Posts Tagged ‘LD37’

[Video] My Ludum Dare #37 Post Mortem

Posted by (twitter: @PixelProphecy)
Tuesday, March 21st, 2017 2:08 pm

This video was quite the effort but I hope it’s not too late for anyone interested how I tackled “One Room” in this entertaining little video:

Trailer to my upcoming Post Mortem documentary of LD37

Posted by (twitter: @PixelProphecy)
Friday, February 24th, 2017 1:56 am

It’s been a while since Ludum Dare #37, granted, but I am getting close to finishing my upcoming documentary of how it went for me. So here’s a silly little something to get you all stoked for the blockbuster this spring, “The Post Mortem of ‘The Cellar'”

LD37: Obelisk – Now on Android for free!

Posted by
Friday, February 3rd, 2017 12:31 pm


Following the end of LD37 we have been playing around with the idea of taking Obelisk and expanding it into a full game, but first we wanted to polish the experience we had post jam.

This led us to develop a targeting system for the hookshot and we quickly realised this made it playable on mobile… so we though “why not?”, slapped on some touch controls and threw it onto the Google Play Store 😀



Super Battle Cycle – Post-LD37 Major Update

Posted by (twitter: @mattlawrdev)
Sunday, January 29th, 2017 3:58 pm

Since Ludum Dare 37, I’ve been working to make interesting experiences using feedback from my entry. A new episode of levels has been put together, and I hope you try it out in version 1.2.0!

Super Battle Cycles’ combat has been refined and simplified, and different mechanics have been used to form new puzzles. “Episode 2 – Reheated” has completely different levels than the original ones… please comment your thoughts on them! :)

You can play on Game Jolt, thanks!

Game Jolt Devlog

It’s important to note that SBC will be completely remade and improved for future release… Expect this to be the last update to this original LD entry. Hopefully I can make something larger from this in the future 😀 Until then, keep up with progress by following!

Twitter Page

Thanks for reading guys, see you next time!

Fan art of LD37

Posted by
Friday, January 13th, 2017 8:21 pm

Today my son who is 6 years old came home from school and he had a drawing with him that he had made today. It was heartwarming to see that he had actually drew my LD37 game from memory =)


My 6yo son’s fan art =)

This is the first fan art I have ever received and I think it was a great representation of the two evil astronauts that are doing nothing to help, the air powerups, the piping, the player with his backpack and helmet, the compacted trash boxes, the light beams at the far right, and he has even included an item from the post-LD game that I prototyped a few days following the compo (interactive objects.)


screenshot from the compo entry

My son showed quite a lot of interest during the LD-weekend and it was great to see his reactions when finding bugs and when I showed him the different mechanics. My other two children are younger so the did not show the same interest (yet?) but it was of course great having them around as well. Hope you are all having a good year so far!

Code Review of my Compo game “The Cellar”

Posted by (twitter: @PixelProphecy)
Friday, January 6th, 2017 4:05 pm

I find it pretty sweet to have the source code of each interesting Ludum Dare entry available, so when I’m curious about how somebody implemented some cool trick, I can just look at it. However, much of the code is undocumented and/or all over the place due to the jam’s nature. When you’re struggling to finish in time, the last thing you want to do is write comments and tidy up your code.

But even if you do, somebody from the outside looking at your code might have to invest a lot of time to really understand your game’s structure and your intentions. That’s why I thought I record a little code review of my entry, “The Cellar“, made in Game Maker Studio 2, stepping through the code and just talking about what it does, where I made some bad calls and generally how I set things up:

It got a bit longer than anticipated, but I’ve added chapter breaks to structure the video. Pro tip: Watch at 1.5 speed 😉

Super Battle Cycle Results

Posted by (twitter: @mattlawrdev)
Tuesday, January 3rd, 2017 5:35 pm

Here’s the ranks and ratings for Super Battle Cycle, my entry!


Click for LD page

Wonderful! They’re the best ranks I’ve gotten in any entry. I think I will continue developing the game to eventually sell it… I hope it goes well, I’ve never tried selling a game before.

It would have been nice to get top 100 in Overall, but I’m satisfied with hitting top 100 in two other categories 😀 Congrats to the winners.


Great Ludum Dare, guys. Thanks everyone for playing, keep updated on future plans for the game on GameJolt and Twitter!

Err On the Side of Optimism

Posted by (twitter: @uwaterwriter)
Tuesday, January 3rd, 2017 1:36 pm

The results for Ludum Dare 37 are finally in. For my team’s first Ludum Dare ever, we managed to get into the top 25 for Audio!


Could things have been better? Of course. But at the same time, I think being able to place that high in at least one category is in itself a great thing. The difference in the average score between us and the top ranking Audio score was less than 0.5. Truly it was a close race.

In the previous game jam my team, Team Spontaneous Combustion, had participated in, we placed 20th in Audio out of ~400 entries with a ~3.9 average rating. So to have 55 people give the game a 4.35 average rating for Audio (assuming all those people rated the Audio category) is a considerable improvement, in my opinion. Even with the rankings that fell below #100 – I mean, there are thousands of entries, so we could think of our entry as placing in the top 26% and whatnot. Just the fact that we could create what we’d normally take a week to do into 72 hours is impressive, and the same goes for everyone who participated in Ludum Dare. It’s hard enough working in a team to make something in 72 hours, so I can’t even imagine how people make playable games in 48 hours on their own. 😛

spellbound-next to dark book


When we first released our entry, Spellbound, I wasn’t sure if it was going to do that great. Ludum Dare 37 fell at one of the worst times for me, with exams coming up on the horizon and work that was scheduled on two of the three days I had to complete the OST. As a result, I didn’t spend as much time with the audio for the game as I wanted to, creating the tracks within a couple of hours and being like “meh, I don’t really know how to develop this so I guess I’ll loop it”. Surprisingly, I was able to create music based on the different books that were opened, all except for the final stage. I had, at first, thought of remixing the previous water book track for the final stage (’cause you know, ice is a solid form of water :P), but due to a loaded schedule, ran out of time.

Overall, I’m really happy that a lot of people enjoyed the music to Spellbound and am very proud to have worked with Team Spontaneous Combustion on our third game jam, and first Ludum Dare in general. There were a lot of wonderful entries in this Ludum Dare and I’m glad to have played and rated quite a few.

If you haven’t checked out Spellbound yet, give it a look at here! The game is playable on web (but the download gives you better resolution options).




Thank you!

Posted by
Tuesday, January 3rd, 2017 9:34 am

Thank you all for such a great Ludum Dare!

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 3:10 pm

I gotta say this Ludum has been one of the best so far for me. (Even though it’s only my second one) Alot of people played my game compared to my last game (Seriously like 6 times as many people). I’ve learned alot from this jam. And I appreciate the mountain of feedback you guys have given me.  I’ve had 3 YouTubers play my game and even some streamers.

Two things really stood out.

1: How motivated you can get when there’s 3 hours left in the jam (Seriously I got more content in those 3 hours than I did the first day).

2: The community.

What do I mean by community? Well, what do ya think? The out-pour of feedback, and the downloads and ratings adding up everyday, I even got a guy on twitter who said I inspired him to participate in the next jam! it’s just a fantastic feeling.

Overall, I think 2017 is gonna be a great year for game development. You all ignited a fire of passion inside me, and Intend to use it. Again, thank you all so much, and I hope to see you in the next JAM!







PS: IF you want to play my game, you can find it here

Cardboard Drift timelapse

Posted by
Saturday, December 31st, 2016 2:56 pm

Last chance to rate “Ludum Dare: The Game”!

Posted by (twitter: @ddrkirbyisq)
Saturday, December 31st, 2016 1:07 pm

Judging ends in just 56 hours!  This is your last opportunity to play and rate my entry, Ludum Dare: The Game!


A few selected words of praise from previous reviews:

Only one word comes to mind while I was playing this game… AMAZING! — KunoNoOni

This game should get to top 5, in at least 2 categories in my opinion. And I don’t think others who played this game think otherwise. — makiki99

The execution was perfect. Loved the audio and the graphics. Can’t believe you did this in 48h, such an awesome entry! — karlipoppins

My rhythm game “Tabla raver” was boring and drawn by a five-year old kid but got 86 overall! — dunin

This was great! This was crazy polished! How did you make this in 48 hours O.o!? The audio was amazing too. This was actually really fun and satisfying to play. This actually did a pretty good job of describing the life of a Ludum Dare creator. — Intelli-Gents

I love the idea behind this game. I never thought a game about making games would be this fun. — barkergames


For a post-mortem, click here.  For soundtrack download, click here!

Well, what are you waiting for?  Relive your Ludum Dare experience today in Ludum Dare: The Game!

Thank you all and Happy New Year!

Posted by
Friday, December 30th, 2016 2:51 pm

I just want to thank everyone who played our game and left a valuable feedback. You guys are awesome!

I played a lot of interesting games during this LD. It was an epic journey. We got more than we expected. There is still some time left so let’s push this to the limits. You can try our game (find a link below). If you like it leave a comment so I can try your game too. Have Fun!


HourGlass Collector

Click here to learn how HourGlass Collector was made.

Click here to play HourGlass Collector

Ayup, Cute


I made A lil’ Christmas Update for my game. (4 days late to say this)

Its really cute and gives the game a BIG BUTTLOAD OF NEW FEATURES!!!



OH MY JEE WIZ THATS ALOT OF STUFF!!! With all this content, you’ll be playing for hours! Why not check it out here!




sarcasm is best.. uh.. ism.

Super Battle Cycle: Post-mortem

Posted by (twitter: @mattlawrdev)
Thursday, December 29th, 2016 2:50 pm


Hello everyone, 2017 is almost here, and so are results! Here’s my overdue post-mortem.


How the game looks now (1.0.9)

The Concept

Super Battle Cycle is a sort of driving top down shooter thing that I made for the compo. LD37 was always intended to be my first pixel art compo. I wanted a simple semi-monochrome or GameBoy-like art style… but with the theme of One Room I just couldn’t think of any original ideas that I would be able to execute quickly. A toy driving/fighting game sounded appealing, and I eventually decided to make a top down driving shooting physics game (how complex it sounds now). Soon enough I had created a prototype of the physics gameplay using a little motorcycle sprite I ended up sticking with.


My entry’s first GIF

Many players have commented that the game is unique in its grappling hook mechanic, utilizing physics as a weapon. I am very happy with this grappling gameplay because I feel that it’s fun (and juicy).


Boom. Objects are used to destroy enemies.

The game has about seven levels with three short help levels, all taking place in a room with rearranged levels for your toy cycle to shoot cars in.

The Bad

Alright, so most of all I need to put time aside for playtesting. This is what I never get around to in Ludum Dare because for some reason I put it off. Clearly it would have fixed the problems many players had with controls early on.

Something I wish I fixed before the initial deadline was pixelation! During development I had no method of rendering the correct GameBoy resolution in the exported game, and I had no time to find one (the first GIF seen above was taken in the editor, not the export). The initial version was just a 2D physics game with rotating sprites… something I am not proud of D:


Look closely at the cars and cycle… they aren’t pixels.

Even so, after this pixelation was fixed I couldn’t make the HUD render in GameBoy pixels without reworking it entirely. Maybe this will be fixed in the post-compo versions.

Finally, players have pointed out the the grappling mechanic should be more important than the other mechanics that are “unlocked” throughout the game’s levels. They couldn’t be more right, I see now that each feature should have built upon the grappling attack mechanic! This must be fixed in the post-compo version, huh?

The Good

Now onto the good… I have felt from the start that the grappling-driving gameplay is pretty fun and original compared to my other entries. Crossing my fingers to do well in innovation, if that’s my best chance!

I sorta made a few “tutorial levels” that introduce the base mechanics through help messages. It’s not the best way, but it’s something! This hopefully fixed the previous problems I’ve had with first levels.

Also, I’ve finally scratched the surface of pixel art with this game… hooray. It’s faster than 3D modelling and animating, so I might try it again in Ludum Dare. The sprites themselves were probably a bit mediocre, but maybe I can learn more. Speaking of art, the music was quite decent for how quickly I made it, and oh man, this time around I did many good things in juiciness 😀 Camera-shake explosions never hurt, right?

Final Thoughts

I also have a timplapse that will briefly show the process of my entry’s development:

So based off of feedback, the concept is the game’s strong point, but I made a lot of errors.

I won’t continue developing this one very much if it isn’t good enough (time is precious with school and all). I’m hoping to place top 100 in something, or even get top 100 overall for the first time (I doubt it). If my results are my best yet, I’ll try to develop the game and even sell it! Hoping for the best~

You can play the game here! Please do give feedback 😀


TL;DR – The game had lots of problems with execution but it was still fun for the most part. It also might be developed further if the results are reaaaally good, ha.


Thanks for reading, play link is just a few lines up there. See you next time!

-Power Spark

Happy Holidays from Kuality Games!

Thursday, December 29th, 2016 7:53 am

Hello everyone!

We hope you’re having enjoyable holidays so far! It’s been quite busy for us (eating all that food and drinking alcohol) so we didn’t get to play any games from fellow devs, so if you’d like us to play and rate your game let us know!

You can also check out our game DISK below:

BOOM HEADSHOT! Click to play!

Kuality Games

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