Ablaze Mk. VII
The Passenger is aboard!
Also, for anyone interested, there’s a demo up now at http://ignifluous.com/ablaze.html. Let me know what you think in the comments.
The Passenger is aboard!
Also, for anyone interested, there’s a demo up now at http://ignifluous.com/ablaze.html. Let me know what you think in the comments.
I can’t believe I actually got to finish this time around! It’s amazing.
I’m amazed. And happy. And tired.

http://ludum.tarshish.us/ld26/
After a bit of a longer than expected break, I’ve got combat working. You can now attack an enemy that appears (which right now is always when you explore) and your enemies will always attack you. Now I just have to decide on a win condition and make the game winnable.
One of the most interesting aspects of this game is that the screenshot changes very little between each version, even if the usability of it does.
MBlok was super fun to make, and I’m glad I spent the time to come up with a simple mechanic, because it resulted in a neato game that definitely deserves more development and more levels.
Please take the time to review my game here on the LD page once the judging starts:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7685
If you’d like a non-ld page to show off the game to people, I’d love to hear the thoughts of anyone, not just LD participants.
Hand out the itch.io page if you want, and let me know what people think.
I’ll be hanging out in the IRC channel for at least the next 3 weeks, and am 100% willing to review your game, if you take the time to review mine. I may review your game anyway, but the review-back is just nice.
Good luck to everyone who is still working, and I can’t wait to see what you all have to show for your compo and jams.
If you want to watch my timelapse, it is available here: http://youtu.be/mH4lIer5IE0
Done and finished =) LD25 was a big letdown for me and I failed hard, so I made sure to enjoy every part of LD26 and only stay within my strong sides. I am speechless over how well it went. I will simply leave it at this:
Expected playthrough for this will probably be 30 minutes. That’s 30 minutes of just pure story =D
Oops, forgot the link to the game:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13137
As usual, I made a time lapse of the game being developed and I got it uploaded already. 😀
Combining both the familiar appearance of the common potato with the radical contrast of sheer empty space my work explores the rift that exists in our post agrarian society.
The gestalt appearance of this tuberous crop, familiar to many as a common food can serve as a metaphor for the existential struggle of existing in a post industrial society.
The apparent contradiction of audio poetry references the numinous ‘eyes’ that cover the surface of the food, transposing eyes and ears to provoke introspection.
Maan… I’ve been playing the damn game all evening instead of coding – evidently a problem with doing games dev!
It’s submitted, there are still things I want to do before the deadline though (making legs move, fixing AI logic bugs) so I’ll be here with my generic-brand red bull substitute for a couple of hours more. Hands are shaking, graah.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20877
![]()

Minimalism – Our inspiration by iFullscreen.com
Since we started developing a game with the topic “minimalism” we, Rene and I made some progress. Our inspiration for the game is this picture by iFullscreen.com that we stumpled upon with the help of our old friend Google.
When we saw it we immediatly thought of going for a jump & run experience in such a simple, minimalistic environment. We planed our game to have a special twist – each box type in the game should be different .
For example a green box will reflect you, a red box will kill you. We are planing to add some additional interesting boxes like a gravity-box or one-time-use-box.

First Screenshot of A Game of Boxes (WIP)
This picture shows a current work in progress. You can already see the moving player object, the red “kill box”, and the yellow target box. The current progress allows to come from one level to the next.
We implemented this with the Java Swing library and implemented the physics and collision handling oursleves. Tough work but we figured using an unknown engine would take much of our Ludum Dare time.
We decided to go for “A Game of Boxes” as the name for the game. I will upload a working version of the game later.

Early in deveopment, testing concept.

End result

Game Over with high score
Got started a bit late on saturday but still managed to finish! Ludum Dare, I love you!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8028
Man, I am exhausted. I didn’t know finishing the game would be so long and painful. And I didn’t include half of the ideas I had.
Anyway, it’s finally over. Hopefully I will get to the first half of the scoreboard :p.
So here is what I have :
Vote for me, or at least try the game !
I made various types of coins, to force the player to try to reach valuables one. Also they are no longer moving, I found it was silly.
There are not enough powerups to my taste, in number and in variations. I didn’t have the made to made more, and I wanted to made a complete game (that is : title screen, game and highscores).
The past 48h hours have been instructive for the least. Engaging the compo with barely any knowledge of AS3 was challenging, but I learned a lot. More importantly, I think I have learned to learn fast, which is invaluable.
Can’t wait to test some of the other entries, but this will have to wait until tomorrow. It’s 1:30am here, I need to sleep !
See Ya !
PRESENTING
climbing 208 feet up the ruin wall
by PORPENTINE
-OVER 207 FEET
-MORE THAN 1,000,000 PROCEDURALLY GENERATED VINES
-REALISTIC WEATHER SYSTEM
-LOOKS LIKE WE GOT A “CLIMB”-INAL INVESTIGATION
You can find it here!
hey ho again 
didn’t have much time (most of 1 day)
but managed to bang something out 
link :
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8824
turn all the grey blocks red (simples).
you die from colliding with a red block.
it gets quite hard fast.
cheers ..hope to play loads of your games
binary_girl (howiev)

This is my first LD entry, hope you all enjoy! 😀
Fill bugs but I put all my love in this game! xD
You must to find a toilet to take a shit, don’t fart until that!
Can you find all the missing potatoes? (You can have the second end if you found then all)
Good Luck!
A and D to move, Space to jump.
Tags: LD #26, minimalism, potato
Wow, I passed 2 hours and finally, my connexion works. :V
A winner is me.
That’s it! Play my game! 😛
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18057
Here’s the game, with me losing once:
http://www.youtube.com/watch?v=Ny-FuEl-HSY&feature=youtu.be
I’m just trying to figure up where to upload this thing.
Im very happy 
I have finished my game.
-Chickens
-Dungeons
-Goblins
-Monsters
-Bosses
-Adventures!
I hope you enjoy!
Thx a lot for playing
Tags: fun, humor, Ludum Dare, minimalism, wizard
There was a screw up with my file location
The web version is now fixed:
PLAY

Mag by @alexfalkenberg
This is the first LD I actually submitted for, and on time for the 48hr comp. So even though I know my game isn’t fabulous compared to so many other games out there (how some of you do it is just…crazy), mine’s done and I’m happy.
It’s called “Mag” and you can play it here (please rate and provide feedback, too!):
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15754
What’s the game about?
The game itself is very simple. You are a block thing that shoots a crazy number of… “bullets”. You are attempting to shut down the turrets (so far; more content coming) throughout the level, and continue on. The style of shooting is somewhat interesting, and I hope to expand on the idea in an update or expansion, doing more open areas, where the stream of bulletry can be directed more fluidly. There’s a bit of a dance you can do whipping your bullet streams around in the game even now.
So far, that’s about it. Basically a proof-of-concept as it appears here. There is a bit of difficulty progression added over the course of many levels, and a bit more built in for other future uses but some is unused in the game in its current state. Also, as of this writing, there aren’t many levels in the game, but more will come.
The source (the game was created with Scirra’s Construct 2) is available at GitHub anyway if you want to copy or otherwise clone or extend the game yourself. It’s ugly, unorganized, and totally a product of the short LD timeframe, but it’s (t)here.
If you have feature requests, questions, or any other feedback at at all, I’m wide-open. Please remember this was a simple idea made in less than 48 hours… so keep it constructive. ![]()
You can find and even follow me on Twitter:
You can also find and follow me on Google+:
The game source is at
“So, how was the experience?”
I was asked on G+ what I thought. My response:
Hard question. I would definitely do it again. I’ve attempted to participate many, many times in the past… and family stuff always got in the way. I think my wife in particular is finally understanding how critically important doing this kind of work feels to me. My kids this weekend were jealous they weren’t around to help. They are very, very interested in making games, too.
I’m a bit of a perfectionist, so sharing anything that’s not really, really polished is a huge fear of mine. But this didn’t feel bad. And I understand–decades too late in some ways–that it’s not good enough to be good at something or know something if no one else knows about it. So I have to suck up the nervousness and fear and just go for it.
Practically speaking, I was all set to stream my work, capture screens for timelapses, etc, and last night I basically stopped all of that, deciding it was basically too distracting to what little workflow I had to keep all of that going. And it was bogging down my PC, too.
I would probably benefit from a partner or two in a future jam. Bouncing ideas off our dog and cat after everyone had gone to sleep wasn’t much help. I did hang out on the LD irc chat a bit, which helped.
So, in the end, it’s not the best work I’ve ever done. But it’s out there, and people will judge it and me and probably get it wrong and it will drive me crazy. But I’ll do it again. Hopefully better.
It is far from perfect, but I have to do other things tomorrow, so I can’t put more effort into some polish.
It’s playable and even fun to look at. Tomorrow I’ll write a more statistical review of my first Ludum Dare =).
Good night Ludum Darers!
I already submitted the jam game that I did with mini-troll, but as I had a few hours before the deadline, I thought I would have a go making a game with Construct 2.
This is my first game with Construct 2, and I guess I was learning as I went. So the scripting is even more hacky than it should be.

a game made in construct 2
Anyway, Things is a minimal text based HTML5 rogue-like – but with very poor game balancing (well, I started this with less than 7 hours left on the Game Jam clock). You’ll probably either die quickly or simply smash everything in your path. You can kill things, pick up things and use things. You can play the game here. It worked for me on Chrome and IE. Hope you enjoy it…
Edit: even though this game qualifies for the competition, I think I can only submit one game. And its too late and confusing to create another account, so this is just a freebie 
I’m not entirely sure what just happened. I woke up in a strange place with a computer in front of me. A post-it note on the computer said, “You have 48 hours to make a game or we let you go.” Well, crap. We certainly wouldn’t want THAT, would we?
So I booted the computer and found myself in a Google Hangout with Mariah Almeida and Will Brierly. They were in a similar situation, though Will luckily had an unlimited supply of soda to sustain him. We therefore agreed that he’d be the one programming the game. I’d be on sound, since I love me some SFXR, and Mariah would do animations.
BUT WHAT WOULD WE MAKE?!
Well, we knew the theme was “Minimalism.” How did we know that? Don’t ask, it wasn’t established! We had also previously heard that the theme for this months One-Game-A-Month was “Spring.” Therefore, by combining these two themes together, and throwing in some POTATOES for good measure, we created… this.
The game has you controlling a little spaceship that shoots bees to pollinate potatoes, meanwhile trying to avoid the dogs with bees in their mouths and when they bark they shoot bees at you. And… that’s pretty much all there is to it.
Interestingly this game was created as kind of a stream of consciousness from all three of us. After the Google Hangout, Mariah went and drew 4 random things. I went and made 4 random sound effects. Will created 4 random game mechanics. We them smashed them together and called it a game.
This game has no title but you can play it here: https://dl.dropboxusercontent.com/u/6759226/LD/index.html
We are still currently trapped in our respective locations. Please send supplies.
– Dan
Tags: #teampotato, bees, dog, LD#26, minimalism, potato, spaceship, spring
I just uploaded my game “Quest” – I feel really good finishing my first Ludum Dare! I feel good about finishing, I feel okay about the game. I never came up with an idea for the theme I felt strongly about. Next time I think I’ll spend some time brainstorming ideas from the final voting round.
This make my second project completed with Unity. I still am not sure how collision works in the damn thing, but I’m closer now. I streamed all my coding to my twitch.tv account and Open Broadcaster Software proved it is professional grade!
Looking forward to seeing the other entries after dinner – and a shower!
Here’s what I’ve got so far: Tic Toc Tac Toe (Formerly known as Infinite Tic Tac Toe, I like the new name more). I really like making web games for these type of events so I can send the link out immediately and get people playing it as soon as possible. (This is up at github)
My biggest hurdle was just starting and coming up with something to fit the theme. I did have an Arduino and I planned to make Potato Says (Like the electronic toy/game Simon, but with a potato) but I didn’t have all the required parts. I’m getting them though and Potato Says is definitely happening when I’m stocked up 😀
Check the game here
Then watch the timelapse below:
And yeah. Post mortem will follow when it’s not 2 a.m. 😉
Our first LD entry
Is written in HTML5/javascript and after 48h is playable at least… but still has some problem loading graphics (why did I choose a language I am not so familiar with? :-))
It has to be a Jam because we are a team, so still 24h to fix things…
This has been my first LD, and I have to say, it’s been quite fun!
Actually, this is the first time I’ve completed a game. I have no skills related to game-making, so I’m quite glad things like Game Maker or Construct exist.
Sure, my game sucks, but I’ve learned a lot from the experience. I just have to keep getting better.
Funny thing, today I realised that my Construct2 doesn’t update by itself in Steam. So I was like seven versions behind. I wasted a lot of time fixing things that were fixed in the last version, so for my next LD… I’ll update it first!
First Ludum Dare over! It was fun but just a little bit tiring. On the plus side I’ve created sometime I’m quiet happy with considering the time restrains. It has a reasonable simulation running and a few disasters to keep people amused.
Web version and github source code are all in the entry below! I’m sure I’ll get around to a Post-Mortem tomorrow morning.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21311
My Game is done. This was a good Ludum Dare, I can’t wait for the next one!
Look here if the pictures interest you: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12069
Some pictures:
Finally done !
I must stop here, so there will be only 11 levels. Most of them are a bit too easy and more graphical than a real challenge though.
Without a level editor, making those levels took me more time than I thought (~1h per level: 30 min to design, 15 min to code, 15min to test & debug).
I removed all restrictions I added on Zip (air control), it didn’t add anything useful to the game.
The most difficult level in the end was the most unexpected :

Some others were more difficult to design/code and less fun :

So in the end, it was a really interesting experience 
The final “2-day Ludum Dare competition” will remain available here, I won’t edit this version any further:
http://www.teradem.net/HTML5/Zip/
Have fun !
Done! dl.dropboxusercontent.com/u/25835344/PPe… #ld48 #html5 #game #tamagotchi
— ede_ (@ede_) April 28, 2013
Tags: Construct 2, html5
finally done ! not satisfied about every aspect of my game but overall pretty happy, it looks nice in action and I actually have fun playing it, which wasn’t a given. at any rate, here’s the entry page : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22789
I’ll be posting an in-game video soon, and probably my timelapse shortly thereafter !
…aaaand I just discovered a major memory leak problem that somehow escaped me before…with only 2 hours left…
Pixel Arena’s finished!
That was a pretty crazy 48 hours, I think coming up with a final idea was the hardest part… I kept trying to come up with a gimmick to go with ‘minimalism,’ but eventually settled on using minimal resources. The game itself uses only 5 files that have to be loaded, two are javascript files that could technically be added into the .html file, and the other three are small .wav files. Other than that HTML5/Javascript does all the work!
It’s been a great first Ludum Dare, good luck to all! Time to go catch up on schoolwork.

Finished product!

We’re calling it a day for now. Geometry Wars now has very basic movement and mechanics, but still no real gameplay. Thankfully we’re doing the Jam, but we’ll definitely need to make good use of the time we have left!
Tomorrow we need to be at work, but we’ll be streaming again at www.twitch.tv/udnozor when we’re up and coding again 
I finished the game and submitted it. It’s not as challenging as I would have wanted it to be, but I was running out of steam and time.
My entry can be found here.
I think I’ll continue to work with it as a side project after LD26 is over. I think it could turn out to be a fun game when I have more time to work with it. I’ll leave it be until the voting is over.
A simple-to-play game, that will test out your color detection/differentiation skills!
Link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18821
Phew! I made it!
There were moments when I didn’t think I would make it, but I did, thanks to my Guiding Light.
Tags: minimalism
I have no energy left in my body so “Done” is all I can say. Check my entry, hope you like it and I’ll write something else tomorrow.
Good Night!
I was seriously starting to doubt myself there for a while. But even though I cut it close, I managed to get some kind of finished product ready before the cut-off time! Hurray!
Good luck to anyone else trying to finish up at the last minute!
So here’s the bullet hell shooter I was working on, and it’s DONE.
Look on the page for “Rebellion: Resistance of Complacency”, or click my name and you might see it there.

Sorry about the lack of X.
Yes, this game IS beatable with the 3 lives you have.
Finishing this game feels especially good to me. At first I backed out of Ludum Dare because I was a bit busy and couldn’t think of anything for “minimalism.” My partner backed out as well. Because I no longer had a partner to work with, I decided to enter the compo rather than the jam, so my time so finish was quite drastically condensed into a matter of hours. Instead of spending time going back and forth discussing artwork and ideas, I spent that time polishing (although the movement in the game is a bit strange, I can assure you it’s a feature). The game was finished in a total of four to five man hours rather than the 20+ a partner and I would have spent (and have spent) on a different theme. At first I hated the theme minimalism. I would have preferred potatoes (or maybe kittens). I couldn’t think of anything that wasn’t too much of a clone of another game, so I backed out. Last night, I thought of a game that would fit, but I was busy this morning, so the idea would have to wait until this afternoon. That is when I started, at around 4:00 (EST). I finished at around 7:20, so this project had to be condensed a lot. I do think for the amount of time I spent there is quite a good amount of polish. View my entry here: ‘moeba

a gameplay screenshot
Et voilà !
Two in the morning here, I think it’s time to call it a day. Loooots of thing missing, some sounds, some animations. I would have worked days on it to make it better but I’m more than happy for the 48h run anyway.
I won’t talk much here, except to show a small screenshot:
And you can find the game here :
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5275
To those who are still under fire: keep it up ! See you tomorrow all, let’s go sleeping while hoping the game won’t break in the meantime ! 😀
This is my second finished Ludum Dare game and it went way better than the last one
Here is the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6391
HUE is a simple platformer game in which you are a colorful square who has to creatively retrieve 40 missing keys!
Finished my game for my first Ludum Dare, and now available for play! A 2D exploration-puzzle game. A nameless protagonist wakes up and heads out to a barren land full of puzzles known as the White Zone. Seaming with oddness, and with an abstract flow, what is it that our protagonist continues on for?
I had a lot of fun making the graphics (especially in the later half of the game), but this was my first time doing music for a project and I feel I could of done better. Still, I hope you all enjoy it.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22278
Tags: Blank Slate
Finished!
my games no where near as good as some excellent games I’m seeing on here.
But neither the less, I am finished 
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14705
Hey everyone, Congrats on all the entries so far!
I managed to throw something together called Hopper!
It’s kind of endless-runnery but mostly it’s about jumping (which I keep spelling with a K in the middle for some reason) and avoiding spiky things in the air.
I’m pleased with the simplicity of the idea of the game, pretty sure I’ve captured the general idea of being minimalistic. As I didn’t have much time to work on it the theme turned out to be a blessing in disguise!
I spent about 4/5 hours on Saturday morning, but then because of family stuff I didn’t get back to it until Sunday evening. It was a shame because there were a few additional things I would have liked to have got in there.
Generally speaking however I’m pretty proud of it, I hope you’ll all give it a go!
Good luck to everyone, see you in the voting phase!
Finally! I have posted my game 
I’m kinda sleepwalking and can’t think straight… but I *think* everything is all right. I’ve spend the last 6 or so hours polishing and adding levels. There were still a few things I wanted to add to the game, but it is mostly completed as I imagined.
Making mobile games is kinda fun! libGdx has some very strange bugs and pitfalls, but I will let that for the postMortem.
As for now – I will go get some sleep, and you will go play my game 😀
Last post before submission, I swear! In typical fashion, I’m feeling the need to polish until the last minute, but the game is 100% done now.
All of the major bugs are now squashed, help content is in place, graphics have been tweaked about as far as I want to take them, all sounds are in place with levels adjusted, etc.. and controls have been completely rewritten since my last update. I’m FINALLY happy enough with the controls to call this done.
Should be doing a final build + submit in the next hour or so with a little time to spare!
I would like an in-browser link for my game because my game runs with html anyways. I don’t know if I am allowed to ask for someone to do this for me though(If I am not please tell me) as I am doing the solo version. Anyways, if it is allowed, could someone please make a in-browser version for my game because I can not figure out how to.
Well, I got started late and could only work during the day. I didn’t fully embrace the theme, but I had minimalistic controls (…?)! Anyway, check out my first entry below and I’d appreciate any feedback! This is not my first time entering, but my first time finishing. The game was coded in JavaScript with the PaperJS engine (see paperjs.org); I very much recommend the program, even though it might not be intended for huge games.
I tried a different concept to a game; instead of play and stop, the game continues to run as a “simulator”, and during the simulation you try get your best score.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15224
Yes, I achieved my main goal of finishing and submitting a game.
QUICK POST-MORTEM
So I was going to do a minimalistic game anyway, because it was my first attempt at LD and I suck at creating art, which means that I was already more or less on topic. The downside is that now everyone else was also doing some sort of minimalistic game…
I have no idea if my idea is original: I never played a game exactly line this, by I also didn’t bother checking the web to see if it had already been made. On hindsight, I think I got my inspiration from two sources:
Creating levels was surprisingly hard. I hope at least that the ones that made it into the game are playable, and still provide a nice challenge.
I would have loved to play around more with the core mechanics: try to make longer, horizontal-scrolling levels, instead of fixed width ones, or use some sort of continuous control (mouse controlled slider or knob, keys for increasing/decreasing the Amp/Wave length) instead of the “quantic” controls in the game, but I went for the simplest thing that worked – my focus was on releasing something at the end of the 48h.
Enough for now. Maybe I’ll post something more in one of the next days.
With my own hands… just in the nick of time. I had hoped to have the final clean up down 3 hours ago, but frantic coding, title screens, a quick final boss character… seems like a ton of last minute ideas got crammed in :)… but all those bits make it much more complete as a game, and I’m proud that I didn’t give up 2 hours ago with the bare bones, and stuck with it that bit longer.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10967
Anyhow, less waffle: Play Tamborine Man
Thanks to Sasha for the name
And i’ll make a second game INSIDE the ludum dare blog by guessing how many games will have a reference to potatoes : 624
Anyway! I FINISHED ! ouh boy it feel great.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8002
This was my first participation in Ludum Dare. I’ve known about it for a few years but never made the conscious decision to go for it. About a week ago I decided to start getting ready. I worked a few hours a day learning Love/Zoetrope but the majority of my knowledge was obtained during the Jam itself due to the unplannable nature of it all. You can play Flashpants here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=3958 (Windows/Mac/Linux) but read on to hear my thoughts.
What went wrong?
A lot. But not so much so until later on. I think in images and pictures so I had a plan from the start in regards to gameplay. It was similar in concept to those flash sniping games crossed with I-Spy. The play would move a spotlight which would reveal the colored/full image while the rest of the screen continued in the same outlined fashion as the current version is. Of course, I quickly found out that this was much more difficult than it sounds. I’m a novice programmer at best with no formal training (this was actually my first “completed” game) and I assume, with time, I could figure it out. The problem was that time is short. So I made the mistake of playing around with art, programming a few things here and there and generally just getting things up on the screen but not doing anything with them.
The inability to hide a majority of the screen pushed my game further away from the minimalism theme than I would have liked. The setting remained the same but the nature of that setting (without the selective showing) is extremely over the top – the opposite of what was asked. I chose to embrace it though, trying my best to pull humor from every little thing I could in the game. This culminated into disaster though. The Zoetrope framework both helped and hindered me a lot. It limited my imagination and implementation and my lack of experience compounded that. As of submission my game doesn’t really have a goal aside from “collect dealers.” I figure out some really interesting tempo changes and I believe it’s meritorious to the experience but if the gameplay is lacking the game fails.
I wanted to have the dealers spawn on a timer that adjusted for the speed. This meant that picking up the energy boost would make you move faster but at the same time the dealers would approach the loss number quicker. Unfortunately the Zoetrope timer system is designed in the there is an initial delay, but once it’s up the timer runs constantly. If I was on a different framework, if my brain wasn’t fried, if I would’ve found the hidden timer/factory(object reuse) tutorial during the previous week when I was trying to learn LOVE, blah blah blah. Essentially I was flip flopping between two inaccurate implementations that both had me banging my head on the keyboard.
What went right?
It was so hard to sleep when I just wanted to roll off my bed and keep working. Even though I had almost nothing in terms of gameplay I came into the second day excited and I worked with very few breaks for ~15 hours before submitting. I think distractions became easier to succumb to on the second day as opposed to the first but I actually worked much harder, knowing I had to finish. Even though I know my game is not a lot of anything, I’m proud of myself for actually doing it.
A lot of stuff just seemed to click. The character of Flashpants came out of nowhere but I had to do 3-4 iterations of his image to get the strobe to look right. I spent most of the first day on that tiny effect that really defines the game more than anything else. Realizing that I could change the music’s tempo and fit it into my already built code was another “click”. Trying to decided whether or not the dancers should have collision, if they should move randomly on both axes or just one, and other BIG gameplay factors were hard decisions that I kept putting off early on to get the game to “look right” and I think I would’ve been better off if I had decided on them sooner.
Conclusion
All in all I’m happy with just about everything. My vision adjusted along the way and the only true disappointment is the hindered gameplay goal. The design of the framework hurt me as much as my shoddy, quick, and unplanned implementation of it. It’s a real bitch coming from C# on Visual Studio with Intellisense to learning a engine and framework while you go in 2 days. I had fun though. Now I’m tired. Tonight we rest, tomorrow we start rating!
My game for the Ludum Dare 26: Hexzilla
Hex Grids are awesome!
They might not be as minimalistic as square grids but combined with a vector/tron-esque simple look & sound I consider it appropriate.
Check the details page: Ludum Dare 26 Entry – Hexzilla

This Ludum Dare theme gave me the idea to do the simplest game that I could think of! The game is Katana Senpou, meaning… well, I don’t know. Actually I was hoping that it doesn’t mean anything. The game is a tribute to some other games Like Kirby Superstar and Alex Kidd and to some cheesy Samurai/Karate movies and animes.
The game is very simple, you are one of two samurai dueling by the sunset (or by the moon, sometimes) and the first one to attack after the signal wins (just like Samurai Kirby) but with a twist, you must also choose a move, something like Rock, Paper, Scissors, the samurais clash their swords and get ready for the next attack.
Play an rate HERE at the offical post!
More info about me and my studio on: www.studiominiboss.com
And here’s a couple screenshots:


Forest let out the bear to a micro-LD :p.
A few hours and the letters of “Minimalist” try to conquer the game.
Unfortunately, music and other modes stayed in the forest.
I’m finally finished.
The game turned out almost exactly as I planned, with some hours of time to spare. I’m quite pleased with it.
Enjoy!
😀
My dancers don’t have music, but I’m going to stop here. Play Mrazish!
Just a summary on my LD #26 experience.
I tried too hard in my first LD48, so went into this one thinking simple, simple, simple, etc.. I huzah’d when the theme of minimalism popped up =) I went for a puzzle game with simple shapes, rules and gameplay. One major goal was to make the player do very little to play and I think I succeeded.
I spent about 2 hours brainstorming, 6 hours coding, 2 hours in media content, and about 6 hours polishing. I completed 95% of the game in the first sitting, leaving me lots of time this weekend to read posts and check out entries. I then had a few last minute ideas about my own game, went back and polished.
Now, as we near the end of the 48 hour period, I want to wish supernatural entity speed to everyone who is still applying their own last minute changes, and thanks to ludum dare for hosting a fine weekend of adventure. Best wishes also to the Jam participants – I’m amazed at all the great work everyone is doing!
Finished my game! It is a one button horizontal shooter where you have to hold the button to stay in the air. I made it a one button game because only having one thing to do makes the gameplay more minimalistic.
Well, I did not expect it to take 3 hours to make the dialogue box… The way Haxe handles 2D arrays… For loops… Is just a little crazy. I may just shoot for the Jam… Me and my team of me…
This is what I got… That little guy… YOU CAN SQUISH HIM!!!!!
😀
I spent so much time trying to deciding whether or not to join, that I forgot to actually make a “I’m in” post when I finally decided to join.
Anyway, my name is C.D Buckmaster and although this isn’t my first Ludum Dare, it is the first one where I’ve actually finished something.
My game is made in Flash, and uses GraphicsGale for the sprites. It also uses the FlashPunk framework (thanks to Chevy Ray Johnston and Draknek) and a modified version of Noel Berry’s Advanced Platforming Engine. If I get sounds in before the deadline, they will most likely be made with BFXR.
The game itself, “You can’t step out of my way so we must fight”, is a two-player, one dimensional, sumo wrestling game, where each player tries to push the other out of the line.

Two proud warriors, if only they didn’t exist on the same vector, they could have been friends.
As soon as I saw the theme, I thought about the prospects of making a game in only 0ne-dimension and quickly it became the only game I could see myself making.
I’ll save the gameplay details for when I submit it so that I don’t repeating myself.
-C.D Buckmaster
Not what I originally intended, but I am quite happy about it still. 
So, first time using Ogre this weekend. I ended up wasting too much time to get into any of the good gameplay elements. I was picturing floating eyeballs and hammer attacks : (
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22938

WORDHUNTER v100 in-game
Just submitted my entry. I did some more fine tuning but some stuff is still missing. Like REAL music. There is music. But it’s, well, minimal. I finished everything from my list ecxept:
I’ll add those things in the next days, when there’s some time to spare. I just made a new list with those tasks and some more (like highscores) for the future. But for now: Get some sleep.
Enjoy the game!
Link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22527

My first Ludum Dare game! 
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10029
It was a fun experience. The compo is way tougher then the jam, especially when I only participated in a team. I’m really tired, and have to go to work in about 7 hours so, I’m gonna go to bed.
Best of luck for the “jammers” and anyone who is still finishing his compo game.
I finished my game, Left vs. Right, today for my first Ludum Dare! I’m happy that I finished and that I got a nice result! There’s not much more I can say than that I accomplished something this weekend!
If you’re wondering about my game: It’s the definition of easy to learn, hard to master. It has simple graphics and gameplay but like chess; it’s very intelectual, not to mention the whole “Left vs. Right, Red vs. Blue” American politics nod there. Oh, and here is the link. BTW: No music
I know. I was trying to learn how to do that before the comp. but whatever. (Can anyone show me how to do that?)
With a lot of stuff that I had to do in real life, at this point, I probably will not have enough to finish up my entry for the Ludum Dare. Where I was in progress with making the project at this moment in time was much farther behind what I was hoping, so I don’t think I will submit it. I plan on entering again in August of 2013, which will be better timing of or me because I shouldn’t be as busy then. I will post the link to my project in a POST when I finish it, but I will not submit it to the dare. Good luck to everyone else though. 😀
I’ve finally finished my game.
I made it in java and have worked for a long time on this. Its 1:24 am where I am and I am glad I can finally get some sleep.
My game is a plat former called phase. Pretty standard stuff really, except you can “phase” in-between alternate realities.
I couldn’t get any sound but it is still playable, really good and addictive. It took me about 5 minutes to play, and is great for killing time.
you can see it here http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14279
Enjoy
The game is done and I am exhausted. Time for sleep now and looking forward to your entries!
Tags: minimalistic, unity3d
finally finished and it feels amazing. best weekend ever.
heres my game http://www.ludumdare.com/compo/category/ld-26/?author_name=senordiablo
I have loved this experience working on my project and seeing everybody else work on theirs. If you want to try it out, here’s the link http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20753
Yay! I finished my game, it’s arcade shooter with few upgrades. It was my first try on Ludum dare and i enjoed it, now going to sleep and tomorrow i’ll play and rate other’s games. May be game name isn’t cool enought, but this is hardest part of gamedev for me.
I used Game maker, and Sfxr. Unfortunately this game don’t have music, because i cannt into it
I’ll just leave it here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21026
PS: There is potato, find it!
I wanted to do the Ludum Dare and they tried to stop me.
Fools.
I realized my compo in only 1 hour and… ok it sucks but I wanted so much to submit 😀
The essence of video game in one game: MINIMALISLM.
Be surprised, be frustrated and fill maybe the power in you.
Enjoy graphic art mastery and make talk the interface between the man and the computer.
Will you be smart enough to find the essential form of video game?
And here it is… a love story about a robot and a satellite. How can they possibly make it work?
By jumping. And bouncing.
At last we’re almost there…
Being the first game we make together the three of us in Team Magic Muffins, we actually think the game becomes a bit addicting. Some more polishing and hopefully som music and were off!
Wanna try it out?
http://www.jadeva.se/ludumdare/ld26/LudumDare26.swf
Comments are more than welcome 😉
Play Rainbow Rocket here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14205
Finally I’m finished with this! It was fun to create tough, even if I feel it could be more polished. (maybe a story… why didn’t I started with a story??)
Now, wish me luck for a test tomorrow I didn’t study at all because of this… But worth it.
well,
I am done with my entry. You can play in your browser here.
I made a game about getting snacky cakes, avoiding work, and filling out randomly generated trouble tickets. It has the bare minimum of layer interactivity, movement, and no GUI.
From there its just you and your wits against a seemingly endless stream of users and trouble tickets.
It is old school enough that if you screw up you start over. None of those fancy health bars, jumping, or combat systems. To enforce some sort of dying penalty you are forced to watch your admin deal with the trouble ticket you just picked up for a few seconds.
I am somewhat concerned that I made this too easy. My wife assured me that it was “pretty hard” the discovered she was late to work. So, I made it a bit harder.
Using:
processing.js
html5 audio
There is a moment, when we look at ourselves and decide to take the challenge of making a game all alone. At first, i wasn’t intending to try the Compo Submission, but when i saw that i could finish the idea i was working at in less than 48 hours, i decided to submit to it.
The mechanics are kinda simple, its difficulty rises in a infinite evolution, taking time as parameter, the character controls are also very simple, they’re a 4 direction standard movement.
The game uses minimalist graphics and mechanics, the particle effects give it more beauty without killing the theme.
The game is very easy to play, but i would like to point that it can be very hard to compete for its best scores, i would like to challenge people around the world to get the best score they can, maybe i should implement a ranking system for it later…
Anyway that’s it for now, i hope everyone that plays it enjoy.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21269
Author: Roberto Bezerra de Araújo Ferreira Júnior
Country: Brazil
As of right now I am completely finished with 1.5 hours to spare!
I had the majority of the game working and complete a few hours before the deadline but when I checked out the submission requirements I had a mini heart attack. This is my first ludum dare, and I didn’t fully read the rules. I just learned that you had to create all of your artwork AND sourcecode during the 48 hours. Originally, I had sampled all of my audio from freesound.org. Luckily, I had time to spare – so I recreated all the sound by recording my own voice and distorting it as best I could in Audacity.
I enjoyed these past 48-hours and I look forward to the next one!
Play and rate please: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22072
Tags: magnomonster, unity3d