Posts Tagged ‘thanks’

Hello everyone!

It’s probably a little late to introduce games at this moment but I’m still going for it! I honestly loved this ludum dare. The theme challenged me a little but I managed having an idea in about an hour. What I ended up creating was +/- what I had imagined, which is pleasing in it’s own way. I’m not sure how to exactly generalize this game but essentially it’s a turn based strategic board game (?).

The game I made is “Kingdom of Metamorphs”!


There’s probably a little bit of question where my theme implementation is in this game. Well, some people don’t notice (of course anyone who plays enough to get to combat notices) that the ATK and DEF switch places after every end turn and that’s honestly completely my fault. ATK mode is indicated by the square, DEF mode by the circle. It’s honestly my mistake, since I should have added some kind of a noticeable effect to the switching. But don’t worry, the theme is definitely there and I think it really suits the game well. It makes you think twice before making a move!a7f42728c672bb5bb4e1013b291dbd3c

The compo:

I started off quite slow at the beginning. Took a whole hour to come up with a good idea and brainstormed on how I should go about things. After the idea was there, I took at least 2 hours drawing concept art, thinking up game mechanics, card effects, etc. My original idea was to actually have a 6×6 board (which probably would have been way too small and not so fun). At first I actually tried to draw a sprite for the board without thinking too much about it… But after I was finished, I understood my mistake. There was actually no easy way to make the tiles on the sprite clickable. So what I ended up doing here was creating a small script to spawn a 10×10 board in the editor for me and create local positions (such as [1,1], [1,2]…) automatically. After that, it was pretty easy to navigate myself with all the mechanics. I started off with just simple colors, making them able to move around on the tiles, showing possible moves, then making the spawning, etc. During the first day, I was done with all the moving mechanics, attack mechanics, atk/def swaps and the card mechanics. The core mechanics were done on the first day. The second day, I kept debating on whether I should make the enemy have a “fortress” kind of thing, with preset strong values and a lot of enemies, or to actually make an AI. I honestly didn’t know if I had enough time to make a proper AI, especially since it was the first one I tried to make for a strategic game. I ended up going for both ideas, first setting up everything for the fortress idea just in case and then proceeding to make the AI. After about 5-6 hours the AI was there. I wrote the whole code for it, trying to make it challenging enough but of course prioritizing at least general defense, so the bot couldn’t lose in a few turns. Funny thing is, is that I wrote the whole code without testing it even once (about 400 lines)I honestly couldn’t test it. I kept writing the actual thinking for the bot, but not the movement. What I did is make the bot consider the situation and then assign different jobs to each minion according to the situation. The movement just ended up being taking the shortest path to the assigned location with exceptions of nearby enemies or the base being attacked. Well, I finally ended up making the movement and it was the moment of truth… Will the code work? I launched the game and the code… well… did weird things… Looks like he assigned everything correctly, but there were problems with how he made the movements. Even though I ensured the script had at least one or two lines that told the bot that he can’t move his minions wherever, the AI kept making illegal moves. At one point, it just teleported into my base and won. Looks like I made it so “smart”, it could cheat. Adding a little delay between spawning and moving fixed it though. So adding one line of code fixed everything! And that was it. I drew the card art, made a little turn/tip panel and I was done at about 5 hours before the deadline. I had A LOT of fun making this and participating in this game jam. I’m honestly proud of my work this time around. Of course it doesn’t come without it’s mistakes…

The game ended up looking like this:

What went wrong/What needs improving:

-I’m honestly not an art person. I tried my best to make the cards no be blank and to make a few pretty assets but that’s honestly all I managed. The minions could really use some kind of graphics, instead of just being cubes and circles.
-I think it’s not very obvious where my theme implementation is, especially if people don’t go to in-depth to the game. It needs some kind of an effect, switching the attack and defense points because it’s honestly not that noticeable at first.
-The game definitely needs some sounds and audio. Strategic games like these can do without such things but it would still be a nice touch and would improve the atmosphere quite a bit.
-Even though I added an explanation, it didn’t do a very good job of explaining everything, since the game does have a pretty steep learning curve. The tip box definitely helped with the cause, giving the instructions for your first turn but I still feel like I should have explained combat, switching, and cards in a tutorial level and then commence with the game.
-The color I chose for showing unused minions (black) was simply stupid, since it wasn’t noticeable enough. I fixed it in the post compo.
-I didn’t add a win/lose screen. I fixed it in the post compo.
-There are a few bugs here and there. The known bugs in the compo version are:
–There are sometimes a few problems with spawning your minions (allows spawning on enemy minions in some places, which replaces the tile data’s assigned minion to a friendly, and deletes the enemy’s minion connection with the tile, which creates a ghost enemy. It can’t move, it can’t hurt you, it’s just there. (fixed in post compo)
–There’s a recent bug I found that you, as a player, can attack more then once, if you have the health to not die. I honestly didn’t think about this, since I only made the minions unable to do moves after the moved to a different tile.
–There are a few typos here and there (mostly fixed in post compo).
–You can press the end turn button more then once, making you skip turns and making the enemy AI go a little crazy with power.

Plans for the future:

I plan to still continue developing this game. I’ve had A TON of great suggestions from you guys and I really do think that this game can become something very cool in the future! My at the moment plans are:
-Make the AI smarter
-Add multiplayer
-Add more and more diverse card effects (for example board affecting ones, movement affecting ones, etc)
-Fix all the current bugs and problems
-Add music and art
-Add a proper tutorial
-Add more diverse minions
-Add more capturable bonuses, maybe even more bases.
-Add different maps.
-Add some kind of a resource system (it was intended in the original, you can tell that from the gem that says 5 on each card but I didn’t have enough time to do it)


Any suggestions are welcome and much appreciated!

Anyway, enough with me ranting! All I can say is that I’m really proud of what I’ve created and that I will continue developing it in the near future. As for everyone else, this Ludum dare truly offered me a lot of amazing games that I enjoyed playing, and I will still continue playing them! At the moment I ranked up 51 coolness but I plan to reach at least 100 till the deadline!


Please post your games in to the comments and I’ll try them out!!!

Here’s my game if any one wants to give it a shot as well!:


Thanks Ludum Dare for kickstarting our gamedev adventures!

Posted by
Monday, December 14th, 2015 5:56 am



Hi everyone!

We’re a team of 3 siblings and this is our first ever Ludum Dare! We decided to use the “Two Button Controls” theme for our entry Shrimp Dash, a game where you must guide a shrimp out of a food stand to freedom. I really love the direction it has gone and what we have made so far!

Unfortunately, I don’t think we will be able to finish in time for the game jam deadline. But fret not! We are absolutely determined to bring this game to completion for you to play!

None of us have ever made a full game before, so thank you Ludum Dare for breaking us into game development! I’m so excited for this and future games we will make.

Best of luck to you all!


Tile Risers – lessons learned

Posted by (twitter: @etodd_)
Monday, December 14th, 2015 1:15 am

Tile Risers gameplay

We made a multiplayer HTML5 game using Node and Three.js. This was the first Ludum Dare for all of us, and we had a blast! Thanks for a great time.

What did we learn? Mainly, we became intimately familiar with the pitfalls of Javascript ES5. Instead of politely exploding with an error when we tried to compare an object with an integer using the “greater than” operator, Javascript soldiered on, silently corrupting our state and making the game nearly impossible to debug. At least 5 major bugs like this occurred.

Can’t speak for the rest of the team, but next time I’ll be using an ES2015 transpiler. Or better yet, another language entirely.

That said, Node and Three.js were both great, we’re all proud of the result, and we’re thankful for the opportunity to participate. :)

Play Tile Risers here!

Super SALT Helmet Thanks you!

Posted by (twitter: @darkwindmedia)
Monday, May 11th, 2015 4:38 pm



Everybody here at Darkwind wanted to extend a giant thank you to everyone in the Ludum Dare community. You’re a bunch of cool, positive, creative, constructive, and amazing people. We are truly flattered by the responses we’ve received. This was our first Ludum Dare, but it will not be our last! Thanks for the good times, great games, and endless laughs!


P.S. Here’s a short video of some folks playing our game during the judging period. We had more fun watching than they did playing!

Final Half Hour

Posted by (twitter: @gamepopper)
Monday, December 29th, 2014 6:27 pm

Figure I get on the bandwagon to say that this Ludum Dare has been my favourite one yet. Who’d have thought that a theme so simple would produce some creative results, and I keep on finding them!

Including Entomophobia, a bug based twin stick shooter that literally plays off a virtual Game Boy Color screen! The game is fun, the effects are clever and it reminds me of my younger days playing games like Pokemon and Super Mario Bros Deluxe on a purple Game Boy Color!

I’ve also found smaller but really novel titles, like Benjim’s BindingOfIsaacTypeThing, which isn’t as easy as it may look.

I’m also really glad at how well my entry is doing, comparing to previous years. Never would’ve expected over 80 ratings, not to mention really positive comments with some encouraging the mobile releases of the game.

Final Hours!

Posted by
Monday, December 29th, 2014 9:03 am

Well, the 3 week rating period is almost over, and we’ll find out the results pretty soon. Thanks to everyone who rated my game, Snake Rider! If you haven’t seen it yet, check it out here.

Note: Many people have found the controls very slippery. You can play the post-compo version of Snake Rider, with improved physics, over here. In the future, I also hope to add more power-ups and get it up on Newgrounds.

Thanks again to everyone who has played or rated my game. All of your feedback is appreciated! :)


Woo! Finished the Compo!

Posted by (twitter: @geekdima)
Sunday, December 7th, 2014 9:18 pm

Yey! I did it!

Even though I am dirty procrastinator, I did it in time. It was surprisingly relaxing and cool. I loved the theme, it was constraining in a good way, and didn’t dictate art-style, genre or whatever. I like when LD is diverse 😀
So, you can see my entry HERE. Please do play it, it’s a bit unbalanced, but arguably it’s even better, as it’s faster to play through it, so you can judge it better.

The game is called: Ludum Clicker, and it’s basically a Cookie Clicker clone, but I played Cookie Clicker for like 15 minutes, so I don’t really know how much it is a clone 😛
Anyways, you click on monitor, you make a game. Game has a price, you sell it, you make money. Hire folk to do it for you, be EA. That’s the game 😀

Finally, I’d like to say thanks, to all of this amazing community. Ludum Dare is an amazing experience, and it’s really nice to do it in this unhappy times I am in right now.
Thanks people,
– RedPanda aka Dmytro Kalchenko

2nd LD = Bronze in Audio! Thanks!

Posted by (twitter: @JarcasStudios)
Friday, September 20th, 2013 1:19 pm


Just wanted to say thanks to everyone who took the time to play and rate my game!

My previous entry (LD26) was a decent game but was rated very poorly in audio because I ran out of time and didn’t get around to adding any at all. I actually managed to score a 1.31 in Audio that time. I guess there were actually some reviewers out there who felt that silence was worth more than a 1. heh.

Anyway, I knew I wanted to make sure that I didn’t have a repeat of my audio performance this time for LD27. I wanted to make something where the audio was central to the experience of the game. So, I got all crazy and ended up deciding to make a music game with some original music that I’d record over the weekend.

I knew I’d do better in Audio this time around… but I still didn’t have a full complement of sounds – no UI sounds or anything – just 30 seconds of original music. I definitely didn’t expect to get 3rd place in Audio across all Jam entries, and I’m not entirely sure that I deserve it, but I appreciate it all the same!

Anyway, this has been a great 2nd Ludum Dare for me. I’m very happy with how everything turned out and am looking forward to the next one!

It’s Been An Amazing Weekend

Posted by (twitter: @feyleafgames)
Sunday, August 25th, 2013 4:52 pm

So, I’m finished with my entry: ‘Grig Saves Time’ and I gotta say: I’M FEELING AWESOME!

This has probably been the most fun Ludum Dare I have done, and I feel like I got a lot accomplished. The best news is this: I know I can do it better next time!

That’s right, I dedicated a lot to the development, but the platforming code could have easily been taken from basecode. I’ve done velocity, collision, and keyboard input almost exactly the same in a few other games, and decided I should just put all that into a library and use it as base code for future platforming. The point is, it was not outside my comfort zone, and I spent a lot of time just working out the odds and ends of how I wanted to portray the story. It took the whole weekend, however I did break for dinner and time with my sweetheart last night, and for church today. I slept a total of 14 out of the 48 hours. It’s possible that I make something even more amazing next time.

The storyboards are probably my favorite! It felt good to have a heavier narrative, even in a 48-hour game. Heavier, as in, more than one screen to explain the story, the premise, the reason why our fantasy creature is even going around jumping and attacking.

Livestreaming on This was the first time I have ever used livestreaming, and it definitely had an impact on my computer. Compile times went through the roof, and I had to deal with wearing headphones to get rid of echo. The friends stopping by to chat was great, though. I stick with the fact that I move around the house a lot, as probably a reason not to keep doing that. Eventually, I can get a computer that can handle livestreaming and compiling and listening to playlist on youtube all at the same time.

So, I want to say thank you to all the friends who sent kind words about my progress, and to those who spent time with me on the stream. This has been, as predicted, the best Ludum Dare I’ve done. Thanks!

(followup screenshot)




(Thanks Lumi Mae for the picture!)

I couldn’t believe my eyes when I saw it, but Recluse got 8th place in the competition alongside with Astro Break and also 1st place in the innovation category!

I already wrote everything I could want to say right now in my “thank you” post, so if you still haven’t, please read it. (copying and pasting everything here would be too cheap, even cheaper than pasting a link to the original post =P)

I also can’t stress enough how much I am grateful to my friends in Brazil who gave me support. I hope they are reading this!

I wasn’t expecting getting such high rankings, especially in overall… So once again,

  • Thanks a lot for playing and rating Recluse.
  • Congratulations for everyone.
  • I hope you all had fun!


Hey y’all! It’s already been almost 3 weeks since we all finished working on our games… And even though the 48-hour marathon, which was the reason why I took part of this, was immensely fun and satisfying, I can’t help but say I these 21 days have been even more enjoyable than the competition itself. Waking up to see new comments on my page made me smile every day. I was already happy enough to make a playable game all by myself in 48 hours, but this was my first LD and I had no expectations that the community would be so nice and had no idea that so many people actively rated and commented on each others games. So reading everyone’s nice comments and finding my game in other people’s recommendation lists made me feel it was all more than worth it.

Even though Ludum Dare is a competition, I can’t think of a better prize than knowing that other people enjoyed the experience your game created. I believe the real “winning” here is feeling satisfied with your final product, and of course, knowing that your game achieved what it intended to. My game has a lot flaws and there’s always improvement to be done, but I can say with confidence that, in the end, the overall experience from these 23 days was very fulfilling. So congratulations for everyone who achieved this, and in case there are people who haven’t, I hope it becomes motivation for taking part of more and more LDs!

Something that also made this 3-week experience incredible was getting to play other people’s games, which I enjoyed a lot. There are a lot of delightful surprises and a huge variety of good ideas around. It doesn’t matter how many times I look, I always find some new pearls, and knowing that there are so many people with creative ideas out there is always good and inspiring. Even though I already wrote a review post, a few games that I played very recently instantly became some of my favorites, such as SubAtomic (which was funny as hell), Planet ZOOB (highly addictive) and Tinytanic (whose humor and shifting mood I loved).

Anyway, I’d like to thank once again everyone who played my game and left a comment on my page, and to tell everyone from the LD community that you are awesome. Seriously. I’m still amazed at how friendly everyone is and how genuinely helpful and caring the participants are toward each other. Some competitors have helped me out and I also feel like I’ve helped a few people.

I will also take this occasion to let you know I decided to start using twitter (@BiggerBoo) so if I’ll post there any updates on Recluse and other games I’m working on, so keep tuned. To take a look at other projects, check out the indie group I’m part of, Catavento. (@catavento_games). Like many other participants here, I’m from a country with a relatively underdeveloped game industry and having your support means a lot to us.

Also, if you still haven’t played and rated my game, Recluse, please check it out – there’s still time! The post-compo version should be released soon, so please stick around!

Thanks for reading and good luck, everyone!

Flea Circus is Done! + Thanks to the Community!

Posted by (twitter: @robbiehunt)
Sunday, April 22nd, 2012 5:21 pm

Submission link

Direct SWF link


Whew! Glad that’s done! This won’t be a post mordem, just a post announcing that I’ve finished.

So, the game’s called Flea Circus and it’s much better than what I was expecting out of my first Ludum Dare! In general terms, it’s an action game. A better description is a frenetic, simplified extreme sports game. If you test it out, I recommend trying the tutorial first, there’s good stuff in there.

What I would like to use this time for though is just a quick comment about how great the community is! The book, the keynote, the chat room, the reddit – all of it is fantastic! Game design is my creative outlet and it is such a joyous feeling knowing that there are so many others as passionate about it as I am.

Thanks to all of you guys in the chatroom for the company and the laughs and the bug testing! I’ll definitely be doing this again :)

We’re Back!

Posted by (twitter: @frimkron)
Sunday, August 21st, 2011 2:13 am

Thank goodness the site’s back up – I was starting to get worried there. Well done and thanks to all involved!

Well towards the end of yesterday I was starting to lose momentum, but I did get a placeholder title screen and end sequence in place, making it more or less complete in terms of gameplay.

Today I can focus on polish: graphics, sound, music and so on. I’m off for a morning walk and then down to business!

now I can sleep

Posted by (twitter: @elibrody)
Sunday, December 13th, 2009 4:42 pm

What an awesome weekend.

This competition has finally gotten me to complete a game. Until now I was a game-finishing virgin.

I want to thank all who were involved – it was great.

You can see my entry here:

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