I’ve been sifting through Ludum Dare 23′s haystack of games. Indulging at random, I haven’t made much of a dent in the 1,400-plus catalog, but I’ve been having some fun thinking about theme and how it works itself into game design. Ludum Dare games are an interesting species: so many half-baked ideas, feverishly realized, trudging onward through sleep deprivation and frustration to a relative state of completion. It’s even fun digging into the broken entries and trying to decipher what the developer must have been getting at. It really is a window into this chaotic, collective game design soul. It’s like getting to listen to an album before it’s properly mixed and mastered, or maybe even before most of the songs are finished. There’s not much polish, but the idea is still there. The wide range of quality in these games must hinge on a number of different factors: coding ability, artwork availability, motivation, outside constraints, etc. But regardless of quality, all of these games are united by a single theme, which must be both frustrating and limiting from a design perspective. I love reading the postmortems, as well. Here’s one from a guy who works with robots at his day job.
In games, a theme can be literal, metaphorical, or even just referential. It could be applied in a setting, perspective or an interesting design constraint, or it could surface in all of these elements. The theme for this round was Tiny World, and it seems that many of the entries attack it from a player perspective angle. I guess that’s why I’ve seen a lot of 2D views from space with a guy running around on a tiny little planet. I’ve also seen multiple entries that incorporate a shrinking mechanic. Sometimes it’s a direct skill that the player can access, and sometimes it’s applied to the environment as the story progresses. Some folks took on a psychological bent, their games set within the confines of the human mind. And then, some implemented the theme as a characteristic of the protagonist: a scientist who specializes in microbiology or a mischievous elf.
Now that the boring, wordy stuff is out of the way, here are my favorites out of the entries I’ve played so far, in no particular order:
In-Delusion: There’s something not quite right here.
Soul Searchin: You can shrink, but it’s all in your head.
Astro Break: One of those cases of guy-running-around-tiny-planet.
Lililput: When’s the last time you played a typing game that told you to spell badly? FIGHT THE MACHINE.
Mayor vs Aliens: Really takes off, once you abandon your deteriorating plot of land and start bouncing between aliens.





The last guy surely has a cool top hat.
Indeed he does!
Ah, yes, a mighty fine selection!
That is most kind of you to say, sir!
Also, it was most inspiring for you to post these games. I really think I should be entering the next Ludum Dare…
That sounds like a fantastic idea! I’d love to see what you come up with. Maybe I’ll get in there too with Twine and produce a poorly written, subversive text-adventure, eh?
Well, I’ve already designed the skeleton of the thing and only need to find the time to sketch it out. And it’s deeply political… Anyway… Would love to see your subversive text adventure, you know.
I can dig on something deeply political! Is it an adventure game?
Thanks for picking my game as one of your favorites, I didn’t get to include everything I thought of, but I think I got a very rough generalization of the concept across.
I’ll be remaking it soon, I will keep the ludum dare version up as well though (I’ll just add “Ludum Dare version” to the title), the original story I had planned was much longer and had many more twists.
Thank you for creating such a wonderful gameplay experience! I would assume that not including everything you want is part of the territory that comes with a Ludum Dare endeavor. I look forward to the remake!