Speaking of connected worlds…this is our black and white puzzle platform with negative mechanics and logic gates tiles thingy we made for the last october challenge:
A year later we ask the awesome ld community to help us to make another little step to success: get on Steam!
Also until October 2nd the game is free on Desura: grab it!
About atraxgames (twitter: @AtraxMedia)
Entries
Ludum Dare 35 | October Challenge 2015 | October Challenge 2013 | Ludum Dare 27 Warmup |
Ludum Dare 26 | Ludum Dare 25 | Ludum Dare 24 |
atraxgames's Trophies
atraxgames's Archive
October challenge a year later – Help us to get on Steam
Sym is out in beta, the story part is complete.
We are working on the level-editor and the server code to share and connect levels.
Buy it on our website: http://www.atraxgames.com/sym/#buy
Or on Desura: http://www.desura.com/games/sym
The Desura version is still outdated, I hope they load the final version as soon as possible!
You can pre-order our game for $1.49(instead of $2.99) and support his development via our website: http://www.atraxgames.net/sym/#buy
or on Desura: http://www.desura.com/games/sym
Playable demo: http://www.indiedb.com/games/sym/downloads/sym-demo-v04beta
here’s the trailer:
That’s how we are doing our levels, and we plan to insert it in the final game, with the possibility to share levels and even connect them with doors:
Don’t forget to vote us on greenlight 😉
Sym, october challenged
I’m working on this game since May/July, so I think it’s time to publish it! I’m planning to start pre-orders as soon as possible!
Also I’m seeking for help: I need beta-testers and an english proof-reader. My native language isn’t english and even in this trailer I noticed(to late) a grammar mistake:
Youtube trailer
Flashpunk Bomberman Test Warmup
This is my 4th Ludum Dare, last three time i made my games from “scratch” in flash/as3(if you can say “scratch” speaking of flash).
This time I want to focus myself more on building the gameplay than on coding collisions and similar, so I’m going to use(probably) a framework that handles low-level tasks for me, like flashPunk.
I really enjoyed last LD, I was very happy with my result, so I want to show something I’m working on to the awesome Ludum Dare community(hoping I’m not kicked for spammig!). It’s an idea based on minimalism that I didn’t used for the past competition because it seemed to complex to implement in only 48h, Sym:
Here’s a gameplay video: Sym gameplay video
IndieDB page: Sym IndieDB page
and here’s a link to the Newgrounds preview page to actually try the game: Sym beta 0.1
my twitter account: atraxgames
My last minute picks!
We Dreamers
Dig your quote in a persistent world/wall. Instant classic.
Of Guards And Thieves
Multiplayer team-game with gorgeous graphics. ‘Nuff said.
Potato Station
Pixel art, good music, and potato!
Voice of Fire
Dreamy runner game
Lunar Rain
Little great point and click adventure, with great themes and multiple choices
Less is More?
My game 😛 Physics/sandbox puzzle in which Mondrian floods away.
Less is More? 10 seconds gif :)
It’s awesome seeing user creating clever level for your game. After I loaded the post-compo version of my game on Newgrounds with the level editor included, some people created very cool levels, examples here:
Less is More? – LD26 page
I just released a post-compo version of Less is More? to Newgrounds. The game itself is almost identical to the compo-version, but I added a level editor integrated with the Newgrounds Save Api. Let me know if there are bugs!
Post Compo Version
Ludum Dare Page
Less is More? – Walkthrough video
Reading some of the comments on Less is More? it seems that some levels can be difficult, so I made I walkthrough video.
My entry: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15195
Less is More? – Post Mortem
This is the first time i write a post-mortem, the first time i partecipate to the compo (i already partecipated to the jam the last two times). My game: Less is More?
Finding out that the theme was minimalism was a pleasant surprise: I already had an idea of a game inspired by Mondrian works, with every color having different fluid behaviors, but I never thought about how getting a gameplay out of that thing.
So i rapidly coded a sand-water-fire sandbox and started experimenting with it.
Also I wanted my game to have a deep meaning, so I thought about overbuilding, which eliminate all natural things in the world, drying the water, burning the soil, extinguishing all the fires and covering all in gray cement.
So the gameplay was done: you are the mad designer who wants to eliminate the pulsating natural elements from the world, by using them one against the other.
What went well
This time i spend my time doing something small but polished: what i learned from my precedent jams is that adding features is a bad idea. I removed all that was not necessary from my design (this is a very minimalism thing!)
What went wrong
After publishing the game I discovered that color blind people can have problems playing it, something I absolutely want to fix in a post-compo version. Also things I cutted with regret: communicating vessels for the water tiles(great addition for the gameplay), more realistic fire behaviour, a level editor.
As someone noticed to me, colour blind people can have problem with my game, especially with the water tiles, which are very bright. I was thinking to make them dark blue, but first I wanted to ask help to the awesome ludum dare community: someone can give me advices? I want to make a post-compo colour blind friendly version. Thanks to all!
My game
Be very minimal: get rid of the color nonsense. Make those coloured blocks disappear from the screen.
Each block has a different behavior: it’s the beauty of diversity. We are sure that less is more?
My LD26 submission: Less is More?
Pixel Crime Empire(working title) report #1
Concept
GTA-like game with enphasis on building a gang with minions, and crazy gadget to increase you charisma
Story
Your mother wanted you to be an engineer, but your only desire is to be evil, unspeakably evil.
So you begin your career as a villain: you know that you have to be sophisticated, elegant, cultured. And also you need an evil plan to destroy the entire city.
But first of all, you need money to buy things.
Features:
- procedural generated city
- controllable minions
- rob banks and kill citizens
- buy ridiculous clothes to increase charisma
- increase charisma to get more minions
- cute pixel-art graphic