ChromaGun was our entry to Ludum Dare #32. The concept’s inception came late at night after a few (ahem) beers. The theme was “an unconventional weapon”, and we decided to go with color. The player’s objective is to paint walls and enemies with the “ChromaGun”. Enemies are attracted to walls of the same color and float towards them. This core mechanic, paired with elements such as button-triggered doors, deadly electrified tiles and particle grids which only allow bullets to pass through, created some seriously entertaining gameplay, even in the early stages of development.
Posts Tagged ‘final’
although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out
And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!
Thanks, have fun playing
Chris and Sebastian
Sorry for the alliteration!
My text adventure has had some great feedback but I would still love for more people to play it:
Anyway, thanks for everything, and PLAY MY GAME PLEASE!!
Ludum game page – Does It Shoot?
Hello all, I go by Boateye on the internet, but you can call me boateye, since we’re instant best friends!
This was my very first Ludum Dare, but second Game Jam (I did the most recent miniLD #58). And I learned quite a bit. As such, I’ll hold up game dev tradition and make my first ever Post-Mortem!
What went well:
- Making my own pixel art for the game was surprisingly fun!
- I was able to effectively reuse some of the sounds that I made for my Mini LD#58 entry, Combat Pong, which saved me a bunch of time.
- The game was actually fun to playtest! This is a first for the games I have made.
- This slightly ore abstract theme was much better and easier to implement than my original idea
- The shooting and flying feels really good. One of the main details that I ike to focus on is “Game Feel”, and I think that this is my best effort so far.
- The central mechanic of using different amounts of your own score to kill enemies was fun for people like me who want to get maximum value from every action in a game. Trump, and Lous Scott-Vaargas would be proud
- The upgrades were fun to implement.
- The enemies spawning and moving in the background of the title, ending and upgrade screen were an accident, but it ended up looking nicer than what I had planned. I love moments like these during game development!
- Itch.io is a really great website for hosting games online. I encourage anyone who has not tried them yet to host their next project on there.
- Feedback is very positive!
What went less than well
- There was a bug where the enemies weren’t awarding the right amount of points to the player
- The Smart bomb wasn’t working at the time of release. It was now adding the accurate amount of score based on enemies killed. That is now mostly fixed.
- I wasn’t able to implement mini-health bars for the regular enemies that require multiple hits to help the player find the most effecient way of killing enemies.
- I was not able to implement good tutorial levels to teach the player the main schtick of the game, outside of the game’s text description which no one reads :p
- Art is unremarkable, but functional.
- There aren’t as many levels as I would like. The game is very short.
Overall, I feel that Score Attack was a success for my first proper LD game. More things went well than wrong, and even the things that went wrong were easily fixable post-jam. I’m really proud of Score attack, and I encourage you to check it out if you like Shmups!
‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN
‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.
THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’
‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,
(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.
After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.
As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.
Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:
- Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
- ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in reddit.com/r/lovebird.
- I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.
CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?
All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.
So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.
(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.
(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.
Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.
BABY SHAVERS WANTED
Looking for premium, experienced baby-shavers to shave the baby.
Casual hours, $16.95 p/h to shave the baby.
Perks include holding the baby, talking to the baby, and of course the joy of shaving the baby.
Call (02) 9815 4000. Ask for “Randy.”
For those who have not seen my entry (It can be found HERE) : It is a button bashing, YOU WILL DIE game. V-Hard. This is my first LD ever and the first game I’ve made in about 12 years, so just getting back into it. Learning Unity, but decided to go with CTF 2.5 for ease/speed for this one. The idea came to me on the train home from work. I had fun making it, and plan on polishing up the UI / making things more obvious a little bit before getting properly stuck into Unity. I’m aware that it fits the theme pretty loosely, but this was the perfect excuse for me to get back into game dev. So, yay!
Thanks once again for the great comments everyone! The feedback has been a really positive force for me and will spur me on to improve the game. The Shield is intended more as a “dissuader” (maybe I should think about how I visually represent this). I totally agree the AI needs work and their movement is currently a bit glitchy in terms of collisions. It’s on the list! Some form of on going instruction could improve the flow (but I do also like the mystery). The melee attack’s visuals are top of the list, I’m still thinking exactly how to tackle that. The spreading blood mechanic also needs some work, but works well enough for this.
Also on the list are:
+ Ability icons & highlighting
+ More art on the map to give it more life
+ Music & more sounds
+ A couple more abilities
+ A more finely tuned difficulty curve
Give me a shout/vote if you like it or with any further comments/ideas/hi-scores/bugs , I’d love to hear what you have to say.
P.S Check it out here!
it was a very exhausting weekend for us and we lost absolutely too much time debugging our game in order to fix bugs.
Therefore we didn’t manage to add as much content as we planned on the first day.
Nevertheless we managed to “finish” our game and submitted it a few hours ago in the jam.
But back to our game:
We made up a tiny little game called “Luigi – Mastering Energy“.
You are Luigi and your task is to reach the next dimension trough an gate.
Therefore you have to use your “unconventional weapon” ENERGY to activate elements in the right order.
You have an battery pack attached, which has a certain amount of energy to activate elements.
This energy also represents you health, so be careful. On you way trough the dimension your environment changes. Everything speeds up and costs more energy. So don’t get destroyed too often and try to reach an high level.
We’ll hope you enjoy our game and see you on next LD in august!
Rubelli @ ForsakenLlamas (Jam Team)
Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.
Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.
A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).
However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.
Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!
aahh sweet release! Just uploaded our game this was our first ever games jam, what a trip! dreasic sleep deprivation, starvation and savage arguments, all to make a thing shoot another thing! we’d do it all over again in a heartbeat though!
We had more in mind for our game but got snagged on a few of the mechanics and lost way too much time… but we’re please with what we have, and I’m relatively sure it all works!
So yesterday I finished my game for the LD #32 Compo! Everything was done in a little less then 42 hours (37 hours)! This was my first ludum dare but definitely not my last! I really enjoyed participating and I’ll definitely keep competing! Anyways, enough of the small talk! Let’s get to the game!
What’s it about?
Join our hero in protecting the faith of the Earth from evil (derpy looking) space squids! Use one of the four randomly dropped potato weapons to protect the Earth and yourself. How long will you last against hordes and hordes of space squid? Let’s find out!
A, D – movment
Space – jump
F – use special ability
Esc – exit to tittle screen
Mouse click – navigate the menu
Mechanics in detail:
Well, first off, I think we should start from the 4 different potato types in the game.
Each potato effect lasts for 10 seconds!
A new potato is spawned immediately after ones effect runs out!
Cool Down: 0.5 seconds (You can fire 20 of them per 1 pick up);
Best use: Fending off single enemies before they come close to the core. Best used during start of the game. Falls off during late game.
Mechanic: Each bullet insta-kills the first enemy it touches. Be careful though because it’s range is fairly short.
Cool Down: 2.5 seconds (You can spawn up to 4 heals).
Best use: The healing potato is used to heal the core (in game “The Faith of Humanity”) or the player.
Mechanic: Use the healing potato when needed. It spawns the heals at a fair distance from the player and nothing is stopping you from storing them somewhere further away from the core so they can be used when needed, though you could only heal yourself if stored away( It is recommend to save them on the 2nd or 3rd floor because otherwise they will get pushed back to the core by the enemy). If the heal touches the core, it will heal the core for 150 HP. Otherwise, the player can also use it to heal himself for the same amount of HP.
Chillato (Chilli Potato)
Cool Down: 10 seconds (You can only fire it once).
Best use: The Chillato is best used when there is a lot of enemies around, so make sure to make it count since you can only do it once!
Mechanic: The Chillato is a little bit more challenging to use, because you can only use it once. Once you use it, an effect as if you were using fire appears and burns all of the enemies you are facing with quite a bit of range (so it is best to sneak up behind huge hordes of enemies while they are attacking the core and destroy the enemies on both sides of the core). The Chillato only destroys the enemies on the side you are facing, so be careful where you aim it! The heat from the fire will stay for a few more seconds and kill any enemies that enter the radius of it’s fire for a few seconds after it’s activation.
AOE Potato (Area of effect)
Cool Down: 4.5 seconds (You can fire it twice).
Best use: The AOE Potato is best used when there are enemies on both sides of the player. It’s range is not so large, so try to use it carefully!
Mechanic: The AOE Potato creates a radius around the player killing everything in the radius after a 2 second delay. The radius isn’t really big, so you have to make sure to get as much as enemies as possible with it, because it is not a fast attack.
A pic explaining the mechanics behind it:
Enemy, core and player interaction:
There could be quite a bit of confusion on how the enemies interact with the player and the core, so it’s time I clear that our for everyone!
This pic should explain pretty well on how the enemy damage system works!
A pic explaining the mechanics behind it:
This means that if in time of need and if you have health to spare, you can push out the enemies away from the core to buy some time to potentially get a heal or an AOE attack.
Easy, isn’t it?:
And that’s it! That is pretty much all you need to know to become a real space potato pro! The objective of the game is to protect the Earth or survive as long as possible!
You can find the game on the ludum dare page here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640
Or the direct links here:
(if you get a weird virus warning, ignore it, I got it as well O_O)
Have fun gaming!:
Well, that’s it for me. You know everything there is to know to master this game and understand how it works! Creating it was a blast, and I don’t plan on stopping! Any and all feedback is very highly appreciated because I plan to continue the game after ludum dare is finished.
This is my first Ludum Dare (and solo game jam), and I can honestly say that it went better than I expected! Even after getting sidetracked a lot, I still finished the game early. That said, I think the weakest part of my game is music. I’ve never been good at it, and a chiptune generator, I think, is the easiest instrument I can use for the moment.
Please view and rate my entry at http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49251
Looking forward to your entries!
Hey everyone, just finished my first compo entry ever, I figured I’d make a post so my user page would be created.
I made a small interactive story, I’m not sure what to call it, but I’d like to play things like this more often.
It didn’t turn out the way I wanted too, but it’s OK for a first crack at this.
Thanks for reading!
PS: I should start earlier.