Archive for the ‘October Challenge 2013’ Category

My First MiniLD70

Posted by
Tuesday, September 20th, 2016 8:41 am

Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.

My Page For Game :

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My Page For Game :

Bug Fixed

Posted by
Wednesday, August 31st, 2016 6:47 pm

One Two Three Three


My Video Youtube :

In This Video you Find The Link To Download This Game And The Video Gameplay..


Thanks All…

My First Ludum Dare Compo

Posted by
Monday, August 29th, 2016 9:43 am

One Two Three Three

The Game Is Intended For All People . You Can Play This Game On Windows Or Linux Or Android…

For Your Comments And Points :

Download Link :


Thanks All..

Release of an october challenge 2013 survivor

Posted by (twitter: @dlan_fr)
Saturday, October 4th, 2014 10:40 am

I happen to release Reckpunk, which started as an october challenge 2013 game, it didn’t make the cut back then, but at least, I finished it before the end of the 2014 challenge :)

here the post I made one year ago about the game:

first screenshot of the game:

screenshot of the game 15 days in:


and screenshot of the game now:


Since then, the game have grown from 6 levels to 40 with a lot of levels being thrown away in the process, and I added a second character for even more creative way of dying!

here’s the website of the game:

a little gameplay trailer:

the game as well as a free demo are available on for Windows / Mac / Linux, consider giving it a try 😉

happy october challenge 2014 everyone!

Hi folks!

I started making ‘Guild of Dungeoneering‘ for the 2013 LD October Challenge and decided to keep going until it is a full-on for-sale commercial game. Starting tomorrow I will be a full-time indie, and hope to finish it in the next few months.

I have just submitted it to Steam Greenlight so if you’d like to vote for it there that would be amazing:

Vote early, vote often!

Vote early, vote often!

We have also just finished the trailer for the game which you can check out here:


As a little comparison, here’s what it looked like at the end of October – and how it looks now!

Then: a mix of programmer art & free art

Then: a mix of programmer art & free art

Now: with REAL art!

Now: with REAL art!

Thanks for being a fantastic community, Ludum Dare!



Stargazing – Now a real game!

Posted by (twitter: @PaulSBurgess)
Monday, December 2nd, 2013 6:04 am

Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.

The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious :)


More info at the game’s page on my site:

Download on the App StoreGet it on Google Play


November Challenge failed

Posted by
Saturday, November 30th, 2013 5:01 am

This year I was really ambitious to complete the October Challenge. That was in September. Then in early October I had nearly no time for game development. So starting only midway in October I figured that I could just postpone the October Challenge to November, since it’s more like a personal challenge than a competition. So I started my very own November Challenge.

But as life is, there are many other things to do. And I get easily distracted from what I want to do (or also called procrastination). At some points I wasn’t even sure if I should bother anymore. This means I only have an unfinished game (about in the alpha-stage I would say) now at the end of November.

Still, I showed what I have to some friends and they reassured me, that it isn’t that bad and that I should just keep working and finish something. This made me decide not to give up that easily. Since I (sadly) can’t do the LD 28 in December (only got one day time, maybe I’ll do a joke entry, but I’m not sure if it is worth the try) I will instead work on my October 2013-Challenge in December.

I also recently watched this video about Motivation which made me rethink my way of working and (surprise, surprise) motivated me. Jazza is mainly working as an artist/animator, but it pretty much applies the same to game development.


The 2013 Challenge is on!


October Challenge – Emergency Landing Disaster

Posted by (twitter: @DMTSource)
Friday, November 29th, 2013 10:39 am

A big thank you to Ludum Dare and the October Challenge 2013. My hastily made game has shown me the feasibility of the freemium/ad model on mobile.

The goal of the challenge was to create a game within the month, release it, and make a $1. I had hardly managed that, but since the end of the contest I have seen $480.94(40,786 downloads) in ad revenue on Android, and $260.08(17,797 downloads) on IOS, which was only released a week ago.  Ios, so far, seems to be a more profitable platform for such a game. We will see as time goes on.  I currently use Admob and Chartboost to serve smartbanner and interstitial ads to monetize my games.

While improving the game is on my list of things to do, I believe its clear that increasing my Unity game portfolio will drastically increase my ability to generate ad revenue. I already have a second flight sim in the workings among other projects that I hope to bring to IOS, then Android, and then finally OUYA(no ads, in app purchase model only).

Entry Page

Play it Free on IOS

Play it Free on Android

Play it Free on Amazon


Emergency Landing Disaster FREE on Google Play

Posted by (twitter: @DMTSource)
Wednesday, November 6th, 2013 7:43 pm

Hey guys, check out my October Challenge submission page for Emergency Landing Disaster and download it free today on Google Play!

Mayday Mayday! Prepare for trouble in the turbulent skies of Emergency Landing Disaster. Featuring realistic flight simulation for mobile. Now with tilt and touch controls available!

Come rain or shine, these airliners are crashing. Hard. Can you land safely? No?! Well let’s see how many pieces you can get to the airport. I’m sure it will be fine!

Ok… So it wasn’t fine. But hey, with free missions and the biggest airplanes in the sky, who isn’t going to enjoy Emergency Landing Disaster? I would imagine the passengers. We forgot about them again.

* Flight simulator with realistic aerofoil and control surfaces. You wont believe the flight realism!
* Realistic flight models! A physics based flight simulator made by pilots for pilots.
* Both touch screen controls and tilt controls allow you to play the way you like.
* 4 free harrowing landing scenarios. More coming soon at NO COST!
* All content is FREE, no paid upgrades or in game purchases to slow you down.
* Intense 3D graphics and NVIDIA PhysX ready to put you into the skies! Powered by Unity Pro & UnityFS.


Emergency Landing Disaster

Sky Hawks is Complete!

Posted by of Indie (twitter: @@MarvinHawkins)
Friday, November 1st, 2013 10:07 pm

Every year, for the past 3 years I have used the October Challenge as a way to motivate me to finish Sky Hawks. I originally started this game to teach me how to use Unity. I learned a lot of hard and soft development skills. I will be forever grateful for that. After 3 unsucessful attempts, I’m releasing this game as a free vertical slice. It’s currently free on I’ve had a lot of fun making this game.  It feels good to mark a game as ‘done’.

I ended up cutting a lot of content. While this was painful, I realized that I could either work on this game forever, or I could pursue some other projects. There’s stuff I’d want to add, but it’s time to just finish things.

Finishing is a skill, and it is a state of mind. This game is done, for now at least. Anyway, even though it’s a day late, would you mind giving it a play? To complete the challenge, feel free to tip me a buck. Thank you to this community! It pushes me to try to be awesome everyday.

Play Now! 


  • Screen searing special attacks
  • Unique enemies that attack in waves
  • Giant Bosses that fill the screen
  • Power ups that allow the player to perform different attacks
  • Fully 3D Rendered backgrounds


Up Arrow or –  Forward
Down Arrow or – Backward

Right Arrow or A – Bank Left
Left Arrow or  D – Bank Right

B– Shoot Bombs
Space Bar –  Shoot Guns



Gameplay Demo:



Rocket boom 8-26 Level 2 Turret-8-25 a


OOOOOOOH I Almost Had it

See ya next October!

TapPong – October Challenge Accomplished!

Posted by (twitter: @galman33)
Friday, November 1st, 2013 8:24 am

I did it! I finally did October Challenge!


Screen3 Screen2 Screen

Play Ping Pong live with your friends right on your phone with TapPong!

TapPong is a fun 2-player table tennis game in which each player can swing his paddle by tapping on the screen. Each player’s goal is not to miss the ball, if he did miss the ball the other player gets one point.

In order to start playing tap the screen once to serve the ball and tap again to swing the paddle.

*** Even more fun when playing on a tablet! ***

Exotic musics and sounds by Omri Lahav.

It was a really fun challenge and I finally I understand the whole process of making an applicatio\game from scratch and taking it to the market (more to come :) ). I made the game using HaXe and OpenFL which made my life really easy, and the graphics were made using Inkscape.

Only the last and important part of the challenge is remaining… making some $$$ 😉

Check out TapPong on Google Market <

Shark Frenzy!

Friday, November 1st, 2013 5:17 am

I hope everyone’s ready, because november’s upon us, and the shark jam is right next to it!

October Challenge: Unity Tools

Posted by
Friday, November 1st, 2013 3:36 am

This October we decided not to make a game, but to wrap up some of the scripts we use for Unity and release them on the Unity Asset Store. We managed to sell for more than 1$ so I guess I’m sort of participating!

This is not advertisement. Don’t buy them if you don’t need them, this is just to show what I spend my October challenge on.

2D IK Solver:

This package implements a fast and precise solution for the two-bone inverse kinematic problem in 2D.
Take a look at webplayer demo to get an idea. (source included in the package).




GameObject Lock:

This utility allows you to lock GameObjects in the scene so that they will not be moved by accident.


May the Best Man Win

Posted by
Thursday, October 31st, 2013 10:30 pm

Cover Full orig


Mission October completed! So I ended up making some sort of hybrid of a tower defence and op-down shooter game. I think in the end the gameplay is actually half-decent, but I wish I’d had more time to work out some balancing and difficulty issues as well as develop the story a bit and maybe add in some online highscores. I hope some of you guys get the chance to check it out (right HERE) and please let me know what you think if you do!

Cheers guys, and good luck with the shark jam if you’re taking part! (I’ll be sleeping :P)


Primary Screeny

Play Here.

Introducing Orbis, a musical, minimalist topdown shooter.

Posted by
Thursday, October 31st, 2013 9:23 pm

Hey guys!

So I basically released the game I’ve been working on for the past few weeks, Orbis, right on time for the October challenge, even if I didn’t initially think I would be entering the October challenge.


I am immensely proud of this game.  It’s a culmination of a lot of the stuff I’ve been learning and teaching myself in the past year I’ve been making games, and it’s far away my best yet.  It also doesn’t hurt that the sounds, done by my friend Colin Zarzour, are also excellent.  If you wanna check it out, the link is here:  Anyways, good luck with the competition!


-Taylor Anderson

Success or failure?

Posted by
Thursday, October 31st, 2013 3:11 pm

I released my game Drone Invaders about a week ago. It’s a free to play shooter game for Android with optional in-app purchases. I did successful promotion on LudumDare, Java-gaming and HN websites, which got me to about 1000 installs so far. I’ll soon post more stats about user retention, games played, etc.

I also posted in Shoot ’em up forums, TIG forums, IndieGameMag and added info to IndieDB. All those did not bring in much interest. Judging from player feedback, the main source of interest was HN post, where some people were more excited that I created the game in just 23 days, than in the game itself.

All this got me $0.69 profit so far (if you ignore the $25 fee to open a developer account on Google Play) as one person bought one in-game pack of coins. LudumDare challenge is to earn $1, so I need only one more purchase. But, it seems that will be a huge challenge to get it.

I also tried promoting the game on Twitter, but from my 200 followers I had prior to launching, only 3 tried the game. I guess you really have to engage daily with a lot of people to even get them to read your tweets. After the launch I got about 180 new followers. BTW, using to track how many clicks came from which source (Twitter, forums, etc.) is a great idea, I’m sorry I did not apply it everywhere.

I posted several posts on Reddit and I noticed someone from HN crowd also posted. While mine posts to /r/gaming, /r/gamedev were barely voted up, that other one in /r/Android got some +187 votes and got some attention.

I wrote an e-mail to eleven journalists who do cover mobile games and I thought would be interested about the game. No reviews came out of that. In fact, nobody replied except for one guy who was decent enough to tell me that he thinks that the game is not worth covering on his main website, but I could try the forums. I guess it’s hard to get through with retro graphics.

To be honest, I’m a little bit tired of banging my head against the wall with the marketing. The user reviews on Google Play are great, but the game is not very attractive when you look at screenshots or video, it only shines when you play it yourself. I have no idea how to get some journalist that covers Android to try the game?

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