Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘Ludumdare’

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

Poo Dee Pie – First Screenshot

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 8:11 am

PooDeePie Header

First early screen shot to illustrate gameplay:

Poo Dee Pie Screenshot 1


As you can see, the idea of the game is to get the poo that comes from the poo shoot to land on the pie. Don’t get it in the pie and drop the poo on the conveyer belt, get fired! More details to come soon!

Steffen has complied a great score for the game and it fits really well. Follow #PooDeePie for updates on Twitter!


Rating games: A Guide?

Posted by (twitter: @ezacariasv)
Friday, August 29th, 2014 4:47 pm

It’s always pretty exciting to work on a game for  ludumdare. I’ve participated alone and in team and it’s always such a great experience!

I’ve seen a few discussions popping up here and there about the judging/review process. There are several instances where it’s not THAT easy to know how to rate a game!

While I’m not a veteran, during the time I’ve been here I’ve seen people agree on “best practices” that I’ll try to outline below or at least start a healthy open discussion about them! (if I’m wrong in any of them please let me know!)


Take into account  whether the game was submitted to the compo or the Jam!

This will let you rate the game better. I know bad graphics are bad graphics, but compo games can’t be judged with the same “harshness” you would use for Jam games because they were done in less time (48 hours instead of 72), by a single person (not a team) and -in theory- during the competition! (which is not necessarily true for Jam games, where using pre-existent assets is allowed). Same with music, or the level of polish. In fact, every aspect should be judged taking into account whether is a jam or a compo game!


Make sure you read the description!

The “description” is the first and main instance for developers to communicate with future players, so a lot of them will try to post information here that will help you play and rate their game.

I know sometimes there’s nothing relevant in the description, but you’ll find that in quite a lot of games reading the description first will definitely make a difference! Perhaps the developers didn’t have time for a tutorial and you’ll find the instructions there. Perhaps all the audio was taken from somewhere else and they are honest about it in the description (more on this later), perhaps you need to install something before playing the game.  Perhaps the web version has annoying bugs and glitches the other versions don’t have. All of this is relevant and will probably help you judge their game better!


The game doesn’t run? Don’t rate it!

If the game you are trying to play is not working for you, don’t give it a low score!. The most sensible thing to do is leave a comment saying that it didn’t run on your system. If you can provide relevant information (Operating System,  Processor, graphics card, Browser, A message that popped up before crashing, etc) all the better!


Remember that N/A means Not Applicable!

If the game lacks audio, for instance, the best thing to do is to NOT rate the game in that category.  Same with humor, for instance. If it’s an emotional game about a serious topic there’s no reason to give it a 1-star rating in humor when it’s not trying to be funny.


The audio or graphics are not their own? (Open to discussion)

For jam games where assets made before the competition or freely available on the internet can be used this is a really hard topic!. A lot of developers will tell you in the description if there’s something in their game they didn’t make themselves, while others simply won’t, which makes this issue all the more complicatedl! Not really sure what the “recommended course of action” is, but when the audio for a game wasn’t made by the team I usually don’t give the game a score in that category.

If they used a mix between things they made during the jam and things they borrowed from public sources then I try to “judge” the assets they did for the game and how they “blend” with everything else.  It’s a really complicated case (and hopefully uncommon) so I’d truly love  to know what other people do when this happens!


Leave a comment!

Leaving a comment after you’ve rated a game is not only a way to let the developer know you played their entry but also a way of helping them improve their game!  Bug reports, suggestions and feedback in general (e.g: “Loved your game!”) are always welcome by developers and will most likely help them continue working on the game beyond ludumdare. Plus, a lot of people (including myself) will return you the favor!



I think that’s all the advice I can give for rating games. If you know of other “best practices” please let me know and I’ll add them here!
Having said that, go and rate some games!



Posted by (twitter: @RobertWiggin)
Saturday, August 23rd, 2014 11:45 am

I’m making tons of progress in my game!

What do you think, do you recognize this painting?

Now I need to finish the dialogues and polish some puzzles!


Interaction Completed!

Posted by (twitter: @RobertWiggin)
Saturday, August 23rd, 2014 9:59 am

Hell yeah!

Better late than never(I was lacking of inspiration)

I’ve finished the interaction system with the environment.

Here’s a little shrimp of my game :D

I hope that I can get the game done at time, since this is my first Jam.


In for Ludumdare 30!

Posted by (twitter: @strong99)
Wednesday, August 20th, 2014 2:05 am

This will be my fourth year of Ludum Dare and the seventh time I compete. I’m going to write a live blog like I always did which can be found here.

This time I have to put a bit more effort in music rather than graphics ;) I learned my lesson.

This time I’ll be using InCourse® GameCreator again. A webbased game engine developed by Islandworks and dubbed ‘the GameCreator’. It’s a webbased game engine with an easy and no-coding editor. I’ll be using the Ludum Dare promo code for more statistics. I’m excited!

OS of choice: Windows 8.1

Game engine of choice: InCourse 3.2 – the Gamecreator

Graphics: Photoshop or Illustrator

Audio: Audicity & Anvil.

Hardware: Wacom cintiq (Pen tablet), Space Explorer (3d Mouse), M5 mouse, dual monitors etc.

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries include but are not limited to: World AloneBe the Villain and The Dragon Journey.

Strong99's Ludumdare 22 entry - World alone Strong99's Ludumdare 25 entry

Strong99's Mini Ludumdare 49 entry Strong99's Ludumdare 28 entry

And a lot more! Visit my live blog during the event!


Good luck fellow Ludum darers!

4th Time – I’m In!

Posted by (twitter: @@moongateuk)
Tuesday, August 19th, 2014 6:12 am

This will be my forth time entering Ludum Dare and the first time that I’ll be live streaming the entire time.

Weapons of Choice:

Game Engine – Unity3d.

Graphics – Photoshop, GIMP and Inkscape.

Music and SFX – FLStudio and

Promgramming Language – C#.


So what I’m hoping for is a theme that will push my limits.


Copycats and protecting against them

Posted by (twitter: @strong99)
Monday, June 16th, 2014 12:39 am

It hurts to see that most lovely game ideas and even complete games get ripped, copied and being sold. It makes it impossible for those who had the idea to improve it beyond “good”. So what would be the good kind of “protection” against this?

It’s never impossible to copy or even recreate if they want to. (re-engineering get’s easier by the day). The thing is, you shouldn’t rely on the product you create. You should rely on your ideas. Rely on the experience you design instead of the product itself. Keep developing, keep ahead of your competition and copycats. Everything gets copied from books, movies, games up to houses. Did you know they remodelled Paris and Venice in the USA and even bigger in China? It’s a small sized mini-Paris city. Things get already copied before they’re a day old. Don’t rely on your product, rely on your innovative ideas. Create your space, your slice of the world where people can sign up and enjoy your ideas (a brand so to say) instead of a single product at a time. That’s what Ludum Dare could be, beyond the compo, it’s own brand where people come to enjoy the fresh ideas of the community.

Image from

Image source, daily motion, copy of Paris.

That said, always keep an eye out for copycats. If you can take them down from stores, go ahead, but don’t rely solely on your product that is always copyable.

I regularly compete in the Ludum Dare competition and develop games for companies. I like using these kinds of competitions to get in touch with creative minds and recruit them. If they stop competing it would be a great loss. I designed the online tool GameCreator to easily create and share games or interactive presentations to wherever and whoever you want. It doesn’t contain code in the old sense of the word. But the idea behind it is to easily mock up, extend, improve and share your ideas. Instead of developing a few weeks, mock it in a day, share, improve and share again. Since it’s an online cloud service it’s also a bit harder to directly copy it from the web to an appstore without ripping almost the entire service and its build in protection. Instead they could set up a link and embed in an app’s browser. Which you would always notice in the tool’s analytics. But the game’s source code would always be shareable for the competition.

Feel free to contact me through twitter, linkedin or otherwise.

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