My First Ludum Dare
I hope you guys like it. It isn’t much but I’m very proud of it!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44338
I hope you guys like it. It isn’t much but I’m very proud of it!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44338
So this is my first ever entry to Ludum Dare (yay!) and I have only been able to spend about 7 hours on my game due to other things happening. I decided to go for a game based around magnets because magnets are cool. In the first hour I had magnet pseudophysics working surprisingly well and since then I have been adding random features that come to my head. There’s a few different magnet types, pickups and various physics objects to interact with and I’m quite enjoying it so far (albeit I’m playing on my own) Take a look below at the aftermath of my opponent exploding into 50 magnets (forgive the awful screenshot quality)

Hopefully by the next LD I will be more versed in unity as this is only my second time using the software (I previously made a god awful flappy bird clone based in a cave). Anyway, Back to it! Good luck everyone!
Since there’s a lot going on in my life right now I didn’t commit to LD very seriously, but joined for fun in hopes to have a few hours to spare this weekend. Still, I thought I’d have *something* to submit, since I had chosen a really small scope; but alas :/ From my previous checklist, I did manage to add TileD level file importing, a tilemap, tool for digging, a few tile types, and that resources die if they touch the environment. Game still needs escalators and a goal. Sound, graphics and menu would be a bonus 😛 Performance is *terrible* though…
Also renamed the game to “OverMiner”. The goal of the game is to mine resources, and transport the minerals to the exit. The code is rather so-so, but if you’re curious about how to do game development with Swift and SpriteKit on Mac and/or iOS, I’ve published the code on GitHub. It’s about 500 lines.
Would be fun to port this to iPad. Maybe with an online community level editor it could be pretty popular?
Here’s a gif of my progress after day 2:

Phew, this was a tough LD! But I somehow managed to get everything in in time!
The game is Super Resizer, which is played in a browser popup that you have to resize and move around to activate blocks and get points!
It’s a really experimental and unconventional control system for a game, and browsers really aren’t meant to be used like this, but I hope you enjoy it. And I really hope no one else had the same idea as me 😛

Tech:
Pure JS with HTML5 Canvas for graphics/gameplay
bfxr and Audacity for making audio
Howler.js for playing audio
Progress of Ready Set Go (RSG) in numbers
Characters: 14.715
Words: 2.391
Passages: 27
Links: 43
Today was a very well spent day on the project. The biggest thing I learned so far on this jam was to get a glimpse on how my life will be when I make this hobby my fulltime job. Even though I love making games, this will be still be a job, and it is not above my family or my relationship with my girlfriend (and future wife).
“I think there is a misconception that to build a great game you have to spent every ounce of your body to do it.” These words from Jamie Cheng, Klei Entertainment’s founder never made more sense to me until this Ludum Dare.
Tomorrow will be the last day for us to finish the game and I think we are on track to do it. The only thing left on the plot is the conclusion of the story. After that, playtest, check for broken links, and consider possible improvements.
Tags: Ready Set Go, RSG, Twine
After another round of polish and balancing, I’ve submitted my one-screen mini-RTS, Tower Trasher! Despite being busy and distracted with other happenings this weekend, I had fun attempting to work in a genre I’m not used to, and I think the result is decently fun for the amount of work I was able to put in. As always, just feels great to finish something and put it out so quickly 
I’m really looking forward to rating plenty of games this time around, the entries look super diverse and interesting.
One of the most frustrating things about game jams like this is how much I don’t get done. Every time, I feel like I got side-tracked by one of the subtasks, resulting in an incomplete product. This round was no exception.
It is comforting though, that every time I finish one of these, I get better at streamlining the process. Looking back at this, I managed to model, skin, paint, and nearly animate an entire bipedal character. For me, that’s impressive.
In the future though, I should probably stick to what I’m strongest in, which if wasn’t clear by the product I made, is coding. While I do get lazy sometimes, when I actually sit down and code, I can make some pretty good progress pretty fast.
Ok, enough rambling.
I finished. Woot! My submission had a few bugs so I fixed them.
I recorded a time lapse of my work. They are separated by day here:
Thanks for following me on this journey.
I hope everyone else learned some stuff and had fun too! I certainly did.
Well I was working on my game late last night and was feeling pretty tired so I set my alarm to wake me an hour before submission time so I could add my boss spawner and decide when it spawns. Next thing I know, I’m waking up 3 hours after submission time. Well, I guess since I can’t enter the compo, I’ll just work a bit more on it for the jam…
Just a quick update; my LD31 entry, “Sad Little War-Bot”, is now up for Windows, Linux, and OS-X!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=28370
One of the great things about using ENIGMA is that porting was a breeze; the Windows port took literally 20 minutes. The OS-X port took a few hours, due to a bug with mouse positioning. I’ll be pushing a patch upstream for this.
Below is a screenshot, but for now I am super-excited to get started on all of your games!
This event marks my two year anniversary for making music. Ludum Dare created an opportunity for me to make music for the game I wanted to created. Over the past two year I have created 141 various sounds.
All the songs that I have created and posted to SoundCloud are free to use with attribution. So please go ahead and use them if you are planning on entering the Jam competition. Message me if you decide to use them, I would love to see your awesome work.
I’m near to have a playable version of my game, but now i’m sleeping in front my laptop. I hope I can continue the development on my work. Here I leave a little image.

I only need to add some logic and it’s done. Thanks for reading
Congratulations to everyone who submitted for the Compo! Such a challenging thing to do.
Our Jam game is quite behind schedule and the artist/musician is working tomorrow so it’ll just be me coding and throwing stuff together alone. Quite a few features will have to be dropped but hopefully nothing essential. Mostly what will be left out is just polish like visual and audio effects that would make the game more intelligible to play. This is a quick screenshot of what the game is looking like at the moment. Its playable but a core mechanic, fighting the evil Squirmies, isn’t done yet.
Gotta go to sleep for now, but it was a lot of fun to play and rate everyone else’s games. See you tomorrow ;D
I’ve been radio silent, but I got my game done a while ago. I ported to Kong and now I’m off to review some games!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39935
Game is finished, but next time i have to spend more time on testing and creating of music.
—————————-
Tools used:
Language: pure ActionScript 3 (without 3rd paty libs)
IDE: FlashBuilder
Graphics: PhotoShop CS3
Sounds: sfxr
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46239
Yay we made it! Two programmers, two ish days and too much caffein = one weird game!
Hope you guys enjoy it, we had a blast making this game!
“We” means SeriousCreeper and XekeDeath.
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=3915
It’s been my first Ludum Dare in a year and it was a quite a ride. For those wondering, it’s a game where you’re trapped in a labyrinth of monsters and each successive stage loads in behind you when you’re not looking (thus condensing the entire game into one screen, in a sense). The game had a lot more potential in it, but I’m quite happy with how it turned out and the new code/mechanics I created during the event.
Woooh. Finally done. Very tired, but will rate some games before I head to bed. I actually managed to finish the game with a reasonable degree of polish and gameplay. That’s a win in my book.
The driving can take some getting used to, but the drifting is so satisfying once you know how to use it along with the power ups to manoeuvre. I would love to have put in more power ups like rockets or saw blades, but a rule of Ludum Dare is to run out of time.
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=9841

Click Me. Im A Gif.
I did it. I made a game and god dammit its really fun. Grab a friend and start Kerfufflin’
Bring your xbox controllers for xtra fun.
Click here to play!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26967
My entry is called Cultural Influences, it is a satirical interactive experience that you will either despise and hate or laugh at.
Without spoiling to much of the experience, here are three of the screens/levels/environments.
I will be writing a full Post-Morteum later on, I usually wait until after comments have come in. There are several things that I want to get out now so here goes.
Firstly I had a lot of fun making this, Going into this Ludum Dare I knew that I wanted to make something that used an art approach. I recently graduated with a bachelor degree in Studio Art my emphasis was in Printmaking and Photography (I’ve done photography games in the past). This time I wanted to bring my printmaking background into it. All of the drawing were made in photoshop on a graphics tablet. So lets examine the art style a little shall we, at first glance a bunch of readers probably moved on already, the drawing style has the reputation of being able to be drawn by a child. The inspiration is drawn from about three sources, the first source is Ancient cultural artwork (Native Americans, Mayans, Egyptians, and so on), Second part is what is known as Outside Art [to most of the world, Art Brut to some] This is such a widely varying style that it is hard to give examples, basically Outsider Art is made for a small group of people to understand and not mass appeal to a large institution, The third and final bit of inspiration comes from so called Folk Art (Folk art and Outsider Art are often times the same) the emphasis with Folk Art is in story telling, and conveying the information, they would do this by emphasizing some elements and getting rid of others. With these three art styles I think brought my printmaking into it, I could screen print even single background that I drew extremely easily. In Screenprinting and most printmaking processes you work with blocks of colors, and don’t have the ability to create shading. So that is the reason and inspiration behind the art, the next bit that I knew I wanted to pull in was using my voice and experience from doing Let’s Plays in a way to narrate the story. The bottom line I had a lot of fun creating this, and I am happy with how it has turned out. This brings us to the next part.
The second thing is I already plan to release a post-compo version. There are several features that I cut out due to time, and this sort of game could always be expanded. I think my single biggest regret is my lack of ability at making music (background music is just from Abundant-music) I think that music for each stage could really push the game to the next level. So now the question is, would anyone be interested in creating music for the post-compo version of the game? It would be something like 6-8 20-30 second long songs. If you are interested comment/tweet.
This has already grown longer than I intended, so in closing I think what made this so much fun to make was the usage of cultural references (Books, songs, and games) and other cultural happenings that I’m not going to spoil. I will be making a post in a week or so that lists out where the experience draws inspiration from. But now it is time to get started on playing and rating some games. 
Vote for our game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46418
DON’T USE MEGA.CO.NZ!!!!
When people try to download your game from there, Chrome blocks the download due to it being “malware”.
A PSA from your friendly neighborhood terrible-game maker.
We were able to finish our game in time 😀 Do check it out! After some much needed relaxation, I’ll be sure to rate and play a whole lot of games!! Good luck those still working, condolences to those who dropped, and a high five to those who made it~ Night all.
It took me a few hours due to various ageing pieces of software no longer working (JPEG to AVI converters to be precise). And it takes a while to convert 10GB of JPEGs into 30GB of AVI video and then into 30MB of MPEG video (no, not joking, 30GB -> 30MB…) Anyway, then Lightworks decided to die on me, so I had to revert to Windows Movie Maker, which does its own conversion upon import, then rendering, which took about 30 minutes in itself, then uploading to Youtube, and the processing that Youtube does, and lastly re-processing it with audio, pulled from the Youtube library. All in all, not the most pleasant of experiences. Still, it’s up now. I hope you enjoy. (I cut out sleep, and there isn’t a whole lot of time when I’m distracted.)
Engine is finished, time to start making the game!

Rachel has gone from ZERO to INTEGRATED INVENTORY in less than a weekend.
(Keep in mind that this is the first time she’s ever used Unity… or even created a video game. Period.)
BEHOLD THE FRIENDLY TEST DRAGONS. THEY ARE DRAGONS, FOR TESTING. THEY ARE ALSO FRIENDLY.
I’m also off on a good start with our murderer. (He’s not so friendly.)
We’ll have to see how those shoulders square up when I size him down. He’s like a brick house at the moment.
Going to bed now! Twitch stream will be back up once I’m up — and, most importantly, caffeinated.
Signing off.
So that happened:
You can see our game presentation/pitch
here http://garage48.org/riga/live
starting at 00:33:23
+ see our whole team when we get Runner Up Prize at 02:36:00
That’s we with Bee Hive Planing on the board behind us!
Vote and leave comments on our game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46418

I finished up my 48 hour “Entire game in one screen” game! It’s a prison escape game where you have to utilize the items within the prison cell to escape to freedom! 49 hour livestream of development @ http://www.twitch.tv/selzier
*** Try the game out here, and give me an honest vote! ***
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45688
I also do “Let’s Plays” for Indie games and jam games at my youtube: http://www.youtube.com/user/selzier/videos
Get in touch via twitter & I will play your LD31 game! http://twitter.com/Selzier
TMO: You’re the game designer of a new and exciting MMO!
MMO players are a demanding species.
They will want awesome quests to set them on their way. Thrilling battles with ferocious baddies. And after they’ve slain the beasts they will have many a trinket and treasure, so make sure there’s a shop nearby where they can sell their bounty.
Your boss said you have complete control over the MMO World. Huzzah! There was one *tiny* limitation however: because of “technical reasons” it needed to fit on a single screen.
Here is my entry for Ludum Dare 31 Compo, it’s called Jumping n’ Jumping. This is my second ludum dare. i think i did better than the last time, both time i learn a lot!
Now i’ll work in the post-compo version, but slowly!

I submit yesterday but forgot to mention it here!
Play SCRAMBLE SLUG Now! Comments welcome…
Please test my game here : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=3553
A whole arcade game on one screen:
– Land off with your space ship
– Cross the space and avoid enemy probes
– Fly over the town, beware of the rockets!
– Drive an armored Jeep to penetrate the enemy base!
– Walk with your gun in the enemy territory to destroy the nuclear core!!
How to play:
– Press space to land off
– Use arrows keys: left to reduce speed, up/down to move, right to increase speed
– Press X to fire, C to drop a bomb
– Destroy the fuel tanks or you’ll run out of fuel!
– In the Jeep, press up + X to fire at the roof
– At walk, press up to jump, fire a bomb on the core to win
The game is hard, but it’s by purpose! Enjoy!
Making of:
– This game was made in 15 hours with Love2D on a Mac Book Pro
– Every line of code (around 1000) is made from scratch
– I’m 43 years old, and my real work is to produce video games…
– I’m a big fan of retro gaming, so the game is inspired by retro games
– Sounds from SFXR, art made with PyxelEdit
Tags: love2d
I am very pleased to have participated in my first ludumdare.
I would love you to experience and comment on my game so I can have a better participation in the next event.
Help the character to find the level exit.
But be careful not to enter the darkness because of abstinence character by computers.
Tags: Go Out Screen, ludum dare 31
We got some screens set up to mock up what kind of game Thief of Insulo will be. The game itself is mostly done, we just have to build levels and get some music in there. We might just finish with enough time to get our real day-jobs work done…. :’)
Tags: ld31
Really happy with the results of my 2nd Ludum Dare. I spent a while trying to figure out what kind of gameplay would go well with the theme, because I really wanted to integrate it into my game. Turned out pretty neat! Thanks everyone for another great Ludum Dare!
<< Previous Post || Next Post >>
Original Post | Update 1 | Update 2 | Update 3 | Update 4 | Update 5 | Update 6 | Update 7
>> Play The Game Here!!! <<
Lazy morning here at the HotMilk COWorking. Only couple groups showed for the Jam (it was an intense weekend…)
But the game is Playable now, we can start adding the assets =)
And talking about assets… check this
that’s our Guraná-Seed-Boss!!
Today was a somewhat frustrating day. Until just now, I didn’t feel like I had gotten very much accomplished for the time I spent – but comparing it to where I was last night, it’s some pretty significant progress.
Accomplished today:
Right now, things are looking a bit like this:
I spent way too much time on stupid hangups. Pathfinding gave me a lot of grief, and I spent way too long fighting with the regex search and replace in MonoDevelop for no good reason.
The number of things in between me and a finished game seem manageable now:
This is a much more ambitious project than I took on last Ludum Dare. Oops.
Tags: progress, screenshot, unity
I noticed only this morning that some .pngs of my game have wrong transparency! (Yeah, I was really tired yesterday! D:)
Is it ok to fix them? (They’re just 4 .pngs 64×64)
Thank you! 
So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.
Got a ton done today – everything I told myself I would and more:
Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.
I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.
As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.
The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.
Anyways, Unity 4.6 has a great UI system, and good luck!
Tags: 2d unity, day 3, day three, jam, platformer, progress, unity, update
Made tons of progress today. The ants are building some pretty interesting tunnels. Still tons more to do though. All of us are having a blast and are pretty optimistic about how the final product will look. We may finish this game yet!
Since I forgot the summary last time; Puissant is your standard collect resources and defend your structures type of game, but with ants. The interesting part is that you don’t have full control over the ants. You can only (strongly) persuade them in certain directions trough the use of different pheromones. How long will your colony survive?
Game is now 100% playable, but there’s still no sound and music. There are minor things to improve like ball sprite and adding X360 controller support, but it’s not the priority. Whole game is on one big pinball board. Game camera is static when screen has 9:16 aspect ratio, and there’s scroll if screen is wider than taller, like those classic DOS/Amiga pinball games.
Now it’s time to run around the house with phone and try to record things that sounds like a pinball machine:)
Oh my god, oh my god, oh my god!
The team is rushin’ like craaaaazy but we will be able to finish. We just hope to have enough time to integrate some of the latest cool assets we made last night.
We are tired but thrilled, LDJAM31 clearly is a super cool experience.
Good luck everyone!
Much love.
@FergusonTV_LD31
So… turns out I forgot to disable some menu links when the menu is invisible, which means you can accidentally click them during the game… which immediately kicks you out of the game and opens up my website in a new tab. Annoying as all hell if you’re in the midst of shooting rockets at the time. I’m going to go ahead and say this should be okay to fix without disqualifying me, but if anyone disagrees… let me know?
Herp a derp.
edit: Double herp a derp. Apparently the end game screen wasn’t showing up AT ALL. Way to go me!
Tags: bugfix
Tags: ld31
People were commenting that my game was hard, so I made a video walk-through :).
Try it here.
Despite a lot more work being done on the second day than the first, I’ll be entering the jam instead of the compo. Unfortunately, I spent too long thinking about and half implementing extra mechanics and ended up still lacking one of the main ones, enemies. Luckily, just about everything else is done by now, so all I have to do today is added a few enemy types; stick some kind of dynamic spawner system in there so that the game becomes increasingly more difficult; and finally polish up some sprites and tweak some controls and collisions.
This image should give you an idea as to what I’ve managed to get done so far. Probably worth noting that the camp fire and hot coal melt snow around as planned. They also cast light, which wasn’t planned as it wasn’t originally supposed to be dark. Then I realised, “it’s clearly winter, surely it must be dark”. Took me an embarrassing length of time to get the light effects to work properly. Could’ve saved myself roughly an hour of experimenting if I’d done this before. But that’s what this competition is all about, forcing you to learn and allowing others to learn from you.
I was pretty busy this weekend and also started coming down with the flu or sth. but i wanted to make at least sooooomething, so i glued this together:
It is Snoikaman, a remake of the great perestroika game, but this time as a metaphor for the work we live in, riddled by the man-made greenhouse effect that is ignored by so many ppl.

Snoika man
Too sick to write more, just happy i made it (could just find 6h this time), will write more when i feel better…
Goeth forth and codeth
I played as many games as possible now. Being a Mac user, the game buffet is unfortunately a bit limited. But I thought I would throw out some recommendations so far anyway:
For aesthetics:
Dissidence by caporaltito
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20076

For Arcade fun and polish level:
The Floor is Lava by Slashee the Cow
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29123

For finding my weakness(2D in 3D space):
The Screen Pass by Tater_hater
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21618

Now I’m off to find some more games! If you can recommend some to me, leave them in the comments! Shameless self-promotion is a-okay!



Finally completed my first LD Compo, whooo hooo.
A further retrospective to come for the game later this week, all I can really say is I’m stoked I finally completed one and that I managed to do two things I’d never achieved before in games.
1. physics – no more simple collision detection for me.
2. Game Pad Support – No more keyboard only games from here on in 
I admit it’s not the most complex game in the world, but that’s not my thing.
Please play/rate/ provide feedback…
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26938

Spockey – Hockey in Space
Spokey – Hockey in space…
Thanks,
James
And seems like you learned quite a few tricks too, which is always a big plus (and one of the things that make events like LD so enjoyable to me too). Now, hoping you’ll do well in the voting as well!Ludum dare 31 was awesome (like always). Great games – great community! Can´t wait to play all your games all night long!
I’m at my dayjob right now. I’m not sure what to do to fix that game bug.
The Music is not displayed as a timeline but it could help understanding what happens so I consider implementing that first.
However I will not have much time after to release the game, so… not sure what to do.
I really am proud of what we’ve managed to accomplish over the course of two days for the LD Jam:

It’s even better with all the sounds! Seriously looking forward to releasing it tomorrow for everyone to try.
Follow @teltura for more updates as they come!
Submitted my Jam entry. Its a fairly basic game and so far its only has a Linux build, so not expecting many votes 😛
This LD my main goal was to move my tech forward and see if I could successfully use it for the Jam, for the most part I am pretty happy with the resulting progress. Though the game is very basic, creating it has proved out a bunch of stuff with my work-flow and has driven the fixing of a bunch of bugs and building missing features. Game jams are a great way to push development and have a lot of fun at the same time!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=846
Good luck to everyone still working, and congratulation to PoV and the team on another successfully Ludum Dare!
Compo submission is over. Is it ok to change a sprite to add the words “Exit” (to clarify game mechanics)?
We just put out another vlog! CHECK IT OUT!
Also check out the rest of our stuff!
Check out our first vlog here: https://www.youtube.com/watch?v=98g2lH0XOx0
Check out our second vlog here: https://www.youtube.com/watch?v=4uCNs2QJgtw
Check out our third vlog here: https://www.youtube.com/watch?v=SSJTXOq3YMo
Check out our livestreams here:
– Daniël Konings: http://www.twitch.tv/PlasterPhantom
– Riko Ophorst: http://www.twitch.tv/Sanctumed
Tags: dwindling fire, jamplifier, ld31
My entry, Blue Window, is submitted for the compo and playable here.
This was my most relaxed Ludum Dare dev cycle yet! A lot of things went right for this, but the biggest one was that I was in “content production mode”, just designing levels, by the end of the first day. I naturally did end up coding up some new toys for the last few levels a few hours before submitting, though ;).
I got all self righteous and puffy about the the topic, so I set out to do something in 3D despite the implied design restrictions. I’ve seen a good few other entries with “one screen in a 3D world” concepts, so I’m not exactly breaking the mold here. I’m pretty happy with the concept, though.
I had a prototype of the rendering working in a few hours:

Unity’s RenderTexture and using different layers for objects that were only visible via the screen were most of the work here. The rest was spent fiddling with the overall art style and the screen camera’s rendering settings to make the screen’s contents look unique/different from the rest of the world.
I had a go at making the screen’s texture size dynamic based on your screen resolution and bailed once I had unexpected aspect ratio problems. Fortunately, I think having pixelation in there helped it look more like an in-game object, rather than just some magical hovering portal.
My chief focus for the first night was getting the actual crux of the game design implemented: being able to click on the screen while it’s up to activate/deactivate otherwise invisible objects in the world.

This involved raycasting from the mouse world position for the player’s camera until it hit the “blue window”‘s screen, and then using that to find the pixel coordinates of the clicked location in its texture. Then I figured out the world position of that texture coordinate in the blue window’s coordinate system, raycast from there, and figured out what the user was hovering/clicking.
It ended up being a fairly late night, working from about an hour after the 7pm announcement time to 2am after a fairly late and strenuous day of real-world work. It was a great start to Ludum Dare, though!
I accidentally left my alarm on and woke up at 7am. That sucked.
While inspiration carried me pretty late into the first night, I’d definitely had a long week leading into this, and I felt it waking up the next morning. I stumbled and bumbled through until I could get my footing. I managed to test the physics of what I’d implemented and then Chipotle finally opened. This really just involved making those pillars physics objects and then fiddling with the logic for that activate/deactivate label *a lot* so that it would stay somewhere comprehensible once things started moving.
By 7pm I’d gotten vertical fog and respawning working, stuck a bunch of hanging text into a level, and had a mostly functional tutorial.

I’m pretty slow at implementing vertical fog for someone that spends so much of his free time working on a game about clouds.
After coding the level exit logic I then moved on to designing the next two levels.
From the designer’s perspective I’ve always had a hard time with puzzles. It’s very hard to not see *every* bit of progress that the user makes in a game as “move forward, click on things until progress is possible, repeat”. Naturally, that’s not how I want the player to feel.
I tend to just see through the design of my own game, so I concentrated on making things fun, pretty, and with relatively obvious but explorable game mechanics leading into a bit of player education before any challenging stuff. Basically, I gave up designing fancy puzzles and blew things up instead.
I spent the first half of my last day fiddling around with GarageBand, making a song to play to. Then I finally managed to write that “resume playing from the last spot you were at before the level loaded” script that all of my Ludum Dare entries have desperately needed. When reading the docs on the playback time I was fetching warned that compressed streams could be off by some amount of time. Perfect! It results in the music stuttering and/or glitching when you respawn sometimes. I like the effect.
Actually, I probably spent most of that morning tearfully singing along with Rivers and Roads. The dog didn’t seem to care for it, but it was a pretty good way to reboot.
After taking time out for a rather nice lunch with my parents, I figured I’d had a nice long break from all of that coding stuff and dove back into it to make a new obstacle for the last few levels of Blue Window:

I made a normal boring “1 beam, no spinning” version of this as well, but naturally the spinny 4 beam version of the death beams was the most exciting one. That was done by 2:30, leaving me 4.5 hours until submission time to actually use the thing.
I’d set a goal of doubling my level count on the last day, and I managed it! One level each for introducing single beam and spinning quad beam lasers, and then one last level with a ton of lasers and a bunch of spheres to drop while running downhill.
And that was my Ludum Dare! I should go to work now. After that I’ll have a fun evening playing your games! Great work, everyone! It was your posts and progress that kept me inspired and on task throughout this.

In a few hours I’ll wake up and draw the player’s units and add basic A*, turn-based movement, and tweak the combat system until it’s fun. Throw some music in there, sound effects, my narrations, and a title screen. Needless to say, I moved from compo to jam and may not meet the jam’s timer but I want to finish.
After what seemed to be a day of writer’s block, I was finally able to finish my game as my 2nd Jam entry. Uploading the actual finished game was a pain in rear due to the effects of Typhoon Hagupit/Ruby affecting the Internet connection in my house. However, I eventually managed to pull through.
Sit back and enjoy my entry.
I wrote a making of Zombietron on my blog: Making of Zombietron 2048. It features a walkthrough of the relevant code and some tidbits about making a game with ImpactJS and ImpactJS PlusPlus.
A bear was one day making a sandwich to find that his family were murdered right there before his eyes by the notorious spacegang; the Yumyum bread boys. Now an empty husk of a bear, dead on the inside, he roams outer space to take revenge on the gang, made up of floating heads shooting deadly cigarettes from the eyes.
This game is a social commentary on the fabric of our decadent society
This has been a completely different gamejam for me – I usually do art however this time round I decided at the last minute to work together with my friend Amy on art, while I used the opportunity to learn some game maker and drink beer
Controls: WASD, space bar, and M for Maim
We are implementing and fixing like crazy! ![]()
Kind of proud of the intended #pun hidden in the logo of my first #LD31 entry. https://t.co/XI9Z87isFh
— Mattias Wargren (@mattiaswargren) December 8, 2014

Booty Chaser!
Started this really late and so only had a few hours to work on it. Kill other pirates, steal their booty!
Didn’t get the chance to quite finish it, but it’s playable.
You can get it right over here.

Good luck everyone who’s still jamming! 
As you can see, I wasn’t able to finish in time for the compo, I was sick the whole saturday and wasn’t happy with my game by yesterday evening, so I decided to just enter it on the Jam.
Here’s a screenshot, just polishing up and thinking of a name!

All right – it’s time for shooting and spy action – T.E.G.O.O.S. is the secret code – what does it mean?
Pictures:
Also featuring an easter egg!
Go break the code and save the world!
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35464
Right. Until I say otherwise, any attempt I make at committing to an entry is false.
I really need to find a mythical game jam that lies on a weekend where I have nothing on. (I have at least 10 of those a year, they just never seem to fall at the same time as a jam!)
Not Making It gameplay explained in six (6) seconds. #LD31 #LDJAM #gamedev #LD48 https://t.co/hggKThmXTa
— Mattias Wargren (@mattiaswargren) December 8, 2014
Tags: gameplay
After failing to complete my first idea I started to work on a new concept about 5 hours before the deadline.
“Oven” is the result of this super crunch.
The game has some bugs and crazy physics things but hey, nowadays those are part of the gameplay (Goat-simulator anyone?).
Feel free to give it a try and see how yours will turn out.
You can play it in the entry page!! 😮
Our Game for #LD31 has been converted into these 2 Platforms and for free !
Windows 8.1 :
http://apps.microsoft.com/windows/fr-fr/app/night-of-slaughter/dd8db6c2-5c42-4877-91f8-23ac7cf177e0
Windows Phone :
http://www.windowsphone.com/fr-fr/store/app/night-of-slaughter/91a795a5-b29c-4ab1-8586-18627f7a9c90
To vote for Night of Slaughter :
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19882
And our facebok page :
https://www.facebook.com/pages/Logiciel-Allan/143396825707708
Thank you , if you vote for us post a comment on Night of Slaughter page with our game and we vote back 😉
Crazy game this time.
Did a scumm like adventure with a black and white pixelled style.
Not as long as i wanted it to be, but enough to have a a good experience 
Hope you enjoy it.
Try my latest Ludum Dare game Dark Matter 😀
<< Previous Post || Next Post >>
Original Post | Update 1 | Update 2 | Update 3 | Update 4 | Update 5 | Update 6 | Update 7
>> Play The Game Here!!! <<
The final version of the arena will remind the world 5 from Snes Bomberman (with the crowd cheering).
Here are some of the items…


and the game is not nearly complete
Keep going!I managed to complete my game for the compo just in time, with about 3o minutes left to submit. It ran fine on my Computer, but as soon as the first reviews came in, I only saw “Can’t run it :(“, “Cannot Run.”, and “This looks really fun — but I’m getting the same issue”. I’ve been trying to get a working build out for a few hours now, and hopefully I’ll get one soon…..
Santa’s Reindeers
First time for me and I’m actually really pleased with my finished game. Check it out! I’m gratefull for every little bit of feedback i get. Happy test playing and rating but first, SLEEP!!!
frokes
Despite I told I’m in, at the end, I was too busy to join LD#31.
Good luck to the other contributors!
It’s the last day for the jam !
used gimp for graphisms, coded in java with JMonkeyEngine + Dyn4j for physics and used a wip plugin (JME3-dyn4j-plugin). Music done by a friend, listen here.
See it live here
It’s Alive ! 😉
So i havent participated in LD for a while now. It was about time to refresh my programming skills and try again solo. I chose html,css and Javascript for coding which was a really bad idea. Since i only had one day to make my game i shouldve choosen an editor instead.
After 10hours my code was messy and the game still unfinished and unpolished. I decided to publish it anyway, so i can look back at my achievements (and mistakes) when i decide to join LD the next time 
Maybe some day i will finish this, maybe not …
Anyway, thanks for reading (and trying out the first finished minutes of Idle Civ)
Cheers, Mirko
Hi guys! on our part we’ve made a game that makes you a baby sitter, YES! A baby sitter simulator, kinda weird idea but my partner suddenly thought of it and BAM we just went through it hahaha.
Just some code cleaning, some more feature implementation, and bug fixings and we’re done. Hope you guys will like it once we submit it! 😀
Damn we’re loving our first Ludum Dare experience so far! and now were convinced to join the next Ludum Dare too!
Anyhow this is a screenshot of the game: 

Actually it’s done since the compo ended but whatever
HEY, that’s it! Congratulation to everyone who did the compo! And good luck for the jammers.
I’m really happy to have participated at this ludum dare: I’m enjoying some of your games and I’m proud of mine : oYo.
oYo is a simple elegant game, shoot the white ball and apply effect on other balls to complete levels.
You can play it here.
I hope you’ll enjoy it!