Ludum Dare 32
Theme:
An Unconventional Weapon

Compo Ends in

Jam Ends in

Posts Tagged ‘jam’

Houston: Expedition diary Part 5 – Steam!

Posted by
Saturday, December 27th, 2014 11:27 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 22:

We successfully landed at new ground.
Hello, Steam Concepts, we come in peace.

We invite you to the Houston page at Steam Concepts!
(talking about concepts… there are few more at steam page)

Sure, we are nervous a little bit about this move, but we hope it is a right thing and we have to try.

Houston: Expedition diary Part 4 – Gameplay Video

Posted by
Friday, December 26th, 2014 12:00 pm

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

New decrypted item is available now:
gameplay footage with comments about present and future of the game

(01:43 min)

Incoming transmission:
Wolfnip’s “Let’s play Houston, We’ve Got a Problem!”

(16:25 min)

Ythmevge’s Let’s play

(14:44 min)

TechValleyGameSpace’s Let’s play

(31:02 min! wow)

Thank you guys, it was a pleasure to watch how do you play!=)

Previous part of expedition diary:
Expedition diary part 3

Expedition FB group
Let us Tweet you some space news
YouTube

Houston: Expedition diary Part 3

Posted by
Thursday, December 25th, 2014 11:54 am

Merry Christmas, Ludum Dare!

This is the expedition diary of Houston.

Day 1 additional decryption:
GamesJam work process video materials attached:

Day 2 additional decryption:
The result of 27 hard hours was surprising – our game was awarded by Microsoft

The prize is – certificate for a package of promotion in windows store.
Scientific Note: the level of endorphins rose up sharply.

Jam Entry: Houston, We’ve Got a Problem

Previous parts of expedition diary:
Expedition diary part 2
Expedition diary part 1
Information bulletin for new astronauts

Expedition FB group
Let us Tweet you some space news
YouTube

Ghoul Rush post-mortem

Posted by
Tuesday, December 23rd, 2014 4:18 pm

Let me tell you a story about making of Ghoul Rush. It might not be the most enticing story in the world, but I need to write it, and hopefully some people would find it useful.

Everything started with #GamesJamMicrosoft here in Moscow. It’s a local competition, organized by Microsoft, that was specifically timed to coinside with Ludum Dare. Contrary to LD, this event was offline, with everybody working in one place; it also had a number of prizes. The moment we heard of it, we decided to try taking part. Where “we” are Chaos Cult games – a group of like-minded people all working in gamedev, and goofing around with indie development.

(more…)

Ludum Dare 31 Favourites So Far!

Posted by (twitter: @gamepopper)
Sunday, December 21st, 2014 7:31 am

So after rating 100 games for Ludum Dare, I thought I’d talk a bit about a few of my favourites from the compo/jam. They may not be the best out of the competition, but these were the ones that I find have an aspect of good entries that each of these succeed at.

Tightrope Theatre

This is the entry done by brilliant flash game developer Jussi Simpanen, aka AdventureIslands. He always does games for jams big and small and his entries usually bring a quirky design and incredible polish to them, and this one is no exception. In Tightrope Theatre you must travel from A to B, all while riding a unicycle avoiding fire, spikes and the ground below. The entire game is 24 levels long, and feels very complete for a game done in two days, although you kind of wish there was more. Knowing that Jussi tends to add new stuff to his entries every now and then, maybe there will be more to this entry.

Jumping ‘n Jumping

This is an example of how you should achieve a innovative gameplay in 48 hours, you use one mechanic with a unique spin and give it as much potential as you can. In this case, the mechanic of the game is jumping, and the unique spin is that your jumps are limited, but will increase depending on how you play. Eduardo uses the mechanic in a room where you have to jump to survive and you get this gem.

Screen Mover

Most game jams have a theme, and as a developer you are free to interpret that theme to whatever for your game: you can use a literal route (in LD31, that would mean literally running the entire game on one screen), the metaphorical route or the technical route. With Screen Mover, Sh1rogane decided to go beyond literal and technical with the theme to produce something that may look like a simple platform prototype, until you quickly realise you have to move the game window to progress. The only issue with this idea is that keyboard input it locked while the window moves, but the post jam version does fix this.

The Hyperbeam

Sometimes you don’t have to make a game that’s fun to make it a good entry, you can tell a story, show off some great music or in this case, make some really beautiful graphics. The puzzle game elements are clever, but this game is really good at showing off bloom and neon. It just makes it look wonderful, and the music is really soothing as well. As you may tell from my entry, I love neon glow, and this game does a great job at showing it off.

Swotch

If all else fails, just make a game that is fun to play, and make it addictive for an added bonus. This game’s style reminds me a lot of Terry Cavanagh’s Super Hexagon, and since the developer is planning an Android/iOS release, I recommend him get Chipzel to do music for the game.

Don’t forget to play my entry Glow Drop if you haven’t already.

[mεks] or: The Hungry Games

Posted by
Wednesday, December 17th, 2014 7:18 pm

This is the first game I made completely on my own and my first Ludum Dare!

Definitely learned a lot and can’t wait for the next one. (gonna work on my time management until then…)

 

Play it here!

Play exchange: We want to Play&Rate your game

Posted by
Wednesday, December 17th, 2014 11:49 am

So far we played and rated just 241 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Play exchange: We want to Play&Rate your game

Posted by
Wednesday, December 17th, 2014 1:07 am

So far we played and rated just 234 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)
(joppiesaus, Warboys, Warpgames, TeamQuadratic – I’ll play your games today, when finally get an access to the windows computer)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

…and More Progress!

Posted by (twitter: @OtroraGames)
Tuesday, December 16th, 2014 2:07 pm

Thanks to the helpfull feedback of Ludum Dare community I have made some progress in Director’s Cut version of my Ludum Dare 31 entry.

http://gamejolt.com/games/arcade/moonlit-crawlers-director-s-cut/41322/

– Now jump mechanics should feel more fluid.

– Added sfx to attacks and enemies kills.

– Improved collisions on attacks.

Next:

– Victory animation

– A better Menu

Keep playing and rating…

Compo version is here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32989

Play exchange: We want to Play&Rate your game

Posted by
Tuesday, December 16th, 2014 11:27 am

So far we played and rated just 227 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Play exchange: We want to Play&Rate your game

Posted by
Monday, December 15th, 2014 11:58 pm

So far we played and rated just 218 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Play exchange: We want to Play&Rate your game

Posted by
Monday, December 15th, 2014 11:41 am

So far we played and rated just 211 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 11 145 (Mike Mezhenin)
4-d place: 10 610 (sapermysz)
5-th place: 8 085(Kabukki)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Late’s better than never!

Posted by (twitter: @Trent_Sterling)
Monday, December 15th, 2014 7:12 am

So I haven’t posted much about my LDJAM entry, but it’s been getting some votes so I figured it would be a good idea to post about it here. Simply put, my game is a poor Super Crate Box clone.

2014-12-08_14-13-31

Sadly, the game didn’t get balanced, or even really finished. The menus were slapped together in a hurry and a bunch of artwork didn’t get completed. Me and my artist were not really well prepared to enter the jam, which is why I didn’t make a post announcing that we were going to enter. We weren’t sure if we could get anything done in the time allotted.

We had opposite sleeping schedules. He’s from South Africa, and I’m in the United States. Working with different timezones probably hurt us more than anything. While I was waiting on HUD, he ended up making more weapons. When I needed enemy artwork, he was busy with sleep, or rolling blackouts – as South Africa has some kind of power issues at the moment.

So needless to say, this game isn’t complete. But it’s still sorta fun, and the graphics look pretty sweet if I do say so myself. (Thanks Unity Pro Trial!)

2014-12-08_14-16-21

So check it out if you want. I enjoy feedback – but believe me, I already know the game isn’t great.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20238

I also made a video about the development of this game. Sort of a timelapse/summary.

I also streamed about 7 hours of development on twitch, so if you wan’t to watch me do stuff in the past, check it out!

http://www.twitch.tv/trent_sterling/profile

Play exchange: We want to Play&Rate your game

Posted by
Sunday, December 14th, 2014 10:40 pm

So far we played and rated just 199 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 11 145 (Mike Mezhenin)
4-d place: 10 610 (sapermysz)
5-th place: 8 085(Kabukki)

What will be your score?

guys

Lull Post-Mortem

Sunday, December 14th, 2014 3:07 pm

Play Lull HERE! The centuries-spanning magical realist visual novel that the critics are calling “interesting!”

“Interesting” —stvr

“Interesting” —JFern

“Interesting”  —Sweenist

“Interesting” —Kuality Games

“Very interesting” —Rose

“Very interesting” —Crushenator

Screen Shot 2014-12-14 at 4.38.03 PM

My name’s Luke, and I was the head writer on Lull. I’m with Watercress Studios, which is a team of 30-odd coders, writers, artists, and composers working on… something else. Don’t worry about that.

A bunch of people thought it’d be fun to take a break from the Other Thing to do Ludum Dare. “Don’t worry,” I told my SO, “I’m not getting involved, I’m just going to hang around on TeamSpeak for a bit to see what they’re up to. I’ll come watch Legend of Korra in half an hour.” We did not end up watching Legend of Korra that weekend.

I’m going to talk about our process, so spoilers ahoy! Shadow64 said that “There were a lot of twists and turns in there that I didn’t expect,” and if you can’t trust Shadow64, who can you trust? Go ahead and play Lull before reading on. I’ll wait.

Screen Shot 2014-12-14 at 4.42.15 PM

We faced two challenges right out of the gate. Challenge #1 was the theme. We knew we wanted to make a visual novel, but most of those involve people moving around to different places (and therefore different screens). The easy option was to set the entire story in one location, but instead of zooming in we decided to zoom out.

What if, we decided, instead of the screen showing where our characters are as individuals, it showed where they are as a society? You check in with Deadwood Falls, Oregon every ten years as buildings grow, change, are burnt down in riots against your neo-feudal dystopia, and are rebuilt.

Challenge #2 was art. Watercress’s normal art team wasn’t available, instead opting to spend the weekend sharpening pencils or analyzing Degas or whatever it is artists do when normals aren’t looking. So all the weight of the art fell to the fearless OptionalSauce, who’s usually one of our writers. While Optional more than delivered with his playful, expressive pixel art, he’s only one man, which put a tight limit on the quantity of art available to us.

This ended up shaping the story in ways we couldn’t have predicted. Since each character required different spites as they aged, we needed to keep the number of characters low. So we needed a small handful of characters to make the important decisions in Deadwood Falls. And hey, we should have their descendants take over after them, so we can reuse most of their sprites! Enter the aforementioned neo-feudal dystopia.

Screen Shot 2014-12-14 at 4.38.34 PM

WHAT WENT WRONG:

- Limited amount of art. Characters don’t have different spites for different emotions, so you get Cornelius Thatcher grinning like a goon while trying to convince two of his oldest friends not to slaughter each other’s families. Too soon, Cornelius. Too soon.

- Limited plot divergence. I don’t have to tell you how little sleep I got, because you understand. Let’s just say this postmortem would have come out sooner if I’d been awake at any point during the last week. I had to find ways to honor player choice while keeping a lid on just how much extra writing that would require.

Other than specific flags (who’s alive, who you’re friends with), the culture of your town is largely determined by two hidden variables: Unity, representing how divisive and dysfunctional your town’s politics are, and Openness, representing your town’s willingness to flow with the tides of social change. These affect whether certain actions will succeed or fail, and can result in some interesting changes— a town with low Openness might see Temperance Goodwin getting written out of the history books, for example. But you won’t get completely different scenes where everyone’s living in harmony or anything.

- Everything wraps up a little more quickly than intended, also because of the limited amount of time we had for writing. We ended up cutting scenes off the ends of both acts, which I think actually made Act I more aerodynamic but clipped Act II’s arc a bit early.

WHAT WENT RIGHT:

- The music. I can’t even tell you that much about the process, because I don’t understand it either. Every now and then the composers would pop by and ask something about themes and tonality and then disappear, like some sort of benevolent opposite-day monkey’s paw trying to interpret our poorly-worded wishes in the way that would most benefit us.

- The pixel art turned out well, and the backgrounds deliver several effective gut-punches independent of the writing– during the rioting and the endings in particular.

- Instead of using our large writing team to deliver a greater quantity of writing, we used them to deliver intensely polished writing. Every scene saw multiple drafts, and I went back through everyone else’s scenes when they were done to ensure tonal and thematic consistency. I mean, you’re hearing from the head writer now, so feel free to take my opinion with a grain of salt, but I was really happy with how the writing turned out.


So, if you’d like to try a game that lets you resolve blood feuds, learn sign language, crush insurgencies, debate land reform, and woo 19th century Quaker schoolmarms, and for some reason you haven’t played Lull yet, go here and give it a try! And if you’d like to follow Watercress Studios in our other endeavors, go here. Thanks for reading!

Screen Shot 2014-12-14 at 4.43.34 PM

Play exchange: We want to Play&Rate your game

Posted by
Sunday, December 14th, 2014 12:07 pm

So far we played and rated just 195 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 10 610 (sapermysz)
4-th place: 8 085(Kabukki)
5-th place: 8 000 (Robber)

What will be your score?

guys

[cache: storing page]