Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23
The countdown is ticking, so make sure to check out the great games you missed so far!
Here are my personal favorites of this LD:
Also, make sure to check out my entry
First things first: I’m happy about how the game turned out – it’s the first time for me that I finished a Ludum Dare game as I initially designed it, without cutting any features.
I worked with my girlfriend on ‘Dungeon Deadline’ and she helped me a lot coming up with the idea and refining the gameplay elements, while she designed all levels beautifully as well.
As you probably can immediately tell, I’m using Oryx famous ‘LoFi Fantasy’ set – the same set that many other games use (for example ‘Realm of the Mad God’ & ‘Legends of Yore’) so this part was settled. For the audio I asked Landon Podbielski for help and he composed a wonderful tune for it.
I’m very grateful to those two guys, since all that you see and hear in my game was made by them.
(besides the impromptu sound effects and some minor graphics that I did)
So my job was coding and actually developing that whole thing – and it took some very long hours to do so. however – since I’m by now basically fluent in the Flashpunk engine I was coding at an amazing speed and was surprised of myself for a few times – loved it.
Despite being a overall very positive experience I also had some minor downsides:
The code looks like hell … I’m always starting out neat and organized and end up hacking stuff together in a way that should give any compiler a heart attack. It’s still memory-leak proof and more or less reasonably performance optimized though.
Some of the features are a bit buggy, or at least under-developed – one of them being the warrior attack. It’s a bit unbalanced and simply not very well done – but I kept putting it off and ended up having to keep it like it is now. Please try out the other two classes to play the game in a balanced way.
After reading the comments that I got by now I’m happy to report that people generally like my game – some seem to like it quite a lot
Several people suggested that the time limitation hinders the potential of the game – since they want to explore the dungeons in a more traditional RPG way. While I certainly understand that feeling – this is simply an other type of game and the theme of this Ludum Dare is ’10 seconds’ after all. However – I might develop this further and ditch the time limitation to include up/down stairs and a shopping – which should make this a much more classical dungeon crawler. We’ll see.
I also have to thank the whole Ludum Dare community – all of you are awesome!
It’s amazing that so many games got made and I’m going to take my time playing as many as I can over the next days.
My girlfriend (tnk) who also worked on this entry as a level designer made this awesome gif of our game:
Our game ‘Dungeon Deadline’ is finally finished:
I’ve actually started making my entry and got the player movement and world generation done.
As you can see I’m using the awesome LoFi Fantasy graphics by Oryx (thanks again for permission to use them!) – please also note that I’m taking part in the Jam category for the first time, so using already pre-made graphics is a revelation for me
I won’t reveal what the “10 second theme twist” is – at least for now, but I’m pretty sure my game is going to be unique.
Later today my girlfriend will join me and we’ll continue working together on this (which I’m really looking forward to)
stay tuned – and keep up the amazing work
So I just woke up (it’s 4:30 am in Germany) and immediately started coming up with game concepts with my girlfriend.
We’re going to take part in this LD together!
This is a first for both of us, since I didn’t participate in the jam category up until now and she didn’t participated in LD at all.
We were able to decide on a fun (and hopefully unique) concept in a very short time and I’m going to spend the next one or two hours coding together the basic engine stuff, sleep a bit, and continue working on it tomorrow
(by the way – we’re going to use flashpunk, take a look at the tools I used last LD – I’m going to use them again)
If you’re anything like me you really want to know how the voting turned out. I know it’s all rather irrelevant – but be honest, would you take part without the voting/rating/top-games stuff?
I know I wouldn’t
Competing with others is a great source of motivation and therefore surely an important aspect of Ludum Dare
So – bear with me as you count down the last hours and make sure to check out all the roundup posts available, like both of mine for example:
Here are some other great little games I’ve stumbled upon.
The Ludum Dare Voting ends soon! Make sure to check these games out!
and again, make sure to check out my game as well
So, here’s my post mortem I wanted to write for quite some time now.
LD#26 was my third time participating and it was the first time everything worked more or less as I planned to.
I started by thinking something up that would fit the theme and chose to interpret it in a visual way, in terms of color depth, so it ended up being a 1-bit game – the most minimalistic color depth. Since this isn’t limiting genre wise I had to decide that next. Although I’d really liked to make a RPG but that’s something I simply can’t do within 48 hours (yet). The only other genres I have experience making games of are platformers and generic action games – so I decided to choose one of those. For some reason unknown to me (it might be because I was re-watching Star Trek Enterprise and Firefly at the time) I wanted to put my game into space, which fits action more than platformer – and what’s more fun than an arena shooter? yes, nothing, so this was settled then
What went right!
- I love Flashpunk!
By now my workflow is tuned almost to perfection – I can make art, code and implement content at a fast pace for/with it. I already decided to use something else next time – but for this time it simply felt like the obvious right choice – and it was.
- 1-Bit graphics rock!
It’s both very hard and very easy to work with very minimal graphical possibilities – like in this case, only two colors – since the art can be produced very fast and efficiently, yet it’s hard to get those few pixels right. However, by now I’m not too shabby as a pixel artist so this was a lot of fun for me and suited my skillset
- time management is key!
I made a lot of breaks and was able to get everything done nonetheless. the biggest reason being that my workflow didn’t let me down and I didn’t stumbled over significant hurdles along the way
- I’ve implemented everything I planned!
yes – this is a first for me. The game you can play is exactly what I imagined when I started making it (except for 2 gameplay thingies I’ll explain later). Having a to-do list and getting everything done in time is such a great feeling
- Although I’m quite pleased with the audio of my game – it’s far from great. I’d really like to get a less repetitive, more funky music track but simply wasn’t able to achieve that. mainly because I suck at music. I’ve known for a long time that the first person I’d hire for a dev team of my own would be a music guy.
- Sound effect variations are incredibly awesome – yet I didn’t implement them. As many comments pointed out the weapon fire sounds are very repetitive and although this leads to a nice retro feel – it also doesn’t sound that great after a while. One of the things I learned this LD is to always produce slightly mutated sound effect variations and play them randomly.
- I’m not happy with the AI – but I implementing some nice A* pathfinding seemed unnecessary at first – yet as my game progressed it became clear it would improve it a lot. So I started hacking it together but couldn’t get it to work without screwing up my time schedule – so I dropped it
- I should have introduced the different monsters step by step instead more or less all of them at once (although there’s some nifty background algorithm going on determining the quantity and quality of monsters to spawn), but didn’t think of it until it was to late to implement
- my original idea was to get exp points for “killing” monsters to level up the currently used weapon (in terms of knockback and frequency) but I somehow changed that plan – that’s the reason why you already start with those 3 weapons. I should have stuck to that plan – since I feel it would have improved my game (never ever cut a feature if you’re not completely sure it would make the game worse or would cost too much resources)
So – what now?
I don’t know.
Maybe I’ll eventually make a post-compo version but chances are I won’t. However, I had a lot of fun and am proud of my game and it’s a delight to see what you guys have come up with and play your games. being part of LD is a wonderful experience, every time
I’ve rated 50 games now – so it’s time for a first round-up!
these are my favourites of the games I’ve played so far:
(click on each games title to get to the game)
this is a very pretty and cool arena game – the fact that this is a compo entry is truly astounding.
everyone who enjoyed super hexagon (like I did) should play this game since it’s a great take on the genre
this is an awesome minimalistic game that’s possibly the most fun you can get out of pushing one button
an appealing great little action-sidescroller and, yes, potatoes !
an other very pretty game with amazing and relaxing audio as well
fast fun – one of the best arena games this LD produced
this game combines an amazing visual style with a touching story and great gameplay
one of the most funny games this LD, coupled with minimalistic gameplay and great visuals
the 3D animations are gorgeous and the gameplay is both solid and innovative
one of the best game concepts I’ve seen so far
very polished and basically ready to be put on steam/mobile markets – a great game
Sophie did it again, an amazing game with almost meditative gameflow
very cool game – consisting of a castle, potatoes and lots of fun
of course I’ll use this opportunity to promote my own entry
My girlfriend made an awesome gif of my game – so I’m using it to lure all of you into playing it
Enjoy the game and share your suggestions for an upcoming post-compo version (which I’m probably going to do)
I’m finally finished.
The game turned out almost exactly as I planned, with some hours of time to spare. I’m quite pleased with it.
As many others I interpreted the theme in a visual way – however – I went to the total extreme and chose to use only 1-bit of the graphical spectrum. (that’s minimalism for you)
as you can see the game is far from done, you can play with WASD + Mouse and try to shoot those little buggers of the platform without getting knocked off it yourself. the physics hick up occasion, but it’s quite stable now – only far from feature complete. so here’s what I’m planning:
- 3 different weapons (handgun, rifle, canon), currently only the rifle is implemented
- 6 different enemy types, most of them shoot back (the one that’s implemented now is supposed to evolve into a stronger form if you don’t kill it in time)
- ingame objects, like crates and bombs that can be used to your advantage
- more “juciness”, for example camera shakes and more particles
- actual music (the one you can hear now it only a placeholder)
- much more fun!
so, enjoy the game and make sure to check out the upcoming builds as well as the final submission
don’t forget to be awesome !
so I think I’ll be able to make it this time – since I had to abort last LD.
here’s what I’m going to use (probably):
- FlashDevelop 4.4.0
- Flex 4.6.0
- Flashpunk 1.6
- Ogmo Editor 22.214.171.124
- GIMP 2.8
- GraphicsGale Free Edition 1.93.19
- Audacity 2.0.1
- Sprite Generator 1.2
- gedit 3.2.6
- Resource Hacker 3.6.0
- lots of coffee
however – I do not know how much time I’ll exactly have :/
I think I’m going to try out a super hardcore mode of the ludum dare 48h compo … by only using about 6 hours of it to make my whole entry.
this is due to the fact that my girlfriend is coming home from her semester abroad and seeing her again after 4 months outranks ludum dare (double checked it to be sure )
so 6 hours are about everything I have until I have to leave for the airport – but I won’t back out of ludum dare because of it, no, I’ll work even more efficiently!
because of this:
- 2D game, since the graphics take much less time to make
- low resolution (same reason)
- possibly only a 1-bit game (trimming down the graphics work even more)
- all sound and music will be generated by sfxr and some music generator (like autotracker-c)
- I’ll use a framework I’m very comfortable and experienced with -> flashpunk
- I’ll concentrate on core game play features and make something fun instead of a game depending on lots of content
- no time for anything but furious game development
- possibly no time to eat during the 6 hours – every minute must be spent developing!
- I’ll try to upload the game before I leave – most possibly making my game the very first to be submitted
I hope I’ll be able to come up with an idea immediately so I can complete the core game features within the first 3 hours. after that I’m going to make/polish the graphics for about an hour and finish the game in an epic 2 hour showdown – I expect high amounts of caffeine in my blood stream to help me with this.
maybe it’s impossible to make something like a game within 6 hours (completely from scratch and alone) but maybe it’s not – I’ll find out
it seem’s I won’t be able to take part after all …
well, there’s always a next time – I’m just hoping the theme isn’t going to be ‘time loop’ since I’d hate myself for not being able to take part with that theme
I’ve started turning my arcade dev-kit into an actual arcade cabinet
it’s still very far from done and ugly as hell but already basically 99% functional.
I’m planning to use PMMA sheets to cover the whole monitor plane and paint it all black from the backside (except for the rectangle of the monitor display) so it’s all shiny and black. the whole cabinet itself is going to be covered with spackling paste and then grinded down to a smooth texture – after which I’m going to spraypaint that whole thing (don’t exactly know which color yet).
I think it’s going to be a quite beautiful thing once it’s done
First things first, you can check out my entry here:
now, let’s take some time and evaluate what went good,
what went bad and what went simply ugly ~
What went right:
- I (again) used tools I know and used the flashpunk library which I’m getting very used to – I think by know you could say that I’ve ‘mastered’ it
- by now I seem to have advanced in pixel-art. I’m quite pleased with the overall graphical quality although I could have improved a lot of the graphics further
- another thing I noticed is that I’m actually developing a professional workflow and feel I’m an actual indie game developer now (although I already made several games before)
- the gameplay turned out pretty good – many people like it and the comments I’m getting are astoundig, I’m very happy
What went bad:
- my motivation sucked. I’m a fast coder (I made my last LD entry within 12h) but I also loose motivation very easily therefore negating that “bonus” completely. I could’ve done so much more if I would’ve gotten my ass up from procrastinating a lot
- music is sort of my weak spot – I’m very bad at composing. although I did try making some stuff it didn’t turn out decent and I threw music over board all together
- although the gameplay is quite good, there are some things I would like to tweak and add, like better AI and some more abilities and pick-up items
- I have to polish my games better, there are some simple effects (like screen shakes, shadows and more sound effects) that could’ve improved the graphics and game experience significantly
What went ugly:
- the theme … I didn’t have any idea what to do with it, so I started coding some basic stuff (collision, camera movement …) without any idea what for. the gameplay somehow emerged out of it during development and it all felt very unpleasing. somehow I couldn’t think of something good to do with it for the first day