I uploaded my timelapse video on youtube. Check it out 
You can play and vote here.
I uploaded my timelapse video on youtube. Check it out 
You can play and vote here.
I’ve been trying to look at my author page… and it seems like it won’t populate with my entries or whatever. So I’m making this post to see if things will show up. Sorry for the semi spam… though I did participate in the Ludum Dare 33 Compo!
Edit: Seems like you need to post at least once for it to populate. Guess that’s a good note for anyone else who wants to know!
Okay, so this time I managed to enter the Compo! This is great – last time I could only enter Jam, and the entry was far from finished. This time I’ve managed to finish something playable – and mind that I actually had no real idea how to work with JavaScript and knew *nothing* about Phaser, so I’m actually glad I did anything!
Hey, if you want to see the game, feel free to do so:
Now working on a timelapse and postmortem post, because unfortunately tomorrow I need to get back to my daily job. ;( Anyway, I’ve had lots and lots of fun! Thanks!
Also, to all the jammers out there, good luck! And if you wanted to enter the Compo, but went into Jam instead because your game wasn’t ready – don’t worry, what’s important is that you’re still fightng! Don’t stress too much about quality – as long as you’ve learned anything during last 2 days, it’s really, really great! 😀
Tags: entry
While i made great progress on the first day, I didn’t manage to do much of anything yesterday. I overslept, I had to go buy groceries as I just returned from a trip hours before the start of this LD, and and and. I only managed to do about 3 hours of productive work yesterday.
Alas, not all is lost. I still think I might be able to finish in time for the Jam. Might. There are still no sprites, no sounds, no music, no real levels and combat is basic at best and there is only one enemy type with a really stupid AI.
While I would like to show some screenshots, I didn’t prepare any, but there shall be some soon
For LD33, I collaborated in a team of 4 to deliver Ev0L. In this game, you are the “virus”, strolling through a human body and contaminating all the cells, and trying to reach the heart. We had 2 programmers, 1 designer and 1 artist, and I participated as one of the programmer.
I also produced the music, but since it’s an old song, the audio won’t be counted for the jam. Feel free to comment on it though 😉
Please check out our entry at: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57566
After 2 bad Ludum Dares, finally the third a lot better. I’m glad with the game, even if there are some missing parts. Avoid bombs and defend your mountains!. Hope you’ll like it.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=40682
You know, I should put the pictures I drew between coding bits up. So they’re somewhere (:
Lil’ guys (called ‘Smileys’ and ‘Frownies’) (and work stages)
The ‘room’ graphic; various things would be put in front (chairs, beds, office furniture, plants, shop tables, etc.)
Loads more to do with the gfx to get it going for the game, and we really needed more ‘game’ before I spent more time on the gfx.
Come check us out on Twitch!
Programs @Diver__
Arts @EncryptedCow
We’re still working hard on our jam game here at Literal Games, and we’ve still got so much to do! Sound effects, final graphics, another case to write, and most importantly, polish!!
Our stream is still up, so come watch us if you’re feeling the post-compo blues!
Timelapse coming soon!
So, this was fun. Even though I missed 5+ hours because of family business, I pushed till 3+ in the morning on both nights. Yup, European timezone. I did spend quite a lot of time on the backgrounds / art, so I hope the ratings reflect that. But it cost me some polish – I had to rush the endings in the last minutes, test them, fix them, etc. The last minutes were very hectic. I did play around with the radio track for quite a bit, but I don’t regret it. It’s simple, but it sounds quite nice. And it’s officially my first game soundtrack ever! (That is actual music, not … deep sinewaves playing random patterns)
glitchy~
The story might be confusing, here’s how it was supposed to go:
I know, it’s somewhat ominous and doomy-feeling, I like that kinda story. Maybe it’s for the better that I couldn’t finish it 😀 Oh well.

Hope you enjoyed this game, looking forward to playing / rating yours!
Finally feels like I’m getting somewhere (with 16 hours to go, I should hope so). Here you can see the unit interactions of my RTS-lite dungeon keeping game. The wolf pups all aggro on their own and nibble the pathetic Knight to death. For great justice.
If for some reason the gif above isn’t loading on this site (I had that earlier), you can see it here.
As you can see, the unit selection/movement is also working (though the selection glow is bugged for some reason and only shows up when it feels like it). Next I need to throw together a dungeon, then a simple pathing system for invading heroes, configure the prefabs for the remaining units/buildings, and baby, you got a stew going.
After 57 very interrupted hours I finally finished my game for the LD33 Jam
If you want to play it it can be found here
Ok so now its time for me to go to sleep, I hope everyone still working on their games are having a great time
Finished LD33 by cutting it real close. Last hour testing before packaging I find a bug that is only in the packaged build and not in the editor. Very heart-pounding moments to be had.
I am very happy with my entry, I seemed to have had enough time to do, not everything on the original design list, but everything I was trying to make. It feels like I was able to realize every piece just enough so they feel minimally complete instead of rushed.
Looking at other entries I have to say that this theme has inspired many of us. There are some really nice creative entries out there.
I’ve had two posts now that seemed fine and dandy for the first five minutes of being up, but then suddenly decide that the image isn’t worth loading. Anyone else having this issue?
Day 2 of Ludum Dare 33, things are moving smoothly so far. Since the game has no level design the second day was exclusive for modeling and programming only. If you want to read more about Day 1 check it out here.
Color Related Items.
Starting the day with a nice coffee and a little bit of research for flowers. We thought that if we took the meanings behind certain flower species we could make a connection between their meaning and their functionality in the game. However, we decided to change this approach. Adding fantasy to the flowers would make them look more “magical” so to speak.
Take a look at this rose for instance. It is made out of Ice. The Crystal petals add a very nice effect too making it look as something more than just a normal rose. If you look closely too, you will realize how nonuniform its petals are. This design approach was taken to better visualize the chaos of nature. Unlike the Order’s Items which you will see later on this blog post.
The same thing was done for this flower (The Glass Flower). You could see that each petal reflects the other petals giving the flower a very glossy/glassy feel.
When it comes to creating something for a group like The Order one must think of how “ordered” they are. When creating their items we took a very symmetric approach with modeling them. The items we created include landmines and shock-poles.
Although these two items are low-poly. They are very organized, symmetrical, and smooth with barely any rough edges unlike the items related to Color.
Also modeling of the Order Soldiers and Color started today. Since Color has more randomness she is taking more time to model as we are literally modeling her one polygon at a time. However the Order Soldiers are very symmetrical as seen in this picture.
The inspiration for their design came from Storm Troopers, who where inspired from uniforms of older Nazi Germany and right now are inspiring films like The Hunger Games and more. The bright white attire with black touches and accessories.
Programming
The game mechanics were finished today, everything works fine. However, it needs more beautifying, and that’s for the Third Day.
We managed to test the items and mines and also managed to rig and animate the character in a such a short time thanks to Mixamo for their unbelievable service.
Here is a nice screenie showing what we reached in the game.
I know our beautiful monster is not yet to be seen. But we are leaving best for last.
You can also read this post and more on our website.
Making progress
Tags: 2D, 33, art, game, jam, lab, majestik, monster, mystery, pixel, postmodern, professor, security, smokew33d, unity, yaranaika
If you want to play to a short game, telling a gloomy story, you really should try Amnesia
(A browser game, no download)
After a night of rest, we managed to export our game for WebGL and Web Player version.
Now you can try your Road To Hell in Web Player and WebGL version and also in PC version.
So we would like to hear from you what you think about our game, thanks guys, this ludum has been great.
We are on the Highway to Hell!
LINK: Road To Hell
So I have my game uploaded and ready to be played.
Some of the games mechanics are little bit buggy, but fun.
If you want to check it out click here.
I used to jam a LOT – LD, OneGameAMonth, etc. I once made a James Bond-themed game every month for a year (here). But time marches on and things change – partner, house, job – plus I’m the sort of person who just likes to be *doing* something all the time, so picked up several other hobbies that gradually wore away at my game-making time as I got deeper into those. I’m in my mid-30s, by the way, web developer by trade for about 15 years; a fully-fledged adult who buys fences and carpets.
To top it off, a little over 10 months ago my partner and I welcomed into the world a baby, which kind of put the kibosh on any sort of free time I thought I had before, but in the most awesome way. Babies are great – they’re like Tamagochis that will eventually do the washing up and inherit all your debt (I maintain if you want to gain an insight into objective design then get one and start putting things in the way of whatever they’re trying to get at – you’ll see how their brain works solving your barriers. Then make it gradually more difficult…)
So my point is, things come and go, your enthusiasm will wane and you’ll get tired. But eventually it’ll all come around again and you’ll find yourself enthused with renewed vigour and spunk. Next LD I’ll be up in the compo like nobody’s business.
Also I’m basically excusing myself for uploading an old game to the LD Jam: GOOD MONSTER, BAD MONSTER
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=26228
Enjoy! 😀
Maul the sheep. Cursor keys to move. Go for the sheep’s necks!
Finished a little early this time! Justice Five is my game for Ludum Dare 33!
I’m seeing so many great stuff here, guys! Looking forward to playing all of your games!
You can check my entry HERE.

Itty Bitty Bites is a isometric brawling game, about beating up other monsters and consuming buildings for the highest score.

The game features controller support for up to 4 local multiplayer participants.

Eat the building blocks and let the mayhem begin!
Play it now HERE!
Tags: AndyJamesAdams, awesome, Bites, Bitty, Controller support, cute, dkkarate97, fun, gamedev, Itty, Itty Bitty Bites, LD33, ldjam, monsters, multiplayer
…to think I could finish. But to push myself a little bit I’ll show you my little test-island with my little isle-inhabitans and my monster. Most of the time was spent to get those little people some mind in its mesh-head so it wanders around the isle but flees from the monster(the player).
Now I start with my basic gameplay. Catch and kill the little guys for score. Avoid them to run in the water, cause they will drown.
Let’s see 😀
I was just wondering, do you guys prefer playing games in browser with HTML5 or downloading it for windows/mac? Since I’m using Game Maker: Studio Pro I can build my game for all 3 and I’ll upload for all 3, but I was just curious to see what people prefer
We’re closing in on 12 hours of the jam left, and my games looking pretty solid. On top of most of the art currently being done, the game is completely playable, and all but 1 enemy that will be in the final game is in there.
Aside from finishing that and designing the wave, it’s nothing but a pretty coat of polish with things like sounds, music, menu, etc.
I think this is shaping up to be my best game jam game ever!
Day three! Ah! I was panicking for a lot of the day about whether or not we’d have anything to show for all of our hard work. We had a lot of trouble with our collision system and we kept having to move on and then come back to it only to get frustrated and move on again. We finally found the problem and it turns out I’m an idiot. But now it’s fixed and works great! We’ll definitely have a game to submit tomorrow. 
Today we managed to do a whole lot of work. We added a couple more translations bringing our total use to seven text and two voiced. Crazy. We finally set up event listeners and implemented our audio and subtitles so now all of our translations are displayed in game. We also added win and lose conditions, though they need to be tweaked. The full “gameplay” aspect of the game is still lacking and our full focus in the final hours will be to get that working. Losing is pretty. When a lose condition is met, your game input is cut (menu input persists) and after a couple seconds the game pauses and allows you to spin your camera freely. It looks really cool. We decoupled our camera input and movement from the normal input and movement systems to allow this more free control.
@shakesoda finally created our cage model while I (@LandonManning) set up the event listeners and options menu so now the game just looks more complete and almost ready. He also significantly improved the menu scene and creates our snazzy logo. Props! Our options menu is simple but it works. You can adjust your language and volume settings. Woo! We also added a blood particle to our diver dude when the time runs out or if you eat him. Lol.
Sleep deprivation is going to kill me tomorrow. I have a job interview in seven hours and then it’s go hard until submission period. Tomorrow’s focus will be purely gameplay.
Good night!
Last night after a lot of hard work, my game was became finished. I am proud of it and is double the size of anything I have ever made before.
If I were to do it again, I would work a lot harder on the first day so I could add more levels and spend more time on music and sound but oh well.
Please play it here!
It’s 2 PM in Germany, so if I want to get a decent amount of sleep tonight, I’ll have about 10 hours left to finish everything up. I completed all mechanics, added some sounds and the music and made a first WebGL Build, so you can play it in your browser. Why don’t you just go ahead?
http://scarysteve.lpeterke.de/
As you can see, some sprites are still missing. I hope to get some more variation into it. For the levels I decided to write a function to generate these randomly. I figured that I don’t have enough time left to make handcrafted levels. Instead I’ll just try to improve my generator function so the final game will have a decent difficulty curve.
Come get some love in this game !! Try to pet each of the balls of fur that you can see, but be careful we have sometime a weird way of showing our affection for the animals.
It’s my first submission for the LD, and despite the weird text above there nothing sexual here =)
After many hours of work and red bulls i completed my entry : Mortal Fright
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=23384
In this game you are a player that’s pissed off about running away from monster that try to kill you in any game , well now you are the boss, you make the rule , YOU ARE THE MONSTER , kill all the damn scouts
INTRO OF THE GAME
This is just gameplay of my game. But play it and post links to your games in the comments so I can play them.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54522

Oh, btw, yesterday I made a new logo image for the game, so here it is.
The game ended up as a pretty short one, and first thing to improve for the post-compo will be better items randomization and bigger table.
Anyway, the bonus level is nice and I can make some extra stuff based on it.
Feel free to review my game and comment on any possible improvements. (link)


Hi.
So I really really really wanted to finish my game for the compo but LIFE interrupted a bit.
Anyways, here is my final preview before I release a bit later.
Next I need to add android support and build a few levels…
I wound up being too busy to really get anything done XD
And now I have to work today, souuu…. XD
Oh well. I can always make my game outside of the Dare o w o)
And hey, now that I know this exists, maybe I can make sure to have my schedule free next time! XD
LOL
Tags: busy, fail, Ludum Dare, quit, work
I got these two days of COMPO making my game, and it was very good, but I could not finish on time (even there are still some things to add to the game) is natural to think “if it does not time for COMPO I finish and I put in JAM, but I looked around, and realized that the JAM games are really well made, so I will not upload my game, my game is very good, but not in the JAM level, I will finish my game, and upload on other sites like I’ve normally done.
The ludum dare taught me many things, and finally I managed to make a good game and did not give up halfway (I never finished a game), perhaps in the next ludum dare I can finish on time. Good luck to all (sorry for my bad english)
Worst case scenario people don’t like it but that’s ok! That’s what this is all about, learning and improving.I think I did pretty good. Aside from, you know, not polishing the game at all. But overall, I’m happy with my game. It was also my first time making an RTS, so that was a fun new experience.
Good things about my game:
Bad things about my game:
Now, the question I have for you, dear reader / ludum darer:
Would you categorize the forgetting to enable the sounds under the “MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO” rule? It does mention at the end “No new features, just fixing mistakes you should have caught had you been better rested”, and I would personally think the music isn’t a new a feature since it’s already made (and can be found in my game’s sources), but isn’t set to play.
“Enabling” the music and sfx would take one class to store the sounds and a line of code for each situation in which a sound would play.
TL;DR: Could I enable music and sfx in my game now, after-the-fact, if it would take a few lines of code, according to the rules?
I started this compo with one specific goal: to have music in my game. In the week before the compo, I spent a lot of time learning LMMS to brush up my (very) rusty music making skills. The final result is not only a game with 4 soundtracks, but also a quite playable one with nice graphics.
On day one I had some non-gamedev duties, but spent most of the time on the music. I only had a bare bones shooter that didn’t really feel like a game yet. After creating the “warp tunnel” style animated backdrop on day two (which is a WebGL shader that maps a texture using polar coordinates), I changed the game into the radial shooter that it is now. I spent literally 20 minutes on the enemy sprites, which are generated by my random sprite generator. The backdrops are generated with Evolvotron as usual. I worked on to the last minute of the submission hour to add the finishing touches.
My entry: Hungry Cthulhu – please play and rate!
Just Found out thats by mistake i forgot to remove a glitched level from the final release xD
You can only get it from a cheat code so thats won’t effect gameplay 😉
Yesterday I couldn’t post anything during late-compo frenzy to get something shippable so I’m posting my recap now.
It was my first Ludum Dare, game jam, first finished Twine story, and here’s my biggest lesson:
That simple. In a 48 compo you can write some logic that luckily generates a lot of interesting gameplay combinations. You can add a bit of high quality content, or a bit more of basic content. But if your game depends on a large amount of content that you need to create manually, you are not going to make it according to plan.

Truth be untold is a game about lying or telling the truth. It is more story-oriented than gameplay-oriented, but at the same time I think it has more mechanics than typical exploratory Twines. Each choice you take is calculated from multiple factors that include all your previous choices, NPC knowledge, randomness or a hardcoded level of difficulty.
This mechanics could allow for some interesting progressions. For example, you could get a NPC that initially doesn’t trust you to believe your first lies due to pure luck, increase his trust, and eventually be able to make her believe the craziest stuff you throw at her.
All the pieces are in place to get that kind of gameplay. But I would need to write a lot of different scenes of interaction with that character. Handmade content is needed to allow the gameplay to emerge. And good handmade content is exactly what you can’t deliver in a 48 hour jam.
Of course, I knew this, but I overestimated my writing speed.
(More later)
Tags: interactive fiction, Twine
Hello my fellow jammers! I am really exited to see what you’ve been doing!
I’ve been doing some trollsy stuff, click here if you want to play!
For the first time on a Ludum Dare I haven’t done a “fan arcadey” and walked right into the TERRITORY OF FEELS
The Troll’s Toll is really different from anything me and my teammates have ever done. It’s a blend between RPGs, Unreliable Narrator Thrillers and Fairy Tales.
There is a full, spoiler-filled postmortem linked on the page and inside the standalone versions.
I hope you love it, send me your feedback please!
All right, I was able to submit my LD33 entry yesterday. To be honest, I wasn’t entirely sure if I would be able to finish it, but I did. However, the game I submitted, His Majesty’s Monster, wasn’t as good as I thought it would be.
Good things
Bad things
Would you please try Hop’s Hope, my 48-hour compo entry for LD33? I think you’ll probably like it, maybe. Except… no, maybe you won’t like it so much. Yeah, now that I think about it you’ll probably dislike it in some ways, ways that ultimately will make you hate it and want to destroy the memory of it, or better yet its creator. In fact it will almost certainly make you contemplate whether it would be possible to send a robot back in time to destroy ALL games so that this one abomination might never have been committed.
Still, it’s worth a try, you know?
so.. EAT BRAINS!


We made it, our game is online !
It was the first time use used unity for a 2D game, we had some issues but in the end everything turns out pretty well.
You can check it here
Hey guys, my name is Laurent, I’m currently studying Game Design at Bellecour Ecole in Lyon, France.
With my fellow, Kévin, this 33rd Ludum Dare is our first Game Jam and I hope you will enjoy our game. We thought the game jam was actually 2 days long so the game is quite short, but no doubt that the next time our game will be better and longer:)
link game : http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54163
It took a while till you could do anything but I’m pretty happy with the result:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43712
Track down all the moving things and kill them – but beware – even the defenseless can harm you when they see you!
This was my first Jam ever and it was a really nice competition for myself – I guess I’ll be in then and when again 😉
Sadly I lost my self in the pathfinding and wasn’t able to add a story and sfx…
I hope you guys like it anyway 😉
I may not be able to complete this jam 
Unity has decided to refuse to let me load a new level, it freezes when I do. The load level is called on a 2d collision. As it freezes there’s no error messages and the editor log doesn’t seem to have anything helpful. Anyone experienced this? Googling returned Unity 4 results and none of them helped. I’m using Unity 5.1.4 Personal Edition

This is my second LudumDare. I was very excited since I did fairly good on my first one. But things didn’t go well this time.
I started late, I didn’t manage time well, I was fixed on one idea for the fiction/setting and ignored the core mechanics completely till the last minute, I had nothing till 8 hours before the deadline, I quickly implemented the simplest mechanic that I could think of, and put a story on top of it. I’d say my performance was less than mediocre.
This however doesn’t mean I’m giving up on making games, I’m only going to be making more. Anyways, it has been a great expreince!

Tags: LD33, postmortem
So my first LD entry. How did it go? Meh, there were ups and downs.
Theme reaction and initial brainstorming:
When I woke up pretty much first thing I did was see the theme. The monster is you. There were a lot of things I could do with that theme. In fact I was a little stumped for ideas at first. I thought it over on the toilet(where the best ideas come from) and came up with a few concepts the best of which was playing a monster in a randomly generated cabin that sneaks around and uses cool abilities to kill people. I thought the idea was nice and I got to work.
Day #1:
On the first day I was mostly sticking to my initial idea. I got a movement engine done rather quickly and got to arting a character. Meanwhile, I had brainstormed some more and came up with a main mechanic – the fear bar. The idea was, you could do all these cool abilities like teleporting and turning off lights in rooms and stuff but they all cost fear. Once your fear was gone the game was over since you would be a pretty useless monster if no one is scared of you. You regained fear by doing typical horror movie scary things like banging doors, making things fly, sneaking up and killing people etc. The idea seemed cool so I got to implementing those mechanics.
Needless to say, it did not work out. I got to work programming the enemy AI and just failed over and over. I had wasted about 2/3 of my first day on an idea that didn’t work well, wasn’t thought out enough and simply wasn’t fun. So I scrapped it and started a new. I wanted to set out and make a game that’s fun and polished rather than super artsy and innovative. I remade the idea into a millionaire monster that just bought a mansion and each week people would sneak in and bother him. Thus, he did what he knew best and killed them in an action brawler sort of way. It seemed fine and I spent the rest of the day working on it.
Day#2:
This is when most of the work got done. First thing I did was polish the engine. I gave it a dynamic camera that I hadn’t done before but seemed fitting for the type of game I was making. I had some issues with the camera going outside of the room but with some foresight I got them resolved. Then, I made the abilities. The spell was the first. I spent probably way too long on making the particles for it work, but eventually they did. The rest was pretty simple. Next was the melee attack. That was also quite simple despite some sprite origin problems I had. Next came the minion. I knew I wanted pathfinding so I did more research and got it working! Once I had that, the enemies would be simple as well as they used the same pathfinding. Finally, I did the energy blast, which was also easy to make.
After I had made the abilities work I moved on to level art. As always Google was my friend and helped me with references of Mansion interiors. Most people seem to really love the art, but I think it’s just some above average work of mine. I have done better, but I was satisfied.
After all that, I had about 5 hours left. I rushed to get enemies into the game and actually make it a game and not a tech demo. The final hours are very blurry for me. I remember being tired, rushing and just wanting to get it out as fast as possible. It’s surprising people liked it as much as they did as I had almost no time for playtesting and balancing. I finished implementing the enemies about an hour before the deadline. It those last two hours(including the submittion hour) I mad a title screen, the menus, the story, the newspaper and the actual progression system. The first three nights are always the same but after that it gets progressively tougher by adding more and more enemies. The game had an arcade feel which I embraced by adding simple .ini scoring literally around 20-15 minutes before the end of submittion hour. I was exhausted, it was 5 in the morning, I had worked for almost 19 hours straight and I was in no mood for problems. Unfortunately, they came regardless, as I had so much trouble logging in due to forgetting my password and generally being dumb. I managed it though and got the game in 5 minutes before the end.
Here’s what I think went right with my game:
-it was finished(which for a slow worker like me was quite an accomplishment)
-it looked and sounded nice
-it was quite original in terms of story concepts and characters
Here’s what I think went wrong:
-the failed idea at the start due to not enough planning
-the lack of any music
-the fact mechanics are not explained as well as they should have been
-it’s still a bit buggy
-it could have had more interesting enemy types
Final thoughts on my first Ludum Dare:
This was very fun to do, despite the stress and the lack of sleep. I wish I had spent more time on it and wish I had polished it more, but at the end of the day I came out with a finished, functional, nice looking product that people seem to like. I proved to myself as a dev that I can do this and I was dedicated and skilled enough to pull it off. Regardless of what people think, or where I place, no one can take that away from me.
Tags: compo, ld32, post-mortem, postmortem
Finished my entry! I went for the jam this time as I didn’t have much of Saturday to work on a game.
Here is the game I ended up making: PLAY IT
It’s a first-person stealth/adventure/dating-sim or something.
Okay so I just woke up knowing that I wouldn’t make it for the compo, I’m not sure if I can make it for the jam either but I’ll try my best!
Most of the “art” assets are done, I just need to code the gameplay and the level loading system, I’ll probably have to drop some gameplay stuff because of the scope but oh well.
It was an educational experience for sure but couple tools not cooperating and my computer deciding to die and not start during the final stretch of the compo I’m about completely fed up.
I might change my mind in an hour or two and decide to push the final stretch and actually finish my game (currently needed: level parser, room pager, fleshing out the player class, six basic enemy ais, boss ai, and a basic box2D setup (because I ran out of time on my own physics engine)); I have enough time but I have no more patience with this, I’ll probably upload the sourcecode later today or tomorrow if anyone wants to read it but I doubt it’s much use to anyone; I’ll finish the game later but for now I can’t be bothered, I lost at least five years from my life expectancy due to this.
[insert white flag here, the international symbol of surrender is fitting methinks]
So far I have played about 30 games and on the whole they are amazing. It is surprising what people can make in 48 hours.
Here is a list of my favourites you should definitely check out:
-Mr Mine
-Rob the good Guys
-Monsters create
– Antimon
– Ally’s funhouse
This was my second LD, and the first that I would consider a success. It has graphics, sound, high scores, and isn’t toooo glitchy. You might fall through the ground here or there. The bunny’s were having a great time quantum tunnelling through the ground, so I made them ignore gravity and sit in one spot. I would like to have had them run away, and the butterflies maybe flitter around instead of in one spot. I also would have loved a background. It was intended to be in a forest but, time…
I look forward to the next LD and MiniLD. I will be more prepared thanks to this weekend.
Thanks for playing.
~KeithK
Well luckly i finished yesterday but when i came this morning i forgot to place simple things like: start the game… so the game just starts 
I’m very happy with it, is not a game it self, but more like a toy, where you have to touch, and experiment, since you are the scientist i’m hopping that you will find very intresting combinations, fussions and other kind of funny situations!
Use your mouse and create ameba lifeforms in the screen to see them kill each other. ¿why? because you are a monstruos mad scientist stuff crazy kind?
who cares? just have fun creating little killing guys with endless combinations and results.
PLAY IT ON: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=46920
Tags: ameba, amebawarfare, experiment, mad scientist, Warfare
Hello there !
Wanted to use UE4 for this LD, so I made a project not original (at all) to get used to this engine.

So far, I think UE4 is a nice engine, but it crashes a lot :/ and I can’t even play my game on my computer flawlessly (ok I have an Intel HD 5000). I’m not satisfied about the art style I used and the creature is very groteske to my taste; but I have lost so much time trying to align meshes in the editor that I think I lost some creativity….
And blueprints are nice but I’m still having difficulties with it ! Look at this mess !

I’m asking myself if the sounds of rain and thunder I took on some free sounds samples website is ok, as I did the music and voices by myself and the global audio is made in my “own thinking” (sorry for my french!). I like to make all from scratch (even if I use references photos or else from the web, which I think is good) so I’m asking this !

Anyway here are some captures and timelapse video link !



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Timelapse there : Youtube Timelapse
Link to the game here : Where Am I ?
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Will test your games when I have time ! Post me a link to your game there or in the comments of my game !
After uploading my game and finishing my cold cup of coffee, I felt on the bed and took a big nap.
My girlfriend told me that I said “I need one more monster” during my sleep. I did 5 of them already, so
is that some kind of sign ? Should I do more ?
Hi folks!
This is the first time we have participated in LD, we’re a bunch of students (from Perth, Australia) still learning the ropes – and this is the first time we have made something together.
Our game is Unity 3D based, you play a as a grim reaper character who has to harvest souls (of dead video game characters) which have ended up in his little graveyard, essentially sending them to the game over screen. Working title is “the game reaper.”
So far it’s been a great experience and we’ve learned a lot, also having a time constraint has pushed us to achieve a lot in a short period.
The coders are putting some finishing touches on things, it should be up for play in the morning! In the mean time here’s a screen.
Cheers! The Quad City Jammers.
During LD33 I wasn’t able to find good random music generator. I want a tool that’s easy to understand and at the same time allows customization.
At best if it would allow to generate music from chosen genre.
The reason why I’m posting this is because during LD33 I needed a nice battle/combat theme. I thought about some nice rock music but every music generator found by Google created happy tunes instead.
I didn’t get it done it time for the compo, but I got it done for the jam. Back to work tomorrow, so have to go to bed. Did’t get everything done I wanted to. But it’s small fun, none the less.
Play right in your browser:
You control the local chupacabra, terrorising the local sheep population.
Rack up sheep kills with this monster simulator.
Cursor keys to control Mr Cabra. Go for the sheeps necks!
The arrows will help you find the closest victim.
Sound Effects: sfxr
Music: ModPlug Tracker
Graphics: grafx2
Library: Infinitelives, pixi.js
Code: ClojureScript
Code, game, graphics, sound and music created by Crispin Wellington in 72 hours .
Had to deviate course from original idea. Last minute, as soon as I realized I couldn’t finish what I wanted to in time. Should be able to put out something playable, but IDK if I’ll have enough time to put everything I want into it. I’m making sure the art for it is halfway decent, but I’m not sure I’ll have time to animate everything!

Atleast the static sprites look nice…
So I managed to finish my little 3d platformer in time for the compo! I had a lot of fun making it this weekend, it’s a little challenging with some precision jumping needed in some places, hope you enjoy! 

Hey dudes, I found this field in “game sumbit form”.
On what website I can upload game to embed link into frame?
A simple rhythm game from Japan.
We had a good time making it and it’s surprisingly fun too!
Can you beat our top score of 34800?
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12044
Limited content may explain some of the writing’s inconsistent style. My idea was to be all over the place regarding story and style. The game is a biography with a pretty general theme (truth vs lies) and I intended it to touch lots of genres: school drama, teen romance, political thriller, silly over-the-top comedy, psychokiller horror and more.
Lots of alternative storylines were planned for each section of the game, so that the player in one playthrough could be a child animal harmer, a teen seducer and an adult psycho, and the next playthrough have him be a mischievieous child, a solitary teen and an adult corrupt politician.
This would be more obvious if all these storylines were available. But I wrote half of them.
With 8 hours to go I was pretty sure I couldn’t do it on time. My writing grind to a halt. But then a couple of hours later I was churning out the least bad best writing in the game (late section, dear players; see if you find the nickname list). The trick is: stop and plan. I stopped improvising content, sat away from the computer, thought thoroughly the scenes I was going to write the rest of the day, wrote down some notes and structure and had the most pleasant time of the compo writing what I had planned.
Plan is an antidote for blockI don’t know if I’ll do a Ludum Dare again, but I’m really happy I did it and I’m not really disappointed with the results. Thanks everyone!
Tags: interactive fiction, Twine

This is late for a compo blog post, but I fell asleep and forgot to write a post about my game!
Linky here. It’s a visual novel about a new student at an all-girls boarding school dedicated to the art and science of slaying monsters.
I got a lot of feedbacks of people who didn’t have a controller, you can now play D.A.S.H without it!
