Posts Tagged ‘gameplay video’

Up & Away! – Timelapse and Gameplay videos

Posted by (twitter: @bytegrove)
Wednesday, August 26th, 2015 3:03 pm


I’ve uploaded a timelapse- and a gameplay video of my compo entry. Play it here





You should always google yourself

Posted by
Friday, September 26th, 2014 1:55 pm

I Googled myself on youtube and found that my game for the previous Ludum Dare had a gameplay video. Funny, the video was published 4 months ago, but I only found out today.

It just goes to show, that EVERY game can get into a gameplay video (but with LD it helps if it’s short and simple)/


Posted by (twitter: @SaintHeiser)
Friday, September 5th, 2014 9:42 pm

I watched this video today:

Yeah! That guys are really awesome! But they’re totally didn’t understood how to play my game. So I was inspired to record masterplay of IMPOSSIBLE DIFFICULT:

If you want another try, here is link to my entry:

Ok, my compo entry is imbalanced now, because weapons are useless. I working on this project and already re-reviewing gameplay and added useful things. I don’t know when I’ll release new version. Work is going very slow.

Game working

Posted by (twitter: @piopiojuegos)
Sunday, April 27th, 2014 11:54 am

Finally, it moves.

Just adding some stuff (doors, oxygen, sharks…) and it’s done.

Last Chance Supermarket: Gameplay video

Posted by
Monday, December 16th, 2013 8:45 am

Hello everyone. What a great experience this Ludum Dare has been, and the best part (playing everyone else’s games of course) is still far from over!

I’ve just created a video for my entry and thought I might share it with you guys, enjoy 😉

You can play my entry HERE.

Tumbling Towers: Milestone Build – Feature Complete(?)!

Posted by (twitter: @nick_mudry)
Saturday, December 14th, 2013 5:51 pm

It hit my milestone for the entire jam, which was to get the core mechanics of my game working. I’d say at this point what I wanted from the game is 100% done. I’m taking a well deserved break before getting back at it later tonight.

What is the game you might ask? 

Tumbling towers is a game where you only have one direction to build, up. You also can only choose one material to build with: Wood, Ice, or Stone.

Each material has their own attributes (weight, friction, and more). The goal is to build the tallest tower you can!

Right now you can find links to play the web version of the game on the game’s page on the site here:

(Also, an improperly scaled Android version is posted as I work on making it look nice.)

What’s left? Well, I want to make the UI more usable. MUCH more usable. Also, a friend of mine should be helping me out tonight when it comes to art, so it might become a Ludum Jam entry instead.

Oh. When I’m back at it, my stream will be live on Twitch.TV too. Feel free to check it out (hit follow now so you get notified when I go live again), head to Twitch.TV/AngryFacing. Until I’m live again, check out this recorded YouTube video of me talking about the game’s progress. :)

Finally, development updates of this and my 1GAM project will be on my Twitter at @AngryFacing. Feel free to follow! :)

October Challenge: gameplay video

Posted by
Tuesday, November 12th, 2013 11:23 am

Hello everyone! I would like to share this gameplay video of my october challenge game – May the Best Man Win (which 12 days later I’ve finally got around to recording).

Download the game here if it tickles your fancy (available for mac, pc and linux):

Apotheosis gameplay video

Posted by (twitter: @bytegrove)
Monday, August 26th, 2013 2:26 pm


apotheosis gameplay

Rewind, Replay


This was a really fun Ludum Dare! I wasn’t so fond of the
theme but I managed create a pretty enjoyable game I think.
The development process was pretty stress free and rewarding as well,
for which I’m glad.

I’ve published builds for Windows, Linux and OSX, and there’s a web version as well.
The game can be played with keyboard or an XBox360 gamepad.
The controls are a little different and I can understand if they’re not
to everyone’s liking(they’re sorta like Cave Story).
All feedback is greatly appreciated!

I’ll probably write a post mortem in a couple of days. :)
But first there are games to play!   \(◔‿◔)/

“Apotheosis” –  entry page (write a comment and I’ll try your game out):

LD27 – Team Seconds – Final Thoughts

Posted by
Monday, August 26th, 2013 10:04 am

I started the competition Friday night at a Ludum Dare meetup at the Dallas Makerspace. It was great to meet other people (about 10-12 showed up) who are interested in Ludum Dare. It was also really exciting to be in a group when the theme was announced and talk about ideas.  There was definitely an atmosphere of minor disappointment with the theme of “10 seconds”. I think almost everyone was hoping for another theme. I gave my prepared pep talk “the first obstacle to Ludum Dare is accepting the theme.”  Next everyone started brainstorming ideas. Everyone left after about 3 hours. I think it was a great way to start the LD experience.

I started my entry early Saturday morning. Within about an hour I decided on my idea. I was certain I did not want to interpret the theme of “10 seconds” as having anything to do with time. I arrived at the concept of “second stringers”. People who sit on the bench or are alternates to the first picks. In my game, the 10 First’s were lost on a mission, and the 10 Second’s are sent into rescue them. In the game you have very simple start/stop controls to manipulate 10 separate characters to clear rooms of enemies, rescue the firsts and then continue searching a building.

I feel I was mostly successful, and pretty satisfied with my final product. It is playable and thankfully the sound effects vastly improve the experience.

I ended up spending about 22 dedicated hours in total. About 10 hours on Saturday and 12 hours on Sunday.  I did all the code and graphics on my own. I used bfxr for sound effects.


  • bfxr
    This is a miracle program for LD. I wouldn’t have sound effects without it.
  • Python/cocos2d/pyglet
    I Love programming in Python and this is the best framework to do it. Sadly, I will give it up next time. See final thoughts.
  • Sleep
    I went to bed Friday night and I did not work on the game for about 12 hours during the half-way point. Coming back to the game the next day helped me focus on what was important.
  • Accepted theme from start
    I did not like the theme. I did not like the last one. I may never like it. But I won’t let that stop me from building a game, which is what I love most.


  • Music
    I tried using  iNudge, but wasn’t happy with what I produced. I have no music ability. Wasted about an hour. One day I will have music with my entry, but not this time.
  • Created assets I did not use
    Create the assets as you are going to add them to the game. Otherwise, it’s lost time when you cut the feature. I spent time creating versions of the rescued characters so they can follow around the primary characters as they are rescued. I had to cut this feature and lost about 30 minutes with graphics assets that were never used.


10 Second Clip:

 1 Minute Demo:


After my previous entry I came to the realization a web-based game is the most logical solution for competing in Ludum Dare. I don’t like downloading and running executables, so I can’t blame anyone who doesn’t want to download mine. And since getting people to try my game is one of the main points of LD for me personally, I am going to switch to one of the many Javascript/HTML5/WebGL based frameworks. I was going to do this for LD27, but never spent the time learning one. I MUST do this before the next competition.



10 Seconds Warning

Posted by (twitter: @pvwradtke)
Sunday, August 25th, 2013 8:22 pm

Hi everyone, so here’s my entry to the Ludum Dare 27 compo, 10 Seconds Warning, a shmup without weapons, where enemy fire last only for 10 seconds! The goal is to dodge the seeking missiles and try to give the alien enemies a taste of their own medicine using your flight skews. Available for Windws (binary) and Linux/Mac OS X (source).

The game was made in 48 hours in C++11 using Netbeans 7, SFML2, Gimp, Audacity, Bfxr, Punk-O-Matic and Inkscape. All done on Linux :D.

Click here to play 10 Seconds Warning

And there’s also a game play video! (don’t mind the audio quality, the in game music sounds way better)

Also, congratulations to everyone else who made through this competition. I’m looking forward to play some great games the next few days! :)

8 games in 48 hours, postcompo and gameplay video

Posted by
Saturday, May 18th, 2013 4:48 am

Ok… the final stretch towards the end of the rating period.  Still many games I’d like to see but didn’t get round to.  And time for a last announcement for my own project.  I do hope to get one or two more comments.  Yesterday I uploaded the latest postcompo version, which fixes a number of flaws.  The idea of this postcompo is not to seriously change the games, but only to quickfix the problems that emerged as the most important.  I spent maybe 3 hours on it, staying in the spirit of spending minimum time with maximum yield.  I think Leaping Larry plays really well now, and Digger has also become more fun to play. You can find the link on the LD page. It includes a list of changes.

Minigames Octacade LD entry

I made a gameplay video for the video compilation project, but that amounts to only 1 second of gameplay per game! So I also made a  longer video with 10 seconds per game.

First beta test – video made with iPad 1

Posted by (twitter: @juaxix)
Tuesday, October 9th, 2012 3:55 pm

Let’s see, there is complex logic now, enemies generarion with ai states, spells, attacks, optimizations, etc
It is working fine in iPad 1.
I need to improve timing for attack and casting, maybe add a spell cast progress bar?, right now I am focusing in the particular cases of spells and attack phases, each model has attached an AI encapsulating the dynamics, sensors and the back of the behaviour of each actor, movements, classes issues and so on.

kernel expection gameplay video

Posted by (twitter: @RatKingsLair)
Wednesday, August 29th, 2012 7:54 am

Jana created a gameplay video of our entry “kernel exception“, for all you people who can’t or don’t want to play the game! 😉


Darwin Award entry, gameplay video

Posted by
Monday, August 27th, 2012 1:44 pm

My entry Darwin Award is mostly an infectious disease simulation with some population genetics thrown in.

If that description doesn’t sell a game, I don’t know what will.

A gameplay video perhaps?

Darwin Award gameplay video

Through the Blue Sea Postmortem

Posted by (twitter: @Ythmevge)
Friday, April 27th, 2012 10:07 pm

Through the Blue Sea is my entry for Ludum Dare 23, its a small randomly generated abstract platform game. You goal is to pick up all of the yellow pips, without falling off the tiny world. You can grow larger by eating the asteroids that fly in, if you don’t eat them then one of your platforms will be destroyed.


What Went Wrong:

> The Theme, on my blog I outlined the themes that I hoped would win, and Tiny World was not on of them. It took me the first six hours (Friday night for me) to come up with an idea for a platformer set on a tiny world, and then I wanted to scrap the idea all weekend as I found it an incredibly uncreative game.

> Time during the weekend, I knew going in that I would have limited time during the weekend, as I had a job going on.  This coupled with the theme, led to even less inspiration when it came to finishing the game, and more procrastination.

> Scoring, there was a point Saturday night, when I was working on the online high score table that I wondered how scoring was going to work. So I took a few minutes and decided to leave it really simple, so each pickup represents one score. Looking back now, It doesn’t give me the variation I would like to have.

> Level generation, I decided to randomly generate the play field and about half of the time it generates impossible levels. I knew about this the entire time, but decided it would help the lacking score system. Now that I have had about a week to think it over, I wish I had made it generate levels that could always be completed, or that I had added a pickup that ended the level.

> I found myself lacking a couple programs that I needed, I was using a new laptop this time, and hadn’t installed python yet, and I needed VLC. It didn’t take much time, but it would rather have already known what I needed and had it installed before hand.


Timelapse Video:


What Went Right:

> The character, I am glad that I changed it back to a square and just added a face to the square, it fits more with what I am interested in. The first character sprite was an odd Llama Elvis creature. but I ran into issues with collisions, and it didn’t really fit with the background or platforms.

> The planets, I knew from the start that I wanted to use colors once again, the colored planets in Through The Blue Sea represents the difficulty of the generated levels (based on how many pickups, and how many platforms). So a Cool color (Blue and Green) are easier than the warm counterparts (Red and Purple), and Yellow is somewhat neutral in that it has quite a few platforms, and a bunch of pickups.

> Sounds, some people in the comments have liked them, most have hated them. I personally think they fit the strange, wierd style I was going for with the game, I mean just look at the character expression:


> Music, I once again used a python script to generate music, and it once again performed perfectly…After a few generations anyways. I then used VLC to convert to mp3.

> Online Highscore table, when I first started I didn’t plan to include one, but on Saturday I had about finished the game, and still had over 36 hours left. I made a online highscore table for my last entry (Alone in Space…) and made one for the final version of Untitled. So writing one wasn’t a big deal, in fact it only took me a half hour to have the basics working. Then I decided on how many score pips for each world and secured the highscore table using the maximum (So for the Red planet that has a maximum score of 8, any scores submitted higher than 8 are ignored)


Gameplay Video:


What is Next:

I don’t plan to do much more with Through the Blue Sea, but I do want to release a Post-Compo version that adds a better scoring system. The new scoring system would be based on a multiplier bonus, you would have 100 seconds on the clock and finishing before 0 would give you a bonus. My first idea would be to make asteroids give you a multiplier, so catching more asteroids and finishing faster would give you a higher bonus. But I am not really sure what it will be like until I do it, and it will most likely be another week or two.

Alone In Space… Videos

Posted by (twitter: @Ythmevge)
Friday, December 23rd, 2011 9:07 pm

Here is the Timelapse Video:

Alone In Space… Timelapse

And a Gameplay Video:

Alone In Space… Gameplay



To Play or Rate Alone In Space… Click Here.

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