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hellojed's picture

Ludum Dare Delivery

citybanner.jpg
Game File (Linux): 
Game File (Mac): 
Game File: 

This was a game I worked on for like a day and a half last week for the Ludum Dare, the theme was "Your life is currency" so I though "what about a version of Crazy Taxi where your health was tied to the amount of money in your bank account" and you'd drive around making fares, periodically money would be deducted and if you had none your heath would run out. And also you'd have a load of debt to pay off. I managed to implement most game features but didn't want to bother with finishing it, tuning it, or really messing with it anymore.

basically Unity's default Car Controller is terrible and driving was a real bummer, also the game was a real bummer of a subject, and while the primary color blue sky graphics have a certain charm it was not the look I really wanted.

How 2 Play
Drive around until you see a box with a green circle, stop in the circle to pick up the box, the arrow will point to where you need to go to drop it off. stop inside the dropoff zone and get paid $$$

Kontrols:
Arrow Keys - Accellerate, brake, and steer
R key - Reset car
Escape key - quit game

Credits:
City road assets: 3D road Tile Pack by Kenny.nl https://opengameart.org/content/3d-road-tile-pack
Cars: Vehicle assets by @eracoon https://opengameart.org/content/vehicles-assets-pt1

Music: An original composition by me (I made a bunch of experimental music and this was like, okay)

Made For: 
An event
KlikBot's picture

Klik of the Month Klub #81

Sat, Mar 15 2014 04:00 PM
03/15/2014 - 16:00
03/15/2014 - 18:00
Etc/GMT-7

The Klik of the Month Klub meets right here on this very website on the third Saturday of every month at 4pm Pacific Time (taking daylight savings into consideration) for a two hour Klik & Play Showdown. Everyone who participates gets two hours to create something from scratch in Klik & Play. Abusing the stock objects is encouraged. If you really loathe Klik & Play you can use whatever game development platform you want. Two hours is a pretty tight time limit, though, so choose wisely!

Klik & Play is absolutely free to download, and learning it takes minutes, so everyone can get in on the action.

Want to talk to your fellow Klikwreckers? Join us on IRC -- server irc.freenode.net, channel #glorioustrainwrecks. We've also got a Mumble voice chat server -- just connect to glorioustrainwrecks.com using Mumble and you can talk to us like real human beings! Join the mayhem!

After you've made your game, you should upload it here!

For more information, check out the KotM N00B FAQ.

Sign up using the "Sign Up" tab above if you want to get reminded by email the day before the klikkening begins!


Games made for Klik of the Month Klub #81

Namesort iconCreatedByScreenshotComments
BOG ROGS05/09/2014 - 11:02Smedis2BOG ROGS.png1
death comes to us all03/17/2014 - 04:41LouisloadUntitled.png2
JANKUS05/05/2014 - 14:58Smedis2JANKUS.png3
Poop Game10/04/2014 - 18:04ihavefivehatpoopintime.jpg4
Super Orange Tycoon Thing03/15/2014 - 22:50FirecatFGImagen3.png1
zum's picture

Hecker's GDC Rant: Please Finish Your Game

At GDC, Chris Hecker (whom you may recognize as an outspoken commentator on games, a co-founder of the Indie Game Jam, and one of the driving forces behind Spore) delivered a rant about jams and compos that you might find relevant.

Watch. (The rant proper begins at 3:25, if you want to skip ahead.)

And, well, sure. There's much to agree with here. Fixation on time-on-task is a worrisome trend in the independent sphere. (Not to mention a firmly entrenched problem in the mainstream.) Games that explore mechanics to their fullest potential of expression -- to their aesthetic completion, as Hecker puts it -- are beautiful, important, hard to come by, and often undervalued.

Some of the other remarks are more difficult for me to get behind.

ExciteMike left a measured, thoughtful comment in the post about the rant over at Ludum Dare, and I largely agree with what he said, so I'm just going to quote it here:

ExciteMike wrote:
I want to challenge the notion that games should be deep or fully explore a mechanic. It seems like it goes without saying, but a lot of games have not really done that, but are still things that we think are worthwhile. Braid was in at least in part Jon Blow’s reaction to Prince of Persia: the Sands of Time precisely because it was a very good game that many of us loved, but did not do much with it’s rewind mechanic. Ico didn’t really explore all the gameplay potential of guiding around a helpless girl, but was wonderful. I also loved Braid and I loved VVVVVV’s amazing use of what can be done with such a simple mechanic. The point of the examples is that great games can be made either way! A deep exploration of what one game mechanic is just ONE way to make a game that is interesting and worthwhile.

Another point worth making, I think, is that when he talks about taking a game to it’s aesthetic, artistic conclusions or to explore it to the degree it deserves, it’s not really clear what that means. So like, Katamari Damacy comes along and explores an interesting control scheme and an interesting new mechanic, but how do you judge whether rolling things up was explored deeply enough?

It was one of the last few lines that really bugged me though. “We need more depth and understanding.
We don’t need more wacky ideas or shallow games.”

That part is ludicrous.

I don’t say that because I’m angry or because I’m offended. I say it because it truly is silly to just dismiss such a broad category of games like that. You might as well say that more books should be nonfiction and we don’t need short stories, that paintings need to be more photorealistic and we need fewer sketches, that we need more prose and less poetry, that we need more stand-up comedy and less joking around with your friends, or “We need more GDC talks that are deep and insightful. We don’t need more rants.” (Please don’t think that’s what I’m saying. I like both kinds of GDC talks!) Liking a certain sort of game is completely fine and normal. But that doesn’t mean we need less of the other kinds.

I'll add this: I believe it's important to consider the creator and the process along with the creation. I don't mean this in a masturbatory or self-fixated way. I'm a firm proponent of the Crap Art philosophy that creation should be as much a process of discovery as of invention, and that cultures of exclusionary criticism are ultimately a detriment to artistic exploration. And I can believe this even while I hold true Hecker's "the good-enough is the enemy of the excellent."

In some ways, I think this is what sets us apart from a lot of other jams and communities. Check the manifesto on the frontpage: Glorious Trainwrecks has always been about getting out there and making something. Even if it's not good! We don't vote on submissions; we have yet to impose explicit themes or guidelines or constraints for jams. Hell, we hardly even care about the two-hour limit; it's mostly there to keep blind, hubristic ambitions in check. The hope is that you'll come out with something at the end rather than throw up your arms in exasperation.

I think the community understands this implicitly. Everyone is encouraging and welcoming to newcomers, and most of the fun of the Klik of the Month is is hanging out with folks on IRC -- or, increasingly and to my great delight, in-person. And I love it for this. At the same time, I think a lot of us care deeply about design and craft and, yes, art. I think we can still hold dialogue on these things.

---

I made Jeremy a game for his birthday. I don't think it's a very good game -- I could go into how, as a score attack, the object spawning is too nondeterministic, how the scoring system lacks depth, how the notion of a score attack doesn't even work in that context without some kind of stress or time constraint. Nor do I think it makes some kind of grand statement. Both of these things are kind of beside the point. It was my hope that he saw that I thought of him, and that he got a kick out of it and out of some of the things in there that we both enjoy.

And, hey, if someone happened to think that it's even the slightest bit poignant that a T-Rex can't hold a birthday cake in his arms because they're too tiny, well, I wouldn't be displeased.

Noyb's picture

Attacking Zegeta

Attacking Zegeta is a commercial platformer available on the PS4.

Above is the very first screen of the game. Jumping breaks the yellow blocks immediately above you, but you can't jump high enough to hit the second layer. Some blocks drop weapons: grenades and bullets, which allow you to break the yellow blocks to the right. Before reaching the green tube a flying robot spawns. You're trapped. It kills you in seconds.

Turns out there is a wall jump. Turns out the infobox which teaches you how to walljump has been above you all this time, in a location you can only access by walljumping.

Attacking Zegeta is a trainwreck of hazard-dense levels, unexplained interactions and relentlessly spawning enemies. Attacking Zegeta has a level of difficulty so high that just getting past the first screen feels like it requires breaking the game by abusing enemy spawns, throwing hundreds of grenades to destroy spike traps, grinding coins for hours in a Flappy Bird clone to make up for the sparse item economy in the game proper. Each level ends with an unexplained Bible quote and the game's site promises to open a secret vault to those players who finish the game.

Watch Damian Sommer and his friends play and beat it.

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everythingstaken's picture

February 2015

taylorSwift.png
Game File (Mac): 
Game File: 

Update: 21 April - I think this Mac build works. If you want to see the reference pictures of Taylor that the game is based on, you should download in addition, the PC build. Please tell me if this keeps happening!

Sequel to January 2015 and October 2015. Originally made in 2015, however, the flash drive it was stored on was corrupted, so I re-made a lot of what was there.

Loosely based on embellishments about the singer Taylor Swift's life during February 2015 and conspiracy theories about her on 4chan and real world events. Included is a folder with pictures I found on the internet related to each day in February of 2015 that I found in 2015. To limit the file size, I took some screen shots of videos I saved.

There is nazi symbolism in the game, but to be clear, I am not in support of fascism.

Controls:
[Up, Down, Left, Right] - moves character
[Control] - interact with doors, people, and other objects
[>] - go to the next day
[<] - go to the previous day
[P] - password enter
(enter "Feb" and date
number to go to different
days, ex. Feb25, or Feb9)

Event Created For: 
Made For: 
An event
kirkjerk's picture

Gamasutra on "How to Prototype a Game in Under 7 Days"

Slashdot linked to this article:
http://www.gamasutra.com/features/20051026/gabler_01.shtml

Of course, compared to the KotMK, the time is out and out leisurely! Still some interesting thoughts.

Man, I gotta start getting more into the rest of the modern super-indy scene.

Frustration Hockey

FrustrationHockey1.jpg
Game File: 

Attack hockey drones with puck.
Get a high score.
Don't get eaten.

Made For: 
An event
TheCakeFlavor's picture

Rotting Seaweed

This isn't *really* a blog entry. I know no one reads the blogs here, so I'm using this as a sneaky image host for a game called "going to the beach with your favorite nerd :)". It doesn't exist yet, but I'm almost done making it, and if you go back to my account and click games, you'll probably be able to play it.

I can't host the images on the game page, because it doesn't exist yet, so I gotta host em here. Thamks to sergiocornaga, I found out I could unlist them, so there's no risk of any snoopers around.

Romantic Ping Pong Experts

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Skunk unrelated but as a screenshot, you play the role of a pacemaking rooster who must bring love and romance back by, by playing ping pong. Not in the traditional manner of course, and no klipart has been used in this release. Anyway, expect some annoying gameplay, and if you don't want to get bpm to 120 you can always press = to go to the next frame and backspace for previous frame.

More info on the plot in the Help/About section in the executable, http://archive.org/details/ER51pseudocold3 the sir who did a wonderful job on the soundtrack, I'd like your e-mail so I can thank you in person. Pseudocold by Adhesion. Game completed in a day.

Author: 
bc_
Made For: 
Ladies' Auxiliary Klik of the Month Ball #5 (Mar 2010)
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