Posted by (twitter: @rnlf_13)
3 days ago | January 13th, 2017 12:57 pm


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It’s been two and a half years since the last one of these happened, so here we go!

This MiniLD’s theme is THE RETRO CHALLENGE and that means something very specific: The game must run on old (“retro”) hardware and/or operating systems. To get this a bit more unambiguous, here’s what I think is a good definition of “old”:

Hardware/Software Limitations

  • The game must run on hardware and software that was available in the year 2000.
  • That (deliberately) includes Windows 95 and Windows 2000, so it should be easier to participate even if you never programmed for any retro machine.
  • That also includes CPUs as new as early Pentium 3s and GPUs in the range of GeForce 2 or the Voodoo 3 (I would LOVE to see a Glide game or two!)
  • You are not limited to “modern” PCs thought, in fact, every hardware platform from that time or earlier is encouraged (especially DOS games!)
  • That includes (but is not limited to): Commodore 64 (and siblings), Amiga,  NES, SNES, N64, Gameboy (including “Color”, but not “Advance”) , Master System, Mega Drive (that’s “Genesis” to many of you),  Game Gear, Dreamcast, every Atari console or home computer ever made, Neo Geo, MSX computers, Playstation (PS2 is kind of borderline), 3DO, Vectrex, Coleco Vision, every Sinclair Computer, every Apple Computer up and including the G3 Macs, old mobile phones and calculators and so on.
  • It doesn’t have to work on real hardware, as long as there is an emulator available in which it runs (at reasonable speeds without cheating by increasing emulation speed!)
  • You can use whatever (modern) programming language, tools or libraries  are available for your target platform.

Secondary Theme

This time there is a secondary theme, just so you get some extra inspiration: MODERN TECHNOLOGY. So make a game on that theme that works on one of the old hardware platforms mentioned above!


The MiniLD starts effectively NOW, and runs until February 5th. That gives you some extra time to learn how to program for your new target platform. In fact, it would be great if this MiniLD inspired you to learn how to program for a new platform you have never programed for.


None, as usual. I promise to play and record every game that runs on a C64, 486 or Pentium 2 on actual hardware though.

Getting Started

Here are a few links that should get you started if you have no idea how to program for any old system.

Results for Ludum Dare 37

Posted by (twitter: @mikekasprzak)
14 days ago | January 3rd, 2017 2:19 am | 41 love | 5 Comments »

I’m In

Posted by
11 hours ago | January 16th, 2017 10:39 pm

Untill Next LD 38 Im practicing and learning New Skills Like Art Music Project Mangement Story Wrriting and Much More So happy that i discover a great community like this im so thankfull

Ludum Dare to Believe! S:8 EPISODE 3

Posted by (twitter: @ButtonMasherBro)
21 hours ago | January 16th, 2017 12:14 pm

Hey everyone! We are the Button Masher Bros!

It’s Ludum Dare to Believe! It’s S:8 Ep. 3!

(May contain strong language)


With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out on and let the developers know what you think!

Today we will be highlighting:

Title: Cancelled Refugee
Category: Jam Entry
Creator: Sinclair Strange

Title: Possessed Room
Category: Compo Entry
Creator: Nodoxi

Category: Jam Entry
Creator: Claw

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

@SuddenlyZach – Zach

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

Hey Guys im new here can i post my game in the past challenges

Posted by
1 day ago | January 16th, 2017 7:01 am

Hey Guys im new here can i post my game in the past challenges it is okey to participate even if those event are old??

Desert Dino Run VR

Posted by
1 day ago | January 15th, 2017 7:58 pm

So I had this crazy Idea of a Village in the middle of a desert. They had to explore the desert to find water and bring it back to the village, but suddenly the desert got infested by dinosaurs. And the only safe place was the village, but they couldn’t go to the desert to get water anymore, otherwise the villagers would risk become dinosaur food.

I was thinking what would I do if I were in this village. So I had the idea to create a VR game who gives this exact experience. So I’ve created Desert Dino Run VR, in which you are the only hope to save the village from dying of thirsty.

In the game you have to explore the desert to find water and bring it back to the village, but you must avoid the dinosaurs at all cost because they will come after you it they spot you, so you’ll need to run back to the village, the only safe place.

Every time you bring water to the village, more dinosaurs appear but village also becomes more living, with more plants and animals appearing on it.

The game is FREE and available for download at the Playstore. It requires a cardboard like VR headset but no other external hardware. Feel free to provide any feedback on the comments.

Need site to publish my game

Posted by
1 day ago | January 15th, 2017 2:04 pm

(Not related to any events…)

I have made a game but it is currently in PreAlpha stage. I want to publish it somewhere so I can receive comments and keep on uploading new versions.

Does anyone know a website that can do that? Or maybe I can do it here?

Thanks in advance

Hyper Holomayhem 37 – The Hyper Post Mortem

Posted by (twitter: @JorgeGameDev)
1 day ago | January 15th, 2017 12:00 pm

It’s been a full month since we released Hyper Holomayhem 37. With the holidays and university finals, we found little to no time to actually give our experience with Ludum Dare 37 the proper conclusion it deserved. But alas, some free time to be able to write and share with you the highs and lows of the development process of our second time on the rodeo!




Hyper Holomayhem 37 is a side-scroller platformer shooter where, as a jetpacker trainee, you must stay for as long as possible in the Hyperdeck, a room that’s constantly changing layouts as you power it up with gears. Gameplay is based around collecting the gears spread throughout the level which you must bring back to the room’s core under a time limit. Enemies chase you around, and you will have break the blocks in order to get to some gears you wish to collect. Once the time is over, your training is complete.

Our development team was composed of three game developers, each of us with a different area of expertise. JorgeGameDev returned again as the gameplay programmer and The ‘Moski once again fulfilled his role as the game’s artist, exactly as it had previously been the case with our Ludum Dare 36 game, Colossorama. However, this time around we also had the opportunity of having ZakBlystone as the game’s audio composer (which you can read more about below).




Tools Used

Keeping with the pace from last time, we decided to stick with the usual tools for Hyper Holomayhem 37’s Development. The game’s uses Unity as it’s game engine with gameplay programmed in C#. Krita was yet again used for producing the game’s art and Zak used FL-Studio for making everything from the Music to Sound Effects.

Game Idea and Design

After the jam’s theme (One Room) was announced, there were several ideas that were placed on the table as potential concepts that we could develop during the event. From all of those ideas, we decided to pick the concept of having an holographic room constantly changing layouts, now deemed in game as the Hyperdeck. Other ideas and concepts included impossible room puzzles and even an Fingered-esque game about room decoration.

The Hyperdeck idea was picked as the chosen idea not only due to the time limit we had to develop the game, but also to allow the game to have extra replayability value which is greatly enhanced in this concept thanks to the ever changing room layouts.

As progress on the game continued during the following days, we decided that we would focus on the game’s airborne platforming, as well as environmental destruction the player could make by destroying the blocks that made up the room’s layouts. These elements were then further expanded on with enemies, extra traps and even power-ups, all of them placed on the rooms at random, which also helped strengthen the game’s loop, even if several ideas had to be left on paper due to time constraints.




What went right?

Games Polish and Completion

One of the aspects that Hyper Holomayhem 37 was mostly praised on was the game’s overall polish. Although we had to make some cuts when it came to the gameplay, we made sure that game still felt complete and solid, as well as progressively let friends playtest the game in order to assure that no issue went unnoticed.

One of the reasons why we favor polishing overall is to allow each player to feel like they’re interacting with a vertical slice of a potential game. This allows them to always know what to expect in case they come back, either on their own or due to an update.

Task Scheduling and Submission

Once the game’s development was put up to speed, task division and scheduling was efficiently put into the place. We paced what needed to be done as we went through the days, and based on what content we knew we would be able to have in the game by the deadline. Same as last time, this allowed the submission hour to be fully dedicated to that for that alone, and based on requests from last time, we also provided a WebGL version right from the beginning.

Audio Composer

One of the things that we felt could have been better explored in Colossorama was the game’s audio. Last time, we were only able to find someone that could give us a hand on composing original tracks a few weeks after the game’s release and update. by that time, the great majority of potential players and Ludum Dare participants had already played the game.

However, with Hyper Holomayhem 37 we were able to find someone who was eager to give us a hand with the audio composing, Zak. Having someone doing and composing audio on the team helped us give the game a set of unique sounds and a great music track to boot, making the game more unique, and distinctive when it came to audio.




What could have gone better?

Overthinking Game Design

As mentioned above, several ideas were outlined right after the theme was announced. The final concept for Hyper Holomayhem 37 was only decided a few hours after the theme announced, which slightly delayed works.

Nonetheless, even after the final idea was picked, there was a period of uncertainty regarding what exactly made our concept unique and what exactly would be the game’s core loop. At the time this loop was only the player going around collecting the gears and bringing them back to the core. This eventually lead to multiple, overthought discussions about implementing features like puzzles, etc.

This uncertainty caused some delays, however, we then realized that the base loop we already had just needed to be spiced up, as collecting gears and destroying the room’s blocks was already engaging by itself, and playtesting helped confirm this fact. We then proceeded to add extra content to further solidify this game loop.

Unexplored Gameplay and Concepts

Despite having settled with our game loop, there was still a lot of content that had to be cut due to the time constraints, some of which caused by the delays of the concept’s uncertainty. Although each of us knew which tasks needed to be taken care off, and what schedule to follow, we believe we could have better explored the game’s concept, as well as added a lot more content into the game. One example of a game’s concept that was not fully explored, and caused us to have a not-so-good score when it came to the theme, was how the Hyperdeck represented a single room.

Some of this content that was unable to be included in the game included more types of enemies, power-ups and even completely changing the room’s aesthetic as the player completed layouts. We still hope to get back to these ideas in a future update.




Conclusion and Closing Remarks

Even if the game’s development was filled with mixed feelings, we’re still happy and glad of the final results, dazzled by how well the game scored, getting a 51st place in Jam Overall.

As a short summary from everything above as well as our notes advice both to you and for future projects:

  • If an idea you have the beginning of jam already seems like it’s going to be complicated to develop, it’s probably better to go for a simpler idea, unless you really want to challenge yourself to execute a complicated one.
  • Schedule your tasks, even if in an informal way. Make sure that every team member has a list of what’s needs to be done, especially if your team members are on different time zones.
  • It’s always for the best to make assets that might end up not being used than not having assets for the time they are needed.
  • Having an audio composer on board can really greatly improve your game and increase its atmosphere and value with unique sounds and music.
  • Don’t overthink your game’s mechanics. Sometimes a few basic and quickly learn-able mechanics are enough to create an engaging game loop and diverse content.
  • Always remember to build your game content, visuals and feel around your game mechanics. Form follows function.
  • Do playtesting often, even if it’s just limited to friends, in order to collect some low-level feedback on what to improve. Ideally, playtest with non-familiar people, as they provide the best and more honest feedback.
  • Focus on exposing your game after you finish it. One extra aspect we feel we could have done better was on spreading word about the game, which we didn’t do as much as we did with Colossorama.

Feedback is the greatest thing a developer can get, and we’re glad that we’ve been able to constantly receive it. Hyper Holomayhem 37 was yet another great game we enjoyed developing, even given the hiccups, and we’re full of ideas on how to improve it, as well as for brand new projects we hope to do soon!




Thanks a lot for reading! As always, even if post mortems are mostly for self-reflection, we have the optimism that those who read these always learn something from them. We’re really glad of our results and the feedback we’ve collected during Ludum Dare, and it’s all thanks to you, the wonderful jammer community.

Our hands are completely full with assignments, commissions and other projects we must get done under a tight time frame, but we hope we are able to come back with some new stuff to show soon, as well as give Hyper Holomayhem a brand new coat of paint and bring it to the same level of content as Colossorama. It’s probably going to take a while, but it’s something we want to do as soon as we can!

If you wish to keep up with what we’ve been doing, you can follow us at @JorgeGameDev and @The_Moski as well as @Zakblystone, which was a honor having as a guest to help compose the game’s audio.

Thanks a lot! Until next time! And don’t forget to try out Hyper Holomayhem 37 if you still haven’t given it a go already!

NPPTF Game Update!

Posted by
1 day ago | January 15th, 2017 11:40 am

For the past couple of days I have been working on my game that I worked on for ludum dare 37 and I’ve had a lot of progress with it lately. Here is what I did :

Added : Multiple Cutscenes
Added : New Situation : Penguins Conspiring against us
Added : Multiplayer Scoreboard
Added : New Task for “Nuclear Chamber Unstable”
Added : New Background
Fixed : When You pressed a button and then pressed space it pressed that button again
Fixed : The score was set from the game before.



I’d like to continue working on this in the future so if possible, I would appreciate the feedback.

Play The Game


Beginning with SMS

Posted by
2 days ago | January 14th, 2017 6:28 pm

Like your idea!

So I have been (today) testing some sdks (nes, snes, genesis, sms) and I decided to go the SMS way, as it is simple to understand how his VDP work, and the tools are easy to configure and use:

  • devkitSMS
  • SDCC
  • bmp2tile
  • fusion for the testing

so in 6-8 hours now I have a basic boiler plate with a font, some tilemaps and sprites, and some scenes.

Last but not least, I want to give thanks to the guy who thought this idea. 30 years ago I began to develop little basic games on my first computer (MSX) and now memory and hardware troubles are back (which is fun). Thanks!





Fan art of LD37

Posted by
3 days ago | January 13th, 2017 8:21 pm

Today my son who is 6 years old came home from school and he had a drawing with him that he had made today. It was heartwarming to see that he had actually drew my LD37 game from memory =)


My 6yo son’s fan art =)

This is the first fan art I have ever received and I think it was a great representation of the two evil astronauts that are doing nothing to help, the air powerups, the piping, the player with his backpack and helmet, the compacted trash boxes, the light beams at the far right, and he has even included an item from the post-LD game that I prototyped a few days following the compo (interactive objects.)


screenshot from the compo entry

My son showed quite a lot of interest during the LD-weekend and it was great to see his reactions when finding bugs and when I showed him the different mechanics. My other two children are younger so the did not show the same interest (yet?) but it was of course great having them around as well. Hope you are all having a good year so far!

Ludum Dare to Believe! S:8 EPISODE 2

Posted by (twitter: @ButtonMasherBro)
4 days ago | January 12th, 2017 11:05 am

Hey everyone! We are the Button Masher Bros!

We’ve seen some fantastic games so far! YOU GUYS ARE AWESOME! It’s Ludum Dare to Believe! It’s S:8 Ep. 2!

(May contain strong language)

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out on and let the developers know what you think!

Today we will be highlighting:


Title:spring cleaning
Category: Compo Entry
Creator: 01010111

Title: Karate Basketball
Category: Jam Entry
Creator: SeaDads

Title: Non Euclidean Room
Category: Compo Entry
Creator: NuSan

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

@SuddenlyZach – Zach

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!


Formless Adventure Demo!

5 days ago | January 12th, 2017 9:55 am

Hello, indie game fans!
Do you like platformers? May be hardcore? Or low poly? Everyone will find something for yourself in “Formless Adventure”.
Well, now to the point.

The main feature of our game is ability to change form of the hero. There are only five forms: speed, sticky, slippery, fire and stone.
The physical properties of the protagonist body depend on forms. For example, you can accelerate from a hill in a slippery, at the end turn to stone and knock the door.
Oh yeah, I forgot to say that our hero – a formless accumulation of balls.

Well, you can look at it yourself.
Just download the game from a convenient source to you:
Itch. io



Screenshot_5Screenshot_3 (2)Screenshot_7ygvgNOOKsjMScreenshot_3
Thanks for playing!

I’m in

Posted by
5 days ago | January 11th, 2017 11:33 pm

I’m just seeing some of these in the main page and social pressure is making me do this, I’m new to game dev, but I’ve already seen Ludum Dare (I have Evoland on my pc, and some game about an army of reds against some blues? They all had mustaches), and I’m learning everything I can for the LD 38. Any advice for Game Maker and people who suck at animating/drawing in any way, shape or form?

Super Battle Cycle Post-Compo!

Posted by (twitter: @PowerSparkGames)
5 days ago | January 11th, 2017 12:02 pm

Update post! Hey guys, I’ve finally put together the first *worthy* post-compo update to Super Battle Cycle… all using player feedback from you guys during Ludum Dare 😀

LD Page

There is probably another major update upcoming. Again, thank you all for your amazing feedback!
Changes include level revamps, new enemies that shoot, new sprites and world objects, etc.
Check it out here if you haven’t c:

The next update will most likely be even more important than this one, make sure you don’t miss it!!!
Twitter Page

Dude, Stop – We are on Steam!

Posted by (twitter: @ArtjomsNeimanis)
5 days ago | January 11th, 2017 10:32 am


Aeons ago we participated in Ludum Dare 33 (themed “You are the monster”) and in about 14 hours or so we made a small game called “Dude, Stop”. We were late, everything was rushed, it had no menu or UI, no music and just two sounds. Nonetheless, we received a lot of positive feedback and decided to expand the concept a little bit…

And now *drumroll* we’re finally on Steam Store! The dream is coming true!.. Well, coming true soon, since the game is still not finished. It’s actually funny – the initial prototype took 14 hours to make and the full game isn’t complete after one and a half years. It’s all just a pile of puzzles. Glorious, wonderful puzzles!

Anyway, this is just an encouragement for other Ludum Dare participants – don’t be afraid to take your rushed mess of a game and flesh it out into a complete game! The community is really good at showing, whether or not your games are fun, and telling you where the problems are. You guys are awesome.


Dude, Stop - Screenshots

The next challenge now is to release properly… 😀

I’m in!

Posted by
6 days ago | January 10th, 2017 5:17 pm

As I understand this is the proper signal for initiation.

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