Ludum Dare 34
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Posts Tagged ‘tower defense’

The Curse of Koomba – Postmortem

Posted by
Wednesday, September 2nd, 2015 1:58 pm

Dani (The Artist)

I think we chose the right graphic style. The funny, cartoon style gave me many freedom  and I didn’t have to worry about technical proportions. Considering the short time that you have at any game jam, this is a great advantage.

Another benefit from Ludum Dare is that you don’t have to create perfect designs because you are not going to sell anything to anybody. You work fast and fresh, improvising ideas all around. The first character concept art I drew was my reference for the next pixel art with some minimum changes. They were easy concepts because they were based in big genre archetypes. Koomba is a monstrous angry mushroom because we want to make a homage to the first goomba of World 1-1 in Super Mario Bros.


I have done some sprite animations before Ludum Dare with 64×64 pixels proportions. If you want a fluent animation with these dimensions, you need between 10 and 12 sprites, and also these proportions demands a more “realistic” style. In 72 hours I didn’t have the time to do so much detailed sprites (and background tiles), so I decided to do 32×32 pixels sprites (some caracteres exceed this dimensions a bit). With this size, you can do a proper animation with only 4 sprites and just moving the feet (working with layers always saves you a lot of time and work). Some death animations (Koomba, the Dark Lord, the holy wizard) have between 6 and 9 sprites to obtain a smoother, cooler effect.


We wanted to do two or three scenarios, but soon we realised we only had time to do a proper level. So we decided to do the interior of the Dark Lord’s tower. I only had to paint some old stone brik tiles with minimum adjustments and three assets: a gargoyle, a candle and some dungeon jails. At first we had some problems with transparencies, but soon Antonio fixed it.

gaggola JAIL lampara

We also wanted a different death for every knight when they collide with the Dark Lord’s shield, but we had no time so at last I only did a customised ash death for the base knight (not used) and one generic ash death for everybody.


Antonio (The Coder)

At first, I thought we would be unable to submit an entry with a decent level of quality. The first hours were a continuous rush, with many decisions to take, many code and art to put in place and always hearing in my mind the tick of the clock (let’s do remember that this was our first Ludum Dare). Once the initial adrenaline surge was over, the work to do was clear and we did have enough time to add even more kind of enemies than which we figured out at the beginning.

Another challenge was the selection of the game engine, because we had never use Unreal Engine 4 Paper 2D plugin in a serious endeavor (although we are proficients in its 3D and primary workflow). Besides our lack of knowledge, it did not take much time to have our first prototype working, so I must say “YAAAY” for Paper2D.


Regarding theme and mechanics, I think we choose well. A sidescroller platformer (even with the ‘You Are a Monster’ twist) is easy to implement, so we could have enough time to polish other aspects like add one or two different enemies more or a proper Wave System. However, at the end of the third day, the Wave System was half-implemented and we did prefered to use the last hours adjusting some gameplay values, smoothing the controls, and so on.

Although I am very glad with the final result, it turns out that we forgot an important element of any videogame. Yes, you’ve nailed it. I am talking about the audio. So here we are, awaiting our chance to go beyond ourselves and make a game with audio next time.

See you on December!

You can play The Curse of Koomba right here!

Mountain King

Posted by
Monday, April 20th, 2015 8:16 pm

My Ludum Dare entry has been submitted!

Mountain King game by ImDeity

You are a great Mountain with something everyone wants! Defend yourself by hurling rocks at attackers. Upgrade your stats to become more powerful.

View the entry here. You can play it on Web with the Unity plugin or download the Windows / Mac / Linux versions.

Halfway There!

Posted by (twitter: @IamJacic)
Saturday, April 18th, 2015 8:05 pm

Wow, 24 hours goes by fast!

early3My game is a top-down shooter with tower-defense elements. When a level starts, a zone (or more than one, on later levels) is randomly placed. Enemies will come to try to kill you and destroy these zones before you can fill them with power. Objectives vary from defeating all the enemies to powering all zones to simply surviving for a set amount of time.

Weapons include bricks, forks, bubbles, dirty socks, and ice cream.

early5I still have a lot to do, but I’m confident I can finish on time!

Mascarpone cool 2D tower-defense with “cute” soundtrack?

Posted by
Friday, December 12th, 2014 3:51 pm



We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you –

Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!

Done (kind of) and submitted !

Posted by
Monday, December 8th, 2014 5:22 pm

Our first entry for Ludum Dare !

Ferchault's Island Game

Play It Here

Submitted. What a joy!

Posted by
Monday, December 8th, 2014 5:05 pm

You can play my first Jam game here. “Zombies Vs Army” (what a simple name!)

Need some heavy long sleep :). Can’t wait to play all games from community.

Planning to write a post about my development tools, assets and strategy. Interested? Like it

One Last Stand – Game Screen

Posted by
Sunday, December 7th, 2014 2:31 pm

A little preview of our latest modifications, we now have a beginning of a background and a city, ennemies and a standard turret.


Sol Defender – Update 3 (VIDEO!)

Posted by
Sunday, December 7th, 2014 11:33 am

New progress! Video :).. Still need to finish Menus, Sound, and setup a few levels…


One Last Stand – UI preview

Posted by
Sunday, December 7th, 2014 9:11 am



We’re progressing ! We now have the whole interface ready for further integration. More to come soon with the Background, turrets and ennemies !

interface icons

Sol Defender – Update

Posted by
Sunday, December 7th, 2014 5:46 am

Okay I think a lot of the core systems are done. Now on to audio and level design :)…
The idea of the game is to defend Sol by collecting dark matter and using it to construct defenses. Its a super simple art style (Im a programmer) but I think it looks slick. The dots are stand-ins but the red dots are the enemies marching towards Sol and the blue dots are your defense pawns. You can upgrade the pawns shields (green circles) and upgrade the weapon types.

Oh yeah, the big orange line is when an enemy hits Sol’s shield, Sol fires out one huge beam that destroys all enemies in that line.

Any thoughts? Maybe some hearts :'(



Def – my LD26 game, embiggened

Posted by (twitter: @OMGWTFGAMES)
Thursday, October 9th, 2014 3:11 am

So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.

I’ve just finished a major content update for Def (+15 levels) and have released a version for desktop computers publicly for the first time. You can see all my devblog entries on Def here.

<marketing mode>Buy it here on ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>

I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.

Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.



Posted by
Monday, April 28th, 2014 6:37 pm

Click here

to Play!



After 72 hours, (not many of these used to sleep xD) Infection is finally here. Infection is a Top-down shooter with some tower defense mechanics made by Daniel Snd (me) and Sebastian Lague. While a man’s life rests in balance you must go beneath the surface to fight his diseases and prevent the infection to spread.


ss (2014-04-28 at 07.42.56)

This is the first Ludum Dare that I create all the art (I usually share this function with another artist) and I couldn’t be more proud, I believe this might be my best looking work yet ^^ As usual I’ve kept to the Cartoony/Super-lowpoly look. All characters are based on the same mesh, and I reutilize the same textures on many different objects. Well, I’ll do a detailed postmortem on the experience of creating the art for it later, once I get some sleeping and my arm stops hurting hahahah. Meanwhile you can check out the Timelapse videos I recorded during the weekend:

Timelapse day 1

Timelapse day 2

Timelapse day 3



Thanks for reading!

EGGZ builds and timelapse!

Posted by (twitter: @wilbefast)
Sunday, July 28th, 2013 1:37 pm

EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour timelapse EGGlapse 😀


Click here for 48 hours of EGGy goodness :D

As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:

Lightweight .love file for Linux, Mac and Windows user with LÖVE installed

Cross-platform .love file

Windows executable

Windows .exe and .dll files

Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game :(

I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements :)


Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀


Posted by (twitter: @wilbefast)
Saturday, July 27th, 2013 10:14 am

Good new everyone 😀

EGGZ is a real-time strategy game with eggz in it…


I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!

Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.


Defenders of Order postmortem

Posted by
Tuesday, April 30th, 2013 1:31 pm

So my first joke when I learned the theme was “My games are already minimalist.”

I was collaborating with Anand so I could have more elaborate art than I could have made on my own, and the first thought when you think of a “minimalist game” would be red wedges shooting white circles or something.

So on Friday we considered a few directions to take the idea that would address the theme, especially ones that would allow minimalist and non-minimalist elements to co-mingle.

1) A non-minimalist character exploring a minimalist world.
2) Perhaps everything is coloured rectangles until you get close to it or shine a light on it or something.
3) A strategy game that you can switch between two different modes, one with character stats and firing ranges and things, one where they are white and black pieces that move by square.
4) A strategy game of minimalists vs. non-minimalists

We started going with 4, then started thinking a Tower Defense would be easiest to finish in a weekend, ( compared to a more symmetrical strategy game, where I would need to program the A.I. ) and somehow while drawing the sketches for it, we came up with the unique aiming mechanism, which you can see here:


Note also that the towers were initially vertical boxes. The lines were meant to show where the rear towers had a clear line-of-sight, but looking at it, we thought, what if that’s how you aimed, not with a single tower, but with a pair of towers? So we seized on that as a mechanism that made the game a little more innovative than just yet another TD game, and set to work.

I programmed it in Flashpunk, because I had used it before. Anand and I hadn’t collaborated before, so I wanted to keep the number of new things under control. I looked up a lot of things on Flash Game Dojo while the site is down.

So here’s the result.

After playtesting, maybe the game is a little too simplistic, which has made it tough to balance, in terms of if you make the creeps too tough, they overwhelm you no matter what you do, and if you make them too easy, you would have to go out of your way to lose. We have a couple ideas on what would add some depth to it, but by the time we thought of them, it was too late to implement them.

Game balancing

Posted by
Sunday, April 28th, 2013 10:19 am


I’ve spent the last 2-3 hours balancing the game, which is actually a lot of fun. It’s actually an reward in itself to get to play and tweak your creation. And I invented a few new game mechanics too while I was at it. The game is more of less done, though I’m considering adding music maybe? We’ll see.

Also, I managed to get both the Java Applet-version and the HTML5-version up and running, so that was nice. I never take for granted that GWT actually works and compiles my stuff into something useful. It’s still black box magic to me.


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