Posts Tagged ‘Ludum Dare 26’

Adhesion from team RADMARS here, with extensive battle reports for this fateful compo from all of our trusty team members. We all have grizzled war stories from the development of our entry Tessitron, a 3D, minimal music game – play here! – but first I will entice you with a screen timelapse and the entire (single-track) soundtrack from our entry:

And up first we have tokken’s postmortem:

It’s pretty incredible to be a part of a group that meshes so well and yet our ways of thinking contrast yet compliment one another. Although we’re all able to come up with off the wall bizarre ideas, it’s the way we think that’s pretty special. Spacemars is really good with generating nuggets of ideas; I tend to build off and branch from those. Adhesion has great depth as well as the analytical aspects that help ground ideas. Eugene is usually quiet but when he puts something out there it’s generally to lay down something important. Brendon has a great way of conceptualizing play and teasing out interesting mechanics from our vague notions.

This time around, although we weren’t entirely certain how we were going to apply the theme of minimalism, we had some basic constructs we wanted to adhere too. With three games under the Radmars belt we looked at our history and pondered where we were going and where we wanted to go. Two of the Three games had been 2D pixelated sidescrollers, with the third being a 2D pixelated top down adventure game. Although a theme was never intended, one was starting to appear; partially due to ease and speed of development. Between Spacemars and I, we had some fairly substantial 3D chops if we ever wanted to go in that direction.

Previously, Spacemars and I would generally do the brunt of the graphics work which placed much of the development onto Adhesion and Eugene. The secret sauce for Radmars has always been the great music Adhesion produced (also the dark humor imbued in each game). When he’s loaded down with code, music was pushed off to near last minute or at a lessened capacity.

This time around there was a definite consensus amongst the group to embark on a different journey from the previous games. We wanted to utilize our broad skill set without losing any piece that was vital to our current dynamic. We looked at each other and evaluated how to potentially build something that played off our individual strengths while compensating for each’s weaknesses.

Spacemars is a Jack of Most Trades Master of More Than Should Be Possible. He’s foremost a great developer, with serious pixel skills, 3D abilities to rival my own, and an eye for design. He’s also one of the most dedicated on the team and probably dumps the most time into the projects. His major weakness is time; he can’t do it all. Luckily with a team like ours he’s super malleable and is able to pick up any aspect that needs assistance. Certainly the cornerstone of Radmars.

Adhesion is Spacemars’ right hand man. His greatest asset is his mind and depth of thought; he certainly has a head on him that allows for quick concepting and speedy explanations; his dry sense of humor meshes perfectly with the team. Oh, and he’s a bad ass music man.

Brendon certainly has an eye for design and a great ear for music. Maybe his most important asset is the thoughtfulness he brings to our game designing. He has a very analytical thought process that allows him, and by extension us, to break down games and gameplay into more compelling pieces. His ability to find and create mechanics is something that always boggles my mind.

Eugene is a quiet thunder that weighs in on ideas and directions while being a heavy lifter on development. Unfortunately he is also somewhat mysterious, like a ghost that haunts your brains and whispers genius into your ear.

Myself, I have a robust working knowledge of Cinema 4D, texture and matte painting, and am a UI / web designer. My skills in development are limited to some as3 and Unityscript. My biggest flaw was my parsed time allotment.

At this point you may be wondering what all this BS has to do with the actual game, but I assure you this was not just some ego horse shit. Knowing each person and what they bring to the table helped us shape Tessitron…


Radius minigolf Post-Mortem.

Posted by (twitter: @nicosaraintaris)
Monday, May 6th, 2013 9:23 pm

We took our time, but we finally made it! So here it is:

What went right?

– The creative process

We did some brainstorming friday night on “minimalism”, called it a day and returned to discuss some of our ideas early on Saturday morning. As we stated before, we love alliteration (“the occurrence of the same letter or sound at the beginning of adjacent or closely connected words”) so we decided to take a shot at minigolf (some minimalistic minigolf). We thought about the constituent elements of minigolf (a ball, a hole, some obstacles and a swing) and wonder: how can we make this even “simpler”?

– Control mechanic
Control mechanic is a core part of lots of games. Some time ago, we interviewed Simon from Simogo (a great game studio!) and he told us: “We usually start out with some control mechanic, and then build a game around that.” Well, we did that and started our “minigolf simplification process” by thinking about a “minimalistic swing” that includes only a radius as a golf club. With this mechanic, we achieved to reduce two inputs (power and direction) into only one action: drawing a radius. Player would draw a radius holding the mouse click (or the swipe, as we intend to port it to iOs & Android!) and when released it would rotate anticlockwise in order to hit the ball. The more it rotates, the harder the hit! So power and direction all-in-one control scheme!


A nice video we watched:


– Some early marketing ideas
Happy with this control mechanic, we started thinking about marketing (it’s never too early for some crazy marketing ideas!). We chose a name: “Radius minigolf”. Sounds good, doesn’t it? It had certain je ne sais quoi and it would be easy to remember. So we bought the .com and made some banners.

radius minigolf

radius minigolf


– Framework
We love Unity!

– Betatesting
We made some awesome shots testing the game. Thanks to Vine you can watch them!


What went wrong?

– Game mode
Due to the timeframe, we decided to go for just one mode: a time mode. We know it was not the best for our game, but it surely was the fastest to develop.

– Level Design
Time again. We did not have enough of it to design each level, so we generated them randomly using the same set of numbers.


What’s next?

– Mobile versions (iOs & Android)
– Different game modes (18 holes, 9 holes, free mode, time mode, etc.)
– It would be nice to have an integrated level editor, and some kind of community driven system to share levels.
– Experiment with some changes in the pov and camera movements. Actually we have a fixed camera, and giving a little movement would make the game much more attractive!

And last but not least: PLAY AND RATE THE GAME!

Cheers, people!

Ludum MOD Dare (mini-dare)

Posted by
Sunday, May 5th, 2013 6:07 pm

I had this idea  after the LD26 …
“I ask myself if anyone did download the sources of the game to learn, mod it and have fun…”

So i came up with this, a proposition for all who want to join this Dare. A Ludum MOD Dare.

What is it?, simple.

After decided a theme for the Dare (and put a date), anyone who want to participate must.

1-Select a game with Sources published for the LAST LD (LD26).

2-Mod the game to match the new theme.

3- Post it! (and give credits to the original author to).

The Mod will be evaluated with this terms.
– Affinity to the new theme
– Closeness to the original game (more similar to the original, better)

Mustache Armies – Artworks.

Posted by (twitter: @sephyka)
Wednesday, May 1st, 2013 7:01 am

Hi, my nickname is Sephy.
I’m a French 2D designer – you can see my work on my website.

I joined the TurboDindon team for the 26th Ludum Dare. It was a very great experience, I love my teammates.

We finished our game ‘MUSTACHE ARMIES‘.

Feel free to play, share and rate for us!

(My personal record is finish the map using 10 unities)

You can discover below a few graphic researches, artworks and assets I’ve designed. My mate Raz did other graphics as main unities, backgrounds and logo. Graphics have been inspired by minimalist paintings and shapes. Not everything has been implemented.

Mustache Armies - Artwork
Mustache Armies - Artwork

I hope you’ll like it.

Sorry for my bad English.

It’s on! Relax Stream time.

Tuesday, April 30th, 2013 6:21 pm

Please join today on my stream now.

It’s time to play your LD games live or request to play other LD games.

stem – a Fuzzy Pixels game

Posted by
Monday, April 29th, 2013 8:22 pm

Fuzzy Pixels - stem


Welcome to “stem”, our first game, based around the theme ‘Minimalism’.

We are ‘Fuzzy Pixels‘, a small team of newcomers to Ludum Dare, and to Game Jam’s in general. Having worked with each other before on a few other projects, we decided we wanted to throw our own coin into the proverbial pot, and this is our entry!

stem - Fuzzy Pixels - Brain VomitOur game actually started well once the theme was announced on Friday. After a good few hours of brainstorming and catching up with each other  we had fleshed out a great concept for our game; A simple design about a young, solitary flower wanting to break free out of a stagnating and decaying world.

Even with the busy schedules that come with having “real lives”, we still managed to work together to create a stunning and simple game with a very solid game mechanic. Using the mouse to move the direction of the sunbeams, you help encourage the flower bud to grow towards the light, and help it escape the doldrums  Collect water along the way to make sure the constant decay does not catch up to you, while avoiding many obstacles that flowers have when trying to grow. Rocks, hungry beetles, and even frosty snow.

stem is currently a web-based game, created with Unity3D and exported to be played on nearly any internet browser. We have hopes to further this project and see it on other platforms as well, including mobile devices.

We hope you enjoy our game, thank you!


Crystal McNair – Art, Programming
George Georgeadis – Game concept and level design
Kevin Laity – Programming, Level Design
With music from Jason Tsamalidis


stem - Fuzzy Pixels - growing... stem - Fuzzy Pixels - decaying...

My Office

Posted by (twitter: @OmiyaGames)
Friday, April 26th, 2013 6:05 pm

Now that we’re starting.

Japtar10101's Office

Pretty messy, I admit.

Let’s do this! Maybe…

Posted by
Tuesday, April 23rd, 2013 6:54 am

I’m in…kinda. I haven’t been feeling very motivated lately, but I feel like I must redeem myself after my last Ludum Dare entry (such failure).  And this is my 4th LD in a row!  I can’t break the streak.  I think I’ll just try to make something, very, very small this time.  I’m going to come up with a plan on what to spend my limited time on (which will likely fall apart).

  • Code: LÖVE + Spoon (my personal code library) + assorted freely available libraries = Quality game?  I’ll have to post this sometime.
  • IDE: Geany.  I might try ZeroBrane, but I had so much trouble trying to change the syntax highlighting.
  • Graphics: Gimp, Aseprite, and Pinta.  Probably more Aseprite than Pinta.
  • Sound: Sfxr, Audacity, and possibly my mic
  • Music: Ardour, Hydrogen, my mic, and my instruments.

I can’t do any worse than last time.  Also, I really hope potato wins.

Me too

Posted by
Sunday, April 14th, 2013 4:46 pm


I guess im participating too.


I’ll be using python, with pygame or pyglet (maybe). for music and sounds ill beatbox / strum my guitar and hit keys on my piano / squeal like a girl. no doubt audacity will be utilized. ill paint stuff in paint, if i feel like it. my petty quest will be streamed on, account is vegard1992.



vegard1992 (me)



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