Posts Tagged ‘LD #27’

Poisoned Wizards Post-Partum!

Posted by (twitter: @HauntedS0ul)
Wednesday, September 4th, 2013 3:39 am

(I’m not a Latin expert but, hell, my game didn’t just die! So there.. Post-Partum, after birth, I like it.)


Oh, hello, didn’t see you there! I’m the creator of Poisoned Wizards (working title) and this was my first entry into Ludum Dare. My first take was that it was a lot of fun and a great incentive to make something, which is the hardest thing to do sometimes. Setting myself to work within the limitation of 48 hours and organizing the time while working out stuff happening in “real life” was a neat experience while working on my passion instead of the regular work.


The 48 hours went by faster than expected, and because it was my first time entering I was a bit nervous that I would mess up the timing or the whole organization of my time.Here in Portugal the Compo started at 2 AM so I decided to wait for the theme, work only on some ideas and design for the game and sleep on them until the next day.


When I saw the theme “10 seconds” the first idea that came to me was something on the line of using time altering mechanics to make a sort of puzzle game around only having 10 seconds to complete it. This was scrapped because it would require me to work out some pretty complicated mechanics for the base game and probably make a bunch of levels by hand.
I didn’t feel this first design was flowing as I would like either, so I tried to think of something more on the lines of a mechanics focused game, with replayability and more extensible from a features point of view.
This second design, one of a strategy game with some bits inspired from the combat of the Heroes of Might and Magic games but on a faster loop and with a scope in line with the Ludum Dare, came to mind then.I think I also preferred this design because as a programmer/game designer it’s easier for me to work on game mechanics and systems than on the artsy part of games, so a more mechanics focused game would probably work better for me.


And so Poisoned Wizards was born, a game about wizards summoning creatures in 10 seconds to destroy each other’s base before running off to the bathroom. The full design included many features that I knew were going to be mostly cut, like, for example, besides summoning being able to cast spells, mainly buffs and debuffs for the summons, but also damaging spells that would hit the first thing in their path.

I initially was planning on having a bunch of different creatures, like archers, clerics to heal your summons, and strong beasts like dragons that would be really strong and possibly fly over ground units, but would eat a lot of the very limited casting time you have at the start. These ideas were mostly left on the side when I had to dedicate most of Sunday to visiting parents and friends, and only had time to work on refining some details and make up some sort of interface and restart mechanic.


The Good..
On the first 24 hours I was able to hit my goal of having a working game cycle, including the different phases, which was great to realise the design.

The game’s replayability and the simple scoring worked better than I was expecting to be honest, I believe the simply random positioning of units for the AI provides a fun if somewhat random opponent.



The Bad..
There are some collision bugs that look a bit messed up because of the underlying scripts for behavior.

The interface is too plain, but I’d have to admit the arts are not my strong suit.


The Ugly..
That grass..
Those basic Unity models..
All the amazing model animation..


The Undone..
Not fully realizing the plan to add more than one type of unit to the game.

Was planing on adding more of a setup to the game and the setting, by having a short dialogue between the wizards before the casting time and when they run off.

Was also planning to have a more fully realized AI, or possibly a way to do local multiplayer.

There’s no sound. I wanted to have added sound to the units strikes and summoning but it was pushed in favor of some polishing on Sunday.


And thus we have Poisoned Wizards. Even with all the undone and hastily done features I like what I accomplished and think it could be used to build upon and make something fun to play.

Please check out the game and leave some ratings and comments if you feel like it. I’m grateful for any feedback and welcome any chat or exchange of ideas so feel free to send some my way!

The Entry!

Thanks for reading this too! :)

The Ones You Love TimeLapse

Posted by
Monday, September 2nd, 2013 1:20 pm

I finally put together the timelapse of creating The Ones You Love.  I hope you enjoy it:



Play/Rate the game


Also, here’s the post mortem video I made about my LD27 experience:



Posted by (twitter: @CScribes)
Thursday, August 29th, 2013 3:54 pm

The Link.

Minor bug fixes, etc.

My earnest advice and goal for next time is to have a working demo BEFORE the time limit is up! This way I don’t cause so many inconveniences when I have to keep re-uploading. Hope you check it out! Report any problems and i’ll get on it asap. I run on a windows so if one appears on another system, do let me know so I can run some scans :)

Have a smiling Darla while your at it.
Darla Waist Up SO

Bun Out!

Offspring Post-Mortem: So You Want to Make a God Game?

Posted by
Tuesday, August 27th, 2013 1:43 pm

Offspring is a game about guiding a new planet. It starts out inhospitable to life, but through your mad clicking you’ll make it habitable, create life, evolve that life into sentient humans, and encourage those humans into starting the space program. I admit proudly that this game has been called overwhelming, tedious, and complicated!  However it’s also been called interesting, a lot of fun, and a great idea! So I got that going for me.

17811-shot3    17811-shot1  17811-shot0-1  17811-shot2

What Went Right

Reusing a (Semi) Tested Framework

I built a framework using Haxe (language), OpenFL (graphics API), HaxePunk (game API) and Haxe-Ash (entity component framework), and used this framework during the LD26. Since then I’ve used it to make two other games, expanding it along the way. Being familiar and comfortable with your tools is so important. I felt much more comfortable with the time limit this time, and although I did code right up to the wire, the finished product was more fleshed out and polished in a few areas.

Built a Rules Parser/Evaluator

I built a rules parser. I started by defining two types of rules, what happens when you click on a thing, and what happens when certain neighboring conditions are met. I then drew up an XML structure like this:

<object type="steam" audio="steam.wav">
   <click result="clear" message="Cooling some water"/>
   <trigger neighbor="lava" min="0" max="2" result="clear" message="Some steam cools into water"/>

The object tag defines an object, which has a corresponding image in the sprite file. When any such object is created in the world, the associated audio file is played.  When an object is clicked upon, a message is given, and usually the object is transformed into something else. And at regular intervals the trigger lines are evaluated. The neighbor attribute defines what neighbor is required for the trigger to go off, in this case lava. The min/max default to 1-8 (orthogonal and diagonal neighbors are checked), but in this case anything up to two lava neighbors will trigger the result. It’s also possible to put a chance=”###” attribute on there,  which applies a randomness to the trigger, once all the other conditions are met.

Although I can now certainly think of numerous ways this format could be improved, coming up with the format quickly and committing to it meant I got a rules parser working quickly and (eventually) correctly. It also meant I could add new objects and rules to the xml file at any time to get new behavior, which was very helpful in testing.

The idea

I freely admit the idea of this game — the promise of it — is better than what I built. :) Correctly balanced, with proper achievements and discovery aids, this could be an awesomely fun game for fans of exploration and god games. Forget the fact that the game I built itself lacks these things (balance, proper achievements, discovery aids, etc), I can see a future game in here. And this game — with all its flaws — came out way better than my expectations for a 48 hour time limit. It’s still fun to play! Sure, it can be inscrutable at times and press your patience, but this is just as much a game for Ludum Dare as it is a possible prototype for a future (and better) game.

What Went Meh

The Theme

I got mixed reviews on the association of the 10 Seconds theme. I felt that everyone and their mother would be making McPixel and WarioWare clones, and everyone else would be implementing 10 second game timers, so I wanted to do something where the connection was more abstract. I figured here you are, Father Time, and you give birth to some time children, each of these ten seconds in duration. Then you send the time children out to the world, and they cause eons of change, growth, and evolution but take in real time 10 seconds. Sounded good to me, I started working on a god game.

One reviewer said the theme was “loosely fit.” I don’t know if I agree with that, but it’s definitely abstract. I mean, if we have to implement a 10 second time-pressure mechanic, then that’s not a theme, that’s a mechanic. I voted down any “theme” that sounded more like a mechanic, including this one, but hey it’s all good. If you don’t work out of your comfort zone you don’t improve.

The Triggering Implementation

The TriggerSystem is responsible for evaluating all triggers. I arbitrarily decided on the following implementation:

1. Read all triggers from all objects and store them in defined order in an array.

2. Every update loop, maintain an accumulator so that it only ran once every 50ms.

3. Execute the current trigger.

4. If the trigger passed the condition, execute the result and keep this the current trigger.

5. Otherwise skip to the next trigger, looping back to the top of the trigger list if needed.

I was concerned about bottlenecking the game so I put in this throttling mechanism that I don’t even know was necessary. It worked more or less, so I can’t complain about that. But it had some consequences.

First, the amount of time in between a trigger executing after its last failed trigger was variable. Different terrain conditions could lead to a trigger running repeatedly while the other triggers stall. This problem was made more acute with the introduction of the chance attribute. How do I put this — I’m a programmer not a mathematician, so I may be using this term wrong, but the standard deviation felt like it was pretty high.

Second, the randomization element was not scaled to time. If a trigger missed it’s 5% chance, it would execute again the next time the trigger came around, which was — when? It depended on the other triggers, whether they triggered or not, leading to an extra degree of uncertainty as to when that rodent was going to finally eat that damn plant. Plus any time I added a new trigger to check, all trigger rates went down because another trigger meant more time until the next eval. Now that I’m thinking about it, I guess I could have stored the last check time of each trigger, and then the chance variable could have some specific per second kind of meaning, like 5% chance of triggering any given second. Ah well.

What Went Wrong

The Rule Set Needed an Overhaul

I did lots of minor rule tweaking, but I never got around to an overhaul of the rules. Essentially whatever “promotion path” I came up at the onset of design is the path that stuck. Rodents and Humans multiplied on their own and all other creatures did not. Humans, trees, herbivores, carnivores, and meteorites decayed and died if clicked on, where others promoted or did nothing. Algae required minerals or would starve and rodents could be eaten by reptiles, but almost everything else survived statically.

The inconsistencies of design contributed a good deal to the frustration of the players. The goal was for them to explore the ruleset by trying different things, but they were not consistently rewarded, and oftentimes punished, so the joy of exploration is dimished. I had two hours left at the end of the day and opted to work on other things, like implementing a “child timespan” control and testing.

I don’t disagree with that decision — I was afraid if I started rewriting the ruleset at that juncture I would have too many errors crop up without enough time to fix them. But I should have started that rewrite on Saturday night instead of putting it off. If I did so, I probably would have adopted some patterns:

• Clicking always promotes and never kills.

• All things have kill conditions. So if  a promotion is too soon you can de-volve to some degree, making it so the user is not punished heavily for trying.

• All lifeforms have favorable conditions for multiplying.

Minor Shit

Everything else that went wrong was minor shit not worth bitching about. Overall, I’m happy with what I built.

Some Water Evaporates Into Steam

For those who’d like to try the game, here’s the entry page:

Be forewarned, you will probably need to read the spoilers and have some patience, or just have lots of patience. :)

For those who want to look at the source or modify the rules set and compile it yourself, it’s all available on GitHub here:


Ten Down – Post mortem

Posted by
Tuesday, August 27th, 2013 11:17 am

Hey. I wanted to write a short post mortem of sorts detailing some things that I have learned from the feedback on ‘Ten Down’. Handy link to it right here:

I’ll be closely monitoring the amount of clicks that link gets. Go on, make my day.

So the first issue people have had is with the control system. It’s a top-down game and the controls are basically up and down to go forwards and backwards and you character moves in the direction it’s facing (towards the cursor). I thought is was a pretty simple set-up, but I guess the main concern is that you don’t have the ability to strafe! If I ever make a top-down again I’ll remember this. If you do happen to play the game, please let me know your thoughts on the controls.

The second issue was a lack of tactical options so its basically just running and shooting at enemies until you die. I tried to add some sort of strategy by adding pillars that you can take cover behind, but it seems that wasn’t enough. Are there any suggestions as to what else I could have added to improve the game in this regard? Also, when you die, does it seem to be because of a fault on your part (bad aim, not using those convenient pillars etc) or does it just seems to be unlucky (the game’s fault).

Finally, the main positive feedback I’ve received is on the audio. I’ve learned that while creating your sound effects with your mouth might make you feel just a tad silly, it sure as hell is a lot of fun. I hope to do it again in the future.

Thanks, Seb.


A short video showing the gameplay.



Flock of Steel – Post mortem

Posted by (twitter: @ThatSamu)
Tuesday, August 27th, 2013 1:35 am

I believe that writing a post mortem is always a good thing after LD. Makes you think why stuff happened the way they happened.


I was about to skip this LD, because I have so much on my hands right now. The company I worked for went bankrupt a month ago and I’m currently looking for a new job as a programmer. I’m also trying to catch up my c++ skills because I’ve been using Unity at my previous work and most of the biggest company here in Finland requires strong c++ skills.

So, I thought a week before the LD to do something with c++ for the LD. Well, a week went quite quickly and when the theme was announced I was nowhere near ready to do anything in 48 hours in c++, sadly. So, I decided that LD would be a little fun break and I’d do it with Unity instead.

Badland for iOS by Frogmind


First thing that I did with the theme was to check out the background of the word ‘second’. I found out that ‘second’ comes from latin word ‘secundus’, which means “following” and an idea of 10 guys “following” each other popped into my head.

I remembered a moment in Badland where you take a power-up and your character splits into tens of small versions of yourself and you need to guide them all. I wanted to achieve the same chaotic but fun feeling that they had.


10 sec boxing proto

At the same time I had a little brainstorming with my friend, because I was not comfortable with settling on the first idea that came to my mind, and we came up with an idea of a “10 second boxing match”.

The idea was that it would be first-person turn-based boxing with two players. You’d need to control your hand’s joints by adding forces to them and then you would see one second forward to the match and do the same things again.

Match would go on until one of you hits the other in the head and knocks him out or ten seconds(ten turns) runs out. The idea sounded hilarious and I decided that I would make a quick prototype out of it to test it out.

You can test the prototype here. Click on limbs to select them and then use mouse wheel up and down to turn them.
Even though the proto seemed potentially funny, I decided to go with the first idea.


Flock of Steel, my #LD 27 entry

I came up with an idea of 10 characters following each other, these characters ended up being little robots that were “on training” to be part of some kind of police forces. To create some chaos into it, I wanted some delay in the commands that player gives to the robots, so that each robot would not jump when you pressed the jump button.
So, I came up with an idea of one of the robots carrying a “transmitter” and all the other robots would get the command from player input based on the distance they are from that transmitter. End result was as chaotic as I assumed.
There’s some traps scattered around the levels and each trap is activated by a button that is placed somewhere near the trap.

A friend of mine who lives 4 hours away from me was visiting me during sunday so I pretty much lost one day of work and ended up running out of time in the end.


  • I had time to prototype another idea before settling on one.
  • I had fun doing the game.
  • Basic gameplay is fun and little robots turned out to look funny when running and jumping around the levels.


  • Gameplay has no room for skill and is pretty much based on luck.
  • I ran out of time and most of the objects were untextured and ended up having just one color diffuse.
  • Didn’t have time to create as many traps as I was planning.
  • Didn’t have time to create as many levels as I was planning.
  • No sounds or music either.
  • I would’ve wanted to highlight the traps and the relation between a button and a trap better but didn’t have time for it.



The game didn’t end up being anything particularly awesome, but I had fun for the weekend.

And that’s the most important thing right? :)


Silver Post-Mortem

Posted by (twitter: @SnoringFrog)
Monday, August 26th, 2013 11:57 pm

This was my 2nd Ludum Dare, and only my 6th or 7th attempt at a game since I started developing games last spring. Figured I’d do a post-mortem post on this one.

What Went Right:

We got the game finished (well…sorta; we’re not gonna talk about that pole vault thing).

This was my first completed project in Monogame; everything went pretty smoothly in that regard.

My partner (who hadn’t completed a project like this before now) was super-impressed with almost everything I did, even though I half-assed a lot of things, so I was super-encouraged for the majority of the development time.

When it became clear that 10 seconds would probably be the theme, I was determined to not interpret in a “you have 10 seconds of time to do a thing, go!” way, since I assumed that’s what almost everyone would be doing. So, I spent some time trying to find a more creative interpretation of the theme, came up with 10 2nd places, and managed to implement it.

I got to make a game that actually uses multiple screens, which I’d neglected to get around to until now.

I also got a really light introduction on working with camera movement vs. just player movement, which will probably be the most useful thing I take from this. Looking forward to doing a better job with that on other projects.

Potatoes, goats and the Flying Spaghetti Monster all get brief mentions.

Testing that gorram 400m event has reminded me that carpal tunnel exists and should be avoided. It also made me love putting secret cheat modes into things (oh, btw, there’s a secret button combo for super speed that was part debugging tool and part scrapped feature). Yes, I realize this sounds more like something that went wrong than something that went right, but it’s kind of both in a weird way.

Finally, I learned that I am much more comfortable with week-long game jams, but I am also much more likely to get distracted and not complete them. Ludum Dare operates on such a short schedule that I actually get things done.

What Went Wrong:

The game had too much going on. I knew at the onset that it’d be tough to work in all 10 events, but I didn’t count on my partner’s computer (and math homework) refusing to cooperate, which made it hard for him to code anything, making our time crunch that much worse (though he did do most of the art when we hit an impasse with compiling on his machine).

There’s no sound. I really wanted to get some sound effects in there, at least, maybe even some simple music.

Pole vault–just didn’t happen. That one would have been interesting to to around with, though I imagine it would have been atrocious with that jumping/throwing code we ended up using (more on that in a second).

That jumping/throwing code we’re using needs desperate improvements. It does ok for some things, but other times it just ends up looking terrible. I’ll confess I had no clue what to do with it and ended up getting lucky with a few alterations that made it passable. After that I just didn’t have time to tweak it.

I’d rather be working on Yesterday’s Papers or Push Out, my two partially-developed ideas from failed game jams over the summer.  While I liked the story of this idea, I barely even brought that into the game; apart from that, this game just didn’t interest me as much as I would have liked. This probably led to more willingness on my part to say “eh, at least that part’s done” rather than actually trying to make things good.

Things I’ll keep in mind for LD28:

The idea is too big and needs to be stripped down.

The idea is still probably a little too big.

“Eh, at least it sorta works; I’ll just leave it like that,” might be okay in a couple spots when you’re down to the wire on time; however, it is not okay for a mechanic 70% of your game depends on.

Ludum Dare is not the proper time for roommates, friends, concerts, or super-long not-really-important conversations with people I can easily talk to on Tuesday.

Earplugs or noise-canceling headphones are a beautiful invention that significantly improve coding performance; however, they are difficult to utilize when working on a team.

When it comes to a time crunch, I think I prefer working alone. It’s lonely and potentially miserable, but I get things done when you lock me away with only my code and some energy drinks.


Posted by (twitter: @SynchrexEng)
Sunday, August 25th, 2013 1:55 pm

Catch them all (in 10 seconds) is a thing now.

I’m not EXACTLY happy with the final result, BUT! it’s my first LD game completed, so I’m very happy with myself! 😀

I’ll do a post-mortem after the voting, so I can talk about the goods and the fails and the fun facts.

RGBaY is done.

Posted by
Sunday, August 25th, 2013 1:40 pm

I’m done! I’ve really enjoyed development, and that was one of my best weekend of this summer :)

About RGBaY:



You should tap on randomly placed circles until it reaches 10.There is 4 types of circles:

There is 4 type of circles:
Red-Simple cirle with medium timer
Blue-Fires a 4 projectiles in 4 directions.
Green-Refresh the timer on other circles.Dont have his own timer
Yellow-Guarded circle.Need 3 clicks to destroy.

Controls- Only mouse required.


It’s the final countdown! I still have 10 more seconds though.

Posted by (twitter: @CScribes)
Sunday, August 25th, 2013 10:58 am

Everything is going well! With school and sleep ready to eat away my time tomorrow, I’m at a good place right now! I’m preparing a small demo/just make sure it doesn’t crash like crazy tonight for the public. I’m currently coding, writing and drawing some assets all at once so no time to post much. My biggest worry now (aside from coding the timed events and web version) is actually getting the art done. The backgrounds are all free resource along with the music and SFX, but I currently only have skecths for the spirtes and event pictures >>”

I think I was so worried about coding that I neglected my usual duty, making art haha!

Bun Out!

10 Seconds of Light Alpha 3

Posted by (twitter: @davidfarndt)
Sunday, August 25th, 2013 7:54 am









Rejoice! For the Alpha 3 release of 10 Seconds of Light is here!

Now with a menu, difficulty & level selection!

Almost feature-complete, jump mechanics are still wobbly, but shooting works well.

Also: first music track is finished (level 4). Next: more music, more effects, more in-game menus.




Ludum Dare After Dark

Posted by (twitter: @atrodo)
Saturday, August 24th, 2013 7:47 pm

So initially, it looked like I wasn’t going to be able to participate at all. Luckily, I decided to just stay up all night and try and crank something out. I’ve been kicking around a game idea all day, so I think I have an idea worked out. It took longer than I wanted, but I have my dev environment setup with fission_engine and I’m ready to start to crank out some code. So let’s plan out what needs to be done for “Ten Second Evasion”:

  1. Setup fission_engine
  2. Setup action holding area
  3. Setup action grid
  4. Make actions movable into grid
  5. Setup goal view
  6. Define a goal
  7. Check that goal is met

Then there’s probably more that I’ll figure out as I flesh more of this out.  It should be an interesting night.


Posted by (twitter: @@JeffersonSN)
Saturday, August 24th, 2013 7:28 pm

The major part of the art is finished!!!



Some art content

Posted by (twitter: @@JeffersonSN)
Saturday, August 24th, 2013 5:27 pm

mlk rooms


I’m working hard here, some art from a tired and belated UHUUUUUUUUU!!!!!!!!!!

A tiny milestone

Posted by (twitter: @EdoMiyamoto)
Saturday, August 24th, 2013 4:04 pm

So, this is the first map of my game, fully playable, but it looks like…nothing. Stay in touch for updates !


the basics are done

Posted by
Saturday, August 24th, 2013 3:46 pm


I worked for about 10h now and this is what it managed to do:

basic tilemap

collision detection

simple enemy


chronolapse stopped capturing screenshots after 6 hours so I can´t make a timelapse :( since several hours of work are missing.

I´m going to gamescom tomorrow ( and wait several hours to play 15 minutes of battlefield 4 😀 ) so I can´t do anything tomorrow. which means I won´t make it into compo but I will use monday to at least submit something to jam :)



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