How you can tell someone is a Ludum Dare addict


Just a quick update here to say:
We’re going with a tile-based world, so I’ve spent the last while implementing a tile system, and getting everything working.

It really is! Stoked on that. Ok , no sound yet, maybe some sort of scoring system, but hell yes, i think ill make it! Exciting.
For those of you who loved the good ol fireball duels in streetfighter. i think the longest one was like 10 min with a friend back then. This one is exactly that. Well, with beerbottles instead of fireballs.
HADOOOOUKEN! ;D
Happy crunching everyone
This sucks, but I won’t be able to complete my game for the ludum dare 28. To be honest, I have enough to complete the game, but there is still too much work to do, and I don’t think I’ll be able to complete a game I’ll be happy of. Last edition I posted a game that I felt was very incomplete, and regretted it. This time I prefer not to push myself if I don’t feel the end result is worth it.
I wish I could blame something or someone for my failure to meet the deadline, but I have to blame only myself. I wasn’t prepared for the quirks of the Game Maker Language, and I spent too much time on things that didn’t matter. This leaded to me getting tired over useless things and making mistakes over and over, basically making me go backwards instead of foward, since I was fixing bugs for stuff I didn’t actually need for the end game. I feel a little silly to share this, but it may be useful for someone else. I tried implementing a script that would allow me to do some interesting transformations with fonts. In the end I ended up scrapping that mechanic because it wasn’t necessary and it would have required me more time to create, meaning I ended up with an engine with a custom string visualization routine.
Yeah, I basically rewrote draw_text. And on top of that, I had to hammer my head on the wall a few times because it was quite buggy and inefficient too. So I spent almost all of the first day on that, meaning that I was back on everything else. Today I realized there was just too much to do still to actually create something worthwhile, so here I am. I quit.
It feels like a sore defeat. But it’s all learning experience. For this time around I quit, but next time I’ll be stronger and more prepared.
I still have some time to pull together something for the jam, so I may try to quickly put something together, just to sweeten the pill a bit.
Regarding music in my game, I saw the rule was:
Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.
Does this mean we are allowed to use music from a free music archive of sorts? Or does the music have to be made by us?
I knew that global variables in some form would be my downfall in some way. I’ve spent most of the afternoon trying to figure out a bug involving duplicate keys in a Dictionary. These were being pulled out of a global static class where the dictionary was being populated… but not cleared… between level loads. The delightful flaura and fauna of sheer bugs that seemed completely unrelated was remarkable. David Attenborough would’ve had a field day.
To get the game ready, I’ve had to cut out suspect #3 which is a shame. Anyway, it’s now possible to put these slaaaaaags in jail for pie theft.
Hi everybody,
I want to represent current progress on our game.
It’s a mix of runner and logic puzzle. As a player you have to find out a trap which the darkness hides from you and successfully bypass a trap. You can see chance of your survival over you head. When you move you chances to survive are changed. Based on that you can try to find out what kind of trap is in front of you.
I probably should have done this before but I am doing Ludum Dare this year. This time I am in my comfort zone so I think this time has been generally more productive. I made a game called ‘rewind’. Its basically a game where you can travel back in time to before you lost. The twist is along the way you keep items you picked up such as coins so that you can buy upgrades. The whole point is that if you don’t get upgrades, you will never win. I’m pleased with my game though as I have never really made a game that big in 48 hours. The game is written in HTML5 and pure javascript. All my javascript was in one file so I will probably end up getting a massive headache in a bit. I also drew all my art assets with a mouse. If you have ever tried that you will know my pain. I’m not that good at drawing freehand anyway so that wasn’t too good. All in all though I am very pleased that I have competed in this Ludum Dare because I had loads of fun doing it.
I’ve given up, I have 2 hours, and no ideas… I have made a game but it barely goes by the “You only get one” and you barely can do anything in it, just run into a zombie. I’m still going to enter it, but it sucks. I have learned a lot, and it was fun. Hope you all finish your games and be successful.
I just used time in seconds instead of millisecondes… 1 hour wasted reading the setTimeout documentation.
I also balance the game for make it a bit easier :
-Up of the ash seeds damage.
-Reduction of the oak reloading time.
-Longer time between wasp waves.
Now you can reach decent scores!
Click here to play and comment!!!
So, it’s done. Feel free to play it on your PCs or on your iOS or Android devices. It doesn’t have sound on Firefox and ran out of time to solve this.
In PC you can choose if you want to control the hero with your arrow keys (or AD keys) or with your mouse pointer. On Tablets and Smartphones it responds to touches.
Also I wrote a post-mortem post in my website about the experience of working this HTML5 game entirely on the new Flash CC, you can read it here.
… finish the third level and call it done. At the start I rushed the game mechanics more than I should’ve and it’s becoming tiring to work with. There’s 5 hours left, yes, but with what I’ve got that’s not a whole lot to make it much better than it already is minus extra gamplay (which admitedly would make the game make more sense, but it’s summed up in the “How To Play” menu that you’re supposed to figure it out on your own anyway). I also wanted to make the keys mappable, but I went ahead and threw that as another “You Only Get On” item: only one key config.
The game needs a name, maybe better graphics, then I’ll call my first Ludum Dare done and start getting prepared to do better on the next ond c:
We scaled down our original goals a bit, and are currently well on track implementing a desert island survival game. To still your growing hunger you need to find some food – fortunately the island is home to a wide colony of different berries – unfortunately some of them do not have beneficial effects.
The big rock is currently a placeholder for the player – apart from the player sprite we still need a bit of a user interface, and start / end screens.
The rest is polish and optional extra features.

I am making this sort of post because everyone else seems to be. The game is ‘Do Not Expect Help,’ about a turtle with a curse. I think I did not badly, probably a 6 out of 10 in the did-goodness scale.
If anyone would like to play it, you can find it here.
First time doing Ludum Dare. I started 40 hours late and I finally have an idea. I think I can still do this with my 5 hours left.

I haven’t been feeling too well today, which is a nice excuse. Biggest problem has been the lack of a strong concept. Still, I’ve gotten some interesting things done… I think.
I might be able to make the Jam deadline, which seems a bit of a waste, as I’m doing everything, more or less from scratch. I don’t much… I didn’t much like the idea of writing a Tiled reader from scratch, but I’ve gotten quite comfy with them internals.
Getting acquainted with the Component Entity System design pattern will probably be useful later, too. Also, I warmed up to Haxe, mainly due to it’s list comprehension and first-class functions.
The moment NOBODY waited for! You Only Get One Space Man is ready! Prepare for 3 minutes of intence gameplay in fast paced space saga about a space crash and budget cuts!

And that’s a wrap! I am very pleased with how this turned out- but I am burned out. Its been a long and fun weekend, but now I need some rest…and maybe some beers.
Here’s the game: http://srjurnack.net/museum/
Here’s a screenshot:

The first screenshot from ‘It Belongs In a Museum!’
Now rest I will.
So I don’t have much time to add more stuff but wanted to participate whatever happens, here is so far what I was able to do : http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26088
I will try to add few small stuff but mostly correct some bugs if I can, hope you guys will like it a bit and to thank you here is a cute little cat to help you finish your games :

Hi, this is my first time. i’m 9 and i did this in scratch
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30856
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=28707
PLAY PLAY PLAY PLAY PLAY PLAY PLAY PLAY PLAY PLAY NOW NOW NOW NOW NOW NOW NOW NOW NOW NOW NOW NOW
Looks like this time isn’t gonna happen. I wrote some AI code, but I had too many setbacks. Darn.
The game has promoted today from non existent to just bad.
I am terribly slow got lots of unexpected bugs on the easy stuff (but some hard stuff was easier).
The state it’s now in means terrible steering (non responsive at times) ugly minimal graphics and only two of the five features implemented.
No sound, no music.
And I still have to do level design (but that’s easy right? This is only the first puzzle game I’ve made :).
But there is something postable already (when using a very broad definition of ‘playable’).
So there is some reason to continue in day 3.
Good luck to all (including me)!

This was my third ludum dare, but my first solo compo entry, and though I didn’t accomplish everything I wanted I’m still pretty proud.
TOOLS USED
WHAT WENT RIGHT
WHAT WENT WRONG
My paltry “planning”…
AMBIVALENT
I LOVEYOU ALL OKAY NOW GO PLAY
Tags: compo, postmortem, unity
It is about 5:20am when I write this. I finally finish the game, at least the gameplay part of it. I wanted to code the helpscreen but my body is not letting me. I really need to sleep :X
Here is my submission:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17230
I didn’t follow the theme, because I can’t think of any idea for it that isn’t YOLO related. Instead I opt for a idea that I had for a while and just prototype it. Good luck to those still working =).
I Finally finished!
That was an awesome experience – i always wanted to make a tilebased game – so i thought of making a rogue-lite/like.
I thought i would not have the time for floor generation, and in the end i didnt. I made some levels in txt and just select random from that list – which turned out ok.
Was bug fixing for the last couple of hours a bug where labels would not despawn it they were playing playing and animation during floor transition – and got a bit frustrated,
but still had a lot of fun making it. Definitely will participate next time.
You can check out the game for your self – here:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=25969
With things only just beginning to fall into place I’m getting more and more confident I’ll be able to submit something I’m somewhat happy with. With less than 5 hours to go I’m not sure I have the time or energy left to look for a decent high score leaderboard. Do any of you fantastic, intelligent, beautiful people have any recommendations for me? The ideal would be something free with an easy to integrate javascript api. Thanks in advance.
Good luck to those still jamming and well done to those already finished!
Yay! There is a tutorial and some monsters now:
And a playable demo: https://dl.dropboxusercontent.com/u/246671033/OneGuyArrow/OneGuyArrow.html
So what do you think about this demo?
Of course I keep on working, I’m going to create some real levels and I would like to improve the monsters.
http://www.ludumdare.com/compo/tools/
I love that this page is so well maintained.
I also love inudge.net and Bfxr. They turned my game’s audio from really crappy things I made in FLStudio to really decent things I’m actually enjoying listening to 😀
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=12944
This Ludum Dare was awesome. I had fun time building the game and comparing progress with other jammers. The game also turned out super well. I don’t code fully functional stealth AI with sight & sound recongnizion every day. Creating and iterating levels was also fun experience. Reminded of my first steps into game creation by modding Quake and trying to create a stealh game with stock assets. 😀
Hello everybody !
A very little post about the project with the Processing sources
A preview video with no sound of the early prototype
The game will change and every suggestions is welcome !
Our game is a top down isometric maze game with a random map generator. You’ll only get one sense to use, controlled by one button, one life, and one brain. The different senses are mostly represented visually with overlays and sprites. Here’s a preview of the changing overlay when you press space-bar;
You can see that the random map generator is working perfectly;
more to come.
Whew, it’s been quite a trip during my first ever Ludum Dare! I had a lot of fun, a lot of frustration, a lot of tears, and a lot I didn’t get done. I’m not wanting my game to get scores or anything, I simply did this to see if I can make a game in 48 hours. Turns out, I was sort of able to. I would have loved to put music, but not only could I not find any really simple programs, I wasn’t able to make anything that did not sound like a cat being eaten by a drunk lawnmower.
Anyways, without further ado, my game, “Kickin’ Some Monster Butt”:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19292
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
Had an absolute blast seeing screenshots and playing your games! Looking forward to bask in the goodness of the others!
Wow, that was awsome! I really enjoyed my first Ludum Dare.
I didn’t think it would make me feel so happy. Thank you everybody.
I managed to submit my entry 2 minutes before end. Quite close…
But here it is: GRAIL, the You-only-get-on-button-to-control-the-swordsman game.
Play it! Have fun!
Cheers,
-P
P.S. I recorded a timelapse video, but it’s almost 3:30 am here and I need to rest. I’ll post it some other day.
It’s been a lot of fun !
Made this little music puzzle where you have to repeat the melody with one drag/touch/click (it’s click actually)
Wanted to add some particles but I won’t be able to do anything tomorrow, so I’m submitting it now and going to get some sleep.
The entry is here, just in case 😉
And it sure was a tough one!
Here’s my game
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=7478
I had to scrap the whole thing this morning and start from scratch because the first game was terrible. I’m not super happy with this either, but at least it’s a finished game.
Looking forward to play all other games, good luck people and see you next time!
Tumble Dive
My first game created, and finished, to Ludum Dare.
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=25636
I think I am finished. It works, at least. The controls are a little wonky and it’s not exactly challenging, but it’s complete and I even added music this time.
I always learn a lot from competing in LD and this was no exception. I need to practice my (nonexistent) pixel art skills and get a lot better at time management. I would love to spend another few hours on tightening the controls but my brain is cooked and I need food badly.
Here is a link to my game:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17824
As always, it was a pleasure to take part in Ludum Dare. I can’t wait to start playing everyone’s games!
Tags: #NOKILL

Die graverobber!
Available at your local interwebs! (or here!) I did it!
Head on over to the game’s page, and play the heck out of it! 😀 It’s probably my favorite Ludum Dare entry of mine ever!
I’m going to catch up with some sleeping biz. Peace Out!

You can see them dance when you play the game!
I may be out of the competition but I’m not done with the work.
I’ve come too far with the game to abandon it for another year so I’m going to try and finish it this week, as a post-LD project.
Until the next LD!
Good luck to everyone else! 
The compo is going to end shortly and I’m far from what I’d like to achieve with this piece of game. I’m not ashamed – pretty sure there were a lot of other people throwing in their towels.
I’m going to finish this game up later. I’ll just need some sleep right now before starting the long week of work tomorrow.
You may try my Charity Game Jam entry on this link if you wish. I’m gonna post up the game I wanted to build but failed to do so in these 2 short days. However there’s still a lot of polishing to do on that one.
Wishing the bests and looking forward for the entries of those who succeeded :3
See ya in the next LD too – Gonna get some experience til then so I’ll do better on LD29.
aka The Home Stretch™
Hope all your games are coming together! My game { System Control } is now mostly complete. The only things I have on my list are:
• Adjust interface design.
• Add more thought bubbles.
• Add a few more sound effects.
• Create screenshots & submit final build.
Hoping I can get that all done in the next two hours…
About The Game:
You play as a Geometric shapes eater [Geoeatrical]. You have to eat this shapes. But you can just only get one of a type. For example :
– you can not get two blue sphere. BUT, you can get a blue sphere, and red sphere.

Controllers:
Use arrows to move. ‘R’ to restart.
Notes:
The game have Only [7] levels. It should be 15. But no much room in the jam time. I will update it within week or two in my blog.
Sorry, The leaderboard might not work. But it is nice to put your name 😀 In case it work ^_^
I did not test the Linux port. I have no Linux machine right now. So, I depended on my trust to the tools :). But I am sure, It will work like the other 3 versions .
The timelapse and some of the making will be shared when I get some rest
I will need to edit loads of Gigabytes of videos. and am almost can blink now ×_×
For more. You can check here:
http://www.mamoniem.com
m;
Although the code is spaghetti, bug-ridden, and most of all crappy, it was so much fun to finally make a game for Ludum Dare!
Here it is if you want to play it: link
Good luck everyone! 😛
PS. Oh, and this is for all of you who are still crushing your keyboard to fix those last bugs and implement those last little features!
Unfortunately, I cannot finish my game and hence I won’t be submitting. There are still 4 hours left but I need to sleep so that I don’t sleep at my day job tomorrow morning. But I will continue working on it. I don’t want to just leave it there as I have put considerable amount of work in it. I’m going to be like Valve (before HL3) and take my own time to finish this game off. I learnt quite a lot during this time, especially on the artwork side. Made some really stupid mistakes when it came to making the sprites. I know, I know, but it’s just my first time, so I can get away with this one time 😛
Good luck to all those who have submitted their games.
My first entry for the 48 hour competition is now done.
Isles of Solara let’s you sail around a uniquely generated world of islands powered only by the wind. Of course you have cannons to shoot the annoying pirates and their lairs. Once you find a nice place to stay, settle your people here and help them grow by collecting resources until they create a town of 100 people.
I’m generally happy with what I got done in 2 days. I didn’t get time to play test the settlement part properly so it may be too easy/hard or too based on luck. It’s fun watching the little guys run around though. The in game help is flaky due to timing issues but it should give some useful tips at least.
I managed to submit before the website exploded and then took a much needed break. I’m hoping to do something more in depth in the future, but for now, here it is:

Jump Chip
Play And Rate
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=4155
Throwing in the towel on my Ludum Dare entry. Between work and hospital I’ve only had about 4hrs to work. Maybe next time!
Tags: LD28
Made a boomerang game with Unity. Pretty simple game where you fire a boomerang and collect an orange ball to go to the next level.
View the entry here. You can play it on Web with the Unity plugin or download the Windows / Mac / Linux versions.
Amazing boomerang flying
Since I didn’t write an “I’m in” post it’s time to write an “I’m out” one.
Just submitted my game “OneChance”. It was fun to write it even though I didn’t have the whole weekend to do the LD. So it’s an effect of 5-6h of coding+stuff. I started out with one assumption: I’ll write a game in Love2D.
I used Hardon Collider by VRLD to first detect the collisions with ground (planned to do some actual terrain back then instead of two rectangles) then added the start screen with Hump (also by VRLD), it’s a really slick way to switch between gameplay and menus.
After adding all the entities and logic I decided to add some sound.So I
all within an hour.
Music was pretty quick too, I found Nehmulos’s post with a procedural Impulse Tracker module generator autotracker-bottomup by Ben “GreaseMonkey” Russel. After the 4th run I had a base track that needed some tuning, and lost the next 30min looking for a tracker capable of opening .it files on Ubuntu. Schism Tracker helped, and that’s how I got my music. It’s ogg instead of .it due to problems with mod files in love2d during the LD when I jammed with The Sheep. That took me ~45min.
Thanks for reading this and I hope the links will help you with other Ludum Dares and game jams.
My game is submit ! You can try now and said if it works.
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=14843
It’s time to sleep for me.
I just added a quick little ‘Bieber 4Evar’ easter egg to CHOOSE W1SELY. No, you’re not going to find it.
Unless you hold J+B at the menu.
So, my first Ludum Dare is still in progress, but the first steps are already done. Finally! After I went blank / badly stuck this morning I luckily found my work balance again. Now I’m coding a map generator, which will create random maps. Well, time is runnig, so I better hurry up now. But I can say the work I’ve done yet has totally been worth it. By now it makes fun to play it!
Here are some screenshots. Hope you like it.
TheWhiteLlama
So I announced a couple hours ago that I’m was done, but no. I’m back. I was playtesting my game after submission and I realized it’s probably to difficult. I mean its hard for me, the developer, and in past Ludum Dares I have been highly prone to making games that are far to difficult.
I returned to my game, and I’ve spent the last two hours meticulously tweaking the settings to get the difficulty just right. I playtested on a friend who could beat the game, I also added a dynamic difficulty system so it gets easier the more you fail.
So yes, I might not have the most content of any Ludum Dare game, but I feel proud that the gameplay of my tiny game is as good as I can get it in the time limit!
Play it here, and give me a heart if you think gameplay trumps content.
I had to switch to pyglet because Crafty wasn’t playing nice. I don’t know how much of the game I will have together by deadline, however I will be continuing development of this game. I created a mailing list in case anyone wants to keep an eye on the development of the game. will put a website together in the next week or two:
Right, I’ve probably drunk enough wine at this point to say I’m done.
Not my first choice of theme by a long way but oh well – was still fun to enter and that’s the main thing.
Game turned out alright but don’t take my word for it … go play it!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6492
yeah uh kinda sick of all this yogo stuff; I can’t think of a game that I like and can work with off of this theme I also voted it down, it’s a terrible theme
don’t expect anything
Hi,
here my first game for Ludum Dare, I find he is basic but funny (I hope for you too) 😉
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30358
So finally the game is complete.. I am still doing occasional play-testing, but i think its safe to make this post now.
Pete is a professional petard. This means his job is to carry explosives and blow up the enemy base.
So when you play as Pete, you have to destroy all enemy supplies and troops, but you only get one chance as the loyal petard also blows up with his bomb!

Pete The Petard
Visit: Pete The Petard Page
ok so i tried to learn untiy and make a game within 2-3 days. That didn’t go as planned. So no I’m resorting back to xna and making a simple game quickly. Also my old idea didn’t have good implementation of the theme
My first ever Ludum Dare entry – Many Robots, One Laser – is finished and submitted. I’m actually surprised at how nice and polished everything looks, since art is definitely not one of my strong points. I’m sure Unity’s great animation system had a large part in it as well.
Anyway, it didn’t take me too much brainstorming to get the ‘one bullet’ theme, and it looks like I’m far from the only one that went with it. Initially I wanted to make the enemy bots shoot at you as well, but I decided to go with a more puzzle-ish feel instead.
Also, it seems I’m not very good at playing my own game. 😛 The farthest I’ve made it was Wave 7, I think. I’m waiting to see if anyone can manage to get a full grid.
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30668
Well, I still have some hours left but my head has gone for a worse after 24 hours of no sleep.
Time for me to at least show what I made to the world. I might enhance it after the Ludum Dare a bit more with new levels.
Looking back, the theme wasn’t really working for me in the first 24 hours. I had no idea what to make out of it.
Then I looked at an webcam in Canada and saw some kids throwing snowballs and small Santa.
So, yeah, there was the idea. Just make Santa visit some houses and then ride off back to the North Pole.
Learning Curve:
* I learned how to work with Fusion 2, didn’t work with it before the Ludum Dare so had to find out the hard way that it might have been easier to learn to work with it.
* Had some better sleep in between so I could have a clear mind as well.
See you all next year and happy Holidays to you all
Not only is this the most complete LD entry i’ve finished, but it’s done HOURS before the end! I’m so proud of myself, and the game. I had time to polish a lot of it and add a ton of juiciness, hope you enjoy!
Link below, or click on the image
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19575
In Flight of the Stars you fly the last offensive starship to protect earth, with a rechargeable energy wave as your only weapon. Frantically avoid enemies and their projectiles while building up time until your next shot! It takes 10 seconds for the energy wave to charge, do you have the nerves to fly the last starship on the flight of the stars?
Flight of the Stars is my Ludum Dare 28 entry. This game was made within 48 hours, and all the art, sound, and programming was done/made by myself!
::IMPORTANT:: If it isn’t registering that you pressed Space or Enter (or any other keys) at the start, just click inside the game window, which will fix it.
So I did say I was out.
However my mum has agreed to let me stay up late to finish so that’s what I’ll do.
15 hours in 1.5 minutes with awesome music by Franklin Webber … hope you like it!
TIMELAPSE: http://youtu.be/dKAzKO71MHg
GAME: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6965
Micro-postmortem
The good: Got in the zone; Straight to final art; Found awesome free music
The bad: Trying to make an urban tileset; Waking at 4am
The ugly: Turning my gorgeous 6 month old daughters giggles into Zombie groans… sorry Martha! ;D
Tags: postmortem, timelapse, zombies
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31367
—> Direct Game link: http://oliverbarnwell.co.uk/ludum28/
First ever Ludum Dare entry
Coded entirely in javascript no external libraries or game makers were used in the making of this project. Although it’s probably 500x worse than if I had of made it in a game maker.
The last two days have been crazy. It’s been a while since I’ve worked on a game, and I was nervous about jumping into a game jam while my skills aren’t up to par, but I am extremely proud of myself and what I built.
Well, I built a game called Tumbling Towers. I’ve come to call it a reverse Tetris/Jenga style game where you receive a random block and you must build up and try to not knock the tower down. The goal of the game is to build as high as you can and score as many points as you can.
Where the theme “You Only Have One” came into play is where you can only build with one of the three materials in the game, and you can only build in one direction (up); (yes, for some reason I instinctively ended my sentence with a semi colon there… the two days of heavy coding must’ve drilled that into my head much, much more.)
There’s a web version hosted on my web server, here. It has links to download the desktop versions. Those links are also on the game page here on the Ludum Dare website.
It wasn’t just me who worked on the game, I got some late assistance from a good friend of mine, who did some of the art last night. (Just the building blocks). Also, I used a friend’s music he made for the game.
I’m not really sure. I really want to continue the project and make it more clean, pretty, polished, etc. and maybe release it on iOS/Android. A few of my friends have been playing it pretty often and have been enjoying the builds I was sending them, and I think it can be a pretty fun game to play on tablets. It needs some optimization for them, but it can be done. 
When I decide to jump into doing that has yet to be decided, but maybe early January once I’m done with my One Game a Month project for this month.
If anything, I might use this as a base for a Physics based puzzle game I had an idea for a few weeks ago. It could go hand in-hand with it.
What did I learn?This is something I want to write down to allow myself to reflect on my skills and learn how to improve next time I work on a game.
Art – Art isn’t my strong suit. I should have found an artist at the beginning. The artist I worked with mid-way through only had enough time to do work for a small bit of the game.
Scope – I applied a rule I made for myself long ago, which was to keep it simple and not go out of scope. For once, I followed the idea of just creating a simple mechanic and working from there. For game jams, this works wonderfully well. Definitely something I’ll consider again next time.
Testers – This was the first time I actively put out builds during a game jam. Twitter friends as well as my personal friends were more than willing to test out the game in it’s early phases, which helped me discover a bug that wasn’t showing on any of my 3 computers. Test early, and test often!
Programming – Holy crap, I programmed this entire thing?! I still don’t believe it. I know C# and Unity, and have made things before, but never completed anything. I consider what I did a completed product, even though it has it’s obvious flaws. This has boosted my morale and while I know I can’t take on a super crazy, out of scope project just yet, I do know I can create simplistic games in Unity 3D.
Unity’s 2D is Really Easy – Oh yeah, Unity has a really easy 2D system. I thought it’d be a bit challenging, but it works extremely well and is easy to pick up. Definitely using Unity’s 2D development tools from now on.
Well, that’s all. Thank you Ludum Dare, and the Ludum Dare community. I made some good friends during this jam that I didn’t expect to make. It’s been fun chatting in the chat rooms, checking out everyone’s live stream, and tweeting with you all while I took breaks and relaxed. I can’t wait for the next one and am happy I finally have a completed project for the Ludum Dare/Jam. 
Time for me to shameless plug myself:
If you’d like, please follow me on Twitter. My handel is @AngryFacing.
You can also check out my website, http://mudry.me, which I’ll be updating with game development blogs, and so forth. If you want, you can also check out some of my shipped games and other projects.
Thanks again everyone and see you all next jam! 
Oh, I recorded myself doing a lot of the development. If I can pull the videos from my Twitch stream, I’ll post a time lapse. 
Tags: 2D, AngryFacing, blog, final, game, Jenga, journal, Little Nickels, Ludum Dare, Mudry, Nick Mudry, post-mortem, postmortem, recap, screenshot, tetris, Tumbling Towers, unity, Unity 2D, unity3d
I finished my game for the compo! It’s my first time participating on ludum dare and I had a blast. Learned a lot along the way and feel proud of what I have accomplished.
To whomever feels like playing my game please follow this link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17432
The game starts off with a tough choice, and the rest is up to you to discover!
We have more enemies!, Golems on top of Goblins.
Damage mechanics, player health, death/damage FX and a fun game to play even for us!
Full YouTube video here: http://youtu.be/NT9aU5YPzq0
Come check us out at our Tumblr: http://teamec.tumblr.com/
Sooo Gagabu !
Currently there’s only 3 terrain types and they’re graphically boring right now.

But I can make them look more interesting.
OK, so the collision detection is kinda shit and there’s no enemies yet. I might as well focus on adding them.
At circa 7 hours on the countdown left my internet blew up. Panic Panic Panic!
So.. Tethering on. Upload to the first host I know and works without images (google drive) and submit the entry with the full glory of instable HSPA. Hurray.
And now, 3.5 hours left, my internet decided to work again. So. Upload to dropbox, change every links. And now… I’m out. I guess I’ll have to few levels, to impress anyone. But it has been fun making them 
Looking forward to looking at all the other games, and LD29 
–> Rocks-n-Blaster <–
Whew! I am pleased to announce that I have completed a game. I hope you like it! See my official entry here! I decided to interpret the theme in a sort of “You Only Get One…So You’ll Have To Share” way, because making a game about Sharing (and maybe being dissolved in acid pits) appealed more than something about hoarding a scarce resource. 
The graphics have changed substantially from early builds, you’ll notice. =P As far as the code goes, it’s still a bit rickety but I was afraid that I would do more harm than good if I tried to touch up the A.I. and physics right now — so if you see a wizard float away towards the ceiling just…remind yourself that he’s a wizard after all. =P
BFXR sounds are always nice, but as I don’t know how to chiptunes, it’s hard to record music that fits the general soundscape, and I don’t have a very good recording setup anyhow — so adding music is also a Future Enhancement. At least it will be easy to create more levels later, thanks to the spiffy integration with Tiled that I managed to work out.
Final thoughts on Phaser: it’s pretty nice! It enabled me to do a lot of this game faster than I expected. Javascript will always be annoying to use, but this was fun nevertheless. 😀 Final thoughts on my first Ludum Dare: it was the mostest funnest! Even though I finished, though, I’d like to try a smaller game with fewer moving parts next time, so I don’t end up all frantic and so I have a chance to give it an extra layer of polish.
– Mechanics 90% complete: Space for new implements necessary to bring more fun
– Title Screen 75% complete: Make credits screen
– Intro 100% complete \o/
– First Leve 100% complete \o/
– Second Level 75% complete
– Third Level 50% complete
– The End 0% =(
Serious problems to make all art stuff (3 programmers do all things and play with construct2)
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
Draw
Scan + Line in PhotoShop
Color
Final
Final
Draw
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29890
Direct Download : https://www.dropbox.com/s/cwf5ifv2yxgl4qp/Invalid%20Identity.jar
3 Litres of creaming soda later, and my first Ludum Dare entry is finally finished. The graphics are essentially non-existent and are just rectangles with nice shadows, but hey, it’s hip to be ‘square’. I used Slick2D for the pathfinding, but besides that I didn’t use any external libraries.
Also, after hours of struggle and several silly mistakes, I managed to get functional raycasting!
every ludum i spend like 50% of my time trying to make
the bloody thing work online with libraries etc..
works perfectly fine locally via eclipse
but not from browser now as seem oracle have done some security thing.. tried looking to lower security settings in java ctrl panel but it doesn’t have the bloody slider.. grr heh
anyways im done but just need to sort this easyogg lib out online
i shall learn another language for the next one as my java days are done..sod it 
For those that did not follow the previous posts, I’m making a digging game where you’re trying to get to various treasures, but only until only your pickaxe breaks.
I recently decided to change the gameplay from using one giant map to progressing through increasingly difficult levels. This added a much better feeling of progression and needed depth (pun intended) and helped make the game much more fun, in my opinion. But it also led to me having to add some kind of storyline and actual goal to the game. Which is now finally implemented!

I imagined it would be bigger…
Looking forward to a few more hours of polishing and balancing, and good luck to anyone else who is still in this with me! We can do this!
After 35 hours of programming drawing i finally done it 
Screenshot:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29853
I just got finished with my game.
Lua + LOVE2D
Okay guys, after 20 wasted hours it was not easy, but finally, a 6-hour minigame, Light of Happines is released! It was made in a seriously short time, please think about it while playing.
Try it out here! – Windows, OS/X and Linux are also supported!
Just look at it:

Desperado Screen #3
More fake blood than in the Evil Dead movies, ugh… this wasn’t really planned, but making all the decals stay there permanently instead of fading out after a few seconds had this interesting and completely unpredictable side effect.
Anyway, the good news is: The game is kind of fun. I already spent at least 6 hours “playtesting” it. You know, just in case there are any bugs…
It’s submitted! Not really sure if it’s any good… or if it’s actually a game. But it seems to work. I’m fairly happy with how it turned out, though I think the concept is better than the execution.
Still, it’s been fun. You can try it here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30043
here is a very early playable build.
“Ok now, stay cool, don’t panic, remember you only get one chance to hit your target, you succeed and everything will be fine, you will go back to your nice house with your girlfriend, she is here, waiting for you (cries of girl) we don’t want to hurt her, unless we are forced to, you just have to kill that guy. Remember, he’s a smart one, and he’s protected, if you miss once, there won’t be a second chance, ain’t that right honey?
It was very different game at the beginning 
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29907
So my friend I was doing the jam with dropped out without telling me.
I still want to participate in Ludum Dare, but we were going to do something that he could code and I could just do the graphics for. With only 3 hours left for the compo I should either make something really quick by myself or take the extra day to do the jam.
Welp, either way, I better get cracking with Multimedia Fusion 2.
Since this was my first ludum dare, I wasn’t really sure how it would go, but I am pretty happy with what I ended up with.
The graphics could certainly be better, but I’m a programmer, not an artist so I did what I could. Here’s an example of a small easy level and a larger hard level:
You start in the center of a hedge maze filled with gnomes and you are trying to get to the exit on one of the sides. The ‘mazes’ are randomly generated and require use of a few one use tools and careful avoidance of gnomes to get out. Larger levels become a lot harder as you can’t see where the exit is, but you also can end up getting stuck and not every level is winnable. It still is fun trying to find the exit on Insanity difficulty with an 80×80 map.
The UI turned out really well between some hand drawn icons for the tools and use of html for the menus:
Overall, this was a very fun experience and I hope you guys enjoy my game.