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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!
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,
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.
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.
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.
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.
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?
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?
Hello! Ava, Marte and Morten once again teamed up for the jam. This time we ended up following the theme both mechanically (squishy, deformable octopus) and narratively (tadpole growing up into a frog). Help them help each other through this puzzly maze!
The game ended up having to be somewhat experimental in nature; emulating a squishy octopus in a rigid body physics engine was a bit difficult! It’s not entirely bug free when it comes to said cephalopod, but it was fun and worth trying.
Two thirds of us weren’t really feeling well this weekend, but we marched on! This did however mean that some of the details from our previous entries, like dynamic camera, little cutscenes and sound effects all had to go this time around, so it does feel unpolished there, but music alone actually sort of fits the mood of this game, so…
We’re following the theme both narratively and mechanically.
The octopus is the dynamic shapeshifter of the game, which is a mechanic. The tadpole gradually grows into a frog during the game, which is a narrative. You swap between them and use their respective abilities to solve puzzles and clear the way.
Friends tho they become, they cannot stay here together! :’c An octopus belongs in the salty sea water and the frog must stick to freshwater. Some nasty punk threw the bottle with octopus into this puddle.
Marte and Morten have already gone to sleep. Ava just wanted to do some final work on the frog, but now thinks it’s for the best that she too go to sleep not to fall out of sync with the others for the final day of the jam. Good night and good luck to all jammers!
Last weekend me, Iñaki and Gonzalo made our second game for Ludum Dare 33. The theme of this Game Jam was “You are the Monster“.
Iñaki and me went to the jam and Gonzalo worked at home. This time the place was superb, a class of Area school in Donostia.
At the beginning we were quite lost after the first brainstorming. We had some vague ideas about a Frankenstein and angry villagers. The next day, we decided that we were going to make a platformer with puzzles with a headless guy as the protagonist. The headless guy could steal heads and abilities. We mixed that idea with Hammer Films and classic horror films aesthetic.
YES, YOU CAN USE DOUBLE JUMP TO GO LEFT!!!!!!!!
I like the decision we made about the color… to remove it! I worked faster this way. I Added and “old film” filter too (just 4 frames of darker corners and dust like spots).
In general I am really proud of the executioner. The story is that after the firts guillotine the citizens no longer need an executioner, so they chop his head and someone steals it. Help the poor executioner to find his head!
I LOVE the chicken head!!
Blazing Skull head. (or Ghost Rider head)
Key head. For some reason we couldn´t add the attack animation.
I made every pixel you can see, Iñaki Vazquez programmed everything using Construct 2 and made 90% of the mechanics and puzzles, and Gonzalo Sardón created the amazing music and sounds.
I have to say that the game is better that I thought. May be is not an awesome game, but we made it in less than 72 hours! (I had to work). I think the ideas and mechanics have some potential. When we added the music, the game gained a LOT of atmosphere. Now the game shows a crazy, dark humor and horror setting.
It was a really hard weekend but we met a lot of new awesome friends, and we learned a lot!
Special thanks to Edu Verzinski, who gave as the idea of the introduction scene at the beginning the game, and to PINTXO DEVEPOPERS for organizing an incredible game jam and making possible the best weekend of this year.
Ibai Aizpurua and Iñaki Vazquez
We plan to make a better version of GUILLOTINE! So if you like Kirby and Metroidvania games, wait to see a better, bigger and longer game, with TONS OF NEW CRAZY HEADS!!!
In Fear Me! you play as a happy-go-lucky ghost who has recently breached the veil of the damned in pursuit of his favorite leaisure activity – scaring children. A sort of action-puzzle blend, check it out if you dig that sort of stuff.
One of the more action oriented levels.
Short disclaimer: I’ll be writing like I know everything about everything, but in fact I just have approximate knowledge of many things.
How it went:
After being rudely awoken somewhere in the early afternoon by a combination of my dogs yelping and my neighbours drill-and-hammer work, I came to the realisation that Ludum Dare was going strong for about 11 hours. After a couple of sobering slaps, cups of java and some sandwiches I was ready for some gamedev on PC action. It was time for…
Brainstorming! (1-2 hours)
I put some depressing music on – Steve von Till – and pulled out my notebook and pen. A list of wild ideas came torrenting from the weird places of my brain.
It includes a Through the eyes of a dictator – Painting Simulator where you’re a painter. But you’re also Hitler.
This is a puzzle platformer with it own kinky twist. One of the twins defies physics and hangs around ceiling like it’s nobody’s problem. It was fun to make. I wish I had started making it earlier so it would be much longer. But anyway you take what you get. 😉