I gotta say this Ludum has been one of the best so far for me. (Even though it’s only my second one) Alot of people played my game compared to my last game (Seriously like 6 times as many people). I’ve learned alot from this jam. And I appreciate the mountain of feedback you guys have given me. I’ve had 3 YouTubers play my game and even some streamers.
Two things really stood out.
1: How motivated you can get when there’s 3 hours left in the jam (Seriously I got more content in those 3 hours than I did the first day).
2: The community.
What do I mean by community? Well, what do ya think? The out-pour of feedback, and the downloads and ratings adding up everyday, I even got a guy on twitter who said I inspired him to participate in the next jam! it’s just a fantastic feeling.
Overall, I think 2017 is gonna be a great year for game development. You all ignited a fire of passion inside me, and Intend to use it. Again, thank you all so much, and I hope to see you in the next JAM!
PS: IF you want to play my game, you can find it here
Last summer I made my first Ludum Dare entry, it was in the #36 and the Compo section indeed. It was a great experience and I was amazed by all the feedback I got. And I didn’t want to waste it.
These months I’ve been dedicating some free time to adapt and improve the game and I’ve just proudly pubished it today for Google Play.
I’ll leave you the link to the game and some related stuff.
Thanks for the support and happy holidays
First of all, I want to thank everyone for the provided feedback. We appreciate that!
It was an awesome jam and we had a lot of fun. So I decided to tell you our story.
A story of HourGlass Collector
“One Room”. This theme was unexpected. But it turned to be a very interesting one. It wasn’t a hard one for us. The idea immediately popped up in my head. Our game designer polished it and we started our project.
Fourcy started to make game design. First thing he made was a list of game elements. They were used as game objects. With this list I could make a set of placeholders to test mechanics, controls and other stuff. I started coding while Fourcy was working further on game design.
Next step – game mechanics. Our game has a lot of different game mechanics. Fourcy came up with around 15 of them. Not all of them made it to the end. Some were changed, rebalanced or trashed. I will not show you the full list cause this will ruin your game experience =) At this point Fourcy started to work on art.
All sprites were made by Fourcy. He used Sai as graphics editor.
Fourcy spent a lot of time polishing this “level”. It had to contain lots of “game layers”. This was the result of “brainstorming”.
There are 3 spawn points on the map. A button works as a trigger and spawns hourglasses. Active spawn changes in a clockwise direction. (This is a hint for one of the levels)
This game was made in Unity3D (C#). After recieving list of game elements I started to work. I made a list of placeholders and started to implement base logic. Here we began to move and jump. What a platformer without jumping?
Spikes added (yellow box). First real danger. By “danger” I mean DANGER. See these corpses?
Working with placeholders saved a lot of time. I’d made almost every game mechanic before we had sprites ready. But with sprites it looks better.
Our game is almost ready. We need one more thing – a good soundtrack. This is where our composer starts to shine. Provided with gameplay and pictures he made an OST that changed the game. It was no longer a boring platformer but a funny game that attracts you from the start and keeps you till the end. If you like the OST and want to listen more, search for Xcentric Noizz.
We asked everyone we could to try our game. We knew it was hard so we made the game a lot easier. We can’t make it even easier because it will become boring. We did our best to balance the difficulty curve. But there’s always room to improve. And thank you for the feedback and gameplay videos. This helped us to find the problem.
Thanks for reading!
I did it! Finished my first Ludum dare! Didn’t get around to posting about it till now cause I needed some well deserved post-jam sleep XD. I tried my best to take an interesting spin on the escape the room genre and keep it interesting with procedural generation (which I’ve only had minor experience in prior to this jam). Would love some feedback/opinions over here on the GAME PAGE! The game and its source are available and playable on Linux, mac, windows and can be found on itch.io as well as Game Jolt!
Congratulations to everyone for participating in the jam and I hope you enjoyed it as much as I did! For more of a postmortem on my game be sure to check out the GAME PAGE!
An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎
Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆
First Ludum Dare, first game with Unity! Hopefully my builds worked because I had to rush them and I don’t own a Mac to test on.
Got more features in than I expected I would, but way less content, at the end I was just churning out C# instead of rushing in Blender like I thought I’d be
#BUTERATOS game here! Enjoy! Comment!
“Le Rest’ouf” is a crazy restaurant simulator where you serve fancy cuisine to impatient customers by throwing plates at them. Click and drag plates to throw them, Headphones are REALLY recommended !
The last update of hellblocks was just made public!
This is the game I submitted for compo few hours earlier:
I originally liked “Wait, are we bad guys?” idea more, so I converted it to fit the “one room” theme. you defend one room from invaders.
Two days timeframe was not enough to create and animate more characters than this, and I by the end I had to siginficiantly speed things up.
In the end I (again) had no time to implement sounds or music.
Lessons learned in the process:
Lots of ideas were cut and abandoned due to the time constraint.
The game made using Unity3d, monodevelop, blender, clip studio and gimp.
Finally I’ve finished!
You can check my entry HERE
Have a good time!
Ludum Dare has taught me so much as a developer, and has inspired a great deal of my work. Today, I released my first game on Steam–Skyway. If you have a few minutes, please check it out!
As an homage to my short LD games, I’ve placed a few Easter Eggs around the levels
Thanks! -Matt <3