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Ludum Dare 37
Ludum Dare 33
Ludum Dare 28
Ludum Dare 27
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LD38 Progress GIFs!

Saturday, April 22nd, 2017 6:16 pm


We’re in for our 8th Ludum Dare Jam!

Friday, April 21st, 2017 7:46 pm

We’re super stoked to be a part of the 15th anniversary of Ludum Dare!


Rose – Design, Art

  • If 2D game: Photoshop, Illustrator, AfterEffects
  • If 3D game: Maya, Oculus Medium, Tiltbrush, or MagicaVoxel

Vu – Development

  • Unity 5.6

Johan – Music, Sound

  • FL Studio

And we may have a few guests join us too!

Super Sea Serpent Simulator — Post-Mortem Part 2!

Tuesday, September 15th, 2015 12:14 pm

We’re Cosmic Adventure Squad, and we made Super Sea Serpent Simulator during LD 33!

Super Sea Serpent Simulator Title

Click above to play!

This part 2 of the post-mortem will be from the point of view of one of the regulars on the team: Tenlki! If you want to hear from Rosypenguin and Stregawolf, part 1 is here.


Hi, I’m Tenlki (or as some will know me from elsewhere – just Tenki). I’ve been casually helping out with Ludum Dare and Global Game Jam for a while, not really keeping count anymore, haha. This was pretty much my first full Unity project.


This time around, pretty much everything audio-related went to me – I was originally tasked with making the music (and implied, the SFX), but as time went on, I had to pick up and code the audio system.


What went well:

I’m actually pretty happy with how everything turned out!

I spent Friday night/Saturday morning listening to different sea shanties from games and other sources, to get a better feel of what kind of instruments and well, how to write a song with the feel we want. Threw in a first draft on Saturday night, got feedback (“it sounds piratey- can we make it sound more ‘monster’?”) and added parts in to make it fit. Sunday night, came up with the idea to split the title motif and create the peace theme and a layered battle theme (my personal favorite ‘variation’ of the soundtrack).

I got (or had) to do a lot of things for the first time: I…

Updated FL Studio the first night in – the interface is kind of different!
Recorded a lot more “live-played” music with keyboard instead of clicking in notes the whole time as I’d previously done. That’s me actually playing piano! (..and kind of the other instruments, just reskinned the sounds lol)
Accidentally upgraded to Windows 10 a few days before
Never wrote music quite in the style/genre that we ended with
Didn’t have significant experience with Unity and Github

…but all things considered (…and more on the “all things considered” later), I think it all came together really well!



What could be improved:

Well, I think everyone else was actually around the same area and meeting up locally, but I live across the country, so everything together, I was kind of kept out of the loop most of the time. Up until around Sunday evening when we submitted, all I had to work with were some screenshots, some minor descriptions of the game and what mood or assets we needed, so I was kind of shooting in the dark as far as how the game itself was looking and feeling.

On Sunday night, I found out we didn’t actually have an audio system and I was needed to code it in and hook in all the sounds. I hadn’t really gotten my hands too dirty in Unity before so I kinda drove straight into it with the time limit coming up (after forcing myself through an ugh video tutorial). I did a bunch of improvisation in that last bit and came up with having an audio mixer, battle/peace theme, figured out some nice places to trigger sounds (and improvised the sounds themselves) and got everything in. If anything, I kinda wanted a different theme in-game than the title screen (though, title “screen” was more of a misunderstanding on my part), but ended up running variations instead. I think it worked out ok.

I did actually write a game over theme but I think silence did the job better.


What you will do different next time:

Really, I kinda liked having that bit of pressure forcing me to learn. I actually ended up having to do some emergency fixes and builds the day after on request while everyone else in PDT was still at work (aw yeah, unsupervised builds!)

If anything, I’d like to be more familiar with Unity (or whatever tool we’ll end up using) before it starts. In previous Ludum Dare jams where I’d done coding, I had treated them as learning experiences, but I at least had some decent familiarity with the platforms (flash/flixel). This time, I went into it completely cold and kind of not expecting to really do more than create assets. I had left working in the game industry a while ago but sometimes the pang of wanting to code a game hits me again. Unity was still kind of weird (coming from someone who’s more used to coding everything from scratch), but maybe because of new insight from working with other things, the whole components thing doesn’t feel as foreign and unwelcoming as it used to. Maybe I’ll get to do some more coding next time.

I’m not complaining about how it turned out though – I’m the kind to enjoy the chaos of unplanned moments, and hey, the learning experience was awesome >:)


woo, 64th out of > 1.5k jam entries in Audio and 50th overall!

Super Sea Serpent Simulator — Post-Mortem Part 1!

Monday, September 14th, 2015 7:21 pm


We’re Cosmic Adventure Squad, and we made Super Sea Serpent Simulator during LD 33!

Super Sea Serpent Simulator Title

Click above to play and rate (preferably before the rating period ends!)

This part 1 of the post-mortem will be from the point of view of two of the experienced LD-ers on our team: Rosypenguin and Stregawolf.


Hey, I’m Rosypenguin. Incredibly enough, this is the 9th LD I’ve participated in, though this was the first time I’ve worked with Unity for a game jam so everything felt fresh and new.

Role: Most of my experience with past LD’s has been in 2D art, animation, and technical art. This time around I also had the opportunity to work with an experienced Creative Director in the industry, and hoped some of his awesomeness would rub off on me! I did some simple low-poly modelling in Maya, 2D background assets in Photoshop, and UI art in Illustrator.


Concept art and inspirations for the sea serpent.

What went well: I think the overall game came together really well. We have a finished LD game, with a solid game mechanic and a unified art style. Really, I was just excited to be back to doing LD; the last time I was seriously involved was LD28, with Rations,Please!.

This our first LD involving more than our usual team of Strega, Tenlki, and myself. We brought on some of Strega’s talented coworkers, and with them we were able to scope outside of our usual 2D Flixel game tradition. We also knew we’d lose the whole 3rd day because we’re working people now. Boo.

With two artists on the team, we were able to do more. Ocean and I spent some time the first day putting together a mood board to make sure we were consistent with the aesthetic we wanted for the game. I made a few concept mockups and Ocean went on to create the fantastic cut-paper-aesthetic shader for each of the 3D elements.


Photoshop mockup for final aesthetic.


What could be improved: Since so many of the team members were working professionally in the game industry, I felt intimidated and did the stupid thing where I held back my creativity for fear of judgment. The stakes felt higher than when it was just us three long-time college friends making games for a fun weekend and not caring if we succeeded or not.

But I still had an amazing learning experience; I was able to pick up from where I left off in Maya over three years ago, and guidance from Ocean helped boost my confidence bit by bit.

What you will do different next time: Definitely looking forward to working with Unity again. In the meantime I want to practice with modeling/rigging/animation in 3D to build more confidence and skill. I need to work on a self-esteem boost as well; I’ve done so many LD’s and GGJ’s that I need to remember that my opinions count too, even though I don’t work in the game industry.


Hi, I’m Stregawolf! I’ve been doing LD since LD 21 and GGJ since 2009. As always jamming is a blast.

Role: My role during this LD was gameplay programmer. I put together most of the systems in the game such as how the sea serpent is controlled, the circular world coordinate system and gravity, enemy behavior, enemy attacks/weapons, enemy spawning, difficulty scaling, and integrating finished art into the game.

What went well: Deciding on a game design and title name quickly really made it easy to move forward right away. Friday night of the jam we all meet up at a restaurant and hashed out ideas while eating. We had a basic idea and sketch of what the game would look and feel like by the end of the meal. We didn’t actually start coding or making much art until saturday after getting a good night’s rest.

Knowing the tools before hand really made things go a lot faster. I’ve been using Unity for a long time, I think since Unity 2.5 so it was pretty easy to get things setup and start coding.

Github worked surprisingly well. Everyone was able to quickly sync up, make changes, and collaborate with little problem.

Working with coworkers from work made it easy for me to communicate with them and we all already knew the general workflow for Unity.

Getting a minimum viable product done by saturday night really gave us a lot of time to polish the feel of the game and make the motions and controls feel good. I used Unity primitives to get gameplay system in without having to wait for models and assets. When the final assets were ready, I had already set up everything so that it would be easy to replace the primitives.

What could be improved: Having a clear task board and prioritizing early on. In previous LDs we would spend a lot of time on friday sorting out todo lists, needed assets, needed game systems etc. This time we spent a little time, but mainly for art assets. I probably should have spent some time writing things out first. Instead I jumped right in on the saturday and didn’t prioritize tasks until Sunday night. Oh well, it still came out pretty well 😀

We really wanted to get some kind of high score tracker into the game, but didn’t have enough time to do so. We definitely didn’t stay up as late as we usually do and didn’t start again in the morning as early either.

What you will do different next time: Be better organized about what needs to be done. List things out, prioritizing them, and clearly assign who is doing what. I feel like there were moment when we failed to communicate who would be taking on what tasks and it was because we never clearly listed out the tasks.

Have a clear leader. I didn’t realize that I was suppose to be the leader for the jam. Next time, I’ll make sure that whoever is expecting to lead clearly knows their role, to reduce moments of confusion and indecision.

All but one of our member was working in the same location for the jam. I feel bad for not keeping an open group chat for everyone during the jam. Next time I’ll make sure that we have everything we need to communicate better.


We’ll post part 2 with the other team members soon! Thanks for reading, and if you haven’t checked out the game yet: Super Sea Serpent Simulator

Super Sea Serpent Simulator

Monday, August 24th, 2015 6:43 am

Ever wonder what it is like to be a sea serpent? Then play Super Sea Serpent Simulator!

Click on the image below to check it out:



Double Hydra Freebies!

Friday, May 3rd, 2013 2:39 pm

So, in between working on a post-jam version of Double Hydra and writing up a post-mortem, we thought you guys would enjoy a little media pack we put together!

Here’s a free OTF font we built using the handmade letters Strega created during the jam. Every letter and number strictly adheres to the constraints of the art style of the game (Please credit us if you use it!):


Download Font |

And here are four resolutions of wallpaper versions of the title page of the game:


800×600 | 1024×768 | 1280×1024 |  1600×1200

And finally, play the game here!

Double Hydra

Monday, April 29th, 2013 8:31 pm

Our fourth Ludum Dare jam game is complete! Check out our game Double Hydra, a game about a two-headed dragon protecting his treasure hoard from oncoming heroes. We switched up our usual roles, with art by Strega, who is usually a programmer, and programming by Rosypenguin, who is usually an artist. Music by Tenlki.

We tackled the “Minimalism” theme by having all the sprites composed of circles and circular components on a consistent grid. We also kept the gameplay relatively simple since Rosypenguin is still pretty new to Flixel.

Play it here!

We’re in and the roles are reversed!

Friday, April 26th, 2013 7:17 pm

Strega and Rosypenguin here! This will be our fourth Ludum Dare together, but we’re throwing in a little twist this time around. Strega, who’s usually our programmer, will now try his hand at a minimalistic art style; Rosypenguin, on the other hand, will be learning AS3 and Flixel. Looks like the theme will help us here a lot. Wish us luck!


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