Name of game is “Jim is Moving Out!”. I created only 7 levels (i wish had more time this weekend), but maybe i will continue with development! I hope you will enjoy it.
LD page: game page
Hi There, it’s Sunfury!
We didn’t post anything yet cuz we were hard in the developing proccess,
To sum up, we could be in a way deeper progress of a game. (everyone says that? ><)
Our force for this ludum dare contains:
Rom and Tom-Programmers sitting next to each other and working non-stop (full time)
Artur-Pro Designer (when he doesn’t work)
Ilya-Pro Designer (when he doesn’t work)
Our First Day:
We thought about making a physic game using levers/swing as ancient technology, this is what we came up with:
All tough it came up kinda fun and funny, we saw no potential in keep developing it (it may be too repetitive)
We reconsidered our options, thinking about more ancient technologies and we came up with pulleys (video) .
We decided to take the risk and test those pulleys.
after wasting like 5 hours thinking about these pulleys and how we gonna make them intersting we crashed.
We wasted most of day 2 testing and trying to implement the most fun yet realistic physics and gameplay.
Working with Game Maker using Box2D, we tried using built in pulley joints, but we found it too basic for our needs.
after hours of work in the end of day 2, we ended up with this:
You play as a well-known architect in Egypt, you’re there to solve their problems and well, mainly help them build their pyramids.
you do it by stretching ropes through the map.
The more we played with these mechanics the more we saw what a great potential this game has, hopefully we will think of some great puzzles tomorrow
Day 3 Plans:
-polishing (physics, effects, sounds…)
hopefully, we’ll finish this game and make it somthing we’re proud of and hopefully somthing you’ll like too !
if you guys can think of any interesting ideas to make our game better we would LOVE to hear them and give you credits of course if we use them
Yours truly, SunFury
Finally got graphics and physics working together. One thing I’ve already noticed is that these beasts will be really hard to control so I’ll try to make it as forgiving as possible. Now on to making a creature editor!
My neighbour is making too much noise and I can’t sleep DDD: So I decided to make a game for LD35 ;p~
The main objective is simple: adjust your doll to pass through the wall
*edit: gif not working uploaded the Gif on Dropbox
Most people have commented about how difficult it is to play my game.
For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.
We are done!
We are two game enthusiasts (Gege and Ekki) and have finally submitted our first jam game! It was fun and quite exhausting.
I played with lighting and physics on 2D objects for the first time and it turned out pretty nicely. Some bugs still have to be fixed but all in all we are very happy and will continue working on it.
Please visit us on : http://www.mildlyentertaininggames.com
I hope you enjoy playing it.
So first of all, thank you for the huge amount of positive feedback and ratings on Glow Drop so far! I don’t think I have gotten this much rating and appraisal before in a Ludum Dare event! So I’ve been taking in your feedback and lots of people want to see a mobile version, so I am giving into your demands and will release Glow Drop onto Android and Windows Phone 8!
(Sorry iOS users, but I cannot afford to develop and release a game onto the App Store at this time)
However, I think it’s fair in saying that this shouldn’t be a simple release. I feel as though this game could do with a little bit more work to feel more worthy for people to download. So I’ve been taking in some of the feedback from both the Ludum Dare page and so I have a list of things that can be done to polish up the game a bit more:
Are there any other things you can suggest? Let me know, also Play and Rate Glow Drop!
Another one by Ava and Marte – your favourite turtle doves. We participated together last time with Fitzberry & Leif, and now we are back with one more dimension to explore – from every angle possible!
So grab your keyboard, or your gamepad, which might also be supported! Have a go! Help this poor fellow out of that scary television screen. Send it blasting off the table with a loud and static crack! That’s what it deserves.
Almost done. Added sound effects—a ding when you hit walls (me flicking a glass, pitch-shifted) and a little chord when you hit a target (GarageBand’s grand piano). Also added something simple and dumb that I’m disproportionately pleased with: the end screen picks a random compliment for you.
Got the art and things from the last post added to the actual game; also tweaked the physics to be a bit speedier. Gameplay-wise I think the only thing I still want to add is an end-game state (right now you still just bounce off the floor) and maybe a “streak” bonus where you get additional points if you’ve hit a ring every time you’ve anchored. From there: sounds (splat when hitting walls, ding when hitting targets), particle effects (if I have time), and then this is good to go.
For now, I have drinking to do. ¡Hasta mañana!
Found solutions to both things I was having trouble with in the last post. First, the physics got really unpredictable and less fun when I had the line attached to Wanda’s mouth—you’d sort of wobble around the place, not unlike an actual fish on a line, which is less fun than this is trying to be. Kinda killed the freewheeling feel. Solution: bowl! Voilà: identical physics to the prototype.
Also: fire! I didn’t like the life-preserver rings I was using as targets earlier, and I don’t know why I didn’t go with flaming hoops in the first place—seems much more traditional. This is what they look like. Drew three separate fire images on the ring; would have done more, but I got tired of it, because, as you can see, I am not an artist.
It’s beginning to look a bit more like a thing. I’d like to make the rope attach at the mouth, but having the attachment off center-of-mass makes the physics wacky (and less fun), and drawing the line at a different position than the attachment makes it really confusing. Might be best just to move the center of mass to the mouth.
Also, the rings look dopey. I don’t know what to replace them with.
each Ludum Dare event, I challenge myself to try something that I’ve never done before.
this time, I wanted to make a game using a physics engine, feature a multi-stage boss battle, and focus on fun gameplay.
this turned out to be far trickier than I expected and I though I ended up having to do a ton of math (and getting very little sleep!), I am incredibly satisfied with the results.
I went with an even lower-res art style than usual this time. I felt like it would be something fun and new to try, and it fit well with the game mechanics.
I had a blast making this game, and I learned many new skills that I’m excited to use in future Ludum Dare events!
This was a great LD for me this year. Regardless of where my game ranks, I had a ton of fun creating it and was very inspired. I’ve also now go the base of what it think could be a really great app that I’m going to explore.
I’m from the UK so LD started at 2am for me but I decided to sleep and start in the morning so I’d be fresh. Soon as I got up I checked the theme and within 5 minutes was coding. It was such an easy transition I got off to a flying start. Not like last year. I really wasn’t into last years theme and it reflected in the game.
I used GM:Studio’s physics engine for the first time during this project and learned it can do some really fun things so I’m looking forward to playing with that more.
You can check out my finished game here and here’s some screen shots. Hope you all had a good weekend and I look forward to playing and rating your games!