Posts Tagged ‘LD72’

i guess this is a post mortem

Posted by
Wednesday, August 27th, 2014 8:09 am

Hey there babe, yeah you at the computer, you lookin’ fine tonight.

My names Harrison and with the help of two close friends we made Galilei, an ~arte~ game

Here is a full playthrough in action.

(play/vote on it here)

Anyway, I felt like I should talk about  the somewhat downwards spiral that was Galilei and why it happened.


Initial Idea was too vague

Initially we wanted to make a space game as the artist really loves modelling sci-fi ships and etc, the theme fitted it perfectly but left little to the imagination.
We didn’t really think past that for a little while and went through a few ideas over the course of 24 hours before we settled on the final idea.

Most ideas were dumb

I really wanted to play around with lighting for this, I love minimalist art-styles and wanted to toy with shadows and all that junk, this lead to us starting off with an exploration game that would take place within an asteroid belt around an unknown planet, you would find audio logs and discover that previous ships had been trapped here after being sent through a wormhole.

that is fairly dumb and we spent too long on it, though some of the basic ideas stayed in but were changed artistically to fit, such as audio logs changing to gems and the reset function being based on a wormhole opening up and dragging you back (kind of i just went nuts making that to be honest)

I had no idea how to explain the art-style

I’m a programmer and designer, I was recently funded to start my own company.
I have a lot of knowledge about game design.
I suck at the art.

I’m bloody terrible at making art, I just can’t wrap my head around physically modelling/spriting/painting, I just don’t jive with that.

In my head I wanted a low poly art-style, that alone is very vague and explaining it to Nicholas was an immense task, eventually he figured out what a tired and slightly drunk me was trying to say and made magic.
Thanks Nick.

I ended up hating the art-style on the last day

Well, I do love it but I spent almost 18 hours coding new things and fixing old things once they handed me the final art assets, So I sat there looking at it for all that time and it got stale to me.
This didn’t really cause any problems I’m just not entirely happy with how it turned out due to how I had to cut quite a lot of things to make it look any good in time.


Now I need to talk about the good things


I’m surprised with what we made

I’m a very fast coder, I work fast and expect art assets to be done just as fast which is sometimes impossible
My initial code in prototypes is pretty bloody low, they work well but looking at them is ugly

I am incredibly impressed at what we made in the time period.
I know loads of people who study game design and all that junk who have made final projects for their classes that look and play worse than this, and they have passed, and while that might say something about the places they are studying at I prefer to say that we just did something good here, even if I’m disappointed that it’s not what we set out to make.

People adore the art

While I’m not the artist on this (Nick and Cameron made the art) it makes me incredibly warm and fuzzy inside to hear people compliment the art-style, I spent so long trying to explain it and it was made almost perfectly and people love it.

Some fairly important people have seen it now

I have had this problem where I like to prototype things, people love them and then I get bored of them.
I work on a project to learn a specific thing and then I drop it once I have learned what I set out to learn.

That means that a lot of what I make never sees the light of day and I’m never comfortable showing it to people who might want me on their project.

Seeing that Michael O’Connor (_PipeDreamer_) favourited a tweet I made about finishing Galilei made me happy, even if he’s just looking at whats happening in Ludum and saw that I finished.
If you see this Michael, you pressing a button made someone feel better about themselves.

Cameron also has some ties to Interceptor Entertainment, and according to him Frederik Schreiber enjoyed it, even if it’s not a “game” as much as it is a dumb ~arte~ piece.


Ending statement about LD30

I absolutely adore all of you, I attempted to do LD28 and had some serious problems with my house at the time and had to drop out.
This has been an amazing experience.

We are most likely going to continue working on Galilei as we all enjoyed the weekend even with the incredible lack of sleep.
We will be changing quite a bit up, most likely removing the spaceship aspect as it had its problems, and without a dedicated QA team we had no chance of ironing that out in 3 days.

Keep a lookout for it, It’l show up in your feeds again soon!

By the way, if you are still reading I love you.
Marry me.

Orbital Burrow Post-Mortem

Posted by (twitter: @MakeAGame)
Sunday, May 18th, 2014 2:21 pm

[My name is Carlos Leituga, I’m a Game Designer, and once again I joined the Make A Game team to create a game in 72 hours for Ludum Dare #29.]




We were a smaller team this time: two programmers, one artist and myself in the same room, while another artist was about 1 thousand Kilometers in a straight line from us, and we could only talk to our musician through email. We couldn’t afford to be too ambitious so… no pressure.

It’s been a while since I did any game design from the ground up. With the exception of two months doing freelance work at the start of this year, I’ve been unemployed for more than a year now and I felt a bit rusty. My focus lately has been shifting from completing older design docs, to learning Game Maker Studio, and then deciding that I should read up more on logical thinking for programming, and at the same time spruce up my memory on an easy to learn language that I was still familiar with, Processing.

This led into choosing Game Maker Studio as our framework, besides the other three local team members having some experience with it, during any design downtime I could jump into the sprite or level editor and help them out. Hell, I could even help search for solutions if we’d get stumped by some of the different ways GMS does things, I can say I’m way too experienced in that.


COCAINE – Text-based game Postmortem

Posted by (twitter: @stigmawall)
Saturday, December 21st, 2013 12:56 pm


In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.

But you can play the game here first

Cocaine by @stigmawall


Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.

After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.

The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.

My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.

My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.

And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.



The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.

You can play it here, but it’s only in Portuguese

This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.

With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.

But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.

The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.



Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.


Posted by (twitter: @avaskoog)
Monday, December 16th, 2013 7:46 pm

Not you! However, you will step into the shoes of one. For this was a scumbag, right?


You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.

This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.


Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.


Mini Hero – Postmortem + Walkthrough

Posted by (twitter: @stigmawall)
Friday, May 3rd, 2013 2:33 pm

Vote here

My game is a minimalistic puzzle game where we tell a history of a little boy called Ted, trying to make a better world around him with the imagination.

We receive in our page great reviews, and the most good thing is the surprise of the game be so polished. It’s because we fix in the idea that the game have to be something minimalistic at all, not only in the graphics, but also in the gameplay, and even in the story.


NightCap (aka Drunk Hipster) Post-Mortem

Posted by (twitter: @ShuddaHadda)
Wednesday, May 1st, 2013 6:36 pm


Ludum Dare 26 Entry – NightCap.  That’s our game.  You can see it HERE<—  And by “see” I mean “Play” of course.



(originally posted on


I sit, eyes focused on the once pristine white mac keyboard, now soiled by ramen noodle juice and finger smudges.


It’s hard to describe my feelings after this experience.  Perhaps I’m still too close, having yet sorted though all the data in my head.  I think an even balance of the pride and satisfaction creating what we did, and the disappointment with the things that didn’t make it, or just bugged out for whatever magical ‘the world is against me’ reasons caused the feeling I have.  But this is jumping the gun…  or shark… or shark guns… what about the beginning.

Our background is in video production, sketch comedy.  Video game development is an entirely new venture for us.   When it all boils down, Ludum Dare, although incredibly challenging was probably the best way for us to start.  It forced us to learn new programs, technics and theories for game dev that otherwise we would’ve been very slow to get into.  We started with the warm-up weekend, making a game about a penguin that throws corndogs (may very well be a WIP still).  On the Thursday before the Jam, we finally had a build where you could move the penguin and throw a corndog (with some minor bug issues including Infinite CornDog Syndrome).  The head hits the table.  How do we make a game in 72 hours?

Infinite Corndog Syndrome. yeah, it's my indie prog rock band.  We're kinda huge in Europe.

Infinite CornDog Syndrome. yeah, it’s my indie prog rock band. We’re kinda huge in Europe.


Step through the physics world | LD72 no.25

Posted by (twitter: @haxpor)
Sunday, December 16th, 2012 8:08 am

So quite some time before the information you’re reading get posted on this site, my blog :_)

The following is the updates

-> I got a name for 3-leg-Alien that we will be controlling it in the game. The name is Trideroche. To be honest, while I were searching for information over the Internet, I found something about vocabulary namely “Tribe – De – RoChe”, not sure whether it’s French or not, can’t remember the meaning neither. Anyway that the cool name.

-> Made physics world works! Fine-tune and finally managed to implement the initial walking feature, the core one, successfully.

The concept is that it has 3 legs. You will control it individually in the way that maintains the stability of the character itself. If you step up wrongly, you may result in explosion or get hurt in some ways.

Apparently the current state is not totally what I want it to be just yet. The pain problem relates to the initial design which is “3-leg”, yes, … literally. I don’t want to change it to other things else as that is the pretty first and solid design and I would love to stick to it. What’s wrong is when you create such a character in the world of physics, you need to make it be able to maintain its own stability at the first go you put it into the game.

Design and stuff

Usually, most of the time you will pop the physics object by click anywhere in the screen and it will be born there, thus falls down to the ground according to normal gravity. Whenever it touches the land, there you will see a problem. In my case, a character cannot stand on its own at the first go. Due to 3 thin legs, and at this time I have not much time to figure out which solution or primitive shape or constraint to form such a spider-like object at the end. Chipmunk is new to me.

It cannot stand on its own. This is the very first implementation according to my design.

It may be because the upper part of the character is visually heavier than the bottom, that’s just a guess to make it looks like in front of the screen although mass can be set. Please note that what you see in the image, it has no 3 legs yet just 2. But that’s enough for me to rethink for better solution.

Thus I re-implement the forming of character code, what I got is below.

Re-implement it to another design.

That’s better but it needs to be better and walkable.

So I reduced the radius of the head and decreased its mass, also shorten the body part, and put another leg with also feet. 

With reasonable touching area of three feet, the character has more chance to stand ground!

Anyway that’s not the optimal solution. After I poped it into the game and fell to the ground it has more chance to stand up on its own. Besides that, its clumsy structure causes it to fall down and its head knock with the ground most of the time. Ha ha, that’s funny, but it needs to be better.

My initial solution at this stage is to periodically apply y-axis velocity to its head to pull it up. But I need to call it 2 times per second (according to your set up, but it needs less frequently than frame rate, of course) to maintain its stability and realistic.

Much better!

In addition, I managed to remove out the big feet and make it looks like it has just that long legs. I still need the foot but just reduce its width to 1 to hide it completely. Other things still work properly.

I captured some movement of Trideroche below.

or directly at

I’m back to code now, I have another day and 10 hours left to finish this for the jam event of Ludum dare#25.

[I originally posted this on]

Changed to use chipmunk, tested, moving forward. | LD72 no. 25

Posted by (twitter: @haxpor)
Saturday, December 15th, 2012 12:29 pm

Now the time has passed quite gracefully, more than a half day now.


Current progress is pretty much learning, and testing functionalities in chipmunk that will be used as a core in the game.

Before that, I spent first portion of the time in recalling about Box2d, and trying to make it works. I ever used Box2d once back in my experiment iOS game project quite more than a half year ago, back then it’s native and works great. But unfortunately as this time I develop on web platform using HTML5 or cocos2d-html5 framework, it doesn’t work out. Several hours were lost into the realm of physics.

Anton (@garfeild) sent me this during a jam. I should listen to him :)

I found a problem about debug information that rendered on screen incorrectly. For instance, the testcase of cocos2d-html5 itself also has a problem regarding to this issue although its functionality in forefront works properly. I asked the community about this but can’t wait as I need to step further. I can’t live in the world of physics without debug information.

A problem still occurs in cocos2d-html5 v.2.1 testcase, but its forefront functionality works properly.

So I switched to chipmunk wholeheartedly for this project. I have to admit that less code is done with chipmunk comparing to Box2d. It’s quite simple to grasp the concept of code structure than Box2d. But anyway, if I go back to iOS natively I prefer to use Box2d as it’s originally developed in C++ and well optimized for mobile usage according to my believe + with the fact that I’m a little bit shock to see chipmunk is available on premium as it means the free and open source version is kind da rip-off in sense.

Nonetheless, the community there at github of chipmunk is rather big with hundred-ish star and fork and it’s quite active. If nothing is super duper complex and doesn’t need 100% optimization, it’s one of your candidate option.

That’s being said. I quickly ramped up chipmunk with this link-of-the-day.

Here is what I got to move on.

Cat, cat, and cat with non-perfect shape for physics simuation.

Yeah, that’s better.

Back to code now …

[Originally posted this on my blog:]

Taking long time | LD72 no. 25

Posted by (twitter: @haxpor)
Saturday, December 15th, 2012 3:08 am

I’m taking too much time to make the base code involving Box2d up and running. This also includes a decision to change cocos2d-html5 version from 2.0 to 2.1, quite notable changes that can drag you some time.

But glad that I’ve read the rule carefully again and found out that actually there’s 2 parallel event running in Ludum Dare. I work with my another mate, so I fit in “Jam” not “Combo”. That’s being said means that I have another day to finish things off.

I stick to my plan and original idea blinking in quite fast in thinking process. I have to speed thing up though.

Box2D up and running

Box2D up and running

[I also posted at my blog here:]

Overpopulous Postmortem

Posted by (twitter: @MakeAGame)
Wednesday, May 9th, 2012 11:56 am

[My name is Carlos Leituga and I’m a Game Designer / Implementer in a Portuguese company, where I’m working on a _NEW_ Hidden Object Adventure. That one is going to take a bit to finish, so I’m back again helping the Make A Game team to create a game in 72 hours for Ludum Dare #23.]



«That’s a wrap!», we said when “alone I art” was submitted, «We’re not going to do another Ludum Dare before making full games out of this and Eggscape, okay?»

We all agreed, until seconds later someone reminded us that the next Ludum Dare was going to mark the 10th Anniversary of the competition.

«#&$*@!», I said, before blacking out and waking up four months later and right when the theme was announced.

«The theme is Tiny World?»

«#&$*@!», there, I did it again.


alone I art Post Mortem

Posted by (twitter: @MakeAGame)
Friday, January 6th, 2012 8:04 pm

[My name is Carlos Leituga and I’m a junior Game Designer / Implementer in a Portuguese company, where I’m working on a Hidden Object Adventure for a year and a half now. So here I am again, creating a game in 72 hours with the Make A Game team for Ludum Dare #22. :) ]



As we were packing our stuff after making Eggscape, someone said something in the lines of “Let’s do this again in December!”, and since that day in August we’ve been talking about participating once more in Ludum Dare.

As the final week till LD #22 began, we followed the theme voting closely, coordinated our votes and shared the possibilities of each theme that interested us. Having learnt a lot with LD #21, we were confident that this time everything would work out better, even with two fewer members.


Eggscape Post Mortem

Posted by (twitter: @MakeAGame)
Sunday, September 11th, 2011 5:00 pm

[My name is Carlos Leituga and I’m an intern Junior Game Designer / Implementer in a Portuguese company, where I’ve been working on a Hidden Object Adventure for a year now. I was invited by friends to help develop a game for the 21st Ludum Dare event. We are the Make A Game team.]



It was around 11pm when I left my house with a 1 hour trip ahead until I met the yet to be named Make A Game team. Having memorized half of the list of possible themes, I spent the little I could of brain waves keeping my car on the road, and tried to think of quick game mechanics suited for a 72 hour game development.

I was the last of the team to arrive; I met some new faces and joined in on the ready up ritual. There were still 3 hours until the official LD #21 theme to be revealed, so we started throwing ideas around, writing them down on our white boards and linking them to similar themes.

Readying Up

 Look busy guys…

The awaited hour finally came, and the Escape theme was victorious. We quickly (and sleepily) gathered around one whiteboard and started discussing our previous ideas, along with new ones. Among them, the Survival Tetris game was highly praised. For some dumb reason, I went to my computer and searched if someone already had done such a thing. It existed, and in two quite different forms. In one you only controlled a stick figure, and in the other you controlled both pieces and a round character. We were bummed out.


Eggscape Update!

Posted by (twitter: @MakeAGame)
Monday, August 22nd, 2011 9:22 pm

No more art to do ; _ ;

No more art to do ; _ ;

With all the art done, we turned our attention to the team’s logo while the programmers keep churning out code.

We are near completion of what we can do with our 72 + 4 hour time limit.

Setbacks in the second day kept us from having the game done within the original schedule but we are really proud of our overall progress.

Some stuff won’t make it to our submission build, but we’re keen on finishing this amazing project.

You can check out our Day 2 recap at We won’t be doing a Day 3 post or Post Mortem for a couple of days.




Posted by (twitter: @MakeAGame)
Sunday, August 21st, 2011 7:47 am



“Oh, I didn’t see you there, crushing my path for survival and my dreams of becoming a famous paleontologist.

Do you know how hard it was to find this egg? And how lucky I am that these debris are falling in such a coincidental position that I can climb some of them? It’s like someone is throwing them with exact precision. But I don’t have time to think about it, actually I can’t do much more than panic and run around, waiting for more debris to fall.”

We’re Make A Game and Eggscape is our entry for Ludum Dare 21’s Jam. You can read our Day One Update at!

Onward to Day 2! It starts right now!

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