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Archive for the ‘MiniLD #05’ Category

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.


:: RoadZ :: A bucketful of nostalgia.

Posted by
Sunday, December 7th, 2008 7:02 pm

Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)

This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.

I didn’t get to do the sine scroller though :(

EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.

EDIT2: Timelapse is here.


  • UP – Accellerate
  • DOWN – Brake
  • LEFT/RIGHT – Steer
  • SPACE – Jump (velocity sensitive)
  • L ALT – Turbo

Two Roads

Posted by
Sunday, December 7th, 2008 1:56 pm

two roads title

Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.

POST COMPO UPDATE!  This is not cheating!  You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead!  It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color.  The only code change was to change “wav” to “ogg” in the sound loading code.

Win32 download: (17mb! It must be good!)

Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.


Posted by
Saturday, December 6th, 2008 4:12 pm

So, its my first ludum dare ever! In front I was not quite sure if I should participate or not, and with the theme I hesitated even more. Guess I am in at last.

Started coding with OpenGL with no real idea in my head, but got a easy-to-make one in between. Scrapped a few hours of opengl-code because GL_SELECTION was giving me a headache – switched to gosu instead and till now I havent looked back!

My idea is a little puzzle game – you have to make a way for taxis that want to go from A to B, clicking on a tile rotates it. Taxis must not crash into each other, but the drivers are smart enough to do a 180 if they hit a dead end. No gameplay implemented, yet, but here is a early screen:


Posted by
Saturday, December 6th, 2008 3:43 am

I have three scenes

  1. the stage to build objects and test them
  2. the game where everything is assembled
  3. the menu

Currently I am working on the stage. You see the road sections built by extruding the standard cube. The sixth is a spare part :) I am experimenting with the SCA (Sensor- Actuator-Controller) setup. At the moment you can rotate a section with the mouse wheel.

Odd: you have to enter 45 degrees to get a 90 degree rotation.

PyGL2D Bug Update

Posted by
Sunday, November 30th, 2008 4:32 pm

I made some important bug fixes to PyGL2D, one of which was a serious memory leakage problem. I also added a couple nice (but minor) features. The doc was updated too.

Get it here.

pygl2d! omgz!


Posted by
Saturday, November 29th, 2008 3:04 pm

Phew, got it finished :P

PyGL2D is a simple 2D library for PyGame and PyOpenGL. It’s licensed under the GNU LGPL. See

You can download it here.

Anathema RL postmortem

Posted by
Thursday, November 13th, 2008 10:17 am

I wrote a quick postmortem for Anathema RL. Read it here, on the game’s stunning iWeb-made page.

Revenche of the Orange, now for Windows

Posted by
Wednesday, November 12th, 2008 10:58 am


I apparently managed to set up cross compilation on my Ubuntu machine, so now comes my mini LD 5 entry, for you Windows users.

Grab it here.

Double click “run.bat” to play the game.

See my previous post for more information about the game.

(Note: this is my first experience with cross compilation and pretty much with Windows binaries in general. I may not have done it right or optimaly, but it seems to work. If anyone comes up with a better way to do it, please let me know.)


Juggle Paddle [final]

Posted by
Sunday, November 9th, 2008 5:52 pm

Finally, it’s (not) finished! :D

I never entered the real Ludum Dare (yet), but this is my first entry ever to Mini-LD:

Juggle Paddle

A simple juggling game/sim/playground/whatever, although it’s more a
simulation as  there is no ‘game over’ yet. Also, the physics are a bit buggy.

I don’t if this game is accepted as the cover of Tower Construction Kit. The only thing the game has to do with that game’s cover is:

  • Physics.
  • The shapes of the objects – Bricks (Tower Construction Kit) & Balls and Paddle (Juggle Paddle)

I haven’t much time though – with all the school stuff,  tired, getting out of town, etc.
Made within 4 to 8 hours.

Here’s the link for my half-finished entry for this Mini-LD #5


To run the source code, you need Python installed.
Pyglet, Rabbyt and Pymunk are included.

The Maze of MADNESS

Posted by (twitter: @philhassey)
Sunday, November 9th, 2008 3:03 pm

The Maze of Madness is my cover of Hamumu’s Maze of Ludicrosity

Anyway, it’s a “user created content adventure game” of epic proportions. It even includes an exclusive ultra-awesome flash pixel art editor! So you are guaranteed to have a great time!

Check it out now!


P.S. here’s a picture from within the game (not just the editor):


Posted by
Sunday, November 9th, 2008 2:31 pm

I finished my entry. Random and unedited thoughts follow. :)

Quick instructions: You are the “@”, use the nethack keys to move (hjkl and yubn for diagonal movement), t to toggle your light. Run into a wall to dig a tunnel with your pickaxe, make your way to the surface (“<” are the up stairs) collecting valuable gems on the way.

I didn’t get enough balancing in so chances are it’s too easy / hard. I wish I’d added an in game help thing (as it is pressing F1 will just tell go to go rtmf). I feel I did capture some of the original game’s essence (run away from the guards and don’t let your flashlight’s battery run out) so I’m pretty happy as far as that is concerned. Hopefully the learning curve won’t be too hard, which is a risk with roguelikes I think.

Codewise, feel free to look but it’s probably worthless except as an example of how not to make good software. One part I feel could have used more time was the cavern generator, it runs quite slowly (but not enough for me to take time to fix it) and I don’t fix the results for connectedness which is why I included the digging feature. I’m not too happy with that. :S

Anathema RL Python + Pygame

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