My Little Planetoid in top 6% of Ludum Dare

Ludum-Dare-Results are in!

And they look good.

My Little Planetoid ranked 24th in Theme and 85th Overall from 1402 games in total, which is a very good rating. I’m also happy about the 94th place in Mood. This is also the 4th time in a row I’m the first place in coolness, which is cool, but was kinda expected.

Here are the full results:

Coolness 100%
#24 Theme 4.10
#85 Overall 3.66
#94 Mood 3.40
#116 Graphics 3.78
#124 Audio 3.28
#185 Fun 3.25
#256 Innovation 3.30
#437 Humor 2.20

I’m also pretty sure I would’ve gotten a very good community-rating, if that category still existed.

Go Play | LD-Entry | Review



Ludum-Dare picks

There are currently 1402 games in Ludum dare. Going through games can be difficult, especially with the high number of them, so here are some noteworthy picks. (except mine, which already is awesome :P)


Beautiful twin-stick-shooter/adventure on several spherical worlds.

Angle Isle

Everything is 45°! Also, you’re a bird. Lovely platformer.

Cruel Space

Twin-stick-shooter on multiple planets with leveling-up-mechanics. Beautiful presentation.


Ferry people around town without causing too much collateral damage. Or destroy the city, should you get pissed off.

Trucking the Universe

Rednecks in space. Also, one-button-controlled.

Atom Planet

A lovely little 2d-sandbox starring a dinosaur. What else do you want.

The Tiny World of Fiorella

Incredibly polished and beautiful dungeon-crawler. It’s positively Zelda-esque (or was that Isaac-ular?)

Oh Boy, oh boy

You rotate a planet trying to land asteroids, plants and wildlife in such a way that they survive, and cultivate an own environment.

Beef War

It’s tower-defense with beef. Also, insane.

Life in a Jar

You control a colony of sentient cubes, build stuff and assign jobs. A lot of parallels to My Little Planetoid.


Defend the freedom with 80s action-heroes. Laugh-out-loud funny.

Inside my Radio

Rhythm-bases platformer. It’s beautiful, and sounds great.

Enjoy :)



Amaze. Was. AWESOME.

*Ahem*, allow me to elaborate.

Last Thursday and Friday was the A Maze Indieconnect in Berlin, the first prominent Indie-meetup in Germany (and most of Europe). It consisted of two days of interesting talks, discussions and workshops.

The talks were interesting and mostly great. Martin Nerurkar elaborated on f2p-gamedesign, which can be a useful basis, even if the game isn’t actually free-to-play.

Douglas Wilson talked about basic gameplay and “decorative things”. While Indies often care about the basis, they sometimes tend to neglect the stuffing, which could increase the meaning and fun of a game exponentially.

 Most of my pictures suck, so here’s one courtesy of Jana Reinhardt.

Vlambeer hit it out of the park with their elaboration on the “sensible nonsense” and fiction in games. As it turns out even minimal games without story or narrative should have some sort of fiction (even it is unmentioned in the game), to base the game on.

Two workshops were held in parallel, one about implementing interesting sounds using LibDB, the other on creating geo-location-games. I took part in the latter, and my concept “Super Insane Fun Challenge” rocked the floor. It’s basically about trying to accomplish challenges, which might kill you. It’s fun.

A large part of the second day was spent playing an impromptu set-up session of Johann Sebastian Joust. Us newbies mostly failed against veterans who have been playing the game at conferences for years. I think I even managed to take someone else out, but mostly I fragged myself. It was glorious.

Here’s me trying to play First-Person-Joust. It doesn’t work AT ALL, mostly because I need my left hand to defend and attack, and am quite exposed with the controller in front of my face.

The Amaze-Award, this lovely gelatinous cube, was awarded shortly thereafter. I entered Unstoppaball in the competition, but didn’t make it to the final round.

 It wobbles. Does [generic award] wobble? I think not.

It was awarded to the artsy Proteus by Ed Key and David Kanaga, who won against a fierce competition of frankly brilliant and beautiful games.

I hope next year they’ll have multiple cubes in different colors. I want a green one (and I will get one, mark my words :P ).

So what was the best thing? The talks? The award? The surprisingly good coffee served?

No, it was meeting other Indies. It mas truly magical, suddenly being face-to-face with people I already knew online, exchanging stories, and realizing that we’re not so different, them and I. I even got recognized multiple times, and the “I played your game!” “I played your games too!”-exchanges were magical.

So I’ll go again next year. I’ll go again if they actually make the monthly (or tri-monthly) Amaze Light. I’ll enter my games again, and I would surely participate in a jam, should there be one (and kick ass).

Let’s do it again, guys. It was fun :)