Supernaught

LD27

Aaand it’s done.

Hey everyone! This is our 2nd time joining a Ludum Dare Jam and here’s our entry:

screenie home

“Withdrawal Syndrome” is about a drug addict patient who suffers from withdrawal syndrome as he tries to escape from the hospital.

Check it out here! http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25961.

Controls: Arrow keys and spacebar

Have fun, rate, and tell us what you think about the game in the comments!

Comments

mboaj
27. Aug 2013 · 01:04 UTC
The aesthetic is great :) what are the font you used in the title?

LD28

We’ re in!

Hello, we are Pixlexia.

logo

We made a puzzle platformer, Mono, last April’s Ludum Dare 26.

ld26

And Withdrawal Syndrome last August for Ludum Dare 27.

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And we’re in for tomorrow’s Ludum Dare 28! (Jam)

Tools:

  • IDE: Eclipse
  • Language: Java
  • Library: Slick2D
  • Graphics: Photoshop
  • Sound/Music: BFXR, FLStudio

Good luck & have fun everyone!

LD29

Pixlexia reporting in.

Hi, we are Pixlexia.

We made these games in the past three Ludum Dares:

And we’re in for tomorrow’s Ludum Dare 29! (Jam)

Tools:

  • Unity
  • Photoshop
  • BFXR
  • FL Studio
  • Maybe some coffee

Updates will be posted on our Twitter and/or Facebook.

Good luck and have fun everyone!

LD31

Progress report!

Hey everyone! Made lots of progress today. Here are some screenshots:

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Player switching mechanic.

door

Keys and door switches

spikeshoot

Oops…

We’re not yet entirely sure how our planned game will fit with the theme. (We think it’s a really bad theme anyway and more of a constraint than an actual “gameplay theme.”) Tomorrow’s tasks will be level design and more character art. Stay tuned!

 

ld31Follow us on Twitter!

 

Adrift Postmortem

LD31 is our 6th Ludum Dare. And after our failed attempt last August where both of us got sick on the last day (and later quit on the last few hours of the jam), we had one goal this LD: to make sure we finish the game this time.

And, long story short: finish a game we did!

map2

Here’s Adrift, a game about making friends, solving puzzles and teamwork.

 

What went well

Screen Shot 2014-12-17 at 12.23.33 AM

Pretty much everything in the Art department went well.

  •  Characters. We always wanted to make a game with dorky adorable characters. The candy-ish color palette also went well with the cute character design.
  • Story. The last 3 Ludum Dare games we made were fast-paced action games, so we thought hey why not give puzzle-y story-based games a shot? Our initial idea was to let the players get attached to the main character(s) and maybe leave them with an emotional ending. Which leads us to the…
  • Ending. We don’t want to spoil this to you guys so just check out the game and make sure to get to the ending scene! But basically we think we made a pretty decent ending for the really short game.

 

What didn’t go so well

Screen Shot 2014-12-10 at 11.17.43 PM

  • Level design and mechanics. During the first two days we made lots of different puzzle element mechanics such as stepping on switches to activate/deactivate traps or open doors. We planned to make lots of different “mini levels” and compile everything (the whole map, the entire game) on the 3rd day. While we were able to do this, some mechanics weren’t included in the final “master level” due to time constraints, so a lot of hours spent into implementing those unused mechanics were wasted. As a result, the “mini puzzle levels” in the game were pretty repetitive (Blue always pushing boxes) and the new mechanics introduced later into the game weren’t utilized as much.
  • Gameplay. We had lots of interesting puzzles when making the mini levels, but based on past experiences with the previous LD’s, people don’t want to invest a lot of time on your game. So we intended the game’s puzzle-y parts to be not so complex and frustrating to solve. This backfired a lot though because now I think the game isn’t really much fun to play and the puzzles not satisfying to solve. The upside though is most players can easily finish the whole game and see the end scene. And we badly want the players to see the end scene!
  • Theme. Halfway through the jam and we still couldn’t come up with a concrete connection to the theme other than that the whole game is played in one whole level (or one Unity scene). But hey, finishing a game not related to the theme is better than not finishing a game related to the theme!

TL;DR: Overall, we think we made a pretty solid and adorable game. Although the resulting gameplay wasn’t as fun to play as we thought it would be, everything we planned from the start went right, and the feedback has been really great so far and nothing we didn’t expect.

If you reached this point, thank you for reading and we hope you enjoy Adrift! See you next Ludum Dare!

– Pixlexia
(Follow us on Twitter!)

 

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Play and rate our game!

LD32

Flying square things!

Pong Knights is aaalmost done! I think I’m settling with just an arena shooter for now. Oh and also, just added new stuff:

flying2

Omg! Lots of flying square things! Can you survive them all with your trusty paddle?

The game is actually quite playable now, but there’s still lots of stuff that needs to be added (e.g. sounds, more enemy types, balancing, etc), so I will be constantly updating the game.

If you want to check out the current build: Play Pong Knights v0.9

LDJAM Bot tweets all the Ludum Dare games!

65mEYDeC-2

Hey everyone, don’t forget to follow LDJAM Bot, a Twitter bot I launched last week that selects and tweets a random Ludum Dare 32 game every 30-ish minutes!

If you see him not working correctly or have any feedback and suggestions, do let me know. Thanks and congratulations to everyone on your game! :)

– Alphonsus (@_alfonzm)

LD34