Ludum Dare 36
The Theme is:
Ancient Technology

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Give and receive feedback on your game

LD36 has ended!
Well done to everyone who took part.
1910 Amazing Games!

Problems? Post here!

Posted by (twitter: @mikekasprzak)
10 hours ago | August 30th, 2016 1:04 am

Hi. I’m still away, but I’ve been getting a number of people contacting me that weren’t able to submit, or had issues submitting, so I’m going to send them here. Please leave a comment here if you had issues submitting.

If it’s an account/activation issue, I’ll take care of those. You can contact me directly.

Dare to Play LD36

Posted by (twitter: @_sorceress)
1 day ago | August 28th, 2016 4:25 pm | 8 love | 10 Comments »

The Wheel – Challenge The Dev

Posted by
7 minutes ago | August 30th, 2016 11:53 am

I have been playing the game with my friends  for a highscore challenge, since we completed our jam entry. So I thought it would be great to bring more people to our challenge.

My Score : 1953



You can get the game here : The Wheel

Let’s find out the highest score.

Gonna Stream some LD Games? Use this…

Posted by
9 minutes ago | August 30th, 2016 11:51 am

Ludum Dare Streaming Bot
I made this app for myself to make it easier to stream Ludum Dare Games. I had a few people ask if they could use it, so I rebuilt it into a more user-friendly version.

How does it work?

The app is fairly straightforward: Upon opening it, you’ll be asked to login to your Twitch account, so it can connect to your channel’s chat. It will then start reading chat. Anytime a viewer posts a link to a LD game, it will automatically add it to the queue on the right. You can drag and drop to move the entries around if you’d like. The player controls at the bottom allow you to cycle through the games. The “Play” button will automatically open the current game in your default web browser.


You can download the app for PC, Mac, or Linux here. Please read the “Other things” section before using. Thank you for helping me improve the app!

Other things

  • The bottom “controls” section is not to be shown on stream. The app resolution is 3:2, but if you only include the top section, it should fit a 16:9 resolution perfectly.
  • The green boxes are to be keyed out. The most common streaming applications (OBS, XSplit) have chroma key options that will allow you to easily remove the green, and show the game/camera layer behind it.
  • The small green box in the lower right is for a webcam, but it can be hidden in the “settings” panel.
  • The app, by default, is set to only accept and open LD36 games. However, you can easily change this in the “settings” panel.
  • The app has only been tested on PC. Please let me know if you’re able to test it on Mac or Linux.


If you try using the app, I would really appreciate your feedback. What features would you like to see added? Is the interface easy to use? What can I improve on?

Also, I did my best to fix all the bugs I could find, but you know how it is… if you find any bugs, please let me know.


You can contact me on this post, or by email ([email protected]) with any questions, feedback, or bug reports. Thanks again for your help! I hope you find the app useful.

Finally we can protect our pyramid!

Posted by
17 minutes ago | August 30th, 2016 11:43 am

Finally!!! I won’t lie, we had so many moments when we said that “well maybe we aimed a bit … or way too high”. This was the first game jam we have ever done so guessing what is achievable in this short time frame wasn’t easy at first. BUT we managed to ship something playable, so we are incredibly happy.

The game is designed to be used with Oculus Rift, but if you don’t have one you can download the Windows version with mouse and keyboard support. We made everything in the game from scratch.

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Pyramid_Watchdog – Ludum Dare 36

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Download: Oculus Rift , Windows


Posted by
17 minutes ago | August 30th, 2016 11:43 am

Me and my friends decided to do the Ludum dare this year for the first time. Gotta say it was pretty fun. Would have done more but school got in the way. Can’t wait for the next one.
Check out our game here


Posted by
17 minutes ago | August 30th, 2016 11:43 am

Our first jam is done! Thanks a lot everyone @subatomiccrash. I enjoyed it a lot.
Here is a sneak peek of our entry DRONE.



com help. i’m ben sacrfaced

Posted by
18 minutes ago | August 30th, 2016 11:42 am

Raptor Rocket!

Posted by
18 minutes ago | August 30th, 2016 11:42 am

Build Your crazy rockets on our first entry ever on ludum dare!

Download the game here!



BIRDS!! – Tori Tori Panic

19 minutes ago | August 30th, 2016 11:41 am

This is a game where you play as an archer hunting birds.

First Ludum Dare for us, kind of satisfying, but still a long ways to go.

Lots of things we could have implemented, but not enough time

play here.

ludum dare 36 submission

My First Ludum Dare Jam Entry

Posted by (twitter:
19 minutes ago | August 30th, 2016 11:41 am

I’m amazed that I actually finished something in just over two days! Never have I been under this much pressure before, lol!

Anyways, the game I made is called Glutenburg, based on the Printing Press guy from the 14-to-1500s.

Here’s the link to the game’s page.

WheatClicker is finished!

Posted by
19 minutes ago | August 30th, 2016 11:41 am

This was my first LD, and it’s entirely text-based. It’s also incredibly boring to actually play. But it’s finished!

Ludum Dare 36

Finished our first ever submission! “Journey of a robot”

Posted by
20 minutes ago | August 30th, 2016 11:40 am

Here it is!

Pretty happy with what we’ve done, even though it would be a lot better with a couple more mechanics. We’re a team of two programmers, so we struggled A LOT with assets. Hopefully it doesn’t look too bad :)



Five Days , text-based console village building game – Update

Posted by
20 minutes ago | August 30th, 2016 11:40 am

Ok, 5 hours left till the end and im slowly finishing my first ludum dare entry.

Im making a text – based console village building game called “Five Days”. It’s about obviously building your village and prepare defenses. All the in game operations are controlled by you typing commands, like “build” or “research”.

All the game mechanics are almost done. But still not finished. I really hope I will be able to complete it. This game was originally ment to be compo entry, but I started late and wasn’t able to make it. But still this game is compleatly made from scratch and programmed in Java.

Currently it feautures:  Building, Troop training, Research of technologies, Simple story, Combat and an actual goal. I don’t want to spoil stuff in the screenshot.

I hope once I publish it you’re gonna like it. 😉

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LD36 is over :/

Posted by
39 minutes ago | August 30th, 2016 11:21 am

Now it’s time to take a break ++


See you later friends :)

Steam Heart – After Jam Thoughts

Posted by (twitter: @@sinclairstrange)
1 hour ago | August 30th, 2016 10:49 am

Ah yes, my sleeping pattern is a little wonky right now :/ So it’s time to post up the obligatory after jam thoughts!

You can play Steam Heart ‘ere!
Or you can watch a playthrough if you want right ‘ere!

Dawn of the First Day

So waking up at 5am, I found out the theme was ancient technology which wasn’t any surprise considering the previous results. In a way I’m somewhat glad it was something broad/setting than a gameplay mechanic, as it allows me to create anything I want and set it with-in a universe based on the theme.

(Beta sprites/HUD As you can see it originally had a timer and only two switchable weapons.)

So in my head I fancied making something I love which is run-n-gun games as this jam was a little more relaxed without the ratings. I really fancied making a tribute to Treasure’s classic Mega Drive games and this jam was a great excuse to take some time out to do so! Anyway the first thing I did was to sprite up some characters, get a basic movement/shooting engine down. Originally the setting was set in a Arabian styled world, however when I came to spriting the enemies, they came out looking, rather Steampunk…

(Not many enemies to battle, I focused more on those delicious bosses! Yum Yum!)

So with that, I just completely changed my vision in my head, which in the long run I guess kind of worked, as it made designing the end bosses a lot easier and less time consuming. However I did have to re-sprite the main character as the original didn’t quite fit, however it didn’t take too long!

(Why do they always wear their goggles on their head and not around their eyes?)

Once that was done and basic engine was finished (with enemies, restarts, power-ups, the whole guff) I started in creating tile sets and building the first level. Actually a lot of time went into making the tile sets, I went through a couple of changes. It was gearing towards the end of the first day and I decided to get some sleep, the next two days were going to be tough.

(The tile set/colour palette for the destroyed city. Made of orange cheese!)

Dawn of the Second Day

So after having roughly six or so hours of sleep, I jumped straight back to it, I finished up the tile set and was well onto my way of creating the first area! Making and designing short little sections followed up by a boss is how I like to start my morning.

(This was the first area, look at those lovely explosions, mmm retro-explosions)

I actually spent a lot of time on the end boss on the first section, as I wanted to somewhat re-use its AI and destruction triggers for future bosses. After making the first section I knew then I wouldn’t have a “full game” ready in time as I somewhat planned. This is when I thought it’d be best to make it just one level that gave a taste of the past glory days of Treasure and Sega. This is where I decided to make some different areas/mechanics in the same stage so it wouldn’t all look boring and monotonous. This is why you see the blimps attacking in 1-2, the sewer parts in 1-3/1-4 and the whole town destroyed at the end of the stage.

(I utterly love boss fights. Tis why I based this game on Alien Solider/Gunstar Heroes)

In the first day I managed to create the first four bosses. I was aiming for 10-12 or so bosses but I just knew I couldn’t achieve that at the current level of polish. It was at this point I knew it was best to make good and interesting fights, other than cheap short ones. It feels better when you explode something up when it’s been a challenging and fun fight.

It was closing up on the second day and I just needed some rest. I had a long way to go the next day and I just knew it’d I’d create things better if I had some sleep.

Dawn of the Final Day

After a wonderful 5 hours of sleep, I woke up at 4am, made a curry and got back to finishing off this game. (Actually in hindsight I should of woke up later and not had that curry, I was somewhat lagging towards the afternoon and pace just went right downhill.)

Basically the last day was spent on finishing up the levels, so it had a nice end of to the stage, not too short, not too long. I did envision a part where you’re chasing the blimp on an anchor but I just didn’t have the time to put it in. >.< I did however add in a cutscene half way through the stage, I just wanted to show off that they is somewhat a story, even though it’s never resolved in this game. It was around this sleepy point in the afternoon where I decided to create music as I tend to make better sounding tracks when I’m dozing off oddly. Plus it re-perked me up into finishing off the game

(Added in for extra cuteness! Cheekily used Dynamite Headdy for extra lulz DAC files :3)

In the last half ‘n’ hour of the jam, I created the menus, intro cutscene and ported it to windows and flash. When that submission hour popped up, I clicked submit and went straight to bed. I felt I’d deal with bugs in the morning. (There were only a small handful I found which were fixed easily, *sigh*)

After Thoughts

This jam was so far my favourite one as it was so relaxed as there wasn’t any ratings to worry about. (Even though I never care about them, except trying to make top 100. It’s always been about what can I make in under 72 hours and having fun!) I have nothing much to say about this jam as it’s just been super fun making bosses and seeing lots of explosions. In hindsight, I’d prolly shouldn’t of had that curry and got more sleep. I think I could of added a couple of extra bosses if I wasn’t so laggy towards the end.

(Sad we didn’t get to see more of Mr.Genericsteampunkmonopolyman.png)

Overall though, I’m actually rather happy of the end result, it makes a lovely change considering the last LDjam was terrible for reasons.

Anyway it’s now time to start playing and rating others games. I hope everyone had fun jamming! Can’t wait until next time.


Our entry: Apalis

Posted by (twitter: @tselmek)
1 hour ago | August 30th, 2016 10:42 am

Hurray, we succeeded on submitting before the deadline. It was tight but we managed to make something rather cool, it’s a little die-and-retry puzzle platformer and if you like difficulty, this might be your cup of difficul-tea. You can play it HERE. Expect a postmortem post soon-ish this week.

Post-mortem of “The Language of the Gods”

Posted by (twitter: @ladybenko)
1 hour ago | August 30th, 2016 10:41 am

Hi all!

I wrote a post-mortem for my game The Language of the Gods, and I’m publishing it here as well. I hope you like it, and please play my game and tell me what you think! :)

> Play The Language of the Gods <



I woke up at 7AM to see the jam’s theme, “Ancient tech”, and went outside for a long walk to feel refreshed and let my mind wander a bit. Then I headed to a café to have breakfast and do some brainstorming. I really love doing mind maps for jams, it really helps me in finding out ramifications of the theme.

Photo of mind map

And then I had an idea I really, really loved. It was a story-driven game with the plot involving an explorer in an deserted alien planet trying to figure out how to get back home and discover the secrets of the now long lost alien civilization. Topics would include Good & Evil, the nature of reality, personhood, etc.

And to deliver all of this, I envisioned a kind of atmospheric game, with lots of exploring, some puzzles and opportunities to chill out while you go unfolding the story.

Still at the café, I doodled some concept art:

Concept art

Problem with this idea? Way huge for the scope of a game jam. But I wanted to make something with this idea, so I considered two choices:

  • Make a Twine game and focus on the story.
  • Make a vignette that captures the atmosphere I wanted.

I was reluctant to opt for Twine because I had never used it before. So I chose to make a vignette as a proof of concept and see whether people would like that kind of game or not.

As you know from previous post-mortems, I like to spend the first day of Ludum Dare coding, and leave art for Sunday. However, when I opened Pyxel Edit to draw some placeholder art, I couldn’t stop myself and I ended up drawing a pixel art version of the sketch I made at the café.

Pyxel Edit in action

For the curious, I used the Dawnbringer’s 32 colour palette, that comes as a preset for Pyxel Edit –having a reduced colour palette helps me a lot in drawing pixel art. And then I found out this app could export a PNG with all the tiles (a tilesheet), as well as a tile map in JSON.

So, TL;DR: no placeholder art this time.

There was a problem, though: Pyxel Edit tile map’s exported files were huge. Even after minifying, they were still heavy. So I added a task to my Gulpfile to manipulate this JSON and only include the information that I needed. The result? Going from more than 500KB to 8KB, something more reasonable for a map!

After lunch I resumed programming and had a bit of trouble trying to import the data. My first strategy was to mimic Tiled’s file format, since Phaser could directly import that. However, the map was not being loaded properly, so I gave up and imported the data into a Phaser.Tilemap myself. Once I had the map rendering, I included the main character and some passing clouds as decoration.

Since story was important, I decided that the next thing I should do were to display text. I drew a tiny font, using PICO-8 font measurements (3×5 pixels per character). And then implemented rendering of text of up to three lines.

Now that I think of it, I did quite a lot of stuff on Saturday, but at that time I went to bed with the feeling that it was not much, since there were many more things I would have wanted to do.

Progress before bed time


I woke up on Sunday and did the same as the day before: going out for a walk to get fresh air and clear my mind.

I was worried about gameplay. “Will my game be fun if it’s just an story?”, “If so, should have just made a Twine game?”, “Maybe I should make big levels and allow for exploration”, “Maybe I could add some puzzles to it”.

I started to code events –so I could implement a story– and refine the text display.

A more advanced display

After that, I needed to include some puzzles. I knew that in the grand scheme of the game the game’s beginning mistery would have to do with music, so the simplest puzzle I could come with was Simon.

Once the mini-game was created, I implemented the artifacts that would launch the puzzle when being interacted with.

Artifact animation

And then this made the first playable version of the game! I uploaded it and added a message once the puzzle was solved asking for encouragement and feedback! I really needed some cheering up –and it worked, by the way!

First playable version

It was already the evening, and I still had a lot to do. It reminded me a lot of once of my previous Ludums, where I overscoped and I submitted a really rough entry. But somehow I managed to keep my cool and not panic much. It was obvious that I wouldn’t have time to do a lot (or big) levels, so I decided to cut that part without too much drama from my part.

I went to draw some simple animations for the main character and got hooked into Pyxel Edit again, and ended up doing more frames that I wanted to!

Idle animation

Walking animation

Animations in game

It was getting late and I still hadn’t a story in place, so I coded bits of the story in that single level. I made a mistake and I should have hardcoded the whole thing, but I wrote some kind of semi-generic system instead.

Lastly, I drew another level, this one featuring another type of object that was not an artifact: a crashed spaceship, that will add a bit of info to the story. This level also acts a bit like a tutorial, showing the player tooltips about how to move and how to interact with objects. This has been the first time I included an in-game tutorial in a Ludum Dare and I think it worked wonders: nobody asked me how to play the game.

Tutorial level

After that it was about 11PM and I still needed to compose some background music! The game already had some sound effects, so gameplay-wise it was OK, but music adds a lot to the atmosphere and mood and that was one of the aspects I wanted to try out and get feedback about!

I used Audiotool for music. I’m still not proficient with it, but I had learned enough so I could comfortable remix some samples and even play a melody with a custom-made sound from a synth.

After integrating the music into the game, I just needed to create a title screen and run a few walk-troughs to make sure everything was OK. I ended up submitting my entry at 1AM, despite I was aiming for midnight, as usual. However, it felt amazing to finish and have something playable!

Title screen

What went wrong

  • I chose to do the maps (not the actual drawing of art, but the building of the levels) with Pyxel Edit, instead of Tiled. This caused a delay because I then needed to minify them and write custom import code for Phaser, instead of relying of Tiled, which is the preferred format for Phaser and just works out of the box.
  • Overscope. I knew from the beginning that my game was too big and that I would have to settle for a tiny fraction of it, but I was having some bad feelings on Saturday night about me not having made enough progress (this is The Wall, and I have talked about it before).
  • I was not strict in terms of meal times –I was so in the zone that I would forget to eat–, and it made my stomach quite upset.
  • I ended the jam after midnight, and then I was so alert that I had a rough night afterwards. Other jams that I finished before midnight I was able to sleep as usual.

What went well

  • I did not give up! And I think this is my best entry for a jam ever. Although I will always have a soft spot for Metal vs Hipsters, I think that this entry is more solid and polished.
  • Pyxel Edit was easy to use and a bargain for its price and features. I will keep this app as my go-to pixel art software. Bye, bye, Asesprite and Pixen!
  • I was able to manage overscope. I think the resulting game is extremely short, but it definitely can be considered a proof of concept. I think that the game captures the atmosphere that I had in my mind and the mood I wanted to convey.
  • I got a lot of good feedback and encouragement on Twitter! This helped me to overcome The Wall on Saturday night and not give up.



  • JavaScript as a language.
  • Phaser as a game framework/library.
  • Atom with vim key bindings as text editor.
  • My gamejam generator to create the initial project template and automation tasks.
  • Gulp as a build/tasks system.
  • Github and Git for version control and online backup.

Audio and graphics:

  • Pyxel Edit for pixel art and level building.
  • Bxfr to generate sound effects.
  • Audiotool to arrange the background music.


  • A sketchbook for brainstorming and concept art.
  • Twitter to post WIP screenshots / GIF’s and get feedback.

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