Posts Tagged ‘easter-egg’

Baa Ram Ewe – The most obscure easter egg in the entire LD

Posted by
Wednesday, December 10th, 2014 6:37 am

Check it out my entry for this Ludum Dare. Found the easter egg? It seems not so popular in the rest of the world as it is in Brazil, which is a shame =((



Moosefly prevails once more!

Posted by
Monday, December 16th, 2013 6:43 pm

This was our second LD and we think it went quite well atleast compared to last time. Oh the panic.
After the theme was announced we bounced some ideas around and went to sleep. After waking up we promptly decided to make a game about growing a plant in one week.

Without further dudes here is Wild Growth:
main menu


Oh and spot the Bieber!  bieberbutton

Easter Egg ??!! (Earth Defender progress)

Posted by (twitter: @XxDarkmaidenzxX)
Sunday, April 28th, 2013 2:29 am

Earth Defender is finally done (It will be uploaded in the next hours)!
But in this post i’ll talk about the Easter Egg i’d like to add to my own game ^_^ before the deadline.
Basically it will be a very bizarre Easter Egg… a parody of the main story, but first you’ve to find it to enjoy it! (Maybe i’ll give you some suggestions after the deadline or when the game will be published ^.^)


An Easter Egg meme LOL

I’m in (my first LD)

Posted by (twitter: @osilviotti)
Thursday, August 23rd, 2012 4:52 am

AS3, FlashPunk, FlashDevelop, SFXR, Gimp, and GarageBand for iPad (no loops) are my weapons of choice

I won’t have a the full 48hrs due to other commitments and and I’m fairly new to Game Dev so my game will probably be something simple and smal

Lilac.27 is finished.

Sunday, April 22nd, 2012 5:29 pm





Complete-Post Mortem coming soon! I need to pass out right now.

Kitten Challenge! 

Can You find it?



Since the weekend forced me to take a break on my review series, I have decided to take this chance to sit back and think about how the LD22 weekend worked out for me.

Maze Explorers
was not the first time that I tried to make a computer game, but it was the first time I managed to ¨complete¨ my effort. I can thank the 48 hour deadline for that. I feel that after completing this LD, something clicked on me, and game making is not something as mysterious and arcane as I thought it was. I hope this means I can turn my ideas into real games more often in the future.

Now for the obligatory ¨what worked¨ and ¨what did not work¨ lists:

What Worked

  • Having friends test my prototypes mid game: I had some very awesome friends test my prototypes as I submitted them, and provide me feedback. Some of the most important suggestions included: A highscore feature, zooming in the game area when the light radius was limited, and making sure my tiles were colorblind friendly (<3 colorblind friends).
  • Having a Ludum Dare ¨partner¨: In terms of motivation, I was lucky to have entered the LD with a friend of mine. We were constantly IM´ing each other, talking about bugs and landmarks, and just ranting. It gave me a sense of duty — he was putting effort on it, so I´d better put some effort too! I´m sure I would have procrastinated a LOT if not for him.
  • Deciding my theme/game design quickly: After the theme was announced, I sat on my sofa and did not leave until I had the complete game on my head. I found a kinda interesting, not too ambitious idea. Years of programming/Dungeon Mastering helped me keep the scope of my game reined in. I managed to complete about 90% of the planned features for my game, and even to sneak a few more in. Even when it looked like a stupid idea, I stuck to my guns and kept going on.
  • Familiarity with the Language/Environment: I have been working with Java and Eclipse for a few years (although only in the realm of scientific computing), and even though I did learn a new thing or two, this familiarity helped a lot.

Thanks for reading so far! I hid the kitten easter egg pretty well, so here is a hint: there is one control key in the game that apparently is not useful for anything. You need that key to find the easter egg!

What did not work

  • Unfamiliarity with Game Programming: This goes without saying, but I spent too much time figuring out things like “which class I should store my resources in”, “where to call transitions”, “how to properly program my tile engine”, etc. I was reinventing the wheel way too many times.
  • Unfamiliarity with the game library: Related to the previous one, even though slick2D is a pretty simple and straightforward library, I think I spend the majority of my time peering through its class documentation. Finding out how to change the size/color of a font was a pain. Luckly, this means that next LD I should have more time to spend on the game itself.
  • Making Levels: A large part of the theme tie-in in my game depended on level design. Levels should have at least two solutions — an “alone” solution and a “with company” solution. Unfortunately this means that designing levels took quite a while for me, and I only managed to complete 5 levels before the deadline. Fortunately, having the player try for the best score increased playability a bit beyond just beating the 5 levels.
  • Sound: Sound and Music were always my weak point. I know nothing about sound terminology and technical aspects, and I wouldn’t even know where to begin to try and make some music for my game. sfxr helped me a bit with the sound effects, but I ended up botching the synth voice effects: its volume is too low, and either you can’t hear them, or the stepping sound effect gets too annoyingly high. I need to practice this a bit before the next LD. Suggestions for programs to make music out of thin air appreciated.
  • Environment: My environment was far from optimal. I didn’t get enough good food, and ended up eating too much junk food (I had enough water, though). Also, even though I divided my 4 virtual desktops well (net/docs/programming/resource-terminals), a second display was sorely missed.

What now? There are many things that I didn’t manage to finish in my game: Transitions, a few more levels, music, something to fill the bottom of the screen, background screens. There are also some things that the reviewers (thanks!) asked for: better sounds, not getting stuck with a companion on your back (thinking about it, we don’t really need this for the game to be hard).

I might make a post-compo version with the above, for the sake of completeness. On the other hand, I might keep the game as is, for archiving sake, and move on with trying to make some new games to get more practice with the gaming library and with game coding in general.

Thanks for reading, and make sure to try out Maze Explorers and tell me what you think about it :-)


The Purging – Postmortem

Posted by (twitter: @7SoulDesign)
Tuesday, December 20th, 2011 12:37 pm

Not much to say here

What went right:

Simple gameplay idea
Using tools i’m familiar with
Livestreaming, there was only a few people, but they were a great motivation and stress relief

What went wrong:
Making a level editor, should have added a few more features like painting an area and auto-save
Enemies programming, should have optimized this



Download and rate here:


A Stitch In Time: Jam version completed!

Posted by (twitter: @chainedlupine)
Monday, December 19th, 2011 7:04 pm

So my Jam game is done.  Well, mostly done.

It lacks some of the content I desired, but I spent time on making the other 3 levels to polish the game play to what I hope is a lustering shine.

This is my first bullet-hell style shmup, so take pity on me. :)

Try out my game right now!


Flod Embarks

Posted by
Monday, December 19th, 2011 5:41 am

My submission for LD 22 is Flod Embarks. You are a little robot with the strange name Fraxtol Flod-Pirno S’nint. You’re lonely and very cute. Somehow you ended up in a part of space that appears most lonely. But can it be true? Are you all alone out here? *sigh* You gather all your courage and board your old spaceship to explore all these thousands of sparkling planets in the hope of finding some cute friends for yourself, somewhere.

There’s not really much to the “game”, but at least it is in its own way something like a complete package… Adding more stuff, I could turn this into a real story based rpg, or procedurally generated rpg. I started very late because of various reasons, one being me not having any ideas. At some point I just started with my half idea and just embarked on this mission to find out where it will take me. With not much of a story or gameplay in mind, only the basic mechanic of flying to planets and visiting them, I tried to put a proper dose of cute into it, at least.

Dungeons of Solitude – Complete

Posted by (twitter: @MetaKnighty)
Sunday, December 18th, 2011 10:17 pm

I got done almost everything I wanted, except for music. I had to leave out a few items, but it doesn’t matter

Check it out:
I’ll post a timelapse and postmortem sometime later.


I Wanna Be the Fishy – Complete

Posted by (twitter: @joelesko)
Sunday, December 18th, 2011 10:02 pm

I Wanna Be the Fishy is meant to be a somewhat rage-inducing arcade game, inspired by I Wanna Be the Boshy.

Summary: You’re a little fish, lost in the ocean, searching for his friends.

I wish I had enough time to add music, but otherwise I’m quite happy with it. Hope you like it. =)

Database Entry (Flash)

Doot da do, da doo… I’m finished

Posted by (twitter: @SeanAtr0n)
Sunday, December 18th, 2011 9:51 pm

Moving Day is finished! Play it!

Features include:

  • infinite running… to the LEFT!
  • pixel-perfect footsteps! (such a waste of time ^-^)
  • gliding physics
  • a token kitten
  • You can win! (temporary ‘feature’)

Moving Day screenshot


This was my first Ludum Dare and I will probably be back for more! I really appreciate the motivation provided by the community and time limit.  I did record a timelapse, but I’m undecided if I will post it. I’m not sure if there would be much interest in watching a noob such as I.

Things I learned in the last 48hrs:

  • How to animate a run sequence
  • Flash + FlashDevelop + Flixel is a very pleasant and forgiving coding environment.
  • premature gameplay tweaking is about as evil as premature optimization.

Hopefully someone will enjoy Moving Day, now I’m off to play some of the other entries!

Entry ready! Except it is nothing like the plan…

Posted by (twitter: @onekanaka)
Sunday, December 18th, 2011 9:16 pm

At the end the game wasn’t like anything I planned. It is incomplete, except for an additional effort for the community challenge at the last minute.

All my time was used for technical things, and the gameplay was the feature that suffered. But without doubt the experience is there and I can’t wait for the next event! Now is time to prepare myself better and learn all the tools and skills needed for the next competition!

If you want to check it out, you can download the source and the techdemo through this link.




Submitted – Never Dance Alone Darryl

Posted by
Sunday, December 18th, 2011 8:53 pm

Just noticed everyone’s posting a little blurb about their submitted games,  so here’s mine.

Well, this was quite an experience! I wasn’t able to polish off a few of the rough edges, or get the code as clean and solid as I’d have liked. But the core game-play is in place, and I’m happy with what I did get added.


Finished my first LD game!

Posted by
Sunday, December 18th, 2011 8:32 pm

I have successfully finished my very first LD game, The Last Man on Earth.

You play as the last survivor of an alien invasion, your goal is to avenge your species by clearing out an alien spaceship.
It is a pretty hard game, but please don’t get mad at me – I had no time to balance the gameplay.
The game has two endings… and a kitten.

It has been great fun, I would love to participate in the future, too.



  • Visual Studio 2010
  • XNA Game Studio 4.0
  • Paint.NET
  • Inkscape
  • Bfxr

Game Page:

Kitten Dare Badge

My first roguelike: Complete!

Posted by (twitter: @ekunenuke)
Sunday, December 18th, 2011 7:51 pm

I decided to try something new this compo, for better or worse. It’s finally over in any case, now I just need to study for my last final tomorrow…

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