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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!
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
I have wrote a similary post not long ago, but it seems like there were almost no people noticed it at that time… QoQ ( i think it may becasue there were so many people also wrote new post at that time,so my post was pushed to the back page sooo quickly.. otz )
The motivation to add this post is because i relaized that to play these game which have similary theme or have similary emphasis/focus chooose with me, may could provoke more reflection and introspection from this process for eachother, also the discovery process really let me feel happy and exciting !
but because the final approaches /time will not enough , i think maybe i should try to express this information again and let me more easy to found these game which i hope to play . moreover, i really want to play more game which may could vibes to me in the final day…
thus, dear friends
if your game or some other games you have played in this LD have similary theme with my game
（ or like this game < Flutterby> which i have played recently and found have simiary topic but choose different perspectives）
please leave a comment/link for me.
but furthermore , I also hope to play some game which focus on emotions/psychological
hope get your could recoomend to me ! I will play it and leave my feedback(as detailed as possible）
This is what I thought on Monday, right after I finished my first Ludumdare and completed an old task. You can read this post in spanish here.
I’ve finished my first game and I’ve named it “Booba Loomba“. It is a name that I already had in mind for previous game which also had small “balls” but finally I decided to use it for this game. It is true that it was a stressful (really stressful) weekend. There were moments when I didn’t know if I was going to be able to finish it or at least to submit something. I had to figure out the whole game in just one morning – Saturday morning. I’ll explain it below in further details. This is my game:
Let’s get started, the theme of the competition that was announced on Friday at 03:00 a.m. (Spain) was “shapeshifting“. At first, I did not like the theme because of the complexity of shifting something’s shape (even though you can do many things including shape shifting, changing something visually is the first thing that comes to your mind). I stayed awake until 03:00 a.m. to see what was it about and then going to sleep in order to be ready for the following day but I couldn’t do it. I was thinking about games that included changing shapes. After thinking about them, I got stuck with two:
World of goo (PC): You have to make a structure with the characters to reach a certain point of the map. Sometimes you have to switch your shape to reach the goal.
Locoroco (PSP): You have to rotate the screen to move your character and absorb “friends” to reach the goal with them. When you absorb any friend, you will grow physically and sometimes you have to split yourself to get through different parts of the stage.
I really liked Locoroco as a source of inspiration! Now that I finally sorted out some things, I went to sleep. I organized my timeline as it follows:
All right, as planned, on Satudary morning I invented the game’s mechanics:
“You are a ball and to move yourself through the stage you have to rotate the screen and play with gravity. You do not move the character neither the stage; you can only control gravity.”
“To clear every level, you have to reach the goal”
“To achieve it you have to find all your “friends”. There are two kinds of friends, fruit (they can’t move) and other balls (they can move). Any time you roll over a fruit it turns into a friend, to catch friends you have to press the A button.”
“You have to reach the goal as big as you can. To achieve it you have to divide yourself to go through narrow spaces and then absorb your friends again. To split yourself you have to press the spacebar.”
“You cannot lose in the game. There is no “game over”. The only thing you can lose is time.”
I chose Game Maker because it is really fast to start a game with it. However, it was a long time since I last used Game Maker, return to global variables, the style of working with arrays, it seemed a little complicated because I had been working with Libgdx months ago. But don’t misunderstand me, I highly recommend Game Maker to make games.
I started with the default collide system of the software.
It worked, kind of, but it was not what I was looking for. I observed how the ball got stuck sometimes and did not drop as I wanted.
Then I discovered that Game Maker uses a physics engine based on Box2d and “Liquid Fun open source” that I had never worked with.
I hadn’t time enough to learn how to use it but it gave me pretty neat results.
Then I prepared the script that made the ball join other balls and split itself.
The next thing was to include the items, “fruit” and the “goal”.
The “Friends” parameter was named greatness before. I thought that it was a good idea since “You are greater with more friends”. I finished the prototype on Saturday night but…
It isn’t a bug, it is a feature.
… Nothing turned out as I expected. Game maker gave me more than one problem. On Sunday morning I discovered a bug that made me waste all the day trying to solve it. Because of this, I had to upload my game to the jam (72 hours) instead of to the compo (48 hours). This was the bug:
If you grew in narrow spaces you got yourself stuck. I stayed all Sunday trying to find an efficient way of pre-calculating if the space was enough before growing and if it wasn’t enough it won’t let you do it.
I was trying a lot of possibilities but when I thought I had found it, it completely broke the game (especially in the HTML5 version 😀 ). Sometimes I thought that I couldn’t solve it because this bug had destroyed the gameplay. Later on Sunday, I thought about the same thing applied to an imaginary machine. If it had more gears, it is easier to break it, so I got stuck with the KISS principle and to the “it is not a bug, it is a feature” principle. To solve it I showed a message telling the player that “It is impossible to continue, you have to split yourself.”:
This lead to some changes in my timeline, that resulted into this:
This is what Ludumdare is about. It makes you change and remove things to the maximum; it makes you release a game that in other way you wouldn’t.
On the third day, I made the level design, graphics and music without any major problem. I work hard on the tutorial. I wanted it to explain the game itself and to get the player hooked to the game from the very first moment. People told me that those things were perfect so I felt relieved. The third day was the toughest because I was holding enough stress and I was really tired.
I am very thankful to Erik Sanchez G., who translate this awesome post into English.
Now I would actually like you to play the game and give me an honest opinion 😀
We did it again, folks! I’m buried in a mountain of great games, and figured I’d take a few minutes from trying to dig my way out to write up a post-mortem for my Ludum Dare 35 entry, Robot Escape.
This was my 5th Ludum Dare, and all-in-all I think things went pretty well. After finishing in time for the compo in LD34, I really wanted to do so again, but circumstances conspired against me this time around – oh well. I’ll explain in the “What went poorly” section.
What went well
First and foremost, I had fun, and made something I’m pretty proud of.
The core mechanics of the game – restricted lines of sight, and reconfiguring yourself to get around different obstacles – worked out really well, both on their own and together.
I’m getting really comfortable with my Ludum Dare tool-chain. In the past I’ve always lost some time farting about with Unity’s quirks, but this time everything went pretty darn smoothly.
In the same vein, a lot of what I spent time on in LD34 served me well as techniques I was able to reuse this time – in particular, I was able to just drop in the two-camera setup for an “authentic” retro feel I developed that time, and (as predicted) my level loader from that time around was clean enough to reuse – although my level-loading needs were a lot simpler this time around.
I experimented with keeping my code a bit cleaner by having a lot of my entities be pure C#, with only a handful of MonoBehaviours responsible for interacting with Unity. I’m not sure I did it well enough to be a reusable approach, but for a game like this it worked really well.
What went poorly
I started really late. I have the nasty flaw of being a gigging musician, and the band always seems to find ways to need my time during Ludum Dare. This time around, we were playing a gig out of town on Friday, so I completely missed the theme reveal and didn’t make it home until about 4am. I took a look at the theme as soon as I got home, but didn’t seriously start the clock, so to speak, until around 11am on Saturday. (The gig went really well – it’s only a “went poorly” item from a Ludum Dare perspective.)
I lost another two hours to a power outage on Saturday evening. Thankfully, I didn’t lose any work as I’ve got a UPS for my computer. It wasn’t a total loss, however, as I took some time to do a bit of planning on pen and paper by candlelight.
I didn’t get the controls right. This seems to be the biggest pain point people raise in the comments on the game, and I agree – I had planned to take some time to tweak them, at minimum, and ideally make them configurable, but I didn’t make it there before the deadline.
I wanted more/tougher enemy types, but only had time for two. Similarly, it would have been nice to have a bit clearer feedback about when the enemies were firing on/hit the player.
It took a concerning about of time for this game to actually be fun – any beginner’s guide to Ludum Dare tells you to make sure your core idea is fun as quickly as possible, but mine didn’t really get there until pretty late on Sunday.
A more detailed run down of the jam follows below the break – but if you don’t want to read that, why, you could always give the game a try and let me know what you think!
Whew, another Ludum Dare down! Good job everyone – I’m enjoying what I’m seeing from other people’s efforts in this collective insanity.
This time around, I put together a game called Robot Escape. The weekend had its share of ups (I finished! I had fun! I’m proud of my idea!) and downs (I started over 12 hours late! I lost 2 hours to a power outage!) and I’ll put together a proper post-mortem soon enough. For now, the timelapse:
Enjoy! Will do a post-mortem down the road when I’ve caught up on sleep lol I’ll be turning this one into a full game when I finish my current project, follow me on Twitter at @BPOutlaws for updates! -Jeff
So there it goes, another Ludum Dare. What a blast! At the end I wanted to just give up, but I stepped over myself with help from my friends (AtomicVikings and @Quaternious) and the fact that I didn’t want to skip yet another Ludum Dare even if I should have do other stuff.
Anyways, the game is submitted as it is. I haven’t squeezed enough time to do music, sfx, gfx, animations and more content. But overall it seems to comply with the basics of the design doc, so I am fine with that. It could’ve been more, if not my poor time management, but ain’t it always? 😉
So enough about how, let’s talk about what.
Town is a game where you play as wizard (I’m a what? 😮) hero Hayley that is trying to stop the evil Quazhooman shapeshifting beast from wrecking, otherwise, peaceful town of fine people into shreds. And of course pillage it along the way. You need to use your wizardy powers to target it weaknesses and stop it, before it can destroy the fine establishment of a town, or die trying.
The game place as a clicky-clicky game where you need to use best spells to target monster’s shape most effectively. Each shape has a set of attributes (Fire, Water, Air, Earth, Holy and Dark) that either provide a strong point against attacks of those natures, or weaknesses that let you exploit them, dealing more damage.
The player can also return stolen goods while fighting the monster, and use those resources to learn more powerful spells, upgrade oneself’s fortitude, and get more proficient in art of casting spells.
After a few months of work I’ve finally released Runners on the Google Play Store, it is my first finished game that I’m actually proud of! It is an endless runner style game with unlockable characters and online leaderboards.
Thanks again to all who played Edo Arena! Now I’ll include my results in this post!
Edo Arena’s results
Reflecting on last Ludum Dare, I got better scores in Fun, Overall, and Humor. I’m proud of making a fun game for compo! I hope to break top 100 next time around, so close! Audio is definitely the weakest point, but it was my first attempt at music so I’m not surprised. Thanks to everyone who rated!
Post Compo: The post compo version of Edo Arena is now available, please take a look if you like! I hope it fixes what was wrong with the original.
There’s dual weapons now
I hope you like your results! Thanks for reading and I hope you’ve all had an awesome Ludum Dare 34! ☺
How was the world’s first First-person zebra-beetle air-combat simulator made? Sate your thirst for knowledge with words from the source, after the moving pictures.
This time around I had no prior project ideas or learning goals. Going in cold.
Out here the jam starts way past bed-time, so when the theme(s) were announced I hit the sack right away and let my subconscious deal with the thinking.
I scribbled down a plan first thing in the morning.
It contains some doodles of a segmented flower and futuristic looking bees with the following words:
LD34 Ideas, Growing: Movement – 6dof Goal – Defend
The shortest design document I’ve ever done and that’s what I went with.
With lessons learned from the past jams I enforced a very rigid sleep-work rhythm: 16h work, 8h sleep, 16h work (the first 8 hours had already passed). As such I ended up working a total of 30 hours with the last 2 hours spent on eating, showering and short breaks.
Working itself went swimmingly. The programming tasks weren’t too difficult and I even managed to use a third-party open-source plugin for the bee movement which saved me more than few hours of coding and debugging.
It wouldn’t be a jam without at least one little hiccup. This time around it was audio.
With 6 hours to spare I felt more than comfortable with my chances to finish in time. After recording and listening to the buzzing sounds I made it became obvious that while mimicking what a human might think a bee sounds like is easy, the real deal that is not. Looping and trying the sound in the simulation proper revealed another problem, it’s super annoying to listen to for more than 10 seconds when uttered by swarms of bees.
In the end I managed to fix it by applying a few Audacity effects to make it less monotonous and lower in tone. It’s not perfect by any means, but I consider the outcome an Xmas miracle. The other sounds worked right out the gate, which must be part of the same miracle.
Overall I haven’t had this successful a Ludum Dare Jam since LD26.
I’m not going to do an extensive Post-Jam version this time, but I do intend to give it a bit more graphical polish and a tutorial of sorts in due time.
Well, there’s that. We survived another Ludum Dare and it’s time to play and vote all of the other entries, so let me tell you a little about our game and how the jam went for us:
It took us more than half a day to come up with a game to make, the tie in themes didn’t make it easy to narrow down which way to go. We eventually settled for just the theme “Two button controls”, as it made us think of faster games.
Once that was settled we thought of making a game about avoiding stuff coming at you. We remembered our childhood game StarGoose, and decided to somehow pay it tribute.
The main thing we took was the levels being a continuous loop. So you have to take gems, but if you miss them, they’re not gone forever, you just have to survive another loop to get another try.
The limit of two buttons meant you would only avoid things, and not shoot them, so we thought pressing both could be a bit of a desperate move to avoid some things. That’s where the jump comes from.
[WHAT WENT WELL]
We’ve been improving our low/flat poly aesthetics and can proudly claim our game is really pretty.
As an early visual decision, the player and all “good” stuff is triangular, to imply speed and intrusion, while the enemies and environment would be squared (settled and heavy). And this type of geometrical simplification seems to go really well with the style and allowed us to create a lot of different props that go well and their part in the game makes visual sense.
We had a collaboration for the sound and music from @parejomusic. He’s a great professional and made some great stuff. We’re specially happy with the music. Instead of it just being one track, it is separated into different layers, which activate according to the game state. It’s pretty cool.
This is also our first game featuring some introductory in-game story text, and I’m really happy about the way it came out.
[WHAT WENT WRONG]
As I mentioned, we had a lot of trouble coming up with a game idea at the start of the jam, so a lot of time went into that, and it shows on how the level design was barely tested at all.
The jump mechanic seemed a better idea before the enemies and life system where in, and we missed measuring the heights of some of the baddies, so there’s a lot of things you should be able to jump that you can’t, and the game fails to show you which are which.
We went a little overboard with the lights, blurs and particle effects, so there were performance issues on some computers (we did a lighter build without many of these, so you can at least play the game, even if it doesn’t look that good).
We failed to do some small silly things, like making the little square mines be on the floor instead of clipping through it, but who doesn’t have this type of thing in a jam game?
Even if it’s not a local multiplayer game, we’re definitely happy with how the game turned out. Sure there are things to fix, but it is the game we wanted to make and really hope you enjoy it. You can play it here.