Global highscores are in, the build is optimized and, so far, the bugs have been fixed!
There’s still time to partake in the Elympics.
Fixed a whole heap of small bugs and issues. Also added Linux and Mac builds!
That name! Long, but apt.
Had a good time making it. I think there’s potential here, but the next few weeks are no good for me so don’t hold any hope of a quick post-jam version. Oh well.
Ludum Dare has taught me so much as a developer, and has inspired a great deal of my work. Today, I released my first game on Steam–Skyway. If you have a few minutes, please check it out!
As an homage to my short LD games, I’ve placed a few Easter Eggs around the levels
Thanks! -Matt <3
The Last Ludum Dare was a strange and exhilarating experience.
It was the first time I really focused on a quirky game that I wanted to play, without the pressure or hassle of having to deal with voting and community reviews. While I did miss the voting, the result was a different kind of game, and I even managed to finish early.
The resulting game is now called “ArsonVille”, and is launching on Steam on November 25! Add it to your wishlist, it’ll be approximately USD $4 around the world, and what a great way to support your fellow community by supporting one trying to release and go commercial
For comparison, here’s the game after completing LD36:
And here’s what it looks like now:
Again, thanks everyone here for your amazing feedback, support for the last few years, and encouragement to reach this life goal of mine. This is a win for me, but also for the LD community! Make games!
Missed the voting period slightly. Not that it matters much, deadlines were made to be broken.
Bug fixes, AI improvements and usability tweaks ahoy! Also added in a new feature: morale. Troops in a tough stop will panic and scatter for that extra layer of reelism!
Will do an extended AI write up soon’ish.
Quite the shocker that!
Had some spare time to sink into the post jam version this past week. Implementing the battle visuals was a blast! Got animation assets from a mysterious fellow member of the secret society! The less said about that the better.
Part 2 will be about AI improvements and more tweaks (I forgot a few!).
— Curious Dinos —
Your spaceship crashed on Earth during the Jurassic Era and you need the dinosaurs help to get it fixed. Use basic ship functions such as alert lights to interact with their emotions and return home.
Curious Dinos is a game about experimentation, reaction and emotions. In my opinion it’s very relaxing, and watching those dinos interact with you is just pleasant. We had a GREAT time developing it, it was a lot of fun, and we hope you have fun playing it as well! 😀
— Screenshots —
I Love My Circle is finally going to be released on March 1st for Android and iOS.
I intended to release it for the October challenge but it turns out I massively underestimated how long everything takes!
Many thanks to the LD community for inspiring me to release a game, I wouldn’t have made it here if it wasn’t for you guys.
You can find a presskit() for the game here: http://ilovemycircle.com. I would really appreciate any help spreading the word.
Implemented the gameplay code and pushed to Itch.io. Pardon the blurry Gif:
The new flight model is easier to handle, trust me. It even has a controls help panel!
The “Growing” theme made me an initial push to complete my long-lasting project. And now here’s what I can do on the screen of my Android device (an animated GIF is worth 1000 words):
As the project was started before LD34 beginning and finished 2 hours after, I didn’t submit it, but uploaded to Google play: Snow Relax on Google Play
The technology I used: Action Script 3/Starling/Air. The game keeps 1000 snowflakes at 60 fps.
Hello! Congratulations on LD34 projects completion! Do you remember once I posted that two games which I was going to complete soon appeared to fit both LD themes?
So, I worked in the LD spirit to give a final push to these projects and release them. I didn’t submit them for the actual contest, because I had the existing codebase before the contest was announced, but, please, check them on Google Play and share your comments.
Like on LD33 I’ll play your games and make screencasts
Here’s “Growing” snow relax game
And here’s “Two buttons” multitasking challenge (well, there are three button on the screenshot, but most time you’ll have only 2 of them)
Hey y’all! I’m a little late posting this because we released it Wednesday, but the post compo version of Ultra Hat Dimension is out! It has three times as many levels, new mechanics, and some impressive modding capabilities built in. Check out the Legend of Bea level Eniko made, starting about 30 seconds into the trailer!
You can get it for $5 on itch.io; there is also a downloadable demo. It’s currently Windows only. Sorry! We plan to port it later, but Eniko needs to get more work done on MidBoss (another LD post-compo game, the beta for which is free at midboss.net).
And Yuzuki made a badass soundtrack for Ultra Hat Dimension, which is also PWYW over on Bandcamp.
Once again, I’m gonna end an Ultra Hat Dimension post by saying that y’all are awesome. We absolutely love the Ludum Dare community and are super glad to be a part of it. <3
Keep being friendly and make awesome games! I, for one, am really looking forward to the upcoming jam! 😀
Many moons ago, I was on here plugging our game Camera Obscura, which was on Steam Greenlight at the time. Well, we made it through, and we’re releasing the game on Steam on February 19th! This is the first game I’ve worked on to be published on a major platform, so I’m pretty excited. You should visit our Steam page, check out our new trailer, and see how far we’ve come.
If you missed my first post, Camera Obscura is a sidescrolling puzzle-platformer with a unique mechanic that allows you to take a picture of the geometry around you, then move it with you for a few seconds. You can use it to bridge wide gaps, create staircases up cliffs, and solve other, more intricate, puzzles. It takes place in a mysterious tower in a forgotten land, and features amn
This site has been a huge part of my personal journey to this point. I also wanted to thank you so much for your support on Greenlight! I don’t doubt that the members of this site helped the game get approved.
Thank you again!
The original Glow Drop will remain on GameJolt as well as here, as it was made as a game jam submission and should remain here in its original glory, but if you want to try a bigger challenge on the go, then you should get Glow Drop DX.
New things in this version include:
I’m also planning on doing a Windows Phone 8.1 build as well, so keep an eye out for them.
So, it’s two in the morning and I just uploaded the first proper release build of my game. (You can download it Here if you want to, though only for Windows at the moment and it will require the Visual C++ 2013 runtime).
The controls as they stand right now are;
WASD for movement, Space to shoot. You “can” rebind these keys through the options menu, though the movement can only be reliably bound to ‘W’,’A’,’S’,’D’, the arrow keys, and joystick axises at the moment. Anything else and it’ll only bind turn-left. I’m going to fix this tomorrow, but haven’t had the time to sit down and fight the options interface yet.
F3 will toggle a FPS display in the top-right corner, if you want to see that. And 100% of the game logic is included in the Scripts folder, peruse to your hearts contents. (If you launch the game with ‘-d’ it will dump a markdown document of the registered script interface, should help you understand what does what)
It’s currently hardcoded with three pre-named and pre-colored players competing in a hot seat, but I’m planning on making some UI for changing that soon.
With that out of the way, time for some post-mortem of today..
This Ludum Dare I decided to see how much more effective it is to do the game logic in a script, and from my findings so far it’s almost an infinite percentage. I mean, the ability to save a file only to see the changes in-game a few moments later is amazing. The fact that I can do it in the middle of gameplay and instantly change everything from the look of the game to how the player controls and moves is quite empowering during development.
I think this is a first time I’ve had something that’s this finished by the first 24 hour mark, usually I’m just about finishing the base of the game by now. But this time I think I can afford to do some proper bells and whistles.
So, what went right?
What went less right?
What would I change if I do this again?
So, to finish this short post off; I definitely recommend trying to do a fully scripted game if you haven’t already, performance is amazing and I haven’t even added JIT compilation of the scripts yet. So they’re currently being interpreted.
And now I should probably go sleep, so I hope you’ve had as much fun as I’ve had. And I hope we’ll have even more fun tomorrow.