About Loren (twitter: @LorenBednar)




Ludum Dare 32
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup

Loren's Trophies

Loren's Archive


Posted by (twitter: @LorenBednar)
Friday, August 22nd, 2014 8:08 am



Posted by (twitter: @LorenBednar)
Wednesday, August 21st, 2013 2:40 pm





LUDUM... DARE.... 27!!





Buckle up!

Posted by (twitter: @LorenBednar)
Wednesday, April 24th, 2013 12:08 pm


Flash / Starling / Cubase

Happy New Year!

Posted by (twitter: @LorenBednar)
Monday, December 31st, 2012 10:01 pm

wooooo! Looking forward to what  2013 brings :)  (aside from more LD’s!)

Keep building games all!


Posted by (twitter: @LorenBednar)
Wednesday, December 19th, 2012 9:21 pm

So, this was my first real Ludum Dare. I participated in the Charity MiniLD and the warmup weekend, but the atmosphere surrounding the compo has been amazing to me.  I am very impressed with how great people have been and how respectful the comments have been to all the games i have seen.  It’s genuinely helpful and makes new folks definitely feel welcome.

With that, I would like to discuss my game, ECHO CHAMBER



All stories have a beginning (hopefully), here is ECHO CHAMBER’s:


Initially, I was hoping the theme would be a pleasant one (Colonize, Night and Day, Timeloop in particular), so I was taken a bit by surprise that ‘You Be the Villain’ won.

I took this as a sign that I should not approach this game as I have previous games, with planning all the parts and building a final product. I was uncomfortable with the theme and I wanted that to be my driving force and to make me feel that the game could be weird.  Very weird.  I wanted to approach with a stream of conciousness focus, anything that came up was good and would some how work.

This approach worked for me because I only had 8 hours to design, develop and score audio (sfx and music). Had I taken more time to plan, I would have missed some key elements and the game would have suffered.

What went well

Throwing rationale to the wind and being happy with whatever came to be was freeing and let me just have fun with it. Almost like by building the game, I was playing a game with my mind; how weird can this get? I’m not a particularly good artist, so I had to rely on typography and bright colors, which I tend to use a lot of in my games. I’m really drawn to neon I suppose.  This worked because it let the game get close to sensory overload, which is something I wanted to achieve. I wanted the RETRIBUTION mode to be a bit stressful and cause a sense of relief when it was over.


At this point, the connection lines were solid, the same color and thickness was random. Also, the words were technicolor non stop for both sides.  It was hard to differentiate between the two ‘factions’, so I changed them to be a limited pallet.

After the first day (4 hours), I had a functioning game, but no lose condition.  You could spam words infinitely and it was lame. It looked super pretty, but there was no substance.  That night I had the idea of how the media would feed you words and you would absorb them, acting as ammunition against the critics’ assaults. Their words could defeat you, causes a game lose. At the time, given what I had left time-wise, I felt that was enough to substantiate a complete experience.

Asset creation was almost entirely typographical and I really liked the outcome. The rest was basic line art that flashed crazy colors or simple geometry (squares).


I am also pretty happy with the music that backed up the various parts (title screen, gameplay, RETRIBUTION and game over.  They all worked well together.  Because so many people liked the music in the game’s comments, I decided to upload the uncut soundtrack (minus gameplay apparently) to soundcloud for folks to download:

What went wrong

Wrong is a hard thing to tackle for a game like this. I definitely think there could have been improvements given more time, but for what I had available, a lot went right. That being said, I could have spent maybe a little more time thinking about all the game states in an abstract way, just considering things like an actual win state, maybe a difficulty curve or what that could look like while I let my stream of consciousness take the wheel so to speak.

What could be improved

This fits better with ECHO CHAMBER.

I think the main things I will be working on in my post-compo build will be increasing difficulty over an arc, adding strategic elements and fleshing out a win condition that makes sense given the theme. This game isn’t quite as simple to build a win condition, at least in my opinion, as at its core, the game should be unwinnable.  However, I want there to be a positive destination for the player and I want to explore that when I start building the more complete version. I would want some of the more abstract themes to make themselves visible during the player’s journey instead of showing my hand in an intro screen. I like the game’s character now and I think that with some tweaks, it could really be something special. At least I think so, what about you guys?

In Conclusion

I am amazed at this community and how supportive they have been. I will definitely be participating in future Ludum Dares, this is such a special event.  Thank you to everyone that has played my game, rated it and commented on it. I have been trying my best to play and learn about everyone’s games.  Please let me know if you would like me to rate your game, I would be happy to!

I’m on Twitter too! @LorenBednar

Thanks all!




ECHO CHAMBER Soundtrack available

Posted by (twitter: @LorenBednar)
Tuesday, December 18th, 2012 10:57 pm

You all have been so great when playing my game and rating/commenting! This is technically my first Ludum Dare (I participated in the charity jam and warmup), so to experience the community has been a real treat.  Thank you so much for being so cool.

A few people mentioned enjoying the music for the game, so I uncut the cut parts and have uploaded it to listen and/or download.

I hope you enjoy it! Keep playing all the games, there are a ton of great experiences out there!



Posted by (twitter: @LorenBednar)
Sunday, December 16th, 2012 11:11 am

I went against my normal game dev flow and made something weird.  It was fun to put together and just add whatever thing came into my head without trying to consider if it was viable.  It was really freeing and motivating, as I never felt like what I was doing had to make sense.

I only had about 8 hours to design, build, make music and sfx, so I’m pretty happy with the result.

Have fun!


Game link: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17687




Posted by (twitter: @LorenBednar)
Tuesday, December 11th, 2012 9:18 am

Should be fun :) Been spending time getting a quick build framework under my hands, should be able to have it in place within a couple hours of starting.


Will be using flash and brains


Wwwwarm up!

Posted by (twitter: @LorenBednar)
Sunday, December 9th, 2012 8:03 pm

Had fun putting ‘Warm Paint’ together.  I built keeping hack-a-jam’s destruction theme in mind and I liked mixing up ideas and mashing them together to create the game.  Only had a few hours to throw it together, so I’m happy with the result.  If I had a bit more time, I would have cleaned up the collision a bit and made some background music, ah well.  Something to keep in mind next weekend I suppose.


Good luck to all participants!

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