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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 7 days, 14 hours, 29 minutes, 40 seconds
  • October Ends: in 8 days, 14 hours, 41 minutes, 40 seconds
  • Ludum Dare 31 begins: in 43 days, 15 hours, 29 minutes, 40 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Posts Tagged ‘Ludum Dare’

    To all the Devs – A Big Thank you & I’m *Still* accepting entries

    Posted by (twitter: @NoakseyV1)
    Thursday, September 18th, 2014 8:41 am

    First of a massive, MASSIVE, thank you to all you that took the time to enter your details on to my site, I managed to play every entry, I hope you’ve have a chance to see my plays?


    Check out some of my recording here –


    I am more than happy to continue playing entries moving forward.

    I am also offering all entries another site to promo your games on!


    Come and chat with us in the active chat room and we’ll give you your own forum to share info with other devs and somewhere to promote your entries !


    Here my links should you want to offer your games to me ;)

    If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.

    I will try and play every game entered.

    I will be streaming most evenings.

    Enter your game link here:


    My Stream:


    My Channel:


    new game maker marching in,,,,,,

    Posted by
    Tuesday, September 16th, 2014 11:27 am

    hey guys im new to all this game dev stuff but im gonna try ludum dare 31,,,,,, looking forward to it hopefully i can finish a game,,,,,,,,, thx

    pic of dog here for bonus


    Zanlings Match – results

    Posted by (twitter: @FranklinsGhost)
    Tuesday, September 16th, 2014 4:54 am



    Coolness 100%
    #40 Humor 3.76
    #277 Graphics 3.56
    #364 Mood 3.22
    #534 Theme 3.29
    #569 Innovation 3.14
    #592 Audio 2.66
    #730 Fun 2.85
    #780 Overall 2.99

    Really happy with my results for Humour but had been hoping to get a better result in the Overall category. Didn’t beat my last LD, ohh well maybe next time…

    Still plan on expanding on Zanlings Match and have come up with 42 other contestants so far.

    Congratulations again everyone on another successful LD and only 80 days till we do this all again.

    Kid Got Lost – Post Mortem

    Posted by (twitter: @paperboxstudios)
    Sunday, September 14th, 2014 6:59 am

    This was the first Ludum Dare that Paperbox Studios had ever participated in, we had a great time making our game Kid Got Lost and were quite pleased with the feedback that we had received for our entry. When the theme of connected worlds was revealed we knew that the obvious choice was to make some sort of turn based strategy or a 4X game since this type of game play would fit in so naturally to the theme of connected worlds.

    After lots of brainstorming we eventually came up with the idea of creating Kid Got Lost, a maze game at its core but we implemented a mechanic where you could shift from one dimension to another, this is where the theme of connected worlds played its part in our idea.

    The goal of our game is to find a key and then precede to finding the door, sounds easy enough but you need to look into the other dimension in order to be able to see different objects such as the key, traps, portals and the door. You are not alone in the other dimension though, you need to be wary of ghosts who can sense your presence when in the other dimension and will come after you.

    Sound became quite an important element within Kid Got Lost, initially we just wanted sound and music for the sake of actually having those elements within our game. Our amazing sound designer had other ideas though, in a few hours he had managed to create amazing atmospheric music and eerie sound effects that turned our game into quite a chilling experience. The sounds also play an integral part, as the player will  be able to listen to the howls of the ghosts near by, acting as a warning of when it was not safe to swap between dimensions.

    After we had published our game on Ludum Dare, we began to receive some feedback. Most of the feedback received were positive, commenting on the unique concept and mechanic, complementing the art style and the sound effects as well. Although we intended from the beginning that we wanted Kid Got Lost to be a difficult game, the idea of the game was to challenge the player until they finally made it through the maze and the aftermath would be a sense of satisfaction.  may have gone a bit overboard with the difficulty, as many users commented on how hard it was. We ended up making it slightly more forgiving to hopefully be more appealing.

    All in all Ludum Dare was a fun and amazing experience for the whole team, we learnt a lot of lessons but at the end of the day were happy with our product. We played some amazing games from other developers and were amazed by so many great submissions that were made, it’s just so intriguing to see what other developers came up with working within the same time and theme constraints and how they went about making it. We are definitely looking forward to the next Ludum Dare Jam but until then guys keep making great games, keep innovating and have a great time.



    Dude Launch Post-mortem (Ludum Dare 30 compo)

    Posted by
    Saturday, August 30th, 2014 11:40 am

    This was my first Ludum Dare and actually first game ever. I had a blast developing and playing my game, so I thought I’d contribute a small write-up of how things went.

    DUDE LAUNCH -- launch dudes at the moon! Includes 3 game modes: campaign, endless, and "infinite dudes."

    DUDE LAUNCH — launch dudes at the moon! Includes 3 game modes: campaign, endless, and “infinite dudes.”

    What I used:

    • Code: Haxe (language, targeted Flash), HaxeFlixel (library), Flashdevelop (IDE)
    • Art: Paint.NET
    • Sounds: bfxr
    • Music: Autotracker-Bu

    What went right:

    • Theme/idea — I loved the theme and was inspired to draw from Italian author Italo Calvino’s short story “The Distance of the Moon” (from Cosmicomics) for my game. The premise is that the moon comes extremely close to the surface of the Earth, and all you need to climb onto it is a boat and a ladder. If you aren’t familiar with it, then you may recognize La Luna, a Pixar short that was based on Calvino’s work.

      A still from the Pixar short animation La Luna, based on Cosmicomics by Italo Calvino

      A still from the Pixar short animation La Luna, based on Cosmicomics by Italo Calvino

    • Central mechanic — I wanted something arcade-y, so skill-based and fast. Something fun. While brainstorming, I remembered an old DOS game called Night Raid (maybe Night Raid 2?), where you shoot bullets from a little bunker to stop parachuting dudes from landing and invading. This fit brilliantly with my initial idea: instead of shooting bullets, you launch dudes (hence the game’s name) from the ladder, who have to jump the gulf of space and use gravity to land on the moon)

      An old DOS game called Night Raid

      An old DOS game: Night Raid

    • Programming — I’ve been working on a hobby game in HaxeFlixel (nowhere near done), and I know programming already, so this was not too challenging for me. No bugs were found, as far as I can tell.
    • Music, sounds — the content generation tools recommended by the Ludum Dare community are amazing! They create assets almost instantaneously, which helped my game feel way more polished. Autotracker-Bu is next to magic, and I actually plan to sit down and peruse its source thoroughly.
    • Art — I am not a pixel artist. I decided to embrace my programmer art, and use a simple style (again, reminiscent of Night Raid). I stayed consistent in my style, so I think I pulled it off :) — the best part is of course the dudes themselves.
    • Juice — though I could use more juice, all the extra little things worked well. The pretentiousness of juxtaposing a Calvino quote on a Flash game works well on two levels: it heightens the silliness of “Dude Launch” and serves to set up the setting and theme of the game. Other little things include the particle emitters (explosions), level transitions, and the multiple game modes.

    What (almost) went wrong:

    • Controls? — I say with a question because the whole point of the game is the wonky QWOP-like controls. If the ladder was rigid and the boat had pixel-perfect movement, what would be the challenge? Still, some people complained about it, though many more “got it” and loved it. Another person requested key-remapping, which I think is also a little much given this is a Flash game (can you remap QWOP keys?) and a game made in 48 hours.
    • UI / feedback — no one commented on this, but I feel it was a failure. If I had more time and skills at designing UI, I would’ve presented feedback to the user differently than just have “debug”-type info splashed in the upper screen. I think a bar at the bottom tracking dudes left would’ve been better. Also, dudes could’ve changed color to reflect their velocity, so players could better understand why they died or not.
    • Time – simply put, I went up until the last hour working on polishing my game, removing comments from the code, packing it all up, hosting it. Putting things like music (!) in at the last minute was risky but I am so glad I powered through and kept working. Next time I’ll have better pacing.
    • Scope — originally, the idea was to have dudes walk around on the moon then attempt a return. After the first couple hours of day 1, I knew there was no way I could get that to work. Thankfully, having dudes explode when they hit the moon or sea was fun enough by itself, so I had a better-scoped game than I realized! The lesson here is: pare your game down to the lowest level of workable gameplay and make it really good.

    Overall, I’d say my game was successful. I set out to make a simple, weird, funny game that people found both amusing and fun. Most of “what went wrong” didn’t really go wrong — it almost did. In fact, it came out way more polished and bug free than I would’ve anticipated. But most important of all: the players. The feedback from players has been positive and most have embraced the ridiculousness of the game and controls. It’s really satisfying putting a game out there and seeing others enjoy it.

    Thanks to all players and your input!

    Thanks for being a really great community. Looking forward to more Ludum Dare compos/jams in the future!

    P.S. – my favorite comment on the game: “Very creative and intuitive control scheme. This could be expanded into a full game with a bit more story, obstacles etc. It’s really fun as it is and there’s something strangely beautiful about seeing a host of little naked dudes caught up between the moon and the sea – Calvino would have approved. :)

    Noaksey Plays Ludum Dare Games

    Posted by (twitter: @NoakseyV1)
    Thursday, August 28th, 2014 6:03 am

    If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.

    I will try and play every game entered.

    I will be streaming most evenings.

    Enter your game link here:


    My Stream:


    My Channel:


    Ludum Dare Post-mortem: Cosmos Kings

    Posted by
    Tuesday, August 26th, 2014 7:46 am


    Be prepared to see this screen a lot.

    Game available here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41747

    It was a lot of fun working on this even with the limited time. Since the Kickstarter campaign for Cavern Kings  is still going on, I tried to get most of the audio work done in the first 24 hours so I wouldn’t neglect my work there and also be able to take care of new tasks here if needed. Vine and Mr. P had a concise vision of what they wanted in the game and gave me an asset list in a matter of hours. While they worked on the game’s art and programming, I started working on the BGM track.

    It took 3h48m to get to this. The track and the SFX were all done in FL Studio, mostly using the native plugin 3xOSC, which I’ve grown to love, with FamiTracker pulses. I have been wanting to make  synthpop-influenced music for games for a long time, but didn’t want to stray away from Cavern Kings’ OST either because, well, gotta love chiptune arps.

    Mr. P wasn’t used to the tool but learned it really fast on the go, and this was a fun experience for all of us, except for a bug (identified and corrected within an hour of the submission), so we don’t rule out continuing to work on this game in the future.

    Cosmos Kings

    Art by Vine
    Music by Ryuno
    Programming by Mr. P

    How did I do it?

    Posted by (twitter: @strong99)
    Monday, August 25th, 2014 5:56 am

    During my seventh Ludum Dare competition the theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.

    Play the game! Rate the game! Read about the game! Original blog post!


    First things first, before you can start making your game, you need an idea and plan. Thus I started with brainstorming. Writing down related and interesting keywords around the theme “Connected worlds”. I figured most people would go for a space or island settings, which is attractive but I wanted to create something different, more unique. I made some small trips and played with ideas related to abstract, race and relation types of connected world and decided to settle down with something from my favorite theme: Cyber Punk, most notable worlds like Ghost in the Shell.

    Brainstorm diagram - spider First map sketch


    When I finished writing down a small synopsis of my brain twists I started to lay down simple visual world and adding the elements. When I got a small world I proceeded with testing and adjusting the concept bit by bit until I was satisfied.


    Once I had the prototype of the actual gameplay I could start drawing the game world.

    Game level and icons

    This included a background, network node icons, guard icons, citizen icons and more. I spread this in several stages, every stage ending up more detailed. I swapped between drawing on the game level and icons and the prologue and epilogue scenes. Which allowed me to take a break on a drawing and look at it again after an half an hour with a “fresh look”.

    Gameplay Prototype result

    Prologue & Epilogue

    The prologue and epilogue were a bit different from the art I had to draw for the actual game. The prologue and epilogue are a timed story without interacting but with moving assets. This took the most time to draw. I planned six scenes with several large moving elements like humans, hands or walls.

     Screen cap epilogue


    Audio is one of my worst development skills. I don’t work with audio often or I have a composer making the actual audio. For the simple sounds like button pushes or other quick sounds I used simple tones, combined, altered just to give a small beep. For the actual music I decided I was going to use a combination of audio generators and Audacity. It took me a while before I had the desired sound which didn’t get annoying after the initial 30 seconds.

    Audio composer


    To make sure the game was submitted on time (before 03:00) I already submitted it around 02:30 on Monday. That was before I found out the submission deadline was till 04:00. The good thing about hosting it online you can post a link and update it. So around 02:55 I wrapped everything up and ended with a good stretch. I was a bit stiff from hanging above my drawing tablet ;)


    Everything done and submitted, I’m happy about my schedule and work. I didn’t really have timing issues but some things did take longer than hoped. The concept seemed easier than it was. And of course the concept took some more fine tuning to make it actually challenging.

    Play the game!

    Rate the game!

    Read about the game!

    Original blog post!

    Yuusss! I am done with “Rubber Slimes”!

    Posted by (twitter: @JangoBrick)
    Sunday, August 24th, 2014 4:02 pm

    I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD

    Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.

    And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
    I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):scr3

    Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):scr4



    Click here!

    Click the cake to go to the submission page, and please don’t forget to vote & comment :-)

    I’m done the art and code!

    Posted by
    Sunday, August 24th, 2014 12:58 pm

    I’ve posted another video which can be found here.

    Essentially completed code and art wise(at least for what I’m gunna get done for the jam and almost entirely). Now to do some more levels and see what I can do about a front end!!

    Video of progress

    Posted by
    Saturday, August 23rd, 2014 11:28 pm

    I’ve made a video of the progress so far that you can find here.


    The ship and green blocks are still place-holders, the fuel gauge goes down when you aren’t on a planet(takes a while so I couldn’t really put it in the video), now to add the oxygen and score meters. Before I got to bed I’m going to finish the GUI and the ship and green blocks.

    Drempts – Progress #3

    Posted by
    Saturday, August 23rd, 2014 1:17 am

    New shiny gif, its over 2MB so I uploaded to to dropbox. Click the link and enjoy!



    Previous progress

    My team is ready

    Posted by
    Friday, August 22nd, 2014 10:29 am

    We are very excited to participate in the Ludum Dare 30. 

    My team:






    Tools we are using:


    Unity3D:  4.3 + SourceTree

    Modeling Tools:

    3Ds Max

    Sprites, Graphics:


    Sounds, Music:

    FL Studios

    Ludum Dare 30 Wallpaper!

    Posted by (twitter: @TwoScoopGames)
    Thursday, August 21st, 2014 8:14 am

    Hey everyone I created a wallpaper for Ludum Dare 30, feel free to use it however you like!

    Ludum Dare 30 Wallpaper ld30 ld48 by Two Scoop Games

    Download the size you need here:

    1920×1200 (landscape)

    1080×1920 (portrait)

    1536×2048 (portrait)

    1680×1050 (landscape)

    1920×1080 (landscape)

    2048×1536 (landscape)

    2560×1600 (landscape)

    new sizes:
    1024×768 (landscape)

    2500×2000 (landscape 5:4?)

    2000×2500 (portrait 4:5?)

    1600×900 (landscape)

    1280×720 (landscape)

    1366×768 (landscape Macbook Air 11″)

    Ludum Dare 30 Wallpaper ld30 ld48 by Two Scoop Games
    Also for my fellow Louisvillians who will be jamming with us at GameDevLou, here are some Louisville-specific versions just for fun:

    1080×1920 (portrait)

    1536×2048 (portrait)

    1920×1080 (landscape)

    2048×1536 (landscape)

    Let me know if there are any sizes you need and I might be able to whip another one up for you.

    Peace, and happy jamming!

    All posts, images, and comments are owned by their creators.

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