Ludum Dare 33
Coming August 21st-24th!

Posts Tagged ‘Ludumdare’

I’m in… And I bring tutorials.

Posted by (twitter: @@moongateuk)
Friday, July 31st, 2015 8:34 am

So first and for most I’m in for LudumDare 33.

I’ve actually lost count of how many I’ve been in, I think it’s like 6 or 7 now.

So this time my weapons of choice are:

  • Unity3D.
  • Not sure on music yet.
  • Blender.
  • Affinity Photo, and Affinity Designer.
  • Bsfxr.

Also for those of you who are interested in having an in-game Level Editor in their LD game I have a set of tutorials for that over at they are still in progress and mainly for those who use Unity3d but I hope those who don’t use it can get something from it.

Good bye Ludumdare

Posted by
Monday, July 20th, 2015 12:08 pm

Its me de bad guy Sk3letor from #ludumdare channel, many might not know me well but today 6:43:17 I got banned by NeiloGD with words:

* You were kicked by NeiloGD (You will never learn, and it’s been brought to my attention that you’ve been told time and time again. Please find a community that will tolerate your crap.)

Seems I didint learn NOT to have opinion about diffrent things, so this is a lesson for rest of you guys:

– Dont ever NEVER disagree about anything or you get picked/bullied by other users.

– You are always WRONG, they are right.

– Your best weapon: Idle.

So this is the good bye, have nice rest of life.




After ban I feeled draw one last time art about “fair” man who guards the #ludumdare:

This post might be get removed by butthurted admin but no worry.. de art never cannot been removed.



Greedy Knight – We’re almost there!!!

Posted by
Monday, May 11th, 2015 4:59 pm

It’s left about 3 hours to the end!
Well, for those who didn’t played (and rated) our game yet, be sure to check it out at our entry.
You can play Greedy Knight right in your browser here.


Good luck to all jammers!!!

an unconventional game for an unconventional theme – postmortem

Posted by (twitter: @goyalanshul)
Wednesday, April 22nd, 2015 11:52 pm

GameRoom is my 48 hours compo entry for LudumDare32. GameRoom takes place inside a flashy arcade theme park which is filled with multiple game arenas. Each game arena offer a different kind of game with its own challenges. This game arena focusses on Ring Toss.

Now sit back, relax and allow me to tell you a tale where in 48 hours a game developer went through the process of creating

Dragon’s Den

Screen Shot 2015-04-22 at 10.48.50 PM

To GameRoom

entrance            gameroom

Before the theme was even announced I had already decided that I am gonna try a 3D one person game this time. This will be my second time attempting to make a 3D first person game. The last one I did was a while ago during 7dfps(7 day first person shooter) challenge. I was thrilled to hear the theme (An Unconventional Weapon) as fits perfectly with the genre of the game I had in my mind. Now all I have to do is to come up with an unconventional situation that could possibly use an unconventional weapon and I am gold. Out of nowhere I thought of Ring toss. Its pretty unconventional to use ring toss as a weapon and using it in first person makes total sense. Great, I said to myself. How about hunting dragons using ring toss? Similar to what Hiccup did with a hammer in How to Train Your Dragon training arena. I patted myself on the back, “brilliant idea! (or may be not)” :D. This feels doable in under 48hours. So lets jam now!

First Few Hours

Within few hours I had the player movement working in the first person. The ring toss mechanic was also fairly functional. I was making really good progress so far. I started looking for level design inspirations that are not constrained and offers enough freedom of movement to the player in a relatively small world. I setup a very simple level with walls surrounding the entire arena and few walls here and there creating a sense of disconnection and at the same time dividing the arena into small rooms and corridors. I placed few ammo fountains that will spit out ammo at a fixed rate. The player is free to collect the ammo whenever needed. The ammo is used to shoot/throw the ring. I had this notion where the game will offer 3 different types of rings consisting of three different shapes: square, triangle and circle. Each ring is composed of a fixed number of particles or cubes and the player is required to have those many particles or cubes in their inventory to be able to shoot the ring of that shape. The player can easily switch between different types of rings. Each ring will differ from other in some attributes like damage, size etc. This all worked pretty well. Bed time 😀

A Second Thought

As I woke up the next morning, I added my first AI unit. As soon as that happened, I started seeing some troubles with the way the game is played. It wasn’t as fun as it looked in the movie :p. Not that I was aiming for it exactly but something wasn’t right. I spent some time trying to figure it out but I wasn’t sold on it completely. I lost my entire Saturday morning and half of the afternoon trying to make it right but no success. Now I am at a point where I need to make a decision whether I should keep iterating on this or change the gameplay completely but keep the same mechanic. I took the hard decision of converting the game into a simple arcade style ring toss simulator. It was a bit disappointing but I rather have something working as opposed to something that is half done.

A New Beginning

New beginnings offers new excitements. As I work toward turning my game into an arcade theme park simulator, I was flooded with some really good ideas and I had to convince myself that this is a 48 hour deal and not a 48 month deal. My overall vision is to create an arcade game theme park. The park consists of several arenas. Each arena is dedicated to a different style of game with variety of challenges. The more and better you play, the more you get to play. For eg; if you beat the high score at a challenge or win a special timed challenge you will earn in-game quarters that you can then use to access more games. Of course, GameRoom (aka Ring Toss Room) is just one tiny part of the park, its like one bit in a 64 bit integer. The possibilities are endless here. Every challenge will showcase the names and avatar pics of the top players. Beating the high score and having your name showcased in front of every challenge is a dream of every player. The game will not impose any restriction on the player as to what they should play and when they should play. If the player thinks they have got the skills to do it (with or without practice), the game is ready for you. There will also be sufficient arenas for training and practice that will help you hone your skills.

GameRoom is a reflection of this thought process. Its not perfect but it proves the point that such things could be fun and enjoyable either solo or in multiplayer if implemented properly and on a large scale. GameRoom comes with a practice arena located right in front of the main entrance. In addition to that, there are 7 other challenges that the player can partake. The road ahead was very straightforward as I have clear vision as to what I am trying to deliver at the end of 48 hours. I added one challenge after another and without any realization the compo time was up.

Thats all folks!

If you haven’t played and rated GameRoom, please do so. Thanks for playing!!!

Till Next Time!


Soccer Cow!

Posted by (twitter: @MartianGames)
Monday, April 20th, 2015 3:57 am

Just a highlight video of progress from yesterday.. less than a day left until completion: 

I’m still programming, so Jenni is checking out the Ludum Dare streams on Twitch & saying hi .. she made the cow & found the moo fx for our submission! |

We got out mic & live-streaming channels up recently so hope to see ya all around more soon!

Collide-o-Tops! My LD:32 Entry!

Posted by
Sunday, April 19th, 2015 7:47 pm

Super happy with my first Ludum Dare entry! I never thought I had it in me to make a game in 48 hours, but here it is!

My game is now on Github

Sunday, April 19th, 2015 10:45 am


Cloud weapon

This is your weapon. Use it wisely!


My game files are now available on Github.

The repository includes some textures, materials and scripts (more coming soon).

Feel free to use them any way you want. Everything is CC0

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.

And here comes the art!

Posted by
Saturday, April 18th, 2015 8:46 pm


First LD and Progress

Posted by
Saturday, April 18th, 2015 12:49 am
The Sketch of the game protagonist

I The Sketch of the game protagonist

I have the pleasure to announce it’s my first LD and I’m very exited with this fun event. For now, I have worked most on GDD and a little bit on Sketch of the character. I decided to not use Krita anymore which was used to make the character on this image. I will be back to Gimp, because Krita deserves much more learning to take full advantage of software. The game will be made with Godot Game Engine. I will rest a little bit dreaming with this event. Thankyou !

Tempted by the Slaughter

Posted by (twitter: @jenninexus)
Thursday, April 9th, 2015 1:40 pm

I’m still learning how to make games & game art but am tempted to submit an entry for the weekend warmup!  Last year my partner & I collaborated on an entry for #indiesvspewdiepie – that’s so far the only Game Jam I’ve participated in 😀

It’s so insipring to see the community of supportive gamers/artists on Ludum Dare & elsewhere in the world.  Looking forward to connecting locally and globally, with similarly inspired devs & artists.

Jenni Nexus


Facebook | Twitter

Moonlit Crawlers: The Experience

Posted by (twitter: @OtroraGames)
Wednesday, December 10th, 2014 7:11 pm

Otrora_Moonlit CrawlersV2

With three Ludum Dare in a row, one would think that things would be easier. More experience handling the stress, better use of time and some more advantages. The truth is that this was my third Ludum Dare and the most complicated of all. Moonlit Crawlers has been in my head for a while now and when I knew the theme of this edition I knew it would be a good opportunity to make it a reality. Unfortunately the game was more complex than expected.
I decided to incorporate some features that I haven’t try before, like Ladders, Ropes, Day/Night cycle and a Collapsing Bridge. All within the same screen. I may have taken the theme too literally. However, after two days of madness and although I could not complete the game as I wanted (I had no time to add sound, for example) Moonlit Crawlers ended up being a good start and left me wanting more. So I decided to continue working on it, as if Ludum Dare had not ended. Thus was born the Director’s Cut version that I share with you now.

You can also try compo version and let me your kind rating. Hope to be back soon with more progress

Otrora_Moonlit CrawlersV2_1

Otrora_Moonlit CrawlersV2_3

Hi there Ludum Peers!!
Usually when we jam it’s just Robot Loves Kitty, the two of us, messing around and art/coding as fast as we can. This time was different and awesome!

We’ve been working on a game called Upsilon Circuit with a group of amazing people, and when the LD31 came around, we asked if they wanted to join us. (spoiler alert, all but 1 of them did this with us!)

It was amazing how much we managed to make in just three days!(it was also amazing how much more we wanted to do with it, and how big the scope got)
SO! here’s the shameless self promotion: Just Dance Dance Discotron Central
If you are interested in my thoughts on the jam after giving it a shot, there is a bit of a post mortem below!
Dance your robotic heart out!

TL;DR of whats below: It was great having such a fun game concept, and so much content to add so early on.. but we got overly ambitious and ended up not having enough time to put it all in, or fine tune the game much either. Such is the story with many jams, and we should have known better.

Post Mortem thoughts:

What went well?
We got our crazy game idea to happen on one screen
The whole team did their jobs amazingly, worked hard, and communicated together(yay)!
we came up with the concept quickly, assigned tasks and got to it really fast.
All the art came out beautifully, and it came fast and early, letting us get a better feel for the game, and play with lighting etc!
I’m pretty sure our animator knows more disco dance moves than he ever wanted to.

What didn’t go so well?
Things went so well the first day that our scope grewa bit and we ended up with something unpolished and unbalanced, and lots of content unimplemented.
sleep. Not enough. unable to function the last day.
Not enough music variation, we ended up fleshing out the game with a few free songs. Writing music is hard and time consuming and expecting more would have been dumb. what was made came out GROOVETASTIC though!
the artists didn’t have much to do near the end of the jam. this is a good thing, but also less fun for them

Saying no to additional ideas from teammates and ourselves was not really something we did much of, and we could have saved a lot of time for everyone if we had realized earlier that the things they were doing wouldn’t be making it into the Jam version.

things we made that didn’t make it in include:
Voices for all 21 dance partners and their 100+ questions. (and yes, they are awesome)
many more dance moves
Laser eye beam death robot mode when you fail a song
song selection/ continuous play mode or something,
online scoreboard
hah.. lots of other stuff..

SCOPE people, SCOPE!

All in all I think the game itself is a success, we had a blast, and I’m really proud of what we all managed to do over one weekend!

Beware the Bugs!

Posted by (twitter: @OtroraGames)
Tuesday, December 9th, 2014 11:53 am

Moonlit Crawlers is waiting for your inside

Otrora Moonlit Crawlers

LD31 – Update #2

Posted by (twitter: @@moongateuk)
Saturday, December 6th, 2014 12:16 pm

So it’s been about 4-5 hours since my last update and I’ve made some more progress.

Blue Snowman

Suddenly a blue snowman

You are in a box. It is dark. There is no you.

Posted by
Saturday, December 6th, 2014 8:45 am


That is currently the state of my game.  I think you can already see what I’m going for, though:  A single-screen rogue-like!  I’ve always wanted to do a good rogue-like, but never gotten past the planning stages before, so I’m really excited for this one.  Despite the simplicity of this screenshot, I’m actually very close to having full-on level generation up and working – You’ll see within a few hours.

As for pacing – I let myself get a solid five hours of sleep last night since I was wiped out from the week, and have taken a couple breaks for things like food  and stretches so I’m about 6-7 hours into actual development time, split fairly evenly so far between design, research, and actual code time.  Getting to be about 300 lines of code, by raw line count.  More to come soon, I hope

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