Another one…
The game what I’ve created for #indiesvspewdiepie is good for this LudumDare. But I need to create another one for this GameJam.
The game what I’ve created for #indiesvspewdiepie is good for this LudumDare. But I need to create another one for this GameJam.
So thinking further about puzzle games I think I have an idea that I want to pursue. Not sure how it’s going to work but we’ll try it and see. The game is a strange amalgamation of Bejewelled and Pac-man. I know that sounds terrible but hopefully it should be an interesting strategic game.
I’m finally starting to make the thing. I’m working on:
https://github.com/ianiD/Ludum-dare-31/
Good luck!I started my new Unity project and have been laying out my UI for my idea.
Obviously not much going on yet but its nice how quick the UGUI can be put together!
It also looks decent enough I can probably use it for the final game unless I have extra time at the end to add UI polish .. but I doubt thats going to happen!
Missed the last ludum due to a local jam so this will be the third one this year. Super excited. I came up with a couple ideas and I think I’ve landed on one.
So my first idea was to have a metroidvania game where the map view would be the whole game. So you would zoom in and the game would be very pixelated while you traversed the world. The problem I have with this is it isn’t unique. It doesn’t really use the theme in a very good way.
Another idea in the same vain was to have more of a mystery/detective game with the same map as the overworld. This would allow you to travel between places and try and put clues based on the map. This has the same problems as the last idea.
An Idea in different vain was to have a puzzle game where it would slowly reveal an overworld that would end up on one screen. So you would beat a level and it would show up in the overworld and eventually all the levels would spell something out or solve a puzzle. Again this had the same problem as my previous ideas.
In my game you will play as an adventuring detective. You will play in a zelda esque view and dungeon where you travel from screen to screen however whenever you go to a new screen the world gets smaller because all the screen ends up staying on your screen. Can you solve the mystery before you are too small?
I like this idea because it uses the theme to provide the constraint of the game. Now some challenges with this idea.
I’m a few hours late, but hey, here I am.
Let’s do this!
Tools:
A pen and my old notebook (for brainstorming purposes)
Unity 3D
Photoshop
BFXR
Abundant-Music.com (a very cool music generator I just found out about yesterday)
Audacity
Aaaaaand that’s it. Good luck to everyone! Let’s make some games!
I have added rocks that appear gradually on screen.
I think I making a self-contained world that is taking shape in front of the player’s eyes. I like where this is going. Hopefully I’ll execute this well enough.
Oh and I added score! Right now the player gets 10 points every time an enemy leave the screen. I think it’s better than just a timer to measure how long you survived.
Hi everyone I have been coding for about 2 and a half hours and have come up with a good idea and good progress on my game. (As seen below)
I have ran into the problem that Gamemaker Studio free can only had 15 objects in one game so I’ve had to work around that by keeping the same general themes for the 8 levels, Caves (Brown), Snow(White), Grasslands (Green) and Mountains (gray).
This has been a drawback and I have decided to keep going but next time I’d like to learn a different software to make games.
But regardless I will finish this game tomorrow, So Far I have implemented Spikes in the Cave levels that go up and down and if you (Player as the head) collide with them when they are out of the ground, you die.
I have also added some SNOWMEN to avoid in the snow level, as I know many people wanted the snowman as the theme so I decided to put in what the people want.
Although this is a very simple design and game, I’d rather have it simple and finish it then not simple and never finish.
As you can see you go through all biomes per say to get to the 3rd in the bottom row to finish the game!
I will work on the level design of the other levels tomorrow as for now I need some rest!
Good luck to all!
See you tomorrow!
Time Lapse and V;log will be posted when Game is finished on www.youtube.com/swipefaststudios so Subscribe there to get update!
Okay, interesting theme. I didn’t vote it up, but now I can think of some interesting things to do. I’m going to commit to entering, just because this theme kind of lends itself to making a short compact game, so I hopefully won’t bit off more than I can chew this time.
I’ll be using Gamemaker: Studio, Audacity, and maybe some other stuff. GOOD LUCK ALL!
Hi everyone!
Game Concept
My Idea “The Vortex Defender” is based on Space invaders, but instead of the enemies move from top to down, they come from a vortex in the middle to the limits of the circle, and sometimes (maybe most of the time) to the direction of the player.
The enemies move, not only in straight lines but defined by paths (some circular, others more complex).
The navigation of the player is defined by the movement around the circle, not freely inside it. This means that, it rotates around the circle maintaining the direction to the middle of the circle.
The input comes from the keyboard and mouse.
In the keyboard, the player uses the right and left key to navigate around the circle. While the mouse inputs are described in the image.
In next post, I’ll describe power ups, chain combos by killing enemies… and more. Now I’ll start prototyping in Unity3D.
Hello everyone, I hope you’re all having a great time!
I thought I would start thinking about what I want to do while setting up the basics of the game, but I actually went ahead and coded a little more than that.
After two and a half hour, I’m still not sure what I’m doing, but it looks like an old roguelike, maybe a little inspired by Moria, a game from my childhood I remember fondly.
There’s a bunch of random obstacles, a player that can move and a door to get to the next level — hopefully — but not much to see for now!
Anyway, here’s a first look and I hope you like it!
I’m streaming here if you’re interested: http://www.twitch.tv/andreaunlimited
Don’t hesitate to come by and talk to me!
Thanks for reading and have fun!
Entire Game on One Screen you say? All right, not what I expected, but I can work with that. Here is the plan:
The game starts with a simple classic game, like pong. Very slow pong. Then, after some time another game is pushed on top of pong. Then another. Then another. All games run at the same time, so you have to constantly switch between the layers to keep up with the games.
Sounds good? Good.
I don’t have any visuals, other than poor, poor whiteboard art, which I won’t show.
But hey, at least it wasn’t ⛄, right? Thank goodness.
Oh here’s my GitHub if you’re interested.
Really happy with my progress for this being my first LD!!
Screenshot of my game so far:
The blue one is you, a… a snowman, I’m sorry. I had to.
The red ones will be fire elementals chasing you, melting your snow!
The green-orange ones are turrets. They shoot snowballs at enemies. if they run out of snow (also frome enemies melting them) they die.
If it’s blizzarding, snow piles renew themselves, turrets heal, and new enemies can’t spawn!
It’s hard to keep coding because I can’t stop playing!
My opinion
The theme sucks but it’s better than snowman, I was rooting for artificial life. But anyway.. the theme is Entire Game on One Screen and that could mean:
1. Only 1 level/scene
2. static background, no scrolling?
3. ?????
Lot’s of interesting games might show up this LD 
What I’m doing
I’m making a simulation game, top down, mouse controlled player.
Dev news
Unity crashed, and I forgot to save 
Food consumed
I promised myself that I’d eat healthy this time and so far I consumed: 2 cups of coffee, 1 slice of pizza, a few chocolate marshmallows looks like I’m not keeping that promise 😀
Good luck! have fun
I’m working on a shooting game on one screen, so far I have a nice physics and collision engine for the player with a scrolling background that moves on itself.
I will probably add a computer AI to face the player, because there is no one to shoot and bullets aren’t added yet.
Here is a screenshot with the player in the air:
BTW you can wall jump, there is no animation yet.
Hi guys!
This is my very first time here on LD – COMPO.
Frankly, I was preparing for potentional theme like Snowman, Artificial Life, After the End so I was little shocked when the theme was announced.
After wondering for an hour what to do, I went to WC to piss a little bit and there was it. A spider! When I was trying to kill it, it bit me. My finger
went reddish in few minutes but I hope it is nothing serious. Point is that this was inspiration for the game. Spider simulator!
My whiteboard so far:

Hopefuly 3D game is not too much for me to manage in 2 days because I don’t really want to fail in my first LD.
I wish you luck.
Stechas
Three hours in and I have an idea and have started coding. Had a looong day at work today so it’s starting to hit me. Get some green tea and try to knock something out before bed!
Idea!

Wall of thinking!

Twitch – http://www.twitch.tv/christiazn
Twitter (For pics) – https://twitter.com/christiazn0321
Prototype driven developement here!
The main concept is done. I know how the game will work. There will be a lot of random content generation going on. I think I’ll program the content generation first then make the content. Currently using placeholders and it moves, it collides and that’s it for now. The generator class files are made but empty at the moment. Now back to work. Let’s pace random rooms connected by doors. If I’ll have enough time at the end (which I doubt heavily) I’ll give it a nice little story too.
Have a good one out there guys! GG.
So, after 2 hours of developement the news :
1) theme suck, a lot, it’s just a restriction, not a theme !
2) already 5 cups of coffee has been drink ^^
3) I’m not proud of my idea, I’m going to do a simple space invaders clone… With snowmens ^^
The first screen :

This is the first shoot, I didn’t draw the snowmens’ sprite already, so I use an old sprite for the moment.
We’re off and running! My friend and I spent the first, oh 40 minutes or so debating ideas before settling on our basic concept – a board game with a twist (that I won’t reveal yet). With but one screen to give for our game, here’s a preview of it in its current, bare bones state (complete with debug data still on screen).
We – or rather, I – spent about an hour making the ‘piece walks around the board’ mechanic which I probably made way harder on myself than I needed to, but whatever – it works now. Our livestream will start again tomorrow around 10:30 AM EST on Twitch and at AAGH Game Center. Be there to watch us, particularly if you have any interest in Stencyl, which is our tool of choice.
Tags: progress, screenshot, stencyl
Okay, I tried brainstorming but this idea kept coming to my head so it must be The Chosen One.
Entire game on this screen
It will be a simple game: the player have to move tokens on the screen so they match the background color, which will flip. Leave the token on the wrong color and you lose it, the longer it survives the more points per flips it gives.
Let’s see if it is any fun.
I am designing with a retro-pixel style for this game to keep it ultra simple.
This is a work in progress of the ‘level’ texture for the game where the player will be at a cross roads in a city street area with a park in the upper left corner and some sort of shops or business areas in the other corners.
Using photoshop I’ve been able to get a nice ‘pixel’ effect very easily by doing some flat block out areas then:
I’m using with a size of 12 squares as I want the pixels to be fairly large for this. Then I’ll start tweaking some hand pixel touches here in a few minutes.
Short answer: No idea. My first instinct was a sort of huge bossrush game, where you just start in a room, and fight a string of bosses. I’ve still not completely ruled out this idea, but frankly, it just seems a bit pedestrian. Then I thought “What if I made the bosses procedurally generated”, which was a dumb idea, because there’s no good way to make a system that will churn out interesting and fun bosses that are distinct from each other, and even if there was, doing it in two days is not going to work.
After that, the phrase “You are the room” popped into my head, which is an interesting idea, although I haven’t the faintest idea how the thing would actually play out. I briefly touched upon a tower defense game, but frankly, I’ve always found them pretty boring to play, let alone to make. Just as I’m writing this, I was thinking of some sort of top down car racing game.
So in short, no friggin’ idea.
I am liking the new Unity UI features 😀 Although the new script-attaching UI is a little annoying sometimes. Change is never easy though right?
Apart from that, I have not done much else. My coder-in-crime has been though. You can see more of that in our blogs here and here.
Our current team structure has changed to:
I’m hoping to get all the menu stuff done tomorrow morning and then I intend to move onto adding 360-pad support to other Robs character controller code.
I’ll also spend some time getting audio / font assets. I left this way to late last time!
So sleepy now though 😮
I’m going to try to stream my development on this one, so you can watch me bang my head against the wall on twitch.
Username: ld: shanecelis, twitter: @shanecelis, twitch: shanecelis, website: seawisphunter.com
Language: C# (Maybe Clojure?)
Software: Unity3D, Emacs, git, OBS
Hardware: rMBP 13″, LeapMotion, Poker II
Good luck, everybody! Let that programmer art flow out of you!
Glad to be here for my 2nd ludum dare! 28 was a blast, and I got to make an awesome (frustratingly hard) platformer.
I’m really looking forward to making a game that embodies the theme, but having trouble separating the theme into its own game idea. Plenty of games occur on one screen, but that doesn’t feel like enough to fit the theme for me. For instance, Tetris is great game that occurs on only one screen, but the one-screenedness (yes it’s a word now) only arises as a secondary product of the gameplay.
What I really want is to create a game where “Entire Game on One Screen” is at the heart and soul of the game. Something that you can’t play without consciously recognizing the fact that the game is being played on one screen on purpose. I’ve come up with a few potential fragments of ideas, but none of them fleshed out into full game ideas.
For example, I think it would be awesome to take a game or genre that is traditionally built across multiple screens or in a massive world, and somehow managing to condense that same core essence of gameplay into a single screen. Ideally if you played such a game, you’d instantly recognize it as genre X, but would appear totally different. Nothing immediately comes to mind though.
Another idea might be to take a game that is normally impossible to see all of on one screen, somehow mapped to a single 2d screen. My initial idea here was showing all of a Rubik’s cube at once on the same screen. Kind of like mapping a 3d object into a 2d environment, where you could still see and identify the entire 3d object.
Finally, there’s the idea of using an actual screen — like a TV or a computer monitor — in a game. You could have one in-screen game, and one out-screen game that somehow interact with each other. Finally there could be a relationship between the player playing the game and his/her own computer monitor.
No solid ground yet, but still tinkering on paper…
Anyone have thoughts on these potential ideas?
Still learning Phaser. Still trying to get the basics of a project up and running. It’s slow going. I think I spent over an hour just trying to get the scale mode set correctly.
Ok… on to getting a player moving around.
All on one screen. So I figure the screen should do something interesting, and that something should be the core of the game.
I decided the screen will rotate.
I have a long list of possible features but my first sprint here was to get an arena that rotates when the player walks over a trigger. I accomplished this by rotating the camera and not the world, but of course this creates havoc with the coordinate system. I anticipated this but I ran into a bit of trouble re-orienting the input vector to the world vector based on the camera’s rotation.
I’ve solved this issue and now I can rotate the world and still move around intuitively!
The tiles were made in SPArtAn, the rest is total placeholder.

Arena rotation accomplished
First progress post for LD31 -things are coming along ok (albeit a bit slowly). Hoping once I get some character control underway by later tonight, I’ll start gaining momentum and a bit more motivation. All going well, I might get the core mechanics done in the first 24 hours.
Some screenshots!
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 25%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */
Early main scene
Early screen and ‘littleman’
Early screen up closer
‘littleman’ and.. some green stuff
‘littleman’ will be one of the playable characters, he’s the first version, there should be a bunch of different types with any luck (including ‘littlewomen’ as well) These guys go about their business, but should be expecting to be rudely interrupted. They also wont ever exist in the ‘computer console room’ in those screenshots. Those are for a different area of the game entirely, and also the main focus for the theme – but for now its just a testing zone ![]()
In the past hour or two Ive gotten some initial animations done, in the next hour or so I should be getting into the process of setting up character controls in Unity

simple walkcycle for littleman

*falls down*

whats going on here!?
We’re in for another Ludum Dare! I’m personally relieved that it’s not the snowman, but I digress. Ok, here’s the breakdown for what’s in store: a turn-based dungeon crawler? Yeah!
Tools we’re using:
Language: Python
Programs: Gimp, TuxGuitar, Audacity
Time to get the nose to the grindstone and build some games. Good luck to everyone!
As always, I’d love to spend some time on this over the weekend. I’ve got some stuff to do tomorrow during the day, and I’ve been busy at work (as usual) and haven’t event thought about options for the possible themes this time around. The selected theme is really cool, though, and I like that it implies a scope rather than a specific mechanic (endless runner, reverse time, etc) or environment (SPACE!). I expect to see a good number of arcade games, and I hope some a few folks make some really cool strategy games (something like Close Castles comes to mind as a great fit for the theme).
I’ll be playing with my usual tools:
Hardware: Macbook Pro, Wacom Tablet, iPad, MPK25 keyboard
Game Engine, Languages, & Tools: Unity 3D, C#, Xamarin Studio
Libraries & Frameworks: Vectrocity, Spine, Grids Library for Unity
Graphics & Art: Corel Painter 12, Photoshop CS, Blender 2.7, Spine
Music & Audio: Ableton 9
Some work in progress, re-using an old idea I had. This will be a clicker/tower defense style game. With Snowmen! SNOWMEN FOREVER!

I’m making a Donkey Kong style game, where instead of Donkey Kong throwing barrels at you, it’s snowballs rolling down at you. To honor the “snowman” theme me and my teammate crux_f were expecting. Snowball physics works, being hit/dying works, going to the next level works, and there’s even some nice sounds and fancy snowfall particles.
Things I’ve noticed so far: Sounds help. Big time. Even if it is you blowing into your mic or making a derpy “HURK” noise for the death sound.
I’m doing this in 2.5d, meaning it’s a 3d world with platformer controls. Feelin’ good, will be continuing work throughout the night!

Dev picture of my game, looking good so far!
ok, still working on my obeying all 20 rules game. I got the core game mechanic working: a melting snowman!
If you are wondering, why there is a snowman and a door, check out this post:
http://ludumdare.com/compo/2014/12/06/obeying-all-the-rules/
A little checklist:
1. Entire Game on One Screen [x]
2. Artificial Life
3. ☃ [x]
4. After the End
5. Death is Useful
6. One Rule
7. Generation
8. Avoid the Light [x]
9. Deep Space [x]
10. You Are Not Supposed To Be Here
11. Everything Falls Apart
12. End Where You Started
13. Isolation [x]
14. Machines [x]
15. You Can’t Stop
16. Color is Everything
17. Playing Both Sides
18. Borders [x]
19. Chaos
20. Deja vu
Hi, this isn’t my first time trying to make a game, but this is the first time attempting to make one as part of a Game Jam type thing.
I figured since this is my first time trying to do something this quickly that I’d try the Jam rather than the Compo, and we’ll see how that goes.
I’ll be using two free javascript libraries called easeljs and soundjs (part of the createjs suite: http://www.createjs.com/#!/CreateJS), and I’ll be hosting the game on itch.io
Good luck everyone!
Lime, 4 minutes in: “I’m gonna go build a house!”, a Minecraft joke
Lime, 4 hours in: “Uh… I kinda actually built a house…”.
Anyway, after about 4 hours of compiling numbers in my head, I have actually made a dollhouse! Yay!

It’s a dollhouse!
Hello!
It’s 06:46 AM here in Sweden, and I just woke up to starts developing. Here are my thoughts on the theme:
The theme is a very restrictive theme, but it’s also a really easy one to do. For the less adept developers this theme is great, since it’s, according to me, easy to develop. I also find a lot of positive things with a restrictive theme. Finding a different take on the theme is difficult, but that also means that if you do find a different take, it will be relatively unique. Those are just some quick thoughts, now I should start deving :).
Heya guys and gals. I’ve been here for a long long time and here we are again. But this time, I am not alone.
This time, I am participating with a team from our school. Our team is called Team Dreamshield.
We’re already past brainstorming stage and now begin to develop the game.
Later on we shall be livestream and we’ll see about that.
Catch all later.
-Wishdream
Tags: Dreamshield, Wishdream
I normally hate space games, but I’m making a game in space… but there will be nature and stuff, so it’s okay!
You will be in a cute house on a floating island, and you can go outside and collect artefacts that float past in space. The island is a little chunk of land that fits on the whole screen (though the objects will come from off-screen). Hopefully that’s good enough for the theme!
Great stuff!
Grindstorm team here! We were so hyped about our first LD that we did some previous brainstorm on some of the themes candidates! But it was a surprise when we noticed that we didn’t have any idea for the selected theme!
Did we laid down and sat without having an idea of what to do? No way! After some time of brainstorming and a couple of hours of prototyping, a prototype was born!
Here, our first images of it:
Will it be a puzzle? A maze? A strategy game? Who knows! We’ll see on our upcoming update tomorrow!
Okay so Ludum Dare 31 going well so far tonight!
I was able to create the basic player prefab, GUI layout, a level prefab, a enemy prefab, and a civilian prefab. Here’s a quick shot of how it all came together in the unity editor:
I did create the first C# file but I’m tired enough after a long day of work I’m going to stop here and get a good nights rest and work on the first pass of game play tomorrow.
Signing out!

Well I did three hours of thinkin’ and I came up with three ideas that fit the theme. How do you explain where that time went? Well, there was a large glass of rye and a cigar, and also I walked the dog, and spent a lot of time talking to myself. I really don’t like to commit to an idea until I have at least three of them, and snowman johnson wilickers this theme is hard! Or very easy, if you cop out. I’m not content to simply interpret the theme as a design restriction, which makes it very hard.
I rejected all perfectly literal interpretations. The first idea is quite figurative, taking a different meaning of the word screen to mean a screen door. But it’s a bland puzzle game and my least favorite idea.
The second is literal but with a caveat, adding the words “At a Time” to the theme. This has opened up into a very doable game design, but I’m won’t be sure how fun it will until I get a working prototype. Also, it’s got a strong rock-paper-scissors element but I haven’t been able to come up with replacements for the three elements that make a lot of cohesive sense.
Finally, the third idea is the most ambitious, taking a meta approach to the theme, where the game is a story about a game. This one is in a kind of a linear, adventure style, and while I believe it would be very well received, I’m concerned that the story I need to develop before I build it and the associated asset requirements might be more than I can accomplish in the time allotted.
In short, I’m going to make myself secret sandwich and then sleep on it. The secret sandwich is a PB&J. I’ve probably said too much.
I was going to use Unity 3D (which I have two years of experience with) but my game is so simple I’m going to try and use Unreal Engine 4 (which I have about two days of experience with). Wish me luck!
Am I still going to do this? I’m really not a fan of the theme, but I guess I can at least try to make something…
Just starting to sketch out an idea that is going to be all tank controls and camera angles, and somewhere between 9 and 25 rooms. Actually, 16 rooms is plenty to try and fit all on ONE SCREEN. I don’t know how I want to theme this idea, though. There’s the abstract route, and the realistic route. Best thing I can think to do is just start down the abstract route, and make things realistic if I have time at the end. (Who am I kidding, red cube is going to be the hero of this game and there’s nothing I can do to stop that.)
It has been four hours since the start of Ludum Dare 31. I got quite annoyed that Snowman was not voted as the theme. Though Entire Game on One Screen did fit one of my game ideas for Snowman. It was duck hunt style snow ball throwing game. You throw snowballs at snowmen before they throw snowball at you.
For now I have one snowman drawn and I can throw my snowball at him. The snowman does not function yet, but that does not require much code. When I have the snowman functional I can think about adding more snowmen and about things how they can win the player.
You try to throw a snowball at him.
If you don’t hit him he will most likely throw a snowball at you and you lose.
I lost 4 hours. Gonna start soon!
I’ve tried to come up with something since the theme was announced but I’m drawing a blank. Hopefully a good night’s sleep will help that. I grab a notebook just in case ideas pop up in the middle of the night.
Now is a good place to leave this game for tomorrow so I’m turning in for today.
Game Brief:
Make a mixture of Bejewelled and Pac-man. Sounds trite but I hope this leads to some strategic play.
Tiles come into play as in Bejewelled. The player can then move along any adjacent colour of tile for as long as there are adjacent tiles of the same colour i.e. the player can move along chains of colours. The player scores for each square they move and level up as their score increases.
The Pac-man part of it is that there will be an enemy moving in a similar way to the player at the same time. If the enemy touches the player, ends up next to the player at the end of their move or crosses the player’s path (I haven’t figured out which is the most fun / strategic mechanic) the game ends. Every time you level up the board will re-shuffle and the enemy will either be vulnerable or simply be “reset” and moved further away from you.
So the objective is make the longest chains, as possible as often as possible, levelling up and getting a high score whilst avoiding the enemy.
I’ve got my game idea in hand and it’s starting to come together:
Here is the game as it is right now. I’ve got the grid generating randomly coloured tiles. The distribution is completely random right now. I’ll be working on the pseudo-random distribution parts tomorrow as well as movements and the player etc.
Alright, I’m calling it a night somewhat early here so that I can wake up and seize the day fresh tomorrow! I’ve put about 3 hours of code into my game, and I’m fairly happy with the progress so far. I have a really strange idea, but I think it just might work!
I don’t want to be to specific just yet because my idea will probably change a whole lot over the next two days, but I can say it’s going to be almost completely story-driven, which is the polar opposite of my last LD game, so this will be interesting. 😀
I wasn’t a fan of the theme at first, but I’m coming around…
I have big plans for this one, but for now it’s just a simple jumping box:

Goodnight all, I’ll see you tomorrow.
We’ve all played a Metroidvania game or two, right (Excluding Metroid and/or Castlevania)? Well, the format is always the same. You have a giant castle, dungeon, cave, whatever… and it’s all laid out in a nice, 2D way, with you, the player, traversing through rooms, having so much… choice.
Well, in our yet-untitled expedition into the genre, the rooms are laid out in a 3D way, allowing you to jump between slices as they cycle through endlessly like a deck of cards. It will (literally) add a new dimension to the genre.
Coming soon to a file hosting service near you!
So I was drawing a sort of 90s computer screen overlay. I like the results a lot, but it took almost an hour, and I screwed up some math so I now only have 240×180 pixels with which to work. Doable, yes, but easy, no. I am not going to draw the whole thing again, so I guess I’ll just have to deal with the minute resolution. It bugs the hell outta me though, because now the game is only a tiny window in the center of a large screen overlay.
I figured out my game idea!
“You race to the computer room, but you’re too late: the launch sequence for the nuclear missiles has already been initiated! As the numbers count down on the screen, you randomly try pressing buttons. And there, miracle! The computer responds.
To win, you have to hack the system to prevent global thermonuclear war.
Oh, there’s one little bug: the screen doesn’t scroll. Once you get to the bottom, you’re stuck and that’s the end of it. You only have one screen.
Good luck!”
OK, now wish me luck for actually making the game…
TAIJOU AND THE CONVEYOR BELT OF DOOM
video game i made for ludum dare #31 – entire game on one screen
download: http://www.mediafire.com/download/jr9kvcd148tc4f3/taijou_and_the_conveyor_belt_of_doom.zip
music used in trailer: https://caseylalonde.bandcamp.com/track/patina
So I’ve got character movement and autolevel generation working. I think my code this time around is actually rather good thanks to this book Game Programming Patterns. I’m about 70% of my way through. Most I already knew but it is nice to get some refreshers and quantify things. I want to have more in depth posts about these patterns in unity. Once I get some time.
The Command pattern is super awesome and I spent some time implement for movement of my person. So hopefully Enemies will be super easy to make. Maybe after this weekend I can implement replay. That would be awesome. One of those things I’ve always wanted to do.
So now the next steps are:
I may just tackle the enemy thing here first. Not sure. Will force me to have an end condition so that will be good. I also need a win condition maybe.
Well, I’m a bit late and I am going to be busy with a family gathering all day tomorrow, but I will try to see if I can throw together a small game in 12 hours or so since the theme seems to be encouraging simple games this time around.
I will be using LUA, the Love2D engine and the awesome ZeroBrane Studio LUA IDE.
Alright, I have my source control repository set up and I have started blocking out the play area in Maya. I want to play around with it some more in the morning; then take it into Unity and get the camera setup correctly, and get some basic game play down. I think it needs more trees, and I should throw some snowmen in for scale.
I’m cocking the camera to the side to get some better silhouettes, as opposed to straight top down.
I want to have something playable in block form tomorrow to get some feedback. As always, any and all feedback is appreciated!
A lot more to do, but happy so far…
Good night for now.
Today I have went through most of the game engines and ended up going with Apples SpriteKit for OS X. I have made some placeholder art for the player and another object. I currently have the player collecting cookies but that is subject to change.
More progress tomorrow! A recording of my stream will be available once I get it uploaded to YouTube(1.3GB)
-Drewj
Not making progress as fast as I would like, but it’s a marathon not a sprint right?
Hoping a good nights sleep will re-energize me.
☃
In order above:
I chose a palette of 6 colors to keep things really basic. Seems to be working so far. Time for some mental relaxation time then on to tomorrow’s marathon coding session!
Hope your jams are going well! 
We are making it for the JAM and good luck to all 😀
The inhabitants of the doll house can now be moved around! Woo! This video is guaranteed to be the single most exciting video ever posted! 😀
http://ss13.eu/dump/laptop/2014-12-06/DollhousePathfinding.webmCoffee status: 7 cups and counting.
So I have the kernel of my idea down, moving on to coding the mechanics. Path of Steel is going to be a fairly basic turn-based strategy game. I feel pretty confident I can code most of it in time, but getting more than blocky art might be tricky. I always start with colored squares like most people, until I have the mechanics worked out.
My basic version of the game area:
…but I am closing in on something cool. Had a play with a few mechanics that I wanted to try out and it is coming together nicely.
Ran out of milk so heading to the store now that it is open (7am UK time) and then I am going to sleep for a bit.
Happy with my progress so far

Gonna make a game, oo yeah.
Game Maker Studio, Graphicsgale for visuals, maybe Audacity for sound and ill make music with my mouth like a dummy.
Gonna make an adventure game of some kind in one screen with tiny tiles.
This is my first Dare but I’m ready to work. I’ve got a basic idea down, a top down arena game. I’ll be streaming over at http://www.twitch.tv/kmatt95 come join me.

I have some assets on screen at the moment and the basic animations are done. Now I can start programming some gameplay.
You can check out the progress on Twitch here.
I hope you all are having a great time working on your entry!
Hello!
We hope that everyone is coding for a few hours already and have made some prototypes.In Riga, Latvia our team just started to process, so soon you will see first screens.
Good luck everyone and have fun!
-Garage48 Riga Team
Hey everybody!
It took the better part of three hours, but we got a basic concept for our game. It’ll be a platformer focused on collection and points. We’re gonna have the game set inside a big ol’ tire. You know, since the enTIRE game is on one screen. Get it? Yeah, you get it. Within the tire, we’ll have our platform, with our Hero (no casting announced as of yet) heroically chucking lost baby animals back to their homes. We’re thinking right now he’ll have to contend with predators, time limits, and maybe his own mortality. The goals will be on the circumference of the board, and we want to get the tire rotating throughout gameplay. Hopefully this will make a fun challenge while you hurl baby squirrels past hungry wolves at a moving target. Squirrel life aint easy, man.
Ideally the finished product will include power-ups, increased difficulty with levels, and some sweet multiplayer action. We’ll keep it updated.
Keep on keepin on, gamers.
~Jesster
Ab Miner Studios Emperor, Most Popular, and Job Title Designer
I’m working on a small island for the player to explore. So far you can move the little guy around, so not too bad for one night.
Try it out!
So, ball rolls down the platforms. There’s some test obstacles, and user can add her own obstacles by clicking (basic test UI is there – select a type of obstacle to add). So, basic idea is there. I can use this scene as the basis for other levels / puzzles if I want to.
Now to make use of seeing all the next platforms (ie entire game on one screen) to make interesting puzzles.
P.S.: I really need new monitors. Need more real estate for Unity…
I just got up (in my country the compo started at 3 a.m) hoping for another theme. But this one is ok. I’m thinking of an “old-school” Arcade game where al happens in just one screen (Like that game with tanks duels or snow bros)
Ok. So I will make some game design in a napkin and start right now. In about 8 hours I will update with my progress.
I’m going to make an arcade game in just one screen.
Hello, a preview of my game for the LD31.
Make with Construct 2, photoshop, audacity, bfxr, LaunchPad.
The music in the background is not the game, recorded unintentionally but was good 
I’m going to sleep. Regards to all.