Posts Tagged ‘puzzle’
Just also released the post-mortem version of my entry Logic Bomb in Google’s Play Store! Grab it while it’s still hot:
I did many changes especially to the level generator – the levels are now a lot more challenging. I also added a tutorial for people that are not so familiar with bomb defusion and logic gates
Here is the original LD#48 entry: Logic Bomb
My game is beatable in two ways.
Maybe you already find the easy one, can you find the hard one!? U_U
This Gif show the hard way!
I made a little game called Oxy (please give some feedback) and here it’s its postmortem.
I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.
I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.
The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]
- Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
- Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
- Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
- Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.
- Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
- Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
- Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
- Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
- When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.
If I had more time
- Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
- WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
- Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
- More and better puzzles: Well, that’s pretty much it. More and better puzzles.
- Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]
I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.
I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.
Thanks for reading and please, pretty please give some feedback.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
This is my entry for the Ludum Dare 27.
I wish i could spent more time on the design of the little display in the game. Maybe it could say something intelligent, helping people to reach the goal.
Anyway, i hope you will enjoy this
Here’s the link: BombUniverse
And here some screenshot:
Hey! It’s always nice to wake up to Ludum Dare. Good day!
So my plan is to eat and walk my dog. The game will be a 2D puzzle platformer – well more like a jumping puzzle platformer. It will need your full attention to play for sure.
I don’t say more but will post pictures while making progress.
On top of that, I have this ridiculous spike on my site’s visit:
I just figured out why this happened, but I’ll get around that later. I’ve got more pressing things to talk about.
First, I’ve rated up to 55 games. I really need to bump this up big time, so I’ve decided to do a live streaming on Twitch.tv on Sunday, 8:00 pm EST. Profile name is japtar10101. I’ll be taking requests, so feel free to post your game’s URL into the comment section.
Second, as per tradition, I talk about 5 more awesome games I recommend you play. Which, albeit, puts a total of 10 games recommended…or about 20% of all the games I’ve rated. Well, without further ado, here’s my list:
A wonderfully compact Legend of Zelda quest where you just fight, explore, and solve puzzles in it’s blocky glory!
A genuinely innovative and smart puzzle game where you have to selectively remove colors to reveal a number combination. An excellent twist on the ye old I Spy game.
Ludum Dare’s answer to Mirror’s Edge. Absolutely gorgeous graphics and tough-as-nails platforming.
Incredibly bleak (to a point of parody) story helps sets the tone to this mind-screwing minigame series. Seriously, you expect me to play 2 games at once!?
I know this is a really old puzzle game, but I can’t get enough of it! It’s puzzles has more than one solution, and all are very creative.
I’ve mentioned earlier that there was a weird spike on my site. In fact, it turns out Rock, Paper, Shotgun has mentioned my game (among many others) via a Haiku:
The Sentient Cube
Hey, cubes do not roll!
Unless they’re katamaris
Who turned off physics?
Considering most of my visitors are English-speaking countries, this explains the spike well enough. However, a little more Googling reveals far more wide-spread references.
For one, IGN Italia mentions the game:
Restando in tema di blocchi colorati voglio poi citarvi il bel The Sentient Cube, di Omiya Games, praticamente una versione ridotta di Katamari Damacy che con un un po’ di sviluppo extra (e controlli meno “svolazzanti”) potrebbe evolversi in un gioco davvero interessante. Lo scopo di ogni livello è semplicissimo: nei panni di un cubo rotolante (e senziente, almeno stando al titolo del gioco) dovremo toccare gli oggetti colorati per attaccarceli addosso, tramutandoci via via in un’ammasso di forme geometriche colorate che rotola. Mano a mano che le dimensioni di tale matassa di oggetti aumentano gli elementi del fondale che possiamo “inglobare” diventano colorati e le nostre abilità di movimento aumenteranno. Rotolando e assimilando bisognerà raggiungere l’uscita di ciascun livello entro il tempo limite. Facile, colorato e abbastanza efficace, senza contare che in ciascun livello c’è nascosta una patata da trovare e raccogliere. Così, come extra…
Yeah…I can’t read that, so here’s Google Translate’s translation of the webpage.
Lastly, there’s a NSFW Let’s Play video of someone…enjoying the game? I’ll stick with the positive assessment on this one.
Anyways, thanks a lot for all the support!
I have finally uploaded a time lapse video for my LD26 entry, “The Fair King”. Feel free to watch it here!
For me, Ludum Dare is a chance for me to try something that is out of my usual reality. Game making, art creating, very short deadlines. In keeping with this spirit, I decided that I should move myself outside of my comfort zone, and try a brand new game engine, and a brand new platform. I decided to use libGDX for the first time, and make a game aimed towards the Android platform.
I know that it is not best practice to try out new libraries in the 48 hours alloted by LD, but I wanted this to be a learning experience, so I went ahead with it anyway. Here is the usual “what went well” and “what went poorly” breakdown:
What went well:
- Think 5 ideas, pick the 6th: My game idea became simpler each iteration, until I had an idea simple enough that I could implement in a day.
- Porting to android: LibGDX made porting to android really simple, and it motivates you having your game on a mobile platform
- Image levels: Levels in my game can be stored as images. I used Isopix to work on puzzle levels while I was in the train.
- Version management with Git: I had to rollback the game a few times when I tried to add some functionalities, and Git made it really simple.
What went poorly:
- LibGDX is quirky: You have to use power of 2 textures for portability, the font class is a mess, and different drawing models use y-positive or y-negative axis.
- I’m tired of autotracker: but I haven’t yet learned to properly use any sequencing software for linux. I want to fix this by next LD.
- No playtesting: means that I missed some pretty obvious interface mistakes. For example, I should throw away invalid moves, instead of showing an obvious “lose” screen for these, also it is not obvious where you should begin the line from.
It was fun, and I’m happy with the result. Please give me your opinions here.
Just finished my web game, Centroid! It’s sort of a puzzle game; the objective is to find the center of mass of objects on the screen. I am not sure if it’s too easy or not. ;P
You can try it out here: http://gdriv.es/centroid
This was my second time participating in LD48. The minimalist theme was helpful since I didn’t have too much time to work over the weekend.
I look forward to playing all the great games I keep seeing posted!
Finally! I have posted my game
I’m kinda sleepwalking and can’t think straight… but I *think* everything is all right. I’ve spend the last 6 or so hours polishing and adding levels. There were still a few things I wanted to add to the game, but it is mostly completed as I imagined.
Making mobile games is kinda fun! libGdx has some very strange bugs and pitfalls, but I will let that for the postMortem.
As for now – I will go get some sleep, and you will go play my game
Yay! For once I can say that I finished a game. Although it’s not much, the base is there and I can add as much content as I want. It’s a pretty satisfying feeling.
Linewalker is a 1D adventure/puzzle sidescroller. The game is rendered in 2D, of course, but you’re constrained to moving only left or right. Multiple dimensions are faked using portals which take you from one lineworld to another. Designing puzzles with these constraints is extremely difficult and as such I would hardly consider the puzzles I put in the game to be very puzzle-like. Some time after LD26 is over and judging is done I’ll get around to adding puzzleworld2 where the current game ends. Hopefully it will be a bit harder. I had hoped to have three puzzleworlds for LD, but by the time I finished the first one I realized that goal was far too ambitious.
Best of luck to those who are still working on their games. Never give up.
Atrakt 4096 alpha – Progress update before the last run (~32h)
Significant additions to the gameplay, i’m getting more and more confident – my stuff is getting playable already. The game needs sounds, level complete screen, AI tweaking, pathfinding and score system. I’ll try to add at least sound and an additional level or two more in the remaining couple of hours. Check the progress here.
a short puzzle about escaping from a room full of trap
this is my first game this year, as I’m joined #onegameamonth
this is my 3rd game so far, and actually my first non-jam game because the other two are LD game
I created this with flashpunk+ogmo editor ex
when i’m creating this, i’m thinking about making some simple game with simple mechanic that i actually can do it and finish it. i’m choosing puzzle genre because i think for simple game, puzzle will be the best choice. well, i dunno how this turn out before i get some feedback, but i hope you will enjoy this game…
Hello fellow game developers,
I wanted to make a plug for a game I’ve just submitted to Steam Greenlight. The game is called Camera Obscura, and it’s being developed by a small group of college students from UC Irvine. We started it in a game jam almost two years ago, and we liked the idea so much that we’ve continued to develop it into a full-length game.
Camera Obscura is a puzzle-platformer that revolves around a unique mechanic that allows the player to activate a camera flash so bright that it creates “afterimages” of all visible platforms. These platforms are solid enough to walk on, and they can be moved around for a short time, mimicking the player’s movements. This ability allows players to cross wide chasms, reach high platforms, and otherwise alter the shape of the environment to accomplish the ultimate goal – reaching the top of the mysterious Tower. You can see some gameplay footage here to get a better idea.
The Greenlight page is right here. We’d really love your support and your feedback!
Steam Greenlight | Camera Obscura
The game also has a full, custom soundtrack by the amazing Trenton Ng, and we’ve shared a few of the tracks here:
Thanks for your time,
Just mere moments ago I clicked submit on Ubuntu Software Center with my October challenge game. Motivated by the challenge I finally got around finishing a game I’ve been working on since Ludum Dare #21 (its actually post compo version of the game).
The game has been pretty much ready for a quite long time, but needed new levels and polish which I constantly put off by bad excuses .
For now the game is Linux only, but the code is written in crossplatform way and I’ve compiled few test versions in Windows using MinGW.
Fingers crossed the game actually gets accepted to the store.
About the game:
-Sliding block puzzle game with twist
-Includes fully featured level editor and online hi-scores
(for some reason YouTube really killed the quality of the video)
Some of you played my game “Lab Lights,” the game I created for the miniLD #36.
Well if you haven’t seen it yet, it’s a difficult puzzle game where you push around batteries, crates, TNT, and magnets with a main goal of lighting up all the lights in each of the 23 levels in order to get to the last room and turn on the generator!
You may play it on my site here:
Here’s the link to the miniLD entry:
So here’s what my feedback was like:
When I put it on Newgrounds, it got daily 3rd best flash submission and later front-paged for a few days! A rush of reviews and comments appeared. Many people loved the difficulty of the puzzles. A few people mentioned how rare it is these days to find good puzzle games this hard. A few people compared it with “Chips Challenge” and “Shove It.” MDeathM (on Newgrounds) says, “All in all, a phenomenally challenging and engaging puzzle game. Thank you for this creation.” These words are very nice and I can only thank Ludum Dare for challenging me to make it.
To my surprise, Ryry67dude (on Newgrounds) made an hour long let’s play of it (and rage-quit at level 17) the day after the release! Here’s his video:
Unfortunately though, not everyone enjoyed the difficulty level of it. Many people got stuck on level 2 or 7. Some players mentioned I fried their brains, heehee!
Since I recognize how hard these puzzles are (I describe it as brutal), I made a full walkthrough of all 23 levels. Here’s the video:
(You should subscribe to me as well )
Lastly, some people said I should make a sequel. I was thinking about it lately, and I think it would be a good idea. I have some new gameplay elements that would be cool to add (Lasers and mirrors, differently sized boxes, teleporters, and boulders). If you have any ideas, I’ll be happy to hear them
Thanks for listening to my rambling, and thank you Ludum Dare for another fun experience! If you want, you can rate and review the game in the comments on this post.
I think I’ll go with something semi-obvious: Escaping from a prison-like building.
I’m thinking this will end up being a puzzle game.
That’s it for now.
I intend to participate in this mini, and even though I’m hosting it it seems pretty fair, because I don’t actually know what I’m going to do yet. But I have several ideas…
- A transportation game, sort of like Transport Tycoon. Little innovation value, but probably fun to program and play.
- Sort of a reverse version of the above, where you instead of handling transportation and trying to make a profit from that, you are the customer of transportation. Either as a government kind of thing, or just a company with stores and factories. A little more innovative perhaps, but I’m not sure how it should play yet.
- A factory/conveyor puzzle game, where you build or process some kind of product. Inspired by Manufactoria, among other things. Also not very innovative, but a good thing with puzzle games is you can make lots of levels for them, if the elements are good enough, and they tend to be fun.
- Some sort of industrialization sim, where at a start there’s just a bunch of low tech farms, and then innovations makes things more effective, there becomes a surplus population, cities are formed, new industries are formed, and so on. Think it would be really interesting, but probably too large for an LD.
So just have to figure out which to do… so far I’ve just got my base code up and running.
Hi, it’s been a while since i sit down and do a game myself. So, I really hope i can finish this one in time;)
Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game! You can play it here if you’d like. I hope it is cool to post here because it is relevant in that the original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month. I also wanted to really share it all with my buds here at Ludum Dare!
TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.
Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.
There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.
Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.
I haven’t submitted it to any portals or whatnot yet so it is living at it’s mochi-ads home right now. I’m using their encryption, version control platform, advert api, and leaderboards/facebook api. Seems pretty easy to setup.
I will try to post more about my adventure in creating this game and learning Flash over at my personal site but for now this is finished!