Empty. Ludum Dare 37

Tidy up the room. It should be shining.

As always, Ludum Dare was a great way to experiment and learn a new thing! Here is how it went for us. The theme was “One Room”.

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Day 1, idea, modeling, code

As many people, we started with one concept and ended up with a completely different one. The key point was to make something that doesn’t rush the player, no sweat — just a zen-like experience. We began with a shader for smooth game look, which ended up in a relaxing open-space exploration, not a room game. It turned out quite difficult to tie the initial idea to the “room” theme. At the end of the day we came up with a new idea, which discarded what we’ve done during the whole day. Luckily, we were happy with the new game concept, which became the final game.

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Day 2, code, modeling, level design

A simple unlit look became the key element for the gameplay mechanics. Using that, developing levels became another pitfall. Removing objects against other objects is fun. But it would be funnier to solve some puzzles. So we tried to incorporate a few. By the end of the day we had a working prototype with most of the levels.

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Day 3, level design, sound, code, debug

On the code side, this is the first time we could afford to spend most of the day on polish. We tried different things for objects disappearing, highlighting details and overall smooth experience. We paid particular attention to sound effects and we’re quite happy with the result – removing furniture seems satisfying now!

What went wrong
It was a tough theme. The final idea came a bit too late. Describing the gameplay mechanics using words is incredibly difficult. One picture is worth a thousand words. One gif is worth two thousand words. Unfortunately, there was no time left to make an automated tutorial, that’s why the game could look complicated at first.

What went right
We were pretty happy how this game came out. And level design was not that difficult.

All in all
As always, it was fun making the game. Hope you will like it!


Update: We took the first place in Jam’s overall!

Woo-hoo! It’s hard to believe that we took the first place in Ludum Dare! To be fair though, three games share the first place in Jam this time. But who cares!

Here are the results of Empty on LD37:

Weird Phatty Freebie


Weird Phatty is the collection of highly unpredictable and totally unusable audio phrases recorded straight from the great little analog synth. The samples are mostly atonal, ranging from very quiet hiss and crackle to resonant sweeps and pseudo-sequenced riffs. The sound was made with one finger pressed one key. No knobs were turned (perhaps, except of on a couple of examples), no buttons were pressed, no effects, sequencers etc were applied during recording – just the internal modulation of the instrument. The point of recording such samples was to explore the deepest possibilities and seek for margins of the little angry synth.

The sample pack is free for free or commercial use, with or without credit of author. However you can’t take any part of this sample pack for any kind of reselling purpose including sample libraries, stock marketplaces.

CAUTION! Please watch your ears!
Due to the wide frequency range of the samples listening to some sounds in high volume may be harmful to your ears. Please audition them in low volume.

Liked this freebie? Please subscribe or/and follow in Twitter! What would help us make more of these.

Stain System

splatter system page header

Polishing games is tricky and takes a lot of time. Hopefully, our new Unity Asset can help a bit with that.

Stain System is a special tool to add some spice to games. It lets devs easily add animated splashes onto scene objects. Stuff like paint, dirt, blood etc now can be easily added to any 2D and many 3D games.

Stain System

Check it out here: Splatter System Web Page

Aeroteque goes open-source


We are glad to announce that we are releasing full source of Aeroteque on GitHub!

The game grew quite a bit since Ludum Dare, evolving into both VR and Google Tango experience. In the Unity project, the original desktop gameplay is preserved and can be found in the GameplayDesktop scene, while the Google Tango motion tracking powered and optionally Cardboard VR gameplay can be found in GameplayTango scene.

The game is much more fun in VR, especially if your movement in the real world is translated into the game thanks to Project Tango’s motion tracking capabilities. But even if you don’t have Tango and Cardboard VR, the game is still worth checking out!


GitHub: https://github.com/max-dz/aeroteque
WebGL: http://dustyroom.com/aeroteque/webgl
Google Play (requires Google Tango): https://play.google.com/store/apps/details?id=com.dustyroom.aeroteque