Ludum Dare 34
Coming December 11th-14th Weekend

October Challenge ends
Make a game – Take it to Market – Earn $1

Posts Tagged ‘motivation’

Actually… you know what?

Posted by (twitter: @charlottegore)
Tuesday, September 15th, 2015 8:27 am

With every game being placed in order it’s just mathematically inevitable that lots of people are going to be disappointed by their scores. I’ve just done a blog post where I was really happy about my scores this time and I’ve suddenly remembered that good news from the results is relatively new. I used to be absolutely terrible. Getting in the top 100 in any category is a major achievement but it’s taken me a long time and many attempts to get there.

Here’s my results from the first three Ludum Dares I did.  I started okay then plummeted to the depths of awfulness, before trying desperately to claw my way back out again.

Jane Austen Vs Slug Lord will hopefully be the worst game I ever make

Jane Austen Vs Slug Lord will hopefully be the worst game I ever make 


The moral of the story is that anyone – even people who make games as pure terrible as “Jane Austen Vs Slug Lord” can redeem themselves if they just keep trying.  The important bit is that you learn something from every failure, every disaster, every mistake and then never give up trying to get better.

So if you feel your result is bad don’t let it get you down. This isn’t the end. Keep on trying! YOU CAN DO IT!



Posted by
Thursday, September 3rd, 2015 9:58 am


Earth is going to be conquered by monsters and You are the saviour of the world !
You can save the world either or save the cutiest aliens ! May you die or may they die . Kill them to survive .

LDgamejam 2015-08-25 20-15-36-89

We finally made our first ever LudumDare Jam entry with a rogue – like , action – shooter , procedurally generated “YOU ARE THE MONSTER ” which will make you call out ” Whoa ” .

LDgamejam 2015-08-25 20-15-48-72

LDgamejam 2015-08-25 20-16-04-14 


A good response from you people . Thanks to everyone who has played and REVEIWED because that is essential for a developer to know about his own game.Thanks in advance to you also , because we know , you are kind enough to play and rate , not like others who don’t care about anyone else .


By the way , this is our first LudumDare Jam entry and we are excited to advance with the results .
Also this is our first game ever developed , the screenshake is fixed and now no problem should arise .





Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)



After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.


  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

To JAM or not to JAM?

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 9:55 am

So here’s the deal, I will most likely not be able to complete my game for compo. I bit too much once again. Now I always did compos, never jam. I always like the idea to do everything myself, even though I am not good at art and terrible at music, but I like the practice.

Now back the question, should I take 1 more day and try to finish the game and submit it in jam? I am afraid my game will look poor on the background of all the amazing team based games in Jam. Any opinions?

Day 2 Progress

Posted by
Sunday, August 23rd, 2015 6:21 am

Soooo in the first day i spent 24 streak hour, and Slept for 4-5 hours and now i’m back with big news


-2 New levels

-Main menù

-Better AI

-Better illumination


I will make another level and the next part is my favorit, the music :’)

do you remember me? i’m the “frostyninja” guys and the creator of one of the most loved and hated song

Good morning Ludum Dare’ers!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 3:53 am

It’s a new day, and new features must be added, new bugs discovered (and created), new content be made. I wish everyone luck, and remember it’s all about the fun in the process!



LD33 – A challenge for me

Thursday, August 13th, 2015 12:05 pm

Unfortunately, things are getting tough for me, had college on all days of LD, as August 21st being Friday and 22nd being Saturday. So I’m taking this as a challenge. The LD usually starts at (theme announcement time) 6:30 AM in the morning here, and I have to be in the bus stop by 7:30 AM, and I will return home by 6:30 PM in the evening.

So my timings this time are 6:30 PM to 11:00 PM on those two days, and I think I should remove one more hour to compensate homework, dinner etc., and that means I’ll have only 10 hours on the two days to work on my LD. So still, I’ll try to complete a game this time, but maybe JAM submission. My plans to cover this is to get a quick running prototype of my game and later work on the assets so I’ll have time till the submission hour.

This, is my plan for this time. Let’s hope things go well.

Good bye Ludumdare

Posted by
Monday, July 20th, 2015 12:08 pm

Its me de bad guy Sk3letor from #ludumdare channel, many might not know me well but today 6:43:17 I got banned by NeiloGD with words:

* You were kicked by NeiloGD (You will never learn, and it’s been brought to my attention that you’ve been told time and time again. Please find a community that will tolerate your crap.)

Seems I didint learn NOT to have opinion about diffrent things, so this is a lesson for rest of you guys:

– Dont ever NEVER disagree about anything or you get picked/bullied by other users.

– You are always WRONG, they are right.

– Your best weapon: Idle.

So this is the good bye, have nice rest of life.




After ban I feeled draw one last time art about “fair” man who guards the #ludumdare:

This post might be get removed by butthurted admin but no worry.. de art never cannot been removed.



Some Questions for the Community

Posted by (twitter: @RobProductions)
Monday, June 22nd, 2015 11:25 am

First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:

Apex Alpha Screen 2 Apex Alpha Screen 1

As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.

Improving the graphics in my own game made me think…

Why are people so obsessed with graphics?

E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.

When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.


But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.

Why do Resolutions/Framerates/Specs matter?

Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”

People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.

What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.

Why do Gamers hold Grudges against Companies?

Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.

They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?

Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?

What do you think?

These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?

It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)

And soon I will start posting more about my upcoming game :) Thanks for reading!


Posted by (twitter: @TriteGames)
Monday, May 18th, 2015 4:14 pm

Hey guys,

we have been keeping you updated on new features for our game Of Carrots And Blood, which we started working on at LD31. Now PewDiePie played our game and we wrote a post on our blog about the impact on our emotions, downloads and sales.

Read the blog post here


Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm



‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our website).
If you haven’t played it yet – check it out! Find it here, or on our site at




‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.



As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.




All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.




So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.





Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.



Posted by (twitter: @chikun_dev)
Saturday, April 25th, 2015 4:45 am





Looking for premium, experienced baby-shavers to shave the baby.

Casual hours, $16.95 p/h to shave the baby.

Perks include holding the baby, talking to the baby, and of  course the joy of shaving the baby.

Call (02) 9815 4000. Ask for “Randy.”


You too can shave the baby in our game. “You Can Shave The Baby”.


Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).

However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.

Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!

Cactus Chyps and the Spiky Speary

Posted by
Saturday, April 18th, 2015 4:18 pm

MEDIA DUMP, because i got bored of programming and decided I was at a comfortable enough position to start doing art work 😀




The Reprehensible and vengeful Dr.Picklespear


…and his pickle spear….


Levels are restricted based on how many blocks you have left to solve the puzzle, so a chest full of blocks can help your construction a great deal 😀




A western themed game needs a tumbleweed. So here’s a tumbleweed



OMAHGAHD, IT’S THE SPIKY SPEARY!!! The somehow infinitely replicating weapon of our heroine



DEFINITELY not last, our heroine! It’s CACTUS CHYPS!



Seriously, she looks awesome, don’t deny it.




You want to play this.  Just admit it 😉

Kissing bunnies and bloody mutants! LD31 Postmortem :)

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 4:31 pm

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)


Download OF CARROTS AND BLOOD on here!



OCAB screenshot #01

OCAB Kissing bunnies


And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!


Download OF CARROTS AND BLOOD on here!


Thanks and have fun playing,

Chris and Sebastian

I’m (musically) in! (+ Bonus Advice)

Posted by (twitter: @qrchack)
Thursday, April 2nd, 2015 5:51 am

So, after my failed attempts at trying to Ludum Dare, I had a little break of it. But you’re too awesome, so I’m back here, though this time I’m organized and focused on the thing I’m best at: music and SFX. I’ve teamed up with Sigrath, he’s gonna do the actual game stuff and I’ll be doing just audio.

My setup:

  • As usual, a ridiculously old laptop (Intel Dual Core 1.73 GHz and 2 GB of RAM)
  • FL Studio / Reaper (depends on the style we’ll be going to use: Reaper for orchestral stuff, FL for electronic/ambient/chiptune)
  • Plugins: stock FL/Reaper, Kontakt (with my favorite libraries, Kontakt 5 Factory Library, Drums of War 2, Evolve Mutations, Shevannai Voices of Elves, and some freebies here and there), Sylenth1, 3xOsc (it’s FL stock but it just had to be listed separately for its awesomeness)

Now, onto the advice part: currently I’m trying to really get OOP and generally train myself how not to fail and actually make games. It’s a sort of weekends research project, though I aim to finish a game this way. I decided to use NetBeans for a couple of reasons:

  • Although I love coding in Sublime Text (I code most stuff in it, including my website), the autocompletion feature is really lacking for me (even with SublimeCodeIntel). I really miss being able to CTRL+Space and select functions from SDL/LÖVE, or my own functions from other files in the project folder. Sublime suggests just the ones in the file I’m on currently, which isn’t gonna work well when I’m trying to learn classes and code separation
  • I want a sort of unified experience (same IDE) if I decide to try writing in Java (and I’ll need once I get to university) – NetBeans supports both C(++) and Java
  • It’s free and open source, and I like free and open source :)

My piece of advice I’ve learned while coding: make a test run, write a game a week or two before Ludum Dare actually starts using the setup you’ll be on. You can’t afford losing first 5 hours reinstalling MinGW, setting up your environment variables, changing compiler settings and adding include directories. Have your libraries installed, tested working, with a skeleton project ready to code in. Make it already include loading settings, main menu, renderer code, audio engine. You’ll have time to focus on the game, not the engine. More time spent on what your game is about = more fun coding and more fun playing.

Second advice: team up! You don’t have to make a formal team and code together. Have a friend (or a whole bunch of friends!) with you, so you have someone to talk and give ideas for your game. Plus, hopefully, you won’t lose sanity that fast.

I guess that’s pretty much it for now, can’t wait for Ludum Dare, good luck everyone and most importantly, have fun!

[cache: storing page]