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Ludum Dare 26 — April 26-29th, 2013
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Archive for the ‘LD #23’ Category

I told you it was possible

Posted by
Saturday, April 28th, 2012 5:23 am

But I still don’t think it’s possible to record a video flawlessly.

Downsize spoiler

Windows to the future

Posted by
Tuesday, April 24th, 2012 9:17 am

About time I got py2exe to work. Help yourselves.

Edit: about time I got links to work too

Nevermind the nevermind

Posted by
Sunday, April 22nd, 2012 5:50 pm

You know how I am; I can’t just doze off with unfinished business lying around. The best I could do was to upload the source.

Downsize

For future reference

Posted by
Sunday, April 22nd, 2012 4:33 pm

So I’ve finished a neat little game. But of course it can’t end there: I’m having problems packaging it, and even after I get that fixed, I won’t be able to upload anything with my emergency mobile connection.

Facing the reality of the situation, for now I’ll just raise my hands up, then put them back down so I could get some sleep. Tomorrow we’ll play a game called “test the judges’ tolerance for retrospective compo submissions”.

I’m So Meta, Even This Acronym

Posted by
Sunday, April 22nd, 2012 8:19 am

What do you know, a game about collapsing worlds is falling apart. Seems like I’ve reached what I call the middle age crisis of LD. Despite the slight flaw that nothing works anymore, it’s got some neat stripped-down gameplay. Two different enemies, two different tiles, removing which is the primary way of interaction.

It’s just that there isn’t much content, but then again, that’s almost expected with all the minute-long prototypes you see in LD. Since my goal was (and still is) to make a minimalistic game where all the juice in the gameplay is squeezed out, each level teaches some new mechanic with the help of very brief messages. I guess I should just stop comparing this to my previous entry and be content with the fact that 90% of you are going to make such terrible games that mine will seem good in comparison.

So bugfixing, more levels and a bit of audio is just about all I can do at this point. Also, if I want to participate in the compo, I’m going to have to make special arrangements about submitting my game tomorrow. I hope it’s fine as long as I finish before 4 AM, I’m sure I’ve seen people do that before.

Traditionally experimental

Posted by
Saturday, April 21st, 2012 9:17 am

For once, I wanted to make an arcade style LD game instead of another one of my depressing experimental puzzle-platformers.

 


A tiny world. A shrinking world. A world you’re meant to take apart while its inhabitants try to stop you. I enjoy that stream-of-consciousness mode LD puts you in. But seriously these themes just keep getting worse, and despite being popular enough to win over a hundred other choices, I never actually see anyone say they like them.

I like to think of it as some sort of violent chess game where your goal is to break every tile in the board. The basic gameplay is working, and I’m just trying not to drown in secondary details again. There’s quite a bit of puzzling involved; for example, the basic creep can place tiles, and you can’t remove a tile from directly beneath it. However, once it’s built a tile, it’s already made up its mind about stepping on it next turn, so that’s where you’ll pull the curtain from under its feet. (This is like an AI glitch incorporated to the gameplay.)

I’m short on time and still not completely sure where I’m going with the level design and such. And whether I should jam to get the most satisfying outcome. But it seems like I’ll end up with some kind of a game again.

I’m… stuck in the doorway

Posted by
Wednesday, April 18th, 2012 12:44 am

Oohkay, so the stars are perfectly aligned against me this LD, heh. Long story short, I’m occupied during the weekend and I’ll only have a stable internet connection 4 hours after the compo’s over. I might have to jam and not be able to participate in the social side of things, but I’m going to make a game regardless.


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