Buns and a slab
About hamburger (twitter: @davidrlorentz)
Ludum Dare 23
Ludum Dare 21
Ludum Dare 18
Ludum Dare 17
I found out today that the last level was impossible in the game I submitted last night. This was due to some last minute changes that I thought were too small to merit testing.
Oh well! It is at least good to know that players made it that far in!
The leaderboards are growing, and I am both sad and happy to say I’ve been dethroned on all levels – except of course that last level on which hamburger holds the first and only score.
My game ‘Vault’ went into the submission morass about 45 minutes ago. CLICK HERE!
This is a game about a security system, a series of barriers you gotta hack your way through in grayscale rectangle land.
As is my wont, I spent more time doodling around with superficials (and lazing about) than working on the game proper, so the experience is rough and feels sort of cloudy. It’s consists of an odd game mechanic where optimization is the most interesting thing, yet the only push to optimization that I put in was points and leaderboards for finishing in X moves. Maybe ought to have added a fuel gauge limiting how many moves you can take. The game could use a lot more experimentation, level design and otherwise.
With leaderboards and that unique hamburger something or other, I hope this Flash game will mean something to someone.
Here’s two work in progress builds – one from yesterday evening when the site was dead, one from just now.
The game is called ‘Vault’ and it’s about a bankvault style prisonvault. The gameplay is iffy, really only interesting if you try to optimize your moves, which is why I decided to spend a really long time figuring out how to integrate Mochi leaderboards. Now I got to add a few new hazards and make levels…. and sound and music. Phew.
I think I better start working now. One way or another I aim to make a game about bank vault doors: door after door after door… and all we wanted was to go outside. It’s got to be all about fancy digital vault locks and their minimalistic inner workings.
Yeah I think I will be here this weekend! I will be using Flixel or maybe just plain Flex.
In this game, you entice block things to destroy each other, without destroying you. Use the arrow keys to move, and press Space to restart a level (which is sometimes necessary).
Enjoy, and please share your impressions!
The game is called “Leave me Alone.”
Game is called Leave Me Alone, is about when life is overwhelming and you just want to be left alone.
Sprites! Get ‘em while they’re hot!
Apologies in advance for any amateurishness you encounter… this is the first time I’ve done pixel art, really. It’s been pretty fun.
Included in zip file: A variety of props and animated sprite sheets; see readmes therein for explanation. I also included animated gifs and the original .ase files from “Allegro Sprite Creator,” a nifty paint app.
This is a real mixed bag, including everything from pretty flowers to an exploding cloud. Bonus points if you manage to fit all of this into your game.
This was a really strange LD for me. I had no Internet all weekend – it was like the eighties, except with Flixel. Without IRC and blogs, making a game by oneself is very lonely; I don’t recommend it.
I learned Flixel over the weekend, and I now know that my brain is the Flixel-compatible type. The whole thing makes very good sense to me and feels familiar. It’s interesting that everyone seems to fall distinctly into one of two camps, people who get Flixel and people who get FlashPunk. It would be interesting to investigate how these two classes of people are different, in ways other than programming. For instance, do we all like the same movies?
My game is called Intercontinental Drift, and it’s posted here. Please play it and come back here to leave comments. The game and I have been in isolation all weekend, and we both thirst for a little human contact.
I think the game is kind of interesting, though it is unpolished and pretty incomplete. I never got a chance to make music or expand the levels very much. As usual, I didn’t start actually churning out chunks of gameplay (levels) until the last few hours. I need to work on this for future LDs, because it’s the most important part.