Ludum Dare 35
The Theme is:

Judging ends in
Click here to start


Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Posts Tagged ‘unity’

SHAPE.SHIFT() – LD35 Jam Entry

Posted by (twitter: @xanjos)
Tuesday, April 19th, 2016 1:16 pm

Here’s my jam entry for Ludum Dare 35 which I can best describe as an endless runner set in cyberspace (and is apparently gaining some notoriety for being well, really hard).


Click the pic to play!!

As usual, I also have a Google Form that you can fill in if you would like me to play/rate your entries (I’ll try and do each one as soon as possible).


Posted by (twitter: @EdoMiyamoto)
Tuesday, April 19th, 2016 12:50 pm

Cherokid teaser

Hey folks ! I played a lot of your game and they’re awesome ! Wanna unravel the mysteries in a strange world ? Well let’s play Cherokid !

Cherokid is counting on you !


Posted by
Tuesday, April 19th, 2016 12:12 pm

Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

“Breaking Fat” – Rating time!

Posted by (twitter: @SantiHisteria)
Tuesday, April 19th, 2016 4:15 am

It was my first game jam… (have mercy!!) I’m so happy for the result. I hope you enjoy it!! :)


Vikoz post mortem

Posted by
Tuesday, April 19th, 2016 2:20 am

So, here goes my first Ludum Dare entry post mortem. I went for jam since the start, and to be fair I’m proud on myself finishing something in the given time scale. How it all began? I’ve waited off for theme announcement (which was 3AM here in Europe), and as I was quite tired after the work I went straight to bed right after. So, Saturday morning (technically almost 12AM), I’ve started coding up very first version of the game, coding movement, selection of minions, building selection and UI. The whole game core was created during the Saturday.

Sunday was a bit slower for me, I worked mainly on art – creating up buildings and units, and as I’m not really an artist, it took me huge amount of time – I’ve just spent evening on the menu. Monday, the first work-day of the week. I spent most of it in work unrelated to any game development, but in the end I’ve put up the ‘High Score’ logic and attached music and sounds to whole game.

In the end, well you can check out some gameplay video at: YouTube. Although you might as well prefer to Try It yourself.

For me, it is definitely a success. I wanted to participate in Ludum Dare few times already, yet I’ve never had enough courage to do so. And here we are, I have finished something – there were quite awesome ideas during the streaming on Twitch and talk on TeamSpeak (where I have a point for next time – do that in open community, not closed one -> more people can watch it & talk during it!) which could improve the actual gameplay, most of them didn’t make it through due to time scale.

Anyways for me it is time to give some attention to my girlfriend, as I’ve put her aside for the weekend!

Thanks everyone for support, participation and playing games!


Posted by
Monday, April 18th, 2016 8:21 pm

And I’m done. I’ll probably write a longer post tomorrow, but now I think it is time for sleep :-)

You can check out my entry ‘Court of Talis’ here




We Can’t Decide

Posted by (twitter: @@Windburn1)
Monday, April 18th, 2016 8:08 pm

A game about the struggle of focusing on making only 1 game. An in depth RPG, a tactical shooter with realistic vehicle physics, challenging puzzles, and heart- pounding stealth action.


Progress (65 hours in) – Finished! (again)

Posted by
Monday, April 18th, 2016 7:05 pm


2 small

The 72 hour jam version is done. In fact, it is done-done. I sure am.



Apologies for the lack of GIF in this post. There will be another, just too bloody tired at the moment…

LD35 Post-mortem

Posted by (twitter: @dylanwolf)
Monday, April 18th, 2016 6:52 pm

Here’s a quick rundown of the ups and downs of my compo entry, Shifty Shapes, which was written in Unity.

What went well


Usually I make some notes about the top themes in each round of voting, but this time I went in cold. (Honestly: I have a few different game ideas floating around in my head right now, so I was open to doing something off-the-cuff.) I had all of the rules for the game written down within minutes of the theme announcement.

The sliding concept was inspired by a board game called Ricochet Robots that I played in analog gaming at Geek Media Expo, plus standard match-3 mechanics which I’d already figured out an algorithm for in Ludum Dare 30.


I knew I wanted this game to have some nice visual effects, since I envisioned it as one of those shiny mobile puzzle games.

Fortunately, there weren’t a lot of moving pieces in the concept, and I started building the effects early (even before I’d replaced the placeholder art).

Animation is something I don’t tend to think about (or I think about so late in the jam that it’s complicated to implement), but a little bit seems to go a long way.

Bouncing UI elements and blocks/items flying to their respective counts were easy to implement. I feel like my biggest win was making item and score counts only increment when the block/item reached it.


The main riff was based on something I’ve played around with before on guitar–variants of C, with Am and Em thrown in. It worked pretty well, which means I spent about 10 minutes working out the tune, leaving most of Sunday for recording and mixing.

Unity UI

Because I wanted new blocks to fill in like a circular progress bar, I ended up having to mess with Unity UI early (as it supports “filled” images). I’ll confess, it’s something I’ve avoided for the longest time, because it’s intimidating.

Rather than mess around with the large block of numbers that don’t seem to change anything (Unity just recalculates the X and Y positions when you change them), I’ve preferred to stick to world space, Camera.orthographicSize and Camera.aspect, 2D Toolkit, etc.

However, I feel like I’ve made serious progress learning Unity UI thanks to this game. And because I didn’t need to dip into 2D Toolkit for text, I think this is the first Ludum Dare where I’ve had no Asset Store dependencies.


There are few things more satisfying as a coder than being able to call a “Reset” method after a Game Over screen (as opposed to “screw it, I’ll just reload the scene”).

What didn’t go well

Block pop-in effect

One of my big plans for visual effects was to have blocks “fill in” like a pie chart. That’s actually pretty complicated if you’re using Unity’s Sprites, and I spent more time than I’d like trying to make it work. Once I realized sprite masking was going to require shader code, I gave up on this approach.

Even though I was reluctant to mess with Unity UI, UI Image supported this exact feature, and I got the effect I wanted. However, I wish there was a way to do this via Sprites, and I spent more time than I’d have liked chasing that solution. (Although, I did do this first thing on Friday night so I could budget my time.)


I’ve been playing around with Krita recently, and because of some of its pen and paint effects, I initially picked it over GIMP. However, the art I created didn’t feel right–it had a dark, hard-contrast feel.

This wasn’t Krita’s fault, I just wasn’t familiar with it. It was definitely a case of thinking a tool based more on physical mediums would magically produce something “painterly” without me having to understand how it worked. I ended up redoing everything (except the cloud particles) in GIMP, and was pretty satisfied with the result, despite spending a lot of extra time on unused art assets.


Because I guess I have something to prove, I decided to try to mix in cajon, banjo, and mandolin in with guitar. I can’t tell whether it works or whether it’s all out of tune, because my first impression changes each time I listen to it.

I suspect part of the problem is I changed the speed on the guitar part in Audacity, and then tried to increase the pitch by the same percentage to compensate. Also, I’m not enough of a musician to pull this sort of thing off with consistent quality (which is why you’ll note all of the non-guitar tracks are mixed very low).

Build and release

To be fair, it went OK, but this is the first time I’ve been frustrated with myself for not planning in advance.

I always go in building for the default Unity 960×600, only to remember on Sunday afternoon that it’s slightly too large for the LD site’s embed (and even a little awkward in my browser). I really need to standardize on a resolution and aspect ratio before I go into a jam. I tend to just jump in the preview window and forget about this part.

Also, given that WebGL builds seem to take somewhat longer than Unity plugin builds did, I need to start planning for this in advance. Luckily, I did a release to on Saturday, so I was able to iron out some WebGL issues with particle effect sprites early, but it would’ve been stressful if I had waited until Sunday.

Entry uploaded! Yay!

Posted by (twitter: @APantaloni)
Monday, April 18th, 2016 6:16 pm

This is my first Ludum Dare and it’s been a lot of fun!
The result is Shapegrammer, a quick reaction game inspired by the classic tangram puzzle:

It comes with an (okay, very basic) online leaderboard. Play and compete for the top spot here!

Help needed! WebGL black sprites

Posted by
Monday, April 18th, 2016 10:23 am


When I first uploaded my entry with WebGL there were no problems.
Now, after I fixed a small bug and want to re-upload most sprites have changed into black squares.
Does anyone have an idea why this happens and how I can fix this? (using Unity)





Now also available as 64bit version!

Now also available as 64bit version! (Click here or the image to go to the entry page.)


For now you’ll have to download the standalone in order to play.

Town – a game where you fight shapeshifting monstrosity!

Posted by (twitter: @PandaDima)
Monday, April 18th, 2016 12:05 am



So there it goes, another Ludum Dare. What a blast! At the end I wanted to just give up, but I stepped over myself with help from my friends (AtomicVikings and @Quaternious) and the fact that I didn’t want to skip yet another Ludum Dare even if I should have do other stuff.

Anyways, the game is submitted as it is. I haven’t squeezed enough time to do music, sfx, gfx, animations and more content. But overall it seems to comply with the basics of the design doc, so I am fine with that. It could’ve been more, if not my poor time management, but ain’t it always? 😉

So enough about how, let’s talk about what.

Town is a game where you play as wizard (I’m a what? 😮) hero Hayley that is trying to stop the evil Quazhooman shapeshifting beast from wrecking, otherwise, peaceful town of fine people into shreds. And of course pillage it along the way. You need to use your wizardy powers to target it weaknesses and stop it, before it can destroy the fine establishment of a town, or die trying.

The game place as a clicky-clicky game where you need to use best spells to target monster’s shape most effectively. Each shape has a set of attributes (Fire, Water, Air, Earth, Holy and Dark) that either provide a strong point against attacks of those natures, or weaknesses that let you exploit them, dealing more damage.

Goo Shape

Goo Shape

The player can also return stolen goods while fighting the monster, and use those resources to learn more powerful spells, upgrade oneself’s fortitude, and get more proficient in art of casting spells.

All in all, I think the game turned out fun enough, at least it was fun to do!
You can try it here:

Thanks for playing! And here’s to next great Ludum Dare!

– RedPanda aka Dima Kalchenko
P.S. Sorry for any mistakes, I am exhausted… 😛

“Breaking Fat” game

Posted by (twitter: @SantiHisteria)
Sunday, April 17th, 2016 8:43 pm

After 2 intensive days I can say that… I HAVE FINISHED MY FIRST GAME JAM!! :-)

Here the result

And now… time to sleep!!

First LD

Posted by
Sunday, April 17th, 2016 8:24 pm

This is my first LD and also my first game project after a really long time.

I started it late so I wasn’t hoping to be able to finish for the jam, but this is a bit of what I’ve got so far.

I ve made a mistery/puzzle short game in which the player has to figure out what to do by deciphering the clues in the environment while it all keeps changing shape.

Depending on the paths the player takes, different shape shifting events will happen on the environment.

I chose to mix both pixel art and hand drawn paper with child like art style. All design and artistic elements are related to the plot the player shall reveal by finding the ways through the shape shifting maze.

Here is a gif showing some gameplay:

Gif gameplay

It’s being a really fruitful experience.



Its Finally over! my first entry on Ludum Dare compo is here!

Posted by
Sunday, April 17th, 2016 8:22 pm

Here it is! My first game here on ludum dare: Star Shift Journey!

Star Shift Journey Ludum Dare 35 game

ludum dare game

The game is very simple, since i am not very familiar with art creation, only with game design and programming. But i am very glad for doing this, i learned a lot doing all this by myself on unity! Its a cool space shooter game with highscore progression based, where you have to change the shape and color of your ship in order to destroy certain enemy ships and to avoid the lasers by using the same color as them!

Hope you guys try this game later and enjoy it! I will sure try the most games as possible here too! Congratulations to everyone that already sent something and, for the people who is developing for jam section, good luck to you all! =D

Progress (43 hours in) – Finished! (for now)

Posted by
Sunday, April 17th, 2016 8:12 pm


The 48 hour version of our Jam game is in. There’s still a day to add in a few missing things, but overall I’m really glad of how it turned out.

No mistakes or silly stuff this time; just hard, honest work (on easy mode!)

Play it Here!

[cache: storing page]