Ludum Dare 34
Coming December 11th-14th Weekend

Posts Tagged ‘postmortem’

Stereoscopic tunnel for October Challenge 2015

Posted by (twitter: @jtsiomb)
Friday, October 30th, 2015 11:15 pm

stereotunnel icon

Hello fellow ludum-dare-ers!
So I split my october in half, wanting to maximize on my chances of crossing the finish line with *something* that makes $1.

First half I cleaned up and fixed a hack I’ve made a few years back. It’s not exactly a game, but it’s got 3D graphics so close enough for me; it’s a stereoscopic 3D tunnel effect. Made a cool menu GUI for it, fixed a couple of stupid bugs, and uploaded to the iOS app-store as free with ads, which was a very enlightening experience.
Turns out, I was done with the code first week of october, but only managed to get it approved, with ads running, 2 days ago! So lesson learned: if I want to release something on the appstore, and have it up at a specific point in time, do it a month early :)

I also decided to release the code under the GNU GPLv3, because what I’ve ended up with, is a very nice example (I think) of a simple UNIX make-based build system for building cross-platform mobile apps. This code currently builds on PC (linux/mac at least, I think also windows but haven’t tested), iOS and Android. iOS has it’s own xcode project (included), but everything else builds from my makefile.

Github source code
iOS appstore page (or search for “stereoscopic tunnel” on the store on an iOS device).

Please check it out if you have an iOS device (it’s free with ads), because right now I’ve just made 40 cents off the ads, and I want to hit the full glorious dollar by the end of october to feel like I’ve accomplished the October challenge :)


The second half of october I was making an actual game. It’s obviously not done, but I’ll extend my own personal october challenge to november, because I really want to release this before the holidays, as it’s an xmas-themed game. I’ll edit this post with extra info if I ever manage to finish, release it and make money out of that one. For now I’ll leave you with a development screenshot:


Expectations, or How the Voters Surprised Me: A Postmortem

Posted by (twitter: @crowbeak)
Tuesday, September 15th, 2015 6:31 am

My game this time around was made in Twine. I had planned to make a Twine game for some weeks before LD33 began, but although I wanted it to be an exercise in prose, that is not what ended up happening. The reason for this are explained in my LD33 game, which is a commentary on Ludum Dare itself. I titled it On the Growth of Ludum Dare and the Selection of Themes because I imagined it as a sort of interactive essay on that subject. You don’t need to play it before reading on, but I suggest that you do.

I am usually very responsive in the comment section of my game entry page, but this time I was not. I feel like the game speaks for itself in terms of what I intended, so I didn’t (and still don’t) want to say much about it. I very nearly opted out of all voting, but decided to leave the categories up out of curiosity. I’m glad I did. Most of the results were unsurprising, but not all.

Things I expected/hoped for and got

  • Some veterans of LD sympathized with my feelings about the LD33 theme.
  • Some people were glad that the game covered multiple view points by the end of it.
  • Some relative newcomers to LD learned some things they didn’t know.

Things that surprised me

  • People thought Chain Reaction being the last and infinitely repeated theme in the slaughter was intentional. (I wish it had been; the truth is that I got about ten pages made for that manually and then realized I could actually make it choose randomly from a list but was too lazy to implement that later.)
  • This: Screen Shot 2015-09-15 at 8.25.07 PM


I’m funniest when I’m not trying to be.

Melody Muncher Post-Mortem

Posted by (twitter: @ddrkirbyisq)
Saturday, September 12th, 2015 11:15 pm

Hi there!  DDRKirby(ISQ) here with my =10th= LD entry (wow!), Melody Muncher!


Link to play and rate:

This one was a blast to make, and I ended up working for 2 weeks to make the Post Compo version (out now!), adding a new mechanic, animated backgrounds for each level, more songs, 3 separate difficulties, and more!

When the theme was announced this time as “You Are the Monster” I was actually quite disappointed, just due to the fact that it was so similar to “You Are the Villain”!  I mean come on guys, really?  But now that I think of it, You Are the Villain was EIGHT LDs ago, so I guess I can’t fault people too much for it.  I wonder if anyone decided to redo the same game concept that they did for LD25?  It would be an interesting challenge, just to see how far your game jam skills have come over the past years…

Anyways, despite my initial dislike for the theme, my idea and game came together really smoothly this time; I can’t even remember running into any hiccups at all!  As always, let’s go over what went well and what didn’t go well.


What went well:

Avoiding other commitments during LD weekend
Almost every other LD I’ve done, I’ve had =something= else to attend to over the course of the jam, usually on Friday night.  Usually I tell myself that it’s fine and that I can just try to brainstorm in my head while that happens, but to be honest, that never quite works out and it’s basically like I start off behind by 4 hours already.  This time I decided that I really was just going to dedicate the whole weekend to LD and besides some driving here and there and dealing with meals (gotta eat!), I was just heads down working the whole time, which was GREAT!  An exhausting weekend, for sure, but I don’t think there’s any way around that.  For Sunday, after breakfast and running a quick errand in the morning, I pretty much worked straight through the entire day until the deadline…I stopped twice for the bathroom, once for refilling water, and once for a massive yawn/stretch…that’s it.  Hahaha, you other LDers will know what I’m talking about…Sunday is usually that day when it’s like “omg I have 5 hours left and I still have to add in 2 more enemy types, also my game has no menu, title, or tutorial and I haven’t tested the difficulty at all AHHHHHH”.


Game concept and execution
As mentioned earlier, everything came together really smoothly for Melody Muncher, without a hitch, really!  I spent Friday night doing my usual brainstorming routine, and considered plenty of other possibilities, but the idea of having the piranha plant munching guys as a rhythm game occurred to me pretty early on, and it clearly had the most potential while also playing to my strengths, so I went for it.  Huge success!

Level data layout
One of the reasons I was able to cram in six (!) full songs to the 48hr version of Melody Muncher was because I made sure the levels were really easy to program in.  Unfortunately this was NOT the case for my previous game of this genre, Ripple Runner.

Here’s what a level definition looks like in Ripple Runner:

// Section 1
addPlatform(startTime + -10.0 / bps, startTime + 36.0 / bps, -40, timingWindow, level);
addPlatform(startTime + -10.0 / bps, startTime + 36.0 / bps, 40, timingWindow, level);
addPlatform(startTime + 37.0 / bps, startTime + 44.0 / bps, -40, timingWindow, level);
addPlatform(startTime + 37.0 / bps, startTime + 44.0 / bps, 40, timingWindow, level);
addPlatform(startTime + 45.0 / bps, startTime + 52.0 / bps, -40, timingWindow, level);
addPlatform(startTime + 45.0 / bps, startTime + 52.0 / bps, 40, timingWindow, level);
addPlatform(startTime + 53.0 / bps, startTime + 60.0 / bps, -40, timingWindow, level);
addPlatform(startTime + 53.0 / bps, startTime + 60.0 / bps, 40, timingWindow, level);
addPlatform(startTime + 61.0 / bps, startTime + 62.0 / bps, -45, timingWindow, level);
addPlatform(startTime + 61.0 / bps, startTime + 62.0 / bps, 45, timingWindow, level);
addPlatform(startTime + 63.0 / bps, startTime + 80.0 / bps, -40, timingWindow, level, true);
addPlatform(startTime + 63.0 / bps, startTime + 80.0 / bps, 40, timingWindow, level, true); Checkpoint(startTime + 64.0 / bps, -40));
// Section 2
 addPlatform(startTime + 80.0 / bps, startTime + 100.0 / bps, -40, timingWindow, level);
 addPlatform(startTime + 80.0 / bps, startTime + 108.0 / bps, 40, timingWindow, level);
 addPlatform(startTime + 108.0 / bps, startTime + 116.0 / bps, -40, timingWindow, level);
 addPlatform(startTime + 116.0 / bps, startTime + 120.0 / bps, 40, timingWindow, level);
 addPlatform(startTime + 120.0 / bps, startTime + 124.0 / bps, -40, timingWindow, level);
 addPlatform(startTime + 124.0 / bps, startTime + 126.0 / bps, 40, timingWindow, level);
 addPlatform(startTime + 126.0 / bps, startTime + 128.0 / bps, -40, timingWindow, level, true);

And so on and so forth.  And that’s only the =first half= of the EASIEST level.  Yuck!  Unfortunately I was super duper hacky while coding up Ripple Runner so the way that I constructed the levels was actually just by placing each platform individually.  This involved tons of hacks, especially trying to deal with assymmetrical timing windows which varied according to which kind of obstacle you were using (spikes, rippling, jumping), and a bug that prevented me from creating single platforms that were too long….etc etc.

Thankfully I didn’t repeat the same mistake this time.  Here’s what a level looks like in Melody Muncher:

result.SfxName = "sfx/level3";
 result.BeatDivision = 2;
 result.BeatPixelLength = 80;
 result.Left = 
 "........ ........ ........ ........" +
"1.....1. 1....... 1....... 1...1..." + "1....... 1....... 1.....2. 1...1..." +
 "1.1..... 1...1.1. 1....... ........" + "1...1.1. 1.1..... 1....... ........" +
 "1.1..... 1...1.1. ........" + "1...1.1. 1.1..... ........" +
 "1....... 1....... 1.....1. 1...1..." + "1.....2. 1....... 1....... 1...1..." +
 result.Right =
 "........ ........ ........ ........" +
"1....... 1....... 1.....1. 1...1..." + "1.....2. 1....... 1....... 1...1..." +
 "1...1.1. 1.1..... 1....... ........" + "1.1..... 1...1.1. 1....... ........" +
 "1...1.1. 1.1..... ........" + "1.1..... 1...1.1. ........" +
 "1.....1. 1....... 1....... 1...1..." + "1....... 1....... 1.....2. 1...1..." +

Much better!  Here I’m using “1” to indicate a green enemy, “2” for a red enemy, and “3” for blue enemies (which don’t appear in this particular level).  I ended up using “[” and “]” to denote the yellow centipede enemies in the post-compo version.  The periods just indicate points where there are no enemies, and spaces get automatically ignored.  It’s still perhaps not 100% ideal as I still had to build up separate strings for the left and right sides of the screen, but overall inputting notes for songs went pretty quickly.

Coding it the Right Way
So, again, for Ripple Runner I used a bunch of stupid hacky coding, and as a result, even though your X position in Ripple Runner is locked to the position of the song (good!), your jump height and y position is not (bad!)–it’s actually just normal platformer gravity.  This led to some pretty clumsy manual hacking about to get the gravity to be correct for each level (it needs to be adjusted for each BPM setting!), and in general just led to sad times within the code.  The end result still ended up just fine, but…

When it came to program Melody Muncher, I had learned my lesson, so I made sure to do everything right.  The position of all of the enemies is dictated solely by the position of the music, and there are NO collision boxes or movement physics or anything!  Each enemy knows what beat it should be hit on, and the enemies on either side are kept in an Array, sorted by order of arrival.  When you press left or right, we run through the first part of the Array looking for enemies whose beat is within the defined timing window–no collisions or any other nonsense needed!  Very clean, very sensible, and the code was much better and simpler as a result.


Post-Compo Version
This might not technically count as something that “went well for LD”, but this was the most fun I’ve ever had working on a Post-Compo version of a game I’ve made.  Probably because of the above two factors, and also because I knew I had something with a lot of potential.  Making new songs and mechanics was a blast, and even though it took a lot of work to add all of the new features in the Post-Compo version, I’m super happy with how it turned out, and I believe this is my most polished game ever as a result.


What didn’t go so well:

Input Delay and Lag Calibration
Okay…so this was mostly a stupid mistake.  So one of the mechanics in the game is that after a few levels, enemies can come at you simultaneously from both sides, so you have to press Left and Right at the same time to do a split munch.  Simple enough, right?

Well, on the coding side, I implemented this by having a separate animation — one where Ms. Melody has two heads that are each attacking.  (As it turns out, while working on the Post-Compo version I had to redo this and just implement each head separately to allow for the yellow long centipede enemies to work)  I then also decided that because people probably weren’t always going to hit left and right at exactly the same time, what I would do is this:

When you first hit left or right, the plant transitions into a “getting ready to attack” state (with a different animation frame) and waits for a frame or two, during which you have the opportunity to input the other direction.  Once the frame or two is up, the attack actually happens.  So this was good because even if you hit left on frame #1 and right on frame #2, you still get the split munch on both sides.

The problem is that by doing this, I essentially delayed every input (as well as the resulting “munch” sound) by something like 17 or 33ms.  Now, that may not seem like much, but in a rhythm game where your actions need to be really tightly synced, you can really notice, and people did.  Add that to the fact that my default lag calibration for Flash builds was slightly off (I had to shift it by maybe ~50ms compared to native builds) and people definitely felt that their inputs were delayed.  Now, part of this was that I simply didn’t have enough time to program in a robust and user-friendly lag calibration setting (it’s much better in the post-compo version!), but most of this was just my own fault for adding additional input delay unnecessarily.

The good news is that the post-compo version fixes this entirely, and if you compare the two the post-compo version should feel MUCH better.

Missing was too punishing
In the original 48hr version of the game, if you try to attack when no enemy is on the corresponding side, Ms. Melody does this ugly faceplant animation which leaves you stunned for a half beat or so.  This was designed intentionally as a means of punishing you for trying to attack when there was no enemy, as well as to eliminate the cheesy strategy of just trying to munch on both sides on every single eighth-note beat.  If you didn’t have the recovery animation, you’d just be able to do that and get a perfect score, which was obviously no good.  I had been trying to think of various ways to solve that issue, and after trying it, this seemed like a clean solution, as well as making it very unrewarding to miss notes, which is what I wanted — it should feel good when you hit enemies, and bad when you miss enemies.

Well, the problem is that players don’t like feeling bad.  One of the complaints that I got was that the recovery time for missing was too long and it led to people feeling like the game was “unfair” (ugh, loaded term).  Now, if you’re used to rhythm games, you probably didn’t mind this as much, but if you’re not a rhythm gamer, what happens is that you miss one enemy, then because of that your input for the second enemy doesn’t register (since you’re still in recovery), which throws you off and then you end up missing again ……, in the end that’s a situation that just doesn’t really feel good.  So lesson learned — reward your players for succeeding, but don’t punish them for failing.

The solution in the post-compo version was to eliminate the recovery delay and just add in a proper scoring system that adds points to your score based on your current chain, a la Guitar Hero.  Now I no longer need the recovery delay because if you try to use the strategy where you attack both sides on every eighth note, you’ll keep on breaking your chain over and over again, leading to a poor score.  Problem solved!  But unfortunately, I just didn’t have time to get the more fancy scoring system and everything done in the 48hr version.

No Shovel Knight
Okay, so this wasn’t really that big of a deal, but when I was drawing up the graphic for the red enemies I knew I wanted it to be something big, beefy, and blocky, so I went with an armored knight.  Since it was a knight, I decided to give it a sword.  I even referenced some Shovel Knight images as I was drawing it up….but for SOME reason I missed the golden opportunity to just have my Red Knights carry shovels and be “shovel knights”.  Which would have made perfect sense (they’re trying to dig up Ms. Melody), AND would have been a great callout to a great game.  Biggest missed opportunity everrrrrr =(

48 Hours!!!!
Alright, I guess this isn’t really something that “went wrong”, but it still amazes me every time how quickly the 48 hours goes by, despite you wanting to cram in more and more features.  “If only I had 1 extra hour!!!”  This was apparent this time around as well; the submitted version of my 48hr entry was missing some key components that I really really wanted to get in, but I just. did. not. have. enough. time.

Specifically, better lag calibration was one item high-up on the wishlist that I didn’t end up getting to squeeze in until later.  It wouldn’t have taken long, either!

And, changing backgrounds was another real big item.  I had a hue shifting effect that I used in Ripple Runner which worked fabulously, and I really wanted to do the same thing in Melody Muncher, because without it the backgrounds feel very static, especially when the music is very energetic and has these big builds and climaxes.  Of course, it turns out that because I’m now working in Haxe and Haxepunk, I can’t just use punk.fx (flashpunk) to do an easy hue shift; in fact I still don’t know of any good way to do hue shifting in Haxe/Haxepunk without digging into low-level RGB code yourself. =(  The silver lining on that cloud is that because I wasn’t able to do easy hue shifting, I ended up making much more intricate and involved animated background effects for the post-compo version, so it all works out. :)



And that wraps up another post-mortem!  Results will be in very soon–good luck to everybody and remember, the real prizes are your games, not your ratings!  Be sure to take your scores with some salt; sometimes you get scores that don’t quite make that much sense.

Thanks for taking the time to read about Melody Muncher!  Hope you enjoyed it as much as I did! :)

Save Yourself! – Post Mortem:

Posted by (twitter: @openskiesgames)
Monday, September 7th, 2015 10:50 am

Hey all!

So we had a blast finally taking part in the Ludum Dare for the first time. I figured I should probably make a post-mortem, but since this is my first LD, that makes this my first one of these too. Sorry in advance. XD

What Went Right:


Keeping Resources in House:

Everything you see in the game, be it the pixelated alien that was initially developed for a 16-bit game or the villagers/tents clearly made in MS Paint, were made by us. The music (that is to say, the same chord progression over and over and over…) was made by us. The only thing we didn’t make was the engine itself.


Keeping the Game Simple:

You are an alien trying to get home after an electrical failure causes your spaceship to crash. To the villagers, you are a monster that attacked them with a giant fireball (your ship). You’re goal is to get your communicator, call for help, and try not to kill any villagers.



Thank. God. They. Exist. This tool, while it sounds trivial, was SOOOO useful during the whole process and helped us move along easily. We would have been lost without it.



About every 3 hours, our group stopped working for 5 minutes to discuss what had been accomplished, what was needed, bugs that were discovered, and ideas to be pitched. It helped streamline the development process.

What Went Wrong:



While a really cool resource to use for some things (including game-jams), it did not help our team get this done as we thought it would. I (@Saphirako) made the mistake of not introducing my team to Unity soon enough. They weren’t comfortable with using something they did not know well. That being said, Scratch was discovered by one of our team members the night of the theme revelation and we scrambled to find ways to do things as we had no idea how to use it at first.

While it is rather simple to use and we got the hang of it, the nagging feeling of “what the heck is this thing I’m using?!” got to me multiple times during the Jam. It also did not have a way for us to simultaneously work on the same build. Each pow-wow inevitably included the process of attempting to sync up 3 different versions of the game. In at least 2 instances, there were implementations of game objects that were created with out-dated data. (ie. Old character movement scripts) And, though I can’t reference any pow-wow in particular, I know we definitely solved the same problem twice on at least one occasion.



For those of you that reached Level 2, you may have noted the Orange villagers had bows and arrows and yet, they did not fire at you. We made a decision to cut that feature so that we could release on time.

For those of you that noticed that the Alien had a walk cycle but none of the villagers had any type of animation. We made a decision to cut that feature so that we could release on time.

Noticing a pattern? The game had another level planned, 2 more enemy types, an HP bar, recharge for your attack, a fireball animation instead of a black ball. All of these things were cut when we realized we overextended ourselves. Even by the end of the jam, we realized after all the cutting, we weren’t merciless enough with the concepts that we came up with. But again, as it was our first time, we expected this to happen.



I love my school. It excels at a lot of things. These things include fantastic internet speeds during the Summer. However, I made the mistake of not reserving a room until Wednesday evening. That was NOT enough time to get all the kinks out of the process. Let me clarify:

My plan – Reserve a room at the college with a whiteboard, internet access, and climate control. It wasn’t going to be too large, but it would be able to fit a team of 3 or 4 people plus some filming equipment.

What actually was the case – I reserved a room that required key access. I did not have the credentials to access said key access and had to call campus police each morning to get into the area I reserved. The room itself was a pretty comfortable for our team of 3 with some equipment, but it wouldn’t have done so with a team of 4. I also did not contact our network admin and, as such, the ethernet port for the room was switched off. We had to resort to Wi-Fi the whole time. Which would have been fine but it ended up pretty bad for streaming. Which brings me to my next point…



Multiple times the stream went dead and after 3 attempts, we had to give up the streaming video of the white-board. (The bandwidth just couldn’t handle it…) I would say a good hour of my development time was troubleshooting the stream.



Ultimately, we at Open Skies Games Studio are pretty pleased with our first-ever game jam product. It gave us a good idea for what to do next time around and brought us to meet a whole bunch of cool people. We had a blast and look forward to our next game jam, but first we look forward to seeing all you budding Indie Devs in MA at Boston Festival of Independent Games this Saturday, September 12. It’s gonna be a blast!


Special Thanks to:

Scratch, by MIT  –  Our Game Engine

Stonehill College  –  Our Venue

The team at OSGS which happened to be my family for this Jam. You guys rock!


Game Over Screen

Feel free to give our game a try. We’d love to play yours too! Just comment your game on this post with a link and we’ll play and vote! Want to ask us a question? Either post a comment and we’ll reply OR send us a tweet at @OpenSkiesGames.

Massacre Monday – the Post Mortem

Posted by (twitter: @wg_phancock)
Friday, September 4th, 2015 7:20 pm

We’ve gotten a ton of great feedback from our fellow participants (thanks for that!), and I decided it was finally time to write a little post mortem of our entry Massacre Monday.

The goal for our two man team during this LD was to create an action game with a visceral feel — lots of visual and audio feedback, a feeling of general carnage, and just a good “feel” to the controls and gameplay. We had never done a full-on action game before, so it was a very good test for us. Based on the feedback we have gotten, I’d say we managed to do a pretty good job pulling it off, but there’s always room for improvement.

You can play Massacre Monday HERE if you haven’t already, or read on for my long-winded post mortem notes:

The Good

  • OpenFL and HaxeFlixel performed admirably with the amount of sprites and alpha/blending effects we threw at it. Framerate and performance were a little bit of a concern for us but overall it worked out great as a framework choice.
  • Based on feedback and watching streamers play, I feel like we really got the frantic/chaos feeling down in the end. We learned a lot about good techniques for “juice.”
  • We did a pretty good job focusing on the MVP features and time management. Nearly everything major was done by the end of the second day. Very happy with our organization on this one.
  • We got a ton of positive feedback on the victim names and our “ending.” We were hoping it would be impactful, but it seems it was even more impactful to some people that we thought it would be. We were glad to see it evoked the feeling we were hoping for.
  • I didn’t originally set out to go for a GTA1 feel to the art, but once it started to get put together, I went with it. Glad to see that mentioned in the comments.
  • The blood spatters for the squished pedestrians were a fairly late addition, but I think they really helped reinforce a feeling of permanence and chaos.
  • I was glad to see some folks get a laugh out of the few random wilhelm screams we threw in. Those were literally added 5 minutes before we compiled the final build.

The Bad

  • A lot of people we watched play seemed to want to be able to destroy the tanks and other military. We wanted the military involvement to be more of a “timer” to keep play sessions from dragging on and force you to dodge and avoid getting blown up more the longer you played. Either this was a poor design decision or we didn’t do a good enough job of conveying their invincibility to the player; not sure which one.
  • We wanted to keep everything to as few buttons as possible, so we went with one action button. I think in the end, however, having two buttons for dash and attack probably would have been a good choice, especially when using a gamepad.
  • We probably could have included more battlefield feeling with some car parts staying around after getting blown up, and some scorch marks from bombs and explosions. We had originally planned to try to do some of that but simply ran out of time.
  • We originally wanted to have more car varieties, like cop cars, school buses, vans, and SUV’s, but we ran out of time to make the art. Cop cars driving up with cops jumping out would have been a great addition for the early game before the tanks show up.
  • We also wanted to have a little more variety to the city, such as a park or courtyard/square. Time constraints hit us again.
  • The game could benefit from a little more variety. For a Jam session where most players play at most 5 minutes, I feel like we probably hit the sweet spot as far as play session length, but if this were a full-fledged game there would need to be quite a bit more to it.
  • I would have liked to have experimented a little more with some shader effects, like blur, pixellation, or red tinting when getting hit or low on health. A little more visual feedback when near death or after a large health loss probably would have added to the chaos and immersion. We also wanted to try to add a “deafened” audio effect after losing a large amount of health, but never got around to it.
  • I misspelled “memoriam.” Got corrected a couple times on that one 😉

Are we going to expand on this game and do a post-jam version? Maybe, maybe not. We have plenty of ideas, but at the very least we will take what we learned here and apply it to future projects, like the JRPG roguelike we’ve been working on for the last year or maybe a future action game. There’s always more games to be made!

LD33 Post Mortem – How I spent my time

Thursday, September 3rd, 2015 3:00 pm

This time I tracked my time using ManicTime so I can present you this fancy table of how I spent my time:

Saturday Sunday Total
Programming 7,79 h 10,09 h 17,88 h
Sleep 3,31 h 4,11 h 7,42 h
Playtesting 1,47 h 3,53 h 5 h
Research 2,66 h 1,58 h 4,24 h
Music 2,09 h 0,92 h 3,01 h
Art 1,1 h 1,81 h 2,91 h
Physics Editors 2,88 h 0 h 2,88 h
Breaks 1,61 h 1,17 h 2,78 h
Brainstorming 1,09 h 0,18 h 1,27 h
Sounds 0 h 0,61 h 0,61 h

Friday is not on that list because for me Ludum Dare started at Saturday 3am. For simplicity I didn’t list Monday either, instead I just broke the 48 hours down into Saturday and Sunday. ManicTime tracks automatically which application has focus and I later assigned one of the above categories to those applications. I may have miss assigned some, so those numbers probably aren’t 100% accurate but close enough.

How it went down

For me the jam started at 3:00 am and I woke up at 3:45am and started right away. I brainstormed ideas for an hour and played the winners from the “You are the villain” Ludum Dare for inspiration. I decided to go with a physics heavy  approach. At one point I was thinking about naming the game QWOPzilla, so you you can see what my inspiration was.

I’ve never worked with any box2d physics editors, but thought that it would save me some time. So I went searching but it seems there are no decent free programs that can handle joints. There is R.U.B.E but that is not free and there is  box2d-editor but that can’t handle joints. Since I was working with LibGdx I had the option of using Tiled Map Editor in combination with Box2DMapObjectParser. But that turned out to be to uncomfortable to work with. In the end I build everything in code so I wasted almost 3 hours on the editors (plus some odd hour programming some useless stuff in). My experience with box2d is very limited so that wasn’t very efficient either, I had to look things up constantly (research category in the table above).

At the end of the first day the game was barley playable and I had started drawing some art and composing some music. But none of it was in the game. I wasn’t really satisfied with how far I had come but I was tired so I went to bed around midnight.

The next morning I implemented the art and began building the level. I was rested and could use the stuff I had build the day before so I had a motivational high as there seemed to be a lot of  progress.

At that point my idea for the game was that you could decide which monster you want to play. Either the monster on the unicycle (pretty much what the finished game is like), or you could play the audience which is throwing tomatoes and booing at the monster. I had the tomato throwing in the game but those made the game crash sometimes and I wasn’t able to track that bug down, even though I spent quite some time on it. That feature would have given my game more depth and more points in theme and probably graphics but in the end I had to cut it.

The result is a finished game and I think out of my LD entries this is the most fun one. Before the compo my main goal was to improve in the fun and overall categories and personally I think I succeeded. Also I wanted to compose the music myself instead of relying on generated music. I reached that goal too, so I can’t really complaint. But given that I had envisioned something else, it leaves behind a sad afterthought.

Play it and tell me what you think. I can’t wait to see what the ratings look like.

Lessons learned

Finishing a game still isn’t easy for me so I came up with the following lessons for myself. Hopefully I will heed them and handle my time more wisely next Ludum Dare.

  • Avoid tools you are unfamiliar with.
  • Kill features that turn out to be time sinks early. Think of a simpler alternative instead. I’m sure the tomatoes would have made it into the game if I had taken an alternative route.
  • Do your homework. Decide beforehand what tools and libraries you want to use and familiarise yourself with them.
  • Don’t be afraid to fake it. For example instead of implementing proper collision detection I limited the jump with a simple timer. To my knowledge no one noticed. And having an imperfectly implemented feature is often better than not having the feature at all.

Oko Furia – postmortem

Posted by (twitter: @tselmek)
Wednesday, September 2nd, 2015 4:23 pm

Second Ludum Dare and first postmortem, let’s do this!
This Ludum Dare was one hell of a blast, can’t wait for LD34! 😀
If you haven’t got the chance to play our game, feel free to check it out HERE!
Last LD I set myself a goal that was to focus on player inputs and replayability (and feedbacks a bit), so feel free to tell me if I suceeded or not.
For the next LD, my goal will probably be to focus on a little bit more complex mechanics and level design.

= What went right =

  • Scope: Scoped small enough to polish the game a bit more and not to drop major features.
  • Audio: Mike Daw did a dang amazing job, the sound effects and soundtrack are pretty intense.
  • Idea and Design: I found the theme not really inspiring but thanks to Mike Daw’s ideas, we got something cool up and running pretty quickly.
  • Programming: The base code didn’t take a billion years to make, so it was easier to polish and tweak the details afterwards.
  • Organisation: I was never too distracted from my main tasks until they were done, which is good because I’m very easily distr– oh, a butterfly!
  • Polish: The name’s in polish, what do you want more? 😉

= What went (entirely or slightly) wrong =

  • Dropped features: We originally planned on adding little soldier dudes shooting at you and some blood explosion when they’d get eaten by the monster but it didn’t make the cut.
  • Art: As i’m not an artist, I took quite a chunk of time to make the art assets and didn’t have time to polish everything on that side. The monster was supposed to have wings and body parts, along with animations; the bullets are just yellow squares; there’s no intro, title or game over screen.
  • Gamejolt leaderboard: Lost a bit of time trying to figure out gamejolt leaderboard but ended up giving up on the idea as it would be too long to implement.
  • Flappy Bird: The game turned out to have a Flappy Bird feel to it which wasn’t intended at first as we were trying to have more of a Canabalt feel. In a sense, it’s not a bad thing as some of the feedbacks said that it was “Flappy Bird with a twist”.
  • Particles: I first thought I would mess around with GameMaker’s particle effects for explosions, fire, blood, smoke etc but like the Gamejolt leaderboard, I should’ve messed around with it before the LD., whoops.
  • Flap mechanic: The flapping mechanic seems to have felt a bit clunky to some of the players and I’ll agree that it does feel way better with thinner keyboard keys.

So here you go, overall I think this game is of a way better quality than my last entry (at least to me) and it sure does encourage me to keep on entering game jams. :)

Cheers jammers (if you’ve got the guts to read this whole thing)!

Tselmek out!

Pissed off Zombie – Post mortem

Wednesday, September 2nd, 2015 1:34 pm

I made a fast RTS game when you are pissed off zombie who have enough of “zombie killing” games.

At the beginning you own cemetery, which is a spawn point of your army. Every seconds your army is bigger and bigger.

You can’t wait to long, your opponent’s army is also growing. So you should find a weak spots and attack him.

If you kill all enemies from their spot (like base camp), all the graves that are near the base start to spawn zombies. You must think which spots you should take first.


Your opponent are sending troops to your main base, so it might be require to sacrifice some bases, and rescue another spawn spot..


This was the first time when I made pixel art, and I’m satisfied with the effect. I have used piskelapp and it was very easy to use for me.


I like the final effect so I think about developing more content to this game. This is not a game for a big fun after 5 seconds of play. You have to try it few times, to find out good tactics. User learn the game from every play. I’m not sure if it works while ludum dare, so I think about making a user guid or adding some helper on the first levels of the game.

If you are a fan of RTS do not hesitate to try!

The Monster Way – Post Mortem

Posted by
Wednesday, September 2nd, 2015 9:23 am

There is our Post Mortem for The Monster Way, careful spoilers inside !

The game is right here if you haven’t test it yet.


About a month ago Anna and I decided to do the next LDJam together with a textual adventure enhanced by Anna’s artworks and some musics. The fun part was that in between she is went back to India and I am living in France. So it will be a long-distance jam which in our mind felt pretty cool.

A week before the event I started to prepare tools so as to be ready to begin on saturday morning: a private channel on my Slack to talk and share the LDJam with Leo Marius (, technical researches about how to add images and sounds to a choicescript game (our awesome game engine! and tweak some visual parameters (colors, backgrounds… ).

We also knew that we would be in office on the monday, so the jam will be a barely 2 days and a half.

On the saturday morning I was up at 5.30am (french time) to the skype rendezvous, but Anna was about an hour an half late so I started reading and thinking about the theme and I came up with an idea not amazing or very innovative in my mind but simply “doable” and fun.

At last Anna arrived on skype and we started talking about the theme, I shared my idea with her and she surprisingly thought it was cool!

So we took about an half-hour to build the game’s ideas: you play the final boss of a dungeon, you have to kill heroes, and between fights you have take care of your lair and try to not get bored by the loneliness of your status. We run for 4 fights and 3 “break time”, and an ending with a mirror thingy and finally a portrait of your monster based on your choices. No sounds nor musics, because… I guess we both knew that we wouldn’t have time to properly do it.

Then we started to work.

It was simple and pretty vague but at the time it seems quite sufficient.


My main goal of the day was to make the storyline, build the choices and the situations to give Anna characters, objects and rooms that she would design. As I started the writing, Anna worked on a couple of rough concept art to visualise the art style of the game. She decided to go for a dark background, monochrome line art, to keep it simple given the number of illustrations to do.

On my previous LD game (Escape The Killer) I had built the game as I was writing it, when an idea came, I would instantly change everything previously written and build upon it it in the following stages of the game. So planning (the story, the choices), writing (describing situations and dialogues) and building (coding the game) were then completely entwined.

But this time, I started writing and planning, and when noon arrived I was barely writing the first break time and I couldn’t keep up with the Anna’s rhythm. So I pushed forward the planning and let entire sections empty to give Anna the elements of the story she would need. Sadly I think that the cohesion of the writing took a huge hit because of that. At the end of the day, I had 2 fights and a waiting time partially done.

Because of the time difference I finish the day alone (Anna is 3 hours and a half ahead of me) with a serious fear that I might not be able to finish the game. I came the sunday morning with two plans to finish the game:

First, make the 3 first fights and end up with a “To be continued” screen with a joke or something like “You are not the monster, we are. Because we haven’t finished the story. Sorry, better luck next time! Kiss kiss”.

Second option, cut a chapter (one fight and one break time) and go straight to writing of the final fight, which was a problem because I had then no idea of who will be the hero (who must be special) and how the “mirror thingy” will actually leads to the defeat of the monster. Also the beginning of the game was, at this point, not playable (lots of branches not connecting), most of the game mechanics and most images weren’t in place, and the painful main door feature was only half implemented (yes, the door can be closed, open, destroyed by you or by the heroes, rebuilt fully or partially… Basically, the door joke went too far for our own good).

In short I was really worried.


Anna and I chose the second option: go straight for the last fight and skip the third fight (too sad, she had already drawn the two alternative heroes of the 3rd fight!). That was the best choice, ending with a “To be continued” screen would have been to deceptive for everyone I guess.



Here is the third “hero” who should have attacked the lair of the monster.


I decided in the morning that Jenny Everywhere would be the best fit to beat our villain. Luckily Anna agreed to the idea to use her with the dream twist to conclude the game smoothly.

At noon I was beginning the writing of the last fight, it kept me busy until the evening running out of time, my girlfriend accepted to write two secondary story branches that were still unfinished, saving me two hours of work. Following her advice, I also decided to use a final easy story trick to close the game and save a bit of time.

Anna ended the last essential pictures we needed to complete the game and go back home. She was jamming at her office to use the internet connection which is way better than her home’s. She wished she had more time to draw the minions and more illustrations but at least the main stuff were done: 34 illustrations, plus the framed version for the achievements!

By the end of the day I had filled the voids of the choices and most of the game was in place. I was glad that most of the writing was done cause I was about to ran out of ideas to make new path and new items for the monster.


Because we were both working on monday, Anna devoted her free time to proofread the game and I mostly assembled the pieces together (add missing images and missing conditions), clear bugs (the main door took me a complete hour, to finally make things a bit simpler), make the ending screen and achievements.

An hour before submitting the game I began to write the ending little “poem”, who wasn’t supposed to be a poem at all, but a paragraph describing roughly attributes of the monster. I put it together quickly and submitted it.


Looking back, the planning phase was certainly too light, despite the simple story plot. I didn’t really manage to really have the story in mind and to keep it focused, so the game is a bit chaotic and overflowed by itself. Which is finally a fun and joyful part of it.

I realise that a lot of paths and a lot of characters kind of leads automatically to a lot of writing just to keep the story on tracks, but sometimes too superficially. Small jokes became completely time consuming (like that stupid door, that was introduced initially only because Anna drew an open door in the first concept art!). And I didn’t expect it to cause that much delays on the games mechanics and on the drawing.

Luckily Anna wasn’t bottlenecked on the illustrations even if it went close!


The very good part of this Ludum Dare was that we were on the same page all along and we were both very aware of the priorities of the development. And also we did finish a playable game in time so, hey! Kuddos to us!


It was a really fun experience, exhausting one but truly a new step. The distance was in my opinion playing for us because it somehow forced us to take some time to rest and relax.


Thanks for playing the game, and thanks to all participants of this LD33.

First Person Giant Monster Game Post-Mortem

Posted by (twitter: @xanjos)
Tuesday, September 1st, 2015 8:12 pm

Just wrote a post-mortem for my LD33 game First Person Giant Monster Game which you can view on my blog.

Also, for those who haven’t played/rated it yet, click here to have a go. I’m also still looking for more games to play/rate so click here to submit your game and I’ll get round to playing/rating them as soon as possible.

Post Mortem

Posted by (twitter: @JangoBrick)
Monday, August 31st, 2015 4:37 pm

So Ludum Dare #33 lies behind us now, and I take the chance to write a quick follow-up of how this all turned out for me.

There is also a timelapse video of Virus‘ development:

The Preparation

I didn’t prepare much this time. No basic games to get back into the whole process, not many commits to my engine.
What was important though was that I made a list of ideas for the 20 final themes, which helped me a lot in getting creative and was quite a bit of fun, too.

The First Night

I forgot to commit final but crucial changes to my engine, which I consider would be cheating since then I would be the only one with access to that code. I noticed my mistake very late, and after documenting and committing everything there were only about two hours of sleep left.

When I woke up and started Eclipse as well as my timelapse software, I noticed the latter didn’t really work. Everything looked JPEG-ish, even though I had set it to PNG. I spent the last seven minutes before the theme announcement quickly building my own timelapse script, just to realize the original software did work correctly… Anyway.

I was not happy with “You Are The Monster”. Not at all. I mean, I knew that the chance for it was high, but still. I ended up making my biggest mistake, not sticking to the idea I had prepared beforehand. I wanted to do something atmospheric, something calm, like flying a bird. There was my idea – you play an eagle, which looks friendly at first glance, but for something like a mouse an eagle is quite the monster.

I built awesome flying mechanics (really, they deserve to be called “awesome”), made the textures, and put it all together into a lovely little eagle. It would even sit down when you flew it to the ground!
Unfortunately, after spending around six hours on that, I had no idea what to do with it.

My eagle

After sleeping a little, 14 hours in, I gave up. Back to my original idea: playing as a virus that infects all of humanity.

Starting Over

Progress came fast, since I had mostly the whole thing in mind from the start. In just a few hours, the basics were already done, although it was still far from a game.
In the evening that day, I took a break from coding and started with:

The Music

I am bad at making music, there’s no doubt about it. Partly because of my missing experience, I guess – this was the second time I ever made something for real.
It isn’t what you’d expect when you think of the word “music”, it’s rather some disturbed synthesizer sounds with a heavy focus on drums. Those are the only two things I am not that bad at. It turned out OK.

Want to listen to it? Play my game!

Making It A Game

After tuning the music to my satisfaction, I added the progress minimap, tweaked the gameplay and added the main opponent: vaccine production.

I also changed the background to a non-static one, with a pseudo perspective on the houses. Very proud of that!

Final look at Virus

Voice Acting

I appear to be surprisingly good at voice acting. It was my first time to ever narrate anything, and I only did one single recording, but it turned out very well!
One hour of effects work to make it sound like some highly-disturbed walkie-talkie transmission, and suddenly my game got a lot better.

Testing & Fine Tuning

Obviously, when you have played such a simple game for a few hours, you get really good at it. That is a problem, because as the developer, you have had to play it over and over again, which means you don’t know how hard or easy it is for someone starting from the beginning. That is where I got other people involved, basically just playing the game and reporting back how it worked for them.
Then followed lots of fine tuning, since the game turned out a lot harder than I had thought.

After one of them managed to win, I called it a success and submitted my game.

My Overall Experience

This Ludum Dare was absolutely great. I had a bad start, but after that, everything went very smoothly and I am happy with the outcome.

The way I did it this time appears to be how I should always handle game jams in the future. Giving everything you have drains a lot of energy, and you lose more than you gain. If you do this in a more relaxed way, you are not exhausted and get to do more.

  • If you haven’t yet, you can view my entry here: Virus
  • The development is available on YouTube, sped up to just over 5 minutes: Timelapse
  • And please vote :-)

Thanks for reading,

So who’s the Monster in The Mammoth anyway?

Posted by (twitter: @inbetweengames)
Monday, August 31st, 2015 7:04 am


David here from inbetweengames. After giving everybody a bit of time to may be check out our game ‘The Mammoth: A Cave Painting‘ and reading the awesome comments on the page, I wanted to talk with you guys a bit about the integration of the theme that we decided for. This is going to be somewhat of a spoilerfest so if you want to check out our game with fresh eyes best do it now before reading this. We’ll be waiting here.



Everybody good? Are you ready for a hippie, arty rant? Cool, let’s go. :)

At first glance it’s not very obvious who the monster really is in the game. There’s no clear Sesame Street or Horror like monster at all. The Mammoth itself seems like the first obvious answer but that.. well is that a monster really? Does the game fulfill the theme at all? We think it does, it’s just when we were brainstorming we took all of our obvious first ideas and threw them away. All of those were good ideas and there are a few games in the jam that went for them and executed them beautifully. We just decided for the oddest one that hopefully has more than one possible answer about who the monster is. So let’s look at some of the possible answers together.


A quick excursion into semantics about how we read the theme to begin with. In our minds the sentence ‘You are the Monster’ can mean a great many things.
It can be ‘you’ as the player. It can be ‘you’ as someone else in the world that you’re saying this to – aloud or in your mind.
It can be ‘you’ as the collective you. Everybody. A group of people. etc. So which one did we go with? Basically all of them. Let’s check them out.


The obvious choice for the answer of who the monster is. You’re the mammoth – so you’re the monster. Kind of an odd choice for a monster though isn’t it? But we thought the way Mammoths (and most animals actually) are displayed in cave paintings like the famous Chauvet Cave gives them monster like qualities. The animals are drawn immensely large in comparison to humans in the pictures in a way that goes beyond a realistic depiction of scale and probably has much more to do with the perception of meaning and power. So scale here is based more on emotional and magical evaluations rather than the ones our modern minds would focus on.
On the other hand when we looked up the term Monster on Wikipedia (of course we did) we found this little perl of a quote:

The word “monster” derives from Latin monstrum, an aberrant occurrence, usually biological, that was taken as a sign that something was wrong within the natural order.‘  Wikipedia

The Mammoth in the game is also meant as a totem like representation of all mammoths, THE Mammoth as a whole, as an idea, a shadow on a cave wall – you might have heard that parable before.
So the story of The Mammoth in the game is not really the story of a single mammoth. It’s a legend on a cave wall telling of The Mammoth as a symbol, meaning all mammoths really and how they went away which obviously is what’s wrong with the natural order. The story is told by the hunters whose many hands also mark the borders of the level. In this case you as a player are telling the story by playing in a theatre like performance. Which leads us to..


Very cathartic to smash up the hunters’ village at the end…though I lost my last baby mammoth in the process. Point made, I suppose?Ryusui

Now since this is a game you as the player are the one driving most actions in the game. So when we heard that the theme was ‘You are the Monster’ we kind of went ‘Oh well we have done this before, let’s just do it again.’ Which was based both on the fact that we did a game called Spec Ops: The Line before in our day jobs at YAGER but also had never done a game jam before. So it seemed like a safe option.
So within the game our goal was to turn you as the player into the monster. We give you something that you care about hopefully and then we construct circumstances that in all likelyhood will take it away from you with a clear culprit to project your negative feelings upon. You will either care and seek revenge, in which case you’re a monster, or you won’t care at all, in which case.. well you get where I’m going with this.


I’m truly upset that the horrible hunters did what they did :(TailyILoveYou

The only problem is that I (as the mammoth) am not a monster… the monsters are the bad humans who killed my kids!Galvesmash

Now that we have the more obvious answers out of the way it gets a little more interesting. The Hunters in the game are really the ones killing all the Mammoths right?
So they’re kind of the monsters. Which is a comforting thought because we get to shove the blame on these external evil beings that we have no connection to – if it would’nt be for the fact that..


We are the hunters. We as humans have eradicated more species than anything that came before us including whatever killed the motherflipping Dinosaurs.
It’s quiet possible that we will add ourselves to this list eventually. We are the monsters.


Really loved the sad story for this although I don’t see how the mammoth was a monster in this case.RougeRogue

Now this can mean that we either missed the theme completely or something a bit more meaningful.
For that second option I’ll just leave this one to some of the commenters on our page who laid it down perfectly in my opinion:

Hard to say if you’re the monster or the hunters. I guess, in the end no-one really is, they’re all just trying to survivedickpoelen

Oh my god that was so depressing! I don’t think I was the monster here though, I only cared for my progeny. But weren’t the Hunters protecting their children too when they were hunting instead of watching their beloved die from hunger?

Is there really anyone to blame, is there any monster or is the world itself the merciless beast? The story of the Mammoth and the Hunters repeated several times in the past and will happen again, perpetuating the neverending suffering… but I can’t help to wonder, and I cling to that though as it is my last glitter of hope, is there a way to spare one mammoth child and make the herd anew?Hvedrung

Thanks for reading this wall of text and please let us know what YOU think by commenting here or on the game page!
We’ll write a more traditional post-mortem sometime soon but this just kind of started to write itself after thinking about your comments. :)


Team S.T.E.A.L.T.H. – Postmortem

Posted by (twitter: @IamJacic)
Sunday, August 30th, 2015 4:17 pm

Hi. I wrote a postmortem about my game here on my blog. Check it out to see how much my game changed over the weekend!

Also, you can play and rate my game right here!

Alien Rush post-mortem

Posted by
Sunday, August 30th, 2015 11:10 am

Alien Rush is mine 6th LD entry and mine 5th Compo entry. You can play it here.



What I’m happy about:

  • Gameplay – Most people commenting my game (my friends or other LD participants) says that my game is good, addictive and based around good idea. Personally I also like it :)
  • Game genre – All my former games are platformers or top-down shooters. I didn’t want to make another same game, so I decided to make something different, and the final result is mash-up between platformer, real-time strategy and tower defense.
  • Graphics – In my former games graphics were awful. I think Alien Rush graphics are acceptable, which is already big improvement (and some people even likes graphics!). During warmup, I had a bit of practice with pixel art. Also, I learned how to make animations. I think they adds life to my game.
  • Level design – Most players and I think that levels are nice and fun to play.

What I have mixed feelings about:

  • Theme – Amount of ways LD participants could use it was pretty small, in the other hand,  there were a lot worse themes during votes, or former LDs.
  • My engine – I really like Unity3D and its workflow. But there was one bug in engine that caused me a lot of pain. It caused that some Rigidbodies2D automatically translated into (0,0,0). Everytime it happened I had to restart Editor.
  • Sound – Sound in my game is just SFXR-generated sound effects. I cannot make any music (I’m willing to learn it someday). Besides that, I feel that sound – similar to animations – makes my game alive
  • Splash screen tutorial and learning curve – it translates rules of the game, but now I think that in-game tutorial would be better, ever if I had to sleep one hour less :) Also, learning curve is too steep IMO. I should add easy level 1, which also would serve as tutorial.

What I don’t like:

  • Balance – I hate balancing units and I can’t do it, no matter how hard I would try. As a result, cannons are practically useless, and game feels overall unbalanced.
  • Way I made this game – Shortly after I got idea of game, I sat down and started making it, without any thinking how I will do it. As a result, code is a mess and it leads to last issuse
  • Glitches and annoying things – I fixed all major bugs, but some things are a result of implementation design (e. g. houses blocking units). I couldn’t fix it without remaking almost whole game.

What I hate:

  • I hate that I didn’t make any screens during development or timelapse :(

Anyway, I’m very happy with result. You can play my game here.

Other things about my game:

  • Major inspirations were Lemmings (gameplay, way of commanding units), StarCraft (plot, units) and Plants vs Zombies (HUD, overall design).
  • I’m still thinking about making post-compo version, but I don’t know if I will have sufficient time (school begins soon). In post-compo version, I would rewrite game, eliminating all glitches and annoying things. I’d also like to rebalance game and add in-game tutorial, more levels, more complex A.I. and music).
  • I were going to add menu which would serve as invasion plan, but I ran out of time.
  • If you want to ask me anything about my game or post-compo version, feel free to do it under this post.



Sly Slime – Revenge On All Players

Posted by
Saturday, August 29th, 2015 11:00 pm


The slime is the most common monster in JRPG. Millions of them were killed by players during the whole video game history. So it’s the time for REVENGE!!

After 72 hours of hard work, we made this game – Sly Slime. It’s visually beautiful, fine-tuned, also brutally hard and unforgiven. You are weak just like your kins, so try your best to survive this bullet hell, sneak and send these players to hell! Give them everything you got!

Please visit our game page here, and don’t hesitate to rate and comment!

Good Game, Good Luck, Have Fun!

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game



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