Favorite game for today is…..
Hi! I played lots of games so far! And for today, my favorite one is…
The Radisheriff!! Play this game too! Is really good!
I hope i find lots of great games tomorrow too!
Hi! I played lots of games so far! And for today, my favorite one is…
I hope i find lots of great games tomorrow too!

We’re now live with our post-ludum event!
You can read more here!
http://ludumdare.com/compo/2015/04/20/atomic-vikings-play-your-games/
Submit your game here
And watch us here!
http://www.twitch.tv/atomicvikings
See you there!
My first jam contribution and the first game I’ve made. With help from a pal for the visuals.
Judge away. Maybe you’ll notice things about the game that I haven’t noticed, so I can learn from your feedback. Cheers!
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=53140
I am soo excited to present to you our first Ludum Dare game
All I can say is that I like orange juice A LOT 😀
Go and check that out!
The music is absolutely stunning so go and check ALEX OUT
And give us constructive criticism and use common sense when playing the game!

Hopefully you will enjoy the two minutes of gameplay 😀
Ok, I think Velo-City is my favorite game for the moment :3
Good job to them !
Back to rating your awesome games 
(And if you want to rate mine, click the retro ninja below !)

Entry: DAVE
This was a jam entry made by Dane Caro(Art) and Adam Byrd(Programming). All art and programming was created from scratch for this entry but the sound was used from OpenGameArt.org. It has a puzzle mechanic where you are trying to make your way to the glowing tile by changing the button colors and collapsing walls. Buttons only change the color of other buttons in the same row/column of one another.
This was the first time either of us has done the Ludum Dare competition and we are both quite glad we did! It was a blast and amazing to see all the creative games being made. I hope our game can bring some small level of enjoyment to some of you! Good luck to all entries and I can’t wait to make my way through all the posted games.
For the musically inclined, how about playing Ad Libitum?
Having been not able to do something at the weekend, after 24h, this is what I’ve came up with. Not quite what I planned, but appreciate the mood 
Keys from Z and S to J, M and comma work as the piano keys.
For those who will give from medium on a try, you will have to use intervals (play exactly 2 keys simultaneously).
My idea was to have score, combos, bonus for hitting/killing more than 1 robot at once, notes coming according to a specific scale (blues scale would have been great!) and to the background music (that ended up being a drums loop only, hehe), more effects, better timing… But, you know, 24h…
When you were told to go steal some “ice”, this is what the boss meant… right?

The Hicet (“Heist”) is a game about stealing an iceberg, and trying to get away with it. Throw ice at your pursuers and sink them to score points – but beware – the more ice you use, the lower your final score will be! Survive the full three and a half minutes without running out of ice or being boarded to win.

As promised before here is my post mortem.
Entering the compo:
I usually enter the compo but last time (LD#31) I had to enter the jam because my hard drive with my project files died. So therefore I hoped to have no technical problemes at all and my prayers have been answered. I had no technical problems at all and that was fantastic.
Happy with the result:
I’m happy with the kind of game I made. I usually aiming for a nice complex (if possible strategic) gameplay and this time I was able to go this path. At the beginning I had my struggles with the theme (I still don’t like it) but I was able to bend at tweek my idear to fitt into “An Unconventional Weapon”. And the result is pretty nice for a game mad in 48 hours (- sleeping, eating etc.).
The way it all came together:
For me it was a smooth run. No bumps on the road or mountains to climp and no emotional valleys to overcome. After last LD’s problems I started to analyse and improve the way I plan and create the game and its features. I used to focus on “unimportant” features (even though they were of hugh importance for me) and lost the sense of time. The result was that I had to finish core features in the last hour of the compo and that’s a bad approach of making a good game in 48 hours. This time I focused on the core elements and even implemented the begining and the endings early on so my game was “finished” about 15 hours before deadline. Of cause I had to insert 3d models and add music and sound effects butt the game was playable with programming “artwork” (aka cubes). I was finished with modeling and sound 2 hours early so decided to add an additional feature (an eventsystem). That was new to me! Adding somthing because you have time left. So I’m glad about the fact that the improvements of my workflow worked.
The balancing:
For a strategy game balancing income and costs is quit important and after playing a couple of times I thing “The Great Shooting” is quite balanced. It’s not easy to lose or win. It’s right in the middle of being challenging enough and to easy or to hard to play. I think this thin line is even harder to hit in a LD where a player doesn’t play a game for hours.
Moving Objects:
The way you move objects around (with the right mouse button) is “a bit” counterintuitive. I should have thought of a better way to aproach this action. But at the end the only thing that counts is whether it’s working or not and my system is maybe abit fiddley but it WORKS!!! So next time I should do better but I have no nightmares about it. And for those who have still some problems with it, I ovicaly declare this a FEATURE. 😀
Text readability:
This is an issue that I never had. Maybe because I knew that I had to focus the camera and/or zoom in on the object/building info window. I never thought that there could be a problem with it, but I understand that some (espacially web players) have some problems with it. (That’s something I should keep in mind for futures projects. NEVER forget platform specific problems.)
Sound quality:
Here is some room for improvement a bit more and a better quality that’s something to keep in mind. It’s way better than before but I’m still not there where I wanna be.
3D models and their textures:
Here is room for improvement, too. They are not ugly at all but somehow I think that not all models are fitting together. Some are better than others but a more constant better quality should be on the agenda for next LD’s.
You can play and vote my entry here.
Tips, tricks and ideas for improvement are welcome please make a comment.
Have fun!
This was my third ludum dare (in which I submitted something) and the second in which I actually produced anything resembling a finished product (the first entry was pretty but did not contain a game and barely ran on anyone’s computers but my own, it also ran awfully and took so long to load and generate the map that a lot of people assumed it wasn’t working and closed the tab, only to discover that it *locked up the browser* whilst loading! Quite a feat). This time I planned my time carefully pre-dare, taking off the Friday beforehand (so that I wouldn’t be coming home from work tired) and the Monday after (so that I could work up to the deadline if needed). Actual chronological order might be different from what is presented here due to the fallibility of human memory, but the actual events are mostly true.
I had planned on staying up to the theme announcement (2am local), planning for an hour or two and then going to bed, expecting to be up fairly early to start work. I had planned breaks around midday on both days to go to the shops to get me out of the house, ensure I didn’t spend the entire weekend staring at a tiny screen and to give me some enforced time to mull things over. This was, personally, invaluable, especially on day 2 when I was starting to doubt I was ever going to get over my coordinate woes (more on that later).
2am rolled around and the theme was announced! I was actually making a cup of tea at the time and started planning about 2:10. About twenty minutes of brainstorming later, and I’d settled on the idea of a bunch of spies trying to steal unconventional weapons. For this I’d need a map, some places for spies to steal from and randomly generated people to steal from/talk to. Originally it was going to be on a city scale, but then I decided a per-building scale would be better. Having written this all down, I went to bed thinking of all the things I could do with AI spies running around, the wonderful maps I’d make and so on and so forth.
Woke up, had a cup of tea, wrote down some of my thoughts from the night and headed out. Came back, ate bacon and then got to work. I cribbed some setup code from the three.js docs and set to work on the various maps (texture, bump, specular). I made a rough and ready slope detection map that let me mark certain areas as being too steep to put buildings on that I’d like to explore more of in the future. I briefly experimented with using a mesh for height instead of bump mapping (as the fact it’s actually flat becomes really obvious once you start putting things on the map) but had issues getting the mesh to line up with the texture. After wasting an hour on this, I ordered a curry and gave myself until the curry arrived to fix it. The curry arrived and I reverted to the bump map.
Having gotten map generation to a point where it wasn’t awful and having added a day/night cycle I went to bed around 1am. Woke up about nine, went out to the shops, ate bacon and poached eggs and got back to work. I added camera movement, rotation, improved the map a few times. Whilst I was working on the camera movement I wasted almost an hour on correct camera rotation only to discover everything was actually at 90 degrees and that I’d gotten my coordinates in the wrong order. However, I quickly realised that I was running out of time and I didn’t actually have a game.
Plans got paired down repeatedly and after some procrastination (which I justified to myself as not getting burned out) I stopped about half eleven with the game as it was submitted, where it was finally possible to “win”. It was quite far from the game I’d set out to make, but it was a game (for some definition of game) and I’d made it in 48 hours.
Really, I should have started at it backwards. Get the AI, the game logic, the actual mechanics of the game in first and then, if I had time, add the nice shiny bits. The game as I envisaged it would have worked 90% of the way as a text adventure, so I should have started with that. You can see a bit of what I wanted the game to be in the psuedo-real time aspects, really I should have made talking to people take a random amount of time as well, but hey ho I didn’t. I had considered making procedural textures for the buildings, but had to abandon that as well.
All in, I’m massively chuffed that I finished something. If I manage to beat my ranking last time I’ll be happy, and hopefully I’ll be better prepared for LD33.
You Only Dare Thrice: please have a go and rate it, instructions can be found in the description.
lorem
In this case you probably will. Our game, Saucery, is about an sorcerer that replaced its grimory by an cooking book.
You should survive by selection a combination of the elem… ingredients Mighty Meat (damage stuff), Cheesy Cheese (slow stuff)
Awesomesauce (dot stuff) and veggies (Heal and minion stuff).
Healivy inspired by Magicka, Gauntlet and others more.
(The gameplay starts at 1:20).
As always, I fired up some freeware screenshot capture thingie and, at the end of two days, I was left with about 8 gigs of screenshots. So I combined them into a video using some other freeware thingie and added some captions, waited an hour for it to render, uploaded it, added some audio from Youtube’s audio library and waited another hour for it to process that… and then it was like 4 hours after the competition had already ended, so I went to bed… and woke up a few hours ago…
Long story short: Timelapse video available above.
I would also appreciate it if you would
and leave a review (preferably written). Thanks! 😀
What Went Well:
What Didn’t:
I just wrote a post-mortem for my LD32 game Beacons (probably the earliest I’ve done a post-mortem and also the first time since I actually wrote one) which you can view on my blog.
Also, for those who haven’t played it yet, click here to have a go. I’m also still looking for more games to play/rate so click here to submit your game and I’ll get round to playing/rating them as soon as possible.
Tags: post-mortem, unity, unity3d
Hi all!
This was our second Ludum Dare, and it was awesome again. Thanks a lot to the organizers.
This time we inspired our game in a real story. We hope you like it. 
During World War II, the allies needed a guidance system that could target enemy warships. Professor B.F. Skinner devised a system that used trained pigeons to guide missiles.
But someone had to train them. And that’s you.
Hello guys!
My name is PixzleOne and I´m a 13 year old boy from Sweden.
I´ve made games for the past three years, and this was my second LD. This time i used Unity 5 along with C# and blender.
—–
I woke up about 3 hours after the theme was announced, but I really could´t get up with an idea. I began making a game, but it did not really work out, so I just kept on thinking.
After two and a half hours i had nearly given up, but I went for a walk and hoped for miracles. Almost instantly when I got outside a idea came to my mind. It was not a good one, but it was enough. I really felt like I had to begin working.
The idea was very similar to how the game ended up, but I until next time I hope I´ll get better at the art stuff. Gameplay could have been a bit more polished, but I´m still very happy about my entry. It´s easily the best game I´ve made.
—–
I wish you all good luck, and happy voting!
Check my Game out: Robo Mission
Fun thing I’ve noticed is that almost every time I change the game design significantly while developing for LD. I wonder how many people are like me?
Couple of LDs ago I was going to create a minimum-control self-playing strategy and it became a two-player hotseat platformer after the first day.
This time around I was initially planning to do a tower defense with a twist, but ended up not having towers or moving enemies at all.
Do you stick to the master plan or do you change concept like I do?
And please take a look at, try, rate and comment my LD entry: Cucumbers Shall Not Pass. Thanks.

Cucumbers Shall Not Pass