Ludum Dare 33
Coming August 21st-24th!

Archive for the ‘Uncategorized’ Category

Drybreed – Trailer

Posted by (twitter: @matnesis)
Thursday, May 7th, 2015 11:46 am

Here, have this 30 seconds trailer of Drybreed. Leave a comment on the game page so I can check your game too!



by matnesis


Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm



‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our website).
If you haven’t played it yet – check it out! Find it here, or on our site at




‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.



As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.




All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.




So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.





Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.



Posted by (twitter: @chikun_dev)
Saturday, April 25th, 2015 4:45 am





Looking for premium, experienced baby-shavers to shave the baby.

Casual hours, $16.95 p/h to shave the baby.

Perks include holding the baby, talking to the baby, and of  course the joy of shaving the baby.

Call (02) 9815 4000. Ask for “Randy.”


You too can shave the baby in our game. “You Can Shave The Baby”.


Economic Hitman – Postmortem

Posted by
Friday, April 24th, 2015 4:03 am

I want to talk freely for who wants to read some stuff about the last Ludum Dare jam (spoiler: it was amazing).

Who was our target audience?

The Ludum Dare Jam is based on a theme voted the days before by the people. After the submission of your game, you should vote for other games made from other devs around the globe to get more visibility for your entry. The target audience for the game are actually developers! There is no any restriction of age to participate, so we had to rely on personal estimations. The feeling we had lurking on past editions was about 20–30 years old people, mostly male and of course all devs. That means that, for example, if you make a clone of Candy Crush Saga they will simply eat you publicly and threaten to burn your house. Just joking, of course (I would do the same, anyway :P). The topic of the 32nd edition was “An Unconventional Weapon”. The first goal was, then, find some great message or some great mechanic for them. Regarding session times, you will not have too much time to review each game: as I said, for each game you review you will gain more visibility. With more “coolness” factor you will receive more precious feedback and more votes. The second goal was that the game should have been fast to play and to understand in a 2 minutes session.

Who are we?

In our case, in Sentendo (a new game development reality we are trying to build here in Barcelona) we are three professionals. Each one of us has many responsibilities at the time, anyway we use to define some role (and responsibility) for internal organization: me the producer, Kostas the programmer and Jordi the artist. We all are game designers, the role is shared between the whole team since we all are good in this field (that means that each one of us sincerely thinks that the other 2 are great game designers, and for us that’s enough). For the Ludum Dare, Jordi was not with us due to a job he has with a client, so we were in two without any artist. The third decision was the roles definition: me as asset finder and adapter and Kostas as programmer. He quickly discovered to develop the game in HTML5. This technology is great for a challenges like that, to improve the session time in our game. You don’t have to install anything to play it, just click and play.

The game

Since there were no much time we opted to make something really neat and polished, something which people could enjoy easily and with a simple mechanic to implement. Again, you have only 72 hours to submit your game, and of course you cannot work straight all that time. We needed something with a simple and direct message, since we didn’t find a great mechanic to explore for the topic. The game was based on a book called “Confessions of an Economic Hitman”. One of the arguments of this book is about the high level strategy of some corporate: they buy off their competitors just to close their companies assuring more market share for them. We decided to create a clicker game with a skill factor: click on your competitors to “fire” them with your cash bullets, and click on the coins they throw at you. The market share is represented from a Growth Factor that you and your competitors will have. The score will be the Budget you can amass during your play session. Players will see little people come out from the crushed companies, but they are small compared with the buildings. Another metaphor about the human role in the real context of inspiration.

What went bad

We wanted to make something simple, with a little deep on mechanics, but at the end we also made something difficult to balance on the fly. So the game is basically getting harder and harder and you will lose somehow. You can last more or less in the game, but you will lose. The competitors shot at you with their money to try and that will influence your growth factor. The attacks will be always more frequent and soon will become simply impossible to catch every coin coming at you. You will lose, you can try to achieve a better score, but you will lose sooner or later. That is a mistake for a skill-based game, in my opinion. The first change I would like to make to the game (and maybe I will do it) is to change the pacing to achieve the perfect balance between challenge and chance. You should last potentially forever if you are good.

What went good

First of all, that was tremendously funny. I worked with a real lightness in my head and spirit. The pressure is high and the time is few, but if you know what’s the real goal, the experience is only positive. And that is to have fun, simple as that. Prove that you can make a game, even with the few resources you have. You can make a game with pen and paper if you want. No matter that we didn’t have an artist, I opened my old graphic software on my old PC and start to search for a style to give to the game. That was awesome. Plus, I discovered great qualities in my colleague, Kostas. He has a great taste for animations, for example. Even if you design a game, if you paint some awesome sprite, there is some flavour that only a programmer can put. That is really an important spot for our future together.

Oh, I almost forgot, you can see the game we made here, if you want to give a peek.

Cheers! ☺


Posted by (twitter: @matnesis)
Friday, April 24th, 2015 12:12 am





by matnesis

From a Ludum Dare First-Timer: Do’s and Don’ts

Posted by (twitter: @YarharALC)
Sunday, April 19th, 2015 11:03 pm

I made a text adventure. I went into this expecting to make a platformer. Here’s how not to fail at life:


  1. Use the IRC chat. It gets lonely, you’ll want to have people to talk to and whine to. Shoutout to Oranebeast for being a great conversationalist.
  2. Not be afraid to change your idea. I didn’t even have a slight iteration, this was an all out shift in category. I barely consider my text adventure a game.
  3. Pick the right music. I was distracted by Stairway to Heaven, yet when I switched to some OC Remix stuff, I picked up the pace.
  4. Take breaks. I watched two episodes of house and a total of forty minutes of streams. Unless you bit off more than you can chew, feel free to spend an appropriate amount of time slacking off.
  5. Use the IRC chat. Redundant. I don’t care. My list, my rules. Most devs are incredibly nice and willing to give criticism on your project.
  6. Spend money. if you cannnnn Don’t roll an all-free setup. Odds are, you’ll get what you pay for. I spent $15 total on my setup (for making video games, not text adventures) and I can assure you that I’d have given up much later if I hadn’t. (If you’re curious, I use PyxelEdit and SunVox iPad. Spent it about two months ago, best $15 I’ve ever spent to my knowledge.)
  7. Use git. If I used Google Drive, I wouldn’t have submitted my game in time. I made a gigantic error, and in two clicks, it was back to normal.


  1. Get distracted. Now I’m contradicting myself. Don’t do anything too distracting. There’s a balance point. Find it. I almost lost myself in TF2. Someone in the IRC saved my ass on that one.
  2. Use Stencyl. Stencyl is a piece of work. I spent eight hours with it and made a confident enough game and thought that I was going to do perfectly when the weekend came. I was sadly mistaken. Oh my god, Stencyl is the worst. I’ll spare the specifics, but let’s just say that unless you want a 256×128 sprite to appear 256×128 in the game, you’re out of luck. Yes, it’s pixel for pixel. If you even dare scale your game, you get the same effect as when you zoom as far as you can using your browser’s default zoom function. I know you can fix this with two hours of trial and error, but those are two hours you can spend on polish and creation.
  3. Try too hard. It’s just a game. Well, your game will be just a game. That’s better? It’s not worth moaning over your mechanics. Just make them better. Smile, watch My Little Pony if that puts you in your happy place. By the end of this, you want to be exhausted, happy, starved, and accomplished.

[Sentendo Team] Progression is important

Posted by
Sunday, April 19th, 2015 6:43 am

Economic Hitman

The player controls a company in its road to become a big corporate. To make this happen you have to buy your competitors to destroy their company after and gain more market share. This is an actual behavior of many corporates and it is represented in the game with cash-bullets you throw to your competitors: you will both damage their budget (energy) and their growth. A negative growth means they will “bleed” their budget with time. Also competitors will fire at you with their coins to damage your growth factor, but you can click on the coins and collect them adquiring more power.


We will not have XP or stuff like that, simply you will level up each X competitors you destroy. We will probably have 5 levels for you ready at the end of the ludum, on the last one you will get a really famous company, try to unlock it (without looking at art assets, cheater! :P).

buuilding progress

[Sentendo Team] Economic Hitman – 1st Update

Posted by
Saturday, April 18th, 2015 12:43 pm

The player controls a Company which can use its money to destroy their Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

Business world resumed in this GIF 😀

 business time

[Sentendo Team] Economic Hitman – Game Design Post

Posted by
Saturday, April 18th, 2015 5:29 am

Hi all,

this is Sentendo team from Barcelona, Spain.

Our game is inspired by a book called “Confessions of an Economic Hitman” (more:

“Economic hit men (EHMs) are highly paid professionals who cheat countries around the globe out of trillions of dollars. They funnel money from the World Bank, the U.S. Agency for International Development (USAID), and other foreign “aid” organizations into the coffers of huge corporations and the pockets of a few wealthy families who control the planet’s natural resources.”


The player controls a Company which can use its money to hit Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

The Goal

Destroy your competitors buying their companies (attacking them with cash bullets) to get more economic power for your company.


game screen

The player controls a company against a growing list of competitors to shoot at. Each company (both the player and the competitors) has 2 elements:

  1. Budget: is the company health and it is useful to attack others
  2. Growth factor: is a % which can be influenced with attacks and determine the increase/decrease of the Budget

The money will grow automatically with time if you have a good growth, otherwise you will start to lose it. Since Growth factor is a percentage, the more money you have the more you will earn with time.

You can attack the competitors clicking on them and fire them with cash bullets (not in the image) to damage their Growth factor. This will be your “unconventional weapon”, and it uses your Budget pool as ammunition. The more attacks the more damages you make to the competitor’s Growth factor, up to its destruction (their Budget reaches zero).

Also competitors attack you influencing your growth factor each X seconds.

  • lose condition: your budget reaches zero.
  • win condition: no one, there is no any Nirvana in the cruel capitalist world, so the game is potentially infinite.

The game will be in HTML5, we are 2 people working at this project right now:

Kostas Karachalios – game design and programming with Phaser framework:

Paolo Gambardella – game design and art (search on Internet for free resources and adapt them)


send us a “good luck” if you read this! 😀


Posted by (twitter: @matnesis)
Friday, April 17th, 2015 6:29 pm


Is this puzzle too hard?

Posted by (twitter: @mbabuskov)
Tuesday, April 7th, 2015 10:27 am

While waiting for next LD I’m making a game in between and I have one logic puzzle in it that I somehow feel is too hard. The game is C++/SDL2 but I made a web version (HTML) of the puzzle to make it easier for you to test.


Can you guys try it out and tell me if it’s too hard or not.

You can play it in your browser here:



Where’d the Time Go?

Posted by (twitter: @timbeaudet)
Monday, March 16th, 2015 2:19 pm


Ludum Dare 31 was an awesome event for me, the Precise Shot compo entry came out great!  Not only did the game come out great, by running the RescueTime application, I was able to breakdown how much time went into development.  The reports clearly show what went well and what could be done better for Ludum Dare 32 and beyond.

  • Sleeping was the single most time consuming activity: 15 hours 29 minutes.
  • Most comfortable with programming, and it shows taking more than 50% development time.
    • Future events I should aim to spread this time on content creation, arts and sounds.
  • Six hours of development efforts on the second day didn’t make it into the final game.
  • 76 minutes spent on twitter, composing 41 tweets.
  • The final hour was spent on the art, sounds and counting effects for the results screen.

Check out the results in more detail below: (click the image to make it larger)


I do work at RescueTime but I know there will be people interested in the data above, and maybe some will be interested in using RescueTime to learn about their own productivity and habits.  You can sign up for an account at: or ask any questions you may have about it.

More post-mortem details about Precise Shot can be found here.

Ludum Deer (mascot)

Posted by (twitter: @sandbaydev)
Saturday, March 14th, 2015 12:31 pm



Ludum Dare has taught me to build small games

Posted by (twitter: @talecrafter)
Thursday, March 12th, 2015 12:10 am

I have a new resolution that goes like the following:
Create a new game every week. Work on it from Monday until the end of the week and upload it somewhere, so other people can play it and give feedback.

I have mostly created small games in the past. At least those that I finished were of smaller scope. Right at the beginning when I took the path of the game developer, I knew that I had to take small steps if I ever wanted to see the light at the end of the tunnel. Still, there were projects where I saw more into them, felt more in tune with, wanted more out of it. What happened was they got a life of their own, they grew, ideas nurtured and attracted other ideas, the scope became bigger. All that without having a clear focus, being on my own and still not having perfected all the different fields of the craft.
On the other hand, I had good success with game jams, Ludum Dare in particular, feeling the rush of adrenaline and getting so much done in such a short timeframe.
Two weeks ago, a new thought entered my mind: What if I could take the timespan of a week, a game idea like from a game jam, but more time to spend on polishing it up and creating some kind of content, and still have some free time left in the week to do some other stuff besides creating games? This is of course no new radical idea, other people have done it before or are doing it. But in every creator’s heart is his/her wish to start the biggest work yet, craft his greatest idea, the magnum opus. I have countless ideas for games that would take years to create.

So it was not easy to give in to the thought of just one small (or even tiny) game every week. But two weeks in, I can feel that this decision was right. I am learning things on the fly, I am motivated at the beginning of the day and I do still have some free time for other stuff.

So, onwards, and to glory. 😉

I will post all my games here:

And would love any feedback on my first one, a short adventure game:

Screenshot_2015-03-08-08-51-27 – Windows, MacOSX, Linux
Google Play Store – Android
Windows Phone Store – Windows Phone

Would also like to talk with you about game making on Twitter:

Soon I will release my first game to google play!

Posted by (twitter: @gillenewnovo)
Sunday, March 8th, 2015 3:07 pm

Hey guys, recently we’re almost release a game for android called Ladyfox, I’m doing this game since 2 weeks ago.
In this game you control a fox and need to collect rabbits and avoid bombs while you falls from the sky. The version that we will launch will be free and will be available on google play in English and Brazil Portuguese languages.

Soon we’ll post more news.

For now here are some images of the game:

Looking for help with a Batch game(Don’t laugh).

Posted by (twitter: @JammyJames123)
Saturday, March 7th, 2015 5:33 am

A while ago(A long while ago), I created a post called, “Noobing with Batch”. I thought I would revisit batch as it was the first scripting language I ever learn’t therefore it holds a “special place” in my heart :).

Anyway, I am creating a text-based strategy game called “TakeOver”. Essentially, you are a leader of an army. You can be a variety of countries(which is why I require help). I would be looking for a variety of people who would be willing to help. But as well as fighting the frontline war. You will be fighting on the homefront, creating laws, ETC.

I suck at art...

So far I only have the menu done, therefore now would be a good time for anyone who wants to make it with me, essentially it’s a blank canvas.

Some things the game features:

  • No campaign(“story mode), the game is completely run off your choices.
  • “Mods”(DLC), that the player can install to modify the game(Add units ETC).
  • Open-source “Code”, so the community can help create their own mods and change the experience to their liking.
  • Music or sound effects in game to add a little “atmosphere”, that Batch doesn’t really have.
  • Resource’s are required to make certain things(For example, you require lead to create ammunition).

Obviously this will take quite a lot of dedication so only do this if you have the time.


Skype: jammy12789
Email: [email protected]

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