Ludum Dare 34
Coming December 11th-14th Weekend

Posts Tagged ‘retro’

GUILLOTINE a game made in 72 hours

Posted by
Wednesday, September 2nd, 2015 4:37 pm
Click HERE to play!
(click on the game in Newgrounds)
Last weekend me, Iñaki and Gonzalo made our second game for Ludum Dare 33. The theme of this Game Jam was “You are the Monster“.
Iñaki and me went to the jam and Gonzalo worked at home. This time the place was superb, a class of Area school in Donostia.
At the beginning we were quite lost after the first brainstorming. We had some vague ideas about a Frankenstein and angry villagers. The next day, we decided that we were going to make a platformer with puzzles with a headless guy as the protagonist. The headless guy could steal heads and abilities. We mixed that idea with Hammer Films and classic horror films aesthetic.


I like the decision we made about the color… to remove it! I worked faster this way. I Added and “old film” filter too (just 4 frames of darker corners and dust like spots).


In general I am really proud of the executioner. The story is that after the firts guillotine the citizens no longer need an executioner, so they chop his head and someone steals it. Help the poor executioner to find his head!
I LOVE the chicken head!!
Blazing Skull head. (or Ghost Rider head)
Key head. For some reason we couldn´t add the attack animation.
Piromaniac Skeleton.
I made every pixel you can see, Iñaki Vazquez programmed everything using Construct 2 and made 90% of the mechanics and puzzles, and Gonzalo Sardón created the amazing music and sounds.
I have to say that the game is better that I thought. May be is not an awesome game, but we made it in less than 72 hours! (I had to work). I think the ideas and mechanics have some potential. When we added the music, the game gained a LOT of atmosphere. Now the game shows a crazy, dark humor and horror setting.
It was a really hard weekend but we met a lot of new awesome friends, and we learned a lot!
Special thanks to Edu Verzinski, who gave as the idea of the introduction scene at the beginning the game, and to PINTXO DEVEPOPERS for organizing an incredible game jam and making possible the best weekend of this year.
Ibai Aizpurua and Iñaki Vazquez

Ibai Aizpurua and Iñaki Vazquez


We plan to make a better version of GUILLOTINE! So if you like Kirby and Metroidvania games, wait to see a better, bigger and longer game, with TONS OF NEW CRAZY HEADS!!!

GUILLOTINE, the beginning

Posted by
Monday, August 24th, 2015 6:57 pm

The beginning of our game.

Untitled Monster Mashup!

Posted by (twitter: @@sethpaxton)
Monday, August 24th, 2015 3:13 am


A kick in the Legend of Zelda’s nostalgic pants! Let’s hope I can get this monster finished by the deadline.

[Bringing Back The 80s] Absolutely Radical Title Screen

Posted by
Sunday, August 23rd, 2015 2:49 pm


160 x 90 pixels!

212 colours!

Could it get any more radical?!



[Bringing Back The ’80s] The Boss is Crazy!

Posted by
Sunday, August 23rd, 2015 11:59 am

[Bringing Back The ’80s] UI Testing

Posted by
Sunday, August 23rd, 2015 6:12 am

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I’ve just got back to work and I am now testing the UI. It seems pretty good. Just a bit of an alpha blending problem though.

This just looks wrong…

Posted by
Saturday, August 22nd, 2015 4:55 pm

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This gives “fire crotch” a whole ‘nother meaning.

[Bringing Back The ’80s] The Magi Are After Me!

Posted by
Saturday, August 22nd, 2015 3:54 pm

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I’ve finally got basic AI and collision detection.
I’ve 2 spent hours trying figure what was wrong with my code and it turned out that my rects were ints not floats.

I think I might finish with that today. The engine is virtually done so the game should not take that long now.

Better Textures & Cool Particles

Posted by
Saturday, August 22nd, 2015 9:41 am

Retro Particle System

Posted by
Saturday, August 22nd, 2015 8:58 am

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Retro ’80s style Particle System in my custom software renderer!

The Test Sprite of Doom is Back With Level Walls

Posted by
Saturday, August 22nd, 2015 7:18 am



It can now render walls from a level position.

Bitmap Based Text Rendering!

Posted by
Saturday, August 22nd, 2015 5:33 am



No need for “amazing” handwriting skills anymore!

The Test Sprite of Doom!

Posted by
Saturday, August 22nd, 2015 4:39 am

gingerBill - LD33 004

I’m bringing back the ’80s!

  • 5 Bit Depth Buffer
  • 8 x 8 Sprites
  • 160 x 90 Pixel Resolution

First Ludum Dare Submission – Souls of the Fallen

Posted by (twitter: @Bsevers18)
Monday, April 20th, 2015 10:54 pm

We made it!

Souls of the Fallen

Team LittleBigBro has done one jam prior to this (STL ScatterJam) but this was our first attempt at LD.

It was great. It was fun. And best of all it we finished it and could polish it a bit.

Our unconventional weapon was the absorbing of “tainted” souls (the little pink orbs) to then release as “purified” souls (the blue ones).

Souls of the Fallen Gameplay

Post Mortem

  • We made it!
  • We got some extra polish (each play alternates the character you control)
  • Only minor-ish bugs (corners + velocity based movement = nope) that don’t really hurt the game
  • We had a good time
  • We got some great music tracks from @Fat_Bard


  • Don’t take a whole Saturday to help your dad chainsaw branches. (it surprisingly cuts into dev time)
  • There were some features (co-op, multiple bosses) that couldn’t make it in.
  • Get better snacks and food. Fast food is killing me…
  • Better sleep before and during the jam
  • Typo in on the tutorial message

Souls of the Fallen Gameplay

Our entry:

Posted by: @ThatAndrewMan

I am in, maybe a bit too much in

Posted by
Saturday, April 18th, 2015 12:02 am

Ok so I decided on a stupid simple idea, so simple it would be an insult to do it on a modern PC, so therefore I decided to do it on my 8 bit Apple II

featuring a 1mhz 6502 CPU 64K of ram, basic, and jack squat video and audio I am setting my self up for failure, but why not have fun while doing it right?

problem is I have been setting up my ultimate ease of use retro bench for about 2 months now and im not done, so I had to hurry up and string wires and copy software over to my practically new (in the apple II timeline) 1985 apple IIc, which has taken about 3 hours UGH

thankfully its a simple game concept, hopefully I can bang it out in basic



Taggle – A 2 Player game of tag (with invisibility)

Posted by
Sunday, August 24th, 2014 7:21 pm


Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.

It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.

When the tag is made, the players switch roles. The first player to collect 10 bits wins.

Perhaps the entry page for the game describes it better

Enjoy :)


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