Now that Ludum Dare 33 is over it seems like a good time to look back on the first game we made. We made it for Ludum Dare 32 in April and continued to work on it for a week after that to release one more update. The game was designed by Gege and me together, the graphics are made by Gege and the programming was done by me. Since it was a Ludum Dare Jam game, the initial version was designed and produced during 72 hours, you can see what we changed in the week after that in the changelog on our game page here.

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Click the bunny to play the game!

We participated in Ludum Dare for the second time in a row (already announced that here). We tried to make a strategy game where some simulation was going on – way to ambitious, of course. We still got the basic simulation going and implemented a single unit. A post-mortem will probably follow later, you should try it first!

If you don’t want to click the bunny and missed the link in the first sentence, PLAY THE GAME HERE.


We started working on a game for Ludum Dare 33 this morning, you can find updates on the Ludum Dare game here. Peter Verzijl joined us for this one, he also works with us on The Side Effects of Life with other people under the name Who Is Noah Games. Because of this we will also release the Ludum Dare entry, currently called Doom, Death & Destruction Tycoon under that name. Naming confusion aside, the name of the game is a clear hint: it’s a tycoon game. The theme is “You Are The Monster”, so we thought “Why not be all of them?” and play the setup to basically any fantasy rpg from the other side. The concept is described roughly in this post on Ludum Dare.

There are also some updates on the The Side Effects of Life tumblr-Page, showing our latest progress there.

Play and download it on GameJolt

Play it on Kongregate

Official Jam Entry

We have submitted the jam version of our game to some networks, so make sure to vote for us and subscribe if you want to keep getting updates on new versions. We want to add a couple of features we already discussed and whatever feedback we get from feedback to the game in the coming weeks. A couple of things currently on our priority list are optimizing web players, supporting different resolution ratios and adjusting player controls.