Ludum Dare 33
The Theme is:
You are the Monster


Judging Ends in
3 weeks of Playing and Rating games!

Post-Compo? (or Mortem? What’s up with the latin here XD )

Posted by
36 minutes ago | August 31st, 2015 5:13 am

Well, first thing first how do you do a post-mortem on your own?


Second thing is – how do you do a post mortem to a short game as mine?

I think I still have lessons to share though so … call it the irrumabo you want!


How To Begin

Well, try anything! Just make something! How I usually begin, and how I began this LD is like that:


Plan vs Result – Close enough

Write any idea! Even silly ones! It might turn upside down!

For example – I wrote “Anti-cheering”. This is of course a maybe wierd maybe dumbest idea ever – A game about getting down on the player (the computer). Next I wrote 3D Pacman. Sounds good at first and than you realize all pacman monster do is following the player hoping to touch it. Not that intereseting. Key rule: Never make the player do something you (the programmer) can do yourself. If you can make the character pathfollow pacman, unless you add some punch this isn’t a game, this just sucks. Among other ideas were “Clumsy Situations” which apperantely was taken so I’m happy I didn’t use this. The wierdest thing was “getting hit or acting cute or nerdy gets you points”. OK what? XD

Okay maybe not EVERY idea is good, but bad ideas can turn into things later – for example the anti-cheering became a mocking laughter in the beginning of each level, to help the mood. Try to use the ideas even if you won’t make the game around them! You spent time thinking about them, so use that effort!

Know Your Tools

My claim this LD was that I can accomplish making a game with a tool I don’t know. I took two-three days to study it and that’s it. Finito. Ut ‘eam.

Making it worse I chose Blender Game Engine – a very unconventional, undocumented annoying engine which has all the tools just hidden in its core offering no help getting them. Unpolished, lacking simple and trivial operations like making a copy of an object to another scene without loosing it’s logic. Indeed very annoying stuff, and I’m not talking about the bugs, crashes and BSODs yet.

My point is – get to know your tools a little more than three days since this means you practiced less than the time of one LD to prepare to LD. If the keynote this year wasn’t clear – KNOW YOU TOOLS!

Sleep Before-hand

Beacuse tiredness is never good at LD. It’s better sleeping than writing buggy code or having struggle to concentrate.

Do DARE, but Don’t Get TOO Ambitious

There’s always a cost. In my case – I was making a simple AI using the tools blender gave me but even with the help of an engine – getting to do an AI that have over the game two different weapons with different mechanics, having him following coins,  aiming at you and retreating when you’re too close is kinda a long thing to do when it’s basically my first time making an animated 3D character, and don’t forget you have to texture all those. This gave me though LOTS of mechanics to play with but don’t forget – there’s always a cost (as I stated in the beginning of this paragraph). In my case it was the length – lots of gameplay but merely 6 levels. It made the game basically a prototype of something that could have more levels, and it might make you lose some points.

The Good: Learn, Enjoy & Make a Game You’re Proud of

Oh I surely learned a lot. I DARED this Ludum Dare, even though it had its cost I’m pretty proud of the amount of gameplay I achieved in 48 hours, knowing this is my first time making a game with this tool.

I think the game is pretty fun once you get the goal and controls – it’s a puzzle platformer based on color-mechanics correlation. Obviously you’re told nothing in the beginning about this but Shhhh keep it a secret! The players need to figure stuff for themselves and I think that this is one aspect I might actually done right. Making a vague beginning might draw some people in! Not too vague though cause then you’re just making ’em all go away!


Playing My Entry 

We all know that’s why we actually make this thing – shmeless advertising. But I hopefully shared with you my lessons and also explained myself – why the game came out so short.

A mini-game, A prototype, call it whatever you want. I had an idea in mind and even though I procrastinated I actually managed to transfer it into something playable!

So.. it was all worth it =]

>Play “Being a Video Game Monster”<


A small tiny fix has been put into my game!

Posted by
2 hours ago | August 31st, 2015 3:36 am

Recently I have found out that you could get stuck on some of the levels, this has now fixed and has made the game work again.

If you haven’t had a chance to play it yet, then now’s your opportunity!

Please, play it here!

InnerMonsters now available for ANDROID

Posted by
2 hours ago | August 31st, 2015 3:26 am


Quik news to let everyone know you can
now play InnerMonsters on Android Phones & Tablets

∇Link for APK down there in the description∇


Tenebrous Expanse – Post Jam/Mortem

Posted by (twitter: @WubAlliance)
3 hours ago | August 31st, 2015 2:14 am

Hey all! We recently uploaded the post-jam version of Tenebrous Expanse. It features a number of changes, mainly difficulty balancing and audio compression.

[Tenebrous Expanse]

In short, Tenebrous Expanse (ten·e·brous ex·panse) is a moody game designed with casual play in mind. Our team decided on an abstract approach to the theme – in TE you guide a ball of darkness around a map, swallowing up the light as you do so.


Basic Movement

The controls are turn-based slingshot style, where you click & drag away from the ball (we decided on this method because the alternative would obstruct the path of the player with the mouse) and release to move. Movement speed is entirely dependent on the distance of the drag, and additional shots are only allowed once the ball has come to a stand-still.

Read the rest of this post for information on the development of TE.

Read the rest of this entry »

Monster Living in a Cave Terrorizes Nearby Village! Post-compo version

Posted by
5 hours ago | August 31st, 2015 12:00 am


New version!

Finally finished cleaning up the mess I made when first making the end turn logic. Now it’s much more accurate and readable and adding or changing actions isn’t a huge pain any more, as a result I could make most of the actions more varied and unique.

Also added 2 new enemies to the game and made dying more interesting(it just sent you back to title but now it tells you what the humans find after killing you).

Next I think I’ll make it so that you level up(gain maybe 10 health and pick action to improve or something) by eating more enemies without resting than you have so far.

After that I’ll probably try to do AI, I have no idea but I think making it evaluate each of the 120 options it has each turn should be a reasonable way to do it, if it is I could see if I can make it compare some of them to your options though I think that could slow it down a lot if I’m not careful.

Here comes Team Kast!

Posted by
6 hours ago | August 30th, 2015 11:03 pm

Well, good day to all! We’re a new team for this 33th LD. How should I start with…ok, a bit of intro first.

Firstly, this team is formed originally for participating in this event. All members of this team come from the same country (well, duh), same university and same club named Games Development Club (GDC). And when we were informed to take part into this event, we just joined in with solely a little of game making experience that can be referred as “next to none”. However, thanks to the other club members’ advices, we managed to come up with a playable prototype entitled “Monster Guider”.


Here’s the overview of the game. Monster Guider Link

Now here’s a bit of self-introduction. I’m Ang, a proud member of Team Kast and at the same time the current team leader (you see, we exchange leaders sometimes for better ideas).My current main role is being a Core Programmer in learning(and also doing a little marketing).

Next up is Gordon, the Ultimate Audio Designer. Why he’s “ultimate”, you say? Well, the songs he composed was astoundingly awesome to hear so it’s natural for me to say that. He’s a pro-to-be as he has the music root deeper than the rest in the team.

As for the Graphics Processor, the fame goes to our Koh. Although Koh is an average pixel artist, but he’s got the best artwork among all of us in the team! He’s still in learning process, but he’s got the highest art potential among us.

Ok, that concludes our greetings to the Earth. So…why’s the name Hegback in the post, you say? Well, that’s just a random name I thought out with no reason. Haha!

Come and play!

Posted by
9 hours ago | August 30th, 2015 8:01 pm

Come check out my game!!!

I will play yours.



We made it! Sly Slime the game at LD33

Posted by
10 hours ago | August 30th, 2015 7:20 pm



Hi all, this is the first time of all of us to be in Ludum Dare. We’re happy and proud to present our game: Sly Slime.

As you can see, this is a fast-paced stealth-topdown-shooter. You are Sly Slime , the red guy at center of the screen. As the most common monster in RPG, your species were slaughtered like thousands of times by players. So now it’s the time for REVENGE!!

We never expected that we can reach this far of our game. I still can’t believe we did this. But look at it, we made it at last!

Please visit our page to download & try it! Feel free to tell us what you think of our game! Don’t hesitate to RATE IT, and THANKS FOR PLAYING!



It’s no longer Monday, but it’s always time for a Massacre

Posted by (twitter: @wg_phancock)
10 hours ago | August 30th, 2015 6:50 pm

Our game, Massacre Monday, gets pretty crazy as you can see by the above gameplay GIF. Our two man team set out to try and make a visceral arcade action experience, since we had never really made a full on action game before. We’re pretty happy with the result of 3 days worth of no sleep!

We’ve gotten a lot of good feedback so far thanks to the other LD’ers out there, but we’d love to hear from more of you! You can play (and rate of course) Massacre Monday here:

>> <<

We try to make an effort to play the games of people who leave review comments by the end of the voting period, and we’d love to see some more of your games too!

Inokan – Post-Jam

Posted by (twitter: @gillenewnovo)
11 hours ago | August 30th, 2015 6:36 pm

With more time and imagination I have a whole dimension to populate.

We also will add more gameplay enhancements, leaving the enemies spawn more controlled and in specific locations.

We plan to do something really cool and fun here so…
.. any suggestion to the game is welcome :)

Entry Here


Justice Five – Designing the Bosses

Posted by (twitter: @lucas_izumi)
11 hours ago | August 30th, 2015 6:20 pm


Justice Five is a boss-run kind of game. Each level consists of a boss fight which upon completion, leads to another. Justice Five is also a game about super heroes, and when we think of super heroes one of the first things that comes to our minds is: super powers. This also came to my mind when I thought of making a game with this settings but… how do we create and adapt super powers to gameplay?

In this post I will talk about the design process of the two first bosses.

The first boss

The first boss invokes the Superman cliché: strong, flies, has a cape… I could use super strenght as a power to this one. He could keep flying and hammering the player from time to time but, based on the ‘lore’ I wanted to create, the eye beams would suit him so much better. I tried to make his art to look imponent. He would keep flying, just standing there and shooting his beams at the ‘enemy’ (aka the player), that inferior being. Why use super strenght when he could just wipe that monster with little effort?

The next thing in mind was: how to make the beams work? If they were too fast, the player would have little time to respond and no time at all to predict where the next beam would be fired. If they were too slow, they wouldn’t seem “real”.

Here’s how I solved this: by indicanting to the player, through a target icon, where he would fire next. A few seconds later the beam would be fired in that direction. The targets for the beam are chosen randomly but within a certain area of the screen, that way the player always know where are the danger zones. Initially the boss was firing only one beam at once. This was making the fight very easy, because just one beam covers little screen space. This made me decide to make the boss also fire 3 beams at the same time, with the quantity of beams (1 or 3) being chosen randomly (40% chance for each). Now, with a decent amount of screen space covered, I had to create  a ‘break’ for the player. Since you can only attack this boss in a certain angle, sometimes players could find difficult dodging the beams and reaching him. And to fix this I created a special attack. During this attack, the boss stops firing beams and becomes completely vulnerable until he unleashes it.

With these settings players who enjoy a challenge can try to hit him while dodging his beams, and players who wants to play safe can have their time and only attack him during the special animation.

The second boss

Upon finishing the first level I opened Photoshop and started designing the second boss sprite. I wanted him to have lightning powers but until then I hadn’t created any mechanics for him. After adding his sprite to the game I made him shoot lightning, but… the first boss also shot things at the player. To create variety I had to add more to it and… why not a shield? Characters that uses energy as the source of their power often use it to attack AND defense. I then created a shield for him. Immediatly that connection between lightning and triggering something just clicked in my head, so I created two devices that should be activated with the boss own attacks, disrupting his shield and letting him vulnerable so the player can hit him.

You may note that fighting this boss is like fighting the first one using the ‘safe way’: you have to dodge his attacks and wait for a opening. But in this case you create the opening.

This was one of the trickiest boss to balance. There was the speed of his projectiles and the time bewteen the barrier being destroyed and rebuild again. To test the projectile speed I was using the two lightning devices as reference: when standing next to the device, motionless, am I able to escape a projectile if I start running/jumping at the time they are shot?

As for the barrier time, I did it by brute force. Started with X seconds and tried to hit him (always using the longest way). Many times I would end up stuck inside the barrier, dying right after it. Evey time that happened I would add 1 to X and check again. I think in the end I found an optimal time.


So far I’ve received some amazing feedback over here. The game is far from perfect, but recognizing its flaws make me learn so much. I wanna thanks all of you who used your time to check and rate my game. If you haven’t played it yet, you can check my entry on the link below:



Unity WebGL **UPDATE**

Posted by (twitter: @mattvassilakos)
11 hours ago | August 30th, 2015 5:58 pm


TL;DR – only 115 entries link to a unity WebGL build, and here’s the complete list:

I was curious about Unity WebGL Export and whether people were using it, and how far they were getting with it.

A little hacking on the scraper from Will Edwards mosaic generator and a painfully long scrape of the ~3000 entries shows that only 115 games entered a unity webgl build!

Click through for the COMPLETE list!

Read the rest of this entry »

Protect the Egg now on Android

Posted by
11 hours ago | August 30th, 2015 5:51 pm

Protect the Egg banner

Hi again, here’s an update.  I’ve just added touch controls so that my entry is now playable in Android (either in the browser or as an app). It’s also on Google Play.

Glad to see so many positive comments on my game. Thanks all for the feedback!

>>> Play it here <<<

Protect the Egg animation


Posted by (twitter: @NoWandStudios)
12 hours ago | August 30th, 2015 5:32 pm

A new edition of the LudumDare; and No Wand Studios, a small studio of four Spanish young people, participates for the second time to show our craziness.

This time we liked the theme more than the last one. The brainstorming was shorter and better ideas came out of it. In the studio, we are big fans of the tycoon genre and we also love kaijus (Who doesn’t?). So out of all the ideas we decided soon to join those two concepts.

As in all brainstorming we began with great and very funny ideas … but very costly in time. So we had to reduce it to a single gameplay mechanic. You would have to blend kaijus and send them against cities. When this was done, we saw that the battle may be somewhat boring. As we were (or we thought) on timetable we decided to add some of the features that we had though during the brainstorming. We also included some goodies for a feed stage and world news with a lot of references to geek & freak culture.


This complicated the game a little more. Now the kaijus had three stats and towns responded to the attack. All of this went along great until the last two hours until delivery. The last two hours were absolutely crazy, our programmers almost collapsed, but they withstood the pressure well.

Thus, we face Kaiju Tycoon, a simulator where you carry the kaijumancer and you send your creatures to destroy the world.

Summarizing, we talk about the pros and cons:


  • We have learned a lot of things. This has been our 2nd Ludum Dare. We have known our limits and each one has learnt more about the skills of the team.
  • We have made an expandable game. The game has one mechanic and we believe that adding all mechanics from the brainstorming can become a great game.
  • Art and mood are so great. Even though it’s wrong for us to say it, we think that the game have a great look and a great atmosphere. Also we recommend you to read all the news feed because it’s really funny.



  • We scoped bad. Definitely we wanted to include too many things. Maybe that’s why the game only has one simple mechanic.
  • We were overconfident. Development flowed and that’s why we were overconfident. This confidence took their toll on us the last 2 hours before submit.
  • We don’t have musician in our team and we must use free audio. That point must be improved in future jams.
  • We lack of experience. As we said already it’s our 2nd ludum dare. We have to be more organized. However we notice improvement regarding our 1st We think that we are on the right track.

If you’ve read up to here, simply thanks for your time and check it out: KAIJU TYCOON


Stay tuned!

How my LD33 Entry was created

Posted by
13 hours ago | August 30th, 2015 4:47 pm

So, let’s start with the VERY begginning: The black screen before I had anything made.

Progress 1


And then I managed to make the custom font, and get the title in after an hour. I definitely think the font could use some editing.

Progress 2


After that, I made the menu a bit more functional.

Progress 3

Then I added the player, a level, and very glitchy collision detection. I never got the chance to make solid tiles, but I did get collision detection with the beds.

Progress 4

And then finally, it became this. The final result.



Progress 5


Also, the Collision Detection squares are still in the game. Press M to activate and N to de-activate.





The Halls of Oszmot – Post-Compo Version

Posted by
13 hours ago | August 30th, 2015 4:43 pm


Went through and made some improvements based on comments, as well as some other things I thought of after the weekend was over. There’s a link at the bottom of the page where you can download it.

– All new art.
– Fire can no longer miss.
– New descriptions for attacks.
– Now able to pick up something you’re standing on.
– Added new action. Leaping will you let you move around fast, but also makes you prone for a short while.
– Corpses no longer block movement and can no longer shoved.
– General bug fixes.

Get it here.

[cache: using cached page]