Ludum Dare 31
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Entire Game on One Screen

Judging ends in:
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Posts Tagged ‘strategy’

Submitted. What a joy!

Posted by
Monday, December 8th, 2014 5:05 pm

You can play my first Jam game here. “Zombies Vs Army” (what a simple name!)

Need some heavy long sleep :). Can’t wait to play all games from community.

Planning to write a post about my development tools, assets and strategy. Interested? Like it

Almost there!

Posted by
Monday, December 8th, 2014 12:26 pm

7 hours left… almost there!

Our first jam, can’t wait to see the reviews!

Clutch the Crown GIF!

Posted by (twitter: @@jtpup0)
Sunday, December 7th, 2014 8:02 pm

So I made a sort of defend and attack sort of game because I interpreted the theme as such, couldn’t get sound in but this is the most art I’ve done for a game before so that’s new.

here’s my entry page if you wish to play, it’s 1-2 players.

Finally some progress

Posted by (twitter: @orion_black)
Sunday, December 7th, 2014 2:15 pm

I’ve been working on a mix of city management and tower defense. Building seems to be working now. Still a long way to go.

progress

 

 

Turrets are ready for a jam.

Posted by
Saturday, December 6th, 2014 4:35 pm

5

How to Play Icarus Crisis

Posted by (twitter: @rojomojogogo)
Tuesday, August 26th, 2014 12:29 pm

My jam entry is rooted in board games, which makes it more complex than some people may be used to.  Since the in game help is limited I thought I would make a quick tutorial video.  If you have questions don’t hesitate to ask!

Play Icarus Crisis

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29998

COSMIC CONGA

Posted by
Tuesday, August 26th, 2014 11:10 am

Click To Play

Cosmic Conga Title

Cosmic Conga Screenshot

Cosmic Conga is a fast paced strategy game that may… or may not be, balanced :P

Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.

Fancy a challenge? Try and beat the original LD submission Play [Web]

Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]

I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore :P

Thanks to everyone who helps make Ludum Dare possible,

And congrats to everyone who submitted, the entries keep getting better every time.

Aaron

Click To Play

Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm

dev_screen1

So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here: http://www.the2ndsky.ch/LD28/

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history: http://www.twitch.tv/polyganz

Now developing: Grid Runner

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 4:56 am

So after spending an extensive amount of time in the shower and crying like a little boy over the theme “you only get one” I’ve finally come up with the following idea:

Grid runner is an isometric strategic puzzle game.
The goal is to get a runner into the target zone in one run by adjusting his path through various grid plates that can be placed in his way.
The player has a limited amount of grid plates available to solve each level.

So in a way its like a problem solving game where the player defines a set of actions that get executed in an order with the hope of a profitable result. In this case: of the runner getting into the target zone. What do you guys think?

I’ve yet to find a proper setting for this type of game so I’ll work on the functionality for now. I’ll mostly be using Unity3D pro, 3Ds Max and Photoshop. If you’re curious like George then you can also watch it all go down in flames (or not) on my stream that I intend to keep open for the whole LD: http://www.twitch.tv/polyganz

I’m in for October Challenge with Mutant Gangland

Posted by (twitter: @zapakitul)
Monday, September 30th, 2013 10:24 am

I’m in for this October Challenge. The game I’m currently working on is Mutant Gangland, a Turn Based Strategy game set in a floating wasteland in which Mutants and Exo Mutants fight for control of the island. I keep a devlog on Devsofa and I will most likely share allot of stuff in the upcoming days.

Here’s a fresh vid:

 

Best of luck to everyone!

Yet another first Ludum Dare Post

Posted by
Tuesday, August 27th, 2013 2:12 pm

Well, the fact that I got this far must signify something.

This is my first Ludum Dare (the first for my partner too) and I’m pretty happy with the results. At 4:00 P.M on Sunday I was pretty sure this was going to be an absolute flop – but somehow it actually worked itself out. So without further ado, I’ll introduce the game concept and a few other details.

 

Game concept: It was heavily inspired by Chronotron, a game where players can go back in time and solve puzzles by making their former selves do part of the work. I played Chronotron a while back and didn’t really think much of it at first. But then… I realized there might just be something to this game that could be applied elsewhere. As in, the concept of time travel. Before Chronotron, I’d never really heard of a game which used time travel as a gameplay element. Turns out there are a few, but most of them don’t implement it like Chronotron.

So we decided to give time travel a second chance and incorporate it into a turn-based semi-strategy game. You would have as much time as you wanted to think about your actions, and then you would execute them. I even had ideas for a kind of time-travel portal device (past portal and future portal).

All in all, the game ended up having the art style of Geometry Wars, controls like a roguelike, puzzles like Sokoban, and gameplay like Chronotron.

And the name of the game: Timing is Everything

 

What went well:

  • During the early part of game development, I was just churning out code. My partner was drawing pretty well (I’m have the artistic skills of a planarian) and a lot of the early code was working flawlessly on the first test.
  • The art style was definitely influenced by games like Geometry Wars and Pew-Pew. One would think that it would have no place in such a strategic game. But it actually fit in quite nicely.
  • Some levels were quite creative. My partner designed all of them (although I did help out). The ideas of paradox avoidance shows up in the later levels and was well executed.
  • Libgdx proved to be pretty easy to use as well as cross-platform.

What didn’t go so well:

  • Time travel was a real pain to deal with. To make it easier on ourselves, we had started with a goal of making ANY game entity capable of traveling through time (just in case that time-portal device ended up being used). When I actually got to coding the player’s interactions with the time machine I hit problems. Originally, we wanted the player to be able to specify how far back in time they wanted to travel. This ended up creating a lot of annoying bugs and glitches, and the little framework which I had written didn’t suffice. So, we ended up ditching a huge chunk of code and going back to doing things Chrontron style – you can only go back to second 0. And after a lot of modification, we got that to work. The other problem was being able to use the time machine more than once. And the idea that when former selves went into the time machine, they had to DISAPPEAR but still get reverted later on. One of my ideas that never ended up completely working was that former selves could be linked to their future selves via some kind of linked list starting at the current player. In the end, annoying bugs and glitches made a game with more than two instances of the player impossible, and we ended up compromising and only allowing the players to use the time machine twice. If we had thought through the implications of time-travel ahead of time, we could have made a far simpler and more efficient framework which would have been able to handle that.
  • Some of the early levels were a bit too hard. Level 2 should have been level 8. And level 10 was too easy (at first). Some levels were designed with only 1 solution… so if you made one wrong move or if you forgot to sprint, you would inevitably fail.
  • The code eventually disintegrated into an absolute mess in the later hours. Best to look at the actual code if you want to see what an “absolute mess” looks like. Some code was unused.
  • Real life got in the way. This is probably the busiest time of the year for me, and to shove everything to the side for the Dare was not easy. In reality, we only put about 20 hours of work into this entry in the 72 hours we had to make it.
  • Porting issues. While they say “Port later” in the guide, be careful. If you want to make a web game, prototype on your browser frequently. I didn’t and I had an 1 hr and 45 mins to figure out Libgdx’s GWT port. And it didn’t work, so sometime this week when I have time, I’ll have to make a web port.

 

Anyways, if you haven’t yet played it, try it out here.

Inherity – a primitive strategy / simulation

Posted by (twitter: @FoumartGames)
Saturday, August 24th, 2013 5:29 am

More than 10 hours passed for only an idea, title and some script preparations..
Inheritory_idea

Except the sketches in my notebook on screen I have only a 10 seconds counter lol !

Anyways I decided to go for a primitive strategy/simulation with 10 second battles. The gameplay will be tactical with crucial placement of army stacks (doh). During the battle time however player will have to wait and hope for his army to accomplish the goal. This will be my first time creating a strategy with lots of units and I’ll try to escape from the tower defence reeking around the idea.

Next comes the Engine…

Progress will be kept here: http://www.foumartgames.com/dev/ld/2013-Inherity/

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