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Our Postmortem: DisChord

Posted by
Sunday, December 14th, 2014 11:06 am

You can play our game HERE!



A week has passed since we worked on the development of our game DisChord. First of all, we’d like to THANK all of you who have played the game for all the feedback we’ve recieved. Now, the main points of our adventure working on this project will be discussed here! :)

First, we started working together a week before the LD, with our little Mini-LD project: S.O.S. Seas of Solitude.  It was such an ambitious project, we didn’t manage to accomplish half of what we had intended. Given what we learned from that game, it would become our kickstar for what we hoped DisChord would be.

What went right:

  • Implementation to the theme: We think our approach to the theme (a single screen where the maze components are “projected” into it) was something creative that we managed to get working in a proper way.
  • Simple mechanics gave us more time for the design of the concept, the levels, and debugging
  • Teamwork was awesome during the whole project, by communicating only through Facebook, we did understood each other quite well!

What went wrong:

  • Our game ran short: Even though we had time for working on other things than mainly the mechanics, we initially expected to have around 15-20 levels in our LD entry, but time wasn’t enough for doing all these levels.
  • Lasers: Jorge and Beatrix lost around two and a half hours working on the implementation of the lasers, which then resulted with some of the other audio implementations being rushed into the game.
  • Post-building bugs: We finished the game around an hour before the deadline, so we didn’t have time left for checking bugs after building, and we had some. There are performance issues after going between levels, and also the problem with level 11 which makes the game unbeatable and which and Jorge (our programmer) hasn’t yet found the solution to.

What we learned:

  • The best approach to working on such a tight schedule as a game jam is the simplest: keep it simple!
  • A complex game can’t be made in 3 days, period.
  • Brainstorm shouldn’t last too long, work with few ideas, pick the best one you find, and go for it!


We’re satisfied with our work, and we’ll keep working on it next year and hopefully GET A VERSION FOR ANDROID/iOS, so guess you’ll keep hearing from our game DisChord and us 😀


Hey everybody! Grindstorm back again with another update on our game DisChord.

First, we want to thank everybody who has played our game until now, it’s a pleasure to know you people have enjoyed it! :) However, we found a game-breaking bug just before the game finished (on level 11), so we had to do a little fix on it. The game is beatable now and hopefully you will restore the harmony in this maze adventure!

So, what are you waiting for? If you haven’t played it, or want to play it again, here is the link to play it.


LD31 Update #4: And we’re live! Just in time!

Posted by
Monday, December 8th, 2014 7:11 pm

Start Screen



After an intense weekend of work, our game, DisChord, is now live. You can play it here. Hope you guys enjoy it as much as we enjoyed doing it!


LD31 Update #3: Lasers!

Posted by
Sunday, December 7th, 2014 11:14 pm


So our game is taking shape, and after a long day of putting together the audio, graphics, and mechanics, day 2 of our Jam is over… WITH LASERS!!!!

Lasers are so cool, we implemented them into one of our levels. Think about this level, because it’s quite a tricky one.

Hope you enjoy our game, which will be presented tomorrow before the jam finishes!

LD31 Update #2: Levels!

Posted by
Saturday, December 6th, 2014 9:25 pm



So after a day of coding mechanics, implementing some graphics, and designing more levels, did you guess right? A maze game we have!

Seems like an unsolvable level, right? How could you make it into the center from both sides at the same time? Guess we’ll see on next time! :)

LD31 Update #1: Unexpected theme? No problem!

Posted by
Friday, December 5th, 2014 10:53 pm

Grindstorm team here! We were so hyped about our first LD that we did some previous brainstorm on some of the themes candidates! But it was a surprise when we noticed that we didn’t have any idea for the selected theme!

Did we laid down and sat without having an idea of what to do? No way! After some time of brainstorming and a couple of hours of prototyping, a prototype was born!

Here, our first images of it:




Will it be a puzzle? A maze? A strategy game? Who knows! We’ll see on our upcoming update tomorrow!



Grindstorm is on for this LD31!

Posted by
Tuesday, December 2nd, 2014 9:22 pm

We’re Grindstorm, a team coming from Reddit, composed by three members from Canada and one from Costa Rica. Yay international!

After going through the thrill of making our Mini LD 55, we’ll be participating on this LD31 (☃) jam, hope you like our upcoming entry!

Our team:

Jorge Arroyo: Programming

Vincent Laforest: Design, UI

Beatrix Moersch: Music, SFX

Nick Moersch: Graphics, Animations

Our tools:

Engine: Unity (scripts on C#)

Graphics: Photoshop

Sound: Pro Tools, Reaktor, Reason, Absynth, Massive


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