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 ‘game’
Usually I am quite early with writing my post mortems, but between work, deadlines, and of course more game development, I didn’t really have the time to write one. Frankly, I don’t really have time either way, but writing these is always so much fun. So here we go! (more…)
Less than 12 hours left in the rating for LD32! Good luck, everybody, and thanks for another awesome Ludum Dare.
If you haven’t played and rated 2015’s premier C64-style propaganda-em-up Red Threat, why not give it a try now?
Check it out here.
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
Hello there my fellow indie developers, today I want to announce that the game I’ve been working on for the past months has been released. This project started back in “Ludum Dare 30” (Connected Worlds). We saw potential on it so we decided to focus and develop a good game on that topic. Our entry BERTA was the starter point, then it went through many changes and almost 9 months later we finally finished!
(It’s not Berta but it is a ball).
This game is about a Spunky little ball that has the ability to switch between colors in order to interact with the environment of the level. Everything that matches the ball’s color becomes solid, therefore you have to choose wisely what color to use. For example, you’ll want to be the same color as the coins but not the same as the spikes! Or maybe you need that a certain platform matches your color in order to roll over it without falling.
So be prepared for a fun and innovative gameplay on your device… Also prepare to die a countless amount of times…
I hope you enjoy this game as much as I did when I created it! Also don’t forget to leave a review on the Store page if you actually had a great time playing it.
I decided to make a post compo version now! It’s a lot better
You can see the gameplay > Here <
(2015/05/02) Post Compo Version!
[Fixed] Hand Collisions
[Changed] You no longer have to press ‘X’ in order to pick up an item
[Changed] You are not sliding around like a crazy idiot anymore 😀
[Changed] The Maximum speed is now slower.
[Changed] The Gravitation power is now weaker.
[Changed] The Jetpack flypower is now weaker.
[Changed] Some small changes in the Highscore menu
[Changed] All sounds have been improved!
[Changed] Some graphics have been improved.
[Added] An arrow to see where you are if you fly outside the screen.
[Added] Fuel Item – You get more fuel by walking on this item!
[Added] Push – Push away your enemies if you are in trouble!
[Added] Push animation.
[Added] A new Logo!
You can play it here: Robo Attack
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!
Just finished porting my game, which was originally made in GameMaker: Studio Professional, to Unity. I did this mainly so that I can port the game outside Windows, but it’s also so that I can use more realistic physics while learning the new features Unity UI has (including the WebGL player). Still, it was tough porting the game, adding physics and making the game play as close to the original as possible, but now I can reach out to more players.
Note, though, that it might feel slightly different playing the Unity version compared to the original one.
Please check out my game here.
‘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.
I’m actually very proud of Frenzy Inc, the game my team and I made for this jam. It was my first time entering with a team, and my other team members first game jam. I’ve been working with them on games for a while, but the time-limited nature of a jam was new to them. We made a game that we’re all proud of, and thats really the most important thing about the jam. We have also got some excellent comments and useful feedback on our games page, which give us a warm fuzzy feeling and help to make the game better.
What went right
- Time and resource management. I was the only one on the team able to dedicate a whole 72 hours to this game. But we were able to plan and work around this to use the team members whenever they were available. And I still managed to get a total of 18 hours of sleep over the weekend, so overall a win.
- Visual Style. I’m a programmer, but I ended up doing all the 3d modelling on this one since I was the only one on the team with any experience doing it. I’m happy with how the game looks, even if it is very simplistic.
- AI. This was really my first time writing a proper AI for the player to work against. I learned a lot from the process, but I think the key part the the AI for Frenzy Inc is how they behave when not in combat. You can actually just stand around and watch the AI for a while and see how they behave, and I spent a fair amount of dev time doing just that.
- Small level. When you limit time, you have to limit some aspect of your game. We decided (reluctantly) that the best thing to cut back on here is size of the level. Having a smaller level enabled us to do a much higher level of detail on the level we did have, and devote more time to other features.
What went wrong
- Lack of warm-up. My team is largely used to working within pre-existing frameworks, so we spent a fair amount of the first 12 hours spinning our wheels trying to get back into working in plain Unity. We got there, but if we had spent that time before the jam less time would have been wasted.
- Lack of gameplay testing. Because we were all working remotely, putting together all the pieces to make our game feel complete didn’t really happen until the last few hours. This meant we really didn’t know how the game would be played to fix a few things, such as a few strategies which are far too effective, which really isn’t good for a high-score based game.
We’re working on fixing the problems with the game and adding a few features we wished we could have added for the jam for a post-compo version, so if you liked our game stay tuned for that.
You can play Frenzy Inc here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=22124
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!
Finally done ! We have submitted our game based on the movie The Grand Budapest Hotel by Wes Anderson.
You play a bell boy trying make your way in the greatest hotel in the world.
Your unconvetionnal weapon is: CARPETS ! WAVING CARPETS ! Use it against your colleagues but don’t bother customers.
Click here to play and vote
We are happy to have made great graphics, quick music and some levels.
We wish we had more time to add more levels, floors, enemies behaviors and more more fun story.
We were five, and for four of us it was our first Ludum Dare, so we are very very happy to have finish a playable game.
Thank you for organizing this !
PS: Great bug, when you lose, the music continues, and a new one begins.
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.