Ludum Dare 35
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Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Posts Tagged ‘post-jam’

LD33 Post-jam: SUPER PYANG

Posted by (twitter: @undefinist)
Tuesday, April 19th, 2016 12:00 am

Hey guys!

While everyone’s talking about LD35 (I’ve actually participated, you can play it here), I’ve finally release a post-jam version of my LD33 game called pyinpyang. It was actually mostly finished a few months ago but I never got to releasing it.

The original compo version is here, it placed #56 in Innovation, and #106 in Fun!

Now here’s the link to the post-jam version, called SUPER PYANG: https://undefinist.itch.io/super-pyang
I’ve made it feel way better, fix tons of bugs, etc. Hope you’ll have fun with it!

Obligatory screenshots:

 

 

 

 

 

 

 

 

 

SAAAM Results

Posted by
Wednesday, January 6th, 2016 10:28 am

So, the results are finally it and SAAAM did pretty good. We’re happy that you’ve enjoyed the game and left so much feedback. We really appreciate it!

A few days ago we’ve released a Post Jam version fo SAAAM with additional ending, bug fixes and much, much more! If you haven’t played it yet you should definitly do it here. Also, feedback is still welcome so if you play the game please leave the comment. It means a lot to us. :)

SAAAM on GameJolt

SAAAM

SAAAM Post Jam version is out now

Posted by
Monday, January 4th, 2016 10:13 am

S.A.A.A.M. Post Jam version is out now! There’s a new ending, faster doors, bug fixes and much, much more. There’s even a sharknado for you to find! Why are you still here? Go play it!

S.A.A.A.M.

 

Sharks

Swarm Hunter Post-Jam Finished & Released

Posted by
Saturday, January 2nd, 2016 9:07 pm

Implemented the gameplay code and pushed to Itch.io. Pardon the blurry Gif:

SMALL GIF

The new flight model is easier to handle, trust me. It even has a controls help panel!

Give it a spin

Swarm Hunter Post-Jam Progress – Graphics, Part 2

Posted by
Wednesday, December 30th, 2015 7:46 pm

Implemented a mesh generation script for the flower stem. Have a look:

GIF

It’s much smoother than the capsule hack I rigged up in the jam. Better performance is a nice bonus.

I won’t be releasing anything before I’ve finished the gameplay improvements as well. That shouldn’t take too long.

Meanwhile, try learning to fly.

Post-jam version of Hope is now available!

Posted by (twitter: @lkfumagalli)
Sunday, December 27th, 2015 1:15 pm

screenshot_v2-04

Hi everyone! I’ve been working hard on Hope and have since addressed a few issues from the jam version. I’d really appreciate it if you could all give it a look, even if it’s not technically eligible for voting, I’d still love some feedback. And of course, if you haven’t played my game already, please do! I will happily return the favor by including you in one of my Let’s Play videos and voting on your game!

You can check out my game’s jam entry here.

Or if you’ve already seen it, you can go straight to the itch.io page to download the latest version here.

Now I can start work on my #towerjam game. You can follow me on Twitter to get the details later. I’m excited to start work on it!

Swarm Hunter Post-Jam Progress – Graphics, Part 1

Posted by
Wednesday, December 23rd, 2015 6:51 pm

Started working on the post-jam version yesterday. Wrapped up the first task today, have a look.
GIF

I won’t be releasing anything before I’ve finished the gameplay improvements as well.

Meanwhile, try learning to fly.

Neon City Getaway now on Android!

Posted by (twitter: @dManabreak)
Sunday, December 20th, 2015 1:05 am

scr_rel_1

I ported my LD34 entry “Neon City Getaway” for Android. It’s free, there’s no ads or IAPs, and all in all it’s the same game as the desktop version I released during the compo.

Here’s the Play store link, have fun!

Also, if I was to continue working on it, what would you like to see?

Hymn of the Sages || POST JAM VERSION Coming Soon

Posted by (twitter: @PowerSparkGames)
Monday, September 14th, 2015 6:16 am

With judging ending today, I’ll be able to see the results of my game, Hymn of the Sages. Shortly after judging ends, I will release my post-jam version (which is coming along well) on Game Jolt! If you haven’t rated my entry, please take time to do so here!

Here’s a preview of a post-jam cut scene:

PostJam

 

 

 

 

 

 

 

 

 

 

 

 

Thanks for reading, I wish you all the best results!

Tactical Superiority – Post-Jam V.1.1: Web player!

Posted by
Thursday, September 3rd, 2015 2:53 am

Screen4

Play it here

Got the web player running afterall. It was somekind of a temporary problem somewhere, weird stuff.

Do try and rate the jam build as well will ya?

Tactical Superiority – Post-Jam V.1.1: Sounds!

Posted by
Tuesday, September 1st, 2015 12:27 pm

Screen4

Play it here

The first Post-Jam version is now out! Had some technical difficulties with the web builds (HTML5 build has terrible audio support and itch.io didn’t like the Unity web build for some reason) so now there aren’t any! Desktop builds all the way, eh.

Do try and rate the jam build as well will ya?

Developing a microphone controlled game…

Wednesday, August 26th, 2015 4:43 pm

…is first and foremost an awkward process!

We got the idea in a team of 3 on sunday evening and the others decided to leave the jam out of frustration and too less time. I was all alone…

However I said to myself SCREW TIME! I will do it!
I quickly realized that analyzing the frequency of the human voice does not work reliable so I decided to only use volume.

I also lacked an idea in which I could use the assets I had up my sleeve.
I ended up using 2 beautiful resource packs from the Unity3d Assetstore and decided to generate the levels procedurally:

 

 

I already had some experience doing procedural stuff but those sprites where giving me a hard time fitting the layers perfectly together. But then again SCREW PERFECT this is a game jam – so I just went with it.

The Mimic chest was chosen as the protagonist of my game due to my love to dark souls. I wondered why those things always have legs. And then it struck me! It is HARD TO MOVE WITHOUT LEGS!

With my newly gained wisdom I designed a movement system for Mimics that does not require stupid legs but only a GOOD DEAL OF MOTIVATION!

After like 15 hours prototyping the actual gameplay and screaming in microphone like an idiot with everyone around me thinking I am nuts I realized: IT IS NOT FUN!

I needed something over the top, epic effects of destruction. And I MADE THEM!

It still was not fun. But then I said to myself: SCREW FUN! Making a game is hard work so why shouldn’t playing a game be hard work as well?

At least it is hard work that makes you laugh. And if one does not like my game he can be at least be sweaty happy that it is over. Leaving early is cheating by the way. It is forbidden on Ludum Dares you know?

So in the end I ended up with an unfun experimental game that looks too good to actually be funny. What do you think?

PLAY IT

Viral Mutation Manipulation Simulation Post Jam Release

Posted by
Friday, May 8th, 2015 10:34 am

GIF

The Post jam release has been out for a while, but now, after a few versions, it’s complete enough to warrant a shoutout.

All basic mechanics and the user interface are fully functional. It’s still missing certain inconsequential things like a title screen, a way to win; nothing too bad.

Play it here

[LD intensifies]

Posted by
Friday, April 24th, 2015 10:34 am

Usually after LD I make a post where I’m like “yeah I’m gonna develop this further” and never do. Now I already have SO YEAH:

https://dl.dropboxusercontent.com/u/75065952/ld32_postjam.html

Hot gif-on-text action too:

Just look at those sexy pink buildings.

Now contains a practice mode, graphical/usability tweaks, and a duct tape fix to a rather esoteric race condition that I doubt anyone actually noticed.

Next up is an actual title screen, more FM music than just that silly loop, and even more graphical tweaks. It’s easy to publish these quick updates, since there’s no need to revamp the gameplay. Protip: just get it right the first time.

People Manipulation Sim: Post-Jam

Posted by (twitter: @ampersandbear)
Monday, September 8th, 2014 8:43 am

People Manipulation Sim

I made a game. Then (accidentally) I made a Post-Jam version …with:

Tons of bugfixes

Rockets can now reach moving targets, animations are smoother and the game is hopefully bugless.

New levels

I tried to base them on a unique (in some way) idea, so solving them’ll require different strategies! Cool?..

Better tutorial

Yes, I removed that wall of text. Tutorial is a way more interactive and friendly now.

Sandbox achivements

You now have something to do there.

Saving

Feel free to play some <your favorite AAA game>, or have a nap, or something. Your progress is saved!

Play?

Post Compo version 1.1

Posted by
Sunday, August 31st, 2014 9:26 am

Since the Jam was over I’ve continued to work on my little game and I just posted the first post-jam version!

You can now battle your friends in local VERSUS mode
Destroy the other player before it destroys you!!! 

VersusBig

[Play it here]

 

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