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Ludum Dare 32
 
Ludum Dare 31

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on January 10, 2016
Featured in GeekyJuegos.com
Awarded by GeekyJuegos
on January 10, 2016

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We’re in!

Posted by
Friday, December 11th, 2015 5:25 pm

We are a group of four friends who really enjoy taking part in this great contest! This is already our third Ludum Dare, and we have improved in each edition. So be ready and follow our works!

Engine: Unity / C#
Graphics: Photoshop, Illustrator, Magica Voxel
3D Animation: CINEMA4D
Tablet: Wacom Intuos Pen
Music: Ableton

Good luck to you all and have fun!

PS. Be sure to check out our past games!
First compo: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46977
Second compo: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=46977

Some gifs of Dusk: the weapon of the Gods

Posted by
Thursday, April 23rd, 2015 10:01 am

Hi guys!
We love making gifs of everything in our game: new features, bugs, progress, etc, then some months later we check them and have a good laugh. Here are some!

This is how it all started!
This is how it all started!

First night gif (it was way darker than now)
First night gif (it was way darker than now)

That wolf movement… it’s a feature, not a bug ūüėõ
That wolf movement... its a feature, not a bug :P

Whoops, we can’t jump on the box if it moves like this…
Whoops, we can't jump on the box if it moves like this...

We tried adding some borderlands-like effect, didn’t convince us tho, maybe with some more work it can end up being¬†good!
We tried adding some borderlands-like effect, didn't convince us tho

Our walk animation didn’t seem to export properly
Our animation didn't seem to export properly

Wtf is up with this button?
Wtf is up with this button?

Hope you like them!

Play Dusk now!

POST-MORTEM: Dusk: the weapon of the Gods

Posted by
Wednesday, April 22nd, 2015 4:25 pm

We participated in the previous Ludum Dare, that took place in Christmas, and the experience was really good. That’s why we were really expectating to make a good performance in this 32nd edition. One of the hardest parts of the Ludum Dare was to come up with a good idea. The fact of playing with the sunlight and the moonlight really attracted us, so we decided to go on with it and see where it took us.

Positive aspects:
The application of the original idea: despite the fact that the original idea can be a little tricky, we considered to have succesfuly applicated it in order to generate a good atmosphere and design challenging levels.
The graphics: we participated in the previous Ludum Dare, that took place during the last Christmas. Comparing the previous game with Dusk: the weapon of the Gods, we consider that our graphic skills have grown notoriously.
The complexity of the game: when comparing Dusk with our previous game, we also notice that the complexity of the game itself has also grown. From making a simple game based on defeating waves of enemies, in this Ludum Dare edition we have been able to develop a game with an own plot, with a huge variety of mechanics and different levels.
A greater team: if we have been able to develop a more complex game, it is because a total of four people have worked on Dusk: the weapon of Gods, from only two members taking part in our previous Ludum Dare project.
What we learned: by participating in this 32nd edition of the Ludum Dare, we have learnt many things: how to work with the new Unity 5, how to create smart levels or how to select a good soundtrack, among some others. We also got a lot of experience to perform better in the Ludum Dare editions to come.

Negative aspects:
Not enough time: the biggest problem we faced while developing Dusk: the weapon of the Gods was the lack of time. With less than three days, we didn’t dispose of enough time to develop our game enough.
Fully designed levels not implemented: due to the short time we disposed of, we weren’t able to include in the final game some levels that we already had in mind.
Unity physics: another problem related to the lack of time were our difficulties to solve some issues with the Unity 5 physics engine before the deadline.
Technical problems: due to some technical issues, we were forced to begin the development of the game some hours later than we expected.

What’s coming next:
We are very happy with the game, but we didn’t have enough time to fully develop it. That’s why our intention is to go on developing it, including more levels, adding sound effects and improving the graphics.

Conclusion:
Given the fact that we had a very short time to develop Dusk: the weapon of the Gods, we consider to have come up with a very good idea. We have also been able to give the game a pretty nice visual aspect, and the levels are very tricky. We have also been able to combine puzzles with platforms areas, so the final product is an entertaining, original and good-looking videogame. Of course, we had to face some problems (mainly, the lack of time). Over all, however, we consider our experience during the 32nd Ludum Dare as a very positive one.

Play “Dusk: the weapon of the Gods”¬†now!

Our entry for LD32: Dusk

Posted by
Monday, April 20th, 2015 7:01 pm

Dusk: the weapon of the Gods is a game that combines tricky puzzles with classic platforms levels. The player is trapped in an ancient forest, and he can only get free by using Dusk, an ancestral weapon that can turn the day into night and vice versa. In this forest, some ways and traps can only be seen when the sun shines. On the other side, when the night falls many other secrets are revealed.

The player has to combine the powers of Dusk in order to solve a lot of tricky puzzles and defeat fierce animals. Beneath the ground there are also dangerous rivers of lava, so be careful not to fall!

To sum up, in Dusk: the weapon of the Gods you will have to use your wit and your imagination to get away from the forest. We hope you enjoy playing your game!

P.S.: every level in Dusk: the weapon of the Gods is doable. If you are trapped or you¬†messed up and can’t continue, just dive into the lava!

Play Dusk now!

Day & night #2

Posted by
Sunday, April 19th, 2015 10:03 am

We’re doing pretty good, will probably be ready for the jam¬†with some really nice levels!
Our weapon allows you to change between day and night, and see things that only appear during day or night!

Day & night!

Posted by
Saturday, April 18th, 2015 8:27 pm

We started a little bit late, but¬†we’re making really fast progress!

Day & night

Evolution of “Don’t touch my gifts”

Posted by
Sunday, December 28th, 2014 1:19 pm

While developing the game I made some gifs, now it is cool to see them all together and see how the game evolved!






More info about the game

http://ludumdare.com/compo/2014/12/09/dont-touch-my-gifts-2/

Play and rate “Don’t touch my gifts!”

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46977

Don’t touch my gifts!

Posted by
Tuesday, December 9th, 2014 2:30 am

So we finally made it, our game is ready!
This is the first jam we participate in, so it was kind of a mess, but we worked really hard and managed to create a fun and challenging game.

Let me introduce you, “Don’t touch my gifts!”. This game is a platformer shooter, with different kind of weapons and monsters that I’ll explain in a moment. But there’s one thing that most games don’t have,¬†a hook!

You can play it right here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46977

Details

So basically you have to protect the Christmas tree with the gifts from the evil monsters that try to steal your gifts. There are 4 types of monsters:

  • These guys just bounce until they reach the gifts. They are not much of a danger, but they come in large groups, so beware!
  • These evil robots shoot at you, and if they hit you… what a knockback! So be careful and try to avoid their bullets
  • These are the “tanks”. They have large amount of HP and you can only damage them if you hit to their face.
  • Finally, these “bombermans” will try to touch you, and when they do, you’ll be stunned for 2 seconds!

There are 5 types of weapons, each with its pros and its cons, and you can also place two different turrets that will help you deal with the monsters.

You can buy all of these with the money you earn by killing monsters. To open the store press “B”, although the controls are explained in-game.

Also, be sure to use the hook properly to move through the map at higher levels, or learn to control the recoil of the weapons to help your movements! There are many tricks in this game!

Overall, we’re VERY¬†happy with the results achieved, now it’s time to play games instead of develop games!
See you judging! Hope you give us some feedback! :)

P.S. If you want to know something about the development, you can ask us over here or on twitter (@ivan_dela and @Cristian_jara93)

Also, link me your games so that we play and rate them!

Almost there!

Posted by
Sunday, December 7th, 2014 6:21 pm

We’re almost there, tomorrow we will be adding the coin system (and the store), and some turrets that you can buy to help defend your gifts!

Here we’re testing some weapons like the shotgun and the bazooka!

Cya robot!

Posted by
Sunday, December 7th, 2014 9:43 am

So we’ve worked hard on the hook and the graphics, now we’re working on the monsters and guns!
Don’t try to steal the gifts, you evil robot!

This is taking shape!

Posted by
Saturday, December 6th, 2014 6:15 pm

Main character almost done, now we have to work on the map, new weapons and game balancing!

Hooks + snow balls too strong!

Posted by
Saturday, December 6th, 2014 12:55 pm

Monsters you better run!

Hook working, yay!

Posted by
Saturday, December 6th, 2014 10:42 am

That hook is so strong!

Hook

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