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Ludum Dare 32
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Posts Tagged ‘update’

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.

Sale:  http://itch.io/s/1091/holiday-sale

High Flyer: http://gamegrape-studios.itch.io/high-flyer

Robotz: http://gamegrape-studios.itch.io/robotz

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GameGrape Studios (C)’2014. All rights reserved.

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don’t eat yellow snow – post combo release

Posted by (twitter: @fischspiele)
Monday, December 29th, 2014 5:03 pm

Thank you community

We have had a lot of fun creating and inventing our 2nd Ludum Dare game.
Many thanks to all the comments and inputs.
You are great!!

The Snowmän! Factory got a new update – “don’t eat yellow snow”

In this update we have:

  • added 5 new levels – “10 levels now”
  • slightly optimized the controls
  • added a new element  – “yellow snow”
  • take out the fire tile
  • updated some graphics


Snowman_Factory_LD31_post_combo_3
Snowman_Factory_LD31_post_combo_2

You can try it out by yourself….
Snowmän! Factory post combo release

If you have missed out the music post…
Snowmän! Factory OST

*Bonus*

alpha Android version (only apk file)
There are some bug with elevator (graphically) and some music loading.

Houston: Expedition diary Part 7 – Lab module concepts

Posted by
Monday, December 29th, 2014 11:51 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 24:
New item is available – Lab module concepts:

1-st iteration. Too cute again=)



2-d iteration. The main question – how the Lab should looks like? What is an exterior attributes of such buildings? In real life labs usually is a pretty boring buildings =/
And we don’t want an extra hi-tech with some plasma balls floating over it.

Finally, we came to this concept of an MRI-like construction. The idea – scientists finds some samples, brings them to this module and put into central space.
Then the scanning and analysis starts.


And here are colored ones.

We invite you to our page at Steam Concepts!

The ugly gif !!!

Sunday, December 21st, 2014 8:39 am

Another late stuff : an ugly gif, badly compressed, of infamous DEATHMETALSLUG jam entry !

I know everyone loves ugly gameplay small animations, so here it comes, in case you didn’t tried the game or hadn’t a chance to see what it looked like until now. You see? there is blood, and destruction, and tiny guys killing each others. Sounds fun no ? Come on, I know this gif horror makes you horny, give it a try now :)

I hope the next ugly gameplay animation will be made under a less ugly game version.

THE UGLY GIF

THE UGLY GIF

HA and if you is ever convinced by this incredible unholy mediatic strike :

1 If you are not under windows, sorry it won’t work :( you  rather watch this gif until you eyes bleed than try to struggle with gamejolt URL version : it is just a java launcher of the executable, sorry for those who had the guts to avoid MS.

2 Even if you’re in love with MS you better download the game rather than have trouble with java. Quickplay works… if java version is exactly the same gamejolt expects (I think 7.51. ; 8 .xx will not work, nor under 7.51). Itch or gamejolt’s executable works 100%. (just tell me if it sucks)

3 No really leave java aside. I’ll be very long to load even if you’re ok with versions… Why did i put a shitty java version in url ? because i could, and i am someone annoying. If you persist,have a black screen but no java error, it’s loading.Nothing will happen until everything is loaded.This sucks.

4 Thanks to those who already gave good comments, and enjoyed it, this is heart reviving :)

CHEERS!

Version 4 of Quiet Life released

Posted by (twitter: @VDZ)
Thursday, December 18th, 2014 8:32 am

I updated my LD31 game to version 4. Focus of this update is on user friendliness, which really needed some help according to the feedback I’ve received.

Version 4 download link

Main change is to the controls. There’s now just one action button, which performs the displayed action, and a button to toggle between possible actions. The displayed action now also hints at what will happen if you perform the interaction, which is helpful when telling

‘craft this item’

from ‘kill the sheep in front of me’

Which will drastically cut down in the number of ‘oh shit I didn’t mean to do that’ interactions. It also highlights the tile on which the action is performed and as such hints at possible directional usages (the previous system of asking you which direction to use and forcing you to guess randomly is gone now).

Another much-needed feature is a simple highlight of your spawn location, which is now highlighted by a simple lighting effect.

Other changes include the addition of the Goad, which helps control sheep movement, and buffs to meat and grass seeds.

I hope that with this update the game’s difficulty will actually come from inability to juggle all necessary tasks rather than figuring out how the controls work.

Version 4 download link

Original entry page

It’s a wrap, sort of …

Posted by
Monday, December 8th, 2014 7:21 pm

So, our first Ludum Dare is a wrap! And what fun it was. We did manage to produce a very rough prototype of our game called Glitch. It’s a game about a pixel that has become sentient after a tv short circuits.
Glitch, screeny
see it here

Sadly, our team had very limited time this weekend. In total I think we only managed to put 12 hours of work into it. A lot of things feel unpolished and the game misses that sense of directive. But hey, for something none of us ever tried before, I think we did a reasonable job.

On the bright side: we are very excited about the premise of the game and game design in general. In the next couple of weeks, the game will be revamped into something enjoyable and thrilling. Moreover, this little speed game creation session has taught us so many things, from process management to art direction, that it was definitely worth our time and efforts.

We will be joining Ludem Dare next time and make sure no interruptions befall us!

I give up for now

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 3:06 pm

So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! :D

 

 

If you feel like doing so, feel free to check it out :) PS: I’ll definitely keep working on this one post LD!

I’m totally late

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 2:02 pm

Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared :D

 

5 hours left and I just started coding the map editor

5 hours left and I just started coding the map editor

 

While you’re here, you can check out the current version of it.

End of hour 54 – Getting fun now

Posted by (twitter: @Zazanxors)
Monday, December 8th, 2014 1:54 am

So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.

LD31_preview-2

Got a ton done today – everything I told myself I would and more:

  1. Entirety of UI is now completed (Unity 4.6 UI system is the best thing ever)
  2. Player redrawn and animated completely
  3. Player now has four stats
  4. Chests now provide permanent stat bonuses upon being opened
  5. Overhauled player & enemy movement – way less buggy
  6. Map now has a slight elevation modifier to each line, so it’s less boring
  7. Sounds added! Music and more from BeepBox and BFXR.

Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.

I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.

As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.

The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.

Anyways, Unity 4.6 has a great UI system, and good luck!

Heads up’s what’s up!

Posted by
Sunday, December 7th, 2014 1:36 pm

4

Lot’s of visual progress since my last update!  Got a nice HUD up and running with various useful informations.  Now, though, the thing I’ve been avoiding, which is to make items interact-with-able.  First picking up and dropping, then equipping weapons.  Then I’ll need an enemy.  Then attack.  Then a million other things!  Aaaah!

Stuff’s getting better!

Posted by (twitter: @qrchack)
Sunday, December 7th, 2014 12:44 pm

Played around with the graphics. My mom would be proud.

The game thingy so far

Before changes were made

After some changes

After some changes

Snowman Sumo is DONE! :D

Posted by (twitter: @AtkinsSJ)
Sunday, December 7th, 2014 10:08 am

Hooray, I’ve finished! This is certainly my most polished LD entry, so I’m really pleased about that. It’s not a bad game, either! ;)

Since I posted the last build, the player physics is a lot more slippery and bouncy, you can knock snow off your opponent, there re particle effects, and even (a cappella) music and sound effects!

Game page is at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1049 and it’s playable online at http://atkinssj.itch.io/snowman-sumo. Find a friend, and give it a go! :)

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