LD36 August 26–29, 2016

The Daily Fandom Plays Shatter Point Studios’ LD36 game “Wheel Warrior”!

T.C. Robson from The Daily Fandom takes on the battery-saving struggles of Shatter Point Studios’ #LD36 entry, “Wheel Warrior,” in today’s gameplay video!

Check out the game for yourself and leave feedback by clicking here, and check out Shatter Point Studios’ other Ludum Dare games by visiting their profile! Also, visit The Daily Fandom on our website or YouTube channel!

Tags: LD36, Let's Play, Let's Play Reviews, the daily fandom, youtube

R. Lastey post-mortem

(mirror of article on my site)

This weekend I participated in yet another Ludum Dare. This one was exceptional, however, because there were no ratings. It was also exceptional for me, because it’s the first time I submitted a (mostly solo) Jam entry, meaning I had 72 hours for creating the game. The theme was Ancient Technology, a clear winner compared to the other themes.

Apart from Ludum Dare, there was another important event – moving to our flatshare in London (I’ll study here, woo) from our temporary hostel accommodation. The plan was to move in as soon as possible in the morning, but naturally, got there around 3 in the afternoon. Luckily I could get my hands on a computer for some two hours before that, in a café.

In a way it wasn’t so bad, because for the longest time I wasn’t really sure about what kind of game I was making.

The future idea

From the very first moments I was considering a bit of a twist of the theme – it is the far future, humans discover ‘ancient technology’ (something from our time), completely misunderstand it but are amazed nonetheless. Like discovering ‘windows’, then placing them in the middle of the rooms instead of in the walls, or discovering forks and knives, then using them like chopsticks. You get the gist.

In a way it’s similar to Asimov’s ‘The Feeling of Power’, although that wasn’t my intention!

The alien idea

Although it was a funny idea, my girlfriend insisted it was too complex – and indeed, I don’t think I could have a good gameplay while also revealing a story like that (in a fancy way).

The next idea was still quite similar – humans in the distant future travel to a distant planet, where they discover ancient alien ruins. The player would have to decipher the alien language, solve puzzles to enter the ruins, and explore. At the very end, the player would find the ultimate treasure! … a rick-roll, and the aliens have a laugh and leave.

Occam’s razor

It was still a bit complex of an idea, but I realised it could be made much simpler by simply removing the aliens and making it a human ancient temple. So the player became Richard Lastey, a somewhat-obvious reference to Rick Astley, who inherits an ancient family estate and explores it. At the end he finds, of course, the melody of Never gonna give you up, and proceeds to become a pop star.

With the plot prepared, I set out to design the actual gameplay. I thought a couple of puzzle-types interleaved with ‘archaeology’ would work well enough. The setup was a bit similar to my LD27 entry, Thade, but not quite as heavy on the story-telling. This time, I wanted to avoid a game where the gameplay would be completely lack-luster because I tried to have a very complex plot. (Which is why the intro and outro consisted of two ‘newspapers’!) I also decided to make the game un-loseable – there would be no time challenges, no way to fail. Even if it takes two hours with a track pad, it’s still possible! Originally I wanted to make this more interesting, however, by introducing a rating system based on your accuracy and time spent doing the archaeology. I didn’t have time for this, unfortunately.

The lighting

One of the first things I worked on was the ‘archaeology’. This involved a simple particle system with some fancy lighting. The game was actually a 320×240 scene (scaled up to 640×480), which is small enough for doing some pixel-by-pixel operations without a major loss in performance.

First, I created a couple of light maps, which would show how light any given pixel would be around a light source. I wanted the light to follow the player’s mouse in certain cases, so I needed 640×480 bitmaps for the lightmaps – so there’s a 320×240 clearance in each corner of the central light source. The bitmaps themselves were just simple white-to-black radial gradients, like so:

About 10 of these were created at game start, each with a different radius. The next step was to apply this to the environment somehow – and a simple alpha overlay would look too cheap. I thought I would attempt simple bump-mapping – instead of drawing graphics for the archaeology bits normally, I would draw the normals. So, instead of deciding which colour (and therefore light level) each pixel has, I would decide which way each pixel is pointed and then, based on the light intensity and direction, I would decide its colour.

This didn’t happen in the end, unfortunately, although I could have invested a couple more minutes into it. What I had in the end was graphics that would ‘shift’ their limited 5-colour palette into darker shades if the light was not close enough. It still produced some nice effects.

On top of these graphics I rendered some dust particles, which changed pixels to different, mostly random, shades of the palette. When dusting them off, they would show as little sprite clouds.

The final step in making the lighting look pretty was some dithering. This is a useful technique in pixel-art and when working with limited palettes. In my case, instead of having a hard threshold for deciding whether a given light value is the first or the second shade in my palette, the threshold is slightly different based on the location of the pixel. This creates a pleasant-looking transition between two shades:

The alphabet

One of the puzzles for the player would be to decipher the ancient language. This was just English with every letter substituted for a different symbol. The symbols were simple enough to think up, as variations of a 7-segment display:

At some point I thought of a way to make the player actually have to ‘do’ something to solve the alphabet. Because the writing was just a substitution of English, having an easily-recognisable pictogram associated with a word in the ancient language would make it possible to determine the connection between the two alphabets. This puzzle has some additional benefits – it ‘brings together’ all the archaeology from the previous levels, although this could have been made even more obvious to the player. For example, I could have displayed the puzzle to the player after each level, without showing the missing letters or pictograms. They could try to solve the discovered pictograms, or they could decide to find more letters and pictograms instead.

The lightchess puzzle

This is the only -actual- puzzle in the game. People liked it, but I only had time to make two levels – one essentially a tutorial, the other one quite difficult. I thought I should have a chessy puzzle somehow, and having thought about the n rooks / n queens problems recently, this seemed an interesting concept. I am especially happy with the lighting in this puzzle, which changes depending on the player’s progress.

I don’t know if this puzzle is truly original, but I personally never played anything similar. Some people have pointed out that this could be a puzzle game of its own. The only problem is that I have yet to find the optimal way to create the levels themselves. The two were really just sketches in my notebook that happened to work.

Apart from these, I did think of the base for one or two more levels, but they would probably be too obvious – the solution could be inferred too easily from the level itself. Maybe they could serve as tutorial levels. To create more difficult levels, I would probably have to resort to some sort of genetic programming, with the fitness measure being the difficulty of the level, measured using the number of moves to reach a solution, the number of possible solutions, and the number of possible positions in that level. So, nothing for a Ludum Dare!

The problem with vines

At some point I thought vines would add a more authentic archaeology / exploration vibe. While this idea might not have been wrong, the realisation of it was. What I came up with was a simple variation on the mouse-cheese maze (trace the line from the mouse to the cheese). Simple enough … But very tedious, not only to play, but also to create:

I had to draw the maze on paper, then code that in. I think I did realise it was not that much fun when I decided to replace one of the later vine parts (that I couldn’t be bothered to create anymore) with spider invaders, which provided some comic relief, although hardly any challenge at all.

I wish I had thought of something more creative and fun to do with vines. Unfortunately, I didn’t, and I didn’t exactly feel like not using a part of the game to which I had already committed so much time.

The jam continuation

After 48 hours, I had a game submitted. It lacked music, the graphics were not completely fleshed out, the spider invaders were not there, and so on. I was mostly happy with it anyway, … But on the third day I woke up (around 10 am) to this piece of paper from my girlfriend:

And just like that, I couldn’t not participate in the Jam! With the extra day, I could afford to polish the game a lot more. I didn’t feel bad about asking my friend, Jano, for some help with the music. I spent a couple of hours on a call with him, trying to communicate how the songs would sound better (with varying degrees of success).

The music

So I was quite happy with what I had in the end – a couple of little tunes for different parts of the game. The music is, once again, procedurally generated at runtime, using my own nsmod audio library. I plan to release this library along with the nsmod DAS soon, I promise! The actual DAS still has no recording capabilities, however, so I had to resort to quickly writing code for processing bitmaps into pattern data for the songs. Obviously I didn’t think I had the time to learn to use an actual music programme. So this is how I drew my songs:

The black and white bars at the top are a guide, corresponding to the black and white keys of a piano. Little dots outside of the guides are ‘drum’ (really white noise) patterns. As stupid as this is, it was just a very LD-esque technique. Got the job done in the limited time I had, and it used environments which I felt pretty confident in (haxe code and Photoshop). Hopefully I don’t have to resort to such measures again though!

Wrapping up

I think those were the most interesting parts in the development of R. Lastey. Once again, this LD is not rated, so I won’t get any results apart from the comments from other people. So this time the feedback is much more important than usual! In other news, Danae (a.k.a my girlfriend) streamed lots of games on her channel, here. Timelapse and source for this game coming soon … And, two bonus journal pages!

(those were all the journal pages I had)

Tags: journal, making of, photos, post-mortem, postmortem

City of Words Post-mortem

Most profitable:

+12p -5h Referred to hint to spell 4 words in Morphos.
+3p -1h Referred to ancient tech terms in Civilization.
+2p -1h Illustrated 3 of 9 plots.

Least profitable:

+0p -3h Paper prototyped geomagic squares Friday night.
+0p -2h Unit tested controllers instead of models.
+1p -2h Wired about 30 UI and 30 components in Unity editor.

Key to estimates per feature:

p: players engaged.
h: hours worked.

I suspect a few more would play with all 9 plots illustrated, so now I illustrated all 9. You can play WebGL and Android here: City of Words

Post-compo: Illustrated 9 plots

Desert Strife Jam AI (with code examples!)

TL:DR KISS

The Post-Jam version is still far away (I’ve hardly had any time to work on it yet) so I might as well talk about the AI of the Jam version and the plan for the Post-Jam AI.

Version one

The first version of the AI was finished in the morning of the second day. It had one goal and one goal only, EXTERMINATE! In simple terms each unit finds the closest enemy and moves towards it. They also check that the path to the enemy is not blocked, by simply finding a path to it. This could cause slowdown with bigger maps and larger unit counts, but here it is just fine and dandy.

VIEW CODE (embedding doesn’t work unfortunately…)

Version two

So far the AI doesn’t take into consideration the main mechanic: scavenging technology. Implementing such behaviour, the quick and easy way, requires nothing more than adding technology distance checking into the previous code. If there’s technology closer to the unit than enemies, then that is what the unit will go for. On top of this the unit won’t move until it has completely excavated the technology.

VIEW CODE

Version three

I could have stopped here, but there was an annoying deficiency in the artificial thought process. The units don’t prioritize actions; In other words, an attacking unit is sometimes blocked by a scavenging unit.

The fix is slightly more elaborate than the previous step, but by no means complicated: tally up the best actions from all units and choose the most important one based on the target type and distance. Here’s the final AI in action.

NEW STUFF!

VIEW CODE

The future?

There are still a few things I’d like to implement in the AI, namely threat assessment and intelligent positioning. As luck would have it, there’s a single technique which can be used to achieve both of these goals: heatmaps! A heatmap is simply an extra tilemap which contains values based on unit proximity and threat level (if you are lazy you can even reuse the world tilemap objects for this purpose). Heatmaps can be used in selecting the target (lower threat value is preferred) and in pathfinding to choose the safest route to the target.

Conclusion

Keep it simple and you’ll go surprisingly far.

Play Desert Strife here

Tags: AI, animated gif, code, gif, Net C#, unity

Comments

seththefirst
06. Sep 2016 · 18:52 UTC
Have you thought about Utility based AI.

I think that you have a very nice use case for it. =)

TVGS plays Ludum Dare 36 Playlist update #2

A ton of videos have been exported from our livestreams last week, so let’s hop right to it! As usual, here’s our always-up-to-date playlist below:

Our latest videos are:

TVGS Streams LD36 Games on Twitch Tonight 7PM EST!

 Come watch us play submissions for Ludum Dare 36!  If you want us to play your Jam or Compo entry, add it to our list and let us know in the chat! We will be starting around 7pm (Eastern Time).

If you can’t join us today, we will be streaming on Tuesdays and Fridays during the judging period.

Twitch Stream: https://www.twitch.tv/techvalleygamespace

Submit here: https://goo.gl/forms/ennA32Tp0O

My new game

Hi guys and gals, I just want to post that i started the development of the sequel of Ancient Tower Defense, my LD36 entry. I think it got pretty good feedback for a first ever try,

and i’m really proud of it! The new game will contain the things that the first missed, and i will listen to the feedback my game got to improve the second one.

I hope this project will turn out at least as good as the first one.

sequel

Tech Valley Game Space will be streaming on Twitch again today at 7pm!

Come watch us play submissions for Ludum Dare 36!  If you want us to play your Jam or Compo entry, add it to our list and let us know in the chat! We will be starting at 7pm (Eastern Time).

If you can’t join us today, we will be streaming on Tuesdays and Fridays during the judging period.

Link: https://www.twitch.tv/techvalleygamespace

Animated gameplay of my own Civilization

This Saturday I can share an animated gif of my own turn-base strategy gameplay. I was making it instead of LD36 participation. And continue adding new features working in Game Jam-mode (1-2 days of intense coding – then a pause for regular routine work).

My own civilization gameplay

Here you see how I start, improve terrain, explore territory. Then I found a colony. I begin spending my soft-power points to keep the colony controlled and avoid it declaring independence.

Later you can notice how the colony’s border colour is changed and its own flag appears on the city icon.

As the colony becomes an independen
t country, it gains an ability to found own colonies.

For the debug purposes I s
how the current projects of all the nations on the map (even in the fog of war). In the actual version you’ll see only your projects and those ones which interact with you: propaganda, war, etc

I need to adjust gameplay coefficients to balanse the process of empire growth/collapse.

Within next week I’ll do this, will also integrate convenient controls and informers to make the game ready for the pre-alpha test.

Tags: civilization, turn-based

Comments

sitrus
12. Sep 2016 · 09:12 UTC
The link seems to be broken.
sitrus
12. Sep 2016 · 09:12 UTC
By which I mean the gif.

Playthrough of my Compo Entry

SPOILER ALERT this shows you how to solve all the little puzzles.

Be sure to play the game before watching this. Here is the Windows exe: Game for Windows

The Ancient’s Ones post mortem

So what happened for my first VR game?

Capture_d'écran_091116_053255_PM

What went right:

  • succeeded to “finish” the game both on PC and Google Cardboard, there was plenty bugs but the game was playable (unlike the two last ones)
  • worked hard on audio, I think the result is ok
  • the overall ambient seems to be immersive

What went wrong:

  • spent to much time on useless assets like 10 different type of rocks
  • some assets and effects weren’t Cardboard compatible, especially light effects
  • wanted to make too much in 48h (I planned too much junctions in my scenario but it was too much time consuming, the result is only a 3 endings scenario)
  • still no time to make textures and shaders (again)

Play the game (including updated version)

VR

VR

 

Tags: LD36, post-mortem, VR

Larry Does Ludum 36 – Part 3 – No Mario’s Sky & Dino Hipster Survival

Today we’re taking a trip to the stars to look at the No Man’s Sky Parody called No Mario’s Sky. Then its off to the other end of the galactic timeline to help some T-Rex Dinosaurs save earth from asteroid attacks in Dino Hipster Survival. One should hope that all this ancient technology can save us from all the space terrors.

No Mario’s Sky

Dino Hipster Survival

 

Miss out on the first episode? Watch the LDL 36 Playlist. 

Got a game to Submit? Then use this handy dandy Google Form! It’s fancy!

Tags: Larry Chupacabra, Larry Does Ludum, Ludum Dare 36, Video Showcase

AltBrowser updated for LD36

Better late than never, but I updated my DTBB alternate games browser using the LD36 entries.

If your game was misclassified then I am sorry. Like last time, it’s a bit hit and miss based on keyword detection etc., but in general most entries are properly indexed and categorised.

In short for those who don’t know:

Instant full-text search through all LD36 entries, filter by platform, click to go to the game’s LD page.

Screen Shot 2016-09-12 at 16.42.33

Explore LD36 Games

“Gravity” – Post Mortem

Ludum Dare. An amazing experience. Hundreds of developers getting “together” to make a game in 48 hours. A truly amazing experience. I got to experience this for the first time in Ludum Dare 36.

 

The theme was Ancient Technology, which, for me, was pretty bad, as the game i had planned to do didn’t really fit the theme. But i made it work.

I had created “Gravity” – A puzzle platformer in which you need to control gravity to escape multiple chambers.

I got some decent reviews from everybody here, but i decided to take it a step further.

Since Ludum Dare ended, i started porting Gravity to mobile and making new levels. And guess what? The concept worked perfectly.

I just published it on Google Play and i would love to hear some reviews from you guys!

https://play.google.com/store/apps/details?id=com.NoobStudios.Gravity

 

-OneAndOnlyPorkyPine

 

 

 

Well, my game is getting little to no views, so I thought I’d post here

Try out my game if you want to, it’s pretty okay, it was my first LD.  See here: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=107185

Thank you! I need some feedback on the game! 😀

Comments

GhostBomb
13. Sep 2016 · 12:40 UTC
If you want people to comment on your games you should comment on other people games! Then your game will show up higher on the list in Feedback Friends.

TVGS plays Ludum Dare 36 Playlist update #3

More videos have been exported from our livestreams last week! As usual, here’s our always-up-to-date playlist below:

Remember that we’re streaming tonight, September 13th, 7:00 PM EST, at twitch.tv/techvalleygamespace. Join in!

Our latest videos are:

Progress!

Here is what i accompilished so far in my new project: Ancient TowerDefense 2!

screenshot1

Link to the first game: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111080

By the way, if you read this, please take your time and give some feedback to my entry i just

linked above. It got really few comments, so please, if you like it, write something. Thank you! 😀

TVGS Let’s Play Ludum Dare 36 stream starts now!

Our stream at twitch.tv/techvalleygamespace starts now!

Remember to submit your game at goo.gl/forms/ennA32Tp0O. To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE

Please note that this is our second-to-last stream! The next one will be coming up on Friday.

GLITCh – A ludum dare 36 post mortem.

Introduction

It’s time for a new post-mortem! Today I’ll talk about the game I made for the Ludum Dare 36, G.L.I.T.Ch. Yes, it’s an acronym and stands for “Game that Learns Information Technology to Children”. I must be honest, I got the gameplay idea long before the LD, mostly when I saw the Cubetto project on kickstarter. I told myself “Cubetto is fun in the base concept, but you could extend it a lot more if your robot was virtual”. I left this project/idea on a sheet of paper, extending with new features for weeks. I even talked about it on a forum like four months ago ( in french ).

GLITCh

GLITCh – A ludum dare 36 game

The ludum dare was the opportunity to materialize the concept in a proof of concept. For the theme, I immediately thought about Wall-E, an old robot forsaken on earth (that’s your ancient technology) but the only one “alive” as other, more advanced robots suffered from a glitch. As the player, you would have to program your robot by placing instructions on the level. In it’s core concept, the game is reminiscent from the old Amiga game “Brat” ( gameplay video ).

Saturday

Due to the heat at this end of the month, I woke up at 5 am. As I live in France, the LD theme is announced at 4 am, so it was almost a perfect match. I just checked the theme of the LD and got back to sleep.

At 8 am, I fired up my IDE with MonoGame, a open-source XNA replacement, and with my MonoGame extension libs. Having done mostly platformers with the previous ludum dare, I knew that my lib didn’t have such features as controls (in the Windows sense); I would have to implement draggable items, buttons, control panels, and so on. Also, my lib supports sprite animation but it is very experimental, and I never tested it in a game (only functional and unit testing where done in a previous project, but I didn’t know if the framework put in place to handle the animations was easy to use or not).

I basically started by copy / pasting the initialization code from the LD35, and replaced menu and title images from the previous game with new images. I choose to use pixel-art (upscaled 4 times, that means that each sprite pixels use 16 pixels on screen) because it’s an art style that I’m at ease with, but also because it’s fast to produce.

The day was taken mostly to add basic features and to test the core concept, aka “put arrows in place, make the robot follow the arrows to the exit”. Around midnight, I had my first level working, but very rough controls and input (mostly due to bugs in the draggable code).

Sunday

I had to get back my daughter who was on holidays for a week with my girlfriend’s parents. I only had the time to code/draw late at night (starting from 9 pm to 12pm). I already knew that I could not make it to the compo, and that I’ll have to use the Jam extended time period to finish my game.

However, as the base was working, I could code new tile behaviors (the no command tile). I also had the idea of a switch that can control a distant gate, but my level editor ( which is a simple HTML page where you can drag and drop items on it, generating the XML for the level ) didn’t support editing of properties that aren’t positioning properties (i.e. top left width left and tile type). While for other games, I could dodge this missing feature by using tricks, I had to implement it for the LD 36, as I needed to tell the switch which gate it could open.

Level Editor

The new, improved, level editor with property edition

I also had another problem; in the first design, I thought I could make the robot “fall” from the level if an arrow was misplaced; however this proved difficult to implement as you may run in drawing order changes ( currently, the level is splitted in layers, a bit like photoshop: the background with the tiles, the one where the commands are added, and then the layer containing the robot ). This layering system is a legacy from the previous ludum dare ( it’s nice for a platformer, as you can put items behind or before the player sprite ) but is not so clever for a top down game. So, when falling, my robot should have been occluded by tiles that are at the same ground, but lower from a screen perspective. Due to the false 3D perspective, I would have to encode some kind of Z component on each tile to tell if the robot was occluded by the tile when falling.

That was really too complicated, especially due to the time frame left. It was simplier to stop the robot in a fail-safe mode (OK, it is ancient technology, but even the Roomba has sensors to prevent to fall from stairs :D) and indicate the player that he was stuck. And that was doing the trick!

Monday

Again, as I was working, I did know that I only would have 3 or 4 hours more to work on the game on Monday. I usually spend Mondays on polishing the game: adding transitions, tests, timers, fading screens and so on. Usually, the game without these things shows a gameplay concept, but taking time to adding non critical things like this gives your game a polished look. I prefer, in general, have less features but a well finished game than putting a lot of untested / badly tested features in a game. And most of the time, some last added features proves to be bad features. Keep It Simple and Stupid (KISS) principle prevails in all of my games :D.

Unfortunately, there are some things that I could not finish in time:

  • The robot animations (move left and right were made, but I also wanted to include rotations and move up / down animations). Drawing the robot rotation in pixel-art proved to be a real challenge.
  • More levels. Like said, the ideas are not missing for this game. The robot already includes a battery (it’ll fail if you start an loop ingame due to battery depletion), but there is no representation of it in game. The robot could also use tiles that replenishes it’s batteries (induction anyone? :D). Threading could be represented through multiple robots doing tasks concurrently. Robots could pick up items (in a stack), so you could technically make a level that would allow a Tower of Hanoi kind of problem to be solved. Pressures plates could be a thing to (similar to a dead-man switch where you have to stay on the switch to allow it to function). Logical gates (Switch A and B must be activated to open a gate). Arithmetics counters tiles. There are really a lot of things doable for such a game…

Conclusion

This game was made essentially to teach the basics of computer science to my daughter; It was time for her to test the game. After explaining her the base concepts of the game, she was able to play through level 1 to 4, but the fifth level proved to be a bit difficult for her, and I had to accompany her and explain her some tricks to finish the level.

Now, I have a question for you all. The game was intended to be played on a mobile device (tablet, or smartphone), and some testers asked me for more levels (and I didn’t forgot you at all, I was working on code upgrades/clean up required for these new levels). Should I really continue this game? I have lots of features ideas (that could teach the principles of threading, stacks and so on) that I could put in it, but only if more people are interested in this game. If you say yes, I could maybe work more on the game, and release it, but I’m unsure about it as it wasn’t my original plan at all…

Link to the game’s entry: GLITCh

Tags: final post mortem

Ludum Dare 36 games made here at Tech Valley Game Space

We’re at it again for the 36th Ludum Dare online game jam, a marathon of making a game within 48-hours solo, or 72-hours in a team. This Ludum Dare’s theme was “Ancient Technology” and we’re proud to present the results from our sixth real-world meeting:

Sling Fling

112761-shot0-1472517888

Use the sling, an ancient form of weapon, to fling eggs at a plush chicken. Score points by hitting it harder, but timing is everything when the egg starts spinning!

This was a solo effort of about 12 hours total. ‘Twas a busy weekend, but still managed to crank something out. I thought the sling could be an interesting mechanic. There’s probably a more interesting game to base on it, but not for me this weekend! Have fun!

Known issues:

  • You can spin the egg too fast and cause physics issues.
  • You can hit the chicken with the egg without releasing it, allowing for unlimited points.

— Douglas Applewhite

Moneta’s Vigil

23224-shot0-1472521993

Controls: Arrow keys + spacebar

Created by:

We Are Here To Help

89951-shot0-1472516146

Did aliens really help build the pyramids? They certainly think so!

This was created using Ren’Py Visual Novel Engine.

Artifact of the Ancients

20557-shot0-1472853499
Join the archaeologist, Sam, on one heck of a ride as he searches for a mythical lost treasure with his faithful companion, Lucy. You’ll flip as you experience the world from different perspectives and Sam’s life goes topsy-turvy the further he goes down the rabbit hole.

Created by Omiya Games and Apostrophe. Character, portal, crate, and spike art by spaceJASE.

This game is funded through Patreon. Many thanks to the following:

Adam R. Vierra
Joshua Jennings
XanderHD
Tommy Pedersen
Jacob Clark

What Could THIS be?

whatMightThisBe

Decided I will do miniLD 70, but i am pushing closer to the deadlines than I’d like to…

Anyone recognize this?

Sassy Salesman Simulator Development Timelapse:

Hello Everybody,

Thanks for playing and commenting our game!
I’ve played some really good quality games and this was an overall funexperience.

Just in case if anyone is interested Ive uploaded a timelapse video of the development process.

A long timelapse video (1hr)

and the same but at 5x (10 min)

Well spent Free Afternoon

Just a few days before the feedback period ends if you have a Free Afternoon and you would like to spend it on getting frustrated over ancient technology of the 80’s and 90’s you still have the time.

Give it a try and see if you are patient enough! 😀

Play Free Afternoon

(well, the game is not going anywhere so you can play afterwards as well)

Into the Universe: First Ludum Dare post mortem

 

Before anything else I would like to thank everyone who played my game! This was my first Ludum Dare and it was worth it!

Into the Universe: My first LD game

Since this was my first Ludum Dare I knew from the beginning that I have to make something very simple, just to be sure that I can finish everything in time. I was originally aiming for the Compo, but I ended up in Jam, because my final game turned out to be a bit more complex. When I look back I think it is better to submit finished game in 72 hours rather than unfinished in 48.

With Into the Universe my main goal was to create simple strategic game – I really like the gendre of simple strategic/rogue games like FTL so I decided to do something like it, in a way.

What went wrong

One thing that I really struggled with was time. Making a game all alone is hard but it is doable when you plan in the right way. I unfortunately spent so much time on procedural solar system generation and planet stuff that I did not have time to implement proper fighting or even usage of the planets themselves. Because of this I did not have time to balance the game in the end either, so some games might be very easy and some very hard.

If it’s broken, I won’t fix it

Two things in the game are totally bad! Sound effects were added literally 5 minutes before the deadline (and I don’t mean the deadline with 1 hour to submit, I mean the end end deadline). Same goes for the fighting. Even though it was added this late in the process it still works, well, kind of… Fighting is really bad because it is repetitive and there is no feedback other than weird sound effect and there is also one BUG when if the AI kills you, the blowing up sound plays forever (sorry about blowing up your head).
Overall things are broken in this game, but they are not game breaking! What I really like about Ludum Dare is that the time is limited and I don’t want to fix these issues, because it is my fault as a creator that they exist. I had limited time and the game is what it is and you all should play the game that was really created in 72 hours.

What went right

One thing I’m really happy about is the whole game concept. I like it a lot! What I really like is the fact that the game can be played for quite a long time and it still can be fun. And even though I spent too much time working on the planets I really like the feel of randomly generated solar system and the feel of the whole game. I’m really happy about the music too.

Future of this game

All in all I’m really happy about my game and I accept all the feedback comments from you guys. Thank you very much for them, because knowing that you played my game just makes me smile every time I play it!
I plan to work more on this game in the future – basicly rewriting it altogether. I think the idea behind it is very cool and definitely is worth exploring.

TL;DR;

THANK YOU EVERYONE FOR PLAYING MY GAME and THANK YOU FOR MAKING THIS LUDUM DARE.

Feel free to PLAY MY GAME!

Switchboard Heights (More Operator Shenanigans)

Switchboard Heights

Switchboard Heights is a unique operator and puzzle-platformer blend, and it’s gotten quite the reception!

There have been a lot of operator games this LD.  In fact, here is a list of the ones I’ve found:

Hello Hello

One-Armed Operator

Switchboard Operator

The Operator (ForeignGuyMike)

The Operator (Gipzo)

The Switch – Worker

Allo?

Recently, I added an operator edition to my LD game, Blunderbuss, but I decided that I wanted to torture enrich the LD community by making yet another operator game, Switchboard Heights.  It is a unique take on the operator genre, a puzzle-platformer with pieces that you can rearrange.  I made it from scratch over the last few days for some reason, probably because I have no life love making games and felt really motivated.  You can play it here, or you can just play one of the 1910 entries actually entered in the LD.

About Flashing Lights in Games

Hi!

I have been wondering about putting a sign concerning photosensitive people (that suffer from epilepsy) before playing my Ludum Dare #36 entry. Although I wrote in the description about this concern, we all know, generally player don’t read the description before playing so I wanted to make sure they don’t play without passing this message first. Although this concerns a very small percentage of a very small game… that’s all it takes.

So, this is what I came up with.

Artefact-O 36 - Warning
Here’s my entry: Artefact-O 36

I would like to know what you think. Does it pass that message right?
Is there a standard message I should use?

Crystal Skull is a part of Interactive Horror Stories

WideTile_744x360

Maybe (a low possibility) you had seen Crystal Skull. It is a Ludum Dare 36 entry and a text horror game. Now I released Interactive Horror Stories for mobile platforms and Windows 8.1/10, it has 4 stories inside, including Crystal Skull.

Crystal Skull is an interactive horror story in the style of Choose Your Own Adventure. You make choices and they bring you to different endings.

You are a king who is loved by his people. You have a serious problem, though. Your only child, Juliana, has an incurable disease and she is dying. You hear about a crystal skull which can cure illnesses and make people have visions. It is brought to your palace from the continent of America, but your man warns you that the skull might be cursed.

Now you have a chance to play it on your mobile device! (Android, iOS, Windows Phone 8.1/10)

 

Our LD game launched on Steam!

Hello, folks! My name’s Nick and I’m one of those two guys who made Don’t Crawl. Do you remember it? The game was originally made for Ludum Dare 33 (theme was “You are the Monster”), and over a year reworked into a full-scale Steam release, complete with matchmaking, map editor, and Steam Workshop support for sharing maps.

ezgif.com-resize (2)

Initially, I just wanted to see how would the general idea of Powerhoof’s Crawl work in a classical platformer – I wasn’t even intending to make a “complete” game. It seemed to work pretty fine, we were even approached by someone to potentially release a more polished version of the game for their platform. Fortunately or unfortunately, that deal didn’t work out, but this suggested that the game has potential, so we continued working on it. And now, a year after the initial release, the game is on Steam!

Huge thanks to the LD crew and local community! You made all that possible!

The Get Up 1.0 with VR and more!

The 1.0 of The Get Up is released, check out the video:

Now also on Gamejolt: http://gamejolt.com/games/the-get-up/189692

Here is whats new versus the original jam version:

  • Sounds
  • Fully fledged VR mode
  • Slaves actually push things now (also butt pushing)
  • Physic simulated palms (Drag out for wood)
  • Destructible vases (The water has purpose)
  • Several obstacles
  • More variations in spawning (front, behind, above)
  • Music
  • Menu with options
  • Improved Physics
  • Actual difficulty increase
  • Fixed stones not touching each other slowing it down heavily

Tags: 1.0, download, released, trailer

Invitation to playtest my mobile civlike turn-based strategy

icon_512 Civilization Builder is ready for the first test: http://www.airapport.com/p/civilizations-builder-first-testing.html

In this version you’ll be able to expand, explore, exploit and fight with enemies and rebels using your diplomatic power.

You are welcome to share your thoughts and suggestions

This seem familiar?

A little while ago, i posted this

So, this time I decided I would be a little more secretive, cuz it’s fun teasing people 😛

Anyways, here’s a preview of my actual game, that i FINALLY started coding. I’ve been kinda lazy/tired lately, so not much is getting done. And for this game, I had to figure-out how to do some new things, which all involve HTML5 ImageData objects before even THINKING of making a game… fun stuff!

seemFamiliar

Last call to play Alquimancer… Tku 4 playing and feedback!

If you have not played Alquimancer this is the time to play a 80’s experience in a post-apocalyptic world.

Manipulate materials for creating precarious technology at your Age.

alquimancer

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

I want to thank everyone who played and feedback my game. I’m already making changes in the game and adapting it to mobile. Two directions I think is the most appropriate for the mechanics of the game.

I was a little disappointed with the assessment system but it was fantastic experience with the “Feedback Friend”. As I am not fluent in English, I felt limited in helping some friends in their games, but hopefully fix this problem for the next events.

And if anyone still want to download the soundtrack, here:

PLAY AND FEEDBACK ALCHIMANCER

My First MiniLD70

Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.

My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717

1 2 3 4

 

My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717

Ludum Dare #35 Progress so far for Second Hand Frankie’s Revenge

Hi all awesome devs,

I would like to show you the progress we have done since April with our submitted game called Second Hand: Frankie’s Revenge, we have prepared a gameplay trailer for a competition that we were chosen to compete for the Indie Pitch next Monday-Tuesday in Bucharest, Romania. Without further delay I present you our work:

View post on imgur.com

Tags: LD35, ldjam, second hand frankies revenge

Highlights I Played (LD 36)

Here are some games that I happened to come across this jam that I think are worth a play!

sOS

A clever and amusing “hacking” simulator.  Reasonably short, and features a number of fun custom puzzles.

sOS Screenshot

Stone Age Clicker

This is a terribly addicting rate-management sim with glorious pixel art.  If you’re anything like me you won’t stop playing it until you win, and maybe not even then (I played for 3 hours).

Stone Age Clicker screenshot

Contraband Crate

This is a clever and very satisfying quick-play highscore game where you have to pack wildly-shaped artifacts into boxes as quickly and efficiently as possible.  The gameplay is smooth and the art’s not bad, either.

Contraband Crate screenshot

The Last Blacksmith

A play-til-you-die game that looks good and is just a solid experience all around.  Moment-to-moment gameplay is just satisfying.

The Last Blacksmith screenshot

 

Of course, I also think you should play our game, I am the Destroyer, if you’re a fan of those humorous old-school point-and-click adventures.  But I’m biased.

I am the Destroyer screenshot

Tags: LD36, recommendations

Feeling ready for MiniLD70!

Greetings, stranger!

My first LD entry was not so good (really, I don’t like it at all), but I’ve got a lot of feedback from people, saying something like “Hey, that’s cool! Just keep doin’ the thing” (thank you, guys! There’s nothing more motivating in the world, than your feedback). So I’ve decided to use every little chance to get better in making games. That’s why I’m in for MiniLD70!

The last LD theme wasn’t inspiring for me at all. I just spent the first day frustrated and trying to get something great from “Ancient Technology”. Now I feel different: MiniLD theme looks interesting. I’ve got an idea to make just a clone of a tabletop game for two persons (yes, multiplayer again), that is absolutely not random-driven (like Go or Chess). But it will not look like a tabletop game. Let’s see how cool can I do!

Wish you enthusiasm and inspiration!

Tags: dump of mind, imin, MiniLD70, postmortem

Post ludum dare version

We have dedicated a few hours improving and fixing bugs in our “catwesome” game :).

Now you can really enjoy it!!!! :) :) :).

PD: Post ludum-dare version is just for fun. We keep original version for contest :).

Grow Now on the Web

Starting last weekend and spilling over into this week I successfully  ported my Ludum Dare entry onto html5! At first I wasn’t sure what to expect, I knew there would be many problems to solve, but I thought it would take a lot more work to figure it out than it actually did. Also unexpected was that most of the problems I encountered were specific to each website I ported to (Itch.io and Newgrounds). Overall it was an easy experience thanks to Gamemaker and Humble Bundle. If you’re familiar with Gamemaker, but haven’t coughed up the dough to buy those expensive modules, now is a great time! Alternatively, if you’re new or newer to game dev, Gamemaker is a great place to start. Especially for people like me who hate most programming languages. You can get Gamemaker Pro, plus modules(HTML5, IOS, Android,Windows UWP), plus several games w/source code for only $15! If you are even only mildly interested in Gamemaker as your main engine, I suggest you take this deal! This is seriously a great act of generosity from YoYo games and Humble Bundle. In addition, Shaun Spalding has created a list of very good 3rd party tutorials for Gamemaker to help all the new people. I recommend the one by Tom Francis to start if you’re new to programming.

Take advantage of it HERE

https://www.humblebundle.com/gamemaker-bundle

Edit: Bundle is Over. When I first wrote this the bundle still had like 4 days left. Not sure if this is normal but it took almost 7 days for my post to get published. As for the other part of my post, game is still running HTML

Anybody looking for some music?

My name is Cody Mitchell. I make music at home and was looking here to see if anyone was looking for music for anything. Completely free. Not looking to charge for anything as I would like to build a portfolio. Feel free to comment or send me an e-mail at songsandsounds@outlook.com if anyone is interested and I can get you a download link. Thank you!!!!  Here is the link to my Soundcloud where I post all my music.

Tags: music, video game music

Check out my game too you guys

I’m kind of sad that it didn’t get much attention. I myself couldn’t play others’ games because of exams though.

My game is not the perfect one out there, but it’s certainly good as in it deserves some attention, so here it goes. :-)


 

The Egyptian Revelation


Egyptians have coaxed you to come to this pyramid… what awaits?

Egypt Pyramid 2016-08-29 23-38-06-75Egypt Pyramid 2016-08-29 23-41-19-87Egypt Pyramid 2016-08-29 23-38-43-34

(Link)

All views are welcome! If you get stuck somewhere (you most certainly will, the game is not easy!), watch this walkthrough.

Thanks!

 

Alien Construction Skills VR – Post Compo Version

I’ve finished a Post-Compo version of my LD36 game. Check it out if you have a Vive, and tell your friends. It’s free (or rather pay-what you-want, tips are appreciated), but I’m mostly after getting as many people as I can to play it. I’m working on another VR game right now and I’m hoping to learn from this one about marketing, discovery and what works for players. If I get enough downloads, I’ll add some more levels. (If you have any ideas for good levels, let me know).

Help me spread the trailer far and wide!

Thanks again! This game wouldn’t have existed without LudumDare!

Get it here:

Alien Construction Skills on itch.io

acs_screen5

THE WITCH OF ERAST

Witch

It is finally here!!! THE WITCH OF ERAST

With this mobile game (well meant to be – still struggling with YoYo Games)  you as the witch of Erast collect light orbs to save your land.

Play the PC version now and let me know what you think about it.

Game Maker Player: https://player.yoyogames.com/games/4518/the-witch-of-erast

Itch.io: https://gv1351.itch.io/the-witch-of-erast

Joined Mini LD70 in the last days

Comments

WERT Studio
28. Sep 2016 · 12:45 UTC
looks like human resorce machine ! neat

Me and Lviv IT Arena

Hello everybody, I really need YOUR help. I’ve made this video as a submission, to get a ticket for Lviv IT arena. I normally don’t ask people to like my videos, but these are desperate times. I hope I’m not breaking any rules and if I did, sorry. I love changing this world for a better and you help will be much appreciated. <3 You all

well…whatever

I probably won’t be getting mini LD 70 done.

 

in fact, i probably won’t be finishing or touching any of my games or projects ever again

That’s all I can be bothered to say. No one would listen if I told them, anyways. No one ever does. I am always wrong and everyone else is right.

 

So, I leave you with the knowledge that any plans for my current projects or even plans to start one, or concepts, etc… are almost certainly vaporware at this point.

Comments

29. Sep 2016 · 20:44 UTC
Come on now, cheer up!
jmm0
30. Sep 2016 · 15:22 UTC
(DISCLAIMER: I am an engineer, not a psychologist.)

Check out this hierarchy of needs:
29. Sep 2016 · 20:45 UTC
We are always listening. I hope you are inspired to try working on your games again soon!
30. Sep 2016 · 11:47 UTC
I don’t know how old you are, but if you are an adult then ask yourself why you care so much what family members say or think.
QualityCatGames
30. Sep 2016 · 22:33 UTC
right…so i’ll reply to all these, like….waaay later
QualityCatGames
02. Oct 2016 · 22:03 UTC
due to last-minute irl things, i must forfeit, as not enough time anymore

What’s the plan?

Hello, fellow developers!

I’m looking forward to participate the next LD, but I’m also a bit worried.

This time we got 1910 entries, 1910 amasing games! But at the previous LD we had 2711.

It means we had ~30% less entries this time. It is a significant amount.

I’m not going to say that the decision to disable ratings was good or bad, but it definitely significantly decreased our audience (or maybe it was because PoV said that there will be no LD?).

PoV said that he takes the break for one LD only. The last one. I assume now we he’s going to return and ratings will be back, right?

Now I just want to be sure that the next will go properly. Properly = with ratings, at least with some kind of them.

IMO the audience decrease that we got this time clearly shows that the ratings are important. Maybe we could change the system to make it less abusable or something.

If PoV or someone from the LD team is reading this, I just want to say that it would be very nice if you’d tell us what’s the plan for the next LD.

Comments

30. Sep 2016 · 14:54 UTC
Sorry, no time for a longer answer, but PoV’s plan for this LD was to completely skip it, not just removing the ratings. Due to community effort we got an LD, with 1910 entries, instead of no LD with 0 entries!
g12345
30. Sep 2016 · 17:02 UTC
I’d suggest that it’s much, much less than 30%.
30. Sep 2016 · 23:29 UTC
> or maybe it was because PoV said that there will be no LD?

Atomic Reconstruction is now a full game! check it out!

So, my game for LD36 recieved quite a bit of refining and tons of new maps to play, I try to get it on steam now but it is also already available on itch.io.

Atomic Reconstruction is a chemistry based puzzle game where you have to use fusíon and fission to create specific atoms out of other atoms. The maps limit your possibilities to combine and split so you have to think ahead. The game now also features a online highscore, so the fewer steps you need to solve the maps, the better!

Desert Strife Post-Jam AI (with more code examples!)

GIF!

Intro

Took a while (too many projects at the moment; loving it!), but here it is: Part 2. The basis of the system is still a reactive AI using heuristics. It doesn’t plan ahead at all, which is good enough even if it does show every once in a while.

The full AI code can be found here, if you care for that sort of thing!

Heatmaps

Heatmap, the main technique utilized, simply stores values in an extra tilemap (int array!) for spatial information evaluation. In this case the heatmap stores threat and support values used in choosing the AI attack target and movement path.

Pic2Small

Heatmap visualization

The recursive heatmap function is called for each enemy and ally on the map

Threat evaluation

Calculating the threat (and support) values is a cinch: Add up the probable averages of all usable weapon types of your allies and enemies. There is a bit of quess work involved if the enemy ammo counts are not known already.

 

 Nothing out of ordinary here I’d hope

Panic!

New feature alert! Taken that we already have threat values for each group and location data about safe areas, we might as well have a bit of fun with them! Every time a group gets into a fight its support value is compared to the threat level around it. A high enough difference will send the group in panic, running away from enemies and finally fleeing if reaching the level border. Now you can bully your enemies to submission!

PanicCalculation_

Panic also ensues if the total enemy force is overwhelming, but that is checked elsewhere

Conclusions

Simple and seems to work alright. In the next project I’ll be using Monte Carlo Tree Search, no doubt about that. It is much less work with potentially more intelligent results. Working on a generic version at the moment.

Play it here!

PS:

seththefirst suggested taking a look into AI utility functions in part 1 . The threat level comparison turned out to be sufficient so I didn’t implement anything like it, but maybe you (yes, you!) will find it useful.

Tags: 2D, AI, animated gif, code, gif, Net C#, post-jam, unity

MiniLD Postmortem – Foregunners: The Genesis Saga

If the above looks interesting, you can have 30 seconds more (maybe a minute if you read slowly and really savor it) of the same by following this link!

In the past year, my experiences with GameDev and programming in general have been:
1. Intending to enter October Challenge ’15 and failing miserably due to being in maybe one of the darkest periods of my life. Like, didn’t have the electricity or internet to enter, even if I had the motivation.
2. Writing a two-page design brief on how I’d rework the balance and mechanics for my (uncompleted) July ’13 7dRTS earlier this year.
2. Writing a small text-based user survey form in Python for a volunteer organization just this August.

However, at the same time, I’ve been working on my career “five-year plan”, if you wanna call it, as well as stitching together the various stories and plot hooks I’ve dreamed up over the years into one overarching story.

So on Sept. 25… I moseyed over to /compo/ and saw that a MiniLD was closing soon. Armed with the memory of that two-page design document and just enough old code fragments to be dangerous, I got to it, intending to make a short combat demo demonstrating the visceral – but tactical, groundbreaking – but familiar combat I envisioned in my head. Yeah, that happened.
Sept. 25 – Entire day spent installing VS2015 and MonoGame (a slight departure from my old standby of XNA).
Sept. 26 – Implemented loading and rendering of multi-level tile maps.
Sept. 27 – Implemented dynamic perspectives and layered 3d rendering of 2d tile textures.
Sept. 28 – Attempted to port old collision detection code; partially successful.
Sept. 29 – Finished implementing collision detection.
Sept. 30 – Wrote story outline and fleshed out first section.
Oct. 1 – Implemented a mediocre state and dialogue system.
Oct. 2 – Scrapped above system and entirely re-wrote; unable to implement branching choices or flesh out the rest of the story in time. Submitted.

As usual, I set my goals very high, as in too high. I’m pleased with what I managed to accomplish despite this. True, it’s very simple and short, but with only about a week, working full time, and very little recent practice, I feel good.

I was also able to obtain a high level of polish; both the camera and dialogue elements move smoothly. I could have had more to the level if I had let the camera draw at improper aspect ratios, or more dialogue if I had let the text overlap and just appear on-screen without any transition effects, but taking the time to get those right will help in the future and makes the finished product feel much tighter.

My collision detection woes on the 28-29 were largely due to transferring code in 2D using Rectangles, to 3D using BoundingBoxes, and differences in how MS handles ints vs. floats and the specific methods of these structs. In the end, the fix is rather janky, but it works and I know why.


The cause of the problems mentioned above.

I enjoyed the theme and was really excited to run with it. Foregunners is a pretty expansive setting that I’ve been thinking about for a couple years now; March of the Mushrooms, my very first LD entry, is part of it. I intended to write a lot of dialogue discussing the philosophy of Determinism. I’m no scholar, but it’s of great interest to me, and relevant to the storyline I had in mind. Random generation is fairly important to the game, but mainly for procedural generation of skirmish maps. To try and imagine a version lacking this was exciting and challenging.


Old drawing from when I was still working on the game variously titled “Super Mushroom RPG” and “Legend of the Furnace People”.

I’m going to build off what I’ve made and enter the October Challenge. My ambitions here are very high; almost certainly too high, but how else am I supposed to push myself? Uh, that’s a serious question. Already it is October 5th and I haven’t gotten much further than I was on Sunday. The idea is to work on my design document during downtime and work and code on the evenings and weekends. So stay tuned. If I don’t have another update by the end of the weekend, you’ll know things aren’t going so well. Thanks for reading, and drop a comment if you play the game!

Tags: Foregunners, jam, MOBA, twin stick

Stencyl Jam 2016 – October 7-16 Theme Spooky! [ The Jam has begun ! ]

Quote From Stencyl Forums  Stencyl jam

Hey everyone,

It’s Stencyl Jam time again!

Game jolt link to the jam http://jams.gamejolt.io/stencylJam

Theme Spooky!

This year we are going for a 10 day Jam that will be hosted on Gamejolt. There will also be a theme which will be announced the day before the jam starts. Ill give more details on how to submit your game closer to the start of the jam.

Prizes will be,

1st Place $300 + Stencyl Studio license
2nd Place $150 + Stencyl Studio license
3rd Place $50 + Stencyl Studio license

Winners picked by a Jury.

FAQ  –> http://community.stencyl.com/index.php/topic,49248.0.html

Tags: game jam, game jams, stencyl, Stencyl game jam

Comments

Donni11
07. Oct 2016 · 19:54 UTC
The Jam Has Begun!!

Vintage Game Shop [October Challenge]

Hi everyone! Here is my entry for the October Challenge : Vintage Game Shop

Vintage Game Shop

Description

Vintage Game Shop is a game about using your knowledge of retro or classic video games to make profit!

Everyday, people will come to your shop to sell you vintage games and consoles. Your goal is buying them as cheaply as possible, so you can earn some money when you’ll resell them to another client!

Your profit will enable you to buy rarer and more expensive items, so you can complete your personal game collection.

Will you earn enough money to buy all of the most iconic games in history?

About

As you can see, this is a “documentary game” about the history of video games, and it was heavily influenced by the “Pawn Stars” TV show!

This game is an “hobby” project I made during nights and evenings after my day job. As an avid retro gamer and game history enthusiast, I wanted to create a game about history of video games for quite a long time. So, I finally made the jump!

To be fair, I started working on it long before October Challenge. Ideas and concept aside, the development work started in March 2016. In previous years, I wanted to take part October Challenge but I always lacked the confidence (and time) to expand my jam games into more polished projects. This year, I’m happy to finally be able to submit a “finished” game!

Oh, and this project is the reason I skipped LD35 and LD36 (too much work, so few time), so I hope you’ll enjoy it! :)

Play the Game [Browser – ArmorGames]

Play the Game [Android – Google Play Store]

OCCHIO IS 60% OFF! $1.99

Hey guys, you might remember that 2 months ago, my game OCCHIO released on Steam.

Well, for those who cannot afford the $4.99 normal price it has, you can now get it for $1.99, since it is 60% off. FUCK YEAH SALES ARE AWESOME!

http://store.steampowered.com/app/513140/

bye

2016 October Challenge! (Late Entry But I’m Doing It Anyway)

Well well well…

I’ve had a fair few failed attempts at the Ludum Dare for the past couple of years due to timings or being forgetful or having no ideas or whatever but I say no more!

This year, despite it being a late entry, I intend on participating in the LD October Challenge 2016 in order to give me the proper motivation to start off my proper game development career/method of earning a bit of cash doing something I love xD

I’ll be posting updates up to the 1st of November of my game and how it’s looking/working.

 

Tools I’ll Be Using:

  • Unity 5
  • Paint.Net/GIMP
  • Logic Pro X
  • Audacity

 

From now I have 17 days to complete a playable and enjoyable build of this game…

Wish me luck 😀

 

Lights! Camera! Physics! (October Challenge Update 02)

Hello everyone! I’ve been very busy this month, but in the past couple of days I finally managed to implement ramps into my 3d physics engine. This took me far too long, but it’s very important for the map flow. Below is a screenshot of the demo level – the light gray represents a bridge/road; the gray is the ground; the blue, a river; and the the tan, dirt paths running up from the river banks to the road.

map_overview_colorcoded_ramps

Yeah, yeah, it’s ugly! Graphics are on the list, right after weapons. What’s important is that units can now pass over and under that bridge, along with having some nice, smooth, only-slightly-buggy ramps to get them up to it (GIFs after the jump!):

ramp_demo_1
Over and under the bridge

ramp_demo_2
Off the bridge and up the ramp

So, that’s basically it! Next on the checklist is: Adding weapons and combat, particle effects, a state manager for menu/game transitions, AI and scripting, dynamic lighting, and, possibly, online play. Easy!

On a more personal note, life has been kind of difficult for me lately. There’s lots of reasons for this, but I want the community’s feedback on one thing in particular, which is – ironically – how do you maintain your communities and connections? Ludum Dare is a great example; even though I’ve been participating since, at the end of the month, 2011 – that’s five years – I wouldn’t say I have strong roots here. In those five years, I’ve had a lot of other interests (where I have also successfully not develop community connections), and life has cropped up in many ugly ways. So, community members, I guess my question is, what makes you belong? And how do I be like you?

Tags: Foregunners

Artifact Hunter is FREE!

So… After 2 days and no purchases, even with a 70% off sale, I decided to make the game free for a week. 😀

Hopefully that will help me get more money later. Because I’m nowhere near my $48 goal for the October Challenge.

Itch.io Page: https://cmlsc.itch.io/artifact-hunter

Ludum Dare Page: http://ludumdare.com/compo/october-challenge-2016/?action=preview&uid=86097

Please leave a comment though. Because I haven’t had any feedback yet. D:

Just scroll down a few posts to see some GIFs of the game, because there has only been 1 post in the last 30 hours or something.

 

Pixel artist needed to do backgrounds on project

We’re looking for a Pixel artist for Backgrounds for an old school Sierra style point n click game.
ref
ref 2
We already have a animations artist, and a writer, and a programmer at the moment, but are looking to cut the art amongst 2 people. The project will be rev share, but will likely not make a lot so applicants should join for their passion for working on a project, not for money.
If interested you can e-mail me at sbtanker@gmail.com
or reply here, and we can tell you more about it.
-Catwheel

Comments

ManlyStump
18. Oct 2016 · 13:10 UTC
“Sierra style point n click game”
21. Oct 2016 · 14:10 UTC
Judging by screenshots, you don’t necessarily need pixel artist – the style can be applied on background afterwards with effects/filters. Anyway, i’d recommend posting more details on your project (e.g. mood, setting, generic info on story, etc) to interest people.

October Challenge: Graveyard Shift is on Steam!

Cover

As Aslan Game Studio, we have been working on this FPS with Galavalomka Games for about 13 months. Today, we released Graveyard Shift to Steam! Available for PC and Mac. And it fits into the Halloween spirit of October.

Graveyard Shift is a FPS with unique game mechanics and a mise-en-scène that mixes both toonish and horror elements together! Yes, we did it. It’s made with Galavalomka Games.

You are fighting against restless ghosts and liches. They revolt, because too many graves are dug in the graveyard, whose keeper is you. Your purpose is to re-kill the undead! Your only friends are mushrooms, those you use to make mushroom bombs.

Your ammo is elemental mushrooms, there are 5 different elements of mushrooms those you collect from the ground. You create bombs with those elemental mushrooms (2 Fire, 1 Water, for example) using number keys 1 to 5. Your enemies also have elements; enemy’s element and the elements of your mushroom-bomb determine the damage you deal. For example, you deal more damage to a Fire ghost if you prepare a bomb with Water mushrooms.

There are 2 types of enemies: Normal ghosts and liches. Normal ghosts are melee attackers, they use claws. Whereas, liches throw you stones and they are much stronger than normal ghosts.

We have 2 game modes: Waved and Survival. You fight against 10 waves of enemies in the first. Survival lasts as long as you are alive.

STEAM
LUDUM DARE ENTRY

Help with multiplayer game

Hey. So I want to make a multiplayer. But I suck at Networking side of it. Does anyone know of anything that makes this simple?

Comments

ZpeedTube
23. Oct 2016 · 20:36 UTC
Hi,
Broken Matrix
23. Oct 2016 · 23:14 UTC
What are you having problems with? Multiplayer networking actually isnt that hard

Issues with coding… ahhh I love these things

So progress with my october challenge entry is going pretty well to be fair. I’ve created my main mechanic which shall be cell division for this project and come up with a whole bunch of graphics and stuff to create a simplistic but comforting art style and considering I started like a day ago that isn’t too bad.

But of course I’ve encountered some coding glitches…

Cells that divide tend to enjoy doing so by which I mean they tend not to want to stop and so within 30 seconds of clicking black circles, the screen becomes full of black circles…

Oh lord give me strength… Only a week left to finish

Comments

ZpeedTube
23. Oct 2016 · 20:42 UTC
Sounds interesting, good luck! ^^

There’s a man…

There’s a man
Who will tell you a lot of things
But it might be hard to understand
“which man”, you may ask
/usr/bin/man

Sketcher D Teaser

Sketcher D is not only my first Android release, but its my first time working with another company to make a game (Snobox studios).

I loved working with them, I did the programming and they did the design and art and all of that stuff :) The experience was great, I learned a lot. I’ve never actually used a design doc before (I’m fairly new to Game development). The game will be released october 28th (tomorrow). So be on the lookout for it! Thank you, and good luck on your game development projects :)

Vector Fighter Has Been Released

I guess that this is my October challenge entry. I’m unlikely to make a lot of money but oh well, this is my first game that I’ve finished to an alright standard.

Cover

You can get Vector Fighter for android on the play store.

Comments

29. Oct 2016 · 04:15 UTC
I downloaded it, will give my thoughts when I have a chance to play! Props for finishing the challenge regardless.

Ludum Dare 36 Coverage

I played hundreds of Ludum Dare 36 games on my YouTube channel!

I also wrote an article on my favorites and awarded those developers trophies. You can find the article here.

Ludum Dare 36 Coverage

I played hundreds of Ludum Dare 36 games on my YouTube channel!

I also wrote an article on my favorites and awarded those developers trophies. You can find the article here.

How do I submit an iOS game for the October Challenge?

My game, “Flibitz”, is now live on the App Store, but on the submission page for the October Challenge I don’t see a box to enter a url for iOS. Should I just put the app store link in one of the other boxes?

I plan to support other platforms in the next month or so, but for right now iOS is the only one that’s published.

In the meantime, while I’m getting this sorted out, if anyone wants to check it out, here are the links:

App Store: https://itunes.apple.com/us/app/flibitz/id1158554631?ls=1&mt=8

Landing Page: https://lavamonkeygames.com/Flibitz/

Thanks.

Comments

29. Oct 2016 · 15:45 UTC
In the submission page, you can edit the title of each “link” box, so simply rename the first one to “iOS – App Store” and put the link there.
29. Oct 2016 · 18:01 UTC
Thanks. Not sure how I missed that.

How do I submit an iOS game for the October Challenge?

My game, “Flibitz”, is now live on the App Store, but on the submission page for the October Challenge I don’t see a box to enter a url for iOS. Should I just put the app store link in one of the other boxes?

I plan to support other platforms in the next month or so, but for right now iOS is the only one that’s published.

In the meantime, while I’m getting this sorted out, if anyone wants to check it out, here are the links:

App Store: https://itunes.apple.com/us/app/flibitz/id1158554631?ls=1&mt=8

Landing Page: https://lavamonkeygames.com/Flibitz/

Thanks.

Comments

29. Oct 2016 · 15:45 UTC
In the submission page, you can edit the title of each “link” box, so simply rename the first one to “iOS – App Store” and put the link there.
29. Oct 2016 · 18:01 UTC
Thanks. Not sure how I missed that.

Bad formdata when submitting to October Challenge

I apologize if I’m missing something simple again. I’ve done probably three or four LDJam’s and never run into this error.

Screen Shot 2016-10-29 at 2.56.06 PM

Here is a screenshot of what I submitted. All of the .png files are within the specified size range. Is there an admin that can maybe look at a log file to see why this error happened? Thanks for your help.

Screen Shot 2016-10-29 at 3.03.45 PM

Comments

29. Oct 2016 · 20:06 UTC
Try unchecking anonymous feedback, it could be disabled on this october challenge.
29. Oct 2016 · 22:59 UTC
Thanks for the suggestion. I just tried that but still got the same result.
30. Oct 2016 · 15:20 UTC
Pov gave me the solution to this on Twitter. I submitted the game with only one pic and then added more in an edit. For some reason on of my .png files still would not upload, so I’m guessing that one was the culprit.

Bad formdata when submitting to October Challenge

I apologize if I’m missing something simple again. I’ve done probably three or four LDJam’s and never run into this error.

Screen Shot 2016-10-29 at 2.56.06 PM

Here is a screenshot of what I submitted. All of the .png files are within the specified size range. Is there an admin that can maybe look at a log file to see why this error happened? Thanks for your help.

Screen Shot 2016-10-29 at 3.03.45 PM

Comments

29. Oct 2016 · 20:06 UTC
Try unchecking anonymous feedback, it could be disabled on this october challenge.
29. Oct 2016 · 22:59 UTC
Thanks for the suggestion. I just tried that but still got the same result.
30. Oct 2016 · 15:20 UTC
Pov gave me the solution to this on Twitter. I submitted the game with only one pic and then added more in an edit. For some reason on of my .png files still would not upload, so I’m guessing that one was the culprit.

Flibitz now in October Challenge

Thanks to PoV and others for helping me get the Ludum Dare submission error sorted out. Flibitz is now in the October Challenge (and we made our first sale yesterday).

For anyone who hasn’t seen it yet, here is the official trailer.

Flibitz now in October Challenge

Thanks to PoV and others for helping me get the Ludum Dare submission error sorted out. Flibitz is now in the October Challenge (and we made our first sale yesterday).

For anyone who hasn’t seen it yet, here is the official trailer.

Artifact Hunter 70% Off For October Challenge!

Artifact Hunter is 70% off right now($0.89)! 😀

Artifact Hunter is a bullet hell(but not a shmup) made for Ludum Dare 36 and continued for the October Challenge. You collect artifacts that give you various powers(such as slowing down time or teleportation). You must use artifacts to dodge various types of hazards(you will come across new ones too) while collecting blue orbs to complete the level.

Please note that there are “checkpoints” every 3 levels that you can go to from the title screen.

If you do try the game, make sure you give me some feedback.

Enjoy!

Itch.io Page

Ludum Dare Page

AHa1_7-Pic2