Posts Tagged ‘ld48’
Hi there, Ludumdarians!
We have some news. We are working on fleshing out faif (our Ludum Dare #28 jam entry) and we decided to make a pre-release for your Android Devices!
You got the game before anyone else with an exclusive 50% discount. WHAAAAT?
What is Faif?
Faif is a puzzle/rpg game with a unique battle system based on gambling.
Try to defeat as many opponents as you can and unravel the secret story behind the game.
Look how gorgeous it is:
So download the game!
But hey! Listen!
if you don’t have an Android phone/tablet nor .99 cents to spend, you can still play the web version HERE!
Cheers and have fun!
* Note: Faif is still in development, we will be improving and uploading new versions of the game almost every week until final release for you to test it and help us flesh it out. You can use the “Tell Us” button in the game to send us your suggestions or comment right here! Thanks for all the support and hell yeah, just faif!
“Ermahgerd! 188th for Humor in #LD28.”
Thank you to everyone who took the time to try my game. I am humbled and glad to have taken part in LD #28.
Only scored low on innovation; which let’s be honest, is no surprise. My main goals were to complete a game and learn from the stats and feedback given, which you have given and I have done and will continue to do. Thank you, truly.
Again, thank you; thank you thank you thank you.
Here it is my post mortem about 0RBITALIS. For this game I got inspiration looking at other themes in the final round. It’s hard to make a game that is as vague as “You Only Get One”, but when you couple it with “Gravity” and “Chaos” it’s much clearer what you can actually do. I have always been interested in games which explore how simple rules (such as Netwon’s laws) can generate beautifully complex behaviours.
Most of the “features” of the game are actually consequences of the strong time constraints Ludum Dare imposed me. For instance, mi initial idea was to have a moving camera that could zoom in and out, but I didn’t have time to code it properly. And this automatically lead to a “stay in the system” mechanic. The vector fields that you can see in the background was a debug tool I used to test and calibrate planets’ masses, but when I realised that it was fitting nicely with the style, I decided to leave it there.
Since the very beginning of the voting period, 0RBITALIS got a lot of attention: so far, it’s both the most voted and commented entry in the 48 hours competition. I think part of its success is due to its aesthetic: it’s simple, yet effective. I spent lot of time polishing the game rather then designing more levels. This can really do the difference, especially when games are picked almost exclusively by how appealing their screenshots look like. 0RBITALIS has doing unexpectedly well. For this reason I am already working on a full-game version that will include both more levels and new mechanics. There will be probing missions, for instance, which require to scan a celestial body for a certain time. I am already working on landing missions as well, but I’d rather keep them mysterious for now!
Since I *hate* menus, 0RBITALIS won’t have one. I am working on a different system, however, that looks like a star chart. Player will be able to select levels and to change settings just touching and connecting stars. I also collected lot of statistics about levels but… I’ll keep them for another post!
If you liked the game, you’re more then welcomed to vote it or leave a comment on its LD48 entry page. If you want to follow 0RBITALIS news and further development, you can find me on Twitter as @AlanZucconi.
I’ve updated my Jam entry – youGOO!
Its a webcam game to test your fist reflexes.
- Better fist detection
- Improved edge collision (number used to go off-screen)
- High Score (displays your maximum score for current session)
- Sound FX!
- Faster gameplay
Check it out at
Please do leave suggestions/ideas/death threats in the comments.
Has anybody had success with looping music in HTML5 or JS? Please let me know…
Really want to put in a looping theme, but it stalls after the first playback…
I haven’t finished a proper post-mortem yet. I want it to add some more than I did last years. But I did collect the first wave of user statistics for my Ludumdare game. The previous times I ran out of bandwidth and this time I used my companies servers with a higher bandwidth.
Seeing the large amount of visitors revisiting the blog I must admit being very proud!
The LD28 weekend was during the 14th and 15th of December and the game’s release for public on the 16th. Read a more detailed explanation here: http://bit.ly/1gNTgiT
In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.
But you can play the game here first
WHAT WENT WRONG?
Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.
After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.
The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.
My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.
My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.
And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.
WHAT WENT RIGHT?
The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.
This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.
With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.
But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.
The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.
Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.
Well, another Ludum Dare has ended! So it’s time to wrap things up a see how it went and share thoughts with all of you, ludum darers.
First of all this was my first time doing the Jam with a team and I have to say I had a lot more fun, even if we worked only few hours. The LD48 “compo” is awesome and maybe more rewarding (if you succeed) but in the end I think next time I will try again to form a team and participate in the Jam.
The team was formed by:
Jacopo – Design / Development
Umberto – Graphics
Marco(me) – Design / Audio
The game we created for the Jam is One More Bullet (Go.Play.Now.Read.Next).
In this game you take up the role of a bandit/cowboy during a duel vs another bandit/cowboy and, you have to shot your only one bullet by pressing the right keyboard button at the right time.
(Ready.. Shoot.. Die..)
We worked on this on Sunday.
Well.. we worked on this:
Yeah.. walls and a ball
Erm.. well, in the beginning only me and Jacopo were participating and, since we don’t have any graphic skills (like none at all) we were thinking on something that we could work on without depending on great graphics. So we were focused on a physics based puzzle game (that wasn’t even working gameplay-wise). Luckily Umberto spawned Saturday evening so we were able to change the project and start from scratch with a more solid concept.
What we ended up with is this:
You won’t last long Gary Maccarone…
So, to sum it up:
What went right
- Even if we worked only a few hours the game is pretty solid and polished
- We can extend it with not that much work
- Lots of fun
- Cowboy names are awesome (added them like in the last 5 minutes)
- Dat whistle…
What went wrong
- Started “real” work too late and with lots of dead moments
- Even if the game is solid and polished and we can extend it, there isn’t much room for improvements (it’s a minigame and it will never grow wings)
- No music :/
- Dat whistle…
This jam entry was probably the most complete project we made so far. We had a lot of fun coding this short puzzler over the weekend. If anyone is having trouble solving the levels – we have uploaded a quick walkthrough above. Note that there are multiple solutions to some of the levels.
Here’s my top 10 lessons learnt from my first game, first entry, first jam.
- If possible, make it web-based. They get the most ratings and plays.
- If you’re going to use Java, make sure you test it on another computer first.
- Don’t use installers; there is no need and no one wants to install a small game.
- Don’t expect people to have frameworks, python, or other dev. tools.
- Don’t expect people to respond nicely if their game is bugged and you can’t play.
- If web-based, include a link back to your Ludum Dare entry.
- Stick to the theme, please!
- Some people won’t stick to the rules, use of prior made art is the worst example.
- Watch some live streams; your coding isn’t as bad as you thought.
- More is less, less is more. Don’t over do it, but don’t under do it either.
Read my post-jam thoughts over at IndieDB.
The theme of Ludum Dare 28 is “You Only Get One”, the first word pump into my head is YOLO. I know its literal meaning, You Only Live Once. Well, that’s true, everyone only have one life, if not considering afterlife or something like that. So I made this text adventure game The Story of Your Life.
How did I design it?
First I abstract human to five attributes
- Social Connections
In the game, all players’ choices can affect above attributes, and some choices only appear when player’s attributes satisfy the requirement. Mind and Body are random at born, Social Connections, Self-confidence and Property are connected with family.
There’re 4 types of families in this game : Rich, Middle-class, Poor, Abandoned. Character got more attributes at born in better family, but like real world, player can’t choose the family, which is decided by a spinning wheel. Not like the real world, the possibilities of each family is equal, so player can easily get different experience.
Property don’t exist in the childhood period, and there’re many differences among different families, for example
- Rich family can buy luxury in childhood, and middle-class family only have this option in adulthood.
- Better family get more choices, and get more attributes bonus. Poor families have more “Part-time Job” options and get nothing from it, but the same choice can benefit rich family kids a lot. The reason behind it is different goals, one for surviving and the other is for building themselves.
- Abandoned kid has no social connections at born, for them, there’re only two choices “Gangs” and “Do Sports” can get such attributes, and I add more “Gangs” options to this type.
Before entering adulthood, game provides players 4 career candidates based on the attributes. Some good career like scientist need high self-confidence, which is poor kids lacking of.
Adulthood is more boring than childhood, it’s 3 times longer than childhood. Player receive paycheck every 10 turns. Many choices in this period need money, the choices player can’t afford are not in the list.
At the end of this virtual life, game generate a short description based on the attributes at born and death. One gifted kid may died as a gangster and a kid born with silver spoon may have nothing in the end. All of these are determined by 3 factors Family, Luck and Choices, this is what I want to express in this game.
The Bad Design Factors
I should admit that this game is a little…boring, the whole process is just pushing different buttons. It would be much better to give players some text feedback after they made the choice, I cut off this feature because the limitation of my English writing skill.
In the real world, it’s difficult to quantify ourselves, so I made the decision that not exposing specific attribute numbers to players, which is a big mistake. I was making game, abstraction of real world. Without specific numbers feedback, players can’t get a clear picture of what they’re doing, it’s really frustrating.
I cut off family and special event features for lacking of time and energy.
There’re only 4 options each turn, may confusing players. A better solution in my mind right now is listing all options with requirement, and only allow player choosing the qualified options, then players can choose what they want and know why some options can not be chosen.
Graphic is more appealing than text, and bad text (ex. text in this game) can easily ruin the atmosphere and fun. Something like below can be visualized
- UI difference between childhood and adulthood
- Iconify : careers, choices, etc.
After all, I’m very happy and getting lots of fun in this Ludum Dare. I believe I can make a better game next time.
P.S. There’s an eastern egg in this game. In the adulthood of middle-class family, one option is Make Indie Game, guess what would be happened after you choose it.
Here’s a gameplay GIF from my jam entry…
Obviously, i’m terrible at my own game
See how much you can score at
retweet this: https://twitter.com/Sol_HSA/status/412824692672589825
EDIT: due to request..
This time, I went for Jam. Didn’t get enough time, I even went a bit over the limit on the deadline, and didn’t even get all I wanted. Ok, but it was fun
FIRST DAY (Fri-Sat): Thinking about the theme
The first 24h was spent just thinking about the theme. I actually thought about the theme during the slaughter, so I had some idea about what I wanted to do. I wanted to jump into programming, but I had to attend an open-house the whole day for an art school.
After it got announced, I developed my first idea immediately. It was going to be “You only get one bullet”, and you have a girl escaping a prison. She knocks a guard, grab his gun. Afterwards, the tutorial shows you how to shoot… then you see the title: “You only get one bullet” (I love to frustrate players ;-D). Of course, if you know about it, you can skip the tutorial and try to hold on to your bullet. I was going to make it possible to finish the whole game without ever using any bullet (basically you can use the gun to draw the gun, and you press another key to shoot). Then I just kinda paused for a minute. First, I kinda realize how much AI scripting and level design I would have to produce, and that scared me. Then I also thought more about the theme, and thought “You only get one bullet” is not that uncommon. Not that it’s bad, but I just thought, why not try something a little different. I also thought: “You ONLY get one” means you kinda wish you had more. More bullet would mean more killing I guess. Then I started thinking about this whole side-quest started by McFunkyPants: “Make a game with #NOKILL, no violence”. I didn’t even plan to participate in that, unless by chance my game didn’t have any violence. This time, I actually got swayed by it.
So back to the drawing board.
- You ONLY have something, so you wish you had more of it.
- It should be a situation where you’re supposed get MORE, but you can’t.
I then thought a bit about my warcraft games, where I would play the game with just one unit (hero unit). That’s kinda fun, but I still don’t get out of the #NOKILL thingy. However, it help me to think about the final idea. Instead of an army, you get one soldier… or instead of a team, you get one player!
Done! I always wanted to make a soccer game, now’s my one chance!…
SECOND DAY (Sat-Sun): Programming
- Ok, I finally get in front of the computer. I start with a mockup for doing things in semi-3D, then scrap that out and go for 2D top view. First goal is to make the ball. Thankfully, I learned some tricks from making a pool game previously for rolling a ball (it’s basically rotating a texture on a round circle with a mask).
Next step was getting collision detection. That’s fine cause I’ve done this in several previous game. The idea is just to turn everything into a circle, then collision between two circles occurs when the distance between their center is less than the sum of the radius.
Next is the interaction between the player and the ball. The controls of the player and the ball had to feel good. I remember back in the day, there was 2 soccer games I tried on computer. One was FIFA, which was very popular at that time, but I didn’t like it much. Instead, I played this other game (I forgot the title). I just repeatedly have Rudy Voller run with the ball into the goal. I could definitely understand why it was not as popular. ( That game was way too easy.). I did enjoy the fact that the ball just sticks to the player until he/she gets tackled (which never happens with Voller cause you’re to fast!). Anyway, back to the game. I simply implement the equivalent to a magnet on the player, then have a repulsion magnet when we press [space]. As it turns out, if you just play the game pressing [space] continuously, it plays a bit like FIFA, which I actually prefer now.
Then I had to add players. I went back and forth between two ideas:
- Having fixed enemy players in the game, who try to hold position and approach the ball when it gets close.
- Having enemy players generated on the fly, coming in and out of the screen.
It turns out the second version makes no sense, but is more fun. So that’s what I chose.
The highlight of my sunday night was the real-world ludum dare meetup. I got to meet other jammers in person working on their game and presenting them. It adds a lot more to the game, when you hear someone talk about it, and see their face. It’s also nice to know others are Jam regulars, participating in other events like charity jam, 0h game jam, and putting their games on http://www.onegameamonth.com. It feels like you’re part of the community.
LAST DAY (Sun-Mon): Art, sounds, and headache
Until monday, I really got excited. I thought I would be able to achieve a lot, then I realize my head was getting a bit big, then I got a headache. I had to let go of so many nice idea, because I didn’t have time to squeeze them all within a Monday when I’m supposed to work. I did upgrade from the geometric shapes to actual sprites, so that was a plus. I also added ambient noise, but I’m not sure if this was a good idea. For some reason, I thought I would be able to have all the following before the jam deadline (which I had to let go):
- a referee!
- a complete intro showing the good coach (a bunny) getting harassed by the enemy coach (a horse), and the gorillas beating on the other cats
- a crowd, with hidden characters inside.
- replacement players (gorillas => rhinos => T-rex)
- an enemy goal-keeper
The last day was mostly disappointment, but now I realize I should have just kept it real. What I got at the end isn’t that bad for a weekend jam. I finally made my soccer game (achievement checked ✓), got to remind myself of Shaolin Soccer (a good chance to express how much Stephen Chow is an awesome actor), and got a kick out of writing a bunch of silly soccer player names.
I hope I get to improve this game, but I know the reality of things… I always end-up working on another new cool game instead, which is a good thing ;-D
Totally new to Ludum Dare, and had a wonderful time!
Please check out my simple HTML5 game at
Hope you enjoy it!
[For best results, please use Chrome Canary browser]
Completely forgot to formally announce my Compo game, so here it is!
Dinosaur Ranger Interview: Burrito Challenge SUPREME (DRIBCS) is a quirky, fast typing game made in Unity3D.
It’s the job of your dreams: dinosaur ranger. You’re on step away from living your life to its fullest. You’ve trained for years for this moment and all you have to do is pass the interview.
In a fit of foolishness, you snarfed down a huge burrito for breakfast, and now it’s trying to make its way out! Quickly type your responses, avoiding mistakes and try not to soil yourself!
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!
I’ve finally done it! I’ve made a game in less than 48 hours! It’s done!
The entry post page, http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29029 , is up and running and has the Windows and Mac OS X version working! The Mac version is not a .app but just a unix executable but it works nonetheless.
If you want to see a video of the game play as well, just look below:
I hope you enjoy this little game, and merry christmas from Ginger Bill (Ginger Games).
- Programming Language – C++
- Graphics Library – SFML 2.1
- Audio Library – SFML 2.1
- Image Editor/Creator – Photoshop CS5
- Music Editor/Creator – Garageband
I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!
The following video shows what I’ve done so far:
To do list now:
- Create Christmasy Music
- Add said music to gain
- Refine controls
- Refine falling “logic”
- Compile and bundle for Windows/Mac/Linux
- Add Awesome Sauce
- Remove Rubbish
- Programming Language – C++
- Graphics Library – SFML 2.1
- Audio Library – SFML 2.1
- Image Editor/Creator – Photoshop CS5
- Music Editor/Creator – Garageband and Logic Pro 9