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    Posts Tagged ‘success story’

    Divernaut post-production ramble

    Posted by (twitter: @dustoutgames)
    Monday, April 28th, 2014 6:20 pm

    Okay! Time for a debriefing. This was my first Ludum Dare and it was great! I coded. I pixeled. I spilled food on stuff. I drank a LOT of faygo Rock n Rye. Good experience all around. Here’s my 48 hour compo submission~

    Proudly Presenting:

    (Click that for the entry page)
    Divernaut is about exploring, and underwater caves, and dangerous sea creatures, and seaweed, and air bubbles, and explosions! Also spaceships. Don’t worry. It’ll all make sense soon.

    I was a little drunk at the beginning of the event. This turned out to be a good thing, because when the theme was announced, it made it way easier to grab a notebook and just puke out like 10 pages nonsense inspired by “Beneath the Surface”. I while later, I went back and read it all, then picked out all the not stupid parts and formed my concept from them. I also had a production schedule that I put together based on reading past LD post-mortems. That production schedule is likely the main reason I actually finished anything. Having deadlines within a deadline is a very effect time management trick for goal oriented people such as myself. “Yes I have 48 hours to finish this, but I only have ONE HOUR LEFT TO FINISH MY TEMP GRAPHICS D: *panic panic panic*”

    Friday afternoon, I was getting ready for the event when SURPRISE! Apparently there was going to be a party at my house that night. There ended up being a two or three hour overlap with the party and Ludum Dare, which was fairly distracting. Lesson Learned: Don’t just plan for the event. Plan for your life around the event as well. The bright side was that this party resulted in the “a little drunk” detail mentioned in the previous section. My other big woulda-coulda-shoulda involves that production schedule I had. I did not follow it as strictly as I should have. Once I reached the mapping/level planning phase, I started finding bugs. This is normal. Unfortunately, with most of the bugs I’d think “Oh this is tiny, I’ll just fix it right now and then get back to mapping.”. That was a bad idea and it ended up costing me my game’s music, and some graphical polish (it’s easy to mistake the green fish for missiles). None of the things were game breaking bugs, so I should have just noted them, and taken care of as many as possible during my debug phase. This would have let me stay on schedule and give the game a soundtrack.

    ADVICE FOR NEXT TIME (for myself, and newcomers)
    Have a plan. If you’re like me and already had a plan, have a better plan. If I hadn’t stuck to my production schedule, I probably wouldn’t have even finished at all. I got side-tracked just a little bit, and paid for it with a soundtrack. Don’t make my same mistake.

    This was my first Ludum Dare, and it was a fantastic experience. I like making games, and this even was incredibly revitalizing to my creative drive. I’ll be doing my best to join every future Ludum Dare.


    Wanna find me on Twitter?

    Did you like Divernaut? Are you interested in more games by Dustout? Check out the
    Dustout Games website.

    Midnight Minigun Gameplay and Postmortem

    Posted by (twitter: @jimmypaulin)
    Saturday, December 28th, 2013 8:43 am

    Midnight Minigun is a top-down shooter where you fight the rising tide of Zombification in a small-town community. This was my third Ludum Dare and I only had 24h in which to create my entry … on the whole I was pretty happy with this one, I hope you like it!

    Play and rate here

    What went right

    1. Preparation – I knew I’d only have a single day in which to create my entry, so making sure emy tools were sharp in advance was vital. I stripped down my last LD entry to base code and was ready to hit the ground running. Preparation also meant treating my family well and bringing everyone on board in a team effort – the Zombie noises were provided by my 6-month old daughter and slowed down in Audacity :D

    2. Tiny scope – dawn til dusk is not a lot of time and I wanted the game to be polished – that meant avoiding feature creep at all costs. The main feature I cut was a mechanic where humans would follow you. You could lead them to the fenced area in top-centre of the map and they would be “saved” and un-killable. It broke the flow too much so I cut it early. However the game is very simple as a result and could benefit from another feature or two… 8×8 pixel sprites was also the right move for my limited art skills!

    3. Two phases: core then juice – I watched the “juice it or lose it” video linked by a previous LD48 poster and this really cemented “polish” for me. Polish is what makes a game shine and without it your game will always be dull. The biggest win is SOUND, so I grabbed the free music from Franklin Webber early on and made sure the gun sounds were bang on. Other additions to juiciness are the screen shake, darkness vignette and particles. Without these the game would be shallow and dull.

    What went wrong

    1. Struggles with art – I knew this game needed fun animations and readable sprites and environment. I really wanted a gorgeous colour palette to unite the elements but this proved elusive so the result is a bit of a mishmash – the dark vignette hides many evils! Creation of the environment tiles was really tough for me – I had plans for a school, shopping mall, carparks, cars etc … I just didn’t have the skills to pull that all off so the environment ends up feeling a little sparse.

    2. Lack of reliable excitement curve – Ideally games should start with a hook, feature periods of tension and release, before a climactic finale (see e.g. Jesse Schell’s Art of Game Design). I think I have the first two but it is quite possible for the game to fizzle out / become a bit of a dull trudge to mop up stragglers. I would really have liked some kind of key event like a boss battle to provide an exciting conclusion…

    3. Missed opportunity to add story – I kicked myself here as I really intended to get the player to drop some one-liners etc when you died/respawned. This sort of thing really lifts the experience and adds humour and character – alas, I chose to just “ship it” and regretted this afterwards. The ending is also a bit un-rewarding. Something tied into the fiction of the game would have been better, with a custom win screen with some nice art assets picturing your triumph or whatever.


    I had such a blast making this game, and I’m pleased with the result. I really wanted to convey the feeling of mowing down hordes with a minigun (rather like the jungle scene in Predator…see below!) and people seem to dig firing that gun! It’s a simple and short experience that doesn’t outstay its welcome, and I think there is plenty of scope to add features for version two.

    The comments and feedback I’ve received have been humbling, thank you Ludum Dare!

    Play and rate here

    Or watch Predator here:

    To Past Successes and Future Failures!

    Posted by (twitter: @@ZakChaos)
    Wednesday, October 9th, 2013 12:23 pm

    It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )

    Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
    on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.

    I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
    I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
    I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
    leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
    It wasn’t enough.

    The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
    of a bar to set, only time will tell!

    I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.

    1: Don’t Give up!  : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.

    2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!

    3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!

    I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
    paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
    I probably don’t, but i’ll be damned if I ever stop tryin.


    Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments :)

    Dont get Cut! Free on Google Play:


    Don’t Get Cut! 1$ on samsung app store:


    Super Pixel Ball Free(web Version) on gamejolt.com:


    Super Pixel Ball Pay as you want :


    Legend of Troll

    Posted by
    Wednesday, August 28th, 2013 2:39 pm

    intro screen

    (Spoiler gameplay video)


    I present to you, Legend of Troll

    This game took me 3 whole days, only managed to implement one of the 10 levels I planned, and injured my index finger.

    But it was SO worth it! I’m so proud

    Stay tuned for more levels, and a post-mortem /making of. I promise you it’s worth your while.

    If you haven’t voted for my game yet:





    Yes! Yes Yes Yes! I made a good game! Check it

    Posted by
    Monday, December 17th, 2012 9:14 pm

    sprite2-sheet0I haven’t been this proud of myself in a long time! I’m so glad to be sharing this with you!

    Play it
    Also, I didn’t manage to get all three pieces of music in the game (because I’m not a proper programmer), but I promise I’ll upload the soundtrack soon, as I’m proud of it too!

    Thank you thank you thank you, for the fantastic experience, third time in a row!


    First Post and Post Mortem of Kumiho

    Posted by
    Tuesday, April 24th, 2012 11:47 am

    screenshot for our game Kumiho
    Fedor and I made this completely from scratch in three days (with little sleep):

    We’re proud of it and couldn’t wait to show this off to you guys! Please spread around, rate and comment :)

    I will now attempt the daring feat of sharing what this experience felt for me, so we can all benefit from it as game designers/developers/artists.

    Development notes:

    It was exhausting and super fun. I particularly enjoyed composing the music, and how we came up with an interesting gameplay mechanic (teleportation).
    Coming at it as equals and negotiating ideas did a world of good for our game. Our main inspiration was the Touhou series of games for Fedor (I’d only seen gameplay) and Ikaruga for me (finished the game several times).

    I started doing graphics on Saturday morning. I worked on a mockup photoshop file full groups of layers, to which I returned throughout development. For example, when I needed a new enemy, I would fire up the mockup, draw the enemy next to all the other sprites and then paste it into another photoshop file and animate it separately. I would then export as individual .PNGs (Photoshop’s “Render Animation to Video” was very helpful).

    Dropbox of course saved our lives, and we communicated through skype’s chat. In fact we haven’t even seen each others’ faces.
    I used Photoshop CS5 for all animation and graphics, and Fruity Loops with free soundfonts to write and perform the music.
    Fedor used Unity and I don’t know what else ^-^

    Post mortem: We gave it our absolute best. A coding set-back made the scrolling clouds unusable, so Fedor had to wing it at the last moment, which left the background a little bleh in my opinion ( I had no time to make changes to the cloud graphics and scrolling). But even so, when at the last minute he managed to fix the clouds so we at least had some, it was very exciting. The level is very very well thought-out and very fun to play. It took Fedor, what, 6 hours? to come up with the patterns that complement the teleport mechanic.  The 3 hours before deadline were, for me, mostly about helping Fedor out with any requests, like changing sprites or giving him a list with all the visual elements he had yet to implement. I made a second enemy ship graphic in 15 minutes, since Fedor made enemies with two different numbers of hit points, and I felt we needed to be able to tell them apart. This was done 2 or 3 hours before deadline, when Fedor was struggling with the stupid clouds. He added the second enemy graphic in the game 1 hour before deadline.

    I also wanted finite lives implemented (9 of them, as many as the tails of the Kumiho fox-spirit), shown only everytime you are resurrected from a death, in order to keep the interface as clean as Fedor wanted it. Scoring wouldn’t have hurt either. But we didn’t have time to even negotiate it, because the ideas came too late. Even if they had come early, we wouldn’t have had time. I stayed up Sunday 12am to Tuesday 6am, and it’s the longest I’ve ever been awake.

    So, overall, I couldn’t have wished for anything better, I had the fastest and best coder at my disposal, we had a crazy schedule and working hours, and implemented almost everything we set out to implement, and still had time for a little polish.

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