Posts Tagged ‘moon’

Blood Moon Post Mortem

Posted by (twitter: @MagnesiumNinja)
Wednesday, August 26th, 2015 1:25 pm


This was, I think, my fifth completed Ludum Dare. It was also by far my favourite.

We started off the weekend staring blankly at the theme. It was similar, not only to a previous Ludum Dare theme, but also to a game jam we had done on another website. It was uninspiring, and it took us a good three hours to come up with a concept. We initially had wanted to do something that involved a unique or novel game mechanic as the focal point, but quickly came to realize that everything we were coming up with had also been considered by numerous other developers.

For that reason, we took a slightly different approach. We made a strong effort to create an experience that was complete and professional. We wanted to develop a game that players might look at and think, “Wow, there’s no way this was made in under 72 hours!”.

I think we succeeded.


Now that a few days have passed, we’ve been given an awesome opportunity to receive bountiful feedback from strangers and friends alike. The commonality between each response is how amazed they are at the overall quality of the game. Blood Moon isn’t a game that will shock people with a crazy mechanic or twist, but I think that it is a game that will make people strongly consider playing it all the way through, regardless of the difficulty.

There are definitely some flaws with the game. The primary one that I think has hindered people’s enjoyment is a slightly uneven difficulty curve. There are a couple of saves that are much harder than anything else in the game. That sucks, because I think the game is absolutely worth playing to the end. But I can’t blame people for getting frustrated.

All the same, having the opportunity to watch streamers and friends play the game through, and to even watch some people enjoy it enough to speed run it, was an experience that I’ve wanted for a very long time. This is definitely a fulfillment of dreams in that regard.


Overall, I think that this Ludum Dare has taught me some very valuable lessons. Not necessarily in terms of technical programming, but in terms of user experience and difficulty. Our ongoing project outside of the Dare is another difficult game, and I want to make sure that it’s both fair and fun to fight through. Participating this past weekend will help me accomplish that.


If you’re interested in checking out Blood Moon, we’d love it if you left us feedback as well! Good or bad, we always appreciate your honest opinions. They make us better developers, and we really do care.

You can find Blood Moon at the following link:

Moon Werewolf

Posted by
Saturday, August 22nd, 2015 7:10 pm

Its arcade game inspired by “werewolf/mafia” board game.


Full moon gives power to werewolves, so question is what would werewolf do on surface of moon? 😉
You are disguised as normal citizen (blue) hiding from guards (yellow), and you need to eat all citizens by transforming into werewolf (red). Guards chase you and try to kill you when you are revealed.


I want to add more intelligent movement (other than random), and implement additional roles (medic, hidden guards, bomber…).
Its important that you are always the monster 😀

Ancient Rover

Posted by
Monday, December 19th, 2011 7:28 pm

I finished my game in time for the jam.
If you thought that my last compo typing game was bad, this is a morse code game.
I’m an evil game designer… and loving it.

The only button that works is the spacebar.

Progress Update

Posted by
Sunday, December 18th, 2011 12:14 pm

Ok, so I’ve been busy this weekend, but I managed to get a little bit done.

I have a moon rover and it can be commanded with only the space bar (through dots and dashes a la morse code).

My collisions are still busted.

LD8.5 Entry: buggyGame

Posted by (twitter: @fydo)
Tuesday, December 11th, 2007 7:53 am

This was my very first LD entry ever!

It was written with python + pygame. I don’t have my original compo submission version handy, these screenshots are from the slightly polished version of the game that I have available on my website. Since “Anti-Text” was one of the themes, there wasn’t a title on the title screen, nor was there the status bar on the bottom of the screen when playing the game. The final version has the same original 3 levels as the compo submission though.

buggyGame screenshot #3buggyGame screenshot #1buggyGame screenshot #2

All in all, I’m quite happy with the result. It’s a nice simple game that allowed me to show off some of my ‘graphics-making’ abilities. I spent the majority of my game development time doing the graphics. The first level in particular took a very long time because I digitally painted it using my wacom tablet (see the second screenshot above). Phew!

You can download the game (both win32 and python source available) and find a bit more information here:

LD8½: Moon

Posted by
Wednesday, December 5th, 2007 2:36 pm

My entry for Ludum Dare 8.5. LD 8.5 wasn’t a 48 hour compo, we only got 24 hours to make the game in, but the start time was flexible so you could choose the 24 hours of the weekend the compo was held that was best for you. I managed to use exactly 24 hours on my entry =)

Themes were Moon (actually “But even if you doubt their overwhelming findings, the Moon will never be the same to you again. Never will you raise your eyes to look at her without wondering: IS IT OR ISN’T IT AN ALIEN SPACESHIP WORLD?”, but everyone interpreted it as just “Moon”) and Anti-Textmode, no text at all in the game.

Title screen

The story, which you have to guess at since there’s no text (and the readme is rather sparse), goes: You’re a rabbit, minding your own business on the moon, when one day a butterfly comes flying from somewhere. It flies straight into a crater, which happens to lead to a huge system of caves beneath the surface. Curious rabbit as you are, you follow it, and so the game begins.

First screen

When I started making this I actually intended to make one of those bullet hell shooter games, but for some reason the game evolved into this cave-flying exploration game in stead. Or, well, calling it an exploration game might be a bit of a stretch since there’s only 5 rooms in the game, not counting the exit room (which is a very quick drawing of what’s supposed to be me in my bed, getting a good night’s sleep after 24 hours straight spent coding and drawing), but it would have been if I had spent less time fooling around with the code. For such an art-heavy game you’d think most of the time was spent drawing things (all the rooms are just bitmaps, there’s no tiles), but I actually spent most of the time on code. So, the art didn’t take much time, which kinda surprised me, though of course everything being lores greyscale had something to do with that, and I did rush it a bit too. Anyway, doing the art was a lot of fun.

It shoots!

So anyway, you fly around in this cave system, collecting flashing ring things to open gates while avoiding monsters and projectiles and such. It’s a shame the game is so extremely short, because I really like it and think it could be a good game with some more work. Maybe I’ll get back to it sometime =)

Download: [ Windows | Linux/source code ]

My nameless LD24h8.5 entry

Posted by
Monday, December 3rd, 2007 8:13 am

It’s got MOON, it’s got NO TEXT, and it’s got blocky pixels, chirpy audio and all the other essentials!

This was a strange “compo”, but several interesting games came out of it and I had a good time working on mine. The 24-hour time limit was rather severly busted, but that’s fine I suppose. DQ means surprisingly little around here, especially since this compo had no voting.

As usual for me, the main idea was a technical one and involved using a sphere-mapped rectangular playing area. As one theme was “moon”, this seemed easy enough to work in. The actual game concept was undetermined until rather late in the process. At first I was thinking that maybe you’d drive across the moon in some vehicle, collecting things… but that didn’t happen, so I changed it. The final game is pretty cool imho, where you drop/stack colored chips onto the moon to make them disappear.

This all sounds very lame and boringly puzzly in theory, but the main challenge is the hideous control scheme. You don’t control your position directly, or even your speed, OR the acceleration – but the next-higher derivative! Tap right and you’ll see very little happen at first, but after a few seconds the moon starts slowly rotating in the chosen direction, and then it goes faster and faster unless you compensate in the other direction. It’s very easy to overcompensate and end up in an oscillating back-and-forth motion where you have no real grasp of what the hell you’re doing, but play the game enough and you can enter into a sort of zen state where you can “feel it” and get along pretty well. This is really essential, since you need to position yourself very accurately over the chips to avoid missing (and thereby creating a new stack which needs to be completed and removed).

Unsurprisingly, most people that tried the game hated it. Once I realized where it was going I pretty much tried to make it as evil as possible, much like a lot of old C64 games which you find in some old dusty drawer without a manual and have no idea whatsoever what to do with. You’d start a game and almost instantly die, and the controls weren’t obvious at all or severely broken. Ah, the heritage.

I’m really happy with the music though, sets the mood nicely. Imho the game is worth playing a few minutes for that aspect alone if you’re a retro geek.

Scroll down to the bottom of this post to read some instructions (that you shouldn’t really get if you want the full frustrating experience).

Download: Windows version (575 kB)

Quick instructions: Arrow keys to move/rotate, Z to drop chips. Do not drop like-colored chips on top of each other.
There’s a small cheat which might make the controls a tad easier to grasp – type “showyou” at any point to bring up an acceleration graph in the top-right corner.

Moon terraform pong

Posted by
Monday, December 3rd, 2007 6:44 am

Moon terraform pong was a rather half-hearted entry for the LD 8.5 warm-up compo, with the themes Moon and Anti-text. It was an experimental entry, as it was my first using the D programming language. I don’t think I spent much more than an afternoon on it.

In the game you terraform the moon by playing pong using it. Get past the opponent paddle and you gain a bit of terraforming, if it gets past your paddle it loses a bit of terraforming. Also, when blocking successfully, speed is increased and size reduced, increasing the difficulty. Granted, it starts so terribly easy it’s only be the end of the game it plays at a decent difficulty, but hey, the moon really is rather big.


The game doesn’t feature any text, but an image at the ‘title’ screen really explains it well enough. Click to start, move mouse to move paddle. Easy.

You can download Moon terraform pong. It’s for Windows and requires OpenGL.

Moon Invaders

Posted by
Monday, November 26th, 2007 10:31 am

LD48 #8.5 was an unofficial competition with two themes: Moon, and Anti-Text. “Moon” was actually some insanely long thing about how you’re looking at the moon and suddenly realize it’s an alien spaceship or something, but we just called it Moon. So I created probably my favorite of my own LD48 entries, Moon Invaders. There’s no text whatsoever in the entire game, which makes reading the manual rather necessary, since it’s a strategy game. It’s basically a tower defense game, but instead of monsters following a path, they descend Space Invaders style. I greatly enhanced this game post-compo, working obsessively for a week. I just like it!

Moon Invaders

Lunar Chickens

Posted by (twitter: @philhassey)
Monday, November 26th, 2007 9:53 am

Lunar Chickens was quite a fun game to make :) I really enjoyed taking pictures of my rubber chicken in different poses to get the stop-motion animation used for the character. It was quite a challenge to pose the chicken though, I had to stick wires all through its body to hold it in various poses. The game itself is a puzzle game and fairly “just-ok”. The best bit is the chickens running around.

I don’t think I have this game available for download now, but if you really want to see it, get ahold of me and I’ll put it somewhere.

[cache: storing page]