About Black Ships Fill the Sky (twitter: @Free_Lives)


Ludum Dare 29
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22

Black Ships Fill the Sky's Trophies

Fun - 1st Place - LD29 (Jam)
Awarded by r2d2upgrade
on May 20, 2014
Overall - 3rd Place - LD29 (Jam)
Awarded by r2d2upgrade
on May 20, 2014

Black Ships Fill the Sky's Archive

From Ludum Dare 23 to Steam Launch

Friday, October 16th, 2015 4:44 pm
Broforce 2015 Logo

Broforce 2015 Logo

It’s been a long road. Broforce was originally called “Rambros” and built during Ludum Dare #23: http://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3041

It’s been nearly 42 months since then. We got a ton of encouragement here for the original jam-game, which was a major contributing factor to dropping everything and pursuing Broforce. The original prototype was voted #1 in fun and we tried to keep what was good about it in final version (though better looking and playing better).


I want to thank Ludum Dare for doing what it does and inspiring developers across the world to do better and go farther and make great things. Broforce possibly wouldn’t exist without this community, and 9 indie developers from South Africa would have spent most of the last 42 months doing something less enjoyable.

Here’s our launch trailer:

I’d like to do a proper post-mortem once the dust has settled, if folks here are interested in hearing the tale from weekend prototype to Steam release of Broforce.

We’re in!

Tuesday, December 2nd, 2014 11:13 am

Five of us from our studio (Free Lives) are going to be participating.

AND we’re having some awesome friends travel from nearby in Cape Town and from across the country to join in (and South Africa is BIG, it feels like some sort of commitment to Ludum Dare avalanche).

We’re hoping some interesting games come of this. But we KNOW that we’re going to have a great time!

Good luck to everyone participating!

I made a video of me and Dawid playing one round of Yojimbrawl this afternoon. I’m the yellow player, I win :)

Obviously not everyone has a friend handy to test our entry with, so it makes sense to have a video for fellow Ludum Darers to check out. Sorry this wasn’t up sooner!

Broforce (Post Ludum 23) Development Continues!

Monday, June 24th, 2013 3:45 pm

We’ve got some new graphics, sound, enemies, playable characters, levels, blood, explosions, camera shake etc.

Thanks everyone who’s supported us from the beginning (and everyone else from Ludum). We’ve still got a long way to go (but hopefully you’ll like what we’ve done once we get there).

How to Eat Correctly At Ludum Dare

Monday, December 17th, 2012 6:20 am

Every Ludum Dare the factor that troubles us the most is: “How do we feed ourselves”.

And seeing the posts by other jammers of their food has led us to believe that this issue troubles many others as well.

So in response we’ve compiled a guide to being correctly nutritious (and alert) during your game jam challenge. It utilizes a four part solution. Just check out the video.

Progress… Day 2 (with sweet ass gif)

Sunday, December 16th, 2012 7:19 am

We’re doing the Jam entry… so we’ve still got some time to go.

This is what we’ve achieved as of last night (we’re in South African time).

Progress Day 2 Ore Chasm

That second player is playing over the network! (Which is rather exciting)

Ambition Creep

Saturday, December 15th, 2012 12:03 pm

Much like that old dude down the road who always watched children returning from school while sitting in a deck chair in his garden surrounded by used Kleenex’s, our ambition has grown mighty swollen.

So we’ve decided to try multiplayer… like actual online multiplayer. Which scares me silly (like old dudes and their monstrous piles of ejaculate).

But Jarred is working on some cool art!!

Ore Chasm Mockup Poster

I’m in so HARD

Saturday, December 8th, 2012 4:08 pm

We’re going to be making a game next week. So amped!

I’ll be entering the team jam. Making a game in Unity. Probably a game about blowing stuff up (theme depending). If possible we want to jam something multiplayer (so we’re going full retard on the ambition this time).

Good Luck Everyone!


I was really sad that I missed Ludum 24. We were working [b]really hard[/b] on upgrading our game from Ludum 23 (BROFORCE, it used to be called Rambros) to get it presentable for Steam’s Greenlight.

If you want to play the upgraded prototype, it is here:
(It’s still a prototype, we plan on taking this much further and adding as many features as we can, like online multiplayer and a story 😛 )

If you’re interested, and if you’d like to help us, our Greenlight page is here: http://steamcommunity.com/sharedfiles/filedetails/?id=93927889

Congrats on all the great games!

Progress (like a bro)

Monday, April 23rd, 2012 4:43 am

I’ve teamed up this time. Working with some buddies, Jarred Lunt and Luke Viljoen.

We’re deep into our game RAMBROS. With a little bit of luck (and an epic dose of hard work) we’ll be submitting on time for the Jam deadline tonight.

I’m In!

Wednesday, April 18th, 2012 3:38 pm


This time I’m going to do a couple things better:

I’m going to follow the theme (well, this time I’ll know what it is at least).
I’m going to team up with buddies who have promised the most eye-ball-igniting art.
I’m going to do the jam… so a whole extra day to party jam style.
I’m going to include more capybara’s in the game.

Good luck to everyone! Hope it is the best!

Happy new year everyone! I spent a bunch of time working on my Ludum Dare entry… trying to reduce the confusingness while increase the play-me-more-ness. There’s a shop now, which sells sweet upgrades like “Seagull Pheremones”, as well as goats and aquatic-goats known to humans as “fishes”.


Super Smash Lander Suicide Party, Bro? GAMEPLAY VIDEO!

Thursday, December 22nd, 2011 9:08 am

Here’s a video of the game being played through for anyone who can run it.(The version being shown has been polished up in a few places. It’s at about the 72 hour mark).

It’s kind of obvious I borked up on the theme. I had a very different (kind of tragic) ending planned at the start… but then I discovered the awesomeness of the high-five and EVERYONE agreed that that could be the only way to finish the game. I feel like I failed, and I’m certain the ratings will reflect that, but at the same time I can’t bring myself to wish it had turned out any other way.

Here is the page where you can rate it: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=3041

And here is the updated version: SUPER SMASH LANDER SUICIDE PARTY, BRO? (ENHANCED)

I’ve made a (post-comp) build. It’s at least 50% more fun and 33% less confusing.

There’s combo multipliers and a win condition and also you can burn crew members when your engines slow down.

Also you can now pickup space kittens as you fly past to help you staff your spaceship.

Here is the latest version:

(of course the Ludum Dare 48 hour version is still here:
Ludum Dare #22 Competition Entry)

Super Smash Lander Suicide Party, Bro? POST MORTEM!

Monday, December 19th, 2011 9:31 am

Time for everyone to high-five everyone else.

First Ludum Dare. Had an amazing time. Much thanks to Helloserve (hosting a spectacularly perfect local jam) and FuzzYsp0N (for his unremitting awesomeness).

Things that went right:

  • Jammed with friends, thanks to Helloserve (as mentioned earlier).
  • Got help from friends when things went wrong.
  • Had fun with the game and had fun as a result.
  • Put friends and family on hold.
  • Things that went wrong:

  • Didn’t know the theme when I started. We’re in South Africa, which is 8 hours or so ahead. Kind of expected “Alone” to win, but was in denial of it.
  • Caught a virus on the first night (but solved it thanks to FuzzYsp0N, see: Things that went right).
  • Shitty internet on the last night (I moved venue). I accidentalled the submission zip file at the last moment.
  • Stuffed up the theme even after I knew what it was. (I changed the ending of my game to amplify the awesomeness and ended up failing even harder on the theme)
  • Ran out of witty dialogue long before I had finished writing all the dialogue… “Bro?”.
  • I think I’ve made the kind of game that if you know me, or are like me, it’ll be an enjoyable twisted pleasure. But if someone isn’t “in” on the premise it’ll probably come off as silly and disjointed. I had plans to build in a progression loop over multiple plays, but that turned out to be out of scope. As it is (in the 48hour form) it’s weird and maybe funny, but not as compelling as I’d like it to be.

    Yet it turned out a lot better than I thought it would be (I’ve never made a game like this). Much thanks to many good things conspiring together.

    Super Smash Lander Suicide Party, Bro?

    Sunday, December 18th, 2011 4:19 am

    I’ve always wanted to make a really bizarre and disorientating actual-migraine inducing eyeball assault. Ever since I played Meshof’s wonderfully luric “Randy Balmer: Municipal Abortionist”. This is something of a homage to that.

    Though it’s probably not. It’s been super fun to work on though :)

    “You take the role of a suicide lander party bent on eradicating the earth, as drunk aliens do, via crashing their spacecraft into our planet’s surface”. With some luck there will be a witty tie in to the theme, via a twist (if I get that far).

    Awfully I spent the first evening trying to free my computer from the grips of a self-inflicted virus. Many thanks to FuzzySpoon for helping me save me from myself (via viruses)!.

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