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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 4 days, 10 hours, 14 minutes, 34 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 4 days, 10 hours, 14 minutes, 35 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]

    Posts Tagged ‘Ludum Dare’

    I Am In!

    Posted by (twitter: @LukeofRamsden)
    Saturday, April 19th, 2014 3:19 pm

    I am definitely doing Ludum Dare, and this will be my second one (apart from MiniLD’s)!

    Here is what I am using:


    Language: Java

    IDE: Eclipse

    Libraries: LWJGL, Slick2D

    Graphics: Paint.NET, Aseprite

    Sound: BFXR

    Ludum Dare 29 Wallpaper!

    Posted by (twitter: @https://twitter.com/x01010111)
    Tuesday, April 8th, 2014 1:30 pm

    Hey everyone, I am super psyched for LD29, and I’d like to share a wallpaper I made for posters for our local meetup:


    you can get the 1920×1080 PNG here!

    Feel free to use it however you’d like :)

    Post-Competition Release: The Labyrinth of Keys

    Posted by (twitter: @Martze)
    Thursday, January 2nd, 2014 11:39 am




    Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

    More details at the link above.



    One – Postmortem

    Posted by (twitter: @CuveGames)
    Tuesday, December 31st, 2013 5:30 am



    Hi guys and fellow devs,

    Just wanted to hop in the postmortem wagon and let you learn a bit more about how I worked on “One”, my LD28 entry. English isn’t my mother tongue, so be ready to read approximate french-glish.

    If you’re interested, you can first test my game here.

    The Concept

    When I heard about the theme, I got a little disappointed because I voted against it, for the simple reason it didn’t inspire me that much. I almost gave up on participating. My first idea was to make a game about getting only one seed in an arid world, but it was too complicated and, in my opinion, not original enough.

    I was a bit depressed that saturday, the sky was dark. Thinking about the LD smoking my cigarette outside, I suddenly decided to cheer myself up by cheering other up, and I decided to make the happiest and cutest game I was able to do in 48h.

    With that in mind, I thought about the theme again and remembered that one dream I used to have which filled me with happiness. In this dream I wasn’t flying but jumping so high, and falling so hard ! It was fun and magic. I decided to turn that into a small game.

    For those who didn’t play the game, the game is about a little child who learn to jump up to the stars. Little light balls help you to get higher and higher.

    The Scope

    I’m what you could call a experienced dev, with more than 20 games released in my career, and 4-5 game jams. After several years, I’m now experienced with scoping a game. My advice is to always go for the simplest idea you can have. Because during the course of development, either for a full game or a jam, you’ll always spend twice the time you planned on small things like researching, debugging, adding signs and feedback, etc. We always tend to underestimate the details, so focusing on the simplest idea and growing from there is often the best solution.


    I used Flixel, which is, in my experience, one of the best technology for game jams, for two reasons : it’s perfect to create very small projects in a very short time, and it’s meant to be distributed online, as it’s Flash based. The second is useful for LD because people tend to test games with Web version more (it’s far from being enough to get a lot of ratings, but it helps a bit).

    My idea for One was so simple I managed to tackle gameplay code in a couple of hours. I love when it goes that way, because I know I can use plenty of time to make art, music and moreover add signs & feedbacks.

    No Instruction

    Several people have been surprised, playing One, that there isn’t any instruction. Well it’s been a choice. I love to do game jams to experiment with ergonomics. Having no instruction is a risky challenge. If it’s done right it helps immersion and focusing on the message of the game. If done wrong, it simply ruins the whole experience. So far, I don’t think anybody really got stuck in the game, so I would say I’ve done it right this time !

    Here are a non-exhaustive list of simple things I implemented to make sure players learn how to play by themselves :

    - Control scheme : as intuitive as possible, only three buttons (left, right and up). Duplicated on ZQD and QWD

    - At least one bonus is visible on screen at start, encouraging to reach it and learn to jump and move.

    - Audio feedback when touching bonus and also when reaching the current max altitude, hinting a bit on what to do.

    - Midgame, my texts help a bit, by notifying that there’s more to discover upward.


    I’ve worked with Photoshop. I’ve made backgrounds mainly using a brush to get this cloudy aspect. I didn’t want to spend too much time on animation so I made only a few poses of the character, mixing pixel art and painting techniques.


    Surprisingly, I spent most of my time on music, with at least 4 hours spent on it. I must say I got a little carried :) I really enjoyed making it, so I wasn’t able to stop until I was satisfied with that small piece.

    What went right

    This LD went really well, for the main reason I did a game with a message and an intention in mind, I think. Working with the purpose of sharing a bit of love and poetry is wonderful. I managed to do a little something I’m proud of in far less than 48h because I didn’t get too ambitious and managed to focus on a simple idea and make the best I could of it.

    What went wrong

    The game was a bit oversized, and loaded from a website it discouraged some of my early testers. They complained it wasn’t working because I forgot to add a preloader : the page showed a blank page for around a minute. I hope those early testers didn’t rate the game too bad. I also stupidly forgot to proof-read my texts and let a small typo in the game (which I corrected later, as I learned it was allowed).


    Make game with love, message and passion, focus on a simple idea but don’t forget about the little details ! Happy new year everyone, and let 2014 be filled with hope, love and plenty of wonderful games ! I think games can help the world be a better place, so keep going guys, I love you all.


    You can reach me at contact [at] cuvegames.com if you have any question or feedback which I would love to have. 


    youGOO! enhancements

    Posted by
    Thursday, December 26th, 2013 12:30 pm


    Greetings Daredevils!

    I’ve updated my Jam entry – youGOO!

    Its a webcam game to test your fist reflexes.

    Now with:

    - Better fist detection

    - Improved edge collision (number used to go off-screen)

    - High Score (displays your maximum score for current session)

    - Sound FX!

    - Faster gameplay

    Check it out at


    Please do leave suggestions/ideas/death threats in the comments.




    Has anybody had success with looping music in HTML5 or JS? Please let me know…

    Really want to put in a looping theme, but it stalls after the first playback…



    Posted by
    Friday, December 20th, 2013 7:19 pm



    I uploaded Linux and OS/X versions of my game,
    so you can now test Web or Windows or Linux or Mac OS versions of
    superfrozenkittengetsonlyonesecretbottleforyou game:)

    It’s ->  here!
    (it’s 1:1 game jam version)


    What I’ve Learned from not Finishing: A Postmortem

    Posted by (twitter: @https://twitter.com/gamepopper)
    Wednesday, December 18th, 2013 4:44 pm

    Hey all! I’ve been enjoying a lot of games from this Ludum Dare, and I hope you all have to. I participated myself in the jam, collaborating with another indie game dev known as Code_Assassin. However, through details I’ll explain below, we didn’t finish. While we did submit an entry, it wasn’t a finished game like we hoped, and after a day of thought, we requested the entry to be taken down, and the game removed from Newgrounds.

    The idea

    Our game originally started off with a premise of finding a mob boss out of a group of people, the levels and the clues would be random each time, but you only had one chance at killing the boss. We agreed on using Flixel as our framework due to its ease of use, my experience from using it in last year’s Ludum Dare and CA’s experience with Actionscript3, and that we could upload it to the web. We got a Git repository set up and we were hyped up and ready to go!


    Walkthrough LD48: “Stingtime for Hitler” – YouTube

    Posted by
    Wednesday, December 18th, 2013 9:53 am

    Walkthrough LD48: “Stingtime for Hitler” – YouTube.



    Jam Entry: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=784

    This jam entry was probably the most complete project we made so far. We had a lot of fun coding this short puzzler over the weekend. If anyone is having trouble solving the levels – we have uploaded a quick walkthrough above. Note that there are multiple solutions to some of the levels.


    youGOO! Gameplay

    Posted by
    Tuesday, December 17th, 2013 1:44 pm

    ‘sup guys!

    Here’s a gameplay GIF from my jam entry…


    Obviously, i’m terrible at my own game :-)

    See how much you can score at


    Ludum Dare design goals

    Posted by
    Tuesday, December 17th, 2013 7:26 am

    I like the idea behind ludum dare but this site needs work. The competition is more then 10 years old, it is the most recognized by media. Game designers are usually thoughtful people. This site needs to be designed from the ground up with aim for innovation and indie movement.

    I feel strange when I have to rate at least 20 games(goal suggested by the system). It means that I have to skim through a lot of content and make a shallow comment. System is not designed to make you think and provide valid criticism of the game.

    The site needs to be open platform with transparent rules and design goals. I even do not want to talk about it’s rating system. Right now it’s painful to use. I think it needs to go away.

    When you make a comment, game creator should be able to mark your comment as useful. Sort of like stackoverflow. Then we can view games of people who provide the most valid criticism of games. If game creator thinks that criticism is fair then it must be good, person must be thoughtful and deserves recognition.


    What do you guys think about the future of ludum dare?

    Ludum Dare graphs, ld28 edition

    Posted by
    Tuesday, December 17th, 2013 1:59 am

    Da Graphs

    retweet this: https://twitter.com/Sol_HSA/status/412824692672589825

    EDIT: due to request..

    Climb the Teide!

    Posted by
    Monday, December 16th, 2013 7:39 pm

    Well the game’s up and you can play it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29557

    It’s our first game ever and Jam and it’s been a great time.

    Climb the Teide and put the one and only cap on it before it sneezes.


    TeyDe screen04

    Lots of bugs and things to fix. You can beat the whole level, even thought the webplayer hides some platforms on the left of the screen. Sometimes greed will take over a character and won’t throw the cap. Just keep trying will walking from one platform to the other, he’ll eventually cave in.

    Hope you enjoy!

    Dinosaur Ranger Interview: Burrito Challenge SUPREME Done!

    Posted by (twitter: @udellgames)
    Monday, December 16th, 2013 5:19 pm

    Completely forgot to formally announce my Compo game, so here it is!

    Dinosaur Ranger Interview: Burrito Challenge SUPREME (DRIBCS) is a quirky, fast typing game made in Unity3D.

    It’s the job of your dreams: dinosaur ranger. You’re on step away from living your life to its fullest. You’ve trained for years for this moment and all you have to do is pass the interview.


    In a fit of foolishness, you snarfed down a huge burrito for breakfast, and now it’s trying to make its way out! Quickly type your responses, avoiding mistakes and try not to soil yourself!

    Go play it! (Web, Windows, Linux)

    Another year down, another LD over

    Posted by
    Monday, December 16th, 2013 4:34 pm

    After finishing my 4th LD ever, competing annually, I can honestly say I learned a lot this go around. Previous years, i spent the time building up to it practicing whatever language/framework I planned on using. This year, i decided to try using Unity. I had some vague exposure to unity a handful of times, but nothing this extensive.

    I can honestly say, as far as frameworks go, it’s really rather slick. I could definitely see using it in a real project.

    At the end of the day, though, I’m honestly not too enthused with the results. I really just couldn’t come up with any good ideas for the theme this year. All previous years, i had so many ideas buzzing around I couldn’t get to all of them, and ended up having to cut things. This year, i got essentially everything in I planned from the get go, with plenty of time left of my hands to mull over extra ideas. All in all, i honestly don’t think the game turned out that fun, either. I honestly felt really restricted by the theme. Oh well, here’s hoping to a better LD next year!




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