lundi 1 septembre 2014

Ludum Dare 30: Some interesting mechanics, some well-executed concepts

ld30mosaic.jpg


Here's another batch of seven Ludum Dare 30 games, all made about a week ago for the theme Connected Worlds. Some of these have interesting mechanics, some are just well done, and all are at least worth a look. Have fun! If you like these, you can find more on the Ludum Dare web site.


Binary System by rogueNoodle

Browser (Unity), Windows, Mac, Linux | 72-hour Jam | Colorblind friendly


21449-shot1.jpg This game is simple, but not easy. The player is in control of two planets which move in tandem. They can be rotated in either direction or moved in toward or out away from the center of the window. Asteroids fly in at random and the player must avoid letting either planet get hit.


Capsule by PaperBlurt

Browser (Twine) | 48-hour Compo


capsule.png This is a Twine game which makes good use of graphics and CSS to craft a really good atmosphere. There aren't that many branches, but it's a really good story.


Connecting LD30 to the Real World by Will Edwards

Browser (Non-Unity) | 72-hour Jam


ld30real.png Some people won't consider this a game. It tracks which users have submitted games to Ludum Dare 30, which games they've commented on, and who has commented on their games. When a user loads the game up for the first time, they are asked to identify themselves and then shown a map which starts out having only country outlines but fills in with color and pictures of animals and things depending on the user's activity on the Ludum Dare web site. People without Ludum Dare accounts can probably choose a random Ludum Dare participant and see the map from their perspective. Will Edwards is also responsible for the creation of the mosaic at the top of this article, which includes screenshots from all 2500+ games in Ludum Dare 30.


Mushroom Connects by fcpfoof

Windows, Mac, Linux | 48-hour Compo


28932-shot1.png This adventure game just asks the player to find a macguffin, the pursuit of which requires the player to go back and forth between two connected worlds. The second world can get annoying because it requires the player to retrace a lot of the same territory multiple times, but the game still has a lot of charm to it.


Our Worlds by Davi Santos

Browser (Unity) | 72-hour Jam | Accessible


10464-shot1.png A puzzle platformer in which the goal is to get each of the two characters, a girl and a boy, to the telephone. Both characters can do things like push buttons in their own world to activate moving platforms in the other world. It's really well executed, having good graphics and sound on top of being colorblind friendly and having rebindable controls.


Pulley Planet by Lonebot

Browser (Unity), Windows | 72-hour Jam | Colorblind friendly


6685-shot1.png In Pulley Planet, you have a ridiculously large pulley that can pull elemental planets over to hover just above you, changing the weather conditions and allowing you to punch elementals to death. And punch them you must, because they want to attack and destroy the pulley. They come in waves, and although the game starts out too easy, it does get more difficult.


World Absorber by crneumre

Browser (Flash) | 48-hour Compo | Colorblind friendly


22848-shot0.JPG The tutorial for this game is terrible, but once the mechanics are understood, it's a brilliant sleeper of a puzzle platformer. Each puzzle has two or more connected worlds which have the same platforms in the same places, but which may have different physical laws or items than do the others. In the first puzzle, for example, one of the worlds has the level exit, but the player can't jump high enough to get to it; the second world allows the player to jump higher but has no exit. Absorbing world 2 into world 1 allows the player to jump high enough to reach the exit.






from IndieGames.com http://ift.tt/W12yQC

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