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Ludum Dare 31
December 5th-8th, 2014

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ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

Ludum Dare 31:
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Recent:
MiniLD #XX

Posts Tagged ‘puzzle’

Greedy Explorer

Posted by (twitter: @edlago)
Sunday, April 27th, 2014 1:23 pm

Hello people.  My small game for this ludum dare is done.

Greedy Explorer Gameplay

“Beneath the surface is where the gold lies”

Greedy explorer is a puzzle/sokoban game with 10 levels where you play as an explorer who want’s to get all the gold nuggets around the caves. Beware the enemies and avoid being trapped.

You can play the game here: graphiconic.com/greedy_explorer/

I did this game just for fun with puzzlescript  and with the help of some friends (because pixel art in 5×5 is damn hard). Enjoy the game and any other thing you can catch me on twitter to talk about game dev in general.

Cheers and see you in the next ludum dare :)

 

Feeling lucky? Just faif!

Posted by (twitter: @beavlgames)
Saturday, January 4th, 2014 8:47 am

Faif is all about gambling. Take this spin for example. There is 3/5  chances to get a skull (-1 heart), 1/5 chance to get a heart (+1 heart) and 1/5 chance to get a sword (making +3 damage to your opponent, one for each skull in the selection). So what was the outcome? Victory of course!

1/5 winner spin!

What’s next?

We are currently fleshing out faif, uploading new versions every couple of days here, improving gameplay, balance and general performance. We added a new tile type (gems), a shop (even some “sale” logic into it!) and a couple powerups. We plan to add instant spells (playable during your turn), more tile types (weapons, effect tiles and so), boss battles, story mode…

And we need your help! What features would you like to see in the game? (Please share your thoughts and comments here in this post, at the game entry page or on the post-compo version of faif!)

Scoop!

Next week will be uploading and Android version to Google Play! (iOs version is coming later in the development process).

So Faif!

Cheers and have a great weekend!

Burning Fridges post mortem

Posted by (twitter: @FoumartGames)
Thursday, December 26th, 2013 9:36 am

Hello all fellow devs and happy holidays!

I’m writting my first post-mortem, let’s hope I’ll not get only this one ahead :)

This is my third submission in Ludum Dare, and the game is somewhat connected with my first LD26 game Atrakt. Both using sliding puzzle mechanics and both telling story about the hostile alien race Litoxydes. (see image below)

Example of richening an solid color vector animation with a few filters

Litoxyde. (example of richening a solid color vector animation with a few filters)

What went right:

Game Concept: As always I didn’t struggled with a game concept much and in one hour had the basics laid on paper, even the title (that i’m not quite proud of) was figured out.

Theme: I had some doubts about the theme implementation, moreover I tried to incorporate two themes at the same time. There was a Flash Game License competition in parallel to Ludum Dare with theme “Freezing”. So I decided to go Sci-Fi and use the cold space and the ultimate urgency needed in a spacecraft disaster to implement both themes. In my oppinion I used the theme well, as the player have only one chance to survive each stage, but it was not so obvious to others.

(Next time I’ll name my submission by taking the theme string + some potatoe appending and voila : “You only get one … “, just kidding : )

Engine: I assembled a tiled display engine pretty fast and created almost all the tiles.  At the end of the first day I had a moving character and an animated enemy.

Enemy AI: Not that it went so right, but at least without much efforts, there was alot of randomness in the early builts thought.

Presentation: Even in the current advanced post-compo version I’m still holding the ALERT screen and the spaceship that I drew for less that a minute with my mouse : D In the post-compo timeframe I decided to backup my storytelling with some 3d renders exported with swift3d but at the end left that screen intact. The spaceship renders became fairly good, with a ship composed of just one duplicated and stretched in different ways object – I leaved that for the level complete screen, but that’s not something that went right haha:) Anyway here is a full rotation gif for you:

ship_small

360 rotation of the infiltrated spaceship

What went the other direction:

Prototype: Being proficient in design/graphics aspect is a double edged sword. And it was difficult for me to postpone the art stuff for after the creation of the fully working prototype. So, instead of using some placeholder squares and figuring out the more important things of the gameplay in time, I spent too much efforts on the graphics the first day, which led to derailed rush at the end and not a complete game after all.

Level Design: started to think of levels too late and didn’t managed to create something interesting in time. My submission game is reeking of “this is just a demo with placeholder levels” notes.

Intuitiveness: The game is well handled by fans of Sokoban, but I observed that players which ware not familiar with Sokoban mechanics ware struggling to understand the objective. And obviously I failed to explain the game goal well enought. Will have to think of a better way for the tutorial.

Sound: Althought prepared a sound library prior to beginning I ran out of time even for the jam deadline to add sounds. I ended up using previously created sounds (from the Atrakt game) that I added just in the latest built (v0.6)  But as I hear it now the sound became harsh in general. PS also in the latest built I added an awesome sci-fi-electro track called Shapeshifter by Clearside (CREDITS), to backup the atmosphere of the game.

Score System: Besides being still incomplete with 8 levels from 12 previsional, the game is lacking a proper level complete screen and a leaderboard. The player is not aware of how well he is doing.

Community: This post-mortem is my first community impact in this edition of Ludum Dare. I definitely need to expand in this section and will have to define some time to spend for that next compo. I’ll try either joining forces with others or trying a simpler game in the upcoming competition.

And what is hurting your eyes now?

Burning Fridges Icon

Icon including one minute art

A Burning Fridges game link ofcourse : ) I hope you enjoy my game : ) See you in April : )

Have you considered playing… Nero is Falling?

Posted by (twitter: @leafthief)
Monday, December 23rd, 2013 5:32 am

Nero is Falling Title Image

 

PLAY HERE

Hey guys. Last week we (@iossif Code, Design; @leafthief Art) finished our first team-game for the LD#48 game jam: Nero is Falling.
We called it a “dramatic sci-fi puzzle game” in which you have to get off a spacecraft because it’s running out of oxygen. Your fellow crew members seem to have given up – the only way off the ship is an escape pod. However, only one of six pods is working.

Nero is Falling ScreenshotNIF - MapEscape Pod

Gameplay:
So what players are actually doing is running around the ship using the arrow keys, trying to figure out which escape pod is the right one by talking to crew members and checking consoles (X).

NPC portait from NERO is fallingThe version we submitted to the jam can be a bit confusing and has some rather rough edges but still: we’d very much appreciate if you GAVE IT A SHOT. We would also love to hear what you did/didn’t like about the game because we are currently discussing a post-jam version.
Hope to be hearing from you,

@leafthief and @iossif

 

 

Kmembert – A puzzle/Infiltration/Action game – Post mortem

Posted by (twitter: @benoitfreslon)
Tuesday, December 17th, 2013 3:20 am

Kmembert

icon_200x200

PLAY KMEMBERT

Game description

Kmembert (Camembert: A delicious french cheese) is a puzzle/infiltration/action game :). The gameplay is quite simple: You are a cheese and you have to kill all nazi mice in one shoot. Get the cannon bullet and trick the mice in order to kill them all in a single shoot. 9 levels are playable. HAVE FUN ^^!

Capture_20131215_005Capture_20131215_003 Capture_20131216_005Capture_20131216_002

Post mortem

It was my first Ludum Dare compo. I just be informed of the event 4 days ago. My weekend was busy but I was motivated to create a simple game saturday morning with the theme “You only get one”. I already participed to the “Global Game Jam” twice, but the Ludum Dare is a different challenge.
I cumulate 17 hours of work for this game.

Gameplay
I found the idea in the first minutes: Get the only one bullet, trick the enemies to manage to kill them all in a single shoot.
The controls are simple and the top view allows to create less graphic assets and less code. I’m a big fan of “Metal gear solid” and I recently played “Hotline Miami”. So I unconsciously designed game mechanics with this game in my mind. I always wanted to design a game like Metal Gear Solid :). Therefore mice can run after you if they see you and you can play with the doors.

Level Design
I modified the mouse behaviours 2 hours before the deadline. So I redesigned the levels accoring the modifications.
I tried to design 9 levels with interesting challenge. I think the levels are fun and you also can understand all puzzles quickly. But I had no time to playtest the levels to another players. That’s why the game needs different mice with different behaviours and more balance.

Graphics
I didn’t want to use human characters, zombies, aliens or monsters. So I decided to imagine a coherent situation with uncomon characters according to the game mechanics. A humanoid cheese against nazi mice ? Why not  :). I’m not a 2d artist but I tried to design simple characters and animations quickly. A pen tablet is a good tool :).

Sounds
Unfortunatly I didn’t have the time to play on my guitar some cool riffs for the background music. The sound fx are just simple homemade sounds of my mouth :).

Tools
I’m a Flash game developer since 2004 so I create all assets, animations and code with Flash. I used the World Construction Kit library. It’s the Box2D physic engine with a WYSIWYG layout, very usefull to design levels. I also used simple libs : TweenMax, Flint. I used “Flash Develop” and I created some assets with Photoshop and Audition.

Conslusion

It was a great experience! Sometimes I watched streams of few developers around the world. I also earn some skills in code with box2d and in graphic design. I found my game interesting but it needs improvements :).

Now I’m gonna play some LD games :).

See you!

Follow me on my blog: http://www.benoitfreslon.com

Seedscape released! (in the nick of time, too)

Posted by
Sunday, December 15th, 2013 6:36 pm

Just finished my first-ever proper entry to a Ludum Dare compo – Seedscape!  You have one seed to rebuild the world.  Where will you plant it?

 

seedscape_screen_01

A few things fell on the cutting-room floor in the scramble to get her out the door (no editor mode… sigh.)  But all in all, it’s remarkably complete.  Many thanks to the LÖVE team for their awesome free 2D engine.

Give it a spin and let me know what you think.

 

 

 

Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm

dev_screen1

So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here: http://www.the2ndsky.ch/LD28/

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history: http://www.twitch.tv/polyganz

Now developing: Grid Runner

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 4:56 am

So after spending an extensive amount of time in the shower and crying like a little boy over the theme “you only get one” I’ve finally come up with the following idea:

Grid runner is an isometric strategic puzzle game.
The goal is to get a runner into the target zone in one run by adjusting his path through various grid plates that can be placed in his way.
The player has a limited amount of grid plates available to solve each level.

So in a way its like a problem solving game where the player defines a set of actions that get executed in an order with the hope of a profitable result. In this case: of the runner getting into the target zone. What do you guys think?

I’ve yet to find a proper setting for this type of game so I’ll work on the functionality for now. I’ll mostly be using Unity3D pro, 3Ds Max and Photoshop. If you’re curious like George then you can also watch it all go down in flames (or not) on my stream that I intend to keep open for the whole LD: http://www.twitch.tv/polyganz

Logic Bomb Post-Mortem now on Android!

Posted by (twitter: @moebiusdev)
Saturday, September 7th, 2013 2:56 pm

intro endless

Just also released the post-mortem version of my entry Logic Bomb in Google’s Play Store! Grab it while it’s still hot:

Get Logic Bomb on google play

I did many changes especially to the level generator – the levels are now a lot more challenging. I also added a tutorial for people that are not so familiar with bomb defusion and logic gates ;)

Here is the original LD#48 entry: Logic Bomb

 

 

Easy way and Hard way

Posted by (twitter: @https://twitter.com/Lidfrid)
Sunday, September 1st, 2013 4:22 am

My game is beatable in two ways.

Maybe you already find the easy one,  can you find the hard one!? U_U

This Gif show the hard way!

BombUniverse

 

Oxy Post-mortem

Posted by (twitter: @hbocao)
Saturday, August 31st, 2013 11:53 am

Hey there,

I made a little game called Oxy (please give some feedback) and here it’s its postmortem.

The background

I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.

The Beginning

I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.

The Concept

The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]

The bad

  • Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
  • Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
  • Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
  • Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.

The good

  • Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
  • Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
  • Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
  • Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
  • When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.

If I had more time

  • Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
  • WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
  • Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
  • More and better puzzles: Well, that’s pretty much it. More and better puzzles. :)
  • Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]

Future

I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.

Final thoughts

I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.

Thanks for reading and please, pretty please give some feedback. :)

Time Surge!

Posted by (twitter: @Dahold)
Tuesday, August 27th, 2013 3:23 pm

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!


Credits:
Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!


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