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    Ludum Dare 31 – London

    Posted by
    September 18th, 2014 6:15 am

    Hi there!

    We’re pleased to announce that Ludum Dare is coming to London once again – hosted at Google’s Campus!

    We’re really excited to bring you this event, and best of all it’s totally free. There are even Android Cardboards up for grabs for the first twenty people to request them.

    If you’re thinking of attending, please sign up using the Eventbrite link: http://www.eventbrite.co.uk/e/ludum-dare-31-london-tickets-13154865557 (we need a rough idea of numbers for the catering!) and please share this link amongst your friends so we can get the best number of people possible – we will release more tickets if there is demand for it.

    Happy devving!

    Jumping Dot for Android is out!!!

    Posted by (twitter: @gikdew)
    September 18th, 2014 1:20 am

    Hi guys, I’ve just released a new Android Game called Jumping Dot, it is an endless addicting casual game and I want you to be part of it! Can you try it and leave a review on the play store! That would be awesome guys!


    Jumping Dot


    The Future of Ludum Dare (Part 2) – Concerns

    Posted by (twitter: @mikekasprzak)
    September 17th, 2014 8:30 pm | 58 love | 51 Comments »

    First and Final Dare

    Posted by
    September 17th, 2014 3:55 pm

    I am extremely disappointed. This has been my first Ludum dare and it was here I made my first game, this will be my LAST Ludum dare, and here is why:

    Everyone who played my game and left a comment said the game was good, but my results say that when it came to rating my game isn’t even average in a single category. I worked hard on my game and it is a good game, sure the web port has a few bugs like the fact that it plays in a 1080p frame forcing you to zoom out to see the whole thing, but it was my first step into game development, and I did it alone. I was proud of my game so I played and voted for plenty of other games so my game would be seen by more people, but I don’t even think half of the people who rated my game even played it.

    The Ludum Dare encourages participants to rate their competition’s games, and rewards them based on how many games they rated for as well how well their ratings compare with other people. This system rewards people for rapidly giving other games bad ratings, which effectively lower the competition’s rating and boosts their “coolness” at the same time.

    I was looking forward to seeing the results of this competition, but now I regret even bothering to check. Who ever came up with the current rating system should be ashamed. Good luck to any future participants, because how lucky you are is the only factor deciding if someone will play your game before they rate it.

    48 hour contestants should only be allowed to rate 72 hour entries, and 72 hour contestants should only be able to vote for 48 hour entries. That way they can’t increase their odds of winning by giving bad ratings to their competition. There should also be a system to disregard ratings made by people who consistently give unrealistic ratings to several games. If somebody always gives a rating of all ones their ratings shouldn’t be counted against those games because they didn’t really rate the game the merely spamed the rating system.

    Superdimensional post-mortem

    Posted by (twitter: @TeemuVaisanen)
    September 17th, 2014 2:54 pm


    Now since the results are in, I think its good time to put down some notes and reflect how the development process went.

    Blog version

    The idea

    This popped into my head from a discussion we had couple of days before the jam with my girlfriend. We were discussing how young babies see and understand the world around them. I had read somewhere how babies don’t yet realize that an object that is hidden can still exists in this world. That’s why peek-a-boo is so much fun for them. The person hiding behind hands ceases to exist in babies’ mind. Their world is literally what they see at the time.
    I wanted to make a game where this was actually how the world worked. So basically things that are not visible don’t exist at all. Even if our grown up mind says they should still be there. From game mechanic’s point of view I just had to figure out a way to hide and show alternative worlds to the player. This is where the “line of sight” mechanics came in.


    What went right

    • Decision to change the initial concept. I was originally making a puzzle game with 5-10 levels where you’d have to get the ball from start to goal using those “dimensional light beams”. I’ve found out that I personally enjoy playing these types of games but actually making them is not really my cup of tea. So I made a decision after about 8 hours of work that I want to do something else. I wanted the game to be more of an experience rather than a puzzle.
    • Time management! After last year’s hectic ending I felt like I had almost too much time this year! I was actually pretty much done with the game about 8 hours before the deadline. This meant that I had 8 extra hours to polish the graphics, sounds and levels. That’s a luxury in a jam like this! Overall the game took about 36 hours of work.
    • The game has sounds! (which were not slapped on as an afterthought) I’m no sound engineer so this was all new and exciting to me. In fact I can’t really say I’ve ever recorded a sound to be used anywhere before. Last year sounds was the main thing that I had to save time from. I just slapped together something 30 mins before the finish line. This time I had the pleasure to do some actual recording and manipulate them into somewhat surreal or even spooky sound scheme.


    What could have gone better

    • Play testing! In such a short time frame there is no room to test the game on outside people. You could send a build to your friend (which I did) but you can’t see how they are actually playing the game! This lead to the next point which was the main issue the game has.
    • Control scheme :( Those teleports can be tricky to control. This is because I didn’t anticipate how people would play the game. I designed them to work so that the player would only beam a small portion of a level just to get past a smaller obstacle in the winter world. However I found out afterwards that pretty much everyone used them to turn the whole screen into another world. This can make the game considerably more difficult to play because you can’t see what is going on on the other worlds.
    • Failed initial concept. Some hours were wasted during the first puzzle game iterations that I mentioned earlier. It could have been a fun game too but it just didn’t feel like a game I wanted to make. It was a right decision to scrap it though.
    • More particle effects and movement. Especially the lava / hot world didn’t get the visual look I was after. This was due to a limitation to the way I ended up rendering the teleports. Lava level could not have any normal particles because of those limitations.
    • Minor issues here and there. This was nothing critical. Just some nasty spots where you could get stuck and some stupid spelling mistakes. Just nitpicking here really.
    Overall the process went extremely well! Almost too well. I liked my core concept and got it working pretty early in the development. After that it was pretty smooth ride to the ending.

    Dead Weight: Mobile Only Title Takes Theme Silver (Jam)

    Posted by (twitter: @ponywolf)
    September 17th, 2014 2:50 pm

    We couldn’t be happier about our Silver Medal for Dead Weight. All in all, the game had a strong showing across the board.

    Dead Weight Results

    We had debated not doing LD30 at all because our Web engine wasn’t quite ready to roll and we thought there wouldn’t be a big enough base of mobile Android users to place in the results. I guess we were wrong, or right depending on how you look at it.

    Dead Weight

    We tried to collect our thinking and approach around doing a mobile only entry in this post from a few weeks ago.

    Thanks to everyone who played!

    Spirit’s Revenge

    Posted by
    September 17th, 2014 8:12 am

    It was quite surprising yesterday morning to see our game on position #69 out of 1045! Wave of sudden random craziness has brought you this project in three days of work from nothing on start. All materials used in our work were made exclusively for this game, and for that reason we were unable to polish our project and that is why level 2 seems a bit “odd”.

    We are currently working on another game, but we still have will to develop Spirit’s Revenge and turn into a complete game.
    If you have a wish to play full, updated and improved version of Spirit’s Revenge, just let us know about it in comments ;) It will motivate us to work.

    Searching for Games To Feature

    Posted by (twitter: @tinyworlds)
    September 17th, 2014 3:46 am

    What I look for

    BtotWp8IYAELjZ0 BxHdRe6IYAAaZY2


    I look for games with outstanding visuals to feature, from lowpoly artwork to semi-realistic graphics.

    What you’ll get

    If I like your artwork I’ll feature you on both of my Twitter accounts @TinyWorlds and @KelgarDev, getting your game exposed to both Gamedevs and Gamers.
    Especially the TinyWorlds account is growing quickly, getting 50 new followers per day.

    What you need to do

    Send me a Tweet @KelgarDev including 1 or 2 screenshots of your game and a link to your games page.


    Why I do this

    Being a gamedev and photographer myself who wants to make a living trough his art, I know how hard it can be to get noticed.
    With this project I want to help other game developers to get their game out there. And I also love to see some great gameart! :)

    Also, feel free to follow us @KelgarDev where we post Gamedev inspiration and resources :)

    Planet Sweepers post-mortem

    Posted by (twitter: @OMGWTFGAMES)
    September 16th, 2014 6:40 pm

    The game is here: Planet Sweepers. Here’s a postmortem.

    Planet Sweepers LD30

    For Ludum Dare, I’m a firm believer of using the theme for inspiration and as a restriction to stimulate creative solutions – and then ultimately not letting it get between you and producing a good game. It’s a starting point, not a destination. A muse, not a contract with a client. Read the rest of this entry »

    MiniLD 54 – The Race to October

    Posted by (twitter: @edibletoaster)
    September 16th, 2014 5:00 pm | 66 love | 42 Comments »

    Are highly rated Ludum Dare games sticking to the theme?

    Posted by
    September 16th, 2014 4:35 pm


    Well once again, it was an amazing Ludum Dare. Frankly, I thought the caliber of games that were submitted were of especially high quality this time around.  I was excited to find that someone had posted data on the ratings of all of the games submitted, and naturally, I was curious to answer some statistical questions. One of which being: “Do games that do well in Ludum Dare stick to the theme?” Now I realize that Ludum Dare is all about the games produced more than being a stickler for things like this, but it is a question that I think is still worth asking. So I ran a quick correlation check on all of the games, and then the Compo and Jam games separately. The results were fairly interesting and I think there are a few things to take away from it. Here are the correlation results between the 9 (yeah I included coolness :P) categories users are rated by:



    For those who don’t know what the heck is being shown here, a very green (close to +1) value demonstrates a strong positive correlation, meaning, games that have a high rating in the one category also tend to do well in the other. A very red (close to -1) value indicates a strong negative correlation, meaning games that were rated highly on the one aspect generally did poorly in the other. For more info: http://www.dummies.com/how-to/content/how-to-interpret-a-correlation-coefficient-r.html

    Now for some interpretations :)

    1. Fun games tend to score really well overall in both the Compo and the Jam (big surprise)
    2. Games with a good mood tend to get high overall scores almost as well as the fun games.
      • This was encouraging because I often feel that a game with a good mood might not always be considered “fun” and that’s what the developer was trying to accomplish. I’m glad that this doesn’t go unappreciated in this community.
    3. Graphics and innovation are somewhat important to getting a high overall score with audio taking a slightly lesser seat.
    4. Innovative games tended to stick to the theme better
      • This could be because developers are forced to quickly come up with an idea and work with it in a short amount of time, which may result in some wacky or really cool game mechanics.
    5. Having a good mood generally depends on a higher quality of graphics and audio (duh).
    6. Coolness has nothing to do with anything (other than getting ratings of course :D)

    These were all pretty obvious (to me anyways) and they may help some of you figure out what to focus on in future Ludum Dares, or just ignore all this and make the game you want :). However, there is one particular correlation (or lack thereof) that I was a bit surprised at. And that is the correlation of theme to overall score. You’ll notice that it never gets above 0.6 in any of the charts (indicating a moderate correlation). I was surprised that this correlation wasn’t much higher, and I could easily see developers thinking it unfair to see a game that didn’t really stick to the theme do better than their game which did. Now I am NOT saying that anything necessarily needs to change, because I realize that this whole thing is about making games and if a good game is made, then the jam was a success. However, I know it is also important to do some self examination every once in a while to make sure things are working as well as they could be. Maybe the theme rating needs to hold more weight in the scoring system? Maybe not? Maybe no one cares at all and we just go make more games (my vote)? I’ll leave that for you to decide :)

    See you all next time!


    Final results of my #LD30 entry ^_^

    Posted by (twitter: @igoramendola)
    September 16th, 2014 2:06 pm

    Although my game isn’t on top 100 of any category, I’m very happy with the results :D


    I think I’m still an amateur guy in comparison with the top 100 and this was my first LD submission (finally, after two failed attempts). But I feel I’m improving my skills compared with my work of a few months ago, especially the graphic part.

    I have learned a few things doing my entry and it was a very good experience. Also, I’m glad to have received many feedback. But one of the best parts of this LD was to play the other games… and I played a lot!!

    Hope to participate on next LD ;)

    Far, far, far exceeded my expectations.

    Posted by
    September 16th, 2014 1:30 pm

    #16 Humor 4.12
    #45 Innovation 4.06
    #61 Fun 3.83
    #363 Overall 3.40
    #375 Audio 3.00
    #403 Theme 3.44
    #922 Graphics 2.50
    #1694 Coolness 35%

    #16 Humor? #45 Innovation? …#61 FUN?!

    Thanks to everyone who played my game despite it being harder than a steel girder.

    If you want to play my game without ripping your hair out, do so here: Clicky Click!

    I’m so glad my Networkaholics game was well received like this, especially given my last Ludum Dare scores:

    Coolness 51%
    #254 Theme 3.32
    #423 Humor 2.40
    #497 Audio 2.52
    #660 Innovation 2.65
    #728 Fun 2.52
    #762 Overall 2.68
    #881 Mood 2.10
    #903 Graphics 2.04

    Thanks everyone. This made my day, week, and probably the rest of the year.

    Wait what?… I won?!

    Posted by (twitter: @TeemuVaisanen)
    September 16th, 2014 11:46 am

    My second compo entry and I won?!

    I can’t believe my game won!!!

    There were so many absolutely fantastic entries. It really feels unreal to see the ratings. Congratulations to everyone who finished! You’re all winners!!!

    Huge congratulations to KevinZuhn’s team aswell for their winning LD30 jam entry!


    I can’t wait for the next one :)


    Superdimensional is over here


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