About dustyroom


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 30
MiniLD 49

dustyroom's Trophies

Overall - 1st Place - LD 37 (Jam)
Awarded by LDA
on January 3, 2017

dustyroom's Archive


Posted by
Thursday, December 15th, 2016 4:07 am

Tidy up the room. It should be shining.

As always, Ludum Dare was a great way to experiment and learn a new thing! Here is how it went for us.

The game is right here

View post on imgur.com

Day 1, idea, modeling, code

As many people, we started with one concept and ended up with a completely different one. The key point was to make something that doesn’t rush the player, no sweat — just a zen-like experience. We began with a shader for smooth game look, which ended up in a relaxing open-space exploration, not a room game. It turned out quite difficult to tie the initial idea to the “room” theme. At the end of the day we came up with a new idea, which discarded what we’ve done during the whole day. Luckily, we were happy with the new game concept, which became the final game.

View post on imgur.com

Day 2, code, modeling, level design

A simple unlit look became the key element for the gameplay mechanics. Using that, developing levels became another pitfall. Removing objects against other objects is fun. But it would be funnier to solve some puzzles. So we tried to incorporate a few. By the end of the day we had a working prototype with most of the levels.

View post on imgur.com

Day 3, level design, sound, code, debug
On the code side, this is the first time we could afford to spend most of the day on polish. We tried different things for objects disappearing, highlighting details and overall smooth experience. We paid particular attention to sound effects and we’re quite happy with the result – removing furniture seems satisfying now!

What went wrong
It was a tough theme. The final idea came a bit too late. Describing the gameplay mechanics using words is incredibly difficult. One picture is worth a thousand words. One gif is worth two thousand words. Unfortunately, there was no time left to make an automated tutorial, that’s why the game could look complicated at first.
What went right
We were pretty happy how this game came out. And level design was not that difficult.

All in all
As always, it was fun making the game. Hope you had a great time making yours!

Twitter: @_dstrm


Posted by
Tuesday, April 26th, 2016 2:48 am


LD Page

The game where pie-charts are not so boring.

View post on imgur.com

Day 1.
The initial idea was to make a rhythmical first-person view platformer game. You move by hopping on islands that all form on a vague path which leads to some kind of destination. Each island becomes less and less polygonal through time and gradually disappears. The animations and island transformations are somehow synced to the music rhythm. The plan was to make basic prototype on day one, completed gameplay on day two and add polish on day three. As usual, things didn’t go according to the plan.
What was done: Idea, basic player controller and graphics of the islands.

View post on imgur.com

Day 2.
Main day for graphics, modelling, trying out everything that could make gameplay smooth and the picture at least engaging.
What was done: Modelling of more islands and some decorations, code of procedural generation and music synchronization.

View post on imgur.com

Day 3.
Music, polish and tweaks day. Till the very end we were not happy with the gameplay, especially the player controls. But you are the judges, so we decided to give the away as it is, even though it has rough and vague moments.
What was done: Music, code of UI and effects, lots of fiddling with player controls parameters, micro testing.


What went right.
The core idea was kept, which is great. You probably have seen many tweets of jamming devs with pictures of dogs ‘not knowing what they’re doing’. This time it was not our case. And that’s nice.

The gameplay mechanic of ‘trampoline simulator’ is fresh and actually very fun!
Also, not being in the same room (not even in the same time zone) makes creating games much more difficult, but we probably did a good job at it.

What went wrong.
Although during the brainstorm we had foreseen a few potential pitfalls of experiencing a hard gameplay, we gave it a try. Fine tuning of the gameplay was maintained on the last day, last hours of jam particularly, which was risky. The controls became our weak side at Ludum Dare once again.


Please give a try Aeroteque [WEBGL | LD Page] – our burst of creativity at 90 bpm. Let us know what you think and what can be improved!

PS. Also, congrats on getting out of your cozy comfort zones, pushing boundaries and making awesome stuff!

Parse The Sky in on Unity Asset Store!

Posted by
Monday, February 22nd, 2016 4:30 am

Hey everyone!

We’ve been busy with adding stuff and completely rewriting code to make our LD34 entry into a flight simulator template for Unity. You can check it out here: http://u3d.as/og6

Screen Shot 2016-02-07 at 16.15.52 (1)

Parse The Sky needs your feedback!

Posted by
Saturday, January 2nd, 2016 5:21 pm


Hi everyone!

Reading the comments on our entry “Parse The Sky” is a lot of fun, especially because you never know if the next comment is going to be positive or negative. While everybody says that the music and graphics are alright, most people found the controls really difficult. We are planning to take the game further than LD, so the controls definitely need to be fixed. That’s why we updated the game with a few different configurations and would really like to know what you think about them!

Please check out the post-compo version and let us know if any of the controls are good. Any feedback is welcome!

Happy holidays and may the odds be ever in your favor!

Link to the game.

Parse the Sky

Posted by
Tuesday, December 15th, 2015 8:49 am


Hi, we would like to share our experience of making our entry “Parse the Sky”. We are Dustyroom, two brothers making weird interactive stuff. It is our third Ludum Dare participation (including a MiniLD). We were actually working on the game from different countries which is super tough.

LD Jam entry HERE

2015-12-15 10_01_40
Day 1
Wasn’t it confusing for you to see the theme tie? It was hard to pick one. We had a vague idea about a romantic glider floating in the air but not yet condensed. After a while we came up with the twist of adding growing objects so that you could find them easily over some time. The focus of the game should be on the colorful visuals and the upbeat music.
• Art: Scene decorations models in Blender, scene mock up in Unity.
• Code: Basic airplane controller, own shader for smart coloring of the models (about it later on).

Day 2
The scene endured lots of iterations, reworks and major adjustments. Many times the artwork was tossed. Pretty frustrating day.
• Art: Scene nearly finished, jet model made.
• Code: Tweaked controls of the jet.

Day 3
The last day to complete the game. Probably, just like you, we had the bigger junk of work still to do.
• Art: HUD, game scenario refined, sound, polishing.
• Code: Game logic, UI, polishing.

• The basic game concepts and ideas were preserved and fulfilled, and it is great.
• Lots of fun.

• Too much time was wasted struggling to make a beautiful screen with only abstract idea of how it should look.
• We went back to figuring out game concept several times.
• Everybody is complaining about the controls but we have no idea what they mean :)

• It was uneasy to analyze what was preventing us from having “aha moment” (during working on artwork). Of course it is great when you have a teammate.
• It was challenging to work with a coder and an artist not being in the same room.
• And, it is fun to make a game, isn’t it?

We wish you a good luck with your LD entry!


Again, you can play the web version – HERE




LD30 – Hello Worlds – Postmortem

Posted by
Tuesday, August 26th, 2014 6:37 am

Hello World!

We had the holiday on this weekend – an Independence Day of Ukraine (hence blue and yellow colors were used the most). Nevertheless we both decided to “waste” our possible free time with family and to take part in Ludum Dare 30 contest instead.

The game mechanics is to cover all sharp edges on the terrain to make it smooth. Three block types are available: a ramp up, a cube and a ramp down.





Track created for the game:

So our Ludum Holiday weekend looked like this:

Day 1 – Concept and prototyping
Day 2 – Coding and art,
Day 3 – Coding, art, sound, debugging and polishing


  1. We’re quite happy with game concept
  2. Time management


  1. We chose bad controls which led to people being frustrated while playing.
  2. Levels are too difficult straight away. Seems like hardly anybody can go past the second level.


  1. Always playtest your game on somebody who is not taking part in development! Without that it’s very hard to adequately set difficulty.
  2. The easier controls are the better.
  3. No hardcore needed, though it is very hard to reach the balance between too hard and interesting.
  4. It was fun, and it values the most.

Happy world connecting!



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