Posts Tagged ‘aliens’
First Ludum Dare Jam.
We still got a few more hours left in the jam. That we’re going to use to add more JUICE!
A simple puzzle game where you’re an alien trying to change the brain structure of a human by changing their neuro path ways to TAKE OVER THE WORLD
Coming soon to a web browser near you.
The game is based on the “10-second barrier“, which is “a term used in track and field athletics, which refers to the physical and psychological barrier of completing 100 metres sprint in under ten seconds.”.
In this case you have to run 100 meters in exactly 10 seconds. And you are an alien!
And here’s the dev timelapse: The Barrier – Ludum Dare 27
Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera!
The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!
So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete
You can obviously play it on Google Play for free here:
Enjoy it and dont forget to share it with your friends, thanks everyone!
12 hours left. I’m still not sure about the game, but I have to decide. The two alternatives:
- a Katamari Damacy-Nibbles-crossover
- a vertical shooter featuring penguins in love
Since the first one seems only fun as an idea, not as a game (what was the last time anyone played Nibbles?), I vote for the second one. So let’s start coding like hell!
Here is the latest flash build of my game (you have to click on the game before it will have key focus)
Starting to get collisions and scoring in. Still need to implement time over conditions and enemy ramp up at various time points. Need to get jets and tanks in now too. You can get points now and be killed though. Tons of balancing will have to be done once I get all the game elements in. Oh and also hopefully add music, sounds, and more then rectangles for all the objects too! 9 hours left…
I wanted to finally post a link to a playable prototype of my flash game in progress.
Make sure to click on the flash game window to give it focus or the keys won’t work!
It uses all 8 control keys (1,2,3,4 & 7,8,9,0) and they are currently mapped to 8 random UFO actions right now. WHY? Because you are playing a slacker alien that wasn’t paying attention in your UFO Academy and now it is time for your 3 minute final exam to see if you graduate. You slacked so much you have no clue how the crazy thing operates. You’ll have access of four directions of movement, an energy shield, a death beam, and two different particle attacks. You must try your best to figure out how to annihilate as many humans, cars, tanks, jets, and helicopters as you can to see if you pass.
Currently using boxes for object art, no collision detections or scoring yet, and I’ve only implemented humans, cars, and helicopters behaviors. I’m quite happy with how they are moving around though.
Yes.. plural. Been refining my idea a little. I think I want to keep it more fun and interesting by making hopefully 5 different cavern levels. Each with a slightly different theme and weapons and targets. Each level will have a short time limit (1 minute?) in which you’ve tried to use the levels weapons (stalactites, steam vents, rock falls etc) to take out any life forms. It will be a score based game tuned to encourage compelling replays and leaderboard competition.
I am thinking of some various themes for the cavern levels which are like 1920s bootleggers, 1700s pirates, 2000 teen hangout, 20,000 BC cavemen/critters, far future theme.
Potential Targets in the above themes:
- creatures (sprinkled throughout all themes…?)
- teens (doing drugs? hanging out? contemporary theme)
- cavemen (20,000BC theme)
- explorers (going from A to B? contemporary theme)
- pirates (after their treasure 1700s theme)
- criminals (whiskey bootleggers (jugs / barrels with xxx, 1920s theme)
- spacemen / aliens (future theme?
I’m excited about this game so far. I think that with the variety of each cavern level having a different configuration of weapons layouts, path layouts and creatures with a unique theme it will be an amusing and humorous game. Now I just have to see how much content I can pull off in the compo time limit. I will attempt to get one playable theme first in case that is all I manage to pull off. I’m thinking I’ll go for 20,000 BC wrapper first because I can do many cave creatures as well as humorous cavemen for targets.
Going to bed now. But I have a pretty good start for an awesome fun game.
Have the character in, he moves pretty well and is quite fun to fly around. The theme is accounted for. I have him dying and he’s able to move to other levels. (With cool transitions.)
In addition I’ve managed to add one “enemy” (he is a helpless guy who runs around).
Tomorrow I hope to have more challenging stuff and eventually build some levels. If I’m lucky I’ll get sound in.
whoever wins… I get a friendship bracelet!
I’m definately starting a bit late, so I dont know if I can get anything done in time, but the idea is that you play as pedro and try and get people to vote for you before they are attacked by facehuggers (^.^)
Save The Hut was my very first entry into the world of ‘make a game in a low amount of hours’ compos. It was all about The Hut, and how to Save it from the hut-hungry alien invaders. The player had to make sure The Hut survived for a certain amount of time. To achieve this, stuff could be built, but there was a limit set by the amount of credits available. It played as a mix of RTS and puzzle.
Featuring 10 levels, 8 bit palette graphics awesomeness, developed for DOS using Allegro and DJGPP, it placed about 14th. Its shortcomings seemed to be that people had trouble figuring it out, had real trouble passing level 3 (The Holy Cactuses, which was pretty hard), had trouble running DOS games, and also found ‘hold out for X seconds’ extremely annoying (because it sucks to fail at ’2 seconds left’ and have to replay the level).