Ludum Dare 34
Coming December 11th-14th Weekend

Final Results

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4.26Codexus3.96Ariel Yust3.96Orangy Tang4.19allefant
4.11Ariel Yust3.93Notch3.88abeck994.15Codexus

4.23Notch4.59Ariel Yust4.05Covenant4.00Hamumu
4.19Ariel Yust4.44Codexus4.00nilsf3.75thedaian


Archive for the ‘LD #12 – The Tower – 2008’ Category

“Quarter Quell” Ludum Dare Week!

Friday, May 3rd, 2013 10:13 am

I have to be honest, I mostly didn’t participate in the last LD because I wasn’t a huge fan of the theme. I know, I suck, but it’s the past now…

….. But now, to make up for my laziness, I am bringing the past back!

Starting this Friday, I’m having a Quarter Quell (#HungerGamesReference). For a week, I will make a game based on one of the 25 first topics, and it would be cool if you guys joined me in this effort! If not, it’s cool lol.

You can pick any topic (or topics) from the random list below. I went to and randomly selected 10 out of the 25 numbers:


So the topics are:

Advancing Wall of Doom
Build the level you play
Preparation — Set it up, let it go
It’s dangerous to go alone! Take this!
The Tower
Growth … <– “Grow”, also this May’s optional theme for One Game A Month

I think standard LD rules should apply, minus the week to do it. I plan to do this alone, but you can be in a team if you so desire. If you want to participate, post in the comments of this post your intent to do so… and share your finish products when you’re done!

If any of you decide to participate with me, let’s see what awesomeness we can create!

Holy eff, I need to sleep

Posted by
Friday, August 20th, 2010 10:06 pm

It’s only 1 AM, but having never programmed a basic platformer before, my meager attempt to get jumping has failed miserably for the past 2 hours or so. I should probably finalize an idea first. All of them are probably unoriginal, though I have a few scenarios I think are interesting. I think that’s what I’ll do. I keep of thinking of ideas and then settle on making the game on the most interesting one, not necessarily the one I think I can get done on time. How else am I supposed to improve if I don’t push myself? For, now, G’night!

Towlr Sightings

Posted by (twitter: @ludumdare)
Monday, May 24th, 2010 7:58 am

Towlr and friends were last seen on Destructoid.

Several minds were destroyed that day.

Breaking The Tower in PC Gamer

Posted by (twitter: @ludumdare)
Friday, May 21st, 2010 3:20 pm

PC Gamer (US) recently did a feature titled “50 games to play at work”.

Because you should be playing games, not working

Because you should be playing games, not working

And on that list, #32 is Notch‘s “Breaking the Tower” from Ludum Dare 12.

Pixels in print

Pixels in print

Congratz Notch!

Also, thanks to MrPhil for sending me the photos.

If you see a Ludum Dare entry on a major news site or gaming magazine, let me (PoV) know! Thanks!

Cat Stacker v2.0

Posted by
Thursday, May 14th, 2009 7:22 am

My LD12 entry, Cat Stacker, has grown up and now features assorted fruit. Also, instead of the original tetrisy controls, you can click and drag the current piece around with no time pressure (press A and D to rotate). There are 20 levels and it get’s pretty tough. Good luck! (^ _ ^)/

Cat Cat Watermelon

Cannon Hearts Tower

Posted by
Sunday, January 11th, 2009 10:12 pm

I will just apologize in advance, as the next level may shock and dismay..

Cannon Hearts Tower is my entry for miniLD6, the secondary theme is ‘LD12: The Tower’ and the tertiary theme is ‘miniLD5: Cover someone else’s game’. This is a cover of Sivart13’s game for LD12:  “Cannon Hates Tower”.

Use up and down to aim your cannon and hold space before releasing space.

This mini game will be used in the LDCollab framework as a single level, with the other miniLD6 entries.

This first version does not use score files.

The Max Score is 1000. Post your best score in the comments. I’ve gotten 650.


almost there

Posted by
Sunday, December 7th, 2008 3:34 pm

Well, it seems I almost have a fully functional “game”.

I wasted about 10 hours trying to figure out how to integrate the ragdoll physics into the Ogre engine.  I broke down and tried using the OgreOde ragdoll example, but compiling is a nightmare with different versions of Ogre and ODE.  So I decided to scrap that for now.  Instead of ragdoll physics, the player basically lays down flat on the ground.  Its good enough I guess.

Since I wasted alot of time on the physics I have to cut some of the features such as curved roads.  I have to integrate sound into the game still and some sort of menu for game startup and death.  Then ill try making at least 2 more levels.  So I think a total of 3 levels will be good enough.

More apple pie and tangerines :D.

LD12 Post-mortem – Mr Blocker

Posted by
Tuesday, September 2nd, 2008 12:55 pm

Thanks to everyone who played my LD12 entry, Mr Blocker. As a number of people observed (myself included), it’s not much fun. Partly this was because I was very limited on time, so I deliberately chose a very simple concept so that I could finish in time.

As the game stands, once you have a reasonable idea of how the disasters work, it’s basically a matter of coming up with a strategy to work around them and following that. The simplicity of the game means that there is little variety in useful strategies. Following a strategy just means dropping blocks in the planned places, so there is not much skill or variety in that either.

My original idea regarding the style of play was that disasters should be unstoppable: the player either builds towers specifically to be destroyed by disasters, or builds towers in such a way that the effect will be minimal. A number of people suggested adding a way to avoid disasters, or allowing a level to be completed as soon as the targets were met, rather than after the time expired. That goes against my original idea, but it might make the game more interesting.

I might release an updated version with tidied code, a readme and key repeat for dropping blocks. Thanks to Morre for pointing out the lack of automatic key repeat; I use a strange keyboard with that built in, so I didn’t notice. I won’t be adding any more levels or other features because I don’t think the game would be entertaining for long enough for them to be worthwhile.

The only complicated part of the code is that which determines whether the targets for the level have been met after the time expires. There is a little complexity in the code to determine what gets destroyed in a disaster. Mostly, the code is fairly straightforward.

Because of the simple nature of the game, I thought there might be some entertainment in working out how disasters behave. However, this seems to have caused some people confusion and frustration. In case anyone is interested, here is how they actually behave and how to deal with them:


Post compo version

Posted by
Monday, August 25th, 2008 2:34 pm

I made a post compo version, fixing the typo in my name 😉 and adding an easy mode.

Get it here.

TowerAssault0 Post-Mortem

Posted by
Monday, August 25th, 2008 11:23 am

I too was waiting until after seeing the final results before I would post my post-mortem.

First I’d like to say well done to everyone who took part and completed a game within the time limit, and thank you to everyone for giving me honest reviews. I had great fun taking part and learned an awful lot about game development during and after the contest.

(post mortem continues after the break) (more…)

LD12 Postmortem

Posted by
Sunday, August 24th, 2008 7:14 pm

Quite literally, postMORTEM. ANyway, after reading the comments, seeing my ratings and my own opionins, I’m ready to do this. Maybe next time I’ll write this during the compo, but I only decided to do it now.

The good:

– I got a game released. I wasn’t really expecting to get one done, but I did.

– The gameplay. WIth GM, collison detecting/stopping you from moving in only one direction can be tough. I pulled it off though.

– The tower and key sprites. I’m not very good at computer art, and not much better and paper art, so these were pretty good sprites for me. I am thinking that making part of the key in 3d would be good, but as of now, I’m just learning to use Blender, so during the creation part, I couldn’t have done it.

The bad:

– The player sprite and the wall sprite. I could have done better with those.

-The game itself. It needed more levels and, quite obviously (:P), a game over/you win screen.

-The fact that I used GM to make it. I wanted to use SDL to make it, but I had no time.

Overall, if I added more levels, more detail and more traps, I think that it could become sort of fun.

Until next LD,


Ludum Dare 12 Results

Posted by (twitter: @ludumdare)
Sunday, August 24th, 2008 7:03 pm

The voting for Ludum Dare 12 has finally ended.  You can view the final results here:


Congratulations to all our winners, and to everyone that entered.  We look forward to seeing you next time.

The next main competition will be in December.  Date to be announced soon.

Don’t want to wait that long?

Stay tuned for Mini LD #3 in September.  Details to follow.

Finished rating

Posted by
Sunday, August 24th, 2008 4:32 pm

Yay, I finished rating everything I could. Just in time too! Lots of cool games, I have to think of a few trophies to award soon. :) Unfortunately I wasn’t able to run 9 of the games.

Thanks to everybody who rated my entry. I’m planning on making a post compo version with an easy (or maybe it should be called not as hard) mode. How should I implement it though: I’m thinking either give the guy a few hit points or having less monsters or maybe more checkpoints. Perhaps a mix? Please let me know what you think. Oh and I’ll also fix the typo in my name. 😛


Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, August 23rd, 2008 4:52 pm

I program games and stuff so I thought I would register on this site, but how do I judge? I can’t find the button. Thanks!

Text Game – Afterwards

Posted by
Friday, August 22nd, 2008 11:36 am

Post mortem, thoughts on things, etc. This post is mostly just going to be me rambling about my game, and this particular Ludum Dare. Basically, I didn’t really like the theme. Sure, it’s not a bad theme, really, but I couldn’t think of anything original to do. My ideas pretty much went from “Climb the Tower” to “Tower Defense” to “Build a Tower”, and back. Honestly, both styles of games would be pretty cliche, and I didn’t really want to do that. I figured there’d be plenty of other games with these basic rules, and I was right. That said, there were plenty of awesome and inventive games made too, and games that took these ideas and turned them on their head. Congratulations to everyone who submitted a fully fleshed out game, and good job to those who worked all weekend. I am not one of those people. (Rest of this, plus solution to level 3 after the more.. link


Highscores in Breaking the Tower

Posted by
Thursday, August 21st, 2008 11:07 am

Hi, all! I’ve made a small post-LD12 fix of Breaking the Tower, and I’ve included a high score list.

Click here to play, or check out the highscores here (although at the time of posting, there are none. I hope it works. ;))

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