Posts Tagged ‘Ludum Dare 37’

Trailer to my upcoming Post Mortem documentary of LD37

Posted by (twitter: @PixelProphecy)
Friday, February 24th, 2017 1:56 am

It’s been a while since Ludum Dare #37, granted, but I am getting close to finishing my upcoming documentary of how it went for me. So here’s a silly little something to get you all stoked for the blockbuster this spring, “The Post Mortem of ‘The Cellar'”

Err On the Side of Optimism

Posted by (twitter: @uwaterwriter)
Tuesday, January 3rd, 2017 1:36 pm

The results for Ludum Dare 37 are finally in. For my team’s first Ludum Dare ever, we managed to get into the top 25 for Audio!


Could things have been better? Of course. But at the same time, I think being able to place that high in at least one category is in itself a great thing. The difference in the average score between us and the top ranking Audio score was less than 0.5. Truly it was a close race.

In the previous game jam my team, Team Spontaneous Combustion, had participated in, we placed 20th in Audio out of ~400 entries with a ~3.9 average rating. So to have 55 people give the game a 4.35 average rating for Audio (assuming all those people rated the Audio category) is a considerable improvement, in my opinion. Even with the rankings that fell below #100 – I mean, there are thousands of entries, so we could think of our entry as placing in the top 26% and whatnot. Just the fact that we could create what we’d normally take a week to do into 72 hours is impressive, and the same goes for everyone who participated in Ludum Dare. It’s hard enough working in a team to make something in 72 hours, so I can’t even imagine how people make playable games in 48 hours on their own. 😛

spellbound-next to dark book


When we first released our entry, Spellbound, I wasn’t sure if it was going to do that great. Ludum Dare 37 fell at one of the worst times for me, with exams coming up on the horizon and work that was scheduled on two of the three days I had to complete the OST. As a result, I didn’t spend as much time with the audio for the game as I wanted to, creating the tracks within a couple of hours and being like “meh, I don’t really know how to develop this so I guess I’ll loop it”. Surprisingly, I was able to create music based on the different books that were opened, all except for the final stage. I had, at first, thought of remixing the previous water book track for the final stage (’cause you know, ice is a solid form of water :P), but due to a loaded schedule, ran out of time.

Overall, I’m really happy that a lot of people enjoyed the music to Spellbound and am very proud to have worked with Team Spontaneous Combustion on our third game jam, and first Ludum Dare in general. There were a lot of wonderful entries in this Ludum Dare and I’m glad to have played and rated quite a few.

If you haven’t checked out Spellbound yet, give it a look at here! The game is playable on web (but the download gives you better resolution options).




Howdy Indies! Hope everyone is having a lovely holiday season so far, playing all those awesome games and giving ratings! Your pal Larry is back with the second Episode of the Ludum Dare 37 showcase series! Where Ive found a game concept/core mechanic that Ive never seen before.

The Games:

Christmas Time

One Room Dungeon

The Two of Us


Got a game to Submit? Then use this handy dandy Google Form! It’s fancy!

Thanks for watching! =D


Thanks to your feedback!

Posted by
Sunday, December 18th, 2016 9:07 pm

We want to thank you!
Your feedbacks, opinions, critics and vision about our game help us to improve it!
Of course, it’s not easy to make a game (even a small game) and when you reminds that yours will be opened for community, it gives a certain anxiety and worry!
But, when the people plays and make the constructive feedbacks, we feel very very happy!
So, I be gratefull for all posts with sugestions!

And bellow, a list of improvements that we has done:

> now, the story screen just disapear when  the player clicks any button.

> the tutorial screen also disapear when the player clicks any button.

> We had improved the shadows and the bake of the game scene, and now, has been included the cinematic.

Thanks again!
Please, play again the game and feel the differences.

Link: Tiny World

Howdy folks! Im back with another mini let’s play review series for Ludum Dare 37! In this first installment we’ve got a bit of Tower Defense, some childhoom delight, and a Horror game that has a hidden mobile centric surprise.

Links to the Game Pages:

Defend One Room

Finding Home

Horror Rush


Got a game to Submit? Then use this handy dandy Google Form! It’s fancy!

Thanks for watching! =D

Sorcerer’s Room (Local Multiplayer – Two Players Game)

Posted by
Wednesday, December 14th, 2016 12:00 am

Link To The Game – Sorcerer’s Room (Local Multiplayer – Two Players Game)

Welcome to Sorcerer’s Room! This is a two players strategy fighting game. Each player control a sorcerer and take turn to strategies their movement/attack before executing their fight.

Game Rules:
1) Step 1 (1st Player Input): While 1st Player Input, 2nd Player shouldn’t look at what 1st player has input.

2) Step 2 (2nd Player Input): While 2nd Player Input, 1st Player shouldn’t look at what 1st player has input.

3) Step 3 (Execute The Fight): The 1st & 2nd Player Input will be executed together at this moment of time.

4) Repeat over the steps until whichever player’s HP equal to 0 (player has defeated)

5) Right Hand Corner Steps Indicator – (1st round) allow 1 step, (2nd round) allow 2 steps, (3 round and above) allow 3 steps. (Green Indicator – step been input by player, Blue Indicator – awaiting for player input.)

6) Movement – (1)Left, (2)Right, (3)Float

7) CoolDown – (4)Light Ball – no cool down, (5)Fire Ball – ready after 2 turns, (6)Frozen Ball – ready after 1 turn

8) Damage – (Light Ball) minus 10HP, (Fire Ball) minus 30HP, (Frozen Ball) minus 20HP

Hope you enjoy the game with your friend.

Due to limited time for development, there is no LAN versus feature. If there are good feedback and demand on this feature, we’ll consider for further development of this feature.


Kevin Yap & Hugo Fock


Background Music:
Sound Effect:





Posted by
Monday, December 12th, 2016 10:30 pm

View post on

Man just finished the game in last 2 minutes! It was well worth the challenge. Have a look at my game, Mirror. It’s a horror game and it all happens in one room. Hope you guys will enjoy it!

K Out!


Posted by
Monday, December 12th, 2016 6:48 pm



You are a farmer who owns the last standing farm after the great Aids Bomb.

Grow crops during the day, and fight aids-ridden attackers at night.

Game created during Ludum Dare 37. The theme was “One Room

Since it was made during a Game Jam, it is very simple at the moment. I am planning on adding a couple of things afterwards:

  • Actual models for the Aids Attackers (With Ragdolls)
  • Textures to the house and weapons
  • Maybe Destructible House (Not like the “Destructible” chairs in the house already, I just put those there for shits and giggles.

Quarantine1 Quarantine2


Posted by
Saturday, December 10th, 2016 5:48 pm

I’m in! This is my first Ludum Dare. I will be posting the progress on my game here. Hopefully will try to get it done in time. This is so exciting for me :) .

This is the basic layout of the room.

View post on

Update 2:

Here is how it looks in the game engine for now.

View post on


Update 3:

View post on

Gonna work with the game logic for now, made enough assets for now. Will add more assets later on. But for now I have enough to test around.


K Out!

I think, therefore I am (in)

Posted by (twitter: @pi_pi314)
Saturday, December 3rd, 2016 10:51 am

I’ve been doing this thing for 2 or 3 years now. Every time I had a different experience, I’ve had successes and failures, but every single time I was making a game from a low-level (except for the first time). I almost always used plain OpenGL. But this time will be different. This time I’ll take it easy and slow. This time I’m doing Lua and Löve2D. No hassle with the engine, I’ll just make a fun game.

If you’ve been following me, you might be thinking: ‘That’s not you. You don’t make games. You don’t use scripting languages. You don’t use premade engines.’ Just a month ago you’d be right. But lately I’ve been shifting my preferences and I think I might’ve finally gotten rid of my ‘not-made-here syndrom’. I still don’t like OOP as much as procedural, but now I’ve finally realized it doesn’t matter what paradigm you follow. There’s good code and bad code, no matter what paradigm or language you use. But even now, I still hate JavaScript.

Here are my poisons of choice:

  • Lua
  • Löve2D
  • Vim
  • Gimp
  • Maybe Tiled. Let’s hope I won’t be making a cheesy tiled-platformer or cheesy tiled-topdown.
  • bfxr
  • CSound (if I get to make music)

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