Posts Tagged ‘post comp’

Post #LDJAM version of Stand and Deliver

Posted by (twitter: @@arthg)
Wednesday, May 6th, 2015 4:03 pm

Hey folks, I made some significant changes to my #LDJAM entry, Stand and Deliver.

I updated the graphics, added some more GUI elements, improved gameplay.

You can check it out here:


Ice Story ( 氷物語 ) post-compo version

Tuesday, May 5th, 2015 3:30 pm

Thanks to the enormous feedback, I managed to squash a lot of bugs and I rearranged the level difficulty for my game Ice story. The main new feature is new controls for non-querty keyboards. The spell button is now mapped to [Z], [W] and [Y] instead of just [Z]. I also changed the throw key from [Z]+[X] to just [C]

Thank you for the help everyone!

Play the compo version HERE . Remember to rate the pre-compo version/screenshot1 screenshot2 screenshot3

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am



Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.



Starting post-compo for Ten Down

Posted by
Friday, September 6th, 2013 2:36 pm

Hi. I’ve been receiving a lot of (mostly) positive feedback on my game Ten Down, and I’ve resolved to stop moping around and get cracking on a post-compo version of sorts. I’m thinking large-ish, super stylish, randomly generated maps where you fight against a variety of monsters and have to explore the area to progress. The main complaint I’ve been getting on my game is the (apparently) odd control scheme it uses, and I’d love to get some feedback on the new (hopefully more familiar) setup I’ve got going now. The controls are as follows: WASD/arrows for movement, space to shoot and shift to sprint.

You can take it for a test drive right here

If you’d like to follow the progress of this game I’ve started a WIP thread for it over here.

All the best!

Screen Shot 2013-09-06 at 10.48.54 PM

Hero: Post Comp Android Build

Posted by
Tuesday, May 7th, 2013 3:44 pm

So I always conceived Hero as a touch device game. Took a few hours to get Android SDK playing nice on Windows 8 but I built an APK and tested it on my nexus device.

If you want to give it a go download and sideload it.
Disclaimer: Untested on other phones, Unity so should be dandy but not tested

Let me know what you think. I was playing around with the idea of expanding it to a more full mobile title but instead I think I will leave it there and move onto other projects I have on the backburner.

ZUNZANDA – Post Mortem

Posted by (twitter: @Phantom_Green)
Tuesday, April 24th, 2012 10:53 am


This weekend was crazy. Ludum Dare 23, the 10th anniversary of the best dang game jam around, was number one on my list of priorities. I wanted to go all out for the 10th anniversary, and I did. I altered my sleep schedule so I could work during the night, which is my most productive time. I started working on the game after midnight on Friday… then I went to sleep sometime the next morning. I then stayed up ALL night on Saturday… and stayed up all the way until submission time.

Then … I crashed.

I crashed hard.

And on Monday… I was met with some terrible news. My aunt had just passed away.

Normally by this time, I’ve already played 15 – 20 LD games. But due to my sleep schedule, I couldn’t follow through. I was gonna start on Monday morning. Then I got the news about my aunt and things obviously changed. So here I am… on Tuesday morning… and I still haven’t played a single LD game. I spent some time adding a dedication to my aunt in ZUNZANDA’s credits, which I hope the judges are OK with. I then ironed out some bugs that I discovered while playtesting and getting feedback from others… but only game killing bugs. One glitch even caused the player input to stop completely, so I had to deal with that ASAP. Dropbox also borked my upload link… but I didn’t know because the site was so jammed up that I couldn’t even get to my own entry page. I said “SCREW IT!” and passed out.

But I did find a horrible bug. Well… less of a bug and more of an I’M AN IDIOT AND FORGOT TO ADD THIS VERY IMPORTANT FEATURE TO THE GAME issue. I won’t reveal what it is. Maybe you won’t notice. *cringe*

What the hell is Zunzanda?

Well… it’s a game about a tiny world. But the twist is that the world is getting smaller by the minute… and you gotta stop it! How?

With this totally rad terrain sculpting system, of course!

Well, that was going to be the primary focus of the game, but the dynamic tiles and terrain destruction features sort of fell out of the spotlight when I realized that what I had in my head would not be possible in 48 hours. I originally wanted the player character to have two forms… one that could attack but was forced to stand on solid ground, and a form that could not attack, but could float between platforms. The terrain was originally going to change drastically over the course of a ‘stage’, but now you’ll find that it’s much more gradual.

It took me a long time to get the dynamic tile system working, but it turned out MOSTLY alright. It’s kinda fugly and it’s not incredibly seamless, but it does what I wanted it to… and HEY… for 48 hours… it’s GREAT.

So what else can this game do?


The game is broken down into waves… with each wave throwing more enemies at you. Your goal is to kill those star jellies as quickly as you can before they eat your world. The only way to kill ’em is to collect those starshines that fall from they sky. Get enough of ’em and you’ll unleash a burst of light that fries ’em dead. Then you get a bit of a break so you can ‘cash in’ your dead jellies for new terrain tiles to rebuild your world. It’s a constant battle of dodging holes while racing for those precious starshines… and staying away from those jellies while they try to gobble up your land. It gets pretty intense… even if it did end up being a bit unforgiving with ‘deaths’.

If you wanna keep reading… follow me after the jump and we’ll keep it going.


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