Ludum Dare 31
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!


Posts Tagged ‘jam’

Check out Dwindling Fire!

Saturday, December 13th, 2014 12:58 pm

Hello everybody!

For anybody who was not seen Dwindling Fire yet, check it out!
We personally think it is a really cool game! :)

Here’s the link to our entry, click!

Here’s some quick snaps from the game! :)

Play exchange: We want to Play&Rate your game

Posted by
Saturday, December 13th, 2014 12:08 pm

So far we played and rated just 171 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
Second place: 8 000 scientific data
What will be your score?


Houston: Expedition diary Part 2

Posted by
Saturday, December 13th, 2014 9:09 am

The expedition diary.

Day 2 additional decryption:

We fall asleep only after first successful launch of expedition ship to planet Pandorum – «Hooray!»
It was exciting – finally, all the parts we made during the day now works together as one game – with logic and results.
But cruel clocks show 5:00 at that moment.


At 10:30 the team was already at work again.

We realised, that we have no time for much of functionality we planned to do =(
So we failed to implement in particular:
– Any tutorial
– Visualisation of expedition events (how astronauts install modules, produce food, fight with predators)
– “Houston, We’ve Got a Problem” feature – when we may tell them, how to solve critical issues.
And other things.

But – the game works and we still have something to show on presentation of Jam.
And we showed it.


Other expedition diary data under decryption now.
And you may support our expedition if you rate our game =)
Jam Entry: Houston, We’ve Got a Problem
Please, check the first screenshot before play – there are tutorial stuff.

Previous parts of expedition diary:
Expedition diary part 1
Information bulletin for new astronauts

Unused assets/ideas for To Fight The Sea

Posted by (twitter: @BretHudson)
Saturday, December 13th, 2014 9:00 am

As the jam neared the end, I realized I needed to get the game in a fully playable state, finish the menu, and make sure the win/lose conditions worked. As a result, we weren’t able to get a few things in. Cameron had even made the assets for the next enemy we were going to put in the game, but ultimately failed to do so. I decided I should release our ideas and talk about what we were going to do, because that’s interesting, right? Eh, maybe.

Play game


Early draft of the game, getting core functionality in

eggball moonfish

The next two assets to be put in were these two. The fish is a moon fish, and the image on the left is a collection of eggs. The goal of the moon fish was to wander the screen aimlessly, occasionally spawning this ball of eggs. If you fail to destroy the ball of eggs before they hatch, a school of baby moon fish erupt from it and swarm you. We’re talking 30-50 mini moon fish, with one goal in mind: attack that jellyfish because it’s after our momma. The light for the moon fish would most likely end up being a bright orange, fading to white, then back. Not too intense, more of a dimmer light, to help express the notion that it’s not a threat.

We also wanted to add some lights to the salp, but I knew that was going to get messy with the way I imagined it (only have lights the connections of salp, rather than the salp nodes themselves), and I never got around to implementing that feature. But you can see the salp above, they were pretty interesting by themselves without having to put any lights on it. Speaking of lights, I implemented a system that we hardly scratched the surface of. Lights have three properties in this engine: radius, intensity/alpha, and color. You can assign as many of these as you want to a single light, as well as a time, and it will linearly interpolate between the values, allowing for a range of effects. We did end up utilizing it in a few spots, but overall was a pretty big waste of time for what could have been a great addition to certain spots in the game.

The boss introduces itself with a ripple effect (thanks Kyle Pulver for the shader!) and pushes the player out of the way (one of those little extra polish things I put in there that makes me feel all giddy inside). I wanted to do it for all enemies, but unfortunately I added it to the boss and not the base enemy class, and didn’t feel like ripping apart the code to add it to all of them. Everything worked fine, so why break it even more? Plus, I did try adding it to salp, and it looked awful.

We originally also planned for multiple bosses. The second boss was going to be a multiple portion boss, as I like to call it, where it has armored body parts, and the body parts become vulnerable after a while, and then you can shoot one of them off, revealing a little nest of enemy fish that swim from the newly created wound.

Another enemy we were prototyping was the starfish. We found this really cool starfish and wanted to dynamically create starfish with 3-6 arms, each of them shooting bullets out. This enemy would just wander aimlessly, bounce off of other enemies, and add a new dynamic that I feel was missing from the finished game. The starfish (typo’d it starwish at first, which is a pretty neat name) would have been broken into two images – one that would be the base body, and then another with the arms. I really like the inside design in this starfish, which is why I chose it. Not too sure we’d have the additional tentacles coming out of it, though.

The above jellyfish was our original reference art for the jelly. I was going to program some sort of tentacle script that would allow me to create some nifty tentacles coming out from this jellyfish. In the final version, it’s obviously not there, mainly because I realized I had no idea how to do it in a way that would look good. Or even exactly how to draw something like that using the Otter engine. It would have been an amazing addition to the game, especially if I would have gone all out and made the tentacles themselves glow, illuminating the area around it. The jellyfish also had one other thing I wanted to add, which would have made aiming even more impossible than it already was, and that was to have it swim in a sin wave-esq shape, to give it more of a swimming motion.

That’s it for this post! Check out the game if you’re interested, and I’ll try doing another post next weekend if I can think of anything. Happy Saturday!

Houston: top score 13 657

Posted by
Friday, December 12th, 2014 12:13 pm

For now top score of scientific data acquired: 13 675 mb
Play “Houston” and tell me your score!=)

Jam Entry: Houston, We’ve Got a Problem

guys on planet

Houston: Expedition diary

Posted by
Friday, December 12th, 2014 3:58 am

Expedition diary.

Day 1 additional decryption:

After landing at GamesJam Microsoft we built safety base first, using two coaches and chairs as perimeter fencing.

safety base

We had enough food rations, including soda, pizza, chocolate bars and tea.

same base

All needed modules was installed quickly: two high tables and one low, power filter, computers and other tools we needed for our mission.

Research and development plan was made and posted up to window.


Other expedition diary data under decryption now.
And you may support our expedition if you rate our game =)
Jam Entry: Houston, We’ve Got a Problem

Previous part of expedition diary:
Expedition diary: information bulletin for new astronauts

Our first game. A web game for the jam.

Posted by
Thursday, December 11th, 2014 2:01 pm

We are a rock band from Mexico. We made a web videogame to enter the JAM of the 31 edition of the Ludum Dare. We used Kaiser, a song from Human Stalings, our first EP as the main drive of the game. The game makes a connection between the dissent at the way things are supposed to be in life and the way things are supposed to be in the game. All this occurs through the experience of a runaway bride, which makes sense for the song.

We only had three days to produce the game, so we decided to make a game with arcade like mechanics, with certain difficulty that offered players a real challenge, while also providing a serious twist on the common themes and graphic styles of arcade like games.

The theme of this Ludum Dare was “Entire game on one screen”, so we made a game where everything except the player can leave the screen. In that way, we also made the player a heroine struggling to survive, instead of the traditional hero guy who powers over every obstacle to achieve his goals; that way the desperation to survive completes the idea of the player struggling against the rules of the game. The game offers an exit to this survival experience: if the player is skilled enough, he can destroy the screen, and do away with the game.

You can play it here.

If you like our music, you can find more songs and information here.

Thanks for playing : )

Houston, We’ve Got a Problem!

Posted by
Thursday, December 11th, 2014 1:45 pm

Expedition diary.

Day 1: Our landing on GamesJam Microsoft was successful. Mission have started. We got a good gut.
Day 3: Hello, Ludum Dare, we come in peace.
Day 8: Information bulletin for new astronauts is ready for use.
Read careful and maybe you’ll survive first day.

short game guide

With this information you are ready to explore new planet:
Jam Entry: Houston, We’ve Got a Problem
(and to rate our game =)

start screen guys results

Grave Screen Of Death Post-Mortem – Ludum Dare 31

Posted by (twitter: @FlorentPoujol)
Wednesday, December 10th, 2014 7:21 am

GSOD screen4 Hey everyone ! Here is the post mortem of my Jam game GSOD: Grave Screen Of Death.

Click here to play and rate ! Thanks !

What went right


Many hated the theme, rating about it being only a technical limitation. But that’s kind of the point of a theme. And I think this one is not more or less limiting than “10 seconds” or “minimalism” for instance.  It’s just that it really said (maybe more than the other theme) “Do whatever the heck you want, but maybe on one screen (please ?)”.

Anyway, this flexible theme gave me the perfect occasion to make a top-down shooter, which I never had the chance to do before. Plus, I had the idea pretty quickly and was able to stick to it, so that’s at least nice for that.


This is the first game for which I use model animations and fake shadows. It was actually fun to tweak the animations and the general look even if it’s still very much programmer’s art.

Overall, I think the game looks pretty nice to me. But yes I more and more really want to team up with an actual artist !


As explained last time, web games are really convenient for people to play. It’s even more convenient now since you can embed web games directly in your entry page on the LD’s website.

Except for a bug that was quickly fixed by CraftStudio’s creator, everything ran without a inch ! The webplayer was even improved these past weeks and run equally good in Chrome or in Firefox.


To Fight The Sea Post-Mortem + Timelapse (Ludum Dare 31)

Posted by (twitter: @BretHudson)
Tuesday, December 9th, 2014 10:21 am

So I finally finished a Ludum Dare without having any issues, and ended up with a game I’m pretty proud of. I worked with Cameron Erickson (art) and Mike LeRoy (music).



Slow start

The jam started off for us pretty slow. At first, we had no idea what to make, but I saw a video of a man helping a dead shark give birth to its three babies. I instantly knew that our game should be underwater, and I continued thinking about it. The original idea Cameron and I brainstormed together was to make a game revolving around a similar mechanic to Lost Woods in the original Zelda, minus the screen transition. So you’d wrap around the screen and the rooms would morph slightly and new enemies would spawn. We wanted enemies, bosses, and puzzles. We ended up only being able to fit in enemies and bosses.

Cameron and I continued trying to come up with ideas for enemies, and what the game was even going to be. Cameron worked on the background and character art while I tried getting character movement in. It took me a few hours to get all the math right, and that was about all we got done the first night. However, it already felt smooth and polished. I tried making the code easy to expand and overused the glorious coroutines that are available in the Otter engine.

Day two

I didn’t get a chance to start on Saturday until 3:30 PM, so we were already out a bunch of hours. I had interviewed Florian Himsl (Binding of Isaac) on indie(Radio); Broadcast #50 and that took up a majority of my morning. So we were already pretty far behind, since the jam was nearly 1/3 over at that time and all we had was this jellyfish moving around. The rest of the night consisted of me programming the start of the squid enemy, getting lighting effects working, and learning how surfaces in Otter work. This was one of our major downfalls, that we tried to do a lot of things we didn’t know how to do. Cameron had never done this art style before, and he isn’t experienced with animating (more about this later). I had only tried doing lighting once, and it was awful. The way I was doing certain physics were also different than I had done before, and ended up giving me a lot of trouble at first until I completely wrapped my head around what I was trying to do. Another huge time waster for me was all the special features I added to the lights; you can (in code) specify a series of colors, intensities, and sizes, as well as timespans for each, and the light will loop through these. It is used a little bit, but there were features that weren’t used that could have saved me programming time had I not gotten carried away. We had a lot more effects we had originally planned on putting in the game, but ended up not adding them because everything little thing takes a lot of time when you put it all together. I also should have brushed up on vector maths before the jam, because I’m a bit rusty with them. Before I went to sleep, I hit a friend of mine, Mike LeRoy, and left him a build, asking if he’d be interested in making some tunes for us.


Old game on an old screen

Posted by (twitter: @SixtenKastalje)
Tuesday, December 9th, 2014 8:51 am

I finished my game in the very last seconds.

The only reason it’s a jam entry, is because my game wasn’t done at all, and then I just took the extra day to finish my game and joined the jam.

I have made all the assets by myself (and some 3d models by my friend) and during the 72 hours.


Right now it’s only for windows, but I’ll port it and upload to GameJolt later – stay tuned!

Entire game on one old IBM screen!

Entire game on one old IBM screen!

HAHA ALMOST made it!

Monday, December 8th, 2014 8:23 pm


Here’s some game graphics for you to get exited about! You can check it out

Programming by:

Art and animation by:



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