Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Sell Your Creations FREE

24 days ago | January 16th, 2016 6:35 pm

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.



Looking For Pixel Artist

Posted by
24 days ago | January 16th, 2016 6:44 am

My name is Fletcher (Listrix) and I’ve been making games for the past few years using Game Maker: Studio Pro. For the past few years I’ve been trying to either make my own sprites or find sprites on the internet to use but now I’m looking for a partner to make games with, someone who is willing to provide free and animated pixel art.

I like making arcade style games, I don’t tend to make fully fleshed-out games because it takes too long and I often lose motivation, so making quick, but enjoyable, little games works best for me, hence my interest in Ludum Dare. I haven’t released any games because of the lack of graphics and due to this I have lost the majority of my projects. But I feel like working with someone else will give me more motivation to improve my game making skills and be able to get some games out there.

As stated above, I like to make smaller arcade style games meaning I don’t use many, or complex, graphics. I tend to stick to 16×16 sprites due to my lack of drawing skills and but I’m willing to expand to 32×32 or even 64×64. The size of the sprites isn’t an issue, I’m mainly looking for someone who is able to create animations.

Things to note: I do not currently sell my games, I don’t even have any games released, but your name will be in the credits of every game you have made sprites for. If I do eventually decide to sell my games then I am open to discussing how the revenue will be split.

One final thing to note is that I am not the greatest game programmer in the world so please don’t expect me to produce professional quality games, this is only a hobby of mine. I am looking for someone who does pixel art as a hobby and is willing to provide free pixel art, not someone who is looking to sell their pixel art.

Positrons – a new very dynamic and trending arcade game

Posted by (twitter: @akkugames)
25 days ago | January 16th, 2016 4:11 am


In this game it is necessary to control a positron and avoid collisions with electrons to prevent annihilation. The game is extremely dynamic, quite difficult, requires a good reaction, but the records don’t stop to be beaten. The rating of the game is high and the game itself is in the top among the most trending arcade games.

Google Play:

App Store


Lost Places – CC0 Textures

Posted by (twitter: @tinyworlds)
25 days ago | January 15th, 2016 4:06 pm

I hope it’s ok to post this here … might come in handy for a Jam entry or a MiniLD some day :)


I just released a CC0/Public Domain pack of high-resolution textures for creating ruins in your games. All textures come with diffuse, normal and specular map.

  • 2 concrete textures
  • 1 wall with decayed tapestry
  • 1 tapestry texture
  • 1 tiles texture

You can download it all here: Have fun and create some beautiful ruins! :)

MiniLD 64 Announcement

Posted by of Polygon Toys (twitter: @pekuja)
25 days ago | January 15th, 2016 8:48 am | 41 love | 47 Comments »

Reach – Post Jam Version

Posted by (twitter: @huminaboz)
27 days ago | January 14th, 2016 4:20 am


Reach is launched on! It’s totes free, I just want that sweet feeling of knowing that at any minute someone could potentially be playing a game I made. It’s about a 5-10 minute play (if you’re hot stuff).

It’ll take you to Fun Funk Funny Funtimes Funkytown.

On the Subject of Personal Game Libraries

Posted by
27 days ago | January 14th, 2016 3:57 am

So, I am planning on joining the 35th Ludum Dare Game Jam, and because of this, I have been hard at work flushing out and polishing up my own personal Java game library, called QUIXEL. As far as I know, I would be allowed to use it in my game, as long as I make it publicly available before hand. However, I don’t know the specifics behind it. Does the entirety of the source code need to be publicly available, or would the library jar file with attached source suffice? Also what type licence should/can I have on it?

Grow Your Love Postmortem

Posted by (twitter: @ddrkirbyisq)
27 days ago | January 14th, 2016 2:00 am

It’s postmortem time!

Grow Your Love

If you haven’t yet played Grow Your Love, you can do so here:

You can also download the official soundtrack here:

This was my first time doing a jam entry with my trusty partner-in-crime Kat Jia since waayyy back in Ludum Dare 28 when we made Match Girl (and took 2nd place!).  That was two years ago, and since then, the number of jam entries has more than doubled, going from 780 to 1,638.  Wow!

This time around, we managed to take 3rd place in Audio, 13th place in Fun, and 13th place Overall.  Not bad at all! 😀

My personal goals going into the project were:

  • Don’t make another rhythm game
  • Work on pixel art together
  • Have fun!
  • (Maybe) treat iOS and Android porting as first-class

Humorously enough, I actually did very poorly on most of these. xD  While I didn’t REALLY make another rhythm game, one of our seven minigames was a simple dance game (haha).  Kat ended up doing 90% of the art as I had no time at all to work on any of the graphics…I drew the shooting stars and some of the UI elements like the arrows in the kniting minigame, but that was it =X.  And iOS and Android porting, pfffttt, come on, we both saw it coming from a mile away that that would get dropped.

Fortunately, the most important goal of having fun was a huge success; this game was definitely very enjoyable to make!

As always, let’s see what went well and what didn’t go so well.


What went well

Concept, mood, feel, and overall vision

Probably the most common comment we got about our game was that it was really cute and adorable, which was great!  When we set out to decide what kind of game we were going to make, we weren’t trying to make something that was super innovative or challenging or anything — we really just wanted to make something fun and cute; something that would fit in with our Cocoa Moss label.  We had a really good and light-hearted energy bouncing ideas back and forth for the different parts of the game, and I think it reflects in the overall end product.  Kat did an especially great job with the dancing animations, and I tried to write out the Letter and Texting dialogue in a way to match the same style as well.  It all ended up coming together very well, and I think the game is much more about enjoying a cute story than about the actual scoring of the minigames itself, which is perfect!


Making smart code architecture decisions

Having SEVEN different minigames to make meant that code reuse was at a premium, and I found myself super-grateful to myself that I had enough foresight to plan well for it.  There was no way I would have finished all seven games in time if I had to create entirely separate logic for each of them.  Sharing most of the common logic for the tutorial demos, starting and ending the game, etc. saved me heaps of time and even though there were lots of hacks and messiness throughout the codebase (as always), it ended up working out really well.


Slamming out music faster than ever before

Holy crap.  I know I’m known in some circles for my speed-composing abilities, but I even outdid myself this time by writing the entire 10-song soundtrack in less than 5 hours total. O_O  FL Studio saves your project working times automatically; here was the breakdown of how long I spent on each track:

Lovers’ Rave: 32 minutes
Watch Carefully: 15 minutes
Hope You’re Not Asleep: 34 minutes
Stargazing: 20 minutes
Love Sprout: 3 minutes
Grow Your Love: 1 hour 6 minutes
Wiggly: 31 minutes
Our Love Has Grown: 46 minutes
From Me to You: 17 minutes
Rainbows of Yarn: 20 minutes

Total: 4 hours 44 minutes

Aside from the title theme I basically wrote each song in 20-30 minutes, which was kind of insane.  Of course, these were shorter songs, so it makes sense that I was able to churn them out at a faster pace, but I was surprised at how well I was able to work under pressure here while still remaining creative, especially given that some of the songs are not of my usual style.  I was under MASSIVE time pressure as I started doing the bulk of the soundtrack work, so I really had no choice but to do it quickly.  Ironically, this might have =helped= my creativity by giving me no choice but to go with my first gut instinct.  I’m especially happy with “Wiggly”, which was ridiculously fun to write.

You can read more of my comments on the individual songs in the in-game jukebox if you’d like — there are some interesting notes in there since a lot of the songs were repurposed from what they were originally intended for.  To be honest, neither me nor Kat were planning for the mood of the game to play out exactly how it did; it sort of evolved as things went.  I had to rethink how I was doing the music to reflect the shift in mood that ended up happening, but luckily I didn’t have any wasted work as a result.  I do have to say that the full hour I spent on the main Grow Your Love theme was well worth it; it’s now my favorite track of the entire soundtrack and I think it really gives a lovely first impression.  You’ll notice that I centered all of the songs around a shared motif — it’s a great technique I’ve used over and over again that really brings cohesion to a soundtrack. :)


What didn’t go so well

People not getting the menu controls

Sadness.  Perhaps I was going too deep with the “two button controls” theme, but I thought that in order to really be complete the menu of the game should use two button controls as well.  Of course, it’s hard to make menu controls using only two buttons, so I looked to DiveKick for how they did it and figured that I would do the same thing.  Apparently it wasn’t obvious to most people as they just gave the screen a blank stare and wondered why pressing left or right separately didn’t do anything, so in the post-compo version I made it painfully obvious by putting big flashing indicators on the screen and highlighting the text, press LEFT + RIGHT TOGETHER.  Sigh.  It’s always the little things that you assume that bite you in the foot later on…


Not testing on the release platform until later on

This one was a smaller point, but for most of development I was testing on Haxe’s Neko VM instead of actually testing the Flash compile.  This was fine, except halfway through development when I tried the flash build and ran into a crisis.  You see, most of the graphics in the game are upscaled by 4x, so I had set the camera zoom at 4.  But the text was way too big at 4x, so I had the text sized 50% smaller, so overall the text would be upscaled by 2x.  Setting the text scales to 50% worked fine in neko and everything was perfectly happy.  Well, as it turns out, in Flash with the buffer rendering flow, you actually can’t draw pixels with a size less than the current camera zoom, so instead of the text being nice and crispy at a 50% scale compared to everything else it was actually just unreadable.  Oops.  Luckily I was able to jury-rig a fix by hacking at the haxepunk code, so that was a major crisis averted.  The hack was pretty ugly — I set the camera zoom to 2 instead of 4 and then edited the image class so that every image in the game would be scaled up by 2, etc — but hey, you gotta do what you gotta do.  Managed to dodge the bullet on that one, phew!


Balance and scoring

Ugh, this is probably my number one regret with the game.  The scoring formulas and balancing of the minigames is pretty terrible and I really didn’t test them very much.  In particular the dance game seems to get people a lot — like rhythm tengoku/rhythm heaven, it’s grading you not only on whether you memorize the sequence correctly, but how on-beat you are.  Of course, I had no time to make sure the lag calibration was spot-on, so it’s not perfect at all. =(  In the compo version, some players also misunderstood the goal of the Letter writing game (do it as fast as possible), and players also tried to figure out which word made grammatical sense in the Texting minigame, instead of realizing that you just needed to tap on the YELLOW highlighted word.  In the post-compo version I tried to be much more explicit with the directions for those games, and made the tutorial overlay display across the entire screen because people were probably skipping the text due to being distracted.  Some people also got confused with the Stargazing game in the compo version by pointing to where the star was going rather than which side the star was on.  In the post-compo version I solved this issue by getting rid of the stars that start on one side and travel towards the opposite side, to make it more obvious.  We also made some tweaks to the dance minigame during development to make it more clear.  Clarity in instruction is always super hard to get right, I guess…

Initially I had planned on rebalancing the game and even adding an “Expert Mode” where each minigame gets harder (e.g. harder rhythms for dancing, longer letter and text, more arrows for knitting), but in the end I realized that Grow Your Love really isn’t =about= the challenge and the scoring anyways, so it’s not that important to have Expert Mode or anything like that.

Not enough time (as always)

Some of the issues with balance and scoring were a direct result of me having almost zero time to properly test and play through the game, as I was still working on core features like the main menu.

Several things accounted for the time pressure:

  • Making seven separate minigames just takes a lot of work, period.
  • There was a nontrivial amount of work put into making a horizontally-scrolling menu workable; I couldn’t just copy the vertical menus that I usually put into all of my other games.
  • Certain aspects such as Free Play mode ended up not being that important to the overall experience but still took time to implement and get right.
  • Did I mention making seven different games?

Overall there was just a LOT of stuff to get done; not only did I have the 7 games to program, but there was the menu, jukebox, liner notes in the jukebox, free play mode, scoring algorithms, the intro scene, record saving, tutorials, tutorial skipping, and don’t forget the ending scene!  This was probably the most hours I ever worked for an LD, and I felt =exhausted= afterwards, jeez!  Even after submission, I was still finding stupid bugs that I needed to patch up (at this point I still  hadn’t ever had time to actually play through the entire game).  I don’t know if there was really anything that could have been done about this, aside from maybe not worrying about Free Play mode…perhaps we could have gone down to 5 minigames, but I really think 7 is a good number and that we like all of the ones that managed to make it in.  Honestly I think we just did the best that we could have! =P


All in all, Grow Your Love was great fun to make and I hope you guys enjoyed playing through it as well.  As always, we learned a lot, and in the future we probably won’t try doing a warioware-style collection of minigames again.  I know that it worked well this time around, but it was just too much work!  It also caused an issue in that it took a long while before we had a single one of the minigames completely finished, as we were sort of working towards a lot of them at the same time.  One of these days, I’d like to have a LD where I actually finish the work for the main game EARLY instead of scrambling at the last minute!  (Melody Muncher was sort of close…).


Thanks for playing and reading about our game! :)

Sanctuary Station – Post Compo Version

Posted by (twitter: @McDaan)
27 days ago | January 13th, 2016 8:18 pm

When LD34 finished, and Sanctuary Station reached #18 in Innovation and #51 Overall in the Jam, I was pumped to try and spin this into a full game. But the first thing to do was to analyse how exactly my game was received, so I dug into my ‘data’ – the LD response messages.

LD message feedback analysis: 

  • Positive
    • Matching the tetris-block available airlocks is innovative and is fun (7x)
    • A time pressure mission works to create challenge (5x)
    • The people ‘pips’ inside give feeling to the speed (1x)
    • Satisfying ‘connect’ sounds are important (no mention, but I like it)
    • Visuals (2x)
    • Learning curve (+4x, -2x)
    • Atmosphere, story (2x)
  • Negative
    • Pods move too slowly (6x) (-1 who liked it slow)
    • Pathing, getting stuck, alignment (3x)
    • Visual/Audio gameplay indicators (4x)
  • Unknown
    • Music (-1x, +2x)
    • Camera controls (-2x, reads minor tho)
    • Too short (4x) largely a positive, methinks 😀

Quite a lot of feedback! Some minor or specific things not mentioned.
I took this, and my own ideas and went to work to improve!

Post compo

My goal for this Post-compo version was to keep to the general scope of the LD entry, and smooth out most of the ‘bad’ things – to get to a solid core mechanic.

The changes

  • A bit faster & smoother: Pods move faster (quite a bit)
  • Expanded controls: More mapped keys, and now you can plan multiple moves ahead!
  • Patched codebase: Rewrote the worst of the real hacky underlying structures
  • Interface: Pimped the interfaces for readability
  • Minor extension: Added one additional mission – with aggressive NPCs
  • Lots of small things: And they add up too

Improved text interface & new mission.


Try it out! Unity Webplayer and Windows/OSX standalone

Feedback very much appreciated :)

The future

Game jam prototype was successful and fun –
Discussed the game with some other game-dev friends, who see potential –
Let some people play and observed their fun and non-fun –
Got a notebook & doc full of ideas, that stay in-theme and in-scope –
I have time set aside to ‘spend’.

Guess I just gotta go for it. 😉

Let’s Play Simulator 2016 is on Patreon now!

Posted by (twitter: @gamescodedogs)
27 days ago | January 13th, 2016 9:07 am

Wanna help us to make full game? Support us on Patreon



Timelapse for Mac (OSX)

Posted by
28 days ago | January 12th, 2016 10:01 am

Hey friends.
Trying to be ready for the next Ludum Dare, I’ve been searching for a tool to do the timelapse on MAC.
After some search, I found out that there’s no one simple solution for that, like we have for windows.
We only have one command line for that, which does not support multiple screens, and webcam.

Because of that, I did some home work, and found a way to do that.
I created one script which do that more or less automatically, using some open-source tools.

Basically, I do screen captures using the native screencapture
And webcam photos using imagesnap.

After that, I merge all the files using imagemagick
And to finish, I use the ffmpeg to create the video.

You can download the script here : Google Drive

You need to install imagemagick and ffmpeg, to be able to use this.

In the zip folder, you will find the
At header of the file, you can change the parameters in the way you want.

Captura de Tela 2016-01-12 às 12.57.20

After that, you can run the script, and press ‘E’ to exit.
The script will combine all the images, and generate the video inside the folder you executed.

Captura de Tela 2016-01-12 às 13.00.38

If you have questions/suggestions/improvements, please, let me know.

iOS Games for Ludum Dare

Posted by
29 days ago | January 12th, 2016 12:23 am

Hey Everyone,

I’ve entered Ludum Dare a few times in the past but it’s been ages and I can’t remember my login details, but it’s okay because a fresh start is nice.

In the past I’ve used Game Maker: Studio Pro and made my games for browser then submitted them to a website (can’t remember which one precisely) and submitted them in to Ludum Dare. But this time I want to try something a little different.

Lately I’ve been very interested in iOS app and game design and I’m wanting to start making some very basic games. I thought that doing Ludum Dare would help me improve my skills and give me some publicity. But because of a few things like licensing, I won’t be publishing my games on to the app store just yet, instead I’m going to have my own website which you can visit and install the app on your iOS device straight from the browser.

The only problem with this is if people would actually test my games. I understand that the recommended game type (and probably most used) is browser games because it’s easy for people to test out, by that logic I’m not sure if people would test out my games because they’d need to get out their iOS device (if they have one), then go to my website and install the app.

Please give me some advice on whether people would actually test out my games or what I could do to make it easier for people to test out my game.

All ratings over rankings

Posted by (twitter: @YinYinFalcon)
29 days ago | January 11th, 2016 3:04 pm

With that neat scrape from Liam I could finally get to see my placing among all rated entries (compo and jam):

Obviously my scores aren’t the interesting part though. It’s interesting to see that the theme was done very well on the majority of entries (having two easy to implement options is likely the reason?). Graphics have the highest cap and largest score spread. And a lot of entrants opted out of audio and humor. With good reason apparently because these categories generally scored lowest. The wildcard categories fun/innovation/mood seem to mirror overall rather well, just a bit lower.

Apart from the theme category I guess it always looks something like this (this is my first time)?

CentiSnake Post-Jam Update Released!

Posted by (twitter: @utoxin)
29 days ago | January 11th, 2016 11:32 am

CentiSnake Title ScreenI just released a major post-jam update for my Compo entry CentiSnake. I addressed many of the issues brought up to me by people who played it, and it’s complete enough that I consider this a 1.0 release.


  • Settings
    • Screen Color
    • Volume Control
    • Effects Toggle
  • Max volume on sounds drastically reduced
  • Help screen
  • Icon
  • Launcher Image

CentiSnake Game PlayThe game is available for download and/or purchase on CentiSnake 1.0. There may be more updates in the future, but for now it’s time to go back to focussing on my long term project, an ambitious rogue-like spaceship game, inspired by Escape Velocity.

I’d love to hear any feedback you have on my game after my updates, especially if you played the earlier version. If you want to try the earlier version, it is still linked from my Compo page, so you’re welcome to try it out.

I hope people enjoy the game, and I can’t wait for LD35!

A Mobsferatu postmortem

Posted by (twitter: @CremaGames)
29 days ago | January 11th, 2016 8:52 am


Hey there! Since you liked our game so much in this jam, we wrote a little postmortem about how we worked on it and what mistakes we thought we made during the development. Hope you like it and, once again, thank you so much for voting Mobsferatu.

It’s been a week and we still can’t believe we ranked 5th in the Overall in our first LudumDare.

Arc 3.0

Posted by
29 days ago | January 11th, 2016 6:26 am

*Fixed a little bug. Window doesn’t scroll when moving up or down now. c:



Made some Major changes to my Ludum Dare-Inspired Game, Arc, this weekend. Probably got more done this weekend than the LD 34 Weekend itself!

Bigger Game Window, New Colors, No More Shadows (keeping it simple), New Power Ups/Power Downs– Basically everything just looks much, much better! Be sure to check it out!

I still want to change the Game Over Screens, Add Progression throughout Classic Mode so it gets harder as you go on, add More/New Music, Leaderboards, and I actually want to add a whole new mode to the game. I will constantly be updating it, so stay tuned.

And this is probably the most fun I’ve ever had working on a game, so I’m very excited. c:

Thank you all who played/rated my game, you all left wonderful comments and feedback. I love that, and you, thank you very much!

And I don’t really like hogging the home page of Ludum Dare, so make posts about your games! I don’t want to be the only one. I would also like to see what the awesome people in this gamedev community are doing! c:

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