Archive for the ‘LD #13 – Roads – 2008’ Category

DoctorTease (Final)

Posted by
Sunday, December 7th, 2008 8:38 pm


Mac version | Windows version

Linux: Source code is included with both versions. Just use ‘gem install gosu’, ‘gem install ruby-opengl’ and run ‘ruby Main.rb’. You can do this. 😛

It’s all based on the arrow keys and should be pretty intuitive. The game is limited to two minutes of continuous play.

Sorry for being somewhat late. Had to suffer through a few last minute shutdowns.

Update 09-12-08: Media loading should work on Windows now. (Ouch.)

Rolling Down the Road – Final

Posted by
Sunday, December 7th, 2008 8:21 pm

The point of this totally awesome game is to roll a sticky ball down the side of the highway.  It’s kind of fun like pickup up trash and sharp plants next to the freeway on a hot day might be?  Eventually I’ll get some scoring in there.  Crack open a beer and enjoy playing on the freeway.  I sure did.  Scoring?  Do you keep score while wandering around next to US 15 in Las Vegas (think Bat Country from Fear and Loathing)?  I’d say everyone is a winner here.

This was my first LD competition.  I got started yesterday at noon (company party the night before, you know how that goes). I look forward to seeing what other folks have!

[Update: I fixed keyboard control so you don’t need a 360 Controller]
C# Source (complete w/ models in both .mb and .fbx)

[Update: Fixed the installer.]
[Update2: Fixed keyboard control so you don’t need a 360 Controller]
[Update3: Removed Shader 3.0 stuff – not needed – it’s 2 lines in the src if you want to change it.]
Windows Binary 
If this doesn’t work for you, please let me know. It seems to want to install .Net stuff if you don’t have it. If this becomes an issue, again, please email or comment.

One bummer – this is better with a USB 360 style controller, but it does work w/ keyboard. I fixed keyboard control after the bell.

Bullrushes Final

Posted by
Sunday, December 7th, 2008 8:21 pm (Windows/DirectX 8/VC6)


Bullrushes is a pretty game in the artistic style of Okami (a PS2 title), where everything is drawn with a brush.  The player creates paths of light to guide little fireflies by illuminating bullrushes.  When fireflies come close together, they excitedly mate and burst away, leaving a new firefly in their wake.  Once enough fireflies have been born, the player must help guide them back to their tree stump hollow.

Artistically, I wanted to do something very different this time, taking a minimalist and abstract light on the theme (roads/paths).  I wish I had more time to add a japanese-themed simple score (maybe I’ll add one later).  An interesting fact — the game was created over about 26 hours, instead of the normal 48.

I’m very happy with how it turned out, and had loads of fun doing it.


(Quick edit:  I nearly forgot to mention, the bullrushes will only attract nearby fireflies — those that are about 150 pixels away.  If the fireflies aren’t moving towards the bullrush, you’ll have to find a closer one to light their path!  Similarly, the fireflies will have to be guided very close to the middle of their tree stump nest before resting inside).

Final “Crossroads”

Posted by (twitter: @joeld42)
Sunday, December 7th, 2008 8:20 pm

It turned out pretty good despite much turmoil! 


It’s like scrabble or a crossword puzzle, but with more cars.

Crosswords Final

My original idea included lots of extra tiles that werent letters, like a one-way tile, and a gas-can, more letter slots, etc.. but i didn’t have time for those. Hopefully i’ll make a post-compo version next week.

Edit: added a 800×600 build for people on laptops and such.  Also fixed a last minute bug which prevented placing tiles in the first column, making the game unwinnable. 


Posted by (twitter: @tomaga95)
Sunday, December 7th, 2008 8:13 pm

a bit late, but done!

Posted by
Sunday, December 7th, 2008 8:13 pm

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.


arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win! 3.4 MB

Buffalo Road LD13 Final

Posted by
Sunday, December 7th, 2008 8:04 pm

Heyo! Game is complete!

Download From:


GBGames – Road LOCKDOWN! final entry

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 8:02 pm

Here’s the final entry with link:

The binary-only download is about 1.5MB in size.


I’ll leave the old version up in case anyone is worried about cheating, but I managed to fix all of the little bugs that were preventing it from being a real game. I’ll have source and a Win32 version up soonish.

EDIT: Source! (8.3MB)

ANOTHER EDIT: I have updated the build scripts for my game so that I can build both the GNU/Linux and the Win32 version at once. For both versions, the game should run as expected instead of requiring some tweaking on your end. For the GNU/Linux version, if running “roadblocks” doesn’t work, you can try the “roadblocks.bin” file assuming you have the right libraries installed.

GNU/Linux tar.gz file (1.5MB)
Win32 .zip file (1.7MB)
Source .zip file (9.9MB) Hey! It includes the custom libraries, too. The actual source is much smaller.

Puzzle Road! (Final)

Posted by
Sunday, December 7th, 2008 8:00 pm

Mac version!

Windows version (FIXED—let me know if not)!

Linux: Well, both versions include the source code. Just ‘gem install gosu’ and run ‘ruby Main.rb’. You should know how to do these things 😉

It’s all mouse-based because I tried to use controls simple enough to run on the iPhone (theoretically …). Hope it’s self explanatory, I moved the readme inside the game!

Known bugs:

  • The pretty Unicode star (see screenshot) doesn’t work on Windows :(
  • On WIndows, it opens a useless console window when you run the game
  • (Gameplay usually suffers a bit because there is no incentive to actually use curved streets, like more points for driving on them :/ Still, I got >36k on my third game and it involved lots of curves at least in the first two thirds!)
Features I had to leave out:
  • Bulldozers that appear instead of cars sometimes, and can break through thin obstacles
  • In turn, a limit on rotations
  • Powerups on streets—when collected, the landscape would scroll slower or you could access more than one item in the pipe
  • A wrap-around world—what leaves to the left, appears to the right etc.
  • Jumping tiles
  • One-way tiles
  • More sounds & music, pretty random landscape tiles,  etc. etc.


Posted by
Sunday, December 7th, 2008 8:00 pm

Yay, I’m entering! Spent about three hours on this, although I went most of this day thinking about the idea (which was initially a lot more ambitious). It turned out kind of cute though, and I’m happy with it. You might be able to have a few minutes of fun if you’ve got an opponent available, or even just putting down a few solo laps.

Win32 package:

(might be portable, for those who feel like compiling… get portaudio and glfw)

(edited 28 minutes after deadline adding a simple framerate limiter to make it playable if vsync doesn’t work)

original, packaged before deadline:

Final road : Bad Ass Frog Escapes from LA

Posted by (twitter: @OMGWTFGAMES)
Sunday, December 7th, 2008 8:00 pm

Meh. Here it is, my final LD48 #13 entry: “Bad Ass Frog Escapes from LA“.

Get it here, for five different platforms. If you have a Java-enabled phone that can do a resolution close to 240×291 (aka, not an iPhone) you can try the mobile version at .

Tools used:

Postmortem later.

I has FAIL! (Final)

Posted by (twitter: @xMrPhil)
Sunday, December 7th, 2008 8:00 pm

FAIL! But better than nothing.
Iron Roads Final
Iron Roads Final

Block time ninja’s

Posted by
Sunday, December 7th, 2008 7:59 pm

A game that I made in game maker.  I didn’t get it finished in time, this is just a concept demo.

In the words of my mentor, “Zip it and ship it” .rar

Exproad, Improad, Reroad!

Posted by
Sunday, December 7th, 2008 7:59 pm

Here it is, last second. Lots more I wanted to do, but it’s fun.

Java Webstart.

Final screenshot

New (non-contest) Version Here HAS A RESTART BUTTON:

(The new version has menus, multiple difficulty levels, and a lot of tweaks)

Contest Version Here:


Basically, you want to avoid the zombies. Shoot them with left click in order to kill them temporarily (exproad them) and shoot them with right click in order to kill them permanently (improad). Move the mouse to the left edge of the screen to replenish lost ammo (reroad).

Oh yeah, you can also use WASD you move your car. And due to some weird bug in Java’s resource loading, I had to take the images/sounds out of the JAR and host them on my site, and then load them dynamically. Basically as a result you’ll get a very quick (only 97k) source download but you’ll stare at a black screen for like 5 seconds every time when you start up. I’ll try to get to the bottom of this in the future. It’s weird because I used the exact same resource loader code I’ve used a million times before. Not sure what the problem is.

Oh yeah and press F to toggle full screen, and ESC to quit.


A longer more detailed entry:

This is my game for LD13. Basically, I was totally peeved with the road theme so I decided to go with something totally different (and a little racist). I tried to find things that I could pretend fit the theme but were actually totally different, and eventually found rhymes for road, which were explode, implode, and reload. That got my mind working and it became a game where you play as an asian with a bad English accent. And turns out it actually does take place on a road and in a car. Oops.  😛


Please vote for me, good or bad!


WASD or Arrows – Move truck around

Mouse – Aim your gun

Mouse button 1 – Shoot and exproad

Mouse button 2 – Shoot an improad

Move mouse to left side of screen – Reroad

F – Toggle fullscreen

Esc – Quit the game


You are a humble Chinese rice farmer who is just turning in for the day when you hear groans from behind you. Oh noes, the terrible rice-eating zombies are back (in China, zombies eat rice, not brains, similar to how in France they eat frogs and in Egypt they eat pyramids), and they’re after your rice! Your faithful brother and you load up your pickup truck with all the rice you can carry, and he takes the driver’s seat while you man your giant RICE ROCKET. The zombies can smell that rice, though, and they’re putting up a chase! Everyone knows that even if you blow up a zombie (exproad it) it will pull itself back together, so you’ve got to exproad them and then improad their fleshy bits while they fly in the air. Good luck!


Basically, you want to defend your rice from the rice-eating zombie plague. You start with 8 bags, and when you get down to 0 to lose. If a zombie touches you, he takes either 1 or 2 bags. In order to kill a zombie, you’ve got to first blow it apart (with left click) and then implode its pieces (with right click). You’ve only got a limited number of shots, however, so move the mouse to the left side of the screen in order to reload. The game gets progressively more difficult the longer you survive. You can’t win.


I will probably add some new stuff, like I already have score half-working, but the game was spazzing out when I was drawing dynamic OpenGL text. Must have messed something up. Basically you’ll be able to beat levels, upgrade your weapon, etc. etc. The usual.

Final – It’s Done

Posted by
Sunday, December 7th, 2008 7:57 pm

Highway 2 Hell

You’re Jesus fighting the minions of Hell. Only 2 of the 7 Gates are available, but, it was fun!

DEAD END Will be at

Posted by
Sunday, December 7th, 2008 7:57 pm

here are the controles to DEAD END. Player 1 or left screen,W,A,S,Dmovment, Q,E, For rotating and shift and control for shooting.Second Player or Right Screen is O,K,L,:Movement and for rotating is I,P, and shooting is ],\, thank you for playing and thank you BathTubMeth.

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