Games by @davidcollado
72 hours | 29-31 July'17 | Custom Engine (C++/SDL/OpenGL)
I joined Ludum Dare 39 with my friend @francesctovar and we made this little platformer game. The theme of the jam was: Running out of energy.
It was the first Game Jam where I used a custom engine in C++, handmade by me. It was not without its difficulties but I am very proud of what we achieved during the weekend!
PD: We have been improving the level design after the jam. You can download the latest version of the game on itch.io.itch.io
72 hours | 22-24 August'15 | Unity
For Ludum Dare 33, I made this game with Helena. The theme was I am the Monster. It is the most experimental game I have done and the less 'arcadey'.
It is my first try at making a videogame that conveys feelings to the player.
The art is made by Helena :)Windows (13.2 MB) Mac OS X (15.6 MB)
72 hours | 18-20 April'15 | GameMaker
Once more with @turmixs and @davidllanos22 for LD32. This has been our most complex jam game to date.The Ludum Dare theme was An Unconventional Weapon. We designed a weapon that shot bulllets that came back at you, sort of a methaphor for how when you do wrong, things come to haunt you later... There is also a mechanic that allows you to get the bullet back without harm.itch.io
48 hours | 23-25 January'15 | GameMaker
Another game with @turmixs and @davidllanos22, this time for the Global Game Jam 2015. Theme this time was What do we do now? and we decided to make a game where the sheep are eager to be commanded by this sheepdog that you control.I used Steering Behaviors to implement the movement of the sheep and I am really satisfied with the end result.I have a half-written postmortem about this jam that I may finish some day... Windows (3.5 MB) Mac OS X (3.7 MB)
6 days | 10-15 November'14 | GameMaker
I made this game for the 7DFPS Game Jam. This Jam had no theme so I decided to make a personal game about a recurring dream I have had since I was a child.I wrote a postmortem about it.The game has more story elements than my previous ones but less pure gameplay. Anyway, I am quite happy with the results since it was my first attempt at a FPS. Currently the game consists only of 2 out of the 5 levels I initially designed the game to be but I plan to finish the rest some time in the future. Windows (2.2 MB) Mac OS X (2.3 MB)
48 hours | 24-25 October'14 | GameMaker
This is my game from LD30 and the theme was "Connected Worlds". I was quite down on the theme when I first heard about it but I am quite happy with how this one turned out.I wanted this LD to be an excercise in design and specifically level design. I had not been making a lot of it in my previous games even though I had been reading a lot about it. I can really recommend the book "A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design" by Anna Anthropy and Naomi Clark. It is in my opinion beyond the other books currently out about the subject.
I was surprised while developing the game that a simple set of rules of interaction between both twins created some very interesting results and I think the system could be further explored...Windows (2.2 MB) Mac OS X (2.2 MB)
48 hours | 26-27 April'14 | HaxeFlixel
I made this game for LD29, for the 48h compo, and the theme was "Beneath the Surface". I am very interested in exploring the possibilities that controlling more than one entity can have in gameplay and this experiment allowed me to try a little bit of it.My original idea for this game included a Killer Whale enemy that would hurt your Sharks and eventually kill all of them. I also would have included some kind of mechanic for attacking the Whale but time did not permit and the finished game is not much more than a mindless run for the High Score.I made this game in HaxeFlixel and even though design-wise I am not very proud, I think controlling the group of Sharks is still quite enjoyable. Play!
5 days | 24-28 February'14 | Flixel (AS3)