Ludum Dare 34
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Posts Tagged ‘unity3d’

Giga Guy Update

Posted by (twitter: @GaTechGrad)
Tuesday, September 29th, 2015 4:45 pm

Giga Guy was submitted for the Mini LD #62 last Sunday.  You can view the LD entry or download it at GameJolt.  Due to all the plugin and browser controversy, I’m thinking about making my future games download only.  It is better experienced in full screen at higher resolutions anyway, and I really feel like Unity web build really takes away from the experience.  Anyway, the game currently has five robot bosses, and I’m currently working on a sixth which I hope to release soon.

Here is the latest developer commentary video that I made covering the latest updates to the game.  I talk about finally learning Mecanim for playing the animations and normal mapping for the room textures.  Enjoy!

Our Game Sly Slime Has Been Reviewed By Button Masher Bros

Posted by
Tuesday, September 1st, 2015 12:43 am

Thank you @ButtonMasherBro! I’m glad you played and reviewed our game. It’s my pleasure watching all of you guys play our game (also died a lot due to the insane difficulty level LOL)!



Besides, if you still haven’t played our game, please check it below:


We made it! Sly Slime the game at LD33

Posted by
Sunday, August 30th, 2015 7:20 pm



Hi all, this is the first time of all of us to be in Ludum Dare. We’re happy and proud to present our game: Sly Slime.

As you can see, this is a fast-paced stealth-topdown-shooter. You are Sly Slime , the red guy at center of the screen. As the most common monster in RPG, your species were slaughtered like thousands of times by players. So now it’s the time for REVENGE!!

We never expected that we can reach this far of our game. I still can’t believe we did this. But look at it, we made it at last!

Please visit our page to download & try it! Feel free to tell us what you think of our game! Don’t hesitate to RATE IT, and THANKS FOR PLAYING!



Sly Slime – Revenge On All Players

Posted by
Saturday, August 29th, 2015 11:00 pm


The slime is the most common monster in JRPG. Millions of them were killed by players during the whole video game history. So it’s the time for REVENGE!!

After 72 hours of hard work, we made this game – Sly Slime. It’s visually beautiful, fine-tuned, also brutally hard and unforgiven. You are weak just like your kins, so try your best to survive this bullet hell, sneak and send these players to hell! Give them everything you got!

Please visit our game page here, and don’t hesitate to rate and comment!

Good Game, Good Luck, Have Fun!

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game



Wild Flirting: the post mortem

Posted by (twitter: @calendulagame)
Saturday, August 29th, 2015 12:35 pm

Hi all!

Blooming Buds here with the post mortem of our first Ludum Dare entry as a team. Some things went right while others went wrong, but in the end we came up with a quite positive balance.

The game

In Wild Flirting you take the role of a monster trying to find love using a dating app. The problem is that you have the social skills of… well, a monster. You’ll have to check user profiles and learn about their personalities while you chat, so you are not uncovered and banned from the app.



The process

We have to admit that we had a hard time finding the game idea. We started with a point and click game about being a disguised alien in a spaceship. You had to eat people without getting exposed. We had some more mechanics and contents planned, but we decided to go to sleep and keep thinking before committing to that idea.

The next morning we were not fully convinced with the idea, so we started from scratch! We discussed the idea for like three hours, and then the “Dating app simulator” thing crossed our minds. We switched to the new idea pretty fast, since it was more affordable and heavily focused on design, which is the part we enjoy the most!

We splitted the work into four groups: design, code, art and music.

The design focused on building a huge dialogue database. We had to create a narrative big enough for 10 different characters, each one with its own personality and its own set of questions and answers. We ended up with about 12 pages of script. At first we thought that it was going to be easy, but then we realized that coming up with this amount of meaningful content was really hard and time consuming.

Before the magic


After the magic

On the programming side, we started from scratch. First, we coded a parser to store and link every conversation with each character. After that, we implemented a simple conversation scheme (question-answer-question-reply), trying to mimic the flow and aesthetics of apps like Whatsapp or Tinder.

With the aforementioned coding finished, it looked like we were close to be done. But nothing further from reality. The main scene transitions (between character selection screen and conversation screen), the intro screen, the art positioning in a pretty and usable way… All these “details” took about 60%-70% percent of the development time.


Let me see your guts, Unity

The art team had to build a good environment for the game (the monster’s chamber) with a few animated details. Besides from that, any dating app would need profile pictures, so we had to draw a portrait according to every character designed, which somehow represented its personality.

For the music we had the chance to use a Farfisa Professional 88 organ of a friend of us. That brought exactly the kind of sound that we were looking for. A perfect mix of the 60’s seductive songs and dark humor.

The real MONSTER

What went wrong

  • Distance: lesson learned. The problems in the development of a game are directly proportional to the sum of the distances between all the members of the team, or something like that. We made the whole game separated.
  • Not very modular: our game basically occurs in a single scene, which usually means problems when dealing with Unity + Git.
  • Testing (minimal): we had no testing. Ah no, wait… two people.
  • Last hour bugs: The two testers found some bugs just before the deadline. So we were in a hurry!

What went right

  • Scope!: we are proud to say that it was, surprisingly, highly accurate. If we had decided to put some other mechanics or content we probably wouldn’t have finished on time.
  • Organization was key: knowing what each of us had to do at every moment kept us busy and focused.
  • Team work: we had constant communication, allowing us to help each other and providing feedback when needed.

What we used

  • Code: Unity, C#
  • Art: Photoshop, Illustrator
  • Music: Farfisa Professional 88, Cubase, Audacity
  • Collaboration tools: Google drive, Gtalk and bitBucket

Thanks for reading and feel free to try Wild Flirting!

Try it out:


We made it! Hide, Mr. Hyde is available now.

Posted by
Tuesday, August 25th, 2015 8:41 pm

This was our first LD and I really think we did a good job. We didn’t get to finish the game, but it is playable and you can understand the core mechanics. Meet “Hide, Mr. Hyde”!

We toyed around with lots of ideas of being a monster, but we decided very quickly that we did not want to make a game where the monster is a mythical creature and just kills randomly. Well, go play it and give us your feedback, it will be mostly appreciated. Have fun!

Don't let anyone see you in monstruous form!

A few notes: we only worked on the game on Sunday and Monday, it was kind of a Hardcore Mode, really.

It’s done!

Posted by (twitter: @Galvesmash)
Monday, August 24th, 2015 8:24 pm

Second time working with my girlfriend in a Game Project and it was great! Almost killed her but she survived!
We had just 1 day and a half to finish this game, but that’s what we could do for the Jam.

Are you a monster? The idea is to ironize the bad actions that people have day by day like don’t helping old people and don’t throw garbage in right place. (We had other ideas but not the time…)
Play mini-games that get harder and faster!

Are you a Monster? - Mini Game 1
Are You A Monster? - Mini Game 2

Check it here

Have fun! 😀 (more…)

Monster of the Matrix finished

Posted by (twitter: @@jespertingvall)
Monday, August 24th, 2015 5:36 pm

It started as my trying out some shaders, then found out that Ludum Dare 33 was running. This is the result, finished during a nasty cold.

You are a skeleton in a dungeon. But something is wrong…. Why is the walls breaking down around you? Who are these green skeletons that hunt you?

Play it here.

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)



After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.


  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

Revenge is Done !

Posted by (twitter: @azokal)
Sunday, August 23rd, 2015 7:47 pm


I finish my game for LD33!

Let’s present it:

Revenge screenshot

You always dreamed to be a bad guy? To rule the world and crush your enemies?
Come and play REVENGE!
Take the place of the boss in a shoot ’em up and destroy all the ships of the rebellion.

You can have access to it by this link:
Ludum Dare page

Im done!

Posted by (twitter: @progex)
Sunday, August 23rd, 2015 5:43 pm

Hi guys, first time I make art and music/sfx. I spent around 25 hours making.

I like but it could be better.

Scary scary Not Allow Losers

Scary scary Not Allow Losers



Monsters of the Matrix

Posted by (twitter: @@jespertingvall)
Sunday, August 23rd, 2015 3:14 pm

Enlighten the maze monsters about their existence.

Skeleton from the Matix.

Make them break the Matrix.

Shader programming for unknown game.

Graphic done borrowed. Now it needs gameplay.



To JAM or not to JAM?

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 9:55 am

So here’s the deal, I will most likely not be able to complete my game for compo. I bit too much once again. Now I always did compos, never jam. I always like the idea to do everything myself, even though I am not good at art and terrible at music, but I like the practice.

Now back the question, should I take 1 more day and try to finish the game and submit it in jam? I am afraid my game will look poor on the background of all the amazing team based games in Jam. Any opinions?

Dungeon generation is a thing now

Posted by (twitter: @tomrijnbeek)
Sunday, August 23rd, 2015 6:41 am

It took me longer than I wanted to spend on it, but I think it was worth it. The final algorithm was a lot simpler than the other things I tried. It might not be perfect, but it will do for this Ludum Dare.

(click image for animation)

early bird gets worms!

Posted by (twitter: @frostvoidSoft)
Sunday, August 23rd, 2015 3:58 am

Just discovered that when using Tiled with Unity (and the Tiled2Unity tool), each spritesheet gets assigned it’s own shader. My ocean can now be the ONLY transparent thing in the game, which helps a lot.


2 more days! Starting to think I might actually have something playable.

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