Archive for the ‘October Challenge 2014’ 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

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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..

Earn a Dollar — Success from last year

Posted by
Monday, September 28th, 2015 12:53 pm

I published Quantum Pilot last year for the October Jam.. and eventually, it earned a dollar!

I visited Indiecade & ECGCONF this year, getting feedback and refining the game.

If you want to make games where the enemy copies the player,

And enjoy the (free) sequel!

LD 31 & October Challenge post-mortem

Posted by
Wednesday, December 17th, 2014 7:10 am

Today I’ll review my experiences of last LD and the October Challenge!

So lets start with LD 31:

Fireguy: A bomberman spin-off with ugly-evil-unicode-snowmans. It was intended to have “the same screen” the whole game – no spawning, nothing that drops, etc. – but that didn’t work out very well. I ended up in a hurry and made an hostile AI that’s just smart enough to place bombs and evade them.
Graphics were cheap, AI code was horrible, gameplay was boring. I still felt like I had to finish it, because game > no game. People in the comments agreed on that too, I’m glad they voted.

I was pretty tired that weekend. The inspiration didn’t really come up, so I just practically worked and had fun. I kept forcing myself to finish it, and it was quite fun. I hope I do better next time.

Then there’s the October Challenge:

Offensive Defense: A RTS defense game, where you need to defend yourself against the things.

First, I came up with an top-down boxing game, but after a week or so I wasn’t really motivated for it anymore, and I realized it wasn’t really fun, so I quit.
Then I decided that I would work on a RTS game, what I always wanted to make. It’s very simple: Creatures in massive amounts are trying to invade you, but you have to keep ’em outside.
In the beginning I had really much motivation, I spent much time on it. Later, school began to take it’s toll, I had an test week, so I didn’t really have much time that week.
I wanted to push out a public test version October 15th, but I had too little time. That was just after the test week.
I went on vacation, and it felt weird to abandon the game a few days. After the vacation, I had to “refresh” my mind again. School was a problem, again.
At 29 October I realized I had too little time. I didn’t push my game out in time to “win” the challenge, but I kept working on it.
At 31 October my first phase was done. This meant the game was playable, but not finished. Before the October Challenge I thought this would be the date I would have an awesome game and start making Minecraft-money. That obviously didn’t work out.
After a while I ran out of ideas and I really wanted to finish it because it felt like it was never finished. I just picked a day where it needed to be finished, and that worked.
Then there’s a gap until 20 October: the release date. I don’t remember much of it. I remember I worked like crazy, I polished as much as I could, and that I felt every day different, but always a little weird.

It felt weird to make the game. Sometimes it was really fun, sometimes it felt really depressing. Again, I focused on getting stuff done. However, there was a big problem called school. It kept me away from working on my game, but after a few weeks I tried to ignore school a little more and work more on Offensive Defense, that was because of the benefits of the game weighted more than the benefits of school. I’ll probably explain that later.

Now the things of the game itself(IMO, it’s widely different from someone else’s opinion for example a friend of mine):

  • The graphics. You see, in a creative process it’s hard to review your work yourself. I thought some of them where nicely done, like the Evil Hamburger, and some were terrible, like the headquarters. I should learn to make graphics in other programs rather than MSPaint.
  • The audio. Terrible. Every time a bullet has been shot, a sound plays. But I didn’t think about the scenario where 100 bullets are being fired per second.
    Oh, and I didn’t include music, because I’m not a composer.
  • The content. I included many features, which is a good thing.
  • The idea. It kind of looks like something I made for LD28, One Wall. I don’t know why but I managed to make it to look like it in the gameplay. Someone said that it looked like “Storm the House”. Weird.
  • The gameplay. I think it’s a fun game. It’s hard, but it has many difficulties, which I’m glad I implemented them. The balancing was hard. I’m not sure if it’s perfect, but it’s at least not to easy and not to hard.

So this is my first commercial game. I’m 15, and I don’t feel like an MLG AAA Pro Game Designer/Programmer Indie Freak, and I did this as an experiment. I’m still wondering about the opinions of this game. Because I don’t know if my game is good, the user chooses to buy the game. That’s to make sure the people who buy the game, are actually happy with the game. I am happy with money, so I can buy other games ‘n stuff.

What’s really disappointing, is that it has 5 downloads. Yes. 5. It’s almost a month ago, and just 5 people downloaded it! D:
I am really wondering what I did wrong in that part. I mean I did some promoting, but why so little? So if you’re reading this, and you want to play a game, please play mine, because it’s fun and I really wish some feedback.

I really wish I got some feedback, I don’t really need sales, but without it I still didn’t win the October Challenge.

So it was a weird experience. It was very fun, but I should’ve picked another moment and I should’ve thought more realistic. But it’s not really about the game, it was because of the experience, and that was definitely worth it, because I learned so much from it.


Posted by
Tuesday, November 11th, 2014 1:57 pm

We just released version 0.7 of our “Extended October Challenge” game “Hello, Alien!”. It brings new levels, bugfixes and probably other new bugs features.

We would really like to have your feedback to further improve it, and since we figured sending us an e-mail is too much of a hassle, we created a little feedback form, where you can anonymously give us some feedback about our game. So when you try it out, consider giving us a minute of your time and tell us what you thought. (That would really put a smile on our face.)

I would have liked to embed the widget, but wordpress doesn't like iframes.

So many jams

With all those jams coming up, it’s really tough to not get distracted. Next year, October Challenge will NOT be extended into November. The next few weekends will be really busy.

Nov 21st: Indies VS PewDiePie A jam with a real prize: PewDiePie is gonna let’s play the top 10 entries, which will mean fame and honour for those games. So it’s definitely worth checking out, although the lack of a proper theme (“Fun to play, fun to watch” – Duh, sure my game is gonna be fun.) makes it really hard to come up with a game idea. I somehow really miss the restriction of a theme that forces you to think outside the box.

Nov 29st: MiniLD55 I will probably use this MiniLD as an excuse to create a proper code base for LD 31, rather than making a game. Maybe just a small test game, with that feature… and that feature would be nice… oh, and wouldn’t it be cool if… god dammit brain, stop!

Dec 5th: Ludum Dare 31: The event everybody has been waiting for. Not much to say about this actually, I guess you are all familiar with LD.

Artist wanted

Oh, and I don’t know where to ask this, but here it is.

If you are an artist, but don’t know how to code and can’t make any music (optional), live near some european time-zone and know english (sure you do, you are reading this) or german, then we search exactly for YOU!

If you are interested in teaming up for the next jams, write us at accidentlyawesomestudios [at] gmail [dot] com


Herbert passed the $1 mark and I’m in!

Posted by (twitter: @Roninkoi)
Thursday, November 6th, 2014 10:50 am

2014-10-31 01_59_16-Greenshot

So it appears my October Challenge game “Herbert Crawler” has already made a couple of dollars. I suppose I’m a proper indie dev now? No? Well, it looks like I will be making more gubbins in a few weeks with LD31 just around the corner.

I will probably be using:

– C++

– OpenGL and/or SDL 2

– Visual Studio 2013

– Photoshop CC

– sfxr

You can get said game here:

2014-11-06 19_47_27-Embed Herbert Crawler Post LD Edition -

Mighty Retro Zero – Alpha 0.11 Released!

Posted by (twitter: @DavitMasia)
Monday, November 3rd, 2014 9:50 am

Download the Mighty Retro Zero public alpha from @itchio here:

Mighty Retro Zero is a minimalistic game where you control a tiny player like megaman with full references to old great games using only 8 colors, pixels like punchs and addictive gameplay.

At the moment there are 3 game modes planned: History, Retro levels and Time Attack/Puzzle. Other modes can be added later but at least the game will have the previous ones.

The game is still in development and not have any release date yet.

The game is made using Multimedia Fusion 2.


Cool Features

  • Great and addictive levels based on the old greatest hits.
  • Funny encounters with your best characters of all the time.
  • Portals and Jetpacks! :O
  • Launch arrows that stuck on walls to walk/jump over them!.
  • Carry/Push/Hit and launch blocks that can destroy enemies.
  • All the bugs i’m sure you will find in the game.


Links to follow the project


Official page: Page:

TigSource Devlog:
Gamejolt Page:



October Challenge: A Hole New World

Posted by
Sunday, November 2nd, 2014 10:50 am

October ended, but luckily we managed to publish the game in time! We are really happy!! 😀

We worked on the game we developed for the past 30 Ludum Dare entry

People encouraged us so much that we decided to give it a try and try to finish the game for selling as the october challenge suggested :)

Game intro

Game intro

A bit of gameplay

A bit of gameplay :)

As it was too much work for only a month, we decided that the best option we had was to finish a pair of stages and then upload the game. We also told the possible buyers that the game is in expansion (we plan to develop three more stages), and that while it’s unfinished they can buy the game on sale (i.e. 1$ instead of its final price, that will be 5$).

Desktop version (Windows/Linux/Mac) in

Desktop version (Windows/Linux/Mac) in

Android version on Google Playstore

Android version on Google Playstore

I’m very happy to say that there are already several buyers (I didn’t expect people to buy the game before we did a bit of promo at least ^^), and if everything’s going ok we’ll try to allocate the game in some more stores, like OUYA store and Steam :)

Thank you for the jump-start, Ludum Dare friends! And good luck for all of you too! ^o^

This year everything changes!

Posted by
Sunday, November 2nd, 2014 5:34 am

I’m prepared, I’m ready.

I looking forward the next Ludumdare compo/jam!
This year I will go for JAM, with a brand new (xna based) game engine which is in still development.
Oh and this year I broadcast everything on twitch.

So  brace yourselves, HERE I COME!!

(and good luck for everyone!)

Hello, Alien! – It’s never too late for October Challenge

Posted by
Saturday, November 1st, 2014 4:36 pm


The open beta of Hello, Alien! is now available through! You might remember this game from LD30, if you have been one of the ~50 people who rated the game back then. We didn’t finish improving it within October, that’s why it will be in open beta for the rest of November. This still counts as a successful october challenge, or does it?

You can pay what you want, which also includes paying nothing (if you really want that?), so you have no excuse for not trying it out! Well, except if you are being abducted by aliens or attacked by bears. But we are thankful if you take the time to check it out nonetheless. We know bear attacks are really serious, so we’ll understand if you got no time.

October Challenge: King Of The Dungeon

Posted by
Saturday, November 1st, 2014 1:44 pm

Well after a long night of rushing to finish.  I missed the October 31 deadline.  Just bad planning on my part didn’t think some menu work would take a full day.  Now that it’s over im am super happy to announce my first game that I released.  This challenge has changed me.  I learned how to make art assets I thought I could never make.  It also helped me learn more about coding.  Although now its time to sleep and rest after a long month.  Hope that you guys like my game.  It was fun to make, and its available at  Now It is time to go play other peoples games.screenCap

October Challenge: Fancy to adopt?

Posted by (twitter: @OtroraGames)
Saturday, November 1st, 2014 11:25 am


October ended and I’m glad to tell you that it went well :)

I made this little game as a side project, so wasn’t expecting much. Seeing that people are liking it is really cool.

Nevado is a simple auto-runner with 4 different worlds, 18 levels each, where you play as a dog; well, a particularly cute dog. His powers are a stunning bark and a collectable bone that give him the ability to fly. It is pretty crazy. If you haven’t try it yet, give yourself the chance and let me know what you think. The game is for PC, Mac and Linux and you have the options to purchase another version that include the source code, so Construct2 users may find it helpfull.

For 0.99 I think is a fair deal :)

if you fancy to adopt this nice fellow, go here:

end of October Challange… I failed

Posted by (twitter: @cp_kayelgee)
Saturday, November 1st, 2014 8:44 am

October Challange is over and I have to admit I failed it.

But I guess I’ll just handle this like a normal ludum dare and switch from compo to jam by doing the unofficial October-November-December Challange 😀

But let’s look at what I got done in the last weeks.


Bots Boom Bang

Posted by (twitter: @JoeManaco)
Saturday, November 1st, 2014 7:37 am

Coming soon: Bots Boom Bang
A Puzzle-Game about funky Bots

Gameplay video

If you want to join the beta (iOS 8 required), feel free to send my your email so I can add you to our Testflight-Beta-Testers. 😉

October Challenge: Need for Sweet.

Posted by (twitter: @mintarcade)
Saturday, November 1st, 2014 1:48 am

Finally, open beta / early access version it available for you to play, and waiting is over. Unfortunately, I didn’t include all features in this build, but it will be included in final release. October Challenge Entry:


  • 5 unique levels to play
  • 4 Power-ups to make arcade more fun
  • Up to 4 player split screen multiplayer mode
  • ‘Smart’ computer opponents.

Release schedule:

  • First week of November: OPEN Beta/Early access/demo
  • Last week of November: iOS and Android release.
  • First week of December: OUYA release. And hopefully Desura and Steam.

Need for Sweet


Download from IndieDB



Don’t forget to play the game:

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