Posts Tagged ‘download’

The Get Up 1.0 with VR and more!

Posted by
Saturday, September 17th, 2016 7:20 am

The 1.0 of The Get Up is released, check out the video:

Now also on Gamejolt:

Here is whats new versus the original jam version:

  • Sounds
  • Fully fledged VR mode
  • Slaves actually push things now (also butt pushing)
  • Physic simulated palms (Drag out for wood)
  • Destructible vases (The water has purpose)
  • Several obstacles
  • More variations in spawning (front, behind, above)
  • Music
  • Menu with options
  • Improved Physics
  • Actual difficulty increase
  • Fixed stones not touching each other slowing it down heavily

Things to REALLY consider (dev/submission best practices)

Posted by
Monday, April 11th, 2016 5:12 am

I wish someone would pin this up so everyone can read it – not because I am smart, but because this is really important.

1. Decrease time to download

When the deadline comes, many people go to sleep because they know that tomorrow they will play and rate lots of games. They will do that for the next three weeks (probably with decreasing intensity) so the download process must be easy. I’ve participated in the last three LDs and I’ve rated lots of games. Some of the devs rated more than 300 games per LD (although this doesn’t guarantee that they really played them, but I am not the one to judge that). I’ve wasted almost an hour more than I had to (accross this many games) on downloading the games that are not directly downloadable.

The point is this: games should be easily accessible and downloadable. The less clicks I need to do to run the game, the happier I am (…and you are too!).

That being said, I have several suggestions for developers:

  1. If possible, provide a web version of the game. If your engine does not support that, that’s ok too. Simply follow the next points.
  2. Use download services that allow you to post a DIRECT link to your file. This is how it goes with those typical gaming portals many of you use (the bad scenario):
    1. Chose a link on LD page
    2. *a gaming (or other) portal opens, for example –* – sometimes slowly
    3. find a download link among 10 other links and pictures
    4. *a popup opens*
    5. ignore the donation links and buttons and search for the download link, which is usually small.
    6. click the found download link
  3. If you are using dropbox or onedrive or some other cloud drive – modify the URL so that it leads to the direct download. It will take you 5 seconds but save each of us that are playing your game 5-10 seconds. For example, if your dropbox link looks like this:, change the ending to ?dl=1. This will save everyone’s time.


2. Have mercy on the non-EN players

I don’t know the exact demography of the LD developers, but I guess many of them are from USA/UK or other english-speaking countries. However, please… and I mean PLEASE!, have mercy on players/devs that do not use english QWERTY keyboard layout. That means: X and Z keys are among the worst choices for player actions. Simply DO NOT use those! If you need proof, look at this picture (This is about the ONLY keyboard layout where X and Z are next to each other):


And now look at these (these are layouts that a lot of people use too, believe it or not). Notice how far are X and Z from each other.




You may use the QWERTY layout, but know that many people do not! (And I have not even touched on cyrillic, arabic, chinese etc.)

The solution? Either allow the player to configure the keys or use the keys that are in the same position on all keyboards (shifts, controls, alts, tabs, enters, backspaces, etc.)

And if your engine really really does not make it easy for you to enable the user key binding, use letters C + V or J + K (other than the dvorak layout, these are next to each other on most other keyboard layouts).


3. Folder naming

Fellow developer DesignerNap added another important best practice: Always name your folder (ZIP archive or the folder inside) by the game, not generic names like ‘game’, ‘LD35’ or such. If the game is called “Dolly wants a cracker”, then I expect a folder with that name.


4. Unity (.NET in general) PDB files

(Thanks to Almax27)

PDB files are useful. Very useful. But only to the developer. These files are huge and contain all sorts of different debugging data required to step through your code in your Visual Studio. However, once you build the executable, players have absolutely no use for them. Do not include PDB files in the published version.

On the side note, the only reasonable reason why you could include PDB file with the build is that in the case of the exception logging, you will be able to see the line in the source where the exception originated, which is useful too. But again – only to the developer. And since we do not expect players to send us their debug logs with exception messages and stack traces, they do not need the PDB. Leave it out! :)


5. Good luck Ludum Daring.

Good luck with your games. I look forward to playing them.

Finished #LDJAM: Play The Reviewer now!

Posted by (twitter: @@matskyyro)
Monday, April 20th, 2015 3:33 pm

The Reviewer

Last night a bit before 4am I finished my 48 hour compo entry. This dare for me was really all about multitasking: I was handling schoolwork, freelance work and game development at the same time. I also found the time give my vote at the elections.

It’s only fitting for my game to also be about multitasking. The Reviewer is a game about reviewing video games. It’s a parody based on my own experiences as a freelancer for some gaming publications, and the challenges of balancing between work and school like many young people.

The game was inspired by anti-games in the vein of Papers, Please! I’m a sucker for games that gamify the sort of tedious busywork you would never want to do in real life. I hope that I’ve been able to reproduce some of that charm in my own work.

So go ahead, see how you would do as a game reviewer!

Web vs Download – Please Know The Difference.

Tuesday, July 22nd, 2014 7:38 pm

Many submissions in the Mini LD #53 have links labeled as web, that are not web at all. This is quite annoying, as I like to know upfront if I’m going to have to actually download something, extract it, blah blah blah. There is a proper way of labeling your links, as I describe below. Doing this properly will help keep people in the community from being annoyed by a “web” game that prompts to download an exe file.

  • Web – Can be played in the browser. For instance, you build your game in flash, html5 or unity webplayer, and the game is hosted on kongregate, newgrounds, your own site, google drive, etc. (I’m trying to be all inclusive, not stating any one of these is better than the other). These games will be played directly in the browser, without you downloading anything that you must do outside of the browser.
  • Download – This cannot be played in your browser. A file must be downloaded, extracted, dependencies possibly installed, etc. The game is run outside of the browser and is a bit of a headache. With a lot of games, this takes more time than playing in the web, as the file must be extracted and so on. Examples below.
    • Windows – This is anything that is an exe, or a zip or other archive that contains an exe meant to run only on Windows. If this describes your game, please don’t label it as a “Web” link. You can label it as “Windows” or something similar.
    • Mac/OSX – This is a game built for Mac/OSX that is played only on Mac/OSX. This is not played in the browser. If this describes your game, please don’t label it as a “Web” link. You can label it as “Mac” or something similar.
    • Jar – This is an executable jar file. This can run on any platform, as java is that versatile. Jar files can be run in the browser, but it’s still necessary to build the web page to do so. If you link ends with .jar, this is not a web build, so please don’t label it as a “Web” link. You can label it as “Java” or something similar.

I’m not trying to yell at anyone here, but some people haven’t learned the difference. It may seem trivial to some, but it is only common courtesy to let people know up front what to expect. If I click on your web link (because your game seemed so exciting I forgot to look to see where the link actually went before I clicked) and it didn’t take me to a page on the internet that allows me to play it in my browser without downloading anything manually (and extracting, and so on), I will not play your game. It’s nothing personal, it’s just that if you can’t tell the difference, your game is likely to suck and be a waste of my time extracting it, installing dependencies, running in compatibility mode, turning my monitor on it’s side, setting up a house of cards, painting a masterpiece, etc. just to get it to work.

HOWEVER, if you let me know up front by labeling your links correctly that all of that stuff is involved, if your game seems worth it based on the good and complete description that you wrote, I WILL do it.


Edit: If you weren’t planning to build your game for web, please consider doing so. Not everyone in the community is computer savvy enough to download a game and install dependencies, people like artists, people like my artist / wife. If it’s not a web game, my wife won’t play it unless it has a very compelling description that’s very appealing to her, in which case she bugs me until I cave in and download it and make sure it will run for her. Also, it’s possible to unintentionally include malicious code in a downloadable game, where security settings in most of the web players won’t allow such a thing. I’m sure it’s not hard to write your game in .NET and make a mistake (Because you haven’t slept in 30+ hours) that deletes the a user’s “some other folder” instead of just the save file your game makes like you intended. Not saying that this awesome community would do it, but someone could do something like that on purpose, especially someone that’s not part of the community and is just looking for some way to get their kicks. I’m sure most of us are playing these games on the same computer we develop on, the computer that is our livelihood, and just don’t want to take that risk.


Edit 2: Please read the note from artist/wife for a better written explanation, as she is much better with words than I am.

Earth Defender is DONE!

Posted by (twitter: @XxDarkmaidenzxX)
Sunday, April 28th, 2013 10:42 am

Finally after about 30 hours of programming and a lot of coffees (and potato ^.^ ), Earth Defender is done!
Check it out!

For more news and download  Click here!


SpotWalker 0.1 Build

Posted by
Saturday, April 27th, 2013 7:43 am

Update on the game.

I’ve imported the assets that I created in Blender into Unity and created a basic, minimal scene. Added a first person camera. Some 3d assets rotate on mouse movement. Sound was added. I created this sound by tapped on my computer, then another layer of clapped, and another of slapping my face. I’m not a music person, but at least I’ve created some sound for the game.

Here’s some screenshots:


Overall of the scene in Unity


The ‘title scene’ in game


Pathway in game


You can play this build in web browser here.

Windows users are also able to download the zipped version of the exe here.

This is early stages and I plan on working on it further tomorrow. At least its something.

Ludum Dare OST Volume One

Posted by (twitter: @Phantom_Green)
Sunday, January 13th, 2013 7:28 pm

LD OST Vol One Cover Art Smaller
I just compiled all of the songs from my various Ludum Dare entries into a single soundtrack. You can download it for free HERE !

Kollum: Day 2 progress report / mult-platform downloads

Posted by (twitter: @ananasblau)
Sunday, December 16th, 2012 4:10 am

Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.

Here’s the annotated screenshot and I got a first build for ya to download: (windows, mac, and löve2d)

16.12.12 11:57-Vollbild

Finally some gameplay

Posted by (twitter: @sirGustav)
Saturday, April 21st, 2012 8:41 am

8-9 hours in I finally got some gameplay, you can jump around with separate air and ground friction. here’s a preview gameplay: windows download and mac+linux, requires löve2d 0.7.2 (0.8 doesn’t work).

Next up is more (actual) food, some jumping/falling animations for the player and evil spikes (thumtacks) that you can die on.

Current progress

Bisca biscuits with some milk

I Finished!

Posted by (twitter: @frimkron)
Monday, August 22nd, 2011 2:25 am

I got my entry submitted at about 2am BST, which makes a change from the 2-minutes-before that I usually end up doing. So here’s my entry, VOLCANOWNED!:


I was pretty happy with how it turned out. It’s a very simple game but I think I did a decent job with the graphics. Next time I’ll leave that little bit extra time to record some proper sounds and music.

I’m going to put my timelapse together later and write a full post-mortem soon. And oh man I can’t wait to start playing all the other entries – I swear they just get better and better every time!


Posted by (twitter: @@tman_BOSS)
Thursday, June 16th, 2011 8:14 am

We got a little farther, it’s still far from finished but here’s a little demo. It’s sort of a simulation strategy.

You can download the demo here:

Jam Time — Here’s what I have.

Posted by
Sunday, August 22nd, 2010 8:35 pm

I didn’t really have a playable game at the time of the deadline, but I thought I’d share my game’s current status.


Enemies following and some musical instruments.

Enemies following and some musical instruments.

Rescue the Stranded!

Posted by
Sunday, April 25th, 2010 7:12 pm

Entry Page

Oh man, here it is! No achievements, sadly.

Finally, something resembling a game!

Posted by (twitter: @AtkinsSJ)
Sunday, August 30th, 2009 3:09 pm

Firstly, annoyingly this is the third time i@ve typed this because Chrome went crazy. Oh, well.

Got about 5:20 left, and finally I have something that can be played, lost, and you get a score!
Also, I fixed it so that the level is now infinite and randomly generated.


I’ve finally fixed the dodgy collision-checking too: Moving things can now collide, rather than only moving and unmoving.

Thanks to DrPetter’s excellent SFXR, I also have some sounds! Yays! Not entirely sure they go with the graphics, but oh well – better than nothing.

So… I’m going to upload a taster! This may well be the final thing if I don’t add anything else.

A/D or left/right to move, W or up to jump.
Click to fire.

The story / instructions (possibly more entertaining than the real thing)

You, archaeologist Ted Stuart (because archaeologists are always action heroes, for some reason) have wandered aimlessly into a cave that has laid undisturbed for millennia. Well, or so you think. It’s actually been disturbed rather frequently by all the dinosaurs living down there.

Living dinosaurs would make your job a waste of time, and so to preserve the livelihood of archaeologists everywhere, you seek to destroy them all! However, your puny gun is no match for their unusually tough skin! Your only hope is that you can shoot down loose rocks from the ceiling to bonk the dinosaurs on the head with. Only then can you remain safely employed in these harsh economic times.

Download current version (may be final, depends if I think of anything to add)  Please download and test! 😀

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