Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘jam’

Must to be Invasion Post-Mortem LD30 (Jam) – Solo

Posted by (twitter: @progex)
Tuesday, August 26th, 2014 1:13 pm

Hi guys, this is a post-mortem of : Must to be Invasion

For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.

What I used:
– Unity 4.6 (2D project)
– Photoshop
– Audition
– Google


Day 22/08 – Start: 23h – Total work: 5 hours
– 3 hours of brainstorm
– 1 hour enhancement concept
– 1 hour prototype
– Sleep (4am day 23)

Day 23/08 – Start: 13h – Total labor: 16 hours
– 2 hours drive to implement player
– 3 hours collecting the web assets
– 2 pm Lunch / Dinner / Rest / Play / Chat
– Implement person 30 minutes
– 1 hours Implementing player commands (shoot, abduct)
– 30 minutes Implement cars
– 1 hours Implementing fake-physics
– 1 hours tidying bugs
– 1 hours rewriting code to be more readable
– 2 hours placing and arranging scenery animations, camera
– 2 hours writing fake-AI for helicopters
– 30 minutes implementing the helicopters
– “Breakfast” 30 minutes
– 1 hours testing and correcting bugs
– Sleep (15h day 24)

Day 24/08 – Start: 15h – Total labor: 7 hours
– 4 hours Rest / Eat / Play
– 1 hours tidying bugs
– 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
– 1 hours Fixing problems in resolving
– 1 hours recreating scenario
– 1 hours and adding difficulty leaving the way I think it has to be the level
– 30 minutes implementing sound
– 2 hours doing input screen and other screens
– end


This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
– Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
– Use an engine and language (programming) I understand and used before
– The clear concept is the key
– Eat well
– Sleep well
– Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
– Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
– Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth

What I learned and / or should have done
– I need to learn more about other areas (art, sound). Ex: Scenario
– I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
– Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
– Having planned my time better. Ex: I overslept and spent time playing and doing other things

What will never be satisfied and always will think that I have to improve (for game jams)
– Learn more about the tool
– Structure the game before you start
– Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
– Mechanics and Design Level


Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?

For the last, I encourage you to write and share your post-mortem, I would love to read.

I hope I have been as thorough. I swear I blacked out many other details to spare you from them.

Comments, criticisms are welcome.

Thanks for reading this far.


Images – More images here

How to Play Icarus Crisis

Posted by (twitter: @rojomojogogo)
Tuesday, August 26th, 2014 12:29 pm

My jam entry is rooted in board games, which makes it more complex than some people may be used to.  Since the in game help is limited I thought I would make a quick tutorial video.  If you have questions don’t hesitate to ask!

Play Icarus Crisis

“More an Experiment, than an actual game!”

The decision to participate at Ludum Dare (for the first)
I did want to compete in a Ludum Dare before, but I hadn’t time.

But this time I swore myself to take part in it, if I could imagine a setting under the impulse of the moment. – I couldn’t. I disliked the theme.
So I spend the first day of the compo-challenge derping around in various streams and saw a vast amount of people coming up with great ideas.
On the morning of the second day I started drawing planets. They were better than expected, so i showed them a buddy of mine (kuchenkruste).

We both liked the sprites and decided spontaneously to take part in Ludum Dare 30 (Jam).

What went well:
– The sprites turned out to be prettier than I expected. (they’re still far from beeing perfect)
– Writing parallel on the same code with my buddy using Saros ( and Eclipse.
> That’s it

What could have been better:
– Everything!
– We startet to implement a render-routine using int-Arrays (raw pixels), after implementing the rendering of the primitives (ovals, lines, rectangles and polygons), we decided to dump that project and use Java2D instead.
– If we were more bound and determined, we would’ve been more motivated.
– Our time management. (Also a lot to do in real life, so that we couldn’t work fulltime on the game)
– If we’d been more organized, we could have made faster progress in implementing the application frame and the drawing
– The fun aspect in the game comes to short, there a not a lot of fun gameplay-mechanics implemented, that we planned to implement

What we’ve learned:
– pixel-pushing (alias working with int-Arrays) is cool (because you learn of how it can be done)
– use Java2D instead of pixel-pushing (you can still achieve the pixel-look) and it’s easier to scale and rotate stuff in
– premake your own engine or library, if you don’t want to use an existing one
– know the libraries you want to use (at least a bit)
– prepare everything you can (which is not forbidden in the rules; eg. prepare a development environment, choose an engine or library (or prepare an own))
– twinkling and colored stars look better than static, white or yellow ones :D

What i’ve learned:
– Lambdas in Java 8 are great and very powerful!
– tell your family (as long as you live with them), that you have something to do at the weekend and you don’t want to do housework during the competition.
– Before submitting, test the compiled project jar. (For me it turned out, that during development the game used a different font, than as a compiled jar file)

Because we wanted to take part, and not throw away the “game”, we handed it in anyway (approx. half a minute before the time limit ended (and the submission hour began)).
It is more an experiment, than an actual game. Technically it isn’t even an experiment, but an animated and interactive slideshow through my drawn sprites, in that you can connect planets with a kind of leash.

We know that it’s not really great, but hey, it was fun to programm, to participate and we had a lot of fun in skype and during the development.

Have a look on it and please don’t hate on it, we really know it’s bad.

cheers ~ keddelzz & kuchenkruste



Finished in time for the jam at least!

Posted by (twitter: @bytegrove)
Monday, August 25th, 2014 7:55 pm

omnis 2014-08-26 04-34-15-92

omnis 2014-08-26 04-36-27-92 I had originally intended to join the compo as usual. But my little Zelda homage proved a little too ambitious for me, but it was so much fun to work with, so I decided to try to finish it for the jam. I did, with 2 minutes to spare! :P

Here’s the game, “Omnis”:

(only windows atm, more builds on the way)

“The Other Sky” now avaliable

Posted by (twitter: @Jishenaz)
Monday, August 25th, 2014 7:07 pm


If you want to wander in a surreal world, try my entry “The Other Sky”. The Ludum Dare version only has 3 levels, but hopefully I could make a better version in the future.

I really enjoyed making this game, but I wished the I could make the levels more intricate. The theme unfortunately induced me to try to make something very ambitious. But other all I had fun.

Screen Shot 2014-08-25 at 7.59.58 PM

Ludum Dare 30 Entry “Rescue Shump”

Posted by
Monday, August 25th, 2014 3:09 pm

Rescue Shump – musicm122 – Jam Entry



Rescue Shump : The shump where you don’t shoot anybody.

My First LD48 Entry submitted EVAR!

You: A member of a technologically advanced society, whose sworn mission is to save refuges of other time and space incidents before their world is destroyed.

Safely maneuver an unstable planet and save as many survivors as you can before their world explodes.


#1- Slow Down Time
#2- Dodge Immediate threat
Space – Emergency Brake and pick up survivors
Left and right keys – Accelerate & decelerate
Up and Down keys- Move ship up and down



So I drew a lot of the inspiration from a portion of the pop fiction novel When Worlds Collide. Specifically when they fly a rocket around  the world to collect animals and people to survive the explosion of the two colliding planets.


I wanted to focus more on the narrative of the individuals piloting the ship and as the survivors. If I were to build on this I’d add a mode in the game that would allow the player to walk around in the ship and in the world (thinking FF6 in the airship) and delve into the whos, whys and whats of the Org that is indiscriminately saving everyone they possibly can as well as the origin of the ship and its pilot.

Development Issues\Challenges\Wishful thoughts

  • I hate that I had to spend so much time on UI stuff. I should build in more ui stuff for any future jams. (Which is pretty much my least favorite thing to do in Game Development)
  • I did start to put together enemy planes and the like but didn’t feel I had enough time for a decent AI and I wasn’t so sure I could make sense for something like that in the narrative. At the end of the world who in their right mind would be trying to kill  humanities’ last hope?
  • I wanted audio but my sound card was being a pain for the duration.
  • I totally ignored setting up any sort of parallax
  • I wanted a timer and for the falling debris to gradually get worse the longer you played.
  • Generally I would have liked to have a valid way to articulate a narrative with dialog.

The Future:

If anything I think it might make an okay mobile game…. Not really sure I wanna do anything atm though. It was a welcomed diversion and I had a lot of fun. At this point I’ m just happy I have something submitted that is relatively playable.


  • No death animation for mountain collision death. The game just ends.
  • No end of level
  • You can rescue survivors an unlimited amount of times
  • When dead and selecting restart game stays paused.

Repost here

Jam’s done. Little Progress

Posted by
Monday, August 25th, 2014 3:07 pm

Like prophesied I didn’t have the time to implement any gameplay. Having to work on a Monday tends to get in the way of creative expression and sleeping late for that matter.

Nonetheless I did get some optimization done. While it still tends to slow down when zoomed out and in full swing, it’s an undeniable improvement.

Try it out if you can muster the will to do so. As for the rest, take another Gif(t) from the Gods!


Melody’s Post Mortem

Posted by (twitter: @alphasim)
Monday, August 25th, 2014 1:14 pm

With our game, Melody’s Long Ladder Home (play it here!), complete, it’s time to look back a post mortem of our experience in Ludum Dare 30.

The Good:

  • We – my friend Will and I – learned allot. We learned how to best use our tools (especially Stencyl) in the future, and we learned about the awesome game dev community out there.
  • Our live stream was fun and fruitful. We got to interact with interesting people and had a blast doing it. We did over 12 hours of total streaming over three days (which is nothing compared to the 24 hour Extra Life marathon stream we do).
  • Our game turned out well. We really like the result, and actually impressed ourselves with it – we weren’t sure what we were going to come up with, but this turned out well.


The Bad:

  • Turns out Stencyl has some technical limits, and we kinda pushed beyond them. Namely, we overloaded it and started getting 3-5 FPS while testing. Fortunately the game exported fine and runs smoothly outside of Stencyl.
  • Some idiot running our live stream’s video feeds (me) forgot to turn off the full screen webcam for several minutes on two separate occasions. Not really a big issue, but c’mon… that’s a rookie mistake.
  • I personally didn’t sleep worth a darn the entire competition, so I’m looking forward to a long night’s rest tonight.

Long story short, we had fun and hopefully everyone else participating had fun as well. See you guys next time!

Lorries In SPAAAAACE! is done! :D

Posted by (twitter: @AtkinsSJ)
Monday, August 25th, 2014 11:40 am

Click to go to the game page!

It’s done! Since the last update, I’ve added a goal (buy all the planets), rebalanced everything to be more interesting, and added a bunch of quality-of-life improvements. (Windows stay on screen, you can rename lorries, etc.) It feels like an actual game now, and I’m really happy with it. :)

It’s the sort of thing I might expand in the future, but currently I’ve got waaaay too many projects that need finishing first. Follow my site, or my Twitter account for more info! ;)

Level 1 done !

Posted by
Monday, August 25th, 2014 6:02 am

Hi !

Level 1 is done !

Now we just have to do sfx, music, more levels, more tiles, a menu, …


It’ll be done soon !

DarksteelPenguin, Coldman07, tchassin

48 hours in

Posted by
Monday, August 25th, 2014 4:50 am

With all my previous attempts I’ve tried to get something done within the 48 hour time frame.
This time though my Sunday was booked ful with family stuff so I wasn’t able to make it.

What amazed me though, is that I’ve never came as far within the 48 hours of a complete game.
All the mechanics are there, it’s just a matter of allowing the player to use them via UI.

48 hours in

There is still some art polish to do, sound and – as stated – loads of UI.


Switching to the Jam and see what I can do with the extra time :)



Good luck to all and have fun playing and rating!



Still jamming

Posted by (twitter: @fmehm)
Monday, August 25th, 2014 2:42 am

Our team for the LD 30 Jam is still going strong, 15 hours to go. The game is about – you guessed it – connecting worlds by building bridges. The cultures that live on the worlds evolve based on the resources you provide them access with. Simultaneously, the evil enemy culture is growing without your influence, and your goal is to nurture the friendly cultures to a level where they can defeat it.

The evil empire is growing! Nurture the other empires to defeat it!

The evil red empire is growing! Nurture the other empires to defeat it!

Can’t wait to see what everyone else has done with the topic! :-) But first, the UI and controls have to be finished and the game be balanced. Also we encountered some interesting ideas and techniques which might make it into a postmortem.

[cache: storing page]