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Ludum Dare 37
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26

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Almax27's Archive

LD37: Obelisk – Now on Android for free!

Posted by
Friday, February 3rd, 2017 12:31 pm

screenshot3

Following the end of LD37 we have been playing around with the idea of taking Obelisk and expanding it into a full game, but first we wanted to polish the experience we had post jam.

This led us to develop a targeting system for the hookshot and we quickly realised this made it playable on mobile… so we though “why not?”, slapped on some touch controls and threw it onto the Google Play Store 😀

Enjoy!

https://play.google.com/store/apps/details?id=com.TeamTerrible.Obelisk

 

Happy new year!

Posted by
Monday, January 2nd, 2017 5:54 am

Happy new year from Aaron, Greg and Obelisk!

screenshot3

Click to play Obelisk!

2016 has been a bumpy ride for Ludum Dare, but the passion and dedication of the community has really been inspiring. We hope 2017 will be full of more successful Ludum Dares, as we were blown away by the number of amazing entries and got a little carried away with voting (200 lol).

Thanks to everyone who works behind the scenes to make this event happen, and thanks to PoV who has been so dedicated to see his vision fulfilled.

 

Obelisk – Post Jam Tweaks

Posted by
Saturday, December 17th, 2016 10:32 am

screenshot_cropped

 

First I’d like to say thank you for the overwhelming response we’ve received. You guys rock!

We’ve taken (read stolen) some of your ideas for improving the game. Namely there was an issue with the player identifying their health on the Obelisk. To alleviate the issue we’ve hidden some some fancy new, top of the range, 4 sided, axis aligned polygons inside the Obelisk, which will explode when a rune changes.

Other changes include a small amount of movement during an attack, and enemy stunning on hit, keeping those pesky spinning intruders from running away from you in the middle of the sweet hook and slash you just pulled off.

Oh yeah and a slash sound when you attack, that sounds more like 300 small furry creatures saying ‘wooop’ than a slash, but we like it.

We won’t be adding anymore content to this build as we want to keep it true to the jam, but are considering working on it more in the new year. If you have any thoughts on where to take it, comment below!

Play the game here yo! 

 

 

 

Obelisk

Posted by
Thursday, December 15th, 2016 11:19 am

Obelisk

Back for another Ludum Dare! This time with the talented Greg, 3D artist and friend turned pixel pusher for the weekend. Oh and too much caffeine and too little sleep as always :)

This time around we decided to take a more structured approach and spend more time in the design phase, locking down our scope and features rather than letting things run wild over the weekend as we have done before. We hail from sunny Scotland and started the jam at 10am, but I didn’t get to write any code until past 4pm. Instead we spent the first 5 hours (minus an hour for fish and chips) in front of a whiteboard.

20161210_111740   20161210_125204

As you can see we had quite a few ideas, but kept narrowing down to a minimal viable project. We wanted to have a game what had a full game loop and didn’t feel incomplete, so we decided to aim to have the game finished on the Sunday evening, leaving Monday to polish. Although I had to work on the Monday during the day, which I won’t lie was utterly exhausting, but well worth it!

By the end of the first day we had movement and the hookshot implemented, level outlines and a most of the player character animations. I went home to sleep and Greg went out to get drunk, because that’s what Greg’s do.

At the start of the second day we realised we would have to trim our idea further if we wanted to hit our target of having the core game finished before the end of the day.

We had to drop:
* Character progression and shop
* Different player swords and hookshots
* More than one enemy type

But in doing so we realised we could spend a little more time nailing the transition to the Void, and spend a little more time making the hookshot feel awesome. E.g. The hookshot makes the character jump a little, as well as travelling at different velocities depending on what’s attached/pulled.

We really wanted the core mechanics to feel right and spent the day adding enemies, finishing character animations, tweaking combat and writing dialogue.

While I was at work on the final day Greg blitzed through the second pass on the levels, turning scribbles into masterpieces 😛

Level 5 transformation (before->after)

Lvl_5   Lvl_5

We were making changes right up until the deadline, it was stressful, it was thrilling, it was insanely rewarding, it was everything I’ve come to expect from Ludum Dare.

10/10, would Jam again.

Checkout our entry here

Overgrown.Underfed

Posted by
Sunday, January 3rd, 2016 7:54 am

Happy new year everyone!

We’ve seen some absolutely amazing games this time around and having 2 themes has really given people a lot of freedom.

*raises glass* So here’s to another year of fantastic Ludum Dare entries, an awesome community and hopefully a sexy new site! Cheers!

————————–
(obligatory post mortem repost :P)

Overgrown.Underfed is a an attempt at a Risk of Rain style game within the confines of a game jam. All assets and code for the original version were created during the 72h jam and can be found under the source link on our entry page

Overgrown.Underfed

After failing to implement a win condition or progression mechanic during the jam we decided to spend some time in the following weeks leading up to Christmas trying and make what we originally had in mind a reality. The scope of our game was definitely too big; we had ideas for items, enemies and even class skills that we wanted to implement! But unfortunately a minimal implementation just doesn’t cut it as the fun really stems from content, and we realised this a little too late.


grass

The feedback from you guys has been great and has allowed us to focus on the more glaring issues with the game in the post jam version. At first we wanted to add dynamic effects to the world and skills to the classes, but it was clear that the most common complaint was a lack of a goal, a reason to play again.

snow

So we decided to implement a progression mechanic in keeping with the theme of ‘growing’. The player must keep the growing population of creatures in check as their breeding rate increases. On top of this a score/highscore system provides a quantitative metric to compare playthroughs.

field

As always Ludum Dare has been an absolute blast; as challenging as it is fun; we are proud of what we managed to achieved and hope you guys like it too! 😀

The game was created with Unity, Tiled for authoring level content (Tiled2Unity <3), Photoshop for making pretty pictures and Bfxr for sound effects.

Aaron & Luke

Overgrown.Underfed: Post Jam Update!

Posted by
Tuesday, December 22nd, 2015 7:25 pm

Overgrown.Underfed is a an attempt at a Risk of Rain style game within the confines of a game jam. All assets and code for the original version were created during the 72h jam and can be found under the source link on our entry page

Overgrown.Underfed

After failing to implement a win condition or progression mechanic during the jam we decided to spend some time in the following weeks leading up to Christmas trying and make what we originally had in mind a reality. The scope of our game was definitely too big; we had ideas for items, enemies and even class skills that we wanted to implement! But unfortunately a minimal implementation just doesn’t cut it as the fun really stems from content, and we realised this a little too late.


grass

The feedback from you guys has been great and has allowed us to focus on the more glaring issues with the game in the post jam version. At first we wanted to add dynamic effects to the world and skills to the classes, but it was clear that the most common complaint was a lack of a goal, a reason to play again.

snow

So we decided to implement a progression mechanic in keeping with the theme of ‘growing’. The player must keep the growing population of creatures in check as their breeding rate increases. On top of this a score/highscore system provides a quantitative metric to compare playthroughs.

field

As always Ludum Dare has been an absolute blast; as challenging as it is fun; we are proud of what we managed to achieved and hope you guys like it too! 😀

The game was created with Unity, Tiled for authoring level content (Tiled2Unity <3), Photoshop for making pretty pictures and Bfxr for sound effects.

Merry Christmas!

Aaron & Luke

Overgrown, underfed

Posted by
Saturday, December 12th, 2015 2:06 pm

Night has fallen and a growing danger raises it’s ugly head. How long will you survive?

 

Overgrown Underfed

LD31: The Zombies Thank You

Posted by
Tuesday, December 16th, 2014 4:51 pm

Ludum Dare has been a fantastic learning experience, from game design to time management, it provides such a great platform to develop skills in a challenging and fun environment. The submissions of the community have been getting better and better every time, and it has been incredibly inspiring to see so many with so much talent coming together to make games for the pure hell of it.

The past few jams have really pushed me out of my comfort zone in terms of scope as a programmer (no thanks to my artist wanting the moon :P). I thought I was mad to consider building a 2D lighting system AND a game in a weekend, but seeing all the Twitch feeds, Youtube videos, blogs and vlogs supporting the event was invigorating.

So much so that this time around I’ve continued to work on my game post submission to really try and give life to the vision we had when we started.

FreedomIsntFree1

Checkout our entry here

Thank you so much to everyone who has supported, participated and helped to organise this brilliant event.

See you guys next time!

Almax

COSMIC CONGA

Posted by
Tuesday, August 26th, 2014 11:10 am

Click To Play

Cosmic Conga Title

Cosmic Conga Screenshot

Cosmic Conga is a fast paced strategy game that may… or may not be, balanced 😛

Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.

Fancy a challenge? Try and beat the original LD submission Play [Web]

Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]

I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore 😛

Thanks to everyone who helps make Ludum Dare possible,

And congrats to everyone who submitted, the entries keep getting better every time.

Aaron

Click To Play

Boom Boom Boom

Posted by
Tuesday, April 29th, 2014 3:44 am

This is my 4th Ludum Dare and no less fun than the first! This time around I paired up with Greg Lee, a good friend and wizard artist, although unfortunately we only had half the time due to other commitments :( Still, very happy with what we managed to achieve!

We decided to avoid the elephant in the room in regards to the theme (digging) and settled on ‘infection’ or ‘beneath the skin’ instead.

Beneath the Boom Boom Boom is a game where you have the ability to influence the poor souls who host your disease by making them sneeze and pass it to others. But be careful, when a host sneezes their infection decreases. So carefully time them for maximum effect!

titlescreen

 

Screenshot

 

Vote and play here!

And please let us know what you think, good and bad, in the comments section 😀

Round Two *ding* *ding*

Posted by
Friday, August 23rd, 2013 4:12 pm

My second Ludum Dare! Woohoo! (Check out my first here)

I’ll be working along side two brilliant artists and while we have a few vague ideas, we come quite unprepared 😀

Tools: Unity, Maya, Photoshop, Linux Multi Media Studio

Noms: coffee, pepsi, cookies and probably a take-away or two…

Good luck and have fun all!

 

Make Friends Don’t Bake Them

Posted by
Monday, April 29th, 2013 8:13 pm

Our first Ludum Dare! Exhausted but happy 😀

Hope you enjoy playing it and let us know what you think in the comments.

Screenshot

Play the game here

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