Posts Tagged ‘puzzle’
Faif is all about gambling. Take this spin for example. There is 3/5 chances to get a skull (-1 heart), 1/5 chance to get a heart (+1 heart) and 1/5 chance to get a sword (making +3 damage to your opponent, one for each skull in the selection). So what was the outcome? Victory of course!
We are currently fleshing out faif, uploading new versions every couple of days here, improving gameplay, balance and general performance. We added a new tile type (gems), a shop (even some “sale” logic into it!) and a couple powerups. We plan to add instant spells (playable during your turn), more tile types (weapons, effect tiles and so), boss battles, story mode…
Next week will be uploading and Android version to Google Play! (iOs version is coming later in the development process).
- Jam version: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26231
- Post-compo version: http://beavl.com/faif/post.html
Cheers and have a great weekend!
Hello all fellow devs and happy holidays!
I’m writting my first post-mortem, let’s hope I’ll not get only this one ahead
This is my third submission in Ludum Dare, and the game is somewhat connected with my first LD26 game Atrakt. Both using sliding puzzle mechanics and both telling story about the hostile alien race Litoxydes. (see image below)
What went right:
Game Concept: As always I didn’t struggled with a game concept much and in one hour had the basics laid on paper, even the title (that i’m not quite proud of) was figured out.
Theme: I had some doubts about the theme implementation, moreover I tried to incorporate two themes at the same time. There was a Flash Game License competition in parallel to Ludum Dare with theme “Freezing”. So I decided to go Sci-Fi and use the cold space and the ultimate urgency needed in a spacecraft disaster to implement both themes. In my oppinion I used the theme well, as the player have only one chance to survive each stage, but it was not so obvious to others.
(Next time I’ll name my submission by taking the theme string + some potatoe appending and voila : “You only get one … “, just kidding : )
Engine: I assembled a tiled display engine pretty fast and created almost all the tiles. At the end of the first day I had a moving character and an animated enemy.
Enemy AI: Not that it went so right, but at least without much efforts, there was alot of randomness in the early builts thought.
Presentation: Even in the current advanced post-compo version I’m still holding the ALERT screen and the spaceship that I drew for less that a minute with my mouse : D In the post-compo timeframe I decided to backup my storytelling with some 3d renders exported with swift3d but at the end left that screen intact. The spaceship renders became fairly good, with a ship composed of just one duplicated and stretched in different ways object – I leaved that for the level complete screen, but that’s not something that went right haha:) Anyway here is a full rotation gif for you:
What went the other direction:
Prototype: Being proficient in design/graphics aspect is a double edged sword. And it was difficult for me to postpone the art stuff for after the creation of the fully working prototype. So, instead of using some placeholder squares and figuring out the more important things of the gameplay in time, I spent too much efforts on the graphics the first day, which led to derailed rush at the end and not a complete game after all.
Level Design: started to think of levels too late and didn’t managed to create something interesting in time. My submission game is reeking of “this is just a demo with placeholder levels” notes.
Intuitiveness: The game is well handled by fans of Sokoban, but I observed that players which ware not familiar with Sokoban mechanics ware struggling to understand the objective. And obviously I failed to explain the game goal well enought. Will have to think of a better way for the tutorial.
Sound: Althought prepared a sound library prior to beginning I ran out of time even for the jam deadline to add sounds. I ended up using previously created sounds (from the Atrakt game) that I added just in the latest built (v0.6) But as I hear it now the sound became harsh in general. PS also in the latest built I added an awesome sci-fi-electro track called Shapeshifter by Clearside (CREDITS), to backup the atmosphere of the game.
Score System: Besides being still incomplete with 8 levels from 12 previsional, the game is lacking a proper level complete screen and a leaderboard. The player is not aware of how well he is doing.
Community: This post-mortem is my first community impact in this edition of Ludum Dare. I definitely need to expand in this section and will have to define some time to spend for that next compo. I’ll try either joining forces with others or trying a simpler game in the upcoming competition.
And what is hurting your eyes now?
A Burning Fridges game link ofcourse : ) I hope you enjoy my game : ) See you in April : )
Hey guys. Last week we (@iossif Code, Design; @leafthief Art) finished our first team-game for the LD#48 game jam: Nero is Falling.
We called it a “dramatic sci-fi puzzle game” in which you have to get off a spacecraft because it’s running out of oxygen. Your fellow crew members seem to have given up – the only way off the ship is an escape pod. However, only one of six pods is working.
So what players are actually doing is running around the ship using the arrow keys, trying to figure out which escape pod is the right one by talking to crew members and checking consoles (X).
The version we submitted to the jam can be a bit confusing and has some rather rough edges but still: we’d very much appreciate if you GAVE IT A SHOT. We would also love to hear what you did/didn’t like about the game because we are currently discussing a post-jam version.
Hope to be hearing from you,
Kmembert (Camembert: A delicious french cheese) is a puzzle/infiltration/action game . The gameplay is quite simple: You are a cheese and you have to kill all nazi mice in one shoot. Get the cannon bullet and trick the mice in order to kill them all in a single shoot. 9 levels are playable. HAVE FUN ^^!
It was my first Ludum Dare compo. I just be informed of the event 4 days ago. My weekend was busy but I was motivated to create a simple game saturday morning with the theme “You only get one”. I already participed to the “Global Game Jam” twice, but the Ludum Dare is a different challenge.
I cumulate 17 hours of work for this game.
I found the idea in the first minutes: Get the only one bullet, trick the enemies to manage to kill them all in a single shoot.
The controls are simple and the top view allows to create less graphic assets and less code. I’m a big fan of “Metal gear solid” and I recently played “Hotline Miami”. So I unconsciously designed game mechanics with this game in my mind. I always wanted to design a game like Metal Gear Solid :). Therefore mice can run after you if they see you and you can play with the doors.
I modified the mouse behaviours 2 hours before the deadline. So I redesigned the levels accoring the modifications.
I tried to design 9 levels with interesting challenge. I think the levels are fun and you also can understand all puzzles quickly. But I had no time to playtest the levels to another players. That’s why the game needs different mice with different behaviours and more balance.
I didn’t want to use human characters, zombies, aliens or monsters. So I decided to imagine a coherent situation with uncomon characters according to the game mechanics. A humanoid cheese against nazi mice ? Why not :). I’m not a 2d artist but I tried to design simple characters and animations quickly. A pen tablet is a good tool :).
Unfortunatly I didn’t have the time to play on my guitar some cool riffs for the background music. The sound fx are just simple homemade sounds of my mouth :).
I’m a Flash game developer since 2004 so I create all assets, animations and code with Flash. I used the World Construction Kit library. It’s the Box2D physic engine with a WYSIWYG layout, very usefull to design levels. I also used simple libs : TweenMax, Flint. I used “Flash Develop” and I created some assets with Photoshop and Audition.
It was a great experience! Sometimes I watched streams of few developers around the world. I also earn some skills in code with box2d and in graphic design. I found my game interesting but it needs improvements :).
Now I’m gonna play some LD games :).
Follow me on my blog: http://www.benoitfreslon.com
Just finished my first-ever proper entry to a Ludum Dare compo – Seedscape! You have one seed to rebuild the world. Where will you plant it?
A few things fell on the cutting-room floor in the scramble to get her out the door (no editor mode… sigh.) But all in all, it’s remarkably complete. Many thanks to the LÖVE team for their awesome free 2D engine.
Give it a spin and let me know what you think.
So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here: http://www.the2ndsky.ch/LD28/
The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?
I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. Watch it all go down in history: http://www.twitch.tv/polyganz
So after spending an extensive amount of time in the shower and crying like a little boy over the theme “you only get one” I’ve finally come up with the following idea:
Grid runner is an isometric strategic puzzle game.
The goal is to get a runner into the target zone in one run by adjusting his path through various grid plates that can be placed in his way.
The player has a limited amount of grid plates available to solve each level.
So in a way its like a problem solving game where the player defines a set of actions that get executed in an order with the hope of a profitable result. In this case: of the runner getting into the target zone. What do you guys think?
I’ve yet to find a proper setting for this type of game so I’ll work on the functionality for now. I’ll mostly be using Unity3D pro, 3Ds Max and Photoshop. If you’re curious like George then you can also watch it all go down in flames (or not) on my stream that I intend to keep open for the whole LD: http://www.twitch.tv/polyganz
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…