Posts Tagged ‘LD#26’

My first Ludum Dare complete :D

Posted by (twitter: @@Parabol83)
Sunday, April 28th, 2013 9:24 pm

That was a bit of a challenge. Didn’t get even close to being able to use the full 48hrs due to an AWESOME TOOL CONCERT, followed by EXCESSIVE DRINKING. That said I’m pretty happy with the result.

Got a timelapse up here :

The game is available here.

I tried to do some things I haven’t done before with Multimedia Fusion 2, especially with the lighting model I implemented. It’s not overly technical, but I’m damn happy with the visuals. I wish I had a little more time, then I would have tried my hand at PXTone, since I’m not a musician, it would probably have ended terribly. Need some food/sleep now, and then I wanna get onto voting, just need to work out how that works.


Done! …and now for some lunch.

Posted by (twitter: @ddrkirbyisq)
Sunday, April 28th, 2013 7:57 pm

8PM over here.  Haven’t eaten anything since waking up, sheesh.

It’s great to be done.  Yeah, would have been nice if I had the time to get one or two more features in…can think of a lot of things I would want to add, but it’s totally fine.  Totally fine.

Anyways, here’s Minimalist MAYHEM:

Try it.  It’s pretty awesome.  And come on, how can you not try a game called Minimalist MAYHEM?  Especially with a title screen like that???

Anyways, get some rest, everyone.  We’ll wait until we recuperate (and until the LD servers recuperate) for now.

And of course, good luck to everyone who’s still toiling away in the jam.  You can do it!

Celebratory Pie

Posted by (twitter: @isaackarth)
Sunday, April 28th, 2013 7:49 pm

And here’s the traditional post-Ludum-Dare pie.

Simple Towers

Posted by (twitter: @AleksandarDev)
Sunday, April 28th, 2013 7:45 pm

So I decided to do Tower Defense type of game. Again I wanted too many in too little time. I’m happy with what I came up with. Take a look:

Sample gameplay

Sample gameplay



Posted by (twitter: @Cirrial)
Sunday, April 28th, 2013 7:29 pm

My long silence is broken! I have finished Red Swarm, my game for hypothetically the minimalist theme. Maybe. Not sure what went wrong there.


(no potato D:)


Go play it!

MSG Lives

Posted by (twitter: @bastiandantilus)
Sunday, April 28th, 2013 6:23 pm

My entry is complete! Minimally.

Check it out!

Dehoarder Retrospective

Posted by (twitter: @SmilingCatLTD)
Sunday, April 28th, 2013 6:22 pm

LD26 / Minimalism / Dehoarder Retrospective

It was very exciting participating in my first ever Ludum Dare. I had written a couple of games in the past using very few hours, but never had I tried to do it in 48 consecutive hours. I wasn’t sure if I was going to be successful or not. It turns out, as I write this, there are still 4 more hours in the compo, and my submission is already entered. Honestly, I thought I would be scrambling madly to get things done right now, not working on my retrospective.

What went well?

Pretty much the whole thing. But here are some specific highlights.

At first, I was concerned about the theme. I didn’t want to just make a game with minimalist artwork and gameplay. I wanted to actually use the theme within my game. I looked up minimalism through Google, and from there, came up with the meta-concepts “Elmininate all X” and “Do X using as few Y as possible”. I stared at the Google results some more, and was noticing that more were about minimalist lifestyles, i.e. living without junk, than about minimalist art. Bingo. My “Eliminate all X” meta-concept quickly became “Eliminate as much junk from your hoard as possible”. Theme ideation success.

By 4 hours into the compo, I had a working prototype where you could walk about a room, and zap newspapers with your mouse. Having an early working prototype was a huge win, as always. I could turn in for the night satisfied that I was well underway.

I was very glad that I had recently done some work in blender 3D. I always have so much trouble with that program, as I find it very not-user-friendly. Fortunately, I remembered how to do most of what I needed to do. At first I wished I could pull in models from prior projects, but then later in the weekend I realized that I had actually created several general-purpose models that I can use in all of my future projects (except future Ludum Dares). Another win.

Keeping scope limited is key to something like a Ludum Dare, and I managed to limit scope very well. I did not feel a need for any kind of supplemental game engine with this project. I didn’t even have to pull in my code generator, though it was all warmed up and ready to go. There was even one point where Unity forced me to reign in my scope – originally, I had planned to model a 2-bedroom house, have specific types of junk for specific rooms, etc. It was immediately apparent upon a proof-of-concept test on my prototype, though, that Unity would not support the number of physics rigidbodies necessary to populate an entire house with junk. There would be no time to write any sort of complex custom engine to augment Unity physics to make it possible. So I had to scale back to a single-room design.

Since the project continued to go well all weekend, I was able to ensure myself adequate rest, and even spend some time with my wife, which contributed to my productivity at the keyboard. At no time this weekend did I feel harried or stressed about getting the game done. I was able to work at a comfortable pace and explore some tangents that bore results, such as the generated background music. This is how knowledge work should be done.

Speaking of the generated background music: the music was at the very bottom of my priority list. I think music is very important to a video game experience. It is a very effective tool for setting a mood. However, with no access to my Creative Commons resources, I had doubts that I would be able to put together something listenable for the music. I did some research before the compo, but did not find a tool that worked for me, until near the end of my work when I found cgMusic. I was able to quickly put together a soothing, generated piano piece that to me, was somewhat reminiscent of some of the Minecraft background music.

Keeping a constant, prioritized list of what needed to be done next helped to keep focus on important tasks and prevent scope creep. Constant integration and testing made sure that the project never strayed too far off track.

Unity3D continues to be a solid game development engine. Without it, such rapid development of a 3D game would not be possible. Everything just worked, as it usually does.

What Could Have Went Better?

It’s hard to come up with much for this category. There were no epic fails, no cases where hours of work had to be thrown away, no stubborn bugs to chase deep into the night.

I struggled for quite some time with how to balance/utilize the money mechanic. In my testing, I had quickly concluded that the dominant strategy in early prototype builds was to completely ignore the selling and money mechanic and focus solely on trashing. I was worried that I was going to have to remove these interesting details in the name of minimalism when I figured out to use some of the special events (one of the last features implemented) to give the player some motivation to keep some money on hand.

In conclusion

Ludum Dare was a lot of fun, and I’m glad I did it. I now have another game under my belt, another portfolio piece to showcase, some art assets I can re-use elsewhere, and the confidence of knowing I can deliver a game based on a given theme inside of 48 hours. I would recommend this experience to any journeyman game developer.

If you haven’t already, check out (and vote when the time comes) on Dehoarder in the compo entries! Thanks!


Bag it, tag it

Posted by (twitter: @KitchsTweets)
Sunday, April 28th, 2013 5:43 pm

sell it to the butcher at the store….

My LD26 Entry is called #.  It is a game about shooting squares.  Get it now while it’s still full of those tasty bugs I haven’t found yet…





Tic Toc Tac Toe

Sunday, April 28th, 2013 4:54 pm


Here’s what I’ve got so far: Tic Toc Tac Toe (Formerly known as Infinite Tic Tac Toe, I like the new name more).  I really like making web games for these type of events so I can send the link out immediately and get people playing it as soon as possible. (This is up at github)

My biggest hurdle was just starting and coming up with something to fit the theme.  I did have an Arduino and I planned to make Potato Says (Like the electronic toy/game Simon, but with a potato) but I didn’t have all the required parts.  I’m getting them though and Potato Says is definitely happening when I’m stocked up 😀


Posted by
Sunday, April 28th, 2013 4:53 pm

beesI’m not entirely sure what just happened. I woke up in a strange place with a computer in front of me. A post-it note on the computer said, “You have 48 hours to make a game or we let you go.” Well, crap. We certainly wouldn’t want THAT, would we?

So I booted the computer and found myself in a Google Hangout with Mariah Almeida and Will Brierly. They were in a similar situation, though Will luckily had an unlimited supply of soda to sustain him. We therefore agreed that he’d be the one programming the game. I’d be on sound, since I love me some SFXR, and Mariah would do animations.


Well, we knew the theme was “Minimalism.” How did we know that? Don’t ask, it wasn’t established! We had also previously heard that the theme for this months One-Game-A-Month was “Spring.” Therefore, by combining these two themes together, and throwing in some POTATOES for good measure, we created… this.

The game has you controlling a little spaceship that shoots bees to pollinate potatoes, meanwhile trying to avoid the dogs with bees in their mouths and when they bark they shoot bees at you. And… that’s pretty much all there is to it.

Interestingly this game was created as kind of a stream of consciousness from all three of us. After the Google Hangout, Mariah went and drew 4 random things. I went and made 4 random sound effects. Will created 4 random game mechanics. We them smashed them together and called it a game.

This game has no title but you can play it here:

We are still currently trapped in our respective locations. Please send supplies.

– Dan

potato audio poetry

Posted by (twitter: @isoiphone)
Sunday, April 28th, 2013 4:34 pm



Combining both the familiar appearance of the common potato with the radical contrast of sheer empty space my work explores the rift that exists in our post agrarian society.

The gestalt appearance of this tuberous crop, familiar to many as a common food can serve as a metaphor for the existential struggle of existing in a post industrial society.

The apparent contradiction of audio poetry references the numinous ‘eyes’ that cover the surface of the food, transposing eyes and ears to provoke introspection.

Please play and rate.

Time to Think

Posted by
Sunday, April 28th, 2013 3:48 pm

I finished up my Jam game.

It’s a first person experiential game. No hud, gui, menus, time, or defined goals. Lost but moving forward.

Going for depression as a game with it, and I got it more or less where I want it. I don’t think I have any more interest in expanding the game as a allegory for depression, but the mechanics would be fun to break out into a more traditionally styled game and continue dev. I may do that eventually.

Time to Wait


You can play the game here: [no longer live]

LD26 Minimalism

Posted by
Sunday, April 28th, 2013 3:41 pm

That right, its the title of the game : LD26 Minimalism

Its a JAM entry.

This is just a quick post to tell what we are using.

We are using :

  • All LD26 game creation screenshots (Auto Content generated via PHP developped web crawler)
  • PHP, Apache server, MySQL Database
  • Flash AS3
  • A physic engine for flash
  • Photoshop for art
  • Adobe Premier for videos
  • Audacity for music and sounds

In every screenshot we scrape from the web, we add the author and the game name AND a link to the author LD26 page so i hope everyone will be ok with this…

The concept and mechanics will be revealed last day :)


Main Menu (aka; Typography HELL)

Posted by (twitter: @cakencode)
Sunday, April 28th, 2013 3:33 pm

I spent forever trying to figure out what kind of typography is best for our game’s titlehead. It’s going to be on all marketing material, so I really wanted it to be impactful in some way while still staying clean and aesthetically similar.

In short: I took way too much time doing this. But at least the main menu looks pretty nice I guess.



This was an earlier iteration of the title I made. I liked it, but it didn’t quite work…



in short, I spent way too much time on these. Now, to other work!


Posted by (twitter: @zekyonD)
Sunday, April 28th, 2013 3:02 pm

After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.

I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.

The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.

My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.

But well, let’s cut the talk. You can find the game here.

Thank for read and play!




Sorry for no add potatoes, serious, i’m very sorry :(

Done (I think)!

Posted by
Sunday, April 28th, 2013 2:22 pm

I think I’m done with my entry. I’ve made five levels that are quite fun to play through, so not too bad.

My biggest problem has been getting it to play in the browser, will most likely have to skip that part.

The game can be played here.


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