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