Ludum Dare Games
These are the games I have created for Ludum Dare competitions. Ludum Dare is a 48-hour game making competition that challenges developers to make something based on the theme, from scratch, in 48 hours. It’s a lot of fun, and I recommend it.
LD19 – Strange Lands
Overall Ranking: Tied for 58th of 242 (All Results)
Strange Lands is a turn-based strategy game I made for Ludum Dare 19, the theme of which was “Discovery.” Players discover the randomly generated levels as they fight against an AI enemy player. Controlling more nodes on the map gives players more income, which they can then spend on troops and capturing more nodes. The game was created with C++, SDL and OpenGL.
LD18 – Bouncing Bellyfloppers
Overall Ranking: 34th of 172 (All Results)
Bouncing Bellyfloppers is a strange little puzzle/action game I made for Ludum Dare 18, which had the theme “Enemies as weapons.” In the game, the player must quickly and strategically move his limited trampolines to repel bellyfloppers that threaten to level his city. As the game goes on, more helicopters come to drop enemies at a time, but the player also gets more trampolines. The game was created with SDL, SDL_mixer, OpenGL, and C++.
LD17 – Artillery Isles
Overall Ranking: 27th of 204 (All Results)
Artillery Isles is a fast paced realtime strategy game I made for Ludum Dare 17, the theme of which was “Islands.” In the game, the player must use the bases on his own islands to destroy the enemy’s. Each island that a player owns produces resources based on the size of the island, and he can capture more islands with enough resources. The game was created with SDL, SDL_mixer, OpenGL, and C++.
LD16 – In The Field
Overall Ranking: 38th of 121 (All Results)
The theme for Ludum Dare 16 was “Exploration.” During the competition, time was a pretty tight for me, so I ended up creating In The Field in only 6 or 7 hours of working time. In the game, the player must get from one point to another. The catch is that the goal point is in different place on every level, the environment is dark until explored, and there are red fields of death all around. If you get too far into the red, you’ll die, but it’s up to you to know how far is too far. Levels are procedurally generated, and there are options to change the size of the board.
LD15 – Cave of Peril
Overall Ranking: Tied for 35th of 144 (All Results)
Cave of Peril was my submission for Ludum Dare 15, a 48-hour game development competition whose theme was “Caverns.” The goal of this game is to advance as far as possible through a dark and dangerous cave, filled with ceiling traps and deadly goo, all the while being chased by invisible evil zombie gnomes. The cave would be pitch black (as caves tend to be) if not for the player’s flashlight and the light at the end of the tunnel. Each level is procedurally generated, so the player can play until he is defeated by the perils of the cave.
LD14 – Stormwall
Overall Ranking: 24th of 123 (All Results)
Stormwall is a fast paced maneuvering action game which I created in 48 hours for Ludum Dare 14, the theme of which was “Advancing Wall of Doom.” The goal is to survive for as long a time as possible, all the while staying ahead of an advancing wall of storm and dust, as well as avoiding or destroying mines, both of which will destroy your hovercraft vehicle.
LD12 – Tower Infinite
Overall Ranking: 23rd of 57 (All Results)
Tower Infinite is an infinite procedurally generated platformer game I created on my own in 48 hours for Ludum Dare 12, which had the theme, “The Tower.” The game automatically generates each level, and becomes more difficult as the player progresses. The object of the game is to get as much score as possible by destroying enemies and mines, picking up bonuses and powerups, and finishing each level quickly.