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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Mini Ludum Dare #42 Announcement

    Posted by (twitter: @legacycrono)
    May 18th, 2013 9:30 pm

    MiniLD42

     

    This month’s Mini Ludum Dare is a special one: it’s the Mini LD #42, and it’s also being held on the weekend of May 25th (Towel Day). Thus, we’re celebrating with a tribute to Douglas Adams!

    The theme for this month is “Earth will be Destroyed“. I believe there might be people unfamiliar to the Hitchhiker’s Guide to the Galaxy series, so I decided for a more broad theme. In any case, you’re encouraged to create something inspired by Douglas Adams’ work (or don’t, feel free to do whatever you want =P). As usual, everything goes!

    The de facto period for the jam is May 24-26 12:00 AM UTC, but you can start before if you want to, and submissions will be open until the end of the month, in case you need some extra time.

    DON’T PANIC!

    [ View | Submit ]

    IndieCade <3′s Ludum Dare

    Posted by (twitter: @mikekasprzak)
    May 17th, 2013 9:20 am

    IndieCade

    The folks behind IndieCade got in touch with me to tell me they love what we’re doing here at Ludum Dare. So much, that they want to offer you a discount off the usual submission fee. To take advantage of the deal, do the following:

    1. Visit indiecade.com/submissions/ and fill out the entry form.
    2. Mention Ludum Dare in your description.
    3. Use coupon code “dare13” in the payment section to receive 40% off.

    Early submission deadline ends May 31st ($80), and the late deadline is June 30th ($110).

    LD26 Rating Rescue Rangers!

    Posted by (twitter: @Sosowski)
    May 12th, 2013 6:45 am

    10 Second Videos Compilation Project (Part 3 released)

    Posted by (twitter: @codexus)
    May 1st, 2013 12:45 pm

    Part 1 | Part 2 | Part 3 | Index of games

    I NEED YOUR VIDEOS! The third part included all the games I had so far so if I missed yours please comment.

    Final deadline: the same time the judging closes (it’s easier that way, countdown at the top). The next video will be released after that, I don’t have enough videos for an intermediate release.

    Read the rest of this entry »

    Spheres Postmortem

    Posted by
    May 19th, 2013 7:38 pm

    This was my fourth time doing Ludum Dare, and I’ve written a brief postmortem about how it went.  Hope people enjoy the game.

     

    Things that went right:

    Theme:

    Although I didn’t like the theme at first, it ended up working really well with my skill set.  I’m pretty bad at making art, and the theme required minimal art assets.  The final game ended up with only two sprites.  I’m considerably more confident with music, but the design I came up with for the theme also required minimal art assets.  One .wav file with a single note produces the whole soundtrack, with the player’s help.  The creativity this allows the player is one of the most important aspects of the game.

    Lots of programming/design time:

    With little need for art/sound assets, I figured I’d end up with a surplus of time for level design.  This was the main reason I decided to do a game with static levels in the first place; I wouldn’t have had the time for that if I were making more sprites/music.  This didn’t quite end up being the case, as programming took longer than I expected.  Still, this was a positive overall.  It let me fix most bugs and increased overall polish.

    Quickly implementing key features:

    Though I spent the majority of the competition programming, most of the ‘big stuff’ went pretty quickly.  The launchers, saving/loading levels, and the sound logic went smoothly thanks to past experience with XNA.  As noted below, physics bugs (and a couple editor problems) were the only real time-consuming issues.

    Overlaps in gameplay/design:

    When making a game on such a short timeframe, it’s important to get as much ‘bang for your buck’ with your time.  That’s one of the things I like about music games like this; the audio, game design, and programming are all tightly linked.  I didn’t have to spend a bunch of time making music tracks, because that was what level design was.  I could iterate on all three at the same time.

    The same thing applies to Free Play mode.  I made a simple editor for myself, which was trivial to expose to the player.  This lets the player make his own puzzles/music freely, and it didn’t cost me much time to add.

     

    Things that went wrong:

    Physics bugs:

    As many commenters have noted, there are some noticeable physics bugs in the game; the worst being balls getting stuck in platforms.  These bugs are extra annoying in my game because they can end up producing notes extremely frequently, producing really harsh sound.  I spent a significant amount of time during the competition trying to fix these bugs and lessen the annoyance when they do occur.  This did help in the end, but it was pretty demoralizing focusing on the issue so much and not fully fixing it.

    ‘Wasted’ time:

    I spent more time not working on the game over the weekend than I planned going into it.  A surprise visit from a friend from out of town took up a few hours.  It was worth it, but there would have been many more levels if that didn’t happen.

    Distribution:

    Although the problem has been fixed, my initial release had a couple issues.  I didn’t include the XNA Redistributable so the game crashed for some, and others were unhappy that it required an install.  I’ve had similar issues in the past, but at least I did a better job fixing them this time.

    Hardware issues:

    One of my monitors failed comically early in the competition.  I spent some time trying to fix it, couldn’t, and was left with a sub-optimal setup.   Not a huge deal, but I’m sure it had some effect on my productivity.

     

    Summary:

    I’m really happy with the result of this Ludum Dare.  It’s a much stronger game than my previous attempts.  There are a few things I could have done differently that would have led to a better product, but those are just further learning experiences.  I’ve definitely improved my craft and look forward to LD27!

    Did you work hard on your game?

    Posted by (twitter: @SanitySold)
    May 19th, 2013 7:02 pm

    Leave a comment below! :D

    A sincere thank you!

    Posted by
    May 19th, 2013 6:50 pm

    Wow, my game Squares has 50 votes! Thank you to everybody who has played and rated my game. If you haven’t please click the link above an try it out. You won’t be sorry! :)

    Postmortem – Tilegrid

    Posted by (twitter: @twitter.com/BinaryGambit)
    May 19th, 2013 6:25 pm

    We set out to simply finish a small scope project within the time limit and ended up surpassing our own expectations. More than four hours was spent designing the concept and almost nothing went wrong during development. Our final product is remarkably similar to our initial ideas.

    After we received emergency feedback from a number of friends, the game play was streamlined both by simplifying the mechanics and through tighter level design. In the final hours we rushed to add multiple levels and UI.

    We took advantage of our team members strengths. Pupnik worked on the mechanical side of the game (scoring, tile interactions, backend), while Abregado worked on the graphical side (UI, tileset, sound).

    The timelapse of the entire development can be found on our YouTube channel here:

    http://youtu.be/AS3RPzdeTCA

    Surprises

    • The theme was generic
    • only spent ~22 hours actually working on the project
    • GOPRO batteries dont last long!

    Hurdles

    • bitbucket was broken
    • more dramas with recording than with the actual project

    Things we learnt

    • proved to ourselves we can make something polished in a short time
    • could have increased scope
    • having emergency testers is awesome!
    • cooking in advance or ordering food to save time
    • more time spent on design initially saves more time later
    • need better instructions, UI and tutorialization

    Personal evaluation

    • could have spent more time actually working
    • didn’t do much for the theme
    • fantastic teamwork
    • team had a unified vision
    • final product was as originally envisioned

    My Top 5 Picks

    Posted by
    May 19th, 2013 6:04 pm

    There is so much talent in this LD it’s not even funny, and it’s sad that I won’t be able to play even a fraction of the amazing-looking games out there. Here are my lesser-known favourites after rating 100 games:

    The absolute unquestionable champion:

    SPACE TEST 48 – lazybraingames
    SPACE TEST 48

    At present, only 14 people have rated this game, and that is a crime. This game is so jaw-droppingly good at everything, from the audio and the humor to the phenomenal gameplay. It’s looks like an alien shooter, but plays like something else altogether, an amazing blend of puzzles, dodging and multitasking. Play this game.
    Seriously, play this game.
    Did you hear me? Just stop right now and go play this one. You don’t even need to read the rest of the list. It’s amazing. I promise.

    Runner up:

    *Humorous Title!* – Graf_Grun

    Humorous Title

    Pass through holes in the tunnel without hitting walls…and after you’re done, level different aspects of the game up or down to change the experience! Add colour! Make the geometry more difficult to perceive! Make the shapes simple or jack up the gameplay to make the corridor rotate!

    Other awesome games:

    SLEEP! we have a long way to go – NicoJaujou
    SLEEP
    This one actually made me sleepy. It has a wonderful atmosphere.

    Add Removal – StuStutheBloo

    Add Removal

    This is a creative and tricky puzzle game, where you subtract colours from images to find secret codes.

    Tokyo Minimaley Land – junt74
    Tokyo Minimaley Land

    A minigame collection of games themed around different Disneyland attractions, with tiny sprites of famous characters to match. This one had really tight theming and creative games, including a breakout where you control the ball instead of paddle.

    ———————
    I hope you give all of those a try. I haven’t seen them highlighted yet and I believe they deserve the attention.
    If you’re interested, you can also check out my game, Priorities. De-clutter your life by clicking objects to free them from your mind! I wrote a postmortem here.

    Ludum Daradise #1: The World’s Most Relaxed Competition!

    Posted by (twitter: @https://twitter.com/FaithfulStuden1)
    May 19th, 2013 4:42 pm

    Ludum_Daradise_001

     

    During the course of the Ludum Dare 26, did you find yourself working on a game only to realize that it was too huge of a task to take on? Did inspiration strike you just a day late, losing yourself 24 precious hours? Did a new, more interesting idea pop into your head during the voting stage of the competition? Did you simply wish you had more time to continue development of your game into the beauty it could become?

    I know that one of these (or all of them) could have happened to you, and that is why I created Ludum Daradise. Ludum Daradise is a laid back “competition” that takes place over the course of four weeks from May 20 to June 17. The goal of Daradise is to give you ample time to polish your game to perfection, or to create an entirely new one under the same theme.

    I found that my entry didn’t convey the minimalistic theme as much as I would have liked. So, over the past few weeks I’ve been working on a game on and off that I believe would fit the game better. The graphics are simple and clean, the gameplay is a mix of Asteroids and Lunar Lander, and the music is actually implemented this time around and is created randomly by the gameplay itself.

    screenshot101 screenshot102

    If you already have an updated version of your game, or a completely new one, you can send it in to ludumdaradise(at)gmail(dot)com. I’ll post it HERE whenever I am able. Make sure you include at least one screenshot, a brief description, and a download link so others can play!

    A Selection of Entries For Your Perusal

    Posted by
    May 19th, 2013 3:01 pm

    Out of the 70 games I managed to play so far the following 8 caught my attention based on the ratings categories:

    Overall: Tendril

    Tendril Screen

    A deliberate pace sets the mood for this unique game with a one-button mechanic that rewards patience. The tension that is created as you try to weave through an opening and the relief once you’ve cleared it is extremely satisfying.

    Innovation: SDFJKL

    SDFJKL

    An original control scheme that makes for a very interesting Spider-Man-like experience weaved with a tale that puts the abstract graphics into context with every varied level.

    Fun: Super 1-Bit Space Arena

    Super 1-Bit Space Arena

    Single player Smash Bros. with guns. In space. Enough said. Seriously though I kept coming back to this for more.

    Theme: (Follow the) Line

    Follow the line

    Simple yet elegant graphics, one-button controls, and no audio. Minimalism to the core.

    Graphics: Somsnosa

    Somsnosa

    Outstanding artstyle with mind-bending abstract/surrealist environments and crazy creature designs give a fresh look to this entry that really sets it apart from the rest.

    Audio: Wandering Darkness

    Wandering Darkness

    This claustrophobic platformer has compelling level design and it keeps you company with a number of varied tunes that are not your typical fair.

    Humour: Staring Contest

    Staring Contest

    Minimalist comedy. Couldn’t help but laugh at the voiceovers and absurdity of it all.

    Mood: GHOSTS

    GHOSTS

    The tension is palpable in this game. Every element seems to reinforce that mood, the crescendoing music, the increasing light and thus greater threat level from the enemies as you try to find the exit.

    PLOT TWIST: Worst Game (stealth shameless plug)

    I finished Android port

    Posted by (twitter: @https://twitter.com/JokerDen)
    May 19th, 2013 1:58 pm

    Hi everyone!

    Right now I finished my Android port of my LD26 game COLORUS! This is amazing feel.

    1024x500

     

    It has huge progress from original game. Now it have different game modes, better control. And at near future new updates will be added such leaderboards and new game modes.

    If you will download my game I hope you like it. At the same time you can can play web version free. It some sort of demo or lite version :D

    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16034

    And here the direct link to Google.Play:

    icon512

     

    And if you noticed some mistakes (I’m very bad in english) I’m will be glad to get PMs about it.

    If miracle will come and game would have 5-10k downloads I necessarily make iOS port and make both version full free.

    Thanks again!

    I don’t want be poor hobo like now. Please buy my game : (

    Up for rating a few more games ?

    Posted by (twitter: @StormAlligator)
    May 19th, 2013 1:02 pm

    Only 1 day left to rate games ! I’ve rated about 160 games. I didn’t really like “Minimalism” at first, but seeing how many great concepts people came up with, I guess it was a good theme after all :)

    Here are some highlights, in no particular order.

    [placeholder] – mtrc - 48 Hour Compo Entry

    12174-shot2

    It’s a puzzle game for programmers, which is a great idea, as the audience here (us, participants) mostly is. Lines of commented code help you figure out what to do, and you have to deal with nasty bugs. Very cool !


    Unst – Milo - 48 Hour Compo Entry

    3ee6d9edabd14304dc39212925be7c0c

    A very challenging puzzle game with a concept I’ve never seen before.


    Floating Point – 7Soul - 48 Hour Compo Entry

    2958-shot0

    A very uncommon entry. You have to have two browser windows opened side by side to play. On one side, there’s the detailed world, on the other, there’s the abstract world. It’s a point and click game, and your actions on one world have an effect on the other. The graphics and mood are excellent.


    The Road – GeorgeBroussard - 48 Hour Compo Entry

    8631-shot0

    This one nailed the theme in my opinion. The graphics are very minimal. You play a red square, you have to go forward and avoid stuff. The whole thing represents real life. When you die by hitting a black triangle for instance, the game tells what it represents, how you died in real life. Some deaths are very funny.


    Street of Rave – TinyDrakkarStudio - Jam Entry

    23501-shot1

    So much fun in this game ! You dance, and you have to run around people in the street to make them dance too. You have to avoid the walls and the cops that will chase you will make your life harder.


    Minimal Annihilation – Zener - 48 Hour Compo Entry

    12819-shot0

    A Starcraft in 2D with minimal graphics. I think it’s perfectly done, and the UI is very intuitive.


    MONO – timtipgames - 48 Hour Compo Entry

    15341-shot3

    A highly polished and professional looking entry. An amazing work in 48 hours.


    CLRS – acatcalledfrank - 48 Hour Compo Entry

    1ab8561b689e76f3a85cb10020e49d63
    Another great looking entry with a very cool concept. Evil color circles are attacking you and you have to defend yourself by drawing lines of the right colors around you. It’s a “draw-em-up”, as the author says :)


    Zip – Chronodrax - 48 Hour Compo Entry

    21759-shot0
    A fun puzzle game with cool graphics and a very nice concept. The little character can absorb the color of the platform he’s on, and then he’ll be able to pass through any block of that color. You have to do things in the right order, or you’ll fall !


    Schrodinger – myachin - 48 Hour Compo Entry

    10579-shot1
    A very interesting experience where you play a wave function. You have to change state to go through obstacles, gain speed, and avoid the black hole that chases you. I really like how the graphics twist when you start to lose.

    nadir – Zillix - 48 Hour Compo Entry

    bc88d4db3863fd9a3f045fc75268b4d5
    This game tells a story in such an interesting way. Your character (a pink square) is falling and she’s trying to remember what happened to her by reliving her dialogs with her fellow adventurers. While progressing through the memories, you have to avoid the dark walls around you, and it really adds something to the immersion.


    Lunar Rain – LeafThief - 48 Hour Compo Entry

    3923-shot0

    A point and click with fantastic graphics and mood.


    L’Hypnose – Wan & Almudys - Jam Entry

    9172-shot2

    A very artsy, oniric experience.


    Reich 18 – jerombd - Jam Entry

    d59094383329c0af5591d6f83ab3f54a

    A Game & Watch like looking game with awesome visuals. Really worth a look !


    Dragon Drop – Tom 7 - 48 Hour Compo Entry

    1984-shot1

    A game with a great twist that made me smile :)

     

    LOOP – vandriver - 48 Hour Compo Entry

    4241-shot1
    You play as a crow in this entry with a fantastic mood and very cool graphics.

     

    Escape Shaft – Zathalos - 48 Hour Compo Entry


    644fa72423da6ed3b1ea5d76e2207dfd
    It’s a very cool puzzle action game with a concept that works very well. You have to optimize your shots and be patient to kill all the monsters in the room.
     

    The Ethereal Stage – A reflection on the theme and some statistics

    Posted by
    May 19th, 2013 12:50 pm

    Something I have noticed in the comments to my game, was that half the people felt it didn’t fit the theme, will the other half thought it was a good match. So why is that. My main theory is because the presentation is quite elaborate. If you take a look at the full cast, there is a lack of cubes and triangles that seem to be what most of the entries consist of. Also there is a rather heavy and lengthy story involved, so everything seems to be anything BUT minimalistic.

    ld26promo_by_brassawiking-d63emoh

    So why should this fit the theme? It is because the minimalism lies within the actual story and elements. Everyone of them, whether it is an character or a prop, they are referred in platonic and abstract manner. Also the entire stage is more or less a a blank slate, leaving the imagination to fill in what the place actually is like.

    Check it out and say what you think about it, would love some input on what people think about my intepretation of the theme.
    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13137

    Also, for the first time, I managed to keep track of the number of clicks that went through my entry link. As you can see, most of the traffic comes when the judging starts. But the second spike came from when I submitted my game to a stream. Which is why I regret not fixing a 10 second clip for the compilation videos. That would most like have a great increase in traffic. So if you want exposure, do it socially. Check the frontpage and submit your game when people ask for recommendations for what to play.

    stats

    Posted by
    May 19th, 2013 12:21 pm

    Fractured Post Mortem

     

    What Went Well

    Overall, this game was much, much better than any of my previous endeavors.  People complimented my previous games (either sincerely or at least politely), but this time there have been people asking me to continue on with this game and make it a proper release.

    Theme – I really liked this theme.  When I saw it during initial theme voting it was the one I had hoped would win the vote and had some good ideas and the vague idea for a game stewing in my head a few days before hand.

    Controls – This is where I failed the most in my last two games.  I made games with too many things the player could do and I used awkward buttons for these controls that just frustrated people.  It also made my games way too difficult.  With minimalism as the theme it made sense to me to make the controls minimalistic and eliminate my weak point.  While the game has three buttons for controls, you only actually need left and right to complete the game.  Not once did anyone complain or get confused dby these controls, so I would consider that a definite win for me.  Going forward I’m going to have to keep myself on a tight leash to make sure I keep my controls simple in future games.

    Scope – As stated with controls, I tended to let players do too much in previous games.  This was another problem that I have in putting too many different things in a game, especially one so short; as a result many things were half baked, and while worked, could be done much better.  This time I decided that I needed to reign myself back in and do something simple but polished.  As a result, I had a very small list of features I wanted to implement the game, and had a completely working engine and initial levels within 8 hours of development time.  Thus by Saturday morning, my entire time was spent making the look, sound, or play better and could stop at nearly any time with a playable game.  This let me get far deeper in story and subtle little things in the game that really caught people’s attention, and on building a complete game with a proper ending.

    Walk Cycle

    Graphics – This was probably where I made the best decision on.  Initial the game was not supposed to look the way it does.  It was supposed to look a lot different, and if I pursued that route, the game probably would not have been as good as it came out.  My initial intention was to rotoscope the player, drawing over video recordings of myself performing all the actions in the game and having the game play done as a silhouette, it would have worked, but it would have had no charm.

    After four hours struggling with the rotoscoped animations, I decided to scrap the whole thing and just try drawing something.  After a very quick doodle, I had a cute little character to work with; he was boxy, simple, but charming.  I quickly put together a few animations of walking, sitting down, falling, crying, until I had a character that with no facial expressions could actually show show emotion.  From those few frames, I put together the entire plot of the game and graphic style.  All in all the main character and his color shifted friend have 68 frames of animation which is a lot more than the 15 and 40 frames of the main characters of the previous games I worked on, and those characters had a lot more actions.  The result was a character that was much more endearing to the player.

    The lesson learned here is to not be afraid to throw out something and start over if you you know it’s not going to work.  Let it go and concentrate on what will work.

    Music – Music is another area that I am typically bad at.  The music in my previous game was terrible, absolutely terrible.  It was a 12 second loop that probably drove a few people batty.  In retrospect I should have just left it out.  This time I devoted more time to the music.  I knew I needed a longer music piece, and decided to spend all my allotted time on one good song.

    To be honest, I’m not sure how the music got to a point where it actually sounded good.  I sat at a piano and banged at the keys until something sounded right.  Got a chord progression then started to fill in a melody, by what I can only describe as a breadth first search of notes.  In the end though, the music matched the game really well and people liked it enough that one of the other competitors, SonnyBone, went so far as to remix the music, which you can hear here.

    Fractured Tutorial

    Tutorials – The first six levels of the game teach all the mechanics of the game using only one word (“Space”) to tell the user how to reset a level.  I used simple levels, visual clues, and even other character’s actions to lead the player into learning how everything works in the game without having to tell them.  I learned a lot from Egoraptor’s breakdown of Megaman which I highly suggest you watch, though I will note he is a bit vulgar. My first game had a “here’s how to play” screen at the beginning; my second had tutorial text in game. This game did it much better, though I did mess up in one small way. One of the tutorial stages teaches how to reset a level by having a button that if pressed makes the level impossible to solve without a reset. I assumed players would walk to the wall that closed up, and had logic that would show instructions when you reached it; however, what I found is that as soon as the player hit the button, they would try to reopen the door by pressing the button again rather than walk forward. They would eventually get it, but it disrupted the flow of the game until they started just walking around the level looking for a solution.

    Playtesting – If nothing else, I suggest you do this while developing your game, and if you want to continue working on the game get people to play the game afterwards and watch them play. During the 48 hours, my brother volunteered to test the game. I sent him several in progress releases often and early in the contest so that I could get feedback on what worked, and what didn’t. Afterwards, I signed up with nearly every person who was streaming their reviews so that I could see how people played the game. Actually watching people play, get frustrated, and have the aha moments taught me so much about game and level design and really helped my overall growth. I hope next competition to be in a position to do the same service to other developers but I was getting ready to move as part of a new job and didn’t have a consistent time to sit down and set up streaming and settle down for long play sessions.

    What Went Bad

    Before I get into the bad list, I want to note that the items that are bad in this game are far more specific and less significant than my previous games.  My last LD game wasn’t bad, but had some significant issues, so much so that my previous game’s post mortem was actually a comic making fun of the game.  While people did note issues in this competition’s game, they also noted that they played the game to the end, which is a fantastic thing to here.

    Level visibility – One complaint is that the player could not see the entire level in one shot which caused them to miss things and have difficulty determining what was going on when hitting certain buttons.  In a puzzle game, the player really needs to see the whole puzzle at one time to make it possible to solve the puzzle without just guessing.  While I don’t think that being able to see the whole level at once is always necessary, the ability to scroll around or zoom out would have helped players quite a bit.

    Fractured Buttons

    Even the in game character had to squint to see some of the buttons.

    Difficult to See Buttons – Compared to other issues this was minor, or at least fewer people complained bout this issue; however while watching people play the game I did notice that people got hung up in one or two places where a button was in shadow and players skipped over it and get frustrated.  The lesson learned here is that I need to make sure the environment does not obscure the actual gameplay elements of a level.

    Difficulty Curve – The game starts off with a few simple levels to demonstrate the game’s mechanics, then throws the player into some rather difficult levels.  Two days is a very short amount of time determine a good difficulty curve, but it would have helped to create a few simpler levels that showed a simple puzzle with fewer pieces then build up the harder levels as a composite of these simpler puzzles.

    Feedback – This is by far the biggest issue.  I alluded to the issue above with the visibility issue, but the real issue here is that in far too many places the player did not get immediate feedback to let them know the consequences of their actions.  The player would press a button and nothing visible on the screen would change.  The player was then forced to look around the level and find out the one thing that was different that they could interact with.  I think the best way to address this is that when the affected element of an action is off screen, the camera would pan or zoom to it to let the player know what is going on.  That simple of a change probably would have removed most of the frustration of the game do to the game engine (but left the good frustration you have in a devious puzzle).

    Conclusion

    I am extremely happy with the final results of this game.  There are definitely some rough edges and places to improve upon, and I fully intend on continuing the the development of this game right now (I’m debating platforms right now, so if you have any preferences, I’d like to know).  If you haven’t had a chance to play my game, I ask you to take a look, even after the competition is done and leave a comment with constructive criticism so that I can learn even more.

    Play fractured here.


    Fractured Title

    Bear’s postmortem

    Posted by
    May 19th, 2013 9:47 am

    BBBBB

    Hi everyone,
    The Bear is back to write his postmortem.

    It all started by a feast.
    Then the dance floor had vibrated under my feet,
    And the bear drink beer,
    And moles danced,
    And the bear is bare,
    And…
    There were only three hours to make a minimalist game, crap !

    It was time to a micro-minimalist-LD.
    The only way,
    Was a fight against the letters of MINIMALIST,
    And the bear’s beard has grown.

    You can try this fight here !

    Did you try these one?

    Posted by (twitter: @jacqueslelezard)
    May 19th, 2013 9:34 am

    Here are a few games that I really liked (and were in the thematic!):


    And by the way I would like to thank everyone who played my game, you are now more than fifty (it could have been worse for a first ludum dare ^^).

    Jacques le lezard

    CYLINDER Play it!

    Join – Ported to Android

    Posted by (twitter: @perryfraser)
    May 19th, 2013 9:04 am

    15778-shot0So I had a great showing for my game, a lot of plays, and a lot of helpful comments, which I am very thankful for them all. My friends and others have pushed me to create a mobile game out of my entry, and so the past week I have gotten to learn a language, and make a native application for Android. Here is the link for the google play store: https://play.google.com/store/apps/details?id=com.perry.join . I have had a few plays so far from friends who have given me a __lot__ of constructive criticism. This is my first time working with Android and it’s a completely different experience to working with web, with so many different devices and screens, it was very overwhelming.

    I again thank Luddum Dare for their competition, inspiring me to create games, and all of you for your support and kind wishes.

    Some other gems I’ve found

    Posted by
    May 19th, 2013 8:46 am

    <I already made a little roundup before>

    Here are some other great little games I’ve stumbled upon.
    The Ludum Dare Voting ends soon! Make sure to check these games out!

     

    Random Legend Adventure by Captain_Genial

     

    100% Safe Download by 3.14

     

    Four Scepters by Benjamin

     

    F*** This Job by Casino Jack

     

    Life! by cwilloughby

     

    and again, make sure to check out my game as well :D

    Super 1-Bit Space Arena by Orni

    HelkeGames’ official site

    Posted by
    May 19th, 2013 6:23 am

    Helkegames’ official website is now finished!
    Finally, after LD #26, i made a website for HelkeGames, where i’ll post all my ludum dare entries and generally all my games or future projects!
    Check it out now!

    What can you do there?

    In the website you can download and play my games and my Ludum Dare entries absolutely for free!
    Also if you sign in, you’ll be able to write comments, to participate in discussions and actually you’ll get access to a lot of other functions (promotion to moderator, editor…).
    So what are you still doing here? Sign in in for free now!

    Note: the website is daily updated!

     logo

    Link:

    Helkegames’ official website

    Come vote!

    Posted by
    May 19th, 2013 5:31 am

    Hi everyone! Just a quick message to say could you come and have a look at my game!

    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13844

     

    Thanks! :D

    Alprog’s Jam Top 5

    Posted by (twitter: @https://twitter.com/Alprogius)
    May 19th, 2013 4:11 am

     

    Hey! I just finished playing and rate 50 JAM games and this is my TOP 5:

    #1. Potato dungeon.

    Combat system of this game is unusual but very cool (control sword’s direction by mouse).
    This feature was enough to get good rating but beyond that the gameplay is constantly changing and does not get bored. There are a lot new abilities during game (unexpected but awesome).
    And stylish graphic. And logic puzzle. And bosses. And humour. The best one.

    Not very clear keyboard control, but it is not critical. I willing to buy full version :)

     

    # 2. Leaf Me Alone

    Not very attractive screenshot? Play it! In fact, the game is much prettier in dynamics.  It is charming story where you will not have to kill anyone. Just find the objects and learn to use them. Best level design, that I seen on competition and organic tips about control. So beautiful, so cute, so indie way. Must play.

     

    # 3. Mustache Armies

    Actually, I did not complete this one. It crashes on my computer at the end of game :(
    But anyway it is very exciting gameplay. Each of your killed soldiers is transferred to the next round and repeat all the movement. Until the screen is flooded by mustache army! Epic and fun!

     

    # 4. Moonshine

    Very simple gameplay:  just go to the finish and do not fall into the trap. But atmosphere is great. Darkly. Lonely. Beautiful.

    # 5. Cpt. Sqrjaw

    Enemies fly into pieces according to the laws of physics! And sometimes you need create a mountain of corpses to climb up and complete a game. Is not that cool?

    MUSTACHE ARMIES – 10-seconds-video

    Posted by (twitter: @sephyka)
    May 19th, 2013 3:26 am

    Hi there.
    I edited this video of our MUSTACHE ARMIES game for the fourth 10-seconds-videos compilation… but there is no 4th part. :’(

    I hope this short preview will give you a good feeling about our game for those who didn’t download the game. You can also review the full gameplay video, my artworks and Raz’s arworks from the project.

    Sorry for my bad English. End of transmission.

    Ludum Dare 26 - Mustache Armies

    Play MUSTACHE ARMIES

    Posted by (twitter: @psc1997_)
    May 19th, 2013 2:09 am

    Hi All ;-)

    The Simply Clicker Game have 50 clicks on vote, and 25 comments so… Thank You All! ;)

     

    20890-shot0


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