Posts Tagged ‘LD#26’

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

followup to TemporaryBabel2D, #LD 26

Posted by (twitter: @as1er)
Sunday, December 14th, 2014 11:56 am

ludum dare is great to creatively approach approach new ideas in an improv style.

just a quick note to followup my first ludum dare experiment at #LD26, temporary-babel2d,  and wishing this might motivate others to complete their dreams.

my core game engine was coded in 2 days at the jam, then it got upgraded to an art installation with a very funny arduino joystick which toured some media art exhibits during last year.


i finally got a chance to distribute the game as an ios & android app, with proper multitouch and sonic input joysticks, and am super happy with this code.

you can find out more about my project here



Def – my LD26 game, embiggened

Posted by (twitter: @OMGWTFGAMES)
Thursday, October 9th, 2014 3:11 am

So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.

I’ve just finished a major content update for Def (+15 levels) and have released a version for desktop computers publicly for the first time. You can see all my devblog entries on Def here.

<marketing mode>Buy it here on ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>

I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.

Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.


Dodge on Steam Greenlight

Posted by (twitter: @yokcos700)
Thursday, June 26th, 2014 6:53 am

Steam link

More limited versions:

Ludum Dare version

Game Jolt version

Runner 2014-06-25 17-44-45-15

Dodge is a minimalist arcade game involving the act of dodging squares. In the eventual Steam version, this would be possible to do infinitely, as in other versions, or it would be possible to complete prepared levels. A level editor is included. The eventual Steam version would be greatly improved over the other versions, shipping with a level editor, 50 levels (they take about 10 seconds each, if done in one try), more customisation for the endless Level Infinity, and a few other things that I don’t care to mention.

Feel free to vote it up. Or down, if you really want to.

We are entering as a team for the 72 hr compo

Posted by (twitter: @FCSTUDIOSDOTCA)
Friday, April 25th, 2014 4:26 pm

My friend Caffeine Powered and I are entering ludum dare as a team again, this is our second ludum dare compo together and were super duper excite!

Some of the tools we may use are photoshop, unity3d, 3dsmax, mudbox, audacity, and our brains XD Also all the assets we’ve acquired over the past year.

wishing you all the best of luck during this compo… but we wanna win so…XD

peace out homie-G’s (as the cool kids say)

– Love Mars Bar aka feature creep

Squeezed Out! is Out!

Posted by
Thursday, October 3rd, 2013 8:35 am

Squeezed Out!

My game Squeezed Out! from Ludum Dare 26 (theme: Minimalism) has just been released on Android for free!

I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.

Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.

To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.

Here’s a super quick gameplay trailer:

Squeezed Out! Gameplay Trailer

Get it on Google Play

Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.

If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!

Terminally Ill – Aftermath

Posted by
Saturday, June 1st, 2013 8:25 am

Hey guys, this post is a little late in coming, but I wanted to say thank you to everyone who commented on and rated my game, I was very happy (not to mention surprised) with my overall result of #102, maybe I’ll break the top 100 next time! I was also extremely pleased with my placing of 24 for mood, since I did try quite hard to build up some sort of atmosphere.

Overall a very enjoyable first experience, I can’t wait to give it another bash in August – see you guys then!

Screen Shot 2013-06-01 at 5.18.20 PM

Also, The IGP made a video of my game on youtube, check it out :)

Earth Defender Results!!

Posted by (twitter: @XxDarkmaidenzxX)
Tuesday, May 21st, 2013 10:15 am

After 3 weeks of judging here are the results!
This was my first Ludum Dare ever and i couldn’t be more astonished, i can totally say i had a BLAST ^.^! I think i did pretty well with Earth Defender, i’m so happy my game has got these results. Now i’m ready to do better in the next LD… YEAH!
Congratulations to all the participants, and thanks to everyone who rated my game!

Give it another play!
And Sign in HelkeGames’ official website for updates and other projects!

See you in another LD!


Coolness 100%
#253 Humor(Jam) 2.24
#380 Graphics(Jam) 2.81
#391 Fun(Jam) 2.57
#396 Audio(Jam) 2.19
#427 Theme(Jam) 2.77
#434 Overall(Jam) 2.72
#448 Mood(Jam) 2.37
#527 Innovation(Jam) 1.94

Last minute recommendations

Posted by
Sunday, May 19th, 2013 10:33 pm

Just 19 and a half hours left until voting ends, here are a few games I thought were pretty cool and definitely worthwhile checking out!

Super Clutter Blaster 2013 – Homletmoo



The Parasite – jahlgren



Tiny Runner – Jarcas Studios




Square Heart Flower – JonathonG




My own game is lingering just a few ratings off a hundred, please go give it a rating to bump it closer to that century milestone if you’ve got a moment ^^

Terminally Ill

My picks after 100 games played

Posted by
Thursday, May 16th, 2013 11:44 am

I played around 100 games and still feel that it’s not enough. I find great new games & concepts on an everyday basis. These are the ones that I enjoyed the most (and were not featured that much afaik). Those already featured only got links 😛

Metahotel by Christian S.


Very addictive, very polished. I’d love to play this on my Nexus 7.

METROCRAFT by gregdevice


Blocky (Minecraft alike) graphics plus 3D Puzzles equals awesome.

Tubulance by merteor


Not the newest concept but a great take on it!

Dropblocks by Doctor Broccoli


Collect “bullets” and cut off parts of the world. It’s fun and looks absolutely stunning.

RogueOut by badlydrawnrod


The unholy child of breakout and rogue. A lot of fun! It actually plays way better than you think it would.

Save the Potato, Save the world. by JohnnySix

Save the Potato, Save the world

Very nice platformer. Has potatoes in it.

hru by gilmore606


Get a ball higher and higher. Very addictive gameplay and nice visuals.

Escape Shaft by Zathalos

Escape Shaft

The concept is easy: Survive! With only 3 lives & 3 shots per level.

GRAViTRON by grimpunch


Collect or get collected! 😀


And don’t forget (if you haven’t already played):

Budget Squad by deepnight


QbQbQb (cube cube cube) by rezoner

… by Dir3kt

Mono Caves by Jools64


Also be sure to check out:

WORDHUNTER by myself 😉

wordhunter v100 in-game

My plan to “finish” my first game

Posted by
Sunday, May 12th, 2013 12:08 pm

Skware was my first game written for Ludum Dare. In fact, it was my first game ever!


I enjoyed building it so much that I’ve decided to continue working on it in my spare time (nights/weekends). Getting feedback has been great (though I’d love more) and so I’ve begun to organize my next steps. I’m using Trello to list the remaining work. Here’s a picture of where I think I’m headed :)


Thanks to all who’ve played and rated my first game. It’s been a great experience!


Posted by (twitter: @geckojsc)
Friday, May 10th, 2013 5:23 am

About time I got around to writing a post mortem for my entry, here goes!



Curiosity is a little ambient exploration game written in the ooc programming language. You can play the game here if you’re interested.

The Idea

In the UK, Ludum Dare starts and ends at 3AM. I decided to stay up into the early hours of Saturday, and fell asleep with minimalism floating around in my head. I think I had a dream about a game idea, but unfortunately I couldn’t remember it.

I thought about a game that starts of super minimalistic, and gets progressively more detailed and lush as the player progresses. Of course, this was silly and vague. In such a short space of time just having a finished project is a challenge, but I hope the game resembles my intentions a little.

I admit I didn’t really like the theme at first – any game made in 48 hours is going to be minimal, so minimalism seemed to be a wildcard. I changed my mind once I got started.


My graphics software hasn’t changed since the last time I entered. Even though I’m 5 major versions behind now, and running it 2 operating systems ahead of what it was developed for, Fireworks is still my general purpose graphics editor of choice. Having .png as the native project format is really handy, along with the variety of non-destructive image processing options.

I’d heard good things about Ogmo Editor, and watched a tutorial on using it in FlashPunk. Considering this was my first time using it in a project, it worked amazingly! When designing the world, I tried to make sure there was more than one way to solve each challenge (though not everyone who played the game noticed this). Some people said the game reminds them of the Knytt series, which is very cool to hear! Nifflas was certainly a source of inspiration for me.


A few people found the game too difficult, but I don’t think there were any major flaws in my level design this time. My old entry for LD21 had lots of blind jumps, no checkpoints, and you could fall off the world by going left. I’ve definitely improved in that respect! Personally I thought the difficulty level was fine, especially after playing some other awesome yet insanely hard entries.


My choice of language, ooc, served me incredibly well! It’s a modern object-oriented language that compiles into C99, and therefore works on any platform with pthreads and a C compiler. I picked it up in the last few months, created quite a lot of bindings to existing C libraries, and have been working on a FlashPunk inspired game engine called Vamos using SDL 2.0’s hardware accelerated rendering API, which I used to create this entry.

The majority of development issues were all tackled before the compo started, so I had a pretty smooth ride on my own framework. The day before, I bound a small XML library (MiniXML) to ooc, so I was able to parse Ogmo Editor’s level data. On the first day I remembered I still hadn’t implemented depth-sorted rendering, and that ate up a little bit of time, but was quite painless.

The main problem was that my game engine didn’t have sound effects. I’d been trying to write my own audio mixer before the compo (without relying on SDL_mixer), but it had huge latency and I couldn’t figure out how to avoid sounds being synchronized to the buffer size. The music playback (which uses stb-vorbis for decoding) was working fine, and I found a hacky solution last-minute to create smooth crossfades between tracks. That hopefully compensated for the lack of sfx.


This has always been a strong point for me. I wanted to include just as much musical content as last time, which meant I had to make 4 tracks! In my last entry, my soundtrack was ruined for some people by streaming/stuttering issues. That wasn’t a problem this time, because I was making a desktop game.


I’m primarily a Renoise user now (though SunVox is still awesome, and I highly recommend it if you’re looking for a free music program). I’ve got a nice collection of free VSTs and samples and had fun creating some ambient songs and soundscapes. It gave me a nice break from the intense coding! :)


I’m really happy with how this turned out! I’ve since made some Linux binaries, and it also runs nicely on OSX (though I don’t have a mac to test or package it). I’d love to develop Vamos further and make some more ooc games in the future.

I’d also like to thank everyone for their encouraging feedback so far. Thanks guys, and well done on all your finished projects!

Get The Postato-mortem!

Posted by (twitter: @nvaderjim)
Wednesday, May 8th, 2013 10:50 am


(Play it here :D)

Hello everyone! I’ve received a few questions about my process when making this game, so here goes my postato-mortem:

The Theme

Yeah, so the theme was alright. I didn’t vote for it, but whatever.  Actually, I probably wouldn’t have reached the level of completeness in the game that I did without the theme forcing me to keep things minimal.

I assumed that most people were going to go minimal in graphics and game play, so I set out to interpret the theme a little differently. I decided on making a game that was minimal in goal, time, and information. I wanted it to be deceptive in its apparent simplicity and, more importantly, make people laugh. Oh and it also needed a potato. So almost immediately after deciding on these constraints, Get The Potato was born in my head.


So a lot of people have commented positively about the audio in the game. I was surprised at how well it came together, as I am not a sound designer by any stretch. I’ve been asked about my recording setup, as well as how I synced the audio to the lighting, so I will address those quickly.


For recording the announcer voice, I screamed into a CAD U37 USB Microphone and a pop filter. Nothing too fancy.

Then, using Audacity (one of the best pieces of software ever made), I’d drop the pitch by 2 or 3 half-notes and apply a robotty effect I learned from this tutorial a few LD’s back. I didn’t want the sound to be too robotty, so I adjusted the delay settings slightly, which can be seen here:


You should definitely try this effect out. It’s fun!

As for syncing the audio with the light, I found some fancy code by a gentleman named aldonaletto that allows you to get at all of the sample data of an AudioSource in Unity while the sound is playing. All I needed was the RMS value, which is a float value between 0.0 and 1.0 (making it perfect for scaling and whatnot), so my implementation ended up looking like this:


(Just stick that on a GameObject with an AudioSource attached and you’re good to go!)

I then applied the RMS value to the range of my main point light, and also to its red and green values to give it that transition from yellow to red.

Game Play (**SPOILERS**)

I wanted players to have the feeling of being thrust into a strange situation on no information other than that for some reason they needed to get a potato, and I think I achieved that, for the most part. I found that people who regularly play FPSes on PC were at a distinct advantage. For everyone else, WASD controls are really awkward, and they soon found themselves stuck on just the third level in the game.


With this level I was trying to recreate that moment in Super Meat Boy when Bandage Girl is *just* out of reach and the only way to reach her is to know about the sprint button. I, admittedly, was stuck on that level for quite a while until my triumphant and face-palmy discovery of said button. In the case of Get The Potato, the potato is only reachable if the player uses the sprint [SPOILER](Left shift)[/SPOILER] key. This was an easy discovery for seasoned FPSers, but many people did get stuck on this level and promptly gave up, which is sad and entirely my fault :(

This brings us to the next major roadblock in the game. Level 5:


I would say that a vast majority of people gave up at this level. It was intended to be confusing, but it didn’t help that I failed to implement this level properly at release time. It was supposed to be a simple introduction to these mysterious purple cuboids [SPOILER]that you can walk through when they’re off screen[/SPOILER], but many people were able to air control around this one (which was NOT supposed to be possible), causing that discovery to be completely lost to them and adversely affecting their ability to complete the later levels. The best (worst) part is that the cuboids make shrinking and expanding noises when they go off and on screen, but the music drowns them out, rendering them useless!

Ok, this is getting long.

What Went Right

I’d say my decision to use Unity this time around really helped out the most. It just took a lot of the stress out of the weekend, allowing me to focus on my priorities which were implementing humor and game play.

As I said earlier, the audio worked out better than expected. This was my first time using this microphone for an LD. Oh and I have to give a big shout out to LazerBlade on YouTube for his Music Hacker series. Taught me everything I know about working with LMMS.

Overall, the greatest achievement of this Ludum Dare for me was the plot twist (or “potato twist” as someone coined in chat) I was able to implement at the end of the game. I don’t want to brag, but it really puts Mr. Shyamalan to shame. You really should beat the game now. Beat it for humanity.

What Went Wrong

The only thing that really went wrong was that I waited until the last couple of hours to start making levels. This forced me into making last-second changes to the ground/air control code to adjust to the new levels, which in turn exposed holes in other levels. The control code in the final version is kind of a duct-taped mess.


Firstly, thanks to everyone that played and rated my game. You didn’t have to get the potato, but you did. You did get the potato :’)

Thanks to everyone that made games for LD 26. YOU F******ING ROCK.

And finally, thanks to Mike and Phil for their efforts in running this thing. You also F************ING ROCK.

That’s it! See you all at LD 27!

Why I miserably failed at LD 26

Monday, May 6th, 2013 4:27 am

Well, some of you may have noticed (but probably didn’t) that in the last days I disappeared.

That’s because I failed at LD 26 and I was ashamed of coming back here after failing.

Why I failed at LD 26? Well:


  1. I got sick. Nothing serious but I was definetely not in the mood to make games.
  2. Motivation. I started to make my game. Then I saw what other people were making. Then I saw how my game was a crap and lost my motivation.
  3. Theme. No, I will not complain about the theme itself, but I was prepared for other kind of theme. My tools were way overkill and non apropriated for the kind of game I was aiming to make. For example: I was using Box2d in a game were nothing moves!

I think 1 was the main reason.

Well, I learned a lot actually. After 5 hours of work (that was hour 12 of LD) I thought I was done. I couldn’t think in nothing I could add or polish. And I think that’s bad, because the game wasn’t “fun”. Well, after 5 hours of work I was already burning in fever too.

Well, wish me better luck next LD.


Forgot the http://

Posted by
Saturday, May 4th, 2013 11:17 am

I thought I’d broken it – just updated with linux and windows version [ they were in there before, but I’d not included the HTTP:// bit in the link ]

Play here :


Save the potato!

Gameplay Video :

Click link :)







Posted by (twitter: @jorjongames)
Friday, May 3rd, 2013 10:35 pm

Untitled-5 Untitled-2


Minimalism exposes the essence of a subject, through eliminating all non-essential forms…

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