I can’t think of anything and I’m not going to anytime soon.
Ludum Dare just isn’t my thing.
Mediocre game dev.
I made games like 'Never Stop Fighting', 'Duck, Jump, Die!', and 'Not Enough Souls'
You can check out all of the games I have made on my gamejolt:
You can also check out all of my games on my itch.io if that's your thing!
I can’t think of anything and I’m not going to anytime soon.
Ludum Dare just isn’t my thing.
I’m going to be making a game for this Ludum Dare as well as a timelapse showing the process. It’s going to be my 4th time finishing and actually submitting a game at the end of the weekend.
I’m going to be working by myself this time around meaning all of the assets in game will be created by me. I’ve been working on my spriting skills since last Ludum Dare, and I think I’ve gotten quite a bit better.
I look forward to seeing what I can do as well as playing everyone else’s games. If you’d like to get into contact with me or just follow along with me throughout Ludum Dare you can follow me @DivitosGD
Game Maker: Studio – Programming and Art
BFXR – Sound
???? – Music (No seriously, I have no idea what I’m doing for music. If anyone knows of any good tools feel free to leave a comment)
GLapse – Timelapse
Once again the Ludum Dare season is coming to a stop. This time around I had a lot of fun competing and loved almost every game that I played. I was surprised to see the sheer number of quality games that came out of this Ludum Dare. It was hard to narrow them down to just a couple favorites of mine, and even harder when I took into consideration that I shouldn’t be mentioning the bigger games that surely everyone has played by now. Without further ado, my top 3 favorite games this time around!
No Credit, No Problem! is an atmospheric Papers Please esque game where you play a Title Loan agent and must either sign off on peoples loans, or deny them. This game won atmosphere by far in my opinion. It features an interesting dynamic that’ll have you questioning your own actions. Oh, and a naked guy.
Goomba Simulator 2015 was exactly what I expected to come out of this theme. The idea can tip you off a bit at first, but this is one of the best games to come out of the entire competition this time around. Great gameplay and mechanics, and a grasping narrative. What more could you ask for?
I don’t even know what to say about this game. It’s about a slime village in a JRPG like game facing an undefeatable enemy together. That’s all that can really be said about it. There was a few bugs, and a bit of confusion along the way on what I was supposed to do, but the fact that I was able to look past these and still can say that this is my favorite game I’ve played out of all so far really is a testament to how good it is.
Of course I have to include a shameless plug to my own entry! Not Enough Souls is a wave based survival game with a quirky combat system. It was made with ??? (the artist I worked with last time) for the jam. I think it could use a lot of improvement in a more expanded game, but overall for the Ludum Dare version I was very happy with the final result.
Thanks to everyone for making this Ludum Dare one of the best ever! I’ll be eagerly waiting for results alongside all of you.
Now, the Post-Mortem
Originally, about a week before the start of Ludum Dare was when I decided 100% on making a game this time around. I aim to every single Ludum Dare, but can only ever push myself into finishing the game through a tremendous amount of effort. Originally I was detoured from this jam thinking that I was going to have to work alone in the solo competition, but a bit before the start of the jam is when ??? (The same artist I worked with on my Ludum Dare 33 gane)decided to join forces once again to complete a game.
Fast forward to the start of the competition, and things already start off a bit unfortunate since I was not around for the theme announcement or for about an hour afterwards. When I returned though is when things really began. Our original game concept was simply an anti-platformer of sorts where things that would traditionally be helpful would harm you and things that would normally harm you would help you.
It changed so drastically do to a miscommunication error (the game needed some kind of unique mechanic to it), and ???’s going to sleep right after I returned. By the time he woke up enough work had been done that it wasn’t worth changing to a different idea.
For all of day 1, the game seemed pretty hopeless with the only real attacking mechanic being a very long lock on air attack. Not a lot of art or deep thought came out of that day, but a lot of the base engine was there by the time I woke up on day 2.
On day 2 I started to get a lot more of the enemies and structure in, and added in the mele combat system. This, as well as a drastic speedup is what really made the game go from terrible to awesome in my opinion. Kaz also started to grow quite fond of the game. By the end of Day 2 majority of art was done, all mechanics, and all enemies.
Day 3 was just the polish and finalize day. I worked out the waves (which I’m terribly sorry I messed up so bad), the menu (which I’m terribly sorry I messed up so bad), and the sounds (which I’m terribly sorry I didn’t have time for music).
And just like that, through all of the stress, I had completed another Ludum Dare(with help from ??? of course). I can’t lie and say that it went perfectly smooth or that I was 100% happy with the final product, but I do think that to date it is one of my funnest games, and definitely worth checking out!
Just in time!
My submission for this LD Jam(Working with ????, the same artist behind Duck, Jump, Die) is ‘Not Enough Souls’, a wave-based combat survival game in which you must battle various enemies and kill the innocent villagers to steal their souls (which plays the part of your HP).
The game, while not as glorious as I originally wanted it to be, is still full of hectic fast pace combat action and moment to moment bullet-hell decisions.
So what are you waiting for?
We’re closing in on 12 hours of the jam left, and my games looking pretty solid. On top of most of the art currently being done, the game is completely playable, and all but 1 enemy that will be in the final game is in there.
Aside from finishing that and designing the wave, it’s nothing but a pretty coat of polish with things like sounds, music, menu, etc.
I think this is shaping up to be my best game jam game ever!
Still not looking all too impressive, but a lot of the base is there!
We’re going to be making a platformer where you play a demon(shocking, I know) trying to get back from the earthly world to the underworld. You’ll have a short fly period that can be controlled and charged either by landing or with orbs in the air (Though platforming will play a bigger role than flying most likely).
You encounter innocent animals, people, etc around, and you have to kill them and steal their souls. You see these souls orbiting around you, and they act as both your main weapon against other demons (Who are trying to stop you from reentering the under world), and your health (When you get hurt one of your extra souls shatter, if you have none, you die).
That’s about it for the idea right now. Enjoy a small demonstration on what the games art style should look like though!
“You Are the Monster”
Huh. That’s pretty similar to the first ld I ever did, LD 25 which was “You Are The Villain”.
Seen it before and still can’t think of something.
There have been many powerful developers throughout the millennia.
But ages of Ludum Dare have begun to tear the fabric of the realms. The critical point has finally been reached.
It was foreseen that developers would one day grow too powerful and too numerous.
If left unchecked, their intensifying development would weaken and shatter the realms and bring about the apocalypse.
The Elder Gods demanded a safeguard put in place to avoid total destruction. One that would make use of the developers’ insatiable bloodlust.
Like moths to flame, they would be drawn to battle. At the apex of destruction, alliances will be broken, and old hatreds will be revived.
At last, it has come to this final battle.
Armageddon has begun.
I never ended up really even starting last competition because I couldn’t get with the theme. This time I’m planning on competing no matter the theme, however things do change.
I’ll most likely be working on the solo competition, which means terrible art and music, but hopefully a fairly decent game.
Tools I’ll Be Using:
Construct 2 (Maybe. I’m experimenting with it a little right now and it seems like a solid game jam engine)
Game Maker: Studio (This is what I’ll most likely be using if I decide not to go with construct.)
Flash (Most likely going to be using flash for art)
I look forward to seeing and playing everyone submissions. Happy Ludum Daring!
Shameless Plug For My LD 31 Game: Duck, Jump, Die!
I’ve been doing great!
Up until last December, I consistently quit on Ludum Dare’s. The idea of completing a Ludum Dare, let alone an actual game was unfathomable to me. Shortly before Ludum Dare, I started work on what would later be named ‘Never Stop Fighting’. It was on and off until Ludum Dare came, and I actually completed a game for it!
That completion got me hyped up and carried me through until just about a week ago, where ‘Never Stop Fighting’ officially released!
I have to say, it feels great to not only break my quitting streak on Ludum Dare, but to also release my first real game!
I’d seriously appreciate it if you’d check it out and maybe leave some feedback so I can maybe get things a little better next game I make!
I’ll be competing for LD32!
I’ll be working in a team with the artist from my Ludum Dare 31 game, Duck, Jump, Die!(which is now in the process of being made into a mobile game!) and hopefully learning a lot and producing a game from start to finish, just like last time!
Oh, and I’ll be timelapsing.
Game Maker Studio
(not sure what ??? will be using for art. Probably PyxelEdit)
I’m honestly not entirely sure if this type of post is allowed, so please forgive me if it’s not.
We have continued development on our ludum dare 31 game, and are hoping to launch for mobile devices in March. There’s one giant kink in this plan, though. We no longer have a programmer.
While I did the programming for the original game, I don’t have the knowledge required to do it justice. This is where the community comes in to play.
We’re currently looking for another programmer to join us (you’ll be using java with LibGDX). If you’re interested, contact me either via twitter (@DivitosGD) or on Skype(bkghwh).