Hello! A first-timer game jammer here! I'm joining with two other friends as a team and we will try our best in 5th Alakajam.
We'll be sharing roles as much as possible and the goal is to practice and learn. And who knows what can happen?
Hey guys, your favorite french brothers are back in to surprise you for a fourth time. (with only two succesful attempt xD)
We decided to spice things up by changing from one major engine to another (Unity to Unreal)
Me and Just are sharing all the roles as designer, coder and artist. We want to discover the new engine and maybe create something out of it.
In between we won one prize at the Montreal Global Game Jam so we're getting the hang of it!
Don't worry, our doom-like 3d/2d style will not be lost by changing engine. well… I hope not :)
tools:
Unreal Engine 2.4.2
Asesprite
paint.net
a free sound/music bank on the interweb
Blender
one satanic bible
something to code with
whiskey and rum
pizza?
Cheers and have fun guys!
I'm in for my 5th AKJ and my 14th game jam! (13 of which were 48 hour solo)
I made both the font and the entities.py
script. Feel free to use them both for anything. No credit needed.
If you're interested in my other work (source available too), check out my itch.io page.
I missed the last Ludum Dare because I got pretty sick the day of so I haven't done a game jam since the last AKJ. I'm really looking forward to this one! \o/
Good luck everyone!
psst… pygame is viable
First jam ever. I'm excited about it. I'm looking forward to learning and see what everyone brings to the table. Attempting solo to get my feet wet. Curious what engines people will be using and what quality of polish they can get done in such a short time.
Run for your life is a Fantasy Endless runner plateformer.
The basic idea came from the movie the Hobbit with the goblin chase
I wanted to create an endless runner where you have a party of adventurer that need to create their path through a lot of monsters and plateforms. The have to use magics and the environment to defeat their enemies.
To get there, I started with a smaller version where you only have one character with a fireball and that will need to avoid Ogres or destroy them to get further. This version is also inspired by "Jetpack joy" another endless runner ;)
I would be happy if you can try it and give me your feedbacks and/or ideas to get closer to my first idea.
Have fun ;)
So I really wanted to take part in this jam but I've just been way too busy.
The thing is I started working on a game that fits the hyper casual bill around xmas last year and I'm just finishing it now?
Is it cool if I submit it unranked? Would love to take part but I've just not had time to work on a whole new project as well as everything else.
The Attack of the Aliens
Available on Google Play!
Try it out! Free! No Ads!
https://play.google.com/store/apps/details?id=com.MatchaMaze.TheAttackOfTheAliens
"The Earth is under attack! - The army is out of money!
Luckily the aliens attack only one soldier at a time…
Giving time for the army to raise some money via a tv show…
More show, more money…
Upgrade your soldiers to survive!
Or the aliens for more money…"
A small action game with pixel graphics and music to go with it.
Upgrades and achievements are included!
Slowly working on my little platformer. Trying to tweak the difficulty is a bit tough, but I think I have enough hazards to keep the player busy. If I have time I might work on powerups before the deadline!
https://twitter.com/SnowFoxGames/status/1084336785780400130
I've been making good progress with my jumping game, with the core mechanic now mostly done (…although physics were harder than expected to set up).
The next steps will be to draw final art… and more importantly, balance the difficulty. That difficulty part is quite tricky, as a good level design should be able to avoid "impossible situations" where deaths are forced. How could we do that yet keep the game hard, and even make it get harder with time? I see two main approaches:
Solution 2 would be too time consuming & unexciting, not mentioning I'd need to playtest again from scratch if I decide to tweak physics constants… So yeah I'll stick with fully procedural levels. To quickly get something I can ship, I've wanted to avoid being too concerned about imperfect levels: a trick was to introduce an "oxygen management" mechanic. The way it helps with level design is that it lets players do (limited) air jumps, which means that even if there's a huge hole in the level it still leaves a chance to survive.
Now, for the ideal solution…
The main idea I've had for "100% solvable" level generation is to place an AI player below the screen, before rockets are even spawned, that "plays" exactly like the player would. It would randomly decide to swap sides & jump, the trick being that the AI also decides when it lands: When reaching one of the 3 "rocket lanes", he'd be able to trigger rocket generation. A rocket would then magically appear right where the AI is, so we're 100% sure that the game is playable :)
We could then adjust the difficulty in various ways:
I'm not sure how widespread this technique of using an AI is, but it may be fun to try. To be continued…
Having a blast coding this weekend. Hard to believe that the simplest things could be so hard to code.
Like trying to get bullets to fire on a consistant velocity. That took me a good few hours to figure out. Stretching my math muscles was a welcome change.
Not sure how to post pics or vids of my progress, but I just posted what I've made on my Twitter account! Then you'll see the meaning of my post's title! hehe.
https://twitter.com/SnowFoxGames/status/1082080890178551808