Our Progress
LD31LD #3107. Dec 2014 · 16:51 UTC · 2 days after compo start by ProgrammerPony · 3


Seguimos avanzando, XD no es recomendable tener un trabajo el mismo día que te sentas a hacer una jam… principalmente porque la cabeza te estalla…
Podríamos haberlo terminado durante la noche pero me quedé literalmente dormido en la silla… En fin…
ahora contamos con 2 bichitos para usar, un chancho-conejo que se tira un pedo para dar un ultimo salto, y un murcielago zorro, que puede planear por la pantalla pero tiene la costumbre de pegarse al techo… El objetivo del juego sigue siendo impactar a la gente con el mutatoon, pero cada uno tendrá un costo diferente, si llegas con el mutatoon a una persona sin nockearla, te dará dinero para seguir tirando mutatoons. Si nockeas a alguien pierdes dinero, y si no llegas a tener el mínimo directamente pierdes y vuelves a empezar 
Proximo aditamento es un koala-toro, que te permite en el suelo rodar un poquito para llegar a tus clientes y que te lleven con felicidad :3
Por otro lado, la inteligencia artificial de los “clientes” es muy simple, tiene cada uno un temporizador que le hará caminar. Pasarán de su estado de quieto a caminar cuando el reloj lo marca. Una vez que su animación de caminar acaba se le dará un tiempo aleatorio nuevo para su próxima caminata, también en ese momento se decide si van para un lado o para el otro.
Nada más
simple y efectivo, el truco es que cada persona tiene una duracion diferente de caminata, apenas medio segundo, pero con eso ya es suficiente para generar una “personalidad” en cada tipo de cliente, por más que la inteligencia sea la misma.
Y si quieren ir testeando:
http://www.heroesestudios.com/Mutatoons
After going to sleep 3 A.M., walking up 5:30 A.M to go to a close city and take the JLPT, I’m finally back! Gotta polish that game, now…
Here’s my submission for the COMPO:
http://gamejolt.com/games/other/manic-depressive/41038/
Theme: Entire Game on One Screen.
My starting point was centering the whole game on a single thing, and zooming in and out of it. It’s a conceptual interpretation of the theme, instead of a more literal/mechanical approach.
This is an experimental game about Bipolar disorder. It’s meant to represent the illness through its mechanics and systems.
Current version: 1.0
Source:
http://gamejolt.com/dashboard/developer/games/distributions/41038/#distribution-44851
Well…it’s been a lifechanging thing to find this jam. (Thanks to Lucy Morris for that. @lucyamorris)
I’ll participate in LD in the future whenever I can.
As this was my first LD I didn’t even dream about finishing a game in 48 hours 
I learned what I had to and wrote a nice little todo list of things to geather and learn and do till the next jam.
Some of them are: (note: in second person for some wierd reason)
– get a tool for every aspect you use to make a game (I had no music and sfx maker)
– learn your tools in-and-out (I was always using placeholders on my game prototypes, but this time I really had to make something with Paint.Net [which is not the best tool, I have to admit it])
– don’t be afraid to use tutorials and help when stuck on a bug or something
– “invent” a developement workflow that you use every time working alone
– don’t shorten the planning stage…1 hour is not enough it seems XD
– save often, and if planning on doing a big change, do a backup
– sleep more before…3 “hours is not enough it seems”
– …and a lot more I won’t bore you with 
I’ll also check out lots of games to see how you’ve done. Saw lot of nice ideas for this theme.
Had a blast makink my little prototype and learned a lot about random map generation.
See you next time and have a good time 
Br,
PhiPhi
Ok so I have completed my first Ludum Dare and have loved it!
Anyone interested can check it out at: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34936
But my game is finish… But I can’t compile him today…
I will try to post my game in jam… if I can.

After a VERY long night and loaded morning, the final touches have been put on StarFighter! There’s a lot of neat quirks and even a bug-turned-feature, but I’m proud of what I’ve done so far. I’ve overcome several challenges and learned an incredible amount. I very much look forward to submission tonight at 9pm (EST) tonight!
And now, back to a bit more polishing.
Even though I’m pretty much done (STILL need to add bosses) , I’ve decided to keep working on this until 6 am tomorrow (it’s 11 pm now) so god help me not fall asleep…
So I’ve decided to remove the “enemy” portion of my original design. I just couldn’t see how it was going to work out. Instead I did instead do the previously mentioned “lose condition back-pedalling” and decided to change the design such that you lose when you can no longer make a move that is a chain of two or longer.
I’ve also straightened out the bugs that were eating my game, implemented game over and resetting and all the other features to make this an actual game.
All in all I’m really pleased. This game is interesting and, whilst incredibly rough around the edges, is somewhat tactical to play. I’m also very happy with the code base. The code is reasonably organic and very much decentralized (no “game” class in this one at all!). It’s made adding and changing the rules to the game a breeze and fixing bugs a snap. It’s nice to get through one of these LDs without head-desking every other hour.
So with that it’s time to break for lunch and then to crank out as much mechanic tweaking and polish as I can find the energy to muster. Not bad for seven hours to go.
Maybe in that time I can even name the game too…
Gachk! I just had a power outage and don’t know how much I lost ;-;
Hopefully not much…
All that’s left is the level design (and maybe some background music :3)
Uploaded at http://scratch.mit.edu/projects/38078248/ for anyone who wants early-access
Hey guys, after few hours working on server it’s finally running.
I’m benching the prototype online, come play 
http://dreamirl.com/games/ola/
(will be offline in 1 hours maybe)
Can play with gamepad, space for fight, wasd or zqsd for move and e/r for spell.
See ya !
All hail the completely professional looking design document!!!
![20141207_095741[1]](http://ludumdare.com/compo/wp-content/uploads/2014/12/20141207_0957411-550x309.jpg)
Basically, I was lying awake after the theme had been announced, and as I was drifting off to sleep, I thought, just because the game must take place on one screen doesn’t mean it needs to be a static screen. So my idea is a topdown RPGesque game where the playing field evolves as you play.
I spent my day before I was gone working on stone and grass textures, but I have to leave the roof texture as-is so I can get on to the gameplay. Unfortunately, Game Maker’s room editor is not up to what I need, so I have to make my own room editor. We’ll see if I can get that done in time… Regardless, whether I do or don’t make an entry, I want to think the LD community for letting me get more experience in Game Maker: Studio and game design in general. Best of luck to all of us!

The game’s done! I’m really proud of how my first compo went, and i hope you guys have fun with the result!
Check out my submission here:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47001
Wow, for the first time in 9 Ludum Dare editions, I’ve finished before the deadline! In fact, I submitted my entry 2 hours ago (9 hours before the limit).
I’m pretty happy with the game, and I think the theme is nicely presented. You can play it here.
Hello once again!
My entry is going really well so far, with the enemy now crafting the environment to his own will, with Nukes exploding on impact. I will now add combat, health etcetera, then add (if there’s time) the special attacks I planned. Finally, probably tomorrow, I will add the audio and graphics.
Kind regards and good luck to those submitted for the Compo,
Taha
PS: Here’s a really nifty GIFty for you guys to lick:
Unfortunately, I won’t be able to make it. I just did not have enough time, since I already was pretty busy this week-end (Also, if someone has a cure for laziness, I would declare him a god… I spent half the time I could have used doing nothing…)
Next time I’ll surely be in again, tho!
And another thing… Is it possible to get feedback from this community on a game, even after the ludum dare? Like, just for feedbacks sake?
Kind regards
It was tough but it’s done. We have finished our little project called Zapping Fury.
We were 4 guys to make it , and we hope you’ll enjoy it.
According to the theme, it’s about screens…
Thanks!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44532

After some adventures and dev issues yesterday, our Windows Cleaning Simulator 2015 is on is way.
Lots of pixel assets (made with Blender, who knows how), some cheap music/sounds and a hack of a game engine to do things that is not suppose to do.
But everything is fine !
The unfinish version is right here : http://www.instantnoodlesgames.com/

Today was pretty brutal, but I managed to implement most of the stuff I had planned.
The gun platforms are working decently now, you can buy new ones, and the game finishes and can be restarted. I’ve also submitted the game to the Play store so it can hopefully be approved by tomorrow. The game page is also prepped and ready.

There’s still lots of work to do. I’ve changed my mind about the AI. I will not try to implement it tomorrow as it would be impossible to finish. Instead, I will implement a hotseat mode, where you can take turns with someone so you can play on your PC or maybe alone just so you can get a taste of the game. Here’s my trello board of the stuff I’ll try to do next. This is the second time I’m using trello to organize a project as I hate the clunky issue tracker on Bitbucket and I have no more repositories left on GitHub. But I have to say trello is not that bad. The biggest disadvantage is you can’t cross-reference issues with commits, but working through the back history of a repo is not something I do often in a jam anyways, so it’s a good tool that I recommend.
Got some time to work on my game. Seems as though i didn’t prepare well enough so no graphics basically :P;
Making a system for drawing a nice display on the console right now and it’s coming along pretty well. Got some basic drawing functions so that’s good. Was stuck before when i had height and width mixed up >>>>>>>>>>>.>>>>>>>>

Click here to try it out – instructions on the page
Well, I introduced some new unit types and made a ton of balance changes which I think make the game a lot more enjoyable. I’ve only got a couple of hours left to work on it today even though I’m just entering the jam, so I’ll try to polish it a bit more, but the main thing I’m missing right now is a name for it!
Workin Workin Workin..
I had to fight against random generation and pathfinding.. but I won! 😀
If i want to end for the Jam I have to run!!
Back to work and GL to you!

Guess I’ve been pretty quiet on the board for this LD… I’ve been rushing to work out what I want to do and how to do it, and changed the game style at around the mid-way mark. It looks like things are coming together, though; let’s just hope there’s enough fun game in there at the end! I’d post a screen shot, but it’s full of messy debug info at present.
I’m seeing some very interesting game ideas out there. Good luck to everyone in the final stretch!
Here’s my game, it’s an action game about a guy who want to be alone in his peaceful place.

But destiny is against him ^^.
Two armies want to fight in his place, it’s the secret path of some assassins and some barbarian join in…
And his place will slowly look like this :

Yeah, it’s a little violent and bloody, not exactly in christmas mood ^^.
You can play it here
If you want to see all the enemies, they are all here :
:
Enjoy!
Sadly, Unity has crashed and I lost all what i made today. So I wont be able to finish this. I will upload a little demo I made to show some friends this afternoon but it’s not finished.
I’ll try again next time.
Oh wow, that last hour before we had to stop developing was very intense! But we are at a point where we can say: we finished a game.
It has a story, a goal and is challenging, while there are interesting things to discover.
We are now making some final gameplay adjustments and then it’s time to release.

In retrospect, I shouldn’t commit to these things when I know very well I’m not up for them. Playing pretend won’t magically convince myself to pull through.
Yes, I know, “just make a game right now! There’s still time!” I should. But I won’t. I stopped enjoying it a long time ago.
At the very least, I have to stop making and breaking all these meaningless promises.
I’m slightly dissapointed by my lack of progress so far. However, I’ve got stuff that blows up, so it’s all good.
I could probably get away with submitting my game as it is now but I feel the game is far from complete, so I’m gonna keep jamming into the 3rd day and see if I can add some more enemies and mayyybe a scoring system (if the mood strikes me.) All this is for tomorrow though, I’m not really in a productive state of mind right now.
I need sleep, therefore my game is DONE! There’s still loads of bugs, and I could retexture everything, but it’s 3 in the morning and I’m tired.
So I present to you…
(My splash screen is super fancy)
Oh and here’s a game link :
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=40107
Hope you guys find my game not awful!
Played around with the graphics. My mom would be proud.
Tags: 2D, ld31, ld48, love2d, lua, Ludum Dare, progress, screenshot, update
We have added shootygunrays (Laserbeams), collectible Items, Textures and Backgrounds, Animations.
Also the Soundtrack is now randomized everytime you switch the channel.
Hot to play:
You are a lost button, only able to switch to a random channel by hitting in yourself.
Collect the Remote-Points within the timelimit or perish!
If the way is blocked simply switch to another channel and hope for the best. But watch out for your batterypower 😉
ENG:
After make that video, i’ve tried to make object collision , but i’m not a programmer, do it alone is so hard as rock.
PT-BR:
Depois de gravar o video eu tentei fazer colisões de objetos, mas como não entendo nada de programação, isso ta MUITO difícil.

I did it!
I created an entire game in one screen. Around 1000 lines of code (Lua / Love2D), all from scratch, with 3 very different games phases: shoot them up, side view car rush (Metal Slug like), and platformer!
It tooks me around 15 hours of work. Amazing…
Now I need to package the game for submission… Stay tuned.
Got a bunch of audio from freesound.org. Audio samples are trivial to play in Unity, so a little bit of research here will go a long way.
We’re on the home stretch people!
My game is sort of fun to play now. There are giraffes who eat your fruit, and you can shoo them away, which is quite fun. Keeping everything in mind is challenging, and absorbing. I’m pretty happy with how it’s turned out so far.
I still want add in the hyenas, to add an element of danger. This will spice up the late game and also the sections when you are a child too. But if I have to choose between hyenas and a tutorial system I think I will go with the later. Right now there are way to many actions and combinations to expect anyone to be anything but confused when they start the game. I need to have some hints floating around so people can actually enjoy it.
I also want to do music, but that is last hour type of stuff. Currently thinking I’ll throw in some SFXR noises for the actions and try to bust out a few minutes of ukulele as a bedding track.
This has been really tiring, but quite rewarding too. See you on the other side.
As per the title, is calling my game Prick – Arious too risqué a name?
In case I ever decide I wanna release it on the Apple AppStore.
Right im done, particles and everything done except music because i am incompetent
second ludum dare i have entered, first game i have enjoyed making. I am so glad i had to start again.
I hope you enjoy my game.
One one more, stay in touch with our game
Merry Christmas.
Tags: #snowman #ldjam #ld31, gamedev, ld31, venezuela
Well I finished up my game, now I just have to test it.
I was kinda depressed so I decided to make a kind of depressing game. I guess I shouldn’t call it that, but it is more of a feelings game than a fun game. I’m not sure I can call it “fun”, but it isn’t not fun either. It has been growing on me a bit, but I think it is kind of simple, and I have seen so many great game ideas already.
I’m most proud of the music. I took a ton of different samples and mix them down into about 19 tracks as of now that will fade in as you play, and it will be different each time you play. It makes some interesting sounds that I hope go along with the gameplay and make you feel something, anything.
Diffrent parts of the game will change as you play depending on how you are doing, but there isn’t really an end to my game. You can’t win or lose, and while it is endless, you will get a score at a point. It will be interesting to see how people take this game, and has been a fun experiment so far.
Can’t wait to play all the games that are more fun than mine!
– F
At the beginning of this week-end, I had a lot of motivation, but unexpected events happens and I lost too much potential hours of work to hope finishing my game in time. Wanted to make a platform game with Unity where the player control an angry snowman and kill some people which resurrect in skeleton after a short time. They gain more HP per die, and the game is over when they kill the snowman (with a life bar system).
Here is my ideas and my current work.
Can’t wait for the LD32 😀

Its not as complete as i’d like, but I’ve got no time left…
Stage 1-1 is a game where you’re bored while you right the train, so you decide to play on your phone to pass the time.
Its a platformer with procedural level & enemy generation and the goal is to get to a christmas tree!


With custom setable seeds
Enjoy!
Play it at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27519
I wanted to enter the compo, but replacing the vehicle mesh with my own model kept breaking the game. I may end up being able to fix it before the deadline, but there’s at least a playable game out.
Download for Windows here.
I’ve completed my todo list for my game apart from the final boss.
Here is the mockup of him!
Don’t forget to checkout the stream.
Sam.
i had to get rid of particles because they would not behave like i wanted them to. They would not spawn where my character died
I finally finished my game. It’s been kinda tough, but I’m done and quite proud of the end product. There’s still time to improve it, but I just want to relax now aha. It’s not the best game ever made, but I think I’ve done alright since I’ve been quite ill too.
It’s Windows only, unfortunately. I had lots of problems using the HTML5 export in Game Maker Studio so although it’s not ideal, I didn’t want to be staying up late fixing it when I have college tomorrow. Anyway, If you do play it I hope you enjoy it. Link below! 
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32096
My LD31 entry is finished!! It’s called Cyclic Clash and you can find it here.
It’s been several months since my last LD, (I missed 30 because of school works) and so much things have changed. Yea, I know that I’ve been slacking off when I said I’m going to revamp my LD29 entry, but the time will come someday. That idea is still a good idea for me until now. Lots of things happened in between. The biggest maybe is my improvement in terms of creating games, especially with Unity. I got a 3 months internship in an up-and-coming game studio in my city, Arsanesia (http://arsanesia.com). They are cool people, and I’ve leveled up quite a bit because of my internship.
Anyway, about the game. It’s not something I came up recently. The theme this time was quite a let down for me, because it lacks inspiration. Coming up with 0 good idea, I finally decided to just create something I really want to create. Cyclic Clash isn’t that game, actually. It just adapt the system in a very minimal way, but I hope I could get some feedbacks from it. The main idea of the game comes in pondering about Pokemon. Pokemon (and many other games with elements and affinity) is basically a more complex rendition of the classic rock-paper-scissors. It come across my mind though, that in adapting rock-paper-scissor, a lot of these games left out a somewhat fundamental element of rock-paper-scissors. The thing I’m talking about is the short thinking span.
Starting from that I fleshed out an idea of a rock-paper-scissor gameplay with a very limited turn time. Cyclic Clash do this and adds another layer of complexity in form of elements. This, of course is not the entirety of my concept. I’m thinking about lots of things like charged moves, duration, cooldown, status moves, and lots of other interesting stuff. But that will have to wait. For now, do enjoy Cyclic Clash and tell me what you think about it.
In the meantime, I really need to learn to compose some basic BGMs. I’m starting to get the feeling my entries are so stale without them.
Can’t believe I finished early c:
My first ever Ludum Dare and it was really fun ;D http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46490
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All done. Still no Music, but i’ll leave that for a “Maybe Next Time” or even a “I Should Get A JAM Partner For This”.
Either way, I handed in my final result – it Is my very first ‘finished’ game, so even though it’s simple, I’m quite proud of it working at all ;3
I do intend to work on the game more after LD31 is over though! I intend to turn this little “Demo” game into a fullfledged game with some actual unique content – But that’ll probably take me absolute ages to achieve. I’ll keep ya’ll updated if I get some good results.^^
Good Luck to all who aren’t done yet!
p.s.: Since I intend to turn this into a full game later, all complains and ideas are especially welcome!
No need to credit or anything 
There are 21 tracks on my album, so plenty to choose from!

In your travel through the space, your buddy-pet are suddenly very hungry and he needs to eat something ( a lot ). You’re near to Earth and you decide to go down and feed him. Kill people ( the current meshes of the people and polices are wip, so ignore them )be aware of cops ( and kill them too ) and feed your buddy-pet trowing each dead-human-body to its mouth; he thank you every snack :D. Quench its hunger and return to your ship to continue your travel. 
Just finished my game! It’s kind of a minimalist adventure meta story game exploration diggy diggy walk around game. I don’t really know how to categorize it haha. I guess you go around and explore stories?
I’m really busy this weekend, so I had to end development early, but I’m proud of what I did in the time. Maybe I’ll revisit this idea and explore more stories. *shrug* Anyways, since my last ludum dare (which was the first game I’ve ever made) I feel like I’ve gotten pretty used to Unity and all this silly stuff, so I got more done.
ANYWAYS CHECK IT OUT!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34906
Having struggled with making anything fun past the neat level transitions. I think I’ve created something with a bit of a challenge.
But I’d love to get a few people to play thought the 17 (short!) levels I’ve got and see how the difficulty is. Too easy? Too hard? Big spike?
Please let me know in the comments if you try it.
Thanks!
Tags: html5, playcanvas, webgl
So one of our teammates, Aurel, stayed up all night thinking that the Jam ends today instead of tomorrow =D
In any case, progress has been made. We have a decent patrol system going for enemies, and I’ve added possessed horse statue enemies. When they die, they crumble into pieces, thanks to Lightwave’s easy fracture tool.
Good morning all,
I still havn’t made my levels, I will be doing that today. I’m sadly not going to have music, I just don’t have the skill and time right now 
I think I need to make some things glow too, but I don’t know how to do that in unity. Anyway, here is a preview.

Goodbye Compo, Hello Jam!
It was not enough of time for me to finish my grandiose game, so I’m taking an extra day.
Today I have implemented:
– Moving with passable checks
– Teleporting between game areas
– Characters and dialogue system
A few gifs of the current progress:
Dunno why gifs are accelerated… In the game it’s a bit slower.
We worked pretty hard today after a short night and made some progress!
Nina finished most of the graphics and animations that we need and I got all the physics more or less done. There are some things that are still a little rough around the edges but I think we can live with that as it is actually a working online multiplayer game with semi-synchronized physics and a semi-authorative server. I guess we may actually end up with a max of 8 players per game. Not because of the networking but because the whole game is on a single screen, so it will get pretty crowded quickly. The networking logic allows for random drop-in drop-out though, so I hope we will get some people to play together even though multiplayer games have a hard time during LD rating periods.
The game is a snow-fighting game with mining elements. You basically have to dig down to get snow and other utilities to help you in the snowfight. The whole game is on one screen meaning there is only a limited number of cubes to mine so they will respawn after a while.
Tomorrow we will create some more extras (the mandatory pick-axe that makes you mine faster) as well as some auto-triggering bomb-tiles, create a GUI and communicate game progress better. Eventually we will also have to settle for a name… Snow Wars? Winter Wars? Maybe something without the word Battle or War in it ![]()
We are looking forward to playing this with you guys.
Congratulations to all people who are about to submit to the competition – you guys rock!
I did it mum!
Seriously though, I’ve uploaded my game to Newgrounds and it is under judgement. Anyone got any suggestions for a more… Permanent home for it? Or, can anyone vote it up to get it through voting, so that I don’t lose my submission because of a mean gaming site? :3
http://www.newgrounds.com/portal/view/649778
Good luck everyone!

Okay, so I did this game called, simply Zombie Survivor, very “professionally crafted with help from nobody”(Except it was a lazy attempt at a maybe possibly cool concept) GET THE GUN, AIM FOR THE EYE, DODGE THE FALLING THINGS… Whatever they are.
YOU are a Zombie, not a human, and you fight bosses, or rather – one boss… One level, one boss, several hats. You get it, quite a boring one this. ANYWAYS, for those who’d like to try it out here you go: https://www.dropbox.com/s/k1ecq5iqst63ekh/zombiesurvivor.exe?dl=0
It didn’t go as I anticipated, I was a bit too lazy to do what I really wanted to do, had lots of other things going on.
The game was made in the incredibly simple creation tool called Game Maker – because I’m not that good of a programmer at all.
So I have a few questions about what I can use in the compo:
1. Since I can use fonts, that means I can use any of the google fonts right?
2. Since I can use fonts, does that mean I can use fontAwesome for icons? (http://fortawesome.github.io/Font-Awesome/)
3. Music generated at http://www.fakemusicgenerator.com/ is allowed right?
And I’m done!
I present to you Screen Mover (yes another badly named game by me)
A very simple platform game with a difference screen mechanic. YOU drag the screen all over the place to see more of the level.
More information and play the game here http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14496
It’s 3AM and I’m closing my little solo gamedev workshop. There were ups and there were downs and I probably would’ve been better off without a gamejam this weekend, but alas – what’s done it’s done and that “it” is a mini circular runner called “Snow Need To Rush“.
Here it is in action:

May cause dizziness, so sorry for that… I noticed that being an issue, but it was already too late. Hopefully mobile version will work better!
Good night and good luck finishing your entries!
Tags: gamemaker, inkscape, ld48, snoutup, snow need to rush
Lot’s of visual progress since my last update! Got a nice HUD up and running with various useful informations. Now, though, the thing I’ve been avoiding, which is to make items interact-with-able. First picking up and dropping, then equipping weapons. Then I’ll need an enemy. Then attack. Then a million other things! Aaaah!
Tags: 2D, awesome, compo, game, html5, javascript, ld31, ld48, Ludum Dare, luthwyhn, Needs a name, progress, rogue, roguelike, screenshot, update
Here it is, my game is finished and fully fonctionnal. You can see it here. I’m really tired from this weekend, but at least I have the feel that I achieved something. Next week I’m gonna make a longer post to tell you what I learned from this game jam and start to look at all the super games you made!
Hi,
As this is my first entry ever for Ludum Dare (or any other game jam) hello everyone :).
Here is a screenshot from my game:

Game I created is as simple as it can be. I did not remember that ludum dare starts this weekend so I had only few hours to code :(. Graphics are atari 2600 like and music is procedurally generated. But it is still first game I have ever finished so I’m happy 
Instructions:
Main objective in game is to score as many points as possible. Ship controlled by user changes shapes periodically. When it touches other ships of the same shape user scores a point. When ship will touch other ship in different shape user will lose on life. User ship can also shot projectiles, but they hurt only ships of the same shape.
Controlls:
w s a d -> ship movement
k – fire projectile
Download:
For some reason I cannot embeed links in post, but it is visible in post in submitted games. Game is submitted under name “Shapes”
Game was created using java8 and processing.
Tags: java, processing
My first Ludum Dare entry. It’s a pretty simple game. Dig into each core and jump to the next one before the screen gets filled. My high score is 20, can you beat it?
I recommend playing the Windows version if you can, the Web game has a tendency to crash occasionally when you die.
Made in GameMaker: Studio. Sound effects made with cfxr. Music made in Logic.
Type bash commands, slap users, sacrifice goats to make the system work – that is the core of our jam entry 
“Frankie is a common IT guy, he just cares about his lovely PCs and servers. He feels that work as admin must be like live in heaven except one moment… There are days when creatures from hell, usually called BFU, are trying to use his loved PCs and spread virus among them or damage them like dirty mouse wheel. But there is one thing which makes his day, slapping the BFUs. So, welcome to IT department simulator!
Frankie, the network admin guy, controls, repairs or scan nearby PCs and servers by using shell commands or performing special admin actions, for example sacrificing goat. Admin runs between his office and computers to fix all the problems caused by the users. The computers are connected via network to server which can be seen in the computer network map. If computer is infected then virus can also spread to the connected server through which other computers can be infect later in the network.”
Made in a team of 4 in a day and a half. I was the only one who’s done a game jam before, and it proved some tips I’ve gathered were quite useful (especially planning wise). I’m glad my friends came to appreciate the awesomeness of simultaneous programming with git 
Hope you all had fun, because we certainly did! 
Bonus points: play the game to guess the two websites that BFUs are watching when not working on their spreadsheets 😀 (not shown on the screenshot above)
Tags: final, screenshot
OOOOKAAAAAAAY!!! Now my game is complete aside from bosses so there’s nothing left to do other than add them! Hooray!
With five hours left I don’t think I’ll be finished in time for the compo. I’m still working on engine type things. I’ve ditched trying to implement an event system and am fixing up tweens and such so that I can display the story to the user. This is going to be tricky. I may need some family hiking to clear my head 
>>=
48 hours went flying! Now go be a princess (like you always wanted to be), and save some of them princes!
Princess saving Princes – Submission
Good luck to everyone, be it compo, be it jam!
Well, my game has a name and a theme (though I haven’t done much work on the art yet). It’s even sort of playable, although horribly unbalanced and I don’t think right now it’s possible to win. Needs more creeps, too, right now there’s only one type, plus the boss creep.
Playable Link (pretty unfinished though)
Playing each card will build something useful, but it will also summon a creep. (right click to flip the card to read more). Right now the stats and stuff are missing. The goal of the game is to build the Victory Plinth, and survive the terrible boss creep that that summons. Snowmen shoot snowballs.
Going to give it a little more balancing, and then focus on the graphics for a while.
Im done time to sleep
Got my compo game up at last. Had some real problems the first 24h, but it turned out pretty well.
Play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44497
What can I say about it? Well… at least it’s quite short.
This music video might prepare you for my game: https://www.youtube.com/watch?v=Txq736EVa80 (safe for work, not safe for sanity)
>>> Obligatory entry link. <<<
So, I won’t be able to make it in time. It is a shame, but I didn’t think I would be able to do it since the start. Regardless, I did complete the objective I had set, which was to learn a bit more, to barely get any sleep and to have fun while doing it. I’ll be back in the next Ludum Dare, and hopefully be able to complete that one. However, there was something else good about this. I ended up really liking the idea I made up for the theme so I’ll keep working on it outside of this competition, hopefully with a friend, even. I’ll just post here the little writeup I had for it. If you’ve played Uplink, you’ll see where I got the inspiration from.
“You’re Selena Lambton. You’re wanted for various cyber crimes and, in order to clean your criminal record, you’ve found a breach in the Global Criminal Database that you plan on exploiting. The main problem? You can’t find your file. You suspect that it might be in the deepest parts of the database, and even if you find it, it’ll likely be highly encrypted. To add to all that, you can only access the database for a certain ammount of time per day, before risking your connection being traced.
Your usual bank accounts have been frozen and you’re currently out of money. All you have is the computer and the screen in front of you. Log into the Deep Web and start taking jobs within this database. Buy upgrades and make sure you don’t get traced. Find your criminal record and clean it to win the game. InterNIC log deletions are done automatically, so don’t worry about passive traces :D”
Good luck to everyone else. I saw a few games that were quite interesting out on the website : D
First gameplay video, with maps being loaded at runtime from lua files. A hand-built map editor soon to be made.
Tags: 2D, jam, journal, ld31, ldjam, love2d, lua, Ludum Dare, motivation, progress, screenshot
It’s over, and I’m excited! Excited to see the games made by my fellow game devs at RVA Game Jams and excited to finally get some sleep. ![]()
I’m a huge movie fan so I took inspiration from a lot of old films in my game, Trouble on the Tracks. The color palette is derived from Une femme est une femme (1961). The most enjoyable part was creating the pixel art in Pixen, like this green Pullman car. This was my first time using HaxeFlixel for a game jam, so I’m definitely pleased with the result!