Archive for the ‘October Challenge 2011’ Category

October challenge – Aftermath

Posted by
Friday, November 4th, 2011 8:34 am

(Crosspost with:

I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.

While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.

Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!

So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!

Second game

Thursday, November 3rd, 2011 3:04 pm

Second “1-day” prototype for my 12 single-month games for 2012.

Turret Gunner.  Z,X,M for rotate ccw, rotate cw, shoot respectively.

Final version (final 1-day prototype version) on the bottom of the post.



Posted by (twitter: @barblewarble)
Thursday, November 3rd, 2011 2:07 pm

So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.

CotC – Journey goes on

Posted by (twitter: @emberheartgames)
Thursday, November 3rd, 2011 1:42 am

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

If you like what you see then don’t forget to follow the rapid development at my blog.

On which platforme do we have to develop?

Posted by
Wednesday, November 2nd, 2011 11:12 am


I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?

thank you forward

Ludum Dare Gift Exchange, looking for an organizer

Posted by (twitter: @philhassey)
Wednesday, November 2nd, 2011 9:01 am


Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!

Here’s a few things we learned from last year:

– Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.

– Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.


So I failed this Ludum Dare… But I have a blog now (?)

Posted by
Tuesday, November 1st, 2011 8:15 pm

I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…

First, in Android Market, you need a Google AdSense account, and that can be complicated to get.

And in Desura, I’m still waiting to get accepted.

I’m a little bit sad about “losing”, but it was definitely a positive experience.

And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.

Anyways, here it is: Stories of Game Design blog!

Anathema Mines: gameplay video footage

Posted by (twitter: @philhassey)
Tuesday, November 1st, 2011 9:32 am


Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.

It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.



Posted by
Tuesday, November 1st, 2011 8:41 am

After a really intense month, I’m really glad that my app finally made it to the App Store!


How far can you run?

Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.

My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.

You can check it out over here:

If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here:

I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career. :)

Thanks, Ludum Dare!


While it’s not coming out…

Posted by (twitter: @@fenyxofshadows)
Tuesday, November 1st, 2011 5:51 am

…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.

Kobo II: October Challenge 2011 results

Posted by
Tuesday, November 1st, 2011 12:25 am

Well, I’m too tired, and there are too many remaining issues. Not much chance of wrapping anything reasonably solid up right now, so I’m writing this report before I go and get some sleep.

So the next goal is to release the alpha/tech demo and start taking pre-orders before Monday 7th.

Kobo II now has a Boomerang fighter with an “ElectroGun”, similar to the ones in Kobo Deluxe, that is, trying to circle around the player, firing some sort of electrically charged “bullets” at said player. Not much AI and no aim-ahead, but you need to respond actively to avoid pain.

There is also a massive drop ship that moves between random waypoints, teleporting enemies into the battlefield. When attacked, it will face the attacker and backpedal, while returning fire using a truckload of guns. Being in the wrong place hurts. A lot!

Current game mode is a Survival variant, where each stage N has N drop ships on it. You need to destroy all drop ships to clear the stage and move on. A score bonus of 10% extra per stage is awarded, and there is also an “adrenaline bonus” that multiplies the score when destroying lots of stuff in a hurry. Death, should you chose to continue playing on the current stage, is avoided by giving up 50% of your score in exchange for a new ship.

The drop ship doesn’t seem to like having screenshots taken of it when in action, but I managed to capture part of it anyway. (Placeholder graphics; constructed from various Kobo Deluxe tiles and sprites.)

Scratching the paintjob of the behemoth, moments before being violently desintegrated.

Playtesting is… not boring! This might work. :)


October coming to a close

Posted by (twitter: @mikekasprzak)
Monday, October 31st, 2011 8:41 pm

Hey everybody!

*sigh* Well it looks like October is really finally done now. You know, I wish it was just 2 weeks (months?) longer myself. I’ll see if I can convince that guy that made Calender to make October a tad longer next time. 😀

I am going to leave the submission form open for another day, just to be sure we catch all the timezones around the world. Submit now!

If you are finished you game but waiting around in submission queues, looking for a sponsor, or pounding away on those last minute submission bugs (and expecting to submit any day now), then I would like to encourage you to submit. We don’t require you have to earn your dollar by months end, but want you to have done everything possible in the time allotted to make it happen. And when you do earn that dollar, ‘cmon back and tell us all about it.

I sincerely hope this was a good month for you and your project. I’ll have more to say once we get all the submissions in.

Until then, crunch faster! :)

Giving up

Posted by (twitter: @Stoney_FD)
Monday, October 31st, 2011 7:37 pm

As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.


Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.

If you want to follow the development process, you can either visit the official Wolkenwelt site, which has more information on the game and forums or you could follow me on Twitter.

When Zombie Gnomes Attack!

Posted by
Monday, October 31st, 2011 7:25 pm

Super Cuts submitted to Android Market (and ears its first dollar!)

Posted by of Behold Studios (twitter: @beholdstudios)
Monday, October 31st, 2011 7:09 pm

Supercuts is a project started in mid-october in a collaboration between 2 brazilian indie studios: Behold and Dynamic Light we just finished it in time for Ludum Dare october challenge.

In Supercuts you take the role of a barber and use your finger, with swipe moves, to cut, trim and fix hair and beard of all kinds of different characters. We have over 20 characters, most of them unlocked by achievements and easter eggs.

The game has been submitted to Android Market, App Store (pending approval) and costs $0.99. It was developed using Unity engine. On the first hours, we just made our first dollar on it!

Check here our Ludum Dare entrie. Any inquires or feedback you can email me at gusfune [at]

Super Rebel Craft Image

Super Rebel Craft Alpha

Shipped! I’ve decided that my game’s going along great, and now I’m raising a bit of money to hire an artist so things can really get moving.

So, I’ve decided to run a Pay What You Want special to try to make my $1 for the October Ludum Dare competition!

All I need is 100 people to pay the minimum of $0.01 😀

Super Rebel Craft is heavily influenced from Super Metroid, Minecraft, Terraria, Diablo, and Castlevania Symphony of the Night. If you like any of those games it’s worth a look. It’s my best work to date.


More info on the website:


It’s not the complete game yet, but it’s still a lot of fun to play. Pre-ordering now gets you access to the current alpha as well as future development versions. And feedback is greatly appreciated –

– Steve

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