
…and raise you a game in which you have to play four games simultaneously to win.

…and raise you a game in which you have to play four games simultaneously to win.
And here comes Cable Guy!

Finishing the last stage
Connect planets via cable, Bluetooth just doesn’t cut it!
Fly over a planet to fetch a cable and drag it over another same colored planet to connect them.
Don’t cross cables, you know what happens
Just a fun little game I was able to squeeze out while watching the kids.

I think all the basic coding are done, now i need to focus with the level design
oh and the game doesn’t only contain a cute hitman, a black bro a shooting turret and few zombies

I spent all saturday at a housewarming, so I fear there wont be much more than a proof of concept for my submission this time around. Still I managed to get Unity webplayer and Twine to play together. Connecting their worlds! (or something…) I hope I can throw together a little story to make the theme make more sense 

BFFs
Give it a try! But there is only the one train car so far. Not a game yet!
Time to report my progress.
Please check the video:
and screenshot:
And there are a web version you can play.
In main play scene, almost no art there. TBD.
and audio to be add.
Hope you like this game.
Hey all!
Please try and break my MMO’s capacity! Server should be live for at least another hour before the next build.
http://atomic_swerve.itch.io/stellation
I hate art so hard! But atleast it’s all done so I can almost get back to fixing bugs. Next on the list is Sound / Maybe music / Finding a nice font.
After that bug fixes! 😀 I am pretty happy with the colours though, super bright! All hand drawn (if you couldn’t tell hahaha).
Hobo
After working none stop and not sleeping all night, I took a little 2-3 hour break since my last update here. Picking things back up again. I am near completing my project. Still have 6 hours left. It looks like I might be able to finish either last minuet or with a good 3 hours to spare. Need to focus on wrapping up the final part and then doing a simple menu before thinking about building and finally submitting though. Like I said in an earlier post, I won’t have time for sound effects and music so I will just leave that out of the final game.
Overall I am really happy with how my game is coming along and can’t wait to share it with everyone.
Dev screenshot time!
Preview of the “purple world” part of my game. More updates coming soon!
Tags: #LD48 #snowconesolid #gamedev#indiedev #rapid #buildsomething!
Howdy,
I don’t think I can finish this thing in 7 hours so I’m going to have to try for the Jam. Bit too ambitious this time around; I feel like that’s one of my biggest problems in gamedev.
Anyway, have some screenshots:



The art style of the “cartoon” side is not going to be overly cartoonish as I’m no go at graphics.
Normal Bricks:
Cartoonified Bricks:
This was gathered in unlit mode.
Ok, tough decision, I decided to forfeit and abandon this Ludum Dare.
Here’s what I had : http://cubertoy.free.fr/LD30/index.html
The story was that a person had an accident and, once in the water, try to get out of the car. When he wakes up, he can hear his own voice on the radio. The goal is to get all the item necessary to escape, switching from both world (both parallel earth, different dimensions) to get them. Three to make some kind of oxygen tank, and the others to break the glass. At the end, you would be able to get out… only if you undo the security belt… and only one of them would escape.
As I said in my previous post, missing the crafting, dialogue, abbility to swith cursor to “look” etc… I can’t deliver something good enough. Plus it’s missing sounds and tons of other stuff I’ve planned to do. I had enough and it’s no longer fun or anything, just painfull. And if it’s painfull, ther’s no point in doing it any longer.
It was my third LD, quitting is a first.
Unity, ~300 lines of code.
Other tools: Inkscape, GIMP, Sfxr.
What went right:
For my 2nd Ludum Dare I wanted to be more adventurous, thinking harder about the theme interpretation than I did for LD 29 (where I just made an arcade game which vaguely used the theme). I did not use my first few ideas, or rush into it. I went away from my desk to think. Finally, I decided on a genre new to me; a slower-paced puzzle/adventure based on dreams, with some narrative elements and a real ending.
Overall, I’m fairly happy with the end result, and I enjoyed working in a different genre. I think the game successfully conveys what I was aiming for, and uses the ‘connected worlds’ theme in multiple ways. I took some inspiration from games like Journey and Dear Esther (walking simulators..?), and even the ‘P.T.’ teaser — all those repeating doors and riddles!
![]()
The controls are simple, no complications there. The graphics took a long time to make, but I was aiming for a dream-like style. However, some of the filters are used to simply hide my dodgy drawing
. I did not attempt 3d models this time (next time!).
There were no major problems in Unity, except my general lack of experience and a few crashes. The scope of the game was correct for the time available, I didn’t feel too rushed on the 2nd day. I only wasted a bit of time on mechanics that didn’t make it into the final game.
I created just 2 sound effects, but I thought it was enough (less is more??). Bad music would just detract from the game.
What went wrong:
I originally planned to use a range of interactions, e.g. having the player’s controls transfer to the other people/items in the scene. However, my initial attempts just didn’t look or work right, so I had to re-think it all on day 2, which is never the best idea.
The creation of the graphics was both good and bad; its not quite as nice as I would like, but it has a mostly cohesive style. The colors and shapes could’ve been stronger. The game doesn’t really use full 3d, all the graphics are flat sprites in the 3d scene.
Didn’t get a chance to get much feedback from players before submitting the final game.
Finally, I slept really badly on Saturday night (ironically enough), so I wasn’t exactly feeling 100%.
Play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36950
** SPOILERS!! Play game before reading! ** The stages in the game are of course a metaphor for sleep stages and trying to wake up. The other figures are memories of friends etc in your dream, or perhaps other dreamers. You cannot trigger the final stages by passing through the windows/portals alone, you must enter just after another figure has passed through from the other side, i.e. whilst you are both still glowing (‘connected worlds’ again). Who knows, maybe this process helps you sort out your memories, then finally conclude your dream… 
Hi guys!
Sad news, but I don’t want to finish my game about a depressive girl.
With the Jam day ahead I still would have enough time and energy to finish.
The thing is, that I don’t feel like I’m enough into the topic of depression, to give actual advice (what the game is about).
I feel like I could misinform people and thus make the situation for some depressive people even worse instead of better.
I think I suffered a slight depression multiple times in my life by now, but I never seen a therapist or anything, so I’m not sure.
Other than that, my main source of information was basically Wikipedia. I wouldn’t say that’s a good base.
I’ll write a post-mortem these days with some learnings. I had a lot of fun drawing the levels! ![]()

I’m also eager to play some entries and give the creators helpful feedback.
A huge thanks to all those who talked with me about the game!
…But I won’t release it until tomorrow, because the main “music” theme will still need to be improved (currently it is an annoying drum-only track). Here is a GIF animation that shows the title screen. I have also added the ‘Game Over!’ -screen and two other bulls (one with two heads and another with one eye) but they are not shown in the GIF.

The game still has some balancing issues I’ll fix tomorrow. If you want, you can play the current version here: http://gamejolt.com/games/arcade/multidimensional-bull-slaughter/32983/.
Well I just submitted my game “Tinker Maze” here at Ludum Dare. This is my first game jam I have taken part in. I really wanted to see what it was like to have to get a game done in 48 hours. I took part in a little contest on IGM a year ago but I had a week to get my game done so doing a game in this timeline was new to me.
When I saw the theme connected worlds I wasn’t sure what I would do. But I saw my kids toys on the floor and got an idea to do a game about Tinker Toys. I decided to use Game Maker 8 as my engine it isn’t as fancy as Studio but it has some nice features and it compiles quickly on my computer.
I modeled all the wheels and sticks etc in Anim8tor that took me a couple hours. Then I built my first room and the idea came to me to make a maze game just moving the pieces around the other pieces that join to it.
Level design was pretty much the bulk of the project designing the 8 mazes was not unlike playing Tinker Toys with my kids. The mazes I made sure were not unbeatable but challenging enough.
The greatest challenge was getting through the day after staying up til all hours of the night working on a game. Good thing it’s the weekend but weekends are usually for recharging yourselves.
6 hours left to go, and I have almost all of the basic game in place! Docking mechanics are working, player can die if they take too much damage, player can speed up by holding down shift, which also affects the “fuel remaining” and “distance to goal” calculations. game can be paused with spacebar, and there is a main menu.
About to start coding a very basic menu for getting a transport mission while docked. I wanted to have lots of other dock services, like repair/refuel and upgrades but for now I’ll just try and get the core gameplay finished to allow the player to choose from a few different transport missions, then fly to the next station to deliver the cargo. Other features, like random encounters, deployable attack drones for the player, pirate ambushes, etc. will have to be added after Ludum Dare #30. I just don’t think I have time to get those in, but I really want to after the competition. Feel free to follow me on twitter: www.twitter.com/axebane for updates about my game, including release info if I end up making a full game out of it. 😀
Oh, and the title is still undecided. Working title is: Bald-Faced Space Truckers
Been really enjoying this event, and I’ll be looking forward to the next one!
I don’t think I can make anything else today and so my “Two Worlds” game is out. Yay. It’s even playable and fun (sometimes). You can check it on compo page.
In a few words – it’s a text-based strategy about two worlds, connected through the Portal. One has food, another has fuel and they trade with each other each month. But their resources aren’t infinite, so one Realm will fall at the end. You can choose a Realm to play with (and actually you can control the other realm if you want – buttons are clickable). Also there is an “automate” function – it will produce some goods and select trade option for both Realms – you just need to enable it and click on “Open Portal” button. Also there is a restart button in the top-right corner. Have fun 
Tags: LD30, ld48, progress, screenshot, Two Worlds, unity
Second Day of Ludum Dare went quiet well for us. While we had barely anything to play in the morning, Shit Ahead is now in a state to check out balances etc.
Here is the Mainscreen and a Scratch of it, and a Ingame-scene. The Character got Shot by the evil NoShit-Protesters. I’m going to create a Soundcloud Profile to give you a preview of the Soundtrack!
Good luck and Work to all the Compo-guys!
Kristof, Philipp, Anna & Nico
Finally, after 1 day of wasted work and another of some work, for my first Ludum Dare I have a retro space game where you have to avoid the CONNECTED WORLDS!
I think it might be a bit loosely connected, but it’s all I’ve got 😛
See it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39482
(also, there’s no sound because I have no sound equipment at all)
Current WiP: Unity Web Build
I’ve got the core of my re-designed mechanic in place, need to fill in some of the more interesting stories and extend it to include the win condition. Don’t think I’ll manage any major graphical or sound improvements now, but I’m pleased with the gameplay I’ve managed to build.
The idea is that you start on one world in a galactic network of stars joined by jumpgates – but more than a hundred years ago, the network fell and every world was cut off and forced to fend for itself. Your world was the first to develop a Pathfinder key – a way to force each gate open again and explore the galaxy. As you explore, you find major systems – centres of trade and manufacturing – surrounded by smaller, satellite systems. Each smaller system has its own story, and a way to feed back into the major system it “orbits” – get the major systems back to their full potential, and you can start reactivating the hub gates to explore more of the galaxy, and eventually the central hub of the whole network.
But not everyone wants to play nicely, and you may have to make some hard decisions to get the galaxy reconnected.
Oke here we go for day 2!
Only 5 hours left on the clock and I’m ready for my second day.
I’m pretty happy with my progress so far and the thing I have is actually somewhat fun and a playable game.
Not sure how far I will come polish wise but I’m sure it’ll be pretty neat non the less.
Good luck all with the final hours and have fun!
See you soon at the finish line!

My first Ludum Dare, happy that I was able to submit a “working” game. I struggled to find good ideas for the Connected Worlds theme, and I didn’t want to go with worlds==planets. So the levels/layers in my game are goods producing worlds and jobs, connected to a chain. There were more lofty goals of course, and the theme is not that apparent in the game. Graphics are crude, I knew from the beginning that I wouldn’t have time to do anything with them really, so they’re mostly just colored boxes.
My main idea to make the thing a bit more cool was with the sounds – but that didn’t quite pan out. The different workers and boxes were supposed to produce different kinds of sounds in a rhythm, creating a semi-harmonius random soundscape. There are sounds, they are somewhat in sync, but it just didn’t work like I wanted it to. Surely could’ve spent some more time on tuning the sounds though.
Positives: working game, can be finished, some sound aspects are working
Negatives: not much – my goals were quite humble since this was my first compo entry. Ran out of steam towards the end, couple of hours of tuning would’ve made it better.
not going to be as polished as I like but oh well, tell me what you think!
The Idea is that the player “Shifts” to different worlds to complete puzzles and reach the end of the level. I have a feeling I will not make it in time but I do plan on finishing this game, and have been doing status updates on my Blog.

For the first time of all james I participate we finished the game very fast. Well, really really fast.
On 24h our game was done.
This was new to me, usually a few minutes before end the jam we are making the game. And finish without finished.
Normally is three days without sleep, or eat good food… and in this Jam, 24h after start, we finish.
Intriguing.
BUT, today I start put flavors!
yeah… a lot of flavors… We planned a experimental game, with sounds and easy way to play. Some thing we never made before.
I like the result.
Now we are hunting bugs (we never hunting bugs before on a jam) and soon we finished we will publish Universal Feeling!

Tags: DevThought, LD30
Okay, so our game is about texting your partner whilst waiting for your connecting flight in London Heathrow.
Our interpretation of the theme of ‘Connected Worlds’ focuses on interpersonal relationships, taking ‘worlds’ to mean somebody’s private world, and connection being the means by which that private world intersects and interferes with other people’s private worlds through their relationships. So we have three types of connection at play here – we have the airport location which acts as a point of connection between two different places, the personal connection to your partner, and the connection between you and a mysterious third person who becomes the subject of conversation.
My friend Sandy is doing the art for the project: here’s a look at the phone from which the player interacts with their partner:
Isn’t that good? And having it done makes the whole project feel more complete, more doable! Speaking of complete, here’s a view of the Twine node map of the 90% done script!
What this is an experiment (?) in is presenting the player with a situation without giving them prior information on it. The game is essentially asking the player to roll with the punches, to take in new information, use it to adjust their view of the scenario and make a response accordingly. You are essentially blagging your way through this dialogue tree – we don’t expect it to necessarily be fun per se, but hopefully it’s interesting.
So I have just submitted my entry for Ludum Dare. This was my first Ludum Dare so I hope what I have made finds at least a few people interested in it.
Living in Australia the timezones have allowed me to get quite a bit of work done when most US/Euro people would be asleep on the first day; so I found that pretty good. Although now it is Monday morning and I have to head into work in a couple of hours; will try to get a few hours sleep before then though.
I ended up creating a resource management game where there is a dying society that needs to gather resources to survive. The gather the resources be taking them from another dimension connected via a portal.

End of Society Intro Screen

End of Society Gameplay
I’ve completed development of the my game ‘Flipside’. I just need to compile it for windows (as I am developing on OS X).
Could someone help me compile the game for Windows as I am struggling to do so?
Good TimeHandler::Time.GetLocalTime()!
Here it is! [LINK]
I had so much great fun doing that one. I also polished my skills a whole lot. I hope my entry will be welcomed with great feedback and I also hope it works for most of you. I had many problems running OGL applications on my friends PC, hence the concern.
I’m already waiting for another Ludum Dare 😀
-Yanthir
So I was hoping that this Ludum Dare would not only be a fun and productive project, but that blasting through a new project might help unblock me on the game I’m already meant to be working on.
So the theme was announced, and I tried to think of an idea, started working on something, scrapped it, spent a while trying to think of something else, pondered that idea a bit, and scrapped it too. Tried and failed to come up with a third idea, but started having ideas for my existing game, and suddenly felt incredibly motivated to get back to work on it.
So yeah, I sadly resign from Ludum Dare, yet even tho I totally failed to make a new game, I succeeded in my other goal
next time tho, I want to do the dare properly.
So I’ll start this paragraph with the word “So” as well. Good luck finishing up, everyone!
Tags: update
Officially withdrawing :/ with only 20 hours of free time this weekend, and only six hours left, I have officially completed one level on a shoddy arcade game. Doesn’t even represent the theme yet.
However, it was still experience for me and set a realistic standard as to how much I can complete in a short amount of time!
That’s all this is in the end, a learning experience. I definitely learnt a lot from this!
Next Ludum Dare though, I will be more prepared. I will also make sure I get the weekend off work.
Good luck to everyone! I can’t wait to see some of your games!
Yeah, I can’t even get my thing close to finished on time. Plus I don’t feel like working on it.
I might make something crappy and joke-y to submit last minute though.
Finally, I had time! This is my first entry for actual LD48 compo.
Mushroom Connects (between worlds) – an RPG (boring as hell, nothing interesting happens there) where you have to find a magical leaf to save all worlds. Yes, this mushroom was inspired by psylocybin. And the so called “weird” world was also inspired by psychedelics (that flashing walkable tile has codename LSD, check XCFs ;p).
So little time as for an RPG, so I used single layer (because I had no time for map editor, everything done by hand). 40 sprites, one map, 3 sounds, 3 midis, even more images and a lot of code ;x. Also I had no time (and energy) to make all the corners and edges of the map. But still if I had 2-3 days more, I would make it an actual game engine.
A short timelapse here: http://foofland.tumblr.com/post/95663338953/a-little-timelapse-footage-from-the-beginning-of
Entry here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=28932
Its a bit short but here it is: Link
I spend most of my day fighting with my tools. Pretty much everyone of them in one way or another.
My problem was to give update about their progress to every player and not everyone. It’s multiplayer. I haven’t thought about broadcasting progress, would have saved me half a day. In the end, turn out that flask-socketio provide an object request.namespace and it look like I can use that.
It was… frustrating.
Well, I learned a thing or two. It wasn’t that bad 
My head is spinNnNnNning!
This the intro screen, very blue:
I used HaxeFlixel + Flash again! Art was done in PS and Filter Forge! Music and FX in FL Studio.
Division by zero and null pointers were heavily used in the development process!!!
And now I will clean up my home, because things have been … neglected.
Who doesn’t love Chiptune? Well, some people don’t. But that’s OK. This is my second, and penultimate, submission to my version of the Ludum Dare challenge. One more to go! Hope you like it! Feel free to download and use (with attribution, of course) in your 72-hour jam! 
Well here: http://gamejolt.com/games/rpg/ld30-adventure-of-the-portals/32936/
Stuff has been added particles mostly to hide the severe gameplay issues mostly enemy issues and lack of story atm Ill try to add some story But I have given up on the nemy scripts they are just there to give you money
Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.
The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think! 
For the next hour or two, I’ll be finishing up my game. For anyone interested, here’s the stream: http://www.twitch.tv/josh1billion .
In total, I’ve spent about 3 or 4 hours on the game so far. My plan is to only spend another hour or two on it before packaging it up and submitting it. A 5-6 hour game isn’t going to be a very good game, but I’m happy for finishing up my first entry in a game dev competition.
The plan for what’s left:
The source code will all be on GitHub.

Only a few hours remaining and my game is almost done. It still could do with some polish, but I am in desperate need of some testing.
Uploaded here: http://oana.itch.io/multiverse-connected-universes
Please give it a try and let me know if you notice any bugs or if any part of it is too difficult. Any other thoughts and feedback are welcomed as well!
Yesterday I thought I there was a big chance I wouldn’t finish, now I think I will, provided I enter the jam. In theory I might do it within the compo deadline, but it would physically be an irresponsible thing to do. So the Jam it is!
I’ll never win prizes with this thingamajig anyway.
Yesterdays state:
player interaction done
graphics done (except for ending animation)
most of the game logic is done, but still testing the winning condition (oh, my program just crashed! so really needs some work)
Some music is recorded, but a little mixing would be nice.
Todo:
make a todo list
stuff mentioned above
See you tomorrow.
Hello, I’ve eventually uploaded this frakking game of mine, it’s finally over!
And now to play play and play…
Life is so hard…
Cheers
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36254
This weekend was again pretty awesome. What a great idea this online jam 
I’m quite happy with the results of my entry. I learned a lot, especially about the new GUI System in Unity (4.6beta).
Check it out! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31659
I’ve posted another video which can be found here.
Essentially completed code and art wise(at least for what I’m gunna get done for the jam and almost entirely). Now to do some more levels and see what I can do about a front end!!
Tags: connected worlds, LD30, Ludum Dare, ludum dare 30
This time didn’t go to good, again. Game didn’t turn out too good!
I almost spent almost 8 hours on Box2D bugs, which ruined pretty much everything.
The source code is here : https://github.com/Angergard/Ludumdare30
I made the game with libGDX and libgdx-utils (by dermetfan (Great library!))
See you next time, then, I will have my own engine made with LWJGL. Then I shall be more prepared and not having to deal with Box2D.
Portals!
Finished LudumDare game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=5587 It is small HTML5 microspaces, chained into something that hopefully has more weight than the components. I guess it has to do with self-contained childhood spaces and that sense of focusing on things until they become their own little worlds. They all have the same controls to an extent and the same point of view which hopefully ties them together…
I did Ludum Dare twice before and both times found it good as something that would help me work thru what was on my mind – the previous times, closed modular worlds and suggestion of systems framing the POV, i guess. This time it was little web games that add up to a whole experience. I hope i have got them out of my system ::o)
It’s not very extensive, I worked maybe an hour yesterday and then most of today. The game was made in construct2 and the music in PXTone.
Goo day,
Stephen
Between game finished! Finally! After ~ 40h of work it’s done. But it’s not as I expected. Lots of features went right to trash, and it’s not as fun as I thought before.


Few hours ago I was playing with music and… honestly, I don’t know why, but I created something… something normal, something better than before. It’s not much, but for me, I think I’ve gained some skill! 
https://soundcloud.com/mmajko/between
But… The game is unfinished. Like, really, it is. Lots of stuff is missing. So, yeah. Finally bed time, but these things leaves me sleepless. Next time I’ll choose 2D and implement some multiplayer stuff and (I hope) better visual look!
Anyway, my entry is here: Between http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40616
Finally done and submitted. This being my first Ludum Dare I must say it was quite a lot of fun. I’m pretty happy with the result although the game could’ve been more polished. I’ve also never done a roguelike before so this was indeed an interesting experience.
And behold the greatest game name ever: The Grand Quest for The Potato Salad.
I ended up making the game using Irrlicht and SFML2 for audio. Also added Oculus Rift-support but it’s of course optional.
I guess the biggest issues was trying to make music – I’m the most unmusical person there is. The plan was to first use eJay but when I finally got to it I noticed that my trial had ended. So after lots of pondering I ended up using something called PixiTracker. For sound effects I used bfxr.
During the first day I recorded a timelapse but forgot to put the recorder on during the second day. Anyway, the video is available here.
Sleep…
Well, I’ve gone ahead and hit the “submit” button… guess there is no backing out now. I’ll probably use the last few hours to see what else I can add, but right now it works and I’m not really displeased.
Fingers crossed.
Using an editor with no debugger is not the best idea, especially when you’re in a hurry. As a result I have created the most chaotic and hardcoded source ever. My heart breaks every time I look at some fragments. Just look at this:
The only purpose of this monstrosity is to make floor (10 different tiles) render correctly. And I’m not going to change it, because it works!
Anyway, I have one big thing left to code – projectiles. And then I’m pretty much sorted (after multiple lowering of expectations about the final result). But before that I need to shower!
Hey folks,
after composing a few tracks with logic, here are some (raw) short compositions which you will here in our final game.
Hope it spreads some inspirations out there, connect some worlds etc… Keep it up:)
Philipp, Kristof, Anna & Nico

The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag.
!!__Windows Version Coming Soon__!!
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell).
Controls
[W] Forward
[A] Left
[S] Back
[D] Right
[E] Use Portal or Use Door (with key)
[Space] Place Portal
[Esc] Pause
Requirements
OS: Mac OS X (Windows Coming Soon)
OpenGL 2.1
Keyboard
Mouse
Tools Used:
– Programming Language: C++
– Graphics Library: SFML 2.1 & OpenGL 2.1
– Audio Library: SFML 2.1
– Image Editor/Creator: Photoshop CS5
– Music Editor/Creator: Garageband
– Text Edito/Creator: Sublime Text 3
Tags: 3D, awesome, C++, cool, flipside, opengl, sfml, trippy, why are you reading this?
In two sentences: “I’ve made an abstract game called Abstrakt. It was pretty weird.”
I must admit that this game is more focused on the meaning than it is on the actual “game” part. The mechanics is pretty simple: You spawn white minions to protect the cactus in first round and in the second round, you spawn black minions to destroy the cactus. Easy as that.
Except for it’s not easy at all, it’s a bit more complicated.
Actually a lot more complicated. It’s so compilcated, that I was kind of forced to do a playthrough video.
This game is designed to be played once as it is focused on it’s meaning. You can get it here. I highly recommend you to read the instructions as the game might be a bit harder to understand.
Also, here are few screenshots just to draw your attention to this post:





My biggest fear is that people will think that the “game” part is the only part that should be rated/judged and that they won’t even reach the end, which is vital for the game.
Thanks for reading this post and don’t forget to have a good time playing all the LD games ![]()
I was planning to do more but my schedule was disrupted so it didnt work out so here you go: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36219
I have another idea for the grower theme will work on that and give a status update on that as I have time but my record exams start in a week so that is kinda a pipe dream well have fun
The entry has been submitted now. I didn’t feel too well today, waking up unrested and with a headache, so instead of overthinking it I finished the missing systems, added some kind of unbalanced funish gameplay tweaks and proceeded to hack some programmer art in less than a couple of hours. Given that my objectives were focused on what I could code than in making the game itself, and that part was finished last night, I feel quite proud with what I have.
You can find the entry at: Quest for McGuffin!
It’s been a good learning experience, the last time I got a game to this state it took me weeks, this time in ~30h I could get from nothing to engine to small game. The stream experience has been mixed, I accumulated at least 25 of those 30 hours streaming yet I got very little contact with the watchers, there were only a couple of them at a time and not much chat banter. I want to give a big thank you to the libgdx team for their awesome library and tools, to the guys at #math in freenode for saving half the project and whoever was watching, specially Ilovecars33, who was there the 3 days.
Hope I can motivate myself to participate again in the future, maybe in the jam format with a team to share the experience with 
PS: You can find me any time lurking at /r/gamedev, do not hesitate to shoutout.
Tags: LD30
I tried to add a couple sounds and an effect but I think I am wiped out for the rest of the time being. So I am finished. Play and rate it here:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=1960
Good Luck everyone!
(pst, use http://itch.io/ for hosting! it’s great and easy!)
I will post a more detailed account of what went right, what didn’t, etc. AFTER I get some sleep. But my game has been submitted.
I have also uploaded a TimeLapse Video, which I will also document better later. But if you want to take a peek it’s HERE. And should be viewable in a browser when Google is done processing it.
Congratulations to everybody that has submitted, and have a great day.
Tags: compo timelapse, timelapse
What is the game about?
“I thought about a game where our normal world is connected with a shadow world”
The main gameplay is switching between the normal and a shadow world:
Older blog post: http://www.ludumdare.com/compo/2014/08/24/shadows-wip-2/
The game´s completion is near.
The main level is kind of finished. I added moving platforms and some other minor gimmicks.
The most important change is the addition of the “Sandbox Island”. Here you can try out the normal/shadow world switching in a more open environment and without any puzzles.
This time created a game that feels classic and new at the same time.
Hope you like it ^^
Try my latest Ludum Dare game Space Clash 😀
Tags: #LD48 #LD30, LD30
Check out the game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=11391
It was a close call, but I managed to finish a polished package of little game in under 48 hours!
Help two friends reach a common goal! There is one problem however: They live in completely different worlds! Swap between the red and blue world and help the friends move forward! They might not be able to see each other’s worlds, but they can act as platforms or carry each other around!
Just published my game, 4in1, for the 48-hour comp for the second time. It feels good. I’m happy with the end result and cant wait how the ratings turn out. But this ludum dare didn’t have the same feeling for like last time. Last time I had more of an actual game. I spent several hours planning last time and managed to rush the game out, just a couple of hours before the deadline. Now because of the theme I didn’t get in a good mood and I was planning on skipping this ludum dare. But then I realised I could make simple mini-games without much effort and connect them in a special way. The idea turned out great even though I didn’t put much effort into the mini-games them self. I didn’t have the motivation like last time. I was never stressed with this game or had a difficult problem to solve with this one. I actually finished like 8 hours before the deadline and I didn’t even spend the whole day programming. So here’s a list of what I could have done better:
Now it’s done and this is now in the past. Like I said before I’m still happy how it turned out and the general idea was good but it could have been so much more than 4 simple games. Now it’s just to wait for the ratings to see how everything turned out. This was just a small write-up over my experience with ludum dare 30. Hope everybody had a good contest(I know that there are several hours left but I don’t really care)!
Tags: connected worlds, dare, ld48, ludum, second
Even though I didn’t get everything I planned in I’m pretty happy with what I finished with.
Here it is: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40087
good luck everyone.
There’s no way I’m going to be able to wrap this up before 6, but I think I have a good start to something worth finishing.
The game is called Jericho: The Moon City, it’s set in 2130 and Earth’s problems are at their breaking point. Over-population, depleted resources, pollution, 80’s fashion revival, the whole bit.
You, a wealthy entrepreneur, have started to colonize the moon, creating a self-sustaining colony. The problem is that the U.N. hasn’t sanctioned your venture, and so you must fight off attacks from Earth, happening every time the Moon’s orbit is within attack range, every 411 days.
Given that I’ll be out of the competition soon, if there is an artist out there that likes this idea, I’d love to make this a real thing.
Twitter: IndiePiggy
-Nick
Im done. I am quite pleased with this, as it is my first entry.
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41444 (Windows only).
My pure LWJGL. 3D planet game thing.. Is done!!
any comments will be so appreciated
please comment and vote 😀
link: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=28575
Good luck to everyone else 😀
Ned
I’m done. I could grind out more level but it wouldn’t increase the depth any.
It’s posted with source so if you want a starting point for a browser-based 3d platformer, here you go. It’s sloppy in places but still bare enough that it should be easy to clean up.
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10893
I’m slammed with work this weekend, so this is likely as far as I’ll get on this LD. Oh well, might turn it into a Jam and try to hit tomorrow’s deadline.
Here’s a WIP screenshot of World++:

The game is loosely based on the Kardashev Scale used to measure a civilization’s level of technological advancement. In short, if we (humans) never connect with other worlds beyond Earth, we’ll wipe out our resources and run out of energy. The game is a balancing act between collecting energy and spending it on technological advances to stay ahead of extinction.
After having spent the best part of two days trying to get a game together (kind of a god sim) Ive decided to withdraw. basically Im not happy with what Ive produced. I have learnt a fair bit though
really gutted.
think i underestimated the shear workload i needed to do to get it to a standard i would be happy with.
hopefully i will be a bit quicker or follow the KISS methodology for the next one
Looking forward to December (and trying out some of the games from this LD)
Catch you guys soon
MattPattie – OUT 
I’ve submitted my game 2LOVERS.
I let you find how the love story ends 
This contest didn’t go so well for me this time. I’ve been crazily busy at work all week and really didn’t do any kind of preparation whatsoever in terms of learning how to code certain functions. I know I should learn how to randomise lists properly but I always seemed to get by before. Still… I’m paying the price for it now and my current entry suffered for it. I’m making a promise right here and now to learn how to randomise things properly. Construct 2 (my tool of choice) has been worked on heavily by the developers and it’s my duty to try out as many features as I can. Roll on Ludum Dare 31!
Check out my latest entry and previous ones here! http://www.ludumdare.com/compo/author/alexfili/
Looks like I might not be able to finish my game today but that’s alright since I’m going for the jam deadline.
This is the ending from the intro cutscene:
Core of the gameplay is done though, so all that’s left is making the content. It’s nice to be able to give a full day to the content. The objective will be to avoid getting shot like that:
The soundtrack is done too, so I should find some time to put that in the game.
Almost done I guess… Drive some passengers with your space taxi in …

Taxi Space! a HTML5 Canvas game
Game is complete! It is a little short. But that makes it easier to play, right!
The lighting system is probably the best part. I hope you enjoy it!
Here is some pie I had; everyone else was posting food!

mmm pie…