Posts Tagged ‘minimal’


Posted by
Monday, December 12th, 2016 9:37 am

After an all day struggle, it’s finally done! Really interesting to see someone else react to the game. Feel free to tell me what you think about it!

You can play it on your browser. Look for the link in my entry.

Here’s my entry: Ludum Dare Entry



Ludum Dare 33 Wallpaper!

Posted by
Thursday, August 6th, 2015 1:12 pm


Avoid Rage – Post Mortem

Posted by (twitter: @jackrugile)
Sunday, December 14th, 2014 3:32 am


Avoid Rage is a minimal reflex game where you must avoid enemies coming at you from opposing tracks. Control with arrow keys or WASD. M to mute.

Play Game



This was my first submitting to Ludum Dare. I tried and failed on two previous occasions. It felt so good just to complete something and make the deadline. That was my main goal when going into things, so I consider this a success.

I stuck to my original goal of keeping things simple and I didn’t stray from my initial idea the whole weekend. I wanted to explore so many different variations and routes, but I knew that would put me at risk for missing the deadline.

The Good

  • Simple Premise – The game only required two lines of instructions: The goal, and the controls. You can jump right in and play.
  • Rendering – I used HTML/CSS as the main renderer for this game, with all game logic written in JavaScript. I typically use canvas, but had experimented recently with animating via CSS properties for mini games. This worked out well because the animation was performant, I was able to code in a familiar setting (I am a front end developer full time), and I was able to make use of custom fonts without any headaches.


Squeezed Out – Final

Posted by
Sunday, April 28th, 2013 7:58 pm

So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.

My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!

I am so glad the theme was one which supported a heavily constrained timeline.

Play Squeezed Out


Use the left and right arrow keys to avoid the blocks!

You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.

Here is the link to the compo entry page for feedback or voting.

Hello Mr.Fox

Posted by (twitter: @Journeyint)
Sunday, April 28th, 2013 11:33 am



Its a platformer game  about a fox that has to scavenge as much food as possible before it gets dark, the player will be scored based on how many items they have collected.

Minimal enough? I think so!

The game isn’t quite done but we are trying our best to get all of the game mechanics finished in time.

Just over 1 day 6 hours left! Ouch.

Follow for more in-depth development at @JourneyInt

a most minimal machine

Posted by
Sunday, April 28th, 2013 7:51 am

a most minimal machine

This is an idea for something I had running around in my head for part of the weekend.

From the moment it was complete, it was able to provided me with precisely 3.376 seconds of pure enjoyment.

Then I knew I had to share it with you.


Minimal Interaction Warfare: Update 2

Posted by (twitter: @zapakitul)
Sunday, April 28th, 2013 7:10 am

Less then 12 hours left and a lot is left to do. The gameplay mechanics are in and working as they should (most of them). Gonna spend the following 5-6 hours playing around with FamiTracker.


The objective is to eliminate all the enemy troops before their reach the bottom layer. Each enemy that exits the grid will take 1 life away from the player. 0 lifes left and, well, you know the drill:


At the start of the game the player has a certain number of points (still tuning the number) which he can exchange for troops: Soldiers and Tanks (maybe two more if I have the time). Soldiers have a smaller range and health than tanks but their fire rate is bigger. After units are deploy the player may set a path for them to follow (send them towards certain positions so they can flank the enemy, have them move between two points, etc). Once the game starts, the AI takes over and the player will watch if his strategy pays off.


The invading units (Red guys) have the same stats as the player units. They advance towards the lower part of the screen and change position on the X axis, sometimes backtracking to avoid the player. Once the enemy units pass the middle of the gamefield their attack increases by 2 for each tile from the first row. So camping on the last layer isn’t quite a good option. Their position and unit types are randomized in the beginning.


Setting a soldier’s wacky path with the “defend” option selected.

Now it’s time to experiment with Fami Tracker and add sounds and (hopefully) a soundtrack. If times allows me I will try to “juice” the game a bit with some animations and maybe a few more units. But, this is what you should expect in the final version.

P.s. Will package the game to run on Windows and Android (MOAI). After the deadline, I’ll build MOAI for Linux and Mac and get it working on those platforms.

Soo, what do you guys think?

Minimal Interaction: Strategy Game – Update 1

Posted by (twitter: @zapakitul)
Saturday, April 27th, 2013 4:42 am

Well, I was really not wishing for minimalistic to be voted as a theme for this Ludumdare but, well, C’est la vie. The way I see it, I can take one of the following routes:

  • Minimal Graphics: Monochrome or simple geometric figures
  • Minimal Gameplay: small set of goals and interaction options
  • Have a character named “Malistic, Mini Malistic”

I decided to go with option number two and design a small “strategy game” with little to no interaction during game play. The basic idea is this: The player has a certain number of points at his disposal. By spending those points he can buy and deploy troops on the battlefield at the start of the game: Infantry, Rocketers, Tanks and Anti-infantry Vehicles. He must assess the situation and, based on the amount of points as his disposal, choose the best possible line-up. After he places his units and clicks start they will proceed to search for the enemy on the map.  At this point, the player will only be able to mark certain locations as important (and thus, a few units nearby will go towards that location) or drop Health Packs (to aid his units).  Here’s a screenshot featuring the current progress:

Minimal Interaction Warfare

That’s about it for now. I’m actually curious to where I can take this game.



minimal screenshot

Posted by (twitter: @fydo)
Saturday, April 19th, 2008 1:13 pm


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