Ludum Dare 37 December 9–12, 2016

In One Fell Swoop

Hello there!

Let me introduce you to my LD37 entry: In One Fell Swoop

gj_Header2

 

It’s a small game with a mechanic similar to a billiard game. I wanted to add more story and more unique levels, but couldn’t find time for that. But I made my own shader (for that floor effect) and those cool “soft walls”, so I’m pretty happy with what I have learned from this LD!

In One Fell Swoop

I hope you all had a great time and learned something new too! :)

Tags: In One Fell Swoop, LD37

The Classroom

Spend the night alone in a classroom in this Jam entry, the classroom!

 

class3

 
This is my 4th time participating, this time I did all alone. My idea was “if PT can do an horror game in a hallway I can do it in a room”. Of course this a Jam and I’m no artist so this is not specially scary, but I like the results. Thank god for MagicaVoxel or all artistic-impaired types like myself would have no chance!

 

Patched SBC With Corrected Graphics!

Super Battle Cycle received an important small patch (1.0.1) that fixed an graphical error I made during the weekend that forced me to drop the pixel graphics temporarily… but now it’s fixed, and the game is playable in it’s true pixelated glory! GameJolt API was also added (probably broken on WebGL), but nothing has changed otherwise. Tell me what you think 😀

The game can be played here!

Before

Before

After

We forgot to say it, but still: We finished!

Tree House Quest

“This is a story of a brotherhood rivality. The little Jacob had his tree house stolen by his evil brother, Cid. He wants revenge, but his little sister, Lydia, does not want Jacob to go up in the tree to face his brother unless he brings back his famous Golden Pog. Will you help Jacob to face the many dangers he will cross upon his path to take his ROOM back?”

We have already got some critics from the press, as you can see :

THQ

Translation :

“I was waiting for this game to retire” Shigeru Miyamoto

“This game is like poison running through my veins, and I don’t wanna break these chains” Alice Cooper

“5 stars, because we couldn’t give more” Joypad

“Dat’s some good sh**” Kim Jung Un

“They’ve broken the wall. I mean the one in bottom right corner, in the second level” Hideo Kojima

We do hope you’ll love this game as much as they do :)

PLAY HERE

We made a VR Game!!

Control Room is our first attempt at a VR Game. You can play it on an Oculus Rift or Gear VR. You can play on a PC too, but it’s not as fun.

(For Gear VR, you will need to send us your OSIG & we will have to make a build for you. I know that’s a pain, but that’s how the Gear works.)

If you play, please let us know what you think!

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=54903

 

LDJAM – It was hard but fun!

We finally submitted the game “Room of Fear“!  This was our first experience in Ludum Dare. I think our game got good enough! What do you think?

About game…

“Room of Fear is 2d shooter, it has a nice pixel art style. The main goal of the game is to kill all the demons using guns and traps. Boss is included.
Main hero is a good guy, but was send to hell for no reason. He doesn’t agree with the results, found a gun and wants to kill all the daemons before they eat him. He tries to escape the hell, will he do that?”

Click here to play the game on the Ludum-Dare-37

The Wiggle Room

roomscreenie

I didn’t set out to make a game about swimsuit models murdering one another with chainsaws but somehow it just happened that way… Originally I wanted to make a game about a reality show in which top models compete in ‘catwalk challenges’ and get voted out of the room one by one. Unfortunately, the challenges weren’t really very much fun so I decided, with only a few hours left on the clock, to give them all chainsaws and let them compete more violently.

roomscreenie2

Definitely lots of room for improvement and if I’d had a couple more hours I would have really liked to add a couch co-op mode but I’m quite pleased with how it turned out. As ever, I’ll be very grateful for any honest feedback:

PLAY THE GAME HERE

Nice weekend, nice LD, nice Bill

Hi everyone! After a long weekend and a lot of missed hours, here our game. A simple hacker mechanic, with a huge poke-based paranoia-nostalgia. In short, a fantastic Ludum.

billuntold

Here our entry, Bill Untold. Hope you enjoy it :)

My timelapsed weekend

Hey there, i recorded my work process of the weekend. It’s sometimes enlightend to see the thought process, the mistakes and the happy accidents. Have fun.

Animation

Watch Day 1

Watch Day2

Our result is here: One room, please!

Cheers

Patrick

Comments

Avant-Marde
13. Dec 2016 · 17:49 UTC
Wow! Looks amazing, of course, but the most interesting thing I got out of this is that you did things basically in the opposite order to what I usually do—thorough graphics and planning of that sort first, as well as some audio, and programming later.

Chaos in the Five Star Hotel!

The Five Star Hotel needs your help to keep its five star rating!

Help manage the guests, and make sure they all get the One Room when they need it.

Screenshot_20161211-181048

Check it out on Android (Google Play) and Windows here: Five Star Hotel

My 2nd Attempt At Multiplayer (Prop Hunt)

You can play the game here.

My (crazy) attempt at multiplayer.  The physics actually work, try knocking a glass onto the ground! You move with WASD and Q and E to change props. The multiplayer works** but there isn’t object syncing, so both people need to refresh the page at the same time to see the same objects move. I really just needed more time, but of course that is hard to get.

 

I learned a TON from this game (namely that multiplayer is more complicated then just 2 hours to make), the phaser engine can be utter crap at times (more on this later), the less poly’s on collision boxes the better for particles, and a ton of other things! Incredibly fun and I’ll be back for the next competition!

Go check out my game it’s finished!!! :D

It’s finished!  I tried to finish for the compo version but some bugs in the code took a while to answer.  The theme wasn’t my favorite option and I was a bit unprepared for it.

My game isn’t as creative as I wanted it to be, but I think it is fun.

Check it out here is you want. c:

ASTRI fully released with a web build.

 

Well I didn’t post when we finished, but we submitted our game ASTRI just in time for the Jam. Things were literally being added in the last few minutes. There’s so much we weren’t able to add due to time, so hopefully we can make a post-jam version sometime.

But now the game has a webGL build after a lot of work. Am I the only one who misses the unity browser plugin? WebGL takes a lot of work and renders differently than normal builds.

Play our game here

Jam entry: LOCK AND RELOAD

Click here to explore the room! (ノ◕ヮ◕)ノ*:・゚✧

View post on imgur.com

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=6155

An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎

Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆

Post mortem

So we did indeed not manage to squeeze it all in. The end result is a very compressed story. You were supposed to be finding stuff out about the owner of the room by examining things and trying to piece together a profile.

The reveal is still in there at the end, as we figured out as the deadline was approaching that it would be better to add the start and end of the game first, and then try to cram as much as possible in between, but the road is a bit lacking. However, it’s still a decent—albeit short—bit of room escape to be done! c:

Process port mortem

Won’t really be writing anything up about it, but found out today that someone else did their work in the complete opposite order of the way we usually do stuff. We usually start by blocking things out programmatically, with graphics being added as we go, and audio slapped on near the end. This other person had been focusing on final graphics and audio to begin with, and tying it all up with code later, and the result was gorgeous, tho no idea how much of the actual game/code got done that way.

Still something interesting to bear in mind and perhaps experiment with next time! Still, this feels like one of our more visually appealing/stylised entries, perhaps much thanks to the weird shader that requires less from the textures without looking bland! ᕕ( ᐛ )ᕗ

Here’s the link again: PLAY!

Tags: 3D, ava, blender, eerie, entry, escape, final, jam, lock and reload, marte, post-mortem, puzzle, puzzles, room, unity

Can you solve this puzzle?

It seems that not a lot of folks made it through this first puzzle.
We made it even so slighlty easier to solve the problem. And if you don’t know what to do…
just call 911 😉

2016-12-13 19_41_42-Neue Benachrichtigung

PS: We need reviews of people who actually made it through the game! :)

 

RoomOne

Hi friends! Take a look at my project “RoomOne” in which I use an effect on camera in order to create a strange aesthetic.

Also I did a video with all secrets. Don’t forget to write a comment – this way I can test your game. I wish you the best ++

RoomOne

One Room Hotel

I made it!
Here’s my game:

You are the cheeky owner of a Hotel with just one room and a bus full of blind clients just broke down in front of your #OneRoomHotel!

Use your left click and right click to build walls to avoid guests from noticing each other!

Guests will keep coming from time to time and for you to keep cashing in! 100€ each. But if one finds another, its game over lady!
How usurer can you get??

PLAY THE GAMEº

Title---Clothed

(Click on the “Play” sign on the reception table to start playing)

->> Let everyone know how much money you made in the comments below! <<-

note: Made by ManuScythe using GameMaker, Audacity. All code,  graphics, music and sfx were made from scratch. Ye music and sfx is me mumbling  hahaha

Tags: #indiegame, #ludumdare37, compo, gamedev, gamemaker, indiegamedev, LD37, oneroom

No Man Hero: Judgment time!

I’m so excited about what is going on now!)

It’s so cool to take part in such well-known iconic jam like Ludum Dare!

Good luck everyone with the judgment!)

Check out my entry! Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Tags: #gamedev #ludumdare #gamejam #ld37, #hashtag, 13, does anyone read these, horror, hotel, one room, Point 'n' click, point-and-click, room

Check out my entry! Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Tags: #gamedev #ludumdare #gamejam #ld37, #hashtag, 13, does anyone read these, horror, hotel, one room, Point 'n' click, point-and-click, room

Chrome Room is LIVE! Check it out!

Chroome Room is a physics puzzle game in which players must paint every wall in the room making the ball bounce throughout 25 awesome and relaxing levels.

124

PLAY NOW!
WebGL and Android .apk coming soon!

Follow us on Twitter:

https://twitter.com/Chrome_room48

[JAM] – GOODS FOR THE MOTHERLAND

LINK

 

The web version was broken but should be working now!

I think it still only works on firefox though.

Its worth a download if you cant play it on the web!

Comments

TeamAxolotl
13. Dec 2016 · 21:03 UTC
I confirm the web version works on firefox on the itch.io page.

Dethroned – Post-Jam, Post-Mortem

Dethroned_title

So, I did say I’d write a post-mortem, since it was my first Ludum Dare ever, and actually the first game I’ve made that could be considered potentially finished. I definitely want to record my mistakes for future reference, and to just share my experiences and maybe see if someone possibly had similar problems.

I’ve really only made rather convoluted solutions to game mechanics than games themselves up to this point, and as such, the timeframe and workflow kinda caught me by surprise even though I thought I’d planned along it. So while I have some Unity mechanics and Editor tools under my belt, it dawned on me that I’m still a complete noob 😛 My biggest strength really was my experience with having to do stuff with short sleep cycles. And music production too, of course.

TL;DR: It was a mess, and I enjoyed it.

Day 1

We spent a good amount of time (5-8 hours?) planning what we’d do with the theme. We had quite a lot of ideas, but landed on a “combo performing game happening inside an enclosed arena, which is one room”. I went on to declare all the base mechanics of the game, but did so in the manner of creating bunch of excessive inheritance and stuff that weren’t really needed. In fact, the first 12 hours that I did actual work on the game went down the drain because it simply didn’t work right.

The fighters still work through an IFighter interface that I created assuming that I might want to have more than two fighters at the same time. Not only is it kinda stupid to create an interface that acts more like a class (instead of like IDamageable, IDodgeable),  it was pretty evident from the very beginning that this wouldn’t really be the case, so I ended up doing a lot of useless code. So, the #1 lesson learned: Keep It Simple, Stupid.

I went to bed, slept for maybe 3-4h and got up again to continue where I left off.

Day 2

I was not happy with the progress. At this moment everything was still 100% text from the debug console, and things we’re running amok in their own Update loops. All I really needed was just an event sequencer, so I decided to revise the whole thing into nested Coroutines. They’re very handy when it comes to having control of the timings of your process, but I find them kinda tricky to manage if you want to keep your game Garbage Collection allocation – free. Safe to say, this game isn’t. An actual Coroutine State Machine class that explicitly plays a requested sequence would have been the better approach, but I didn’t want to spend any more time on mechanisms that wouldn’t necessarily be used.

Anyway, this put things into motion, and I quickly had the basics down. I had to google how to get Animation States and stuff from Mecanim, but luckily they’ve added StateBehaviours which allows you to write C# into Mecanim states. I used that to tell my Animator abstraction script “AnimatorController” what state the Entity was in, and thus got some knowledge on when to pull off transitions in the Coroutines.

Now, having basically two separate State machines doing their own timings without full control opened a can of worms. I had to do some brute force fudging (yield return null for teh lulz) to get it working relatively bug-free, which is just plain bad. Overall the code’s a mess, and I didn’t really bother optimizing a lot of the shenanigans. Lesson #2: Be Less Stupid, Stupid.

Hell, maybe I could have possibly made the entire thing with Mecanim + StateBehaviours alone.

Still, things were moving on quite well in the end, and I decided that from here on out I would only take short hour-long naps and get this thing done in time.

Day 3

After a nap, I went back to my computer at 4 AM and started up Reaper, fired up a bunch of free NES synths, had loads of fun and was done with the job in a couple hours (gg ez).

It was time for the UI Elements to get made. Up to this point I had fun with the Ludum Dare challenge. Oh, how I love the Unity UI and it’s intricate way of sometimes working and sometimes blatantly refusing to function under the simplest terms.

Luckily I’ve already had my share of text elements not updating to know that you often need to string.Format() your text to get the UI system to recognize the change and update itself. Then again, there’s still loads of bugs in the UI that haven’t been fixed and probably won’t be. I probably spent more time fighting with the UI elements than producing actual content which is ridiculous.

Also, Enemy death animations we’re screwing up everything for unknown reason that I could not seem to fix through conventional means. I decided to disable pooling and just have them be Instantiated to avoid these post-death disorders of doom.

In the final 30 minutes of submission hour, I created an ending to the game. It comes after 50 waves of enemies, I have never tested it and I have no idea what happens once you achieve it 😛 Do tell me if you find out.

 

So, it was quite the experience, and I probably didn’t mention half of the stuff I wanted to. I had slept for minimal amounts of time, drank probably 40 cups of coffee in 72 hours and completely neglected any attempt at keeping up appearances. Would have been a funny stream, if I had to time to stream it. But all in all, it was totally worth it. Can’t wait for the next one!

Tags: LD37, post-jam, post-mortem, unity, Unity 2D

First java game

THANKS!!!

This was the first Ludum Dare that I did in Java (instead of Game maker) and it was really hard (lots of null pointer and weird sound glitches)

Somehow after despairing all saturday evening I caught a glimmer of hope and finished the game and the reception has been…

ABSOLUTELY WONDERFUL, I can´t believe my luck, thank you all for playing

Post Mail Package Mail Room Officescreenshot

LD37 Entry is Up!

So on twitter, I telling people how I didn’t really have much time to take part in Ludum Dare. Turns out I did, but less than 24 hours, and for whatever reason I decided to experiment with the Nape Physics Engine.

What I can say is that it’s a suprisingly easy engine to use, thanks to HaxeFlixel’s wrapper functions and Sprite class. I figured for the theme “One Room” what would be the worst room to be in, and figured the toilet. Hence, in Danger: Mondays, you are trapped in the porta-loo, balancing on a steel beam above while the wind blows and some kids throw rocks at you.

Play & Rate Here!

 

Humanity vs Mech-axolotls

Have you ever dreamt about a war between fishes and humanity?

If so, your dream just came true.
If not, you have to see it happen once in your life.

VisuelLudum

Check out Mechaxolotl Rampage now!

Chrome Room for Android is now LIVE!

Good news, everyone!

Logo App

We are proud to announce that Chrome Room’s Androind .apk is finally available for download!

We had some problems with Godot’s export template in the version we were using, but we managed to solve it and the mobile version is ready to roll.
It’s an identical version to the sumbitted executable, but it has been tested in various Android phones and optimized for mobile reducing physic FPS’s from 120 to 60.

You can find it here:
https://nwdd.itch.io/chroom

Just a small update on “Rainwater” :)

So, I kinda just finished a rushed version of my LDJAM game for Android! 😀

I did change the position of some UI items and instructions to fit the controls scheme on cellphones, but the game’s still the same. :) Will do some updates on the post-jam version later.

Thanks for everyone who played the game! I’ll make sure to rate and properly review your games too! Today work (real life work) was kinda tiring and some clients gave me too much stuff to do, but I’m hoping to play/review a lot of games! :)

ld37-sixsided-rainwater

Play Rainwater in your browser and download it for Windows or Android, click here!

Thanks and Cheers! :)

LD – First experience

It was my first experience in a LD contest and I must admit that I really loved it ! To be honest, I first thought that I would never make it in time… I participated in the Compo category with the game : Nightmares.

Nightmares page on Ludum Dare

Nightmares01

Nightmares

I had a lot of fun developping this in a small amount of time. And now I take even more pleasure to see how everyone interpreted the theme. And I already found so much creativity in the different realizations I’ve been going through !

Congratulations everyone !

Timelapse!

I’ve uploaded a timelapse of creating my game for this LD, Bad Dreams

Postmortem – Namcap’s Nightmare – Our First 3D Game

namcaps_tit

Namcap’s Nightmare is our 2nd LD Jam Entry(I’ve also participated in the Compo in LD35). And it’s the best one yet. CLICK HERE TO PLAY!
I don’t know if we will continue to develop this game, what do you guys think? Is it worth it?

————–

Well, this was the most intense weekend that I had in years! I was so connected with this game that sometimes I even forgot to eat!
I want to thank Kaduwall(3D artist and sound guy) for providing food and shelter to me through this entire weekend!
I’m really proud of the outcome, me and Kaduwall learned a lot and, seeing the positive comments the game has been receiving makes me so proud. Game Development is what I want to do for a living and I’m feeling that I’m going to the right direction with this.

————–

The Game:
You wake up in your room, but not your regular room.
Find all energies in order to escape through the door!
You might feel that you’ve played a similar old game before.

Move with WSAD or arrow keys. Shift to sprint, space to jump.
When you get all 50 energies, press E to open the door!

The game is playable, you can reach the end and everything, but there are a few minor bugs and performance issues, we are fixing them.

– Original 3D models and structures, made from scratch.
– Textures were downloaded (royalty free) and then mixed/adjusted to our liking.
– Power up and atmosphere soundtracks are original, actually recorded.

Programming by Bigpan
Sound & Design by Kaduwall

Now with Working Joysticks!

Title_Card_Text

Fixed a little goofer, so now Joysticks are working on the Web Build. (Xbox 360 controller tested on PC, other setup results may vary, let us know if you have issues)

shadowfencer

 

Trust us, this game is way more fun with Controllers and a friend! Try it out!

mage rage

 

Hi jammers :)

We are glad to present ya our little game made during this weekend.
We tried to break the traditional way of seeing the battle between the knight and the dragon.
Our real hero is the one who cleans the place and allows the fight to take place.
We had good fun with this idea and we hope you will as well.
Feel free to give us feedback 😀

View entry

 

Cheers,
“Maybe Later” team

Wow!

47 votes already!? thanks for all the awesome feedback guys! maybe this year i’ll actually refine my game after the judging ends and give it a full release!

ld37_2

 

Play Yetis and Unicorns for yourself!
Thanks, all!

Updated version for bugfixes

Hello everyone !

I’ve upload a new version of our (Ezekiel Koening, Ylmir and I) platformer game, The Nightmare Room on Itch.io cause the first one was suffering from terribles lags and bugs :v. I just fix it and I have added no content, I let the old buggy one disponible as a proof. So now you can play it correctly ! It’s not perfect, but I think it’s really ok for a first game jam.

You can try it here: The Nightmare Room , any feedbacks are welcome ! :)

That’s all, can’t wait this week-end for play the other games now !

(I hope my ego will not be crushed by seeing thoses good games :v)

MachineBlaster – Update

Fixed a lot of game breaking bugs but there are plenty of them left. Added more props and it’s taking a form.

Entry : MachineBlaster

 

machineblaster_0

Christmas Stack!

Hello guys!

New Ludum Dare, new try. The theme was really bad for me (I voted for the 2nd and 3rd in votes, ouch!)

Christmas is coming, so this time I made a game about a gnome of Santa Claus who works handling presents for the magical shipment: Christmas Stack!

Christmas Stack!

You have to make groups or lines of presents to complete shipments. Be careful with the fallen boxes on your head!!

gameplay

 

Play it here and rate!

Enter Roach Escape

I finally managed to get some sleep last night (Note to future me: always take the Monday after a Ludum Dare off), so before I write the postmortem and consider working on a post-compo version, here’s a shameless plug for Roach Escape, my submission for LD37.


Play it and rate it here!

Play it and rate it here!

 

As many people have reported difficulties understanding the first steps, I’m also going to share a Youtube link to a a playthrough of the first level to help clarify the first steps:

Tags: HaXeFlixel, LD37, puzzle

First LD, Wonderful Experience

Those 3 days had a lot of firsts for us.
First Ludum Dare, first time animating with bones for me, First time programming on GMS2 for Lunate.
Needless to say we have learned so much from this, and that in itself made the sleepless nights worth it.

The end result, even if simple, was quite satisfying.
And that gave a huge boost to our confidence.

&quot;weeeeeee&quot;

With that said, I hope you enjoy the game, and rate if you can!
Play Here

Thank you for your attention.

 

Couldn’t Join

This Ludum Dare, I couldn’t join in because I was really sick >_<. My head had ached and my whole body ended up being useless for a couple days so, I couldn’t do anything. Maybe I could have except when I looked at my screen I would get a bad headache. Well, better luck next time!

White Room

Hey there!

We made a simple game where you have to match the color of the walls with the color of the ball.

Really simple, huh? Well, until Sunday, it was simple and it looked like this:

1

And then we changed the game to be a FPS and now it look like this:

2

It’s our first FPS, so how about some feedback?

Thanks!

Tags: color, FPS, LD37

Timelapse of Puppertrator

Hiya, NotExplosive (aka WYATTO) here and I just wanted everyone to know that this weekend was a total blast and I loved every minute of it. I think the game we made is really exceptional game and the feedback I’ve gotten so far has brought me actual tears of joy. Please enjoy this timelapse video of me writing code for the game from start to finish.

Have a great day. Happy Jamming!

LD entry page here!

Forest Rivalry, video of some local multiplayer action!

I recorded a local multiplayer match of our LD37 entry “Forest Rivalry. You can play it with either 2 controllers, 1 controller and keyboard or both players on a single keyboard. We do however recommend that you use controllers if you can. The game does have a singleplayer vs AI mode as well, but we made this with local multiplayer in mind. Download it here and challenge your siblings, parents and pets to assert dominance in your household!

Your first room

This is my second jam here at Ludum Dare 😛

This time I worked together with Nuria Pico, who made all graphics and sound.

Our game is a very short story about a room where all of us lived once. You can play it right here.

 

Captura1

 

Arm’s Reach Linux version tester?

We’re trying to test the Linux build of our game, Arm’s Reach, but having some technical difficulties. If anyone wants to try it, feedback would be greatly appreciated!

ArmsReach_3

Chicken Party, a local multiplayer party game for socially inept chickens

Hi, it’s Eu here!

This LD was the fastest one to come up with an idea (thanks Chip!), we wanted a party game that happens in a single room, the chickens as protagonists idea came later and yeah, then came the 3 days of game dev.
We usually do the LD as a team of 4 or 3, but unfortunately our network/internet/online-multiplayer master Chip was unable to join us this time, still he did help with brainstorming at the beginning as the original idea came from him. Unfortunately Chicken Party doesn’t have an online multiplayer mode, which would be ideal due it’s focus on multiplayer.

In the end our LD37 team was:
Music and SFX: Al  (SoundCloud)
Programming and Art: Eu (the one writing this post)

Nonetheless, finally I caught some rest from the Jam and fixed some crucial bugs on singleplayer, so this is our late submission post. This game is multiplayer oriented and if you have friends and XBOX360 controllers, you should totally give those chickens a chance.

A very bad gif of a player playing a multiplayr match of chicken party by himself.

A very bad gif of a me playing a buggy multiplayer match of Chicken Party by myself (with friends must be fore fun), you can replicate this same bug by starting a match with more than 4 players.

Link to our submission: Chicken Party

This isn’t the game in it’s ideal shape, but still we would like to read your feedback!

 

My first game jam! I made it out alive and emerged with, “3 Minutes 2 Escape 1 Room”!

View post on imgur.com

I did it! Finished my first Ludum dare! Didn’t get around to posting about it till now cause I needed some well deserved post-jam sleep XD. I tried my best to take an interesting spin on the escape the room genre and keep it interesting with procedural generation (which I’ve only had minor experience in prior to this jam). Would love some feedback/opinions over here on the GAME PAGE! The game and its source are available and playable on Linux, mac, windows and can be found on itch.io as well as  Game Jolt!

Congratulations to everyone for participating in the jam and I hope you enjoyed it as much as  I did! For more of a postmortem on my game be sure to check out the GAME PAGE!

Tags: final, game, jam, procedural generation, unity3d

Fear and Freedom — Post Mortem

Another LD Jam in the books, which means it’s time for another post mortem!

Fear and Freedom – a game by Andrew Deem and Bez Imlay

This game pushed us to some new limits. Submitted the game to the jam early due to work (which also meant we didn’t have time for music), but all in all we’re quite proud of it.

The theme gave us some pause when we learned what it was, mostly due to the fact that we had so many cool ideas that we wanted to explore. Ultimately we settled for a game about a prisoner with a curse who can choose their fate. The game has 3 endings, the third of which is the hardest to get. Coding in 3 endings was a new challenge for me (Andrew) since I’ve never done anything like that before in a game.

 

 
The art was done by Bez Imlay and it was her first time doing a jam. She’s been working on and off with pixel art for the past year or so and we’re both happy with her hard work! She also wrote the story and helped with the design of the game.

Level design and coding (Game Maker) was done by me. The last bit of the game can be pretty hard, so if you struggle with it feel free to throw your curses towards me! I won’t be offended. 😛

Here’s a link to the game if you want to play it: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=25356

Thanks!

LD 37 Award

I made a little award graphic if you wanna reward yourself with it- 😀

 

Ludum Dare 37 Participant Award

LD_37

Comments

14. Dec 2016 · 03:41 UTC
😉 thanks!
zoopei
14. Dec 2016 · 04:48 UTC
Too close to an “I tried my best” award. I’d rather eat it. Looks juicy.
SoKette
14. Dec 2016 · 07:23 UTC
Oh yeah nice ! 😀

Carlander

Hello! I made a game for the Ludum Dares 37. It’s called Carlander and you can play it here!

I interpreted the theme as “only room for one” because I didn’t want to make Minimalismism again, which I think explored this (very prescriptive) theme quite handily. You may regard this as illegitimate but you can vote against it for that I guess.

I also made a video that shows me making it which you may enjoy.

Flipper – not a postmortem

Hello LDers!

I finished processing/uploading the timelapse for my entry, flipper:

The timelapse represents only ~14h of footage. Give or take some 2~3 hours that I may have forgotten to capture, I worked less than 17 hours throughout the weekend. I’ve made a previous post about how I felt through most of Saturday. That somewhat explains why I slacked off so much.

Still, another point was probably that I couldn’t see how to implement the main mechanic properly. I originally had thought about making a game like Umihara Kawase, but whenever you tried to leave the room it would flip in some direction.

Even after implementing the grapple mechanic, I still somewhat lacked motivation to finish. The game IS quite broken, and it would only be another bad game on my list of LD entries. At least, the game is so badly broken that you can enter walls by using the hook… which enables finishing the game in a few seconds. 😀 (since I’m really into speedruns, this is a plus)

But finishing something and submitting it to Ludum Dare is so much fun that I was able to motivate myself and finish it. Now, looking back at the game, I’m really happy with how it came out (given how little I worked on it) and I’m considering further developing that mechanic some other time (and in another game).

But now, on to play, rate and comment and your games!

Bruce, the escaping ant – about my first Ludum Dare

bruce8

Hi all,

It has been amazing to see some great stuff made in such a restricted time period! It’s great to be a part of it.

For all of you who played my entry (**this one**), thank you very much! It means a lot for me.

It is even better to see that there are some of you kind enough to leave a comment, and it has been great to hear your thoughts (I got it. no control in the air is bad… BAD!!! :P). I am motivated to keep working on the game after this, and it’s all thanks to you.

For all of you who didn’t try Bruce, the escaping ant yet, please give it a shot! 😀 The link is right here: (as they say: Third time is a charm)

Thanks again!

Pedro

Callisto: a puzzle from Riven in Space!

My homage to old-school puzzle room games is done! In true LD style, I had to code most of the actual game part in the last 12 hours, having spent eons finding the right textures and sounds online. But I like the final result! The game is finished with mostly any real UI or title screens missing due to lack of time. I like how this ended up though so I’m going to make a post-compo version.

Callisto: puzzles in space

I hope the actual room puzzle is not too obscure. I feel all the clues are there and the solution is rooted in patterns and association. Unlike modern games this title does no hand-holding at all. Just letting you do whatever until you get it right and then you get feedback. This was mostly due to lack of time but I like the Myst/Riven puzzles where you can click on stuff as much as you want with the game not really acknowledging that you’re trying something. “Eh, click on that some more, why don’t ya? I don’t care.” the game seems to say, if it could talk.

This game needs a fairly beefy graphics card. At least an Intel HD4xxx/5xxx with discrete cards much preferred. I’m using my own 3D framework and I haven’t yet built lightmaps ‘n all that so all lighting is dynamic and it still needs some good old optimisation. In the post-compo version I’ll do that and add a quality setting, ran out of time.

Sound is an integral part of the game, it really adds a lot to the atmosphere, please play with sound, it really enhances the experience. Thanks.
With all that said, have fun playing and rating games and:

Play Callisto

Belated “We did it!” Post + Competition + Streaming Entries

Hey so this is like nineteen posts in one, because after the Ludum Dare I spent the next day cleaning and packing and then made the long trip back home for the holidays. I was bored of the loneliness of Uni.

So, I present to you our submission: Tempus Machina! Personally, it is my seventh LD entry, and quite possibly my favourite. It is also the first entry of mine to have bespoke music! Courtesy of Lopodyr! Thanks again, buddy.

The wonderful art was done by SmartWilliam and the punchy sfx was done by Birdmammoth. I did all of the techy bits.

You play a time-travelling robot (like the Terminator, but cuter) and you must kill as many cyborg soldiers and velociraptors as possible by switching instantly between the past and future to plan your positioning. There’s actually a bit of a hidden story to the stage by way of some exposition in the future stage, but what good is words when pictures are worth a thousand? Woo, Gifs! That’s like a million words!

The other awesome thing about the game is that, for the first time ever, I’ve gotten online High Scores to work in GM:S! So we’re running a little competition. Whoever is on the Top 10 high score table at the end of the judging period will be awarded our Terminator Trophy, with the Top 3 each getting a special version of it!

TempusTrophy

The current leaderboard is mostly comprised of myself, and since I suck, it’s not hard to beat me. The artist is much better at it, so (don’t tell him I said this) please do your best to kick him off before he gets too smug!

hs

If you would like to play Tempus Machina, you can do so >>here<< (opens in a new tab)


 

Now, the other half of this post is that, at some point this week in daytime GMT, I will be spending a few hours streaming entries. I won’t be able to get through a huge amount because I like to give each game a fair shake, but I will be doing more streaming in the third week of judging as well (Next week I’m off to Spain!).

So, if you would like to have your game judged on stream, please fill in this handy form!

You can find my Twitch Channel here (click the well-drawn picture of me)

Taha Fsjal

Alrighty, that about sums it up. I’ll be writing up a post-mortem, at some point. Can’t wait to play your entries!

Thanks,
Taha

 

PS: This post took like two hours to make haha. Was it worth it? Probably not.

Making an entire game in Tilt Brush

Since the start of the current VR revolution I have been more interested in how the technology could be used for creating games rather than just playing them. It should come as no surprise then, that one of my favorite VR apps are Tilt Brush, the 3D painting program that allows for a completely new way of drawing that gives depth to your doodles.

I finally got my own Vive a couple of weeks ago. Since Ludum Dare was around the corner, I decided to make a game where all the art was drawn in Tilt Brush. I thought it would give the game a unique look, and also be a fast way to create 3D content, an important aspect when doing a game jam. You can find the game called The Trans-Interdimensional Laboursaving Transportation Service entry here, as well as on Game Jolt and Itch.io. I couldn’t find anyone else who had tried to use Tilt Brush this way, so I decided to write this post on how I did it and my takeaways from the process.

Terrain, some flowers, and sleepy blobs painted in Tilt Brush and rendered in Unity

Terrain, some flowers, and sleepy blobs painted in Tilt Brush and rendered in Unity

The setup

Turns out the pipeline to get Tilt Brush sketches into Unity, which is the engine I use, was very straight forward. From inside Tilt Brush you can export an FBX of your sketch. I thought I would have to write my own shaders, but it turned out the Tilt Brush devs already provide a set of basic shaders as well! You still have to manually assign this shader to the imported models in Unity so I ended up writing a small AssetPostProcessor script that would automatically handle this when the FBX file was copied into the project folder which made it easier to adjust the look of the game since all brush strokes of the same type would share the same material. This would sometimes still break when Unity had to split up the imported mesh because of it’s 65k vertex limit per mesh but it still saved some time. Here is the source if you want to check it out yourself.

What worked well

The game ended up with the unique look I was after. You can clearly see it’s been drawn by a person which I think gives it it’s own charm. So aesthetically I’m very pleased with the result. Since you can’t really animate a Tilt Brush sketch other than its rotation, scale and location I choose to make a game, where you see a lot of different static environments which worked well.

Earth, so boring

Earth, so boring

Pocket Dimension #321754-B, so weird!

Pocket Dimension #321754-B, so weird!

 

 

 

 

 

If you want people to play your jam game it’s a very good idea to make a build that can be played on the web. I was really surprised how compact the WebGL build was. I haven’t gotten any complaints about the game relying on beefy GPUs to run either which was a nice surprise as well.

Lastly my assumption that it would be a quick method for making art turned out to be mostly correct. Drawing the art inside Tilt Brush was quick, but there was a lot of hurdles getting it into Unity as explained in the next section.

What didn’t work so well

The shaders provided by the Tilt Brush devs only cover the most basic brushes. All the more VFXish of them such as fire, lighting and disco are not supported.  You don’t get normal maps either, so some brushes such as Ink and Oil look flat when imported into Unity. There’s also no shader to to get the non lit strokes of the Marker brush to show up correctly. I know It’s a simple shader to write, but at the end of the jam I was too sleep deprived to sort it out ,so I ended up just using the premade shaders and calling it a day.

Pattern in Tilt Brush

Pattern in Tilt Brush

Same Pattern in Unity

Same Pattern in Unity

 

 

 

 

 

 

As you can see the shape of tapered strokes also didn’t match how they look inside Tilt Brush. It’s controlled in the shaders with alpha cutoff, but there wasn’t a value that made them have exactly the same shape as inside Tilt Brush.

There’s some positive news in the horizon though! The team behind Tilt Brush are going to release a set of resources that should make it a lot easier to import your sketches into Unity in the near future so really looking forward to give that a go.

The other main hurdle is that Tilt Brush is really more geared for sketching than for actual content creation. It’s designed to be approachable and playful to interact with. As a result it doesn’t have many of the features you would expect from a program appealing more to professional users. For example you can’t group your sketch into layers making it tricky to delete strokes. The biggest issue though was not being able to set a custom pivot point for exported drawings as shown on the picture below.

Tell me of the pivots of your homeworld Usul

Tell me of the pivots of your homeworld Usul

I compensated for this the standard way with using a GameObject parent as the pivot in Unity, but it was something that I had to spend more time on than I would have liked. Other

features I could also have used, was to just export a part of a sketch and overwrite existing sketches from inside Tilt Brush. Tilt Brush has never crashed on me but I didn’t want to take any chances so I saved fairly often which filled up the gallery really quickly.

Where Tilt Brush also excels is really in creating organic shapes with free hand brush strokes. My concept relied on creating a bunch of objects with harder edges which proved to be fairly time consuming. There is an option to use a straight edge tool, but it took a lot of trial and error to get the stroke orientation correct.

I spent way too much time on drawing the hard edges of the box the player is placed inside while playing the game.

I spent way too much time on drawing the hard edges of the box the player is placed inside while playing the game.

Conclusion

I really enjoyed making the art for my game with Tilt Brush. Even though getting the sketches into Unity isn’t a perfect process yet it was already a very powerful and quick way to create 3D content. With the new tool chain promised by the Tilt Brush devs on the horizon it will only get better. Next time I’m doing a 3D entry for a game jam I’ll likely use this approach again.

PS!
I’m planning to organize an online game jam for making games with Tilt Brush around February next year after the new tool chain has shipped. If you think that would be awesome to participate in follow me on Twitter or Facebook to stay tuned!

Bugfixes

Hi everyone!

I’ve just updated my entry. All urgent bugs are now fixed, i hope.
Any feedbacks are very welcome!

screenshot

Come Check Out Tick Tack Shoot

Tick Tack Shoot is a game where you shoot all the x’s. You use wasd to move and LMB to shoot. Play Here

Tick Tack Shoot

This is my first game! I also started late so I only had 28 hrs. Please give me constructed feedback! Also can you point me to some coding tutorials!

Moving In

My first finished LD game, pretty happy with how it turned out.

Tricky but quick sliding block puzzle game about moving furniture into your friend’s one room apartment.

Different pieces have different rules that must be satisfied. eg. Bookshelves can’t block windows and the books must be accessible. TV must be connected to a power outlet, and Lounge must be able to see the TV.

16 puzzles to try, see if you can beat your friend’s scores by getting it in fewer moves 😉

Would love it if you can give it a go and give your feedback! Might continue it post-LD as well, keen to make more puzzles with a bit more sleep first.

Play and Judge!

http://static.impbox.net/ld37/movingin3.mp4

 

One room away from success

This is my LD 37 entry. It’s a puzzle game, not too easy,  not too hard.

The game consists of 5 areas in total, in each one, ONE ROOM has the solution.

If you have time, please try it out, you won’t regret it!

Link to the entry: Click here

map_afterworld_begin

Comments

Digitaldude555
14. Dec 2016 · 14:14 UTC
A link to the game would be great.

Umbra Exitus is fixed!

umbrass1

Well, this is my first time ever finishing a game for Ludum Dare in time (I submitted on monday 23:50). It came with some bugs, but I fixed them yesterday and highlighted them in the game’s description if you are curious.

And, well, if you have some time, you could check it out! It’s a game about exploring the darkness, avoiding traps in the dark, destroying robots that can sense light and using that light to open your path and escape.

For now there’s only download option for Windows, but today I plan to embed it in HTML5 format. And maybe even an OSX version for Mac users out there.

Anyway, thanks a lot and good luck in the darkness of Umbra Exitus 😉

Introducing “Claim Your Color”

Make sure to check the submission first: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=92485

screeny1

Claim Your Color is a game where you have to paint the room with your color and dominate the room with your color. There are four colors available in the room; red, blue, green, and yellow. There are also four power items in every corner of the room. The power items help you to paint the room quicker. It can paint the room with your color horizontally, vertically, crossing, exploding, and scattering. You have two minutes to paint the room. You are also provided with the percentage about which color has painted the room most. Therefore, you can overpaint that more dominating color. But, at 30 seconds, that information is blocked so you have to keep painting the room regardless of anything.

screeny2

The Idea
Once the theme was out, I wasn’t impressed. I don’t really like it. I didn’t know what to make about One Room. Room escape game? Nope. Don’t go with the theme? Nah, I still want to utilize the theme. Skip LD37? NO WAY. So, I need to brainstorm more.

The idea popped out when I was taking a bath. Not really an original gameplay idea, but I want to make it. This game is highly influenced by a game called Battle Painters. If you play them both, you can see how similar they are. That game was my childhood game. I loved that game so much. One day, I wanted to replay that game but somehow the color of the game was weird, I didn’t enjoy it as much as when I was on my childhood. So, I wanted to try to recreate that game. But of course, I have to make it different somehow.

screeny3

The Development
The first thing I do is making the color trails. I’m still learning making video games. This thing is difficult to do for me. After some googling, I found a solution. However, that solution was not what I wanted. The color would not overpaint. So, they were in their own z-axis position. I didn’t know how to fix that. So, I created it with my own idea. The idea was so hacky, I thought it would take a lot of RAM. And boom! That pixelly color trails were born. I didn’t really want to go pixelly, but it went great so I left it be like that.

That rectangle players are interesting. Those are placeholder assets. I didn’t want to make it just a rectangle like that. I wanted to make like a person holding a paint and keep painting the room. But I thought this graphics was OK. So, I just saved time by not making more graphical assets.

screeny4

The Polishing
This game was so simple to make, I only need like 20 hours (cumulatively) to make this. After I finished making the core mechanics and all the stuffs that the game needed. I polished the game a bit. I put screen shake (every game has it!) and title screen. The sound effects was simply generated using LabChirp. That program is awesome. I highly recommend it! Then, I had problem with the music. I suck at art! Music is art too! I’ve followed some tutorials before for making a music. I’ve made several bad music. So I tried to make the music myself. I used Beepbox to create the music since it is very easy to use and randomly putting notes there making it sounds pretty good. So, I made it and the result was not that bad. Then I shamelessly put them into the game.

The Unfinished
Of course there are some ideas that left behind because of the time limit. First, I wanted the player can choose what color the player want to play. I think this is rather easy to be implemented, I don’t know why I didn’t implement it before. Second, I wanted to create more power items and those were not about painting the room, it could be messing around with the players. Third, the AI is not the best. I wanted to do more research about the AI and make it better. Fourth, of course this game is better if it had multiplayer in it.

claimycolor_thoyibantarnusa

I think that’s all from me that I want to share.
Don’t forget to play my submission and don’t forget to rate it.

Have a nice day!

Rewind !

 

 

 

We are a small independent studio called Rebel Rabbit consisting of 2 programmers and an artist, we got together this time to try and finish the LD jam 37

After many hours of work, REWIND is our second Ludum Dare entry. With many bugs but satisfied with our work.

Logo3

With an initial idea of developing a mobile game, we wanted the character to fight against a mechanic and also making the inputs simple to play. We came up with this simple story set in the 80s, where you have to take the trash out while also dealing with a broken VHS and avoiding the enemies.

rew0

 

 

We wanted to get the vibe and style and also taking references from the 80s (kinda hard since all of us were born in the 90s).

 

ld

 

The rewind mechanic was a especial thing that we at least wanted to get right and polished (that was the hardest and most challenging part, programming and design wise). You are always in rewind mode, the enemies are not affected by this but you are. Rewinding takes you back every step unless you press a key or tap to move forward (play the tape). This allows you to avoid enemies while trying to move through the room.

1

           Play and Rate it here!

 

THANK YOU

REBEL RABBIT

–  German Cruz – Richard Da – Rodolfo Flores-

 

Room Escape Escape

And again, taking part in Ludum Dare was very exciting!

Our team was rather small: only me (concept & audio design) and supr, who created the graphics and did the programming part.

The game we made, Room Escape Escape, is a deconstruction of the room escape genre and at the same time a tribute to it. It also pays hommage to Toshimitsu Takagi’s classic room escape games, such as Crimson Room.

Play and escape the Room Escape itself!

New fix is applied…

Yep, found out about the few glitches in the game, now they are fixed along with a chunk of mb s off of the game size.

64bit version is also coming up real soon.

Neon No Nakama Post Mortem

I’m having a great time going through everyone’s games, and I appreciate all the great feedback. This is only my second time participating in Ludum Dare, but it’s mind-blowing to see the amount of creativity from all over the world.

95862-shot0-1481489048.png-eq-900-500

As far as my own process, I had no idea what I was doing until I sat down and wrote the music on Saturday afternoon. I knew I wanted some sort of multi-track adaptive audio. Perhaps it was going to be a FPS where the player activated statues or an RPG where you interacted with other characters, slowly building up the audio tracks.

In the end, though, my inexperience in creating graphics led me to strip the visual idea down to its bare bones, and just use lights. After that, the rest of the game evolved as one accident after another.

“Oh, those other balls can hit you… That’s kind of interesting I guess.”

Anyway, thanks to all who played (and are still playing).

Here’s a link to Soundcloud where you can download the music.

(I’d embed the SoundCloud player here, but it doesn’t seem to work. Any hints?)

Tags: 2D, compo, game, jam, music, post-mortem, unity3d

watch me play your games like a total babbling idiot!

I have a very small youtube channel (2500 subs, between 10 to 50 views a video), but I decided that trying to bring attention to this jam is still worth it. Yesterday I took 1 hour to try and play as many web based Ludum Dare games as I could. After exactly 1 hour I cut down the footage to just the games that launched and worked for me. So this week I have played Smallest Dungeon, One Rum, ToyZ, Executioner, Planetary Tycoon, Survival Shelter and Luread Mud World.

Next week, I’ll want to make another video, but this time on the downloadable games for Windows (without any extras, such as VR headset or a controller), so if you could guys, leave me a comment on my video with a link to your game! If it doesn’t make it into the video, I will at least play it and rate it in my own time.

In return, if you feel like it, I would urge you to play and rate my game. It is not a requirement, but a nice thing to do, so I would appreciate ANY comments and ANY ratings (as we’re going to be continuing to develop this one and any feedback (including negative feedback) is helpful).

Comments

pcmxms
14. Dec 2016 · 17:07 UTC
Tried to play your game. It didn’t work here. :(
pcmxms
14. Dec 2016 · 17:33 UTC
Oh, and I’m using Linux. There is no linux version for the plugin its suggests me to install 😛

Share All of Your LD Music With Us!

I started something new on Twitter about 5 months ago. It’s called: MusicWeeklies. We make music every week. New themes weekly. Come join us!

So far we have done 23 MWs. This week’s theme is #LDJAM which started on Friday the 9th. So share all of your Ludum Dare music with us on Twitter and we’ll post it to our SoundCloud playlist and our website! (And tag it with @MusicWeeklies and #LDJAM.)

If you know anyone that would be interested, tell them to follow @MusicWeeklies on Twitter. Be sure to check out our website for the every Friday’s theme announcement, and other information: http://musicweeklies.com/. Come and join us, and spread the word!

twtitter_header_new_glow

My Game – Claustrophobia

Hey there,

Claustrophobia is a game, where you have to place random furniture in a small room. It feels a bit like tetris. The center of the showcasebox is where the center will be, when you place your furniture with your mouse. For every furniture you will get a given amout of points. If you are too slow you will loose points. When enough furniture of the same type/color is placed together it will explode and make space for new furniture.

You can find my game here: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=123566

I made a small video to show my game:

I hope you enjoy.

The Guy in the Rom

Hello all!

The Guy in the Room is a game that tells the story of a guy. I wanted to show that a room can tell the story of someone, by viewing all the states of the same room, across times.

I really wanted to speak about addictions, so I made that each room speaks about each kind of addictions one can have.

The gameplay is quite simple: find the origami in each room to build the stair you see when you are crossing times.

Here is the link to my entry: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=22166

Thanks for your comments!

PS: I really hated what I have done, but all my friends are positive about it, so.. you know, tell who’s wrong: them or me :)

My first Ludum Dare at last – “Escape Pod” Post-Mortem

This has been quite a ride. I’ve trying to participate on a LD since almost a year, but everytime that the time comes, some Real Life problem prevented me to concur. This time i manage to save some time to enter a compo at last, and i made it! I’ll try to sumarize my experience the best that i can.

This is the link to the game: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=70562

All the game revolves around the idea of dissorientation in a confined space. You have escaped a spaceship in a escape pod that get damaged in the explosion, so you are dissoriented and cannot move properly and the capsule is rotation out of control while entering the atmosphere. You must control de pod before it crashes.

You can only rotate using handles and the pod controls are not properly labeled so you need to figure out which button does what using trial and error while rotating and a countdown timer flashes over you. I tried to deliver an stressful experience, it’s up to you to say if i manage to do that or not…

Tools:

  • Unity3d (engine)
  • Visual Studio (coding)
  • Blender (models)
  • sfxr (sound)
  • hacknplan (organization)

What went well:

  • Hacknplan to organize myself: I’m very bad at selforganization, really. This little tool helps organize your task in panels, add them quick when you have an idea, place them into milestones (first prototype, playable teaser, final version …) and reorganize when something goes bad.
  • Good concept-skills balance: I find a concept that fit my skills pretty well. I was pretty sure from the very beginning that i could do that i was trying to do. That boosted my confidence.
  • The rotation mechanic: I needed hours to refine that mechanic until i was satisffied with it and i think that worked pretty well to generate dissorientation and stress.

Things that didn’t go that well:

  • Lack of visual feedback on the buttons: I thought that it will help dissorientate the player but it was a bit too much. The post-compo version will have a bit more feedback on that area.
  • Lack of music: I need to start practicing with music so i can make something for the next compo. The sound effects could be better too.
  • I suck at coding: Really. I lost a LOT of time coding very simple things. With that time i could have improved the textures and make a custom skybox.
  • Porting: I don’t know why, but Mac versions don’t work. Unity has been awesome always with Mac porting and i’ve ported other games to Mac, but this weekend has been very difficult to make Mac versions work enterely. Sorry Mac users.

I really enjoyed myself with this. 11/10 will do a compo again. I’m now rating other games and taking notes on all the feedback that i’m receiving (this community is awesome, there is so much positive criticism and lot of tips). This weekend i’ll work on a post-compo version using all that feedback and try to improve the experience.

To all of you that i have commented and rated my game: A BIG THANK YOU!

 

Code Red – An insane action platformer

NewGif

Code Red is an action platformer where you take control of an specimen that has escaped out of his containment chamber needing something, nourish yourself with human flesh while your mind is stormed with the need of reaching a room.

We’ve had quite a good reception about the game, our only issue is that some didn’t really felt comfortable about the controls, we would love to have more feedback about the controls, so if anyone is willing to give us some nice feedback we would love that! This was our first Ludum Dare by the way 😀

Here’s the link!

Tags: action, platformer, sidescroller

Comments

pcmxms
14. Dec 2016 · 18:03 UTC
WHERES DA LINK!
pcmxms
14. Dec 2016 · 18:03 UTC
Oh, and there is that “chain” icon too in the posting area. That would do.

Rworld Timelapse

Hi everyone !!!

Here is the timelapse I made for this ludum dare:

You can test my game here.

Pondering Thumbnails

Hey … uh … everyone, I guess :-)

So, a commenter suggested I change the thumbnail of my game to attract more potential commenters, and I have to admit the current one is a little … uninspired shall we say 😉

That got me thinking. How do people browse the set of thumbnails anyway?

Personally+, sure, I seek out some games that seem interesting to me, but most I rate come from either the ‘default’++ setting from this site or ‘Feedback Friends’+++.
So, if a lot of other people do this as well, surely cool thumbnails don’t matter that much right? They’re very nice of course, and I shouldn’t ignore that, but still…

To make a long story somewhat sorter, my question to the community at large++++ would be:
Currently, the thumbnail of my game is shows up like this:

thumb_mmctrl_actual

If I where to change it into something like this (by swapping the first & second screenies):

thumb_mmctrl_mockup

Would you sooner click the second one?

Also; do things like these feel cynical to you? Both this post and making the proposed change.
[ Or how about linking to my game page, like this 😉 ]

— footnotes—

(+) Not judging other styles … of judging.
(++) That prioritizes the coolness rating.
(+++) … and also Resque ____ towards the end, of course :-)
(++++) That means you, dear reader! 😉

SpaceDoor – PostMortem

Hello guys, I’m Manou (link) (writing via my friend account), if you didn’t play our game click on this image !

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56129-shot0-1481625643.png-eq-900-500

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Here are some things we used and learned during this ludum dare !
screenshots_ld37_1 screenshots_ld37_2 screenshots_ld37_3 screenshots_ld37_4

1 : Rotoscoping + movie texture, we were only 2 so we didn’t have time to model and animate a human model, I choosed to use my tablet to film me acting and make a fast rotoscoping of it in AE. Then we used the video as a silhouette on a 3d plane in Unity with a custom shader (opacity = color.r).

2 : RT Texture : in Unity you can place your camera outside your level and use what the camera sees on a 2d texture. It was faster for me to make the motion design directly inside Unity. It saved me some time!

3 : Modular design : I decided to use modular blocs for the level design, with the use of the grid, it’s very easy and fast to make a level !

———-

What we failed to do : volumetric lighting through the  movie texture (needed to write a complex custom shader and didn’t have time to do it :(). More gameplay and proper endings !

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This weekend I’ll vote your games, so if you want me to get a honest review of your game tell me in the comments !

MachineBlaster – Timelpase

Finally got some time to compile the timelapse of LDJam37. Here’s how I spent 48hours 😀

LudumDare Compo Entry : MachineBlaster

Now working on a lot of bug fixes and game breaking glitches.

Local Multiplayer GameList

IF YOU’RE A YOUTUBER/STREAMER OR YOU MADE A LOCAL MULTIPLAYER GAME THIS IS FOR YOU

Hi, I know I’m not the most persistent person ever, but some might remember earlier editions of this list.

The thing is: most of us play and vote LD games on our own, so local multiplayer games have a hard time getting noticed, and then if you gather a group to play, you’ll find most games aren’t local multiplayer.

My solution is, then, to make a list of local multiplayer games (either with or without a single player mode) to give them a chance at being played as they’re supposed to be played.

Other times I’ve made the list as a post, but that’s very time consuming to me and not that great for the games, either, so this time I’ve made a GoogleSheet thing you all can edit in this here link.

I just made the list so there’s just one (my) game on it, but I’ll do a quick search to keep adding games to it, I just wanted it to be here so I can just go around playing games and adding the local multi ones I find on my way.

Full disclosure: I’ve made the first game on that list.

Please don’t mess with the thing.

Thank you all! <3

Comments

commodoreKid
14. Dec 2016 · 20:24 UTC
Online multiplayer ones have the same fate tbh.
jlcarruda
15. Dec 2016 · 01:18 UTC
Nice idea. I’ll add my game (so I’ll not forgot to do it), but multiplayer will be available in an post-jam update soon.