Posts Tagged ‘death’

Falling To Death

Posted by
Sunday, April 19th, 2015 7:32 pm

Ludum Dare 32 – Falling To Death


Falling To Death – Game developed in 48 hours for the ludumdare 32

Mission: Make the destruction when falling on the floor.

Controls: Use keys to control the character and press space to jump off the building.
Game Incomplete

Programming: 70%    :/
Art: 0%    :(
Sound: 0%   :(
Effect: 0%   :(



Screen Shot 2015-04-19 at 20.46.56

Screen Shot 2015-04-19 at 20.47.20

Screen Shot 2015-04-19 at 20.48.10







Posted by
Sunday, December 7th, 2014 6:49 pm


(Except when he needs to use it to avoid being crushed to death)

2 explorers
A constantly changing labyrinth
4 walls of death
A hoard of treasure for the taking
And two hats…




Explorer 1
Movement = Arrow Keys
Drop/Pick up Hat = Enter

Explorer 2
Movement = WASD
Drop/Pick up Hat = Space


Steal treasure and halt giant walls of spikes with your trusty headwear.
But watch out! It may stop traps, but it won’t last forever!
Make sure to plonk it back on your head so it stays in good nick.

Wait! What was that? Seems you’re not alone.

Outrun your opponent as the labyrinth closes around you and outlive them


Work together with your rival to build up your riches then stab them in the back.

To the victor, the spoils!


In the Indiana Jones films, his hat is always the object that seems to survive against the ridiculously impossible odds. We took the durability of the hat to it’s extremes by making it an object that could be used to protect our adventurer against the dangers of the tomb. In these films, the hat always ends up back on the head of the hero, so for the mechanics we made it regenerate health as long as it returned to it’s owner’s head.

—————-<BUILT BY IN 12 HOURS>—————-

Rafal Bryks 
Christophe Canarapen

Alex Johansson

Music Production
Ryan Woodlands-Mooney

Sounds and & Death Song
Will Bedford

Enjoy and any feedback or suggestions are greatly appreciated!

Oxy Post-mortem

Posted by (twitter: @hbocao)
Saturday, August 31st, 2013 11:53 am

Hey there,

I made a little game called Oxy (please give some feedback) and here it’s its postmortem.

The background

I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.

The Beginning

I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.

The Concept

The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]

The bad

  • Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
  • Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
  • Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
  • Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.

The good

  • Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
  • Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
  • Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
  • Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
  • When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.

If I had more time

  • Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
  • WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
  • Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
  • More and better puzzles: Well, that’s pretty much it. More and better puzzles. :)
  • Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]


I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.

Final thoughts

I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.

Thanks for reading and please, pretty please give some feedback. :)

IMPETUS – post-mortem

Posted by (twitter: @zerstoerer)
Wednesday, August 28th, 2013 1:56 pm

Hey everyone,

IMPETUS, our LD27 submission, was programmed to die (after being kept alive by its players) and went out with a bang after almost 12 hours. I wrote up a post-mortem for everyone interested in how the idea came about, how the game suddenly became insanely popular and why it had to die.

Read the post-mortem here.

For those who weren’t able to play it and would like to see how the game looked like when it was still alive, I put together a little gameplay video:

(Direct link:

Thanks for playing!


Posted by (twitter: @zerstoerer)
Monday, August 26th, 2013 4:52 pm

Just submitted:

Play now (Web)

Impetus has lost consciousness and her systems will fail in 10 seconds. Death is inevitable, but it can be delayed.
Sustain Impetus’ life by pressing the button, which will reset the timer. Once it runs out, the game is over and can never be played again.

Switch on the game’s sound in the upper right corner. Feel free to play one of the soundtracks provided on the site along with it.

A game by Dominik Johann (@zerstoerer), Jan Oelze (@JanOelze) and Jeremy Lonien (@Ludonaut), made in a couple of hours.

Game Breaking Bug Squashed!

Posted by (twitter: @LPGhatguy)
Sunday, December 16th, 2012 5:40 pm

So I went to demo the game to a few non-programmer friends who have not-so-great computers.

Before this time, I had only tested it on my supercomputer and a bunch of friends’ computers with mid-upper end gaming computers.

I discovered an issue with my camera tweening overshooting (which I was worried about and noticed small signs of before, but never fully fixed it.) I added four lines of code and submitted, and it all should be fixed.

As always, you can play my game HERE.

Give me a shout-out at @LPGhatguy on Twitter with feedback!
And as before:
+1 nondescript animal

Done! Submitted! Bridges!

Posted by (twitter: @LPGhatguy)
Sunday, December 16th, 2012 4:00 pm

I’ve submitted my game!
It’s a game about throwing people off bridges for your own personal reasons.
I’ll be back later to upload a scan of a list of villains I considered, I’m heading off to demo the game to some more friends now.

There are also goats in the game, or cats, or babies, or whatever. Officially we’ll just call them “nondescript animals.”

You can play it here:

Eternal Life Flash

Posted by
Sunday, July 22nd, 2012 6:46 pm

I just finished porting My Ludum Dare #35 (Originality) entry, Eternal Life, to Flash and yesterday I uploaded it to Kongregate…where it already has 329 plays!

What would happen if we could really live forever? Take a look at the answer with Death as your tour guide in this game made for Ludum Dare #35 (Originality) in 48 hours and converted to Flash as an exercise in learning the language.

Play it here!

Thanks to ThirdEyeWild for helping me with the Flash version! :)

Eternal Life is finished!

Posted by
Monday, June 18th, 2012 8:33 pm

It’s done!

Check it out here:

This is where Death takes you to visit Metallica in a nursing home:

Eternal Life

Posted by
Monday, June 18th, 2012 2:59 pm

My game’s coming along! I had to start pretty late, but I’m quite pleased with the idea.

EDIT: Maybe I’ll leave the player to discover the most gruesome moment in the game for themselves, instead of using it as a promo pic.

UPDATE: It’s almost finished!

Here’s another screenshot:

Men not wearing hats – Post mortem

Posted by
Monday, April 23rd, 2012 12:18 am

Thought i’d write the post mortem while everything is fresh. =)

“Men not wearing hats” is a game about what happens if you take what you want with force, even if the people at the receiving end is small, both in size and power.


What went right

Story: It was quite hard to think up anything original about the theme. The first thing that came to mind was to either make something on a cellular level, or make the game about “an intestinal journey”. Starting a few hours late i browsed through the ld updates and realized that my initial ideas werent so original after all. I started thinking about other themes, but was a bit lost. Then it dawned on me. I need to get into the “emo-indie-mood”!

When in the “emo-mood” i quickly realized that the game should be about the exploitation of africa and the middle east. I made a quick sketch that displays the player and his world. The initial idea was to make the player take oil and diamonds from the tiny people to either side of him to power his factories.

Tech: Im quite pleased with the usage of lua to control the flow of the game. Resources have their own scripts, as do players and other avatars. I also quite enjoyed working with an component based system which allowed me to add scripts, animations and other things to various game objects without loosing myself in oop hell. =)

Graphics: I like the water and the platforms.


What went wrong

Story: The goal was that the player should be able to be nice by taking diamonds/oil, converting them into gold and then returning them to the men not wearing hats. And, you can do that (there is a bot with a red cross on it). The only problem is that they don’t care, which makes the game unwinnable and always results in a massacre. Come to think of it, this is what happens in the real world aswell?

Tech: Even though some things were a success, others were not. On the evening of the last day some of my physics components suddenly assigned themselves av friction value of “infinity” – which is a ery large number and made the game grind to a halt. However, i did not realized that this was the problem until a few hours later when i tried to rebuild the world from scratch a third time.

Music: I actually made  a song in FL studio, but when exporting it it seemed to have gotten lost on my harddrive, and i was not wise enough to save my work. So, no music.

Time: I was foolish enough to thing that having a 5 month old daughter would not affect me. I does, and if i had realized this in time i would have cut the scope of my game into half. I still managed to spend ~22 hours on the game itself but thoose hours did come at a prize (which i’m about to pay).

Graphics: The first placeholder graphics was stuck in place until the very last minute, and some even made it into “production”. Taking a break in the middle of the dare to work on graphics will be my approach the next time, because nothing is fun about creating walkcyckles during the last hour. *argh* =)

Testing: I played through this game for the first time this morning, after submitting it. I was allright i guess, but tweaking could have made this game nice.


Overall everything feels ok during the circumstances that were. It is the most complex game i ever built on an ld, and it should play on more than my own machine. I had forgotten how though an LD can be so the next time i’ll try to add “mental preparation” to my toolchain. =)


Please vote and comment! =)


The Almighty Annihilation

Posted by (twitter: @niksudan)
Sunday, December 18th, 2011 4:33 pm

Hey there, I’m Nik, and I’m a Ludum Dare first timer!

I had no idea what to do, at first.  So I started to plan. The best thing I came out of was something to do with God, as he’s alone. So I emptied my mind into Game Maker, and created… a thing. This thing is called The Almighty Annihilation. It’s a 8-bit styled game where you have to wipe out the entire population of Earth with Meteors and Lightning Strikes. Sounds fun, right? Please tell me it is.

I made the game in 21 hours, with lots of frantic rushing and developer’s block. I know it’s not the greatest, and it seems very basic, but please. I am slow and can’t be bothered most of the time. I made a game. Enjoy.

He dies successfully.

Posted by (twitter: @davidrlorentz)
Saturday, April 18th, 2009 5:50 pm

Gosh, I’m moving really slow. I’m going to have to start working harder.

My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.

I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.


Click to Play

The original wall of doom

Posted by (twitter: @davidrlorentz)
Saturday, April 18th, 2009 10:32 am

OK, with 33 hours remaining, hamburger’s finally going to start thinking about getting started.

“Advancing wall of doom” is a pretty morbid theme, guys. I feel compelled to make a game about the original wall of doom, that one that is advancing upon us all – death, of course!

I picture myself on my deathbed, waves in my head slowly shrinking to whispers, then nothing. I have a little bit of energy left in me, but not enough to run the whole machine of my body. Should I focus it in my eyes, to see my loved ones around me? Or in my ears, to hear what they’re saying? Or in my hands, to feel when they hold them? Or should I focus all my energy inside my head, to keep those waves alive?

Is this a game? I hope so. I’m going to try to run with it. If you have any suggestions, please make them. :)

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