Ludum Dare 34
Coming December 11th-14th Weekend

Archive for the ‘LD #21’ Category

Flatland: Fallen Angle wins an award, now Free!

Posted by (twitter: @pdyxs)
Wednesday, July 31st, 2013 10:07 pm

Flatland 1

About 6 months after coming 6th in Innovation in Ludum Dare 21 (web version of the game is here), I made a new version of Flatland as a team project, as a part of starting up our new studio. We made, marketed and released the game in 96 hours (over a 3 week period), fixed it up a bit, released it again, and then won an award for best writing in an Australian game. We also got a lovely write-up from Rock, Paper, Shotgun about the game.

In all that time, I didn’t post anything here, because, well, yeah. No real excuse. Suffice to say, none of this would have happened had it not been for Ludum Dare.

6 months after all of that, we’ve decided to release Fallen Angle for free! There’s a plethora of options for playing the game on our website (torrents, kongregate, and direct download), as well as a bunch of special extras we’ve put together for the occasion (including a 60-page e-book chronicling the entire development experience, a soundtrack and making of videos). Check it out, and please let us know what you think of the game!

Almost ready..

Posted by (twitter: @bumpkinRich)
Friday, August 24th, 2012 12:37 pm

Well. I think I’m as ready as can be. I’ll be able to answer that after the weekend. Going to me trying to relax this evening and resist staying up into the early hours to see what the theme is… but we’ll see what happens.

Just want to say a big thanks to my family who are being really supportive and arranging their lives around me this weekend so I can take part. Thanks guys xxx.

Here’s where it will all be happening.

Where it all happens

My place of worship

[Experimental] Ludum Dare Data Visualization

Posted by (twitter: @cboissie)
Monday, July 16th, 2012 6:05 pm


Hi there!

A few months ago, I proposed a quite vague idea about a new “cartography” module for the upcoming LD23. Web Cartography is more and more used because of its curiously innovative and interesting aspect.


EuropeanPoliticalWeb (Linkfluence)

The picture above was made by a French startup and is representing the European Political seen through the web. (Based on semantic web crawlers) .

Now you may ask: “What’s the damn connection with Ludum Dare” ?

Just a few games…

With the increasing popularity of the event, we see more and more game proposed for each LD session. Also, the initial idea was to realize a cartography of the submitted games.



To have a better visualization of the whole game submissions. Take a look to statistics in an original and interactive way.

  •  Which games are  available for a specific platform? Multi-platform?
  •  Which games have more votes, coolness? (main nodes) => Imagine a visual helping tool for voting.

…and numerous other possibilities.  (Why not something more realtime-oriented based on database snapshots?)


Proof of concept:

Using available public data and python scripts, I extracted and classified data concerning each game entries of a given Ludum Dare composition (platforms, ratings, creators,votes…). I’ve written a small web application displaying  large directed graphs, generated from these data sets.

You can find my work over here:

Don’t be afraid by the messy aspect of those graphs, it’s mainly because of the huge size of the data sets. And don’t forget it’s still experimental =)

And of course, the source code is over here:


Tell me more:

It’s basically two kind of graphs:

  • WordCloud: We extract each words from all game titles. The words used together in a same title are linked to each other. For instance, if you click on the “TINY” node, you will see all the words that were used conjointly (like “WORLD”, or “PLANET”). The size of the node is proportional to the word occurrence.
  • MultiPlatform: In this graph, games and their respective platforms are linked (Windows, OSX etc…). The size of a platform node is proportional to the number of game ported on this platform.



  • You can change anytime the dataSet (between LD21,22 and 23) and the graph type.
  • Zoom with the mouse wheel.
  • Click on a node to see its immediate neighbors.
  • The “Start algorithm” button apply a “Force Atlas 2” algorithm to the current graph (see You can stop the execution of the algorithm by clicking again on the same button. This algorithm will place the nodes in a more convenient way, give it a try!




Here’s a quick web app prototype for visualizing interactive graphs of game entries from old Ludum Dare compos. You can see two kind of graphs: Word cloud (most used words for a specific theme) and Multi-Platform (Game names associated with their respective platform(s)).


Feel free to contact me at  clemzbox[at]gmail[dot]com or via Twitter.

Untitled 1.0 Released

Posted by (twitter: @Ythmevge)
Tuesday, April 3rd, 2012 8:55 am

I recently finished and released a Post-Compo version of Untitled from Ludum Dare #21. In Untitled you are stuck inside an Abstract painting, and need to reach the bottom to escape. There are Abilities and Traits that you gain for selecting a color, as well as score pickups to be had.


For more information you can visit the Untitled Website, or the Untitled IndieDB page


/ ESCAPE \ Published and Released for iOS/Android

Posted by (twitter: @schonstal)
Thursday, January 12th, 2012 11:56 am

Hey guys, you may remember our game, / ESCAPE \, from Ludum Dare 21. Many of you seemed interested in a mobile version of the game, and now it’s here!


Kongregate has chosen us to be their first ever published iOS/Android game. We did most of the work porting the game to the device, but Kongregate was very accommodating about integrating the new API and offered us some amazing deals when it came to advertisement! Hopefully we’ll see more games with Kongregate login/badges in the future!

Here’s the LD page

(Not really a) post mortem

Posted by (twitter: @secret_tomato)
Wednesday, December 21st, 2011 6:56 pm

It’s not really a post mortem, well it sort of is, but not for the game I made this Ludum Dare. That’ll come in  a while after I sort out my thoughts on it. I might do a technical post mortem first.


It’s about my previous ld game(again, sort of), which has been my first proper contact with game-making after a long long time. As if I put it (making games) on a shelf and forgot about it for many years and let it collect dust and cobwebs. It’s something I can do that makes me happy regardless of the end result. It’s something I can do that takes nothing and time and makes something, and at the end of the day I can sit back and look at something which wasn’t there before.

And you guys are to blame for me finding it on that shelf.

People liked this game of mine for some reason(the ones that understood it) and some made a point to tell me in IRC they remembered and liked if from all the way back then which blew me out of the water. Days later I still can’t believe that happened. So now that said game is on the android market and the ubuntu software center and desura and such I feel that I should give something back to the people who inspired me to keep going.

So what I’ll do is post a bunch of desura keys for that game of mine every day till Chritmas.

Let’s start with 2 for now and see where that takes us:



My Ludum Dare Christmas Gift has arrived !

Posted by (twitter: @shiftyweb)
Tuesday, December 20th, 2011 4:03 pm

Hi All !

I just received my Ludum Dare Christmas gift ! The sender is Polm23 who doesn’t know what to send me so He looked at my LD21 submission which is Pastagus Fantasy. A crazy shoot’em up that is a tribute to Parodius and other amazing shmups. So He decided to offer me Gokujo Parodius on Super Famicom ! He also adds a weekly manga pre-publication magazine and some flyers of the mythic retro game shop the well named Super Potato.

His gift is just AWESOME ! Obviously like a lot of people here I’m a retro gamer and so a fan of Parodius games and I love receiving Japanese stuffs ! Fortunately I didn’t have this one and can’t wait any more to play it !

So once again a big thanks to Polm23 ! You are the best ! And here is a photo of what was inside the package.

Merry Christmas Everyone !

Game from the past

Posted by
Friday, December 16th, 2011 12:49 pm








Test my previous Ludumdare21 entry. LD is a nice combo and good change to make great games in short time.

T.E.D. Games, Inc.

Posted by
Tuesday, December 13th, 2011 3:43 pm

First time I’m doing this.  I’m gonna do the LD Jam.

Stuff I am going use:

  • Language: C#/Microsoft XNA Game Studio
  • Graphics tools:  GIMP, Blender(Possibly)
  • Sound tools: SFXR, maybe Audacity
If I use people as voice actors and or base models, would they count as part of my team?

I’m in, may the best man win!

Posted by
Wednesday, December 7th, 2011 7:11 pm

This is my first time participating in the Ludum dare, and actually my first time hearing about it. I will be using Unity3D for the game. I want to make a really awesome game, but really anything in 48 hours is amazing. I am really excited to see what I and everyone else comes up with, good luck to all!

Software: Unity, Blender, Gimp


indie(Magazine); Issue #15 – LD Edition

Posted by
Sunday, September 18th, 2011 12:53 pm

indie(Magazine); Issue #15 was just released, and it’s 90% about Ludum Dare!

Inside the issue:

  • LD#21 Wrap-Up article
  • Top 3 reviews (compo and jam)
  • Interviews with the makers
  • Post-mortems

And there’s still more!

Read it!

Cosmic Heist Postmortem

Posted by (twitter: @Dark_Oppressor)
Sunday, September 18th, 2011 3:50 am

So, Cosmic Heist was my entry for the recent Ludum Dare compo. It was a major success by my reckoning, as it was completed in time. That aside, however, I would like to write a little about how things went.

What went right

I spent some time coming up with a couple of interesting(ish) ideas, but ended up throwing them out before settling on what became Cosmic Heist. When I designed the game that actually ended up being made, I actually cut out tons of things, and cut even more as I developed it. This is one area that I really want to improve (I, like many others, am horrible at the “cutting things until it’s right” part), and I feel I made some good progress during this compo. I was able to reject tons of ideas, some good, some bad, but all non-essential.

I had a decent personal code base to start from, and already knew all about the language, libraries, and tools I used beforehand, so I was able to jump right in.

I left some time for play-testing and bug fixing/tweaking near the end, but ended up not needing very much of it. The game was small and simple enough that it wasn’t too buggy by the end, and my wife and I tested it some as I worked on it anyway. However, I would definitely leave this buffer time again anyway, because it really kept things stress-free.

The menus ended up looking/working/sounding great, and I added a cool animated menu background near the end that I really liked. I’ll probably use some of the work that went into that stuff off into the future in other projects.

The music turned out to not suck as much as I thought it would. That was actually my highest-scoring area in the competition, and I am still somewhat unsure what to make of that. This was my first time really making any music, and I don’t really have experience playing/reading/etc. music either. But it doesn’t sound too bad, so I am counting that as a nice success.

The controls are really fluid, and are my favorite part of the whole thing by far. The way you control the ship is great, and I’m really happy with how it turned out. I actually didn’t spend much time tweaking that, and by implementing everything I needed for it, I had a whole system for various enemy ship movements, too.

What went wrong

The player’s ship is a bit oddly shaped. This makes it hard to see where you are going. I didn’t realize this at all (duh! isn’t it obvious! the ship points in the direction I drew it to point!) until people began commenting on it. Certainly something that would need to be fixed.

Some people kept looking for the shoot button. I didn’t make it very obvious (at all) that there is no shooting in the game. You just pilot your ship, and enemy ships try to plow into you.

There were a couple of features I wanted to get in, but had to cut due to time constraints. I wanted enemy ships to shoot at you, and every level was supposed to start at a shipyard, from which you had just stolen a ship.

There might be a problem with the Linux build of the game, as one person mentioned they couldn’t get it to run. Unfortunately, it runs fine for me, but I only have two machines to test it on, and they are both almost identical in both hardware and software. If anyone has or can test the game on Linux and tell me if it a) explodes, b)doesn’t run at all, or c) runs fine, I would greatly appreciate it.



All in all, as I said, I was very pleased with the outcome, and I even got some people to play my game, so that was really exciting. I hadn’t ever participated or followed LD until now, so I didn’t have any idea what to expect. I honestly didn’t think anyone would even see my game! Thanks to everyone who rated mine. One thing that I regret is that I didn’t have time to rate any games myself. I did play a few, and they were all great. Next time, I want to set aside some time to rate a good number of games.



Ludum Dare entry

Cosmic Heist on Cheese and Bacon (my website)

Cosmic Heist on Google Project Hosting (MIT License)








indie(Radio); – Interview with Maple

Posted by
Saturday, September 17th, 2011 9:59 am

indie(Radio); Broadcast #15 starts in 5 minutes. We’re doing an interview with Maple, who was one of the members who made Next Time I Won’t Trust The Man In The White Van.

If you’d like to listen in, please go to If you’d like to talk to us during the show, please jump into our IRC channel, #indieFunction on the network:

-Bret Hudson

Finished my game after all

Posted by
Thursday, September 15th, 2011 5:28 am

I wasn’t able to finish anything for LD21, in the end I started all over for the jam, but didn’t get that finished either. Last week I spent some more time on it and now it is finally ready: Asteroid Escape.

In this game, you are exploring caves in an asteroid when suddenly lava starts to rise, which you have to escape.

In total I spent about 34 hours on this, but spread out over several days. I used haXe and my own base code and Random Art Evolver. There are 7 levels.



Results for Unrest – Top 25 for Theme and Innovation.

Posted by (twitter: @lattyware)
Wednesday, September 14th, 2011 12:53 am

Well, I finally got a look at my results for Unrest:

#23 Theme 3.92
#24 Innovation 4.00
#114 Overall 3.31
#122 Community 3.00
#177 Humor 2.13
#217 Fun 2.77
#305 Graphics 2.50
#371 Audio 1.00

For a game that was mainly based around concept, and my first entry, I can’t imagine a better result. I managed to get in the top 25 on both theme and innovation, which I think classes a game based on idea more than anything else as a success. I even managed to get a 1 for audio without having any in the game XD.

So yeah, really chuffed with that as an end result. Hopefully next LD I can make something with a bit more gameplay.

I unfortunately didn’t get very high with coolness – I ended up testing most of the Linux entries, and a fair few of the web-based ones, but never got around to testing the Windows ones, so my apologies there.

Overall, I’ve had fun, and look forward to the next one, I’ll definitely plan to compete again.

First Post! & 24th place in Innovation!

Posted by
Tuesday, September 13th, 2011 11:46 pm

Seeing as this is my first blog post I’ll include a preface about my first LD48 experience!:

I’ve been waiting to do a Ludum Dare event until I had 1) Spare time, and 2) Recent experience with a game programming language/library. The second point is important because I do programming entirely as a side hobby. I haven’t had much experience with the art in the past 4 years. I’ve taken swings at SDL, LWJGL, and Allegro before… but this time I had been learning to use Flixel.

Cut to the night of the competition–I was checking my email in bed on my netbook and decided to check on the LD website and HOLY LUDUM they’re having a competition right now! Man, this is cool stuff… what would I do for the “escape” theme if I were participating? Actually, what can I do? Well basing it on Flixel what if I made the main character an extension of the FlxTileMap class instead of the FlxSprite class? Hey this is an exciting idea… let’s actually do it! So I opened up FlashDevelop and started typing away in bed. I ended up coding the whole thing on a netbook. The graphics I did on my old old desktop simply because I wanted higher resolution and I already had installed on it. It was crashing on me but… I frantically got my desktop stable again and pressed on. In the end I learned a lot more about Flixel and even came up with something good enough to submit! My only regret was not having enough time to squash bugs.

My game, Globular Prisonbreak, in action

My game Globular Prisonbreak

So on with the blog entry thing. Results!

#24 Innovation 4.00
#115 Coolness 5%
#190 Graphics 3.00
#272 Theme 2.88
#290 Audio 1.93
#308 Overall 2.69
#369 Fun 2.19
#432 Community 1.67

Here we go in reverse order:

Humor: No ratings at all? I must be super un-funny. I wasn’t really going for funny but the game itself is a bit corny. I expected a low rating for humor but got none at all. *shrug*

Community: I could probably benefit from posting once in awhile. I didn’t post before the competition because I didn’t register until a few hours into it. Plus there was no planning whatsoever. I didn’t make a post during the competition because I couldn’t figure out how to even navigate the LD website (and it was down mostly). I’d like to put a lot more effort into community stuff next time…

Fun: Well this was sort of expected. But I am surprised it got this low relative to my other scores. I knew it would be low because my game is confusing and buggy, and those make games very un-fun. On the other hand it’s fun in a innovative/schmup/puzzler sort of way. I guess my gameplay is also quite nitch and suffers from being something I want to make and not what others want to play. But I don’t think that’s not a bad thing.

Overall: Okay. Not much to say. Overall is sort of each individual’s weighted average. johnfn pointed out that Overall is closely linked to fun, so this score makes sense.

Audio: It’s nice to get a score in audio since the last time I touched game audio at all was with Modplug back around 2001. I only included a Level Complete Jingle for my game. I tried to have various pitch sound effects for when blobs hit you but my attempts didn’t sound right and I was wasting time. I’ll take a swing at sfxr now that I know it exists (thanks community!). I’d like to try including music when I’m comfortable believing that I can make something that actually sounds like music.

Theme: I was hoping to do a liiitle better here. Simply because my game was about escaping a prison, and each level involved you escaping off the top of the screen. I even included the line “Escaped!” as a possible level-win message. Plus I used the word “Prisonbreak” (not a “real word”, this is intentional) in the title, which I thought was a little more creative than games that simply used “Escape” in their titles. But I’m not complaining here so much as nit picking.

Graphics: A pleasant surprise to score this high on graphics. I did throw out my first colorful floor tiles in preference of a simple brick pattern after my roommate complained that they looked like shit. I guess it paid off.

Coolness: Ah yeah! My game is so cool! Oh right, this is about how many games I played. I made a point to avoid the overly-popular games during the voting. I played a mix of what looked interesting and those straight from the rate games page. My favorites were:

Dystopian Future Underground City – j_peeba Dystopian Future Underground City
Bunnies, Back Into Your Cage! – ratking Bunnies, Back Into Your Cage!
Planetary Mission – NMcCoy Planetary Mission
Towering Inferno – tenpn Towering Inferno
Snake Plissken: Surfin’ U.S.A. – vandriver Snake Plissken: Surfin' U.S.A.

I pity the fool who can’t beat Dystopian Future Underground City and Snake Plissken: Surfin’ U.S.A.

Innovation: I’ve been disappointed at myself that I couldn’t polish my game more or weed out bugs before submitting it. I was thinking, “well, at least I might score okay in ‘innovation'”. Turns out I did pretty darn well, and I’m really happy about it! I think most of us wouldn’t work on a game at all if we didn’t think it was innovative in some way. Why make something if it already exists? This i’s especially important to me because I spend a lot more time thinking about game ideas than actually making them (I don’t program for a living). Plus this is the first time I’ve made something public. So I couldn’t be happier with this result. I even made the Top 25 Categories page!

Future Plans

While I think my game does have potential, I don’t have plans to develop it much further. I think it would have to be reworked from the ground up. I would up the tile size to 16×16 and try to make gameplay smoother. My original plan didn’t have movement locked into a grid, and I’d still like to try it without the grid (which would need other changes for balance). Balancing could already use some work to improve the strategy aspect… things like reducing the color count to 4 in the earlier levels or changing the floor tile algorithm for better color clumping. (Without clumping there is no point to the bullet-adopts-the-color-of-the-floor-tile mechanic.) Ultimately I think my time is better spent on a randomly-generated platformer I’ve been tinkering with for some time already. I might start another separate short-term project or just wait until the next LD48. But until my “fun” rating becomes decent, I think I have to focus my time on real life concerns.

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