Ludum Dare 36
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Posts Tagged ‘post-jam’

Colossorama – The Colossal Update

Posted by (twitter: @JorgeGameDev)
Wednesday, September 21st, 2016 7:55 pm

It’s been a while, hasn’t it? Since our post-mortem post, we’ve been spending days doing some renovations to Colossorama 36, the hack and slash arcade game we made for the now past Ludum Dare 36. We hired more gladiators, bought more weapons, prayed to the gods for more Pantheon Techs, and much more! We spared no expense! Well… except that we couldn’t afford to keep the 36 on the title. That thing was not cheap.

Behold! Colossorama! Our brand new update to the original version with most of the feedback issues addressed and a bunch of extra new content!

PostLDGif

We got a lot of feedback during this past month, most of it thanks to the Ludum Dare community and everyone who played our game. Taking from it as much as we could, this update added and changed a lot of mechanics to make it a more gratifying beheading experience. Among the most received feedback, here are some of the issues we tackled:

  • People wanted more potions. Not only are they more common now, but Maces also have a draining property, so you may consider to get one as soon as possible.
  • Spears got a buff. They’re longer now, which means you’re safer when using them, unless your enemies are jumping.
  • Physics have been reworked, so it’s way harder to get stuck above a wave of enemies without being able to touch the ground.
  • Axes got relatively nerfed. Actually, no one weapon can 1-hit gladiators anymore, but axes are still effective against the largest enemies.
  • The instructions are now on their own screen and can be read at your leisure.

PostLDGif2

And that’s only the changes made from feedback. We added more content and made sure there was even more juice in this version!

  • New weapons! Scythes have a chance to poison, which does wonders against the buffier enemies. Hammers have great knockback, which can help you with crowd control.
  • There are some Fun items that are not super strong on their own, but their properties make them excellent side weapons. They’re rare, but well worth it.
  • New utility items! There’s an alternative for the grenade, and a few more with curious effects.
  • These new additions don’t make the game much easier, because there are new enemies! Face the resilient Champions, the fast Lions and the bouncing Hawkmen.
  • Don’t like the new additions? You can choose to play the Classic 36 mode, which only spawns the Ludum Dare version weapons and enemies.
  • There’s now a Push property on most weapons, which increases their knockback, giving the player more space to breathe.
  • Almost total graphic overhaul. Most UI elements were remade from scratch.
  • Rebalancing of waves for meat-ier and longer game sessions.
  • Controller Support! In case you get disoriented by aiming with the mouse, you can also play with an Xbox controller now, even on the web version!
  • Sound options together with some new surprises here and there.

We have actually posted this new version on itch.io a few days ago, but we’ve both been really busy that we were only able to make this post now.

In other Colossorama news, there was this Portuguese Game Development event, the Game Dev Camp, which mostly consisted of talks and showcasing the games that the Portuguese developers were working on. And Colossorama was one of those showcased games! There were quite some people playing the game and giving us brand new feedback on what to improve next. We’re always happy to see more people playing the game, having fun and enjoying it!

GDC3

GDC7

But that’s not all! The reason why we were so focused in making a new build right after coming out of the jam was so we could improve it in order to submit it to a jury and maybe get the chance of being able to showcase the game at Lisboa Games Week, another event in Portugal. However, in contrast to Game Dev Camp, this one is actually for the general public, which means if we pass, we will be able to showcase the game to an even bigger amount of people!

Lastly, an acquaintance of us, Tibblewinkles, did a playthrough of the latest update. If you don’t mind being spoilt a pair of surprises, go check it out!

Thanks a lot! We hope to bring you more news soon, and hopefully to participate again in the next major Ludum Dare! Of course, we’re also looking forward to play what you make, so let’s get developing!

@JorgeGameDev and @The_Moski

Hart of the Forest – Post-jam Preview

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 7:44 pm

LD35 might officially be over within the hour, but our 2nd Door Studio team is excited to carry on the project with our continued development of our game, Hart of the Forest.  From the beginning, we knew that our project was probably a bigger idea than the fast time limit of the Ludum Dare would allow, but the last three weeks have given us the chance to keep going, bringing our original jam submission to something that’s starting to feel much closer to the game we have in mind.  We’d love to share that with you now, to celebrate the end of the review period!

To jump right into the good part, please feel free to try our latest post-jam build at the link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, if you want to see the original, here’s our Original Ludum Dare Page

Controls:

  • W, A, S, D (or Arrow Keys): Move
  • Mouse Move: Rotate, move camera
  • 1, 2, 3: Shapeshift forms (Druid, Stag, Bear)
  • Z: Change Camera Angle (Overhead / Third-person)

Before diving in, here are a few screenshots, to help paint the picture:

The idea behind our game (and our implementation in the jam edition) started fairly small, and has grown into something we hope is much larger and more cohesive, in terms of both the gameplay and the story/experience.

For starters, we’ve moved away from the strictly top-down view, offering both an over-the-shoulder third person camera (with more traditional adventure/RPG game controls), and an overhead camera that will make it easier to see your surroundings (when, say, escorting villagers or the like).  This opened up a range of new visual dimensions to explore, including:

  • New terrain, with regions like hills and valleys, a river, a lake, and denser/sparser stretches of forest
  • Light and shadow effects both tree shadows, dynamic leaf shadows, and rolling cloud shadows
  • Water effects including the flowing river, waterfalls, and bridges
  • Pathways that wind through the forest, which will become the roads that both villagers and enemies follow

Put simply, this let the whole forest start to feel more like a real place, and, hopefully, someplace you could get to know by exploring it.  We picture a forest teeming with life, plants, animals, spirits and people, all good and bad alike.  (And therefore tasking you, as its protector, try to do the best you can to protect this place as things begin to play out.)

We’ve also been playing with a number of new features, many of which are implemented already (though not necessarily in this build, as we test), including:

New Abilities and Features

  • Spells, in the Druid form (including our first test spell, which locates lost villagers and sends out a glowing beacon trail, to help you find them)
  • Combat abilities as the Druid (you can test what will be our archery system by holding down left-click — pretend this is fully implemented)
  • Spirit Vision (a Good/Evil Detection system), in the Hart form (letting you detect good villagers from corrupted ones, and helping you spot enemies in the woods)
  • Combat abilities as the Bear (including charges, roars, and swipes)
  • A minimap (sadly omitted for now, as we decide how much this helps or hurts the feeling of immersion in the game)
  • Enemy abilities (including a particularly wicked Area of Effect spell by the new enemy spellcaster, which targets groups of your villagers as they follow you!)
  • Dynamic pathfinding, based on Unity’s NavMesh system, and a custom waypoint system, letting friends and enemies follow roads to their destinations.

We also have a range of new visual updates in the worlds, including an overhaul of our Druid hero (with all this new movement and action, it was time for him to get a bit younger and stronger…!), and some new enemies to face, including the new sort of “anti-Druid,” the “beast-man” berserker enemy.  See those two below:

The game certainly still has a long way to go, but we’ve been so glad to work on this while the reviews were still coming in for the rough prototype of the jam version, and we can’t thank you all enough for the kind words of encouragement!  They have kept us inspired, even through the frustration of posting an incomplete game at the end of the jam!

The concept, as we see it now, will be a kind of single-player open world game set in this one large, high-detailed forest map, where individual “levels” are comprised of objectives including (you guessed it) saving villagers, repelling enemies, and also new things such as saving or defeating good and evil forest spirits, collecting needed components throughout the forest, building up your sanctuary by bringing it new people and materials, and completing quests for the various inhabitants of the forest.

The end result is a hybrid game that we think will be a new and interesting mix of familiar ideas, and one that we’re really looking forward to playing, ourselves.

We would love to hear your feedback, and to offer you the glimpse of the work we’ve put in so far over these last three weeks, in the form of our current nightly build — link below:

Hart of the Forest – Post-Jam Preview Build (WebGL, early alpha test!)

Or, for these last few minutes, see our Original Ludum Dare Page, if you want to leave a last-minute review!  (Thanks!)

Thank you all, hugely, again for the feedback and support, and keep the suggestions coming!  It’s been an honor, everyone — and we hope to see you all in the future!

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.

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