Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘update’

Post Ludum Dare Version Of All Ways Down Now Available

Posted by
Sunday, January 3rd, 2016 8:08 pm

A little later than planned but All Ways Down Post Jam beta version is now available.

PostJamAWD

Changes include:

  • Various bug fixes,
  • Increase pellet size,
  • Faster player,
  • Input from left and right arrow keys,
  • 5 new levels,
  • New obstacle type – Zapper
  • And most importantly, Camera Shake!

The post jam version can be either downloaded or played in browser over on its itch.io page.

Or if you haven’t already, you can check out the jam version of All Ways Down on its entry page over here :-)

Post-jam version of Hope is now available!

Posted by (twitter: @lkfumagalli)
Sunday, December 27th, 2015 1:15 pm

screenshot_v2-04

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!

You can check out my game’s jam entry here.

Or if you’ve already seen it, you can go straight to the itch.io page to download the latest version here.

Now I can start work on my #towerjam game. You can follow me on Twitter to get the details later. I’m excited to start work on it!

Bad Cloud is almost ready to destroy!

Posted by
Monday, December 14th, 2015 4:52 pm

Our own Bad Cloud is almost ready to start destroying planets, and doing so in such a cute way!

Still no sounds, but just wait for our original sound track. 😉

Unfortunately, we couldn’t implement all the worlds, just the first, but here are some pictures from what we plan to do after Ludum Dare:

Planet 1 - Bad Cloud Planet 2 - Bad Cloud Planet 3 - Bad Cloud Planet 4 - Bad Cloud Planet 5 - Bad Cloud Planet 6 - Bad Cloud Planet 7 - Bad Cloud

Caves, swords and a late start

Posted by (twitter: @Zazanxors)
Monday, December 14th, 2015 4:53 am

Horrible quality gif of boxes wielding swords it's a good thing you failed to load this

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!

 

 

GLYPH- Achievement Unlocked: First Ludum Dare Complete.

Posted by
Monday, December 14th, 2015 12:13 am

Hey everyone!

I just submitted my game to the compo, and I thought I could share a bit of my postmortem with you all.

Glyph

Glyph

If there’s one thing that the compo taught me was to spend A LOT of time planning. I spent about 30 minutes planning and it was waay too short. I think maybe an extra 45 to maybe even 2 whole hours could have been beneficial toward my goal. This is because although two days might seem like ample time for your idea, it most likely ISN’T. So, that brings me to my first lesson;

#1) Strip down your biggest most awesome-est idea, down to its very CORE. What is it that makes your game fun ON ITS OWN. Meaning, if you were to take out all the fancy graphics and cool stuff, would this mechanic make your game fun? Then once you have that; STRIP IT DOWN MOAR.

This also taught me that you need to focus on ONE aspect of the compo is you want to achieve a certain position on the board. If you want to be high in the graphics section, focus MOST of your time on graphics and make simple mechanics. If you want a coolness or theme section, you need to spend more time on planning than anything to come up with something original. So, here we go to…

#2) If you’re not going to spend a ridiculous chunk of your time composing the soundtrack or the artwork, focus on the MECHANIC. Super Mario Bros, literally has one action; jumping. That’s it. You move to the right, and jump. That’s literally the entire game of Super Mario. Then, you build off of it, adding obstacles (Pitfalls, Enemies,etc), and that’s how we make a game.

and lastly, and probably most importantly;

3) Have FUN, and make the game YOU want to make. Sure, there’s the theme, but don’t take it so literal. I’ve see a lot of people give up on this game solely due to not being able to come up with a good enough idea for the theme. If you got nothing, use Google. Google the theme and see what comes up, or even punch it into a Thesaurus and see what similar words or synonyms come up that can give you a creative loop-hole. The best part of the compo is you get to learn new skills by actually DOING, not by reading or studying. You find where your strengths and weaknesses are and it helps you improve as a game dev.

 

I hope this helped someone reading this, and good luck to all you guys doing the Jam!

 

Tools used;

Programming/IDE: GM:Studio

Art: In-engine editor, Cosmigo Pro Motion, Aseprite.

SFX: Bfxr

Bad Cloud is getting badder!

Posted by
Sunday, December 13th, 2015 11:52 pm

Our cloud is getting badder! And cuter! Look how happily it destroys the world!

Ian-Archer-II

Only two button control huh? Well, let’s see if we can come up with something that’s both noob and pro friendly. Zombies are great targets.

Ian Archer – Two Button Contorls

Posted by (twitter: @kidando)
Sunday, December 13th, 2015 2:55 am

Ian-Archer

I’m thinking because I hardly have that much time left, a quick and simple game that most gamers would be able to play is the way to go.

Plus, I could always improve on quality and features of the game on later dates.

Let’s do this, I’m pumped!

BTW, anyone else that’s created a persona character type for ludumdare challenges? just curious :) happy game dev

Saturday Progress

Posted by (twitter: @@mattrifiedgames)
Saturday, December 12th, 2015 6:27 pm

As stated earlier, I thought Ludum Dare was next weekend, so unfortunately I’ll have to cut my time working on this short today, but here’s a pic of my progress so far:

Mattrified_LDJam38

I also have a playable html5 demo using Unity WebGL stuff:

http://recipes.mattrifiedgames.com/demos/ldjam38/

Essentially you just use the left and right mouse buttons.

Goals for tomorrow are

  1. Allow it so any 2 buttons can be assigned for movement
  2. Make it an actual game somehow…
  3. Content, content, content…or something.

Bionic Update – October Challenge Completed

Posted by (twitter: @PowerSparkGames)
Wednesday, November 4th, 2015 11:35 am

My game, Bionic, has completed the October Challenge on itch.io recently, thanks to the generous customer!

Success

Bionic is my FPS game that you can play for free. In other news, Bionic has been updated to Alpha 1.0.1, you can look at patch notes here.

People

Don’t forget to check out Bionic, and update your client to Alpha 1.0.1! Thanks!

From Ludum Dare to Steam Greenlight!!

Posted by (twitter: @TriteGames)
Wednesday, October 7th, 2015 3:26 pm

Hello fellow gamedevs,

we started working on our game “Of Carrots And Blood” almost a year ago at LD31. Back then it was a nice little prototype and a couple of you liked the gameplay and art style. So we thought, why not put more time in it and work on a post jam version with more features. We did that and finished a little game, which has been played by a couple of youtubers, including these two cool Brazilians (video here) and PewDiePie (video here) and we got even more positive feedback from people…That made us realize that maybe there is more to this little idea. We just couldn’t stop working on it 😉

So now we are at a point, where the old free version of the game became the “Classic Edition” and our new version for “Of Carrots And Blood” is now on Steam Greenlight!! 😀

After one week we are currently at 44% to the Top 100 and we need your support!

 

SUPPORT US ON STEAM GREENLIGHT!!

 

Of Carrots And Blood is a twin-stick arena shooter combining bullet hell with cute bunnies, mutants and a lot of blood.

You can play alone and compete for the HIGHSCORE.

You can play together in the local CO-OP and beat the short but intense “story mode”.

You can grab a couple of friend and kill each other in 4 player DEATHMATCH (or in the two other 2 player pvp modes)

AND you can play the multiplayer modes ONLINE!!

So if you like some good old arcade action, where you need to be on your toes all the time or die a lot, you should check out our game:

Of Carrots And Blood on Steam Greenlight

VOTE for us, leave a COMMENT and SHARE it with your friends :)

Tactical Superiority – Post-Jam V.1.1: Web player!

Posted by
Thursday, September 3rd, 2015 2:53 am

Screen4

Play it here

Got the web player running afterall. It was somekind of a temporary problem somewhere, weird stuff.

Do try and rate the jam build as well will ya?

Thanks for all your feedback! (Update + Linux & OS X builds)

Posted by (twitter: @bytegrove)
Wednesday, September 2nd, 2015 6:01 am

Thank you so much everyone who played and commented on my game with helpful feedback!
The feedback was more or less unanimous, which made it a little easier to have a look at the flaws.

In the new build I’ve focused on making jumping easier by adding a small grace period where you’re able to jump after having walked off an edge. I’ve also made it possible to jump a little earlier before hitting the ground. You can jump higher overall as well, and the triple jump also allows you to move faster  forwards than when you’re running.

njump1

More boost in the triple jump!

I made some small changes in order to address the slipperiness as well. It’s now possible to take smaller steps when starting movement from a standstill. It’s still easier to move slowly with an analog stick, but this somewhat emulates it for keyboard as well, without making the character feel to slow or unresponsive (I hope).

I’m also trying out an automatic camera solution that will slowly move to behind the character when the player is not manually rotating the camera. It won’t do this whilst the player is jumping, standing still or walking facing the camera. It’s experimental, but more akin to what is commonly seen in platformers, so tell me what you think of it! :)

njump2.gif

Single jumps more useful.

I also wanted to tell you that I’ve added a Linux– and a Mac OS X build that is available for download now as well! \(o3o)/ wööö!

Up & Away

And finally a shoutout to LarryChupacabra, thanks for playing the game and making the video! 😀

Post-Jam: Added a fancy health-bar

Tuesday, September 1st, 2015 12:34 pm
We didn't managed it to draw and code a fancy health-bar in time.
After some complaints about that, we decided to make one "Post-Mortem".
here you go:

screenshot new healthbar

 

If you haven't played our game yet, your can do it here.
We had a lot of fun this Ludum Dare and we hope you also have fun playing our little game.
Feel free to rate and comment, we appreciate your feedback.

 

 

Tactical Superiority – Post-Jam V.1.1: Sounds!

Posted by
Tuesday, September 1st, 2015 12:27 pm

Screen4

Play it here

The first Post-Jam version is now out! Had some technical difficulties with the web builds (HTML5 build has terrible audio support and itch.io didn’t like the Unity web build for some reason) so now there aren’t any! Desktop builds all the way, eh.

Do try and rate the jam build as well will ya?

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game

 

Links

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