Legacy is a puzzle game inspired by old school dungeon crawlers with a tiny splash of point and click adventure. Can you solve the puzzles to secure your escape from this ancient forgotten chamber?
Posts Tagged ‘puzzle’
I finally managed to get some sleep last night (Note to future me: always take the Monday after a Ludum Dare off), so before I write the postmortem and consider working on a post-compo version, here’s a shameless plug for Roach Escape, my submission for LD37.
As many people have reported difficulties understanding the first steps, I’m also going to share a Youtube link to a a playthrough of the first level to help clarify the first steps:
Click here to explore the room! (ﾉ◕ヮ◕)ﾉ*:・ﾟ✧
An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎
Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆
All in all, I’ve learned a lot. Some 30 hours in the making.
And after last two LDs, this time I finished what I wanted.
Feel free to play Recursion and leave any thoughts.
I actually wanted to write more blog posts, but then I invested all the time into actually finishing the game, which I think was the better way to go. That being said, I brought the game to a finished stage and made a release for the Ludum Dare Jam submission.
If you have seen any parts of the livestream you might be a bit surprised, but as mentioned in the previous post, I changed things around and went with a point-and-click puzzle game. One of the main issues I have when building a game is that I’m really bad at creating any kind of usable art. And when I get something somewhat nice looking, it will have taken me multiple hours.
By now I don’t even really remember how I got the idea, but I suddenly thought of taking pictures of my own room and “stylizing” them to look kind of pixel-art like. The additional advantage of moving around some furniture was that I could also clean up parts of my room. The end result has a wide range. Some screens look a lot like drawn pixel art, while others still contain a lot of detail. I find it amazing how a few pixels aligned properly already make things recognizable. One thing I probably should have tried, is to reduce the used color palette. That way I’d have managed to drop quite a bit of information detail, possibly making it seem more drawn rather than a photo.
The game is now finished, but it’s very short and I still have some ideas in my head what puzzles I could add, but even more importantly how I could make it work better code-wise. A lot of the game is really just defined in one JSON file and I think, I could expand that one even more, allowing for really quick expanding of the game work and puzzles. We’ll see when I get the time.
I hope you’ll enjoy playing my game and don’t forget to rate my game!
Hello everybody ! We are proud to be here one more time ! We are also proud to show you our work !
LD37 One Room :
FDP corp present “Piece of Meat” our second project under the ludum dare banner. We try to plan a puzzle tactical game around the industry theme with a lot of humour and fun. The game exploit a satiric view of our future.
Likes the first time we will try to finish it for the deadline.
Our team :
Jalibter as Main Dev
Dannou as Main Graphist
Bob as Graphist
JeanTapas as Compositor
MonsieurDuc as something usefull like a BOSS
Our consultant and helpers
Plexus as Dev and logic
Gribouille as Marketing and Event
Holyengine as Graphist
You can check our works there :
We working with :
We working on those software
Feel free to ask your questions on our stream.
Piece of Meat the story :
In 2099 the growth of the human race became uncontrollable.
Overpopulation has become the biggest threat.
Humanity under the enlightened guidance of the FDP corp, has surrendered.
You play as a young factory manager, with one dream, change the world.
Your first mission will be to make a cheap and useful production system.
Some tease :
Story tease :
All the staff hope you enjoy it ! leave a comment if you want we will answer !
Streams are ONLINE ! you could check our work in progress.
I made a maze-solving game called Pyramid. It is about adventurer wandering through the labyrinths of an ancient pyramid.
In each level he has to find the ladder before the light runs out and the mummy catches him.
To assist him on the way he has the knowledge out about a technology to rotate the pyramid because the light source is coming only from one side.
- I knew what i was doing the whole time.
- I managed to get the code done relatively quickly. The first version was done on first day.
- Everything was done by myself.
- Some friends played it during development and told me their perspectives. I thought it is not a good idead to show the unfinished prototype but surprisingly it helped a lot.
- Spent too much time on graphics because I am not good at it.
- Tried to do the sound and music myself and this is the reason why the game has no sound and no music. I was not able to put together egyptian-sounded music that was not horrible.
- On last day I haven’t slept much only two hours. I think this was mistake because all the stuff from than took at least twice as time as it should take normally.
For the next time:
- Just find the music online.
- Sleep more
- Get more friends to play it during to tell me what is wrong.
LD was fun and the feeling of having the game done is very rewarding. Already waiting for the next jam
Aaand big gratulations to all who managed to finish the game.
Now let’s play,
It’s been hard, but we’ve finally managed to finish our little game and, well, I’d recommend you check it out!
Two adventurers come into an abandoned temple with a quest to find a legendary gem.
Unfortunately, they turn on an ancient security system that will kill them in 60 seconds.
There’s only way to get out of this situation – our heroes have to hack the security system and open the doors before they die. Fortunately, one of them specializes in ancient operating systems and knows perfectly what to do.
The game features never before heard voice acting with a Slavic accent, astonishing graphics, breathtaking animations and okay gameplay!
What went good?
- The idea is pretty cool I guess,
- Muh wonderful vector graphics (Inkscape ftw!),
- We’ve finished it! Yay!
What went bad?
- Could have more puzzles,
- Could have more story in it’s story mode,
- Could be Half-Life 3.
I made a gameplay video of my game RobotJet for this ludum dare.
The video has different levels than the ludum dare submition and I also added two sound effects. However the game mechanic is same so if you haven’t played it yet, you can do so at http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55647.
Also please leave a comment if you have some suggestion because I plan to finish this game and release it for iPads because recently i found out that love2d already supports iOS development.
I think everything worked as I expected. I had this game idea for a week or so before the competition already in mind. I wanted to implement controlling player by modifying the enviroment instead of using the direct controls.
First idea was to move a ball from left to right side of the screen by creating hills and valleys using physics. I didn’t manage to draw the controls for this game on the paper so I went for a simpler solution using the grid. Somewhere in this point a simpler idea of using gravity and collecting something instead of moving from left to right emerged. This led to the robot collecting batteries with a puzzle-like levels using gravity controls and walls to navigate robot through the level. Only problem with puzzle-like game is that creating puzzles takes much time. I wasn’t sure if I would be able to prepare good set of levels but I wanted to try the idea.
Because i was not able to do actual programming until the second half of the second day of the jam due to logistics, I had a plenty of time to come up with a concrete idea and solve almost all the problems. So when I started to program I had a pretty good idea of the game mechanic and what I had to do.
Programming phase was pretty straightforward. I wanted to use Love2D because it is supereasy for prototyping even if I hadn’t much experience with it. I had some experience with lua programming from Codea app from iPad and my previous ludum dare entry. I also did a simple pong game one week before ludum dare as a training
After half day of programming I had the game ready and basic graphics in place. After few hours of sleep I had to go to work on monday and I could show my game to my coleagues(sorry boss :-)). They liked the idea but didn’t like the graphic and there were no levels. Actual player didn’t even look like a robot but more like a ghost back then
After work I rushed home to finish some graphics – draw the robot and create tutorial levels. Luckily I remembered the wonderful Tiled map editor which helped a lot with level creation and it exports directly to a Lua so I saved some time by not implementing any tools.
Anyway I knew I couldn’t make good enough levels because I was still exploring what robot can do. I spent a lot of time putting obstacles in front of the robot and watching its behavior because sometimes I was suprised what can be done using such simple game mechanic (it still surprises me because today i found a simpler solution to one of new levels presented in the gameplay video).
When the time was dangerously passing by, I finished fooling around with the robot and went back to doing actual work. I polished graphic – as I am not any sort of good painter I did my best using piskel app as pixel graphic editor for robot and tiles. Also at this point I found out that I can do a tutorial by drawing directly in the level and showing the gameplay features one by one. I don’t know if this is good or understandable, please let me know in the comments if you find tutorial good!
I showed the game to my brother and he created three of the campaign levels. I had to polish them a little bit afterwards because one of the was not passable and other were easy to get stuck. I wanted that robot won’t get stuck without the possibility to unstuck (Robot cannot react to the modifications to the field has is alread standing at – for example if in the hole where he cannot go left nor right he won’t shapeshift to go up if shapeshift controller placed over the robot).
I though that player should not die/stuck during the game to not feel bad about his skill and won’t get frustrated from starting over so every situation must be resolvable.
Afterwards the time was almost up so I packaged the game and submitted.
Next day I fixed some bug that prevent last level from being finished – spawn point. This was clearly caused because I haven’t had enough time to replay every level after every change.
For the future I plan to create a proper set of levels to illustrate all things that can be done programming the robot using just gravity and walls. All levels I am creating now are resolvable by putting the controls in place before the level starts so instead of rushing during level player can solve the puzzle by thinking before the level starts and preparing the setup for the robot beforehand.
This ludum was enjoyable as always but after this one I feel a little bit special because I really like the resulting game (even bad graphics and no sound and almost no levels 😀 ) mainly because of possibilities it presents.
Regards everybody and see you in the next ludum dare,
Hi, guys! Beavl here.
So, Moveless Chess is coming along really nicely. We are working on a commercial release (iOs, Android and Web) so we’ve decided to make some changes. One of the bigger ones? NEW UI!
This was the landscape version (we’ve used this screen orientation for the jam and post-compo version):
And this is the new portrait version!
What do you think?
You can play the jam and post-compo version HERE.
Cheers from Buenos Aires!
Note: In the following days we’ll be uploading new versions with new levels and new UI. And iOS and Android versions in the upcoming weeks!
First of all, thank you very much! It’s really great to see so many positive and constructive comments on Spinstar. It was a fun yet challenging 48 hours and it’s great to be able to make another compo entry after only managing to reach jam last time.
I’ve managed to play and vote on over 80 entries so far, and while there is still a week left of voting, I thought I’d show my five favourites thus far, as there have been many developers who have pulled off interesting and creative ideas based on the theme, and this LD had a really good theme.
2ShiftDrift by 01010111
Very well polished game that combines vertical space shooting with racing, while tracks can eventually get repetitive there is a really good challenge with multitasking between going along the track and shooting down enemy choppers and the like.
Statis Core by Eshford
One extremely good looking boss battle, I love my bullet hells and this one was both easy to jump into but hard to beat, but actually succeeding is very worthwhile!
windowframe by managore
As soon as I saw this gameplay gif, I was immediately reminded of an entry back in LD31 called Screen Mover. I definitely like to say this game definitely expands on the concept of your game window having an effect on the gameplay, and seeing a real window move around on the screen is captivating to me.
CYGLiDE by ocarson
Some really nice low-poly graphics at work, this game does an interesting job at controlling flight that takes some getting used to, but feels great once you get the hang of it.
BlobWall by Sophie Houlden
It’s a shame that it doesn’t look finished (and I cannot rate it on any category) but out of all the entries I’ve seen which imitates the “Hole in the Wall” game show formula, this is probably the best executed one by design. Not to mention the camera work is brilliant, showing the perfect angle for each wall and position of the player.
Now go do Ludum Dare proud and PLAY AND VOTE!
As some of you already know, we’ve decided to turn Moveless Chess into a full-fledged web/mobile game (we’ll still be hard working on Tail Wrestling, our JRPG with mermen nonetheless. Moveless Chess is going to be a side project with just part of the team and a much smaller scope).
So, Moveless Chess, our LDJAM #35 entry. It has now 8 levels and lots of fixes to bugs you’ve spotted! (Thanks for all the feedback, people!). Have you tried it?
You can play the new build HERE.
Note: Gif is from FreeGamePlanet.com. They’ve posted a really nice piece about the game.
Another note: We’re working on a site for the game, with devlog and stuff. We’ll be also playing lots of LDJAM games
Last note: Cheers and thanks for reading this!
Our submission is a side scrolling puzzle platformers meets old school point and click adventure game. Plus, it’s got a talking demon head!
There was alot more environmental story telling stuff in here but due to some trouble merging versions it’s pretty much just the puzzles themselves. We believe they are tough but fair. If you think you’re clever enough to embark on this adventure CLICK HERE! If your eye and mind are sharp enough you can finish this thing in under 10 minutes easy.
Also, I wish we had metrics on how many people are beating our little prototype here, so if you manage beat it please brag about it in a comment!
This was the first LudumDare where I did pretty much all of the work alone. That being said I had to take a serious look at the scope of my project to ensure that I would make something that I could finish in time.
If you haven’t done so already I would really love some feedback on my entry.
Even if it’s not your cup of tea, feedback always helps us developers improve and that’s what we are all here for right?
For those that are interested I have tried to detail some of to progress that went into making this game down below.