Posts Tagged ‘october challenge 2015’

Dude, Stop – We are on Steam!

Posted by (twitter: @ArtjomsNeimanis)
Wednesday, January 11th, 2017 10:32 am

Hello!!

Aeons ago we participated in Ludum Dare 33 (themed “You are the monster”) and in about 14 hours or so we made a small game called “Dude, Stop”. We were late, everything was rushed, it had no menu or UI, no music and just two sounds. Nonetheless, we received a lot of positive feedback and decided to expand the concept a little bit…

And now *drumroll* we’re finally on Steam Store! The dream is coming true!.. Well, coming true soon, since the game is still not finished. It’s actually funny – the initial prototype took 14 hours to make and the full game isn’t complete after one and a half years. It’s all just a pile of puzzles. Glorious, wonderful puzzles!

Anyway, this is just an encouragement for other Ludum Dare participants – don’t be afraid to take your rushed mess of a game and flesh it out into a complete game! The community is really good at showing, whether or not your games are fun, and telling you where the problems are. You guys are awesome.

steamPage

Dude, Stop - Screenshots

http://store.steampowered.com/app/574560

The next challenge now is to release properly… 😀

Looticrous Post-Mortem

Posted by (twitter: @jacobpeltola)
Saturday, November 14th, 2015 5:57 pm

October Challenge 2015: Make $1


I’ve started to do #1GAM and I noticed the October challenge fell in line with what I was trying to do, so I went ahead with a project that seemed to be too hard to do for a single month but managed to make something marketable within 2/3 of what I had originally scoped. The original “Looticrous” was supposed to be Reverse Gauntlet, meaning players started in the boss room and had to leave the dungeon with as much loot as they could carry. It was supposed to have four different playable classes, as well as “co-opertitional” elements where players were supposed to help each other if they trusted each other not to grab each others loot.

HOWEVER, the amount of art, programming, and troubleshooting would have taken WAY over a month, so I cut and cut and went back to an old prototype from September I had made until I ended up with a “hungry-hungry-hippos” local multiplayer game. So what was supposed to be a high grade RPG dungeon crawler with reverse objectives ended up becoming a polished prototype I started developing back in September, here’s a vine I took of people playing the prototype at Boston Festival of Indie Games the month before..

I’m pretty happy with the amount of marketing and programming experience I gained from the project and am already in production of another project for November!, If I were to go back to this project I would finish up the third map which never got released, polish all the art, and add more game modes.

**Requires controllers/gamepads for multiplayer!**

Play it here!

LudumDarePage

 

October Challenge: Rocket Racer

Posted by (twitter: @Broken_Shotgun)
Wednesday, November 4th, 2015 10:07 am

Rocket Racer just earned it’s first dollar which means that I’ve completed my first October Challenge!  Woo!!!

Rocket Racer is not your conventional racing game, instead of trying to reach an arbitrary finish line, your mission is to nuke all the infected planets as quickly as possible!  Disarm other rockets by striking them at great speed and even using your nuke on other players!

RocketRacer_2015-10-28_12-18-41-831.1

Watch a gameplay video here and download the game here!

Stereoscopic tunnel for October Challenge 2015

Posted by (twitter: @jtsiomb)
Friday, October 30th, 2015 11:15 pm

stereotunnel icon

Hello fellow ludum-dare-ers!
So I split my october in half, wanting to maximize on my chances of crossing the finish line with *something* that makes $1.

First half I cleaned up and fixed a hack I’ve made a few years back. It’s not exactly a game, but it’s got 3D graphics so close enough for me; it’s a stereoscopic 3D tunnel effect. Made a cool menu GUI for it, fixed a couple of stupid bugs, and uploaded to the iOS app-store as free with ads, which was a very enlightening experience.
Turns out, I was done with the code first week of october, but only managed to get it approved, with ads running, 2 days ago! So lesson learned: if I want to release something on the appstore, and have it up at a specific point in time, do it a month early :)

I also decided to release the code under the GNU GPLv3, because what I’ve ended up with, is a very nice example (I think) of a simple UNIX make-based build system for building cross-platform mobile apps. This code currently builds on PC (linux/mac at least, I think also windows but haven’t tested), iOS and Android. iOS has it’s own xcode project (included), but everything else builds from my makefile.

Github source code
iOS appstore page (or search for “stereoscopic tunnel” on the store on an iOS device).

Please check it out if you have an iOS device (it’s free with ads), because right now I’ve just made 40 cents off the ads, and I want to hit the full glorious dollar by the end of october to feel like I’ve accomplished the October challenge :)

bump_sz35

The second half of october I was making an actual game. It’s obviously not done, but I’ll extend my own personal october challenge to november, because I really want to release this before the holidays, as it’s an xmas-themed game. I’ll edit this post with extra info if I ever manage to finish, release it and make money out of that one. For now I’ll leave you with a development screenshot:

xmas_inferno_shot

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