Archive for the ‘LD #31’ Category

Snow Day Tiles – Post LD version

Posted by (twitter: @stipple3d)
Saturday, January 17th, 2015 2:18 pm

I finally uploaded a post-compo version of Snow Day Tiles for One Game a Month (December, so it was posted a couple of weeks ago).



It has the following changes/upgrades:

– Many more pieces (patterns), almost 70 in total.

– All 6 colors are used and interchanged from the early levels for some variety.

– 14, more balanced (tested) levels. The Ludum Dare version had levels that were thrown together at the last minute (unfortunately). As a result, they were too easy (you could “throw away” tiles around the pattern with no penalty) or too hard/impossible. I spent quite a bit of time (as did my PATIENT testers) looking at each pattern and figuring out which pieces would provide a challenge while still being possible.

– ALMOST every piece that is possible in each level has a place where it can be placed with no effect (or only effecting one tile). This ups the strategy and lets you not get forced backwards too much as you approach the end of a level. The no-effect placements are not always that obvious :)

– Math in bottom right corner was removed and replaced with bonus/penalty fly-outs from the tiles on the board. One of the comments on the game was that it was distracting to have to look way down at the bottom of the screen to see what point you got for a piece.

– A ring around the play area shows the “target color” for the level. This was another spot where I found that having the info “off to the right” ended up hurting the game. While testing I found myself getting to the end of a level and realized I had filled it with the color from the LAST level!

– Simple on-screen instructions (since it is not accompanied by the Ludum Dare page)

– Added a reference to the current level and how many more are left. My intention was to balance this to give an hour of gameplay (since there is not a save).

I hope all who have some time to try it out have fun!

Java Question

Posted by
Friday, January 9th, 2015 7:07 pm

Do any you have a Java “Game Engine” that you used in previous LD Challenges. If so leave a link to the engine in the comments.

MiniLD #56 – I’m here!

Posted by (twitter: @technocodefox)
Friday, January 9th, 2015 9:39 am

Hello fellow Ludum Darer’s, I’m in.

Here is what I have chosen to do:

  • Make a game that will make the player scared.
  • Theme: Chill
  • Challenges:
    • Use only 4 colours (no more, no less!)
    • Make a game with only one mechanic
  • Language: Java

The source can be viewed here:

Decision Help for BT2

Posted by
Thursday, January 8th, 2015 1:49 pm

Hi guys and gals!

I’ve been stating that I’m going to release a Post-Compo sequel to Beat+Trak soon but have be hit hard by the level of content production required.
Because the game is a music/rhythm game, every new level needs a new song which starts to add up  and I’m honestly running out of creative motivation/getting a headache from working on music.

I was wondering if I should take the easy way out and include some songs that weren’t personally made into the game?

What do you guys think? Do I risk the game’s audio reputation? Any thoughts?




Thanks, in advance!

GraviFlip Post-Compo Version Released! SPACE!

Posted by (twitter: @ohsat_official)
Thursday, January 8th, 2015 8:56 am

I’ve threatened to make a post-compo version of my game GraviFlip for a while now, and guess what? It’s done! That’s what you get for giving my game such good reviews.


Here’s a list of changes:

  • Gravity-affected enemies are now easier to destroy
  • All menus can now be navigated with the keyboard
  • Adjusted the difficulty curve (the game is still hard though)
  • The tutorial is expanded and has been separated from the game proper
  • Added high score tables and achievements powered by GameJolt
  • There’s now a short countdown before the game starts
  • Enemies now explode when hit
  • Added a pause function
  • Added a new enemy type
  • Added a shield power up that protects from one additional hit
  • General improvements to stability and performance

You can find the link to the post-compo version on the game’s LD page or you could just click here if you’re in a hurry or something.

Seriously though: Thanks to all of you who took the time to play and/or and/or give feedback on my game. I tried to address as many issues as possible, so hopefully you’ll enjoy this new version. If not, let me know why!

HeShe => SheHe Greenlit !

Posted by
Wednesday, January 7th, 2015 11:49 pm

Hello guys, I’m so happy, SheHe has been greenlit, thanks to all of you that voted up.



If any of you have tips about steam workshop integration or smth else don’t hesitate !

MAGFest Panel – How to make a game in 48 hours

Posted by
Wednesday, January 7th, 2015 8:44 pm

I’m going to be hosting a panel at MAGFest called “How to make a game in 48 hours” and could use a few more people to be on the panel. We will be talking about developers experience, advice, and the impact of rapid prototyping competitions on the gaming community. Mostly I’m looking for people who have extensive game jam experience, are already going to MAGFest, and will be available to be on the panel at 8:30 Friday night. Please contact me if you are interested.

Also please enjoy this graph I just made showing the incredible growth rate of Ludum Dare…


Massive improvements for Creatures of Torzig postjam release

Posted by (twitter: @MidnightTinker)
Wednesday, January 7th, 2015 7:54 pm

(It’s still a very small scale game but compared to the original release I am far far happier with this now and have made many improvements to it)
Take care of your creature by feeding it and playing Volleyball with it to improve its skills, aiming to receive one of the medals available for consecutive passes.

The original goal for this project was to create a quick fun game for LD Jam 31 that I could complete entirely within the Jam time period (so I could return to the project I was working on afterwards), using art assets from one of my future projects (its concept art).
While I did achieve that to a degree, and some people enjoyed it a lot, there ended up being a relatively large amount of confusion with some systems and because I had half the amount of time to develop it I had hoped for because I became sick during the Jam the pacing felt off and there wasn’t a real goal.

I really don’t like leaving a game I developed short of an experience I can thoroughly enjoy, and while I was satisfied with it for the LD Jam giving what I had to work with, I wasn’t ready to call it complete. So after completing my other project as much as I could (currently stuck waiting for Unreal Engine update), I got back to working on Creatures of Torzig and have spent approximately a week making change, massive improvements, and spending many hours playtesting, balancing and making minor tweaks so it could reach the stage it is at now, where I am thoroughly happy with it and able to call it complete.

Below is a list of summary of the changes made for the PostJam release.
:: ADDED– Sounds, and music by Kevin Green.
:: ADDED– Medals to be gained when achieving a certain amount of passes.
:: ADDED– Visual notifications when you achieve a certain amount of passes, and when the creature levels up in Volleyball skill.
:: CHANGED– Massive changes on how feeding works, so it is now simpler to understand while keeping its original dynamism.
:: CHANGED– Simplified the volleyball target icon and updated it to give a better indication of how long each stage lasts while keeping it easy to read.
:: CHANGED– Massive balance changes for how the creature performs in Volleyball based on its energy, which now decreases as it plays Volleyball (instead of the original static decrease in energy after the game) which adds a level of increasing difficulty over time even after you reach Volleyball skill level 5, which is now the max level instead of 10.
:: CHANGED– Many balance changes for the Volleyball and Feeding system.
:: CHANGED– Adjusted the guide to be a refined quicker read and take into account the latest changes.

My LD30 and LD31 on Kongregate

Posted by (twitter: @Spoutmorin)
Wednesday, January 7th, 2015 7:43 pm

It’s the post-compo version.

Super Cave In (LD31)

Astroz (LD30)


Posted by
Wednesday, January 7th, 2015 11:57 am

A lot of 2D games stick to a tile grid of 32×32 pixels. And what’s the next Ludum Dare event? Ludum Dare 32!
Maybe we’re going to see a lot more games using the 32×32 dimension sprite grid than usual.

Just a random thought.



Posted by
Wednesday, January 7th, 2015 12:12 am

I’ve gotten a ton of great feedback from the LD community and want to release a post-compo version of Beat+Trak

I would have never imagined in my WILDEST of dreams I’d earn 3rd place in Audio in my first Ludum Dare!!



Here’s a sneak peak as a way of saying thanks you guys/gals!



How to release a puzzle game

Posted by (twitter: @AgentParsec)
Tuesday, January 6th, 2015 9:24 pm

So, I’ve been working on a music-based puzzle game for quite a while, and it’s getting very near completion.  It’s something I want to release, but two things are bothering me as I’m getting close to the end:

1.  I should really make a trailer for the game, but being a puzzle game, there isn’t much that changes visually, which makes it hard to montage.  At least there are some graphical differences for each of the five songs, but they’re relatively minor.  I’m just trying to figure out the right way to go about this.

2.  My only other released game that people are aware of is a horror game, which is pretty much the polar opposite of a music-based puzzle game.  Will this vast shift in gears be too jarring, or shouldn’t I worry about that?

My LD31 results

Posted by (twitter: @virtualtoy)
Tuesday, January 6th, 2015 9:51 am


I’m happy with my results, I’ve even got a medal! Woo-hoo! Lil’s Sheep Defense came out simple and funny. Thanks to my beautiful wife for nice graphics! There’s still few things I’d like to add like leaderboard, powerups, maybe more types of NPCs. You can play and comment Lil’s Sheep Defense here


Posted by
Monday, January 5th, 2015 4:27 pm


Fibonacci Grid – Post Compo

Posted by (twitter: @andyjamesadams)
Monday, January 5th, 2015 11:42 am

Yippee! I’ve finished the post-compo version of Fibonacci Grid.
1. Added Main Menu (Now that I’m not restricted to 1 screen)
2. Added In game menu w/ restart – quit – and music option
3. Added stats tracking to main menu
4. Added level adjustment to increase over times the game is played.
5. Added 2 new game modes!
-TIMED MODE – race against the clock and not a move count
-ZEN MODE – no limits on your math skills… just click until you hit the goal… or have to reset.

6. I ADDED A TUTORIAL!!! (Most requested improvement)

The post compo is up on GameJolt HERE.

You can play the original LD entry HERE.

Fibonacci Grid iOS

A game I’ve been working on for a few days now

Posted by
Monday, January 5th, 2015 11:32 am

I thought I’d begin sharing my progress on a little game I’ve been working on called Robot Run. This is the first design, so sprites will be completely remade when all the core mechanics are finished. Music, sounds and other goodies are to come – I’ll post updates on them when they are ready.

That’s the menu screen. The custom button, although dysfunctional for the time being, will eventually allow players to make their own custom maps and download other peoples.

This is the first test map. Speaks for itself really – actual levels will have work put into them. I thought it would also be worth sharing the heat map. A lot of games have their information stored in text files, but that never worked out of me because it meant sorting through each block until finding the correct one that needs alteration. So I present to you this:


I’ve just remade a lot of the sprites, and added some lights too. Tell me what you think.


Each colour block represents another element.

This is my first real project in C++ and SFML. (However I did create a game in C++ and SDL2 for LD30 but I made the switch to SFML for reasons untold.)
I hope to eventually get this on Steam. It looks like a mediocre platformer in its current state, and it is, so I shall be disguising that further on in development.

Thanks for reading!


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