Is there a registration page for ludum dare, or is everyone in it? because I’m worried the time is going to come for ludum dare and I’m going to spend the 48 hours on a game, but when I go to submit it, it says “participants only” and I miss my opportunity. Is there a registration page?
Posts Tagged ‘ludum’
(I had to look up what “Post-Mortem” meant because I was so confused at all the blog posts with it in the title. You better be grateful!)
Soulshifter is a game about killing enemies and stealing their forms (sounds morbid, I know). The enemies come in waves out of portals, and you must survive a set amount of waves (based on difficulty) to win. But that’s not all Soulshifter is. Soulshifter is a game about competition, about teamwork, about challenges, and about new experiences.
Me, Erik and Justin worked harder on Soulshifter than on any other game we’ve ever made. I programmed things that I had no clue how to program before we started. Justin made fantastic art in a style he had never tried before we started. Erik learned he was a way better musician than he ever thought he was before we started. We learned that we were a better team than we thought we would be before we started. Soulshifter, and by extension, Ludum Dare did and meant so much more to us than we ever thought it would.
Of course, we didn’t get everything we wanted into the game, but when has anyone ever began a Ludum Dare and finished with everything he wanted originally plus all the things he thought up along the way? We got a game we were happy with in the end, a solid base that could, and will be easily expanded in the future. We got a game that we were proud of, too.
The feedback we’ve gotten has been so wonderful, and everyone has been so nice. We honestly can’t thank you all enough. Even if you left us a bad score, you will have shown us what we need to improve on next time, and we’re just as grateful to you too. We’ve had so much fun playing other people’s games, also, and it’s just made us feel even stronger that Ludum Dare is a great community of people that we want to meet and compete with every single time it runs.
TL;DR: (What a nasty word, how about this:) To summarize, our time last weekend and the following days after was amazing, we all enjoyed the competition, and all of you, the community. We’re happy with what our game became, and you’ll definitely see us next year. Happy game design,
– Ben, and everyone else at Toasted Games.
First of all: I have nothing against Gamejolt’s ads. I think they are a great way for the web and the devs to get something to keep developing and uploading.
This is just a “funny” reflexion I had since the very first time I uploaded Henkan Pachinko to Gamejolt.
So yea, let’s say that, umm, you finish your beautiful and fancy Ludum Dare entry (solo or with mates). You have put a great effort to it, maybe you have not sleeped, maybe you have not eaten (ok, this one is strange), you haven’t seen the sun. Your family and friends had reported the police because of your disappearence, your couple is starting to think you are cheating him/her, and then starts thinking you probably have a hidden family.
But nothing matters! You are happy with you little indie game. It could be better, maybe, but you finished it on a weekend! And that is a triumph. You had fun, after all.
You finish to compile for web. You create the game’s page on Gamejolt, you upload it. The upload finishes and you click on the “Play” button, daring to try it.
But before that, an ad. And not a normal ad. A fu***** blockbuster videogame ad.
These are the games I saw advertised on Gamejolt the past days
“What a nice game!”, you say. “I might want to try it, they look incredible”, you say. “Oh, the ad has finished, let’s try our LD game”, you say.
So your game starts, and you see THIS.
You compare with the games you have just seen. “What have I done”, “After seeing the others, mine is a crap!”. You start to feel and make some strange expressions in just two seconds.
Fortunately, you remember that those games had a budget of millions of dollars and were done over lots of months (maybe years). You remember you had a great time (solo or with friends), now you can meet new devs and the lil entry you have can be the base of something bigger. That is all what matters.
In our case, someone got angry because he thought that we put the ads to our game, that it was “the first time he saw a Ludum Dare entry with an ad”. He kindly sponsored his comment with a viagra ad.
Well, I simply wanted to share my thoughts with somebody else. Have you experienced something similar?
We have an entry, too. You can play it here.
However, this post is to recommend you (again) some entries of this Ludum Dare. Some of them are amazing, and others are very innovative, so I think you will find them interesting.
Looking for games to try, too. Post yours on the comments!
GL & HF!
First of all, I recommend you try our web game Henkan Pachinko. Why? Well, because it is our game, and I would be an idiot if I didn’t profit from this post to promote ourselves (you can try it here).
Well, it was just a silly joke, but the truth is we will appreciate you try and rate our game.
However, this post is to recommend some cool games of this Ludum Dare which I think you could like! I am also looking for games to play, I don’t care the port, they can be web or standalone, so post yours on a comment!
Well, now let’s go with the games.
Hey there! This is Ben from Toasted Games, and I just woke up and don’t really know what’s going on! I’m pretty sure this is a Game Jam, though, right? Ok good. Erik Larson and I (Ben Collings) are going to be participating! Can we do that? I’m not sure how this works… I see a lot of people listing tools that they’re going to be using and writing that they’re gonna be participating in the title, so here:
We will be using (maybe)
- Gamemaker 8.1
- Photoshop CC
UPDATE: thanks to Ilseroth for answering my question about participating
-Ben, Toasted Games
We’ve been working hard on our game Conga Master for the Ludum Dare 34 jam so we didn’t have time to post anything. But here it is!
This is our game. All graphics and programming were made during the Ludum Dare, and much more! Because we did several prototypes trying different controls. Moving your feet with two buttons, one for each leg, choosing your direction using an oscillating arrow and a button to run, etc. We took our time but we believe the end result feels super nice. What do you think?
We wanted to add different kinds of people affecting the gameplay. Say you got lots of geeks in your conga, then cool people would hesitate longer before joining. Eventually we decided on the pig idea which everybody seems to like :).
Please play the game and tell us what you think! We can’t stop playing to listen once and again to the music while dancing all around!
After 48 hours I’ve completed my second Ludum Dare project, and my first Compo submission. I had a few ideas for this theme, and didn’t even intend on making the one I did, but I’m very glad I did. The game was made in Unity 5 and I created the assets it Maya.
Here are some of my thoughts about my entry:
Gameplay and Aesthetics
Just in case it has to be spelled out, Solito signifies “Little Sun”. In Solito you play as plant growing upwards. In order to continue growing you need to collect Solitos. If you fall over or run out of Solitos you will shrivel and fall apart. The art style is all super low poly because I absolutely love low poly. I’d never really gotten the chance to make a low poly game, so I wanted to jump on that. I’m really quite pleased with the overall aesthetic. With the addition of tilt shift, deliberate shadow placement, background environment, and blue fog, the game feels more atmospheric. I’m glad to have been able to incorporate a bunch of little background items. I think there are still some gameplay mechanics to tweak to ensure that a good player can continue to improve rather than hit the same ceiling every time.
I got a lot of inspiration for the background visual and style from Battlefield Heroes (RIP) and other low poly scenes I’ve come across.
I ran into a few development issues along the way, most of them having to deal with Unity. Here’s what they were and how I overcame them.
1) Skewed Segments: Plant segments were becoming exceedingly skewed (One hundred times wider than tall) after about 30 additions or after the stalk fell past a certain level. This is a known issue with Unity and has to do with non-uniform scaling. There were likely other small issues that compounded to create this defect. To resolve it I had to use my actual model asset instead of Unity primitives (this was alright as I was almost finished with prototyping). In addition I reworked the way physics had an effect on the game.
2) Snowball Falling: The point of the game is to climb higher without tipping over. With Unity’s default physics engine, however, the player would have experienced a snowball effect. If you noticed you were falling over you’d naturally start building on the opposite side to counterbalance. However, since you could only build so quickly, everything you built would tend to join the rest of your stalk as it fell. The more you built to regain balance, the more segments would end up getting pulled over and therefore imbalance your stalk even further. To solve this I wrote my own balance functionality that counted the amount of segments on either side of your base segment. Depending on how tall you were, the net balance would affect the entire stalk. In order to actual prevent the snowballing, however, I had the balance system only consider the top ten segments. This means that you only need to balance the stalk in the short term. Doing otherwise is difficult and not very fun.
I listened exclusively to Phish for the duration of the development. It’s always interesting to know what people were listening to when they worked on their jam entry.
My take on the theme is somewhat generic, but I’m happy with how it turned out. I imagine there could be many other games similar to mine, so I wanted to make mine visually distinct and appealing. My compo version is complete, and I think I’ll continue to work on this project. Soon I’ll create an Android build so I can play it on my phone as well. I spent way less time on this entry and worked much quicker than I did last time (LD#30) and I was able to submit this for my first Compo.
For future versions I’d like to include some of the following
– High score saving and high score notifications
– Sounds Effects / Music
– More atmospheric effects (Falling leaves and floating dirt)
– Point bonus for completing a circle (It could grow a tomato for example)
– Weather effects
– Arrow Keys for controls instead of just the mouse
– Moving Clouds / Trains / Planes / Hot Air Balloons / Etc. in the background
– Enemy Solitos
– Moving Solitos
– More background items
I’m really quite pleased with my entry. I feel like I was able to include everything I planned on, and I didn’t damage my sanity doing so. I hope people like it and want to see more. I’d love to continue development and work on a mobile build.
My biggest suggestion for anyone working on a Ludum Dare project is to be reasonable. This is something most developers can relate to. It’s easy to get swept away into what you could add or what would make the game better. A solid and polished small game beats a poorly made large one any day.
I had to restart from scratch this morning, but it turned out great, I proudly present:
Cube Wars: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60288
These Ludum Dare Compo’s really increase the productivity, I must say, I’ve never completed a game this fast, ever!
In this game. You play as the Blue Cube, let’s call him Bob for now.
As Bob, you walk around using the Right Mouse Button and shoot with the Left Mouse Button. [Two Button Controls 😉 ]
It is Bob’s task to destroy all Red and Purple Cubes.
There are 6 different level themes, each with their music.
Crates explode and do damage to enemies.
Enemies sometimes drop power-up’s such as a shield, cooldown reduction and armour-piercing bullets.
Get the highest score by surviving as long as possible while eradicating the enemy cubes.
Compare yourself to others in the in-game online highschore table.
Testing Testing… First LD post personally.
Going with a team.
More to come.
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.
– Now jump mechanics should feel more fluid.
– Added sfx to attacks and enemies kills.
– Improved collisions on attacks.
– Victory animation
– A better Menu
Keep playing and rating…
Compo version is here:
Just published my game, 4in1, for the 48-hour comp for the second time. It feels good. I’m happy with the end result and cant wait how the ratings turn out. But this ludum dare didn’t have the same feeling for like last time. Last time I had more of an actual game. I spent several hours planning last time and managed to rush the game out, just a couple of hours before the deadline. Now because of the theme I didn’t get in a good mood and I was planning on skipping this ludum dare. But then I realised I could make simple mini-games without much effort and connect them in a special way. The idea turned out great even though I didn’t put much effort into the mini-games them self. I didn’t have the motivation like last time. I was never stressed with this game or had a difficult problem to solve with this one. I actually finished like 8 hours before the deadline and I didn’t even spend the whole day programming. So here’s a list of what I could have done better:
- I could have done a much better job planning the mini-games.
- The graphics suck for this game. Could have improved them alot.
- Added more of objectives to the mini-games. In the highway game I could easily added a fuel you have to collect.
- I was really lazy. I could have a done a better job in general and added more things. Even though I was this lazy I finished hours before the deadline which shows that this was a too simple game for me to make.
Now it’s done and this is now in the past. Like I said before I’m still happy how it turned out and the general idea was good but it could have been so much more than 4 simple games. Now it’s just to wait for the ratings to see how everything turned out. This was just a small write-up over my experience with ludum dare 30. Hope everybody had a good contest(I know that there are several hours left but I don’t really care)!
Jam jam jam. Jam 4th time!
Every time alone. But this time no, and yes.
This time we are here with my half-ended-not-ended framework, my cute Pysia-Mysia! Pysia-Mysia is my little small-code-girl.
I shouldn’t love her(‘ it’ ?! ) because she isn’t beauty, she hasn’t rich interior, but she is… easy. 😀
Our love is simple system: Me + she = game, good fun, no questions, something like this:
Och! I forgot. Dubstep is with us too. Dubstep is hard, spicy girl. I love both of them. Let’s go!
I’m finally done with my entry for this Ludum Dare. The initial idea was completely different, but too ambitious for the short timespan I had. That’s why I made a BRDS (Bouncing Rubber Duck Simulator).
Please give it a try!
So .. I cannot begin to explain how great an experience this Ludum Dare was for me. I’ll be rating games all week. Also fixing ‘typos’ in one fell swoop probably by the end of the week. I learned about the importance of planning and scope. Plus just how tiring a couple days of focusing on a single project is. I cut corners where I could but spent the most time working on the engine of my game. It was more than worth it.
I didn’t have time to update during the competition but you can check out the devlog here :
Enclosed is a true story of how Ludum Dare 27 changed my life. I hope everyone had such a positive experience as I did.
If you haven’t tried WaterCloset then follow the link to the entry here. I should have a linux build up before too long.
Thanks for the good times LD Community! I’ll be back again. ( they always come back )
– Ben ‘Angrycrow’ Nix-Bradley