the jam. I just hope there is a rebound next jam and people dont forget the fun.
30. Aug 2016 · 22:40 UTC
To me, it’s not just that my own game doesn’t get rated. It’s more that the lack of ratings make it feel almost unofficial, like a MiniLD or something. Also, I didn’t think anyone was going to bother playing games without ratings until I learned about Feedback Friends the day the jam started. I thought I was going to skip it this time, but read about how Feedback Friends simulates Coolness and realized that I didn’t have anything planned for the weekend yet.
30. Aug 2016 · 23:02 UTC
There are four potential factors:
TeamPoops
31. Aug 2016 · 01:36 UTC
^
wooltech
31. Aug 2016 · 03:33 UTC
For me, I almost didn’t bother as there was no ratings. As it was, the UK has a nice sunny bank holiday weekend, so I was out catching Pokemon and seeing people instead of making my first idea for a game. I threw together a quick (but hopefully silly and fun) twine game in a couple of hour instead.
Strike
31. Aug 2016 · 04:11 UTC
Funnily, we keep seeing people asking why the ratings are gone. It gives me the feeling that a huge part of participants had no idea of what was happening for this LD36.
31. Aug 2016 · 19:33 UTC
Lack of ratings, they’re pretty useful to compare to previous LD entries, and to see what people thought of your game’s fun/graphics/sound. Comments aren’t very useful because 90% of people are polite, they’re like getting comments from your mom – of course they’ll be positive.

Not done in time

So I didn’t manage to find enough time to finish anything before the submit deadline. But I did manage to finish off some of the basic mechanisms in my stone age tribe simulator this evening. There are no graphics – did this as an experiment in mechanics using JavaScript.

You are the leader of a stone age tribe, lead your people to world domination! Amass a population of 100!

You select the actions you want to take:

  • Move: move your tribe to better lands
  • Rest: gather energy
  • Forrage: collect food, sticks and rocks
  • Hunt: get more food
  • Build shelter: helps heal your tribe

So many features are missing but I still wanted to push it out since I committed to doing something!

Try it out here: Rock Flinger

Screen Shot 2016-08-30 at 23.25.38

Tags: LD36

Timelapse: CaveMen (the story of my failed compo)

Even when I didn’t completed my game by a long shot, I still had fun and did a bit of cool stuff.
So here is a (probably super fast) timelapse video of me working on stuff.

Tags: timelapse

Comments

30. Aug 2016 · 22:08 UTC
Btw: If anyone has suggestions on how to make better timelapses, please help me out. I’ve only done it twice now and I’m still pretty noob to this. I have no clue how to get a good timelapse down which isn’t too fast or crappy. What tools to use (I now use ProLapse), what frame rate, what interval etc.

Feedback Friends suggestion

EDIT: Nevermind, I made a fool out of myself asking for something that was already here and that I was not aware of. But on a side note, it seems the comments that I’ve given aren’t appearing under the corresponding section, might there be something I’m doing wrong or that i’m not aware of?

I know it might not be a wise idea to expand the Feedback Friends site knowing that the new site is coming, but a nice feature would be to have a way to know how many games we have commented so far. And a bit like the old ratings display of the previous LDs, it would also be cool to see which games we have commented on, in order to keep track of our most/least favorites and this kind of thing.

I didn’t want to make a post just for that but I couldn’t find a place dedicated to that.

Tags: feedback, friends, suggestion

Comments

30. Aug 2016 · 22:45 UTC
If you enter your username in the top left, it loads a link to your game. Click that link (Or click the “Details” button under any game on the Feedback Friends page), and you get a page that lists your comments given, comments received, and mentions of you in other people’s comments. Pretty cool how you can see when other developers reply to your critiques (assuming they put @ your name on their reply).

History Through Battles now on Web!

Guys, first of all, I must say thank you all for this great event. It’s our first game jam! We are leaving with so many knowledge and experience that we can’t enumerate.

We finished in time, but had to put all the challenge in just one level, so it’s a little difficult, maybe you think 😀

I hope you enjoy this game in the same way we like to do it

 

PLAY HISTORY THROUGH BATTLES

— SCREENSHOTS —

ldare1

ldare3

ldare2

Things we learned…

960x600_5

Things we learned in this Ludum Dare with “Anzu: Revelation”:

– Get out of the comfort zone and do something different (at least for us) is good, but you must know how to respect your own boundaries.
– Development with 3D is not as complex as we imagined, but it’s not so simple
– Totally new tools can have unexpected results (like getting 4 hours to try to export a .obj model haha)
– People who voted for this theme should probably be brilliant historians to think it would be easy (hahaha is just a joke)

We miss feedback on our game. If you have not played, play and tell us what you think. We need to know if we are on the right path with these new concepts that we tried to show.

Thanks! :)

PLAY HERE!

gameplay

We have a WebGL version!

Screenshot_7

 

Since the end of the JAM we ajusted a few things like lighting and colliders.

You can play and leave your comment here:  Pharaoh’s Awakening

Thanks #LDJAM #LD36 for this awsome weekend!

 

Comments

TeamPoops
31. Aug 2016 · 01:25 UTC
Wow, looks really beautiful, especially that fire!

Shadowz Adventure – Post Mortem

Well, I was decided to participate from the start – and this was created actually in ~48 hours. And honestly, my second attempt on game development in very limited time (and hell, I’m enjoying it). So far I have participated only as solo person in jam, and this wasn’t any exception – I’m kind of enjoying doing some project on my own (while in work you almost always work in a team).

So… the game tries to do some kind of mix between Diablo and top-down shooters. The original idea hit me on Saturday morning here, which was something like: “Run around, shoot enemies, upgrade your gun … all from top-down view in nice 3D graphics coat”. The best development part was most likely working with AI – creating actually 3 behavior types (one that doesn’t care about anything, one that runs away and last one is aggressive one) was really fun, especially their testing (when after dozen of attempts you still wonder why AI does unexpected things), surprisingly the AI was also almost the first thing I have implemented, and the game logic came after.

My final things were graphics and AI, where I would be able to spend several weeks on this small project, polishing every single end of it (which is also why I always have to leave it as last, I wouldn’t have time for doing the actual gameplay left in case I would focus on audio-visual appearance first). While I have re-used some of my art from previous projects (which is perfectly okay for jam), the terrain textures were done in Substance Painter (thanks Allegorithmic for really great piece of software) and those took quite large part of my time. Nevertheless I’m quite proud on the programmers art in this one! So here is a shot from it:

img2

Please, if you have a bit of time – give it a shoot!

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=86334

Thanks for reading and playing! To all of who participated – keep up the good work. I’ve touched just few games so far, but just imagining the effort put into all of them is awesome! Keep it up!

Comments

TeamPoops
31. Aug 2016 · 01:54 UTC
Looks beautiful, but I can’t do Windows!

Final Build

Hey all! we did a post-ludum dare build.

The post-ludum-dare build has a number of bug fixes, including:

  • Charge shot shoots through enemy bullets (but not boss)
  • Boss actually works!
  • Boss has ending after you kill it
  • Jumping after falling off ledge with double jump works
  • Third section of game less reachable without completing second section
  • Second section modified to be more obvious
  • Less random tile lines (still not fixed completely)
  • Less abrasive sounds!

We recommend you play it, but remember that in the spirit of ludum dare, it is not what should be judged! Then again, there’s no judging this time around, so what’s it matter? Give it a shot!

Click here, or on the picture to play.

BnJehs

 

Flight of Daedalus

flightofdaedalustitle

 

Be the great inventor Daedalus in this short, and overly ambitious, entry that covers the escape of Daedalus from King Minos. The same scene famously depicting Icarus for his folly. Enjoy!

Manipulate materials for creating precarious technology at your Age.

4

Inside a post-apocalyptic world dominated by machines, what remained was his alchemists skills to create, at least, ancient technology.

1

PLAY ALCHIMANCER

:(So…

This was my 4th ludum dare and my first not to have a game done. I got a bit cocky and thought i could make a more narrative experience but got bogged down by a large asset list. Most of the interaction was simple on paper, the player just clicks on stuff how hard could that be? However, when it came to executing my plans i eventually realized things were less similar (therefore requiring more varied and specific rules). Also i wanted a butt-tonne of models which i think i got 1/3 done lol.
So about 3 hours before finish i gave up and ordered take-away though once it arrived the guilt of not submitting got to me and i threw some of the assets together in a rushed mess into a thing. Its hard to be more specific than thing but im not wholly ashamed of it. Anywho if you want to play something walk-simulatory and different give it a go. or watch the video below but you can only do one or the other.

Comments

imphenzia
31. Aug 2016 · 05:18 UTC
Too bad you didn’t get to finish it, but hopefully you got something valuable from it anyway for your next LD! I just participated in my first LD but I am learning from this post that with multiple LD in the bag one must be cautious to not to aim too high. Would it have been possible to get the game to a “complete” state and then add additional assets and interactions as time would have permitted do you think?

Ludum Dare 36 – A Few Words

“A Guillotine” was the game I made for LD36
You can play it here

I’d call it a text-exploration pseudo-game. “Pseudo-game” because despite its game-like nature it’s actually very hard to call it a game. So it’s a game, but it’s also not a game – It’s a pseudo-game.
I’m not sure how I feel about it. This is the third time I do a Ludum Dare, my first two games were not conventional as well, to say the least. This one feels weird even to me, however. It’s absolutely disturbing. I was in a strange headspace when I made it, and it works as a self-portrait of sorts. But now, looking back at it, I feel like a different person, and I don’t like the discomfort it causes me. Through it I have a window into myself that I don’t have most of the time, and that I don’t necessarily enjoy.
So here you go, it’s a weird game made by a weird person that now also feels weird playing it.

Here’s a video as well (the actual game doesn’t have sound):