Bub and Hank are truly impressed by the infinite pouring, anti-gravity beer.
Ludum Dare 37 | Ludum Dare 35 | Ludum Dare 34 | Ludum Dare 33 |
Ludum Dare 32 |
Bub and Hank are truly impressed by the infinite pouring, anti-gravity beer.
We may want to rethink the mass of the pool tables.
You can pick up and chuck things now!
Here’s a sweet gif of a dude getting owned by a pool cue.
We aren’t ready to reveal any details yet… but it’s called
One Room : One Cup
(don’t worry it isn’t what you think)
Currently streaming our creative “process” at https://www.twitch.tv/zerosauce !
Here’s an awesome video of @gamingarchaeo streaming the post-jam version of SHAPE.SHIFT:
Thanks for playing our game, @gamingarchaeo!
Our fourth Ludum Dare entry is rhythm-based, side-scrolling (and up-down-scrolling), obstacle-dodge-y, and occasionally bullet-hellish. And quite hard. Prepare to be frustrated.
Big thanks to Kevin MacLeod for his huge library of free music, including “Harmful or Fatal”, which is the focus of our game.
There’s a post-jam version up – it’s not quite as impossible now (but it’s still really hard!)
breaking things feels good
Play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=52817
This was our second LD, and it was awesome. The sleepless nights were worthwhile, and we’re proud of our game, despite its bugs and missing features. A post-mortem is forthcoming.
For now, have a gif of our totally pointless shooting mechanic:
And if you haven’t yet, Have a Cow!:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=52817
Bullet Time
For our first Ludum Dare entry, we made an isometric physics-based arcade shooter about a bullet seeking revenge for spent cartridges everywhere… by launching ragdoll people out of a bazooka at men in suits.
What Went Right
Bullet Willy –
One of our biggest successes was the design of our main character Bullet Willy. His cigar has smoke coming off of the end and his bandana waves in the wind as he totters around spouting one-liners.
Humor –
From Willy and his quips to the mayhem of piled bloody bodies to the overused screams, we think the game turned out pretty funny.
The blood particle system –
Watching blood fly everywhere from both your enemies and your ammo is remarkably satisfying. We even based our scoring system around the blood particle system (btw, the high score in our dev team is 4.8 million drops of blood spilled, so have fun trying to top that).
What Went Wrong
The blood particle system –
About that high score… the only reason he didn’t go higher is because the game crashed due to those 4.8 million blood particles. On our initial release, the game had a lot of trouble keeping a decent frame-rate. After fixing a bug which caused multiple particle sprayers to instantiate in the same place, the game is far more playable now, but there can still be framerate issues in the late game and 4.8 million is probably going to be a permanent high score now that there’s a lot less blood.
The lighting –
Another major framerate issue was due to the lighting. We wanted to have a lot of point lights scattered around the ceiling of the office, but when we did, the game was basically unrunnable. We probably could have fixed this, but due to our inexperience with Unity, we ended up cutting out most of the lighting effects in the final hour.
Visibility –
It can be a little hard to see what the hell is happening. The power-up boxes are hard to read, the enemies’ suits match the carpets, and, oh yeah, there’s blood everywhere.
Conclusion
We are extremely happy with our project. Originally, our goal for Ludum Dare was just to finish a working game that would run. We accomplished that goal and more, and have had a great time participating in our first Ludum Dare! Hopefully, we’ll see you all again next time!
Click here to play Bullet Time!