About vilya (twitter: @vilyah)
Ludum Dare 29
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23
The Touch A Heart Award
Awarded by MrBlade
on August 21, 2013
As a little experiment, now that we’ve all spent a few weeks judging other people’s entries, here’s a question for you: how would you rate your own game?
Try to forget everything you know about your game and pretend you’re seeing it for the first time, then judge it like you would any of the other entries. If you’ve done any post-compo work, make sure you’re playing the original. Be honest. Apply the same criteria you usually apply when judging other peoples work. What do you think of it when you look through the eyes of a player instead of the creator?
If you’re comfortable to, post the ratings you gave yourself here. It could be fun to look back on when the results come out: you’ll be able to see how much of a gap (if any!) there is between what you and your audience thought of the game.
I’ll rate my game in a comment below.
By the way, I can’t take credit for this idea: Jeremy Nikolai suggested it after LD 24. I just thought it was a cool idea & wanted to bring it back this time around.
Project Tethys was my entry for this Ludum Dare. You can play it (and rate it!) here.
In case you’re wondering what the game’s all about, here’s what it looks like:
That’s right: intense underwater 2D side-scrolling combat! I hope you’ll all have as much fun playing it as I did making it.
If so, you might like my LD29 entry: Project Tethys. Please give it a try and let me know what you think.
I reckon this game is one I’d like to take further, so I’ll probably be doing a post-compo version and any feedback I can get would be great!
I’ve just uploaded what will be the final version of Project Tethys. It’s a fast-paced underwater shoot-em-up inspired by such greats as Defender and Resogun. As always I had loads more ideas than I had time to implement, but I think it’s already kind of fun so this seemed like a decent place to leave it. Check it out and judge me.
So it’s been a long and busy, but fairly productive day. Here’s what I’ve come up with so far:
It’s an underwater shoot-and-rescue-em-up inspired by the likes of Defender and Resogun. You control a state-of-the-art combat submarine tasked with defending an underwater research facility from an invading army. Or at least, that’s what it should be if I can finish it in time…
The controls are arrow keys or WASD to move, left mouse button to fire.
There’s still loads left to do, but I think it feels like the beginning of a fun game. Hopefully at least some of you will agree. I wrote a blog post about it too, with a bit more info about what else I’m planning to add.
Can’t wait to see what everyone else is coming up with… after I get some sleep!
I’m in for the compo. There’s been some great themes so far & I’m getting pretty excited about it.
Good luck everyone!
I’m in, for my 4th attempt! I’ll be doing the competition, trying to make a WebGL game in 48 hours.
I’ve got my own basecode library. I’m working on a renderer to go with it and probably will be right up to the deadline. If I can’t get that going in time, I’ll resort to Three.js.
Tool-wise, it’ll be the following:
- Graphics: Nuke, Paint.NET and my digital camera.
- Music: GarageBand on the iPad.
- Sound effects: Audacity.
- Project management: pen and paper (sometimes the old tricks are still the best).
And right now I’m really hoping the theme turns out to be “10 seconds”…
I missed LD 25, with the best theme ever, because I was on a 22 hour flight that weekend. I swore to myself then: never again. Never again shall I miss a Ludum Dare!*
This time around I’m planning to try something in 3D. I’ll be using three.js for graphics, Physijs for physics and my own state machine framework for the game logic. If that doesn’t work out, then I’ll be falling back to hand-coding a 2D game in HTML 5.
As far as tools go, it’ll be some combination of these:
- Coding: Vim, Git, Chrome’s Developer Tools, Gnu Make and Dropbox for hosting.
- 2D graphics: Pixelmator, Sketchbook Pro, Nuke.
- 3D graphics: Nuke’s ModelBuilder and possibly Modo (if I can get a license sorted out in time) or Blender.
- Music: GarageBand
- Sound effects: Audacity, the mic in my webcam and whatever things I can find around the house that make the right noises (a pro setup this aint).
- Planning/project management: pen & paper.
And coffee. Lots and lots of coffee. Can’t wait!
* Unless there’s like, you know, a reason or something.
I’ve written up a post-mortem for my 48 hr competition entry, Invaders: Evolution. If you haven’t played the game already, you should: it’s fun. Also, it’s in HTML5 so all you have to do to get playing is click that link…
There’s a post-compo version now too, with a few bugfixes already in & more on the way. For, you know, the fans (hi mum!). Hope y’all like it.
I’m in. I’ve learnt a few lessons from LD23 & I’m hoping to do a bit better this time – maybe even (gasp!) finish in the top 50%…!
Graphics: Pixelmator, Autodesk Sketchbook, Nuke
Can’t wait to see what the theme is!
I’ve written up a post-mortem for my 48hr comp entry, Solar Sailor.
Play & rate the game here:
… and then read the post-mortem here:
I’d also like to say a great big THANK YOU! to everyone who’s tried the game & left a comment so far. This is the first time I’ve put an entry into Ludum Dare and the community here is wonderful!
Ready for your playing pleasure, at long last, my first official completed Ludum Dare entry: Solar Sailor.
You can jump straight in and play it.
There were a bunch of extra things I would have done if I had time: better AI, more playtesting, better artwork for the planets (any artwork, actually), etc… But I guess that’s true for all of us. Looking forward to getting comments, criticism, sleep and – most of all – a chance to play all the other amazing looking games everyone’s been posting!
So after a slow start I’ve got something that’s finally starting to look like a game. It isn’t one yet – you can’t win or lose and the map is randomly generated for now – but it looks like there’s a chance it’ll actually become one before the deadline expires. Whew!
I’ve been posting details on my blog, but this is what it looks like so far:
As you can see, it’s a bit light on artwork right now. I’m still working on the game mechanics; hopefully I’ll have time left for some drawing after that.