Posts Tagged ‘LD #32’

FateOS on PC Gamer! Also, check our OST by ThommazK!

Posted by (twitter: @thommaz)
Thursday, April 30th, 2015 6:45 pm

Hi there, folks!

We had a blast during this Ludum Dare and the response to our game has been great. Kill Screen already tested FateOS and wrote a nice review about it.

Now, PC Gamer rated our game as one of the best free games of its launch week and we’re just so happy about it! You can access their post right here.


Also, ThommazK has uploaded his beautiful OST for FateOS on Soundcloud. Enjoy!

If you haven’t played FateOS yet, you can check it out here. Play and rate, please! :)

Best regards,
Luiz Roveran.

Noaksey’s Playlist and the Highlights so far

Posted by (twitter: @NoakseyV1)
Monday, April 27th, 2015 9:02 am

With almost 100 games registered so far and a bundle of them already covered

I have been busy making sure that these games are being covered of course with feedback and critiques too

Check out the games and my live game play highlights here

of course if you want me to cover your game please follow the link below :)


It’s that time you’ve all been waiting for ….

Posted by
Thursday, April 23rd, 2015 11:50 pm


That’s right, ladies and gents, me and my trusty Twitch channel are back to rate, review and give feedback to your games!

I’ll be going at least a couple hours tonight, and will hopefully get through as many games as I can.

Click HERE for your portal to Awesome-ville. Population: YOU.

Sword_Click_HereDon’t forget to play and rate EX-SWORD-STENTIAL CRISIS!

Ludum Dare 32 Post-Mortem

Posted by
Wednesday, April 22nd, 2015 10:51 am

Well then, it’s been a few days since the Ludum Dare, and I am relieved. The feedback on our game so far has been very good, other games have been fun to play to, and I haven’t failed any exams after completely ‘wasting’ my weekend. Well, on to..


  • First off, communication went pretty great. Of course, there was some disagreement here and there, but all in all, we came to decisions pretty quickly.
  • We actually finished! Of course, more polishing could always be done, but I’m very satisfied with the end product.


  • I got distracted a lot, by looking at the Ludum Dare site, for instance.
  • Bugs. Bugs everywhere. In the end I decided to call them features, and people still seem to think the game is supposed to crash when starting and wipe your hard drive. I’m so smooth
  • Implementing all features. A lot of them where cancelled in the end, because I simply didn’t have the time. Poor Brzoz made tons of unused sprites, too.

In the end, this whole jam has been big fun, and I’ll certainly try to join again next time. Until then!


(subtle second link to our game that nobody will notice)

Ex-Sword-Stential Crisis — Day Zero Development

Posted by
Wednesday, April 22nd, 2015 6:54 am

When the theme was announced on Friday evening, Team Infection’s Daniel Snd and Thiago Adamo (PXLDJ) hurriedly sat down with Rachel Rios and I (Taunia Sabanski) and we immediately had troubles coming up with a simplistic concept that people likely would not have thought of yet. After ditching an overly-ambitious idea about WW2 and bird poop, we ultimately resorted back to one of the first concepts that were pitched: “You are the weapon.”

At this point, I expressed extreme frustration at how most people seemed to be falling into the trap of handling the concept of “An Unconventional Weapon”. With this sort of theme, most people were focusing on what their weapon was going to be, rather than how the weapon would function in terms of play and fun-factor. Instead of going from game play concept to weapon, people were going from weapon to game play — I wanted to be extremely adamant about not falling into that trap. Game play and fun-factor would always come first — the weapon design would then follow.

As we began pondering exactly how to implement the sort of game play we wanted, Daniel started messing around with Unity. It was then that he made a simple sword shape, enabled movement on the sword shape, and began laughing.

He then sent us this.

The collective shouting of “THIS IS PERFECT!!”, “OH MY GOD YES!” and “LET’S DO THIS.” could likely be heard from orbit.

The concept of the game simply fell into place after this. Naturally, it was decided that the sword should cut grass. Now, not wanting this to be “Lawn Maintenance Simulator 2015”, we decided that this would be an unconventional sword — an enchanted sword, with a face, a name and a personality. A pacifist sword, that disliked killing things.

Our sword was then named Rusty, and given real googly eyes.

Why googly eyes? Because we could.

At this point, we were pretty pleased with ourselves, but we couldn’t start work on the game yet. Unbeknownst to most, there was another game that needed to be finished and submitted to another contest (Daniel Snd’s “Rocket Fist”) on Saturday evening that was monopolizing Daniel’s (and Thiago’s) time. I helped where I could, but our Ludum Dare development was tied up until the submission deadline for “Rocket Fist” wooshed past.

In the meantime, I worked on some concept art, as I knew Rachel Rios needed solid references to assist in creating 3D models. I also decided this would be the best way to solidify our color palette, stylize the graphics and map out exactly what we needed in terms of “loose” assets.

Here’s Rusty.

I had initially wanted to give Rusty hand-drawn/animated eyes, a mouth and eyebrows. I’d also wanted to position them on the blade of the sword. I realize now that you likely would not have been able to see the eyes. I wanted the hilt to look like the collar of a shirt, and be representative of his body, but with how the googly eyes got placed, the hilt still looks like the collar of a shirt — but the blue jewel and blade look like a giant tie. So, you end up cutting grass with his tie. Which is awesome.


Here is the concept art/3D reference and color palette for the animals.

As you can see, we also planned on having chickens, but simply ran out of time. The method behind the madness of having goats and sheep is that we could use one rig and one set of animations for both, as well as use a modified goat mesh for a sheep mesh. With minimal alteration, we could have two animal types meandering around instead of just one. I’m fairly sure that if we had chickens, they’d also ABSOLUTELY HAVE TO lay eggs. There is simply no working around that.


Environment concept art/3D reference and color palette.

As you can see, the trees also didn’t make it past the cut. Simply not enough time. Also, we had planned to have a “sword in the stone”-esque platform to act as a “start and/or end level” — this also didn’t make the cut, though it was simply superfluous to have it in the first place. We wanted everything realistically destructible to be destructible. We wanted sign posts to become chopped up, and trees to leave stumps when hit multiple times. We had also planned destructible fences. Again, all superfluous.

I’m starting to really realize that all my years experience scaling down and scaling down and scaling down projects has really been worth its weight in time and effort. It really is something you need to learn to do — simply, how to strip projects down, realize what you don’t need, get rid of it as quick as you can and implement what you do have to its utmost potential. Figure out what can be re-used, reconfigured or most easily created, and prioritize accordingly.

More on that in my next post. :)


Noaksey’s First Live play – Tonight at 7PM GMT

Posted by (twitter: @NoakseyV1)
Tuesday, April 21st, 2015 6:42 am

Hey Guys,

Quick update for those looking to get their games reviewed and critiqued

Following my advert from the other day (found here)

Those that have registered will be being played tonight at 7pm GMT !

Want me to play your game? Follow this link to register your game

Register Me!

SO fair I have the following titles in my play list.

An Unconventional Weapon

The power of the voice

Monday, April 20th, 2015 5:44 am
Voice Blaster

How fast can you drill with your voice?


I’ll save the post-mortem for later when I have more time.
For now I just want to challenge you to see how loud you can scream.

Can you help this astronaut in distress?
Scream, scream as loud as you can and make the drill spin.
Mine the astroids and collect fuel to get you back home.


"Now if you'll excuse me.
 I'll be drinking 5 gallons of caughing syrup to oil the drill... uuhm my throat."



Too Little but not Too Late!

Posted by
Sunday, April 19th, 2015 11:22 pm

Hey everyone its our first work for a #LDJAM ,  we started yesterday and only today we could post our progress.
Sem título

Time to party! “Ay Pinatas!”

Posted by (twitter: @jprogman)
Sunday, April 19th, 2015 11:16 pm


This marks number 5 in my list of games made for Ludum Dare! “Ay Pinatas!” have you go around to destroy all the pinatas causing havoc. Although, you are also a pinata too — but with the good guys.  Walk around the land to eliminate the bad pinatas while stocking yourself up with candy — since you are a pinata after all!

I’m just starting to try your games out and leaving my feedback as much as possible. Later on, I’ll post my post-mortem regarding the development and time during LD #32.

This game can be played on the web with Adobe Flash.

— Please check out “Ay Pinatas!” here and be sure to rate and comment! —

I finished just in time!

Posted by
Sunday, April 19th, 2015 8:18 pm

I managed my time fairly well this time around, focusing on the core mechanics before investing too much time into art or sound. I managed to finish all core mechanics and also have a game play loop that doesn’t involve restarting the game!

Found a clue in the planter!


I had a lot of inspiration from the board game Mystery Mansion. It’s quite old at this point but still worth checking out. The general idea was to provide the player with logic clues to find so they could work out the mystery through process of elimination.

Please check it out and let me know what you think!

Falling To Death

Posted by
Sunday, April 19th, 2015 7:32 pm

Ludum Dare 32 – Falling To Death


Falling To Death – Game developed in 48 hours for the ludumdare 32

Mission: Make the destruction when falling on the floor.

Controls: Use keys to control the character and press space to jump off the building.
Game Incomplete

Programming: 70%    :/
Art: 0%    :(
Sound: 0%   :(
Effect: 0%   :(



Screen Shot 2015-04-19 at 20.46.56

Screen Shot 2015-04-19 at 20.47.20

Screen Shot 2015-04-19 at 20.48.10






Ahh, it feels good.

Posted by
Sunday, April 19th, 2015 5:09 pm


Well, I have completed and submitted my game. This is the first time I’ve finished a game. I’m using ‘finished’ a bit lightly here since it could use some more TLC, but I’m happy with it.

You can check it out here.

Time to relax and prepare to play everyone’s games.


I’m in For the first time

Posted by
Sunday, April 19th, 2015 4:55 pm


It’s my firstTime to participate at an LudumDare event.


i’m using:

– IDE: Eclipse

– Language: Java

– Libaries: swing, awt


Posted by (twitter: @jacobpeltola)
Sunday, April 19th, 2015 10:35 am

You are a bellhop, your weapon is an enchanted door, you place it to gather intel, subdue bad guys, and or alter your surroundings.

We’ll be streaming here.

@jtpup0 & @nickmudry of Play Nimbus

nice little tunnel i made through a tile map editor im in the process of changing.

nice little tunnel i made through a tile map editor im in the process of changing.

most of the sprites you see here are the sprites used for the whole map, but there will also be some key sprites to show you what does what.


We’ve got air

Sunday, April 19th, 2015 7:36 am

We've got air

As usual I got some facy art systems in but not much gameplay…

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