Ludum Dare 31 — December 5th-8th, 2014 — Theme: Entire Game on One Screen

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Super Death Grid Of Death (with deadly beats)

by Stending - Jam Entry

*For a best experience, use headphone and rise the volume*
Arrow Keys or AWSD to move
I've added 2 or 3 little details and fixed some bugs after the end of this LudumDare, I hope it's not a problem..
Super death grid of death is a musical die & retry game with lasers, towers and fireballs!!
We tried to make something hard but not impossible, and it's also a tribute to Lachhh's game Just Shapes and Beat. We had lot of fun (and tireness) doing this game and we hope you'll have fun playing it.

PS: We will not refund any damaged keyboards, computers or any other materials that you broke when playing our game.

Here's a video of the normal mode, for those who don't want to finish it :P

Downloads and Links




error031 says ...
Dec 9, 2014 @ 3:27am

It's very atmospheric, loved it!

kraln says ...
Dec 9, 2014 @ 1:14pm

I wish it either 1) wasn't the same pattern every time or 2) I could resume from a checkpoint

Fun, but missing something

oinariman says ...
Dec 9, 2014 @ 1:15pm

Good musical game. I like the menu screen.

stvr says ...
Dec 9, 2014 @ 1:17pm

Really great concept, the rhythm aspect makes the game a lot of fun to play and the concept is executed very well. Great work!

RadStar says ...
Dec 9, 2014 @ 1:17pm

Cool game, reall addicting and theme well used!

vogon101 says ...
Dec 9, 2014 @ 1:18pm


asobitech says ...
Dec 9, 2014 @ 3:03pm

Love Lachhh's stuff.
Nice homage to Just Shapes and Beats.

Sharky says ...
Dec 9, 2014 @ 3:11pm

Stending my friend it says webpage unavailable

Stending says ...
Dec 9, 2014 @ 4:07pm

My host is pretty bad :/
I uploaded a windows version on Mediafire. :)

Code Medicine says ...
Dec 10, 2014 @ 2:41am

Love the concept and dig the game overall. Simple art is great and the mostly black and white gives it a nice clean look. I know this is a musical game but I was wanting some simple sound effects when you slide just to give it a little more emotion to the movement. The game is a good kind of difficult making me want to play it over and over. Great submission!

ruerob says ...
Dec 10, 2014 @ 7:37pm

Very addictive game. I really like it.

Recon says ...
Dec 11, 2014 @ 1:03pm

Very good theme adaptation.
Good job, keep up the good work.

PlonkyDonkey says ...
Dec 11, 2014 @ 1:03pm

I really liked this, everything works nicely together... Great work...

louis.denizet says ...
Dec 13, 2014 @ 8:25am

Very good mood, rythm, rise the volumn and it becomes great :D

ZYXer says ...
Dec 13, 2014 @ 3:49pm

Nice simple graphics and game principle. I really like the interface of the title screen.

Nice sound, too!

Madball says ...
Dec 13, 2014 @ 7:31pm

It's so addicting! Couldn't stop until I completed the normal mode. Maybe sometimes I'll return to complete the hard mode.

I noticed that the game changes to give the best challenge it can at the moment. For me, at first it was a game of skill, but then it became a game of memory. I memorized the best spots to stay in, so I could complete a difficult section with little movement and risk. But at the cannon part, I couldn't find a good spot. Then I realized I can stand in the middle and simply avoid lasers, so I started to use skill, unlike before. The last 1/3 was quite easy for me, only died there once. That make the game need no checkpoints, and the ending makes you enjoy the game instead of feeling frustrated. By the end of the normal mode, you are trained enough. And then the hard mode comes, where you can't memorize and have to use skills. But this time you have them!
However, I have a feeling it's not forethought.

This game is my personal favourite so far, but there is no rating category "Personal attitude", and in standard categories this game isn't a masterpiece. Also, I'm afraid this game isn't suitable for majority because of its difficulty.

Stending says ...
Dec 13, 2014 @ 8:03pm

Madball : Wow, your comment made my day!
You're totally right about the fact that this is a game of memory. At first, I've added a move counter, and the goal was to finish the game in the least amount of movements.
But I decided to make a really hard game instead, asking for some reflexes.
But yeah, there are "security spots", and you can analyse the level to find an optimised path.

I made the hardcore mode 3 hours before the end of the LD, just for fun. It's almost impossible, I can't beat 40%, but it's technically possible :P

I'm really happy that someone loved my game as much, thanks for your comment!

regisRquoi says ...
Dec 14, 2014 @ 3:18am

Just the best use the them I've seen so far. Not best interpretation I would say, but I've seen nobody who used it as good as you.
how you used the theme for your menu is just too cool guys. Great job on that. Most people are just taking the theme as something they have to work with, you used it as an ispiration to make the game even better and that's great.

The game itself is supercool, reactive, nervous, super hard in a cool way. I love it.

Maybe a bit too much "die and retry", for 2 reasons:
The player don't know the mechanics at first, so basically everytime he retries, if there's something new happening he has to die and.. retry. And it can feel unfair so that can be a bad thing.
The game is clearly made to make the player learn the patterns as he plays. (that's kind of good, specially here for the jam. For a real game maybe it would have been cool to have shorter levels that asks more skill than memory).

Mh, even if I like the difficulty of the game, maybe a health system would have been cool?
I think it wouldnt affect the experience for the player, and would have make it easier to reach the end? (and it would fix the "new mechanic" problem I talked about earlier)

I've seen a little bug: I moved between two places while being "attacked" by two "beats" at those places, and the game considered I was nowhere so I didnt die while I should have.

Is this your first musical game guys? Feel really pro.

[didn't finish it, and as I've seen the video, I think I will never even with years of training so I'm gonna talk about what I saw on the video]
I see your level design is even cooler after what I've played, there's some really clever things about "making the player understand where he has to go if he doesnt want to die", really cool.
Also, I see there's some kind of humor on some patterns (the smiley, and that moment when everything on the screen is filled and the last block start to get a thing on it.. Well, 2:10 on the video if you don't understand what I talk about.) and what I like about that humor is that it is based only on the gameplay. I'm really interrested with those things and those were clever.

It would not be good for a first level if it was a real game, and I'd assume that's why it's hard. But omg this on a game jam!? You're insane guys.
Would love to see the hardcore mode =(

Guys who made Bit Trip series can be affraid that you exist. If you make this on a jam, I assume you can do some crazy things with long term projects.
Do you have/use twitter? Should give us a link, if yes (you should have done it within the game! but do it here on your presentation! and twitter), for both your twitter accounts! If you have bigger projects I'd like to know about it! :P (And I might not be the only one)

Oh and I think I just saw you live in france on your LD profile?
Vraiment, un des meilleurs jeux de cette ludum dare! Le contenu est juste fou, je sais pas comment t'as pu faire ça en si peu de temps..


jackrugile says ...
Dec 14, 2014 @ 9:01pm

Hey, just saw your comment on my game, Avoid Rage. I agree that they employ a similar concept, but yours take things many levels further, that blew me away! There so many different variations of difficulty as your game continues.

The matching with the music really brings it all together too. Is that a difficult thing to do in Unity? I only know web tech (html, css, js, canvas), and I have no idea how I'd go about keeping the game loop in sync with the music.

Excellent work on this!

PIXEL^3 says ...
Dec 17, 2014 @ 6:52am

Wow. This is practically shipable. There was one problem I found with it though is that the hitbox on the lasers seem to activate around the time they reach full size instead of when the turn opaque. This is pretty unintuitive as you think they're safe as long as they're transparent.

I could see this being a good game though, add more tracks with accompanied stages and the like.


Stending says ...
Dec 17, 2014 @ 8:06am

Alucard: Hum, when you lose, every enemy on the screen disappear. The disappear animation of the laser is transparent, so you feel like you died on a transparent laser, but trust me, the hitbox activates itself 0.1 seconds after the laser became opaque.

davidB says ...
Dec 18, 2014 @ 11:19am

My brain and my fingers are to slow. Nice game, well polished.

radmars says ...
Dec 19, 2014 @ 1:57am

Awesome concept but it being so unforgiving is frustrating, there are some situations where you just have to memorize what's coming up since you can get stuck with nowhere to go. That might just be my preference though. I'd love to know how exactly you programmed the level to go along with the music; I love rhythm games and I'd love to take a crack at making a proper one someday. Nice work!

SoulGame says ...
Dec 20, 2014 @ 5:39am

Hi there, well done on the solid entry. The game seems pretty much complete and that's a cool thing to see in Ludum. At first I was like "Well it's okay, I avoid stuff" but then things got crazy with the bass drum, red shaking screen, lasers everywhere... It's pretty cool! It feels nice to play, it's challenging, and quite well realized, especially without an artist. I might have a small complaint regarding laser timing and appearance: animation is not that easy to read and it's hard to anticipate when the laser will actually hurt. That got me kill a few time.

SoulGame says ...
Dec 20, 2014 @ 5:52am

Also, I agree with the comment below. It's a legitimate design choice to focus on player memory and his ability to learn the obstacles, but you might want to dig a bit into level design and obstacles and try to make this learning process as clear as possible by removing any possible feeling of injustice.

Finally I forgot to mention how cool it is to have everything bumping along with the music. That's really great.

dunin says ...
Dec 22, 2014 @ 11:33am

nice packaged, stressful, good mood and music, fun game!

GhostBomb says ...
Dec 23, 2014 @ 12:52am

I'm a sucker for rhythm based games like this, but the controls aren't as responsive as I would've liked.

Noah Ratcliff says ...
Dec 23, 2014 @ 12:57am

Super great!

Lynx says ...
Dec 23, 2014 @ 1:11am

Very interesting game concept, it's like Sounddodger + but with a lot more control over the ability to set up precise movements and get the player to move to the beat...although this worked against me as I always waited unit the beat to move which doesn't work with those lasers haha

I like the menu and you give a very unique UI/UX presentation (something I'm hoping to do with mine, which is also a music based game in Unity :D )

Overall I definitely want to see a Post-Jam version of this very soon!

Erhune says ...
Dec 23, 2014 @ 10:06am

Very nice and polished, and the "feel" on the music is really good! (and the music itself very nice!)

TyrusPeace says ...
Dec 27, 2014 @ 8:35pm

Very cool! I wish there was some sort of way to continue from where you were last hit, because it gets so much cooler after the first 20% are beaten and playing through that first bit over and over is pretty slow in comparison. I get "perfecting" the level being an awesome goal to have, but checkpoints, or even allowing the user to get hit a couple times before forcing them to restart could help out a lot of the scrubs like me ;).

Excellent presentation, music, and gameplay! I really like this.

Dec 28, 2014 @ 11:06am

Very cool and polished, good job.

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