You get 2 points for scoring a goal, and 1 point if the opponent hits his own goal.
Normally only the hammers can hit the ball – but if the ball is red, the blue player can hit it once, and vice versa.
This is the first game I ever started with Python, featuring Pygame and pybox2d. Lovely language! It is also the first game that I ever made that uses any serious form of physics.
Both are thanks to Florian Berger, who is teaching the university course that got me started on making a Python game featuring any form of physics in the first place. Thanks a lot, it was great fun and (obviously, see above) had great results!
Made completely in 48h – well, according to the Ludum Dare competition rules. I obviously used some base code and publicly available libraries. Apart from that, everything (but the preloading graphics and a very small generic shadow tiles bitmap) was made by yours truly in the 48 hours: Music, sound, graphics and code.
Here’s an old one I never posted, and it’s about time – it’s really cool! So now without further ado, enjoy “Winter Sports: Ice Skating”, a heart-warming minimalistic game made for the TIGS Advent Calendar 2011 in about 16h.
Winter Sports: Ice Skating
You are ice skating and try to relax, but these rude other people are making so much noise.
You are fed up, don your ice slicing skates, and do the only reasonable thing:
You let them fall into holes in the ice.
Make holes by crossing the line you’ve sliced in the ice before.
The holes freeze again over time, but until then, try not to fall in yourself…
Another month, another Berlin Mini Game Jam. I’ll post the result from the November one later, but for now – here’s the game for the December edition for the theme “stealing things”:
Pick up data packets. Protect them from your enemies.
Route them to your base. Steal the ones the enemies have.
Sabotage their routing paths. And most of all: Be swift.
Sneakball is played in 2 teams of 2 players each – and each team only has one gamepad, with one stick for each character. Coordination is key, and the game is more strategic than it looks like at first glance. You can pick up the white data packets by colliding with them. If you pick one up, it’ll have your color for a second and is immune from being stolen before it turns white again. Let the balls touch your satellites (the two things emerging from the base) to score.
The October Mini Game Jam was a lot of fun – 17 attending people in total! Whoo! Out of the available themes, I picked “Trap”. After some brainstorming, I combined it with a Match 3 concept, and finally arrived at:
Obviously I didn’t work with an artist this time.
It draws lots of inspiration from Triple Town: You get a tile, you place it somewhere, you get the next. When 3 of them match a so-called “recipe”, they merge into something stronger:
3 adjacent “person” become “people”, and 3 adjacent “people” become a “crowd”. They bring points per turn.
And then I added monsters. Monsters come in from the side every few turns, walk a step towards their next prey every time you place something, and later in the games, the monsters get stronger. Monsters have recipes too, for example:
If a spider and a person are adjacent to each other, they “merge” into a spider. So basically: it eats them. Same with spider and people.
Now if monsters could only eat people and cost you points, there wouldn’t be much of a point in that. And here comes the trapping mechanic, which is also a recipe:
Put two green blocks down, and if a spider walks next to it, the spider and the trap transform into nothing and give you points in the process. Same with snakes, only that you first need to make the stronger snake-catching blocks and have two of those adjacent. So this here is essentially a spider trap:
If you want to see the complete list of recipes I had, you can click here or on the screenshot at the top.
So much for that. Unfortunately, I somewhere along the process I got lost and everything took a lot longer than anticipated. Most of what I described above works, but there are no points and no goal, you can’t even lose. If you feel adventurous, you can try the prototype anyway by clicking here. I’ll probably not finish it, but I think there’s something cool hidden in there, and I might make a new prototype once I find out what it is!
For the September Mini Game Jam, I worked together with Martin Topolski (check out his art, he rocks!). His idea was to make a co-op game with asymmetric roles and energy transfer as a core concept:
One player controls a fighter, walking around and beating up enemies
The other player controls a ghost, floating around, catching the souls of dead enemies and supporting the fighter with various buffs (using up the soul energy)
That being said, I present:
Gentleman & Ghost
He imagined it as a jump ‘n’ run – which probably needs an editor to be made smoothly. Using a text-based level format might have been the smarter choice, but I decided that I might as well try to figure out Stencyl after seeing a fellow jammer coming up with remarkable results. The next 4 1/2 hours I spent in varying degrees of pain, until I finally decided to drop Stencyl and never ever use it again. (I’m not saying that Stencyl is bad; it’s not. It just has a few problems and is obviously not for me.)
3 1/2 hours left were obviously not enough, even after reducing it to a single screen platformer. I pretty much only finished what you see in the screenshot above, which is a damn shame because the concept is so promising. For obvious reasons I won’t post the prototype, I’d just waste everyone’s time. Instead I’ll give you some cool sprite sheets done by Martin:
So – is this going anywhere? Possibly! Martin and I, we deviated on the focus of the game: He still wants to do a jump ‘n’ run, and I felt the game would be cooler as an arcade single-screen platformer. Martin is now doing his version with a friend, and I’ll link here once they have something to show.
As for me, I might make my arcade version someday.
While the game is playable and actually features up to 10 players (on 4 keyboards, no less), it fails in many other ways.
The basic idea behind the game was “Too many cooks spoil the broth.”: You need other players help to take down monsters, but the more players participate the less points you get. So when you’re standing in front of a monster with others players beside you, you’d be like “Dude, back off, if you stay here we won’t get much points anyway!”, or maybe you’d switch last second to another monster.
So much for the theory. In reality everything goes down so fast (and is so chaotic) that there isn’t much communciation or tactics. Fights also take too long and are not balanced, and there are not much real choices.
I have to admit that I’m not sure how I’d fix the game without introducing more complexity like power-ups. Anyways: It was a fun experiment, and lessons were learned. (The main lesson being that 10+ people games are possible in 8h. I guess I’ll never learn, haha. Looking forward to next jam!)
“Alchemy” was the theme for the May Mini Game Jam, so I made a game about alchemists trying to reproduce a certain formula and their faithful henchman collecting ingredients for them:
You are right before finishing your Magnus Opus!
Only one recipe left… Same goes for your rival though.
Send out your collector to get you the ingredients you need,
and be the first to finish your glorious work!
To finish, you have to fill your goal field with the right elements:
The three light blue, the yellow and the green elements are at the right place. The dark blue shouldn’t be there in the red goal field. Three fields are still unfilled. Push the blue element out, and fill all the goal fields with the right colors to win!
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