Ludum Dare 31
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!


When Snowmen Attack – Postmortem

Posted by (twitter: @rantt_)
13 hours ago | December 18th, 2014 8:14 pm

This is the postmortem for my LD31 entry “When Snowmen Attack”.

Play it here

When Snowmen Attack

I’m pretty happy with how my game turned out. This was my second ludum dare and I wanted to make sure I improved in the areas that didn’t go so well the first time around.

What Went Right

Time management

I took the first night to figure out what I was going to do and then started Saturday morning. I spent Saturday getting the majority of the mechanics working and spent Sunday finalizing the mechanics, cleaning up my sprites and writing the music. I was able to finish the game in the 48hrs (although just barely).


I spent a lot more time on my graphics (probably more than I should have), and it’s one of the things that people seamed to like. I also used placeholder art (which I hadn’t done before) during development so I could get the mechanics working earlier and give me more time to spend tweaking my sprites later. This helped me decide which actions I was going to use so I didn’t draw out any art I wouldn’t need.

Player Character from LD30

Player Character from LD31


Not overly complicated but it played well, and in most of the feedback people said they enjoyed it. I think I did pretty good at introducing new enemies and having the difficulty ramp up at a decent pace.


I liked watching ones that other people had posted last year and really wanted to do one this time around. I think it came out alright, although I made a lot of mistakes. Next time I’d probably cut more of the boring stuff out and put up more messages for what I’m doing so it’s not so confusing. Also, I did almost all of my sprite work on my iPad using SpriteSomething, so there are a lot of periods where my screen just sits there until I import the sprites in. So lots to improve on for next time, but I’m still glad I did it.

What Went Wrong


Yeah, I know I put this in what went right as well…lol. I’m still learning so I made some mistakes like not keeping my pixel ratio consistent among all my sprites, this was probably the biggest complaint about my art.

Too Short

Another complaint was that the game wasn’t very long. I did most of my play testing on Sunday and I didn’t want to add waves I hadn’t balanced so I kept the game to only 10 waves.


I think I did a better job on this in my last ludum dare. I’m not completely happy with the music. I feel I rushed it and I think it shows, reviews were kind of mixed some people liked it some didn’t.

For Next Time

I’d like to stream my development next time. I really wanted to this time but I was afraid it would be distracting and in the end opted to not take on that additional stress.

Think I might join a team and do a jam entry .  I’ve only ever designed games on my own, so working as part of a team would be cool.

Thanks Guys!

Thanks to everyone who commented/rated my game, your feedback has been really helpful.  I’m working on implementing your suggestions in my post comp version which I hope to post soon.  See you all again next time :)

Timelapse + Snowman Face Tutorial

Posted by (twitter: @@benjamin_soule_)
15 hours ago | December 18th, 2014 5:56 pm

I made a timelapse for Snowball Juggling Olympio my LD31 Entry :

I had to reboot my project 6h after the start. My initial idea was some sort of shooter arena with a very small ship and a very big arena :D
The black screen sequences are my actual sleep time, it was pretty short on this jam… Not sure if it was a good thing or not.

Snowman face animation

snowmanBecause some people asked me to, I also made a small tutorial to explain the snowman face animation. I’m not very good at making tutorial, but I’ll try.

The syntax used is haxe.

In this exemple the face will follow the mouse position in the screen.

WIDTH and HEIGHT are the game size.
RAY is the head ray.
mx and my are the mouse screen position transformed into a value from -1 to 1.
elements is a list of the face elements such as the eyes, nose, mouth etc. They all have a dx & dy offset between -1 and 1 to represent their position on the face.

var mx = (mouseX / WIDTH) * 2 - 1;
var my = (mouseY / HEIGHT) * 2 - 1;

for ( e in elements ) {
var cx = mx + e.dx;
var cy = my + e.dy;
var ddx = Math.cos( 1.57 * cx - 1.57 );
var ddy = Math.cos( 1.57 * cy - 1.57 );
e.x = ddx * RAY;
e.y = ddy * RAY;

var angle = Math.atan2(my, mx);
var dist = Math.sqrt(mx * mx + my * my);
nose.rotation = angle / 0.0174;
nose.scaleX = dist;

tuto_2The nose element have a specific code to change his shape depending on the angle and the distance of the mouse to the center of the screen.
On the image you can see the nose also have a base element with no transformation so it can keep a round shape at the base. this element also add a small shadow using the DARKEN flash blendmode.

The use of the cosinus function make the linear values of mx and my become curved values. ddx and ddy are still between -1 and 1 but their value tends to stick to -1 and 1 more quickly. This is where the fake round face feeling happen.

This is not a 3D projection and, therefore, far from accurate especially with diagonals. In my case I had to mask my face elements so they dont leave the face area. You can see more details in the source code of my game.

Ah, getting through those Post comp items

Posted by (twitter: @aaronjbaptiste)
15 hours ago | December 18th, 2014 5:50 pm

Spent the last 2 days working on a whole new Shopping mechanic for my ld31 game TMO – Tiny Multiplayer Online, a game where you play as a game designer of an MMO RPG.

Progress is good! No update to the post comp link just yet though. Checklist:

Screen Shot 2014-12-19 at 00.39.39

If you have a cool idea that you think will fit into an MMO city builder type game lemme know!



Posted by
17 hours ago | December 18th, 2014 3:49 pm

“rogodo” is now available on Android and Amazon Fire.


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please, vote for our game.

Mini Minotaur Touch

Posted by (twitter: @locofilm)
17 hours ago | December 18th, 2014 3:40 pm

Click here to play Mini Minotaur via the browser or windows exe

There’s been some really fantastic feedback for Mini Minotaur and I wanted to thank everyone who’s played and taken their time to write a comment. It has really inspired me to continue working on this. This past week I have been working on adding touch controls, there’s still some work to go, if I plan to release this on mobile/tablet the touch controls have to be totally solid, but I’m going in the right direction.

Instead of moving with WASD, you simple click on the arrows to travel through doors into the next room.

Instead of moving with WASD, you simple click on the arrows to travel through doors into the next room.

Alongside that I’ve also improved the minotaur’s pathfinding and a brand new trailer! Check it out:

 Click here to play Mini Minotaur via the browser or windows exe

Posted by
18 hours ago | December 18th, 2014 3:24 pm

taken from my blog at


On the 5th December I took part in the Ludum Dare 72 Hour Jam. The theme this time was ‘Entire Game on one screen’. In the earlier voting rounds the theme of ‘Snowman’ had been popular and we spent Friday night up to the announcement looking for ideas based around this. Then at 02:00 Saturday morning the theme was revealed and we had to come up with another idea. After sleeping on it, it was decided to do a Beat ‘em up style game of children against Snowmen (I had found some pictures on Pinterest which we really liked and wanted to use in the game)

I was joining @Garethiw and @gredgie, The plan was that I would come up with the sound and other areas that were normally rushed near the end of their previous Jams. As Eddie Izzard put it  when talking about his Clarinet playing in a band, I would be doing ‘the bits that were left over’.

So we had a theme and off we went. Garethiw wrote all of the game code in Unity and Gredgie created the graphics, while I came up with sound effects, some of the UI and the bodycount scoreboard scripts. Our work was committed to Github which seemed to work well apart from some issues with prefabs.

I had great fun over the weekend especially when creating the voices for some of the creatures in the game. As with my previous entry I marvel at the ability of my friends and that they let me join them.

Play and rate our game

Gameplay footage:


Dino Dash is now a REAL handheld! Sort of.

Posted by (twitter: @Mechatodzilla)
18 hours ago | December 18th, 2014 2:31 pm

Hey all. Just wanted to mention you can try my LD31 entry on the go with the Dino Dash: Rex’s Run mobile edition! Come to think of it, this turns it into a real handheld game.

Dino Dash Screen

This goes out to a buddy of mine who wanted to try the game but couldn’t easily get to a computer. The Phaser library made it easy! Anyway, feel free to hit the Mobile link on my entry page to try it out. Enjoy!

Touch left side of screen to jump
right side to do downward bite attack.

Mr Litso Kaplan [post mortem – RIP]

Posted by
19 hours ago | December 18th, 2014 2:08 pm

Hey gamedevs!

We’re LasagneGames a small team of 2 x Game Designers and 1 x Coder who love Ludum Dare, and how does it repay us?

With the theme ‘Entire Game On One Screen‘!!

Actually it wasn’t so bad, and we’ve learnt that a theme that you’re not too keen on can really challenge you to go out of your comfort zone a little and try something new.

With that in mind our brainstorming session began and after a few ideas, we settled on a game where you control the facial expressions of this guy called Mr Litso Kaplan and help him through various social situations by using the keyboard to pull the correct expression.

Mr Kaplan: up and running!

Mr Kaplan: up and running!

We thought it would be a simple idea to start prototyping with, and see whether there was any fun locked away in there.

The Good

Compared to other LD jams, we were actually all in the same room, we’re split between San Marino and London, so we normally do things over Skype. So this time was definitely way cooler!

We got set up fairly quickly and then threw ourselves in to the content side of things. I spent my ‘free-time’ thinking about how to best submit and score expressions. I tried a few things and decided a rhythm game style input would be worth exploring. The default setting was to either submit by checking the keys were correct, or progressing the player after the timer ran out if they didn’t get the right combo.

In the end, I thought it would be a cool mini game to break up the stages a bit, so stuck it in anywhere I could. ;-)

Rhythm game - oh yeah!

Rhythm game – oh yeah!

The Bad

In the end, it turns out that the last 3-4 hours coding is worth approximately 20 mins of proper non-exhausted-red-eyed coding. In the end, all I did was keep breaking the game and not having the mental capacity to know what I was actually trying to do, and how to fix the bugs other than hacking at the code like an axe to a silver birch!!

Also, I ignored all calls from my team mates to add a submit button so that the dialogue wouldn’t skip through if you were still holding the keys down. Plus, based on feedback in the comments, what was with the rhythm game?! It was unanimous that it didn’t fit in to our game mechanic, and my inability to ‘let it go son!’ meant it reflected bad on our game overall.

So, for the next jam, LISTEN TO YOUR TEAM MATES!!! Let them do their thing, and get on with your thing, based on the awesome suggestion they just shouted to you from across the room! :-)

At the moment, we’re working on the post-jam version, Mr Kaplan is now the submission it should have been! From this point on it’ll be polish, get some good artwork (we have a great illustrator doing the line work), and expand the levels with more dialogue.


The post jam version

If you want to check out our POST JAM version you can see it progress as the game evolves.

Until next time, see you all in three months (well in 11 days when I check the results…) Good luck, and thanks to all those who voted and commented!!

Holy crud.

19 hours ago | December 18th, 2014 1:58 pm

Holy crud. Laundry Day has 50 votes. That’s 50 more votes than I expected.


This is genuinely unexpected from us. When we were brainstorming on the theme, we were joking that we should make an entire game on one (lint) screen, which was how Laundry Day came to be. A huge advantage of making a joke game in a team settings is that we can easily laugh off negative comments, and feel accomplished when a positive comment rolls in. I personally didn’t expect any comments to come in, let alone positive ones, since it’s, well, Laundry Day. But it has, and it’s wonderful.

I mean, check this Let’s Play out:

It’s perfect. It’s everything we imagined would happen in one single Youtube video. This and all the comments in the Ludum Dare page puts tears in my eyes (although I haven’t figured out whether it’s from laughter or how moved I am).

I’ve got to give my thanks to all of you who’ve played the game, and our entire team. Credit goes to

  • dreamlogician for his talent to design addicting games;
  • Brightstar for his hilarious text messages;
  • Ampera for all the trinket ideas (and a “sad feeling”);
  • Chase Bethea for all sound effects;
  • TWTdip for all the great artworks (meshed-in with horrible programmer art);
  • Binary Takeover for a “sad feeling” art;
  • and DNA Experiment for the “hybrid cat” art.

I simply worked on programming and balancing. And procrastinating. And complaining about Construct 2’s 100 event limit. You can see all that and more in the timelapse below:

Failure at all levels. [POST-MORTEM…?]

Posted by (twitter: @Yanthir)
19 hours ago | December 18th, 2014 1:42 pm

I failed this year. Horribly. On every possible aspect. I ran the engine and stared at the screen thinking “What the hay am I supposed to do?”. My eyes went back and forth between the theme and my code. I was confused. Then I decided to close Code::Blocks and open paint to design how the game could look. I’ve had a few ideas of which none were good. At this point I started to panic. Then it turned out I have to visit my grandma since it was her name-day the day before. I surrendered, the theme won. I’m ashamed of myself. But hey! I started to do some finicky art and got my onw style, so I’ve got that going for me, which is nice.

Here, have a sample:

Click the image for the right resolution.



Why I never took part in this Ludum Dare…

Posted by (twitter: @theupgradezone)
20 hours ago | December 18th, 2014 1:09 pm



MS paint



But as a side project I am making a game fit for Steam. So I have that going for me. Which is nice.

Warning: Something eat you !!!

Posted by (twitter: @molecats)
21 hours ago | December 18th, 2014 12:27 pm


ENTRY | Postmortem | All Making-of Posts

Hi there! We continue our Visibility Zero making-of posts. Now we will talk about “Something” :)

We have a few environment enemy:

  • Hot Lava Spots
  • Deadly Pitfalls
  • Mysterious Creature Swarm

If talk about Lava Spots and Pitfalls it’s simple mechanics, sphere collider and below Y-cord Instant Death.

So we’ll talk about Mysterious Creature Swarm. In our game we wanted to add something mysterious to killing you, but it should not be instant death was, but rather slow.

And we came up with to use a system of particles Boids. You do not see it at first but if you walk they will eat like piranhas but slowly.




Boids Algorithm based on

flocking in nature


So each Creature is affected by 3 base forses:

  • cohesion
  • separation + collisionAvoidance
  • alignmentForce

But for our game we also add Powerful Force is Player, *** SPOLER *** so when player not near Green Stellar they attack him *** SPOLER ***.


1000 particles – boids

You can find in internet many cool examples how to create and use boids and draw in one Unity draw call, do many Meshes and update it.

This simple idea add awesome experience when people die trying escape from Something and fall into Pitfalls


Play and Rate

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