Posts Tagged ‘#LD48 #LD29’

How to Completely Mess Up A Game

Posted by (twitter: @charlottegore)
Tuesday, May 6th, 2014 5:27 pm

Screen Shot 2014-05-07 at 01.20.49

So turns out I had a complete brain fail during the Ludum Dare weekend and totally failed to make the speed of my game’s player character independent of the FPS, which I only discovered when I accidentally destroyed Chrome a bit and suddenly it started chugging horribly, simulating playing In The Blood on a tired old  computer.

I’d used the delta for computing velocity… but then multiplied it by 0.000005 for no reason I can actually remember now and the result is that the delta had virtually no effect whatsoever. So.. I fixed it. I REALLY hope this is okay, dear people in charge of such matters. It’s still the same game, no new features, but hopefully everyone playing it will have the same frustrating, tormenting and short-lived experience it was designed to provide. I wanted the game to be a difficult, challenging and hopefully addictive little action arcade game but when you’re moving ten times slower than you should? Oops.

I’ve also added a Post Compo version now! It’s the same game but I managed to add a bit of the visual Woo that I didn’t have time to do during the 48hours. It destroys the mood entirely but things are a lot clearer and hopefully a bit less motion sickness inducing. Again, sorry about that too.

You can play both frustratingly difficult versions on its compo page!

Incidentally, if you like Super Hexagon style ridiculously difficult action arcade games you might enjoy other competition entries Underneath Our Faces and Diver X … and would love to hear about any other games in the compo like this!

Snake Driller – LD29 – Post Mortem

Posted by (twitter: @FlorentPoujol)
Friday, May 2nd, 2014 6:41 am

I missed two Ludum Dare since the last time but thankfully I was able to took time to participate last week-end !

I understood the theme quite literally with a mining game. Snake Driller is a Sake-kindoflikebutnotsomuch mining game. You have to drill the deepest before the time’s up, sometimes going sideways to mine interesting blocks or dodge those you can’t drill. You can also buy upgrades for your drill in a store to drill more types of blocks or drill faster.

Download and rate it on its entry page.



“The Dome” Post-mortem

Posted by
Thursday, May 1st, 2014 6:54 am

The Dome_introCheck out our game here

We’ve tried to make a rather complicated rogue-like game with abilities, leveling and random dungeons generation at our previous LD entry, but were too late. This time we decided to make something simpler and ended up with a platformer. It happened to be not as simple as we planned, we’ve designed 22 levels, but didn’t add them all before deadline.

We’ve decided not to use Unity this time again (We thought about that, though) so we had to make everything from the start and ended up with a Windows version only. We had our own level editor, which was rather helpfull. We had to adapt it to our needs though, which consumed a lot of our time.

We’ve changed our game mechanics on the run several times. We had an idea of that oasis-city in the middle of the nowhere, but we had completely no idea how to make our game interesting to play, so we decided to left our atmospheric adventure behind and ended up with a hardcore platformer like “Super Meat Boy” or “I wanna be the guy” with double jumps.

Level Editor:
we had our own level editor, which was originally made for another game, and it worked well, we’ve made rather complicated levels with ease.IMG_01052014_172559

It was made by my younger brother. He made a lot of work, there are 116 textures in total. We had some argues about the prefered colour scheme, but then helped us a lot.

One of us wrote three tracks to use in this game in his spare time, and all the sounds were taken of bfxr and

Ludum Dare 29 Postpartum

Wednesday, April 30th, 2014 6:27 pm

I wrote up a postpartum (aka postmortem) on my personal blog. I’m not sure what the rules/opinions are about cross-posting, so I’ll just link to it from here.

LD29 Title ScreenLudum Dare 29 Postpartum

Don’t let the Terrorists Win.

Wednesday, April 30th, 2014 9:31 am

Hey all!

Apparently, last night sometime we exceeded the bandwidth on our hosting account that was backing our entry. An unforeseen but not together terrible problem to have.

Fortunately, the terrorists won’t win. It’s back up!

So anyone who tried and wasn’t able to, please give it a shot. We are getting pretty good reviews for theme, so check it out.

Airport Security Screener

Sorta Post-Mortem I Guess!

Posted by
Tuesday, April 29th, 2014 10:30 am

Together, this was the RowdyGhosts’ first LD entry, although we’ve both entered alone in the past. It was a resounding success! This was the best game made in the history of the universe!

Here’s a little timelapse from the art and sound side of things:


…. and in case you missed it, you should really check out our “We’re In” video. WE think it’s awesome:


Oh yeah, you can play our game here:

In The Blood – 48h Compo Post-mortem

Posted by (twitter: @charlottegore)
Tuesday, April 29th, 2014 5:37 am

It’s been a few days and since then I’ve seen how people actually play my game. Time for a Post-mortem!

The game has you playing a virus inside a blood vessel. The idea is that people avoid the small grey taggers because the more tags you have, the faster the big white blood cells can catch you. To help you out, any tags you have can be passed on to passing green bacteria, if you can catch them. The gameplay is inspired by how the immune system actually works (although if you had bacteria floating around in your blood you’d be in a lot of trouble).

The game is playable at its entry page, here!

What Went… Badly

Well, turns out this ultra-simple game mechanic is pretty confusing for people. I spent ages implementing the tagging mechanic, where free-floating taggers would attach themselves to the player character rather than showing how many tags people have picked up in a UI element. The result is that it seems to make collecting the tags basically irresistible, which results in the white blood cells getting incredibly angry very quickly and people have short, frustrating attempts.

I was also disappointed that I didn’t do more prep work. I’d already declared the various open source components I would be using for the game, but I’d not open sourced any entity management code, or basic game boilerplate of which there’s an awful lot. This meant that it took me a day and a half just to get to the point where I could actually begin adding actual gameplay. Next time more prep is required so that I’ll be on some sort of equal footing with people using full on game engines like Unity.

Was also disappointed I only managed to add 4 entity types – two taggers, the white blood cell and the bacteria. It’s relatively easy to master the existing gameplay and it doesn’t progress in difficulty so it doesn’t have much longevity.

What Went Well

This game required actual 3D models, so I turned to Blender for this. I’m not especially familiar with it and haven’t done any 3D graphics in over a decade so this was a bit intimidating. It was, however, pretty simple. I only needed to make some quick textures for particles, otherwise I was able to avoid doing any hand drawn graphics at all.

The shader I wrote for the background and the animation effects for the pulsing blood are, I think, really effective. They do however give certain people motion sickness.

Three.JS continues to be a joy to work with, abstracting away a lot of the pain of working with WebGL and making importing Blender geometry easy and then moving and rotating meshes around a breeze. The performance is pretty good too!

I had a lot of new stuff to figure out making this – how to make the waves of taggers with their subtle sine wave motion and how to do the AI on the homing taggers and white blood cells. I think I got lucky in that I didn’t have as many problems as I thought I might. I was pleased with how I resolved the problem of how to ‘beat’ these AI characters because, without being able to shoot them, wouldn’t they just chase you indefinitely? I came up with the idea that the homing taggers would give up as soon as you got in front of them, and the white blood cells would give up after a certain amount of time being behind you, but would wake up again if you let them get in front.

I was also pretty happy to actually finish. I only really got a sense of what I wanted the gameplay to be on the second day, so that it has any gameplay at all is a bonus for me!


It’s the obvious thing everyone says. I should have concentrated more on nailing the basic gameplay on day one instead of procrastinating by adding more and more effects. Still, I’m fairly happy with the result. Been playing and ratings loads of games since I went live and this, it turns out, is the really fun bit of Ludum Dare.


Hey all!

We are very proud of what our little team accomplished in the 72 hours. While it isn’t required of Jam entries, all of our art and coding and most of the sound was completed within the 72 hour window.

So why don’t you give it a spin, you might like being an A.S.S.

Airport Security Screener

Play Here

Crusader of the 1-Hour Ludum Jam!

Monday, April 28th, 2014 1:44 am

I wasn’t initially planning on making a game jam game, and this hardly counts at all compared to the immense amounts of hard work and awesome talents being submitted to this event, but as a crazy spur-of-the-moment idea I decided to start on a project an hour before the initial submission deadline. Obviously this meant I wasn’t going to be able to make much from scratch assets-wise, (TurboSquid is a life saver in that respect) but it gave me an excuse to experiment in Unity and throw together something super quick for the sake of putting out something silly and dumb, and I think I achieved that goal, at least to some extent. If nothing else I figured out how to submit and share a game project publicly on the web, so I can’t say it hasn’t been a learning experience!

Either way, I hope you guys enjoy my little project for this year’s Ludum Dare! I call it, “The Search For Sting’s Desert Rose Beneath The Surface! (feat. Bananas)” You can check out video of it here or play it right here on the site!

I’m ready for the next Jam!

Posted by (twitter: @Ekanaut)
Sunday, April 27th, 2014 8:34 pm


I feel like this guy right now!  Finished unTouched with an hour to spare but man I spent so much time on getting things to work properly and learning C# at the same time.  I was reading and watching tutorials as I went!  It was an amazing experience and I’m ready for the next jam.  Thank you!


Posted by (twitter: @mattvassilakos)
Sunday, April 27th, 2014 2:32 pm



Trying to inject more fun into my game and also overcome some unbeatable and frustrating situations.  Added some super powers you collect from making words and use at your will!

Shades make it so you can’t see colors for 10 seconds (can combine anything):


The rainbow forces every piece to match your deepest depth:


There’s also the stop watch, the shuffler, and the infamous CARROT MISSILE.

Here’s my todo list for now:

  1. juice on score
  2. reduce rainbows
  3. end game button
  4. bottom out (max depth = no new letters)
  5. length multipliers
  6. leaderboard screen prettify
  7. menu screen prettify (logo?)
  8. other juice!
  9. word check hanging

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