Ludum Dare 32
Theme:
An Unconventional Weapon

Judging Ends in
Don’t forget to Play and Rate games! Click Me!

PlayRate80Star

Chekhov on LSD

Posted by (twitter: @MikeMezhenin)
9 hours ago | April 27th, 2015 4:24 pm

Not many people have noticed that our game about Chekhov’s gun has an ‘easter egg’-mode that adds bright LSD colours into bleak paranoid Chekhov’s life. Can you find it?

And while you’re at it, you can find all the unconventional weapons that Chekhov’s guests use to murder the ingenious writer. Top score right now is 16 averted assassinations attempts, can you score more? Play “Where Is Your Gun Now, Mr Chekhov?” now, and share your high scores in the comments.

chekhov

 

LD#32 Toilet Paper Saga: Post Mortem

Posted by
9 hours ago | April 27th, 2015 4:17 pm

Yaay, my first Ludum Dare is over, and me and my team managed to push together a playable game. Yaaay for us!

menu

 

Play Toilet Paper Saga!

Anyway, on to the post mortem:

The Initial Concept

I pretty much knew what kind of a game I would make despite not knowing the theme. I wanted to make a comicbook-like game with a branching storyline. The story would be the main focus, the graphics not so much. Think of MS-Paint comics. I also knew that I could get at least one artist and a story developer to join my team. I also knew that I could have a place to work in. I’d tested out Belle, a WYSIWYG visual novel engine the weekend before the jam, and it worked quite okay, despite the fact that ctrl+z didn’t exist. I also chose to use it because it was free, no coding and I could make the game for browser.

Read the rest of this entry »

100 ratings in one week

Posted by (twitter: @OmiyaGames)
10 hours ago | April 27th, 2015 3:10 pm

100votes

Hey all. I wanted to give all of you my thanks, as Star Driller Ultra has reached 100 votes in one week. I find this amazing, especially since it took two weeks for The Sentient Cube (LD26) to reach 100 votes, and Laundry Day (LD31) never got that far. It moves me intensely to see a game I’ve made become popular so fast (even though I may hate it). This Ludum Dare was really busy for me, with setting up and organizing Tech Valley Game Space real-world meeting location, as well as making both a Compo and a Jam game. Honestly, I wasn’t expecting much from myself, but the results says otherwise. Wow!

So what now? First off, 42 points of coolness isn’t cool enough, so here’s a reminder that Tech Valley Game Space (TVGS) will be live streaming tonight at 7:00 PM EST! We’ll also be streaming during the weekdays and Saturdays from 7:00 PM to 12:00 AM EST (except every Wednesdays). We’ll also do our best to post the games we’ve played onto Youtube as well (this is proving to be more difficult, unfortunately, and may end up happening post-judging, to be honest).

Our Twitch.tv channel is at:
http://www.twitch.tv/techvalleygamespace

Want to submit your game? Fill out the form below!
http://goo.gl/forms/gDU933T27R

All the responses are listed below:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing


Second, to celebrate the 100 votes, here are some games I highly recommend in no particular order:

Billy McMath Solves Problems

As I’ve said on Twitter, this is a God-tier Ludum Dare game. It’s hard to introduce the game properly without spoiling anything, so I’ll use a quick description a friend of mine used: this game uses comedic timing as a game mechanic. And it is glorious!

The Rock the Paper and the Scissors

A very, very unique take on rhythm games, The Rock the Paper and the Scissors uses a formula a bit similar to Parappa the Rapper where patterns needs to be read and repeated. Unlike ye old Simon-says game, though, you can start your trend of attacks at any time while the music is playing. This opens up to a lot of possibilities that I think this game utilizes well.

F.U.M.S (Fucked Up Missile System)

This is a game where not moving causes the missiles to explode. Sound stupid? I thought so too, but the moment I played it, the whole thing clicked. Since missiles homes into you, you have to maneuver around them with last-minute dodges while staying still at any other opportunity. It’s this beauty in simplicity that absolutely blows my mind about this game.

Sonny & Gloom

When I first heard of the premise of this game — a co-op game about using a player’s health to combat enemies — I groaned. The “use health as a resource for attack” premise never worked in the many game jam games I’ve played, so I expected the worst from this. Fortunately, that was not the case: the game cleverly uses regenerating health (and a rapid one at that) to balance out the quickly-depleting health. Additionally, attacks include both close-range and long-range, allowing for both players to do some hefty beating. The remarkable amount of balancing put into this game, coupled with a game mechanic I previously thought was broken, makes it one of my top picks.

Rude Bear Raid

Thought those Words with Friends, Farmville, and other asynchronous multiplayer games were the bane of gamings’ existence? I hope Rude Bear Raid changes your mind. Much like Team Fortress 2, Rude Bear Raid puts two teams against each other, with a twist: neither team can directly interact with each other, but they can place enemies (which sacrifices one’s life) to prevent the other player from reaching their flag. This means that you will always face user-placed enemies hellbent in keeping you from getting their flag. It’s such an innovative concept. I’d love to see more ideas likes these.

Crystalline

Crystalline is a fairly conventional puzzle game about a lone researcher who happens to have a gun that can make blocks pop in and out of existence. Still, it’s a solid puzzle game, one that had me scratching my head for quite a while. With easy platform controls and a surprisingly substantial narrative behind it, I can passionately recommend this game to any puzzle fans out there.

Wee Pon

Here’s a solid Metroidvania game! Wee Pon involves chucking around a destructive weapon that you can use to swap places. The swapping mechanic is the highlight here, as it allows for traversing locations you otherwise wouldn’t have expected, and managing to make death a lot less annoying. The whole game plays organically, and leans towards open exploration.

Super SALT Helmet

Need a casual multiplayer fighting game to play? Then look no further! Super SALT Helmet is here to take care of your needs! Just use the A-button to charge up your attack while using the left-stick to aim. There are a lot of baiting and mind-reading possibilities in this game, making it a blast to play with your friends, locally.

drone-a-pult

So here’s a game where I think the graphics are too clean. The audio is mundane and boring. The controls are needlessly complicated. The rules are very restricting. And the darn objective is too hard to beat! So why? Why do I find this game so entertaining!?


Now this leaves a single question: how is Unconventional Stick Swinging Simulator doing in comparison to Star Driller Ultra? Well…

usssVotes

Basically what I would have expected from a simulator game.


Want to know what other games were made at the Tech Valley Game Space? Here there are:

Triump

Posted by (twitter: @JokerDen)
10 hours ago | April 27th, 2015 2:54 pm

As always, Tom Fulp featured my game at Newgrounds main page. Also game is #1 there at LD32 collaboration:

ng

And as always, here time lapse of development:

You are welcome, play and rate

Hatchet Harry

We did it… again

Posted by (twitter: @Camlang41)
11 hours ago | 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

Making of Bomb Bringer (time-lapse video)

Posted by (twitter: @YarKravtsov)
12 hours ago | April 27th, 2015 1:45 pm

Hi! Check my time-lapse video of making my game on Compo. Coding, assembling UI in Unity, modeling in Blender and many playtests.

Play the game – HERE

Timelapse for my game – 60 Second Opera Death

Posted by
13 hours ago | April 27th, 2015 12:00 pm

After catching up with school stuff, I finally finished the timelapse video.

Checkout 60 Second Opera Death!

Ludum Dare to Believe! S:4 Episode 3!

Posted by (twitter: @ButtonMasherBro)
14 hours ago | April 27th, 2015 11:07 am

Hey everyone! Button Masher Bros here!

The judging process continues! Today we present Ludum Dare to Believe! S:4 Ep. 3!

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

 

Today we will be highlighting:

 

Title: Spinnicus

Category: Jam Entry

Creator: Nick Zangus

—–

Title: Hide n’ Squeak

Category: Compo Entry

Creator: TijmenTio

—–

Title: Super Salt Helmet
Category: Jam Entry
Creator: Darkwind Media

—–

Have a game you want us to check out? [SUBMIT HERE]

 

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

@SuddenlyZach – Zach

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

Wellbeing Postmortem + Timelapse

Posted by
15 hours ago | April 27th, 2015 10:23 am

This is my 7th Ludum Dare compo entry but my first postmortem and timelapse.

title

wellbeing2

In Wellbeing, you are an agent in the Global Wellbeing Ops, tasked with using your treatment emitters to cure sufferers of The Rot. It’s a logic puzzler that aims to appeal to people who like Nikoli-style puzzles (think: Slitherlink, Nurikabe). The game features fully voiced dialogue, and a branching storyline.

Almost everyone who has played the game has either thoroughly enjoyed it or been thoroughly confused by it. I think that people who like logic puzzles are often prepared to push through that initial stage of rule confusion in the expectation of some fun puzzles, so the game has a niche but solid target audience.

Read on for how I spent my time, what went well, what didn’t, and a timelapse.

Read the rest of this entry »

A few more Let’s Plays of Apathy Bomb

Posted by (twitter: @@itreallyisamre)
15 hours ago | April 27th, 2015 10:11 am

It’s fascinating to see which endings people are drawn to right away, and whether they go back and try to find other ones or not. Check out these Let’s Plays:

And, of course, the very nice coverage on Alpha Beta Gamer – click through to see a playthrough there of two different endings.

Still looking for plays and votes, if you haven’t yet! The game is here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44075

– Ian

Post-mortem and Remake

Posted by (twitter: @LizzipFish)
15 hours ago | April 27th, 2015 9:54 am

For LD32 I submitted Magnets, How Do They Work?

LD32 Magnets Submission Page

Overall I was not particularly happy with my submission, but I think the core concept and mechanic work as a game.

 

What Went Wrong?

1) I don’t know how to art! Usually when I submit games for Ludum Dare I do it as part of a 2 man team. I do all the base and gameplay type stuff, while Auroraimortalis does the art, sound, music, models, animation and all those fancy pretty type things. I knew I was going to be doing it solo this time well in advance, but I didn’t think to learn how to do any of Auroraimortalis’ parts before the compo (I am a big silly). This obviously set me back a fair amount over the weekend, but I managed to struggle through using the most ‘easy to learn’ programs I could find (Qubicle for models, GarageBand app for music, Bfxr for sound and no animations)

2) No planning and early mistakes snowballed. I had an issue with physics/controls/collision detection early on which, instead of spending the time to do properly, I just worked around. Eventually this got too far and I had to make it so that colliding with the walls in the game meant game over, which almost every comment on the game mentioned was silly. And it was silly, I never meant it to be that way but it would have taken too much time to fix by the time I got around to it.

3) A bit of a mess. As with every Ludum Dare it was quite hectic and stressful. I didn’t keep my sleeping pattern, there was no sensible design or aim to my game and I didn’t take any time away from the computer for the weekend except to sleep. Without much direction my game went a bit odd design-wise and the level layout and design was poor.

 

What Went Right?

I think the core game mechanic has legs and would work in a better designed game. I’ve created a remake (below) which tries it out in a better setting and solves some of the problems my LD32 submission had.

 

The Remake

I wanted to try out the core mechanic in an environment that made a bit more sense. The remake is buggy as all hell but it looks better and you can touch the walls without it being game over.

Video of remake:

Video of original:

If you want to try the remake you can try it here

But as I said, it’s quite buggy and is by no means a finished game.

New YouTube channel!

Posted by (twitter: @@burlapjack)
16 hours ago | April 27th, 2015 9:39 am

To my dismay,  I wasn’t able to enter a game for Ludum Dare.  However,  I decided to do something that would normally be way out of character for me.  I started up a YouTube channel!  I’m really excited about it.  Lately,  I’ve found that my LD entries have been a little lack-luster, and I have a feeling that it’s because I haven’t been looking around to see what else people are making these days.  So,  as a project for myself,  I’m doing a “Let’s Play” series of LD32 games.      Hopefully,  this will bring back the creativity that I used to have.  Check me out sometime! https://youtu.be/EgwLV4NT42k

Noaksey’s Playlist and the Highlights so far

Posted by (twitter: @NoakseyV1)
16 hours ago | April 27th, 2015 9:02 am

With almost 100 games registered so far and a bundle of them already covered

I have been busy making sure that these games are being covered of course with feedback and critiques too

Check out the games and my live game play highlights here

http://noaksey.com/contact-me/game-list/

of course if you want me to cover your game please follow the link below :)

ld-32-wallpaper-2560x1440NK

Thanks Ludum people

Posted by (twitter: @@blindskystudios)
18 hours ago | April 27th, 2015 7:27 am

So as well as this being our first Ludum dare we’re also very new to making video games so this jam was a brand new challenge for us! But it’s been a blast playing all the insane games that came from this dare, and its been awesome to read the comments you guys have given us for our game BLODAU.

This is a rad community and we can’t wait until the next jam!! So to show our love I’ve made ya’ll a little gif of our game’s character :)

love

Driven Insane Postmortem

Posted by (twitter: @alphasim)
20 hours ago | April 27th, 2015 5:23 am

Driven Insane logoDriven Insane is AAGH Games‘ third Ludum Dare entry. I am our artist/programmer,  so I’m mostly going to be covering that angle in this postmortem post. We’re fairly happy with our concept and the finished product but naturally there were some hitches along the way. You can play and rate it here.

Day One: Getting the theme, brainstorming and starting work

We were online waiting for the theme to be unveiled, and neither of us honestly had a goal theme in mind. None of the possibilities sung to us so we were open minded and ready for any theme. When we saw, “an unconventional weapon,” we sat back and debated what would be an unconventional weapon in a game. Everyday objects? Sporting equipment? Eating utensils? Melee weapons in a ranged weapon scenario? While debating this we also discussed what genre to use, going from fighting games and RPGs to adventure games and platformers before we had our big breakthrough: a racing game where you are the hazards instead of the driver.

Brilliant, we had a basic concept, but what hazards would you be? Ramps, spikes and barricades seemed too conventional for an unconventional weapon themed game, so after some debate, Floata (AAGH Games’ musician and level designer) reaffirmed his dislike for farm animals (he was the one who suggested killing chickens in another game of ours) by suggesting that we run into a cow. I got to work mocking up placeholder art for the cow and car when he suggested a flying pig as well. Sure, why not? Here is my original placeholder art.

Early car, cow and pig designs

Early car, cow and pig designs

Before we called it a night that first evening (we began at 9 PM) I redrew the cow and made an impact animation with cow-smashing special effects. With that complete, night one came to an end.

Yes those are hamburgers

Yes, the cow explodes into hamburgers

Day Two, Part One: Flying Pigs and Actual Game Play

Early on day two I woke up and redrew the cow, pig and car properly with my graphics tablet and put them in the game. Downsizing them cost them a little detail, I think.

Just a little size difference

Just a little size difference

Now that we had the visuals halfway ironed out, we needed the thing to actually be a game and not a tech demo (or worse). Step one to making a game out of this melange was to asign point values to the various actions and configure a score counter, but that’s not enough. As it was, you could throw down limitless cows and pigs all over the screen, and worse they didn’t do anything since the car didn’t register any damage yet.

My first order of business was to make the pigs and cows go on cool down after use so you couldn’t just spam them. Applying the cool down was no big deal – it was applying a visual indication that took longer than expected. I didn’t want to draw individual frames for the buttons during their cool down periods but I eventually had to. I drew each one in 10 frames which worked for the pig (which was on a 10 second cool down, so 1 frame per second). The pig took some finagling since it used a 5 second cool down. I am crap at math so fortunately it wasn’t too complicated and I got that in.

Next I added a car health bar and set damage values to the car hitting the cows and pigs. At this point the game was really easy because as long as you used your animal attacks when they were off cool down you were golden. What we needed was a way for the car to defend itself and some degree of strategy and skill to using your attacks. The answer came in the form of health icons.

I drew some health icons and made a randomizing system to stick the health in the car’s path at different locations each time you played. The player needed a way to stop the car from getting the health icons so the pigs were given double duty in clearing health icons away and damaging the car. The pigs were only available every five seconds though which made for relatively long periods of helplessness on the players part -never a good thing. The cure was a third animal, one who would be usable often and whose sole job is to remove the health icons. Enter the squirrel, who – by being on just a 3 second cool down -was almost always ready and when used in concert with the pig made it possible for a skilled player to keep the car from ever touching a health icon.

Day Two, Part Two: Just Blips on the Radar

My biggest complaint while testing was that you never knew how soon the road would end on you, meaning you didn’t really have an idea how much time you had before you lost until it was too late. The answer – to me, anyway – was a mini map. I wanted it to be easily transferable from one level to another, and I didn’t want to have to constantly fiddle with its configuration, but the levels were not uniform in size, nor were they even proportionally scaled – they were all very different lengths. I ended up taking the length of the mini map area (400 pixels) and finding out how many times that would go in to each maps length (say, 17 times, rounded) and telling the map’s car location icon to move starting at the map’s left X position plus the car’s X position divided by that number I found earlier (17 in this example), and it worked. Success! That was the first time I had done anything like that so I was kind of surprised that it all worked out as well as it did.

Day Three: The Final Details

By day three Floata (the game’s co-developer, remember?) came through with the music for the game so I put that in and it fit really well. My biggest concern now was getting sound effects in before time ran out. I mooed and oinked into my mic, I read lines for the squirrel to squeak, I smashed pop cans and boxes for car crashes, and the results – while not exemplary – were satisfactory to me. The last step was adding a title screen, an end-game stat screen, a tutorial screen (or three) and testing the game for balance and stability. Satisfied with what we had and time running out, we submitted it and the rest is in all of your hands.

Take some time and give Driven Insane a rating, and please leave a comment letting us know what you do and do not like about it. Thanks for reading, and good luck to everyone.

Source added !

Posted by
21 hours ago | April 27th, 2015 4:49 am

Yo fellow darers!

I just added game maker source to my game ULTIMATE BOOTER And, also i started to work on something new. Creating of  megaman styled game was pretty fun, so…. I make probably another one :D Now, i started with rewriting basic platform engine. I added more features like one sided platforms and moving platforms.

You know, if i can make whole graphics and engine + 2 levels in three days, i probably can make whole game in one or two months! So, my next game will be noir styled megaman game! It will be called NOIRman! And hero will be called Norman Noir :D

Anyway, check the source if you want, play my game if you want, rate my game if you want and share my game if you want.

 

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