Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

chromenopePSA: As of Chrome 42 (Released April 14th), NPAPI plugins are disabled by default! That means Unity Player, Java, and Silverlight games will not work in the Chrome browser! That said, Flash in the Chrome browser continues to work fine (PPAPI).

To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

To Players: A workaround is to enable NPAPI plugins in your Chrome settings. Click or Copy+Paste this URL in to a tab:


As of September 2015 however, this option will no longer be available.

Other browsers (Firefox, Internet Explorer, Safari) and Flash are unaffected, but FWIW there is no Unity Player or Silverlight for Linux.X

Back to Browse Entries

Yum Kaax Relic

by VividReality - Jam Entry

Yum Kaax Relic

When you are adventuring in the jungle, you find a temple.

What lies beyond? Go take look for yourself.


To run this game you need to install love from

Walk: [WASD]
Look: [Mouse]
Use Item: [Left Mouse Button]
Interact: [E]
Menu: [Escape]

We're still working on improving the game, if you go to my website you'll find a download for the post-jam version.

Known issues:

- Delete savefile function isn't fully implemented (I ran short on time)
- Collision detection is off for walls (some plants have a very large hitbox)


Programming: Binaryan Orkandyke a.k.a VividReality
Art: Solsforest
Music / SFX: Ran Schonewille
Moral Support: Josefnpat

Downloads and Links




Matt Tuttle says ...
Apr 21, 2015 @ 3:02am

This was a lot of fun! The opening scene with the monkey made me laugh as well as dropping bananas on the floor. Really clever use of different "weapons" in the game and each one had a unique way of using it. Great job!

josefnpat says ...
Apr 21, 2015 @ 4:05am

This is a great example of fantastic level design. Top-notch!

The art and music are really well done as well! Great great great job!

If I had to say something, I'd say it needed wall hugging, but that doesn't affect my overall rating!

VividReality says ...
Apr 21, 2015 @ 4:50am

@Math Tuttle, Thanks! I am glad you had fun. We had a lot of fun making the game, but it's even better when others enjoy it!

@josefnpat: Aww, I feel flattered.

Apr 21, 2015 @ 5:56am

I couldn't help but expect the WASD controls to be direction-relative.

VividReality says ...
Apr 21, 2015 @ 6:04am

@little_polygon, it used to be from the start, but it didn't feel right.

bpleonvong says ...
Apr 21, 2015 @ 6:43am

That monkey, the monster on every level was pretty easy to beat. Pretty cool game though, nice tutorial levels.

broknecho says ...
Apr 21, 2015 @ 7:04am

Great job! Lots of content there for such a short time. Fun game! Well done!

bradur says ...
Apr 21, 2015 @ 7:33am

Great music, sfx, graphics.
Very good level design, I never felt frustrated about what do do. It was tutorial-like, but not in a boring way.
Well done!

VividReality says ...
Apr 21, 2015 @ 9:51am

Thanks for all the nice comments! @bpleonvong, yeah we noticed, actually. What we're concidering is to remove health completely and have the player one hit killed. Or at least in a seperate rogue-like-ish mode.

Apr 21, 2015 @ 12:00pm

Oh man... It was so funny when the monkie comes in the start. "Oh a monkey, ill kill it"..."WTF GIVE IT BACK YOU!"..."Oh... fudge"

It was a great setup for the reason to use the "unconventional weapons". I am impressed by the complexity of them, just the fact that it is plural, multiple different ways to kill the super bear is awesome. The game just feels very content rich, which is rare in a gamejam-game.

The visuals are nice and coherent, the audio is also great!

This feels like a Snes game, very well done!

VividReality says ...
Apr 21, 2015 @ 12:25pm

@Windmill Games, Oh wow, thank you so much! That is a really flattering comment. Thanks <3

squirrelbot says ...
Apr 21, 2015 @ 9:09pm

Art and music are great. Collision is a bit strange.

For some reason the game decided to play on my second monitor. Using Windows 64 bit.

Apr 21, 2015 @ 9:13pm

Wow, that game wasn't bad at all. I like how all the different unconventional weapons played out :)

Logicon says ...
Apr 21, 2015 @ 9:14pm

Good job :D

Headmade says ...
Apr 21, 2015 @ 9:17pm

Very fun game! I played it through and that really means something :)
This bloody monkey though...

Fabraz says ...
Apr 21, 2015 @ 10:32pm

Very cool surroundings!

Red_Fan games says ...
Apr 21, 2015 @ 10:32pm

The level design is 9/10 really good top down game.

masterboth says ...
Apr 22, 2015 @ 1:11am

Nice adventure game it sure was fun! You guy sure did add a lot of mechanics in, it kept the experience fresh and I also liked the art style. Nice work!

VividReality says ...
Apr 22, 2015 @ 5:45am

Thanks for all the lovely comments :) Really appreciate it!

GlowingSnail says ...
Apr 22, 2015 @ 3:30pm

Initially, I thought the banana would just stun, and that I had to find another way to actually kill the bear or escape. And so I was about to give up, until I read the comments.

It's a bit confusing that the room the stair leads to depends on your progress, and not which stair you take.

The save/load interface, while clever, is too unusual. Maybe for a longer game it'd do, but here, first time I saw it, I thought it meant "Press slash to save", and wondered if the DEL writing on the detonator meant the del key or was a decoration. When I used E on the detonator and heard a sound, I wondered where a wall had been blown up. It's only after dying to the second bear, retrying, and noticing the skipping of first bear that I understood.

It bothers me that the character is walking backward or sideway most of the times. Usually I like such control scheme where you move with keyboard and aim with the mouse, but here, I wish there was some code to make it face where it's going and only turn to mouse pointer when firing (I guess with some after delay since firing can take only a frame). Thought I understand it would complicate the code a fair bit.

As with half the entries in LD, I wish you'd have added arrow key support (I have an AZERTY keyboard!!), but at least, for löve projects, I can add them myself.

I can't help but only list only negatives, but it was actually a nice entry. The graphics are cute, effort was taken to follow the theme, the game is polished and feels whole.

How did you even create the monkey cry?

Apr 22, 2015 @ 8:08pm

I just wanted to let you know that your game made it into my list of top 10 games for LD32!

VividReality says ...
Apr 22, 2015 @ 8:32pm

Thanks! :D

sorlok says ...
Apr 24, 2015 @ 12:19pm

Really nice mechanic, and creative use of various non-weapons. The path-finding (of the enemies) was pretty good too! Some of the hit detection (picking up stuff) was a little hard to grasp; maybe flash the objects you can interact with when you get close enough? Great game!

rzfmzn says ...
Apr 24, 2015 @ 1:07pm

took me a while to see that the banana would kill a bear :P
great game, played to the end :)

VividReality says ...
Apr 24, 2015 @ 3:01pm

Thanks for the lovely comments :)

SiENcE says ...
Apr 25, 2015 @ 1:11pm

Huge game and very nice art direction. Also the great leveldesign. Adding the tips directly into the game is a choice i also prefer.

VividReality says ...
Apr 25, 2015 @ 3:47pm

@SiENce Thanks! I also feel that it's way prettier when tutorials fit seemlessly in the environment of a game.

Andy Gainey says ...
Apr 28, 2015 @ 9:50pm

The mouse look being entirely independent of WASD movement direction felt unconventional, but I was able to mostly get used to it. The lack of wall slide, especially against foliage, was less easy to adapt to. (It might have just been a high degree of wall friction, but the result was the same.)

Made it past one bear with the bananas, though I wasn't sure how non-thrown bananas caused damage. Nor did I have any clue at first if I was actually making progress against the bear, or if I was simply stunning him, and he'd always wake back up and attack. A health meter, or maybe at least some audibly changing indicator might have helped with that. But I stuck with the banana approach and then saw that he poofed out of existence.

Also damaged a second bear using an angry radish. It was convenient to have had a room where I could grow the radishes with water, so I at least knew that mechanic, but it took getting to the next room with the bear to have any clue what the point of watering radishes was. I was hoping they'd give me health, because I lost a lot experimenting with that first bear. Ultimately, I failed to defeat the bear with the radish because the only source of water was very inconveniently located in a dead-end. If it had been in a loop, I would have had a better opportunity to experiment.

nihilaleph says ...
Apr 29, 2015 @ 12:43am

Great job! Awesome art and music! I was a bit lost in the beginning though.. I thought the banana only stunned the beast, and don't quite understand what the detonator is for xp

VividReality says ...
Apr 29, 2015 @ 12:20pm

@Andy Gainy, Collision (especially foilage) is a known issue. We tried to make as much tutorials as possible, if it really seems necessary to make a health bar, we'll do that.

The biting plants level isn't that difficult to complete, but then again, you aren't supposed to finish this game in one go either, it's supposed to be a puzzle.

@nihilaleph: Thanks for the compliment :) Regarding the stunning, we get that a lot, maybe we should make it more clear that it also hurts the beast. The detonator is for deleting your savefile, but it's a known issue that it doesn't work.

ohsqueezy says ...
May 9, 2015 @ 4:45pm

The matador style badger fights are great

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]