Archive for the ‘October Challenge 2011’ Category
I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…
First, in Android Market, you need a Google AdSense account, and that can be complicated to get.
And in Desura, I’m still waiting to get accepted.
I’m a little bit sad about “losing”, but it was definitely a positive experience.
And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.
Anyways, here it is: Stories of Game Design blog!
Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.
It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.
After a really intense month, I’m really glad that my app finally made it to the App Store!
Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.
My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.
You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8
If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005
I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career.
Thanks, Ludum Dare!
…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.
Well, I’m too tired, and there are too many remaining issues. Not much chance of wrapping anything reasonably solid up right now, so I’m writing this report before I go and get some sleep.
So the next goal is to release the alpha/tech demo and start taking pre-orders before Monday 7th.
Kobo II now has a Boomerang fighter with an “ElectroGun”, similar to the ones in Kobo Deluxe, that is, trying to circle around the player, firing some sort of electrically charged “bullets” at said player. Not much AI and no aim-ahead, but you need to respond actively to avoid pain.
There is also a massive drop ship that moves between random waypoints, teleporting enemies into the battlefield. When attacked, it will face the attacker and backpedal, while returning fire using a truckload of guns. Being in the wrong place hurts. A lot!
Current game mode is a Survival variant, where each stage N has N drop ships on it. You need to destroy all drop ships to clear the stage and move on. A score bonus of 10% extra per stage is awarded, and there is also an “adrenaline bonus” that multiplies the score when destroying lots of stuff in a hurry. Death, should you chose to continue playing on the current stage, is avoided by giving up 50% of your score in exchange for a new ship.
The drop ship doesn’t seem to like having screenshots taken of it when in action, but I managed to capture part of it anyway. (Placeholder graphics; constructed from various Kobo Deluxe tiles and sprites.)
Playtesting is… not boring! This might work.
*sigh* Well it looks like October is really finally done now. You know, I wish it was just 2 weeks (months?) longer myself. I’ll see if I can convince that guy that made Calender to make October a tad longer next time.
I am going to leave the submission form open for another day, just to be sure we catch all the timezones around the world. Submit now!
If you are finished you game but waiting around in submission queues, looking for a sponsor, or pounding away on those last minute submission bugs (and expecting to submit any day now), then I would like to encourage you to submit. We don’t require you have to earn your dollar by months end, but want you to have done everything possible in the time allotted to make it happen. And when you do earn that dollar, ‘cmon back and tell us all about it.
I sincerely hope this was a good month for you and your project. I’ll have more to say once we get all the submissions in.
Until then, crunch faster!
As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.
Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.
Supercuts is a project started in mid-october in a collaboration between 2 brazilian indie studios: Behold and Dynamic Light we just finished it in time for Ludum Dare october challenge.
In Supercuts you take the role of a barber and use your finger, with swipe moves, to cut, trim and fix hair and beard of all kinds of different characters. We have over 20 characters, most of them unlocked by achievements and easter eggs.
The game has been submitted to Android Market, App Store (pending approval) and costs $0.99. It was developed using Unity engine. On the first hours, we just made our first dollar on it!
Check here our Ludum Dare entrie. Any inquires or feedback you can email me at gusfune [at] beholdstudios.com.br.
Shipped! I’ve decided that my game’s going along great, and now I’m raising a bit of money to hire an artist so things can really get moving.
So, I’ve decided to run a Pay What You Want special to try to make my $1 for the October Ludum Dare competition!
All I need is 100 people to pay the minimum of $0.01
Super Rebel Craft is heavily influenced from Super Metroid, Minecraft, Terraria, Diablo, and Castlevania Symphony of the Night. If you like any of those games it’s worth a look. It’s my best work to date.
More info on the website: http://www.SuperRebelCraft.com
It’s not the complete game yet, but it’s still a lot of fun to play. Pre-ordering now gets you access to the current alpha as well as future development versions. And feedback is greatly appreciated – firstname.lastname@example.org
Hello my Ludum friends,
After about two weeks of development, Dusk Software is ready to announce our October Challenge game, Aegis!
Aegis is the in-development title of our upcoming tower defense variant. Gameplay focuses on deck building between maps to prepare and setup which towers and effects will be available in game. Cards are acquired through in game currency awarded at the end of maps as well as drops from boss creep.
While the game isn’t close to being done yet, we have put up an alpha build on our website and added a donation button. We’ve already received well over $1, so I figure that it counts.
Here is a heavily cropped screenshot of our Paypal account page as proof:
Here’s a link to the Ludum Dare entry page. And I’ve got an embedded video right here:
(Yes, I know everyone hates Vimeo, but YouTube just makes a giant mess of my lovely pixel font.)
Dusk Software consists of:
– Me! (fydo)
As always, thanks a bunch Ludum Dare!
And just in time for the October competition. Thank you ludum dare for setting up this compo. Without it I don’t know if I would ever finish the game that has been sitting around forever.
This forced me to cut features and prevent creep so that I could get it out in time. Of course this means I have a todo.txt file a mile long with features I would like to implement, but alas, they will have to be added in future iterations.
The way it is, you can play online in a mmo game where you can upgrade your ship, trade goods, and sink other players ships in real time. And it is all through the web browser!
Now all I need is one player to upgrade today Bitcoins and papal are both available checkout methods. When you upgrade, you can add unlimited ships to your fleet.
Here is the challenge entry: http://www.ludumdare.com/compo/october-challenge-2011/?uid=4337
As it turns out, i won’t be submitting the game for the october challange. It would just feel wrong to submit a milestone version, eventhough it got to the stage where i wanted to get.
The october challenge though helped a lot getting the motivation up, working continuously on a project, and keeping you posted about updates. It was great fun participating in it, and i don’t think i’d be anywhere near this stage of progress if i haven’t accidentally read about it! So, thanks for hosting!
Into Beyond is a exploration shoot’em up with non-linear level and campaign design. Your only restrictions are your resources. You will travel to different planets, star systems, asteroid belts, space stations and lots more places, to discover loot, new gear, or even new ships. Different places may include different styles to play, so it won’t all be side scrolling action.
The goal is to get this done in the next 12-18 month, depending on resources and people i get to contribute on this project.
Now, for your pleasure, a few screenshots! (Can’t record video currently because Fraps is eating up all of the performance my pc has to offer )
All of the assets are placeholders and by no means final.
So for now this is basically a big proof of concept, which worked out quite well, and i am certain that this project may be well received once it is done.
I’m currently looking out for a way to fund further development, so if you have any suggestions, i would appreciate input on that.
I will now continue posting updates on my blog, rather than this journal, so if you are interested how the development continues you can hop over to
or my youtube channel (will receive updates as soon as i am able to record again)
or follow on twitter
Thanks for reading and good luck to the other participants!
Well no not ALL the things, but some of the things. Some of the things is better than no things at all.
It’s currently available on the android market and pending in a bunch of other places so I’m sitting on versions for windows, linux and osx. In all honesty I focused more on getting it ready for the igf (student edition) and less about scouting marketplaces.
“Is this the part where you tell us to buy it?” the crowd asks. Well yes actually: “Go buy it!” Or at least +1 it on the android market or tell your friends and family and that cousin George you haven’t spoken with since 3rd grade about it. Yes the one with the bigger thumb on his left hand.
Some of the features will roll out to the free (ad supported) version relatively soon (the updated graphics and music), while others will be kept a version behind(mostly new levels and such).
And here’s a trailer for you(can someone please tell me how to embed videos? the code just gets eaten up)
Thanks for reading
My entry “Golden Tamarin” has just been submited! It is a port of a game I released on Android this month as a paid game (but I’m thinking about ads, very few people buy things on Android…). I adapted it to Kongregate and am planning to release it on the Chrome Web Store with a higher resolution. Visit the game and 5 ***** it if you like it
Thanks for the competition and good luck to everyone still preparing their games!
Hey ya’ll, it was a good effort… but things just didn’t come together like we had hoped. We are a busy bunch of folks, and life calls. We’ll get our game done eventually, hopefully within another month or so. Keep a lookout for Splat! sometime or later
Cheers guys, and congrats to those who succeeded in the October Challenge!
- OPifex Entertainment-
These last two weeks of October I’ve been working on a Halloween/Fall themed sequel to an RPG I did a few years ago called Equip > Pants. I *will* finish by Halloween! heh. Perhaps I can meet the October Challenge by selling my game through the Google Chrome Store?!
Programming and art are nearly finished. Here’s some of my sprite work:
Good luck everybody.
Team OPifex has been busy, but life has this nasty way of messing with the plan haha! We don’t have much to update on other than from today until tomorrow, the team will be working nearly non-stop to get this done. Will we sell a final release copy by the end of October? Maybe! If we’re lucky, everything goes smoothly, and things come together at the end here like we’ve been hoping they will.
Good luck to everyone else, and hopefully we’ll be posting some good news next time!
You can read at the following link the postmortem of the October Challenge. I say October Challenge because the game itself is still under development, but out of the contest.
In spite of a lack of updates things were done. Great things, wondrous marvelous things! Such wondrous and marvelous things that the human mind can not comprehend! Unfortunately we’ll have to talk about those some other time, since this post is about Urth.
As you may or may not remember Urth scored less than desirably( in LD21) in graphics with an overall 2.65. Needless to say that was given priority. Next up was audio, as that wasn’t great either. After I’ve narrowed down the priorities I’ve naturally decided to start working on something entirely different: the level editor. And what a glorious level editor it is! is it? it may be, it’s like asking a chef how good the food he spent all day cooking is. And by chef I mean amateur cook. And by amateur cook I mean someone who poured himself a bowl of cereal. Now I feel like eating cereal, but I must finish this post first.
The music… well I’ve taken the liberty of outsourcing the music to this chap right here so go and listen to his stuff (and like it!). I’m not posting the music here, you’ll have to wait till I submit the game tomorrow, or the day after. If it’s not done in the last few hours it’s not a proper jam at all.
So what have I got to show other than talk of cereal and a link to a music man? Well what’s left? The graphics! Good answer, shows you were paying attention. And what better way to show off graphics than by showing them! No, not a video, but close enough… screenshots!
There are numerous fixes optimizations and tweaks, but nobody can see them so nobody really cares. Next I’ll finish up the win-linux-osx ports and off to markets they go.
That’s it for now, until next time!