Ludum Dare 36
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Posts Tagged ‘screenshot’

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Last day to rate!

Posted by (twitter: @SantiHisteria)
Monday, May 9th, 2016 11:04 am

Today is the last day!!

…but you can still rate “Breaking Fat“: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59433

:) GOOD LUCK WITH THE CLASSIFICATIONS GUYS! :)

Post Mortem: A Mazeshift Title

Posted by
Friday, May 6th, 2016 9:57 am

Hi everyone,

This was my second Ludum Dare. Once again I had a fantastic time participating, and playing the other entries is a great source of pleasure and inspiration. I wrote a post mortem for my game A Mazeshift Title, which you can play here (Unity WebGL version available).

 

Screenshot1A Mazeshift Title

The Game

A Mazeshift Title is a 2D puzzle game where the player must construct a route between two endpoints using a collection of shapes organised in a grid. These shapes are manipulated by shifting entire rows horizontally, or columns vertically. It could easily be compared with a 2D version of a Rubik’s cube, with a pattern that must be completed. The game contains 7 individual levels, and each one is procedurally generated to provide a degree of replayability.

Development

The idea for the game was originally conceived from thinking about shifting bits in computer registers, but using shapes instead. A good three hours on the Saturday morning were spent settling on a design. I felt it was important to take the extra time at this stage to ensure the concept was both interesting and achievable. By the time I had stopped on the Saturday night, the game consisted of a single feature-complete level.

The focus of Sunday was polish: after creating some menus and finishing the transitions between different levels, I moved onto audio. I ended up spending many hours fighting with multiple software packages, and eventually only managed to produce three sound effects. I had initially anticipated having enough time to produce a simple ambient background music track, but this no longer seemed feasible. Some visual polish feature had also been planned, such as sliding the grid tiles when they are shifted, but sadly these also had to be cut.

The Good

  • Procedurally generated puzzles.
  • The mechanics are explained non-verbally using a trivial first level.
  • I followed my plan: the core mechanics were implemented by Saturday night, Sunday was spent polishing the game.

The Bad

  • No music.
  • Tiles don’t slide when shifted.

Thanks for reading, see you all next time!

BF_Title

TRY TO FIND THE EVIL DOCTOR..

… ARE YOU READY? PLAY!

Thank you guys for all your rating and feedback!

Aether Crypt postmortem

Posted by (twitter: @tselmek)
Saturday, April 30th, 2016 12:02 pm

Howdy fellow jammers, it’s postmortem time! If you haven’t played our entry, feel free to give it a try HERE.

Let’s recap the hell out of this!

  • The unfinished prototype

Before settling on an idea with Dave, my teammate, I had been working on a « just-in-case » shoot ’em up game called Chicken Fuel at the time, here’s what it looked like when it was left very early into the jam.

View post on imgur.com

  • The mechanics

Then came the idea of a molecule-based game. We didn’t yet know what to do but the take on the theme was inspiring to the both of us and so we brainstormed from there. That’s when the idea of a « Moleculevania » came up, we threw a couple of possible mechanics for it on a paper and that was the idea that sounded the most feasible in the remaining time. It doesn’t sound like it, but this process took us the whole first 24 hours.

View post on imgur.com

We wished we could go far enough to make a little boss battle based on radioactive elements such as Plutonium or Uranium but that sadly didn’t happen.

  • The level design

So now, we had a couple of transformations with a feature each and we needed to head onto the metroidvania part of the game, that is to say the level design. I wanted to allow for some exploration without too much struggle for the non-fans of this style of gameplay. The sketch below was the first draft of the general idea for the level layout, from there improvisation took the lead.

Level design draft

Level design draft

  • The audio

I was very panicked when I didn’t see the audio coming 2 hours before the deadline, so I decided to rush and implement some sounds made with chiptone myself. I did well because Dave only provided music but holy crap is it good. If you’re a fan of ambient stuff, you’re at the right place. You can check out his stuff HERE

  • The ambience (and the darkness)

The ambience was surely something we decided to bet on for the mood of the game. The dark environement was part of the mood and the gameplay. It seemed the darkness was too intense for some players but that makes for some finer exploration game, doesn’t it? 😛

  • The minimalism

One of my personnal goal was also to make something very minimalistic, that’s why I tried to put as few texts and as few graphical details as possible. I also tried to make a very simple but effective GUI, the display of the number of electrons and keys collected was rather straigt forward but it took me some time to figure out a way to tell the player how the transformation system worked without any text output.

Minimalistic GUI stuff

  • The experimentations

This Ludum Dare was an experience for me for some parts of the programming. Indeed, this time I messed with something new to me which is surfaces (and occasionnaly blend modes). Their use was necessary for the implementation of the lighting system.

  • Conclusion

Overall, I’m really proud of this entry. Despite the level design I wish I had taken more time to fiddle around with, I think the game came out as a tiny little polished experience package ready to nom a handful of minutes from the players’ life. I expected the game to be less welcome than my previous entries because of the huge difference of genre, going from intense arcade games to a very mood exploration one, but the reactions went against my expectations and I was positively surprised how it was welcomed.

That’s about it, thanks for reading through this little beast of a postmortem, I hope you enjoyed it.

Thanks everyone for all the great comments and feedbacks on the game so far!

Tselmek out.

Post Jam Update… SPEED BLOX VR!

Posted by
Friday, April 29th, 2016 11:49 pm

Hey there Daredevils!

We would like to thank you for your feedback and
taking the time playing our game!

A few changes are up:

  • One of the most common complaints was that sometimes
    the ‘Cool’ Blox obstruct the view of the oncoming ‘Angry’ Blox.
    Now, all Cool Blox become (semi) transparent once you look at them.
  • Music!

Have fun tripping across space-time!

Check out our game here!

Download it here!

speedblox_action

 

Spirits of the Forest – Post Mortem

Posted by (twitter: @DivitosGD)
Monday, April 25th, 2016 1:12 pm

Over last weekend I worked with Wesley Devore and Hisan Iwo to create Spirits of The Forest, a precision platforming game where you must deliver an urgent message for the spirits, and in return they grant you the ability to shape-shift into different animal forms giving you different abilities to conquer the 25+ levels.

Play and Rate The Game Here

Post Mortem

I knew since last December that I was going to be making a game for Ludum Dare 35, but up until a few days before the start, I thought I was going to be doing it alone. I was approached by Wesley Devore asking if I needed music and sound for Ludum Dare. Always eager to gain new friends and have new experiences, I said yes. We both decided that since we had to do the jam anyways, we might as well find an artist. After a bit of searching, we ended up finding Hisan Iwo (couldn’t of found anyone better suited in my opinion), and just like that I had gone from believing I was going to do it alone to working in a three person team.
We started off the weekend without any real idea of what kind of game we were going to be making, other than we knew it was going to be 2D.  After a fairly short brainstorming session we decided on making a platformer (although originally we had planned on making it a puzzle platformer instead of a precision platformer). Without all of the particulars in place we began working. While Hisan worked on the character art and Wesley worked on the music, I programmed the base platforming system and worked out the rest of the design and story for the game.

Early Mockup

While day one didn’t yield much material progress, day two saw the game shift from an idea to a tangible, although rough, game. By the end of it all of the character and world art was done, the music was finished and ready to be implemented, and all of the levels, tiling, and dialogue was done (although dialogue would later have to be rewritten the next day). At the end of the day I could tell the game was going to be brutally hard and tried all I could to lessen the cruelty, but I couldn’t afford the time to redesign the entire world again (especially since I already had to once). I could also tell that the game was going to have an amazing atmosphere to it and that this was going to be the strongest point of the game.

Day three was spent finishing and adding in sound, music, and the remaining art to complete the feel of the game. I didn’t get all of my goals I had written from the previous day done because while I had intended to spend the majority of day three polishing the game, implementing the remaining assets ended up taking the vast majority of the day leaving me little time to polish. This definitely took a lot away from the game since it left rough hitboxes and some parts that could be considered brutal in an already brutal game world, but overall I was still happy with the game.

Screenshot of Finished Game

I’ll admit that I wasn’t sure how working with a new team was going to be, but they both did amazing and it was a fun experience. The only areas that I felt were lacking in the game were things I was responsible for. It’s apparent I’m still not the best at level design, for instance, but if you compare this game to my previous game, you can tell instantly it’s a big step up. The game in its current state is somewhat incomplete, which is why I’m working on a post-compo version that fixes many of the glaring issues before uploading it to Gamejolt and Itch.io.

The Good

  • The art of the game turned out amazing. Individually the assets looked a little bit odd, but they came together to form a really charming look. Combine that with the amazing music and sound design, and you get what I think is by far the best game I’ve ever worked on in terms of atmosphere.
  • I ended up spending about half of the time on level design, so the game ended up pretty long (25-30+ levels depending on how you count them).
  • I learned a LOT about level design. I consider the levels of Akashic Records (a platforming game I did for a game jam last month) to be absolutely horrendous. While they were still really hard here, they’re definitely a big step up.
  • I liked the story we came up with, and considering this was my first time trying to implement dialogue into a platformer, I think it went well.
  • As always I learned a lot more about the engine I was working with, particularly I discovered the cause of a lag that has plagued most of my previous games with a scrolling view (though it was never nearly as bad as it got here, I simply had no choice but to pinpoint the cause of the lag and fix it, and my future games are going to be much better for it).
  • This marks 4 months down so far for 1 Game A Month! 😀

The Bad

  • It ended up being HARD. It wasn’t just casual occasional road bump hard, it was teeth grinding fight for every inch you advanced hard. This isn’t always a bad thing if you apply it right in the game, but I was going for a bit more casual feeling platformer and had to rush through meaning I didn’t have time to conceptualize all the easier challenges I could have done with the mechanics. This makes the game feel a bit disjointed at times (particularly in the not so tight controls that would work fine in a casual platformer, but leaves you a bit frustrated at times here).
  • I didn’t have time left to do as much polish as I would have liked to, so some things (the hitboxes being the most obvious and unfortunate example) are left rough. I also would have liked to get some particles and other VFX in there to really complete the feel of the game.
  • There was a few strange bugs left in the game that I had absolutely no idea why they were happening and didn’t have the time left to look investigate them. These bugs and the lack of polish and VFX are the biggest drawback by far, which is why I’m fixing them all and adding in the polish I wanted to from the start in a post-compo version for Gamejolt and Itch.io.
  • There was still a few times when you’d experience an abrupt lag spike, but it never seemed to last for more than a split second.
  • The ending was a bit dissatisfying, but it did end on a good cliff-hanger that allows us room to expand it into a full confrontation, or possibly even make a sequel (of sorts) so we can do the story the justice it deserves.

Final Thoughts

Though I could have done my part quite a bit better, I learned a lot and came out with a game to show for it. Like every other game you do (especially games that are made for game jams), it’s not always the final game, but rather the experience you gain from it that really matters. While you and everyone else are likely to forget about your game jam game, the experience you have and the lessons you learn ripple throughout time and creep into every one of your future endeavors, and that’s what truly matters.

Aether Crypt – postmortem coming soon

Posted by (twitter: @tselmek)
Monday, April 25th, 2016 10:39 am

Howdy fellow jammers,

While I’m at work on cooking up a postmortem post for you to feast upon, you can check out and rate Aether Crypt if you haven’t already. If you’re fond of ambient stuff, a big fan of metroivania style games, a platformer addict or a chemistry nerd, you might enjoy giving it a try. Here’s a couple of screenshots to give you a taste of what you’re in for.

Menu goodness
Feel the Carbon
Neon enlightens my nights

Have a good one!

Tselmek out.

Check out Mushroom Muncher!

Wednesday, April 20th, 2016 2:28 am

Now that the jam is over, it’s time to play games! Check out the the game we made where you eat mushroom men, grow in size and watch out for shape-shifting ones:

Mushroom Muncher - Cover

PLAY NOW!

 

 

SMARTONINJA

Posted by
Tuesday, April 19th, 2016 12:12 pm


Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

80s mecha anime inspired shoot-em-up!

Posted by (twitter: @BPOutlaws)
Tuesday, April 19th, 2016 9:27 am

Enjoy! :) Will do a post-mortem down the road when I’ve caught up on sleep lol I’ll be turning this one into a full game when I finish my current project, follow me on Twitter at @BPOutlaws for updates! -Jeff

Ludum Dare 35

SPEED BLOX VR!

Posted by
Tuesday, April 19th, 2016 6:13 am

Greetings Daredevils!

V R are Weird Cake, and V daRe U 2

Survive a trip through space-time…

Earth life is so Three thousand and sixteen!

Come aboard… our Reality.

– thebrainfuse

speedblox_action

Done!

Posted by
Monday, April 18th, 2016 8:21 pm

And I’m done. I’ll probably write a longer post tomorrow, but now I think it is time for sleep :-)

You can check out my entry ‘Court of Talis’ here

TalisScreen5

 

 

So tired zzzzzz…8 hours to go!

Posted by (twitter: @BPOutlaws)
Monday, April 18th, 2016 11:57 am

Mech mode = shoot faster, ship mode = cover distance faster…gotta pass distance goals to extend the time, but need to use Mech mode to clear a path, lots of juggling of the modes for the hardcore shmup fans to gain seconds normal players probably won’t get!

zzzzzzzmust…stay…awake! Gamepad controls are up next

– Jeff

A Game Appears 14 Hours Later – Mazelessness

Posted by
Monday, April 18th, 2016 2:28 am

Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!

Mikeware - Mazelessness

I am so very tired… but I do need to zip a build and submit it for the Jam!  I at least was able to get my title and help screens in the game.

The basic objective is to escape the maze before your hunger runs out.  You can collect steaks to replenish hunger.  However, you are normally ‘dashing’ around the maze, and the maze only generates as you move, so you can dash over an area that later may not be accessible in the same way.

Thus, the shape-shifting labyrinth around you is your enemy especially as you move yourself around it.  Now, to post it!

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