Posts Tagged ‘#LDJAM32’

Post #LDJAM version of Stand and Deliver

Posted by (twitter: @@arthg)
Wednesday, May 6th, 2015 4:03 pm

Hey folks, I made some significant changes to my #LDJAM entry, Stand and Deliver.

I updated the graphics, added some more GUI elements, improved gameplay.

You can check it out here:


SKULL BOMB: Mini Post Mortem

Posted by
Monday, April 20th, 2015 7:31 pm

Skull Bomb by @mattmirrorfish

This is my first time Ludum Dare-ing. I have been putting off doing it because I never have un-interrupted time on weekends but this weekend I decided to go for it anyway. This game was made in the hours after my kids went to bed and any other little bits of time I could get together over the weekend, maybe 16 hours or so in total. I hit on the mechanic and theme I wanted to do pretty quickly on Friday night: my interpretation of an unconventional weapon was a suicide bombers bomb.  Because I knew I wouldn’t have time to do sophisticated AI I decided to make the enemies robots which would make their slightly stupid behavior thematically appropriate. The AI could be improved a bit but for now it mostly works. The theme also supported my primitive art style which is made using basic primitives within the Unity editor.  The main mechanic is avoiding coming into contact with the red awareness zones of the enemies while trying to get to the end of the level and blow up the enemy server. I leaned heavily on stuff Unity does easily out of the box for this, in this case Navigation. The flying and hovering enemy types each have nav mesh agent components attached and a script randomly assigns waypoints from an array. This causes them to path through the level randomly and adds some un-predictability. I also added some searchlight gun tower type enemies inside the ‘city block’ formations since running through them, where the hovering enemies couldn’t go, seemed to be a dominant strategy.

I created the audio using Logic which is mainly sounds made with Logic’s built in Sculpture synthesizer. I stuck to ominous drone sounds mostly. I wrote a minute long text which adds some additional context and had my girlfriend read it on mic, which I then processed and cut up a bit. I think it adds a lot to the vibe of the game and provides some useful expository narrative framework.

All in all I had a ton of fun doing this! I’m going to aim to continue to jam, even when limited for time, and try to block out a full weekend to get together with a team and attempt something more ambitious.

Here’s my entry: SKULL BOMB.

If you liked the game or just want to say hi I’m @mattmirrorfish on Twitter. Thanks for reading!



I got some great notes from people playing and rating my game which allowed me to make a few small tweaks, hopefully for the better before the cutoff. I found players didn’t know where to go so I made the final objective more visible, and had the players drop in from high up so they get an initial birds eye view of the level. I also moved an enemy that was sort of spawn camping the player in a really unfair way :)

Also, lot’s of people liked the voice over! I must say having a little bit of recorded audio in your game like that to add some story is a pretty cheap and easy way to add some production value. That is definitely the thing I spent the least time on (maybe 2 hours out of 16 to script, record, mix, edit and implement) but has gotten the most positive feedback. Definitely food for thought! Thanks very much to all the people giving comments on my game (and on everyone elses!)  It feels great to be a part of a community of game creators like this.

Some intro screen

Posted by (twitter: @the_bukkraken)
Monday, April 20th, 2015 5:05 am

Here is a pick of what our artist Ana managed to do this weekend.


Still pending to fix a couple of things before submission.

Soccer Cow!

Posted by (twitter: @MartianGames)
Monday, April 20th, 2015 3:57 am

Just a highlight video of progress from yesterday.. less than a day left until completion: 

I’m still programming, so Jenni is checking out the Ludum Dare streams on Twitch & saying hi .. she made the cow & found the moo fx for our submission! |

We got out mic & live-streaming channels up recently so hope to see ya all around more soon!

I’m done with FISHGUN!

Posted by
Sunday, April 19th, 2015 1:15 pm

download FISHGUN (Windows)

download Source (GameMaker: Studio)




  • works best with a gamepad
  • arrows to move
  • space to jump
  • x to shoot

The goal of the game is to get up as far as possible, without touching any bats or falling to your death.

Use your exploding fishes to kill bats and break blue blocks.


short Post Mortem:

I only had a couple of hours to work on this, and I think it turned out alright. I wanted to make more enemies and weapons, but didn’t have the time.

One thing I’m really proud of is the music, because this is the first time ever i’ve made my own soundtrack for a game!

Game was made in GameMaker: Studio; SFX were made in BFXR; Music was made in Bosca Ceoil.


Posted by (twitter: @jenninexus)
Saturday, April 18th, 2015 3:39 pm

Still not sure my entire angle for the Unconventional Weapon theme for Ludum Dare 32, but working at something & going to see how it all comes together!!  Determined to complete something cute and/or hilarious by the end of the jam!  My partner is helping me with code and may also wind up submitting his own or collaborating more with me as well.  Sprites made in Flash, and using Unity for game play – make my day and stop by the stream ≧◉◡◉≦

Learning to make a walk cycle in Flash

Learning to make a walk cycle in Flash

Everything is Awesome when you’re part of a team!

Posted by
Friday, April 17th, 2015 2:28 pm

Going to be doing my second Ludum Dare Jam this weekend with Dan and Bernard! Check out the sweet animation Dan made to celebrate us teaming up.

We are in!

How I’m feeling :

I’m in

Posted by (twitter: @@nLoj_)
Wednesday, April 15th, 2015 12:27 pm

Since I failed to complete the last LD due to life interrupting like many others i’m going to try my luck again! Hopefully i’ll be able to complete somethi

I’ll be using HAXE/OpenFL, together with Photoshop for the graphics. Not sure about sounds yet..

Good luck everyone!

Tempted by the Slaughter

Posted by (twitter: @jenninexus)
Thursday, April 9th, 2015 1:40 pm

I’m still learning how to make games & game art but am tempted to submit an entry for the weekend warmup!  Last year my partner & I collaborated on an entry for #indiesvspewdiepie – that’s so far the only Game Jam I’ve participated in 😀

It’s so insipring to see the community of supportive gamers/artists on Ludum Dare & elsewhere in the world.  Looking forward to connecting locally and globally, with similarly inspired devs & artists.

Jenni Nexus


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