Phillip Scott

Ludum Dare 48

Finally.... Finished...

Had a great time and learned tons!

The Theme for deeper and deeper was interesting and can't wait to try out all of the games.

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Playing with Unity 2d lights was a really run experience and something I would like to try more of.

Check it out here https://ldjam.com/events/ludum-dare/48/goo-grab

Must..... sleep..... :bed: :bed:

First Game Jam. Now I am Hooked

This was my first game jam, I have made a bunch of games for my friends and family - but decided to enter. This has been a truly awesome experience with really supportive comments and feedback. I can't wait for the next one now! :D

If you want to play our game: https://ldjam.com/events/ludum-dare/48/goo-grab

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Ludum Dare 50

The Weekend of coffee

Here we go again...

Done a ton of smaller game jams since last LD (LD48) so feeling more prepped :D:D:D:D (who am I kidding?)

Good luck to all

GOOD LUCK ALL

GL HF - MAKE SURE YOU SLEEP :D

Thanks for all the Feedback

Since the start of the Jam there have been hundreds of laps completed on our tracks and even more cars crashed, destroyed and exploded!

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The feedback we have received so far has been absolutely amazing!

keep it coming ;)

All three of us are super grateful for you all playing our game and giving us points for improvement and words of encouragement.

Most of the team is really new to game dev in general with only myself making things regularly. AutoGibbon participated in LD48 with me and this is Craig's first game that he has ever tried to make and his first time even opening Unity!

We all grew up playing racing games and have a great interest in making things go vroom and boom, so we have decided to continue development on this for a while and see where it goes.

Which feature would you like to see first?

  • Better driving
  • Better tracks
  • Better AI
  • More destruction
  • Championship/League mode
  • More content (cars, tracks)

We plan to start with the obvious performance increases and bug fixes closer to the Jam ending as we want to take time to play all the other awesome Jam games - feel free to link your game below for us to play

If you haven't played Give it a spin!

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Endurace - First Update

We have just released our first update to Endurace :)

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Hey Racers!

This update contains the following fixes:

  • Updated the death race track to help stop the AI getting stuck.
  • Updated lighting bakes again - windows build is looking its best that it has!
  • Fixed the additional displayed lap on the winning screen (no more 6/5 laps complete).
  • Added the current count of drivers onto position screens (Position - 3/12 for example).
  • Added Camera collisions to help stop culling issue in tunnels
  • Updated the end of lap code to better kill the last racer (this is a temporary fix until we look at this more).
  • More damage - we felt like the damage amounts were a little boring to we have increased them!
  • More Cars - well... just because!

IMPORTANT - These fixes are only available in our 1.1 windows build, our Jam versions - the current HTML5 WebGL version and windows Jam version will remain intact.

Click Here! Go give it a spin and cause CARNAGE!

Time For one last race?

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Play it now!

We are hard at work updating the game with all of your amazing feedback! - Better driving - More tracks - Better destruction - More explosions - Better camera - An actual UI!

EndURace 0.12

https://youtu.be/iGYLNLUYfwA

Update 0.12 - Foundations

Thank you!

We would like to thank everyone for all of their feedback and for playing our game, we really appreciate every player and everything they have to say about our game <3

Since The Ludum Dare version of the game we have been hard at work changing the game based on our own and more importantly our players feedback - 3 days did not leave us a long time to properly play test and get to know where the game didn't feel great.

We received so much great feedback but a few themes were present - the car did not feel good to control, the AI was dumb and the second track was boring.

So we went to work - We would love your thoughts on the improvements and changes - Full Update Notes

Go Wreck Some Cars!

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Ludum Dare 51

And.... Completed

Cannot wait to try out all of this Jams games

Check mine out here: https://ldjam.com/events/ludum-dare/51/resource-remixed

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Not my best work but its done :)

Time to relax?

After a crazy long weekend - I am looking forward to relaxing and playing all of your games.

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If you want to relax, explore and help a little robot Try my game out should work in your browser.

I decided to start adding Procedural Generation to my game

I have had some amazing feedback on my game and I am super thankful to everyone for playing and commenting!

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I have been playing around with Random Walks and spawning room templates (that have their own randomisation) - it is starting to look quite interesting. I obviously need to add the puzzle content and just more interesting content in general.

Again, Thanks for all of the feedback and words of encouragement!

Add your games as comments for me to play

Play my game here

Ludum Dare 52

Done! - Phew

IT IS DONE - Play here!

A weekend full of physics hilarity and lots of modelling!

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Had to drop a whole bunch of ideas and the gameplay feels a little confused to to me not getting more impartial eyes on it and fiddly controls.

But The game is fun to try to optimise your score and find routes and locations, can you beat my score?

Now Just to relax and play lots cool games :video_game:

What a great way to start off the year :heart:

I love physics based games

At the start of this jam I thought about moving things physically and the process of turning dirt into money(or points) and I am really happy with the result!

The defib bringing any stuck organs out of the ground and pushing you up Defib.gif

And the Organ manipulation to get them into the delivery hole ezgif.com-gif-maker (1).gif

Play it here

Try to beat some of the high scorers

Do you have a physics based game that I can play? add it in the comments :heart:

Organigrow Update

Firstly, I would like to thank all those that have given me such great feedback and helped improve and refine the idea :heart:

Secondly, I have been having a great time playing as many of the other entries that I can :smile:

Thirdly, Most of the feedback and criticisms are around the same two areas - only having one tool equipped at a time is annoying and the platforms are a little high.

The original idea was to try to force the player to make a plan to gather seeds and tools then farm like crazy until the time ran out. Whilst this is still the overall goal of the game having the tools as physics objects just leads to frustration.

I have just released an update to the itch.io web version Play it here

The jam version will remain untouched

So if you want to play the original jam version you can play and rate the Embedded version or download the windows build (Here).

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The new update changes:

  • Added permanent tool unlocks and tool switching (use the scroll wheel)
Balance and tweaks
  • Added auto switching to seedgun if you run out of a seed type (was painful to need to cycle manually)
  • Increased Jump Height (old one was next to useless)
  • Lowered some blocks to make platforming easier (most needed a double jump which could be tricky)
  • Added a few more obstacles around the delivery point (makes farm planning and delivery a little more challenging)
  • Reduced number of seeds that the jars give you (number of seeds overall was a little high)
  • Added additional seed jars to the map (balance out the reduce seeds per jar and to increase the need in platforming)
  • Increased strength and range of blower (feels a little more fun now)
  • Added points to in game screen (instant feedback on how well you are doing)
  • Updated plant grow times (hearts were a little fast)
  • Increased plant requiring defib chance (this tool felt a little useless)
  • Updated Crop Colliders (lungs were too big and were getting stuck sometimes)
  • Increased Master music volume (you can hear the music now :smile:)

Play the new version

Thanks for all the ratings!

The response to my game has been amazing and have had loads of comments to help me improve the idea and giving great feedback, you all rock :smile:

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You make the bots heart beet :heartbeat:

If you have not had the chance to play it you can PLAY IT HERE

Still looking for more HTML/Web games to play!

Add your game to the comments and I will try to play it :heart:

Over 100 Ratings!

Thank you all for all of the ratings and the amazing feedback to help me make this and future games better :heart:

To celebrate Organigrow getting over 100 ratings I have another update to the itch.io web version Play it here

The jam version will remain untouched

Play and rate the original jam version (Here).

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The new update changes:

  • Removed Tool Pickups (more fun to just plan your seed pickup route)
  • Removed Defib chance - all crops need to be defibrillated (until each of the organs has its own mechanics)
  • Harvested Plants rot over time - this reduces the points that organs are worth (creates the need to plan your harvesting)
Balance and tweaks
  • Remove sprint and increased base speed (more accessible to not have to think about this)
  • Increased jump height (make some jumps easier)
  • Make pickups easier to pick up (quickly gathering pickups is now easier)
  • Added some vertex displacement to bushes, leaves and grasses (a little more movement in the scene)
  • Spawn plants based on tile height (means that you can now plant on some of the smaller blocks)

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Play the new version

Ludum Dare 54

Another Jam Completed

After fighting some slight issues :truck: :fire: with the HTML5 Embed my game HeXaK is "finished" and is probably the most complete thing I have built in a jam yet.

Really looking forward to playing lots of jam games again - aiming to rate another 100 :heart:

Play and rate HeXaK

Looking forward to seeing your colonies :thumbsup: Unity_MYdpbzdjpk.png

HeXaK Update

Thanks for all the great feedback and comments :heart:

I have updated and adjusted some areas of the game based on the great feedback I have been getting, mainly around people not understanding how to score buildings and balance - this was a problem that I didn't see in my sleep deprived state :laughing:

Play and rate HeXaK

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itch.io version improvements

Buildings can now be incrementally powered on

  • Previously you needed to pay all of your power/worker deficit before any building would turn on, now if you have enough for that building it will turn on, this should hopefully make the game much more clear - I blame lack of sleep for this choice :D

Updated building balance:

  • Solar panels now cost less workers - it was too restrictive before
  • Commercial now costs less power and workers - means that they are easier to building
  • Mines now cost less power when adjacent to each other
  • Parks now give more points - Nature is nice lets make more

Minor enhancements

  • Moved the chance to spawn minerals to map creation, this was previously procedurally generated when clearing tiles which lead to positions of hidden minerals changing based on the order you cleared

  • Updated some building descriptions to make their use clearer

  • Fixed mouse movement control text
  • Increased keyboard movement speed

HeXaK update 0.2

Thank you for all the feedback on my game, both the good and the bad. :heart:

Update 0.2 is all about making the game easier to play and understand, its still got a bit to go but hopefully its a step in the right direction it has a host of Jam code Refactors, Quality of Life changes and bug fixes.

Play the updated version here

Play the Jam Version here

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Bigger Changes

  • Added quick restart - press R and or use the button in the top right
  • Refactored tile neighbour interaction code and model - Removes a ton of buggy jam code and made things more reliable
  • Refactored bonus power and workers to work on already built buildings - Means that building solar farms is much more beneficial
  • Bug with already scored buildings not giving bonus points
  • Multiple tile type bonus support - means future tiles can be more complex
  • Simple high score - each map will now use your score as the target score if you beat it, useful for the daily challenge
  • Removed placed points - these were a relic from the first idea mid way through the jam, now you need to complete tiles to score points
  • Made miners use more power but gain a used power bonus
  • Added Used power bonus - tiles can now cost less power if placed adjacent

Smaller changes, UI and bug fixes

  • More balance changes
  • New Icon set
  • Converted points and target points to progress bar
  • Other various bug fixes and UI enhancements
  • Fixed variety of typos

Next Update will continue on the same theme of making things easier and adding systems for more content to be added later.

If I have not already left a comment on your game, link it below and I will go check it out.