Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

Final Results

Show full results

OverallFunInnovationTheme
4.45SethR4.57dessgeega4.32SethR4.65jsb
4.36dessgeega4.39SethR4.11Morre4.64Notch
4.27rob4.16rob4.08Sparky4.61Banni
4.16Notch4.10noonat4.05Xion4.52dessgeega
4.10muku4.09Endurion4.00muku4.44NiallM

PolishGraphicsAudioHumor
4.38Jpfed4.47DrPetter4.34SethR4.47jlnr
4.31rob4.43rob4.32rob4.29Banni
4.28Fiona4.40Notch4.29Radix4.27nilsf
4.23superflat4.35superflat4.17Deepflame4.08rob
4.21dessgeega4.29jsb4.04dstrysnd4.06NiallM

TechnicalFoodJournalTimeLapse
4.68X-0ut4.71GBGames4.60Tenoch4.40scionkiller
3.94sf17k3.92Entar4.57HybridMind4.25dstrysnd
3.81Morre3.91Jpfed4.50Doches4.20ondrew
3.79muku3.89scionkiller4.40sowbug4.20Frimkron
3.76Radix3.83codekitchen4.40GBGames4.00agj

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

“Quarter Quell” Ludum Dare Week!

Friday, May 3rd, 2013 10:13 am

I have to be honest, I mostly didn’t participate in the last LD because I wasn’t a huge fan of the theme. I know, I suck, but it’s the past now…

….. But now, to make up for my laziness, I am bringing the past back!

Starting this Friday, I’m having a Quarter Quell (#HungerGamesReference). For a week, I will make a game based on one of the 25 first topics, and it would be cool if you guys joined me in this effort! If not, it’s cool lol.

You can pick any topic (or topics) from the random list below. I went to www.random.org/sequences/ and randomly selected 10 out of the 25 numbers:

LDQQ

So the topics are:

Advancing Wall of Doom
Swarms
Build the level you play
Evolution
Preparation — Set it up, let it go
It’s dangerous to go alone! Take this!
The Tower
Infection
Growth … <– “Grow”, also this May’s optional theme for One Game A Month
Roads

I think standard LD rules should apply, minus the week to do it. I plan to do this alone, but you can be in a team if you so desire. If you want to participate, post in the comments of this post your intent to do so… and share your finish products when you’re done!

If any of you decide to participate with me, let’s see what awesomeness we can create!

Mind Wall a finalist at IGF China

Posted by (twitter: @ludumdare)
Friday, October 2nd, 2009 12:38 am

igf_china_logoLudum Dare entrants are really on a roll this year.

The latest in the continuing legacy is Seth “mrfun” Robinson’s Mind Wall from Ludum Dare 14. Mind Wall is on it’s way to China for the inaugural Independent Games Festival China competition.

IGF China Info: http://www.gdcchina.com/events/igf.html
Finalists List: http://www.gdcchina.com/events/igffinalists.html

mindwall1

Download Mind Wall: http://www.codedojo.com/?p=104

Mind Wall was created for the 14th Ludum Dare’s theme Advancing Wall of Doom, and took place in April of this year. Seth has since improved on his Ludum Dare entry, and even ported the game iPhone!

One of our favorite Mind Wall moments has to be this youtube video recorded by a player. His girlfriend captured this tense and tender moment as he conquered the unforgiving beast that is the Mind Wall.

So hey, Ludum Dare. Not bad ‘eh? First it was Phil and I at the IGF Mobile in March, Lexaloffle at the TGS Sense of Wonder Night last week, and now mrfun at IGF China. Not to mention our record breaking 123 and 144 entries the past 2 compos. A fantastic year for us all.

Lets keep that going!

The Independent Games Festival and Independent Games Festival Mobile are now accepting entries for 2010. We’d love to see more of you keeping this little streak of ours going. Both competitions require an entry fee, and for you to provide your own travel if you make it. But if you ask any finalist, they’ll tell you that attending is totally worth it. :)

Independent Games Festival (Due November 1st, $100): http://www.igf.com/
Independent Games Festival Mobile (Due December 1st, $50): http://www.igfmobile.com/

I’ll be there at GDC next year (perhaps with Phil). Not that meeting me in person is all that monumental an event, but hey. If we get enough of an LD crew out there, we’ll totally have to do something.

Keep up the great work everyone! :)

– Mike Kasprzak (PoV)

Your House is Wet

Posted by
Sunday, September 20th, 2009 3:16 pm

I participated in yesterday’s Glorious Trainwreck. My self-imposed theme? RAIN.

Play it! (Windows)

Xue (and Crushing Pressure, too!) post-LD updates

Posted by
Sunday, September 13th, 2009 11:45 pm

I did make some updates to Xue after the compo, which I spun into my “game of the week” for this past week.

I’m not really super pleased with the result (in the end, I think the game still has too much “oooo… parallax” and not enough “wow, that was fun!”), but I also don’t have a clear direction that I’d want to push the idea in at this point, so I’m letting it stand as is for now. Maybe someday when / if I get a better sense of exactly what I want people to do in those caverns I’ll spin off a different game based on the entry.

Anyway, heres an updated screenshot (once LD was over, I immediately and shamelessly plugged in some graphics from LostGarden.com):

Xue_12092009_172916

It’s playable online here: http://www.thewasabiproject.com/flash-games/play/play-xue/

As Kobel suggested in the comments on the entry, I did use a color matrix to tweak the background layers (actually, the original entry did that too, but it only darkened them, so it wasn’t much of an interesting effect). There are a few different “atmospheres” that the game uses for the caves, each of which fiddle with the colors of the background layers in different ways.

Gameplay-wise, I added some fireball spewing monsters, along with items that restore fuel. I also fiddled with the controls for the player’s ship (and actually I’m still fiddling with them, even with the game already released online), and adjusted the way the crystals spawn.

The map is also completely enclosed now, so there shouldn’t be any more invisible walls, and there’s no longer a way to fly off into space off the top of the map. Technically the map generation got tweaked a bit too, but nothing terribly interesting (the maps start out at half size and get scaled up, which both speeds up the generation a bit and cuts down on some annoying small-scale features).

I’m always happy to get feedback (though on this one, like I said, I’m not sure if I’ll stick my fingers into it again for a while unless a really compelling new direction for it comes up).

I also realized when I was getting ready to write this post that I never posted the updated version of my LD14 entry — so I hope nobody will mind if I tack it on here!

That entry was Crushing Pressure, and it turned into this little Flash game:

CrushingPressure_13092009_232123

You can give it a whirl here, if you like: http://www.thewasabiproject.com/flash-games/play/play-crushing-pressure/

The original entry for LD14 had the same basic goal (rescue the little people while avoiding the walls), but it didn’t have any other obstacles to avoid (the updated version adds the DoomCubes and WhizBlades). The released version also added music, and little extras like an honest-to-goodness score counter and some quick transitions between levels. It’s still a pretty simple game, but there are a few minutes worth of gameplay hiding in there, I think.

Thanks for the feedback everyone left on both the original entries!

The Triumph of Time 2.0

Posted by
Thursday, May 21st, 2009 8:29 am

Just a quick note to let people know that I’ve finished the post-compo version of The Triumph of Time from LD14. It has many more levels, a tutorial and a level editor, and hopefully a more forgiving difficulty curve. I’ve also implemented many of the suggestions people have been making.

It’s up on my web page, where I’ll also be posting updates to it.

UUWD – Why I didn’t post my timelapse.

Posted by
Wednesday, May 13th, 2009 1:59 pm

Ludum Dare 14 Results Now Available!

Posted by (twitter: @ludumdare)
Wednesday, May 6th, 2009 9:29 pm

Final results for Ludum Dare 14 are now available.

http://www.ludumdare.com/compo/category/ld14/…

Congratulations to all the winners.

A big thanks to everyone that participated. It was our largest turn out to date, with a final count of 123 entries. That’s nearly twice what we usually get. Wow!

Speaking of records, we also had a whopping 17 entrants record and share time-lapse videos during the compo. You can check those out here:

http://www.ludumdare.com/…/time-lapse-videos/

In addition, Hamumu produced 2 episodes of his internet video show Behind the Dumb from his footage. You can check out episodes 6 and 7 here, as well as the rest of the show archives here:

http://hamumu.com/behindthedumb.php

– – – – –

Ludum Dare 15 will be in August. Stay tuned for that. We have many ways now for you to do that.

RSS: http://www.ludumdare.com/compo/author/news/feed/
Mailing List: http://www.gamecompo.com/mailing-list/
Twitter: http://twitter.com/ludumdare

And if you just can’t get enough of Ludum Dare, stop by May 22nd weekend for MiniLD #9, hosted by destroysound. Check out this teaser post for more information.

http://www.ludumdare.com/compo/2009/04/20/mini-ld-9/

– – – – –

After much deliberation and deep thought, we’ve realized we’re not perfect. With 123 entries to sift through, the faults of our current system have started show their ugly head. So in an effort to improve, we’ve started collecting feedback for next time. Post any thoughts you have in the comments of this post:

http://www.ludumdare.com/…/compo-process-feedback/

We may solicit some help in the next couple months on the site or in IRC.

Thanks again everyone that participated, and we hope to see you again in August.

– Mike Kasprzak (PoV)

– – – – –

News Archive :: Theme :: Advancing Wall of Doom
http://www.ludumdare.com/…/ludum-dare-14-april-10th-12th/
http://www.ludumdare.com/…/ludum-dare-14-date-change/
http://www.ludumdare.com/…/theme-voting-has-begun/
http://www.ludumdare.com/…/final-theme-selection-note/
http://www.ludumdare.com/…/theme-advancing-wall-of-doom/
http://www.ludumdare.com/…/record-number-of-entries/
http://www.ludumdare.com/…/compo-process-feedback/
http://www.ludumdare.com/…/shal-we-extend-voting/
http://www.ludumdare.com/…/three-more-days-to-vote/

Ludum Dare 14 Theme Voting
Round 1, Round 2, Round 3, Round 4, Final Round

Ludum Dare 14 Time-lapse Videos

Posted by (twitter: @ludumdare)
Wednesday, May 6th, 2009 8:16 pm

Speaking of records, here are links to the 18 time-lapse videos from 17 entrants in Ludum Dare 14.

The majority of the videos can be found on YouTube. In addition, Hamumu produced two episodes of his internet video show Behind the Dumb from footage taken during the compo. Now that’s hardcore. :)

pythong: http://www.youtube.com/watch?v=AH7Z_QjAlrE
GBGames: http://www.youtube.com/watch?v=LmcCyGY5IGg
agj: http://www.vimeo.com/4235554
destroysound: http://www.youtube.com/watch?v=IY7vMrKf4Es
Fiona: http://www.youtube.com/watch?v=X6TqFZE7Y14
Covenant: http://www.spellcasterstudios.com/…Timelapse.mpeg
demonpants: http://www.youtube.com/watch?v=CGy94EFjw1k
Notch: http://www.youtube.com/watch?v=abyL33Z6Z5I
ondrew: http://www.youtube.com/watch?v=HLFC40lIRA4&fmt=22
sinoth: http://www.youtube.com/watch?v=eVchR1Yoiuc
Jpfed: http://www.youtube.com/watch?v=SMr1uQADtaI
scionkiller: http://www.youtube.com/watch?v=PlkXEnpBiX4
LunarCrisis: http://www.youtube.com/watch?v=r5iXb51buMs
noonat: http://www.youtube.com/watch?v=9IjsHysbTUk
Frimkron: http://www.youtube.com/watch?v=nkbvkhGOR-0
Wiering: http://www.youtube.com/watch?v=6YqyUk5sIsE
Hamumu: Behind the Dumb EP6 and EP7

Triumph

Posted by
Wednesday, May 6th, 2009 7:05 pm

On time too!

Timeline

Posted by
Wednesday, May 6th, 2009 6:42 pm

I started making this timeline a few hours into LD14. I have imagined a program which would produce something similar, although I enjoyed the open ended prototyping and creative potential of doing it with pencil and paper.

timeline

issues with python

Posted by
Tuesday, May 5th, 2009 8:51 pm

ok so i’ve noticed the games with the least number of votes are python games that i haven’t been able to run because of some weird python error. i would imagine others have similar issues or perhaps don’t have python installed at all. i’ve just read something interesting, uninstalling old versions of python and reinstalling can help with issues. we’ll see how it goes..

wow it worked! i can finally run python games. one less stumbling block between me and games =]

python 2.6.2: http://www.python.org/download/releases/2.6.2/

pygame 1.8.1: http://www.pygame.org/download.shtml

A few strategy hints

Posted by
Tuesday, May 5th, 2009 8:02 am

UPDATE: Now with (spoilerific) screenshots after the break.

Since several people seemed to find The Triumph of Time pretty hard, I decided to give some pointers as to how to best play the game.

Let me describe the core mechanics of the game. As soon as you have built a pylon next to a star, it will extract particles from it at a fixed rate. The larger the star is, the more particles are extracted per time unit. Building several pylons next to a star will not increase this rate, the particles will just be randomly distributed over all pylons. The particles will then go on to more or less randomly distribute themselves along all barriers which extend from their current pylon.

At a fixed time interval (every two seconds, if I recall correctly), the cloud of antimatter will expand in every direction. It can only be blocked by having a barrier which is powered by particles in its way. However, for every grid cell along the barrier which the cloud tries to enter, one particle on this barrier will be destroyed; when all particles are destroyed, the barrier falls.

So here are some rules of thumb for successful play:

  • Try to tap each star at your disposal as early as possible, especially the large ones.
  • Try not to lose any stars to the cloud as that will severely cut your particle budget.
  • Do not build any superfluous barriers within your territory. Every particle that swirls around on a barrier which is not at the frontier does not contribute to your defenses and is essentially useless. So, try to keep the paths which transport particles to the frontier as efficient and short as possible.
  • Keep the frontier as small as possible. Every frontier tile (i.e., a cell on a barrier which delimits your territory from the cloud) will cost you a particle every two seconds, so minimize your surface. PRO TIP: It’s well known that the shape with the smallest ratio of circumference to area is a circle. It may help to keep your territory roughly circular.
  • I’ve found that once a critical barrier has fallen, it’s often very difficult to recover. It’s better to stake out your territory on the conservative side rather than lose it all.

I hope this helps a bit. After the break (SPOILERS): screenshots on how to solve the first four levels.

(more…)

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