Ludum Dare 34
Coming December 11th-14th Weekend

Posts Tagged ‘screenshot’

Progress update on Taurus!

Posted by (twitter: @alpha_rat)
Saturday, September 26th, 2015 1:22 pm

Now my miniLD entry has a name, the sprites have been  vectorized, and some programming is already done and finished.

Switching from Construct2 to Unity went better than expected! It’s actually very satisfying to have way more control over the whole process.

Here’s a little update in pictures, before the next updates (which should show more of the gameplay, if everything goes fine) :


Screenshot : current look of the game

alpha_rat_miniLD62_graphic assets wip

Background assets : building blocks!

alpha_rat_miniLD62_graphic assets player sprite

Little green guy

Our top 10!

Posted by
Sunday, September 13th, 2015 4:18 pm

Hello everybody!
So the day of the final vote is coming and we wanted to share our top 10 from all the game we  have tried the last two weeks. On a more personal note, it was our first Ludum Dare and we had quite a lot of fun making Free Hugs Kraken.
Of course there are many many cool games out there and well it was hard to make up our mind but we finally got our list to put up on the wall! There is definitely some gold nuggets in this ludum dare edition, good luck to you all for the votes! :)


Here is the list!



Simple. Fun. Addictive. Smooth. Try this, it rocks!



You take snake on Nokia3310, add in 3D. Then put in it innovation and fun. There you go, a sympathic jam entry!


Dude, Stop

A really cool and original entry, you will go several times doing the game to feel just….MONSTRUOUS!


A Shadow In The Night

The concept is really fun, attractive and lots of fun to play. The ambiance (graphics, sound) as well is really cool!


Siren’s Serenade

Who never wanted to incarnate Ulysse’s greatest nightmare? well this game just put the history right in place!


underworld siege

A reall cool turn by turn/dungeon style game. Having your Lord to protect, you need to gather gold and create traps, doors, and minions that you can control to defend and gather resources. A cool entry!


Monster Academy

He is actually not related to cookie monster, don’t make that mistake but he is even more cruel than him. This game is refreshing and funny as hell to see your monster giggling all around. Do not try this at home! :)


Delicious Cortex

Who never dreamed of being the Zombie Lord? reviving an army of zombies and lead them to their destiny, which is eating brains, brains and brains again. The pixel Art is just gorgeous and the game is a pleasure to play.


Mobs, Inc.

Great graphics and a top notch animation for this entry. It wouldn’t mind if we had 100+ more level backgrounds!


Troopers’ Starship

Strong gameplay mechanics, with a charming 2D/3D style in it. It would nearly gave me the feeling of walking on the walls, just to say how much the ambiance was great!


Have fun!

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!


Posted by
Thursday, September 3rd, 2015 9:58 am


Earth is going to be conquered by monsters and You are the saviour of the world !
You can save the world either or save the cutiest aliens ! May you die or may they die . Kill them to survive .

LDgamejam 2015-08-25 20-15-36-89

We finally made our first ever LudumDare Jam entry with a rogue – like , action – shooter , procedurally generated “YOU ARE THE MONSTER ” which will make you call out ” Whoa ” .

LDgamejam 2015-08-25 20-15-48-72

LDgamejam 2015-08-25 20-16-04-14 


A good response from you people . Thanks to everyone who has played and REVEIWED because that is essential for a developer to know about his own game.Thanks in advance to you also , because we know , you are kind enough to play and rate , not like others who don’t care about anyone else .


By the way , this is our first LudumDare Jam entry and we are excited to advance with the results .
Also this is our first game ever developed , the screenshake is fixed and now no problem should arise .





It’s no longer Monday, but it’s always time for a Massacre

Posted by (twitter: @wg_phancock)
Sunday, August 30th, 2015 6:50 pm

Our game, Massacre Monday, gets pretty crazy as you can see by the above gameplay GIF. Our two man team set out to try and make a visceral arcade action experience, since we had never really made a full on action game before. We’re pretty happy with the result of 3 days worth of no sleep!

We’ve gotten a lot of good feedback so far thanks to the other LD’ers out there, but we’d love to hear from more of you! You can play (and rate of course) Massacre Monday here:

>> <<

We try to make an effort to play the games of people who leave review comments by the end of the voting period, and we’d love to see some more of your games too!


Posted by
Thursday, August 27th, 2015 7:52 am



This is my compo entry, Coconuts! It’s a simple rhythm game where you drop coconuts on to tourists.

This is my first proper LD entry, although I’ve done plenty of jams before, including mini LDs. This is the first time I’ve had to make art and music from scratch, so it was quite intimidating! So I kept things simple and took fewer risks, and I’m pretty happy with the result.

The ideas and theme interpretations have been very impressive, my favourite so far is Internship Adventure, with a great premise and humour. Most games have been good but could have been great with a little more polish, so I hope to see more from everyone!

Still developing the game. :3

Posted by
Wednesday, August 26th, 2015 9:04 am

We couldn’t finish the game in time for this JDJam, but we’re not gonna stop developing it until we get to a nice, fun, polished game.

For that, we’re posting it on Gamejolt, where we’ll be sure to get you in sight of the latest dev news and ask you suggestions (maybe some ideas). So be sure to follow us there and give us your feedback!

Come test it there: 1925: Noire


uhhh, go try my game if you’ve had a bad day and need to vent some rage lol:

LD33 - Bulletproof Outlaws - Foul Monsters

This is my 2nd Ludum Dare and I learned a bunch. I’ll be doing a post-mortem soon, follow me at @BPOutlaws or check my devBlog or just keep on eye on here in a few days!

– Jeff

Mini-Post mortem

Posted by (twitter: @_MrNyarlathotep)
Tuesday, August 25th, 2015 11:40 am

My first LD!
What went right:
Absolutely nailed my Laser control + VFX on the first day.
Really, really, really happy with the results. I’m definitely going to make use of lasers in future projects if they turn out as well as this.
I’m no artist, but I’m very happy with how my low-poly buildings turned out too.

This was my first time using Unity as anything more than a 2D engine, so I’m very happy with how quickly I got decent-ish results using it as it was supposed to be used, as a 3D engine. My first time using ‘out of the box’ features like navmeshes, global illumination, camera post processing effects, etc all turned out very nicely, and making things in actual 3D is a lot less scary to me for future projects! Performance was also pretty good, even without any time for any form of optimisations (and I am spamming out particle effects and churning through destroy / instantiate gameobject loops like I just don’t care)

What went wrong:
Didn’t like it, and hoped it wouldn’t win. Ah well.
That’ll teach me to actually vote next time.

As in: I did none. This is my first LD, and I just sort of assumed you had to do everything from scratch. Later reading of the rules it seems using existing codebases is fine, so I could have saved myself some headaches with a bit of prep work instead of on the fly debugging and trying to remember how commands work.

I backup code + assets regularly, but a nasty infinite loop I hadn’t noticed had me force killing Unity (you don’t force terminate infinite loops with an error, unity?), and I lost a big chunk of work I had been doing in the scene(you dont autosave, unity?) as well as corrupting some prefabs, so with a literally unplayable game as a result I decided to opt-out of the compo, and take an extra day to rebuild rather than ragequit completely.

In a way I was ready for this, as I built each ‘section’ of gameplay individually, so I was ready to run with whatever I had done in time and it still technically be a game (in that it has a clear fail state and can be restarted) but as a result of running out of time it ended up as not a particularly good game.

I’d intended to have enemy tanks spawn that you could kill, and instead of it being time-based, the little people you can eat would restore health that the tanks would take away.
There are still elements of this (people are called ‘food’ in my code, and I have an unused targetting cursor for ‘enemy’) and the garages that the people run to were intended to hide tank spawns, but… I think I got away with surgically removing this entire mechanic without it being too obvious its missing in the end result.

A+++ way to spend a weekend, would jam again


Monday, August 24th, 2015 8:07 pm



Play and rate our game here


You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!



What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)



Monster of the Matrix finished

Posted by (twitter: @@jespertingvall)
Monday, August 24th, 2015 5:36 pm

It started as my trying out some shaders, then found out that Ludum Dare 33 was running. This is the result, finished during a nasty cold.

You are a skeleton in a dungeon. But something is wrong…. Why is the walls breaking down around you? Who are these green skeletons that hunt you?

Play it here.

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)



After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.


  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

Cookie Monster Got Nothing On Me. Finally Finished!

Posted by (twitter: @kidando)
Sunday, August 23rd, 2015 9:03 pm

Runner 2015-08-24 04-34-51-525 Runner 2015-08-24 04-35-02-225 Runner 2015-08-24 04-35-07-904 Runner 2015-08-24 04-35-17-971 Runner 2015-08-24 04-36-19-514

Barely made it. 1 minute more and I would died from anxiety :D.

The game is finally here.

Give it try and please rate.


Posted by (twitter: @sparrowspell)
Sunday, August 23rd, 2015 8:43 pm

I have a feeling I will finish in time, I hope music won’t prove to be troublesome. :)
Here’s a gif:


“game” finished!

Posted by (twitter: @sirGustav)
Sunday, August 23rd, 2015 8:21 pm

Ok, so I finally made a game in typescript, yay me!

Play it here.

It would probably be more of a game if I didn’t binge watched 8 or so episodes of big bang theory and a few movies, but that’s life. At least I learned some typescript and phaser and I’m definitely hungry for more :) As a C++ guy making the transformation to rust I find that the lack of error handling is horrible. Typescript is far better than javascript but some part of js shines through. Maybe next time I will use rust and emscripten as playing in a browser is a undeniable satisfaction.

some food

some food


design document

The original design document

Adding hardcore mode

Posted by (twitter: @uthamonthumo)
Sunday, August 23rd, 2015 7:41 pm

Despite my game being practically completed I’m implementing hardcore mode to my game now, since I have been aiming for jam not compo and this idea seems fun anyway. Regular game is designed to be challenging, hardcore mode is well… hardcore and you unlock it by completing the game normally. It basically doubles enemies’ hp, raises speed of various hazardous things and SPIKES, there are so many SPIKES in hardcore mode now.  Pic with comparision:




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