Ludum Dare 33
The Theme is:
You are the Monster


Judging Ends in
3 weeks of Playing and Rating games!

We Are Monster

Posted by (twitter: @joshdbb)
1 day ago | August 31st, 2015 10:12 am

We Are Monster

This is my Entry: We Are Monster

I had purposefully not explained the mechanics of the game as I had hoped that figuring them out would be a part of the fun. I have had several comments from people who haven’t managed to figure it out so I will explain the basic mechanics. It was my fault in not making things more obvious, I should have used better visuals/sound to let the player know what is going on.

  1. Pink blobs and white blobs cancel each other out.
  2. Touching a white blob will cause it to join you.
  3. Clicking will launch a white blob that you have with you and turn it red.
  4. One red blob will cancel out two pink blobs.

It is more of a relaxing experience than an actual game. I hope you enjoy messing around with it. I did originally intend to make a game about a blob monster that ate things to get bigger but I didn’t really do a very good job sticking to the theme.

The Kraken – Post Mortem

Posted by (twitter: @Vennril)
1 day ago | August 31st, 2015 10:03 am

Starting almost a day late, I suddenly had a fun idea for a game that would fit the theme just right: Playing a giant Kraken in the ocean, destroying passing boats!

The KrakenPlay the game

I instantly knew how I wanted it to look, but just like my last entry, it really took me out of my comfort zone – which is risky for such a short amount of time, but also makes it much more interesting for me personally.

The good parts:

  • I’ve made some pixel-art before, but never did I create such large sprites. I also wanted to recreate a somewhat Game Boy Advance looking style. In the end, I’m really satisfied with the looks.
  • I was already familiar with the tools I used, so development itself was pretty straightforward, without any unexpected technical difficulties.
  • I started with the graphics first, so even until the very last hours, I was unsure if I could even get a playable version of this done. I did!

The bad parts:

  • I started with the graphics first. While I knew how I wanted the game to look, I only had a vague idea of how it would actually play. Originally, I had some multi-sprite tentacles in mind, that you would fling at the boats with your cursor, but I was really unsure if I could get that implemented within time. Long story short: I couldn’t. With literally 4 hours left before the deadline, I had to get the most basic gameplay in as possible.
  • No sound effects.


When trying multiple new things at the same time, it can be hard to determine how much time each segment will take, and sometimes compromises need to be made. And even if I’m not exactly satisfied with the gameplay, it was still a fun little project that taught me a lot. Also, being part of the community by chatting, or just watching other people developing is always super enjoyable.

So I hope you had a good time, and take a minute to check out my game – And make sure to comment, so I can play your game as well :)


My Cup of Fury – Gameplay Video

Posted by (twitter: @rtanshxn)
1 day ago | August 31st, 2015 10:00 am

Most people have commented about how difficult it is to play my game.

For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.

Hero Mate timelapse

Posted by (twitter: @lancelot_gao)
1 day ago | August 31st, 2015 9:34 am

Just got some time and finished the time-lapse video of my LD#33 jam entry: Hero Mate.

Judging from the video, I’ve spent too much time on modeling the 3D assets. However, I really enjoyed that part, so who cares ūüėČ

HeroMate 2015-08-25 14-19-22-71

Play & rate Hero Mate:

BGM: Shiny Tech by Kevin MacLeod

Some webgl improvements for Sunset Monster

Posted by
1 day ago | August 31st, 2015 8:58 am


I’ve been working on the webgl version, and now Sunset Monster doesn’t¬†have scrolling bars, so it’s fully playable inside the iframe directly on the web.

Using firefox it seems to be playable without any problem, but on chrome and safari, when you press the arrow keys, the web scrolls up and down, so if it’s your case, just press the fullscreen button.

Sorry for the inconvenience, and have a nice play!! ūüėČ

You can play SunsetMonster here


Ogre Ball is now an Esport.

Posted by (twitter: @@jtpup0)
1 day ago | August 31st, 2015 8:46 am


Just kidding, but we made a silly fun physics game where you throw humans around into eachothers’ baskets (attached to your back), the strategy is to fling humans off of the wall and into your opponents back. The person with 3 humans in their basket loses. Come play?

Shorter Judging Period, Please?

Posted by
1 day ago | August 31st, 2015 8:38 am

Call me impatient, but don’t you agree¬†the Ludum Dare judging period is too long?

It’s too late to change the period for LD33, but I humbly request that for future Ludum Dares, the organizers shrink the judging period from 3 weeks to¬†a single week.¬†The week would start at the end of the Jam, so generally speaking we’d have from that Monday to the following Monday to play games and register our votes.

Why so short?

  1. We wouldn’t have to wait as long to receive our results.¬†And I’m impatient.
  2. A shorter period would maintain momentum and focus.¬†After three long weeks I find that the energy, the enthusiasm, the mood of the Ludum Dare event is long gone. I’m out of the moment; I’ve moved on. Completing the judging within a week would allow us to rate games and receive our ratings while still “in the moment.” By the time the results come in, I can barely remember what happened three weeks ago. It’s harder to learn lessons, harder to care about the results. As it is, many of us¬†write “post mortems” that aren’t even “post”‚ÄĒthey’re written long before the end,¬†when we¬†don’t yet¬†know what the result of our¬†work is. A shorter judging period focuses the Ludum Dare event into a¬†coherent moment.
  3. Most of the voting is finished in the first week anyway.¬†I mean, I don’t have general statistics for all games, but my own games seem to receive 99% of their votes within the first three or four days. How much difference does another 2.5 weeks really make?

Ludum Dare has been around for a long time and I’m sure there were good reasons for giving it a three week judging period, but I don’t see what they are. Do those reasons still hold? Wouldn’t a week be even better?

Dude, Stop – our first Ludum Dare experience (Post Mortem).

Posted by (twitter: @ArtjomsNeimanis)
1 day ago | August 31st, 2015 8:16 am

We had only a day to make a game, so we went through very few ideas before finally deciding on the one that was the easiest for us to make and funniest for you to play.

What went right:

  • All of the game was divided into unrelated levels and had scripts that would automate the loading process. That way we could make levels up until the deadline without risking for the game to become unplayable.
  • We already had Unity prepared to work with SVN ‚Äď that allowed us to work separately on art and code without depending on one another, experiment and send changes back and forth ‚Äď we knew that any mistake could be reverted and the code would not be lost. That really sped up the development.
  • We communicated. A lot.

What went wrong:

  • While planning, we didn‚Äôt really leave time for anything interface-wise, that‚Äôs why we lost a couple of hours trying to hastily implement a menu that could not work with the reset of the game. It came out buggy and eventually we dropped it completely.
  • We are not any good at music and sounds, so we ended up with something primitive.
  • Some puzzles were too unclear for the players ‚Äď the jam ended at 4 AM local time and our gamer friends are mostly asleep at that time hence the limited feedback.



We still have so many ideas for new puzzles (we only implemented about a fourth of everything we thought of), that it would be bad to abandon this game. Right now, we are going to revamp the menu, animations and update some graphics. When that part is solid ‚Äď we will keep adding more puzzles until we run out of ideas.

If you really like this game, you should follow us on Twitter (@Patomkin, @MrLevich) so that you will not miss the new build in the near future!

You can play the game here: Dude, Stop

So who’s the Monster in The Mammoth anyway?

Posted by (twitter: @inbetweengames)
1 day ago | August 31st, 2015 7:04 am


David here from inbetweengames. After giving everybody a bit of time to may be check out our game ‘The Mammoth: A Cave Painting‘ and reading the awesome comments on the page, I wanted to talk with you guys a bit about the integration of the theme that we decided for. This is going to be somewhat of a spoilerfest so if you want to check out our game with fresh eyes best¬†do it now before reading this. We’ll be waiting here.



Everybody good? Are you ready for a hippie, arty rant? Cool, let’s go. :)

At first glance it’s not very obvious who the monster really is in the game. There’s no clear Sesame Street or Horror like monster at all. The Mammoth itself seems like the first obvious answer but that.. well is that a monster really? Does the game fulfill the theme at all? We think it does, it’s just when we were brainstorming we took all of our obvious first ideas and threw them away. All of those were good ideas and there are a few games in the jam that went for them and executed them beautifully. We just decided for the oddest one that hopefully has more than one possible answer about who the monster is. So let’s look at some of the possible answers together.


A quick excursion into semantics about how we read the theme to begin with. In our minds the sentence ‘You are the Monster’ can mean a great many things.
It can be ‘you’ as the player. It can be ‘you’ as someone else in the world that you’re saying this to – aloud or in your mind.
It can be ‘you’ as the collective you. Everybody. A group of people. etc. So which one did we go with? Basically all of them. Let’s check them out.


The obvious choice for the answer of who the monster is. You’re the mammoth – so you’re the monster. Kind of an odd choice for a monster though isn’t it? But we thought the way Mammoths (and most animals actually) are displayed in cave paintings like the famous Chauvet Cave¬†gives them monster like qualities. The animals are drawn immensely large in comparison to humans in the pictures in a way that goes beyond a realistic depiction of scale and probably has much more to do with the perception of meaning and power. So scale here is based more on emotional and magical evaluations rather than the ones our modern minds would focus on.
On the other hand when we looked up the term Monster on Wikipedia (of course we did) we found this little perl of a quote:

The word “monster” derives from Latin monstrum, an aberrant occurrence, usually biological, that was taken as a sign that something was wrong within the natural order.‘ ¬†Wikipedia

The Mammoth in the game is also meant as a totem like representation of all mammoths, THE Mammoth as a whole, as an idea, a shadow on a cave wall – you might have heard that parable before.
So the story of The Mammoth in the game is not really the story of a single mammoth. It’s a legend on a cave wall telling of The Mammoth as a symbol, meaning all mammoths really and how they went away which obviously is what’s wrong with the natural order. The story is told by the hunters whose many hands also mark the borders of the level. In this case you as a player are telling the story by playing in a theatre like performance. Which leads us to..


Very cathartic to smash up the hunters’ village at the end…though I lost my last baby mammoth in the process. Point made, I suppose?Ryusui

Now since this is a game you as the player are the one driving¬†most actions in the game. So when we heard that the theme was ‘You are the Monster’ we kind of went ‘Oh well we have done this before, let’s just do it again.’ Which was based both on the fact that we did a game called Spec Ops: The Line before in our day jobs at YAGER but also had never done a game jam before. So it seemed like a safe option.
So within the game our goal was to turn you as the player into the monster. We give you something that you care about hopefully and then we construct circumstances that in all likelyhood will take it away from you with a clear culprit to project your negative feelings upon. You will either care and seek revenge, in which case you’re a monster, or you won’t care at all, in which case.. well you get where I’m going with this.


I’m truly upset that the horrible hunters did what they did :(TailyILoveYou

The only problem is that I (as the mammoth) am not a monster… the monsters are the bad humans who killed my kids!Galvesmash

Now that we have the more obvious answers out of the way it gets a little more interesting. The Hunters in the game are really the ones killing all the Mammoths right?
So they’re kind of the monsters. Which is a comforting thought because we get to shove the blame on these external evil beings that we have no connection to – if it would’nt be for the fact that..


We are the hunters. We as humans have eradicated more species than anything that came before us including whatever killed the motherflipping Dinosaurs.
It’s quiet possible that we will add ourselves to this list eventually. We are the monsters.


Really loved the sad story for this although I don’t see how the mammoth was a monster in this case.RougeRogue

Now this can mean that we either missed the theme completely or something a bit more meaningful.
For that second option I’ll just leave this one to some of the commenters on our page who laid it down perfectly in my opinion:

Hard to say if you’re the monster or the hunters. I guess, in the end no-one really is, they’re all just trying to survivedickpoelen

Oh my god that was so depressing! I don’t think I was the monster here though, I only cared for my progeny. But weren’t the Hunters protecting their children too when they were hunting instead of watching their beloved die from hunger?

Is there really anyone to blame, is there any monster or is the world itself the merciless beast? The story of the Mammoth and the Hunters repeated several times in the past and will happen again, perpetuating the neverending suffering… but I can’t help to wonder, and I cling to that though as it is my last glitter of hope, is there a way to spare one mammoth child and make the herd anew?Hvedrung

Thanks for reading this wall of text and please let us know what YOU think by commenting here or on the game page!
We’ll write a more traditional post-mortem sometime soon but this just kind of started to write itself after thinking about your comments. :)


Further development?

1 day ago | August 31st, 2015 7:03 am

It seems like people liked my game.

The question is : “Should I continue working at it?”

If you didn’t see my game here is the link:

I’ll wait for comments.

If the answer is “yes” then you can follow the development at my twitter: @indieAlchemist.

Thank you.

Cthulhu Fhtagn : new explanation + direct link for animated gif

Posted by
1 day ago | August 31st, 2015 6:29 am


I add new explanations for Cthulhu Ftagn, and also a direct link for those who want Cthulhu animated gif.

I will definitely put a post compo online version next week. If you have any suggestions you want to see in the future game, do not hesitate to say : I am new to the computer, but I am in the board game creation for long ago, even though I do not have yet been published, I used to take into account the opinion of the testers

chtulu 1

Play my 5 minute game!

Posted by
1 day ago | August 31st, 2015 6:14 am

Rate mine and I’ll rate yours!¬† I’m off to work, but I’m playing afterwards!

You can now smash on gamejolt

Posted by (twitter: @farwyler)
1 day ago | August 31st, 2015 6:02 am

I just setup Some Knights Left on Gamejolt. Thinking about implementing their Highscore API but not sure yet.

You can play here. Happy smashing!


Post-mortem, I guess

Posted by
1 day ago | August 31st, 2015 5:59 am

Hi all,

I’m one of the developers behind G.A.M.E, created for this month’s Jam. We were a team of 3, spread out across the world and with an urge to sleep¬†make a cool game. After seeing the theme announced, we bounced concepts back and forth until one stuck – this concept was one that resonated with us as developers and gamers – that you would play as the head of a large games company, a-la EA, and work to instruct the creation of the game without much of a care for those that played it.

We took inspiration from Papers, Please, creating a similar (we hope!) area of play, where you go about your job with messages coming to interact with you rather than you going to interact with anything. We came up with a quick messaging system for some quirky humour and interaction from your employees, and later expanded the system to include the main gameplay – the proposition system.

This was a system which required you to make split second decisions, and one which we decided was necessary to be as hectic as possible, to make it both a more challenging experience and to stop these propositions clogging up the screen too much. We created an extensive system of many results and reactions, and let the timer decide if it ran out. We linked these to a number of variables, such as your current income, profits, expenses, employees, fans, etc. We then decided that each game would take 7 days to create, and some results would increase or decrease that time, such as fixing bugs or moving office.

It was at this point we realised some further player interaction would be necessary, so we created Floppy, our version of ‘Clippy’, who ended up with a few chains of dialog explaining the systems of the game and getting angry at you when you attempted to quit. We had bigger plans for Floppy, including a rough sketch of an actual¬†story that he would be involved in, yet as is always the case with Ludum Dare, that was not to be in 72 hours. After about 68 hours we had created a game with a mixture of cookie clicker and papers, please gameplay mechanics, with graphics which we were pleased with and some (unfortunately) minimal annoying background sounds to make you feel like you were truly in an office. The hectic nature lent itself well to our interpretation of the theme, leading you to not actually care too much. A quick leaderboard system to drive players and we created something that was enjoyable to play for us, however we must admit it lacked replayability.

tl;dr We are happy with our final product, however it misses our planned story and probably gets annoying after a while.

And of course, if you’d like to check it out, go here:¬† it would of course be much appreciated!



Post-Compo? (or Mortem? What’s up with the latin here XD )

Posted by
1 day ago | August 31st, 2015 5:13 am

Well, first thing first how do you do a post-mortem on your own?


Second thing is – how do you do a post mortem to a short game as mine?

I think I still have lessons to share though so … call it the irrumabo you want!


How To Begin

Well, try anything! Just make something! How I usually begin, and how I began this LD is like that:


Plan vs Result – Close enough

Write any idea! Even silly ones! It might turn upside down!

For example – I wrote “Anti-cheering”. This is of course a maybe wierd maybe dumbest idea ever – A game about getting down on the player (the computer). Next I wrote 3D Pacman. Sounds good at first and than you realize all pacman monster do is following the player hoping to touch it. Not that intereseting.¬†Key rule: Never make the player do something you (the programmer) can do yourself. If you can make the character pathfollow pacman, unless you add some punch this isn’t a game, this just sucks. Among other ideas were “Clumsy Situations” which apperantely was taken so I’m happy I didn’t use this. The wierdest thing was “getting hit or acting cute or nerdy gets you points”. OK what? XD

Okay maybe not EVERY idea is good, but bad ideas can turn into things later – for example the anti-cheering became a mocking laughter in the beginning of each level, to help the mood. Try to use the ideas even if you won’t make the game around them! You spent time thinking about them, so use that effort!

Know Your Tools

My claim this LD was that I can accomplish making a game with a tool I don’t know. I took two-three days to study it and that’s it. Finito. Ut ‘eam.

Making it worse I chose Blender Game Engine – a very unconventional, undocumented annoying engine which has all the tools just hidden in its core offering no help getting them. Unpolished, lacking simple and trivial operations like making a copy of an object to another scene without loosing it’s logic. Indeed very annoying stuff, and I’m not talking about the bugs, crashes and BSODs yet.

My point is – get to know your tools a little more than three days since this means you practiced less than the time of one LD to prepare to LD. If the keynote this year wasn’t clear – KNOW YOU TOOLS!

Sleep Before-hand

Beacuse tiredness is never good at LD. It’s better sleeping than writing buggy code or having struggle to concentrate.

Do DARE, but Don’t Get TOO Ambitious

There’s always a cost. In my case – I was making a simple AI using the tools blender gave me but even with the help of an engine – getting to do an AI that have over the game two different weapons with different mechanics, having him following coins, ¬†aiming at you and retreating when you’re too close is kinda a long thing to do when it’s basically my first time making an animated 3D character, and don’t forget you have to texture all those. This gave me though LOTS of mechanics to play with but don’t forget – there’s always a cost (as I stated in the beginning of this paragraph). In my case it was the length – lots of gameplay but merely 6 levels. It made the game basically a prototype of something that could have more levels, and it might make you lose some points.

The Good: Learn, Enjoy & Make a Game You’re Proud of

Oh I surely learned a lot. I DARED this Ludum Dare, even though it had its cost I’m pretty proud of the amount of gameplay I achieved in 48 hours, knowing this is my first time making a game with this tool.

I think the game is pretty fun once you get the goal and controls¬†– it’s a puzzle platformer based on color-mechanics correlation. Obviously you’re told nothing in the beginning about this but Shhhh keep it a secret! The players need to figure stuff for themselves and I think that this is one aspect I might actually done right. Making a vague beginning might draw some people in!¬†Not too vague though cause then you’re just making ’em all go away!


Playing My Entry 

We all know that’s why we actually make this thing – shmeless advertising. But I hopefully shared with you my lessons and also explained myself – why the game came out so short.

A mini-game, A prototype, call it whatever you want. I had an idea in mind and even though I procrastinated I actually managed to transfer it into something playable!

So.. it was all worth it =]

>Play “Being a Video Game Monster”<


A small tiny fix has been put into my game!

Posted by
1 day ago | August 31st, 2015 3:36 am

Recently I have found out that you could get stuck on some of the levels, this has now fixed and has made the game work again.

If you haven’t had a chance to play it yet, then now’s your opportunity!

Please, play it here!

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