i mak gaem
About nukenine (twitter: @ekunenuke)
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Beneath the Surface, our original idea was to do something based on the adventure time episode revolving around having the best armor. It involved a David figure going up against Goliaths’ with a sling, Goliaths’ would be this ridiculously armor clad beings and David was this stripped down figure. Some cornball moral about it’s what’s underneath that counts.
Due to time constraints and judging by how I was feeling I didn’t think I’d be able to make all those graphics. We made the call to reuse the player graphics while fitting them inside a story about clones inspired by b scifi and bad japanese horror movies. Which is what the game is now.
I’m very familiar with drawing and painting nude figures so that was fun animating them and putting them in game. I liked how raw and bodily the animations were, so I wanted to do more with making things feel realistic and good or even exaggerate the realism but I think that’d be another game.
I’m usually not a fan of topdown perspective games, or never thought of making one, they just never strike me as visually interesting but this one was fun. All in all really enjoyed this jam and the game we made, and hope to continue polishing it here and there.
If there’s one thing I’ve learnt by doing numerous game jams over the years, it’s that simplicity is the game jammer’s best friend. I feel like our game was successful in this regard. We decided on a simple game mechanic, and refined/polished it until the game felt good. Having that extra time to polish your game makes all the difference between whether a game is fun or clunky.
We had one programmer, one artist, and one musician, so our development had a neat division of labor. Because our game idea was simple enough, this gave me full control over the codebase, letting me prototype extremely quickly. I could hack away without worrying about someone else having to use my code.
I’m glad we explored a new genre to make a polished title. I’d call this Ludum Dare a success. Here’s to the next one!
this is like my 8th or 9th time
uhhh i’ll probably be using c++ and sfml
might have time for some music in fl studio
and i’m going solo this time
good luck to everyone
Hey guys, I made a short video talking about how we made levels in Chronodrive. Check it out!
If you like SHMUPs and challenges, you should check out our Ludum Dare game: Chronodrive.
it looks liek a stamp
This will be the 8th time doing Ludum Dare! I suppose that makes me a veteran.
Unfortunately, this time Keo won’t be able to participate with me, so I won’t have crazy awesome art:
This means I’ll probably be participating in the Compo instead of the Jam. It’s been a while since I’ve run solo (LD22), maybe my programmer art has improved since then? I guess we’ll see :).
Min was a collaboration between me and Keo. We’ve collaborated on several Ludum Dares together now, so we have a pretty good working relationship. I’m especially proud of how our latest jam game turned out.
As usual, we started off by brainstorming ideas in a google-doc. We had all kinds of ideas, from a turn-based puzzle game to a procedurally generated roguelike. In the end though, our thoughts came back to our first Ludum Dare game together, The Two Of Us
Our first game together
Despite making several games after The Two of Us, we both felt like we never made a game as fun as our first. After realizing this, it was easy to decide to make a successor to our first game, a boss-fight-centric platformer.
There were several aspects with The Two of Us that we wanted to improve on in our new game. First and foremost, the difficulty ramped up too quickly. In TToU, the entire game was boss fight after boss fight. There was no time to breath or learn how to play. We tried to fix this in Min by having non-boss levels in between each fight. The idea was that these levels would introduce new mechanics before the boss fight, as well as allow the player to prepare and take a break before each battle.
Another issue with the TToU was that the player wasn’t very mobile. This was all right in TToU because the hero had a sword for a weapon, and the small rooms he fought in aided his ability to hit the enemy with a melee attack. But personally, I really like playing platformers where you’re mobile and your positioning varies a lot. So, we made a game where the hero is small, agile, and very very mobile. The mechanics were inspired greatly by Megaman, Kirby, and Cave Story.
Before solidifying the art style, Keo came up with several mockups to determine not only the stylistic direction, but also the scale in which the game took place. We settled on a small, one screen game, with no fancy scrolling or camera panning to complicate the view of the game. Having the entire game take place on one screen was a fun restriction to work around, and it was also in the spirit of minimalism.
Keo ended up with a very minimalistic art style for the game, using a restricted palette (Keo must have used less than 10 colors, easily). Keo focused on outlines of the characters, rather than their textures. The end result was a style that, despite being minimalistic, was gorgeous.
we decided to scale up the graphics 2x, to enable the player to see the game more easily
Overall, I gotta say I’m happy with the game we ended up with. Sure, there are areas we could improve our game (there’s always room for improvement!). But given the 72 hours we were given, I think we did as well as we could’ve done. I even had time to create some BGM tunes.
If you’ve got a moment, try out our game! We read all of our feedback, and really appreciate any comments you have.
i will make a game with
48 hours of development compressed into 2.5 minutes! (edited out the boring sleep segments too)
This time, I’m ready.