Posts Tagged ‘ld23’
(cross-posted from my blog here)
(you can play it right here)
When I last submitted an Ludum Dare game, I gave myself an MS Paint trophy. I submitted another game, one I daresay is a bit better than the last, so here’s my reward.
that’s some CGI right there in case you can’t tell.
This LD was a blast. I spent the weekend hacking with four colleagues from Braintree and we had ourselves a hootenanny.
The game is more or less as I had imagined, albeit with a few missing bells and whistles. The last big gameplay feature where villagers build huts is still in-progress, and it could really use a GUI to tell you what’s going on. Still, remarkably complete, especially when compared to how very far short I fell last time.
What Worked Well
- Knowing Unity – this time around, I knew the tools somewhat before going in. I have yet to finish a game in Unity, but I have banged out a couple of rough prototypes prior to this. In particular, the Catlike Coding tutorials were very helpful.
- Comradery - While I remain a fan of the solo format, leaving home to gather with like-minded hackers was extremely helpful. Just as in my daily work, my colleagues inspire me to be better than I am.
- One Fun Thing - I took Tom Francis’ advice and made a game around one fun mechanic and prototyped that mechanic immediately. I spent a lot of time making sure the fire-breathing looked and felt just so, but I think that was time extremely well spent. It’s still fun to fly around and set things on fire, even if you don’t understand what the game is really about.
What Didn’t Go Well
- 3D Modeling – I realized I needed better tooling to make the ork fortresses, which is where I started to spin my wheels. Google Sketchup is a straightforward enough tool, but I really found it hard to navigate. I have a license to Blender somewhere – I need to dig it up and rediscover that tool.
- Visuals - These aren’t my strong suit. I cheated by going for a very basic look (one kind commenter compared it to Darwinia), but even then I spent more time on them than I ought to have. I don’t know what the solution is here though.
Other Miscellaneous Thoughts
I really had fun with this. One of my 2014 New Year’s Resolutions is to try and make a game every quarter. I have a few things I’d like to experiment with – in particular, I want to see how hard it is to make an online multiplayer game. I am going to finish up Our Man Dragon first though.
As always, thanks to the organizers for making this happen. LD is a very special event for me.
While my game didn’t do terribly well in LD 23, it got overall average scores, I did get quite a bit of plays and a lot of good feedback on it. I decided why not, take it and expand it out further. Well this has taken FAR longer than expected and I ended up developing a full cross-platform 2d game engine/library that supports Android NDK/Linux/Windows/Mac in the process, but as of last night the extended edition of my LD23 game “Tiny Defenders” Is available on google play
First off, a link to the free version:
And a link to the compo page!
But that’s not the primary purpose of this post! I wish i had though of it sooner and done more in between but i’ve started doing video logs of my development so following this sentence i’ll have a few videos, starting with a video of the competition version, showing how the game evolved as i tried new things and added on to what I already had. I actually think it’s kinda interesting to see how something starts from a tiny little ludum dare game and evolves into a full game.
Click the link to view the rest of this post! i’m hiding it under a “more” tag otherwise it’ll eat up the entire front page….it’s huge!
It is a First Person Shooter where you have to save the miniature Trivials from the mega-spheres!
I feel like I did better on this game, but it sort of lost the originality Isolated Assault had.
How I rated Other People’s Games
The games where a lot better overall this time around and I mostly gave 4 stars for most categories.
Results (Drum Roll)
Audio my highest rank, at #211, which made sense I guess. I put a lot of work into the music and sound effects, so thanks voters!
Innovation, however, was the lowest. I didn’t think an FPS was very original, but the idea of saving the smaller towns was new, so I don’t know what happened here…
Looking at my score compared to last LD, I did a lot better last time, my highest rank being #40. Then again there was a lot less people less time.
STAY TUNED FOR A SPECIAL GAME SURPRISE! (A sequel to a very popular game by Rob Productions :3 )
Nice job, everyone, great LD! <3
From Argentina, the Datamosh team wants to thank everybody who took the time to rate, comment, critic, enjoy and specially PLAY our very first entry ever at the Ludum Dare: “ONLY US”. Words right now simply don’t have meaning.
EMOTES <3 T0 EV3RYB0DY.
After I rated 50 games, I choose 10 entries which I thought deserved more recognition and praise. Now I reached my goal of 101 entries, so I’m picking 10 more games from the total I’ve played so far (of course, without repeating games from my previous list, so if I’m not repeating games here it doesn’t mean I don’t like those entries anymore, lol). To celebrate I reached my goal, I’m also putting pictures this time around!. You have no idea how hard is to select only 10 more entries out of 100 (and believe me, scrolling such a long list to spot the entries you enjoyed the most is not any easier, so if I missed one I’m sorry ) but here is my attempt:
Let’s do this!!
This game is beautiful. Simple, fun, polished, play it.
The title says it all! Here are some more of the many amazing games I’ve had the privilege of playing thanks to Ludum Dare. Go and show them some love, we’ve only got until tomorrow night at 9!
Necro Gaia - lazybraingames
A really fun take on tower defense with a great visual style and sound design. This game only has 7 ratings at the time of writing, it needs some love! You won’t regret it.
Space Cabin - trylle
The first thing that struck me about this game is its great visual style. It’s such a pretty game. As for the game play, it is a visual adventure game that relies heavily on classic text-based adventure game mechanics. I love this combination, it makes for a very fun and fresh feeling game.
Shrunkit - MagnesiumNinja
A really fun puzzle-platformer with an interesting mechanic. The puzzles are well thought out and the shrinking/growing mechanic is fun to play with. With some more polish, work, and lengthening, this would be a game I’d want to buy. You should definitely go give it a play.
ascii world - dwrensha
ascii world is definitely an interesting game. I don’t want to spoil the discovery element of this game; I think that’s what makes it so interesting. Give it a go, it’s pretty short and you can play it in your browser.
Curse of Grimwood - digital_sorceress
A neat little action-rpg that feels extremely polished for the given timeframe. Definitely worth a go.
Quantum Entanglement – icefallgames
Quantum Entanglement is a really well designed puzzle game. The puzzles feel well thought out and the mechanics at play are interesting and fun to mess around with.
That’s all for now! Please continue to spread the love around the community and rate more games everyone! And as others have said, it’s always nice to leave a comment saying what you liked/didn’t like about the game and offer some constructive criticism when you rate a game. It’s how we all can help each other to grow as game developers, and I think it’s what makes the Ludum Dare community so special.
Hey there jammers! It took a while but we finally found some time to sit down a bit and reflect on all that went down during the LD jam. It was our very first attempt. We had no idea what to expect from ourselves or the community and we couldn’t be happier with the experience. That being said let’s get down to the matter!
Check him out here!
Since we basically had no experience making games, we tried to aim for a platformer which seemed, at the time, the simplest way to make something viable in 72 hours. Looking back, not so sure it was the brightest idea. Although we defined this early on, ideas went crazy and at some point we had to stop and settle for the one that fit our skills best. Luckily enough it was one of the favorites almost from the start of the brainstorm.
Regarding the theme we thought of the most obvious topics and discarded them right away to try and make something different. By thinking about various interpretations of world, we came to the inner world of a being or how he perceives it. And so, Phobius deMelt was born! An overly phobic boy who sees his world close on him as he gradually panics from claustrophobia. It seemed to fit the theme just right and also provide room for a cool mechanic. It would also be very dependent on the audio to set the mood for the character which was a plus.
Pretty fast a story formed around phobius. He’d be going on some kind of a tour to a building with his family but fearing closed spaces he gets scared at the entrance and is left behind. The rest of the time he’ll spend trying to catch up to his family growing ever more phobic with the fact he’s now also alone.
So, this is our first Ludum Dare. Or was? Just 3 days left!
Anyway, we didn’t know what to expect. I mean, we are from Argentina. A place not precisely known for it’s videogame industry (which is actually growing fast!) And we are just two regular dudes!
Thanks to the comments and feedback that our 72 hs. game has been receiving, we have an extreme motivation to keep developing on it (AND keeping it FREE for browsers!). So we decided to give you guys a tiny present: An HD widescreen wallpaper!
Again, thank you very much. We still have about 1240 games to play and rate! See yah!
[My name is Carlos Leituga and I’m a Game Designer / Implementer in a Portuguese company, where I’m working on a _NEW_ Hidden Object Adventure. That one is going to take a bit to finish, so I'm back again helping the Make A Game team to create a game in 72 hours for Ludum Dare #23.]
«That’s a wrap!», we said when “alone I art” was submitted, «We’re not going to do another Ludum Dare before making full games out of this and Eggscape, okay?»
We all agreed, until seconds later someone reminded us that the next Ludum Dare was going to mark the 10th Anniversary of the competition.
«#&$*@!», I said, before blacking out and waking up four months later and right when the theme was announced.
«The theme is Tiny World?»
«#&$*@!», there, I did it again.
Now that I’ve reached the 75 ratings milestone, I thought I’d bring to light just a few of the great entries I’ve come across in my journey for the gold! These will likely be lesser known entries with fewer ratings, so go give them some love!
Get The FROG Off My World!! - by CitrusPunchSamurai
This game made me smile. It’s a really simple game, but it’s presented very well. Also, the catchy tune will get stuck in your head for quite some time after playing it!
Bottlecolonies - by tcstyle
A little strategy/puzzle game with a really great, distinct visual style. Awesome presentation.
Tiny Planet - by CherryNukaCola
The music in this game combined with the euphoric explosions as you send stars off into the galaxy was very relaxing. Really nice, simple art style to this one as well.
Darkness Creeping - by AD-Edge
The intro to this game pulled me in, and the creepy atmosphere and interesting little creature-controlling mechanic kept me playing. It’s a 3D first person puzzler of sorts. Very impressive for 48 hours.
Interstellar Moai Ranger - by Shifty
This is a super-fun on-rails shooter in the same vein as games such as Space Harrier. Very nice art style, music, and sound effects.
These are just a few of the great games I’ve gotten to play as a result of this amazing community. Great job everyone!
First of all please excuse my English, that might not be perfect.
This competition was my first Ludum Dare, and my first entry was also (more or less) my first game (unless you want to count this Minesweeper in). I must say I thoroughly enjoyed the experience, and I’m positive I want to take part in a future Ludum Dare competition.
Even though I don’t have much to say, I wanted to make a short “post-mortem,” in order to share my modest experience and some thoughts that might be useful to some. If you want to understand better what I’ll be talking about, play the game here (and please rate and comment, if you want!).
What went right, or wrong, or not (yes, I’ve decided to merge the two since I couldn’t split some ideas into these two categories):
- The idea came to my mind rather quickly. (Some people around me couldn’t believe I had this “dirty” idea; or they thought it was related with a girl, which is false, believe me.)
- I worked efficiently the first day and I had a functional prototype early enough. However I didn’t work very much the second day, but that was because of French elections and friends visiting me.
- I managed to create a rather good-looking sperm animation! Actually I spent a lot of time trying to make a beautiful regular 4-frames animation, the last two frames being symetrical to the first two, and I ended up realizing that the symetry was a bad idea: the animation was anything but “natural”, the symetry was visible and didn’t look well at all. I finally decided to draw the 4 frames by hand, without any kind of “regularity”, and it was a success (in my opinion).
- I failed at improving vertical controls (acceleration). Your “character” goes up or down too fast, and it sort of sticks to the top and bottom edges of the screen. Very annoying at first.
- I failed at recording other sounds and music. I tried some ideas and was close to a good result, but didn’t have enough time to record and include it into the game.
- The last two hours of the competition were awfully rushed and that was not necessarily a good point. But at the same time, the emergency of the situation made me sometimes find good and intelligent solutions to my problems. I liked that.
- As a conclusion: Even though I sort of failed by not using my time very well, this competition showed me that I can produce a (sort of) game in 48 hours. Ok, that didn’t sound very original. Actually I want to say that this Ludum Dare may have made me more confident in regards to motivation. I tend to procrastinate a lot, and I came to the conclusion that I should from time to time impose to myself short delays (like, say, 48 hours?) to accomplish some kind of task or project.
I hope this wasn’t too boring. Thanks for reading!
And…… Done! I got through 10% of the total games and I’m mighty impressed. I have been mostly just searching for web games and am pleased that there are soo many games that don’t require anything to download. Anyway, here are my favorites (as in they received a 4 or 5 in the overall category).
Atomsmash - By Dan C. It’s a C64 game, like for reals. If you bother to you could actually play it on a Commodore 64, and it would be awesome. If you don’t want to go through that, there is an emulator you can get to experience the awesome for yourself.
Aether - by Danik. It’s a planet defense game, with a bit of a twist. What happens to the planet on a large scale is experienced on the small scale. I love the concept, and the visuals for both large and small are stunning. Really a great game.
Deconstructorium - by GreyShock. Go into objects and steal their molecules, then use these molecules to destroy the world! Essentially a collection of minigames with a linking story of mad scientist. Really fun and very funny.
This Precious Land - by Ishisoft. A nice puzzle game where you create resources to try to grow a new land. Very relaxing and yet still engaging.
The Good Ship Higgs Boson – by Jezzamon. Its a platformer. No, hear me out, it’s a gravity manipulating platformer. Give it a chance, it is actually very polished and provides some good puzzles.
ANT SURF HERO: THE SURFENING – by Jigxor. This has been on everybody’s top N games list and if you haven’t played it by now, for shame. Anyway, very good, very pretty, very funny, play the game already!
My Little Planetoid – by matthias_zarzecki. You build up a planet and evolve to the point where you can travel through space. Very nicely done and relaxing to play. I would also like to thank Mathias Zarzecki for playing everyone’s game. Seriously, look at his coolness, he is really trying to play all of them and I salute you for your efforts.
Atom Planet - by NMcCoy. A little puzzle game that is a mix of minecraft and alchemy, with a cute little character and relaxing music.
Tiny World - by piterlouis. A planetary defense game with a bit of a twist. Defend your planet with your own orbiting moon. Very fun. Should have picked a better title, however.
Michael is Myopic - by Several. Another puzzle game where you eat to grow, and have to avoid growing too large too fast. Has a nice zoom out feature that just looks awesome.
Tiny World Cardgame - by SusanTheCat. A fantastic card game that I wish was real. I would play everybody in it. In fact, I’m going to print off the cards as soon as I’m done with this post.
Fracuum - by TylerGlaiel. A maze game where you zoom in to advance in the maze. Reach the center to win, but there will be enemies trying to impede your progress.
And there you go, my list of games you should play. It has been a long hard ride through some 140 odd games, but these gems made it all worth while. And, if you are feeling generous, also play my game, Path O’ Invasion. Not as good as those games, but it has squishy movement, and really that’s what Ludum Dare is all about.
It’s been two weeks since that fateful weekend on which we all decided (perhaps against our better judgement) to make a game in less than 48 hours.
How’d it go?
So how did I pull it off? POLARITY is all HTML5 and CoffeeScript, using a tiny helper library I wrote called atom (coincidentally theme-appropriate). I used the excellent Chipmunk-js for physics, which made collision detection and response trivially easy. I drew the pixels in GrafX2, which is a superb tool but for its animation support (of which there is very nearly none). The sound effects were a result of noodling around with BFXR‘s “Random” button for a while. And the font is 04font, created by the sublime Yuji Oshimoto.
I think one of the things that really made POLARITY was the polish. I had the gameplay more or less finished early on day one, and I even had a few levels. Day two was entirely polish: particle effects when you die, animations when you change polarity, level names and transition effects, an attract screen, and so on. On top of POLARITY’s simple and flexible mechanic, these bits of aesthetic tightening worked wonders.
That said, there are certainly some things that I wish had gone better. Most obviously: music. Since LD I’ve been trying to figure out how to make it (unsuccessfully).
Less obviously, I’d like to improve my tools in preparation for the next game jam I participate in. GrafX2′s lack of animation support is pretty bad, and I would have saved a bunch of time if it’d had e.g. live preview. I need to find a tool that works on Mac that I can do pixel anims with.
When working out how to make your web browser bloop, I spent nearly an hour staring at Sound Manager 2‘s documentation before giving up and using the Web Audio API. Unfortunately that meant that my sound effects would only work in Chrome, so a goal for next jam is to add some audio support to atom that works with Firefox’s audio API as well.
And with that, please enjoy this video of me making POLARITY. Yes, I really type that fast.
So it has been a week and I’ve had time to think about it and now it is time to write up my thoughts in a nice solid post-mortem form. But first, play my game Path O’ Invasion!
What Went Right:
Tools – I laid out all my tools beforehand and had been practicing with them for the week before, so I knew what I was going to do and how I was going to do it. This really helps get things going as soon as the bell rings.
Starting Slow – I didn’t start on the game right away, I let the idea of Tiny World just sit there for a while whilst I did other things. This time apart from the contest ensured I didn’t make the same mistake I did last time, which was start a game I didn’t really want to make.
Time Management - I only spent about 25 hours actually working on the game. The rest of the time was spent sleeping, eating, hanging out with people, and generally being non-stressed. This time was good for me in that it prevented me from freaking out soo much, which is always a good step. Unfortunately it prevented me from adding some features that people have really missed *cough* Group select, AI balanace *cough* but I think it was for the best.
Keeping Assets Simple - Last time I created an asset heavy game, which was pretty terrible. I spent most of my time drawing very ugly backgrounds and generic level code and I didn’t get to program anything that really caught my attention. This time, for more than half the contest, I had one art asset and three class files. Keeping those things simple I was able to make a game I thought was fun, and then on the last day go around adding other assets to make it more diverse. I had a much better time this contest because of it.
Programmical Animation - Is that a word? I don’t think it is. Anyway, I’m not an artist, but I didn’t want my sprites to just slide around the screen. I came up with this little shrinking/expanding sprite movement (known in code as “squishy” movement) that I think looks so much better than anything I could have drawn.
Using Paper - There were a couple times when I was stuck on a problem and I kept trying to solve it in my head and turn that into code, and bugs just kept popping up. Finally I got out a sheet of paper and started writing out the problem, and it practically solved itself. Never underestimate the power of pen and paper.
What Went Wrong:
Programmical Animation - I spent way too much time trying to get this to look good. I’m very proud of the result, but that was all time that could have been making a decent AI. I had to stop and force myself to work on the rest of the game, which is why there are still obvious animation problems.
Scaling - While testing the game I had everything 4x bigger, to help me see animations and quickly move around. I thought that that wasn’t enough play area, so in the last few hours I shrunk it back down to 1x size. Because it was soo late, and I had been soo used to playing, I didn’t realize that this made seeing what is going on and selecting units very difficult to do. I probably should have left it ay 2x, or implemented some kind of zoom function.
Outside Testers - I meant to get on IRC and ask people to test my game before I finished, but I never got around to it. Because of that, there were never a fresh set of eyes on the game, and I think playability suffered from things not being too obvious.
I had a lot of fun and I think I did far better on my second showing than I did my first time. I would like to thank my girlfriend for coming up with the initial game idea, for making me food, for preventing me from freaking out, for dealing with me and my crazy ideas all weekend, and for making me go to sleep. Nothing would have been done without you.
If you have a moment, please play and rate the game.