Posts Tagged ‘2d game’

Hello everybody!

Posted by
Saturday, December 10th, 2016 6:40 am

We’re joining for another year!! This time we will try making the game with:

  • unity
  • photoshop or similar
  • music is in discuss

We’ll be posting our progress in the next hours.

Good luck! 😉



Posted by (twitter: @wearetapehead)
Sunday, January 3rd, 2016 5:15 pm

146 votes so far, this is awesome!!!

Thanks a lot everyone for playing our game Long Long: A snake lies in the Past and giving great feedback!

Post LD version is finally here!

Posted by (twitter: @wearetapehead)
Saturday, January 2nd, 2016 4:17 am

Thank you very much everybody for such great and constructive feedback to our entry Long Long: A snake lies in the Past. We appreciate and read every single one of them. We want to get better and make better games in the future and you guys helped us get to the next step in the process.

We reworked and updated our game for a Post LD version with better controls, more checkpoints, and much more.


And here it is – check it out!

Long Long: A snake lies in the Past – Post-LD version


You’re Out of Time

Posted by
Saturday, August 23rd, 2014 11:43 pm

I am not sure why, but Liquid Snake’s taunt from Metal Gear Solid 1 (PSX) is haunting me at the moment. It is as if I see the guy behind me screaming at me those words! Damn it, how many times do I have to defeat this whack job!

Well, second day, 18 hours left and unfortunately 7 hours will go down the drain because of my part time job as an English instructor. >.>

The good news though, I have level 1 and 2 almost 100% done (if you call minor bugs and awfully hateful graphics, done). What I am missing is level 3 and fixing the bugs I may encounter in my play through.

Screenie of the crappiest level 2 you’ll see 😛

On top of that, I have this devilish idea to submit the game with 3 levels only and jump start another ASAP for the jam. I’d have to hunt art (and it will look crap because I won’t bother with aesthetic conformity) but at least I’ll have about 1 day to get the game done (and I kinda, sorta, maybe have an idea).

All depends on when I finish level 3 and if the rules allow 2 submissions, speaking of the rules… time to go read them again!


Good luck everyone 😀

Connected World, Here we go!

Posted by
Saturday, August 23rd, 2014 5:54 pm


First peek into our compo, more explanations coming after some sleep  é_-

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am



Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.



Raining Shards – Progress – Near the end of day 2

Posted by
Sunday, April 28th, 2013 1:18 pm

Progress has been pretty good today!

We’re nearing the end of day 2 of the jam, and the game is basically playable. The potato Easter-egg isn’t completed yet, but other than that (and bugs) the game is finished!

Game will definitely be finished in time!

Test build:


(if the 64-bit version doesn’t work, try the 32-bit version.)

Feel free to post your high scores in the comments! 😀


Raining Shards (Hallelujah!) Progress (Day 1)

Posted by
Saturday, April 27th, 2013 3:49 pm

Surprisingly, this game is going a lot smoother than I expected it to so far.

Raining Shards is a game being made by Team OCLU, specifically Derek, Mike, and I for the Ludum Dare Jam #26. It is a game where “A bunch of random shit was mashed together in order to make a somewhat coherent idea.” -Derek… But seriously, it is a game that is a combination of Asteroids and Breakout (sort-of, but not really) where a cannon in the center of the screen shoots at asteroids that, when shot, break into shards. You control a ‘basket’ at the bottom of the screen, which you collect the shards with. Collecting shards earns you points. You can also get power-ups, such as Potato (secret), Larger basket, Time-warp (slo-mo for all but the basket) and 2x points. The objective is to get the highest score possible, until some currently unknown event happens that ends the game.

So far, I’m having trouble getting the asteroids to spawn shards successfully when they are destroyed – they are initialized, but for some reason they don’t really exist according to the for loop (they are obviously null, because inside the for loop in question it checks if a shard exists, and if so, draws it. They aren’t drawing :c)

How the game looks so far:

Raining Shards (Hallelujah!)

Raining Shards (Hallelujah!)

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