Posts Tagged ‘keys’

My first entry to ludum dare; Monster Twins!

Posted by (twitter: @jukepoks1)
Sunday, August 23rd, 2015 4:26 pm

monstertwins2

This is a puzzle platformer with it own kinky twist. One of the twins defies physics and hangs around ceiling like it’s nobody’s problem. :) It was fun to make. I wish I had started making it earlier so it would be much longer. But anyway you take what you get. 😉

Monster Twins

Just finished my game!

Posted by (twitter: @osteoblastlabs)
Sunday, August 25th, 2013 1:04 pm

 

 

 

playImg1 playImg2 LD27Logo

 

I attached some screenshots. Please check out the game. I will probably continue to develop the game outside of the compo. Probably going to add some sort of multiplayer. Let me know if there are any bugs I can fix later, anything I should add or anything I should remove.

Game Link: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25848

Thanks,

Conchlab Games (@conchlabgames)

Dusting off the keys

Posted by
Friday, April 17th, 2009 11:38 am

Oh boy oh boy, almost time.

Sorry for the blurry phonecam, but wanted to upload something

Alesis 6.1

LD7: Pathmania: Way of the Jelly

Posted by
Thursday, November 29th, 2007 2:21 pm

This was my entry for Ludum Dare #7, which was the first LD I entered. The theme (growth) eventually gave me the idea of growing a maze.

So, you create the maze as you walk around inside it. When the game begins, the maze is just a set of disconnected squares. Each of these squares can be linked with a set number of its neighbours (how many depends on the square, from none to four), and you create new links by walking from one square to another where there’s no previous link. Once a link is created it can be walked on as much as you want, but a link can’t be removed once created, so you have to be careful when creating your maze so you don’t get stuck.

Once I had that working the deadline was looming close, so I threw in some keys and locks and made the objective to clear all locks of each level, to make the thing resemble an actual game. In the end there was four levels, a random level generator, and also a level editor.

pathmania-ss7.jpg

I wrote in the original README that I’d continue to work on the game, something I haven’t done. I still like the general idea behind the game, but it has this tendency to degenerate into just staring at numbers, which isn’t very fun at all, and on top of that it’s easy to get stuck, having to restart the level if you don’t pay attention. Perhaps some of the extra elements I didn’t have time to put in the game for the compo — more tile types, powerups, bombs, enemies — would have made it better (more varied if nothing else), but I think the interface is the main problem. It should be more obvious what tiles can connect, how many exits are left, etc, so there’s less guesswork, no number tracing, just puzzle solving. Since the levels are so “dynamic” getting that to work would be tricky, though.

Download: [ Windows | Linux (x86) + source code ]

Trout!

Posted by (twitter: @mikekasprzak)
Monday, November 26th, 2007 10:01 am

Ludum Dare #1, theme Guardian. My game, Trout!. Trout! is a game where you the blue fish must rescue the orange fish. Well… assuming they were in peril. Being the first LD48, I still hadn’t got used to how to best work in 48 hours. The game lacked scenery collision, making it no actual challenge at all. Beware the hook though. :)

The game scored Bronze in the graphics category.

Trout!

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