Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘screenshot’

Revolver Post-Mortem

Posted by
Monday, January 4th, 2016 3:55 pm


With the final hours ticking down before scores are revealed, I thought I’d fill the time by doing a post-mortem for my LD48 compo entry. Revolver is an action puzzle game about growing plants by rotating the planet toward favorable weather conditions.  You can play it here!

What Went Right

A:\> Let’s build a time machine!

Time management. Unlike most other jams, the first time ever I felt in control of my time. I didn’t get in everything I wanted to, but I delivered the key elements I needed to. I chose an idea with core mechanic that was design-complete. The idea hit both theme targets. By the end of Saturday, the sandbox prototype was playable, which is a target I don’t always hit. I did a really good job of “layering” my needs, ensuring that every element of the game had a placeholder first, before several iterations of refinement. I don’t just mean art, I also mean text, sound, and code. In this way, as time became short, I could say “you know, that placeholder here is good enough” and polish where it is more needed.

Challenge. I tweaked the levels to be tough on the timer, particularly the last 3-4 levels. While this got some users cursing at me, most said it was on the good side of challenging.

B:\> I’m not looking for judgement, just a yes or no — can you assimilate a giraffe?

Unity. I entered previous compos using Flaxen, which is built on HaxePunk using Haxe. It’s great stuff, but I’ve been wanting to get more experience with a game engine that has 3D, a lighting model, and a proper scene graph.  (Hopefully, HaxePunk 3.0 will have these things.) I had a really good time using Unity. I’m not so much of a Microsoftie so was I  surprised to enjoy many of C#’s features. I mean I’m never going to love capitalized function names, and Unity/MonoDevelop makes it excruciating to use third party libraries (see how haxelib does it), but overall it was smooth.

In-editor configuration. As much as possible, I exposed all level data and configuration to the editor. Each level was a prefab that I dragged to the Level Manager array in the order I wanted them. This made it easy to tweak and change the levels and messages. Unity does have a really ugly built-in array management with no drag and drop reordering, but it’s passable, and you can customize the inspector view to some extent with a little more time. The configuration for the item types were also fully exposed.

C:\> Good job doing basically nothing

In-game tutorial. Not only did I fit several levels, I also worked in a couple tutorial levels to explain the controls and concepts. I was very pleased to fit this in.

Unfiltered sarcasm. Because I layered my time, I used placeholders everywhere first, and this included the level message texts. The requirement for a placeholder is BUILD IT FAST, so I did what comes to me naturally. That is, I was a sarcastic and obnoxious ass. As time wound down, other things took up my time, and I never went back to the level text. As it happened, however, my sarcasm turned out to be a popular aspect of the game. So yay me and my immaturity!

What Went Wrong

D:\> Please, sir? Can we have some more, please?

Moar levels. I put in just enough levels to introduce the three types of atmospherics (rain, snow and tornado) and three plants (smirkflower, smeggplant, and flurp trees).  Barely enough time to dip your toes in.

Less samey. I envisioned a more complex dynamic between the atmospherics and plants. Although I exposed a lot of the configuration to the editor, I didn’t tweak them much. In the end, each plant had an atmosphere it grew 4X as fast in, and an atmosphere that stunted it’s growth completely to 0X. These values could have been tweaked to be more interesting, but with as few levels as I had in there, it would be an underused subtlety.

Moar items. I also pictured two other atmospherics (flock of birds, swarm of bees) that could move around the planet – this would have looked cool! It would have also fed into new asexual and sexual plants which spread via seeds and/or pollen, and were endangered by birds.

Moar animations. My biggest regret on the art side was not making time for a better plant-growth effect. It just scales out along the length, which kind of looks like growth, and kind of looks like it’s rising from a deep bow. What I really wanted was a dynamic art that could support a tweakable growth pattern. If I did that, maybe I could have fit in more plants.

Moar UI. The level transitions were very minimalist. The font was hard to read on some levels if there was foul weather near the south pole.

Overall I had a great time this Ludum Dare. My feedback has been largely positive. Regardless of my scores, I’m still very pleased with the result.

Xtreme Crop Duster Simulator ’82 – The Two-Camera Setup

Posted by (twitter: @rjhelms)
Monday, December 21st, 2015 11:58 am

After writing up my post-mortem for Xtreme Crop Duster Simulator ’82, I had a comment from pkenney asking about how the two-camera setup I created in Unity worked, and how I used Unity’s built-in shaders to achieve the graphical style of the game. A lot of the positive feedback I’ve received about the game makes reference to the graphical style, so I was already mulling the idea of a post about exactly that – the comment spurred me to actually write it up.

Lots of text and graphics to follow, which likely isn’t be applicable outside of Unity and may only be of interest to people keen on this sort of graphical style, so the real meat of the article follows the break. But as a teaser:

Before and after

Before and after

The challenge, which I had run into in previous Ludum Dares, is that square pixels are a relatively recent innovation. The Commodore 64’s multicolor low-resolution mode which I emulated in this game had a resolution of 160×200, displayed on a 4:3 television. This means that the pixels, once rendered, are 1.6 times as wide as they are tall – not a nice ratio to deal with. In my LD32 entry, Red Threat, I handwaved the problem away by drawing the sprites with 2:1 pixels, and scaling the whole thing up 2x to 640×400. It worked, but the effect was graphics that were noticeably stretched if you’re familiar with the real hardware.

This time around, I wanted to do better.


Plant Lab: Post Mortem

Posted by (twitter: @moebiusdev)
Thursday, December 17th, 2015 2:14 pm

I finally found some time to work in all the suggestions you gave me on my compo entry and created a post mortem:


Gene manipulation made easy


Simulated plant growth

The new features:

  • Genome hinting, that helps you see what manipulation changes what in regard to the plant’s development
  • Three difficulties to choose from: EASY, HARD and RAND(om), before the DNA was always random.
  • Import/Export function to share your plant’s DNA with others (left button next to the plants)
  • Exit button to return to the main menu screen

Play the post mortem (web) version is here:

Plant Lab (Post Mortem)

The original entry is here:

Plant Lab (Compo Entry)

mini-Post Mortem

Posted by (twitter: @frostvoidSoft)
Wednesday, December 16th, 2015 10:37 am

So, my first ever post mortem and my second Ludum Dare done.


All in all I’m happy with the game, I wish I could have added some more stuff to do (decorate Christmas trees), maybe improve on the Snowman AI so you could sneak and avoid detection.

Please play and rate the game, would especially like some feedback on the difficulty level.

Tools used

  • Unity 3d
  • Visual Studio (C#)
  • Photoshop

What went well

  • Used git from the start this time so I didn’t accidentally mess up my project in the middle of the jam.
  • Was able to work a lot with renderers, lights and lightmapping, environment maps and other stuff I’ve not done before.
  • Learned a lot about improving performance and discovered the Unity Profiler which is awesome!
  • Up one dimension from LD33 (2d game), guess next year I’ll have to go for VR.
  • I was fully stocked up on energy drinks and food that was quick to make.

What didn’t go well

  • Spent about 5 hours trying to figure out what to make Saturday morning.
  • Time management is hard! Finished the last bit (spawning monsters, their AI and the win/lose scenes) just before the deadline.
  • As a result of the point above, the instructions were not the best, but I have now changed them.
  • Personal hygiene might have suffered :)
  • Like last time, there was no time to have anyone else test the game before releasing it.
  • Forgot to add a way to track progress (5 seeds need to be planted), I think was just too blinded by already knowing the level and objective so well.


People and instructions

Am I the only person who reads the instructions before playing? It certainly seems like that sometimes 😉

I even had instructions in game, but I guess to many people reading a wall of text is not very enticing:


So I replaced this with a slightly prettier version, hopefully that will help somewhat:


Valk Unit Lawer

Posted by (twitter: @@oz2mura)
Monday, December 14th, 2015 10:59 pm

YESSSSSSSSSS  first LD ever done and it’s over. spent majority of the last day fixing surprise bugs. then spent 2 hours finishing up 355 lines of dialogue.

play it. complain. laugh. watevs. just glad it’s over. tell us what you think.

LD Submission | Download


Holiday Survival Horror

Posted by (twitter: @frostvoidSoft)
Monday, December 14th, 2015 10:12 pm

Finished just in time, but got everything I wanted into the game and I’m reasonably happy with how it turned out and looking forward to the reviews.


Now for some well deserved sleep, followed by playing ALL THE GAMES tomorrow!

Interstellar Cruise – unfinished

Posted by
Monday, December 14th, 2015 8:09 pm



interstellar cruise

WIP. The player gets to build an interstellar vacation vehicle. We’re a bit short on time :S

Crusher Escape Race : My Third Attempt

Monday, December 14th, 2015 1:23 pm

Hi Awesome guys & gals,

Missed the last LD, but this time, despite the unfavorable circumstances, managed to survive with a short game. Was at the edge of giving up at the last hours of development, but decided to push it and publish it, no matter how short it felt. Was also satisfied myself with this game, although the effort took were much less than my previous games. Here it is. My 3rd Ludum Dare Entry ‘ Crusher Escape Race’.

Play the Game here (Feedbacks welcome)

[Devlog Entry]

Engine/3d modelling : Unity 5.3 + Blender

UI: Inkscape

Hope you guys Enjoy this. Expect a Post Compo version soon, if things workout as I visualized in my mind 😉

Graphic improvement !

Posted by
Monday, December 14th, 2015 9:05 am

We added some new graphics assets to make our levels looks like the inside of some factory. Our game has a simple abstract style (to hide our laziness and our lack of graphical artists). I’m working on the intro scene while my friend is adding levels.

gi gi2

More screenshots from story mode

Posted by (twitter: @Slothakiin)
Monday, December 14th, 2015 3:14 am

There’s even more over on my Twitter haha…today was fun! Final game coming tomorrow!!

I did it

Posted by (twitter: @uthamonthumo)
Sunday, December 13th, 2015 9:49 pm




Finally. I did compo. Let’s play those games!


Here’s  mine:


The Harlequin is ready to board

Posted by (twitter: @BenNizan)
Sunday, December 13th, 2015 9:41 pm

Phew, that was my first Ludum Dare in a while. Tried to do both themes, but settled for just 2-button-controls. Did a lot more than I expected, though obviously still lots I’d have liked to have done. Going to work on this post-competition I think. I reckon it’ll work nice on Mobile.

Chucked up a link to a Windows Build & Source for now, will get Mac, Linux and Web sorted tomorrow – 2:40 am here in London so my bed is calling! Then I’m looking forward to playing all the games! :)


I finished this time!

Sunday, December 13th, 2015 7:28 pm

It can still use a lot of polish, but I made a plan to keep my scope small, stick to a rough schedule and here I am. This is a great feeling. Can’t wait to see what everyone else has been up to.




Curse has struck again…

Posted by (twitter: @gamepopper)
Sunday, December 13th, 2015 6:56 pm

Had a party on Saturday, only did around 2 hours (on the train towards London). Next day, couldn’t work on train back because I had to stand for two hours, then do shopping. My computer also decided to have issues that required restarting twice. So after 46 hours (with sleep) all I could do this time was this.

Hopefully I can get a bit more done tomorrow and submit it as a jam entry.

Finished – Ian Archer is now live! Please Play and Rate

Posted by (twitter: @kidando)
Sunday, December 13th, 2015 2:28 pm

Runner 2015-12-13 21-59-19-542

Thank goodness!

I’m done. It took a while, the concept was simple, but all is well.

I am dying to try out other games.

Please play and rate this game – Link to game

Good luck to the rest of you guys!

Good evening devs and gamers!

This Ludum Dare we’re working on a small survival shooter with simple progression that is similar to Snake. The theme for this game is Growing. We decided not to go for the two-button controls theme. In this game, a band of Knights try to survive the attack of the evil executioners! As player levels up, their numbers and firepower grow, but enemies increase in number as well.

– Stream Link! –

We already have most of the environment done including the characters and animations, you can see a bit of it from the following GIFs:

Knight follower – Idle animation

Enemy executioner – Idle animation


We still have a lot to do, including the environment props and projectile models,  particle systems, audio and UI. Our plan is to make the game as juicy and as polished as possible. We have some gameplay GIFs to show as well:

Initial gameplay – Less enemies

Enemy numbers increase and player levels up!

We’ll get back with more updates late, we still have a lot to do. Want to follow our Stream? Click here!

[cache: storing page]