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Ludipe

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Thanks! Already looking into it

Hey there! Yep, hubs are no longer lineal, so some stages will unlock 2 (sometimes even 3) new stages. This was suggested by several users and it looked like a cool idea, so I decided to give it a try.

Construct 2 :-)

Yeah, due to the lack of time I ended up making something a little bit too hard hahaha. There's a link to a full walkthrough on the description!

-> Check it out <-

"Freads" is a local multiplayer mobile game for three players (though you can still play solo). Each player places a finger on the screen and a triangle appears using touch coordinates as vertices.

I usually make web games and I know not many people are going to play this one, but that shouldn't stop us from toying with new input methods and cool mechanics every once in a while ;-P

Replied to axoona in shhh comments

Sounds like a good idea to me! :-)

Replied to mildmojo in shhh comments

Huh, randomized goals is something I didn't think of, that could work. It's a pretty cool idea :-)

I agree with the billboard needing more feedback. I almost forgot to add the billboard itself before the jam ended, silly me!

I didn't have much time to balance and test the game, so the systems in it are pretty simple. Should test a more rapid progression though, could be better. Thanks!

Wow, that's great, thanks! :-)

Replied to axoona in shhh comments

Thank you! :-)

You're right, not having an ending isn't very rewarding but when you can't give it a proper ending then it's best not to do it at all. A time-based ending would probably make sense, though it'd take a while to balance that, a goal-based ending crossed my mind but, for this particular theme, I wasn't comfortable with encouraging players to do a certain task.

Cheers!

thanks! :-)

Should be 32b, though we can't really test it on our own :-/

1. Hi there! What's your name? Want to introduce yourself? Hey everybody! I'm Luis (or Ludipe) and I'm a game designer. I'm working on "A Place for the Unwilling" at AlPixel Games. I make games, travel around, participate in game jams and give talks.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining? I won't be participating on the jam, but I'll be around in case I can be of help.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own? I'm a huge puzzle-game nerd, so "The Witness" would be on the top of the list. I kinda got into gamedev because of "Braid". I spend quite a lot of time playing small games, I don't usually put several hours into one single game (except for "The Witness", "Dark Souls" and "Rocket League").

4. Do you have experience with game development? What did you do/with what engine? I've been making games for over 3 years now. I've published over 40 small games and even got one on Steam. I'm a full-time indiedev. When working alone I use Construct 2, though in "A Place for the Unwilling" we're using Unity.

5. Tell us about something you're passionate about! I kinda like a bit of everything, which helps a lot when making creative work. Books, music, tv shows, comics, movies, etc. Love them all.

6. Any advice to new jammers (if you're a veteran)? This is going to sound silly but I swear it's not. The best advice I could give to any of you (after taking part in about 40 jams) is to have fun. Jamming with friends IS fun. Crunching and not resting ISN'T fun. Sharing your progress with others IS fun. Giving up ISN'T fun. If you want to use a certain tool or technique (like hand-drawing all the art) then go for it, because if you want to do that then it'll BE fun. Do the fun things, avoid the others :-P

:-)

Wow, thanks a lot for that video pebbles! Glad you enjoyed nearAWAY :-)

The game needs more polish and the controls aren't intuitive at all, but gameplay was interesting and narrative got me curious, felt personal. I had to play the whole game using a touchpad, which was quite hard hahaha.

It's a really nice game despite its flaw ;-)