Posts Tagged ‘LD30’

Pay What You Want for my LD30 game!

Posted by (twitter: @x01010111)
Tuesday, December 15th, 2015 12:58 am

Hey all! My LD30 game Redshift Blueshift (#6 Overall!) was polished up and released on Steam, and if you’d like to grab it, you can pay what you want for the next day!

indiegamestand

Get Redshift Blueshift on Indie Game Stand! ~

Waterfly Octus [Action Platform]

Posted by (twitter: @gillenewnovo)
Sunday, June 28th, 2015 7:57 am

Waterfly Octus Logo

I started doing this game in Ludum Dare # 30, already has passed a long time and have not yet finalized.

I was in trouble with my computer, and that next week I should be with a new computer. When everything is ok, I will resume production of this game (also the Sword of Fireheart).

The story of Waterfly Octus is very simple.
One day Octus was quiet living your life under the sea when an earthquake shook the ground. Soon some bright golden stars began to fall and Octus was fascinated with those shiny objects, this time Octus begins his adventure to collect those stars by the ocean outside.

Screen gameplay

Screen Develop

Play the Demo v1.0.0.6 here – https://www.scirra.com/arcade/action-games/waterfly-octus-876

My previous entries

Posted by
Saturday, June 20th, 2015 11:34 am

This is a post to link to my previous entries for Ludum Dare, not much else to say:

LD32: IFF

MiniLD54: Wall of Text

LD30: Into Hyperspace!

To be a bit more specific, I think that wordpress searches for users by their posts and not having posted anything yet, resulted in me not showing up in a search.

9 Months aftermath! LD #30

Posted by
Thursday, May 7th, 2015 3:41 pm

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. :)

AppStore: https://appsto.re/us/ZtiR5.i

GooglePlayStore: https://play.google.com/store/apps/details?id=com.Inspination.SpunkyBall 

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.

Sale:  http://itch.io/s/1091/holiday-sale

High Flyer: http://gamegrape-studios.itch.io/high-flyer

Robotz: http://gamegrape-studios.itch.io/robotz

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GameGrape Studios (C)’2014. All rights reserved.

gamegrapestudios.wordpress.com

Noaksey to Live Play Ludum Dare 31 Entries

Posted by (twitter: @NoakseyV1)
Tuesday, December 9th, 2014 7:32 am

Last year I played a large number of Ludum Dare entries for LD30 and I am looking to do this all again this year.

If you would like me play your “LD Entry” submit your name and link to your Ludum Dare entry into the form below.

I will try and play every game entered.

I will be streaming when I can so please follow me for updates.

Enter your game link here:

http://noaksey.com/contact-me/

My Stream:

http://www.twitch.tv/noaksey

My Channel:

www.youtube.com/user/NoakseyV1

Tweet me any questions on

https://twitter.com/NoakseyV1

How to prepare for #LDJam

Posted by (twitter: @strong99)
Tuesday, November 11th, 2014 1:56 am

It’s a question many have before a Ludum Dare. How do I prepare for it? What to do? Compete in Mini LDs? Stop right there! You should do something completely different first! Something different? Yes. Have you ever evaluated yourself after the previous Jam?

Why I’m referring to self-evaluation is because it’s a very good process in improving yourself. It’s hard to practice and improve yourself when you’re not exactly sure if it will help you to reach your goal. Just start writing down what you did and what the result was. And start grading how well that went. In my case most seemed to go smoothly but the result wasn’t as perfected as I thought it would be. Where did it go wrong? To find out what I did wrong I reviewed the entire process, half hour by half hour. An important fact I found was that after two hours of work my concentration and motivation dipped. Not because it was annoying and uninteresting work, but because it drains you. I already noticed that same thing in LD29 and had scheduled several small breaks of 10 minutes. The breaks did work but weren’t efficient enough.

Another thing you could find out by self-evaluation is which jobs took you more time than you expected. I do these evaluations a lot and I’ve improved a lot based on the results. But what I noticed is that while my games get better, I tend to forgot to build a nice ending. How often do they finish your game? Seeing my statistics only 16% plays that long. But its effect of a nice ending can be seen throughout the game. The ending of my last three LD games were quite hasted.

From my last self-evaluation on LD30 I wrote down these points to work on:

  • Regular breaks (to freshen up)
  • Ending a story (storytelling)
  • Analyse types of user feedback in games (for better feedback tricks)

So instead of practicing building entire games in the little spare time I have I’ve been working on planning and writing skills. Building a game is one thing, building an immersive world is another.

How do you prepare? And is this article useful for you? Share your story!

Follow my blog, our my special LD31 blog for more.

Post Ludum Dare 30 Release – Back and Forth

Posted by
Thursday, September 25th, 2014 4:56 pm

My team and I were really happy about how well our LD30 Jam submission Back and 4th turned out and we saw a lot of potential in it.  We decided to continue working on it and release it as a full game on Android (and hopefully ios in the future).  This was our first time releasing a game for something other than a game jam and our first time working with Android, but things went incredibly smoothly the past month of development.  We managed to add over twice the amount of gameplay, put in polished menus and UI instead of placeholder ones, and add a full fledged level editor.  Thanks to everyone who played, rated, or commented on our game jam submission as that is what encouraged us to make something more of our game.

Check it out!

 

phoneVertical

Connected Words available on iOS and Android

Posted by
Saturday, September 20th, 2014 9:35 am

connected-words-icon-256Rated #32 in innovation for LD30, the game is up on these major marketplaces (for free with no ads and no DRM*),

connected-words-app-store

connected-words-gp

connected-words-amazon

It managed to get through the Apple approval process on the first try (No kidding. The recent deluge of apps must have softened Apple…)

My compo version received amazing comments and really ok ratings too (no worries, I still love you guys!).

connected-words-compo-anim

The mobile version didn’t change much from the compo one. The changes were,
* Leveling with increasing difficulty
* Retries earned based on level and tweaked scoring
* Emoji characters now display correctly (that was sooooo fun to fix)
* High scores are tracked
* Some UI fixes and improvements
* A new icon from an artist friend (Coming Soon™ to iOS).

Check it out. Try to get a score over 100 and let me know if you do. That is awesome.

* – no DRM where possible (i.e. not Apple).

Zanlings Match – results

Posted by (twitter: @FranklinsGhost)
Tuesday, September 16th, 2014 4:54 am

Screen01

Ratings

Coolness 100%
#40 Humor 3.76
#277 Graphics 3.56
#364 Mood 3.22
#534 Theme 3.29
#569 Innovation 3.14
#592 Audio 2.66
#730 Fun 2.85
#780 Overall 2.99

Really happy with my results for Humour but had been hoping to get a better result in the Overall category. Didn’t beat my last LD, ohh well maybe next time…

Still plan on expanding on Zanlings Match and have come up with 42 other contestants so far.

Congratulations again everyone on another successful LD and only 80 days till we do this all again.

Woah there!

Posted by
Tuesday, September 16th, 2014 4:35 am

 

Results are out for my compo game Two Must Become One. This game is my first LD ever, and I have to say, didn’t expect this AT ALL:

#113 Audio 3.58
#130 Overall 3.71
#184 Mood 3.47
#307 Fun 3.35
#394 Innovation 3.37
#409 Graphics 3.32
#724 Theme 3.00
#1626 Coolness 37%

Holy bananas! 130th place on the first try!? Yay! Thanks a lot to everyone who voted and commented! I got a lot of very helpful feedback too, and I’ll try to better myself and future LD entries.

What’s interesting is that people’s impression of my game was apparently good enough to make them rate it +3 stars (in other words, most could have felt bad if they gave me 1-2 stars for it).  Audio got the highest rating, despite the fact I added some music literally in the last minute. The song itself I composed ages ago too, but it fit this game perfectly. I am pretty sure my game has gotten much better ratings than it would otherwise have because of the audio.

What also fascinates me is that most ratings are between 3 and 4 stars, and additionally are pretty close together (3.32 Graphics, 3.35 Fun and so on). I guess it made a solid first impression.

The fact that theme only got a 3 star rating is not surprising at all. I was not able to add all features I wanted to add, which could have made a connection to the theme more obvious. This also means I need to tune down on game scale next time, because this game here as is, is pretty in-depth for being made in only 48 hours. Looking back, I’m wondering how the fridge I got it done in time in the first place. But well, I did it! Weee!

The coolness rating came out pretty bad. I admit I didn’t play too many other games this time because I was happy just to be done with it and to have my first LD entry finished. “Winning” or “getting ratings” wasn’t exactly my aim here. This will change next LD competition, though!

 

Overall, taking part in this competition was a very positive experience, and the only thing I would improve next time was decreasing the scale of the LD entries. And maybe stop recreating things that already exist! I need better ideaass!

 

 

Melody’s Long Timelapse home

Posted by (twitter: @aaghgames)
Sunday, September 14th, 2014 8:58 pm

With less than a day left before judging ends, I figured I’d share the timelapse recap I made of the livestream of my friend and I making Melody’s Long Ladder Home using Stencyl. It’s just the entire 12-plus hour livestream (done over three days), condensed into less than 23 minutes.

If you still want to try our game, you can try it here.

“Hypnagogia” Artist’s Timelapse!

Posted by (twitter: @cakencode)
Sunday, September 14th, 2014 2:46 pm

Hey everyone! Cake the artist here! Hope everyone has been having a good time rating and playing games so far. 😀 Better late than ever, but I really wanted to share the timelapse for our game, “Hypnagogia”. The game is about decisions, life, and death mixed with a little bit of dungeon-crawling elements in there. I hope this timelapse gives you a good idea of my thought process behind the game. :)

Be sure to check out our game! We’d love any last-minute comments or ratings! www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10976

Universe Connector timelapse

Posted by (twitter: @SixtenKastalje)
Sunday, September 14th, 2014 9:50 am

So I entered the LD30 compo with my game Universe Connector, and this time I captured my progress and made this cool timelapse for you to watch!

Play (and rate): Universe Connector

Timelapse software: Chronolapse

Music: I made an updated version of the music from the game.

If you wanna here more about the progress I also made a Post-Mortem you can read :)

Kid Got Lost – Post Mortem

Posted by (twitter: @paperboxstudios)
Sunday, September 14th, 2014 6:59 am

This was the first Ludum Dare that Paperbox Studios had ever participated in, we had a great time making our game Kid Got Lost and were quite pleased with the feedback that we had received for our entry. When the theme of connected worlds was revealed we knew that the obvious choice was to make some sort of turn based strategy or a 4X game since this type of game play would fit in so naturally to the theme of connected worlds.

After lots of brainstorming we eventually came up with the idea of creating Kid Got Lost, a maze game at its core but we implemented a mechanic where you could shift from one dimension to another, this is where the theme of connected worlds played its part in our idea.

The goal of our game is to find a key and then precede to finding the door, sounds easy enough but you need to look into the other dimension in order to be able to see different objects such as the key, traps, portals and the door. You are not alone in the other dimension though, you need to be wary of ghosts who can sense your presence when in the other dimension and will come after you.

Sound became quite an important element within Kid Got Lost, initially we just wanted sound and music for the sake of actually having those elements within our game. Our amazing sound designer had other ideas though, in a few hours he had managed to create amazing atmospheric music and eerie sound effects that turned our game into quite a chilling experience. The sounds also play an integral part, as the player will  be able to listen to the howls of the ghosts near by, acting as a warning of when it was not safe to swap between dimensions.

After we had published our game on Ludum Dare, we began to receive some feedback. Most of the feedback received were positive, commenting on the unique concept and mechanic, complementing the art style and the sound effects as well. Although we intended from the beginning that we wanted Kid Got Lost to be a difficult game, the idea of the game was to challenge the player until they finally made it through the maze and the aftermath would be a sense of satisfaction.  may have gone a bit overboard with the difficulty, as many users commented on how hard it was. We ended up making it slightly more forgiving to hopefully be more appealing.

All in all Ludum Dare was a fun and amazing experience for the whole team, we learnt a lot of lessons but at the end of the day were happy with our product. We played some amazing games from other developers and were amazed by so many great submissions that were made, it’s just so intriguing to see what other developers came up with working within the same time and theme constraints and how they went about making it. We are definitely looking forward to the next Ludum Dare Jam but until then guys keep making great games, keep innovating and have a great time.

kidgotlost-2kidgotlost-4kidgotlost-3kidgotlost-1

 

Android & PostCompo for Path of Supernova

Posted by
Sunday, September 14th, 2014 6:06 am

My puzzle game for LD30 is now available on Android. I also made a postcompo version.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=18943

Screen_01b

The main goal of the postcompo version was to simplify the rules a little. Until now, every powered tile could be moved.
This was never the goal, most levels can be solved by moving only the Supernova.
But without the possibility of moving other tiles my random level generation could produce impossible levels.
I have now fixed my random level generation, so there is no need to move other tiles around.

Here are the changes :
Slight change of rule : only the supernova can be moved around
Progression (last level unlocked) is now saved
Random levels Hard & Unknown better balanced
Last level completely remade (less difficult)
Better UI

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