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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 7 days, 11 hours, 50 minutes, 16 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 7 days, 11 hours, 50 minutes, 17 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About HybridMind

    I'm Dave Evans, aka HybridMind and I've been participating here since Ludum Dare 11 back in April 2008.

    Ludum Dare is largely responsible for getting me back into my childhood dream of game development and I started my own game studio in January 2009 called Hybrid Mind Studios. I currently focus on making fun and original flash and mobile games.

    More information:

    Blog
    Twitter
    Facebook
    YouTube

    My Ludum Dare Games:

    LD 11 - Minimalist - 2008: MinMo 32nd overall out of 71 entries
    LD 14 - Advancing Wall of Doom - 2009: Fleedom Flies 19th overall out of 123 entries
    LD 15 - Caverns - 2009: Angry Caverns Tied 10th overall out of 144 entries
    LD 18 - Enemies as Weapons - 2010: AVOIDAL 14th overall out of 172 entries

    Entries

     
    Ludum Dare 28
     
    Ludum Dare 26
     
    Ludum Dare 23
     
    October Challenge 2010
     
    Ludum Dare 18
     
    MiniLD #16
     
    Ludum Dare 15
     
     
     

    HybridMind's Trophies

    The "I came back to the entry more than twice" Award
    Awarded by SuperDisk
    on May 7, 2013
    Silver Star for Prototyping goodness
    Awarded by Tyler
    on August 21, 2010
    Flash Prototyping like Flash!
    Awarded by zlash
    on August 21, 2010
    The Johnny Carson Memorial Award for Excellence in Commentation
    Awarded by Doches
    on September 14, 2009
    The Patient Tranquilty Award
    Awarded by GBGames
    on April 25, 2008

    HybridMind's Archive

    Race The One

    Posted by
    Sunday, December 15th, 2013 8:14 pm

    RaceTheOne

     

    I made a one button game using only ones in one hour.

    You can check it out here.

    Squeezed Out! is Out!

    Posted by
    Thursday, October 3rd, 2013 8:35 am

    Squeezed Out!

    My game Squeezed Out! from Ludum Dare 26 (theme: Minimalism) has just been released on Android for free!

    I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.

    Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.

    To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.

    Here’s a super quick gameplay trailer:

    Squeezed Out! Gameplay Trailer

    Get it on Google Play

    Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.

    If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!

    Squeezed Out – Final

    Posted by
    Sunday, April 28th, 2013 7:58 pm

    So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.

    My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!

    I am so glad the theme was one which supported a heavily constrained timeline.

    Play Squeezed Out

     

    Use the left and right arrow keys to avoid the blocks!

    You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.

    Here is the link to the compo entry page for feedback or voting.

    Shorted Out – Final

    Posted by
    Sunday, April 22nd, 2012 6:20 pm

    Here is the compo version of Shorted Out, my first game ever in Unity. I didn’t end up having time to add sound effects or music, but I’m happy with the progress I did make within the time limit. I managed to create four levels at least for this strange racing game.

    Basic idea is that you are a lost electron and you have to reach the SAFE-T zone at each level. You use the arrow keys to move and if you short out on anything metal you spark and take a little penalty delay. Tracks your lowest time record.

    Here is the compo voting page for Shorted Out.

    I gamified this shit

    Posted by
    Sunday, April 22nd, 2012 1:52 pm

    Here is playable build v04 to check out. Use arrow keys to start the level and move around. Avoid everything silver/metal. Get to the SAFE-T zone marked in stripes. Each hit on silver/metal costs 1 second penalty on your clock. Simple score idea will just be to complete the levels in quickest time. I’ll design multiple risk/reward paths along the way. Having way too much fun with Unity!

    More progress

    Posted by
    Sunday, April 22nd, 2012 9:33 am

    Here is another playable build of my Unity game. Arrow keys move. Try to reach ‘safe-t” zone. Nothing happens if you do yet. :D Got a shitty main menu implemented and got sparks and push back force occurring when you impact any of the silver areas. I’m having a lot of fun with my first Unity game even if the progress is slow, that is kind of to be expected.

    Tiny Progress

    Posted by
    Saturday, April 21st, 2012 1:08 pm

    Here is a screenshot from my current game build. Basic concept is you are a loose electron lost in various circuit board levels trying not to touch anything that will short you to ground. This screenshot represents a current proof of concept. You can’t touch those solder points or wires and you can use the ramp to reach that safety zone.

    I’m just focusing on having fun this compo and learning Unity by using a simple and small enough game idea that I might be able to pull something off.

    Are you crazy? Of course I’m in.

    Posted by
    Wednesday, April 18th, 2012 1:31 pm

    I haven’t had a chance to do one of these compos for awhile but I can’t miss the 10th anniversary, right? I’ll make something using Unity as my game engine, Reason for music, Audacity for sounds, Flash and Photoshop for art/textures, and possibly Blender for 3d models. So excited I couldn’t help but make a strange drawing in honor of the 10th anniversary of Ludum Dare. I’ve always pictured the competition as an orange colored paste, haven’t you?

    I guess I’m in?

    Posted by
    Saturday, August 20th, 2011 10:26 am

    Don’t have much time this weekend but thought of something silly I wanted to see if I could do last night.  So this morning I took two hours to throw this little initial prototype together.  It’s still missing a lot of gameplay type stuff but I wanted to have something to play around with regarding the main player character and to use it to refine my ideas.

    Early prototype - Click to play

     

    Basic idea is a risk/reward mechanic overtop of a basic mouse skills game. The player decides how much/where they want to suck from the body parts. Those arm hairs wiggle around. The more the player sucks the more erratic they move but I’ll likely increase a score multiplier. So the idea would simply be to guide your mosquito to the body part areas you want to get blood from and then escape without getting slapped.

    Here is the current earliest test prototype showing what I got finished in my first two hours here. I’m using Flash CS5.5 and ActionScript 3.0.

    Maybe In?

    Posted by
    Friday, April 29th, 2011 4:32 pm

    I’ll be on the fence for participating until I see the theme. Been working on way too much game dev recently and I feel pretty exhausted.

    This is Ludum Dare Twenty though! It could be the crazy excitement of Ludum Dare will recharge me!

    Maybe I’ll just do a game that is way different from the kinds of games I normally make.  Also I should try really hard to make a game that I won’t be tempted at all to monetize. That way I can treat this as more silly fun and not as just an extension of my normal game studio work.

    If I participate it will be with my trusty Flash CS5, Audacity, BFXR, Photoshop, and Reason.

    Good luck to everyone (especially you first timers… you’re in for a ride.)

     

    AVOIDAL – home found!

    Posted by
    Wednesday, October 27th, 2010 10:44 am

    AVOIDAL - Use Your Enemies

    AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

    I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

    AVOIDAL screenshot - final version

    The highscores have been reset so get in there and play!

    AVOIDAL – Finished!

    Posted by
    Monday, August 30th, 2010 4:27 pm

    AVOIDAL Final Version!

    I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.

    I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!

    Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.

    The menu should read v1.0.7 or greater in the top-left or your cache is old.

    RECENT VERSION HISTORY

    v1.0.7 – Posted 8/30/2010

    • Made HUD a little less cluttered

    v1.0.6 – Posted 8/30/2010

    • Combo introduced and capped to x5 multiplier
    • Mines now can start moving around at higher levels
    • New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
    • New menu layout
    • Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
    • More sounds added for new notices and awards

    v1.0.5 – Posted 8/30/10

    • New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
    • Smoother angled robot effect when mouse moves left and right
    • Smoke toned down to be less distracting
    • Mine lifespan increased at beginning to 6 seconds instead of 4
    • Added a 10 frame damage image to the robot torso to also help show player health
    • Adjusted game to run at 60FPS instead of 30FPS
    • Smoke now appears behind player sprite
    • Fixed score bug

    v1.0.4 – Updated 8/29/10

    • More changes to difficulty curve based on feedback
    • Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read

    AVOIDAL – Post Compo Version!

    Posted by
    Tuesday, August 24th, 2010 5:32 pm

    AVOIDAL – Post Compo Version!

    AVOIDAL - Post Compo Version

    I’ve made a bunch of improvements to AVOIDAL since the compo and I’d love your feedback!

    Play the post compo version of AVOIDAL here

    The LD48 official compo version for judging is here now

    Changes to the new version:

    • Added 1 second of invulnerability if you take damage (this helps a ton!)
    • Rebalanced the difficulty curve to make it progress a tad slower
    • Mines spawn a tad further in from the edges to help player not get stuck on walls as much
    • Reworked How To Play screen to be simpler and clearer
    • Changed ‘Energy’ to ‘Health’ in UI
    • Fixed some sound volume and playing issues
    • Added a nice visual effect of little random twinkling stars in the background

    I’m gonna keep listening for feedback and working on this game but I think it is pretty close to me calling it done at this point. Thanks for the great feedback I’ve gotten already to everyone who left me comments on my rating page.

    AVOIDAL Summary and Post Mortem

    Posted by
    Monday, August 23rd, 2010 9:22 am

    SUMMARY

    Play AVOIDAL!

    AVOIDAL page here on Ludum Dare (for rating and comments!)

    Gameplay Trailer (watch me score 1.5 million points!)

    Watch my TIMELAPSE

    Play the LD48 Official Compo Version of AVOIDAL

    Play the Post Compo Version

    I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.

    POST MORTEM

    You can read my detailed post mortem below:

    (more…)


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