Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

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The Ludum Digest #2 (Oct 14th-27th)

Posted by (twitter: @mikekasprzak)
3 days ago | October 28th, 2014 12:03 am

Back again with the 2nd bi-weekly report.

These weeks were spent fixing the server, optimizing, and continuing to make things better. Try browsing around. The website should feel faster than it ever has. I’ve only just started. :)

Read the rest of this entry »

Changing the Hashtag (#LD48 to #LDJAM)

Posted by (twitter: @ludumdare)
8 days ago | October 22nd, 2014 1:28 pm | 56 love | 33 Comments »

Finished!

Posted by
3 hours ago | October 31st, 2014 8:26 am

Well, at least the first stadium of the game! :D

At the beginning of the month, I expected that I’d have my game finished, and that everyone started buying it and I would make Minecraft-money(Okay not that last thing)… But it turned out to be different. I had too little time to work on it.
But instead, my game finished it’s first development stadium! And you can play it, thought it isn’t done. I’d love to get some feedback! Have fun playing it!

(Click the image for more info!)

Derp

EDIT: And oh, for the those who are interested… Here’s the timelapse!

Creating a Game – A cautionary tale. pt5

Posted by
9 hours ago | October 31st, 2014 2:22 am

Well its now Oct 29th an only 2 days to go. I now know my Game will not be complete for the October deadline but it doesn’t matter. I was going to wait for the demo to get over 30 users but this competition inspired me to start before that and now I realise how long its taking I’m gratefull I started early.

A big time delay – as mentioned earlier – is testing. Once the levels are finished they will need extensive testing to calculate the scores needed for Spanner awards and progress to next level. More importantly was getting other people to test it without any prompting from me. One tester found it impossible to get off level one because they didnt realise blocks could lean on walls. This meant a rehash of the instructions and background. Another tester reported the loud crashing noise of the building collapse was too loud (it was!) – so that was toned down.

I also keep coming up with new ideas for level obstacles, one of which requires me to research Box2D a little bit more.I would rather the game was late than not as good as it could be.

So I dont think it will be finished until December but I’m hopefull it will be good enough to sell a few units. I hope my blogs have not put anyone off making a game but have given them a small idea about what’s involved and how long it can take.

Please have a look at the Tower Block Builder demo on Chrome Web Store – any feedback is welcome.

The full version will be out soon.

Memory Heroes – (October Challenge 2014)

Posted by
10 hours ago | October 31st, 2014 12:55 am

Hi guys,
My latest game for the October Challenge 2014 has been live now for a few days and it is looking good.

Entry: Ludumdare entry

Download link: https://play.google.com/store/apps/details?id=com.bruynhuis.memoryheroes

Screenshot 1

About the game:
Memory Heroes is a refreshing card matching game with many themes and lots of levels to keep you busy.
This memory game is different from others, here you have to earn your keep.
Complete levels and unlock more as you progress through different worlds and themes.
How to play:
1. Easy game for all ages.
2. Try to match 2 cards of the same picture.
3. When cards were matched they will stay open.
4. Try to open all cards in a level to progress to the next level.
5. A level can be free to play, there could be a time limit or a pick limit.
6. Watch the scoreboard to see how well you progress.
Features include:
1. Different themed cards.
2. Unlock able levels.
3. Multiple themes and environments.
4. Kids love this game.
5. Help develop the brain.
6. Good for education and FUN at the same time.

Twitchy Thrones

Posted by
19 hours ago | October 30th, 2014 3:52 pm

Imagem intercalada 1

Hello,

Twitchy Thrones, originally a Ludum Dare compo entry, is now available for iPhone:  http://itunes.apple.com/us/app/twitchy-thrones/id898649182?l=pt&ls=1&mt=8.

Right now it’s free, after November 5th it will cost $1.99.

Here’s the release trailer:

The official game website is http://twitchythrones.com/.

Thank you for your time,

Ricardo Moura

Drones for October Challenge

Posted by (twitter: @Blunt_Games)
19 hours ago | October 30th, 2014 3:37 pm

What a great opportunity and source of motivation, LD October Challenge. I decided Drones, a game I’ve been working on since May would be a prime candidate.

Runner_2014_10_15_22_54_19_893

Drones: Blast Arenas, is kind of like my personal love letter to the Robotron series, particularly Robotron X on the PSX. There have been many clones and carbon copies of the infamous twin stick shooter over the years, so I tried to differ in my endeavour. I wanted to recreate the feelings I got as a young boy, the challenge and subsequent self achievement from beating a level, the game feel, the manic fast pace of it all and the up-tempo throbbing music.

So what can you expect from Drones.. ? check out this itch.io page to find out more http://blunt.itch.io/drones-blast-arenas

Blunt

Remember Divernaut?

Posted by (twitter: @dustoutgames)
1 day ago | October 30th, 2014 10:06 am

screen4

Remember “Beneath the Surface”? Remember Divernaut? Well I’ve been working on turning my Ludum Dare entry into the game I feel it deserves to be. Introducing: SUPER DIVERNAUT! (the hype is real) Super Divernaut is the same concept and general mechanics from the original being remade as a roguelite. You’ve crash-landed and are at the bottom of the ocean. Find your crashed ship so you can send a distress signal and get rescued. What? There’s a wall blocking your path and your suit’s pressurization won’t let you swim up to get over it? Better go beneath the surface into and underwater cave beneath the wall, place some explosives (you found them, okay?) and take that wall down. Rinse and repeat through a series of procedurally generated levels and areas, throw in an army of scary sea monsters and critters (and a few friendly ocean dwellers to help you out), gameplay mechanic switching (play the original, you’ll understand), and add a gang of bosses and you’ve a long road ahead to safety.

As mentioned, it’s very work-in-progress, but I’m far enough along that I had to share with the wonderful event community I built this game for in the first place. We’ll have a playable concept demo soon. Stay tuned!

Super Divernaut

 

Dustout Games
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October Challenge: NEVADO

Posted by (twitter: @OtroraGames)
1 day ago | October 30th, 2014 6:34 am

Finally it’s here! A game that I developed as a side project. I had always wanted to make a runner and I thought this was the opportunity to try. If you’re expecting a high innovation in casual games, this is not for you. But if what you want is a fun little game you can play with the kids, then give yourself a chance to try Nevado (Snowy) because. my friend, this is as cute as it can get.

Features

  • 4 worlds, 18 levels each
  • Fast-paced action
  • Original enemies in every world
  • Lovely hand-made graphics
  • Free updates
  • Runaways pigs
  • Complete source code and assets so you can make your own runner*

Link: http://otrora.itch.io/nevado

Nevado_1

About me

@OtroraGames | Website | Facebook

October challenge: Acheron Souls released!

Posted by (twitter: @@JajabenGames)
1 day ago | October 30th, 2014 5:38 am

I actually wanted to submit this game for last year’s october challenge, but it actually took me a full year of working on it in between other projects to finish it. At least I’m finished in time for this year!

Here is the game’s ludum dare page: http://ludumdare.com/compo/october-challenge-2014/?action=preview&uid=5496

 

A real world gathring in israel?

Posted by
1 day ago | October 30th, 2014 2:14 am

If I were to organize a real world gathering in Israel, how many people will come for Saturday? How many for Sunday or Monday?

If you will, please comment.

WORLDS2D Post-compo version

Posted by
1 day ago | October 29th, 2014 6:17 pm

After much delay, I am releasing a post-competition beta version of WORLDS2D. Beta, because the core features are there but I’m going to be adding more content. Right now there are 20 levels to play, which is far better than the paltry 5 levels the competition version had. The competition version was really just a teaser – there was no real challenge to the levels. Hopefully the new levels prove to be more of a challenge, and the experience will feel more like a real game. Please don’t hesitate to send me feedback! The feedback I got from the competition version really helped me polish the experience of the post-competition version, and I want to thank everyone who took the time to play the game and give me their honest opinions!

Enjoy!

boxes

Donnie’s Escapade (October Challenge)

Posted by (twitter: @Trilby1992)
1 day ago | October 29th, 2014 5:39 pm

Hi, I just submitted a game for the October Challenge. Enjoy.

 

October Challenge: Change of plans

Posted by
1 day ago | October 29th, 2014 1:34 pm

Today is the day I realize that 2 days isn’t enough to finish my game and sell it. I just had too little time to work on it. It’s mainly because of school, it’s pretty hard sometimes(effort) and it requires much time.

If I am going to sell a game, it must be good. I am not selling a half-finished buggy game that is not fun. I always imagine like my game is going to be reviewed by the AVGN.
The next question is what is good. What I call good is a fun game, that’s designed & progrmmed with care. Like most of the games here.

I am not abandoning my game. No. I want to release it. That’s why I am doing this October Challenge. “Make and release a game!” That’s why I came up with a plan with three phases:

  1. The publish phase (2 october – 31 october)
    This is the phase where the game gets made. This one is free, playable, fun. But not the end product, it’s not good enough to set it for sell.
    This is rougly the current test version with the stupid things removed.
    Halloween will be the release date!
  2. The release phase (1 november – 15 november(?))
    In this phase I’ll add more gameplay to the game, fix bugs, add more stuff, etc. I’ll set it for sale then. Then it’s somewhat finished.
    More “buildings” are added, headquarter is finished, things are finetuned, more enemies…
  3. The finetuning phase (15 november – ???)
    In this phase I’ll just work on the game, while it’s actually released. For example: Planetary Annihilation is finished, but there are still people working on it and adding some features ‘n stuff.
    After this phase, the game is done. It’s finished now.
    So this will be just improving things and add moar stuff! :D

Of course this is just a plan, my old plan didn’t work either! :P
So yeah, I’ve lost the October Challenge. But I just don’t want to sell some crappy game just because a challenge is forcing me to it.

Okay. So expect to see me delevering some work the next few weeks! For the one dollar!

 

(Excuse me for my bad english over here. I am dyslectic and it’s late for my feeling)

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