Archive for the ‘LD #30’ Category

9 Months aftermath! LD #30

Posted by
Thursday, May 7th, 2015 3:41 pm

Hello there my fellow indie developers, today I want to announce that the game I’ve been working on for the past months has been released. This project started back in “Ludum Dare 30” (Connected Worlds). We saw potential on it so we decided to focus and develop a good game on that topic. Our entry BERTA was the starter point, then it went through many changes and almost 9 months later we finally finished!

(It’s not Berta but it is a ball).

This game is about a Spunky little ball that has the ability to switch between colors in order to interact with the environment of the level. Everything that matches the ball’s color becomes solid, therefore you have to choose wisely what color to use. For example, you’ll want to be the same color as the coins but not the same as the spikes! Or maybe you need that a certain platform matches your color in order to roll over it without falling.

So be prepared for a fun and innovative gameplay on your device… Also prepare to die a countless amount of times…

I hope you enjoy this game as much as I did when I created it! Also don’t forget to leave a review on the Store page if you actually had a great time playing it. :)



hello Ludum Dare peoples, I’ve been spending the past three months working on my LD30 entry, which won 3rd place in innovation, and have recently released a trailer:link
here’s some gifs:

Edit: there are demos available (link) let me know what you think!

Rage: Destroyer of Worlds – LD #30 Postjam release

Posted by (twitter: @MidnightTinker)
Saturday, January 10th, 2015 10:26 pm

Simple project with arena combat, that expands to gain some depth and variation with elemental abilities you can equip your left and right mouse attacks individually after defeating Mini bosses, and 4 stat options to choose from after each boss is defeated across the 5 worlds you battle upon. Mini bosses and Bosses also have progressively stronger elemental abilities you should look out for.


 This was a small game developed for LD30 that got cut significantly short of what I wanted it to be for submission, and was my first completed project since changing from Unity to Unreal Engine 4. I spent time expanding the gameplay afterwards but its release was delayed for a long time because of an engine bug spanning 2 versions that wouldn’t allow me to compile the project, however now it is complete and ready to play.

Hope you get to have fun playing this :), I’ve spent countless hours playtesting it as I developed it and though it’s relatively small scale compared to most arena games I’ve continued to enjoy my time with it. Though it’s extra reading I’d recommend looking at the element descriptions in-game to better understand what each does and how they may have advantages with each stat item you may pickup to get the most out of the game.

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

Post-Mortem! (From August, though)

Posted by
Wednesday, December 17th, 2014 1:01 pm

I participated in LD30 in August and wasn’t able to do the one just gone. I had never really showed my game I made that weekend and seen people play it first hand. I got a lot of good comments about it (from the competition and real people, including strangers) and people have said that I should Greenlight it and attempt to get it on Steam.

So that’s what I’m doing!

It’ll take me a couple of weeks to fix up the last bugs, add some more levels and make it more efficient and also to create trailers and logos for it, so if I don’t get too distracted then it should be on the Greenlight page in early January next year!

Here is the original submission, so give it a try. After looking through the project files I have realised that levels 6-9 are broken (The spawnpoint is in the wrong place, you spawn very close to the exit xD) which is a result of finishing the game up after 20 hours without sleeping. I’m sure you all know the struggle.

If people are interested, I will post periodic updates on here (or maybe make a blog for it) on how things are getting on and we’ll see where this goes!

My First Ludum Dare

Posted by
Saturday, December 6th, 2014 6:36 am

Game Design: 90%

Player: 30%

Scene: 5%

Level Design: 0%

Programming: 0%

Player Idle


First day almost over

Posted by
Tuesday, December 2nd, 2014 2:33 am

Before entering the compo I knew my game engine lacked a features here and there. Unfortunately it lacked more than that so I’ve spend too much time improving it instead of focusing on my game.

But it isn’t that bad because I like fiddling with engines anyway.

So, I haven’t got much of a game to show but I have made a cool spaceship:

Video/animation here.

Hope to be able to turn this into a game before the deadline :)

Another wallpaper, getting fed up yet?

Posted by
Sunday, November 30th, 2014 11:25 am

This Ludum Dare has seen a huge variety of wallpapers, and since the community has done so much for me I would like to put something back. It’s the least I can do.






Good luck to everyone participating!



Just finished revamping my Ludum Dare 30 entry

Posted by
Saturday, November 29th, 2014 11:12 am

I decided a good idea to practice for LD31 would be to recreate my previous entry.

Click here to download my new game.

There’s a noticeable difference between my LD30 entry and my practice one.



Happy LDing!



Posted by
Thursday, November 27th, 2014 10:50 am

Since I could not enter the last LD due do a holiday, I will hopefully be participating in this one!


I may be in, and an update on my LD #30 game

Posted by (twitter: @aaghgames)
Sunday, November 23rd, 2014 6:36 pm

I would love to get in on the next Ludum Dare, but we’ll see – I may do it solo this time, I may be in a team again, I may have to pass entirely, we’ll see. If I do enter, it will be with largely the same general tools as last time – Stencyl, LMMS, and my trusty copy of Photo Impact. My last (and also first) LD game, Melody’s Long Ladder Home, was fun to make and my friend and I learned allot in the process.

Speaking of, it  is now hosted in an updated, fixed* form on All Around Gaming Hub, and you can find it here.

* People commented on the controls being fairly difficult, particularly getting on and off of ladders and in to small areas, so those have (mostly) been fixed.

Connected We Run Post LD30

Posted by (twitter: @Ythmevge)
Thursday, November 20th, 2014 1:13 pm

My entry for Ludum Dare 30 was Connected We Run an endless platformer game.

connected werun_1


The post LD30 version of the game is available on Gamejolt

Connected We Run on Gamejolt


Major Changes as I remember them:

-Inverted the players

-Vastly improved platform generation (Now the jumps are possible most of the time)

-Implemented difficulties at various levels. difficulties decide how fast the platforms start at, increase speed at, and the generation speed of new platforms.

-Use of the Gamejolt API for Highscore tables, and achievements.



A large part of doing a post compo version of this game was to test out Gamejolt, and decide if it was something I wanted to use for Ludum Dare. It is, it will make the Highscore table much simpler, because as so many people pointed out on my compo version, the Highscore table on my website is not secured against out of range scores. Achievements are also something I would like to have in my Ludum Dare games,  and Gamejolt makes achievements easy to implement.

The “I’m in” posts are here already? Well, I’m in.

Posted by
Wednesday, November 5th, 2014 12:40 pm

This will be my second LD Compo, my first was 30. Hopefully this time I will make something more visually appealing – this time I’ll use a game engine rather than writing code from scratch and focus more on the game design, sound and overall aesthetics.

So far I haven’t decided what engine I’ll use, but it’ll probably be Game Maker: Studio. (Or Unity if I learn how to make 2d games with it.)

I wish everyone luck!


October Challenge: A Hole New World

Posted by
Sunday, November 2nd, 2014 10:50 am

October ended, but luckily we managed to publish the game in time! We are really happy!! 😀

We worked on the game we developed for the past 30 Ludum Dare entry

People encouraged us so much that we decided to give it a try and try to finish the game for selling as the october challenge suggested :)

Game intro

Game intro

A bit of gameplay

A bit of gameplay :)

As it was too much work for only a month, we decided that the best option we had was to finish a pair of stages and then upload the game. We also told the possible buyers that the game is in expansion (we plan to develop three more stages), and that while it’s unfinished they can buy the game on sale (i.e. 1$ instead of its final price, that will be 5$).

Desktop version (Windows/Linux/Mac) in

Desktop version (Windows/Linux/Mac) in

Android version on Google Playstore

Android version on Google Playstore

I’m very happy to say that there are already several buyers (I didn’t expect people to buy the game before we did a bit of promo at least ^^), and if everything’s going ok we’ll try to allocate the game in some more stores, like OUYA store and Steam :)

Thank you for the jump-start, Ludum Dare friends! And good luck for all of you too! ^o^

WORLDS2D Post-compo version

Posted by
Wednesday, October 29th, 2014 6:17 pm

After much delay, I am releasing a post-competition beta version of WORLDS2D. Beta, because the core features are there but I’m going to be adding more content. Right now there are 20 levels to play, which is far better than the paltry 5 levels the competition version had. The competition version was really just a teaser – there was no real challenge to the levels. Hopefully the new levels prove to be more of a challenge, and the experience will feel more like a real game. Please don’t hesitate to send me feedback! The feedback I got from the competition version really helped me polish the experience of the post-competition version, and I want to thank everyone who took the time to play the game and give me their honest opinions!



#LD30 post-compo version

Posted by (twitter: @igoramendola)
Wednesday, October 22nd, 2014 8:37 pm

Took me a while, but here is the post-compo version of my entry:

(it has a little bug, but I’m working on it to fix it)



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