Posts Tagged ‘ludum dare 32’

Hazardisc Post Mortem

Posted by (twitter: @JerryLeeLodbrok)
Wednesday, April 29th, 2015 1:16 am

Hazardisc is a single-screen action/fighting with single player and two player local competitive modes. You can play with the Keyboard or Xinput Gamepads, no need to toggle between the two the game will recognize which input you are using.


Check out Hazardisc on the Ludum Dare Page Here


Noaksey’s Playlist and the Highlights so far

Posted by (twitter: @NoakseyV1)
Monday, April 27th, 2015 9:02 am

With almost 100 games registered so far and a bundle of them already covered

I have been busy making sure that these games are being covered of course with feedback and critiques too

Check out the games and my live game play highlights here

of course if you want me to cover your game please follow the link below :)


Crump Rush Postmortem – Ludum Dare Lessons

Posted by
Saturday, April 25th, 2015 4:27 pm

I made a game about speed running and using your weapon for mobility. You can play it here!

I’m not a jam veteran but I have a decent number under my belt and there are a few lessons I’ve learned the hard way. These aren’t cold hard facts, just things that have worked for me.  This is for people trying to make a complete game. If you are just looking to explore and experiment then the list doesn’t necessarily apply.

  • Don’t save title screens and menus for last:  This is probably the least exciting part of your game development process which is why it’s so important to get it out of the way. It’s the first impression players get of your game. If you rush at the last minute you’ll be so uninterested that you’ll probably just throw something together. Also menus you can add some extra value to your game.



With Crump Rush I took advantage of menus to display your best time along side my best time for each level. It’s a small detail but it added replayability and gave your score some meaning.


  • Add polish early: A lot of people are going to disagree with me on this one. The common procedure is program your mechanics in with programmer art and then add the polish at the end. There’s a problem with this. A lot of times you’re not really sure how fun a game is until you’ve added those extra touches. Especially the visual and audio feedback for the actions you want to encourage or discourage.  For the people that think the graphics and audio have nothing to do with making a game fun watch this. If you want to know more about game feel I highly recommend this book.



LD-32, That One Time I Finished A Game

Posted by
Thursday, April 23rd, 2015 5:32 am

Play and rate LIGHT

This isn’t going to be your typical postmortem, just some random thoughts. I’ll try to make it short.  The main thing I wanted to say is: Thanks to Ludum Dare and the community, I have a FINISHED game!  Yeah, that’s my big announcement 😀

For a long time I’ve been working on game side-projects, all unfinished.  Why didn’t I finish them, you ask?  I did not want to! I have always had a weird mindset about my games;  I always thought “This game is too good to be finished. It has to be perfect”, maybe some of you can relate. LD is what I needed: a theme, a deadline, a competition, and a community. This was my first LD and LIGHT is my jam entry.

Some lessons learnt:

  1. Perfection is good. Clumsiness is 10x better!  There are so many irrelevant things (in your game and in life), and only a few things that are are important.
  2. Get a prototype running early. Don’t like what you get? you avoided a trap. Like what you get? you’ve got a good starting point.
  3. Work with what you have before adding new stuff. You can always figure out a way to combine the small things you already have to make something big.
  4. Limit yourself! When you bind yourself to a smaller set of rules and interactions, you build an intuition towards the game early on.
  5. Make learning your game fun. It should be about the player discovering the rules not studying them.
  6. Presentation, presentation, and presentation! The worst thing that could happen is a player not feeling in control.


How did this help me in my game? (You can skip this if you haven’t played the game)

  1. I perfected the important stuff only. My hero character is a bloody stick figure and gets stuck in doors sometimes! But turns out it’s good enough. Here’s a timelapse.
  2. The prototype made my life easier. When you have a prototype, the rest is a smooth iterative improvement.
  3. I didn’t add anything new unless I really needed it. For example, I have 5 puzzle pieces in my game, I thought 5 won’t make enough puzzles, I need more. Turns 5 was more than enough to make surprisingly challenging puzzles. I even threw away some levels that I thought were not good enough. The trick is I had to choose the ‘correct’ 5 pieces.
  4. Because the game is simple, and with the intuition I quickly acquired playing it, it became easy to: design levels, balance the game, get a feel for the player experience, improve presentation, and plan ahead.
  5. Introducing the rules to the player was easy. I had a game with few mechanics that I’m skilled at. Then I looked into every single mechanic and skill I have and made sure I conveyed it to the player in the form of a small challenge. I could have listed instructions on the main screen, but where is the fun in that?
  6. The player should feel in charge. I felt that lots of the games I rated were not very good at this. If the player finds himself in the middle of a battle with stuff flying around, hit points being being subtracted, a prompt telling him to take action, and no feedback to whether he’s doing good, they lose the sense of control. Oh! so you’re going to show them a ‘Game Over’ screen? Guess what? They no longer care…

Some may think my game is not good, and to you I say…

In conclusion, thank you again guys!

Go play and rate LIGHT!

Ludum Dare 32 Post-Mortem

Posted by
Wednesday, April 22nd, 2015 10:51 am

Well then, it’s been a few days since the Ludum Dare, and I am relieved. The feedback on our game so far has been very good, other games have been fun to play to, and I haven’t failed any exams after completely ‘wasting’ my weekend. Well, on to..


  • First off, communication went pretty great. Of course, there was some disagreement here and there, but all in all, we came to decisions pretty quickly.
  • We actually finished! Of course, more polishing could always be done, but I’m very satisfied with the end product.


  • I got distracted a lot, by looking at the Ludum Dare site, for instance.
  • Bugs. Bugs everywhere. In the end I decided to call them features, and people still seem to think the game is supposed to crash when starting and wipe your hard drive. I’m so smooth
  • Implementing all features. A lot of them where cancelled in the end, because I simply didn’t have the time. Poor Brzoz made tons of unused sprites, too.

In the end, this whole jam has been big fun, and I’ll certainly try to join again next time. Until then!


(subtle second link to our game that nobody will notice)

Skull Bomb Post Mortem

Posted by
Tuesday, April 21st, 2015 6:46 pm

Cross posted from my blog at

I did my first game jam this weekend! I participated in the jam portion of Ludum Dare 32 and made a little game called Skull Bomb (play it here). The theme was “An Unconventional Weapon” and after it was announced I brainstormed a bit before settling on ‘blowing yourself up’ as my interpretation of the theme. I didn’t want to have my player character blowing up other humans so I decided to make the game about a world taken over by evil robots. This also worked in my favor that I didn’t have to program any sort of realistic AI.

I’ve been really wanting to do a Ludum Dare since I learned about it but being a dad, having a job, etc always seem to stand in the way of coming up with 48 uninterrupted hours on the jam weekends. This time I decided to not let that stop me and jammed in the hours after my kids bedtime, for a total of maybe 16 or so hours over the 72 hour jam period. I’m really glad I did!
What went well:

I made a game! Not waiting for the perfect moment and the planets to align allowed me to actually make something.

I scoped correctly. I picked a topic I was able to finish in the time I had without crazy crunching.

Used Unity 5. That went well, Unity ran smoothly, few crashes and weird bugs. I think it crashed once.

Using Unity’s Navigation for AI. Setting up the enemy units as Navmesh Agents worked great. I made an array of destinations and selected randomly from that to get enemies moving around un-predictably. Easy and effective.

Simple Sound Design. I added some spooky synth drones that I made with Logic X’s built in Sculpture synthesizer. Sculpture is a physical modeling synth and I love the timbres you can get out of it, I thought they set a good, ominous and abstract tone for the game.

Narrative via Voice Over. This was probably the best received aspect of the project. I wrote a simple voiceover script describing a dystopian sci fi world overrun by machines and laid out the players mission. I had my girlfriend read this and did a bit of editing and mixing in Logic. Details I was happy with that people commented on as well were the cut-up phone maze style strings of numbers that added to the overall dehumanizing atmosphere. Using a voice over was cheap and easy (maybe 2 hours work to write, edit, mix and implement) and added a whole narrative layer to the game that I thought was very effective. Because it ran in the background at startup it allowed the player to experience the narrative without having to wait, read or otherwise be delayed from experiencing the game play. Several people commenting on the game remarked on how well the voice over worked so that was definitely a high point.

New Genre/Mechanic. I’ve never tried to make a stealth / sneaking style game and was quite happy with that aspect of it. I definitely learned a lot and enjoyed working with the form in a short format. This is perhaps my favorite aspect of jamming, the chance to try out different genres or ideas in a short form, low stakes way and get feedback.

Art Style. The art style that I chose was simple, minimal and achievable. I was happy with the result and felt like it worked well with the theme. I got a few nice comments on it so I consider that a success, especially since I consider myself a non-artist. I also got pretty close to my initial ‘vision’ visually.

Getting Feedback / Iterating. By posting the build a few hours before the deadline I got some very useful, maybe critical feedback about playability, controls and clarity. This included a lack of clarity on where to go which I tried to address and not locking the mouse cursor which lead to issues in browser based play. Catching these early was good. I’ll definitely aim to do this in the future, getting those little bits of feedback before finalizing was great.

What went poorly:

Level Design. Several people commented that they wandered around, didn’t know where to go, couldn’t find the goal. The way I laid out the level had no clear (or unclear) path through it, it was just a big box. After getting that feedback I added a moment in the beginning where the player falls from high up and gets a chance to see the black box that represents the server. In hindsight I really gave the player almost no clues as to where to go. I even was considering initially having the monolith change it’s location each time player spawned to add replayability and difficulty. I realize now that that would have been a mistake.

Difficulty. The difficulty was very inconsistent. Sometimes the enemies randomly left big clear paths, sometimes they created impossible, inescapable situations. With more time or better planning I would have set up some more carefully planned routes for the AI to patrol that interlocked, created gaps etc. As Twitter friend @ChrisLaPollo points out though that these are the types of things that you learn in making a jam game and can polish up after.

Browser Support. Annoyingly Google Chrome dropped support for NPAPI plugins right before the jam breaking support for Unity Web Player. The game played fine in other browsers but this was just kinda annoying.

Control Tuning / Playtesting. Several players complained that the movement speed was a little slow. I actually bumped it up a bit but probably could have taken it up a little higher. More playtesting earlier probably would have helped this but given that I was jamming on my own in my apartment I didn’t have local playtesters available. In the future I’d like to try and jam with a team and / or at a space with other people. I think this would have helped a lot to catch this and some other issues before posting.

Play the game here, or watch a video below:

The Most Fun I Had Being Frustrated

Posted by (twitter: @HayBee_05)
Tuesday, April 21st, 2015 3:35 pm

So my first game jam was fun! Fun but frustrating at times. I can’t wait till the next one!

I definitely want to try working with a team next time. Especially with people who have different skillets as me like programming.

Until then I will work on my art and animation (both 2D and 3D) .

Check out my game here!

Noaksey’s First Live play – Tonight at 7PM GMT

Posted by (twitter: @NoakseyV1)
Tuesday, April 21st, 2015 6:42 am

Hey Guys,

Quick update for those looking to get their games reviewed and critiqued

Following my advert from the other day (found here)

Those that have registered will be being played tonight at 7pm GMT !

Want me to play your game? Follow this link to register your game

Register Me!

SO fair I have the following titles in my play list.

An Unconventional Weapon

Bread Ninja Post-Mortem

Posted by
Sunday, April 19th, 2015 9:30 pm

I actually managed to finish a Ludum Dare proper! Hooray!

So, Bread Ninja. I finally got to use my “Baked Goods as Weapons” theme that I’ve thrown around a couple times on Ludum Dare.

What went Well:

  • I got pretty much everything done that I envisioned for this project. I came into it smart, and cut down on the original idea I had, knowing it was too ambitious for a 48 hour Ludum Dare.
  • I think I managed one of the goals I had as far as player choice. Do you use your weapons? Or do you eat them to regain health?
  • I got to throw together a picture of a ninja with a bread slice breastplate, bread bowl helmet, and baguette sword.

What went not so Well:

  • No sound of any kind, because I have no ability in the audio department.
  • I had to cut the story bit from the actual game, because it wasn’t coming together very well, and time was running short.
  • Didn’t get to have an enemy call the main character a “bread head”

Posted by
Saturday, April 18th, 2015 9:44 pm

What are tiles? What are pixels? Seriously though, I don’t think I’ll have time to make this into some fine pixel art. So now they’re just half-painted backgrounds. Everything looks nice zoomed in, at least, but it would be better as pixel art…ah well.And I kind of dropped the ball on textures and just copy-pasted the wall from the exterior when I needed one ‘ v’ . Shhh…


1 2 3 4


I’m realizing more and more that I don’t have time to do everything I want (which isn’t much to start with!). So it will be reduced to a single boss and some fetch quests. That way, I can get all the animations I want in. I hope… I have no idea what I’m doing, so that’s how it is. Oh crap…I need to think of a name.

We are in!

Posted by
Wednesday, April 15th, 2015 4:32 pm

We are in!

Teaming up with my friends Bernard (right) and Mallory (punching me in the face) for this weekend’s Jam. Good luck to all, happy game jamming!

PSA – Latest chrome update disables NPAPI Plugins by default. :(

Posted by (twitter: @mactinite)
Wednesday, April 15th, 2015 3:58 pm

Fellow Unity Devs, and those in similar situations, the latest chrome update disables NPAPI plugins by default making Unity Web Players not show up. I’m sure most of you already know this and know how to fix it, but some of you may not notice until you start deploying over the weekend. So if you use chrome and want to be able to Play/Rate Unity Webplayer games you’ll have to turn NPAPI support back on.

You can enable them by navigating to chrome://flags/ and enabling NPAPI (Ctrl-F and search for NPAPI) 

This setting is set to disabled by default in the latest update as google is phasing out the dated API in favor of newer methods (HTML5 and their native client stuff among others).

If you don’t want to be bothered by it I suggest trying out Unity’s WebGL build that’s currently in beta.

Good luck all!

Jupi’s Ludum Dare 32 Wallpaper!

Posted by (twitter: @Jupiter_Hadley)
Wednesday, April 1st, 2015 8:36 pm

I’m in, LD32

Posted by (twitter: @strong99)
Wednesday, February 25th, 2015 2:07 pm

I know, it’s a bit early. But I’m already preparing for the upcoming Ludum Dare competition. Like previous years I’ll be competing in the April Ludum Dare. This will be my ninth time in the 4 years I compete.

To get myself prepared I’ll be doing a series of research on “What makes a game good?”. From experience I know there’s a list of do’s and don’ts. I’ll be keeping a blog on this here on the Ludum Dare website and my own blog. Up to the event I’ll be posting eight blogs, followed by reviews on how my blogs fit with games made by you. Feel free to request or comment. And if you’re in for a review on your entry about “What made your game good?” Leave a message!

Previous blog

Current blog

For the upcoming series and Ludum Dare I prepared my normal toolset including:

And lastly

  • Tape, lots of paper and a pen

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