Ludum Dare 33
The Theme is:
You are the Monster


Judging Ends in
3 weeks of Playing and Rating games!

“Dare to Play” Lists (Streamers, YouTubers, over here!)

Posted by (twitter: @mikekasprzak)
3 days ago | August 24th, 2015 8:40 pm

Here’s a thread for the Live Streamers, YouTubers, and any non-participant looking for games to play. Post a link to your Channel, Show, or Publication in the comments below, if you have a schedule planned, along with a link to where people can suggest games to you (off-site or in a separate thread please).

PLEASE DON’T SPAM THEM! Self promotion is encouraged, but these folks are going to get a lot of submissions. Be respectable.


ProTip: Streaming Ludum Dare is not only for MAKING Ludum Dare games, but also for PLAYING Ludum Dare games! Give it a try! Many people would LOVE to watch their game get played.

NOTE: If your comment is awaiting moderation, feel free to poke Mike on Twitter.

NOTE: This thread is NOT for development streams.

Browser pest – A reflection

Posted by
6 minutes ago | August 28th, 2015 12:13 pm

First of all: the game!


What we did

We thought about the theme for a bit and decided almost immediately that our monster would have to be cute and cuddly. Then someone recalled the cookie monster computer malware and we realized that we wanted our game to be related to it somehow. After different ideas we settled on a monster who eats browser cookies. In the end we were quite happy with the result – we managed to completed the goals we set for ourselves and even had time to go over the code and eliminated most of the bugs.

badloginuusWhat went well

  • We got a good idea fairly quickly.
  • Our framework was ready in time.
  • Two artists meant even more cool art and wonderful colors.
  • One of the artists also did a bit of coding, lending a helping hand where needed


flashWhat could have gone better

  • Maybe a little less time spent petting the cat…
  • There are still a few bugs we could not catch, even with those sticky cookies…


Just play the game!

Exhibiting The Devil’s Daughter at Insomnia!

Posted by (twitter: @@sinclairstrange)
18 minutes ago | August 28th, 2015 12:01 pm

photo_1440773344640That’s right! Showing off my Ludum Dare game at Insomnia!

So far awesome response although parents aren’t quite happy when their kids kill the fellow humans by shouting profanity at them…

Nothing like killing your foe with the word “twat”…


Can’t wait to get back and check out all the other games!

Passengers post-mortem

Posted by (twitter: @nerial)
19 minutes ago | August 28th, 2015 12:00 pm


Passengers’ main aim is to break the very homogeneous image of the migrants given by news and medias. Here is the story of why and how we made the game.

Arnaud and myself are French indie gamedesigner based in London. We worked together on a couple of projects and wanted to do something for Ludum Dare. I created my first game for a LD two years ago (Singular) and we always loved the jam, people are crazily talented around here.


So Arnaud called me at 7 am on Saturday morning to say he had this idea of a game around migrant smugglers, reading about the game theme and listening to the radio. They where talking about the “migration crisis” in Spain and Italy, and how this was starting to be a “big problem”. He was really surprise on how migrants stay “unnamed”, unknown. They die each day, but they continue to be the migrants, the untouchables.

This idea resonated with some things I wanted to explore in games. The idea of frontier, of migration which today means these desperate exodus. How migrants are considered as a threatening tide of poverty, not as people with different stories, different character, different goals. The figure of the smuggler is also interesting, and how his “passengers” are basically giving him their money, their hopes and their freedom for a journey.

What is interesting in games is that they’re probably the only cultural medium able to take advantage of people’s amazing ability to “put themselves into someone’s else shoes”. Games are efficient at that because the player is always in charge of what’s happening, we’re only bringing the rules and the role to be played.

Here, we simply used that ability to raise an awareness, or at least to raise some questions. The game will not answer them, but at least they are here. The game is not a documentary (after all, in most actual cases, the smuggler is not even on the boat with the migrants) but it puts you in a position to make your own perspective on the theme. We created Passengers as a way to ignite interest, certainly not as a way to say “this is how it’s happening”. It’s still a game.

We’re quite amazed at the way people react. They really have no idea that “Migrant crisis” could mean this sort of situations. Passengers is just enough to make people look into the subject, beyond the general noise.

This was possible also because we are using Pico-8, a very constrained little game engine made by Lexaloffle ( It has a single resolution, forcing you to work with a little screen and very large pixels.

The less you show, the more you suggest, the more people will fill the gap with their own vision and understanding. Talk about a drug dealer singing lullabies to a child and show a 5 pixel-height character with a 1 pixel-height beard and 3 pixel-height red shirt : people will create his story, draw his picture, imagine his future.


We built the game as a set of open rules around this, the generated migrants characters and “bio” you see in the second screen. We wanted simple, factual stories. Some are sad, some are hopeful. We didn’t want to bring any judgment or moral justification in the game. We just let you decide what you will do as the smuggler, with this terrible power over these people. That is the main point of the game. Everything else is a combination of rules around these stories : the boat, the bribe, the difficulty of the journey, its length, the number of people on the boat… it all affects the odds of the outcomes in various ways.

Some players will refuse the passage of people with children because it’s too dangerous (but then what happens to them), some will try to squeeze as much money as possible from “bad” jobs or sullen attitudes, some will even only bring drug dealers so that if the ship sink, well…

Yes, you can succeed as a smuggler. It generally implies a cold optimization of the system : have a decent boat, pay some bribe, maximize the price of each passenger, not overcrowd the boat, choose a longer but less monitored route. No scenario is definitive though. There too, we let the player build his own understanding of the outcome.

Note that we made the game in around 36 hours. As much as we tried to avoid bugs and imbalance, it can happen :-).

In this game we were very much inspired by Lucas Pope’s “Paper Please…”, Jason Rohrer’s work (the title Passengers is a reference to his game Passage), Chris Crowford’s and Paolo Pedercini’s (Molle Industria). Also Joe Saccoe and Mike Davis (Planet of slums).

Arnaud did the art and the music, I wrote the stories and developed the game. We shared the game design.

François Alliot


Passengers page

Jenkaiu update!

Posted by
31 minutes ago | August 28th, 2015 11:47 am

Hello everybody!

We’ve updated our game for this Ludum Dare: Jenkaiu!!

View post on

Two monsters trying to destroy a building using their own fingers!!

So… you can check the version we uploaded for the contest here:

But… If you want to play the most recent version (not submited for Ludum Dare) check it here:

Version for Android:
Version for web:

We hope you like it!

Coding Timelapse: Minion Factorium

Posted by
37 minutes ago | August 28th, 2015 11:42 am


Coding Timelapse of this totally humane game!



Play it here!

Lil’ Drake Twitch Playtest

Posted by
47 minutes ago | August 28th, 2015 11:32 am


Lil’ drake has been reviewed by some really cool guys on Twitch.

Here is one of my personal favorite moments: PacManFevaa

And the start of the test if your interested: Full Test

If you want to try it by yourself : Lil’ Drake Entry

Capture d’écran 2015-08-23 à 22.07.04

New character and new animations for the post-compo version of my game!

Posted by (twitter: @OIIOIIOI)
52 minutes ago | August 28th, 2015 11:27 am

Here’s my work in progress for the post-compo version of TAG! You’re it!
I added a fourth kid, a new animation for the “hide” move and I’m going to try making it multiplayer so you can play with friends (on the same computer)

Loup 2015-08-28 18-16-09-21

If you haven’t played the compo version and want to, here it is! Leave a rating and comment so I can play your game as well! Thanks :)

Now for Mac and Linux !

Posted by (twitter: @@leo37m)
56 minutes ago | August 28th, 2015 11:22 am

The game Petit Monstre is now available for Windows, Mac and Linux !

You have no more excuses to don’t play to it ! :)


Thanks to the Cruelty Free team to make the cross compilation for OSX for me.

And for celebrate this, a fully glitched walkthrough on Linux with an old graphic card ! ^^

Play and vote here :


Posted by
1 hour ago | August 28th, 2015 11:14 am

Thanks to all who voted and commented out my entry. It’s my second “finished” game, and my first game for a jam, so it’s good to know what to improve for the future.




You can test it here!

Monster Cube

Posted by (twitter: @andreiichim)
1 hour ago | August 28th, 2015 11:07 am

Need some stress relief? Squash, squash, squash, vote!

I added builds for all platforms, including a WebPlayer build that you can play directly on the Ludum Dare page (works well in Internet Explorer, doesn’t work in Chrome).

The WebGL build works well in Chrome.

I hope you’ll enjoy this.

Ludum Dare to Believe! S:5 EPISODE 2

Posted by (twitter: @ButtonMasherBro)
1 hour ago | August 28th, 2015 11:04 am

Hey everyone! We are the Button Masher Bros!

The countdown ticks on… and our list of submissions grows and grows! You guy are really giving us a workout this time!

Today we present – Ludum Dare to Believe! It’s S:5 Ep. 2!

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: Lying in Wait

Category: Compo Entry

Creator: Whalebot


Title: The Stowaway

Category: Compo Entry

Creator: Buffalophil


Title: UFO

Category: Compo Entry



Have a game you want us to check out? [SUBMIT HERE]

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!

Team Judging Website

Posted by
2 hours ago | August 28th, 2015 10:14 am

Are you judging games as a Team?

Then THIS is for you! I made a Website for my team to make rating your games easier.
This was making it so easy that I decided to work on it a bit more and make it public.


How to use the page:

If you go to you see a room selection panel.
To use the page you have to come up with a room label with your team.
You just enter that room label into the form and you can start rating games by clicking “Rate Game”. Remember: Ratings go from 1=worst to 5=best. Also all the ratings from a room will be graphed. (to make it easier to see if you get tired and give worse results.)

If you are the owner of the account that submitted your game you can click on the “List Ratings” button.


If you click on “RATE NOW” you will be taken to the Entry Page on in a new tab. Also the game will be marked as rated and will be highlighted to make copying the values easier.

What is the UID?

Games can have the same name. On the “List Ratings” page I want to link you to the game. To do that I need to use an unique identifier that gives every game.

Where do you find the UID?

If you are visiting the entry page of a game/ rating page. The very last number in the URL is the Unique ID. All you need to do is copy that (usually 3-5 digit number) and paste it into the UID input form.


This page is in beta, if you want to call it that, and I know this is a little bit late for this LD, but I’ll be working on it in preparation of the next Ludum Dare.

If you find any problems contact me at [email protected]


Hydra Action Screenshots

Posted by
2 hours ago | August 28th, 2015 9:42 am

Sometimes the gameplay camera doesn’t the most dramatic screenshots.  Here are some up-close and personal photos from inside my game Hydra.




The Werewolf Among Others – Short Post Mortem

Posted by (twitter: @arzi42)
3 hours ago | August 28th, 2015 9:13 am

The Werewolf Among Others was the third Ludum Dare game I made with Tarkko, and the one I’m most satisfied with. While Bear With Me was simple and well focused, I though it could have had more variety. Tweeds And Darts was way too ambitious and we had a lot of technical problems during the weekend, which ultimately made the game unplayable as the server didn’t work and you couldn’t find other players.

TWAO is quite simple at its core, but we managed to cram in some fun features, like the villagers chasing you during daytime if they see you change, and the simple AI was able to create unforeseen situations (such as two hunters shooting each other). It was also the first game we did in 2D and the pixel art was a time-efficient way of creating really good looking art. I was surprised how good the levels ended up looking even though the amount of tile variations was minimal.

I also experimented with some other designs during the LD, such has having quests you were supposed to complete. In the (only) quest I made, you were tasked with finding a murderer among the villagers. You’d talk to villagers and try to deduce who the murderer is from the dialogue, and during the night kill the correct villager. The murderer was randomised, so there was also some replayability. Although I managed to implement the feature, it would have needed so much more work we decided to go with a simpler design.

Another idea we had in the beginning was that the villagers would always chase you during the day, but that didn’t feel different enough from the night gameplay. We also though that the villagers would go inside during the night, and if two villagers enter the same house, three villagers would come out, but that was a bit too complex to implement with the time we had (especially with the crappy AI).

One thing I’m not entirely happy about is how boring it can get during the day, and we should have designed a mechanic to give the player something to do in the case there’s no villagers chasing him. Speeding the time while inside buildings helps this a bit, but it’s also a feature that can be abused easily.

I would have also liked the game to serve as a prototype for a larger game (though I doubt we’d ever have time to expand it), but in its current form I don’t see how to take the design further. If anyone has any ideas, please let me know :)


What went right:

  • Core gameplay
  • Art
  • Level design and “story”

What went wrong

  • Days can be too boring
  • AI get stuck too often
  • Design is hard to expand to a larger game

Spoiler Alert! There’s also a “secret ending”. (I actually wanted to make a real secret ending, but didn’t have the time)

“Disastris” Postmortem

Posted by
3 hours ago | August 28th, 2015 8:52 am

This is the (needlessly long) Post-Mortem for my First Ludum Dare Entry: “Disastris”

final screen 1

I’ve never really done a post-mortem before, and I didn’t take many progress screenshots, but here goes 😀

The Theme Announcement and Brainstorming

Like many people I was completely taken by surprise when I saw the theme. I was expecting something abstract, similar to the theme for the last few Ludum Dares, like “one rule” or “expanding world.”

I banged my head against the wall over and over again, coming up with generic idea after generic idea, writing down an astounding 14 unusable and generic themes in a single hour. I took a shower, then  looked over all of my ideas.

I hated them all.

So, worried about using up too much of the time, I settled on my first idea: a game where you play as a Yeti trying to drive people to madness by being seen without your existence being proven. I wrote down all sorts of ideas, but nothing really felt right. I looked back at the other ideas, and one stuck out at me: “you are the fire.” I had dismissed this idea as being too far from the theme, but after all my hours of agonizing over the theme, I decided that it was fine to waver a little bit from it.

But the thing is this: The idea fit the theme perfectly. That’s the first thing I learned from the experience – don’t discount an idea because it doesn’t feel close enough to what has been asked for. If the gameplay is solid, its possible to clearly relate to a theme even when doing something unexpected.

I settled on a puzzle/strategy game for windows and web where you move through a set of single screen cities armed with 4 disasters: fire, tornado, earthquake (later changed to tsunami), and a giant monster. The player would use planning to try to create as much destruction as possible with the disasters given. There would be firefighters, cars in the streets, a variety of buildings that give bonuses, storm walls that were immune to certain disasters, and much more.

Beginning Work:

So there I was: 3 hours into the Dare with an idea that seemed impossibly complex in a genre I had no experience in. The task seemed enormous, but I decided I wasn’t going to waste any more time on finding a new idea. I was going to stick with it for the remaining time.

I opened up Pyxel Edit and began drawing tiles for the roads in my city. I had decided to make the graphics 8X8 to allow for my artistic “skills” to be hidden behind a protective layer of minimalism. It took around an hour to make the roads, and after that I drew a small house. I drew a skyscraper, and arranged the elements into a small set of city blocks. I then called it a night and went to sleep.

Coding Begins:

As soon as I woke up (no time for breakfast, I had a game to write :P) I started writing the code to allow roads to be layed out without picking out each road tile individually. I added some houses and the skyscraper, and soon I had a static image of a city. The next step was explosions.

early screenshot 3

I realized that the most important element of this game would be satisfying city destruction. I wasn’t sure if the game mechanics would encourage experimentation like I hoped, so I needed something to fall back onto. I spent multiple hours trying to get building particles to work, and when I had finished, I had particles flying everywhere. But I needed a disaster to cause the destruction, so I started work on the fire.

The Fire:

Coding the particles and spread of the fire was the hardest part of the entire project.

The fire particles were easier to code than I expected. I made a sprite with 6 images, starting orange and gradually moving to smoke. Particles got smaller and moved to smoke color as they floated up.

Much harder was the spread of fire. The logic that I wrote created a very touchy value for the growth of the blaze. A 5% change in the value was the difference between the fire spreading out of control and it barely spreading at all. It took hours of tweaking that value in two separate sessions to get the fire working. When  it was done, however, I had a cool demo where fires could be started which sent rubble from explosions flying everywhere while smoke filled the skies.

early screenshot


Adding the Tornado

This was not very hard, luckily. It just took a little bit of time to draw it, but I incredibly ran into not a single bug when coding the tornado movement. It was my lucky day, I guess :)

early screenshot 2

Abandoning Web

Now I had a tricky decision to make. The particles lagged the web version so much that I could either release a toned down web version with lowered particles, or a windows only version with full particles. It was a choice between most people getting an experience which may not be as enjoyable, or some people simply not being able to play the game at all. I decided that it would be better overall to release only a windows version. Not many people would be willing to download a game that they could just press a button to play, even if it meant a better experience. It makes the overall quality much higher (and ensures better ratings :P) That’s the second thing that I learned: Feel free to lower the scope of a project if it means higher quality.

Adding the Monster

While I expected the monster to be the hardest part of making the game, it actually took only around 40 minutes. So, that worked out.

final screen 2

Another Strange Decision

Time went on, I added more disasters and levels (incredibly running into no major bugs), and I was faced with another choice. The tsunamis in the game use particle effects, but the way I initially wrote the code did not allow it to move even in only the 4 cardinal directions. I could either spend another hour reworking the system, or make it so that the tsunamis can only be placed in two directions. I ultimately decided on the 2 direction approach, and I think it actually benefited the gameplay by limiting the power of the otherwise extremely strong disaster, although the strange control has already caused some confusion. After that, I had finished all of the disasters!

final screen 3


Interestingly, I had almost no experience writing music of any length before this, although I do play drums in a jazz ensemble and have played with some friends in a rock band in the past. Bosca Ceoil was not working properly, for some reason, so I used mixcraft 6, which I also had access to, to create the music. I had a bass line and drum line in my head, and it took around an hour to get that down into the computer. Overall, I only had around 14 seconds of music to show for that time. That’s the third thing I learned (which should have been painfully obvious before): Don’t use software that you don’t know when you only have less than an hour.

final screen 4

The Conclusion

This Ludum Dare, my first, was a really great and inspiring experience. My game has gotten a highly favorable reception so far, and that inspires me to continue work on some projects that I have frozen. It has also removed my fear of writing somewhat complex game logic. Before the Dare I tried to tiptoe around that to avoid the massive frustration it often causes me when I need to rework a large portion of programming or run into a major bug.

Thanks for reading. I just realized how long this whole thing is, so I hope I didn’t bore you 😛

See you in December!

It’s been an awesome LD!

Posted by
3 hours ago | August 28th, 2015 8:52 am

As y’all know, this was the first Ludum Dare we ever participate in and it was awesome! We had a lot of challenges to face, from the tight time limit to real life problems! And we sacrificed a lot, some their work, others their final exams, but we enjoyed every tiny piece of it. And it is all thanks to your awesome feedback and this constructive community!

Thank you :)

And we are happy to say that we are working more on enhancing our game, Ankabot, to become really enjoyable and fun :)

You can check the compo version here!

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