Posts Tagged ‘#LD48 #LD30’

Mammoth Monkey Mole Post-Compo Version

Posted by (twitter: @ehtd)
Saturday, September 6th, 2014 10:24 pm

Just released the Post-Compo version of our game!

Play it here

ld30_movingTogether

First Ludum Dare Impressions; Post Mortem

Posted by (twitter: @mattlawrdev)
Monday, September 1st, 2014 7:20 pm

Ludum Dare 30 has been a very unique experience for me. It’s shown me my abilities and limits in game development. It’s been a whole lot of fun rating everyone else’s game, too. Great ideas out there.

I believe I did very well for my first Ludum Dare, check out my entry,  Alternation:

Core gameplay of Alternation

Click me

Thanks for all the feedback by the way! Please rate if you can on Kongregate because I am getting few ratings.

 

Now, I made numerous mistakes and wrong turns with my entry, but I also did some great things with it. Here’s how Ludum Dare weekend basically went along:

Before the theme was announced, I was focused on making a 3d game with Unity, preferably a platformer. I also wanted to enter in the Jam.

When the theme was announced, I immediately started to brainstorm for ideas, among these ideas:

  • A top-down where you have to get to other planets by shooting other spaceships.
  • A platformer where you travel through dimensions to a goal.
  • An FPS where you shoot things that attack you (so unique).

I went with the second one and I begun to make a prototype. I decided to make the entry a puzzle fps without combat, much like Portal (couldn’t help it, love that game so much). The prototype took a couple hours to get to a point where it functioned. I then began to build the first level.

Upon finishing this level I determined the core gameplay, the ability to switch between dimensions by clicking. I started to work on level two when I realized I should introduce a new gameplay feature. I did just that with the addition of levers. I later added “death blocks” to level four. I made six levels in total, and play tested them multiple times.

I finally got to a point where I liked the feel and mood of the game and I submitted it around 8:00 pm Sunday. I thought the game was decent enough for Kongregate, so that’s where I hosted it.

After release, I slowly received feedback and I saw the good and bad of my game. Feel free to read the list:

The Good:

  • The audio I used was completely awesome. Thanks to audionautix.com.
  • The dimension switching was (almost) free of bugs.
  • The puzzles proved to be challenging.

The Bad:

  • The puzzles turned out to be a bit too difficult and awkward for some people.
  • Only six levels are present, sorry guys.
  • Most of the levels rely on parkour/reflex skills, which was a really bad move.

 

Overall, this was a great first Ludum Dare for me, hope you all like my entry and do well with yours!

Thanks for reading and extra thanks to everyone who posted feedback! See ya!

Thoughts on my LD30 Entry

Posted by (twitter: @Treeaza)
Tuesday, August 26th, 2014 8:54 pm

LD30 was my first full Ludum Dare.  I had entered two MLDs before, but not any actual compos.  I am happy that I managed to complete my game, but it has some serious problems.  (My game is called “A Rainbow”, by the way).  First and foremost of these was that I didn’t set a standard tick rate, making the game run incredibly fast on fast computers.  Also, the graphics sucked, and there was no audio.  Still, I am pretty happy that I managed to create a game at all in 48 hours without a game engine.  (Although, next time I’m probably going to use Unity).

 

The idea for my game was that several coloured worlds existed, and you could teleport between them.  Also, you would be able to see outlines of objects in the other worlds, so you could jump off of an object in one world, teleport, and land on an object in another.  This mostly carried over into the final game, although I wasn’t able to make the outlines appear, in the end I just made it so you could see everything the same in all worlds.

 

Originally, I was going to make a sprite-based game.  Then, at the end of day one, I had to restart, since my rendering system wasn’t working.  I ended up using Java’s built-in graphics, which are very underwhelming, but worked.

 

I also planned to have 10 levels, but then cut it down to five as a time saving measure.  Later, I reduced this to three.

 

All in all, I am quite satisfied with the final game, despite its flaws, and I will definitely be back in December!

 

-Mons657

Die in another world

Posted by (twitter: @posva)
Monday, August 25th, 2014 2:20 am

Hello everyone. This is my entry for the Ludum Dare 48. I wanted to create a platformer where dying let you travel through dimensions. Then see yourself moving around and being able to use yourself as a block.

 

Aside from that I also wanted to add typical platformer items such as platforms, falling blocks, some enemies… but I didn’t have enough time :( Therefore I focused a bit more on Level design and added some levels that shoudl take you some time to solve.

PLAY

Space Clash

Posted by
Sunday, August 24th, 2014 1:33 pm

This time created a game that feels classic and new at the same time.
Hope you like it ^^

Try my latest Ludum Dare game Space Clash 😀

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Silent Skies – Making the cut

Posted by
Sunday, August 24th, 2014 11:01 am

Well, it’s been a hectic 2 days and I’ve nearly got something I could call a “Game”. At least, at the moment it has no failure states (or win states) – so I guess TotalBiscuit wouldn’t agree that it’s a game in that respect.

One hurdle I’ve come across is thanks to the engine I decided to make the game in. Unity. The 4.6 Beta. Which – and this would be obvious if I thought about it – requires the beta web player in order to play any web builds.

So when it’s done I’ll be putting up both a Web Build (for those with 4.6) and Windows/OSX/Linux executables for those without.

Another hurdle I found was cutting things for time. 48 hours isn’t that much and I had a lot of ideas for this game. The first thing to go was having a crew. Originally I’d had the idea that you’d only get the mutiny ending if your crew hates you. You’d have a Chief Engineer, a Chief Security, Chief Medical and your First Officer. Each event would affect them differently and each one would have a random personality assigned at the start.

It’s one of the ideas I’d like to implement later on once the Jam is over.

Another idea was having Events occur when you reach a destination. It would make the other planets on your way actually useful. As it stands you have all those planets out there, and the Trojan stations, but they don’t do anything. If time permits later in the Jam I might quickly put some dirty ones in.

Another idea was difficulty levels. Having different missions and such. As it stands you get a random destination, with missions you’d choose beforehand. You’d have faster/slower ships, with more or less population aboard. Different starting rates for unrest/illness/hunger etc, and even different starting positions. You might have to evacuate a dying colony, or ferry prisoners (the original intention was for Neptune’s prison colony to be this)

Anyway. Back to work. I need to put in the Game Over screen.

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