It’s Done, You Can Play It, I Can Sleep
1 minute of privacy and 4 cameras.
I’m going to sleep
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15044
Murder Facepunch
1 minute of privacy and 4 cameras.
I’m going to sleep
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15044
Murder Facepunch
Piggie understands how the last few hours felt.

Have a link to our submission.
Hopefully I’ll have time to do a nice postmortem soon.
Well after messing around for a few hours getting my exported product to work, I’m finally done horraay.
4th entry this time with c# and XNA.
It was fun todo even though I kinda hated the theme because your so limited but unlimited..
So heres my 1 Baller Resoruce Brick Breaker, I hope you people can enjoy it.
Here some shameless promotion : http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=16100
Goooodnight.
It’s a shmup where you have a bunch of weapons, but you only get to use them once. Pretty happy with it, and I’m glad I manned up and actually made something, considering how lazy I’ve been lately. Hooray for Ludum Dare motivation!
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http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=18671
Doing some triage, and I might have to jam this thing for the time extension.
If I do make the compo deadline, here’s some art that’ll probably not be modified much before then:
The crowd of randomly generated head shapes. (Need to make templates for face, hair, hats, and clothing, and I can generate a real crowd.)
The displays for the timing rewards. These actually might not even make it, but this is how they’ll look if they do.
Sprite who has one frame of animation, no features, and a butt that is too big.
I still have a bunch of mechanics to work on before I reach minimum viable product stage. I think I might rather reach that with more time than submit before it’s ready, but maybe not. I’ll have to see how it looks in 3 hours.
I honestly wasn’t too motivated, since I hoped to be ready to use Unity around the time this LD comes around, but even without any warmup and the good old XNA 4.0 I got really into it after starting out. This is the first time I made my own music for a LD and even though it’s super basic stuff, I am very happy with the result. In the end, I will probably not make it very high in any of the categories, but I achieved what Ludum Dare is all about: A made a (enjoyable) game in 48 hours and had fun making it.
Try the game here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15165
Jetpack hero starts his mission
Some graphics are now in the game. Features so far:
– Only one indestructible terrain type!
– Only one procedurally generated terrain per level
– Only one level so far…
– Only one jetpack flying dentist with only one heavy duty dental laser
– Only one (not yet existent) boss
– Only one enemytype, besides the oter one
– Only one shield, protecting your only one life
– Only one custon engine written from scratch
– Only one really annoying sound effect (laser)
– Only one known bug (getting stuck in a wall)
– Only one shitty main menu
Edit: – Only one missing jetpack sound 
Try the demo, if you like! (Unpack the archive and launch the jar-file)
Controlls:
WASD/arrow keys -> movement
Mouse & left mousebutton -> aiming & shooting
Please don’t destroy the whole kingdom, just because shooting high power lasers is fun!
Hi ! I just submitted my first Ludum Dare game. It was a great experience and I really enjoyed
the process of : coding, making the graphics and the music and go back to code again hehehe.
Time for a break now and play the other games 
Here you have some screenshots :
Link http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31818
using game maker and I just had a crash whilst converting a sprite. I re-loaded the project and it is now blank. I have lost all structure and data in the project.
Has anyone had this before? can anyone help me?
starting to panic a bit.

I’ve got some levels and puzzles drawn up, but with no content creation tools, its a lot of very tedious data-entry style coding. I don’t think I’ll get all the content I want into the game before the deadline. 
But here’s a test build! Totally playable, and feature complete as far as this LD is concerned. The worst bug still in there is just the terrible word wrapping code. This build is essentially the “tutorial” portion of the game.
http://edparadis.com/ludumdare/LD28_001/
The game is not what i thought it would be but i’m still quite happy with it. It’s my first shoot’em up, always wanted to make one, now it’s done and I’d like to do more. I’ll try to add some sfx but not sure if it’ll end up in the final entry.
You can try it here : http://maxgun.fr/ld28/
The thing I like with this game is, it is hard. I don’t even know if my level can really be finished. I went to the end in god mode but I think it can be done following the rules. At least it is challenging and i’ve been playing it a lot since it’s in a playable state.
For your information, the maximum score should be 150 699. If someone comes up with more, you’ll know he has cheated (or experienced a bug). If someone comes up with this score, he’ll have cheated two, some ennemies can’t be killed without taking a hit.
I hope you’ll enjoy it, any feedback is welcome.
I really don’t know what made Lord Dreeg turn out to be such a despicable, uncouth guy. Maybe he just hung out with the wrong crowd. Maybe his Lord Father, His Nefariousness Jiminy Dreeg III, took away his sled one particularly lonely winter, and the little Lord couldn’t play outside in the snow anymore.
Aw, heck. He’s the villain, who cares.
We’ve updated our blog with a recap of all our previous farmers. Feel free to check it out!
To all the brave souls taking the solitary route, have fun finishing your compo entries! We look forward to playing a lot of awesome games.
No life, no items, no monsters. Only sheep, bears and elephants.
Your only task: washing the sheep. And faster and faster. With any Key you can the beast that just passes under you, wash. Attention! Bears do not like water.
A litte Game 
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11612
So, 1 day left in the jam and it’s finally taking form. Altough everything is split into actual game art and programming, its close to coming into one final game.
We have a map and all the enemies programmed, eventhough they all look like squares and circles. The game is near playable sans the graphics.
The art team is algo getting great progress with the main Character now fully animated:
This is the team’s first jam and its finally coming toghether, I hope everyone else is having a time as awesome as we are.
😀 Lex
Hello all!
At the end of the second day, my super awesome rocket building game now actually has buildable rockets! Yes! I have compiled a to-do list of what’s left!
1) polish building rockets
2)add death by monster
3)add countdown timer by day/night
4)create the entire second half of the game where one flies the rocket!
No. 4 will prove difficult, seeing as school (yes, school) is tomorrow.
Many thanks,
Taha
Uh, so basically I wanted to do something with the idea of becoming whole. Lets see if this will be programmed in under 3 hours. >_<
Sarge: “Al’wight, listen up you slaaaags… there’s been a robbery of a meaty and savoury variety and I intend to get to the bottom of this. Jenkins! You only get one hour with the suspect.”
Jenkins: “Only hour, Sarge?
Sarge: “Actually, it’s more like 2 minutes…”
Jenkins: “Crikey!”
Sarge: “SHUT IT!”
YOU CAN PLAY IT ‘ERE, MY PEDIGREE CHUMS…
Had alot of fun sat on my own at my computer for the last 48 hours, its been great! First ever ludum dare dare, finished with no re-writing new ideas in halfway through. Of course, there’s always room for more polish…. Maybe next time I’ll make it easier for myself, cartoony graphics, or just designed with less polishing needed.
jMonkeyEngine is awesome!!!!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=24668

:'(
The game is working in multiplayer but i have an annoying issue where a player disconnection make the server crash.
I suspect a socket block error killing the app but being silenced by my try/catch that i’m using for buffering datas, not sure about that but i’ve been spending way too much time on a non-game-related bug and while i’m often glad to make the stretch until 3AM i don’t feel like i’ll be able to wrap this up on time.
I might participate in the Jam but i’m really uncertain that i’ll be able to fix this bug, seems too obscure and tight to my whole net lib to go the YOLO way. I’m a bit sad but it was a really good stress for my libraries 
I hope to finish it at some point though.
:'(
I’m so happy that I have a more or less finished game up and running!
I have a windows build and a unity webplayer.
Happy Gaming and good luck everyone!
My Entry: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30693
You are Mikes toy, abandoned in a dark place with only yourself as alight source. You are trying to escape, but the only way out seems to be to reach the purple platforms.
Luckily, you are given a set of tools. Too bad there’s only one of each… Looks like you only get one.
Click here to get to the entry!
Have fun playing!

HAMMER CONTROL
Bounce your hammer off walls and into various monsters in a top-down single-screen arena with very short rounds.
http://ricefrog.com/LD28/WIP/4/hammercontrol.html
(Unity Web Player)
I need feedback on:
– Was the short delay before the level starts appropriate? Did it even function reasonably? The Unity docs say that the function I used can be different on different hardware.
– Was the difficulty too far in one direction or the other? I didn’t want to leave it too slow and boring in the early levels, but I might need to polish this in the final hour here.
– Did your deaths feel completely unfair in certain circumstances, or did you always earn them by making a mistake?
All other comments welcome, but these are the ones I’m wondering about.
Features from my nice-to-have list that are almost certainly going to be cut rather than cramming them in and risking it all:
= Boss battle(s)
= Pop-up text at the bottom saying things like “Bank shot!” and “Triple Kill!” etc.
= An enemy that uses a ranged weapon.
Well, I didn’t end up getting much time this weekend (in between studying for exams and grading students’ exams) to work on my game, but I’ve finished it.
My game is an Oregon Trail-esque game that presents the player with a tough moral dilemma.
My drawing ability hasn’t really improved since I was a kindergartener, and I am pretty much tone deaf, but I gave art and music a try.
I hope you all enjoy it.
This will be my last update before submitting the game! There is so much more I wish I could do, but ran out of time.
Since my last report I’ve been working on the start, win and lose screens as well as the final level design.
I’ve decided to split it into three different paths, a short and easy path, and bit longer but more difficult path, and a long and hard path. Choose wisely!
Here’s what I got so far:
I really wish I had time to set up a tile system for the level design!
I’ll use the remaining time to set up the hard path and test/edit the other paths for as long as I can.
Hamsters in space are super cute!
Look at that hamster. Don’t you want to drain his oxygen?
You are a crashed space pilot whith only 1 Minute of oxygen left. But gladly space hamsters have the ability to convert carrots into oxygen (hamstersynthesis). Drain them, but don’t kill them little fellers.
http://studio2xh.de/games/hamstersinspace/
Hi everyone, this was my first time participating in this event. I’ve never made a full game in a single day before (had to cut it short), and I must say, it was a lot of fun. I’m looking forward to the next one.
A few things I learned while doing this:
Here is an image from the second level.
Hope you enjoy the final result: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=23982
<GAME LINK!>
https://dl.dropboxusercontent.com/u/91162278/FPS/FPS.html
</GAME LINK !>
Play and let me know what you think!
I don’t think I’ll be tweaking it any further minus any major bugs or things like that. I’ll write how to play the game in the submission (wanted to do 3D text tutorials, but don’t have time).
I would have LOVED an extra day for it. And maybe I’ll spend the next day tweaking it for the Jam. But yeah. As long as the game doesn’t BREAK, this will probably be my submission ![]()
Blog:
www.acheronstudio.com
I’m just tired of working with the worst code I’ve written in a long time, but at least the game is “playable.”
You can find it here.
What went RIGHT
What went WRONG
Pretty much not super proud of the game, but I never planned to have an amazing LD entry. I entered this because it was my first actual chance and I only wanted to challenge myself and see what I could do, so I’m proud of the bit of effort I put forth.
I’ll be back for the next one, hopefully with a wider arsenel of strengths and the ability to pre-plan much better. Good luck in the final hours, the rest of you!
So my game’s not as simple as I thought.
I’ve had a load of fun building it but I’m still missing some core mechanics and I’ve got no art or sound.
You can see how far I’ve got with it below, though I doubt it makes sense when its just boxes!
It’s way more fun than I thought so I’m going to do art and sound tomorrow and submit for the jam!
Well I should have saw this one coming. I have been polishing the code that handles the game play, but have completely neglected the level design and sound. Even if I spent the remaining 3 hours hammering out levels, they won’t be complete or very good. I think I am going to give up on the compo and do the Jam instead. Those extra 12 hours will be useful for making a better game.
That’s me finished, and submitted my game for the compo. I didn’t get a lot done, but I had fun, and quite chuffed with what I did manage to do.
It’s only really at the proof-of-concept stage, but go check it out!
The idea is that you only get one of your 5 senses at a time, and must navigate and solve puzzles with limited feedback. 3 of the senses are in place, and they are demonstrated, but no real game as yet.
I could’ve continued on for the jam, but I’m just going to try and sleep, and probably end up thinking of loads of ways to improve the project.
Good luck to all of you still going, and have fun everyone!
It’s the first time I enter the Ludum Dare, and I’m quite satisfied with the result : my compo entry is submitted and everything looks fine.
The bad part was the theme that I really hated because it did not narrow the reflexion at all. I had to reboot from 0 on saturday afternoon, because my first proto was too far from the theme. And even my final entry seems quite far : you only get 1 cell to save them all.
The good part were: code, graph, sounds… everything else. It went smoothly on every topic.
I decided before the LD that I will try to make a game looking flat with no sprites (only code generated geometric forms), and that was really a good choice to speed things up and make it feel alive, because I’m so bad with graphics 
I had no major code issues, appart from some variables not being accessible where I needed them, but it’s the usual shit.
Sound was a major challenge as I did not use my drum machine for over 10 years, but it was like cycling : just 5 minutes and I remembered most basic features, and I just had like 1h of work overall to make an easy track + some sounds.
So, now have a look at my Game of Life and rate it please!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15006
PS : I might do an android export next week if someone wants it (just need to make sure sounds, buttons and screensizes are OK)..
So I started the compo very late and I won’t be able to finish in time, but might for the jam.
Anyway since I haven’t made a post yet, I should explain.
My idea was to make a climing game where you only get one life and chance, meaning if you die you can’t play the game again, you know like real life, basically because I’m an ass (unless you delete the hidden file, then you can play again, but you lose your score). Well I decided on 2D and for it to be pixel art, haven’t done either before, main mechanics were pretty easy to manage, but the biggest thing has been making the level randomly generate, which I’ve also never done before. Let’s just say it’s taken a while to do that and partway through I realized I needed another piece. The art is actually pretty easy, though I’m not much of an artist, used the program Pyxel.
I’ve been working in Unity, as that’s what I’m used to, pretty easy for 2D games from what I can tell, was easiest to program my own controller for it instead of using anything built in.
As you can see in the image, it looks like crap, that’s because I haven’t added anything to flip the pieces, which is used to determine what to place, based on what’s below and to the left and if the one to the left is facing left or right. Once I get that, a lot of issues should clear up. I’ll also need to shrink the character, and make art for that.
Tags: 2D, C++, LD28, level generation, pixel, pixel art, unity, unity3d
My humble game is now done! Let me introduce you the Alchemist!
It was a very interesting journey and now I have a nice mini game which I’ll probably include to my fantasy game named Witchcraft.
Here’s the final screenshot:
You can try the game here: glacial-taiga-5985.herokuapp.com (may take a minute to load due to Heroku issue). Please vote for it at my entry page.
Finished my second Ludum Dare with time left over to study for university finals.
I was stumped at first with the theme, but after some rest I was able to look at it in a different light. I considered get’s synonym “understand” (“You only understand one”), and an idea was born. I made alONE, a game about loneliness and how people that are severely affected are constantly preoccupied with their isolation in a group of one.
Get it here.
Ok so I’ve stupidly stayed up past my bedtime now and added a few little things to the final product.
Had a few little ideas whilst at work and I also added a proper ending! You’ll get to see it when you have completed all of the now 13 endings. Some are a little harder to find than others.
I’m quite glad I managed to get something done for LD this year. I’m also quite glad I managed to fit it in around work. All in all this represents a total of about 4-5 hours solid work. Quite happy with what I achieved in that time.
Source is available on the game page itself, it’s messy as hell and contains a lot of unused stuff that I decided didn’t work.
Cheers,
Ad
We were really looking forward to the Ludum Dare, and the two of us have been having a blast putting together everything for our entry into the Jam.
We decided “you only get one” chance to aim/regain your honor/impress some duck ladies.
Pretty much all the art is done, so I figured I’d post the playable WIP game here while the glove slapping gets added.
Two Gentlemans play: Insult Spinner, 10 cents: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=21887
It’s a 2 player vs QWOP dueling game by us over here at RobotLovesKitty 😀
I’m off to go check out all your games now!
-Kitty
Another busy and sunny day. I’ve been busy with other things than LD… At the same time, it’s when I go out and leave the computer that I seem to solve all the problems and make all the important choices. The game is now playable, I just decided on the last details of the gameplay. I tried to play a couple times today with someone and it went well. Tomorrow I’m free, so I’ll do *some* polishing : graphics, maybe music, fonts, etc… It will mostly depend on my inspiration. I hope I can make this game look better, because I really think the gameplay idea is interesting so I don’t want people to be put off by too awful graphics / interace.
As you can see the game already looks a little little better, now we’ve got waves and they are somehow animated. We’ve got real submarines also.
I’ve finally submitted my entry: Double Cannon.
I’ve also added global scoreboard (it uses mochi API), here is a picture:
Save Jim stuck in cave with lava. I hope you will enjoy this little puzzle 
My entry: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31683
After a very late start but some good progress, this idea just isn’t going to work out in the time remaining.
The premise of “Missile Demand” is to protect your cities by shooting down a barrage of ICBM warheads. The catch is, you only have one anti-ballistic missile to defend yourself. Your only chance of survival is a well-timed, well-placed missile setting off an exploding chain reaction of incoming warheads.
It looked like it would be fairly easy to construct puzzles automatically, but the constraints of the existing form of “Missile Command” make this more difficult than anticipated.
First, it is too easy for warheads to pass through explosions at the wrong time, breaking the intended chain. Intense heuristics might produce some good challenges but this is speculation. Manually designed challenges are feasible with some more time but this particular problem makes the puzzles seem rather bland.
The second problem is poor situational awareness. Within the existing form, a satisfyingly long chain reaction requires too many warheads to be off-screen when the critical shot is fired.
Something Connor Ullmann tweeted during this rings especially true at the moment.
“It’s a very sad thing, to me, knowing that I’m far more interested in the potential of an idea than the realization of it. An idea may seem AMAZING, but the main reason it’s amazing is because you’re not actually sure what it is yet.”
I’m out.
As it turns out, ambitions can’t be too high. My plan in the end was to make a turn based RPG with only one weapon/armour allowed to be equipped at any one time, which was a terrible, terrible idea because it’s far too high maintenance to be done in two days. I got as far as a set amount of players (up to 4) being able to fight, roughly, against monsters. I didn’t even get far enough to publish the game and CALL it something that relates to the theme. It’s, like, a building block of something that could be. Here’s a screenshot of what it looked like.:
It has potential I think, but it’s just, not done. That chest would’ve contained all sorts of random crap based on the area, the door would’ve been clickable and lead to somewhere where you could upgrade your characters (once). Once the enemies were gone, you could move on to the next place. I really did want to finish this, but I just, well, needed more time. 
This was fun, nevertheless, and I will attend again next time, because this is a cool little challenge. I hope I’m better next time, and I wish everybody else the best of luck with LD28! Bye everybody. 😀
For being my first ludum dare ever, I’m really happy to say that my game is now finished and polished with title screen, credits and many animating visual feedback (pretty satisfying from a programmer’s perspective, hehe).
I will now use the last time to add more content, which means composing many tracks for the sound track. Since in Polytonia, playing the game is all about playing the music 
Below is a screenshot of the new GUI style. There is also a credits screen and an ending, but you’ll have to play the demo to see that 
Looking forward to try all other games later on!!
Good luck with the last few hours everyone, use your time well and have a nice time 
Today is a work day, so I’m not sure how far I’ll get with “License to One”. Anyway, here’s where I’m at right now:

If I can finish this, it’s going to be a close one.

Unicycle Messenger is about a bike messenger on a unicycle! Check out this shitty low quality gif where I suck at the game!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=4159
Well it looks like I’ll have something to submit but it may not be the game I would like to make; but then again who ever makes the game they would like to make in a mad rush in 2 days with a them they didn’t pick??!
What I think I have left to do at the moment:
Things I have to drop (no time)
But I’ll have something so that’s a really good feeling!
Game is done now some random person on the internet is trying it out before I upload it :). There should be enough content to maybe waste a minute or two on.

Yay! Game is done and I’m very happy with the result. This was my first time using a drawing tablet and it turned out to be much faster and a lot more fun to draw the assets.
Here is a screenshot:
The game’s entry can be found here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=8435
Papaya!
Papaya is finished! Click the above link to Play!
This was my first entry into a Ludum Dare, And I had a lot of fun with it.
I felt at the start that “You only get one.” Was a bit of a limiting factor, but decided to hop into tile-creation and general artwork for the game. A few hours in I still had no idea what I was making, or rather what the main plot or mechanics would be.
I ended up deciding on my main character however; Batty, the Bat. But this was not enough, I needed motivation – And what better motivation is there than “Papaya!”. I swear the word carries no meaning for me anymore, I have uttered it so many times whilst creating my pixels and organizing my levels.

The game was created in Construct2 and Photoshop to run natively in most new browsers. Since this was my first game I decided that working with a framework would be beneficial. Adding to that I mostly have experience in tileset design, so if I was going to get anything working in before 48 hours, I needed to rely on my strenghts and leave the coding to a framework.
I hope you will play it, and I hope that you find it to be a mildly enjoying experience. It is a short game, it is a simple game. But I like to think it has atleast one decent joke in it.
Thank you for your time! And to those of you still crunching towards the time limit; Go go go!
Tags: 2D, compo, final, game, jam, journal, LD28, ld48, screenshot
Well, this is my first Ludum Dare, and I started 40 hours late. Better luck next time I guess.
I spent a good chunk of time trying to make sprites to finish my game up. I’m not an experienced spriter though, so I have nothing to show for that time.
Features:
Walk around
Place blocks
:/ :/ :/ :/
Here’s my hour worth of programming(native Javascript) / 5 hours worth of attempting to make game sprites:
Edit: Image, my bad.

Too much death inside me. Too much bug inside my game. Compo Jam, Here we go…. Sorry.
Woo! My first Ludum Dare is done. It’s a really simple game, but I’m very proud. I wish I could have added some sound but I really need to get some sleep (I have a train to catch in 6 hours).
You are a patriotic communist Russian waiting in line for cigarettes. You get to the front of the line to find they will only give you ONE cigarette.
The mission from there is obvious to any Smoker.. get more cigarettes at ANY cost. beg plead, or even take down the whole damn iron curtain if you have to!

Click here to player & rate.KEYBOARD + MOUSE
W,A,S,D – Move
Click – Use Tool
Mouse Scroll – Change Tool
It’s quite playable and quite fun, though there are a few bugs that really grind my gears and I didn’t get to implement all the features I wanted to. Oh well, better luck next time ![]()
Enjoy!
IT BELONGS IN A MUSEUM – Write-up

A screenshot of gameplay. I knew it would be a good idea to use the names from Key and Peele’s East/West Bowl sketch.
For this LD 48-hour competition, with a theme of ‘You Only Get One,’ I have submitted ‘It Belongs’ in a Museum, a platforming game where you dig into the ground to find treasures. You can only take one of these treasures home with you, so you have to choose carefully which treasure you keep. You can read more about the game on its Competition Entry Page, so here I will dive into the development process, content creation, and how I finished this game off.
1. Development
I developed this game for the HTML5 canvas using the ImpactJS engine. I have been using the ImpactJS engine for a year now – if you look back to LD24, I developed another game using ImpactJS, and every one since then. I am extremely happy with the engine – it allows me to get something working quickly so I can focus on content and mechanics instead of worrying about low-level game mechanics like collision detection and animation.

Developing configuration-driven ImpactJS code is easy to understand and implement.
With the low-level stuff taken care of, I was able to implement a simply ‘mining’ system in my game, where you can dig out blocks of material to find the treasures contained inside. Instead of creating a new Entity for each block, I opted for a totally configuration-driven approach. When I created a block, I gave it an object containing its details, and the Entity rendered and behaved depending on that configuration. No more need for an EntityGravel, EntityStone, EntityObsidian – only EntityBlock with carrying configurations.
I took the same approach with enemies. There are 4 types of enemies, and each one has slightly different behavior and animations. That still wasn’t a problem, and I used the same configuration-driven approach as the Blocks. I implemented different branches of logic for each hostile enemy, and was able to implement different animations based on the configuration as well.
HTML5 development, regardless of engine, is my preferred way of game development today. It is much easier to understand and set up than a more traditional development environment, like Java. I have XAMPP set up, so creating a new game is as easy as copying a folder, and opening a web browser.
2. Content Creation – Graphics
Art is hard – look back at the other games I’ve created and you’ll see that the artwork is lacking, to put it mildly. For this game I was determined to simplify the art, using simple square shapes and finding help where I could. I made a small breakthrough Sunday morning around 4am, when I decided to test out the Effects menu in Paint.Net, and found the utility of the Noise feature. Holy shit, it opened every single door to me. All of the blocks and the BGs are done in largely solid colors with large shapes, but applying the Noise effect adds randomness. Dirt looks like dirt, sand like sand, and so on. It also helped with the large BG images, creating variance in the skies, and making some nice starry night backgrounds. I also took advantage of the Gaussian Blur effect to blur the background, making it easier for players to distinguish foreground from background. The effect makes the game look more professional, and more playable.

Character animation is easier when you use large shapes, scale up to cover up mistakes, and copy-paste where you can.
For the player sprite, simple squares were used everywhere. Squares were used for the shoulders, head, legs, and arms. For animation, I copied and pasted where I could, to produce the animation quicker and look better than what I usually produce. You’d be amazed at how good a square with rounded edges works in any situation.
3. Content Creation – Music
Music is also hard, but there are tools to make it even easier. I generated the music using autotracker.py ( see THIS entry from my LD blog on how to set up autotracker – worth it!). The music that gets generated is nice, often catchy, and is a ’16-bit’ type of sound that I really enjoy. ImpactJS has easy-to-use music and sound features, so I only needed to load a music object and call a .play() method. Simple. Sound effects were generated using BFXR, another tool with a ’16-bit’ sound.
Originally I wanted to play my own music, and have been practicing for a few days, but there just isn’t enough time. I had some melodies and tunes, as well as creative sound effects, but that was a no-go. Not only is there not enough time, but my recording equipment is garbage. All I have is the mic on my laptop, and recording any sounds – with my piano or voice, anything recorded wasn’t worth it. It would also have been very difficult to process those recordings even if they turned out good.
The audio work exposes one of the biggest problems with HTML5 – audio support. On a personal note, I have no freaking clue why some browsers support OGG, some support MP3, some support other formats – but not support all. It’s a bit of a crap-shoot as to which audio works – luckily ImpactJS has tools for that. Loading an audio file uses a path to the file – ‘media/sounds/hit1.ogg’, but you can use ‘media/sounds/hit1.*’ to tell impact to use whichever audio version works for your browser. Another way ImpactJS makes development easy.

Using Audacity to chop your sounds up makes it easy to find the effects and music you want.
Once I had raw audio files for effects and music, I used Audacity to process and convert the audio. I cut some of the BFXR effects to simulate a snake and bug sound and messed with volume levels here and there. Simple. Converting is a clicky-clicky pain in the ass, but it is an easy process.
4. Putting It All Together
I have learned a lot about game development in my year and a half of LD Competitions. You can look back to my original game (though you probably shouldn’t) and see a near-total lack of understand as to the most basic elements – FPS, collision detection, input – but I look at what I do now and I feel quite proud. I have come a long way as a programmer and game developer – my only wish is that I knew what I know now 10 years ago when I started college. It may have only taken 4 years instead of 6!
There is still a very long way to go, though. These weekends are hellacious on my body and sleep schedule, and I often get single digits of sleep over two nights. Come Sunday and Monday I am a husk of a man, barely able to watch my beloved Carolina Panthers on Sunday. This time management is an area I have been working on, and continue to work on. This time, I did much more initial documentation, leaving little to none of my game up to chance or ‘Play it by ear’-ness. Start to finish, I had the game idea, flow, and mechanics documented. I even had most of the text worked out ahead of time. When development started it was code code code – no wasting time on wondering what to do next.
Like you dad used to say, let the tool do the work! Use resources like BFXR and autotracker.py to generate content for your game. They generate great effects extremely quickly, leaving you to concentrate on more necessary tasks. Experiment with those tools as well – discovering the Noise and Gaussian Blur saved me a hell of a lot of time and made my end product look so much better. Use these tools, poke around with them, and find out what they can do!
5.That’s A Wrap!
So brings to end another LD competition. I have no complaints this time around – sometimes I bitch about the theme or my time management, but not today. I was able to produce a full product – a Video Game with a start and an ending – kind of, but that’s intended. I encourage you to play IT BELINGS IN A MUSEUM, leave your feedback, and help me become a better game developer. Play the game here!
Maybe someday instead of feedback, you’ll leave your money!
Despite all the troubles of this weekend I managed to finish this little game. Enjoy!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=12819
Maybe after the deadline then! Bookmark it then! Or maybe whenever you have time! You should play it though, because it’s about throwing weapons in people’s faces!

That’s not throwing. That’s shooting. I just shot their faces. But there is throwing. I promise.
PLAY IT WHENEVER YOU HAVE TIME: Single Shot
It’s been a long weekend, and even though I took part in the 72 Hours, I only had 48.
My game, Only 1 Banana, is the first Ludum Dare game I’ve ever created, my friend (Graphics) and I (Coding) have had so much fun, we are 100% taking part in the next one, and may even take part in other Jams, if anyone could recommend some that would be brilliant.
I’ve learnt a ridiculous amount in the last 2 days in terms of how a game should be built, and I have gained a lot of confidence, mainly in code structuring and how to pick out bugs. I used Flixel with FlashDevelop and I;ll probably be going for that again next time.
It’s been a tiring but fun weekend, back to work tomorrow.
I hope you all have had as much fun making your games as much as I have making mine.
Cheers,
Lee (@go_team_bob).
So I participated on this Ludum Dare jam, which consists in making a game in 48 hours or less with the theme “You Only Get One”. This is what I struggled to make:
I am so happy that I finished! Two full days of complete isolation to make this… I may write full details about it later, I’m so fucking tired right now. I want to sleep.
ONE MAN ARMY!
CLICK GO TO THE GAME AND EEHHHEH WHATEVER MAAAN
Tags: #NOKILL, one man army, thegreentie
That’s it! I managed to fiish the game! There is no sound but I’m totally tired today. Glad I could take a part in this jam with all of you guys!
My entry:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29445
Hi
I’ve almost finished my game, “You Only Get One Face” pictured here:
I know, stupid name huh?
Where it says vote on that screenshot, it will link to a different Just Giving page depending on the beard style chosen. I will then wear the beard that has raised the most money for a month.
However, I wanted to ask if anybody wanted me to add a charity to the game? I’ve added ones requested by friends and family that mean things to us, but there is still enough beards to add another 7 charities. The only thing is they need to be www.justgiving.com.
I’ve uploaded the work in progress so far. I’m entering it into the jam so I’ll be adding a few final tweaks and touches to it tomorrow.
Leave a comment or drop me a message.
Also I love my beard. Please vote for the full beard.
Hope you’ve all enjoyed the weekend so far, looking for to 1) sleep and 2) play some cool games
Thanks,
Andy
So. Working is a drag.
I’mma make a game in two hours.
I had a lot of fun building this one. First time using libgdx, box2d, and abundant-music.com. They’re wonderful. Here’s a screen shot of one of the levels.

OH GOD, WHY?

Title Screen
It’s over. The game is still really rough and I am pretty sure I have missed a couple of bugs or forgot add something or whatever. But this is it. My first Ludum Dare Submission and my second “finished” (playable) game overall.
You can play it HERE.
Well unfortunately because of work and being a little sick I’ve been unable to get more than a very simple tileset created. As such there is no way im going to be able to finish, even by the Jam deadline tomorrow. So I’m out.

Maybe next time.

Not really got anywhere. Decided to try learning Haxe and spent far too long porting my Tiled level parser into a language I’m unfamiliar with. That was probably something I should have done before the competition started, or at least started it earlier than three quarters of the way through. Got there in the end though but now it is a bit late to enter the compo.
I’ll see where it goes tomorrow and enter it into the jam instead.
Had a ton of very exhausting fun, as usual.
Hope you enjoy playing it!
Don’t forget to rate it, and let me know if you run in to any problems
Follow me on twitter: @Hexadecima1
Man o man, was it hard to make this game. I think it might’ve cost me 30% of my brain.
Anyway, the game! Gun Grabbers is a fast paced arcade platform game about stealing a weapon, and getting robbed of it.
Click for more info! Happy Ludum Daring lads!
Hey, I tried uploading screenshots but the only time it worked was when I reduced it in quality and size to 1280×720.
But now I can’t upload any new ones or replace them, even if they are only 800×450 px.
Maybe know something that could help?
Tags: final, problem, screenshots, upload

Title Screen
For my first Ludum Dare I think this went really well, although I just hacked the game together towards the end. All class members public? No problem! Ressources dumped in the root directory? Whatever!
I hope it’s at least as fun playing as it was creating. After 26 hours of obsessed work without much food I sure hope so :~)
I really messed up by not getting the gameplay part done before concerning myself with getting things done to a reasonable level of quality first. Consider it another lesson learnt on this road of high expectations and abhorrent disapointment. At least I had some fun and got to try out SDL2 after not using SDL since 2006. I’ll work on getting a framework ready before the event starts next time. I’ll try and get around to playing what you have all made (unfortunately I don’t get much free time). For those that didn’t finish, if this is your first, second, or even sixth time not finishing, I hope you at least had a lot of fun and didn’t get too snippy with those around you while you rushed to try and finish on time. There’s always next time.

Gonna be right down to the wire… but my 2D puzzle thriller will be done soon.
Some significant changes since the last update:
Initially I was going to pre-author a world and try for a coherent “quest” from beginning to end. I’ve ditched this, mostly because I don’t have faith I can craft a fun quest in time.
Instead, I’ve shifted over to a random dungeon generator and a more hack ‘n slash system. The player navigates down floors. You only get one minute per floor before the ‘Blight’ starts harming the player.
Most of the core features are in – the player can use all his weapons in combat, there is some simple chase AI, the player can kill and be killed, level traversal is in, and the player can kill/be killed.
It still looks like a hot mess. Hoping to spend the bulk of tonight creating new enemies and the bulk of tomorrow polishing/prettifying.
Just wrapped up my game called “Aquila”.
A brief description:
Aquila (also known as a constellation in the northern sky) is a top down arcade game. You play as an ancient soul who is trying to escape from the ruins. The level is generated dynamically as the player moves from tile-to-tile. I think may be I can call this “Procedural Generation”, as there is no randomness involved. The goal of the game is to reach the end tile while avoiding or killing enemies. You can also collect some ancient artifacts as an added bonus by destroying the ruins.
The game fits (I hope so) the theme in the following two ways:
1) Enemy bullets can also destroy the ruins. In that case artifacts wont be revealed. So you have only one chance.
2) Since the level is dynamically generated, so you only get one “unique” level per play session.
Thanks for playing Aquila
PS: I will write a detailed post-mortem about this jam later. Need to rest and sleep and eat and … .. .
Tags: arcade, procedural generation, topdown
I think this is the most tired my brain has ever been. I’m exhausted. Yesterday was busy, and today was super busy and stressful, but it’s finally over. Last LD I worked really hard at the beginning and had little work to do at the end, while this time I didn’t get much done at the start and got busier and busier as time went on. But, somehow, I made it! And so did all of you. I’m looking forward to playing everyone’s games once I get some rest!
Here’s a link to Spirit Cave:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=14266
Tags: final, screenshot
I’ve gone ahead and submitted my game here, let me know what you think!
I was able to complete most everything I wanted to, but there are some little bugs and visual quirks. If I get some more time before the deadline I’ll work on cross-browser testing and the glitches I know of. Luckily, it’s more than playable, and I’m pleasantly surprised at how fun it turned out.
Good luck to everyone else!

A shot from the main game screen
This is my second game jam, and first Ludum Dare! You can find my game here. I’m pretty happy with how this turned out, my art was better than expected and the only things that I really want to work on are the transitions between screens. I kind of jumped off an idea I had for the Duel theme and it ended up matching pretty well (you only get to use one hand in a dignified battle with your rival). It was fun, and although I would’ve like to have had more time (I had to work a shift on Saturday), I think that the space gave me more time to clear my head and think about it. Enjoy!
I’ve always been a fan of tile based puzzlers, but strangely had never made one.
This is what came out of my efforts this weekend. I’ve got ideas for a back story and some much nicer graphics, but I’m pleased with what I’ve got. I’m sure I’m ticking a few cliche boxes, but got to start somewhere.
The idea is to get your astronaut to the exits, which only unlock once you’ve collected all of the orbs. Can you complete all 20 levels with just one life? At the start of each level you also receive a green light based on your performance in the previous one. Green light all the levels to claim maximum clockage.
Thanks to Pixi.js, it also runs nice and smooth on phones + tablets 
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=12355
Enjoy
You Only Get One.. Slot! is complete! I got to spend a whole weekend writing a brand new game.. That’s so cool 😀
I’m pretty happy with it too! I’m liking these modular 3D abstract worlds. I could put some time into developing this one further.
My entry is here: link
In case that doesn’t work, the DropBox link is here: link
And the source is here: link
Enjoy!! 😀
Final screenshot:
Click image for full resolution, (looks cooler!)..

The music is a very tight loop. But.. I made it on my phone, so that’s fully okay! I used NanoLoop, which is excellent! 😀
Learned a few things in Unity over the weekend too. So that’s cool! 😀
All in all, I love Ludum Dare! ;D
(and it’s out for almost 7 hours, I was sleeping, so I couldn’t write about it :c)
I welcome you to play my first “big Ludum Dare” game called “parallelsync“. Sadly, only desktop version is available for now, but I hope, I will be able to overcome the difficulties popped on my way to release, and make HTML5-version.
Have fun! ![]()
Link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17760
First off, should have thought of a more original title >< Though I kinda like the name considering how my game incorporates the theme(maybe should have called it Only1).
Secondly, I am (for the first time personally) submitting the game early. I feel alittle drained already (with about an hour left till the end of the 48 hours) so I’m calling it off for now.
Thirdly, I really like the game that I made. It doesnt really fit into what I originally envisioned it to be but i think it turned out pretty damn swell. I got most of the enemy logic up in an hour or less, and I used some tricks that I learnt during GGJ and previous LDs
However, I think I still need to study and practice writing music. Also, did not add sounds fx for this game (though it would be awesome!).
Note to self:
Find out better way to handle music/sounds
Find out better way to handle keystrokes/mouse actions
Stock up on more coffeh (had none)
Finished.
My entry is finished.
This is my first entry using Unity.
It probably doesn’t fit the theme as well as others but apart from the drug there is also ONLY ONE of YOU and the WORLD and the CAMERA…
It’s done: Jam Page
Your character is capable of four ‘powers’ such as double jumping and becoming insoluble, however after the introduction you can only carry one of these with you. If you want to see all the rooms you’ll need to play a few times but it’s rather short. The game was made in Unity (plus Photoshop, sfxr, and Abundant), but there is no Web Player version because of how I did my level structure. Sorry about that, but the game is kind of held together with glue and I didn’t want to mess around with a few hours to go.
I was hoping Death Is Useful would win, because I wanted to make a Zelda-style game where a miniature, cowled Death followed you around like an over-excited Navi shouting “hey listen” and dropping the solutions to puzzles even faster than Naughty Dog. Alas, this was not to be.
Finally finished with this game. I was really happy with how it turned out. I was hoping to put in more levels and a boss fight but the boss fight took most of the last day of development. Well I hope to play some other awesome Ludum Dare game. And I hop you like mine. https://docs.google.com/file/d/0B1jG4k4U1BfLVnpwUzQxbmt2STA/edit
A new game!!!
Entry is here
In 1 Minute capsule use the left and right arrow keys to rotate the playfield and the gravity to guide your capsule to the checkered flag. Green blocks start to appear when you are close to the flag.
You have just one minute to complete each state.

Press image to go the entry
HTML5 version requires WebGL and it has graphics glitches.
I recommend the Windows version.
All content was made by me using: