Ludum Dare 36
The Theme is:
Ancient Technology

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

Colossorama – The Colossal Update

Posted by (twitter: @JorgeGameDev)
33 days ago | September 21st, 2016 7:55 pm

It’s been a while, hasn’t it? Since our post-mortem post, we’ve been spending days doing some renovations to Colossorama 36, the hack and slash arcade game we made for the now past Ludum Dare 36. We hired more gladiators, bought more weapons, prayed to the gods for more Pantheon Techs, and much more! We spared no expense! Well… except that we couldn’t afford to keep the 36 on the title. That thing was not cheap.

Behold! Colossorama! Our brand new update to the original version with most of the feedback issues addressed and a bunch of extra new content!


We got a lot of feedback during this past month, most of it thanks to the Ludum Dare community and everyone who played our game. Taking from it as much as we could, this update added and changed a lot of mechanics to make it a more gratifying beheading experience. Among the most received feedback, here are some of the issues we tackled:

  • People wanted more potions. Not only are they more common now, but Maces also have a draining property, so you may consider to get one as soon as possible.
  • Spears got a buff. They’re longer now, which means you’re safer when using them, unless your enemies are jumping.
  • Physics have been reworked, so it’s way harder to get stuck above a wave of enemies without being able to touch the ground.
  • Axes got relatively nerfed. Actually, no one weapon can 1-hit gladiators anymore, but axes are still effective against the largest enemies.
  • The instructions are now on their own screen and can be read at your leisure.


And that’s only the changes made from feedback. We added more content and made sure there was even more juice in this version!

  • New weapons! Scythes have a chance to poison, which does wonders against the buffier enemies. Hammers have great knockback, which can help you with crowd control.
  • There are some Fun items that are not super strong on their own, but their properties make them excellent side weapons. They’re rare, but well worth it.
  • New utility items! There’s an alternative for the grenade, and a few more with curious effects.
  • These new additions don’t make the game much easier, because there are new enemies! Face the resilient Champions, the fast Lions and the bouncing Hawkmen.
  • Don’t like the new additions? You can choose to play the Classic 36 mode, which only spawns the Ludum Dare version weapons and enemies.
  • There’s now a Push property on most weapons, which increases their knockback, giving the player more space to breathe.
  • Almost total graphic overhaul. Most UI elements were remade from scratch.
  • Rebalancing of waves for meat-ier and longer game sessions.
  • Controller Support! In case you get disoriented by aiming with the mouse, you can also play with an Xbox controller now, even on the web version!
  • Sound options together with some new surprises here and there.

We have actually posted this new version on a few days ago, but we’ve both been really busy that we were only able to make this post now.

In other Colossorama news, there was this Portuguese Game Development event, the Game Dev Camp, which mostly consisted of talks and showcasing the games that the Portuguese developers were working on. And Colossorama was one of those showcased games! There were quite some people playing the game and giving us brand new feedback on what to improve next. We’re always happy to see more people playing the game, having fun and enjoying it!



But that’s not all! The reason why we were so focused in making a new build right after coming out of the jam was so we could improve it in order to submit it to a jury and maybe get the chance of being able to showcase the game at Lisboa Games Week, another event in Portugal. However, in contrast to Game Dev Camp, this one is actually for the general public, which means if we pass, we will be able to showcase the game to an even bigger amount of people!

Lastly, an acquaintance of us, Tibblewinkles, did a playthrough of the latest update. If you don’t mind being spoilt a pair of surprises, go check it out!

Thanks a lot! We hope to bring you more news soon, and hopefully to participate again in the next major Ludum Dare! Of course, we’re also looking forward to play what you make, so let’s get developing!

@JorgeGameDev and @The_Moski

My First iOS/Android Game

Posted by
33 days ago | September 21st, 2016 6:22 pm

Hello everyone :)

I decided not too long ago that I would make my first mobile game. It’s an arcade space game that requires the player to travel from planet to planet by stoping the orbit at the correct time. I have a little gameplay video and I would love any feedback about it:

I made it in Unity but the finished version took a little longer than a single weekend:)



IMG_7691Screen Shot 2016-09-13 at 17.25.45

Desert Strife Post-Jam Build (Part 2)

Posted by
33 days ago | September 21st, 2016 1:47 pm


Missed the voting period slightly. Not that it matters much, deadlines were made to be broken.

Bug fixes, AI improvements and usability tweaks ahoy! Also added in a new feature: morale. Troops in a tough stop will panic and scatter for that extra layer of reelism!

Will do an extended AI write up soon’ish.

Play it here!

Best of Ludum Dare #36 – Top 20

Posted by (twitter: @@sams_ink)
33 days ago | September 21st, 2016 1:38 pm

Having played my fair share of games from Ludum Dare #36.
Here is my top 20, in no particular order:

I’d also like to thank everyone who has taken the time to play my Entry.

Hey steph88!!!

Posted by
33 days ago | September 21st, 2016 1:22 pm
steph88 said …

Hi, nice game and congratulations ! Simple mechanics that still offered a decent amount of challenge.We’re realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on ? (it’s free)
So we can include also your game in the video 😉
p.s. write #LDJAM in the game’s description.

But what is your videos url????????????

“Please tell us”

Post ludum dare version

Posted by
33 days ago | September 21st, 2016 1:21 pm

We have dedicated a few hours improving and fixing bugs in our “catwesome” game :).

Now you can really enjoy it!!!! :) :) :).

PD: Post ludum-dare version is just for fun. We keep original version for contest :).

Grow Now on the Web

Posted by
33 days ago | September 21st, 2016 1:21 pm

Starting last weekend and spilling over into this week I successfully  ported my Ludum Dare entry onto html5! At first I wasn’t sure what to expect, I knew there would be many problems to solve, but I thought it would take a lot more work to figure it out than it actually did. Also unexpected was that most of the problems I encountered were specific to each website I ported to ( and Newgrounds). Overall it was an easy experience thanks to Gamemaker and Humble Bundle. If you’re familiar with Gamemaker, but haven’t coughed up the dough to buy those expensive modules, now is a great time! Alternatively, if you’re new or newer to game dev, Gamemaker is a great place to start. Especially for people like me who hate most programming languages. You can get Gamemaker Pro, plus modules(HTML5, IOS, Android,Windows UWP), plus several games w/source code for only $15! If you are even only mildly interested in Gamemaker as your main engine, I suggest you take this deal! This is seriously a great act of generosity from YoYo games and Humble Bundle. In addition, Shaun Spalding has created a list of very good 3rd party tutorials for Gamemaker to help all the new people. I recommend the one by Tom Francis to start if you’re new to programming.

Take advantage of it HERE

Edit: Bundle is Over. When I first wrote this the bundle still had like 4 days left. Not sure if this is normal but it took almost 7 days for my post to get published. As for the other part of my post, game is still running HTML

Anybody looking for some music?

Posted by
33 days ago | September 21st, 2016 1:21 pm

My name is Cody Mitchell. I make music at home and was looking here to see if anyone was looking for music for anything. Completely free. Not looking to charge for anything as I would like to build a portfolio. Feel free to comment or send me an e-mail at [email protected] if anyone is interested and I can get you a download link. Thank you!!!!  Here is the link to my Soundcloud where I post all my music.

Artifact Hunter is Being Overhauled!

Posted by
34 days ago | September 21st, 2016 8:23 am

I’ve been overhauling pretty much everything in Artifact Hunter and updating it enough so that I will be able to sell it. I’ve only done 2 updates, but just from this gif, you can see that I’ve made a lot of progress. 😀


I’m expecting to sell it within two months or so. 😛

(I’m using a controller in this gif)

Feeling ready for MiniLD70!

Posted by
34 days ago | September 21st, 2016 8:17 am

Greetings, stranger!

My first LD entry was not so good (really, I don’t like it at all), but I’ve got a lot of feedback from people, saying something like “Hey, that’s cool! Just keep doin’ the thing” (thank you, guys! There’s nothing more motivating in the world, than your feedback). So I’ve decided to use every little chance to get better in making games. That’s why I’m in for MiniLD70!

The last LD theme wasn’t inspiring for me at all. I just spent the first day frustrated and trying to get something great from “Ancient Technology”. Now I feel different: MiniLD theme looks interesting. I’ve got an idea to make just a clone of a tabletop game for two persons (yes, multiplayer again), that is absolutely not random-driven (like Go or Chess). But it will not look like a tabletop game. Let’s see how cool can I do!

Wish you enthusiasm and inspiration!

Highlights I Played (LD 36)

Posted by (twitter: @BrianAMacIntosh)
34 days ago | September 20th, 2016 3:42 pm

Here are some games that I happened to come across this jam that I think are worth a play!


A clever and amusing “hacking” simulator.  Reasonably short, and features a number of fun custom puzzles.

sOS Screenshot

Stone Age Clicker

This is a terribly addicting rate-management sim with glorious pixel art.  If you’re anything like me you won’t stop playing it until you win, and maybe not even then (I played for 3 hours).

Stone Age Clicker screenshot

Contraband Crate

This is a clever and very satisfying quick-play highscore game where you have to pack wildly-shaped artifacts into boxes as quickly and efficiently as possible.  The gameplay is smooth and the art’s not bad, either.

Contraband Crate screenshot

The Last Blacksmith

A play-til-you-die game that looks good and is just a solid experience all around.  Moment-to-moment gameplay is just satisfying.

The Last Blacksmith screenshot


Of course, I also think you should play our game, I am the Destroyer, if you’re a fan of those humorous old-school point-and-click adventures.  But I’m biased.

I am the Destroyer screenshot

“Results” for Ludum Dare 36

Posted by (twitter: @mkalamalami)
34 days ago | September 20th, 2016 2:46 pm

Feedback Friends! results

1910 games have been made during the LD36 jam, and in the weeks that followed, they gathered no less than 18983 19000 comments! Congratulations everyone. While there’s no winner everyone is a winner due to the lack of ratings, we just unlocked for you a couple new ways to browse the LD36 entries:

Browse coolest entries

(gave the most feedback)

Browse most popular entries

(got the most feedback)

Of course you can also still browse games randomly or through the usual Ludum Dare 36 event page.

Dare to play: the best of LD36

Some of our streamers released compilation videos curating their favorite games, go check them out!

Larry Chupacabra

Featured games
Cave (man) Story by Culturebosh_games
On Fire by dietzribi
KMF by godjammit
Channel 83 by S0lll0s
The Late Fee by Hjalte500
Write Only by randomhuman

Molpe the First Siren

Featured games
On Fire by dietzribi
The House Abandon by jon_nocode
The Cave of Wonders by Noval33t
Curious Dinos by RafaSKB
Pyramid by metalhaze
The Polaroid by dissonent
Poramid by unphook
My house is over there by kynninen
Frog Whisperer by felixsoum
Rock ON by terryg



Did you make a best of video/article of your own? Let us know in the comments!

(NB. trophy icons are made by Patacorow)

Posted by (twitter: @suprsupr)
34 days ago | September 20th, 2016 2:01 pm




on and gamejolt




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

Posted by
34 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:

View post on

My First MiniLD70

Posted by
35 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
35 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 ♥

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