Ludum Dare 31
Entire Game on One Screen

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About Divitos (twitter: @DivitosGD)


Ludum Dare 31
Ludum Dare 25

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Work has began!

Posted by (twitter: @DivitosGD)
Saturday, December 20th, 2014 12:34 pm

We have began work on a post compo version of Duck, Jump, Die!

Play The Game!


Duck, Jump, Die Will:

  • Be an entirely new game designed from scratch
  • Be made with mobile devices in mind, rather than just a port of a PC game
  • Feature new and improved graphics
  • Feature hundreds of new obstacles, collectibles, and costumes

Duck, Jump, Die Will Not:

  • Just be a bug fixed version of the jam submission (We already have that!).
  • Just be a port of the already bug fixed PC version

Duck, Jump, Die (Post Mortem + Timelapse!)

Posted by (twitter: @DivitosGD)
Sunday, December 14th, 2014 4:11 pm

First off, the timelapse.

Post Mortem

We faced several problems right off the bat. My original intentions was to program it in Game Maker: Studio completely by myself and submit for the compo rather than the jam.

A friend of mine offered to team up with me about 5 hours before the jam. I wouldn’t be able to help with the programming due to the language he was using, but I agreed anyways. It was decided I’d work on audio on concepts.

Fast forward towards the beginning of the competition, and I was running off of 2 or 3 hours of sleep. I’d tried previously, but couldn’t get to sleep, so I just opted to stay awake until we at least had a concept done. ‘We’ included me, the friend from earlier, and one of his friends(an artist).

Then we get to the theme being announced. We all dabbled with some ideas for about 10 to 20 minutes before the programmer decided to opt out and leave me and the artist to our devices. I prepared to program while we continued to concept.

Our initial plan was a top down twitch reflex maze. The walls would be moving at you at an accelerated rate and you’d have to us WASD to navigate without hitting a wall or falling behind. We in a way kept this concept, but just changed it around to being an endless runner.

He began on the art, I began importing it. About an hour in, he went to sleep, and I followed shortly after. Luckily realizing I had forgotten to start the time lapse. I started it, and ended up getting some sleep.

A couple hours later, I woke up, and started on the main game. I faced quite a bit of problems. The floor was initially tiled, and I was hoping I could make it sync to the obstacles. I eventually gave up and just made the floor one seamless line and added in some obstacles. After that, I had my initial concept of how I was gonna do anything, and added in some more obstacles. A short bit later, Brad(the artist) woke up and I sent him a build. We ended up getting a bit addicted to it, and didn’t get much work done for about an hour.

From then on out, it was pretty much just him doing art, me hacking away at the programming, occasionally sending builds to him and some friends, occasionally us finding ourselfs in a skype call, and a lot of the time us joking around about things.

We ended up finishing about the time the regular compo was ending, and submitted for the jam(albeit with some undiscovered bugs) and the rest is history.

Fast forward to a week later, I just released a bug fixed version of it, and Brad and I have decided to carry on development from scratch on an entirely new version of Duck, Jump, Die for mobile!

The Good

We ended up with a final product! That broke a 6 competition long quitting streak for me, with my last completed Ludum Dare being LD25.

We ended up making a pretty fun game! Even after the horrors of the battlefield, I still find myself playing it when I get bored(on occasion).

We ended up meeting each other! We actually work out pretty well as a partnership, and if it hadn’t of been for this Ludum Dare, we never would’ve met.

The Bad

We didn’t use the remaining time we had on polish and bug fixing, when it really could have used it.

The game is highly unoptimized, and tends to slow down for some people.

The music is incredibly loud, and ends up hurting peoples ears first time around.

Play The Game!

Obligatory Cross Promo!



Duck, Jump, Die is out!

Posted by (twitter: @DivitosGD)
Sunday, December 7th, 2014 7:45 pm

I finally broke the quitting streak and finished a game for ludum dare!

The last game I completed for LD was LD 25. I’ve tried everyone since then, but dropped out.



I just fixed the worse bug of all!

Posted by (twitter: @DivitosGD)
Sunday, December 7th, 2014 8:25 am

Okay, so it wasn’t that bad, and it didn’t really detour people from playing.

But still, for whatever reason I felt like I HAD to kill that bug.

Things are finally back on track!



Screenshot #2

Posted by (twitter: @DivitosGD)
Saturday, December 6th, 2014 2:09 pm



Here we are, close to 24 hours in, and we got screenshot #2!



I’m playing as much as I’m programming

Posted by (twitter: @DivitosGD)
Saturday, December 6th, 2014 11:20 am

I’ve gotten addicted to my  own game.! :D


On another note, if you look back at my Ludum Dare history, it’s quite grim. I think I may actually finish this time, though.

Screenshot + Why this is the most creatively free theme

Posted by (twitter: @DivitosGD)
Saturday, December 6th, 2014 7:46 am

After a bit of collaboration with an artist, some sleep, and a couple hours of programming, I present to you the first screenshot of our entry!




And now onto why I think this is the first theme in Ludum Dare history that allows for absolutely anything.

As I’m sure you’re aware, Ludum Dare themes have no set meaning, and is completely up for interpretation.

You could interpret this as one level, one window, or somehow the game literally taking place on a literal screen mesh.

Why does this allow for complete freedom? You can also interpret this as being on one monitor, in which case you can do pretty much whatever.

We got something!

Posted by (twitter: @DivitosGD)
Friday, December 5th, 2014 7:43 pm

This time around I’ll be submitting for the jam and working with a partner.

We opted to go for an endless plaltormer/runner.

Sleep Time + Playable even more!

Posted by (twitter: @DivitosGD)
Sunday, August 24th, 2014 2:26 am

There’s a lot of random factors involved, but this far in the competition, this is all I can afford in terms of depth.

The sweet smell of progress!

Posted by (twitter: @DivitosGD)
Sunday, August 24th, 2014 1:05 am

It’s playable! Not good, but playable nonetheless.

You guys.

Posted by (twitter: @DivitosGD)
Sunday, August 24th, 2014 12:41 am

I decided to carry on and submit for the jam, this really is one of the best communities around.

Isn’t it my tradition to make this post every comp?

Posted by (twitter: @DivitosGD)
Friday, August 22nd, 2014 7:47 pm

I’m out.

I picked an idea I know I can do,  and I’m considering adopting this as a full time project, but developing a compo version from where I am right now to the end of the competition, it just doesn’t sound like a fun workload to me. I could continue and probably have a game by the end off all this, but I’d be miserable in doing so.

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