Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘update’

LD30 is over

Posted by
Saturday, September 27th, 2014 7:32 am

Now that LD30 is over I want to share my LD29 game release on Google Play. This is my android version of my game Skin for the theme “Beneath The Surface”.  It has a new title Derick the Littlest Demon and has more levels, better art, new mechanics and enemies.

 

You play as a small demon that must remove humans from his cave. After you kill them you can possess their bodies and hide in them or turn them into zombies.

 

Get it on Google Play

Android Free Demo

Unity Web Demo

Post Ludum Dare 30 Release – Back and Forth

Posted by
Thursday, September 25th, 2014 4:56 pm

My team and I were really happy about how well our LD30 Jam submission Back and 4th turned out and we saw a lot of potential in it.  We decided to continue working on it and release it as a full game on Android (and hopefully ios in the future).  This was our first time releasing a game for something other than a game jam and our first time working with Android, but things went incredibly smoothly the past month of development.  We managed to add over twice the amount of gameplay, put in polished menus and UI instead of placeholder ones, and add a full fledged level editor.  Thanks to everyone who played, rated, or commented on our game jam submission as that is what encouraged us to make something more of our game.

Check it out!

 

phoneVertical

Connected Words available on iOS and Android

Posted by
Saturday, September 20th, 2014 9:35 am

connected-words-icon-256Rated #32 in innovation for LD30, the game is up on these major marketplaces (for free with no ads and no DRM*),

connected-words-app-store

connected-words-gp

connected-words-amazon

It managed to get through the Apple approval process on the first try (No kidding. The recent deluge of apps must have softened Apple…)

My compo version received amazing comments and really ok ratings too (no worries, I still love you guys!).

connected-words-compo-anim

The mobile version didn’t change much from the compo one. The changes were,
* Leveling with increasing difficulty
* Retries earned based on level and tweaked scoring
* Emoji characters now display correctly (that was sooooo fun to fix)
* High scores are tracked
* Some UI fixes and improvements
* A new icon from an artist friend (Coming Soon™ to iOS).

Check it out. Try to get a score over 100 and let me know if you do. That is awesome.

* – no DRM where possible (i.e. not Apple).

Dwarf Wars, Harder Version

Posted by
Wednesday, September 3rd, 2014 6:56 pm

Most of my comments are good and most people find my game too easy. Well turns out I didn’t increase the AI Click Rate values in my 3 levels. I have added a new Post Combo version with faster AI for people to try out.  Click fast and Enjoy!

 

17748-shot1

PLAY HERE

 

 

Interplanetary Post-Compo version

Posted by (twitter: @mactinite)
Wednesday, August 27th, 2014 10:15 pm

After submitting my game with nobody other than myself testing it was apparent that the difficulty was a bit much. So I decided to do a little bit of fine tuning for those that want a less frustrating time. You can play this updated version here: http://mactinitegames.com/ludum-dare-30-interplanetary/

And if you could, play and rate my game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=26320

Please rate my game based on the compo version and not the new one I posted on my site. Thank you!

 

When Worlds Collide

Posted by
Wednesday, August 27th, 2014 4:46 pm

Hi everyone :) the game I created for this LD is ‘When Worlds Collide

You can play, rate & brutally criticize it here!

Direct unity web player link here!

gameplay screenshot

No this is not real space, it’s honestly a gameplay screenshot. Believe it son.

Mechanics :

– Randomly generated solar systems, planets, moons etc.

– Hover your mouse over planets to see planet name, planet population, and planet wealth

– Grapple multiple planets to haul them around the solar system

– Solar system radar displaying location of planets and the sun

– Player health

– Destructible planets and moons

– Dogfight with enemy fighters (pretty tough; got it in last minute)

 

Keys :

‘Spacebar‘ = Grapple planets

‘F’ = Fullscreen

‘Enter/Return’ = shoot

‘R’ = Create new solar system

‘WASD’ = Move up, left, down, right

‘Left Click’  = Hide controls

‘Mouse Hover’ = View planet information

 

gameplay screenshot

This one is actually a picture of real space.

 

Extra : 

The game is a little rough, but I feel pretty confident with how much content I got into it. There isn’t a definitive goal but it’s still an interesting free roam concept :)

It’d be awesome if you guys & gals would check it out and tell me what you think and give it a rate. And again, criticism is encouraged. Have a good one! :)

- Follow Me : @OfficialDingbat

Void Space 1.01

Posted by
Wednesday, August 27th, 2014 11:13 am

A quick update. Improves AI and framerate. There is also a simulation speed toggle for those interested.
Still no gameplay though. Should get more onto that now.

Pic

Also no gif this time. Will do one when there is more action between the factions.
It will be glorious! (for some sides of the conflict…)

Give it a try.

Interstice is completed!

Posted by (twitter: @Zazanxors)
Sunday, August 24th, 2014 7:08 pm

Yuusss! I am done with “Rubber Slimes”!

Posted by (twitter: @JangoBrick)
Sunday, August 24th, 2014 4:02 pm

I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD

Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.

And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):scr3

Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):scr4

 

Cake

Click here!

Click the cake to go to the submission page, and please don’t forget to vote & comment :-)

Failure is just another form of success(?)

Posted by
Sunday, August 24th, 2014 12:30 pm

So I was hoping that this Ludum Dare would not only be a fun and productive project, but that blasting through a new project might help unblock me on the game I’m already meant to be working on.

So the theme was announced, and I tried to think of an idea, started working on something, scrapped it, spent a while trying to think of something else, pondered that idea a bit, and scrapped it too. Tried and failed to come up with a third idea, but started having ideas for my existing game, and suddenly felt incredibly motivated to get back to work on it.

So yeah, I sadly resign from Ludum Dare, yet even tho I totally failed to make a new game, I succeeded in my other goal :) next time tho, I want to do the dare properly.

So I’ll start this paragraph with the word “So” as well. Good luck finishing up, everyone!

Making Hay on Day Two

Posted by (twitter: @alphasim)
Sunday, August 24th, 2014 5:32 am

Heya everyone. My team’s game for the 72 hour jam is coming along very nicely. We have the map over half finished, the graphics mostly in place and the music is sounding good. Here’s a quick look into our project, as being developed in Stencyl.

Stencyl

Like I said last time, ladders are a prominent feature in our game. It’s also nice to see how far we’ve come since yesterday in the little details.

Changes

 

We’d love to get some play test opinions on our latest build. We’re also going to start live streaming again today at approximately 11:30 AM EST on http://www.twitch.tv/alphasim, so stop by and say heya sometime.

When Red Blocks Attack

Posted by (twitter: @Zazanxors)
Saturday, August 23rd, 2014 10:38 pm
...in all-dirt caves.

…in all-dirt caves.

Lots of progress today. In short:

  1. Player is done, and is no longer a blue block
  2. Enemies now spawn regularly from an evil purple portal
  3. There is now a background
  4. Falling off the level is now impossible
  5. 90% of the SFX is completed and integrated

Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!

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