Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘love2d’


Posted by (twitter: @@janikve)
Tuesday, August 30th, 2016 10:33 am

Hi guys,

I made a maze-solving game called Pyramid. It is about adventurer wandering through the labyrinths of an ancient pyramid.

In each level he has to find the ladder before the light runs out and the mummy catches him.

To assist him on the way he has the knowledge out about a technology to rotate the pyramid because the light source is coming only from one side.


  • I knew what i was doing the whole time.
  • I managed to get the code done relatively quickly. The first version was done on first day.
  • Everything was done by myself.
  • Some friends played it during development and told me their perspectives. I thought it is not a good idead to show the unfinished prototype but surprisingly it helped a lot.


  • Spent too much time on graphics because I am not good at it.
  • Tried to do the sound and music myself and this is the reason why the game has no sound and no music. I was not able to put together egyptian-sounded music that was not horrible.
  • On last day I haven’t slept much only two hours. I think this was mistake because all the stuff from than took at least twice as time as it should take normally.

For the next time:

  • Just find the music online.
  • Sleep more :-)
  • Get more friends to play it during to tell me what is wrong.


LD was fun and the feeling of having the game done is very rewarding. Already waiting for the next jam :-)

Aaand big gratulations to all who managed to finish the game.

Now let’s play,


Adding graphics!

Posted by (twitter: @Cirrial)
Sunday, August 28th, 2016 11:35 am

Hi guys! Added sound and states and some more of an ending condition, and I drew a bunch of art, which I’m slowly putting into the game now. Things are on track! The art is super simple because it’s been a while and I’m rusty.



Posted by (twitter: @Cirrial)
Saturday, August 27th, 2016 3:40 pm

Seeing as I chose Love and not Phaser this makes testing out what I have so far a little harder. If anyone’s interested and this “.love” format is completely unknown to them, grab the engine from

Try my dumb runner game here!


Posted by (twitter: @Cirrial)
Saturday, August 27th, 2016 3:22 pm

Well, I got my particle system in, next up is fire particles.

Shown here is a grateful settlement of jumping whatevers I’ll get to draw tomorrow.

See you in the morning!


Little baby steps.

Posted by (twitter: @Cirrial)
Saturday, August 27th, 2016 8:43 am

So for this Ludum Dare, I’m working on a basic runner game, what with it being a very long time since I last finished a game (and also not feeling great, blegh).

The theme is running with fire through winter to try and spread it to other places. I’m in the middle of actually adding hazards, but I love seeing how crude and rudimentary my prototypes were in retrospect, so here’s a screenshot.


I’m using LOVE2d in the end after all instead of Phaser, I hope that doesn’t mess me up when it comes to submission! Aaa!

I’m in ! (First Ludum Dare)

Posted by
Thursday, August 25th, 2016 1:17 pm

Hi guys,

I’m VFB from Gamecodeur (French gamedev online school).

I’m in, and i’ll use Love2D from scratch with photoshop, reason 5, and tiled.

Good Luck All.



RobotJet gameplay video and POST MORTEM

Posted by (twitter: @@janikve)
Thursday, May 5th, 2016 6:00 pm

Hi all,

I made a gameplay video of my game RobotJet for this ludum dare.

The video has different levels than the ludum dare submition and I also added two sound effects. However the game mechanic is same so if you haven’t played it yet, you can do so at

Also please leave a comment if you have some suggestion because I plan to finish this game and release it for iPads because recently i found out that love2d already supports iOS development.


I think everything worked as I expected. I had this game idea for a week or so before the competition already in mind. I wanted to implement controlling player by modifying the enviroment instead of using the direct controls.

First idea was to move a ball from left to right side of the screen by creating hills and valleys using physics. I didn’t manage to draw the controls for this game on the paper so I went for a simpler solution using the grid. Somewhere in this point a simpler idea of using gravity and collecting something instead of moving from left to right emerged. This led to the robot collecting batteries with a puzzle-like levels using gravity controls and walls to navigate robot through the level. Only problem with puzzle-like game is that creating puzzles takes much time. I wasn’t sure if I would be able to prepare good set of levels but I wanted to try the idea.

Because i was not able to do actual programming until the second half of the second day of the jam due to logistics, I had a plenty of time to come up with a concrete idea and solve almost all the problems. So when I started to program I had a pretty good idea of the game mechanic and what I had to do.

Programming phase was pretty straightforward. I wanted to use Love2D because it is supereasy for prototyping even if I hadn’t much experience with it. I had some experience with lua programming from Codea app from iPad and my previous ludum dare entry. I also did a simple pong game one week before ludum dare as a training :-)

After half day of programming I had the game ready and basic graphics in place. After few hours of sleep I had to go to work on monday and I could show my game to my coleagues(sorry boss :-)). They liked the idea but didn’t like the graphic and there were no levels. Actual player didn’t even look like a robot but more like a ghost back then :-)

After work I rushed home to finish some graphics – draw the robot and create tutorial levels. Luckily I remembered the wonderful Tiled map editor which helped a lot with level creation and it exports directly to a Lua so I saved some time by not implementing any tools.

Anyway I knew I couldn’t make good enough levels because I was still exploring what robot can do. I spent a lot of time putting obstacles in front of the robot and watching its behavior because sometimes I was suprised what can be done using such simple game mechanic (it still surprises me because today i found a simpler solution to one of new levels presented in the gameplay video).

When the time was dangerously passing by, I finished fooling around with the robot and went back to doing actual work. I polished graphic – as I am not any sort of good painter I did my best using piskel app as pixel graphic editor for robot and tiles. Also at this point I found out that I can do a tutorial by drawing directly in the level and showing the gameplay features one by one. I don’t know if this is good or understandable, please let me know in the comments if you find tutorial good!

I showed the game to my brother and he created three of the campaign levels. I had to polish them a little bit afterwards because one of the was not passable and other were easy to get stuck. I wanted that robot won’t get stuck without the possibility to unstuck (Robot cannot react to the modifications to the field has is alread standing at – for example if in the hole where he cannot go left nor right he won’t shapeshift to go up if shapeshift controller placed over the robot).

I though that player should not die/stuck during the game to not feel bad about his skill and won’t get frustrated from starting over so every situation must be resolvable.

Afterwards the time was almost up so I packaged the game and submitted.

Next day I fixed some bug that prevent last level from being finished – spawn point. This was clearly caused because I haven’t had enough time to replay every level after every change.

For the future I plan to create a proper set of levels to illustrate all things that can be done programming the robot using just gravity and walls. All levels I am creating now are resolvable by putting the controls in place before the level starts so instead of rushing during level player can solve the puzzle by thinking before the level starts and preparing the setup for the robot beforehand.

This ludum was enjoyable as always but after this one I feel a little bit special because I really like the resulting game (even bad graphics and no sound and almost no levels 😀 ) mainly because of possibilities it presents.

Regards everybody and see you in the next ludum dare,


Neko Katadzukeru: Cat Tidying

Posted by (twitter: @mahalis)
Saturday, April 16th, 2016 6:38 pm

Things seem to be going well, so I figured I’d pause for a minute to post some progress. Got the basic interactions working last night and this morning, then put together some preliminary art and probably-final music. The premise of the game is that you have a box and an assortment of very flexible cats, and have to arrange the latter to fit into the former before time runs out. Here’s what it looks like (and sounds like) so far:

Learning to Dance — PostMortem

Posted by (twitter: @wetdesertrock)
Wednesday, December 23rd, 2015 5:10 pm


This was probably the first Ludum Dare in which I was actually almost completely happy with the end product. What I amount that happiness to is the personal goals I set for myself. Instead of having my goal be about making a complete game at the end, I made it about having a game full of music and art that I was happy with. Another goal I had was to try to make another story-based game. I wanted a cohesive experience that used art, and music to help the story telling. My last goal was to not get bogged down by programming. I didn’t want something difficult, I wanted something simple that I could whip out. I knew that programming was the one aspect of LD that (at least in recent times) has bogged me down and de-motivated me to the point where I was not happy with my product. Don’t get me wrong, I love programming, but gamedev programming has been hard for me recently and I wanted to continue my break from it. I also had a bonus goal, which was this: Live record my music. Instead of using all of the software instruments to create my music, I wanted to record it myself. At least a little bit. I succeeded.

With these goals in mind, I knew there was a high likely hood that my success hinged on the theme. So I decided that if a theme was chosen that I didn’t like, I would go with my own theme (I choose the theme “Isolation” for this). A lot of people wouldn’t agree with this, however this time around I didn’t want the theme to be the challenging factor, I wanted it to be a guiding factor. Sometimes if I make a game based off of a a theme I don’t like, I’ll produce a loveless game. Luckily there were two themes for me, which worked out super well. I think that the dual theme was a great point about this LD, many games were produced that were fantastic, as well as a good variety of games.

What follows is a day by day account of my process.



Posted by
Monday, December 14th, 2015 7:59 pm

Yikes. Between working in a different physical setting, having multiple conflicts to distract me, and lacking motivation in general, I barely put this game together, even under a Jam-esque time limit. I finally wrestled the mechanics into something resembling my original intent after 48 hours and spent the remaining time staring down the barrel of MS Paint lamenting my lack of artistic skills.

The end result is definitely a game, and I am proud of that! As with every Ludum Dare, I have learned a lot and will be able too apply that knowledge not only to future Dares, but to my everyday life at work. Thanks Ludum Dare!

Anyway, this game is about a white-square of a a scuba diver (an allegory for the modern day working suit, trust me) attempting to collect enough undersea treasure to appease her bosses. Along the way, she will have to pay for better equipment out-of-pocket in order to have nice enough things to enable her to actually achieve the goal of collecting 1,000,000 treasure. Here she is living the dream:



See if you too can collect all the treasure by plunging into the depths of the ocean; view/play my game here. Have fun, and well done on completing your own game! I have seen a lot of true gems submitted so far.

this is the game

Sunday, December 13th, 2015 3:48 pm

Santa goes to town… and died falling of a wall… too bad!

Posted by
Sunday, December 13th, 2015 7:40 am

ESRB_AOI’m quite happy with what I have today. A playable game, with (poor) 3D isometric visuals, coded with the great Love2D framework.

The theme I stick is “Two button controls“, and I’m sure my control mode (mouse buttons used to rotate the character direction…) will make people mad!

The game is quite trash as the Santa is dying a lot! Not sure to get my ESRB rating under 18…

I will, today, continue to add some content and levels to reach 10 levels then polish the menu, and other stuffs.

Here are the first levels :

Art! Music!

Posted by (twitter: @mahalis)
Sunday, December 13th, 2015 3:07 am

Spent the morning getting some background music together and the rest of the day working on art. The music I think turned out pretty well, though it’d be easy to spend ages more tinkering with it; the art’s looking all right, but there’s still a lot of visual flourishes and whatnot I plan to add if there’s time. Onward!

Screen Shot 2015-12-12 at 11.57 p



Saturday, December 12th, 2015 5:36 pm


is this a game even

Growing up

Posted by (twitter: @mahalis)
Saturday, December 12th, 2015 1:27 am

Ain’t got much time this weekend, so I’m going with the smallest fun thing I can think of: you are a buried seedling, trying to reach bits of food underground so you can blossom at the surface. Got the basic mechanics up and running this evening—there’s a time limit roughly based on the shortest distance between the food-bits, and you have to get all of them then get to the surface before that time runs out.

Lots more work to do tomorrow, especially on the art—haven’t figured out a style there yet, but I’ll see what I can come up with in the morning.

growth 1

Finally made a game called DogPoop

Posted by (twitter: @@janikve)
Monday, August 24th, 2015 9:40 pm

Hi all,

I made a game about a terrible person who has to keep the map clean by scaring away the nice dogs before they poop on the map causing the clouds of green smell.

This was my first jam/compo ever, so i am proud i was able to make something in the 72h. Originally i wanted to do a compo(also first), so i did all the assets by myself, but i was so tired that i rather went to sleep and eventually missed the deadline. I enjoyed the whole process of making a game and also the people here posting the comments with game progress which kept me motivated to finish.

It is 4:30 AM here in Prague so i rather go quickly sleep to get up for my dayjob in the morning 😀

Thanks to you all, see you at the next LD :-)


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