Posts Tagged ‘shapeshifting’

We invite you to play (Mono no) Aware!

Posted by (twitter: @thommaz)
Thursday, May 5th, 2016 11:33 am

mono no aware

Hi everyone! Voting is almost over, but we thought we should write a post inviting you to play our game before the end.

mono no aware

(Mono no) Aware is an interactive novel with platformer elements that discusses life’s shapeshifting nature. We were really trying to achieve a delicate result using watercolour and subtle dialogue and, well, please let us know what you thought!

Arrow keys to move
X to interact and push things
Z to jump

Post Mortem: Potion Shift

Posted by (twitter: @ekkiiiii)
Thursday, April 21st, 2016 8:55 am


Our personal goal for this jam was to focus on polish more than anything else because that is something we had the most trouble with in earlier jams. By the way, this was our third Ludum Dare of the past four, which also made it our first Ludum Dareversary. This post mortem is mostly focused on the design and production aspects of development, we might talk about programming, visuals and music in another one.

How it looked on Day 1...

How it looked on Day 1…

... and the result!

… and the result!

The idea for the game came rather quickly, and due to the amount of resources about the genre it did not take longer than a few hours to come up with a playable prototype. Creating a match-three-game was something we discussed before, as part of some “make all the genres but start with the casual stuff”-masterplan. After we had come up with our initial idea and set up a first gameplay prototype we ran into some motivational problems. It might have been the different way we approached the jam this time but after the basics were done work pretty much stopped for the rest of day one. Luckily George came over to help us out with sounds and music on the second day, which forced us to continue working and ultimately lead to us becoming motivated enough to keep working through the rest of Day 2 and 3.

We did not see the full potential of our shapeshifting idea until Day 2, which might have also played a role in us losing motivation at first but then regaining it. The shapeshifting had to be incorporated into the game in a understandable way. That is why we came up with the idea to let people play a match-three-game as usual and then shift a creature with the data we get out of that. It took us a full day to see that what was initially planned as nothing but a visual gimmick would have an effect on the gameplay as well. When we put the monster in and added the mechanic to change shapes when crushing potions the playtesting opened our eyes and we saw that our gimmick was actually a mechanic. We unintentionally ended up with a meta-game to be played while playing the core game If you have not played the game: Certain amounts of certain potions will change the shape of a body part of the monster, and to achieve a full shapeshift it is neccessary to crush a lot of one color while avoiding all the others as much as possible. That is one of the two tactics we found so far, the other being very good at creating large chain reactions and having a bunch of luck that enough of the right potions are destroyed. It was nice to see that we don’t have to try and build up a complex idea beforehand and can just go for it and come up with something interesting.

Henkan Pachinko now on WebGL

Wednesday, April 20th, 2016 8:31 pm


We have managed to solve some issues that didn’t let us make a WebGL build. But we did it!
So now, you don’t have to worry about which browser are you using.
However, WebGL is still experimental, and the graphics aren’t as fancy as on the other ports. So please, if you want to see it “prettier”, just play the Unity Web Player version or download a build.
Thanks for your attention!


Shape Soup – progress GIF

Posted by
Tuesday, April 19th, 2016 8:44 am

A quick progress GIF for my game Shape Soup!

Mimic – Post Mortem

Posted by (twitter: @chaseplays_)
Tuesday, April 19th, 2016 12:15 am

If you haven’t played my game yet, go check it out: Mimic

This was my second Ludum Dare, and I had a good time, for the most part. As of about halfway through, I was excited to have a game, but was in constant stress. I wasn’t sure if I could make it in time, and I was right… I didn’t quite make it.

I had been excited for Ludum Dare for a long time, and was attempting to enter the compo. I had a rough engine designed, but there were some problems – it hadn’t been tested yet.

At the start of Ludum Dare 35, I had an idea with the theme (which, by the way, I thought was really good!). You see, I knew about an octopus that existed in real life that mimicked the look of other sea creatures. I then sketched out a basic idea, and got to work!

I started off with some basic texturing. I feel like it went decently well – there hadn’t been many problems there. There was a funny moment where I had googled a picture of a cat, and my baby brother pointed at it and said, “Cat!”, excitedly. Then, he pointed at my pixel-arted kitten and exclaimed, “What’s That?”… I took that as a sign that I had some reworking to do.

Following pixel art, I started development, which was kind of slow, but I got a basic game. About 24 hours in, I decided to add a story. Was that a good idea? No.

It took a good amount of more time, and I was also overambitious with levels. I hoped to add 24 unique levels, which all took some time.

At the end of the time, I was rushing to finish the levels, and about half-an-hour before, I tried to export.

That’s where problems really began.

I had never tried exporting with this game engine, and while it was possible, I didn’t do it very well. I also hadn’t tested the level, and had some bugs in it. I posted the game, but later took it down. I decided to enter the Jam.

I spent some time the next day doing some playtesting, adding a few sounds, improving the download, and fixing bugs. Now it’s up, and I’m proud of it.

What Went Right?:

  • Graphics. They were simple and functional. I don’t consider myself an artist, but it looked aesthetically acceptable.
  • Concept. The concept, I feel, was good. It incorporated shapeshifting into a platformer that I feel blended nicely.
  • Music. I am, however, a musician, and was able to improvise 32 songs, and I ended up using 11 in the end. I also feel like the music fit the game.

What Went Wrong?:

  • Time. I ran out of time for the Compo, but was able to submit in the Jam.
  • Difficulty. So far, this was my biggest problem. From a developer standpoint, it wasn’t too difficult, but I’m pretty sure that most people consider my game, as one of my friends put it, “harder than old boots made out of titanium”.
  • Music. Yes, I know, I put it in the “What Went Right” category, but I feel like mentioning that I did make plenty of mistakes in the pieces.
  • Space. My original game was 300 megabytes, but I reduced it down to 35. I did, however, have to cut about 60% of the songs, and reduce the quality of them.

Operation R.E.P.T.I.L.E.

Monday, April 18th, 2016 3:32 pm

This is our entry for Ludum Dare 35!

How about being an secret agent and catch some shapeshifter aliens?

Observe suspicious behaviour, use your taser to capture Reptilians in human form or kill them all with your gun when they morph into their real form!

SS04 SS05

Leave a comment if you like it!


Henkan Pachinko

Monday, April 18th, 2016 5:35 am


We managed to finish our games! If you try it, you will help us a lot!

Just click here to play


Little Girl – My first LD, part of the compo

Posted by
Sunday, April 17th, 2016 10:35 pm

Firstly, go check the game out!

Alright, welcome back. Little Girl is my first Ludum Dare entry, and my first participation in the event. It’s my second solo game jam and my third overall (I did soundtrack work at a local jam). I knew I had what it takes to get a nice entry in 48 hours, and that’s all the time I’d likely get my wife to fly solo with the kids on a weekend, and I don’t really have any go-to teammates, so the compo (48 hour, solo) flavor of LD seemed right for me.


Shapeshifting was the theme this time around, which was perfectly fine by me! I opted to make a 2D action game because I felt I could get it up and running quickest. I’m not sure where the idea came from, but I decided an innocent-looking little girl that transforms into a hellish phantom would create a nice level of juxtaposition and really sell the shape-shifting motif. In phantom form, your agility goes through the roof, you have fearsome attacks, and can rip through enemies. It, however, drains away your life power! So does being shot. That’s all bad. So it’s a balancing act between stringing enemy kills together and biding your time as a cutesy little pink-haired girl.

I did all of the player animations in the first hour or two of the jam, then moved onto prototyping mechanics. I got those nailed down, made the tileset, the smoke effects, 90% of the soundtrack, and a few sound effects in the first 24 or so hours. I had a couple sleep breaks at night and a few hours for church, but then hammered away at the game until it was done with two minutes to spare. There are always things I’d like to go back and add, but I’m extremely happy with my entry!


The soundtrack, I think, is something particularly neat. It’s fully interactive and really helps set the tone between the two character forms. I also did a LOT of Foley work around my desk for as many sound effects as possible.

I think it was a pretty huge effort overall, and I’m ecstatic with what I was able to accomplish in 48 hours. Give it a go and let me know what  you think!



Progress and checking if GIF still breaks~

Posted by (twitter: @avaskoog)
Sunday, April 17th, 2016 6:36 pm

Trying a .gifv rather than a .gif this time. Gets an ugly border but hopefully at least it doesn’t stop working after the first two or so views of the post like GIF’s have been doing lately…

Here’s the current progress of the game by Ava, Marte and Morten!

(actually it’s from a few hours ago and some more progress has been made since)

View post on

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!

So, we have a level design!

Posted by
Sunday, April 17th, 2016 8:31 am

It is getting difficult to finish this project, but we still have one day.

The team is working full time and things are working pretty well!

Take a look at our level design for one of the stages.

Greetings from Brazil!


Ava, Marte & Morten are in!

Posted by (twitter: @avaskoog)
Saturday, April 16th, 2016 10:01 am

I think these posts are much more fun to write when we’ve already gotten started a bit and can give you a hint of what we’ll be making this time, so here goes.

This is Ava’s 11th LD and her 6th together with Marte and 3rd together with Morten. Here are the ones Ava and Marte have done so far, Morten being present for the last two of them:


Who does what?

Our work is usually divided all over the place. This time it looks something like this:

  • Marte: graphics, music and level design
  • Ava: programming and probably sound effects
  • Morten: programming

Ava and Morten have both also done 3D graphics before, but we don’t really need that this time.

What’s up this time?

A game! We shan’t reveal the whole shenanigans for now (hint: certain animals shift their shape in one way or another), but we’re letting the theme inspire us both mechanically and narratively. You’ll see. Ava and Morten are currently busy implementing one mechanic each, while Marte is piecing together a level.

For now, gaze at glorious prototyping graphics that will be refined as we go (in order of who’s working on it: Morten, Ava, Marte):


(click here for animated version)


(click here for animated version)


What tools?

This one is apparently obligatory, or so the tradition says. I think it goes something like this…

  • Programming/editing: Unity (C#)
  • Synchronisation: git using SourceTree and Bitbucket
  • Music: FL Studio on Android, possibly GarageBand
  • Sound effects: Audacity
  • Graphics: Photoshop, possibly GIMP


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