About Random Abductions (twitter: @@randomabduction)

Two man team who are dedicated to bring new gameplay elements and visual effects to the table. Innovative and fun gameplay is our highest standard.


MiniLD #58
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28

Random Abductions's Trophies

Random Abductions's Archive

Vectro Wars – Pong on an Oscillator

Sunday, March 29th, 2015 6:46 pm

Hello Ludum Dare participants & visitors,

We made a game about pong (duh). The core of the game play consists of a merger between Pong and Astroids. We focused mainly on the visuals, where we tried to recreate the aesthetics of an old oscillator. V-syncing issues, RGB-shifting and screen-shake included.

There are three major game modes: single player, CO-OP and versus. Try them all out, it’s local so you should be able to convince someone in your direct or in-direct surroundings to join you.

Please tell us what you think and what could be added / removed / changed for a post-ludum release!

We are excited to play your game also!

Greetings and kind regards; the Random Abductions + Midas team.

rgbeffect     Versus

We made it, and it was amazing.

Sunday, December 7th, 2014 6:35 pm

Hey Ludum Dare goers,

We made it, it was a blast, just like always. We had some major hiccups, but ey, who didn’t? It was awesome to work together with Nathan, which was a first for me and his first Ludum Dare. He is still shouting in my right ear and swearing that the game is to damn hard. And he is also still playing, which is good!

Now about the game:

We wanted to make a fast game, which only used one screen (obviously). We took this quite literally since we wanted to make something simple. The game is a strange take on the RPG genre. You play a super-generic knight hero thing, which fights his way through three dungeon rooms and one boss room to get to the shop. Where he started. To do it all over again in round 2. The game is played from a top down perspective with increasingly difficult rounds. You swing your mighty sword of justice around to slay the evil monsters that stand in your way.

Play it here:  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29549

Or here: http://verzijl.com/peter/SRPG/WebGL

We love to see what you guys have come up with!


Peter Verzijl (Random Abductions) and Nathan Middelham

Game Design Twente is Joining!

Friday, December 5th, 2014 6:12 am

Hey People,

We Game Design Twente (Nathan Middelham Bob Rubbens and some additional people) are joining the Ludum Dare 31 challenge!

We will probably be using mostly these tools:

  • Unity 4.6 / 5.0 (pro)
  • Blender
  • GraphicsGale
  • bfxr (sound effects)
  • Reaper (voice probably)

What are we going to make?

“Awesome games!”

Greetings from,

Enschede, The Netherlands

Feature Sprint

Friday, October 3rd, 2014 5:24 am

We, Random Abductions are doing a sprint weekend where we implement as many features in our game as humanly possible. Mostly working on randomly generated level design. We are publishing our progress live on twitter. If you like to follow us you can do so by checking out @randomabduction and @RA_siewart. We are working on the following stuff:

  • Random generation of levels
  • Procedural chunks
  • Lots of art is going to be created
  • Possibly some AI and enemie code

We will also try to answer any questions you might have via twitter, so don’t hesitate to throw some.

Hope to see you soon. Greets, the Random Abductions Team!

Gameplay Video (since no one tries it out)

Monday, September 8th, 2014 4:45 am

Since most people that rated our game did not download the (almost) obligatory Android app, (hence not being able to rate properly) we made a video explaining our game.

You can find it here:

Space Trader Video

Or check this short impression gif (since its what all the cool guys do):

Short impression video gif

Find the Ludum Dare entry here:


Full video here:


Do you have an Android and Windows?

Tuesday, August 26th, 2014 10:11 am

Then we need you!

We have made a game that requires the use of both Android and Windows. However only 1 person downloaded the android .apk (we did have 6 ratings, which is kinda strange :< )

If  you have both Android and Windows, we won’t let you down!


Check it out:

Ludum Dare @ Enschede

Monday, April 14th, 2014 7:32 am

Are you living in the Netherlands or living close to Enschede ?! (German/Dutch border maybe?) Do you love the idea of working in a creative environment with other game designers? GOOD!

We have a Ludum Dare location on the campus of the University of Twente. We start at midnight at the Educafe. We have places to sleep available for those who live a long way from home. If you intend to come please tell us via the facebook event.

Good luck making games and we hope to see your awesome games!

Greetings: –Random Abductions–

For additional info see:


Hallenweg, 7522 NB Enschede
52.239171, 6.856324

And so it finished, just in time, just as always.

Monday, December 16th, 2013 6:58 pm

Try out our awesome game, but don’t take our word for it! Tell us what you liked or didn’t like.

Another Ludum Dare finished with great success. Also, our first game as a company! We are very proud to present you with the following game called Cyber Defence! A game where you’ll have to fight waves of computer viruses to keep your precious data from becoming corrupted. To fight of this scumm you have one standard laser and 8 special weapons at your disposal. There is however one catch, you’ll only be able to use those once per wave! So chose wisely and stack up that awesome combo (which also make your weapons even stronger). Survive as many waves as you can in this endless carnage simulator.

We hope you like the game as much as we do. If so, give us a quick rating and brag to all of your friends about your high score! If you want to see more of us Random Abductions, visit your (soon to be released) website for all our current and future games. www.randomabductions.com. Or check out our LD26 game STL RNNR.

Oh and one other thing, soon this game will have oculus rift support. For all ya’ll awesome supporters.

Before we end this post we want to thank Isa Pfab for her enemy models and her creative input and thank Joris Hoogsteder for all the music and sound effects!

Greetings from,

#endlessyolohipsterswaggers & Random Abductions



Our Impressions

This is technically both our 3+ Ludum Dare and it shows. Our projects become more doable and creative each time. However we have still a lot to learn since we still find ourselves hacking together the project at the last possible second. Lacking sleep most of the time and failing to keep up the productivity we would like to achieve. Nonetheless we had lots of fun, and that’s what counts. Apart from the user response at the end of course.

The good:

We love our game, something that is more important than you might think. We have also sticked to our plan this time and refrained ourselves from doing something that was way too difficult (like writing our own random dungeon generator which took us one day last time). Also we have managed to outsource the things that we are not that good at, music in this case. Which turned out super well. As did the sound effects that he made, which now fit the music and the style of the game. Way better then generated sound effects.

The bad:

As always there are ways to improve our game (pun intended I guess). For one, collaboration with unity still is a problem. When merging two projects together a myriad of problems arise. Models that disappear, code that spontaneously changes results, textures which are gone all of a sudden. But mostly, when merging two projects that have GameObjects with the same name, they just replace without warning. Very frustrating if you have just sunken an hour in making the damn thing. However, we have avoided the whole “using different unity versions” fiasco from last time -,-‘.

How to fix you might ask? Make a decent project plan with time slots at the start (great startup for an early morning). This will hopefully fix our ‘no time for this feature’ stress and our final sprint panic issue.

Also buying a unity version with team support would hopefully fix a lot. As would merging project assets during the game design process instead of afterwards relieve us of major stress disorder.

Game improvements?

Although we are totally fond of our little new baby we created. There always are some tweaks we would like to make after the initial release. Here is a list of possible improvements we found ourselves, feel free to add some of your own to the list by commenting on this post.

  • Adding Oculus Rift support.
  • Addressing balancing issues.
  • Tweaking UI features, for example a progress bar.
  • Adding diverse enemies.
  • Adding spawn points.
  • Adding points to defend instead of just your own tower.
  • Better controller support.
  • Adding an online leaderboard.
  • Possible mobile support (IOS/Android builds)
  • Coop!
  • More levels to play in with different layouts.
  • Multiple turrets to control and switch between.



Hello, we are Random Abductions!

Since the last Ludum Dare we started a game company. For this Ludum Dare we will have the help of some (not so) random local people to help with the design and art.

We have arranged an Oculus Rift (thanks to the Human Media Interaction group), so we will try to make a game using it. (But we are (unfortunately) not limiting the game to requiring one.)

The tools we will (probably) use are:
Unity + MonoDevelop
Photoshop/Illustrator + Wacom Tablet
Oculus Rift

We will also be streaming our progress on twitch:
(We will try to secretly make recordings of people using the OR)


Thanks for reading,

Random Abductions
Peter & Siewart

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