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Ludum Dare 38 – ‘The Other’

We are here again.

This time the theme was ‘Small World’.

As usual, I tried to do a novel spin on the theme. I made a short game about the ‘small worlds’ of those who are fearful of the ‘other’ around us, and how they might benefit from being more open-minded and engaging with the ‘other’, whatever or whoever (in the case of this game) it may be.

Keep in mind that I’m British, from London (who voted to remain in the EU) and as a country we’ve just voted to leave. These kind of issues are rather ‘live’ around here at the moment!

You can go see my Ludum Dare page, where there’s a link to play the game straight away (I tend to use Construct2 for jams and publish to HTML so it’s instant play in a browser).

New game jam game (miniLD). Theme: deceit.

So, like I said, I enjoyed Ludum Dare in December so much that I decided to take part in as many as possible – including miniLD.

MiniLD is a smaller version of the Ludum Dare game competition/jam which happens in each month where there isn’t a Ludum Dare event (which is normally once a quarter). The theme for January was any combination of ‘facade, deceit, conspiracy, and scheme’.

I had already decided that I wanted to have a go at making a game in Twine, since it’s a tool that’s long interested me and I knew that it would be very different experience in creating an ‘interactive piece’ (people seem to get heated when talking about whether anything made in Twine is a ‘game’ or not!). I was also interested in the way that working in Twine seemed to encourage people to make more personal interactive experiences.

I chose to run with deceit only. After thinking for quite a while, I went with a theme of ‘self-deceit’ based on my own personal experience. 

I’ll write a post-mortem on this next week probably, when I’ve had chance to step away from it and then return and evaluate it a little more objectively. But I will say now is that it was a radically different experience from making something in the other tools I’ve used (Construct2, Unity and MMF2).

Arguably, it’s harder. Since you only have the text available (albeit you can use variables, conditional statements and other basic reactive actions) you really have to think about what you’re trying to get across. The fact that the product IS so simple, is what forces you to really examine what the purpose of the project is and what lends itself to more personal themes.

You can find the results at the Ludum Dare page for it, and also over on my portolio page.


I’m in the top 11% overall for Ludum Dare 28!

So, the results from Ludum Dare 28 were published this week, and I really don’t think I did too badly!

This is my score table from the Ludum Dare website. ‘Coolness’ is a rating based off of how many other people’s games you played, ‘Theme’ is how original or interesting your take on the game jam theme was (which in this case was ‘You Only Get One’). Other categories are pretty self explanatory.

There were 1284 entries in total for the competition.

Coolness 55%
#37 Theme 3.91
#91 Audio 3.48
#117 Mood 3.47
#138 Overall 3.55
#349 Graphics 3.21
#357 Fun 3.06
#384 Innovation 3.06
#386 Humor 2.50

So I placed in the top third for all categories, very nearly in the top 10% for overall (I’m in the top 10.7%!) and in the top 3% for the ‘Theme’ category!

I’m really quite happy with that result since it’s my first solo game jam. To place in the top 10% for ANYTHING is pretty good for a first timer.

As ever, the real fun was had during the jam itself, with the real prize being that I conceived, made and completed a game within 48 hours. I enjoyed the exercise so much that I’ll be doing it again this weekend for mini-Ludum Dare.

I have already written a post-mortem for my entry, entitled ‘Shades of One‘.

New text adventure game

A short ‘escape the room’ type text adventure game of mine has recently been accepted and added to the Educational section at

Cunningly entitled ‘Escape‘, it’s a game where you need to have some knowledge of science concepts that are taught at KS3 (that’s 11-14 year olds) in the UK National Curriculum. 

Originally written for an educational game jam, you can find ‘Escape’ here. No extra software is required to play it – it all runs in the browser.

Escape was written using the Quest Text Adventure Game Engine by Alex Warren. From initial concept to finish (including learning the engine from scratch and bug-fixing) it took about 4-5 days to complete.

Pictures of ‘Totally Guilty’

As promised in the previous post, pics from the prize-winning game I helped make at the Global Gamecraft Gamejam – ‘Totally Guilty’, where I did all the writing.

It was a more complicated version of ‘Memory’, and in this game you took the role of an NSA operative aiming to make connections between various citizens in your  database. The more connections they shared, the more suspicious looking and guilty they were (and hence the more points you got).

Enjoy. The combinations of descriptions and facial features led to some, er, ‘interesting’ biographies!