Ludum Dare 32
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An Unconventional Weapon

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Posts Tagged ‘puzzle’

A.R.C.K

Posted by (twitter: @@morbidcamel)
Saturday, April 25th, 2015 9:53 am

Hi all.

Have you played ARCK yet. I’ll rate your game if you do mine. I warn you though, it is a puzzle game and it will take a lot of brain power to figure it out. I can assure you that everything in the game is somehow related. If you give up, download the source and have a look for yourself.

 

Hint: There’s multiple ways to get in.

A.R.C.K

Posted by (twitter: @@morbidcamel)
Saturday, April 25th, 2015 4:33 am

ARCK

A.R.C.K is an unc0nventional w3@pon like no other. 

Its origin is a mystery and the knowledge it contains is sacred. 

Only the worthy can unlock the secret and solve the puzzle. 

Perseverance, h@ck1n, observation and understanding of the concepts is key to reveal a anci3nt myst3ry.

The A.R.C.K uses a method called Ontological Thinking. That is, a way 

to communicate a belief system similar to how the brain works. 

It is revolutionary and is a game changer! The game 

has an end - but it will keep you busy for a while. 

The Unc0nv3nti0n2l Weapon is knowledge and the it contains a real secret. 

Something ancient, but new.

Login to A.R.C.K

 

 

Ultra Hat Dimension Postmortem

Posted by (twitter: @crowbeak)
Friday, April 24th, 2015 8:45 pm

UHD Title

Our game, Ultra Hat Dimension, is a puzzle game in which you are a hat designer. You won a prestigious hat design contest on another world, but at the ball in your honor everyone suddenly went crazy, aligned themselves into factions based on which of your hats they’re wearing, and started attacking each other and you. So your goal is to get out of the palace. To do so, you have to get past the crazed guests, using hats to avoid getting punched backwards and to move people so they’ll get out of your way and/or attack each other.

UHD

This was my first team effort, done with Woof (@woofycakes), Yuzuki (@yuzukimasu), and Eniko (@enichan). Woof was on art, Yuzuki on music, Eniko on programming, and I did the writing, level designs, and mouth sounds. As someone who always found group work incredibly frustrating in school, I was pleasantly surprised by how awesome it was to focus on one area and let the others take care of their areas so we could end up with a game which has been very well received.

This is a long postmortem, so read on after the break to learn more about how we made it!

(more…)

Post-Mortem on a Game I Made

Posted by (twitter: @CGtheMort)
Wednesday, April 22nd, 2015 11:27 pm

I made a game, it’s called Ants. It’s a game where you ‘convince’ some ants to eat your friend’s sandwich.

Here’s a picture:

Pictured here: some ants

Pictured here: some ants

This game was born on Saturday evening when I happened upon a Twitch stream (Extra Credits Design Club Live to be precise) where the streamer was making a Ludum Dare game. I mentioned my idea for a game in chat, the streamer was like “go make it then” and POOF, there went my weekend.

So let’s talk about it.

What Worked:

– The core mechanic came together really fast. My first attempt at simulating ants (a rudimentary simulation at that) ended up working pretty well. So I never really had to change it.

– The sound effects somehow turned out okay. Sunday morning I sat on my porch and recorded two minutes of nature sounds on my Macbook Air’s internal microphone. I also recorded myself spraying a can of cooking oil, and overlaid that with myself going “PSSSHHHH”. Thank god for Audacity.

– Probably the main reason I could finish this in a day is that the concept needed zero real art. I’ll probably continue with that tradition in future LD jams.

What Didn’t Work So Well:

– I had this idea that the game would be self-explanatory, but a lot of feedback suggests that people got confused about what was going on.

– Similarly, some people are turned off by the apparent randomness, because they can’t see what’s going on under the hood. I think I could have done more with the level design to show the player the patterns the ants tend to follow.

This isn’t just my first LD jam, it’s also my first Post-Mortem! Thanks for reading!

The Penanggalan!

Posted by (twitter: @beavlgames)
Wednesday, April 22nd, 2015 9:30 pm

***Experimental Folklore Agency (E.F.A.) Headquarters***

“We have developed the ultimate weapon to stop genocide throughout history.”

(Indistinct chattering)

“Behold… The Penanggalan!”

“A floating head and entrails time travelling vampire summoned to eat baby monsters”.

Yeah! Throw those entrails!

Yeah! Throw those entrails!

Note: buy the original Atari cartridge. Accept no copies!

The Penanggalan! cartridge

(Click on the cartridge to play the game)

Avian Days

Posted by (twitter: @87meansSuhail)
Monday, April 20th, 2015 11:19 am

‘Ey.

Avian Days is a puzzle-platforming Metroidvania where you control a dude who can summon birds to aid him. In the beginning he can only summon them in one way, but he gains abilities as he completes challenges. The game is challenging, which is why I added a video.

You can use the birds as platforms over spikes, to soak up enemy bullets, and to disable foes. After you gain all the required skills, you can fight the boss and finish the game. The game can be finished in 5 minutes if you’re fast and don’t die.

PLAY NOW

“Doorman”

Posted by (twitter: @@jtpup0)
Sunday, April 19th, 2015 10:35 am

You are a bellhop, your weapon is an enchanted door, you place it to gather intel, subdue bad guys, and or alter your surroundings.

We’ll be streaming here.

@jtpup0 & @nickmudry of Play Nimbus

“Geneva” – GIF

Posted by (twitter: @wilbefast)
Sunday, April 19th, 2015 4:57 am

I’d have moved much faster with Love 2D as I normally do, but variety is the spice of life.

It’s starting to look like a game :)

geneva WIP GIF

Glow Drop – The people have spoken!

Posted by (twitter: @gamepopper)
Tuesday, December 9th, 2014 2:19 pm

Glow Drop TitleSo first of all, thank you for the huge amount of positive feedback and ratings on Glow Drop so far! I don’t think I have gotten this much rating and appraisal before in a Ludum Dare event! So I’ve been taking in your feedback and lots of people want to see a mobile version, so I am giving into your demands and will release Glow Drop onto Android and Windows Phone 8!

(Sorry iOS users, but I cannot afford to develop and release a game onto the App Store at this time)

However, I think it’s fair in saying that this shouldn’t be a simple release. I feel as though this game could do with a little bit more work to feel more worthy for people to download. So I’ve been taking in some of the feedback from both the Ludum Dare page and so I have a list of things that can be done to polish up the game a bit more:

  • Visual Identifiers – Mostly stuff like how the drops react when they are destroyed or what happens when they start overflowing the screen.
  • More Special White Drops – The current game has three, and there is plenty of opportunity to expand the possibilities of these drops.
  • Improve/Extend Music – I am extremely happy and surprised with the amount of people that liked the soundtrack. I didn’t have much time to properly flesh out the music so I feel I can use some time to either extend it to a longer loop, make it feel less repetitive and/or remix the existing music to a new genre (I was thinking progressive trance but feel free to tell me otherwise).
  • Global Leaderboard – While it’s nice enough to keep a saved highscore, it’s much better to also compare it with people around the world. I’m not sure what’s the best option to implement this for me, but it’s worth looking into. I know GameJolt has a leaderboard system in its API but for mobile it’s gonna be different for each platform unless I try a platform-free tool to handle it.

Are there any other things you can suggest? Let me know, also Play and Rate Glow Drop!

ENTRY: Screencap’d

Posted by (twitter: @RoyalRailway)
Monday, December 8th, 2014 8:14 pm

Screencap’d

 

Screencap'd

 

Check out the entry and play online HERE!

 

Another one by Ava and Marte – your favourite turtle doves. We participated together last time with Fitzberry & Leif, and now we are back with one more dimension to explore – from every angle possible!

 

kompleks

elpang

 

So grab your keyboard, or your gamepad, which might also be supported! Have a go! Help this poor fellow out of that scary television screen. Send it blasting off the table with a loud and static crack! That’s what it deserves.

Give my game a name…

Posted by (twitter: @gamepopper)
Sunday, December 7th, 2014 11:15 am

So I’ve been working on this physics puzzle game for the Compo/Jam but I’m stuck on giving this one a name. Suggest a name of the game and I’ll use it!

LD31-1a LD31-3a

Levels!

Posted by (twitter: @IamJacic)
Saturday, December 6th, 2014 11:29 am

early3 early4

Just look at those concept levels! Infinite loops of direction switchers, seemingly-randomly-placed boulders! I’m once again realizing why I tend to make games that don’t require a lot handmade content, like levels. Procedural generation for the win!

Still, I’m on track to finish in time. My next step is the title and end screens.

End of the first night

Posted by (twitter: @IamJacic)
Friday, December 5th, 2014 11:15 pm

Well, I have an idea, and it’s actually turning out pretty well.early2That’s a screenshot of the test level for my snowman-themed ice-sliding puzzle game. My only worry right now (aside from thinking of the art I’ll have to do) is the work required to make enough levels!

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 : )

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