Posts Tagged ‘concept’
The codename for ludumdare 22 game will be AL1
The game concept I have in mind is about isolating a particle from other particles to avoid a great hyper mega explosion. In order to do that you can move the main particle and activate a shield to disable other particles, etc.
The main objective is to avoid the world to be destroyed as long as you can, of course, eventually the world is gonna explode
Here is a small example of what I have in mind:
It is a reaaaaaally simple and basic concept but that is what I think I can do with the time I have. At least I will try to make it fun.
Escape from Castle Puzzlestein
This is a quick mockup of the game idea that I came up with. It’s a mix of the good old Wolfenstein game mixed with some puzzle element. Basically you step through the maze using elements from the palette at the far right. Just left of it you see you current selection. You then execute the sequence of moves in the hope that it will result in your escape from the prison. When you playback this sequence of moves, you’ll see it replayed in the game world on the left side.
Clone Wolf it is!
Friday, April 29th, 2011 11:29 pmIt’s 8:15 am and I’ve finished a basic concept sketch – I’m gonna make a classic side-scrolling beatemup with a special twist: player can make clones of his hero using a magic item.
The funny thing is, all the clones have the magic item as well, so every time you use it, the hero count doubles – growing not linearly, but exponentially. Imagine 256 heroes, each of them obeying your commands simultaneously:)
I’m quite happy for the selected theme, because I would hate to make the make the evolution game (which is largely over-used IMO) – evolution ended up 2nd.
Good luck to you all, fellow LDers!
I have come here… too late.

I’ve been busy painting HIB promo art and Yule shopping, so I missed this LD by a day. But I want to at least throw an idea down. An idea fueled by pepparkaksdeg (it’s a crime to bake it really) and a movie that I just watched: “They Live” by John Carpenter.
So, you play as a person in a city full of other pedestrians. The walls have company logos, ads and other things. In a trashcan you find a pair of goggles which allow you to see (or should I say discover) the evil aliens who have infiltrated mankind. However, wearing the goggles lowers your health. Taking them off replenishes it.
The aliens consider you a threat, so they’re trying to discover you, and then attack you with health draining beams. They can only do this if they get within a certain distance. So the trick is to only use the goggles in crowds, or to read the motions of people and move in the gaps. You might also have to remember who is nasty after you’ve taken the goggles off (like a game of memory) . The goggles might have a warmup/cooldown to prevent the player from flicking the effect on and off. Perhaps aliens spot you at a larger distance with the goggles on, making it more important to remember who’s who and then sneak by whistling with the goggles off.
The goal of the game is to gather up stuff around the city and head for a building where the aliens have hidden the device which is cloaking their appearance to the human population. The ads and stuff would of course substitute for OBEY/CONSUME/WATCH TV while the goggles are used.
I’d like to say that I have come here to chew bubblegum and kick ass, but I’m all out of… well, time.
Republic The Revolution – redo
oh god. I 100% want to make a rebirth of Republic … a political simulation. It will take place in vienna and i already extracted a smaller set of rules and am ready to go.

Not sure how to strap islands onto that pig, though. We’ll see…
Little Quirks
So I’ve decided to attempt this mini-LD, even though the last two main LDs I’ve taken part in, I’ve been unable to finish ( LD5 and LD11 )
Hopefully, this time due to it being a miniLD, the rules aren’t completely strict so that if something crops up, I’ll be able to finish it just slightly later.
I’m completely mad for doing this with the amount of work I have going just now, but my concept is quite simple, and so is my art!
So, without further ado, I give you my concept graphics:

Looking somewhat like “Steg the Slug” rejects, these little guys love climbing around things.
They can stick to walls pretty well and clamber over 45 degree inclines, but as our little red friend in the top right shows – they can’t do 90 degrees.
The colours are important too… but I’ll explain that a bit later once I have something running!
I’ll be using my SGZEngine again, as I did for GeVolve for LD11.. though no adding whole new renderers this time, which should allow me to actually finish it!
The original wall of doom
OK, with 33 hours remaining, hamburger’s finally going to start thinking about getting started.
“Advancing wall of doom” is a pretty morbid theme, guys. I feel compelled to make a game about the original wall of doom, that one that is advancing upon us all – death, of course!
I picture myself on my deathbed, waves in my head slowly shrinking to whispers, then nothing. I have a little bit of energy left in me, but not enough to run the whole machine of my body. Should I focus it in my eyes, to see my loved ones around me? Or in my ears, to hear what they’re saying? Or in my hands, to feel when they hold them? Or should I focus all my energy inside my head, to keep those waves alive?
Is this a game? I hope so. I’m going to try to run with it. If you have any suggestions, please make them.
Wall of Space Doom!
So.. finally got an idea I feel like running with on this theme:
First, the mockup!
(Click image to view larger)
Anyway.. the simple concept is you are controlling a fleet of the last ships of your race. You are fleeing your planet as an alien armada of doom approaches. You will be able to move your fleet up/down/left/right and there will also be a key that lets you toggle the density/pattern of your fleet. Think of it as able to expand or contract.
You will move through the armada avoiding colliding with capital ships and what will surely be horrendous energy weapons fire as they attempt to anihilate your race.
You must get a least ONE of your ships through the armada to win. The more ships you get through the larger your bonus at the end for saving a larger gene pool of your race…
Simple idea, hopefully the scope will be one of which I can get a fun, playable game out of before the deadline is up…
BLDR Concept
Working title “Pillar”
I think I found a concept I like. I’m currently calling it “Pillar”, as in a pillar/tower, and caterpillar. Here’s some concept art.
A character composed of blocks, that acquires new blocks as he moves. The controls I haven’t figured out entirely, but at the very least I think it’ll be based around the idea of picking a block on the character as a pivot point, and rotating him. Probably constanly moving, walking in to walls, until told to turn around (or automatic after a few seconds).
As blocks are collected, they become part of him, evolving in to Tetris like shapes and beyond. The rotating mechanic is your ability to get to new heights, and cross gaps. Physics wise, I think it’ll be entirely axis aligned, since it’ll be far too easy to make shapes that couldn’t normally keep balance. Legs would sprout wherever needed, purely for look cohesiveness. Face always moves to the front middle of the shape. Perhaps tails and other things sprout if a shape deems it.
My only concern at this point is trying to figure out, level design wise, why you wouldn’t want to always create a long piece.












