Posts Tagged ‘concept’


Posted by (twitter: @@JeffersonSN)
Saturday, April 16th, 2016 7:19 pm

I’m back baby, after 5 months without dev anything because things :( Ok, sadness of the lonely dev cave, now I’m back with two friends!!! Yeeeeeyyyy
Some concepts and dev screenshot!

Concept of the main gameplay

Hello Construct2 my old friend…


Concept art!



Initial concepts

Posted by
Saturday, April 16th, 2016 7:03 am

Almost 12 hours have passed since LD35 started. We have a clear idea for a game, and we’re prototyping gameplay to test it out ASAP. 😀 Here’s a concept of one of the locations:

Progress so far on LD35

Posted by (twitter: @agilejoshua)
Saturday, April 16th, 2016 3:47 am

Just got started an hour or so ago. Kinda like the theme.

Brainstormed a bunch of ideas and we found something with a core essence of fun embedded in it somewhere – so now we just have to get working on extracting and refining it!

Brainstorming on paper

Brainstorming on paper

More paper-based concepts

More paper-based concepts

You protect your core from attacking things by deflecting them using your shape. As your core gets broken down the shape you use changes and gets less stable, rotating and spinning making it more difficult to deflect the attackers. Have a bunch of ideas on power-ups and having the core regenerate but gotta start on getting a first playable concept up and running to test if it actually has any hope of working…

Ludum Dare 34 concept

Posted by
Sunday, December 13th, 2015 6:06 am

Having chosen to do the growth theme, (deciding what to do is easy when your on your own 😛 ) i have chosen to do a simple concept which links directly to nature itself. After thinking long and hard (10 minutes before the idea popped in my head) i decided that i would go with the most simplest form of growth which is a cell. So my concept is that the player controls a little biological body that is in a pond, the player moves the body around the pond to discover small proteins (or whatever cells would ingest )  which once ingested will cause the body to gain in size, and the secondary score to rise, until eventually it splits and forms another body. Both bodies will be controlled by the player with the same controls  (so essentially the biological body the player is controlling gains a small friend that follows you… exactly). Eventually there will be enough bodies (Main Score) for the game to zoom out and show the bigger picture and what you were a part of the whole time.

I am working alone so ideas on this concept would be much appreciated :)

This is growing on me! and i need 2 buttons!

Posted by (twitter: @emmaheroe)
Saturday, December 12th, 2015 1:34 pm

Lets start with some ideas:

  • IMG_20151212_150644
  • Growing plant stuff
  • Simple Battle musou style
  • This gemetry cool thing
  • All of them

Well this is how i start. The growing plant looks like it was already taken, the geometry is nice, but i only have 24 hors and i dont think i could finish something like that with my poor mathematics skills, finally the musou (toei’s beat em up) should be the most possible one.

But at the same time im starting to think a combination of them.


What i mean, is, you are some kind of plant/bug that grows in time while you press one button. But if you press the other button it starts to engage attack. If you dont press any of them then the bug moves in a path.

Enemies will come in huge ordes, and their movement will be something geometrical (i have to figure how to this one, to avoid loosing time in programing paths). well time to start.

Greetings Human 2.0 Concept Art

Posted by (twitter: @boardtobits)
Friday, August 28th, 2015 3:24 pm

After playing over 150 LD33 entries this week, I figure it’s time to start looking at where to take Greetings, Human as a more polished game. So, here are a couple concept pieces for the menu & codex if I were to port the game to iOS/mobile devices. The biggest challenge is fitting entries into the codex screen. Right now I’m down to 16 races, which is about half of what was in the base game. With that said, there’s going to be a lot more stuff to juggle, so maybe having fewer races to hunt through is a good thing. We’ll see.

Anyway, here are the first two “screens” as a preview.

menu_concept codex_concept

And, as always, you can play the original Ludum Dare edition here:

The Idea

Posted by
Saturday, August 22nd, 2015 2:15 am

After some thinking and a little playing around with a quick build, I’ve mostly solidified the game idea.

You play as the ghost of a dead crew member aboard a spaceship who has come back to haunt the living and destroy the ship, for reasons unknown (to you guys, anyway). It’s a fast FPS with things like bouncing bullets and multishot, might throw in some grenades or something too. The only problem so far is I’m not sure how to make it mean much. I mean, the premise is cool, but it doesn’t seem to affect the gameplay much. But I do have a few ideas…

I’m thinking perhaps your goal is to revive yourself and leave the ship while blowing it up. To this end there would be 3 things to do and the order would be somewhat up to you:

  1. Set the ship to self-destruct
  2. Revive yourself and become human
  3. Escape the ship

Obviously if you escape the ship before the others, you get a pretty bad ending because you didn’t kill everyone and you’re still a ghost. I’m thinking that as a ghost you can see/interact with certain things like platforms, powerups, and areas that you normally can’t, but perhaps as a human there are things you can do that you can’t as a ghost, like activate objects and open doors. When you sabotage the ship, it will start a countdown and if you don’t escape within that time you die, and the game ends (but you don’t necessarily fail!). So, you have two main paths; Revive yourself and then set the ship to destruct, or set it to destruct and then revive yourself. The first is risky because you can’t use as many safe options and can’t get as much combat advantage when you’re alive, the second is risky because you have to both revive AND escape in the time limit, instead of just escaping.

OK, I’ve sorted out my issues. I like where this has gone, and it’s what I’m sticking with. Thank you for reading, and good luck in the competition!

The Idea

Posted by (twitter: @@UprightPath)
Friday, August 21st, 2015 8:44 pm

Well, this could have been worse. MUCH WORSE.

I didn’t have a specific idea in mind when I saw what the theme was but it I’m at least marginally happy with it. I’d been hoping for something Alchemy or Fantasy related, but this doesn’t quite hit me as that so the game I was hoping I’d get an excuse to make won’t be coming out. Instead, I’m going to brush off another idea I’d had. A horror-trope game about accumulating points by setting up certain circumstances.

The following are the preliminary rules that I came up with (I play too many board games.)

Each player (The Player + Computer) plays a Lord of Darkness who’s trying to usurp the others and become The Lord of Darkness. To do this, they make use of various horror-trope monsters in an attempt to gather enough fear (points) at the end of the game to beat their opponent. Each monster has certain rules that allow it to accumulate points:

  • Vampire: Every even turn that they’re on a town with more than one female population they score (And remove one female pop.)
  • Werewolves: At the end of the game, if still alive, they score five points.
  • Zombies: One point per zombie in play at the end of the game (Replaces 1 pop with a zombie for each two zombies in the town.)
  • Ghosts: Number of haunted towns squared (A haunted town is a town with one of your ghosts on it.)

Each player may also attempt to thwart an opponent by increasing the fear of a monster in a town (1 Point per fear). A town with fear in it will attract the hunters who can destroy the monster in the right circumstance. When a town has 5 fear of a monster a Hunter will spawn in that town. The hunters work with the following rules:

  • Vampire Hunter: Kills a in their town vampire if they scored in the previous turn.
  • Werewolf Hunter: Kills a random Pop (Werewolf included.)
  • Zombie Hunter: Kills half the numbers of Zombies on the town.
  • Ghost Hunter: Removes a ghost after three turns.

A player has several other actions they can take:

  • A player may spend 1 Point to move a monster to an adjacent town.
  • A player may spend 2 Point to move a spawned hunter.
  • A player may spend 3 Points to spawn a monster.

Durgz – A drug growing/selling micromanage them-up

Posted by
Tuesday, October 21st, 2014 6:20 am

Hello LD goers! I come forth with an idea. A while ago I was watching my friend play a game about selling drugs, and I got an idea, which I think is amazing. The idea is a, mini-game based, micromanage them-up, based around growing and selling drugs. As the idea progressed, I started writing stuff down, before long I had about four pages of ideas. I’ll spare the details, but the gist of the game would be buying pots, seeds, equipment, materials, etc. Planting seeds, operating machinery, just generally making drugs. Then working street corners and selling the drugs by hand. Eventually you’d be able to buy more property to hold equipment, drugs, etc. You would also be able to hire people to automate different parts of the process (making the drugs, selling them, etc.). All while doing this, the more “dirty” money you spent/earned, the more attention from the cops you attracted. Eventually they would raid your properties, freeze your earnings, etc. That’s where money laundering would come in. You could buy businesses and launder percentages of your money through them to lower cop suspicion.

The point of this post is more than anything to see if someone would be interested in a game like this. For the amount of work this would take (for me), I’m not sure I’d be willing to go through with it unless someone would play it.


Current Progress for LD #29

Posted by (twitter: @VsioS)
Saturday, April 26th, 2014 1:20 am

So my progress for LD #29…

Still struggling on thinking about the stable concept for the game.

Also, I am planning to incorporate with one of 1GAM theme.


Also, I will use the same game engine(?) like my previous 2 games, so no programming at all but also no frame-update so I need to carefully choose the concept  under the no frame-update limit.


Also, if I can finish this game, it will be the 3rd game I made in month April 2014.


Also, this is my first time posting a post in Ludum Dare \ :v /

Concept – done!

Posted by (twitter: @dManabreak)
Friday, April 25th, 2014 10:53 pm

I woke up an hour after the compo started, and spent the first hour thinking of possible interpretations of the theme. I ended up with an oilrig game – won’t tell more than that yet. ^_^

Here’s some work-in-progress of the oil rig:

WIP oilrig

… and let’s not forget nutrition, people! A pear-apple-banana smoothie!

Smoothie time!

Hackfield: The NetField Update – early plans & concepts

Posted by (twitter: @KatamoriENG)
Saturday, September 14th, 2013 1:43 pm

After the great inspiration I got from Hackfield, I started to plan a bigger sequel. There are only some simple feature ideas, but I hope you like even this one (even though these are just plans)!


2041. Years before, the biggest panicwave in humanity’s history have spread all over the world. After this event – that is known as the Anubis Incident – the United Nations have remade the architecture of the Internet by completely changing the security system of the New Age Protocol.

Needless to say, that it makes recovering way longer – but finally, they could implement their final plan: reorganizing the whole internet. Now it’s called  „The NetField”, where computers are available only through governmental nodes.

Surveillance of people have reached a level we’ve never seen before. The NetField is fully censored and controlled; everyone who uses it is not able to get informations that is not allowed by the governments of the world. They try to cover it with the depiction of a perfect world (Utopia, as they call), but the truth is that the gap between working people and leaders is increasing.

Resistance expected that the Anubis Incident may help to take over the world and starting everything over – but the Center was quicker. With an unkown power that makes governments stronger, security forces could save and conquer almost the whole computer network of NAP.

The resistance couldn’t escape this time. A lot of them are already dead. However, Hackfield have survived the chaos, and stayed up-to-date until the born of the NetField. It dissapeared then…

…until now.

Planned features:

– hub of computers

Hackfield acts like a special browser that allows you to manage inside the main architecture of the server you are connecting with. By this, closed connections are available, and even though it’s a bit harder, you can contact with computers that are not connected to the NetField – indirectly, every computers are available through the NetField, since the incredible amount of WiFi systems.

– specialized targets

The computer name generator of the original Hackfield is on a great way of being fixed and improved. To make it sense, all kinds of computers are gonna be custom. Every computers are going to have different memory map size, difficulty, variety of used tools and custom access-ports, files, softwares etc. on them.

– manipulation of the world

Change variables in access-ports to make people pay attention in real life for your actions! Close doors, turn connecting systems on and off, change text of monitors, send messages throughout real life, and so on – but be careful, before you are becoming disconnected!

– microprocessors

Low-level systems? Low-level operations! Use the WiFi system that covers the whole world to your own advantage! Hack WiFi stations, check the list of available devices, and manipulate smartphones and cars!

– thousands of records and e-news

Don’t forget: this is a living world! While the hours and days you’re spending on the NetField, event happening around the world. Follow them through various news portal, or read the historical event that happened since and before the Anubis Incident!

progress #1 on “Feisty Forest”

Posted by (twitter: @gsarwohadi)
Saturday, August 24th, 2013 9:47 am

I’m gonna call my game “Feisty Forest”.

It’s about “Riding Hood” entering the forest once again to reach Grandma’s hut for cookies and whatnot. Along the way, she encountered the Forest Fairy that will open the way to Grandma’s hut if Riding Hood could survive Fairy’s 10 second challenges. Or else… she dies! *horror sfx goes here*.

The challenges will be procedural generated, with some guidance / rules. I’m also trying to limit interaction to just touch and only touch. For desktop users, don’t worry, you can use mouse click instead. Currently listed 3 challenges, and 1 challenge mechanic/prototype done.

In the meantime, here’s the current art for Riding Hood, the color palette and preliminary UI layout:


An idea is born

Posted by (twitter: @McDaan)
Saturday, April 27th, 2013 2:16 am

Inspired by Muffins & Talk, I have found a concept… lets hope it is not too grand!

Concept Muffin

A Flight of Thorns?

Posted by
Saturday, April 27th, 2013 1:19 am

Okay, so I literally overslept the announcement (I blame you, time zone difference!) of this Ludum Dare’s theme announcement. I didn’t expect “Minimalism” to win, but… well, there it is.

So I woke up about an hour ago and started thingin about ideas. One of the obvious first choices has been “Minimals”, doing something with some kind of small/cute animals. However, a quick look on Google told me that this idea (at least based on the name) isn’t that new at all.

Due to this small disappointment, I continued and thought about other ideas. Escaping from a lone island with little to no ressources? Sounds interesting, but I couldn’t think of any gameplay into that without making it into some kind of minecraft-y game – which in the end probably wouldn’t end up “minimalistic”. But how about modifying that idea? I went back a bit… 10 years, 15 years,… what games did I love? The golden age of 16-bit gaming… And then I had it – I think:

Looks familiar? Maybe…

If you assume this might be inspired a bit by the great Donkey Kong Country 2, then you’re not that far off. Although the actual game mechanic isn’t the same compared to those bramble levels found in that classic game.

So the game’s goal and the protagonist’s goals are rather simple and minimalistic: escape the brambles! The only problem? Brambles! And your chosen escape tool seems to be a balloon – oh, yeah, you’re not necessarily the brightest hero around it seems… But what do you think?

Some Basic Concept done! I present you… The Mission!

Posted by (twitter: @fullmontis)
Friday, April 26th, 2013 10:36 pm

Ok, after a difficult 6AM rise and already 2 hours behind the schedule, I crawled to the PC to find a theme that made me gasp. Hell, I really didn’t expect this to be a theme. I mean, tell me about a game done in 48 hours that isn’t minimalistic!

So, the brainstorming session started quite slowly. Pick up the pen, go to the desk with a white paper and start writing whatever came to my mind. An hour later I’m rather happy to say that I have a clear idea of the concept of the game. And (this coming from me is actually quite unexpected), seems pretty fun to both implement and play. Let’s make a quick heads up.

My traing of tought followed this route: about 99.9% of the games that will be developed will focus on minimalistic graphics. Well, that’s almost a given, due to the time constraints. That CAN fit the theme alone but of course with a theme so ample there are a lot of stuff you can apply it on: mechanics, story, choices, number of buttons used… I see from posts that this last one is a common choice… Very interested in seeing the results!

Ok, since I’m using Ren’Py for the development of my game, I’ll focus on… Drum roll please… Minimal dialogue choices! 

(Why is no one clapping?)

Ok, it is not the most original idea in the world, but hear me now. The game is about rescuing a princess. You have two choices: “yes” and “why?”. With “yes”, you save the princess and all is good. You see an image of you saving the princess, credit roll and goodbye. With “Why?”, the narrator explains your reasons. For example, “Cause you are in love with her”. Then you have the same two choices: “yes” and “why?”. With yes, you win the game, credit roll and all. With “why”, the narrator explains… You get the idea.

So, you can basically choose any time to save the princess, but you can go as deep as you can with your  The fun stuff is, this can go on for quite a while, and can lead to some pretty fun writing. With time, you will access some unique questions. And, now for the fun part: based on the question you asked, the final image will change according to the details you unveiled. More question you will ask, more details you will add. Think Binding of Isaac: each power up adds up effects on the character. This will be the same but with the final image.

The title for this game is (since the theme is minimalism, let’s keep it simple):


The Mission

(Oh yeah!)

I’m pretty happy with the concept so far. I really didn’t expect to be happy with a concept of a game less than one hour after waking up. I have some basic idea on the Ren’Py script to use, now let’s get down to work!

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