My Mini-LD Game – Proof that a game CAN be too easy
I finished my game!
You can find it here! Comment on the badness!
Screenshot:

I hope you can handle it. It's a tough one.
I finished my game!
You can find it here! Comment on the badness!
Screenshot:

I hope you can handle it. It's a tough one.
Here is the worst game I’ve ever made. 
http://dl.dropbox.com/u/14141907/DimensionWars/index.html
Timelapse: http://www.youtube.com/watch?v=WSU2Li4szUk
Packed with intentional lagging, nag screens, annoying sounds and music. Lots of more annoying things. Probably left some debugging statements there, but it doesn’t matter. 😀
Please rate the game the worst possible in the comments. I was working hard to bring you a game which is extremely bad. If you want to talk to me, post here, or come to IRC. 
Right, I’m done. Get it here.
It’s not as chaotic as I was hoping for, and in the end I didn’t add in dynamic weather (I couldn’t face spending any more time on such a buggy, broken mess), but it’s plenty annoying and ugly.
Tags: final
I’m just putting the finishing touches on it. The game itself is finished and I only need to add various screens and stuff. 
Finished a song about zombies AND Ludum Dare…
Enjoy!
The Ludum Dare Zombie Song
http://soundcloud.com/roseseatmeat/the-zombie-song
It is here. It’s not overwhelmingly messed up, it’s just a bit muddled and pants. If you sit through the entire soundtrack you deserve an award 😀
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I didn’t have any great ideas but I had to make something so A gaem About lIfe was born. About 3 hours was used to this. It is surprisingly hard to make bad artwork.
After one and a half full days of work, I’m finally finished.
The game is a shooter without video. You must rely entirely on the direction sounds come from to shoot. It isn’t actually a bad game, so I will justify the theme.
1) it is violent and will hurt your ears if you don’t turn your volume down.
2) it is a shooter so by definition I consider it a bad game.
3) it has no graphics (bad graphics… nah. How about NO graphics?)
here it is in all its glory:
http://www.kongregate.com/games/mrudoy/blind
PS: please comment. I would love to know what you think.
Hey guys, I finished by entry for MiniLD 25. It’s called Hero Test and you can play it here:
http://www.ludumdare.com/compo/minild-25/?action=preview&uid=3786
It’s very heavily inspired from Portal and also Metal Gear Solid. I’ll be adding a screencast and source code within the next few days. I hope you enjoy it!
Well…
I wanted to make the worst game of my life…
but it isn´t.
I failed!
But I think it has a pretty funny childish aesthetics, a bizarre selection of 13 opponents and 2 extra modes to make more funny to reach the end screen!
So I hope you enjoy playing it as much as I have enjoyed developing it!
http://www.ludumdare.com/compo/minild-25/?action=preview&uid=3749
MiniLD page here.

… yup, it is PANTS.
BUT… It is still a game. And can even be used as a prank on people (if you find someone gullable enough to fall for it 😉
But anyway, here it is (and it is a “it”, because I have not named it):
Download it HERE – CLICK THIS TEXT NOW
Enjoy(or not, isn’t that the idea of a rubbish game 😉 )
Michael
It’s terrible, so please play. It’s played upside down.
http://www.ludumdare.com/compo/minild-25/?action=preview&uid=3767

Aim for the high score!
Here‘s my first ever entry into anything ever. I thought this theme was a perfect note to begin on.
WASD/Mouse
Esc to free your cursor.
I use Game Maker 8.0 Pro for anyone who ever, ever, ever asks in the future.
I made a couple of small corrections. One spelling error in the instructions page, and one small mistake in the code. I didn’t even have to code a word, as the mistake was simply in the order of a few lines of code.
Once again, here is a link:
I would like to know if anyone could tell me about how many hours they actually spend working on their LD entries. It’s not feasible to spend a full 48 hours (although I wouldn’t doubt some have tried) — So we’re looking at at least one night of sleep which is 8 hours approximately — that leaves at the most 40 hours of work time — but you’re probably spending 32-36 hours.
I am going to catch up by doing a game for each of the past LD themes on my own time. I am deciding how many hours total to spend, and it shouldn’t be more or less than a typical LD’er spends on his or her game. I don’t want to do any more than 2 hours a night, and I might not get to weekends. So I’m basically going by the week. If I don’t do weekends it’s 10 hours a week — so at least 2 weeks for a total of 20 hours (although I believe the average LD’er probably spends more time than 20 hours) If I do weekends too it’s aproximately 14 hours a week for a total of 28 hours.
In any case please comment!
I’ve created some Ludum Dare word puzzles using the following site: Click!
LUDUM + DARE = SUPER
Read more to find out the solution! 
14847 + 8906 = 23753
I’ve uploaded a timelapse video as well as the Project files for my MiniLD 25 entry: Hero Test onto my blog:

It’ll take you about a minute to play, maaaaybe two if you want both endings.
http://gamejolt.com/freeware/games/adventure/de-mo/4764/
And I put up the mp3, download it folks.
http://gamejolt.com/freeware/games/de-mo/soundtracks/download/4764/
Dear Sir or Madam, should you be daring enough to risk your health and sanity in electronic challenges and should you be resourceful enough to find another soul similarly inclined and should you have a taste for electronic game programs of the bizarrer varieties and, God help you, should you be willing and able to overlook the abysmal quality of such a diversion, then please direct your browsedevice to the pagesite found at the address http://excitemike.com/Pushy_Elephant of Internet. The brave souls who venture there will find themselves transformed through the magic of Flash into nature’s grandest creatures, the elephants! Thus transformed, these titans will struggle against one another in combat most deadly.
Are you prepared to risk the Bouncing Scorpion of Alexander the Great and King Solomon’s Cursed Wandering Fruit to win honor and glory in The Worst Game I Have Made in Some Time?
The competition entry page can be found here.
In another effort of “Tell them all about to keep me from quitting” I want to tell you all about my current game project: Fur and Steel.
For those who are curious and/or enjoy reading other peoples’ game ideas, a description of the game, as well as my goals for it for today come after the break.
Fur and Steel will be a turn-based tactical game much like X-Com, where individual soldiers fight in close quarters to accomplish specific missions.
I have chosen a furry motif where each of the four factions are of a different species. I will also try to come up with an “alien” species that will fill a similar role to Black Hole in the Advance Wars series. I’m not as sure about that one, though.
The game will feature several kinds of unit, a fair number of weapons, and some miscellaneous equipment to choose from. It will also include support for multiple campaigns, a map/campaign editor, and eventually (Assuming I follow through long enough to afford a server) multiplayer.
For today, I hope to get as far as possible toward a working prototype. I hope to have some kind of unit moving around in some kind of terrain. Anything beyond that is a lot to hope for.
Even weapons and combat will likely have to wait until tomorrow. Even then, because I have classes tomorrow through this Thursday, it might take a while longer than that. Not really sure.
Anyway, I’ve got high hopes for this.
Peace
— Mr. Dude
I just published my second game, The Captain. It was created in four days for GPCv4, with the themes Sunshine and Burden.
I thought I would share it here, since it is essentially a direct evolution of my previous game, Bisected Essence II. Thanks!
Most of the time I don’t participate in LD’s because I’m usually busy on the weekend. So I thought why don’t I have my own LD compo. So I asked some of you how much time you spend on average… so it’s pretty common to be somewhere in the neighborhood of 25-35 hours of actual dev time. (Dev time can include planning time). So I thought how much time can I spare per day, and the answer comes back to me, 2 hours. Okay so then I ask myself how long, and then answer comes right back to me, 3 weeks. Actually this was through careful deliberation. I figure about 30 hours is a good roundabout figure and something I could actually manage if I were to participate in an actual LD. Of course this presumes using up most of my available time, and 2 good 8 hour sleeps. I was thinking about also trying on weekends (but this was when I was going to do 2 weeks). So here’s the plan:
I will go through each LD theme and build one game in about the same time as it takes to do an actual LD compo by spending 3 weeks per game, and 2 hours per night starting around 9:30 pm – 11:30 pm pacific time. I will not be doing mini-ld’s at this time. I will more or less follow the rules of LD. By essentially making everything from scratch, except I will probably use a premade helper library. I’ve decided I would do these games in flash so I can immediately put them onto IndieFlux in the games section. Originally I wanted to use the lua-based LOVE engine but instead realized that flash may make it more readily accessible to people. I’m thinking of actually porting it to LOVE later but we’ll see how this goes first.
And… that’s… it…
Thanks for your advice thus-far (those who I’ve talked to in #ludumdare). I’m going to start tomorrow (Monday, March 21st, 2011) with the beta ld which was 24 hours, and thus I will do one week (about 10 hours, hope I can make something by then). (Indirect interaction). So see you then!
Keith
Tags: indirect interaction, LD00


I just gave my two weeks notice at my day job. From now on it’s just me, computer science research, and game development. All day. All the time!
I’m going indie…!
[edit]Here’s a post on my blog with more about that…[/edit]
I had to actually “re-learn” flashpunk a bit here… but I finally got my first screeny up. What I came up with for indirect interaction is a game like Toobin’ where you navigate rapids in an inner tube. But since you can’t directly control the player, I decided that you would use the winds to change your direction. But instead of an inner tube I decided to use a raft, maybe like Huck Finn traveling down the Mississippi River and you have to navigate things like sharp rocks, whirlpools, waterfalls, dangerous crocodiles and the like. Although I haven’t set up a definite plan for that yet. What you’re looking at is a rough raft graphic (just a brown rectangle) on a blue river (although I plan to change the blue because that’s too much of a sky blue.)
Tags: indirect interaction, LD00
This time I added two basic “bank” rectangles (just to show where they are) until I decide what will go int he background. And two cloud images (which are merely two colored rect images, I’ll be updating the images in the coming days). You can actually move this left and right but it doesn’t do much other than that.
Tags: indirect interaction, LD00
YEY!
please come visit my new page, and see what ya think:
www.fishcake.pellenproductions.com

cheers,
0This entry was posted on Wednesday, March 23rd, 2011 at 12:01 am and is filed under MiniLD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
myself and a group of friends are hoping to make a indie game for the xbox!
this was my original concept of the game.
http://www.yoyogames.com/games/164960-silhouetta-demo
this will be our first real game… hope you like the concept!
Well it took the whole two hours but I finally got a tilemap up and running. The tilemaps in this game are going to be dynamically generated. but at least we have something resembling a river. The first one is the regular screenshot, the second one is an error. I’m using Flashpunk and apparently the tilemap seems to be getting created correctly, or at least the map array is.
Tags: indirect interaction, LD00
It seems that Uhfgood has started something. In his post here, he stated that he would be catching up with everyone who has been here from the beginning of LD. He will spend 3 weeks, 2 hours a weekday making games for each of the LDs that he has not participated in.
I will be joining him.
I intend to work through all the themes just as he does, but I will do it slightly differently. First off, I won’t limit myself to any specific period of time per game. If it takes 2 months, then OK. If it takes one weekend I’m happy with that too. I will try not to turn the games into full blown projects; they should still be on the level of something completable in 48 hours + idea development time. But if they do get blown out of proportion, oh well. Similarly, if I fail at making some specific theme, then that’s too bad (but I’m moving on).
I will be using Flash, and if I turn out anything presentable, I will try to sell it or get it sponsored. Therefore, I will not publish my source code. In addition, since I’m hopeless at art and music, I will not strictly follow the whole “everything made by you during production” rule that we have for LD.
Now about themes; because I draw a complete blank on some themes, I might deviate a little in a direction that my brainstorming brings me to. For instance, I am not sure whether I will be able to find a game idea for LD0 so if I come up with something in the process of figuring this (the fact that I can’t come up with an idea) out, I will make that something despite being off theme. I will keep you updated on every game I am in process of making for this LD catchup, whether on theme or not.
I will be putting the games up on… well actually I’m not sure where I will put the games, but when it gets to that, I’ll let you know.
And another thing. I intend to start completely from scratch at the start of each LD, but this decision might change.
In fact, any of this might change. We’ll see how everything works out, and I’ll post my thoughts on LD0 Indirect Interaction soon.
—
Mikhail Rudoy
Tags: LD Catch-up
I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:
1) Rube Goldberg machines
I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).
2) Hit men
If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.
3) The butterfly effect
I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.
So there you go. I’ll keep thinking and what happens, happens.
—
Mikhail Rudoy
Well here it is… the next screen. This time with rocks! And a demo
Demo here: http://www.gamesafoot.com/wp-content/uploads/2011/03/LD00.swf
Tomorrow I hope to add some sort of gameplay, I guess with time running out, I’m going to make it continually speed up and allow you to hit the rocks thereby restarting. Or something like that.
Tags: indirect interaction, LD00

I know it seems a bit early but that thing up there pretty much explains my post ^^
I am gonna participate LD #20.. Uh, yeah.
Weapons of Choice:
Game Maker (again =| )
Paint.net (Sprites)
sfxr (Sounds)
Windows Notepad (My thoughts, concepts, timelog and evil plans to take over all cookie factories)
So, see ya all :]
– Folis
And now with more game!
Here’s the link to the new demo. Left/right arrows to move, and avoid the rocks. Game starts over once ended.
And now the link to the semi final version – HERE
Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).
I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.
Edit: In fact, it might be quite a while until I do any of it. Chances are that I won’t even start within the next two weeks.
—
Mikhail Rudoy
Final version of LD catch-up #0 — same as in previous post but included here for completeness.
Okay a brief readme:
Who am I?
Keith Weatherby II otherwise known as Uhfgood
What is this?
It’s a game made in 10 hours based on the Ludum Dare #0 (beta) competition with the theme of Indirect Interaction. It was a 24 hour test compo, and since I have only about 2 hours a weeknight to spare I decided to do this one within a week. My upcoming games will be about 3 weeks or 30 hours.
The rules are simple move left and right and dodge the rocks. See how many levels you can pass.
The source code is copyrighted by me as well as all content including the lovely <ahem> art. Source code is free to use as you like (although I doubt you’ll even care to use it).
It was written with FlashDevelop and the Flex 4 SDK as well as Flashpunk. The FlashDevelop project with flashpunk is included in the source distribution.
Timelapse will be forthcoming.
Tags: final, LD #00 - Indirect Interaction - 2002, LD Catch-up
Finally, I managed to get myself to try developing Flash-games (instead of Winforms/GDI+/DHTML).
The result:

24hrs after installing FlashDevelop
http://pixelsiege.net/beta/small
http://pixelsiege.net/beta/big
I didn’t even think about starting the code from scratch so I googled up some frameworks, looked at some sources and made my decision.
At first I was going to try flixel, but since the download didn’t work (is it fixed yet?) I tried Flashpunk instead. (I didn’t really care what framework to use, so FP was ok as well)
After about 24 hours (to my surprise) my first flashgame was done. All assets (excl. the robot (which I’m seeking a name for btw.)) was done during those 24hrs. I still can’t believe how easy and fast the development went (after getting used to flash and flashpunk).
I’m not making any point, right?
The point is: If I can do it, you can do it as well.
So if you were lurking LD until now:
stop lurking, start making games.
It might be easier than you think 
Now a new LD catchup is upon me so I turn to the Guardian theme. I’ve decided to spend tonight sort of brainstorming. I may draw some diagrams some temp-temp art and maybe a mini-design doc, or more like a design outline. My idea for the Guardian thing may not be new at all. In fact it’s a take on a well worn game genre, the space invaders type of game. Well what could you guard in a space invaders game. The player, “Duh”. You know those little barriers from the original game that protected you briefly from the shots of the enemy. Well this time you ARE the barrier and you’re going to protect the “player” which will be some sort of AI-thing. This game should take approximately 30 hours give or take, but no more than 32 hours.
Also, check out the PRIOR Post Mortem to see how the development of this thingamadoodle.
My entry for Ludum Dare 19 – PRIOR – has gotten some love post-compo, both in development and in release. After another 100+ hours of work (updates, tweaks… BUG FIXES! >_< ) I released it on FlashGameLicense and was sponsored by Armor Games. Since then, the game has received a ton of plays on portals all over teh interwebz, and I’ve been blown away by the community’s reception to it.

PRIOR's "Box Art"
PRIOR also got nominated for the Canadian Videogame Awards – I didn’t see that coming, but it was a huge honor. Of course, this was after a few hundred hours worth of post-Compo updates, but this was mostly bugfixing and gameplay tuning. The game overall was largely still the same as at the end of the LD48 😉
Overall, I think Ludum Dare 19 was the most productive 48 hours of my life – it’s certainly paid off! Thanks again to the Ludum Dare folks for setting up an excellent Compo 
And feel free to discuss the storyline. As the developer, my absolute favorite part of this game is watching people figure out what the hell is going on! 😉
Tags: discovery, flash, ld #19, PRIOR, sponsorship, SuccessStory

Would it be a better idea to do all the LD Catch-ups and just keep doing them until done (about a year and a half’s worth of work), or should I instead continue to work on a single game until it’s viable for release online? I realize it means getting through all the LD themes in a much longer time span… say 5 years give or take. (Let’s say I did one game every 3 months). Would it be better to do 21+ complete games within 5-6 years, or 21+ prototypes in a year and a half?
What are your thoughts?
Tags: LD Catch-up