About | Rules and Guide | Sign In/Create Account | Write a Post
Construction1990’s Internet Montage? No!
Please excuse the site weirdness. Mike is fixing and making things.
Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 7 days, 19 hours, 27 minutes, 13 seconds
  • October Ends: in 8 days, 19 hours, 39 minutes, 13 seconds
  • Ludum Dare 31 begins: in 43 days, 20 hours, 27 minutes, 13 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Posts Tagged ‘tower defense’

    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 itch.io ! 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 :D


    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 :D


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

    Good new everyone :D

    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 Flashpunk.net 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.


    Minimalist TD is done!

    Posted by (twitter: @https://twitter.com/Gama11_)
    Sunday, April 28th, 2013 8:17 am

    My game, Minimalist TD is done! :) Play it here.

    This was my second LD (First one being LD24). All in all, it went a lot better than the first one. I’m kind of happy with my result and I think it’s kinda playable, even though it’s probably not terribly innovative (a generic TD game really). I have never done a TD game before, so I thought that’d be fun as well as a nice learning experience.

    Still not quite sure about the difficulty curve. It probably ramps up a bit quickly, but then again, there’s only one level and a bit of trial-and-error can be fun. Lemme know what you think! :)

    Here are the tools I used:


    FlashDevelop + Haxe + NME + HaxeFlixel


    GIMP (although I didn’t need it very often, as you can tell by looking at the screenshot).


    Bfxr and WAV to MP3 for soundeffects

    Step Seq. for music and Audacity to record it (Inspired by Arkeus. First time I’ve ever created music, not sure if I’m happy with it. It’s kinda short and doesn’t loop very well… but better than nothing, right?)


    DAME for tilemaps

    Hey guys what’s going on in this Jam

    Posted by (twitter: @@AngryEd)
    Saturday, April 27th, 2013 9:08 pm
    Pew Pew Pew

    Pew Pew Pew

    So this is my first time doing an entry for LD. Decided to do it on a whim since the game I was working on this month for 1GAM was kinda not panning out so well. Decided to make a minimalist Tower Defense game. I’ve only been working on it since today so I only have the basic enemy pathing and one turret in, but progress of any kind is good. Made in Game Maker Studio

    First Playable Demo

    Posted by (twitter: @solokix)
    Thursday, November 15th, 2012 4:31 am

    So this is the first playable demo of what was my October challenge(Clearly not finished in time). Anyways, i decided to pick it up last night and I’ve got it to a playable state(I think???) . I’d really appreciate it if some people could play it and give me some feed back as this is one of the first games I’ve finished

    Here’s the link…


    It’s alive!

    Posted by (twitter: @gameblaster64)
    Saturday, April 21st, 2012 2:17 pm


    [EDIT] Sorry! I’m unable to embed a video here. Watch the video on Youtubes!

    Changed My GameType. There goes a bunch of work…

    Posted by (twitter: @Bloodyaugust)
    Saturday, December 17th, 2011 1:01 am

    I was going to do a more adventure type game.

    Now, feces to that. It’s time for a TOWER DEFENSE GAME. TOTALLY ORIGINAL.


    Now here’s what our main character was going to look like. I know, it’s utter crap, but it still took me like an hour.

    I’m so good.

    Announcing … Aegis!

    Posted by (twitter: @fydo)
    Monday, October 31st, 2011 1:08 pm

    Hello my Ludum friends,

    After about two weeks of development, Dusk Software is ready to announce our October Challenge game, Aegis!

    Aegis is the in-development title of our upcoming tower defense variant. Gameplay focuses on deck building between maps to prepare and setup which towers and effects will be available in game. Cards are acquired through in game currency awarded at the end of maps as well as drops from boss creep.

    While the game isn’t close to being done yet, we have put up an alpha build on our website and added a donation button. We’ve already received well over $1, so I figure that it counts. ;)

    Here is a heavily cropped screenshot of our Paypal account page as proof: Proof!

    Here’s a link to the Ludum Dare entry page. And I’ve got an embedded video right here:

    (Yes, I know everyone hates Vimeo, but YouTube just makes a giant mess of my lovely pixel font.)

    Dusk Software consists of:
    – Me! (fydo)
    – Ken
    – Ted

    As always, thanks a bunch Ludum Dare! :D

    Rise Of The Owls

    Posted by
    Sunday, August 10th, 2008 6:25 pm

    Rise Of The Owls

    It’s a TD game that takes place inside a tower. You will enjoy it if you learn the hero abilities! It’s fairly easy to win (though sometimes it seems insane) once you know how, but to get a high score requires great skill and daring.

    win32 version: Click On Me (1.12mb)

    If it doesn’t work for you, you can try the command line argument “opengl” to run it in openGL instead of DirectX. Probably won’t help, but hopefully it works anyway!

    Eight Hours To Go

    Posted by
    Sunday, August 10th, 2008 10:59 am

    Can’t show a screenie since I am currently working on the offline computer, the only one with decent art programs on it (stupid Vista won’t run PSP9 or Max5).  Thusly, what I am doing now is art!  I’ve got lots in so far, though endless hours spent doing it.  Six in fact.  Still need some stuff for the buttons you click on and the title screen, and the treasure the owls are stealing, then I guess art is pretty much done.  Then I’ll need to get some challenge/point/structure to the gameplay, and some sounds.  That should pretty much do it.  I’ll need more heroes than I have to reach that point, but I’ll just reuse my existing art for those, because man, I’ve made a lot of little heroes.  I think about 8 unique characters.

    I wanted the game to include a skill tree for boosting all your heroes, but I think that’s something for later.  You’ll have to be content with the strategy/luck involved in which heroes you get.  Not much luck needed at this point, since the pool of heroes currently is the same as the number of rooms at the inn, and you’re allowed to have multiples of the same.  I want to change that, but can’t until there are a whole lot more heroes.  Which probably won’t happen by the deadline.

    So I’m off to do that.  I’d also like to have more than one kind of monster, but that too will have to go by the wayside.  Hordes of ordinary owls is interesting enough for now!

    All posts, images, and comments are owned by their creators.

    [cache: storing page]