Archive for the ‘LD #33’ Category

Dude, Stop – We are on Steam!

Posted by (twitter: @ArtjomsNeimanis)
Wednesday, January 11th, 2017 10:32 am

Hello!!

Aeons ago we participated in Ludum Dare 33 (themed “You are the monster”) and in about 14 hours or so we made a small game called “Dude, Stop”. We were late, everything was rushed, it had no menu or UI, no music and just two sounds. Nonetheless, we received a lot of positive feedback and decided to expand the concept a little bit…

And now *drumroll* we’re finally on Steam Store! The dream is coming true!.. Well, coming true soon, since the game is still not finished. It’s actually funny – the initial prototype took 14 hours to make and the full game isn’t complete after one and a half years. It’s all just a pile of puzzles. Glorious, wonderful puzzles!

Anyway, this is just an encouragement for other Ludum Dare participants – don’t be afraid to take your rushed mess of a game and flesh it out into a complete game! The community is really good at showing, whether or not your games are fun, and telling you where the problems are. You guys are awesome.

steamPage

Dude, Stop - Screenshots

http://store.steampowered.com/app/574560

The next challenge now is to release properly… 😀

Published Slavery Triangular Trade

Posted by (twitter: @SebBernery)
Saturday, December 31st, 2016 3:38 am

Hello everyone !

I just released a polished version of my LD33 compo. You can play to the new version here.

I corrected some bugs, redraw assets, made better UI, improved little aspects. It’s far easier to get into the game now (it’s a little complicated).

Here is a before / after screenshot :

Before

After

Entropy, my Ludum Dare 33 Entry, is now a full game !

Posted by
Sunday, December 18th, 2016 3:17 pm

“Entropy : A Quest for Harmony” is out now on Android !

For Ludum Dare 33, I made a relaxing puzzle game about destroying the universe. It was quite well received and I was very satisfied with the results. The concept was really simple at its core and provided a good base on which to expend and create more content. It took quite a while before I decided to make a full game out of it though. About 6 months later, I started the development of Entropy as a full mobile game.

After quick testing, I found that the concept was really intuitive with touch controls. This is due mostly to the simplicity of the controls. I decided to not add any new inputs from the player other than clicking on the shapes to make them rotate. Instead, I added mechanics in the form of interactions between the existing elements and by changing the rules. Now, one year later, the game now has over 60 levels and is available completely free !

 

If you have an android device and would like to encourage a fellow developer, then here’s the download link :

ANDROID DOWNLOAD LINK

GAME WEBSITE

I would like to thank everyone who gave my feedback, both on the full game and on my Ludum Dare entry !
Also, I’d be happy to answer any questions about the development you might have !

 

Header2

Tips for all you Ludum Darers!

Posted by
Wednesday, December 7th, 2016 7:26 pm

Before I begin, I just want to say that I am super excited for LD 37! This will be my 10th time participating (Compo)! Unfortunately, I didn’t participate in LD 36, as I was too busy working on the OST for the upcoming game Mutant Chicken (coming to Kickstarter tomorrow!). Therefore my last LD was LD 35, and there I made Photagogue; a beat ’em up game where you go back in time to punch dinosaurs.

So, I got some tips for you Ludum Darers that I want to share. These tips are just from my experience, so feel free to disagree.

Preparation

On the day of the event, (in no particular order) get lots of sleep and take a shower. I recommend showering right before the time hits because I don’t want to waste my time showering during the weekend. I know it sounds funny but you want every minute you can get to work on your game. Also, sleep is really important too because you’re not going to get a lot of sleep during the weekend. Personally, I like sleeping 4-5 hours on both days, giving me a total of 8-10 hours of sleep during the weekend. The best part: buy some snacks, like starting today! Buy super unhealthy snacks, and drink soda to stay up (also who doesn’t like soda?)!

Sleeping and Eating

Stay up as long as possible. If you have difficulty staying up, have others around to talk to, drink caffeinated beverages, and don’t get too comfortable where you’re sitting because you don’t want to fall asleep. Eat delicious unhealthy snacks! Or if you want have small meals, cook them before hand so they’ll be faster to reach, don’t go cooking a full-blown meal. You can last with a little bit of food over the weekend.

Making Your Game

If you don’t finish making a game, DON’T WORRY because you’re not alone!

GAMEPLAY is important! Yes, pretty Graphics are nice, good Music is even nicer, but you need Gameplay. Make a Game in 48/72 Hours. Graphics, Music, and other things definitely improve your game, but you only have 48-72 hours to create something. Shoot for the gameplay. The first thing you try doing with your game is to create the core mechanics. Make all the Graphics rectangles, and forget about the Sound for now. You don’t even need to turn in your entry with fancy menus. Sure, on the last day you can change the graphics, but earlier on just focus on the Gameplay.

Now this is just my opinion, you can do whatever you want. And if you’re going to make a story game or a game that’s just about the visuals, then just ignore what I said about the Gameplay.

THEME is pretty important, but not as important as you think it may be. If you can think of an idea for a game revolving around the theme in a few hours, awesome, but if you can’t than just start making a game that you have been wanting to make and then incorporate the theme later; or just don’t incorporate the theme at all. After the Compo/Jam is over, you receive ratings on multiple categories, and there is only one Theme Category so if you didn’t care about the theme, no big deal. (If you don’t incorporate the theme into your game, I recommend not saying anything about it in your game’s description, because people may think that the theme was included.)

Once again, do whatever you want; this is just my recommendation. Some people like to take their time to come up with an idea for a game, and that’s okay, I just recommend getting that out of the way fast.

Post Compo/Jam

If you haven’t completely finished your game (which is probably the case), try to finish/polish it even though your entry is already in. When you’re done with that, add the link to the Post Compo/Jam version of your game next to the 48/72 hr version so that people can play both of them. Not only does it make you feel better about yourself, but it can also persuade some people to possibly give you better ratings based on your Post Compo/Jam version.

RATE GAMES! Rate as many games as you possibly can, and give everyone a comment! The more games you rate, the more times your game shows up on the front page. Comments help as well because some people will look at their comments and click on your name to see your game (also it’s just a nice thing to do). If you can rate more than about 250 games (which is pretty difficult to do), your game may show up on the Most Coolness page which would be awesome because lots of people visit that page. If you don’t rate any games then just about no one will see your game, so…

RATE GAMES!

 

What I do

I usually work on the core mechanics for the game first, and then make some music for it so it plays better. I personally think the graphics should go last.

That is just about all I have to say. And once again, these are just my recommendations, so feel free to do whatever you want.

 

Tools I’ll be using:

Language: HTML5 and JavaScript

Graphics: MS Paint (Yeah I know)

Audio: FL Studio & sfxr

Level Editor: Ogmo Editor

 

Anyway, Good Luck to Everyone Participating in LD 37! c:

The Monster In Me

Posted by (twitter: @alicemrendell)
Sunday, October 2nd, 2016 12:38 pm

Hi everyone,

We just released a final version of our game from the Ludum Dare 33 jam (theme You Are the Monster). It is narrative, choice-consequence game set in a post-apocalyptic world.

Since the jam we did a lot of polish work and bug fixing, as well as completely redoing all the art.

You can play it for free on itch.io: https://alicerendell.itch.io/the-monster-in-me

CoverImage2 Ending4_YouJakob Screenshot4 Ending2_Alone

My First MiniLD70

Posted by
Tuesday, September 20th, 2016 8:41 am

Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.

My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717

1 2 3 4

 

My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717

Bug Fixed

Posted by
Wednesday, August 31st, 2016 6:47 pm

One Two Three Three

 

My Video Youtube : https://youtu.be/CMtDbBE52i0

In This Video you Find The Link To Download This Game And The Video Gameplay..

 

Thanks All…

My First Ludum Dare Compo

Posted by
Monday, August 29th, 2016 9:43 am

One Two Three Three

The Game Is Intended For All People . You Can Play This Game On Windows Or Linux Or Android…

For Your Comments And Points : http://feedback.ld.intricati.com/?event=ludum-dare-36&uid=111717

Download Link : http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111717

 

Thanks All..

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

Team Work

Posted by (twitter: @blubberquark)
Saturday, May 28th, 2016 12:25 pm

I have written about working together in game jams on my tumblr here. I explain my approach to to team composition, group-friendly game design and time planning. This is exemplified by our LD34 game “Wyst”.

After Day in the Life of a Spy and Nessie: Quest for Fame turned out pretty mediocre, I thought about what kinds of game design are best suited for a 3-day game jam. The games both had out-there premises and uneven graphics. In “Day in the Life of a Spy”, we pretty much worked against our engine, suffered from too big a design for three days and lots of duplicated effort in the form of unconnected minigames. Nessie had a more focused design, but boring mechanics and cartoony character art in a naturalistically rendered environment.

For LD34 we would need an art style we can deliver together, a game design that can be split up between many developers and a way to use Unity productively. Instead of spitting up mechanics we split up content: puzzles and island sectors. The result was Wyst, a game we are very happy with. Wyst in the result of careful planning, communication, not working against the tools and a focus on content and aesthetics, instead of innovation and mechanics.

If you have feedback or tips on jam-team-friendly game design, comment here (or rebagel on tumblr).

Read the full post Team Work for Game Jams.

Hello community, we’d like to thank for everyone’s support to our game JaJa’s Bizzare Transformer. Your kind comments encouraged us to continue development and we’ve built a post-jam version, including several major updates. If you’ve already played our game, it’s a good chance to give it another try to see some new stuff! If you have not played, then what are you waiting for? Just try it :)

Check Our Game Here

jajaTransformer2

jajaTransformer1

jajaTransformer0

Major updates in V1.1 including:

A Brand New “Flee” Option!

jajaPostjam2

jajaPostjam5

New Game Modes!

4

Arcade Mode: 10 Lives, Infinite Continues.

Hardcore Mode: 5 Lives, NO Continue, Score X 10.

Roguelike Mode: 1 Live, NO Continue, Score X 50 + Survival Time Bonus.

 

Score Board!

jajaPostjam0

jajaPostjam1

Try to get higher score each time you play!

 

Full Controller Support!

Keyboard Control:

Movement: WSAD
Aim: Mouse
Shoot: Left Mouse Button
Pause:ESC
Switch Form: Q
Supreme Shield With Ultimate Mouth Cannon: E

Joystick Control:

Movement: Left Stick or Cross Button
Aim: Right Stick
Shoot: RT
Pause:START
Switch Form: LT
Supreme Shield With Ultimate Mouth Cannon: Button X

 

Balance Fix Including:

 

Aim angle from 45 to 60 degrees(the major issue many people mentioned).

Final boss nerf, HP decreased by 10%, fire rate decreased by 33%.

3rd boss buff, HP increased by 20%.

Bug fix: Players can continue to play even they are already dead.

And lots of minor bug fixed!

jajaPostjam2

Check Our Game Here

Thanks for playing!

LD33 Post-jam: SUPER PYANG

Posted by (twitter: @undefinist)
Tuesday, April 19th, 2016 12:00 am

Hey guys!

While everyone’s talking about LD35 (I’ve actually participated, you can play it here), I’ve finally release a post-jam version of my LD33 game called pyinpyang. It was actually mostly finished a few months ago but I never got to releasing it.

The original compo version is here, it placed #56 in Innovation, and #106 in Fun!

Now here’s the link to the post-jam version, called SUPER PYANG: https://undefinist.itch.io/super-pyang
I’ve made it feel way better, fix tons of bugs, etc. Hope you’ll have fun with it!

Obligatory screenshots:

 

 

 

 

 

 

 

 

 

Update to LD33 Entry 1-800-Monsters

Posted by (twitter: @ponywolf)
Tuesday, April 5th, 2016 1:04 pm

We updated our Top 100 Ludum Dare entry from last August 1-800-Monsters with a bunch of new content and made it available for free at GameJolt and Itch.io.

1-800-Monsters

Dial up 1-800-Monsters and begin your quest as the hapless Jimmy, ex-pyrotechnician, now birthday party entertainer extraordinaire. Destroy castles, steal the presents and avoid children on your way to victory.

This update includes:

  1. Mouse support (Click and drag to walk)
  2. Cleaner text with dialog boxes
  3. Bug fixes, joystick fixes, etc.
  4. Faster fail state when Jimmy runs out of explosives
  5. Bigger explosions with particle effects
  6. Checkerboard backgrounds
  7. Updated CoronaSDK to latest version
  8. Preview of Time Golf Squad

My first non-Game

Posted by
Thursday, March 31st, 2016 9:32 am

Hello all,

 

I am new here and I have a non-game i created this month for an Opera House in France. Yes , you’ve heard..

So I would love to get feedback from you all.

 

Here is the link for the game and instructions:

(it won’t read on Chrome)

http://www.opera-orchestre-montpellier.fr/actualite/jeu-genevieve-de-brabant-0

 

Thank you all

Best

Mahana

Moon werewolf post-mortem (LD33)

Posted by
Sunday, March 27th, 2016 8:13 am

Hello, people.

While getting excited for LD35, and reminiscing over my previous experiences with Ludum dare jams, I wanted to share the story about my previous entry at LD33 – You are the monster.

 

Phase 1 – start with basic idea (Saturday morning – noon)

 

I always keep the scope small. One or two mechanics, make it playable and simple.
Starting from something simple, then add more stuff according to remaining time and energy.

On this LD, i had idea to start from the Space.
moonIn the Space, there is that overwhelming feeling of unknown and infinite nothingness around you, so it’s perfect location for the spooky “You are the monster” game.
Since I didn’t want to go with aliens on the spaceship (too much cliche), I went with the planet.
Small rotating planet (The Little Prince style).
I always wanted to make game with rotating planet, so I used it here to make small and restricted environment for the game, surrounded by vast emptiness of space.

I downloaded moon texture from google, and added “Noise & scratches” from Standard Assects Effects, to boost spooky atmosphere.

So what more could be scary about planets and moons, and to keep it with theme?
I went through all sort of different things:

  • Astronauts lost in space, you are the infected one
  • Astronauts in exploring mission, you are monster that lives on planet
  • You are astronaut exploring new worlds, and “cleaning” planets for colonization (you are monster because aliens living on the planet are peaceful)

Then while thinking about moon and scary scenarios, my brain got association of werewolf.

It’s general knowledge that werewolves transform to beast form when there is full moon.
So I asked myself, what would werewolf do on the moon itself, as it’s kind of always “full moon” there.
So I immediately decided that I wanted to do game about werewolf on the moon :)

Important thing about Ludum Dare is that you can do anything you want. It’s all for fun, no one will disqualify you, ban you or laugh at your game.
Maybe you even won’t fully finish the game (my LD28 game) or it’s going to be very simple (my LD32 game).
Just do it, have fun and make the damn game you want. It feels great!

 

Phase 2 – implementing mechanic (Saturday noon to late evening)

 

I then starting implementing mechanics ad-hoc.
Inspired by Werewolf/Mafia party game, I added hidden werewolf player and targets (civilians). You could transform to werewolf, and kill civilians.

werewolf

To add challenge, I added some guards which can kill you if they catch while you are in transformed mode.
I added some naive behaviour for them, so if you are close to them, they start going your way. No memory, not calling backups or anything.
Instead of overcomplicating the guards behaviour, I focused on UI and particles for death (blood splatter), since I planned my time.
For UI, I used standard Unity NGUI, and free icons downloaded from some random sites.
For particles, I used some basic particle effect from Asset store (can’t remember exactly which one), and changed color and some basic properties so it looks more brutal.
I added that radial blurry screen effect from standard effects, when you are transformed, so it looks clear to player that he is in beast mode.

Important thing at LD (or any timed hackathon) is to prioritize.
Don’t overdo stuff, as nobody will expect perfectly engineered solution or complex stuff.
Just name it as a feature, and continue with other stuff. Make it playable :)

 

Phase 3 – Wrapping up (Sunday half of day)

 

I finished playable prototype, so wanted to invest some more time into effects and juiciness.
I used GoKit library for tweening, and added more natural movement to objects, added fading out of screens.
Game was a bit weird for new players, so I added some info notifications, to give some context to the game.
Guards were simple, but game was interesting with them, so I kept them that way.
Since I had more time and energy, I added more advanced guards that appear later in the game (when you kill at least half of the civilians), Inquisitors, which remain hidden unless you are close to them.
It added nice dose of challenge for better players, when “A new inquisitor appears!”.
I kept the “models” of the objects just cubes, because my 3d skills are zero, and decided to keep just the color as differentiator.

After that, i tested game for an hour, fixed some bugs, and decided it’s done.
Check the gameplay here:
https://www.youtube.com/watch?v=GMJlEyinlGw
Or try it from LD site.

The best thing is the feeling you get when you complete a playable game in a weekend.
It won’t be Assassin’s Creed.
Someone probably would not even call it a game.
But the most important thing is THAT YOU HAD A LOT OF FUN.

I want to share something with you guys and get your feedback. Feel free to agree or disagree. But before I continue, I just want to say that I’ve participated in 8 Ludum Dares so far, and they’re what I look forward to, I love them. Ok, now I’ll give my little spiel.

After making your game in the 48/72 Hour Time Limit, we get to check out and Rate other people’s games. When rating somebody’s game, we are allowed to give them x out of 5 stars in 8 different Categories. These Categories include: Innovation, Fun, Theme, Graphics, Audio, Humor, Mood, and most importantly, Overall. I’m going to talk more about the Overall category in a minute. Let me just talk about something else first:

As many of you may have noticed, probably for a while now, your results don’t seem very honest. The results you get may seem surprising, this could be in a bad way, or in a good way. You’re either pretty disappointed, or you’re really happy. This is because you didn’t get a ton of votes (i.e.: ~20-70 votes, which is what a lot of people end up getting). Think about it, there were about 2,800 other games out there. Do you think that with 50 votes out of the 2,800 entries you’ll get a really honest evaluation? You shouldn’t, because unfortunately, that’s not the case.

If 5 people rate your game and they all give you a 5 on Fun, the average would be a 5/5. If 10 people rate your game and 8 of them give you a 5 on Fun, and the other 2 give you a 4, the average would be a 4.8/5. Now the game with an average of 5/5 is ranked higher than the game with an average of 4.8/5. But the game with an average of 4.8/5 should be ranked higher because it had similar scores, and more people played it. Now I’m pretty sure that in the end the game’s categories aren’t ranked based on just the amount of stars given but still, I just wanted to give you something to think about. The rankings aren’t all that honest. I noticed that many of the Top Ranked games only had about ~30-70 votes. You’ll see that the games that got the most votes weren’t up there in the Top 100. But they did, however, have more real honest evaluations, while the others with ~30-70 votes were just lucky enough to get a handful of good ratings which therefore gave them higher rankings. The Top 100 are great games, no doubt, but are they the best out of the 2,800? We don’t really know for sure.

Ok, now I’m going to talk about this Overall category. The site says that your game is ranked overall based on your Overall category ratings. Do you think that we should be allowed to rate the Overall category? The Overall category should be based on the other categories rounded up. The site should give us the Overall Rating, not us. Here’s just one reason why: I’ve seen many people give a game great ratings, like 4-5 stars on every category, and then they would give the Overall category a 3. Umm… What? Shouldn’t you base the Overall category on the other categories? If you gave all the other categories 5 stars, then why would you give the Overall category 4 stars? The Average Overall Rating would be a 5, so give it a 5. But since people don’t always do that, let the Robots do the math and give us the Overall Rating, not the Humans.

I’m not entirely sure how Mike (Founder of Ludum Dare; Support him on Patreon!) can make the evaluations more honest because you can’t just have 2,800 people play all 2,800 games, that’s just ridiculous. But it’s just something to think about.

Give me your thoughts in the comments please.

Thanks for listening!

[cache: storing page]