A text-mode, turn-based MOBA JRPG. We might have over-interpreted the theme. You can move around the map, fight (dumb) enemies, use abilities and eventually win. The game works but it is still quite raw. There are some bugs, a lot of missing feature and the AI of the heroes should really be improved. I mean, they can't even use their abilities ! However the basic idea work surprisingly well and it feels like with some more work, it could become a really enjoyable game.
A kitten "management" game. The player must place different items on the ground to keep kittens happy (and alive). The game works but we spent too much time trying to make the AI interesting so we didn't had enough left to balance the game. The result is not very interesting to play, but it forced us to develop some kind of UI (it's our first game that uses mouse). It seems that it crashes on some computers, but we were unable to reproduce it.
A hardcore platform game. You start with several moves (dash, double-jump, wall-jump) and loose them progressively. The gameplay really works on this game. The level design could probably be better and the walls should be made a bit sticky to help with wall-jumps. One of our most solid contribution. The main problem is likely the difficulty with a somewhat reversed difficulty curve (which comes from the theme, and we knew it would be an issue when we did the game) and probably only a few people reached the end.
This was supposed to be a non-linear adventure game. You and a few other prisoners are dumped on a small flat world and you should try to escape. The idea was to talk with the other characters and decide who you help or not. Depending on what you do, different events should occur. Sadly, we spend too much time designing this system and fighting against technical difficulties and we didn't really managed to implement a lot of interactions. I guess we where over-ambitious on this one. The game can technically be finished, but it is really hard to figure what should be done without a walkthrough.
An adventure game where you play an adventurer that visit a pyramid that turns out to be... An alien ship ! (How original...) You need to solve the small puzzles in each room to progress until the final choice. The level-design is not particularly inspired (which is a bit of a shame for this kind of game) so there is room for improvement, but overall we managed to do what we planed.
A racing game where your ship can change shape, which is useful to collect as much points as possible. The basic idea was to make a racing game where the speed is not really limited, but you don't see very far in front of your ship so you probably should not go too fast. The game feel is not very good but at least there is a funny story.
A Ludum Dare with two themes... And we tried to use them both.
You play Alice Beth and try to survive. For this, you need to eat
and drink, but this is going to make you grow or shrink or hungry or thirsty.
So you basically have to guess what aliment does what. The balance is really
odd so the game is really hard and not very funny. But it really matches
the theme.
You play the end boss of some old-school J-RPG. A group of player characters come to defeat you. Of course, you are far too powerful, so you win... But they come back after farming some mobs, and they now have new capacities. How much time can you defeat them before they win ?
The game works but would deserve more balance and more explanations. You have several abilities, but it's quite hard to figure what they do. Also, PC gain abilities which interact with yours, but again it is not clear what they do. This makes the game a bit confusing.
This is our first game with our homebrew game engine, Lair. We encountered a few bad bugs during development, which is not so surprising because the engine was not really tested. Also, it was not really designed with this kind of game in mind, so we had to improvise for the UI.
This should have been a 2D platform/puzzle game. Unhappy with our previous experience with Javascript, we used a more familiar language for us: C/C++ with the SDL2. And that's pretty much it. So we spend most of the time programming low-level stuff and didn't had enough time to make the levels... Too bad.
Our first Ludum Dare. We used an existing game engine, Phaser and an unfamiliar language (Js) for most of us. We had a lot of issues, both technical and organizational. The game was incomplete at the deadline but not much was missing. We took some time to fix it later so the game can now be finished. It is a simple adventure game with some puzzles that are not always really inspired, and you might be unable to defeat the boss if you don't collect all the key items. So it can be quite confusing sometimes, but we are happy with the lovecraftian mood.