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DUO: obsessed with shapes

Posted by (twitter: @Camlang41)
Saturday, December 19th, 2015 11:43 am

It seems as every winter LD we’re comping up with an abstract minimalistic game focused on weird mechanics rather than visuals and mood.

duo_01

This time we had a very basic idea that each geometric shape has a single distinct action that naturally emerges from it’s form. Circle rolls, square stacks up.

duo_02

We then developed this principle into a puzzle-kinda-platformer game where you have to combine the two approaches to maneuver level obstacles.

duo_03

Play the game here and tell us what you think. Thanks!

No swimming. Shark sighted

Posted by (twitter: @Camlang41)
Friday, August 28th, 2015 2:55 pm

We all know what it is to be attacked by a shark, thanks Hollywood. But have you ever imagined what it is to be the shark in a situation like this?

We guess it is something like this…

SharkRevenge 2015-08-27 21-58-37-922_1_3That’s right, in our game you can bring your wild instincts, your inner monster out. Eat humans, blow boats and have fun!

SharkRevenge 2015-08-27 21-58-37-922_1_4

If that’s not enough craft your deadly skills and challenge the top five great white killers on the leaderboard.

Munch and rate

 

We did it… again

Posted by (twitter: @Camlang41)
Monday, April 27th, 2015 1:53 pm

We underestimated our skills and time, again. And most importantly we had no fun this LD. So what’s the point of doing a jam then, right?

 

CryBabyCry

 What went bad

 

Following the keynote we tried to act as novel as it was possible though we try new things every LD. A couple of days before the jam we agreed to create a game without any real-time based mechanics, i.e. heavily based on UI interaction and clicking through screens – the thing we never did before. The theme tough was an unfortunate surprise. We spend the whole first day trying to figure out what it could possibly be following our initial plan. A lot of banana-launchers and dildocopters were rejected in the process. The other thing is that we stuck upon the first concept that came to us. We thought that mass media and information wars was quite an unconvetional idea for a weapon. But that only worked good in our heads. The more we worked on it the less it was obvious where’s the weapon there. And after 5 or 6! hours of brainstorming we decided it was just the right time to start doing the actual game. The best we had was this card game about fightnig your enemy with the hepl of what TV, internet and such can offer. Closer to the end of day two it became obvious we would never make enough content to introduce strategy or variety of cards or replayability. A doom bell tolled for us. We just continued to polish what we had with the worst feeling one could imagine – hating what you’re doing.

 

YesF

What went good

 

Well, it’s our second game you can play and win (or loose). We braced ourselves and finished it being heavily overstressed. It has a decent look and less bugs than ever. It’s not that bad of a game after all, unbalanced and dull sometimes but not bad. And most importantly we’ve learned something we’d like to share with everyone – Make games and have fun!

_____________________________

Play and rate

 

TIM

Post-mortem… kind of

Posted by (twitter: @Camlang41)
Sunday, December 28th, 2014 2:37 pm

Hi, we’re the team that created Velcro.

We had a clear vision of what a jam entry must look like this time. First of, we simplified the graphics and animations compared to the previous entires (DescentBusted). Then we cut off all secondary gameplay features to just one core mechanic that benefited the idea of a game we had in mind.

Below is the gameplay video of Velcro:

Velcro POSTCOMPO version. More fun, more challenge.

Posted by (twitter: @Camlang41)
Tuesday, December 23rd, 2014 1:33 pm

Hi everyone!

We’ve just released postcompo version of Velcro.

What was done:

1) New awesome happy hardcore track. Now it really fits the initial idea of bullet hell.

2) Additional 3 waves of bullets. Try to complete the level. It’s not so simple, as it sounds.

3) Best score.

4) Fixed huge amount of bugs.

 

If you like rhythm games and challenge – this game is for you.

Velcro – Rhythmic bullethell

Posted by (twitter: @Camlang41)
Tuesday, December 9th, 2014 1:50 pm

Hi everyone! You like juicy style, great music and challenge? Then this game for you.

VELCRO

Velcro

Rhythmic bullethell Velcro has a very distinctive ambient and minimalistic vibe to it, swear-as-you-play dynamic gameplay and some trippy music. The game supports mouse+keybord and controllers (controller vibration will work in PC version).

It has only one track right now and i.e. one level. We’re planning to add more tracks in the post-compo version.

[Play and Rate]

The progress so far

Posted by (twitter: @Camlang41)
Monday, December 8th, 2014 3:02 am

We’re participating in the Jam as usual and we’ve managed to compete a consistent and playable build for the local gathering in Moscow organized by Miscrosoft (Microsoft Games Jam) already. Last times we’ve struggled through the very last minute to finite things to be stable at least. Now it already plays and feels fun and even has a catchy menu. So we’re super happy to have another day to polish things here and there.

VELCRO2

This time we tried to keep things simple in terms of game mechanics and visuals. The game itself is a rhythmic kinda bullethell. You need to block bullets from hitting the dot in the center. The longer you stay the faster the bullets fly. It has a very distinctive ambient and minimalistic vibe to it. Unfortunately screenshots cannot capture the swear-as-you-play dynamical gameplay and some trippy music.

It was initially intended to be played with a gamepad so the main goal for today is to setup a decent PC oriented controls and to further refine gameplay and add more music, may be even create rhythmic patterns that will match the playing music.

VELCRO1

VELCRO

That’s all for now. Thanks and good luck to all!

Descent. Release post-compo version.

Posted by (twitter: @Camlang41)
Saturday, May 17th, 2014 2:31 am

Hey folks! May be a bit late, but we released post-compo version of our game – “Descent”.

6
Update changes:

  1. Fixed some bugs, like passing through walls.
  2. Update balance. Now you have more health and enemy have less attack damage.
  3. Now lightning strikes spiders too.
  4. Fixed attack button. Now it’s “z” or “Space”.

That was our first jam and first experience in creating games like it. I think, we will use this experience in our future games.

We would be very grateful, if you play our game and rate it.

Play and rate Descent

Descent: Post-mortem

Posted by (twitter: @Camlang41)
Wednesday, April 30th, 2014 11:48 am

This was our first LD and second game in development ever. Overall it was lot of fun, learning new stuff and little sleep.

You can play and rate the game here

6

What went well:

  • Simple mechanics. Early during the first day we decided to cut all the experimental ideas and focus on creating decent mechanics of running and attacking. No bullets, no perks, no loot too. And we barely finished these!
  • Art. Choosing pixel-art style was a savior. We were able to quickly add animations of new states and other graphic content.
  • Top-down view. Leaving all the physics stuff behind meant we had less time messing with complex colliders and gravity options.

What went bad:

  • Level design. We started creating level towards the end of the third day. So we did only 3 levels(included intro)
  • AI. This was the area we had zero experience in. We were trying collider based AI, raycast AI, assests on Unity store. As a result we were fixing the AI bugs during the whole jam.

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