Hi. I wrote a postmortem about my game here on my blog. Check it out to see how much my game changed over the weekend!
Also, you can play and rate my game right here!
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup
October Challenge 2012
Ludum Dare 24
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
October Challenge 2011
Ludum Dare 21
Well, the compo is a little over halfway done. Hopefully I’ll be able to finish my game in time to submit for the compo, if not, I guess I’ll take a little more time and submit for the jam.
Here’s an incredibly exciting screenshot:
This was originally going to be a stealth game, but it turned into more of a puzzle game with stealth elements. I have mixed feelings on the hud as a whole, but I really like the (functioning!) radar.
I still have to implement attacks for both the player and enemies, add more levels, add dialog for the story, add saving/loading, add some other story stuff, and add sound/music. I think I can do this.
Well, I’m in, and this time I’m feeling more prepared than ever before! This time, I have a well-defined idea of what I’ll be doing: a top-down, turn-based, stealth game.
I’ve been playing a lot of Metal Gear lately, so this game will be inspired by the series. Sneak around enemy camps, avoiding guards and cameras, stealing intel, finding equpment as you go! Or at least, that’s what I’m currently planning. It may be slightly out of scope for a weekend, but we’ll see!
Once again, I’ll be entering the solo competition. My tools:
Haxe + OpenFL + Haxepunk – my language and engine of choice (currently)
Sublime – the best text editor
sfxr – it makes sounds
Audacity – it edits sounds
Gimp – for the art
Coffee – for the mind
Good luck everyone, and remember to have fun!
Wow, 24 hours goes by fast!
My game is a top-down shooter with tower-defense elements. When a level starts, a zone (or more than one, on later levels) is randomly placed. Enemies will come to try to kill you and destroy these zones before you can fill them with power. Objectives vary from defeating all the enemies to powering all zones to simply surviving for a set amount of time.
Weapons include bricks, forks, bubbles, dirty socks, and ice cream.
Wow, I can barely believe this will be my 12th Ludum Dare! 😮 I’ve always had a lot of fun and learned a lot, and I’m hoping that trend will continue.
I was planning on using UE4 this time, but I didn’t have enough time to practice with it, so I’ll be using HaxePunk once again! The rest of my tools will be OpenFl, Haxe, Sublime 3, Audacity, sfxr, GIMP, and caffeine!
Here are the games I’ve created for the main events to this day. I’ve noticed a steady increase in quality over time! (except for LD26, when I was sick and didn’t have a whole weekend)
Merry Christmas everyone! I thought I’d take this opportunity to show you a screenshot of my LD game running on Android.
This is still an early version, but I’m hoping to make a full release on Android with many more levels. If you haven’t already played my entry, you can do so here.
Just look at those concept levels! Infinite loops of direction switchers, seemingly-randomly-placed boulders! I’m once again realizing why I tend to make games that don’t require a lot handmade content, like levels. Procedural generation for the win!
Still, I’m on track to finish in time. My next step is the title and end screens.
I’m in! This will be my 11th Ludum Dare, and I’m eagerly looking forward to making something. I don’t know what I’ll make, but I’m going to try to do something new and unique (for me at least). Maybe I’ll make a puzzle game.
I’ll be using:
Haxe + Haxepunk for programming
sublime text for editing
GIMP for art
sfxr + my mouth for sounds
possibly LMMS for music
coffee for energy
Good luck to all participants, and remember to have fun!
My game is called “When Worlds Collide”, and you can play it here. I had a lot of fun during the competition, and I learned a lot too!
What went right:
I had an idea before I started. Usually I try to think of ideas for each of the themes in the final round so that I am prepared. This time, I simply had two ideas that I liked, and fortunately could think of ways to fit them into the themes. So this is something that could have went wrong, but didn’t.
I succeeded in making my game’s code modular and clean early on. Sure, by the end of the weekend it was a mess, but because it began well-structured and easy to modify, I was able to make changes to the game and fix parts that weren’t fun or didn’t work well enough without using up a lot of time.
The game is juicy. Very juicy. The biggest issue my games have (whether they were made for a jam or not) is a lack of visual polish and feedback. I specifically wanted to improve in that area with this game, and I think I succeeded. Images just don’t do it justice.
The game is fun. That’s what is most important, in my opinion.
What went wrong:
I should have spent more time working. Honestly, I didn’t take a lot of breaks, but I submitted early and didn’t work until the deadline. I was tired. There are a few things I can think of that should have been better, but aren’t.
There are bugs. Well, all code has bugs, so of course this game has bugs. What I mean is that there are known bugs. The are known bugs that have taken so much of my time, and still aren’t completely fixed. In the past I’ve almost always succeeded in fixing every known bug before submission, so this is a huge disappointment to me.
In the end, I’m extremely happy with how the game turned out. Many things went right, only a few things went wrong, and the game is fun. I’m considering adding multiplayer cooperative and versus modes, but for now, you could always play cooperatively on the same keyboard. 😉
Wow, is Ludum Dare really half over already? I guess it is. I think I’m 70% finished with my game, which is good, because I’ll only have a few hours to work tomorrow.
My game is an arcade mashup of Pong, Breakout (also known by many other names), and Space Invaders. It all happens at once, and while each part is simple alone, playing three games at the same time requires serious focus! What am I calling this game?
Alright, I couldn’t think of another original title right now, so I’m reusing one.
Anyway, I’m in for Ludum Dare 30! This will actually be my 10th LD (also 10th consecutive LD)! My tools will be mostly the same as what I’ve used for previous jams:
Haxe + HaxePunk (language and game engine)
Sublime Text (text editor)
Gimp (for all my art)
Sfxr (probably) (for making sound effects)
My mouth/voice (probably) (for making sound effects)
Audacity (for editing audio)
This time I’d like to make something more visually abstract, and perhaps some sort of puzzle game. I also might be jamming with friends, but I’m not sure yet.
I hope you all have fun, and may the source be with you, always!
It’s hard to believe that this will be my 9th main Ludum Dare event! Time moves quickly…
Anyway, I’m in again, this time doing the “compo” after last event’s trial of the “jam”. Working with a team is fun, but sometimes people are busy.
I’ll be using HaxePunk to build my game, GIMP (and maybe autotilegen) to create the art, sfxr (and probably my mouth) for sound effects, and perhaps LMMS for music.
Happy 12th year of LD, everyone!
I just realized I haven’t posted an update on the site yet!
I’m making a 2-player co-op fire-fighting game. Fire monsters appear and set trees on fire, and you can spray foam on everything! What could be more fun?
Here’s the title screen:
Not all the art is in the game, and I also have to add sound effects, actually save highscores, and do more playtesting. I’m glad I’m doing the jam this time! It’s been a good experience.