Posts Tagged ‘multiplayer’

Small World Fighters Finished and Submitted

Posted by
Monday, April 24th, 2017 8:19 pm

Finished this year with about an hour to spare, which ended up being five minutes after getting the files ready and typing up the game page 😀

Screen 1

You can check out my game Small World Fighters over on or over on its page.


Had tons of fun making this years entry, but now I think it is time for sleep.

Day Two Progress

Posted by
Sunday, April 23rd, 2017 4:18 pm

Day two round up. I finally have most of the gameplay mechanics implemented, along with two game modes and some very simple ai bots. There are a couple extra features I’d like to add but I’m not sure if I’ll have time. Though before that I need to work on the main menu and some sound effects.


Shadow Fencer Theatre “Let’s Play” by mirta000

Posted by (twitter: @ShuddaHadda)
Monday, January 2nd, 2017 2:37 pm

Shadow Fencer Theatre Title

Shadow Fencer Theatre Gameplay

If you missed Let’s Play Ludum Dare December 2016 (Downloadable Entries) Part 3, catch it here.
Show up for us!…stay for the other rad games!!!.

You can find our game at timestamp 1:00:08, but there are really great games in here, so we recommend watching the the entire stream.



Thanks to mirta000! Glad you appreciated our awkwardness. Watch out for big post-jam updates for Shadow Fencer Theatre.

If you’re still looking for a good way to start the new year, do it by Playing, Rating & Commenting on Shadow Fencer Theatre. Way better than going to the gym or being more productive or something.

Shadow Fencer Theatre - Play it now










Shadow Fencer Theatre Live Stream by InkEyes

Posted by (twitter: @ShuddaHadda)
Tuesday, December 20th, 2016 9:54 pm



If you missed the live stream of InkEyes “Dares to Play”! – 1,000th Video Special!!!, catch it here.
You can find our game at timestamp 1:37:00, but there are really great games in here, so we recommend watching the the entire stream.



Thanks to InkEyes! Glad you had a good time with Shadow Fencer Theatre.


After you’re done watching, Play, Rate & Comment on Shadow Fencer Theatre.

Shadow Fencer Theatre - Play it now










Postmortem: Shadow Fencer Theatre

Posted by (twitter: @ShuddaHadda)
Saturday, December 17th, 2016 2:24 pm

Shadow Fencer Theatre Title

Ah, where to begin?… Perhaps, the beginning!

I was born in a poor, small fishing village off the coast of… what?  Not that beginning? Oh, I see.
The date was December 9th, 2016.  It was the start of Ludum Dare 37 – One Room. Our initial concept was to create a goofy fighting game with paper figures attached to popsicle sticks. You know, the ones that have push pins in the joints so they flop about. It was a concept that I had rattling in my head for a bit, and chance would have it, the theme actually fit the idea! It’s a game about a kid in their room acting out battles! This was a first since there was not a lot of time spent ideating, and I could just start prototyping. The art man was unavailable until Sunday, so I pushed forward to make my wobbly fighting game using old concept art as my basis.

Concept Art DevDev before we had a full concept

And then there was art…

When the art man came on board I regaled him with what’s what, and sent him on his way to figure out the art and characters and such. Luckily for me, he came up with the idea to make it look like a shadow puppet theatre!  So good!

Shadow Fencer Theatre Gameplay

This concept & art style solved our two biggest issues with Game Jam development.

Issue #1 – Scope

We make things too big, and then they don’t work, and are incomplete, or we cut so much stuff back that we sort of just have a thing. This game had a simple mechanic that I could just make, you know, work.

Issue #2 – Not enough Art because of Issue #1

With too big of a scope, there’s not enough time to make all the art. We have stuff missing, or even worse, I help out and then the art style is all over the place.  This game had a vision! We could make stuff that all fit!

Our First Multiplayer

Another thing to note was this was our first multiplayer game. We knew it would be more fun with two people playing, and playing on controllers as well. We developed for controllers, which ended out making the keyboard controls a little awkward… sorry. Also developing on a Mac to make joysticks to work on a PC with HTML5 is, well, silly.

Keyboard and Gamepad Controls

So that’s it, we had a thing were all the pieces finally fell together… plus the sound effects and music, but that is another tale for another time on:

Shadow Fencer Theatre!

Shadow Fencer Theatre - Play it now


Sorcerer’s Room (Local Multiplayer – Two Players Game)

Posted by
Wednesday, December 14th, 2016 12:00 am

Link To The Game – Sorcerer’s Room (Local Multiplayer – Two Players Game)

Welcome to Sorcerer’s Room! This is a two players strategy fighting game. Each player control a sorcerer and take turn to strategies their movement/attack before executing their fight.

Game Rules:
1) Step 1 (1st Player Input): While 1st Player Input, 2nd Player shouldn’t look at what 1st player has input.

2) Step 2 (2nd Player Input): While 2nd Player Input, 1st Player shouldn’t look at what 1st player has input.

3) Step 3 (Execute The Fight): The 1st & 2nd Player Input will be executed together at this moment of time.

4) Repeat over the steps until whichever player’s HP equal to 0 (player has defeated)

5) Right Hand Corner Steps Indicator – (1st round) allow 1 step, (2nd round) allow 2 steps, (3 round and above) allow 3 steps. (Green Indicator – step been input by player, Blue Indicator – awaiting for player input.)

6) Movement – (1)Left, (2)Right, (3)Float

7) CoolDown – (4)Light Ball – no cool down, (5)Fire Ball – ready after 2 turns, (6)Frozen Ball – ready after 1 turn

8) Damage – (Light Ball) minus 10HP, (Fire Ball) minus 30HP, (Frozen Ball) minus 20HP

Hope you enjoy the game with your friend.

Due to limited time for development, there is no LAN versus feature. If there are good feedback and demand on this feature, we’ll consider for further development of this feature.


Kevin Yap & Hugo Fock


Background Music:
Sound Effect:





Posted by (twitter: @avaskoog)
Wednesday, August 31st, 2016 1:34 pm

Post mortem sounds depressing! And wrong—the game just came into being, did it not? c; Here’s something about our two-player explosive hockey game (Pucketeers of Atlantis) post jam, at the very least!

Do begin by having a peek at the game to have an idea of what we’re talking about in the first place!

View post on

Go play here~


What is it?

Let’s begin here and now. The final game we submitted for the jam. Well, you can see above. It’s a two-player game, primarily intended for gamepads, where each controls a team of three characters to battle it out in the rink.

The twist: a periodically exploding puck, and little item boxes that pop up from time to time that can be grabbed in order to be activated when the player is holding the puck (two of these were implemented: one making time go slower for everybody except the current pucketeer, and one making everyone else fall over, both offering a momentarily opportunity to go straight for the goal).

What is it not?

It is perhaps not the best take on the theme, ancient technology. The idea was that the puck and hover boots and items to pick up and some of the characters (robots) were supposed to be ancient relics of long forgotten Atlantis, but that is admittedly a stretch in the first place, and it’s not exactly evident in the game itself, but needs to be spelled out.

What could it have been?

The final game that you now see wasn’t entirely planned as such from the beginning. The original idea was “(J)RPG hockey”, and there were all sorts of wonky ideas floating around, including turn-based elements, strategy, stats and very exaggerated features of all sorts, as well as closeup one on one sequences when dribbling or tackling.

Not much of that stuck around, partially due to time constraints, partially due to reconsiderations of what would be fun to play, but at least the characters still look kind of like those of early Final Fantasy games (no time for proper human modelling, sorry!).

What can it be?

Extended! Brushed up! Packaged. Networked? There are currently some considerations to do a little more work on this game beyond LD, making it more fun, perhaps allowing a third team on the field at the same time, and perhaps even some rudimentary online play.

Who knows? Such projects have a tendency to blow up and not happen, but it’s a fun thought, and there will probably be some experimentation at the very least. We’ll see!



Post Mortem: Chariot Arena Battle

Posted by (twitter: @KayZGames)
Monday, August 29th, 2016 11:11 am

First, my current game: Chariot Arena Battle


With every game I submit to a Ludum Dare competition I try to learn something new. This time I wanted to create a multiplayer game. In retrospective, I’ve learned the following things so far:

  • LD25 – Lasershark – Never made a game in 48 hours before. It’s not easy to finish a game in 48 hours. I did not succeed.
  • LD26 – 20 Seconds – Finish my first game in 48 hours. Success!! Simple graphics and simple mechanics. Simple collisions between rectangles and circles.
  • LD27 – Alien Attack – Collision detection with polygons
  • LD28 – Granny Loosethooth – Path finding. Not implemented correctly, but still working surprisingly good.
  • LD29 – Castle Engineer – Stupid “AI”. Not an AI at all.
  • LD30 – Opposing Worlds – A bit more intelligent computer enemies. Not what you’d call an AI, but can be challenging. Also: first turn based strategy game for me.
  • LD31/LD32 – skipped. Participated in some other Game Jams, created my first game using WebGL
  • LD33 – (Idle?) Monster – took my newly learned WebGL-Skillz, threw them away and created a clicker/idle game only using some HTML div-elements.
  • LD34 – Damacreat – created the most relaxing game using the worst controls ever. Added procedural generated background in a post compo version.
  • LD35 – failed – created some epilepsy inducing game. Did not want to publish. Didn’t even have good/working/any game mechanics when the jam ended.
  • LD36 – Chariot Arena Battle – My current game. The pinnacle of evolution. A multiplayer game. My graphical skills never improved noticeably.

I started this game jam with the goal to create my first multiplayer game. In preparation I created a simple server that I could use to pass messages between the clients (and posted the source in my “I’m in post”). It was also the first Ludum Dare I did not start alone but joined some other jammers in their quest for fame and glory. I still did my game on my own and they created theirs (runvs with Raiders of the Ancient Technology).

The jam starts Saturday at 3 AM at my location. I have some weird inner clock, that always wakes me at this time whenever a Ludum Dare starts. So I knew the theme, and combining it with my target of some multiplayer game I immediately thought about creating some game with catapults. I went to sleep again and when I woke up, I didn’t like the idea anymore. Catapults are too slow.. that would be to boring. Then I thought about creating a game that’s a mashup between Mario Cart and Trackmania using chariots. So that was what I was trying to do. At the end of the first day I didn’t like that idea anymore, and turned it into what you can play now.

The bad things

  • I got lazy on my second day. I actually wanted to add some other enemies, so there would be something to do even if no other player connected.
  • no sound
  • no juice
  • I tried to test my game online on the first day. It did not work, because the places where I usually publish my games all use HTTPS. If you use HTTPS, you also have to use a secure connection to other hosts. My websocket-server did not have any SSL certificates at all. Thank to Let’s Encrypt and a great dartdoc I was able to set it up Sunday morning.
  • I knew I’d do this beforehand but still: I created a multiplayer game in a way you are not supposed to ever create a multiplayer game. All game logic is on the client, the server has no authority at all. Data is transmitted as strings (JSON) instead of binary data.

The good things

  • I actually finished a playable multiplayer game in less than 48 hours. (I worked on the game for approximately 20 hours).
  • I’ve got a server that supports HTTPS.
  • I’ve got a basic idea about how to synchronize player/game state between multiple clients. It shouldn’t be too hard to move the logic to the server. – This will be my next goal.
  • A comment on my game gave me an idea for a post compo version. It might not be chariots anymore :).
  • Last but not least: great self-made falafel wraps on my first day at runvs.

And now I’ll be online for approx. 2 hours in my game, so no player has to play alone.

Join Chariot Arena Battle

Come and join the fun. The more the merrier (I wanna see at what point my game can’t handle any more players).

I’m Done!

Posted by (twitter: @KayZGames)
Sunday, August 28th, 2016 10:33 pm

Or rather I was a few hours ago, but after some sleep I’m now ready to accept some challengers in my very first multiplayer game:

Join Chariot Arena Battle


Come and join the fun. The more the merrier (I wanna see at what point my game can’t handle any more players).

Some updates

Posted by
Saturday, August 27th, 2016 7:12 am

Hey guys! Im working really hard right now to finish the multiplayer. It needs a bit of bug fixing and optimization still :)

bandicam 2016-08-27 15-10-28-369

Final Shameless Plugin Post

Posted by (twitter: @xanjos)
Monday, January 4th, 2016 8:10 pm

There’s literally less than an hour left to play/rate entries and my game Rolla Grolla Arena could do with some more votes (it’s probably not possible given the short timeframe but I want to get 100 votes by the end of the judging period).

Click The Pic To Play!!

Rolla Grolla Arena – LD34 Jam Entry

Posted by (twitter: @xanjos)
Tuesday, December 15th, 2015 1:05 pm

Here’s my jam entry for Ludum Dare 34 (It’s a multiplayer game requiring at least 2 players so grab a friend/sibling/relative/significant other/etc. to play this. Also controllers are definitely recommended).

Click the pic to play!!

As always, I also have a Google Form that you can fill in if you would like me to play/rate your entries (I’ll try and do each one as soon as possible).

Itty Bitty Bites – Super Cute Carnage!

Posted by (twitter: @andyjamesadams)
Monday, August 24th, 2015 11:10 am

Itty Bitty Bites is a isometric brawling game, about beating up other monsters and consuming buildings for the highest score.
The game features controller support for up to 4 local multiplayer participants.

Eat the building blocks and let the mayhem begin!

Play it now HERE!

PLASMA 0.3 (HTML5, GPS, Realtime, …)

Posted by (twitter: @jacqueslelezard)
Saturday, May 2nd, 2015 2:26 pm


A few weeks ago I posted my LD32 entry, PLASMA, a prototype of a multiplayer mobile game where your unconventional weapon is your “plasmartphone”. It was a more a proof of concept than a game. I’m still working on it but here is a bit more playable version :)

How to play ?

  • Take you phone (Android, iOS, Windows Phone) with internet & GPS activated
  • Take a few friends with their phone (it’a multiplayer game)
  • Go outside, in a parc for instance, take your distances (10m at least) and start the battle !!!
  • Shake your phone to load, point you phone in another player direction & touch “Fire” to shoot

Warning !

  • This is still a prototype, I need feedbacks on every aspects of the game 😉
  • Compatibility : I’m trying to develop a multi-platform game using HTML5 (including geolocation & compass API), Google Map V3 API & FireBase, but some phones might not work well if they are a little old.

Play  :

(smartphone only)


(If you want to try the LD32 original game :, if you want to see the original post )

Freeze Tank: Post-mortem

Posted by (twitter: @Tumbleweedgames)
Saturday, April 25th, 2015 6:02 pm



It’s time for a little post mortom of Freeze Tank. I would like to keep a short one, since I don’t really think most people want to read a wall of text. So, let’s dive in the good & bad points!

Play & Rate our game

Follow our Twitter for playing/streaming schedules!

What went right

  • The game is playable! We were in such a rush during the last hours, so we were really surprised that we could deliver an enjoyable game.
    We have never finished a multiplayer game before until now. It was definitely a challenge, since you face problems you wouldn’t encounter while developing a singleplayer game.
  • (Thijs) This is my first attempt to create handpainted textures for a game. I still have a lot to learn, but I am definitely satisfied with the results! I cannot wait to improve my skills for the next Ludum Dare.

What went wrong

  • Some small features were not implemented that turned out to be very important from a game-experience perspective. For example a scoreboard, a notification of the winning team and instructions for the player.
  • GITHUB. Gotta hate it. The Unreal Engine has no option to merge in a proper way (yet!)
  • No tutorial, players don’t know what to do if they have not read the description on the Ludum Dare page.

Multiplayer entry pros

  • It’s very satisfying to see other people playing and enjoying your game.
  • You are automatically the no-life-pro-master with 72 hours of gaming experience on record, before the game even came out.

Multiplayer entry cons

  • The biggest issue with a multiplayer entry is that you won’t receive as much feedback compared to a singleplayer game. Our servers aren’t 24/7 and we can’t expect all players to make their own server. We are trying to compensate this by livestreaming play events. This approach resulted in some interesting games, although we didn’t reach the full potential of the game yet. (5v5)

Last but not least.. a timelapse! (perspective Thijs)

Traditional List of LocalMultiplayer LD Games #32

Posted by (twitter: @Rodaja_es)
Tuesday, April 21st, 2015 9:59 am

Hello folks!

So, we’re the kind of people that make a tradition in two days, so since we did it last LD, we’re doing it again this time around.

If you’ve made a local multiplayer game for LD you will probably notice that most people playing and rating games are doing so alone. The objective of this list is for it to be a reference for the people who play and rate in groups to play this games and even out the love they receive.

Feel free to send local multiplayer games my way (e-mail them to or just link in the comments) and please say if it’s local multiplayer only, if it’s for 2 or more people, and if it has an AI or something you can play alone.


Local Multiplayer Only


Area Weapon Domination







Box Wars










Disco of Thrones





2 Players Only




Duke Newton



Precipitation Predicament



Tug of Warlords



Bookshelf Brawl



Brendan Lehman



Fish Fencing



Food Fight



Love Worm



Smash Drones



Terraform Junction VS







Vending Vengeance







Write Fite


Dueling Time, Sir!


Lunar Combat


Nuclear Space Buckets


Go Shoot Yourself





Better in Local Multiplayer



Get Rich!



Cucumbers Shall Not Pass






Noodle Kombat



Off to the races



Get back to work!









Super SALT Helmet



Also, if I made a game isn’t propperly categorized please point it out so I can fix it.

Enjoy your games in company!

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