Posts Tagged ‘horror’

Check out my entry! Horror Hotel – Room #13

Posted by
Tuesday, December 13th, 2016 2:39 pm

I finished making the game about 30 mins before the Jam ended. Check it over here :


This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.


Posted by
Monday, December 12th, 2016 12:54 pm

print jogo 2 print jogo

Game about a mental problems man and him need to remember why stay in asylum.

Made in Rpg maker VX ACE


Arrows – movement

Space – interaction

Use pill to reset sanity

If full bar = death

F12 – quit

Contact link: Prates)

Download link

TurretBox, progress with the game!

Posted by
Saturday, August 27th, 2016 3:18 am

TurretBox progress


A glimse into our progress, we are currently working on player controller system, map furniture and smoothing the map to make it look better.LD 36

Early pictures from the room where the player starts his jurney

  • Adding furniture and smoothing
  • Textures will be added much later

Engine: Unity 5.3

Engine Extensions: Node system, Terminal, Texture tools, Chrome Shaders and light systems – All these extensions have been made by the team coder

Game main Theme: Ancient technology

Game Themes: Mystic, adventure, fiction, mindfuck

Game Genre: Horror

Team: TurretBox

  •  Team Co Leader, CptNaughty
  •  Feedback is apriciated
  •  If anyone wishes to join the team and prove their worth we are more then willing to take extra help.

Team TurretBox starting their development

Posted by
Saturday, August 27th, 2016 1:31 am

TurretBox team plann


Alraight we just woke up early to get into the jamm, we are now planning the game and finding inspiration.

We are not worried about the theme as this was one we hoped for, we wont reveal to much but a couple of screenshotts of the game. Also still I hope you guys will give us feedback on what you excpect.

Current plan; Make a planning for what needs to be done (The team coder has alredy finised this) and start modelling the game assets, when we have finished the game assets and mechanicks we are going head on the texturing and smaller details.


Engine: Unity 5.3

Engine Extensions: Node system, Terminal, Texture tools, Chrome Shaders and light systems – All these extensions have been made by the team coder

Game main Theme: Ancient technology

Game Themes: Mystic, adventure, fiction, mindfuck

Game Genre: Horror

Team: TurretBox


  •  Team Co Leader, CptNaughty


  •  Feedback is apriciated


  •  If anyone wishes to join the team and prove their worth we are more then willing to take extra help.


The Last of Egg

Posted by (twitter: @ShuddaHadda)
Thursday, December 17th, 2015 8:37 pm

PLAY The Last of Egg


The Last of Egg is a survival horror game. You play as the last remaining egg struggling to survive. Collect weapons, find crafting supplies, and avoid being attacked by the mutants of the land, known as “Sizzles”. Will you ever get home? Will you ever see Claire again? It’s what’s inside that counts my friend… so are you soft? Or are you Hard-Boiled.



Thank you to everyone that has played/voted. The comments have been great so far! You have plenty of time to watch Force Awakens….so scramble on over HERE before you head to the theater. Thanks!



In the wood

Posted by
Sunday, August 23rd, 2015 7:38 am

Lets try…

My story is about a monster from a typical slasher horror movies, who loves to hunt for teens and lost people.

Updated my Ludum Dare 29 game, Close Your Eyes

Posted by (twitter: @AestheticGamer1)
Sunday, April 26th, 2015 3:51 pm

Thought I’d mention here I spent a few days to fix a few things and add a lot of new content to the game I had made for Ludum Dare 29, Close your Eyes:



Can be downloaded from one of the following sources:





Well this is a first :P

Posted by (twitter: @wilbefast)
Sunday, December 7th, 2014 11:32 am

For the first time ever my LD has gone extremely well – I have a few hours of leisurely polishing before the end and I plan to make them count 😉

Probably the reason things went so well is that there are literally no sprites in the game, so that chunk of time could be used for music and programming instead.

Despite the lack of graphics assets I think the game looks pretty nifty though!

Teased? ;)


Another GIF after the “more” 😉


So about to hit the hay on the first day, basically got character sprites and music done. However, liking how it’s coming out. My game stars a character I am tentatively calling ‘Marshmallow Monk’, and an antagonistic spider who can possess different things. The character is escaping death row and is taking to the underground… But  also using the theme in a secondary, more psychological way outside of the obvious.


Simply drawn sprites for Marshmallow Monk & Raspberry Spider:

MC$Gooey Abomination


And completed 16 music tracks, which is admittedly what most of what the first few hours consisted of. Here are a few samples:

My Little Marshmallow

Underground Drone




Stepping in Goop

Gooey Abomination


Along with 9 other songs. Very odd music, but the game is odd so hope it works.


Also, not in the game obviously, but some people in the stream I’ve been holding have been doodling Marshmallow Monk, so I’m happy. Credit here to CookieCyatt & Xenobladebuster:



Obscure submitted.

Posted by (twitter: @curtissivess)
Sunday, April 28th, 2013 3:13 pm



I didn’t really want to post a blog on my game until it was ready, because it’s very difficult to communicate what it is just through screenshots. I thought it best to wait until people could actually play it.

Obscure is a minimalist horror exploration game. You are trapped in a pitch black complex, and must find your way out with what little light you have available. A monster is stalking you, and the only way to escape him is to close your eyes and run. Sanctuary is available to the south east, but getting there through the labyrinth will be difficult. You can find its page here.

The graphics are only represented by what your light is blocked by, but each area should be uniquely designed enough that you don’t lose track of where you are or turn around with realising it. This is the first time I’ve made a horror game, and I think it came out really well. It was also the first time I’ve tried a lot of things.

I never actually realised until I was making this game how easy generating collision maps was in Love2d. You can import an image and do a pretty simple loop to build up a 2d array with all the collision data you need. However, using this meant that load times became an issue. With the size of the game I wanted, importing and looping through an image that was the same size as the level (1 pixel = 1 pixel) would take minutes, which is way too long.

I managed to save a bit of time by making the collision map a two colour gif rather than a png, and also made the image much smaller (I then scaled up the array rather than the image), and halved the size of the level (in retrospect, that level was twice as big as it needed to be anyway). This brought it down to about a 10 second loading time on my rubbish old laptop, which seems reasonable to me, and anyone with a slightly more modern machine probably won’t even notice the load.

Because the graphics are so minimal, a lot is represented by the sound (the most important of which is the location of the monster). This is also somewhat new territory for me, but I managed to build up some sounds from the infinite source of foley that is my house to create what I think are pretty convincing effects.

I’ll probably have more reflections on the game when I’m a bit less buzzed from completing it, but I feel very happy with what I managed to create. If nothing else, it’s atmospheric.

Gratuitous Placeholders

Posted by
Wednesday, September 21st, 2011 9:32 am

So many placeholders. My goal for this evening is to finish the “go” button logic that executes your actions on the characters and rooms each night, dress up the placeholders a bit, and get a story put together that can evoke some horror from the player. That’s probably enough to submit for this, though not enough to satisfy me. I might keep polishing it for a while after the mini-LD with an eye toward this month’s Experimental Gameplay and Super Friendship Club.

I was able to formalize the story module format last night. Everything’s in CSV spreadsheets; characters, rooms, story fragments, story-specific game configuration… This lets me almost completely separate content from logic, and should let a person build a story module without learning/modifying the code.

Screen shot below. That’s the basic interface once you’ve started a story. Clicking a room gives you a menu where you can “lock in” an experience type for the night (e.g. noises, dreams, physical manifestations). Once the actions are locked in, the “Begin” button will start the night. You’ll get accounts of the night’s goings-on from the characters the next morning, which will help you understand the story you’re trying to tell them.

Screen Shot

Very nearly operational


Location, Location, Location – Damn the Deadlines

Posted by
Monday, September 19th, 2011 3:24 pm

Still going on the Mini-LD. It’s my first time, so I figure I’ll get the blatant cheating out of the way now; it’s been more than 48 hours on the wall clock. I probably only have 12 hours of dev time so far, so I’m running with that. =)

Javascript is a tricky mistress/master when you’re not accustomed to working with it. I’m learning the CraftyJS framework at the same time (for the second time). Got the concept for a data-driven horror-ish story game pretty well worked out and more than half-implemented. It’s almost interactive now.

The premise is that the player is a location that has experienced something wrong. My sample case is a house which experienced a tragedy. Some folk have chosen to spend the night at the house, and it’s your job (as the house) to communicate the tragedy to the occupants through metaphysical actions. Your basic set of actions can produce different outcomes based on the person and the part of the house they occupy. The player learns the story through the experiences of the visitors.


maximalist: a cover of GBGames LD#11 ‘minimalist’ minigame

Posted by (twitter: @OMGWTFGAMES)
Sunday, November 9th, 2008 12:41 am

Here’s my entry for mini-LD#5.

It’s a cover of GBGames LD#11 entry, ‘minimalist’; turned evil. I like to think of it as a minimalist survival horror.

You can download maximalist and read more details here.

There is a gameplay video here … but it leaves off the surprise ending, so you still have to play the game :).

The goal is to complete 25 levels an achieve the highest score possible.

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