Ludum Dare 36
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1912 Amazing Games!

October Challenge 2016

Posted by (twitter: @RatKingsLair)
29 days ago | September 27th, 2016 8:39 am


It’s time for our traditional

October Challenge

Our dear overlord PoV invented the October Challenge in 2010 as a special event here at Ludum Dare. But how is it different? While the usual competitions on this site are about making games, the October Challenge encourages you to sell a game.

  1. Create and finish a game
  2. ???
  3. Profit!

The “???” is what the October Challenge is all about, and usually just means “Take your game to the market”! Of course, it’s much more complicated than that. For instance, exploring all the available options (Steam,, AppStore, etc.) and ultimately deciding for one or more will be part of the Challenge.

When you make your game, disregard all usual Ludum Dare rules (no restrictions). You could create a new game from scratch, but also expand a game you previously made during a jam, or even just continue and release the project you currently work on. Your mission, if you choose to accept it, is to finish the game and do everything necessary to start earning money from it. Other than that there are no specific rules, and you can choose whichever platform you like and fits your game. Reach that goal or at least promise to reach it within a short time after the event.

Beware: don’t underestimate all the stuff that doesn’t go directly into the development! If you never went commercial before you will have to fill out necessary paperwork. In any case you must prepare all the assets (descriptions, manuals, icons, banners), and then publish your game to the respective market or store by November 1st. (Don’t forget that some stores need a few days for approval.)

In the former Challenges participants were asked to earn at least $1, but I find that having a higher goal would benefit the cause. So I Dare you to try to earn at least $48 (or $72, if you submit as a team) 😉 with your game! While the difference might seem small, the idea is to put a serious effort into the hard part of selling a game: marketing, promotions, generally getting the word out. I encourage all participants to discuss their selling strategies and marketing decisions in the comments and the chat.

Once you’ve published your game, let us know about it by submitting it here:

[ Submit | View All ]

Finally, if you successfully earned a bit of cash in the days or weeks that follow, you’ve won the challenge! And if you don’t, you’ve probably still learned something very valuable. :)

So that’s the October Challenge. Good luck! (And don’t forget to have fun!)

PS: You will find a F.A.Q. in the comments section.

Mini LD #70: Determinism – Sep. 19th ~ 30th, 2016 (Ended)

Posted by
51 days ago | September 5th, 2016 8:09 am

[ Browse Entries ]

Thank you for participating!

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Vintage Game Shop – October Challenge progress report

Posted by (twitter: @ludoscience)
18 hours ago | October 25th, 2016 9:15 pm

Vintage Game Shop has been released since about 3 weeks (October 7th), so I thought it was a good time for an update about whether it reached or not the “October Challenge goal” of earning 48$.

Vintage Game Shop

iOS release!

First of all, after more work than I excepted, the iOS port of the game was released today!

However, as I only own one iOS device (an iOS9 Ipad Air), the “field testing” of my game has been quite limited. So, if you have an iOS device and would like to help me improve the game, could please test if the game works on your iPhone / iPad / iPod? Thanks in advance!

(please tell me if it does work or not in the comments)

Marketing efforts

As October Challenge is (mainly) about marketing, here is what I experimented with this game:

  • The game is available in three platforms: Browser (Flash) and mobile (Android & iOS). My October Challenge plan was to release the game for free, then try to earn the 48$ through ads, and more specifically rewarded videos. Each version of the game contains a different ads system. The browser version will actually only show ads to registered members of the ArmorGames portal, and are only available on this website. The mobile version are “ads-enabled” for everyone, and thus represent the main “ads revenue source” for my October Challenge. I used ArmorGames inhouse ads system for the Browser version, and FGL Enhance for the mobile ones.
  • The Browser version was released on one of the largest Flash Game portal: Armor Games. I can’t overstate how happy I am they accepted the game. Their wonderful and incredibly large player community was actually the first and most effective “marketing push”. The game is frontpaged on the website, which drive a lot of players to the game: about 104.000 plays at the time of writing this article.
  • The Browser version contains links towards the mobile version of the game, with the secret hope that if players enjoy the web version, they’ll download the mobile one.
  • In order to push both the browser and mobile versions, I’ve contacted about 70 gaming-related websites and Youtubers. The responses have been very few: about 4 articles / mentions in total. I’ve paid attention to target people who could be interest in the game (retro gaming or game history), but that’s still a quite disappointing 5% positive response rate.
  • First, I got some articles in non-english blogs or websites: MO5 Mag (France), OUJEVIPO (France) and RetroManiac Magazine (Italy).
  • Then, I’ve only got one english-written article covering the game for now, but it’s a BIG one: Polygon ran a full article about the game, alongside with a video review on their Youtube channel.

Vintage Game Shop

Results: Players

Overall, the current game audience exceeds all of my wildest expectations: 141.390 plays in total, 21 days after release.

But, unfortunately for October Challenge, the audience is clearly skewed towards Browser instead of Android:

  • 138.180 plays for the Browser version.
  • 3.210 plays, with only 649 installs according to Google Play, for the Android version. Oddly enough, the FGL dashboard gives me a total number of 1.354 installs. I wonder what explains the difference: is it due to the apk being downloaded outside of Google Play? Or simply an analytic reports bug?
  • iOS was only released today, so results will come later for it.

So, yeah, the “conversion rate” from Browser to Android is very low: about 2%.
I must confess that I was excepting more players for the Android version, but maybe this is normal. In your experience, are these numbers “normal”, or is there something wrong with my game?

Results: Revenue

I saved the most important figure for the last part: the revenue earned from those players:

  • The Android version have generated a grand total of… 14.97$ revenue. But bear in mind that there’s a 100$ minimum threshold to get paid by the ads providers, so I might actually never see that money…
  • I don’t have any revenue figures from the ArmorGames ads system yet, but I except those to be quite low. For one, rewarded videos on Browser are worth less than on mobile (about 50% less from what I’ve read). And I suspect that very few players actually get to view the ads on Browser. So, If I had to take a wild guess, based on the Android figures, I would say that the Browser version should have generated between 5$ and 10$ in revenue.

So, all-in-all, I’m still far from reaching the October Challenge goal. I think that I’m about half-way there, so I hope the just released iOS version will be able to match Android performance in terms of ads revenue!

While it’s very unlikely that the game will reach the 48$ goal before the end of the October Challenge, I can hope that it’ll eventually fulfill it with time (maybe in 6 months?). I’ll keep you updated either way.

On a more personal note, even though I guess I’m won’t get any money from this experiment, I’m actually very glad that I could try my hand at “marketing” and attempt to monetize a game for the first time. As you can see, I’m a total beginner in this domain, so if you have any idea on how I could improve, please feel free to share your thoughts in the comments!

There’s a man…

Posted by
1 day ago | October 25th, 2016 1:26 pm

There’s a man
Who will tell you a lot of things
But it might be hard to understand
“which man”, you may ask

October Challenge Complete

Posted by (twitter: @Move127)
1 day ago | October 24th, 2016 4:25 pm

Hey y’all!

Check out my October Challenge entry. I thought about cleaning up a previous project and submitting it, but instead I decided to take a much needed break from work and treat the October challenge like a 72 hour jam.

Slide3 is a match three game inspired by the rubik’s cube sitting on my desk. I’ve enjoyed playing it, so hopefully other people will enjoy it as well. Unfortunately, real life has called and I don’t have time to work on it any more. I think that the learning curve may be a little too high. Maybe I’ll get some time to tweak it in a month or so.


Issues with coding… ahhh I love these things

Posted by (twitter: @@cbe_cuba)
3 days ago | October 23rd, 2016 3:39 pm

So progress with my october challenge entry is going pretty well to be fair. I’ve created my main mechanic which shall be cell division for this project and come up with a whole bunch of graphics and stuff to create a simplistic but comforting art style and considering I started like a day ago that isn’t too bad.

But of course I’ve encountered some coding glitches…

Cells that divide tend to enjoy doing so by which I mean they tend not to want to stop and so within 30 seconds of clicking black circles, the screen becomes full of black circles…

Oh lord give me strength… Only a week left to finish

Help with multiplayer game

Posted by
3 days ago | October 23rd, 2016 11:49 am

Hey. So I want to make a multiplayer. But I suck at Networking side of it. Does anyone know of anything that makes this simple?

Crow Testing for Fluffy Horde

Posted by
4 days ago | October 22nd, 2016 9:43 am

Crow Testing. Flying? Check. Landing? Check. Afraid of chubby placeholder cat? Check. #screenshotsaturday




!! Pixel Session Vol.1 is out !!

Posted by (twitter: @TRASEVOL_DOG)
5 days ago | October 21st, 2016 12:26 pm

Pixel Session Vol.1 is a collection of 5 extra-polished eye-candy arcadey jam-style games, exploring experimental and minimalist gameplay and graphics!

And it is also my entry to the October Challenge!

Here are the title screens for the five different games!


You can get the games right there!

it’s always monday

Posted by
6 days ago | October 20th, 2016 4:02 pm

Hi everyone! My indie game -” it’s always monday” is available at Steam Greenlight. If you want to try it up like it on the Steam Greenlight page

Let’s make it happen!! link: HYPERLINK “″781920521


October Challenge: Graveyard Shift is on Steam!

Posted by
6 days ago | October 20th, 2016 1:39 pm


As Aslan Game Studio, we have been working on this FPS with Galavalomka Games for about 13 months. Today, we released Graveyard Shift to Steam! Available for PC and Mac. And it fits into the Halloween spirit of October.

Graveyard Shift is a FPS with unique game mechanics and a mise-en-scène that mixes both toonish and horror elements together! Yes, we did it. It’s made with Galavalomka Games.

You are fighting against restless ghosts and liches. They revolt, because too many graves are dug in the graveyard, whose keeper is you. Your purpose is to re-kill the undead! Your only friends are mushrooms, those you use to make mushroom bombs.

Your ammo is elemental mushrooms, there are 5 different elements of mushrooms those you collect from the ground. You create bombs with those elemental mushrooms (2 Fire, 1 Water, for example) using number keys 1 to 5. Your enemies also have elements; enemy’s element and the elements of your mushroom-bomb determine the damage you deal. For example, you deal more damage to a Fire ghost if you prepare a bomb with Water mushrooms.

There are 2 types of enemies: Normal ghosts and liches. Normal ghosts are melee attackers, they use claws. Whereas, liches throw you stones and they are much stronger than normal ghosts.

We have 2 game modes: Waved and Survival. You fight against 10 waves of enemies in the first. Survival lasts as long as you are alive.


One Gunman Greenlit

Posted by (twitter: @GaTechGrad)
6 days ago | October 19th, 2016 5:41 pm

One Gunman is the game that I originally created for Ludum Dare 28, which was my third time participating in the 48 hour challenge.  It’s hard to believe that was almost three years ago.  After adding multiple enhancements, I put the game on Steam Greenlight a year ago, and yesterday I finally got the good news that it has been Greenlit for Steam.  I appreciate everyone’s support for One Gunman and my other games!  Stay tuned for the upcoming Steam release!

One Gunman Greenlit


THE WITCH OF ERAST – Teaser Released

Posted by (twitter: @givit_games)
7 days ago | October 19th, 2016 3:42 am

The launch of the game will  be on 31 Ocotber 2016.

Visit for more information.

We can’t wait for you guys to try it out.

Developing a game i dreamed weeks ago

Posted by (twitter: @DavitMasia)
8 days ago | October 18th, 2016 3:34 pm

Had a dream a weeks ago about playing a game, so when i wake up i made the design i remembered on my notebook and started to develop and tweet each step/progress.


To read all the story behind this project go here:


There are more than 60 Tweets talking about the game with photos, videos and all problems/ideas i had until now.


This is the first design on paper i did:

Here the youtube playlist with all the progress from the first thing (23 videos):


And this is the last one i just uploaded now with close visuals of the final project:

Here you can play online(HTML5) an early version of the game or download the Win/Mac/Linux version:


Starting tomorrow i will upload the next betas of the game to be available for my patrons here:


Hope you like it!

Pixel artist needed to do backgrounds on project

Posted by
8 days ago | October 17th, 2016 4:53 pm

We’re looking for a Pixel artist for Backgrounds for an old school Sierra style point n click game.
ref 2
We already have a animations artist, and a writer, and a programmer at the moment, but are looking to cut the art amongst 2 people. The project will be rev share, but will likely not make a lot so applicants should join for their passion for working on a project, not for money.
If interested you can e-mail me at [email protected]
or reply here, and we can tell you more about it.

Artifact Hunter is FREE!

Posted by
9 days ago | October 17th, 2016 2:30 pm

So… After 2 days and no purchases, even with a 70% off sale, I decided to make the game free for a week. 😀

Hopefully that will help me get more money later. Because I’m nowhere near my $48 goal for the October Challenge. Page:

Ludum Dare Page:

Please leave a comment though. Because I haven’t had any feedback yet. D:

Just scroll down a few posts to see some GIFs of the game, because there has only been 1 post in the last 30 hours or something.


Lights! Camera! Physics! (October Challenge Update 02)

Posted by
9 days ago | October 17th, 2016 10:33 am

Hello everyone! I’ve been very busy this month, but in the past couple of days I finally managed to implement ramps into my 3d physics engine. This took me far too long, but it’s very important for the map flow. Below is a screenshot of the demo level – the light gray represents a bridge/road; the gray is the ground; the blue, a river; and the the tan, dirt paths running up from the river banks to the road.


Yeah, yeah, it’s ugly! Graphics are on the list, right after weapons. What’s important is that units can now pass over and under that bridge, along with having some nice, smooth, only-slightly-buggy ramps to get them up to it (GIFs after the jump!):

Read the rest of this entry »

Artifact Hunter Released! :D

Posted by
10 days ago | October 16th, 2016 7:54 am

Artifact Hunter was originally made in Ludum Dare 36. I was already planning on continuing and selling it. Then I found out about the October Challenge and I finished it up for that. 😀

You play a character who is searching an old temple for artifacts, however, you find something unexpected at the end…

In Artifact Hunter you collect artifacts that give you special powers(like speed boosts or slowing down time)! The gameplay is level based with “checkpoints” and new stuff every now and then. One of the unique things about Artifact Hunter, is that you have to figure out what different artifacts do. You must also figure out various ways to make use of multiple artifacts at once. Another thing you must figure out, is how the various hazards work!

This game is USB controller compatible! Page:

Ludum Dare Page:

Here are some GIFs! 😀

Artifact Hunter 1.3a

Another Artifact Hunter GIF


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