Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Ludum Dare #35 Progress so far for Second Hand Frankie’s Revenge

Posted by
4 days ago | September 20th, 2016 12:09 pm

Hi all awesome devs,

I would like to show you the progress we have done since April with our submitted game called Second Hand: Frankie’s Revenge, we have prepared a gameplay trailer for a competition that we were chosen to compete for the Indie Pitch next Monday-Tuesday in Bucharest, Romania. Without further delay I present you our work:

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My First MiniLD70

Posted by
4 days ago | 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 :

1 2 3 4


My Page For Game :

Ludum Dare 36 Postmortem

Posted by
5 days ago | September 19th, 2016 4:03 pm


Heya! Welcome to our Ludum Dare 36 post mortem (better late than never!).

Unlike my previous postmortems, I will not be dividing this one into days because of how differently this Ludum Dare went down. Instead I will try to analyze what happened, and explain why it happened.

In case you haven’t already seen, we didn’t finish a game on time. So what happened?

We initially set up in a studio apartment along with two other teams – one of them being our friends SUNFURY! And let me tell you – the atmosphere at that place was incredible. People were stoked about making videogames, talking about various design and mechanical concepts, discussing engines – it really was amazing. And this entire Ludum Dare was worth it just for the vibe we had here, but more on that later. We went to sleep pretty early.


We had an idea right off the bat of day 1 – a game about using an old clam-type cell phone (get it? it’s ancient technology) with special powers to fight off mobs of enemies.

The main mechanic would be that you would have to use the numeric keypad on your keyboard to dial numbers for different weapons and powerups, and upgrade them in-between stages.

We all really liked the idea and got straight to work, but after a bunch of hours we realized we couldn’t find a way to keep the game “interesting” so to say – constantly redialing the same numbers for the most powerful powers seemed boring to play with, and randomizing the numbers each time would just make the mechanic a tedious task for the player – so pretty late into the day, we dropped the idea.

Still not losing motivation, we sat down and tried to think of new game ideas. It took us another full hour of iterating various ideas to come up with one we all liked. The basic premise was to play an explorer in an apocalyptic desert-themed wasteland, using your hacking abilities to revive long-ago-deactivated robots to fight for you as you traverse the landscape.


The first problem we ran into was the feel of the game. Originally, both Itamar and I immediately envisioned the main character as being mysterious and somewhat sinister, playing like an evil overlord of some sort, but Mati didn’t see the game that way, and tried other designs which we just couldn’t agree on. This lead to Mati and Itamar working on just the main character’s design (in an attempt to define how the game would feel) for the rest of the day.

Meanwhlie, I was struggling with the code. For the past few months, GameMaker has been giving me nothing but headaches and this time wasn’t different. I felt like I was fighting the engine just to make a simple top-down Hyper Light Drifter-like movement system. From here on out I felt my motivation slowly die out and my doubts rise.

We did have something to look at at the end of the day, but I wasn’t satisfied with it at all. It felt clunky and sorta thrown-together, making me really doubt my work.

The second day didn’t go much different for me, although it did go pretty well for Mati and Itamar, and the guys at SUNFURY. I kept struggling with GameMaker and making extremely slow progress.

At this point I felt like I had lost all motivation – I couldn’t see this game being finished on time. In the end, I’m willing to admit it was I who dragged us down and caused us to not finish on time. After struggling so much with engine, I just felt like I couldn’t work properly anymore – and starting a new game would be insane right now.


But we still tried; going into a “team meeting”, we talked about what can we do now. We tried to think of new game ideas – and some of them even sounded cool – but it would just be impossible to make anything enjoyable or actually good-looking in just one day (and the few hours we had left). We went on a long walk to try to get me motivated again, and for a while it  worked, but I just found myself in the same no-motivation predicament an hour later.

The last day was the most draining for me, as I found myself, for the first time in my life, actually disliking the task of writing code. It was horrible.

Meanwhile Mati and Itamar had already finished a plethora of awesome art assets:


And Jason had made two incredible music tracks along with a bunch of professional-level sound effects for the game. (it’s really high quality stuff!! go listen to it in the prototype)

All of this just made me feel worse – I really felt like I was bringing the entire team down. Mixed with some other messes in my life, this was set to be a really shitty experience.

But then, we had a team talk.

Mati and Itamar talked to me, not about the game. but about how I feel. They told me people sometimes screw up. They told me it’s okay. They told me they had fun. And heck, aside from failing the Dare, I had a ton of fun myself. We cooked our own food, we made a ton of jokes, we talked to amazing people, everything about this Ludum Dare was just great. Why was I feeling so bad?

It took me a while to understand it, but I guess Ludum Dare isn’t just about making a game. It’s about getting together and facing challenges with friends. Sometimes we fail. Sometimes life’s not so fun. Everyone has crises. Everybody falls. What’s important is to keep moving – and we do that by surrounding ourselves with people we can love and trust, people who know what it’s like to fall.

Thanks guys.

Mati and Itamar convinced me to upload the unfinished prototype, even though I felt ashamed of it. Now it’s on display on our Ludum Dare profile, along with our other, more complete games. And I don’t regret it one bit. It wasn’t about the game this time around – it was about the experience!

HUPA HUPA_strip9

Overall? This Ludum Dare was absolutely amazing. Yeah, I didn’t make a game, and I failed my favorite challenge, but I got together with friends. And hell, SUNFURY (Rom and Tom) made and finished their own game, and it came out awesome!!

Lessons learned:

  1. Everybody fails sometimes, we just gotta learn to move forward.
  2. Use Unity.


That’s it! Sorry if this got a little bit emotional – I waited with this postmortem so I could rest a bit and then openly write about how I felt.



Play the prototype here



Play SUNFURY’s (Pulleyrope) game here

Until next time.

– Lonebot ♥

Last call to play Alquimancer… Tku 4 playing and feedback!

Posted by (twitter: @@vicious_br)
5 days ago | September 19th, 2016 7:10 am

If you have not played Alquimancer this is the time to play a 80’s experience in a post-apocalyptic world.

Manipulate materials for creating precarious technology at your Age.


Inside a post-apocalyptic world dominated by machines, what remained was his alchemists skills to create, at least, ancient technology.

I want to thank everyone who played and feedback my game. I’m already making changes in the game and adapting it to mobile. Two directions I think is the most appropriate for the mechanics of the game.

I was a little disappointed with the assessment system but it was fantastic experience with the “Feedback Friend”. As I am not fluent in English, I felt limited in helping some friends in their games, but hopefully fix this problem for the next events.

And if anyone still want to download the soundtrack, here:


This seem familiar?

Posted by
6 days ago | September 18th, 2016 9:32 pm

A little while ago, i posted this

So, this time I decided I would be a little more secretive, cuz it’s fun teasing people 😛

Anyways, here’s a preview of my actual game, that i FINALLY started coding. I’ve been kinda lazy/tired lately, so not much is getting done. And for this game, I had to figure-out how to do some new things, which all involve HTML5 ImageData objects before even THINKING of making a game… fun stuff!


Guild Inc timelapse

Posted by
7 days ago | September 18th, 2016 12:40 am

Invitation to playtest my mobile civlike turn-based strategy

Posted by (twitter: @GameGems)
7 days ago | September 17th, 2016 6:01 pm

icon_512 Civilization Builder is ready for the first test:

In this version you’ll be able to expand, explore, exploit and fight with enemies and rebels using your diplomatic power.

You are welcome to share your thoughts and suggestions

“Allan” on Steam GreenLight

Posted by
7 days ago | September 17th, 2016 8:51 am

It is with a great motivation that we are trying to put our LD36 game on Steam.
“Allan” is the first game made by one of us (Hanged Bunny Studio) during a Ludum Dare that we really want to continue.

This is our greenlight

Allan is a dark action and adventure game where you incarnate a wizard trying to find an ancien and mythical technology.
We are programming a complete quest, with several dungeons and a story around the original pitch.

It features an original view with lights, shadows and a “deep view”.
Its universe is the one developped in “The Derision”, a role playing game book we have written several years ago.

Please, help us to push it far! = D

The Get Up 1.0 with VR and more!

Posted by
7 days ago | September 17th, 2016 7:20 am

The 1.0 of The Get Up is released, check out the video:

Now also on Gamejolt:

Here is whats new versus the original jam version:

  • Sounds
  • Fully fledged VR mode
  • Slaves actually push things now (also butt pushing)
  • Physic simulated palms (Drag out for wood)
  • Destructible vases (The water has purpose)
  • Several obstacles
  • More variations in spawning (front, behind, above)
  • Music
  • Menu with options
  • Improved Physics
  • Actual difficulty increase
  • Fixed stones not touching each other slowing it down heavily


Posted by
8 days ago | September 17th, 2016 1:57 am

 We participate in this ludumdare 36 and we created a game about being a medieval blacksmith!

(Because everyone someday already wanted to be a medieval blacksmith (yes, i know))




You are a slave blacksmith in the middle-ages, you need to make the best swords in order to survive.













TVGS Let’s Rescue Ludum Dare 36 stream starts now!

Posted by (twitter: @OmiyaGames)
8 days ago | September 16th, 2016 5:59 pm

Our stream at starts now! This time, we will be rescuing games listed under the Ludum Dare Feedback Friends list that needs one more comment! So let’s have fun, and rescue Ludum Dare 36!

Our LD game launched on Steam!

Posted by (twitter: @ampersandbear)
8 days ago | September 16th, 2016 1:36 pm

Hello, folks! My name’s Nick and I’m one of those two guys who made Don’t Crawl. Do you remember it? The game was originally made for Ludum Dare 33 (theme was “You are the Monster”), and over a year reworked into a full-scale Steam release, complete with matchmaking, map editor, and Steam Workshop support for sharing maps. (2)

Initially, I just wanted to see how would the general idea of Powerhoof’s Crawl work in a classical platformer – I wasn’t even intending to make a “complete” game. It seemed to work pretty fine, we were even approached by someone to potentially release a more polished version of the game for their platform. Fortunately or unfortunately, that deal didn’t work out, but this suggested that the game has potential, so we continued working on it. And now, a year after the initial release, the game is on Steam!

Huge thanks to the LD crew and local community! You made all that possible!

About Flashing Lights in Games

Posted by (twitter: @@sams_ink)
8 days ago | September 16th, 2016 10:03 am


I have been wondering about putting a sign concerning photosensitive people (that suffer from epilepsy) before playing my Ludum Dare #36 entry. Although I wrote in the description about this concern, we all know, generally player don’t read the description before playing so I wanted to make sure they don’t play without passing this message first. Although this concerns a very small percentage of a very small game… that’s all it takes.

So, this is what I came up with.

Artefact-O 36 - Warning
Here’s my entry: Artefact-O 36

I would like to know what you think. Does it pass that message right?
Is there a standard message I should use?

Crystal Skull is a part of Interactive Horror Stories

Posted by
8 days ago | September 16th, 2016 7:40 am


Maybe (a low possibility) you had seen Crystal Skull. It is a Ludum Dare 36 entry and a text horror game. Now I released Interactive Horror Stories for mobile platforms and Windows 8.1/10, it has 4 stories inside, including Crystal Skull.

Crystal Skull is an interactive horror story in the style of Choose Your Own Adventure. You make choices and they bring you to different endings.

You are a king who is loved by his people. You have a serious problem, though. Your only child, Juliana, has an incurable disease and she is dying. You hear about a crystal skull which can cure illnesses and make people have visions. It is brought to your palace from the continent of America, but your man warns you that the skull might be cursed.

Now you have a chance to play it on your mobile device! (Android, iOS, Windows Phone 8.1/10)


MiniLD #69 Compilation Video Series & Article

Posted by (twitter: @Jupiter_Hadley)
8 days ago | September 16th, 2016 7:32 am

I have played all of the games entered in the MiniLD #69 in my video compilation series and wrote an article about my favorites here!

Switchboard Heights (More Operator Shenanigans)

Posted by
9 days ago | September 15th, 2016 10:13 pm
Switchboard Heights

Switchboard Heights is a unique operator and puzzle-platformer blend, and it’s gotten quite the reception!

There have been a lot of operator games this LD.  In fact, here is a list of the ones I’ve found:

Hello Hello

One-Armed Operator

Switchboard Operator

The Operator (ForeignGuyMike)

The Operator (Gipzo)

The Switch – Worker


Recently, I added an operator edition to my LD game, Blunderbuss, but I decided that I wanted to torture enrich the LD community by making yet another operator game, Switchboard Heights.  It is a unique take on the operator genre, a puzzle-platformer with pieces that you can rearrange.  I made it from scratch over the last few days for some reason, probably because I have no life love making games and felt really motivated.  You can play it here, or you can just play one of the 1910 entries actually entered in the LD.

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