Mini LD #26 – Dirt Farm
Dirt Farm
Dig some holes, plant some crops, and turn this dirt farm around!
Completed Game will include
House Area, Farm Area, Store
Seasons
6 Crops (2 per season)
Hoeing, watering, harvesting
Using PixieEngine to create.
Dirt Farm
Dig some holes, plant some crops, and turn this dirt farm around!
Completed Game will include
House Area, Farm Area, Store
Seasons
6 Crops (2 per season)
Hoeing, watering, harvesting
Using PixieEngine to create.
Instead of taking the normal route of making a whole new, original game for this minild, I’m going to make the sequel to Minerbot.
Of course, I’ll be using AS3.
(A) Name of the game: Minerbot 2 (for now)
(B) Description (140 chars): Your job as an employee of AMEC is to mine asteroids. Use tools of the trade to get the job done quickly and after a little profit, upgrade.
(C) Mockup image: Well, I kind of did three, but it’s all in one image. This outlines the basic flow of the game.
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(D) Definition of Done:
There’s more to do to make it a complete game, but if I get those things done by the end of the MiniLD I’ll be happy. Notably missing is anything about contracts–they would take a while to implement and give variety to. Also, the big red bar in the lower-left of the gameplay screen is unused, although it would be for health.
Hopefully my extensive mockup will help me get through the art more quickly. ![]()
also, this is my first game ever, and my first LD entry. i’m an absolute noob, can’t program anything yet, and use gamemaker
my themes
It should be a vectrex styled dig-dug variant, but in the end, i’ll drill the enemies to death, instead of pumping till they explode…
greets
vintersphrost
I’ve got a progress update.
There’s not too much to report, but I have the following:
It’s not a huge amount, but it’s a start, especially considering that I’m only a few hours in.
I’m happy with my character’s design and general look I have for the game. Once I have something working, I’ll happily share a screenshot.
Very happy with progress so far. Though I was feeling a bit discouraged at first, I’m happy that I stuck with this idea. I’m really feeling good about this.
I’m perfectly ready to fail, of course, but hopefully that won’t happen.
Peace, love, and XML,
— Mr. Dude
Name: Gold Down Under
Description: Bejeweled clone where you dig down into the earth by combining similarly colored tokens. Clearing the top row will allow you to take a step down into the dirt, where you might find gold if you are lucky.
Themes: Descend, Demolish, Destroy, Detonate, Dig, Dirt, Drill, Dynamite
Done:
Title: Dig, Descend and Dynamite! (Working title. Noticed how I incoporated my themes into the title. Smooth, right?)
Description: Dig down to find a lost dwarven treasure. Gain experience and defeat monsters on the way.
Mockup:
Definition of Done:
– Very long level (~ 20 minutes of gameplay), some parts should be randomly generated
– RPG elements, e.g. you gain experience by fighting monsters, finding treasure and blowing stuff up which then allows you to spend points on these attributes
– One enemy (zombie)
– One NPC (dwarf)
– XBox 360 controller support
– One music track
– A couple of sound effects
What I’m going to be using:
FreePascal 2.5.1, Lazarus 0.9.31 and my Elysion framework. Graphics will be done in Blender and GIMP. Music in GarageBand, sounds with SFXR and my own voice.
core: java applet, ascii, vertical downward scroll only when you’re “falling”, you fall until you land on something, all that is now working. Looking real good! (for an ascii game that is)
A: Name of the game:
Hopefully over the next couple of days I will make Lucky Descent.
B: Description (140 chars):
The planet is infected! A brave volunteer will have to travel down to the centre of the infection, C4 in hand and save the day!
C: One mockup image:
I only have the sketch I drew on my whiteboard…

It's a bit dark, you probably can't see much!
D: Definition of Done: (Example) 3 levels, 3 enemy types, 1 boss, music track, sfx
Erm, I think the ability to descend the cavern with your accomplice in tow… some passable sound effects, a start menu and preferably a bit of an introduction to give the game a storyline!
Hopefully the main thing to consider it done: Whether it’s FUN or not! Not 100% sure yet, we’ll see!
PS My name is Oliver and I just registered! So, I’m new around here and it’s scary! I wish everyone luck!

This is my first Ludum Dare, so I’m keeping the design relatively unambitious, in the vain hope I might be able to finish it to an acceptable standard.
Description:
Real-time, rogue-like, top-down shooter. The player will move around procedurally generated levels, trying to find ‘artefacts’, killing enemies and – ultimately – descending to the next level. All to earn a hi-score.
Along the way, there *may* be some ‘elite loot’, different weapons and/or terrain deformation (grid based, I’m afraid) via dynamite or drills. Depending on how productive I am.
To consider it finished, it should have:

I’ll be using Python and Pygame.
Tags: Ludum Dare Mini #26, pygame, python, roguelike, shooter, top down
Theme: Destroy
A: Destroy All Kittens!
B: You have a limited number of bombs you have to place in order to destroy all the cute, sweet kittens on the screen.
Gonna get me some kitten mittens!
D: 5 levels, soundtrack, some narration
I’m going to use flashpunk starting from scratch. This is memorial day weekend, so not sure how much I will get done. But can’t wait to blow me up some kittens, so that might drive me to finish this.
Hey guys!
I’ve had this idea, and its kinda combination of all the themes.
A: Name of the game
Digging with Dynamite? (Haven’t decided on it yet)
B: Description (140 chars)
A 2d-minecraft type of game where you use dynamite to get to the flag (goal/end of level), either by destroying a hole to fall through or building stairs using it. (I was originally going to have randomly generated terrain, but scrapped that idea because of the placement of the flag. Now that I think about it maybe…)
C: One mockup image
D: Definition of Done: (Example) 3 levels, 3 enemy types, 1 boss, music track, sfx
I might go a minimum of 3 levels to get done. No enemy types (maybe 1 with VERY basic AI, IF time permits (i’ve got a very busy weekend)). No bosses (the enemies if done will stop you from getting to the flag). Sound Effects (using sfxr) and 1 music track (again, if time permits). Now. If I have 2-3 levels done (my minimum) on time, I might try implementing a random cave/level generator so the levels can either be infinite or different for a challenge every time you play.
So as I said before, I will be using:
-flixel (flashdevelop,flex)
-photoshop (graphics)
-sfxr (sound effects)
-LMMS (for music, if time permits)
Hopefully I can use this as my very first game!
-JaydenB
Going for this first thing tomorrow… Will sleep on a theme as soon as I get Minecraft out of my head!
Well here goes.
I intend to encompass all the themes.
UNDERVERDEN will be a game of exploration and spelunking, discovering the subterranean blight that is corroding the surface world. On your journey below the earth you will have to destroy the source of the evil while leaving the caves as untouched as possible. You will need ample supplies and may make numerous trips to the surface to restock and rest. Cleansing the evil will be a monumental task, perhaps too large for just one lifetime…
Underverden will be done when:
Extra goals that probably won’t get done:
Good Luck everyone! Have a great MiniLD!
A: Name of the game: The Knights of Alentejo
B: Description (140 chars): It is about knights and a servant.One has swords, other, a shield.The servant can spy.They must descend into a dungeon to destroy a portal.
C: One mockup image:
D: Definition of Done: 3 levels, 3 enemy types, 1 boss (no sound of any kind yet ;- ])
I wanted to make this game for very long and this is the perfect chance. Its definitly “getting things done”. And its about DESCENDING into a dungeon to DESTROY a portal. Did I mention its a very dirty place?
how I expect to manage this?
I will use a game engine I was working on. Its very crude and will need a lot more code, but I guess I can handle it. I also belive that keeping the fun at the core helps you focusing on whats essential and cutting things as you go.
To complicate things more, I just got back from work ( Its 10:30 here in Rio – the Mini-LD started at 11 AM here) and I will have to stop the work tomorrow night. But I still belive I can make it a fun game to play.
This is my first time here (previously, I was part of two Global Gam Jams). Hope I didn’t screw it up.
Name: Descentsitized
Description: Based on the themes “Descend”, “Dig”, “Drill”, and “Destroy”, this is a standard zombie horror dungeon-crawling shmup platformer… Or not.
Mockup:

A shotgun, a headlamp, and zombies... Great.
Definition of Done: dramatic lighting, 2 levels, zombies, shotgun, ladders, 1 music track, basic sfx
The game assets will mostly be created using Inkscape, the GIMP, and bfxr, and the code will be written in Python, using Pygame. (maybe next time I’ll try using SFML instead)
We have ZOMBIES!

I think there's a Thriller joke in here somewhere...
Yes, there are zombies in that image. You may have to turn your monitor brightness up to see them, or view the full image and look for their beady red eyes. Also, they roam back and forth across the screen, while our hero runs in between them screaming and apparently coming out unscathed. This will change.
For now, I should get some sleep. Considering I only started on this at about 23:30 and it’s 03:30 now, I’d say I’m doing decently.
It was a sunny afternoon, and Alice was having a picnic on a grassy hillock, when suddenly the ground gave in under her..
The game will feature twisty passages that don’t quite follow euclidean geometry. In the darkness lurks cave-spirits, silently stalking the player as she tries to make it out of the dirty tunnels.
Feature targets:
Theme:
Loosely based on the Dirt and Descent themes.