Ludum Dare #33 – Final result

in Games & Prototypes

After two days of working on this game, Dungeon Hunter is now finished (or… as finished as it could be within 48 hours) and available for download. I will be posting my evaluation in a few weeks when the ratings are in as well. For now, enjoy the game and manual below!

Brace yourself; Ludum Dare #33 is coming

in Games & Prototypes, Personal update

It has been a while since I last posted a blog post. On Twitter I already announced that due to some personal circumstances and vacation I was unable to keep up with my blog. However, starting from next week I will go back to my schedule of publishing a new post every other week.

The upcoming weekend I will be participating in the latest instance of the Ludum Dare. I am still really happy with my result from last time and it will be really difficult to top that, but that isn’t stopping me from trying. I’ll be posting my progress on Twitter, try to post my day one builds here, and I may even livestream my process over on my Twitch channel, so keep an eye out for that. Below I will give a short overview of my plans for this Ludum Dare specifically, so read on for some tips and whatever if you’re interested.

Ludum Dare #32 – Day One builds

in Games & Prototypes

I am currently participating in the Ludum Dare. The theme for this weekend is unconventional weapon. Below you can find my day one builds. Feel free to leave me feedback however you can.

And if you don’t want to download playable versions, feel free to look at these gifs:

explosions

booster

shot

The goal of the game is to nudge satellites to hit enemies. Right now there is no generation of satellites or enemies left, so I guess you can only play around with the ones that are there (click the city with the mouse to fire a skyscraper). Right now the biggest problem I am dealing with is getting the gameplay to be fun. It is a bit annoying to actually hit the satellite and hitting an enemy seems to be very impossible.

I am considering changing the controls so the player can just hold the mouse button on a satellite and then drag in the direction they want to push it. Then having a skyscraper launch to make that happen might be a bit annoying, but it makes the gameplay a lot easier and playable. If you have any ideas about how to make it work, please let me know.

Enjoy!