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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘action’

    Taggle – A 2 Player game of tag (with invisibility)

    Posted by
    Sunday, August 24th, 2014 7:21 pm

    TaggleScreenshot

    Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.

    It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.

    When the tag is made, the players switch roles. The first player to collect 10 bits wins.

    Perhaps the entry page for the game describes it better

    Enjoy :)

    -Korigame

    http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40504

    Beneath the Mind – Action Platform Game

    Posted by (twitter: @PeculiarCarrot)
    Monday, April 28th, 2014 4:16 pm

    I’ve just submitted my first completed game ever to the Ludum Dare Game Jam! I would really appreciate it if you guys could play it and rate it. Here are some screenshots, because everyone loves ‘em:

     

    SS4 SS5 SS1

     

    Play it here!

    (If you’re wondering why the player is holding a knife but shoots, it’s because of a lack of communication team-wise and the time limit. :P)

    Post-Competition Release: The Labyrinth of Keys

    Posted by (twitter: @Martze)
    Thursday, January 2nd, 2014 11:39 am

    http://mattarod.com/labyrinth-of-keys/

    start

     

    Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

    More details at the link above.

     

     

    Trial: Behind the Scenes & Post Mortem

    Posted by
    Sunday, December 29th, 2013 10:22 pm

    Ludum Dare Afterisk Trial

    Hi Everyone, our take on the theme was an action/arcade game based on a randomly generated grid that was filled with colors and mines. The player could select one color to reveal at a time, thus showing the safe cells. This game came out much harder than we expected since there was little skilled involved. We ended up creating special abilities to balance it out: such as armor, reveal, jump, etc. Also, we tied each ability/color to a positive character traits: courage, perseverance, resilience, and forgiveness. Here’s a run down of the good and the bad:

    What went right:

    • Polish. The game had logo, sound, artwork, and there were no bugs.
    • Although difficult, the game was generally fun.
    • The visual design was minimalistic, colorful, and most importantly, something we produced within our skill and time limitations.
    • We experimented with a new creative process and the result was not too shabby. We plan to keep refining our approach.
    • Easily published for Web, Windows, and OSX using Unity. We wanted the game available to as many people as possible.

    What went wrong:

    • The game was really challenging because we didn’t have enough gameplay elements to empower the player. We could have identified this sooner and planned accordingly.
    • It was more based on luck than skill. It didn’t feel like you can improve skill and overcome the challenge.
    • We aimed for 5 minute game session, it averaged 30-45 seconds.
    • The introduction story was conceptualized after the core mechanics. It was trying to provide purpose via a “spiritual elements” concept, which was too abstract for such a literal game.
    • There was no tutorial or instructions. We just tossed the player into deep waters without teaching them how to swim.

    Even though our creation is essentially a “glorified minesweeper variant’, we are very happy with the game. We are continuing to work on it and making it the best it can be.

    Trial Gameplay

    Full Article with Behind the Scenes

    Play our Ludum Dare submission: Trial!

    Kmembert – A puzzle/Infiltration/Action game – Post mortem

    Posted by (twitter: @benoitfreslon)
    Tuesday, December 17th, 2013 3:20 am

    Kmembert

    icon_200x200

    PLAY KMEMBERT

    Game description

    Kmembert (Camembert: A delicious french cheese) is a puzzle/infiltration/action game :) . The gameplay is quite simple: You are a cheese and you have to kill all nazi mice in one shoot. Get the cannon bullet and trick the mice in order to kill them all in a single shoot. 9 levels are playable. HAVE FUN ^^!

    Capture_20131215_005Capture_20131215_003 Capture_20131216_005Capture_20131216_002

    Post mortem

    It was my first Ludum Dare compo. I just be informed of the event 4 days ago. My weekend was busy but I was motivated to create a simple game saturday morning with the theme “You only get one”. I already participed to the “Global Game Jam” twice, but the Ludum Dare is a different challenge.
    I cumulate 17 hours of work for this game.

    Gameplay
    I found the idea in the first minutes: Get the only one bullet, trick the enemies to manage to kill them all in a single shoot.
    The controls are simple and the top view allows to create less graphic assets and less code. I’m a big fan of “Metal gear solid” and I recently played “Hotline Miami”. So I unconsciously designed game mechanics with this game in my mind. I always wanted to design a game like Metal Gear Solid :). Therefore mice can run after you if they see you and you can play with the doors.

    Level Design
    I modified the mouse behaviours 2 hours before the deadline. So I redesigned the levels accoring the modifications.
    I tried to design 9 levels with interesting challenge. I think the levels are fun and you also can understand all puzzles quickly. But I had no time to playtest the levels to another players. That’s why the game needs different mice with different behaviours and more balance.

    Graphics
    I didn’t want to use human characters, zombies, aliens or monsters. So I decided to imagine a coherent situation with uncomon characters according to the game mechanics. A humanoid cheese against nazi mice ? Why not  :). I’m not a 2d artist but I tried to design simple characters and animations quickly. A pen tablet is a good tool :).

    Sounds
    Unfortunatly I didn’t have the time to play on my guitar some cool riffs for the background music. The sound fx are just simple homemade sounds of my mouth :).

    Tools
    I’m a Flash game developer since 2004 so I create all assets, animations and code with Flash. I used the World Construction Kit library. It’s the Box2D physic engine with a WYSIWYG layout, very usefull to design levels. I also used simple libs : TweenMax, Flint. I used “Flash Develop” and I created some assets with Photoshop and Audition.

    Conslusion

    It was a great experience! Sometimes I watched streams of few developers around the world. I also earn some skills in code with box2d and in graphic design. I found my game interesting but it needs improvements :).

    Now I’m gonna play some LD games :).

    See you!

    Follow me on my blog: http://www.benoitfreslon.com

    Epic 48 hours, but Barricade complete!

    Posted by (twitter: @adamharte)
    Monday, August 26th, 2013 7:34 pm

    It really was an epic 48 hours, and there are of course more things I wanted to add, but I am really happy with the result, and it seems people are liking the game which is really great.

    Play and rate Barricade here!

    Action gameplay screenshot for Barricade

    Barricade mayhem

    Subject 18120 Broke Out!

    Posted by (twitter: @deammercraft)
    Monday, August 26th, 2013 6:51 pm

    You really shouldn’t play our game if you don’t like fun.

    The ratribution is coming.

    The ratribution is coming.

    Play Subject 18120!

    a.void

    Posted by (twitter: @IMakeIndieGames)
    Sunday, April 28th, 2013 10:19 pm

    Introducing “a.void”, a Jam game created by five Microsoft software developers.

    Title Image

     

    It is a musical spatial memory game. Collect colored orbs to collect points while avoiding the obstacles that align with the music.

    Title Image

     

    Choose your movements carefully, as the obstacles appear at your previous positions.

    Play it here (Unity Web Player)

    Ludum Dare page

    Dr. Vile Lives!

    Posted by (twitter: @GreenPixelDev)
    Monday, December 17th, 2012 5:31 pm

    Pheeeew! Finished our first Ludum Dare submission: “Dr. Vile in The Greater Good“! After working on months-long projects, it’s amazing to think that this game didn’t exist – and wasn’t even planned – 72 hours ago!

    Dr. Vile in The Greater Good - Screen 01

    Dr. Vile in The Greater Good - Screen 04

    drvileftgg_screen04Dr. Vile in The Greater Good - Screen 05

    Dr. Vile in The Greater Good - Screen 02

    Dr. Vile in The Greater Good - Screen 03

    Congratulations to every Ludum Dare dev and whether you completed what you wanted to complete or not, you have much more now than what you had three days ago! :D

    Enjoy Dr. Vile in The Greater Good and please give us your feedback! We may expand this game further, add more features, and who knows what else!

    Since one of us did programming (and music!) and one of us did art, we’re planning on writing two post-mortems! Stay tuned :D

    >> Dr. Vile in The Greater Good – Entry Page <<

     

    The Corruption – New Game!

    Posted by (twitter: @RobProductions)
    Thursday, November 29th, 2012 2:06 pm

    So I actually sat down and made a game with no time limit or anything! It’s a small one, but at least it’s finished unlike the other billion projects I left lying around. :P

    Here it is on Kongregate:

    The Corruption

    The Corruption is a First Person Free-Running game where you have to run from the approaching darkness. Uses Shift/RMB to run and C/Ctrl to crouch.

    Please give it a play and if possible a rating.

    Happy Gaming! <3

    First zone almost completed

    Posted by (twitter: @juaxix)
    Monday, October 15th, 2012 12:43 pm

    New monster and zone almost done!
    Check out the video:

    I’ve been working with physics and lighting.
    I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
    I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

    I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

    I’m making a summary of what I’ve done since the last update:
    - Added a compass (triangle in front of the avatar) to know where to go next
    - Creation of optimized materials compatible with light and shadow
    - Creating a new enemy: mini skeleton, with its animations, etc..
    - Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
    - Including transients and environmental sound effects are played according to a given priority
    - resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

    In six days I have to submit the game to the markets.
    And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

    Enemy AI and user interface

    Posted by (twitter: @juaxix)
    Thursday, October 4th, 2012 4:08 pm

    Here is the video from these days progress:

    Now I could export the game to iOS 6.0. It works with iPad3 and iPhone5!
    Bad news are that the game in iPod/iPhone 3G will not be available and in iPhone 3GS too slow…
    I’m trying to make this better. Here is the discussion in our engine forum:

    http://www.stonetrip.com/developer/forum/viewtopic.php?f=28&t=26748

    Egypt hack and slash video progress

    Posted by (twitter: @juaxix)
    Wednesday, October 3rd, 2012 12:29 am

    I have made this video:

    EHS 4 October

    to show the current progress of the game in about 2 weeks.

    Player has animations, touch control pad,physics,low poly geometry, etc

    The first level consists in 2 rooms and a mage tower, all the game is related to magic and mages!, i am a bit worried about fps, with 5-7k polys for each part of the full scene (rooms and tower), 4 particle systems of 16 elements each one, collisions, object occlussion, physics, AI, animations (no lights , no shadows), the game is running at 40-50fps…
    I am wondering if I would need to reduce the meshes again! Or remove particles, occlussion ,etc, so I can add bloom fx, lights and more action to improve gameplay and game itself: graphics, sounds, music, attack,fx,etc

    Aqualution (Ludum Dare Jam) by AvibeGames Postmortem

    Posted by (twitter: @Zonepony)
    Tuesday, August 28th, 2012 9:13 am

    Our comp entry is here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=5234 Also embarrassingly, apparently Aqualution is a soap brand name so that’s probably not going to stick.

    Evolution is actually one of my favorite game mechanics, but I was completely at a loss for what could be implemented in only a few days. That was the biggest hurdle.

    A lot of game mechanics fell by the wayside and the idea of evolving powers turned into just growing into a bigger newt and surviving a hostile environment. I got most of the art done that I wanted to, but Alex of AvibeGames didn’t have enough time to code everything in and make it functional so we worked with what we have ready in the framework. Jack did the music and got it to us very quickly for the few songs we needed for gentle ambiance. It was a pleasure to work with my team and friends, I learned a lot about how to make pixelart and it’s likely this project will roll into a bigger post-Dare game or another one.

    Things we succeeded at:

    • Making a nice atmospheric sidescrolling game
    • Simple and varied enemies
    • A health and EXP system
    • Smooth water floating and dashing physics

    Other things that got the chopping block:

    • Icebergs
    • Key/Door unlock mechanic
    • Longer bosses and levels
    • Moray eel and giant octopus

    I always look forward to Ludum Dare, succeed or fail, as motivation and a learning experience every time. Even if you don’t finish, I think it’s important to post your work—you’ll get valuable feedback for later from your peers.

    The secret to my success this time was remembering to take breaks, but not too many. Sleeping, cranking the music up full blast and getting shit done. And sometimes I didn’t, so I’d rush to make up for it, but I’m proud of what we have to show already.


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