Archive for the ‘October Challenge 2013’ Category

Sym is out!

Posted by (twitter: @AtraxMedia)
Thursday, October 31st, 2013 10:18 am

Sym is out in beta, the story part is complete.
We are working on the level-editor and the server code to share and connect levels.
Buy it on our website:
Or on Desura:
The Desura version is still outdated, I hope they load the final version as soon as possible!

Space Mines K2013 (alpha) out now!

Posted by
Thursday, October 31st, 2013 9:29 am

So I didn’t quite finish it, but if you wanted to try out Space Mines K2013 for the October Challenge check it out by clicking the image below:


Any comments or feedback would be awesome! Thanks for liking my weekly posts about its progress, and good luck with the $1 prize!!

P.S. most good looking pixel art is not mine (except that detailed in my previous blog posts), if I stole your work let me know, I just used an image search to borrow some place holders for a bit. 😉

Need your help to finish

Posted by (twitter: @DMTSource)
Thursday, October 31st, 2013 7:32 am

Well on the last day of the October Challenge 2013 I have managed to complete the first iteration of my game and publish it to Google Play. There is still so much to do to finish the game that I wanted to make, but I have beaten the goals I set for myself and I am happy with this initial product.

But to finish the contest I need your help! Please go an give my game a try on Google Play today! Postmortem to come. Thanks for your help.



Memtiles Kids

Posted by (twitter: @MichaelAdaixo)
Thursday, October 31st, 2013 6:52 am

Hello Guys!

I finally did it! I released a game!

Going back a little. Last year, I wanted to participate in October Challenge. I had just discovered the goodness of Unity3D and was eager to make a nice little game and market it to the mobile platforms. But, as I started working, classes also started and the game went from and idea to a paper and got left in a drawer.

Some time later ( August this year ), I started to make a whack-a-mole game for my nephews, which they liked ( obviously, because they’re kids, and they love to mess with gadgets :) ). The whack-a-mole game turned out to change its gameplay to a memory game, a tile based memory game. I was working on it, and made a development plan on Trello, so I could really follow it, with deadlines and everything ( which is important to keep the pace going ). So between university, work, and part-time indie development, a month later I had a playable demo and a deadline in mid-september.

After subcontracting friends and unknown guys online, to make me game art and compose music, I had something kinda nice! But i still had to push the release a few weeks, because I couldn’t work all the time I wanted per day.. There were days that I would work 16h or more. After all that, in my daily blog surfing, I came to LD and saw that the October Challenge was up, once more! Good news! I was already in the finishing line, so no excuses this time! Last few weeks, were polishing, fixing bugs, polishing, fixing bugs, play testing, gathering feedback.

Finally I was able to submit the game to Google Play 3 days ago! Yay! And I got 2, $0.99 sales! So technically, I’m good for October Challenge, I’ve made my first dollar. Although I invested more money to be a Android/WP/Apple developer. But now I’m promoting the game so hopefully I’ll get my first positive balance in some weeks. :) I will also be releasing the game for iOS and Windows Phone in the next 3 weeks.

Here’s a trailer of the game. :)

Hope you liked it. I hope you also got to make a game and your first dollar.

Here’s a link to Google Play

Please share it with whoever you know, the more the merrier, its hard to get noticed on Google play. :) Help a indie out 😀

Cheers! 😀

Challenge Completed!

Posted by (twitter: @nelson_nleroy)
Wednesday, October 30th, 2013 7:41 pm

I released my October Challenge game, Ninja Space Pirate, on today! I made it in Libgdx so I’m planning on publishing the Android version to Google Play by tomorrow.


Guild of Dungeoneering – now available for pre-order!

Posted by (twitter: @gambrinous)
Wednesday, October 30th, 2013 5:14 pm


“Recruit adventurers to explore dungeons for the glory of your Guild. Build the dungeon room by room, fill it with monsters, traps and treasure .. and hope your dungeoneers have what it takes to return victorious!”

[A dungeon crawler where you don’t get to control the adventurer. Instead you lay out the dungeon one room at a time (including treasure & monsters) and he proceeds according to his AI. You want him to explore, level up, find treasures and ultimately survive – but you don’t get to directly control him.]

Playable Alpha & pre-orders now available here:




Obviously there is still a lot to do before this can be really released. Have a look at the Tigsource devlog thread or the Facebook page to see what’s coming next.

October Challenge – My LD27 game made it to the Play store

Posted by
Wednesday, October 30th, 2013 11:05 am

Shortly after LD27 i decided to polish my entry and add a few features to make it a full game. I didn’t know about the october challenge at this time so the announcement was really cool. :-)

Most of the time i actually spent on the custom highscore list and the achievement system.

I really dislike the available highscore services for android (scoreloop etc.) They often require to login and are limited to android. While my system certainly needs some improvements i hope to use it for my future games as well.

If you like shoot ’em ups you might give it a try! You can unlock everything for free! just go on options -> credits and touch down ~10 seconds.

It was a lot of fun. Can’t wait for LD28. Thanks everyone. :-)

Play Store Link



Last day of October Challenge

Posted by
Wednesday, October 30th, 2013 7:29 am

Make Cash out of your games!

There is still time!

Don’t worry, I’m here to help you.

I wrote an article on how to maximize your profits using In App Purchases (IAP), you may be able to complete the october challenge in a day, check out the article here:


Im joining the Shark Jammin Jam!

Tuesday, October 29th, 2013 5:47 pm

I mind as well… The more the merrier!

I’m not sure if I’ll be jamming with anyone, but my stuff:

Language: GML (Game maker 8 Pro)

Graphics:, maybe Photoshop, Game Maker

Audio: Audicity, LMMS, sfxr, any program I can get my hands onto

Drink: Lemonade, maybe soda (Cola :P)


Initial goal… Find out how to make some more Water Physics, just because every game MUST have water, right?


TreeVolve | Release on android

Posted by (twitter: @davidemo89)
Tuesday, October 29th, 2013 6:48 am


Finally, we started on the October Challenge 2012 and finished just now before the end of the October Challenge 2013!

We have just published our game for free on Google PlayStore  and you can download it from here

The game TreeVolve is available on the Playstore for FREE. Help Puripom to reconquer their native city and protect them against the enemys. Fight against people all around the world, experience a new type of battle and come up in the leaderboards!

This is my obligatory “I’m in” post. I have no idea what type of game I am going to make yet. But I will most like be using

> Unity
> Gimp for picture editing/ drawing any assets
> for 3d models
> or for sounds

I will definitely not be making another horror game (my last two 48 hour comp were horror related) but I’m sure I will think of something. Recently, I have been testing/creating some super mario galaxy like gravity, so maybe I will include some of that.

Also, since it is almost Halloween, if anyone wants to play some slendermanish like horror games made in 48 hours, I created one for IndieSpeedRun 2.0 and one for Asylum Dare.


The first is Cirque Du Accro that I created for Indie Speed Run. It involve acrobats and some woods near a circus and some bad habits such as alcohol and cigars (My theme was bad habits, and special element was acrobats), which you can play at my post on IndieSpeedRun. Unfortunately, I just found a bug that can prevent you from finishing the game (damn you 48 hours!), to prevent this, try not to grab each item more than once (some of the items take a few seconds to disappear, so trying to grab them multiple times before they disappear can prevent you from finishing.


The second horror game that I made for Asylum Dare is called Midnight Stroll and can be played from my post on the AsylumDare website here.






Starting Ludum Dare!

Posted by
Monday, October 28th, 2013 5:04 pm

This weekend I am going to start participating in Ludum Dare contests. I will be participating in SharkJam! I have an idea for a game already, just not a taken title.

October Challenge Complete: SpinHex

Posted by
Monday, October 28th, 2013 4:44 pm


Well, my October Challenge is now complete.

I made a prototype, as part of an impromptu three hour Bret Hudson Midweek Jam. And then I thought “this would work really well with a touchscreen”, and spent the rest of the month porting it to Android and then expanding and polishing.

And so, it’s now available for £0.69 (or equivalent in your preferred currency), on the Google Play android app store:

After a few hours on the market, I’ve made $1.55 net income. If the October Challenge is about making $1 income, then I think we can call this a resounding success. If it’s about $1 *profit*, then I’ve still got quite a way to go before making back my $25 Google developer registration fee – but I think I can safely ignore that minor mathematical quibble and just claim this as a win.

The game itself: you have a slowly spinning hexagon, and a constant stream of falling blocks. Poke groups of three or more of the same colour, to make them vanish and get points. Don’t let your hexagon fill up. Give it a look, let me know what you think.

Another sneak preview of NIKRA

Posted by (twitter: @ENDESGA)
Monday, October 28th, 2013 1:58 am



Here’s another in-game photo of NIKRA^


The character is holding one of the 3 legendary pickaxes.

Until next time,

-ENDESGA Studios

Features gotta creep!

Posted by
Monday, October 28th, 2013 1:39 am

OMG (to coin a popular acronym), there’s only a few days to go before the end of the Ludum Dare October Challenge! And as per usual I got insanely distracted by new things to add to Spacemines, one of which was Robot workers and the impeding Robot rebellion that would ensue should you have too many of them on your little asteroid.


I realised however, that the Robot uprising could wait until I had sorted out some of the fundamentals. Actually I decided to ignore the fundamentals for the best part of the week, and move on to something a lot more interesting – Procedural content generation!  Say whaaaaaattt?
I’d like to say that the key to figuring it out came from working it out on paper first!  I’d usually open up a text file and start coding  and hammering the sh*t out of the code until it worked, or at least gave the impression of working. I can’t tell you how nice it was to work it out on paper and then code it up, still took a while, but it was definitely worth doing in the long run, since I was more aware of where to start!
Well, I stumbled upon an interesting little article.  I took the main idea of moving through an array (representing the world tilemap) in ever increasing circles as a starting point for generating the asteroids in Spacemines.  There was a slight issue however, how the hell do you move in a circle through an array which is essentially a square (or rectangle), sounds like a dark art!
What was I saying?So then, back to my point! I want to produce a randomly generated asteroid that has some structure to it, and is not totally square and boring.  Here’s a pic of what I would like to achieve:


The features I would like to draw your attention to are 1.)  the general shape, and 2.) the fact that there are some areas of the map which are inaccessible.  Based on the aforementioned article, and having missed a few steps out of the process, this is what I ended up with:


Looks good enough for my purposes to be honest, although I’m aware I could delve in to Perlin noise for a better job, but it seems a bit heavy handed for what I want.

Asteroid Universe

How’s it going?

So now Spacemines has a universe (or asteroid belt) with a number of randomly generated maps to visit and mine the hell out of.

Clicking on a red square takes you to an asteroid, and the currently selected asteroid is marked in yellow.

The next step is to allow the user to dispatch their transporter to each one for colonisation should they discover them on their radar or probe (haven’t decided how a player discovers a new asteroid yet).

The good thing about these maps is that it suddenly adds a new dimension to the game, you are restricted by space but also how you arrange your buildings within that space. Big buildings need to be place carefully otherwise on some maps you just don’t have the room to place these 2×2 monoliths and they can be pretty important i.e. factories, research facility, HQ!!


The image below shows another potential candidate for colonising, once you’ve got the funds and dispatched your transporter across.


Spacemines is pretty much there but due to a bit of feature creep and work on not-so-necessary aspects of the game it won’t be a fully fledged A* title as I had imagined it. However, you will be able to play it as I iterate over it in the next week or so (please forgive any bugs or crap game play at this point).  An early release will hopefully encourage some feedback so I can really polish it off.

Thanks for reading… next time we will be delving in to the Isometric world!

I’m in!

Posted by (twitter: @@HyperX54321)
Sunday, October 27th, 2013 4:54 pm

I’m going in for the upcoming mini LD, I wasn’t even sure it even deserved a blog post, but I’m pretty excited. I just got ahold of a new tool (DXStudio) that has just recently gone free (for non-commercial AND commercial use!). I also modeled something for me to use when it starts :


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