Urgh… sounds
So polish has been a bit of a fail. I’ve failed at getting any decent music and sound effects and I’ll be scrapping the barrel shortly. Let’s hope I can find something soon.
So polish has been a bit of a fail. I’ve failed at getting any decent music and sound effects and I’ll be scrapping the barrel shortly. Let’s hope I can find something soon.

So I finished a bit early. I tried to not stress myself out by keeping everything simple. If you guys could play it and let me know what you think that would be awesome! If you really like it maybe give me a good rating on GameJolt :). Thank you for reading and even more to those who played it!
Here’s a link to my Games Page:
http://gamejolt.com/games/arcade/center-of-the-sun/41075/
Some Screen Shots:
Source Code: http://www.github.com/jedStevens/center-of-the-sun
Just wasted 1/2 hour on browser being zoomed and thinking mouse offset was a newly created bug:D
SPEISMÅNSTER is getting close to done!
Can’t wait to play all you awesome games:D
I’ve uploaded “Kill Your Thoughts!” This is the idea:
“You are participating in a competition where you are making a game in 48 hours. If you are participating in such a competition you have to be able to fight thoughts like visiting Twitter, or drink beer, and feelings like “My cat makes better games than me!” To help you fight these feelings, your brain is actually using an armored Saab on the top of your screen.”
Play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35585
Alas, this is the first LD compo where I’ve chosen to bow out early. I knew in advance I would have to work this weekend (10-4) both Saturday and Sunday. Also, attempting to learn the new Unity UI system, I just got confused, frustrated and went back to the old one. Attempting to learn a new tech mid-compo is a bad plan.
But truth be told, even having switched to the Jam compo, it became clear that the game I was working on just wasn’t going to be FUN… and that has to be the number one consideration for all of us at the end of the day. I think it was a decent enough idea, but the execution was poor and irretrievable.
Being all on one screen, I wanted a Dredd-themed control screen where you as the responder have to guide Dredd and a team of Rookies to different sectors. They can deal with crimes, but take damage. They can heal each other in the same sector. Dredd is indestructable but can only do one thing at a time. Leaving crimes hurts your efficiency as an operator, but dead rookies don’t look good on the Justice Dept balance sheets either.
I had some music I worked on yesterday that I decided to work on a bit more tonight. (the speech is text-to-speech and made via http://www.fromtexttospeech.com/ and processed through WarmVerb).
Better luck (and hopefully more time!) next LD.
Actually LD31 was just a good excuse to experiment procedural content generation. For some time I have wanted to make a game where levels are generated. I had really no idea if my idea would fly, but I also wanted to include “you are your own enemy” mechanic in the mix.
I am quite happy for the result. I had some real world obligations to do and I had to cut a lot of planned features and I really did not have time to add juiciness. That being said, it is still a finished game!
Anyway, here is the link to Super Flummi.
It does what it says on the tin.
This was my first Ludum Dare, and I spent all day yesterday trying to do something too flashy…. then threw my toys out of the pram when I realized that I wasn’t going to get finished and went away sulking.
While sulking, I had this idea for a puzzler, and managed to finish it today.
Here’s the link, you can play it online, and the source, such as it is, is available on dropbox.
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43891
Good luck everyone! 
I just finished my compo entry, titled “Finish Your Project“.
A lonely mouse must finish his project while taking care of other needs in order to keep his inspiration up. I hope it resonates well with all the other game builders out there. 😉
Has been an great weekend… seemed like a few hours… had lots of troubles…
First this was my first “game jam”, a compo actually, but I’m proud that I could finish it.
Heres the entry : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44047
Or go play it online : http://games.dm-studio.ro/ld31/
Here is some renders with the art used in the game, all is available for you, I created it with mobile in mind… all models share the same texture, not the best use of space on it… but deh.. there ware 24 hours only for me.
The tools used ware :
As a note NGUI plugin was used, which is paid… and is not included in the source, also unity image effects are not included as they are from the paid version (you can include them in your project as unity is free for LD) also you can install the free version of NGUI and build the project yourself.
Tags: #snowman #ldjam #ld31
One weekend of work is almost behind me. I could say I’m pretty happy with my first entry in the Ludum Dar
e
And here’s a link to the complete game ( and my entry
):
Now time for sleep
As planned yesterday, today has been mostly dedicated to art and (very quickly) sounds. And code, as always !
We now have a proper -yet simple- and almost fun top-down shooter.
And as you can see, I haven’t been idle (see yesterday’s screenshot) and had quite a lot of fun !
You can play the game here : http://florentpoujol.fr/content/craftstudio/ld31/index.html
But beware ! The red blobs explode if they come too close ! Controls : WASD / Hold Left Mouse Button.
For those interested, the sources are on GitHub : https://github.com/florentpoujol/HotMine-LD31
I am off to bed now, see you tomorrow for the submission and the post-mortem !
Good luck and have fun !
Florent
Tags: craftstudio, ld31, web
It’s Monday! Stealing a bit of time from work to shamelessly promote my submission last night 
It’s done, but I’m going to wait until tomorrow to submit. I won’t have much dev time, but I might be able to think of a better title than ‘Snowman Shooter’ by then.
Until tomorrow then, here’s a link to the pretty-much-final build (Windows executable, rar file) Dropbox link
Cheers, and good luck to everyone who’s entering the compo!
aDFP
YAY, entry submitted! Probably not the best game, but at least the weirdest one!

Getting to bed, see y’all for the reviews!
3 hours ago I had no gameplay. Now I have 1 of 6 items needed to beat the game done… Will I make it? MAYBE?!
To Everyone Else: Good Luck and Congrats to those already done!
Phew! Submitted! #LD31 #gamedev http://t.co/m62krdwlhq pic.twitter.com/3RkKuPHcA3
— Mattias Wargren (@mattiaswargren) December 7, 2014
This have been real fun. My first, not my last!
Click on the image to see it in the correct resolution.
Started a day (more) late. Finishing up on this. Currently need ideas for names. What do you see? I just need some ideas for a name.
Hey there. This was my first Ludum Dare where I completed a game and I am pretty happy with my outcome. I present to you: Slimey’s quest. A little platformer where pressing switched results in the world around you changing.

It was an awesome weekend although it made me a bit behind on work. What I was most happy with was all the transitions (although it was a real pain to do them all manually).
I hope to do more Ludum dares as time goes by.

There are certainly things which I feel I could improve, but I’m too tired to do much atm. If you play it you can check it our here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25578
That’s finally done: after one night where I hoped I could have slept (and no, I didn’t work on my entry, my kids were a little sick), my entry is done and uploaded !
SnowFall is a game like TowerFall, but you are a snow man, and you throw snow balls ! (also it’s made with no artistic talent and within a week-end)
You have a limited amount of them, but it refills after some time.
The unique level included here allows to teleport in the corners and has 4 shields that you can use to protect yourself against the other.
– Multiplayer : SnowFall is multiplayer only, that means you have to play with at least one friend (or your cat, or your dog..).
– X360 Controlers : the game supports currently only X360 controlers on Windows, I hope you have at least two of them !
– Unity 5 : I tried the beta of Unity 5 for this project, so I hope you will be able to play it on your computer.
– Snow flakes : If you don’t enjoy the game, enjoy the snow flakes falling, following the wind, in the background
I hope you’ll enjoy playing it !
Tags: screenshot, snowfall, snowman
Well, I can’t get my vector code to work even a little bit :/ I’m going to have to pass out on this one! It seems like I do progressively worse with each subsequent Dare, not better!
Well, maybe next time I’ll get some preparation in and make something good…
My games all ready and im about to submit, but this is the first time I’ve entered the compo so I dont know how to share my code. I can use quick swf to allow people to play my game, but how do I actually share the source code?
And I need to go to work next hour without sleep.
it’s am 7:00 in my country.
Please give me some suggestion, and I will think no sleep is worth.
Thank you!
my game: Everything wanna escape from screen
code: phaser(html5)
sound: goldwave
music: pulseboy
art: piskelapp + photoshop
While Stacy and the two Robs work tirelessly on the art and programming, I’ve taken a break from the design to hijack Rob’s blog and post about our progress.
For a start, our game now has a name! We figured that ‘Local Multiplayer Shadow Puppet Game’ was a bit of a mouthful, so instead plumped for ‘The Grimm Journey’.
In this local co-op beat’em up platformer, Little Red Riding Hood and the Big Bad Wolf have formed an uneasy alliance. The duo have to traverse a spooky, projector-screen world to escape the deadly encroaching Darkness that seeps up from below, but there’s a catch. They are magically linked – if either of them die, then they both die. This leaves the Big Bad Wolf deprived of a tasty human snack, and instead the sole protector of one.
For the player controlling the Big Bad Wolf, they have a number of attacks at their disposal; they can huff and puff to hit their enemies at long range, or claw and bite them to inflict more damage at close range. While they can wipe out the Woodcutters, Witches and Trolls that hunt them down, they cannot ascend the level to escape the deadly darkness.
The player controlling Little Red Riding Hood cannot fight, and has much lower health than the Big Bad Wolf. However, they have one skill the Big Bad Wolf does not – they can jump, and when they are in close proximity with the Big Bad Wolf, Little Red Riding Hood can help them jump. And in a world full of platforms, that is crucial. Both characters need the other to survive.
In each level there are curious glowing lights – these switch the characters, so the player controlling Little Red Riding Hood transforms into the Big Bad Wolf, and vice versa. Whether players use this to best exploit their strengths and protect each other, or screw each other over for shits and giggles, is entirely up to them.
Things are taking shape nicely; you can see an example of Stacy’s awesome artwork here:

We have several gameplay rules in addition to those mentioned below; Rob J and Rob B have the mammoth task of putting all of that into practise. So far, they’ve created some cool enemy AI and character controller mechanisms, as well as the switching function. There’s still lots to do to fine-tune everything, and there is some sound to be added, but with 26 hours to go, we have ages, right?
Right?
We have a number of level designs to build; the ideas is that we start off gradually introducing the various mechanics and enemies through simple levels, such as this:
Only one type of enemy spawns in this level (where the black boxes are), and the platforms do not have additional behaviour beyond making sturdy resting points for our heroes. The white boxes indicate the position of the switching triggers.
Later on, we plan to break everyone’s spirit with more taxing levels such as this:
Red platforms collapse after a few seconds. Nobody said Little Red Riding Hood and the Big Bad Wolf would have an easy time of it; clue’s in the name.
26 hours to go… there’s everything to play for.
Spent the last 3 hours debugging my game not loading, but not throwing any errors either. I was implementing a resource management component to building the houses. I just ripped all of it out to get back to where I was before the error. GameMaker can be such a little huuore at times.
So far so good! I had a more or less complete asteroids-like by the end of day one, and now at the end(more or less) of day two, I’ve made some big changes and am pretty damn happy with where I’m at.
I’d submit to the compo, but I already took tomorrow off work, so I’m gonna polish up more and submit for the jam.
You can phase in and out of RGB colours, allowing you to interact with different sets of asteroids.
The menu is also playable!
Current build available here: https://www.dropbox.com/s/x79v2vmsm1aomc5/luminoids-2.5.jar?dl=0
Day One:
(playable here: https://www.dropbox.com/s/vb6m4oghtl5orrs/ludumoids-1.0.jar?dl=0 )
I was excited to get into this LD, unfortunately my enthusiasm invited a scope that I’m not going to be able to complete. A quick rundown of what worked/didn’t with the project in progress.
Until next time…

Actually, Next month is January of 2015. Geddit right!
I’ve learnt more in this LD than I probably have in the other ones that I’ve done. However my game just isn’t ready to be submitted and I want to work on the concepts in general later too. So I’m not submitting this time. I just feel like there is more to explore and experiment with than I can spend on it right now (as I can’t spend time as a JAM entry).
I had a great time, really learnt a lot of techniques and I have the desire to learn about more tools and techniques in the future.
Thank you Ludum Dare for always being a pool of inspiration!
The game is not entirely ready, but it is submitted nontheless. I’m not entirely happy with the AI or with the control system of the alien spawn in the 3rd phase of the game. Also, for the game to have some depth, there should have been more spaceships and more human units (esp. marines) to explore and hone your alien tactics on.
Also the game is very ugly, but I’m not artist and I simply did not have the time to do serious pixel pushing or 3D-modeling. By minimum the sprites should have walk cycles to all 4 directions, but this time it was not a priority, and therefore, it did not happen.
I’m was quite happy with the tool of my choice: the Jypeli-library. I only encountered one problem caused by the game framework and even that was circumvented quite easily. Coding the game in C# was a breeze, but creating assets takes really much time. Even when I decided to use only minimal placeholder graphics. My respect goes to you fellow LDers who have created really professional game assets AND a game in so little time.
The game consists of ~1000 lines of C# code, 20 or so sprites, few sound effects generated with SFXR. I effetively worked around 12-16 hours, and I estimate that the time was distributed 10% ideas / 40 % coding / 40 % assets / 10% updates, chatting, etc. I have captured the process, so expect timelapse in few days.
Have fun playing and beware the bugs:
http://ludumdare.com/compo/ludum-dare-31/?uid=510
Due to some time constraints, I had to make my game a bit smaller, but I managed to finish it in time.
So without further ado, I present: Play PC R-9400
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23165
Just my stupid little game, only took me 24 hours total to make, hope you enjoy it.
Hey there!
I have a lot of work to do tomorrow for college, but my game is nearly complete! 😀 It’s awesome, I think, one of the best creations of mine in a while. I have done most of the gameplay now, but I’m too tired to add a full update, so here’s a mere still from it:
Tomorrow, finish gameplay, change some textures, and add audio and menus!
Great work to everybody, and good luck!
Kind regards and a Good Night/Day,
Taha
I’ve uploaded my entry, Snowman Calamity.
Well… that was a whole lot more difficult than I expected. I thought my scope was reasonable… turns out, nope. When I realized I was behind schedule, I had to get ruthless about cutting features. Enemy pathing? Nope, they can fly instead now! Do any modeling work? Nope, grab those free assets on the Unity Asset Store. Think you are done when it looks good in Unity editor? Nope… better double check that webplayer export… (framerate difference caused issues). I submit.
As usual, my stupidity was enough to kick me off of the compo, again. I could probably complete the game if I really pushed myself, but I’m tired and I know how it ends when I program in these conditions. It’s better to get a good night of rest and complete the game in the few hours available tomorrow for the jam.
A sneak peek of Behind the fog:
Avoid the rain of ninjas.
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41005
/!\ WARNING : tl;dr INCOMING /!\
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45217
Finally! I’ve made It! This is my first LD entry, and my first compo. I was quite anxious since I hadn’t really completed a project alone in such a short time period, but I guess I tried to make It right in the end. And now i’d try to make, as everybody else…
THE POSTMORTEM DAY ONE
Here in France, the subject was delivered at 3AM and I discovered when I woke up at 10AM with joy that this snowman rascal wasn’t elected at all *JOY* *JOY*. After a morning of shopping and cooking, I started to think about this subject that was clearly an invitation to create a rectangle area and throw a crateload of gameplay inside of It. At first I was confused because the subject would lead to simply abide by the rules. I tried to think about this rectangle area that we call screen, and in the case of a windowed game, this window is just a portion of a larger screen. Then eureka, the idea was born : use that window to reveal a portion of a larger screen, within the area of my main monitor.
At 4PM (around this time), I started a C# project using a previously installed monogame that I did not previously test. I really should have… I wrestled around one large hour because of my VS2010 being unable to create a content project. Despair came poking on my shoulder, I slapped him hard then downloaded a XNA 4 as an emergency. Hopefully, no problems, and the project was started.
My first project hours were dedicated to create the backbone of the game, and the base classes in order to get graphics, animations, and input. I also added the basics of manipulating the game window, by creating a new windows every time a new room would be setup. Bad luck, XNA’s internal voodoo wouldn’t let me do the trick and I struggled around one more hour trying to figure why my new GameLoop exited at frame one >_<.
Despair poked again at my shoulder. I faced him, smiled and kicked his nuts. No way, I’m going to reuse the same window, bu updating the backbuffer size and manipulate the window as a Windows Forms C# Control. This is something I had tried a while ago by docking a XNA viewport inside a C# WinForms panel. The trick is really simple as you interpret the XNA Form not as a XNA.Window but as a System.Windows.Forms.Form, with flexibility unleashed.
The first night was going on, so I took an hour or two working on the Player Sprite and some of the Dungeon Walls and ground. I used quite rapidly to create the base classes for the animated sprites, and i derived from these static sprites as they can be interpreted as single-frame animations and save me time coding at the expense of some useless calculations. At this time I started to figure out I was going to write a ton of code to provide basic functionality to my game…. but whatever. Midnight passed and I started to code the room generation algorithm. I called it a day at 2PM, after succesfully creating a room, and implementing collisions.
THE POSTMORTEM DAY TWO:
The night was not so short, I woke up at 9AM, head full of hope since I ended last night with a positive note. A pint of Coffee and I started to hack with the room extension algorithm. Everything went well until er… stuck on this rectangle bounding conditions and the Min/Max Size of the rooms. Dammit, I just thought this was a simple thing to achive, yet I was confused as every single attempt resulted in bugs, out of bounds indices. I spent two hours struggling again on this, writing and crinkling paper. Then I realized I only wanted to write a beatiful block of code that would solve every case beautifully. I ended up by creating a dirty, huge, unmaintainable, but fully working pile of crappy code, and promised I would never lay my eyes ever on It (and prayed for It to work eternally). Then I took a break from 11AM to 2PM.
The afternoon was mainly to create enemies, assemble the game, and to evaluate what content was really useful to the game. I started playing around and I realized that the weapons I wanted to create at first were not necessary. The rooms were recorded in order to travel back, but as I disabled the recording, I found something interesting : I was thrilled to travel back and discover another room yet more dangerous than I imagined. I decided to cut the room recording and focus on the main concept of being unable to predict what would lie in the next room.
Around 5PM, I was playing around, proud that I could run my game without a crash, and without any blocker bugs. Then I realised the game did not have neither a goal, nor a game over. Then I started to think about simple goals that I could achieve in the late hours of the project. I added three variables to the game : player health, collectibles and difficulty. I assumed that the player would be unable to fight monsters but instead be able to escape them. As a progression I added a byte value that I incremented every room change in order to manipulate enemy stats (spawn count, velocity), and as a goal I spawned randomly crystals to collect. I started working on flames that would burn monsters, but no need, I created the graphics but never used them.
The problem is : the difficulty raises quite hard, that I kinda liked, but the crystal spawns were too sparse and increasing the rate would not be a good Idea, as the game sessions would be awfully short. Instead, I added a balancing for the player by adding randomly 1UP Hearts instead of crystals in some rooms. That would lead the player to take risks in order to extend its survivability. And so by tweaking the stats, the game was on. I struggled hard to finish a game (by chance I admit) , and decided that the balancing would do the trick, so you Hardcore players.
As I’m not a musician, I finally tried my best to create a simple layer of sound in order to sustain the improbable rhythm of the game. Using Famitracker (simple enough for the time left) and Audacity (in order to clean up the sound loops). I created really quick some short loops, jingles, and SFX. Hopefully the Low level Audio layer of XNA is simple enough to play loops and SFX so I did not struggle (even though I never coded a single line of audio in XNA). Finally the game was done. I gave the exe to my girlfriend in order to test It on some other PC, and I discovered It needed the XNAFX4 redist (pfew, included in the zip in time :))
Cool Story Bro, the game is Out. My first one. It’s really weird and hard, but Im proud of It.
-Tom-
WHAT I REGRET / I DID WRONG / I WILL DO BETTER NEXT TIME, PROMISE, MOM :

Ill try to port It later if I’m brave enough to dive again into this.
SOFTWARE USED:
THIRD PARTY FREEWARE USED:
You can review my entry here : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45217
I have captured some minutes of gameplay and put It on youtube here : https://www.youtube.com/watch?v=giFm_z_PjY4&feature=youtu.be
Puff, I thought I wouldn’t finish!
My first LD entry (ever) is now available, go give it a try if you feel like it! (grab a pair of headphones and close the lights on the way)
Now I just need to get rid of those “#!$## random bugs, and we’re good to go!

Finish the game \o/
I’ll post pictures, detais, links soon 😉
Ludumdare 31 is so fun!!!!!
I’m probably the only person to say that sentence, ever. Hopefully you’ll enjoy my game once it’s done!
Do I need to say that I’m in? If I do, I’m in!
So I haven’t posted at all.. believe me when I say there hasn’t been much to show.
Here is a single screenshot of Super Start World:

Tags: compo, flash, screenshot
Hi all !
Got 2:41 to do a game, with a Game Maker Studio np!
Like the theme and got 5 ideas (thought about theme whole day)… and i choose the most simple one…
Game will be in 2-players mode or maybe up to 4-players, you just have to love the multiplayer hotseat games, don’t u!
Tanks, lot of shooting, and… one button for one player !
Entire game on One Screen on One Epic Battle !
Gonna figure out a name for a game during the process 
Going to put concept on a paper and start working!!!
Just made this for a good start ^^
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/q84/s960x960/10828099_1527701350832685_5572658429761721459_o.jpg
It took me way longer than expected to complete the intro puzzle, but it turns out that the gameplay mechanic, as usual in my games, is so hard to figure out that this intro puzzle is already hard enough of a challenge 
My game is called “I’ve Seen This Room Before“. It looks like this:
This is my first Ludum Dare, and I’m amazed that I managed to make something in such a short amount of time! I’ll continue polishing it until the deadline.
Tags: ld #31
Its almost time to be posting your compo entries and so if anyone already owns Unity and was on the beta, don’t forget you have to be on a stable release (non beta) to publish to web player! I am downgrading now that way I can publish in browser and download versions.
Link to imgur gallery of some in progress pics http://imgur.com/a/Hf3ms
Screenshot:
Finished for now. Did not get all the planned content in, but at least it works. Somewhat. Hope you all had a productive weekend! 
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=3707
I’m done!
That isn’t completely what I wanted, but that’s all I could do in 48 hours.
Hope you enjoy!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46011
So, for those who haven’t seen it on Twitter, @chriskdev’s and my game “Of Carrots and Blood” seems to be going in a pretty gory (but also cute) direction.
A giant carrot, one angry rabbit and lot’s of dead carrot craving mutant children ^^
Happy game dev-ing everyone!
Tags: progress, screenshot
Glad to get my game finished, but sad at the same time because I had a lot of fun making it. First one with music! If you want to try it out, check it out here:
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30043
Thanks!


http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46521
I have something important to write. That’s what I told myself as I got out of the shower 20 minutes ago. I dried off and put on my Minecraft Creeper t-shirt that Sarah got me for Christmas 3 years ago. It’s pretty faded now, hint hint, Sarah. Might be time for an upgrade.
The whole time I was in there, I was contemplating what we’d just done. Sarah and I. Friday, I get an email from another game dev. (talented guy, BTW. played his game. It was coool.) He messaged to remind me of Ludum Dare this weekend, and asked me if I was going to attend our local gamedev group(gamedevlou, louisville,ky) event. I haven’t been feeling well lately, and hadn’t decided. Compos are physically draining. You have to expend a great deal of energy and effort to compete, to finish what you start. I just didn’t know if I was up to it. I casually texted Sarah(gamer GFs are the best BTW) and asked if she was interested in Ludum Dare,(had to explain what it was) asked if she would help me make a game this weekend. She said yes because she is awesome, and so when I got home from work, we began. We finished a game. Our first. Individually, my first, and her first completed project. I had an idea, and we started building it. After a blurred weekend of hard work and some bags under our eyes, we made a game. I’m thankful that competitions like Ludum Dare exist. It represents a level playing ground where all are equal and only separated by their techniques. Thank you Sarah for your help, brilliance & support. I can count very few people that understand & support me. You do both, and love me, still. I can’t be grateful enough. We present to you, our first game & hope you enjoy it. FULL PACKAGE: https://mega.co.nz/#!G4MmnJja!4Xrez2pwXYvFsiGVu66pLCSs-RwTktfqvft55Rys7CM Includes game executable in WINDOWS, OSX, LINUX formats, html5 web version, artwork, music, and source files(capx). Playable online version: http://fishdeck.net/lrttsw/index.html Press keyboard – p or gamepad – start to pause & view controls. VIDEO: (older version) My website: http://www.crunchpickle.comOur jam entry start slowly to take shape. Several technical hurdles slowed down the development, and in the end we decided to settle on a simpler game. Rather than multiple mini-games, we will concentrate on making small levels using the same base mechanics. Our hero will have to find the exit of each window, and each exit will teleport him to a new window / level.
I’ve finished off my final game and I’ve submitted. You can find my entry here Santa’s Stock Up.
So this was my 2nd Ludum Dare, my first being the jam for LD30 in a team called The Lag Pack where we created Escape Earth.
This time I entered solo in the comp and had a brilliant time. I played it fairly safe, making a very simple catcher style game since I’ve only recently begun using Action Script.
Bring on LD32!
Well, that’s that. My entry, “Labyrinth” is submitted!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7285
I ended up not having NEARLY enough time to flesh the game out, as is expected given that I had a very slow start and even scrapped my initial design idea after some advice from a good friend. I ended up having roughly 24 hrs to execute my actual idea, so by that standard I should be pretty darn happy with what I came out with. It’s really not up to par with my other LD entries, not at all, but on the plus side, it’s at least kind of cool, and still has the awesome music that you guys all know me for. For some time I considered extending and getting things in for the Jam instead, but….nah, I think I’ll just call it quits for now.
After some rounding up of URLs and such, I decided to treat myself to the manliest dinner ever in celebration:
I was really hungry.
Good luck to everyone still doing the Jam! Almost there, folks!

Tags: food, food photo
So I’ve put together this little arcade throwback. When I started I wasn’t sure how it would turn out, and though there is more I could have done with more time, I think this game is pretty fun! It certainly is a challenge. I’ve learned a lot and hope to participate in future dares.
So here it is! Antimatter!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45724
Enjoy!
After about 8-12 hours of spare time I managed to squeeze out of my schedule, my game is now complete! I’ve finished a multi-dimensional puzzle game that I affectionately call “The Best of Both Worlds.” It’s all about simultaneous controls and thinking outside of a single level in order to win all 10 levels.
Almost done. Added sound effects—a ding when you hit walls (me flicking a glass, pitch-shifted) and a little chord when you hit a target (GarageBand’s grand piano). Also added something simple and dumb that I’m disproportionately pleased with: the end screen picks a random compliment for you.
http://vid.mobypicture.com/50f2098875e71461423f412605c54183.mp4Tags: Fish, garageband, love2d, physics, sound
Finally I finished.
Will anyone be able to reach the end of my game?
I do not know if I could make the rules clear.
At Friday, i have a lot of ideas and some trust in my capacity to make a game, even a little of 5mn. Foolish am i ! I have only few hours to discover the software and after an afternoon, i don’t really understand it. But i have learned some things and, one who is more important than the others.
First, i would like to thanks you KillOu and LeReveur. I’m very grateful towards you because you gave me motivation and dreams. Moreover, you strengthen them. I will not be a progammer, a sotfware designer or other, but i will make my best to learn computer language.
Secondly, i don’t think i will use a second time software like Stencyl. It appears to me tausend times more complicated than the code. And not just because i have few times. I think this is not very netural if i can say that.
In conclusion, i have a great pleasure to participe the adventure. I will retry this, but probably more in August, after having learned some code lessons.
Good chance to all the participants and to this marvellous friend.
PS : my english is very bad, but it’s late and i have a exam in 6 hours, so please apologize mistakes.
so my games have a feeling right now, its a live, a baby who needs to grow, so much to feed it, now I have cute Fruits for my factory, I made art progress, also I added some sounds, and still looking for good Music
so I went from this
to this:(well you cant hear sounds)
next is to add winning and loosing, UI and such boring tasks, and then I will complete working on the Art
Dodge the obstacles and try and make it to the end, but be careful as the map expands and makes things harder to see!
My first completed entry for a Ludum Dare, in all its buggy glory. I took the concept of an entire game on one screen and decided to implement it in such a way that the camera gradually zooms out until the entire game map is visible at once. You can also make use of a ‘magnifying glass’, in which holding down a specific key will overlay a second image over the first displaying a zoomed-in view of the player. However, the magnifying glass both obscures the zoomed out map and is zoomed far enough in itself that to rely on it too much will leave the player vulnerable to hazards that they will be unaware of until the last moment.
The collision detection is a little wonky given that I had to write my player controller from scratch and some of the obstacles can be a little hit-or-miss, but it should all be beatable and overall I’m fairly satisfied with the amount of work I got done over the last two days. Maybe tomorrow I’ll see about exporting a standalone version in addition to the web player (along with fixing all the unexpected bugs that are to sure to crop up within minutes XD).
And yes, the snowman is in there somewhere 😛
After two days of hard work, Tesseract is finally complete! 
There were some things that I wanted to add, but had no time for them!
About this LD:
I’ve been lucky that I found immediately something to work on with the theme given.
I loved these two days, I hardly put so much effort on my personal projects!
Looking forward for the next Ludum Dare!
Hope everyone did a good job, can’t wait to play all of your games guys! 
I’ve submitted the game, if you want you can play it HERE!
Now it’s time to sleep (1:40 AM here!)
Good night! 😀
Revive fallen allies! Sneak around! All on mobile! (or desktop)
I’m making a submission post here just in case I don’t get back in time for submission (have to pick up a tree today).
Theme: Entire Game on One Screen
Ludum Dare 31 Entry
Ryan Andonian – http://randonia.com – @zambini845
Android:
Desktop:
You are a medic trapped behind enemy lines on an unsuccessful mission. Travel from level to level
reviving your fallen soldiers. Approach a fallen soldier and you will start healing them. It takes about a
second to fully heal someone, so don’t get spotted! Enemies will shoot you on sight.
Once you’ve secured all your comrades on the level, head to the lit up door to progress.
Unity 4.6.0f3
NGUI 3.7.7 (Not included in repository for legal reasons)
Pickle Editor
This was an hard LD, only one day free, so I made a game with squares (and music…).
it calls endless rules and I happy to have succeeded to make a little game…

I have finished my entry into the COMPO, my second Ludum Dare Game, and I’m happy with my game. Even much so that i think i might do a bit more to it at some point. The UI is basic the game mechanics are fairly detailed. Have fun playing it. Also if your interested I wrote 2,405 lines of code for this, and that doesn’t include the code that code that Unity generates to make the game actually work!
Hey folks,
I’m very tired right now, but this time, I didn’t give up early.
I used the phaser.js framework for the first time, which was critical… Nevertheless I’m fairly happy with the outcome. I learned a lot and can’t wait to make some more games in the future. Maybe some more update posts next time. Had lots of other stuff to do during this weekend.
Happy playing and rating 

Litte screenshot from my game
Got some sleep and some coffee and an egg toastie in me.
Back to work!
If anyone wants to continue to watch me draw moar furnishings, check me out on twitch: http://www.twitch.tv/taunia_sabanski
I managed to finish Packaged (The title of my game) over an hour before the end of the compo this time around. Last LD I was scrambling at the end to fix bugs and make sure people could actually finish the game.
This time around things went pretty smoothly. Packaged is a pretty simple game and I didn’t run into much trouble, there were more art assets than I initially though so that took up time I wasn’t expecting. The game isn’t without bugs, but they have been pretty rare for me so hopefully it works fine for everyone else!
Well hopefully that is everything packed up correctly! Until next LD that is.
You can check out my entry HERE.
we had a very productive day here at team bluecookie.
our plasma-screen riding viking learned a few new tricks, the world is getting better (day/night cycle) and effects like the snow look good already. we also added some sounds and music (needs to be mixed better tomorrow) and have a full day for polishing ahead of us tomorrow!
here is a short clip for your entertainment. enjoy!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43785
Boast Boat Area is up, running, and released.
Hugely unpolished, but definitely playable and reasonably fun.
I made a game. I wanted to explore the concept of having a scan line constantly pass over the screen while the camera stays stationary. I didn’t have much time for this one and spent about half the weekend implementing the core mechanic. I think it’s an interesting concept and it was fun to make. I would like to spend more time on the level design some time and try out the many ideas I had to cut. My entry only takes a few minutes and has many incremental saves, but it does get somewhat difficult.
This video shows my entire entry so if you are judging please play it first!
Click here to play and rate Scan Lines!

Tags: food, food photo

I had a blast during this weekend! I managed to make something that actually looks good ! ( I think =P )
At first I was really not inspired with the Jam theme, but it made me think in a much more minimalist way, which turned out great, because I managed to pretty much do all what I planned to =).
The game I made is called RECALL, and it’s a memory game, where you have to tap or swipe over tiles in a specific order. The order is randomized each game you play, so there’s an infinite amount of fun!
During development I realized the game was really really, hard so I created different difficulty modes, which changes the grid size, the input options (for example, only tap & horizontal, no vertical in easy) and the life points.
I hope some people like the game, my plan is to polish it a bit more, (add sfx, animations, etc) and release it on Touch devices =)
Please let me know what you think!
For my first Ludum Dare i finished with a little time. Everything is packed and working and it was a great experience.
Was my first and hopefully not my last.
Check out my entry here Tegual by Tegual | Ludum Dare 31 | Ludum Dare.