Posts Tagged ‘Team’

I’m in

Posted by
Friday, April 21st, 2017 1:43 pm

Yes… This will be a nice weekend!
Last 3 LD’s I did not finish (did not really participate) because I had so much “non Ludum Dare” stuff to do…
But this time I blocked the whole weekend…

My Moto*: Make LUDUM DARE great again! ūüėČ

This time I will join as “Hackschnitzel” (on the new site) together with my cousin “Codetoffel”.


We are in! LD37

Friday, December 9th, 2016 7:41 pm

Team Midnight Creators are in! GL HF!
Midnight Office

Anyone want to team up?

Posted by
Tuesday, August 16th, 2016 6:58 pm

I tend to use Unity3D and would like to team up with someone for the LDJam

Aug-11-2016 21-02-14


Thanks ūüėÄ


Some Progress

Posted by
Saturday, April 16th, 2016 9:29 am

Most of the programming work is done and the assets are stuck somewhere in the Pipeline.
For now: It looks good for team Gamescalation. :)

We hope everyone has a good time by now.


*hackervoice* We’re in !!11eleven

Posted by
Tuesday, April 12th, 2016 5:30 pm

Out of the mystical land of Schnitzel Germany a group of undaunted adventurers try to take part in this glorious competition.

The contestants are well studied folks from all over the kingdom.
The very name of those fine squires are: TridecaDice, CaptainUlli, (Sir) Zhorky and … maybe Zallavin (“If¬†maybe he gets his stuff done…”)

The fine tools of our choice are:

  • Arts: Adobe XYZ
  • Sculpting: Autodesk Maya
  • Workbench: Unity3D
  • Instrument: Visual Studio
  • (Din: Beepbox)

We are in, team darkfroggames joining the jam!!

Posted by (twitter: @fischspiele)
Friday, August 21st, 2015 11:16 am

Let’s do it

Posted by (twitter: @ctbagameclub)
Wednesday, August 19th, 2015 4:29 am

Whe are in Forever…


Gene-Z Games¬†and Team…

iconlogo logold31 ludumdare27 ludumdare32 make-games-48-hours

good luck

Looking to join/form a team

Posted by (twitter: @efonsecabcr)
Monday, August 10th, 2015 9:19 am

I am looking to form or join a team with other people around the world.

I am a programmer and work with Unity and C#.

Let me know if you are interested.


Searching for a final jam team member.

Posted by (twitter: @GameDevExtreme)
Tuesday, July 7th, 2015 3:43 pm

Hello, We are looking for a final member to complete our jam team for Ludum Dare 33.

We currently consists of an music artist and a programmer, so we need a graphics artist.

Our programmer has 3 years of experience in game development, and successfully finished 3 Ludum Dares, he programs in C# and will use unity for the jam.

Our music artist has 2 years of experience, and has made some awesome songs! He also made music for some games.

Can you make good game art in 2D or 3D? Do you dare to take your skills to the ultimate test, of making a game in 72 hours?

If your answer is yes, than we want you in our team! Send us an email to ** !


Ultra Hat Dimension Postmortem

Posted by (twitter: @crowbeak)
Friday, April 24th, 2015 8:45 pm

UHD Title

Our game, Ultra Hat Dimension, is a puzzle game in which you are a hat designer. You won a prestigious hat design contest on another world, but at the ball in your honor everyone suddenly went crazy, aligned themselves into factions based on which of your hats they’re wearing, and started attacking each other and you. So your goal is to get out of the palace. To do so, you have to get past the crazed guests, using hats to avoid getting punched backwards and to move people so they’ll get out of your way and/or attack each other.


This was my first team effort, done with Woof (@woofycakes), Yuzuki (@yuzukimasu), and Eniko (@enichan). Woof was on art, Yuzuki on music, Eniko on programming, and I did the writing, level designs, and mouth sounds. As someone who always found group work incredibly frustrating in school, I was pleasantly surprised by how awesome it was to focus on one area and let the others take care of their areas so we could end up with a game which has been very well received.

This is a long postmortem, so read on after the break to learn more about how we made it!


[Sentendo Team] Progression is important

Posted by
Sunday, April 19th, 2015 6:43 am

Economic Hitman

The player controls a company in its road to become a big corporate. To make this happen you have to buy¬†your¬†competitors to destroy their company¬†after and gain more market share. This is an actual behavior of many corporates and it is represented in the game with cash-bullets you throw to your competitors: you will both damage their budget (energy) and their growth. A negative growth means they will “bleed” their budget with time. Also competitors¬†will fire at you with their coins to damage your growth factor, but you can¬†click on the coins and collect them adquiring more power.


We will not have XP or stuff like that, simply you will level up each X competitors you destroy. We will probably have 5 levels for you ready at the end of the ludum, on the last one you will get a really famous company, try to unlock it (without looking at art assets, cheater! :P).

buuilding progress

[Sentendo Team] Economic Hitman ‚Äď 1st Update

Posted by
Saturday, April 18th, 2015 12:43 pm

The player controls a Company which can use its money to destroy their Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

Business world resumed in this GIF ūüėÄ

 business time

First LD

Posted by
Saturday, April 18th, 2015 5:47 am

Hey all, this is our team from Israel



It’s our first Ludumdare and we are ready to have fun :)


[Sentendo Team] Economic Hitman – Game Design Post

Posted by
Saturday, April 18th, 2015 5:29 am

Hi all,

this is Sentendo team from Barcelona, Spain.

Our game is inspired by¬†a book called “Confessions of an Economic Hitman” (more:

“Economic hit men (EHMs) are highly paid professionals who cheat countries around the globe out of trillions of dollars. They funnel money from the World Bank, the U.S. Agency for International Development (USAID), and other foreign “aid” organizations into the coffers of huge corporations and the pockets of a few wealthy families who control the planet’s natural resources.”


The player controls a Company which can use its money to hit Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

The Goal

Destroy your competitors buying their companies (attacking them with cash bullets) to get more economic power for your company.


game screen

The player controls a company against a growing list of competitors to shoot at. Each company (both the player and the competitors) has 2 elements:

  1. Budget: is the company health and it is useful to attack others
  2. Growth factor: is a % which can be influenced with attacks and determine the increase/decrease of the Budget

The money will grow automatically with time if you have a good growth, otherwise you will start to lose it. Since Growth factor is a percentage, the more money you have the more you will earn with time.

You can attack the competitors clicking on them and fire them with cash bullets (not in the image) to damage their Growth factor. This will be your “unconventional weapon”, and it uses your¬†Budget pool as ammunition.¬†The more attacks the more damages you make to the competitor’s Growth factor, up to its destruction (their Budget reaches¬†zero).

Also competitors attack you influencing your growth factor each X seconds.

  • lose condition: your budget reaches¬†zero.
  • win condition: no one, there is no any Nirvana in the cruel capitalist world, so the game is potentially infinite.

The game will be in HTML5, we are 2 people working at this project right now:

Kostas Karachalios Рgame design and programming with Phaser framework:

Paolo Gambardella – game design and art (search on Internet for free resources and adapt them)


send us a “good luck” if you read this! ūüėÄ


The eyes like Sentinel occupy the highest place in the body

Posted by
Wednesday, December 17th, 2014 1:33 pm

For a postmortem of our Sentinel I wanted our entire team to express their thoughts and feelings about the idea, the process and the result of a great game we made. So here I want you to meet the Game Designer, the Artist, the Programmer and the Animation Artist:

Game Designer

That evening I was watching Game Awards 2014 and waiting for LudumDare jam theme announcement. I was puzzled when I saw that “game on one screen”, it seemed ¬†too vague and uncertain. I began thinking, researching and surfing references for inspiration. Meanwhile, I was ¬†listening to the music that was written for LD # 31. Accidentally I discovered a screenshot of a game where the view and perspective have suggested the idea of a game we could do. The wounded knight would be the backbone of our game, and the sword would speak with the knight and the player. The remaining features ¬†of the gameplay were drawned upon me in the morning when I was half asleep on my way to the office.


Right after I heard the idea of the game, I imagined clearly the whole picture of dungeon, the wounded knight in the center and crowds of monsters. I started estimating the time for drawing all the elements and thinking about  the animation. We were lucky that we had another artist, she helped us so much. It would be extremely unpleasant  to realize that we do not have time to cover the entire scope of work (without her).

The best feature of the game is that it lasts no more than 4 minutes. This greatly simplifies the task. With this in mind the game needed only one location, a couple of mobs, a knight and a sword. I was also on to preparing some special effects. Luckily I was acquainted with Unity long before Ludum Dare, so the effects were made in no time. While I was preparing background , special effects, and the main characters, other artist was preparing monsters and their animation. In between painting, I overlooked the line-up of game elements and coordinated the common style in artwork.

Working with the team was very interesting. Due to involvement into another project, I had to work at an accelerated pace. I have to admit , I was not satisfied with the results in artwork. But, all in all we did it well! And the game came out even better than we expected in the beginning.

For me the project is decent for a two-day work. Not perfect, but worth being proud of. It’s a finished game, and it’s fun to play.


Most of the classic games actually do not contradict concept of “game-on-one-screen”. So the jam theme directly hinted: make¬†an¬†Arkanoid, Tetris, or text adventure. But we thought that there would be plenty of games in these genres. Eventually we settled on an idea of slasher in which the hero was limited to one screen, because he was not involved in gameplay :-) And the effect of crowding and lack of a screen is achieved by narrowing the circle of enemies.

The most difficult part of the game was to make the movement of a sword. Not that Unity physics is hard, but to do an accurate and comfortable sword swinging wasn’t as easy as it seemed. The sword was either too slow and boring or too easy to swing. But as soon as we found a middle ground it became clear – it would turn out cool.

It took time to make a narrowing darkness around the hero and it seemed rather difficult to make the intro with two light spots. The final decision turned out not very flexible, but it worked almost immediately and looked great!

Animation Artist

It was the third jam in which I participated. The third and largest! All discussions began with an idea, we talked about how each of us imagined the perfect game. At some point I felt nervous that the common idea would not found. And just at that moment the Game Designer¬†came out with his great idea about a warrior and sword. The idea is so wonderfully coincided with the music he chose, it was so strong and sincere! We rushed into work, it was fun, and I felt pleasant confidence the team and our work) We were in a well-equipped room and we were making a game together, that’s a great feeling))) It’s a special feeling of unity and closeness of our acts and thoughts, I felt excitement and joy! In the end of the first day of our brainstorming and developing I ran¬†home to fall asleep, wrapped in thoughts about the day. The next day, on Sunday, we met again to work and discuss the details, which¬†was fascinating! Then the difficulties with¬†monster’s animations began. I was limited to a certain canvas size and could not get a result that would satisfy¬†me. Fortunately the friendly support of my team and their invaluable advice helped me find the final result. Everything turned out great! That was amazing experience! I’m happy we made it in time, and all of us were proud of our work)

It is impossible not to appreciate the opportunity of participating in jams like¬†Ludum Dare! It’s a miracle that we can get together with friends over the weekend and create a game that will please and inspire many people. Working as a team with your friends means to be confident that the process will bring a lot of fun, and the result will be as good as possible. I found¬†out about this jam just hours before it started. I am very glad that nevertheless I attended and received an unforgettable experience.


Wait, there was another guy.. But he didn’t show up, so there’s only a line in closing credits for him

Please let us know what you think of our original game:

We also have the¬†facebook version with leaderboards and ‘Endless Mode’:

// Team ‘Dostoyevsky Balls’

My 1 Year Anniversary

Posted by (twitter: @AndyGainey)
Friday, December 5th, 2014 4:39 pm

This’ll be my one year Ludum Dare anniversary.¬† LD28 and LD29 were a lot of fun.¬† LD30 was quite a failure, but a learning experience regardless.¬† May I be blessed by the snowman for LD31!

As before, I’ll be utilizing JavaScript, JQuery, and CreateJS, along any bits of useful code from my prior projects found on my website. If I choose to do anything in 3D, then I’ve got some recently acquired skill with three.js that I can call on.

I’m assisted this time by Jeremy Breau of Antithesis Design. The media assets he’ll be creating will no doubt be far better than any weak vector art I would throw together, and having a partner with whom to share the design efforts is always rad.

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