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Ludum Dare 32
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Archive for the ‘MiniLD #29’ Category

Exit : Escape from the bunker

Posted by
Sunday, July 20th, 2014 10:15 pm

Hi folks. I am proud to present to you my first project available on Desura. It is a small-scale FPS based on the old-school pixelated style. To start this game I have used this crazy source, but I have changed many many many aspects – it’s totally different now. In random mazes the player must find his way to pass through 20 levels filled with aggressives creatures to reach the surface (LD29). In crates we find ammo, supplies and health – also some skulls which we can throw in the face of our enemies (find the golden skull)… I have some keys which I distribute for free. If you want try my game, send me a private message by Desura and I will give you a key. You will be friendly if you post a review on my page. Thank you for you support my friends ++

Oh god.

Posted by
Saturday, September 24th, 2011 9:12 am

Well I really need to sleep. But I feel like I need to finish some crappy game that I started, but it’s going to take forever. D;


Posted by (twitter: @Gjarble)
Saturday, September 24th, 2011 12:12 am

Gah.  I spent about 48 hours on this last weekend, but the collision (which SHOULD have been simple) took me so long to debug (and there are still plenty of bugs) that I didn’t get any time to include actual horror… or gameplay, for that matter.  I’ll put up what Flash-work I got so far, but I’m done hacking this thing together.  See it here if you’re interested.

I was actually going for what McFunkypants jokingly referred to a few posts down- the horror of drowning.  That is, I noticed that sequences in many games when the player character can only be underwater for a certain period of time get really tense when the countdown clock is approaching 0 (as in Sonic 2, for example), so I wanted to capitalize on that and add some scary enemies, sounds, and music (I got one enemy done, but none of the sound/music, and I was SO looking forward to that).  Hold the arrow keys to swim slowly, and tap the spacebar to paddle once (tap repeatedly of effectively swim faster). The blue bar is the drowning meter, and the red is health.  I’m hoping the rest is self-explanatory.

The plan was to have the player swimming from surface to surface in order to breathe, as the paths between the surface areas got more difficult to navigate and infested with creepy stuff.  I only got to finishing one path, though, and a little stub branching off of it.

At least there’s the October Challenge… I’m looking forward to actually polishing a project for once.

Love/Lua tutorials?

Posted by
Thursday, September 22nd, 2011 12:32 pm

Hello everyone! I just started using Love/Lua the other day. I’ve gotten through all the ole HELLO WORLD programs and such, but I’m having a really hard time finding ways to learn the language. I played a few of the games on here and it’s only heated my excitement to start using this! I’ve got a few years of C++ under my belt so I’m no stranger to programming nor syntax. I’m just looking for a baby-steps intro into doing more exciting things. Thanks!

Gratuitous Placeholders

Posted by
Wednesday, September 21st, 2011 9:32 am

So many placeholders. My goal for this evening is to finish the “go” button logic that executes your actions on the characters and rooms each night, dress up the placeholders a bit, and get a story put together that can evoke some horror from the player. That’s probably enough to submit for this, though not enough to satisfy me. I might keep polishing it for a while after the mini-LD with an eye toward this month’s Experimental Gameplay and Super Friendship Club.

I was able to formalize the story module format last night. Everything’s in CSV spreadsheets; characters, rooms, story fragments, story-specific game configuration… This lets me almost completely separate content from logic, and should let a person build a story module without learning/modifying the code.

Screen shot below. That’s the basic interface once you’ve started a story. Clicking a room gives you a menu where you can “lock in” an experience type for the night (e.g. noises, dreams, physical manifestations). Once the actions are locked in, the “Begin” button will start the night. You’ll get accounts of the night’s goings-on from the characters the next morning, which will help you understand the story you’re trying to tell them.

Screen Shot

Very nearly operational


Diamond Hollow II Released!

Posted by (twitter: @arkeus)
Wednesday, September 21st, 2011 1:58 am

After a seemingly long process, Diamond Hollow II, the follow up to my Ludum Dare 20 entry, is finally released (click to play)! Please let me know what you think! I’m always looking for feedback to not only improve my current games, but also give me ideas to better craft games for the future.

If you want to see the process of how Diamond Hollow started, how it ended, and how it slowly evolved into Diamond Hollow II, check out my evolution post here! Thanks!

Yeah, I finished

Tuesday, September 20th, 2011 1:30 pm

Lucky I had enough time to finish this game. Didn’t had enough time to add what I wanted to add but it is a working game :)

There are already some nice games :) I hope you like mine too.
Now I go to bed. Good night.



Angry Bat

Tuesday, September 20th, 2011 11:35 am

With only few hours left before I go to my bed a quick update of what I have until now. Want to finish this, but I go sailing tomorrow. But this is what I have until now:


What works:

  • Jumping humans
  • Flying bat (controll with arrow keys)
  • And thats it.
I hope I can finish it, but i’m not sure.

The Tragic Tale of the S.S. Orca

Posted by (twitter: @McFunkypants)
Tuesday, September 20th, 2011 10:25 am

My game didn’t follow the miniLD theme strongly enough so I don’t think it would be welcome in the official submissions… but at least I DID make a game in 48hrs last weekend! Perhaps the “horror” of drowning is enough to make it worth a quick play.

Silly little html5 + box2d “plinko” game that runs on web browsers and Android phones where you are trying to save drowning victims by throwing life preservers to them.

If the victim sinks past the bottom of the screen they are lost. How many can you save?



I failed :-/

Posted by
Tuesday, September 20th, 2011 10:02 am

Too much traveling around the country with shitty satelital internet conectivity due to Fiestas Patrias (and being to drunk around the clock due to them too), made me miss the mini LD deadline.

But I’ve made some great progress on the “typing of the dead” like input, so I’m gonna definately get the game into Experimental Gameplay Project. (I would love to give you a playable version, but if I do, it would comepletely spoil the surprise ending :-p)

This is Blasphemy!

Tuesday, September 20th, 2011 9:54 am

My first Ludum Dare game, Madness, may seem a little cheaply made, but I have reasons why it doesn’t have power-ups, or enemy intelligence:
I started working on it on Saturday after tea, just after installing openSUSE. I added the basics and implemented lasers. On Sunday I was near to completion when the computer froze and wiped the game (i was editting it when it froze – thankfully a back-up was made of it on Saturday) – I had to try and re-implement enemies in an hour, which I did.
However, they deleted themselves after like 3 frames. So then I go on to Monday, which was school, tea, computer 1h, scouts 2+1/2h, computer 1+1/2h.
So, that’s why my entry’s not so good and not so well-developed as the others.

Tomorrow I’ll finish off the game’s lost and won screens and add in more enemies – I promise!

Location, Location, Location – Damn the Deadlines

Posted by
Monday, September 19th, 2011 3:24 pm

Still going on the Mini-LD. It’s my first time, so I figure I’ll get the blatant cheating out of the way now; it’s been more than 48 hours on the wall clock. I probably only have 12 hours of dev time so far, so I’m running with that. =)

Javascript is a tricky mistress/master when you’re not accustomed to working with it. I’m learning the CraftyJS framework at the same time (for the second time). Got the concept for a data-driven horror-ish story game pretty well worked out and more than half-implemented. It’s almost interactive now.

The premise is that the player is a location that has experienced something wrong. My sample case is a house which experienced a tragedy. Some folk have chosen to spend the night at the house, and it’s your job (as the house) to communicate the tragedy to the occupants through metaphysical actions. Your basic set of actions can produce different outcomes based on the person and the part of the house they occupy. The player learns the story through the experiences of the visitors.


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