Posts Tagged ‘indie’
Check out the game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=32989
I almost didn’t make it this time, but in the end everything went well. My first participation in Ludum Dare was in the previous edition. I remember that time I was scared because it was a new experience. I had little time developing. My skills as a fast developer hadn’t yet been tested. My last game had taken six months to get ready, so thinking about creating something moderately decent at 48 hours was a real challenge. However, I survived that experience and I was very happy with the result.
This time, things were a little different. The date of Ludum Dare 30 coincided with my vacation, so there was some family activities planned that I shouldn’t or wanted to avoid. That made it nearly imposible to enter the Compo and had me settle with the Jam, even following all the rules of the frenetic 48 hours edition. But my first Ludum Dare had been so rewarding in terms of fun and learning, that I was determined to enter again. When the complex and interesting theme Connected World was announced, it was clear that I would not let it escape.
In my time zone, the theme is announced at 8 pm on Friday, so from that moment I began to think of an idea. Nothing occurred to me, the theme seems terribly difficult so I went to my sisters for aid. We were brain storming for a while until the idea of a frantic RPG where worlds were constantly changing and you have to switch weapon even faster to stay alive came and we found it great. It had that mixture of madness with an air of “it might work”.
When it comes to themes for Ludum Dare I like to stay with the first complete idea that comes to mind. I know that if I think too much I begin to look for detail and I’ll end up finding enough cons to not choose it. So I prefer to begin work immediately on the idea, with a competition like this there is no time to be too insecure with your ideas. Take one and go forward. It is the only way to do it in time.
What went right?
Though it seemed crazy at first, the idea began to take shape as it went. Unlike last time, I decided to start with the mechanics and leave the graphics for last. That way I could feel that I had a game ready before making it pretty. The goal was to have the main mechanic ready at the end of day one (Saturday). I was going to the beach on Sunday so I could not participate. I will be back on Monday to tacke tha art and hopefully finish before delivering time at 8 pm. This was fulfilled so well it’s scary. At 6 pm on Monday, I had the game ready and it was time to play test. Watching my sisters getting angry and hitting the retry button again and again with a smile was gratifying. It was proof that the game was just what I wanted: hard and addictive. Happy with the result, but without being able to believe it was done so fast I used the last few hours to create assets, prepare gamejolt page and take some screenshots. I managed to finish everything on time and by 7:50 I was sumitting the game.
What went wrong?
Although I was happy with the result, as the comments started to appear it was clear that the game was too difficult. I’ve always had a soft spot for hard games, I am a fan of Super Meat Boy (and Edmund McMillen, actually, as you can tell by the similarities of “I Think I Broke Something” with The Binding of Isaac) I also enjoyed the simple difficulty of the infamous Dong Nguyen bird, before all the cloning chaos ruined the experience. I wanted “I Think I Broke Something” to have that: Play, die, be upset and play again thing. I think in a way I did it, but also think I overdid it, many players have said that the difficulty doesn’t let them appreciate other aspects of the game like art and sounds. And that’s something I’d like to correct
Because of this, I thought of creating a post compo version with some adjustments, but when I started thinking about it I realized I had enough material for something else. Something more elaborate, more complex and more fun. So, I decided to take the next step and make “I think I broke something” a fully fleshed out game. You have no idea all the thing I want to add to it and that wasn’t possible with the limited time. So you can be sure that the final version will have enough material to keep you glued for a while. I want to keep the simplicity of design while adding additional content, along with all the feed back I have received from the community, I’m sure I have enough to enhance the experience. First I will finish my current project Taita: Rise of the Half-breed, and them, thanks to Ludum Dare, and have a worthy successor.
Ludum Dare 30 was as frantic as before, but even more satisfying. The community response has been overwhelming, beside the weak points, “I think I broke something” has received many positive comments and that’s rewarding. I’m glad I participated, for sure this new edition was as rewarding as the first. I feel that with every Ludum Dare I become a better developer and although I’m still a long way from the top, there is no doubt that the Jam is the right place to having fun and to learn.
Stay tuned for more progress and expect great things from “I think I broke something” in the near future. Meanwhile enjoy the current version, and remember Play, die, be upset and play again!
It’s called “The Heaving Depths” and it’s mainly about my fear of dark spots in the water when I go swimming. But cleverly disguised as an RPG and a love story between two girls.
I barely got any sleep, my code started breaking apart at the seams after a while, but I kept at it.
If you play it, and feel the urge to tell me what you liked or disliked about it, please do, I’m all ears. I’m probably going to finish this if there’s enough interest, so it’d be cool if I made something you guys like to play.
Let me grab the opportunity to tell everyone how much I love, love LOVE LD, I never want to stop!!!!!!!!!!!!!!!!!!!
Thank you everyone for making this, my 6th Ludum Dare a joy to participate. Thank you for making games, thank you for commenting on other peoples’ games, thank you thank you thank you!
Expect a postmortem and a timelapse soon.
I am definitely doing Ludum Dare, and this will be my second one (apart from MiniLD’s)!
Here is what I am using:
Libraries: LWJGL, Slick2D
Graphics: Paint.NET, Aseprite
Hey guys, for those who don’t know, I’m making a game called NIKRA (pronounced n-eye-kr-ah). I have been making this game for about 8 months now, and popularity is growing!
NIKRA is being corrupted by a dark being known as Iinenea. You have to find the 13 hidden blades of Nikra, and use them to slay the Dark Angel… or imprison it.
NIKRA is a 2D platform game inspired by many RPG games. I’m trying to capture the pure essence and fun from my favourite childhood games, as well as modern games.
I would love it if you could stop by on my blog: CLICK HERE
The NIKRA Facebook page is almost at 200 likes too!
Please LIKE NIKRA here: CLICK HERE
Read what other people think about it:
“This simplistic nature of this game is unrivaled by the beautiful and breathtaking aesthetics of the art.” -powderblock
“Minecraft graphics with a plot to it, would play…hard” -JesusChrysler93
“So Starbound with a plot? I can dig this.” -salthetiller
You can also follow me on Twitter: CLICK HERE
Thank you so much guys
Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)
It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.
The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too
Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.
That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!
Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too)
Era of Errors (webcomic)
First Page of the webcomic
Not you! However, you will step into the shoes of one. For this was a scumbag, right?
You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.
This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.
Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.
It’s going to be a kick-ass casual strategy game for iOS, Android and PC.
We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!
Shameless promotion over
I’ve said it again: I love LD and want to keep doing it till I die.
Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.
Like I had plenty of ideas, but with regards, implementing them.
You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.
Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.
This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.
It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.
This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.
So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.
Oh well. I’ll be back for the next one. Cheers
I couldn’t sleep tonnight so I added in some fog of war, which was down as one of my tasks for tomorrow.
I will post the details of the cool algorithm I came up with on my blog tomorrow.
I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.
Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.
Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.
Also, I figured out how purple works.
This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:
You won’t remember this guy, though:
These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.
Artrage 4: http://www.artrage.com/artrage-demos.html
Paint Tool SAI: http://www.mediafire.com/?gi41fa2i7r12umi
Writer’s website: http://www.everything2.com/ Everything2
So you wanna make a game?
Can’t go wrong with natural language syntax and Python!
http://www.renpy.org/latest.html Renpy Hub
http://lemmasoft.renai.us/forums/ Lemmasoft Forums
http://www.pygame.org/wiki/tutorials Pygame tutorials
http://aiflossgd.blogspot.com/?view=classic FLOSS blog
Ludum Dare is THE nexus for independent game development: http://www.ludumdare.com/compo/
Up to the minute news on games: http://games.slashdot.org/ Slashdot
Thought I should write a small post that will help people understand the theme/logic of my #LD48 entry
The game by itself is intentionally not self-explanatory.
I see couple of people getting back to me trying to reason about some design “suggestions” … some were really good, and then some made me feel that people are thinking in a quite different direction / not thinking at all.
So here’s what I’ll do mysteriously help all confused gamers
Explaining some design with FAQs.
Q1. The game doesn’t have much controls and is confusing.
A1. Meant to be so. The theme was “minimalism”
When I thought of the game design, I thought of vagueness and scope for making people think when they play the game. Everything converges when scores are shown.
Yes, I could have made a big 5 stage coin collecting platformer, but that’ll be out of theme and nothing new to experiment.
Q2. I did not select the Red Girl but I still got % on perverted scores
A2. Those are just one of the places where I want people to think. On a second thought, you should be thinking all throughout the game.
I was kinda serious when I wrote this in game description.
“You are supposed to make “choices”, which sometimes are difficult than a “RedPill vs BluePill” question in real life! ”
So here’s my question to you, WHY do you think choosing the red dress girl would mark you as a pervert, but the purple dressed girl will not?
What is wrong you are attracted to skinner/sexily dressed girls? Is it really wrong? It’s a choice and a personal preference IMHO.
The girl in red dress could be a very kind and good human, while the girl in purple dress could be shady. Who knows?
The other problem here is people are trying to “assume” some stuff about the algorithm behind it but are fixing their thoughts to a linear assumption.
The algo is complex.. it considers stuff from real world. What could be an act of kindness in a particular level, will be a goofy choice in another.
Q3. The sounds are too loud
A3. Yeah I’m terribly sorry about that. My bad.
Laptop speakers aren’t that great.. although I tested my sounds at 100% volume while mixing.. I still hear less
Point noted and will remember that for my next game. Thank you
Q4. Any tips on how to play the game? In other words how do I fake it to make scores look clean.
A4. I am not going to tip anyone on how to fake it , but yes I can help to reach a point where you can make ‘clearer’ decision on whether to fake it or stick real.
Here’s my mysterious way of helping you guys.. remember 3 things while playing the game
1. Watch the level “name”
2. Level ‘name’ is a ‘situation’/’time’.
Evaluate the both choices along with the level name. It’s not just about choice1 vs choice 2 .. its choice 1 vs choice2 vs levelname.
3. Think a lot.. get real life decisions as examples to help yourself .
I’d be happy to answer any other queries you might have.
Please leave your valued suggestions in comments
For now, I’m gonna go and play games of other participants and earn some more knowledge.
So I decided to do Tower Defense type of game. Again I wanted too many in too little time. I’m happy with what I came up with. Take a look: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5974