Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.
I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.
Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!
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!
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
Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!
The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.
Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.
Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!
I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks
Be sure to follow me on Twitter for bi-weekly updates on my games!
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
Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read:shapeshift) their corpses into defensive objects to kill more enemies with.
I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!
Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!
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!
Click for higher quality or if the GIF doesn’t animate.
So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.
I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!
Hi everyone! I’ve been working hard on Hope and have since addressed a few issues from the jam version. I’d really appreciate it if you could all give it a look, even if it’s not technically eligible for voting, I’d still love some feedback. And of course, if you haven’t played my game already, please do! I will happily return the favor by including you in one of my Let’s Play videos and voting on your game!
So I’ve finally finished what is technically my first day. I didn’t make any progress yesterday or the day before due to lacking an idea, but fortunately that changed last night and I was able to make a good amount of progress today.
I’ve decided to go with the Growing theme, and I’ve taken a lane-based war game and aim to throw a twist to it in that your troops can level up and grow more power so that when they reach the other side, they deal more damage to your opponent.
So far I’ve managed to implement spawning units and units attacking each other. Leveling up is also technically implemented, but there’s nothing to indicate it yet as I’ve found it difficult to add any effects for it.
I doubt I’m going to be able to do a lot of things – namely a main menu or music – but I’m hoping to at least finish the gameplay. Either way, I feel I’ve succeeded in attempting a smaller idea given how much of it I’ve already completed. Had I come up with this idea sooner, it probably would’ve been my most complete game yet.
Oh, and side note: turns out drawing and animating swords is super fun. Swoosh!