Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.
Once again I’m excited to be part of this fantastic event!
Most likely a solo 48h compo for me, but I will host at least one friend who will participate as well.
I will either be using the Haxe language and build everything from scratch, or Unity.
Can’t wait for it to start, good luck to you all!
Here’s my work in progress for the post-compo version of TAG! You’re it!
I added a fourth kid, a new animation for the “hide” move and I’m going to try making it multiplayer so you can play with friendsΒ (on the same computer)
If you haven’t played the compo version and want to, here it is! Leave a rating and comment so I can play your game as well! Thanks
So much stuff left to do but I’m happy with these little fellows
I’ll submit in the jam if all else fails.
EDIT: Proof that’s taking the time to post WIPs is worth it: I just noticed that the left arms in the lower animations are behind the wolf mask… Oops, correcting this right now.
This is the start of my work on AIs for my game. This is basically a game of tag between you and the AIs (and hopefully a friend or two in local multiplayer), but with a dark twist…
All right, back to work!
This one will be a bit trickier for me as I’ll be ditching Haxe for Unity for the first time in a jam…
I’m expecting to be a lot slower than usual because of that, so I’ll try aiming for a really simple game, and I’ll give myself bonus points if I manage to create music this time π
So :
– Unity for the engine
– MonoDevelop for the game code
– FlashDevelop for the web code
– Photoshop for the graphics
– FruityLoops and/or sfxr for the audio
Have fun and good luck to you all!
EDIT: forgot to add that my code will be on Github right there.
Since we lacked the time for adding a proper tutorial in-game, here’s a short video demonstrating the basics of our game
You can try it for yourself here: http://01101101.fr/ld32/
All in all, we pretty satisfied with our result, although a couple thing could have gone better:
– Content. There is not enough levels, no logical progression between them, and no tutorial level like we planned…
– Leaderboards. The scores are saved and the best one is displayed for each level, but anonymously. Obviously we wanted to allow players to enter their name and brag π Also we wanted to have a second leaderboard for times (so you can see how quickly people beat the levels).
– Finishing touches. Although we’re happy with our UI and screens, we didn’t get the time to finish the Win/Lose screen, and there is no satisfying ending to the game.
But like I said, we’re happy with the rest, and those of you who played it seem to agree, so all is well
First off, thanks to everyone who played my game or will play it in the coming days!
As always, it’s great to have your feedback and there is two things in particular that I want to work on for a future version:
– the chests confusion: every chest you open in the dungeon contains 3 items you can choose from: 2 random bonus items and a dungeon upgrade. Since the upgrade is the last item and the arrow keys are not that visible, lots of people just went with the first bonus item without even seeing there was more in the chest… So yeah, huge mistake on my part here, since the upgrades are essentially what makes the whole game interesting and not just a senseless button smasher.
– the predetermined path: I wanted to impose a path for two reasons. Mainly so that you can always explore every room (unless you die too soon). Since you can’t go back to a previously explored room, choosing your path could lead to blocked off area, and at the time I didn’t want that. Now I feel it’s not such a big deal, since blocked areas potentially mean less money for you, so your call really. The other reason was so you couldn’t get all the chests first then get to the end without a fight. Now I think I know how to adjust the game so that you can choose your path and still have a fun and balanced run.
Anyway, Ludum Dare was once more a great experience and a ton of fun!
Waiting for the results now, as I’m playing and rating really cool games you made. Great work everyone!
PS: click on the gif or this screenshot to give Ram Dungeon a try!
I submitted Ram Dungeon last night, not as polished as I’d hope, but it’s playable all the way through the end and fairly well balanced in my opinion.
Click the screenshot to access the LD page for it.