Just started…
So with 9 hours left of the Jam I thought it was about time that I got going. So if you want to watch a game be created in ~9 hours, head over to, twitch.tv/nozzergaming (definitely not self promoting)
So with 9 hours left of the Jam I thought it was about time that I got going. So if you want to watch a game be created in ~9 hours, head over to, twitch.tv/nozzergaming (definitely not self promoting)
This is a little game to reflect the flaw in education system.
You’re 8 Years Old and Found This In CP Lab on Itch.io
Hey all, just wanted to share the main music I’ve put together for the entry Jay Dude and I will be putting forth tonight for the Jam. The game’s titled (at least for now) “Growing Room”
I’ll update the relevant graphics as we get closer to launch:
Thanks for listening, and best of luck to everyone on the last afternoon/evening of the Jam!
I’m out. Having problems and no time to fix them.
Well I’m pretty satisfied with my compo entry this time. This was my 3rd ludum dare, the last two being in java. But this year I used unity and blender to make my first 3D ludum dare. Although I did have some problems with prefabs resetting each game object and me having to put all the settings back in them….. But anyways I’ll definitely use unity from now on.
Try my game Torque here
The beast is released ! Go play it 😀 !
https://github.com/Eikinel/Ookami-to-Koushinryou-to-Kane
Overall it was a quite fun experience.
Great improvement over last year, I am very satisfied of how the game looked like in the end.
Now back to vote some games 😀
Hey guys, this is my very first ever Game Jam and Ludum Dare entry! It’s a bit of a troll game, but I thoroughly enjoyed making it. Thank you Ludum Dare for hosting this awesome event! 😀
You can try my game here:
Any criticisms are welcome!

Also, Here are 3 of my favourite games so far here on Ludum Dare:
I have successfully completed my LD34 entry! Yaaaay!
The game – The Sun Returns – is about piloting a tiny planet, flying around the solar system, blowing up its friends and absorbing their power. Why? To stop the Sun from burning them all to a crisp instead, of course!
You can play/download the game here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=12851 (Remember to fullscreen if you’re playing in browser!)
Timelapse video here: https://www.youtube.com/watch?v=RByf5kY8rMo&feature=youtu.be
Let me know what you all think!
“Super Stones” is an exciting isometric arcade game in which the player controls one of the various amusing stones, collects and activates different bonuses, and tries to avoid enemies and obstacles on the path.
Follow this link in order to see more about the game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=52405
I remember my first LD, years ago. Does someone remember when was “You are the villain”? I tried hard but posted nothing! Then I grew better at building something in two days. I only posted a functional “thing” once, since (MiDriPod, for “Beneath the Surface”). But it had no goal or victory condition. T_T
But this time… this time I made something complete. It has a beginning, an end, and some challenge in between. And I’m so proud of that. I mean, it’s far from perfect, or truly fun, or bug-free, even. But it has a “victory” trigger that can be reached. And for me, it means a lot.
That’s why I now take the time to look back and remember my crappy first LD’s (non-)entry. To this younger me, I want to say something. And I will say it to every young you that will be a-bit-less-young soon: keep it up! No matter what, failing isn’t a problem. It’s just one more step toward victory. Don’t be ashamed (as I was) for posting something crappy, or not posting at all. As each failure is a step toward achievement, each failure isn’t a true failure.
I believe in you. Keep it up!

… And, y’know. Play and vote! 😉

Tags: ld34
This timelapse of my LD34 entry, Orbital, is annotated to show what I worked on and when. Although my weekend was shortened by Life Happening™, the project mostly went smoothly. I’m still brewing on a Post Mortem, but this timelapse shows the facts.
(mirror of my blog)
Another Ludum Dare over! Not very satisfied with my product, but I’m still glad I submitted something.
This LD was the first one I didn’t do from home. Spent the weekend with my girlfriend, which meant:
Yum. But, even though I didn’t have to cook, I was still running out of time way too soon. First night I went past 2 am, then on the second day till deadline.
The planVery early I knew what I -wanted- to do: a platformer, where you are trying to save the last tree in the world by exploring caves and collecting stuff. I thought it would have been nice for it to be rogue-lite (different levels), and I wanted a special slow-motion power (that I might use in a different game now). Luckily, I scrapped the rogue-liteness immediately, cause that never really works out during LD.
So my goal was to have a simple enough platformer with the hub (where your tree is), and three+ levels. Each would be beatable in three ways – an offensive route, a defensive route, an exploratory route. All of these would then result in the player collecting different amounts of different tokens, which would then make the tree grow.
The realityQuite quickly I was able to write a pixel-perfect 2D physics engine. But then came my new nemesis: slopes. It’s surprisingly difficult to make the player go up and down some stairs without clipping or glitching around. I barely fixed it for the finished game, I think.
Then I started spending more and more time on the first level, the ‘crystal grotto’. Pretty or not, I spent countless hours on drawing that level. A neat tileset with some decorations might have done the trick. I finished the background to it at 1 AM of the first night, which is when I realised I got into time trouble.
But, I didn’t want to give up. I made the hub and tree growth work, then started the second level. Once again, spending way too much time just drawing mushrooms. And before I knew it, it was over.
No time for music, (good) sounds, additional levels, polishing. With luck, I will get ratings on par with Elemental.
But still happy for the experience, and that I didn’t give up like LD 32. Hopefully my next entries will be more successful!
Wow! What a feeling..
For my second time in this game jam and the first time for the other two, we are feeling so satisfied that we have actually done it. We learned a lot about spriting and Unity and communicating as a group. At the beginning of the second day we realized that everybody had a different idea about what to do with the robot, so we scrapped our initial intentions and just added some animations. The gameplay was fine at this point so we didn’t want to add something new.
The art style definitely needs improvement, we will mark that for the next time 😛
You can play our game RoboCombo here

Seems blurry in this screenshot, but looks better in the game itself.
Here’s a timelapse of building my game Need For Seed: Undergrowth in/for the PICO-8 fantasy console!
Entry page – http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=39966
Tags: compo, compo timelapse, pico8, timelapse
Hey guys, this is my first time participating in LudumDare. Things are looking good. But can’t add nearly as much content to the game as i had planned. Its a Transport Tycoon style game about creating farms and making profit. Grow your farm as well as your business!!. Done in Vanilla JS and Canvas. Assets might be familiar to a lot of you guys 😛 Planning to add a tutorial now. Thanks,
Preview:
Hi Awesome guys & gals,
Missed the last LD, but this time, despite the unfavorable circumstances, managed to survive with a short game. Was at the edge of giving up at the last hours of development, but decided to push it and publish it, no matter how short it felt. Was also satisfied myself with this game, although the effort took were much less than my previous games. Here it is. My 3rd Ludum Dare Entry ‘ Crusher Escape Race’.
Engine/3d modelling : Unity 5.3 + Blender
UI: Inkscape
Hope you guys Enjoy this. Expect a Post Compo version soon, if things workout as I visualized in my mind 😉
Tags: compo, ld34, monster brain, screenshot, unity, unity3d
Hello my fellow developers.
Our game SAVING THE OAK is completed. Please go and play and share the game.
We here ate Givit Game Studios really enjoyed making this game. This is our third LD entry.
My entry is Rocketship Rescue – an Asteroids-style game with a unusual control scheme! Can you get the hang of controlling the ship with using just the left and right keys and rescue all the randomly-generated aliens?
Santa needs you to deliver the gifts… Otherwise, no Christmas these year!

Try it now
(Windows build, light and fully playable)
LD Entry (to rate it) :
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=3553
… Because I think I have the longest game title ever for a LD game, haha.
Overall I’m glad with how things turned out. I knew I wouldn’t have much time to work on it, but I did it any ways, oops. I think it showed me just how far I have come as a game developer now with just how fast I could implement features.
I’m calling this my “Star Wars: Battlefront” of my LD games, because I nailed down most of the mechanics I wanted, just don’t have that “content”. Well always room for DLC 😉 And I would love to keep working on this idea a bit.
The early comments are all sounding good so far. People are enjoying the voice a lot it seems. The accent I used was somewhere between Goose from Top Gun and Mike Ditka so it is kinda silly sounding. Also glad people are picking up on the little things I added like the water sprays when you fly low.
The gameplay needs a lot of balancing, and some many things I want to add, so maybe you will see more from this in the future I hope. Many great games out there already in the compo, and looks like the Jam might have even more stellar ones. Go play, and enjoy!
– F
This time we made both a mini-site and a puzzle game: Web-hacking with two buttons.
There are some keywords about this game as as follows:
Morse , Caesar Cipher, Hidden clues, Numerical puzzles
Challenge it and try to find out three different endings.
Hope you enjoy it. 😀
Hi folks. I did a little platform game for this 34th LudumDare session with a cute aesthetic and a quiet mood. For this project I used Unity (code C#), Gimp, SFXR for the sounds and SoundTrap for the music. I am very proud because I think that I did something really fun – even if this game is really hard. Please try it. I wish you the best and see you later friends ++
Our game is finished (we are happy) ! You can play it here : http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44826
Whoo, I’ve finished the game! Here it is for people to (hopefully) enjoy:
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=49839
I’m pleased with how the development of this game went compared to the previous one that I entered, LD32. I feel that its much more polished.
Tags: DevSocYork
Trains go “Wacca Wacca”!
I copied a level from Pacman and realised it’s better than my other levels. How unfortunate, I’m lacking level design skills.
So, now I have to make scoring mechanics.
I wrote a game called Rape, Pillage, Makane! for Ludum Dare 34. It’s a galorelike hypertext story inspired by Kristian Kirsfeldt’s 2003 Rape, Pillage, Galore! and the Stiffy Makane text adventures.
As its title implies, it features sex and violence, and not necessarily in a pleasant manner. It’s an absurd game but it’s also a serious statement. Please steer clear if you think that you may be disturbed or offended.
I’d been considering this material for about a week when Ludum Dare rolled around and gave me an excuse to write it. When I entered the compo, I didn’t realize how large it was going to be, or even that it would be judged! But I’m glad that I was able to participate.
I hope anyone who plays the game will find something to take away from it!
Tags: compo, hypertext, ld34, Ludum Dare, Twine, two buttons
I made the lumberjack for my game, then I realized it’s sexist to only have male lumberjacks. So I made a lumber jill too!
It’s hard to see with the lighting, but she’s got a beard too.
Looks like complete crap with a first person camera, especially with lumber jill’s normal map adding depth to the texture. But from top down you can’t really tell!
Hello Friends, I’m a Programmer/Game Designer and was studying pixel art since the last Ludum Dare.
This time I decided to make the compo and put my studies into practice, look what it resulted…
I want to invite tou guys to play my game, Armageddungeon:

Armageddungeon Family:

I will be working in a post compo version, stay tuned!
I’m very happy with my evolution!
And what you think about it?
Please, tell me playing and rating my game!
You may play Argeddungeon clicking Here!
Thanks!
Kind Regards,
Diel Mormac
Phew, finally done.
This time, I worked in a team and it was really beneficial to the productivity. Didn’t wander around facebook and twitter basically at all. When I got stuck, I could ask for help and the other way around.
Some hours were lost due to fighting with the tools (we decided to use webpack, so we could use ES6 stuff and it would work with older browsers too) and to the fact that we had some trouble figuring out the theme 😀
All in all, it was good fun again. Try out Barbarians with Cannons!

Ok, I should post that yesterday, but after all the day designing levels I forgot it 😛
I used only the two buttons theme because I found it more comfortable.
Description of my game:
Two robots have problems! And you only need two buttons to help them! Guide the robots throught 20 challenging levels divided in two different environments!
Link to the game (Windows/Web/Android):
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=4435

Well, it’s done. I was working right up to the minute of the compo deadline, submitted on time, and then spent a bit of time puttering with a Linux port, fixed one stupid bug that survived, and played a few games – then slept for over 12 hours. But I did it – after 3 times overshooting my timeline, my Ludum Dare 34 game made it in for the compo.
Presenting:
One pleasant surprise I’ll mention now, though I’ll save the rest for a post-mortem in a day or two: since I just used Input.GetAxis, I had controller support the whole time, but didn’t notice until late on Sunday, so none of the in game text makes reference to it. The game is way more fun with a gamepad or joystick, if you have one handy.
And, finally, the obligatory timelapse of the weekend:
Okay so I have updated the game slightly but not in a meaningful way that I think is against the spirit of Ludum Dare but feel free to make up your own mind on this one. I have left the source the same though
1- Framerate – some lazy programming on my part had made it a game that was tuned to the FR of my laptop but on better machines was unplayable. switching out Update for Fixed Update has solved this.
2- Acid rain – a number of people had complained that the green & yellow drops were to similar and hard to tell apart. I have darkened the sprite and added a skull & cross bones symbol which took all of 15 seconds to make. This is purely cosmetic and changed only to assist the player. I do not think it fundamentally alters the game.
example of previous green & yellow
new Darker acid drop
3- Difficulty – despite a number of comments I have not changed the difficulty. some people had said they disliked that the branches could present you with an undodgable scenario but I have left that in. In my heart that was the game I was making, it wasn’t supposed to always be 100% fair, its not a puzzle game and isn’t supposed to be infinitely playable. The difficulty ramps up until the Maths generates something you can’t beat, and the game ends. That was by design and changing that would be more than a simple patch, it would require new mechanics and that would not be in my mind in the spirit of Ludum Dare.
So yeah feel free to judge for yourself if you think those changes break the spirit of LD but I feel I can sleep okay tonight.
In other news someone has played my game, streamed it and uploaded to you tube (thanks Dave), so if you want to try before you buy here you go.
Favourite quote “I can move Up & Down!? This changes everything”
Tags: Growing, ld34, Let's Play, patch, Rosebud
This is our third participation in Ludum Dare, the first time created the game The Little Teddy and the second time we create Run Monster Run. Every new Ludum Dare we participate we gain more experience and we make a game better. Always ending faster and with fewer errors than before.
Luciano (Art, Animation) Leticia (Programmer)
In our game we play a knight who tries to escape a cursed castle. The game is set in the castle punches, with a very uneven ground and several haunted enemies will attack you. There are power ups which can be taken to assist the player in this journey. This project worked: Luciano Gomes ( art and animation ) and Leticia Cristine (game design and programmer).

Tags: castle, escapethecastle, runner
So I forgot to post this earlier, but I changed engines 😛 Stencyl was interesting but turned out to complicate the simple things I wanted to do. In the end it didn’t turn out well as I had spent most of the jam trying to work around it to do simple things. So last night I switched to using Unity 5.1.
Last night and this morning was spent getting most of the platformer collision/logic done. After a few hours sleep, I’m still sleep deprived and have around 6 hours left. I’ll only be able to add in a couple pretty simple levels showing things off a bit before the deadline. However, I might add more to it post-jam sometime this week. 
I’ll leave you with a demo of the scene I used to test the collisions with at this time.
We did it! Colonize is finished.
Description:
Your motherland became to small, and many people didn’t own any land. So now it’s your turn to colonize a whole new untouched place on earth.
You have to build new farms, dig new wells and make sure, that your colonist have everything they need, so that they also produce some new colonists and worker for your colony.
You have 100 Rounds to let your colony grow to the best and fulfilling colony on earth. Check your High Score and share it with your enemy, friends and especially with us. 
Have fun at playing our Game for Ludum Dare Jam 34
I’ve only been in for 7 hours, and I almost finished my game. Now I need to actually draw a train (and passengers), and I’m done!
No music this time. I’ve got no time for it.
[edit]Wait, here‘s a demo you can play! Please test it![/edit]
For the first time I tried doing game mecanics and stuff, before working on any graphics. Seems to be the correct way of doing these, but I wasn’t ready for it yet I guess. I completed and submitted 2 LD in the past, was fun. Failed one, and now another. I wanted to post in compo, didn’t manage to do that. And now in Jam, I will not be able to submit anything either. I worked hard, and that’s a good thing on these kind of Jam, the learning curve is great too. Problem is, I don’t want to do easy stuff. I appreciate minimalist graphics as much as the other guy, but I always try to do something I’m not really capable of (I guess). So there you have it, the final prototype. Animations works, lasers with left and right clic, movement with Q and D too, Jump with space. No sounds, no levels, no art… not much then.
See you next time, maybe. Failure don’t have a great effect on me though.
Voilà !

At one point it seemed that there was no way that I was going to make it using Dart and WebGL, but here we are! It’s my first 3D game, and LD really gives me the motivation to finish what I start. I was able to use both themes, and my thought process was the following: growing -> growing up -> growing old. You only have the right and left arrow keys. I went completely silly this time. You should always remember to feed the ducks when you go to the park or you’ll regret it.
I might also upload a timelapse of the creative process behind this masterpiece.
Tags: Google Dart, webgl
Yay! We are finally there!
We’ve finished our game just in time and it feels so awesome!

Awesome death animation!
Here it is the Battle Rose
We finaly made it! Spent all 3 days with my dear wife making that game.
Please check it out!

On a distant planet, where life is just beginning arise, started life a lonely flower.
He was unlucky to be born, like his other brothers and sisters, under the warm rays of the sun (possible). The dark cave became his home, full of mysteries and dangers.
Help the flower will survive and grow up.
Are you ready?
Use arrows or A+D to play.
After having almost 0 time this weekend, I’m back for the last sprint.
Wheee!!
Working all weekend as a nurse has not given me much time to complete my first Ludum dare, and first game jam for that matter, Should have thought that through a bit better haha. But, it’s been fun, just got to try put together something fun/interesting with what I have before the time runs out!

Title Screen
Is it just me, or do 95% of all entries use Unity3D? I mean they are entitled to whatever engine/framework/language they want, but seriously chill out with the Unity.
And it’s done!
Grow your own trees using the rules, or just fiddle with the examples. 
Download: http://okinawa-terminal.itch.io/b-o-n-s-a-i
I finished my game (called PerePey)! Give it a try and tell me what you guys think!
Here is a gameplay video:
Hey! Here is our game! Plutonium FREE
PC Download: https://www.dropbox.com/s/8bt1gupjk9b1tax/PlutoniumFREE.rar?dl=0
Web: http://www.gokottastudio.com/ld34
Description:
Plutonium FREE is a game about customs officer. You must find plutonium in the luggages, but be careful!!! The monster can die if you don’t feed him quickly!!!
Team:
Rubén Córcoles: Game Designer and 3D Artist
Carlos Díaz: Programmer, sound Designer and Music Producer
Luis Collado: Project Manager
Adriano López: Programmer
Gemma Jiménez: 3D Animator and Rigger
Some Screenshots:
Check out my game BLACK WHITE WAR
Left and Right arrows to move.Automatic shots
Its move step by step.
Destroy the enemy territory to your territory grow.
Have fun!
It was my third game jam, but it was my first Ludum Dare. And I must say, one thing here is more amazing – ratings and competition, and the amount of feedback people give to each other. It was really a surprise for me. And this is going to be the main reason for me to participate again, I guess.
The game part was fun too. I decided to use both themes and tried to incorporate them into the gameplay itself as much is possible. Since the programming part was trivial, I trashed the idea to use unity and went with javascript, and then spent literally 90% of the time in photoshop. Also I never made music before, it was quite fun too!
I am very pleased with the outcome, considering that I am a programmer, not a designer. And I am more than happy to hear that people actually like it. =) Thank you!
Here is a link to me entry: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=29419
I am done on my game called “Last-ditch Voyage”. Awesome LD again! Had tons of fun.
Still no real gameplay to speak of, but at least it looks nice!

This was our first Ludum Dare ever and we’re super psyched that we actually finished. Looking forward to playing and reviewing a lot games. Check out our game “All The Crystals”; we’d love to receive feedback!
All The Crystals – Ludum Dare 34


Imagos Films and Imagos Softworks are proud to present, “Melissa – A Game of Choice.”
Melissa is Imagos’s entry for Ludam Dare 34 and was conceived, built, shot, cut, programmed, colored, scored and released within that crazy 72hr span of time packed with insanity and fueled by hopes, caffeine and crazy.
We’d love you to enjoy Melissa as much as we enjoyed making it.
Agent Hooker releases just in a few hours, final content is being added. I consider this jam a success! Stay tuned.
(Seems you should it click for gif)
Yeah, that’s what i’m gonna do. I have an idea and it needs to be made, no matter how bad it is. See you in 5!
My entry, Beyond Happily Ever After, is now live!
Check it out, and don’t forget to vote. I also diligently vote on your entries.
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41001
After around 2 days, me and Amy finally managed to complete our game and post it on itch.io and Ludum Dare as jam entry.
Click here to visit it, and hope you enjoy it. 😀
So… my compo from yesterday recieved a few comments and some were interessting but it seems that nodody ever tried the multiplayer or the coop mode.
Since my game was originally uniquely intended to be played this way, I’d like to see that happening (outside from my own place). Solo mode was added because I knew that a lot of people would end up being alone to test LD games and I didn’t want them to be frustrated. Also, I wanted my game to be played by more than a few friends. But solo mode turned out to be the only thing people experienced so far.
In Digicross, there is a multiplayer in wich you duel over who is gonna own the pixel art, a coop so you can play as a team to defeat the timer and a solo mode.
First pic is from multi (I hear it sayin’ “tri me”), second one is from coop (says “it’s hype to play indie game in coop”) :


Thank you kindly for considerating playing this game! Or at least, for reading this.
PS: best compo I played was this one. And I’m not promoting a friend or something, I don’t know this guy at all.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=12278
I normally try not to make post-compo versions, but I learned that this time I made the timing way too difficult in my game. Specifically, the timing between letters for the order combinations is pretty tight. I commented out one line so now the order combinations wait forever. 😛
Of course, it’s not fair that ratings be based on the new version, but I wanted to at least make it more usable if people were interested. It’s kind of sad and funny that sometimes, a single-line change could have improved a game drastically, but with little to no playtesting time in a 48-hour competition, it can be hard to know that ahead of time.
The time-lapse video of the development of my game is finally uploaded. Also, please check it out and leave me a comment with your feedback. I’d love to hear what you think about my game 
Tags: development, timelapse time-lapse, video
Here it is ! The trailer for our first ever LD game : Very Long Day !
Can’t wait for it to be finished and released ^^
Unfourtunatly,my computer broke over the weekend and needs a new ram,so i had no way to code.Sorry,but i goot nothing to submit.
Game – http://www85.zippyshare.com/v/AK9QjvzI/file.html
Name – Micro Racer
Program – Game Maker 8.1 standard
Graphics – Paint
Modes – Singleplayer , Multiplayer
Type – Races
Theme – Two Button
Has – Many bugs (It’s not a bug it’s a feature!)
Programer – Miłosz Kawczyński
Graphic by – Mateusz Kawczyński
Tests – Mikołaj Grzesikowski
-Maciek Zapała
-Dawid Pawlak
-Kuba Frontczak
This is my first Ludum Dare and i like it!!! It’s wonderful!!! I’ll see you next year!!! Bajo!!!
I’ve been working hard these past three days and written code as if my life depended on it. Unfortunately, the majority of my code doesn’t work as intended and I will therefore not be able to get anything ready for the deadline. Failure is after all a big part of game making and I will not let it set me back.
I wish all good luck with finishing their games in time.
Catch you on the flipediflop!
We have finished our game and would like if you could play it and leave some feedback. We had much fun making this game and hope we will be able to participate in the next Ludum Dare jam.
Our game!
Thanks for the feedback guys.
This is the result, made by one single person. I would like to add more puzzles, would you like to have more thinking-puzzles, or adding a deeper meta-game, like the fish (player) is an AI and the whole game is running as it was a simulation inside a computer, so it can learn and when you finish the training you let it free in the real world where it can posses a robot-fish and swim and help animals and protect nature?
Tags: AI, blueprints, electricity, Fish, golden rush, ld34, robot fish, udk, unreal, unreal 4, water, xixgames
We posted our game! There’s still somethings that need to be fixed, but the game itself is complete!
Play it!
Hi fellow game makers,
Libellule Paradize Version 2 !
Some of you have already tryed Libellule Paradize in its Compo version (thank you !)
As it lacked a bit of polish, especially concerning the sensitivity of control, I spent the day working on a more user friendly version, which, I think, will prevent you to roll on the ground aimlessly flapping your wings in the dirt (Jupi made a pretty nice demo of this here).
Mostly, it adds a menu where you can pick another Dragonfly, blue is the one most of you failed with, Red is harder, Green is truly easy to manipulate. Also put the set up for new game modes, but I need some rest now and will take care of it later.
Links to polished version are available next to the one directing to compo version here. Be sure to run compo version if you intend to evaluate !
Good luck to all jammers ! Have a nice day !
Sven Frankson
After only sleeping three hours tonight, here I sit the night after the compo and gather my thoughts. It’s not a post-mortem as the game isn’t dead yet. You are very welcome to play Unintended Acceleration and let me know what you think. It’s basically an open world racing game where you can’t directly control your speed.
Here’s what I wrote in my I’m in post, which shows what normally happens when I join a Ludum Dare:
I’ll probably follow my ordinary process of waking up around 7 on Saturday morning (Central European Time), check out the theme, have a long breakfast while trying to focus on thinking about the theme, getting anxious around noon when I still have no idea, start sketching in the afternoon, then think what the hell, this idea will have to do. And five minutes before the deadline at 3 on Monday morning, I’ll still be coding before finally submitting and thinking of all the features I wish I had the time to implement.
So how did it go?
This time it was different. I didn’t linger on choosing the game idea, and instead went with the first idea that popped into my head. I didn’t try to do anything clever with the idea, and chose to do something with “Two button controls”. Not too long ago I read an article about the problem of unintended acceleration in cars, where some faults gets the engine stuck in acceleration mode. While often lethal and tragic in real life, I thought it would be interesting to try out in a game, and as it’s not possible to brake or accelerate, I could make a car game with only two buttons: left and right.

My son started drawing a level as soon as I told him the idea. Because of the compo rules, I was only slightly “inspired” by his drawing.
I fired up Unity and started implementing the game mechanics. Driving is always fun in games, so it looked promising. But after a while I started doubting whether it would be fun anyway, and all the boring parts like win/lose states, restarting and counting damage were left to be implemented. In those cases I usually start working on something different to get my motivation back.
At the start of the second and last day (as I’m in Europe, the compo is only two days), the game was playable but lacked polish and any level design at all. So I started working on the audio.
In my opinion, racing games should have guitar-based music, so this is the first LD game where I have used a “real” instrument. I recorded a few tracks with the guitar and added drums, bass and an organ in GarageBand.

Some of the gear I used for recording music and sound.
After recording the music, I went out to try to capture sound for the car’s engine. I stood by the red lights trying to get close when I captured the sound of the cars when they accelerated, but it wasn’t easy to get clean sound from one single car. Then I stumbled upon a car parked at the curb with its engine idling while some guy was having a hamburger in the driver’s seat. I got as close as my self-consciousness allowed me to, took out my Zoom H2N device and recorded two minutes of the engine noise. It took some work to make a few seconds of it loop in Audacity, but it turned out so much better than the sine waves I used earlier.
When I listened to the recorded audio later, I found some noises like something hitting something metallic. I don’t know what made that sound in the first place, but they were perfect for the collision sounds.
In the end I just had to do some level design. Up until then, all I had was flat ground and some boxes for building, but then I used Unity’s terrain editor for most of the level. I hadn’t used it before so it was a gamble, but luckily it didn’t hide any big surprises. My 6 year old son wanted some boulders that you could hit with your car and they would move, so I modeled a rock and put a few of them in the game.
Apart from the terrain editor, I used Blender for editing the 3D objects. Cars should be red, smooth and reflective, so that’s what I did. I’m not a good modeller, so I didn’t bother with windows on the car. It looks a bit like a toy car. That’s why I made the buildings out of wood. I imagined the game was something a child played with a toy car and some wooden boxes. It reminded me of the Terry Gilliam movie Time Bandits. Sorry for my pretentiousness, but the “city” is actually a bit inspired by another Gilliam movie, Brazil (before I changed the texture from flat gray to wood).

The wood texture is from this locker in our office.
A few hours before the deadline I thought the game was pretty much finished. Then I realized that the game needed a minimap, a counter for how many cones you have left to find, a damage meter and polishing like fading in/out the screen and the music. Work tends to expand to fill the time available, so in the end I submitted the game three minutes before the deadline. As usual.

A screenshot from the compo entry.
In the end, I think the game turned out pretty nice for a game jam. Of course I can think of millions of possible improvements, but I’m still happy about how it went. Please let me know what you think.
EDIT: The game name obviously sucks as I keep on calling it Uncontrolled Acceleration instead of Unintended Acceleration. Fixed that now.
Play it here.
I went outside my comfort zone a bit with this game. I normally like to create fast paced action games with lots of screenshake. This game is a strategy, turn-based, card game that only has a little bit of screenshake (I couldn’t resist). It was a good experience for me and I’m proud of what I was able to do in under 48 hours.
Here is a gif to tempt you into playing it 😉 Enjoy!

Tags: card-game, gif, griffin, ld34, ldjam, pixel art, strategy, turn-based
I like the game a lot, there are some things I’d like to fix, but they can wait for a post LD version if I get around to it. I could have done more if I managed my time better and didn’t obsess over small features.
Check it out >>Here<< !
Exam stress is getting to me, and as much as I want to do well and make something awesome, like my other four or so times in the past, this round I might not get anything done. Between revision and studies I brainstormed, and created whole systems from the ground up, only to realise they didn’t work and in the end I lost the entirety of Sunday, making zero progress. I have had to come home late tonight, too. Let’s see if I can get something at all finished in the next half hour or so.
Good luck to you all! We can’t always win 
Taha

Tree growing (GIF)

Planting trees on a mountain
My game is done you can find the entry here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64165
Ludum Dare 34 had two themes “Growing,” and “Two button controls”. I tried to hit both making a 2 button controlled infinite runner with a vine growing in front of you. This was my first time using Unreal for a game jam, and tried doing many other things differently this time.
Going into the Compo I had some specific goals in mind…
Proud to say that I accomplished all those goals and more with my entry. Though I struggled initially and wasted much time trying to solve issues with Unreal. What’s funny about Unreal is that some stuff is super easy but other stuff takes way longer you’d expect.
I liked theme this time around, thinking about how to combine two different themes was really fun. Two button controls works perfectly with my idea of making a mobile game. For growing I wanted to experiment with organic looking procedural level generation using spline meshs. I started by scribbling down about 10 possible game ideas. My best idea at the time involved 3 or more splines that you flip between using two buttons, maybe you are spiraling around the splines. I wasn’t fully sold on the idea though and wanted to sleep on it before starting any actual development.

Doodle I made late Friday night with my spline idea.
I must have been thinking a lot in my sleep because I woke up with a completely new and fairly complete idea, racing along a tube shaped object, using the two button controls to rotate around. Something like the map in f zero where it’s a tube shape, but as an infinite runner. I decided to keep it simple and not try too experimental of an idea since I was trying a new game engine.

F-Zero GX – One of the best gamecube games
I started a new blank project with starter content. My first goal was getting the procedural generation working. A few weeks ago I followed a pretty cool infinite runner in unreal tutorial in unreal. I recommend that tutorial for a first introduction to Unreal. For my idea it needed do work much differently in order to generate the level along random spline. Also I couldn’t rely on physics since there is no collision generated from spline meshes and it would probably be too bumpy anyway so I started from scratch for the player movement and controls.

2 PM – Experimenting with level generation
I use TortiseSVN for all my home brew projects and heard that it had direct support in Unreal. It was fairly simple to hook and worked well, at least in this simple test case.
The level generation took almost all day on Saturday. There were some things from the content example project that helped me figure out how to work with spline meshes. I started out by generating a bunch of random spline curves and creating spline meshes for each section. This took a long time because of various issues I ran into with spline meshes. It would be nice to be able to visualize a spline mesh in game but I couldn’t find a way. I also had a problem with them twisting into a singularity and had to limit the maximum random angle that could be applied. I seemed to mostly have fixed it by limiting the maximum angle, but need to experiment with it more to figure out what exactly is going on.

Twist in spline mesh
For the spline mesh I started using the pipe shape from the UE starter content. That worked well enough for testing but I wanted to smooth the normals to be more round. I tried making a cylinder BSP by extruding it into a few intermediate sections and converting it to a static mesh, but that also caused lighting issues and bad UVs. I have never used Blender before but heard it was free so I downloaded it and set about making a simple cylinder. I found the interface to be extremely confusing and was constantly clicking on things accidentally that I would have to undo. Somehow after well over an hour I managed to make the cylinder, the UVs still don’t wrap properly but it’s good enough.
I spent a while messing around with the procedural generation, tweaking different variables that control how much it bends and stuff. I originally planned to have the track go straight up like a beanstalk, but noticed that it looked cooler when you could see the sun and horizon.

7 PM – Player movement down the track
With the level generation working I moved on to player movement. I wasn’t able to use physics for this game because the spline mesh doesn’t actually have collision. So the player moves along the spline automatically using controls to change the roll component. I started with a first person perspective, but after experimenting I noticed that seeing the player in front of the camera feels much better and helps players understand their collision size.
One problem with the splines in Unreal is there’s no built in way to remove a point from the front of the spline. I need to remove the parts of the spline behind the player as they went along. So I wrote a function that dumps the spline into an array, clears the spline, then dumps it back minus the front node, pretty sloppy but it worked.
I also added some obstacles to avoid that are randomly placed around the mesh, a score display, and damage the player when they hit something. I like to have at least the basic gameplay in by the second night.

Midnight – Made the player a rolling ball and added obstacles
Before going to sleep I crammed in a bunch more stuff like a high score save and blue pickups that give health.
I began the day by adding polish to make it feel more like a complete game. Generated a bunch of random sounds in BFXR. Added camera shake when you collide. Added a start and end screen. Play tested and did a full tweak pass.
I spent a while working on materials for stuff, finding it very slow to iterate in the Unreal material editor. The preview window would sometimes take a minute to update after making a tiny change and applying the material to stuff in the game took several minutes. I ended up just making modifications to the default materials. The thorn and berry materials was originally the default steel material but I added some code to make them emissive and colored. I also made a simple dot material for the pickup particle system.
The destruction effects were made by taking the cone and donuts meshes and making them into destructible meshes. I have them set to listen for overlap events from the player and apply a damage event with physics impulse. For the berry powerup I created a particle system from scratch. For collisions I just used the default explosion effect and default smoke when you die, and didn’t get a chance to tweak them. I also enabled depth of field and played with other visual settings and colors for a while.
I used Figure on iPhone to make the music. This is a great little program for making music quickly. I made a few 8 bar loops, then picked the best one and improvised with it in a live performance, changing around which tracks are played and adding tweaks/filters. I spent maybe two hours the most making the music. I also hooked up the music to speed up with the player movement and slow down when you take damage.
With only a few hours left in the jam I still didn’t have a jump mechanic. I really wanted do something when you press both buttons at once, kind of a way to sneak in a third button. So I added the yellow donuts you jump over. They work similar to the cones but are oriented differently. The jump physics were done from scratch, using a timeline to control the height.
Towards the end of the compo I had some time left so I added a bit of a difficulty ramp so it starts out straighter with a few less obstacles. As I was making some final tweaks and play testing and I had a few last minute scares. One where I noticed a major kink in the road caused by setting the max spline rotation too high. Another where I had lowered the start point to increase the initial fog density and that caused the yellow donuts to not show up, weird stuff. Thankfully I managed to fix those bugs and check it all in before the deadline.

3 PM – Better gameplay with heath bar and pickups
Tags: postmortem, unreal
unfortunately I have not had much time to participate in this Ludum Dare , but I still wanted to do something. The idea is cute so I hope to improve in the future