Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘unity3d’

One Day Left: Edo Arena

Posted by (twitter: @PowerSparkGames)
Sunday, January 3rd, 2016 2:45 pm


Hey everyone!

Thank you to all who have played my game! I’ve enjoyed playing all your entries, but the rating period is almost over! I’d appreciate any final ratings and feedback before judging ends, I hope to get a few more votes in. Play Edo Arena.


New animation stances

Sometime after the deadline (I’m not sure when, it’s not done yet) I will release Edo Arena’s post compo version. I didn’t have time to add much to this yet but my main goal is to tidy up the animations and item store. I hope to tweak the gameplay as well. However, I’m putting together an update for my bigger project so I can’t devote all I can to this post compo version. There will also be Mac and Linux standalone downloads.

Read my Post-Mortem here. If you haven’t seen the timelapse, take a quick look!

Thanks for reading and I hope you all get great results! ☺

mini-Post Mortem

Posted by (twitter: @frostvoidSoft)
Wednesday, December 16th, 2015 10:37 am

So, my first ever post mortem and my second Ludum Dare done.


All in all I’m happy with the game, I wish I could have added some more stuff to do (decorate Christmas trees), maybe improve on the Snowman AI so you could sneak and avoid detection.

Please play and rate the game, would especially like some feedback on the difficulty level.

Tools used

  • Unity 3d
  • Visual Studio (C#)
  • Photoshop

What went well

  • Used git from the start this time so I didn’t accidentally mess up my project in the middle of the jam.
  • Was able to work a lot with renderers, lights and lightmapping, environment maps and other stuff I’ve not done before.
  • Learned a lot about improving performance and discovered the Unity Profiler which is awesome!
  • Up one dimension from LD33 (2d game), guess next year I’ll have to go for VR.
  • I was fully stocked up on energy drinks and food that was quick to make.

What didn’t go well

  • Spent about 5 hours trying to figure out what to make Saturday morning.
  • Time management is hard! Finished the last bit (spawning monsters, their AI and the win/lose scenes) just before the deadline.
  • As a result of the point above, the instructions were not the best, but I have now changed them.
  • Personal hygiene might have suffered :)
  • Like last time, there was no time to have anyone else test the game before releasing it.
  • Forgot to add a way to track progress (5 seeds need to be planted), I think was just too blinded by already knowing the level and objective so well.


People and instructions

Am I the only person who reads the instructions before playing? It certainly seems like that sometimes 😉

I even had instructions in game, but I guess to many people reading a wall of text is not very enticing:


So I replaced this with a slightly prettier version, hopefully that will help somewhat:


Rolla Grolla Arena – LD34 Jam Entry

Posted by (twitter: @xanjos)
Tuesday, December 15th, 2015 1:05 pm

Here’s my jam entry for Ludum Dare 34 (It’s a multiplayer game requiring at least 2 players so grab a friend/sibling/relative/significant other/etc. to play this. Also controllers are definitely recommended).

Click the pic to play!!

As always, 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).

The remainders…

Posted by (twitter: @Rodaja_es)
Tuesday, December 15th, 2015 10:41 am

Well, there’s that. We survived another Ludum Dare and it’s time to play and vote all of the other entries, so let me tell you a little about our game and how the jam went for us:

remainders 34


It took us more than half a day to come up with a game to make, the tie in themes didn’t make it easy to narrow down which way to go. We eventually settled for just the theme “Two button controls”, as it made us think of faster games.



Once that was settled we thought of making a game about avoiding stuff coming at you. We remembered our childhood game StarGoose, and decided to somehow pay it tribute.

The main thing we took was the levels being a continuous loop. So you have to take gems, but if you miss them, they’re not gone forever, you just have to survive another loop to get another try.

The limit of two buttons meant you would only avoid things, and not shoot them, so we thought pressing both could be a bit of a desperate move to avoid some things. That’s where the jump comes from.



We’ve been improving our low/flat poly aesthetics and can proudly claim our game is really pretty.

As an early visual decision, the player and all “good” stuff is triangular, to imply speed and intrusion, while the enemies and environment would be squared (settled and heavy). And this type of geometrical simplification seems to go really well with the style and allowed us to create a lot of different props that go well and their part in the game makes visual sense.

We had a collaboration for the sound and music from @parejomusic. He’s a great professional and made some great stuff. We’re specially happy with the music. Instead of it just being one track, it is separated into different layers, which activate according to the game state. It’s pretty cool.

This is also our first game featuring some introductory in-game story text, and I’m really happy about the way it came out.



As I mentioned, we had a lot of trouble coming up with a game idea at the start of the jam, so a lot of time went into that, and it shows on how the level design was barely tested at all.

The jump mechanic seemed a better idea before the enemies and life system where in, and we missed measuring the heights of some of the baddies, so there’s a lot of things you should be able to jump that you can’t, and the game fails to show you which are which.

We went a little overboard with the lights, blurs and particle effects, so there were performance issues on some computers (we did a lighter build without many of these, so you can at least play the game, even if it doesn’t look that good).

We failed to do some small silly things, like making the little square mines be on the floor instead of clipping through it, but who doesn’t have this type of thing in a jam game?

remainders 34



Even if it’s not a local multiplayer game, we’re definitely happy with how the game turned out. Sure there are things to fix, but it is the game we wanted to make and really hope you enjoy it. You can play it here.

Holiday Survival Horror

Posted by (twitter: @frostvoidSoft)
Monday, December 14th, 2015 10:12 pm

Finished just in time, but got everything I wanted into the game and I’m reasonably happy with how it turned out and looking forward to the reviews.


Now for some well deserved sleep, followed by playing ALL THE GAMES tomorrow!

Bad Cloud is almost ready to destroy!

Posted by
Monday, December 14th, 2015 4:52 pm

Our own Bad Cloud is almost ready to start destroying planets, and doing so in such a cute way!

Still no sounds, but just wait for our original sound track. 😉

Unfortunately, we couldn’t implement all the worlds, just the first, but here are some pictures from what we plan to do after Ludum Dare:

Planet 1 - Bad Cloud Planet 2 - Bad Cloud Planet 3 - Bad Cloud Planet 4 - Bad Cloud Planet 5 - Bad Cloud Planet 6 - Bad Cloud Planet 7 - Bad Cloud

Crusher Escape Race : My Third Attempt

Monday, December 14th, 2015 1:23 pm

Hi Awesome guys & gals,

Missed the last LD, but this time, despite the unfavorable circumstances, managed to survive with a short game. Was at the edge of giving up at the last hours of development, but decided to push it and publish it, no matter how short it felt. Was also satisfied myself with this game, although the effort took were much less than my previous games. Here it is. My 3rd Ludum Dare Entry ‘ Crusher Escape Race’.

Play the Game here (Feedbacks welcome)

[Devlog Entry]

Engine/3d modelling : Unity 5.3 + Blender

UI: Inkscape

Hope you guys Enjoy this. Expect a Post Compo version soon, if things workout as I visualized in my mind 😉

2 Roll – 52h update [Unda]

Posted by (twitter: @la_wendt)
Monday, December 14th, 2015 12:56 am

We spent the whole day trying to work with the music, menu and art, a.k.a. polishing the game. Hope it turns out to be a nice game.




Main Menu of MUNCH

Posted by
Monday, December 14th, 2015 12:17 am



Any comments are welcome 😀

Note: if anyone knows how to post gifs animated without you having to clock on them that would be great :)

Bad Cloud is getting badder!

Posted by
Sunday, December 13th, 2015 11:52 pm

Our cloud is getting badder! And cuter! Look how happily it destroys the world!

Almost there, but maybe next time. LD#34 Growth and 2 Buttons

Posted by
Sunday, December 13th, 2015 7:54 pm

First time in the comp and was entering the compo with growth. Limiting buttons to space bar and point click with mouse, using just Unity 3D. I started work on the game this morning and sadly couldn’t get it working fully, the “growth” mechanic doesn’t work as planned. So here are some screens instead, but a failed game.

Its 12 little gardens in which you should have been able to grow coloured cubes, on either of the 3 axis using “space” to change which axis. Each colour of cube grows differently. The green blocks were the next stage with revolutions instead which I got working. The black boxes absorb and remove your other coloured growth blocks. Also had goals, to push balls around into goals while avoiding losing your growth blocks. Some parts were revolving to make it more difficult and each garden introduced a new idea on how to manipulate the growth blocks.

SS13-puzzle 3 SS12 wide view completed SS11-final puzzle SS10-puzzle 10 SS9-puzzle 9 SS6-puzzle 2 SS7-wide shot SS8-wide shot

Good evening devs and gamers!

This Ludum Dare we’re working on a small survival shooter with simple progression that is similar to Snake. The theme for this game is Growing. We decided not to go for the two-button controls theme. In this game, a band of Knights try to survive the attack of the evil executioners! As player levels up, their numbers and firepower grow, but enemies increase in number as well.

– Stream Link! –

We already have most of the environment done including the characters and animations, you can see a bit of it from the following GIFs:

Knight follower – Idle animation

Enemy executioner – Idle animation


We still have a lot to do, including the environment props and projectile models,  particle systems, audio and UI. Our plan is to make the game as juicy and as polished as possible. We have some gameplay GIFs to show as well:

Initial gameplay – Less enemies

Enemy numbers increase and player levels up!

We’ll get back with more updates late, we still have a lot to do. Want to follow our Stream? Click here!

Progress: Anti Hero Tree

Posted by
Sunday, December 13th, 2015 11:50 am

Our anti hero killer tree just upgraded to the next level and is fighting against the enemies!

Our beautiful anti hero tree

LD #34: Kitty McBlubberton !

Posted by (twitter: @jenninexus)
Saturday, December 12th, 2015 11:14 pm

I’ll be streaming on & off this weekend, during our game development on Twitch!  We are pumped up about the LudumDare #34 game jam, making a funny game called Kitty McBlubberton!  Catch me making 3D art & MartianGames programming, live 😀

Watch us same time:

Streaming this weekend for LD #34

Streaming this weekend for LD #34

Update!  Finished game:

Also playable on

25 hours update 2 Roll [Unda]

Posted by (twitter: @la_wendt)
Saturday, December 12th, 2015 10:28 pm

After 25 hours I think that one of our little games are “over”.  Now we  just need to polish.

Well… this game enters the “Two Buttons Control” theme, it was thought to be played in local co-op, but I think that it works well alone.

The mechanics are simple: the button on the right (‘a’) rotate in one direction and open the trapdoors of the left, and the left button(‘l’) opens the trapdoor on the right and rotate in the other direction. The objective is not to die, you die when one of the balls hit the spike on the top.

2 Roll


Don’t know if I upload the game now or just when I’m really finished…

2 Roll

The Bad Cloud Update #2

Posted by
Saturday, December 12th, 2015 9:19 pm

We already have a HUD interface, we are missing only the missions panel.

The bar at right is the amount of water the cloud has. It must get more water to grow, and it will shrink when it has a small amount (not visible on video yet).

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