Archive for the ‘LD #32’ Category

Tips for all you Ludum Darers!

Posted by
Wednesday, December 7th, 2016 7:26 pm

Before I begin, I just want to say that I am super excited for LD 37! This will be my 10th time participating (Compo)! Unfortunately, I didn’t participate in LD 36, as I was too busy working on the OST for the upcoming game Mutant Chicken (coming to Kickstarter tomorrow!). Therefore my last LD was LD 35, and there I made Photagogue; a beat ’em up game where you go back in time to punch dinosaurs.

So, I got some tips for you Ludum Darers that I want to share. These tips are just from my experience, so feel free to disagree.


On the day of the event, (in no particular order) get lots of sleep and take a shower. I recommend showering right before the time hits because I don’t want to waste my time showering during the weekend. I know it sounds funny but you want every minute you can get to work on your game. Also, sleep is really important too because you’re not going to get a lot of sleep during the weekend. Personally, I like sleeping 4-5 hours on both days, giving me a total of 8-10 hours of sleep during the weekend. The best part: buy some snacks, like starting today! Buy super unhealthy snacks, and drink soda to stay up (also who doesn’t like soda?)!

Sleeping and Eating

Stay up as long as possible. If you have difficulty staying up, have others around to talk to, drink caffeinated beverages, and don’t get too comfortable where you’re sitting because you don’t want to fall asleep. Eat delicious unhealthy snacks! Or if you want have small meals, cook them before hand so they’ll be faster to reach, don’t go cooking a full-blown meal. You can last with a little bit of food over the weekend.

Making Your Game

If you don’t finish making a game, DON’T WORRY because you’re not alone!

GAMEPLAY is important! Yes, pretty Graphics are nice, good Music is even nicer, but you need Gameplay. Make a Game in 48/72 Hours. Graphics, Music, and other things definitely improve your game, but you only have 48-72 hours to create something. Shoot for the gameplay. The first thing you try doing with your game is to create the core mechanics. Make all the Graphics rectangles, and forget about the Sound for now. You don’t even need to turn in your entry with fancy menus. Sure, on the last day you can change the graphics, but earlier on just focus on the Gameplay.

Now this is just my opinion, you can do whatever you want. And if you’re going to make a story game or a game that’s just about the visuals, then just ignore what I said about the Gameplay.

THEME is pretty important, but not as important as you think it may be. If you can think of an idea for a game revolving around the theme in a few hours, awesome, but if you can’t than just start making a game that you have been wanting to make and then incorporate the theme later; or just don’t incorporate the theme at all. After the Compo/Jam is over, you receive ratings on multiple categories, and there is only one Theme Category so if you didn’t care about the theme, no big deal. (If you don’t incorporate the theme into your game, I recommend not saying anything about it in your game’s description, because people may think that the theme was included.)

Once again, do whatever you want; this is just my recommendation. Some people like to take their time to come up with an idea for a game, and that’s okay, I just recommend getting that out of the way fast.

Post Compo/Jam

If you haven’t completely finished your game (which is probably the case), try to finish/polish it even though your entry is already in. When you’re done with that, add the link to the Post Compo/Jam version of your game next to the 48/72 hr version so that people can play both of them. Not only does it make you feel better about yourself, but it can also persuade some people to possibly give you better ratings based on your Post Compo/Jam version.

RATE GAMES! Rate as many games as you possibly can, and give everyone a comment! The more games you rate, the more times your game shows up on the front page. Comments help as well because some people will look at their comments and click on your name to see your game (also it’s just a nice thing to do). If you can rate more than about 250 games (which is pretty difficult to do), your game may show up on the Most Coolness page which would be awesome because lots of people visit that page. If you don’t rate any games then just about no one will see your game, so…



What I do

I usually work on the core mechanics for the game first, and then make some music for it so it plays better. I personally think the graphics should go last.

That is just about all I have to say. And once again, these are just my recommendations, so feel free to do whatever you want.


Tools I’ll be using:

Language: HTML5 and JavaScript

Graphics: MS Paint (Yeah I know)

Audio: FL Studio & sfxr

Level Editor: Ogmo Editor


Anyway, Good Luck to Everyone Participating in LD 37! c:

My First MiniLD70

Posted by
Tuesday, September 20th, 2016 8:41 am

Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.

My Page For Game :

1 2 3 4


My Page For Game :

Bug Fixed

Posted by
Wednesday, August 31st, 2016 6:47 pm

One Two Three Three


My Video Youtube :

In This Video you Find The Link To Download This Game And The Video Gameplay..


Thanks All…

My First Ludum Dare Compo

Posted by
Monday, August 29th, 2016 9:43 am

One Two Three Three

The Game Is Intended For All People . You Can Play This Game On Windows Or Linux Or Android…

For Your Comments And Points :

Download Link :


Thanks All..

Extended Ludum Dare soundtrack for Daygore Bunko on sale!

Posted by (twitter: @Phantom_Green)
Wednesday, April 13th, 2016 5:08 pm

In celebration of LDJAM WEEK, the OST for my previous Ludum Dare game is HALF OFF for a limited time!

For all my Ludum Dare pals, use the code “ldjambunko16” to get it for just $1.50

Download/Stream it here:
Daygore Bunko OST – Jam Version by SonnyBone

Daygore Bunko Jam Version OST Cover 750 v2

Video for “Hail the Moon Creep”

See everyone at LD 35!

My first non-Game

Posted by
Thursday, March 31st, 2016 9:32 am

Hello all,


I am new here and I have a non-game i created this month for an Opera House in France. Yes , you’ve heard..

So I would love to get feedback from you all.


Here is the link for the game and instructions:

(it won’t read on Chrome)


Thank you all



Flail Rider = done!

Posted by (twitter: @jushiip)
Sunday, March 27th, 2016 6:03 am

Some of you might still remember Flail Rider back from last year’s LD32. The game is finally complete and I’m extremely excited to announce that it’s getting released on App Store and Google Play next Thursday! (31st!!) It feels so satisfying to finally finish a project! Flail Rider is the first mobile game project I’ve worked on and developing it has been a blast! The past year has also been very educational and I’ve gained tons of game development experience.

Here’s the official trailer! :)

Unfortunately I never set up a proper development blog for Flail Rider, but if you have any questions about the game or its development process, or anything, feel free to contact me in twitter @jushiip or jushii[dot]tuomi[at]gmail[dot]com

I want to share something with you guys and get your feedback. Feel free to agree or disagree. But before I continue, I just want to say that I’ve participated in 8 Ludum Dares so far, and they’re what I look forward to, I love them. Ok, now I’ll give my little spiel.

After making your game in the 48/72 Hour Time Limit, we get to check out and Rate other people’s games. When rating somebody’s game, we are allowed to give them x out of 5 stars in 8 different Categories. These Categories include: Innovation, Fun, Theme, Graphics, Audio, Humor, Mood, and most importantly, Overall. I’m going to talk more about the Overall category in a minute. Let me just talk about something else first:

As many of you may have noticed, probably for a while now, your results don’t seem very honest. The results you get may seem surprising, this could be in a bad way, or in a good way. You’re either pretty disappointed, or you’re really happy. This is because you didn’t get a ton of votes (i.e.: ~20-70 votes, which is what a lot of people end up getting). Think about it, there were about 2,800 other games out there. Do you think that with 50 votes out of the 2,800 entries you’ll get a really honest evaluation? You shouldn’t, because unfortunately, that’s not the case.

If 5 people rate your game and they all give you a 5 on Fun, the average would be a 5/5. If 10 people rate your game and 8 of them give you a 5 on Fun, and the other 2 give you a 4, the average would be a 4.8/5. Now the game with an average of 5/5 is ranked higher than the game with an average of 4.8/5. But the game with an average of 4.8/5 should be ranked higher because it had similar scores, and more people played it. Now I’m pretty sure that in the end the game’s categories aren’t ranked based on just the amount of stars given but still, I just wanted to give you something to think about. The rankings aren’t all that honest. I noticed that many of the Top Ranked games only had about ~30-70 votes. You’ll see that the games that got the most votes weren’t up there in the Top 100. But they did, however, have more real honest evaluations, while the others with ~30-70 votes were just lucky enough to get a handful of good ratings which therefore gave them higher rankings. The Top 100 are great games, no doubt, but are they the best out of the 2,800? We don’t really know for sure.

Ok, now I’m going to talk about this Overall category. The site says that your game is ranked overall based on your Overall category ratings. Do you think that we should be allowed to rate the Overall category? The Overall category should be based on the other categories rounded up. The site should give us the Overall Rating, not us. Here’s just one reason why: I’ve seen many people give a game great ratings, like 4-5 stars on every category, and then they would give the Overall category a 3. Umm… What? Shouldn’t you base the Overall category on the other categories? If you gave all the other categories 5 stars, then why would you give the Overall category 4 stars? The Average Overall Rating would be a 5, so give it a 5. But since people don’t always do that, let the Robots do the math and give us the Overall Rating, not the Humans.

I’m not entirely sure how Mike (Founder of Ludum Dare; Support him on Patreon!) can make the evaluations more honest because you can’t just have 2,800 people play all 2,800 games, that’s just ridiculous. But it’s just something to think about.

Give me your thoughts in the comments please.

Thanks for listening!

Ultra Hat Dimension post-compo version coming December 2!

Posted by (twitter: @crowbeak)
Tuesday, November 24th, 2015 1:47 am

Greetings, Ludum friends! ᕕ( ᐛ )ᕗ

Ultra Hat Dimension, which was originally made for Ludum Dare 32 (An Unconventional Weapon) this past April, is getting an improved post-compo release on December 2!

It was tied for 24th overall out of the approximately 1,500 entries from the jam. This new version has about three times as many levels by yours truly, additional art and animations by Eniko, more lovely music by Yuzuki, and new mechanics — all without sacrificing any of the adorable hats or rampant punching that made it fun the first time around.



It’s going to be $5 for Windows and distributed via I’ll post again when it’s available, though you can bet your baseball cap that Eniko, Yuzuki, and myself will all be tweeting about it like mad when the time comes.

If you haven’t tried the Ludum Dare original, you can play it online!

In the meantime, the soundtrack is available for pay-what-you-want over on Bandcamp. Go listen!

We’d also like y’all to know that we very much appreciate you. The Ludum Dare community is awesome and we’re glad to be part of it. So rock on, keep making games, and may the Force be with you.*

*Star Wars references are inserted by Crowbeak and may or may not be endorsed by the rest of the team.

Flail Rider Post-Post-Mortem

Posted by (twitter: @jushiip)
Monday, October 26th, 2015 2:29 am

Hi all! Just wanted to drop a quick post about the current state of Flail Rider, which some of you might remember from Ludum Dare 32. I’m currently developing Flail Rider for iOS and Android. Unfortunately I don’t have a devblog up yet, but if you want to get updates about the project, you can find me from twitter, where I frequently post stuff about the development progress! :)


Some gameplay footage (note: heavily work in progress, no sound fxs!)

Splash Blast Panic (a LD32 Jam entry) – Greenlight

Posted by (twitter: @TeamKwaKwa)
Monday, October 19th, 2015 6:51 am
Hi everyone!

We are very pleased to share our Greenlight page for Splash Blast Panic, previously known as Super Splash Fistucuffs:

Here is the link of the original LD32 Jam entry:
To help us, you can also follow, retweet, and favorite this tweet:
You can also follow the game here:

Don’t hesitate to give us feed-backs!

Thanks for your support,


7 Ludum Dare Results and Their Graphs

Posted by
Wednesday, September 16th, 2015 1:04 am

I’ve participated in 7 Ludum Dares now. My first time was in April of 2013. I’ve loved it ever since. It’s one of my favorite events of the year! Below are the Graphs of the Results of all the LDs I’ve been in. And remember, the better the results, the smaller the graphs.

1 2 3 4 5 6 7

Looks like my best LD Overall was LD 32, Frisbee Training. Although I am super glad with my results for this last LD, Perspective. Top 25 for Innovation is awesome! And Top 100 for Audio is nice too! Thanks for playing and rating my games! All of you that participate in Ludum Dare ROCK! And all of you that aren’t joining in, JOIN IN because you’re missing out! c:

Everyone is Posting so I will Post as Well Because Why The Hell Not – The Post

Posted by (twitter: @dos1)
Monday, September 14th, 2015 8:31 pm


Radio Edit (LD32)
Tickle Monster vs Suits (LD33)
Flappy Monster (joke entry, LD33)

With Radio Edit being, well, about audio, it’s no surprise that it got better score than Tickle Monster in that category. I’m surprised about “Theme” though – I’d think that tickle monster in “you are the monster” is nicer twist on the theme than a guitar in “unconventional weapon”. Other than those two, every category improved a bit (although I think Radio Edit was better in terms of fun, especially when it comes to replayability, but I guess first impression says otherwise and it got reflected on the score). Plus #31 in humor thanks to Flappy Monster sets a new personal record 😀

Objective for LD34: finally manage to finish my Compo game in time for Compo, instead of posting it in Jam 😛

The Monster I Am – Postmortem

Posted by
Wednesday, August 26th, 2015 7:33 pm

Another Ludum Dare has come and gone, and I’ve managed to cobble together something that resembles a game. This time the theme was “You are the monster”.

Friday – Concept

I had some trouble coming up with a concept at first and started writing down as many ideas as I could. The idea of an old black and white monster movie came coming up. I was thinking about old monster movies like Godzilla which reminded me of Rampage so I played the NES version for a bit to help come up with ideas. The funnest part about Rampage is climbing on buildings and breaking them down, so I decided to concentrate on mostly that. At the time I wasn’t very confident on my idea though and was afraid to get moving very fast because I was hoping that a better idea would come up. I ended up wasting about a few hours adding some random feature to my game engine that wasn’t even used on this project.

The only real bit of development I did on Friday was to quickly block out what a scene might look like using the tile editor in my game engine. This screenshot shows about as far as I got the first night…

Friday night – 3 hours in – Rough concept

Saturday – Building Physics & Platforming Mechanics

I tried to hit the ground running on Saturday and worked through most of the afternoon getting the building simulation working. It’s a pretty simple concept. Buildings are made out of square blocks and connected to neighboring blocks in a grid. Blocks apply a force to their neighbor to keep them connected, and break if they get pulled too far apart. It took a lot longer then I hoped to get the physics tweaked out properly. It’s like if you apply too little force the the buildings just fall apart, but if you apply too much they freak out and explode. So getting that working took most of the day and I was discouraged at many times because I thought the idea would not pan out for technical reasons. One problem throughout development was that the physical simulation is fairly taxing and does not run at full speed in debug mode.

Saturday Night- 24 hours in – Physics sim on buildings

Saturday Night- 24 hours in – Physics sim on buildings

I also added some simple platforming mechanics and the ability to grab onto buildings. First tried using a distance joint for grabbing but threw that out in favor of just manually applying an acceleration to the grip point. Spent probably way too much time working on the player sprite and went through many variations. I started with my sprite from LD31, morphed it into something like Frankenstein, then went greyscale, and finally back to color with a more surreal looking sprite. I thought glowing red eyes would look cool, but it wasn’t visible enough and I wanted to draw more attention to the player so I switched it to be a glowing sprite with black eyes. There were a few revisions in between that I lost, and research into other ideas for characters.

Player sprite evolution

Player sprite evolution

I wasted much of the night on Saturday. Took many breaks include a several hours long dinner with a friend. By the end of the night I was still not sold on my concept and it didn’t really come together until the next day.

Sunday – Fire, Enemies, Random Levels

I worked pretty hard on Sunday in an attempt to make up lost ground. Adding the fire spreading across the buildings was a major improvement in making the simulation interesting to watch. I also added a kind of electricity simulation that turns window lights on/off randomly if they are connected to the ground.

View post on

One major thing still missing was any kind of enemies that attack the player. I ended up with only enough time to add one enemy type, planes that fly around shooting the player with a machine gun when they are in range. The flight patterns took more time then I expected because I wanted them to fly somewhat realistically to match with the realistic physics on the buildings. Since the game wasn’t much of a challenge with only this one enemy type I ended up making the fires damage the player, still not sure if that was the right decision because it can detract from the joy of destruction.

I spent about an hour on Sunday adding sound effects. I’m not very happy with the results, but it’s better then nothing. There was a lot of other features that I probably could have skipped. For example there is an intro section where the player starts small and transforms. It was a cool idea but I didn’t polish it enough to call it out and it will probably be overlooked by most players. Also the little tiny humans are kind of hard spot, and their physics/AI is wonky but I wanted them to give a better sense of scale.

The last thing I added was the random city generation which I banged out in less then 30 minutes. It was a risky thing to add at the end, but I didn’t know what else to do after you destroy the city. There wasn’t time to add any randomization on the trees or little humans, so they always in the same places from the editor. I would have liked to add a lot more variety in building type and stuff but there wasn’t enough time for such luxuries.

What Went Right

  • Visually looks pretty cool and is fun to watch.
  • Physics destruction sim is pretty cool.
  • Gameplay demonstrates that this could be a decent game if polished.

What Went Wrong

  • Building physics is a performance hog. Does not run well in debug mode.
  • Sound effects are horrible.
  • Got discouraged, didn’t trust my idea, and wasted a good portion of the weekend.
  • Visual Studio keeps freezing up and I have to manually shut it down in task manager. This happened at least 10 times and throws off my forward momentum because I forget what I was working on and lose my place in the code.
  • Wasted too much time working on stuff that got thrown away or didn’t matter.
  • Needed to spend more time polishing jump physics.

View post on

I’m glad that I participated in this Ludum Dare, though it’s not my best entry. I took a chance on a technically risky idea and it payed off pretty well. Also, I think this is probably my strongest in visual imagery in a Ludum Dare.  I will continue working on it and release an enhanced version with 2 player support soon.

Dragons love treasure…especially this one.

Posted by (twitter: @recursor)
Saturday, August 22nd, 2015 10:50 am

He’s been defending the treasure for 30 years. Now it is your turn…



sorceress is in again … free tips inside!

Posted by (twitter: @_sorceress)
Friday, August 21st, 2015 5:32 pm

This will be my 12th ludum dare! Here are some gifs of my recent LD entries:

LD27 LD27
LD27 LD27

Countdown Clock

For windows users, I made a little countdown clock that you can stick in the corner of your screen. It floats above other windows and shows the time you have remaining. The deadline is set in the filename, so you should change that to reflect the compo/jam deadline in your own timezone.

download CountDown Clock here


If you live in Europe, then the compo is split over 2 days. This is generally how I split my work between Saturday and Sunday:

  • Day 1 – engine, controls, graphics, music.
  • Day 2 – gameplay features, level design, sound effects, menu, particles and other visual effects.

I recommend this schedule to others. My reasoning? Day 2 can be stressful – or rather – you will feel the pressure of time. When you’re under pressure you will rush things, and the engine/controls/graphics/music can’t afford to be rushed!

If you do rush these things, you don’t do them as well or as carefully. So they will be more prone to errors, and you won’t really have time to properly test/debug/fix them.

Engine – Say you rush your engine (that is the game loop and the core physics of your game). If it doesn’t work properly, then you could have a broken game. Nothing else will matter.

Controls – Imagine if the keys/mouse input doesn’t work properly. Imagine if a character can’t make jumps it is supposed to be able to make. Or if the speed/feel of character movement is just wrong/bad. Imagine if an inventory or in-game menu won’t open. Your game could be unplayable.

Graphics – Rush your graphics and spoil them and your game will look bad. Graphics create first impressions. Your screenshot is all that will entice players to click your game, and your game could well be judged after a mere 60 seconds of play. First impressions are everything!

Music – Leave it until day 2 and it’s the sort of thing you’ll keep putting off until it’s too late! And if you rush your music then your game could sound bad. Painful sounds will put player’s in a bad mood, which could be the difference between “I like your game” and “I don’t like your game”. Don’t make them want to turn down the volume.

Day 2 – If you’re finding things too stressful, then try not to worry. Don’t worry about making a big game with many levels and a zillion different items. Short games are often preferred anyway! Everybody cuts corners on day 2, so let it happen. And always have fun, and let that fun show in your work.

Good Luck. See you on the other side 😛

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