Post-mortem / Making of

This weekend I participated in yet another Ludum Dare. This one was exceptional, however, because there were no ratings. It was also exceptional for me, because it's the first time I submitted a (mostly solo) Jam entry, meaning I had 72 hours to create the game.

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Results

And the results are … somewhat disappointing! I guess I got too hyped too quick.

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Post-mortem / Making of

As is tradition, I participated in another Ludum Dare, with the theme 'Shapeshifting'. Though the game is rather simple and certainly not revolutionary, it might be one of my best LD entries to date.

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Results

As expected, the results for this LD were worse in almost every category compared to LD 33. But still glad I participated!

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Post-mortem / Making of

Another Ludum Dare over! Not very satisfied with my product, but I'm still glad I submitted something.

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Results

Publishing these a bit late, naturally… But quite proud of my results!

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Post-mortem / Making of

I participated in Ludum Dare 33 last weekend, and I made a point 'n click adventure game (again) - Primary Objective.

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Ludum Dare 33 Wallpaper

Will Edwards over at ludumdare.com asked me how the wallpaper I made for LD was generated, so here goes.

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LD33 warmup: pizhul

Ludum Dare 33 is almost here, so I am getting ready – I made a warmup game, prepared my music libraries and published some tools for other participants.

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Ludum Dare 32: gorgon

The last Ludum Dare was, unfortunately, a failure for me – I couldn't finish what I had started. As is often the case, I spent too much time on a single aspect (buggy / slow pathfinding), which led me to realise there wasn't much to my game yet and not enough time left to implement a good amount of the features that would make the game somewhat interesting, for me or the players.

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1Hour1Game: Of Droids and Particles

One hour for making a game is definitely not enough at all for a polished result. However, I believe this is good practice for rapid prototyping / any kind of gamedev jams with very limited time. It helps identify problems with your framework, workflow, the tools you're using, your time estimation, et cetera. So I gave it a go, hopefully this could turn into a fairly regular exercise.

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Results

And the results are in!

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Post-mortem / Making of

Ludum Dare 31 was held this weekend (December 5th – 8th, 2014) with the theme Entire game on one screen. I wanted to make a point and click game for a while, so I gave it a go, and I am indeed quite happy with the result, Cell #327.

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Results

And the results are in!

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Post-mortem / Making of

Skipped a weekend worth of revision for my exams the following morning, didn't really get to sleep for them either (cause European timezone) but ... I think it was worth it :) When I was coming up with the concept, I imagined the resulting game to be a little more ... dark, more atmospheric. In the end it is a bit different, but maybe that's for the better. Seems to be more fun, the different worlds are noticably different in their palettes, etc.

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Results

And the results are in!

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Post-mortem / Making of

Ludum Dare 27 was held this weekend (August 23rd - 26th, 2013), and I participated. In case you didn't know, Ludum Dare is an event happening every ~3 months, with smaller events (MiniLDs) accompanying happening irregularly. The point of the LD competition is to create a game in 48 hours from scratch (code, audio, graphics, story, ...), following a theme announced at the beginning. This time the theme was '10 seconds' - I made Thade.

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