Popup Lovers say hello
Hi we are team Popup Lovers: Pau, Ana and Sergi from Barcelona
We will be working with Unity and Illustrator.
And this is our main character, an Atlantis survivor with no name yet. Any suggestions?
Hi we are team Popup Lovers: Pau, Ana and Sergi from Barcelona
We will be working with Unity and Illustrator.
And this is our main character, an Atlantis survivor with no name yet. Any suggestions?
Here is a pick of what our artist Ana managed to do this weekend.
Still pending to fix a couple of things before submission.
Tags: #LDJAM32, screenshot
Here is our Jam submission:
Will you escape Atlantis apocalypse before breakfast time?
No time to get dressed, just swim upwards
As some of the commenters said this game would play nicely on mobile, so we uploaded a post jam Android version to itch.io
Game difficulty has been slighty lowered so you dont throw your phones out of the window.
Hi, this is Popup Lovers on the air:
Code – Sergi Montaner and Pau Novau (using Unity)
Art – Ana Jimenez (using Illustrator and Photoshop)
We won’t have much time this time to work on ludum dare, due to family obligations, working on monday and the fact that summertime in Barcelona is not the best time to jam.
(For instance, this is happening at a 15 minutes walk distance from my place)
Because of this, our game its smaller and we won’t be able to achieve the same level of polish as the previous LD.
We promise it to have the same level of addictive frustration as it has our past jam entry.
Here is the logo of our little monster
Hope you have a nice LD time!
Tags: LD33, presentation
Here is a gif of our game NFWTZJ: Nobody Messes With The Zombie Jesus
Its a juggling simulator that aims to be easy to pick for people who already know how to juggle 3 balls in real life and a crazy game for the rest.
The game requires you to have good hands syncronization, and the control schema used to control them is the same as the PC version of Tony Hawks Pro Skater 3: WASD + Arrow Keys
In the android version you will drag and move each hand, and release to throw.
The title of the game was inspired by this Big Lebowski scene: https://www.youtube.com/watch?v=IONyLZn0pLI
Tags: #animatedgif, gif, LD33
This game, also known as NFWTZJ, will test your hand synchronization doing ball juggles in a near death/resurrection experience.
Play it on windows, web (with Unity pluggin) and on Android here.
Linux, OSX and non QWERTY keyboard support coming soon.
Hi, this is our WIP puzzle card game about two warlocks throwing spells at each other, paying the cost with their life.
Alert! This game is heavy on programmer art.

This was our game yesterday (it was unplayable)

This is our working game today. (I am to excited to wait 5 minutes to fix the text boxes before posting this)

Finally! We finished the game (1 hour before the deadline. Uff...)
We had to sacrifice not only life but a big chunk of the game scope, but we are very proud of it.

Check it out! https://sergimontana.itch.io/they-ran-out-of-mana
Hi after finishing the jam and updating a couple of fixes, we can now share out experience. So here is our postmortem.
If you want to know what I'm writting about, here is our game.
https://ldjam.com/events/ludum-dare/44/they-ran-out-of-mana
What went right:
1 - Game design freeze before the jam.
When Pau and I decided to join the jam some months ago we agreed that doing a card game would be fun.
Cards everywhere!
A few weeks ago I came our with an abstract game mechanic. The idea was to put a theme on it based on the winning one. The initial design was more complex of what we ended up doing, but gave us a lot of focus and saved us valuable time. When the final round of themes was announced we imagined, for all of them, how could we add a twist to the card game. Some were easy some were not. Which leads us to...
2 - The wining theme: Life is your currency.
We were super happy with it. Necromancers are cool. Its my default class when playing games suchs as Wow, Guild Wars, Diablo, Hearthstone, etc and the theme was screaming Necromancers!!.
Also, mechanically it was one of the easier themes of the final round to adapt to our initial design. Our game concept didn’t have a resources/mana system so we this was not a breaking change.
Our initial plan was having free cards of different colors and the oportunity cost of playing all cards of only one color was our resource management mechanic. So It was easy to add a currency system based on life layer on top of it.
At the end we removed the color based system because of scope issues. The game was still fun thanks to the need to pay cards with life.


Necromancers don't like each other. Everybody knows that
3 - Team compatibility and scope.
Pau and I have been working on projects together since university. So we know how to organize work and what we are capable of doing. Our interests and skills are quite complementary. I like to think of crazy ideas, love game design and quickly prototype tons of unpolished features. Pau is super methodical and can spend a whole day polishing the smallest thing, he doesn't mind much about the design as long as it is fun and has good art skills.
After having worked on a couple of game jams with physics based gameplay we moved to something more deterministic and turn based. It was the right choice.
Being able to work on the same physical place was a big plus.
What went wrong
1 - We didn’t have an artist in the team. Luckily, Pau drawing skills are awesome, but his programming skills are even better and he lost a lot of coding time to work on art.
We did what we could
2 - First jam as dads.
Both Pau and I have children now. That’s why we skipped previous 10 ludum dares.
For this one we sealed dark pacts with our families. But anyway we spent half jam with the kids.
Also on sunday it was national elections day in our country and we had to go voting.
progress_1.gif The game looked like this on saturdat night.
3 - No sound = no glory
Because of the reasons above we had to reduce scope to the minimum.
Gameplay goes first. Art is fun. Sound lost the battle.
And it's a shame because sound makes games so much better.
4 - Re-learning Unity.
We spent too much time googling basic stuff. Why do my scriptable objects break? How does animation work? Our last game jam was ludum dare 33. Many things have changed. Even more things we have forgotten.
This is our final result
That would resume our jam experience. How about yours?
Hi we proudly announce that we worked on an improved version of our last LD game. It took a while because life and stuff but it is finally here:
Not having music was the biggest complain of all reviewers. Also some people pointed out that it would be cool if the enemy was smarter.
This version adds music, sounds, visual feedback and an AI that will make the game a bit more challenging without loosing its puzzle feel.