we have been keeping you updated on new features for our game Of Carrots And Blood, which we started working on at LD31. Now PewDiePie played our game and we wrote a post on our blog about the impact on our emotions, downloads and sales.
Finally after several days, the 1.1.0 update has finished. It took a lot of times adding more assets, more dialogues, more concepts, and more. Also, the total page was 126 pages and after update, it is more than 500 pages. Even with 500 pages, the file size is only around 1.4 MB. Also, it was plannedfinished week ago, but I was busy so I managed to finish the update today.
The game can be played/download from this page: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20503 (in the Post Mortem).
Also, some peek of the screenshots of the updated “A Knight and A Line”:
Also, here’s the list of the update:
I also have updated the description in the game page, to make it more fit with the setting of the game. Also, for a comparison with the previous update, the version 1.0.1 will still be available. Have fun and enjoy the new and longer adventure of the game!
although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out
And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!
Thanks, have fun playing
Chris and Sebastian
Hello there my fellow indie developers, today I want to announce that the game I’ve been working on for the past months has been released. This project started back in “Ludum Dare 30” (Connected Worlds). We saw potential on it so we decided to focus and develop a good game on that topic. Our entry BERTA was the starter point, then it went through many changes and almost 9 months later we finally finished!
(It’s not Berta but it is a ball).
This game is about a Spunky little ball that has the ability to switch between colors in order to interact with the environment of the level. Everything that matches the ball’s color becomes solid, therefore you have to choose wisely what color to use. For example, you’ll want to be the same color as the coins but not the same as the spikes! Or maybe you need that a certain platform matches your color in order to roll over it without falling.
So be prepared for a fun and innovative gameplay on your device… Also prepare to die a countless amount of times…
I hope you enjoy this game as much as I did when I created it! Also don’t forget to leave a review on the Store page if you actually had a great time playing it.
Still updating my pdf game “A Knight and A Line” (Game page here). Currently, I have done it for 5 hours. It is mostly focusing on concept of what I will add especially the events, choice, and little graphic for the implemented concept.
The previous version, there were 3 events. In the next update, there will be more than 10 events. Also, I added extra choice as well for the original events.
I will also add a new area. This one is evil dryland. It is a recolor of dryland but with some thorns, which indicates that it is close to the demon’s castle.
Several weeks have passed since I released “A Knight and A Line” (Game page here). Several weeks I felt that the game was too short than intended. So, this time I will update and add more content into the game. The screenshot below was initially intended to be in the game but because to of time constraint, I had to remove them. So, this time is my chance to add them into the game and also add more new content.
The update is expected to be finished this week. Also, there will probably more hundred pages added into the game.
I have now made a updated version of my game “Space Cowboy”. You’ll find it here.
Updates and fixes:
If you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.
Just finished porting my game, which was originally made in GameMaker: Studio Professional, to Unity. I did this mainly so that I can port the game outside Windows, but it’s also so that I can use more realistic physics while learning the new features Unity UI has (including the WebGL player). Still, it was tough porting the game, adding physics and making the game play as close to the original as possible, but now I can reach out to more players.
Note, though, that it might feel slightly different playing the Unity version compared to the original one.
Please check out my game here.
‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN
‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.
THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’
‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,
(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.
After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.
As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.
Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:
CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?
All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.
So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.
(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.
(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.
Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.
MEGATON has now been updated with Linux 64-bit and Mac OS X ports.
-To run the Linux port, you need to install libsfml with your packet manager.
-To run the Mac OS port, right click (or hold down CTRL and left click) on the app and choose Open and confirm that you want to run a third-party application.
Get to tha game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=9784
Added steam spewing off at the top. Cosmetics only changes. Check out my game, Hot Kitty!
Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.
Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.
A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).
However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.
Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!
As I expected, I didn’t make the compo deadline once again, but prospects are good for getting everything comfortable wrapped up for the jam. Thankfully I thought ahead and booked a vacation day tomorrow.
Highlights of today:
Low points of today:
Coming up tomorrow:
Anyways, right now things look a little like this:
Bedtime now. Congratulations to everyone who got a game in for the compo, and godspeed to everyone else still working towards the jam deadline.