Posts Tagged ‘jam’
We are DONE!
This weekend was really awesome! We had a lot of fun making this game and we’d like to expand on this game in the future.
This game is a constant runner game. In this game you collect cookies in a candy filled world. But while you are collecting cookies, you don’t want to get stuck in these huge cakes and brownies. So, you jump over them! You only get one key to jump. But, whenever you pick up a keychanger, the jump key changes to a new random key.
Play & Rate our game: Candy Runner
Greetings from the Atomic Vikings!
So, I just realized that I can’t enter two entry (compo and jam) from one account. (My previous personal account is turnA)
We decided to create a new team account and upload our games here
By the way, this is our update. Will upload our Jam entry soon!
My entry for the 72-hour Jam is now complete and up!
After finishing my 4th LD ever, competing annually, I can honestly say I learned a lot this go around. Previous years, i spent the time building up to it practicing whatever language/framework I planned on using. This year, i decided to try using Unity. I had some vague exposure to unity a handful of times, but nothing this extensive.
I can honestly say, as far as frameworks go, it’s really rather slick. I could definitely see using it in a real project.
At the end of the day, though, I’m honestly not too enthused with the results. I really just couldn’t come up with any good ideas for the theme this year. All previous years, i had so many ideas buzzing around I couldn’t get to all of them, and ended up having to cut things. This year, i got essentially everything in I planned from the get go, with plenty of time left of my hands to mull over extra ideas. All in all, i honestly don’t think the game turned out that fun, either. I honestly felt really restricted by the theme. Oh well, here’s hoping to a better LD next year!
So I am actually positive about finishing Synesthesia before the deadline. This is cool, especially since I had to remake it from scratch today after I made a mess this weekend.
For those interested, the game is about having the limitation of accessing only one of your senses at a certain time, i.e. smell, touch and hearing, minus vision. This means that you have to explore the rooms with the smells you feel, the things you touch and the sounds you hear, trying to solve puzzle and reach the exit. Probably the game won’t have a proper ending since the story I had in mind is way more convoluted than I could ever do in half a day, but I’ll see what I can cram into it into these last few hours.
I feel that this game mechanic is interesting and I’m rather happy of how it turned out. Check it out if you like exploration and weird moods.
Here is some music I made for the game, check it out if you wish:
Greetings gamers, this is Andy Etter typing.
I’ve just submitted our entry for this month’s compo. Personally, this is my first game jam. I was roped into Ludum Dare by our programmer, Dan Hayes. We were counting on the theme being ‘Corruption’, as we had a few nifty ideas for such a game, but the will of the voters fancied something a bit more defined. We had some nice ideas for ‘You only get one’ as well, including a tower-defence sidescroller where you only have a single throwing javelin to defend yourself against monsters, but we were all in favor of an action puzzler, where several people had jumped out of a plane and only had one parachute between them.
After a bit of development, we eventually decided on more of a time-travel thriller, where one of the passengers onboard the plane is a time-assassin (of course!) and you have to give a duff parachute to the culprit. You were originally going to do this by cross-examining the passengers, looking at their passport details and trying to wade through their screams and cries for mercy as they plummet towards the unforgiving ground. This would create a sort of Papers Please style gameplay, where the only time limit is how long it takes for the passengers to fall to their deaths.
The victory conditions were to be that, if the player guessed the assassin correctly, they would be rewarded with a cutscene of the future killer being erased from time, and the plane sailing off into the Bermuda sunset, blissfully unaware that they would have had to plea for their lives in an alternate reality.
There’s a lot more we would have liked to add to this game, including some more animations to the characters, a more obvious ground-rush-up effect and more actual gameplay in terms of the cross-examinations and character development. But that’s the nature of Ludum Dare I guess!
All in all, I had a lot of fun doing the art for this game and I will definitely be entering the next compo. I learned a lot and I hope you enjoy our game!
I just realized I haven’t posted an update on the site yet!
I’m making a 2-player co-op fire-fighting game. Fire monsters appear and set trees on fire, and you can spray foam on everything! What could be more fun?
Here’s the title screen:
Not all the art is in the game, and I also have to add sound effects, actually save highscores, and do more playtesting. I’m glad I’m doing the jam this time! It’s been a good experience.
Papaya is finished! Click the above link to Play!
This was my first entry into a Ludum Dare, And I had a lot of fun with it.
I felt at the start that “You only get one.” Was a bit of a limiting factor, but decided to hop into tile-creation and general artwork for the game. A few hours in I still had no idea what I was making, or rather what the main plot or mechanics would be.
I ended up deciding on my main character however; Batty, the Bat. But this was not enough, I needed motivation – And what better motivation is there than “Papaya!”. I swear the word carries no meaning for me anymore, I have uttered it so many times whilst creating my pixels and organizing my levels.
The game was created in Construct2 and Photoshop to run natively in most new browsers. Since this was my first game I decided that working with a framework would be beneficial. Adding to that I mostly have experience in tileset design, so if I was going to get anything working in before 48 hours, I needed to rely on my strenghts and leave the coding to a framework.
I hope you will play it, and I hope that you find it to be a mildly enjoying experience. It is a short game, it is a simple game. But I like to think it has atleast one decent joke in it.
Thank you for your time! And to those of you still crunching towards the time limit; Go go go!
This is our game for the Jam, it is called “One More Bullet”
The idea is that during a western shootout “You only get one” shot, so we made a small dueling game. You have to press the right keyboard key in a small amount of time in order to win the duel.
The game will feature both a singleplayer “endless” mode with increasing difficulty and a 2-player mode (on the same keyboard).
Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!
As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.
- no fee for attendance
- a place to sleep will be provided by folks from Kassel (couchsurfing)
- the theme will be given at the beginning, but you can choose your own tools of course
- make friends in teams
This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139
So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.
I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.
I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
I designed 10 stages, and only built one in the end. I have no regrets, LD is the best, I want to participate for the rest of my life!!!!
Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!
My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.
till next LD,
so, LD27 is about to End (with capital “E”), and I think it is a right time for a post mortem. so…
ibis_ibis – art lead
caryoscelus – art, music, additional programming
lonely – art
kibertoad – lead programming
spirulence - additional programming
pencil – game design, project lead
we speculated about the theme of LD27 the night before the jam. “10 seconds” was far ahead of all over themes, so we discussed, what we can do with it. first of all, we discarded all concepts, where you have to collect/shoot-up as many as possible in 10 seconds. with that the idea of “you pick something, you get additional 10 seconds” was discarded as well. I came up with this fight situation, where you sort of get “bullet-time” to analyze the enemy and plan your moves. in my head it should have been both intuitive and tactical and keep the player under the pressure – like a real fight. and when the jam started and the theme was “10 seconds” we were prepared. kinda…
UPs and DOWNs:
+ art. I think our incredibly awesome artists made a pretty nice job. unfortunately some of it did not make it into the game.
+ music and voiceover. eternal gratitude to ibis_ibis for her angel’s voice ^_^
+ gameplay. it seems to me that we almost accomplished what we intended: tactics+intuition. despite the fact, that we argued about 500 hours about how the game should look like and be played. more of gameplay in DOWNs.
+ story. in my opinion, it is nice even for a short/simple game to have a story. our story has two endings! (not counting “you die” ending)
- gameplay (yet again)… let’s take it step by step:
- overwhelming variety of actions. we simply did not have enough time to make it right: leveling/unlockable moves, so we just threw everything in right from the start.
- perks. post-jam version has them, jam – does not. yet again – the dreaded Time (with capital “T”).
- no detailed tutorial or in-game help. see the “T’ cause >_<
- to sum up: it happens to be intuition > tactics, but it is not that bad. or is it..?
all in all, it was my first time as a lead and I naively hope, that I did not terribly fail *_*
enjoy the game, feedback of any kind is always highly appreciated, thanks for reading.
Hi! This is my forth game here at LudumDare.
After the theme was announced, many game ideas have gone through my mind, but they all had in common the frenzy. From “Frenzy” to “Escape” was a short step. But an escape, with no puzzles to solve it is not worth to be played.
In recent times, I wanted to get away from the classic platformer with a side view, so I switched to a top view camera, which allows me to create, among other things, puzzles in the Zelda style: a game I love. At this point then, ten seconds could represent the crossing time of a single room.
As a background I chose a castle because I love medieval environments. Puzzles was strongly inspired by a lot of other retro-games. So you can push a crate and insert it into a hole to pass over.
The first half of the first day was spent in creating the graphics, tiles and sprites. The second half I started to write code, using ActionScript3 and Flashpunk. There was no story yet, so I focused on level design. Spears, crates and buttons were my first game elements.
The next day I created few rooms to test the game mechanics, and immediately I noticed that 10 seconds were really a little gap of time. After a room restyling, they became beatable, really hard, but beatable.
At first the game was meant to be a compo entry but some “annoying commitments” on the 2nd half of the 2nd day have prevented me from finish the game in time.
But “every cloud has a silver lining”, so I decided to convert my compo entry in a jam entry, and, asking for some help, I found a talented musician (Werto), who created for the game some awesome tracks! Another collaborator instead, Skab Graphix, was the creator of the beautiful title screen (with in-game graphics).
In the third day I add a plot (minimal but effective), that you can read on the next chapter, holes on the floor and the possibility to insert a crate in a hole. I also painted some falling animation for knight, crates and floor itself. Music and sounds were added a few hours before the dead line.
You are a generic brave knight (I give him no name yet) and you have just found a treasure in an abandoned castle. Unfortunately the lord of the castle, or rather his spirit, doesn’t want you take his gold. In addition, he wants to do with you a strange deadly game. You have only 10 seconds to pass through a room, before the floor collapses under your feet.
What went right
- Graphics: I love pixel-art and I like to produce new characters and environment tiles. These are not my best works, but they are still good for a time-limited LD entry. Animation of the knight is nice, especially the side view.
- Sound: I really love Werto’s tracks, that enrich the game very much!
- Get rich or survive: this aspect has amused me very much because it seems many players wanted at all costs to take the gold that lies at the center of the first room, but, overloading the knight, appeared virtually impossible for them to complete the game. Many of them rage-quitted the game (and that’s not so good ), others enjoyed this freedom of choice.
What went wrong
- Difficulty: as I have read in the feedback, certain rooms were very difficult for many people, and that made me sad because I think he had an influence on the overall opinion of the game.
- Level Design: I wish I had more time to put many other rooms into the game.
Since a lot of players think the game is impossible I want to help them to complete it, providing a walktrough!
*WARNING*: This is a walkthrough video and it includes ending sequence.
If you have some free time please check my game and gimme your feedback, I will appreciate your opinions.