Ludum Dare 33
The Theme is:
You are the Monster


Judging Ends in
3 weeks of Playing and Rating games!

Posts Tagged ‘screenshot’


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:




Frankenstein’s Monsters, Inc. Released

Posted by (twitter: @AtkinsSJ)
Sunday, August 23rd, 2015 3:49 pm

Frankenstein’s Monsters, Inc. is done. Huzzah!! Give it a go at (Playable as HTML5 in browser, or as a Java download.)

Had a small panic last-minute when I had to rewrite some things for the HTML5 build to work, but it’s all sorted now.

To everyone still working: You can do it! 😀

Monsters of the Matrix

Posted by (twitter: @@jespertingvall)
Sunday, August 23rd, 2015 3:14 pm

Enlighten the maze monsters about their existence.

Skeleton from the Matix.

Make them break the Matrix.

Shader programming for unknown game.

Graphic done borrowed. Now it needs gameplay.



Dungeon generation is a thing now

Posted by (twitter: @tomrijnbeek)
Sunday, August 23rd, 2015 6:41 am

It took me longer than I wanted to spend on it, but I think it was worth it. The final algorithm was a lot simpler than the other things I tried. It might not be perfect, but it will do for this Ludum Dare.

(click image for animation)

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