Archive for the ‘October Challenge 2011’ Category
I am proud to announce to the Ludum Dare community that I have finished my entry in the 2011 October Challenge.
The game is “Project: Wheatgrinder” and can be had for the unbelievable price of $2 here!
Hey LD, I’d like to share my moment of happiness / minor success story.
Clone Wolf began as my LD20 entry. Thanks to October Challenge 2011, I was able to develop it into a full game and release it on Desura, Indievania and Indiecity. Being the first game I was able to finish and release for purchase, it has been a kind of a personal milestone.
And now, thanks to awesome guys from IUPBundle.org, Clone Wolf has been featured in IUP bundle. The bundle has launched a few days ago, you can get 5 indie games ( Tesla: The Weather Man, Drains, Ichi, Clone Wolf, 48 chambers ) for $3.99 (including some bonus materials) – get it here.
So, Ludum Dare, thanks again for giving me the right kick to start developing games and introducing me to this awesomely crazy bunch of people who all the LD participants are!
A while ago the October-Challenge was held. It went over the entire month, with the simple rule “make 1$ with a game.”
I planned to enter this game, but unfortunately the port wasn’t ready in time. So now, with a slight (and very miniscule) delay I present my iPhone-game!
Unstoppaball DX is a marble-style puzzler, in which you roll a ball (by tilting the iPhone, no less) through 30 varied levels.
Check out the trailer if you’d like to know more.
Also features a new soundtrack and ball-customization, with 36 balls available.
It’s now up on iTunes. Some say it might be the Best Game Ever. (it’s not) (it’s still fun, though )
I made a xmas theme too for my LD48 entry game.
Check it out: floriaen.fr/thefall
Hey … my October Challenge game is making real progress!
Here’s the deal: I’m using Steam to distribute the beta, so you need a Steam key. I only have a limited number of those, so first come first serve. Get a beta key here. They only work for Windows right now, so if you’re a mac guy like me .. well, you’ll have to wait (or run it under VMWare or something. It works fine that way as well.)
I’m totally looking for any and all feedback you can provide, the game even includes a chat-window that probably won’t be in the final game but is in the beta so that you can chat with me / other players / or just complain about bugs / give suggestions. All the chat is logged so I can review it later
Thanks a ton! This October Challenge has been great (even if it’s lagging into December now ..) TBH I think this game will be done in maybe 2-3 months. But it’s been fun!
P.S. If anyone knows a musician who can do good “sneaking around in caves” type music, I’d love to hear about it. Post a link in the comments to their portfolio.
(I’ve already got an artist lined up to help me with adding a bit of sparkle to the logo / icons / menus / etc.)
I miserably failed the October challenge 2011. Mainly because I wanted to polish the release version a bit and add some website and example games.
But! I finally made it. You can get the GACK (Gaming App Construction Kit) now for your touchpad (HP, WebOS) or any Android Tablet that has a 1024×768 screen at least.
I sold already 10 pieces. Here’s a link to promo codes for the Touchpad:
It’s been a few weeks .. but I’ve been working away on my Anathema Mines (and also getting my crazy Chickon game released!) Here’s a screenie for ya:
DISCO DANCIN’ YAAAAHH!!!
So, yeah, for the real levels I might just have to be a bit more miserly with my laser placement so things don’t start to look silly
Okay, even if October had some more days, the ski camp wouldn’t be opened on the 34th of October, as a little polish takes way too much time ! But it was really fun and the game is already enjoyed by all the beta testers we got, so we released it online and will continue ! For the next Ludum Dare, or any project if you want too, I made a count down window that you can display right within Unity (of course, that assumes you use Unity). Between wolves and timer, the post continues here after… (more…)
I failed the challenge, I wasn’t able to get $ 1 USD out of Escaparazzi during october, the “get the app into the appstore process” is too damn long, and I feel that I have not finished the game yet, but…
- A Samsung Galaxy 5 I5500 phone. These are pretty inexpensive, but hey, free phone
- Any course I choose to take at Academia MacPC Crossmedia Training Center (I’ll take UDK programming, with a developer from Ace Team). These cost around $ 1000 USD
- An Internship at Behaviour. Priceless
I’m so happy I could explode.
Yes, I failed miserably because I had to fix some issues in GLBasic that took too much time.
But!! The thing is done. I’m just updating a few example games now and release before x-mas. Here’s a trailer for the complete package:
GACK – gaming app construction kit
(Crosspost with: http://rs.gam3dev.com/2011/11/04/october-challenge-aftermath/)
I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.
While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.
Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!
So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!
Second “1-day” prototype for my 12 single-month games for 2012.
Final version (final 1-day prototype version) on the bottom of the post.
So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.
With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.
If you like what you see then don’t forget to follow the rapid development at my blog.
So, for the last week I’ve been working on a game programmed in Java called Eternities RPG (originally named after my 3D RPG I was making until my harddrive broke originally named after my game made in RPGVX called Eternities Faith before I started programming). It’s a simple topdown RPG, so far there’s only stats, art, and 1 enemy. But if people would like to keep track of the progress (which will be like, no one) I’ve been posting youtube videos of the game in developement. Eternities RPG progress update
I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?
thank you forward
Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!
Here’s a few things we learned from last year:
- Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.
- Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.