Ludum Dare 35
The Theme is:

Judging ends in
Click here to start


Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Posts Tagged ‘jam’

Post-mortem ultra combo!

Posted by
Saturday, April 23rd, 2016 2:29 am

I’ve not done a postmortem since #27, Deadline so I thought I’d include my streak of failures from 28 to 34 as I finally broke the streak!

28 – You only get one: I had decided on a turn based battle game, and got a day or so into it and ended up getting sick. This was the first LD I had made that used the pathing system I wrote.

29 – Beneath the Surface: My usual libraries were in a big state of disarray as I ported everything from XNA to SharpDX11. I think I made a character walk around and that was about it. The idea I had was to lead an earth cult where you dig deeper to gain power, but I had no idea how I was going to do the digging part.

30 – Connected Worlds: I went through several ideas and never got anything playable. Full details.

31 – Entire Game on One Screen: Kind of a tricksy theme for us 3D folk. I’m fairly sure I worked a bit on a game called DeathBall where a ball bounced around a level and you had to avoid it. I was very rusty and didn’t get very far as I hadn’t been coding day to day for awhile.

32 – An Unconventional Weapon: Was very prepared for this one and had my libs beaten into good shape. I had this really serious story about an ultimate weapon shattered into pieces by a Goddess that you had to recover to help an overthrown king. I had planned on the final confrontation making the weapon do something silly like turn enemies into chickens.

I had just written a new physics system and it was a bit dodgy and difficult to use. That plus making my first map outdoor – an approach to a barbarian village – means I quickly burned up all my time just getting something running. BSP maps are notoriously difficult to make for outdoor areas, and I had all the usual problems.

33 – You are the Monster: Was in the middle of adding terrain to my libs so they really weren’t in any shape to make anything with. I grabbed Unreal and started trying to use it and got very very confused. Trying to make something over a weekend with middleware you’ve never used is pure madness, but I learned a lot. I don’t even think I got as far as trying to do something for the theme, I think it was just “how do I make draw something derp”.

One huge issue I had that weekend was every now and then Unreal would flip out and do a full build. That took 2.5 hours on my old machine (I have it down to 25 min with my new one).

34 – Growing: For this I started in Unreal, and was a bit more familiar with it this time. I settled on a top down slasher game with loot that “grows” as you gain XP. I had basic move and attack going but hit a wall with unreal’s UI system. I was determined to use C++ for it and it led me down a bad bad rabbit hole. In another spot I forgot to call the base class on a virtual and it led to some really really strange behaviour that took hours to figure out.

35 – Shapeshift: This is the first LD that I’ve ever thought about themes ahead of time. In the past I had always heard Yoda in my head saying “Clear your mind must be!”, but this time I told Yoda to bugger off and thought up a few ideas for each of the top themes.

For Shapeshift I had the dead obvious idea of an RPG involving Lycanthropy. A simple quest to retrieve the “Chalice of Life” would lead to an accursed monastery with doors that would only open for one with the curse of a were-something.

Things that went well:

Unity was a good choice. It flipped out on me a few times but was solid overall.

Code! I’ve been programming full time again so code flew from my fingers.

RPG stuff I’ve been really into lately so the stat/item/buff/combat code was quick.

Music: I made 3 pieces of music with Bosca Ceoil, only one of which I ended up using but I couldn’t stop playing with it. Really fun to make stuff with.

WebGL! My first ever web playable game! I know many LD folk hate running exes.

Fun! I had a blast making the game and I’ve pined all week to work on it more while doing my regular job.

Things that went not-so-well:

A storm knocking the power out.

Click-to-move: When I got fighting working, I remembered why I don’t really like top down click-to-attack games. They kind of all suffer from missclicks, where you miss what you were trying to attack and end up moving instead. The movement makes you miss again and again and you just end up walking stupidly around the enemy while they are shiving you in the kidneys.

I spent a bit of time looking at Torchlight 2 (omg what awesome music), and totally ripped off how they handle clicks and click holds and their shift to hold position thing. It makes it a bit better but I still think click-to-move is rather flawed.

UI: Just getting a health bar going was difficult. I ended up watching one of the Unity training videos to puzzle out the UI system. It was really confusing and I hate watching videos to learn stuff, and much prefer a blog post I can skim through.

Ultimately I didn’t get an inventory gump in, which is really vital for a slay & loot festival like this. Especially frustrating when you can see you are picking up tasty treasure and you can’t use any of it.

Comas: The main problem I’ve had in this jam and all the past failures has been tiredness. Even a frugal meal can often send me spiraling down into a food coma. After it kind of wrecked my weekend efforts I decided to try a ketogenic diet. Hopefully I’ve stuck with it and the next time I’ll be in better shape for long sessions.

We found it!

Thursday, April 21st, 2016 8:33 am

It’s there, it’s there!


itch page is up ;3

Posted by
Wednesday, April 20th, 2016 4:32 am


Here is the page for my #LDJAM entry ;3 [magic button]

Looks awesome imo XD

Why not give it a try? It even has highscores!

Hope you all enjoy~ c'(^w^c’)

Check out Mushroom Muncher!

Wednesday, April 20th, 2016 2:28 am

Now that the jam is over, it’s time to play games! Check out the the game we made where you eat mushroom men, grow in size and watch out for shape-shifting ones:

Mushroom Muncher - Cover




Hello there! – Need feedback on our game.

Posted by
Wednesday, April 20th, 2016 2:17 am

We are just a couple of guys, that enjoy making games. I would appreciate it, if you would give us some feedback on our Ludum Dare entry. The game is called ASTRO, and we worked hard to finish it. It was fun creating it.

Thank you. <3


Realm Shifters – Collect Orbs Edition is out!

Posted by (twitter: @mkderin)
Tuesday, April 19th, 2016 3:23 pm

We have finished our small game: Realm Shifters. At first we had a lot more ideas but we are happy how much we could actually get into the game.

Mighty, the dragon, Berserk, the Viking and Coward, the Cow are walking in the Enchanted Forest of the Autumn Elves. Three body but one shared mind. They are collecting Magical Orbs to shift to the Abyssal Realm where they can gather the Soul Orbs to fully charge all of the Ancient Runestones to open the Really Dark Purple Vortex of Darkness. You know. Because reasons.

In Realm Shifters you can:
– Collect orbs- Shapeshift to different forms
– Shift between realms
– Energize the Ancient Runestones
– Open the Vortex of Darkness

> Play Realm Shifters! <

Sporelike Creature Creator

Posted by (twitter: @bytegrove)
Tuesday, April 19th, 2016 2:29 pm


My entry for the theme this time around is not really a game. It’s a creature creator inspired by the one in Spore.

Create a creature by moving the joints in its spine and adding new ones as you go along. Add some bones, shift some shapes. Extrude some limbs and connect them to the ground and the game will estimate what can be used as legs.


Skärmklipp 2016-04-19 20.21.51

Skärmklipp 2016-04-19 20.44.55


The various parts are technically a lot simpler than their equivalents in Spore, but I’m really happy I managed to actually put together all these parts during the jam.

A small technical summary:

  • The user operate on a set of connected nodes.
  • The nodes have a size and metaballs are generated along the node connections, with interpolated sizes.
  • Then, the metaballs are used to generate a polygon surface, by writing volume data (and some node data) to a voxel field.
  • After that I run a marching cubes implementation over all the voxels. It’s pretty unoptimized so it’s done on its own thread (free lunch >hue hue<).
  • The polygonization also generates the normals by looking at the voxel neighbours and per-vertex bone weigths by looking up metaball interpolation step and bone owner information (although bone weigths are only set when going into simulation mode).

Debug visualization of the metaball- and voxel data


It’s an octopus

  • When the user then press the simulation button, a skeleton is generated from the nodes. The relation between nodes, bones and metaballs are kept track off so the correct bone weigths can be set per vertex (this step is the most finicky imo).
  • The nodes are used to calculate what constitutes as legs and then leg chains are built for all the legs. These chains are used by the very simple IK solver that animates the legs. I went with a kinda crappy law-of-cosines solution. I didn’t put a lot of effort into making it translate into 3d, so its results are best when the legs are in the sagittal plane. (Spore does way cooler stuff to solve this, I recommend reading Chris Hecker’s paper on it)
  • To move the creature I just look at how far the feet have moved when they were on the ground. To make movement look better on creatures with more than 2 legs I might have to implement a flexible spine or adjustable hips/shoulders.
  • The gait animation is also procedurally generated based on feet rows, leg length and a movement graph that can be scaled.


Play Biota Here


Posted by
Tuesday, April 19th, 2016 12:12 pm

Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

80s mecha anime inspired shoot-em-up!

Posted by (twitter: @BPOutlaws)
Tuesday, April 19th, 2016 9:27 am

Enjoy! :) Will do a post-mortem down the road when I’ve caught up on sleep lol I’ll be turning this one into a full game when I finish my current project, follow me on Twitter at @BPOutlaws for updates! -Jeff

Ludum Dare 35

The fun has just begun!

Posted by
Tuesday, April 19th, 2016 7:23 am

After uploading our game we needed a good sleep (it was 3 a.m. here in Spain!) so we couldn’t even play nor write anything. A game jam can be exhausting. So, here it is, ‘The Other Woman’. A game where you need to shapesift your face to be the perfect spy.


Intro Menu LD35




Now time to play some games! 😀

Jam entry: SQUIGGLES

Posted by (twitter: @RoyalRailway)
Tuesday, April 19th, 2016 7:10 am


Click here to go and play the game!

Hello! Ava, Marte and Morten once again teamed up for the jam. This time we ended up following the theme both mechanically (squishy, deformable octopus) and narratively (tadpole growing up into a frog). Help them help each other through this puzzly maze!

The game ended up having to be somewhat experimental in nature; emulating a squishy octopus in a rigid body physics engine was a bit difficult! It’s not entirely bug free when it comes to said cephalopod, but it was fun and worth trying.


Two thirds of us weren’t really feeling well this weekend, but we marched on! This did however mean that some of the details from our previous entries, like dynamic camera, little cutscenes and sound effects all had to go this time around, so it does feel unpolished there, but music alone actually sort of fits the mood of this game, so…

Have a play, will you? c:

jajaTransformer0 jajaTransformer1 jajaTransformer3 jajaTransformer2


Finally, we made it! A bullet hell that player can fight with 3 forms. However, since bullets can bounce when they hit walls, so you need to be careful not to be surrounded by your own bullets!

Switch different forms to fight against different types of enemies. Always use your Supreme Shield with Ultimate Mouth Cannon Form(TM) to clear battlefield and save your a**!

Please check our game at:

and give us your feedback!


Posted by
Tuesday, April 19th, 2016 6:13 am

Greetings Daredevils!

V R are Weird Cake, and V daRe U 2

Survive a trip through space-time…

Earth life is so Three thousand and sixteen!

Come aboard… our Reality.

– thebrainfuse


“Breaking Fat” – Rating time!

Posted by (twitter: @SantiHisteria)
Tuesday, April 19th, 2016 4:15 am

It was my first game jam… (have mercy!!) I’m so happy for the result. I hope you enjoy it!! :)


ShipShift: engaged!

Posted by (twitter: @DeadBodyOutline)
Monday, April 18th, 2016 11:44 pm

@rogerzanoni and @mdkcore are proud to annouce: our Ludum Dare 35 entry is alive!


You can play, and vote, now on its entry page. For now only a Windows build was provided, but we’ll be adding Linux and OS/X soon. Source code is available too.

If you find any problem, please inform us on the comment section, so we can check if it’s a build problem (linux guys…) or something we did wrong 😉



More details about our journey on the postmortem… Right now, you can follow us on Twitter or Facebook.

From your beloved Dead Body Outline team <3

We Can’t Decide

Posted by (twitter: @@Windburn1)
Monday, April 18th, 2016 8:08 pm

A game about the struggle of focusing on making only 1 game. An in depth RPG, a tactical shooter with realistic vehicle physics, challenging puzzles, and heart- pounding stealth action.


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