Ludipe's Forum Posts

  • I'm designing a game where you play as a fox in the forest. It's like a relaxed sandbox where you play just to disconnect for a while and have fun.

    Right now I have a prototype where a world is randomly generated, you can control the fox and dig a den, it's pretty fun to dig for a while creating caves and all that. You can also eat or collect food and store it in your den for later.

    I've got some planned features like adding rabbits and some small animals (that will require some basic AI to make it fun) so player can choose between hunting, collecting nuts, berries, etc. I also want to add some customization to your lair, it's not minecraft, it's just a fox simulator, but you'll be able to use leaves and fallen branches to create some basic stuff. I'll also add a day/night cycle.

    So let's do some brainstorming!

    Can you think of more tasks or things to add? Keep in mind that I want to make a game to relax and have fun, I was gonna add a hunter so you had to run and hide but decided not to do it because it'd be too stressful. I might include bears or bigger animals, to create some danger, but it won't be hard to flee.

  • "Xbox 360 Controller recommended.

    Keyboard controls:

    WASD + SPACE"

    It's playable with WASD but it might be better with the arrow keys. Looks pretty great, I'll plug my xbox controller later and rate it :)

  • Yeah, sorry for the 404 error, my bad, it's the link what is not working(don't know why). Try playing the web version from the Ludum Dare website.

  • The Hero's Journey (or get the treasure and run) - Ludum Dare #27 Entry

    <img src="http://www.ludumdare.com/compo/wp-content/compo2/thumb/c373cbb8a30dd67d0e50487767d71f18.jpg" border="0">

    "The Hero's Journey (or get the treasure and run)" is a platform game which tries to be fun and somehow educational at the same time. It's a very basic representation of Joseph Campbell's "Monomyth"; if you don't know what this is you'll find out playing the game.

    In the game you must get to the treasure chest and then keep running until you get to the beginning again. You'll repeat this task a few times but the stage changes.

    The game features three game modes (easy, normal and endless). It's designed to be easy so, from my point of view, most players shouldn't have any problems when playing on endless (which is the hardest).

    Instructions: (they are included in the game) Arrow keys to move and "X" to jump.

    NOTE: Desktop version is recommended

    Includes nerdy references!

    P.D.: I was too tired to focus on fixing the crappy collisions.

    Ludum Dare Entry

    Web Version

  • A Wizard's Aventure (GBJAM Entry)

    <img src="http://img94.imageshack.us/img94/6084/ptp1.png" border="0">

    <img src="http://img24.imageshack.us/img24/8208/7w5i.png" border="0">

    Description:

    Guide a young wizard on his quest to recover the true names, the words that give powers to the practitioners of the magical arts. Wizards are beginning to forget this words and someone must be behind it. Explore the island and talk to the villagers to find out what's going on.

    Genre:

    Exploration/Adventure/Platformer

    Instructions:

    Use the arrow keys to move, X to jump and Z to interact

    Developers: Ludipe, aquilicoco, Dieguillo24

    Entry

    Kongregate

    Windows

    Quick postmortem:

    GBJAM ended a few days ago but I didn�t have enough time to write a proper postmortem as I was going on a family trip.

    For the occasion I teamed up with aquilicoco (creator of the amazing pixel art) and Dieguillo24 (the composer who helps setting the mood). We worked together mainly because neither of us had enough time to make anything decent on his own.

    The idea was, once again, too complex for a game jam, I should learn the lesson and start aiming for simpler projects, maybe an arcade game. The last two days were crazy, I designed the game and wrote the story almost in the last two or three hours, and that�s the reason why it looks like an early prototype. I tried to get rid of the bigger bugs I found so at least it would be a playable prototype.

    My website

  • I wasn't even going to submit mine. I wanted to create something way to complex and creative to be achieved by just one person in 48 hours. I submitted it as a screensaver <img src="smileys/smiley17.gif" border="0" align="middle"> , it's almost impossible to play it without finding bugs.

    Entry

    Postmortem

    I don't know why but when I saw MolyRun I thought it must have been done with construct.

    Anyways, GBJAM is next.

  • I am looking for a music composer for MolyJam 2013.

    It's an indie game jam so I can't offer any kind of money for your work, I'm sorry, but it's something you can add to your portfolio.

    I don't have tons of experience in game developing but I have a construct license and I finished my first Ludum Dare a few months ago so I'm gonna work hard over those 48 hours to do my best.

    This is the theme I'll be using:

    A village with just 2 houses. You control a doorbell for both houses. Can you bring the 2 inhabitants together and make them fall in love?

    More information

    My twitter

    PM if interested.

  • pixel perfick: Reminds me too much to "How I met your mother" <img src="smileys/smiley17.gif" border="0" align="middle" />

    mineet: I think you're right. I should have a good introduction for my characters and make them unique somehow.

    sved: I'll think about adding more drama. My initial idea was that they're both spending their holidays and each one thought they would be alone. They're gonna be there for 10 days (10 days x 2 minutes per day = 20 minutes gameplay session). Each day there are two events and if the player interacts correctly with the bells the two characters will get together more often. If you complete X events they'll fall in love. And you won't be able to win the game always, even if you did everything right, because luck is also something important in life.

    And what about names? At first I wasn't going to name them but it could help with this whole empathizing thing. Disney has showed us many times that we can care about any unanimated object just by adding it two eyes and giving it a name.

  • I'm making a game for MolyJam 2013 and since I know the theme in advance I want to plan a few things. My Ludum Dare entry was too simple and bad designed, it was ranked #196 in the overall category but I was a bit disapointed with the game. Anyways, in this jam you have to use a tweet from to design the game, and this is the one I chose:

    A village with just 2 houses. You control a doorbell for both houses. Can you bring the 2 inhabitants together and make them fall in love?

    I still don't know if I'll use pixel art or I'll try using SketchUp. I did this in 5-10 minutes and I liked the result, so I'll keep practising and I might use it.

    <img src="http://media.tumblr.com/64e1ee792a11b5090b9e34e58f3502e3/tumblr_inline_mojviaRZXN1qz4rgp.png" border="0" />

    (I'm posting all this info just to help you visualize my idea)

    I want to make the player care about the characters, that should be the main motivation. We all have played games that were a bit crappy just because we empathized with the characters and wanted to help them. I want to achieve that kind of feeling and I'd like to hear your ideas.

    There is not going to be any kind of interface and my intention is to keep it as clear and simple as possible. I don't want to fill the screen with texts about the character's story. Remember that it's a 48h game jam, it's gonna be hard to create a simple project and I can't spend extra time creating things like animations just to add some background to the characters.

    So, how would you help the player care for a bunch of pixels keeping everything simple?

  • 1.Are the sounds playing correctly? (music, jumping, stabbing scorpion, collecting balls)

    As far as I have noticed.

    2.Is the level (too) hard/easy?

    Depends on what you're looking for, I died 2 times and it didn't take me very long, it's not too hard for an average player but some people might find it hard.

    3.How do you like the soundtrack?

    Nice, very retro.

    4.What did you like the most in this version?

    Platform design.

    5.What did you dislike the most in this version?

    Scorpions, just spam attack close to them to win automatically.

    While playing I thought it might be nice if the character said something or had more animations ( like breathing when he is standing ). Those two things would be really nice.

  • Great game, I bought it and I'm having a lot of fun with it. Just some suggestions:

    -When you are playing it's easy to forget which weapon you are carrying with each hand, I died many times just for pressing the wrong one. It'd be nice to have some kind of indicator on screen.

    -Release a demo, seriously, there's no much info about the game and a simple demo will get more people to buy the game.

    -Market a bit your game or have someone else do it for you, seriously, you have a good product but your website looks a bit poor, give us reasons to buy it and send a couple of e-mails (indiegames.com will probably feature it if you contact them).

    P.D.: I keep dying after beating the first 3 stages >.<, I'll have to practice more.

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  • <img src="www.ludumdare.com/compo/wp-content/compo2/233892/20471-shot0.png" border="0">

    This is the game I made for Ludum Dare last weekend (it's also my first construct 2 game).

    Entry | Play it

    "Reach the exit. That's all you have to do. Looks easy.

    But you are not alone, someone or something is using you as a toy, and it's not going to be that easy. Discover the world as you walk, find new obstacles and learn to overcome them.

    You will be alright as long as you remember two things:

    a)Always try to reach the exit.

    b)Don't trust him."