Mystery master
Hi all i brought a new thought would you like to cheak out your mystery skills well here it is like being a detective in a game you can play the game here : https://ldjam.com/events/ludum-dare/48/$242291

Hi all i brought a new thought would you like to cheak out your mystery skills well here it is like being a detective in a game you can play the game here : https://ldjam.com/events/ludum-dare/48/$242291

I really enjoyed your game and paid tribute in voxel.
https://ldjam.com/events/ludum-dare/48/memeco-0-02
!https://ldjam.com/events/ludum-dare/48/panemuan
I really enjoyed your game and paid tribute in voxel.https://ldjam.com/events/ludum-dare/48/afraid-to-turn#
https://ldjam.com/events/ludum-dare/48/panemuan
Since finals week is over (thank god) I've begun playing some of the games that still haven't reached the 20 review threshold while I shift back to patching my own game.
Here's some games I think should be pushed over the edge...

Probably the most incomplete of the three, but also the best designed. There's a few awkward moments later on in the game, but it is very fun to play.
https://ldjam.com/events/ludum-dare/48/lone-miner

Felt like a fever dream the first time I played it, things just sort of happened as I played. Once you actually see what the fudge your doing the puzzles do make sense. Its probably a lot harder if you don't mash f instinctively.
https://ldjam.com/events/ludum-dare/48/hell-train

Kind of a simple game, but I find it quite fun to just run around and just see what's around. Really the only crime this game commits is that it's too short.
https://ldjam.com/events/ludum-dare/48/dont-pop-descent
That's all I got for my picks, I'm going to keep looking for more tomorrow since its getting late. If you have a game that hasn't reached 20 ratings yet, let us all know.
Do you want me to play your game and register my game session on my YouTube channel?
Mark me below saying “yes, @gustavo-christino“ (to inform that you agree and allow me to do this), also leave the link to your project (this will make it easier for me to find you to play).
It’s a new channel and the content is in Brazilian Portuguese, however, for these videos, I will make comments in English (at least I will try, hahahahahah).
Channel (subscrible, if you like): https://www.youtube.com/channel/UC-VZfYAlStg2jDIrjJDidxQ/

First Call:
https://www.youtube.com/watch?v=7dy-tdwK9eQ
Second Call:
https://www.youtube.com/watch?v=hJ5NvUWYiJM
Third Call:
https://www.youtube.com/watch?v=lciF4F6MkJw
https://www.youtube.com/watch?v=xCu3XhY-aHU
was just as fun to make as the game itself :) if audio's hard to hear I also added captions
Hi eryone, I'll take some requests again to play your games on YouTube. Last time it took me a few days to get through all of your requests.
Again, I don't have a big channel, the videos are just for you to see someone play your game. Leave your links in the comments
Join the stream here: https://www.twitch.tv/justcamh
Submit your game to be played: https://forms.gle/huyTguj2Z5o7oGw98
There's been lotsa people offering to make videos of LD games for YT, and wow they've been popular! But welp, stream's been pretty quiet, and imo streaming is more fun for everyone! I get to say hi to some awesome devs, you can help if I'm doin something silly or tell us about your work, and the games queue is pretty small.
Anyways, looking forward to trying some more of your games! :heart:
post your puzzle game made for the jam and I'll play and rate them (web games only)
First of all, a big thank you to everyone who's played and rated BreakEven so far! I plan to start rating other people's games later today - I have next week off work, so I'll have plenty of time to devote to it.
For now, though, it's time for my usual breakdown of some of the more technical aspects of BreakEven. Considering what a nightmare it was just to get this game working, this ought to be interesting.

Enemies that can freely move in 2D space are something I have never done before, and something I figured I should probably learn how to do. It turned out to be quite possibly the most time-consuming feature I've ever programmed in a Ludum Dare game, partly because of how long it took to debug and optimise but mostly just because it required so. Much. Code.
The AI uses an implementation of the A* algorithm that I took from an online tutorial and modified to work in TIC-80. Once a second, the game generates a "world grid" with the locations of all the walls and hazards, and feeds it to the algorithm along with the player's position. The algorithm then generates an optimal path from each enemy to the player. Enemies will continuously move along this path, moving closer to you until they reach a certain distance.
...in theory, anyway. In practice, the AI seems to just run around in circles until it gets stuck against a wall:

It's something, though, and I can keep working on it and improving it for future TIC-80 projects.
I've continued to refine the effects system I used in Save the Bird and Super Jump Guy. I can now instantiate effects with a delay before they actually appear, which allows me to create the "chain of explosions" effect when you blow up an enemy tank (or when your own tank is blown up).

A more subtle improvement is that an object's animation speed scales with its actual movement speed. So for example, the faster your tank is going, the faster its tracks animate:

In PICO-8 and TIC-80, a sprite drawn at X=20, Y=20 will have its top-left pixel occupying that position. In my previous games, I accommodated this by making every object's XY coordinates correspond to the top-left of its sprite. This simplifies the drawing process - just pass each object's sprite index and XY position to the spr() function - but makes collision detection more complex, as you have to take this into account when drawing collision boxes.
In BreakEven, however, an object's XY coordinates correspond to the center of its sprite. This makes it much easier to calculate an object's collision box. When rendering, I then add an offset so that the sprite is drawn in the correct place.
That's everything I wanted to discuss. If you haven't played BreakEven yet, please do give it a try. As well as getting some rating done, I'll try and get some more fixes and improvements out over the course of the weekend.
Currently working on post-jam version of my game The Unfathomable. I am still in the process of learning pixel art and was not very satisfied with the jam version visuals which I created as my first pixel art ever :-)
So I am reworking all the sprites.
I have also overhauled enemy behaviour, now enemies will only come after you if you get close to them and then will pursue you only for a certain distance. This will bring additional tactical element in the game.
I will probably overahul the upgrade system as well, so the upgrades you make are persistent between sessions and you don't have to pick up the same upgrades every time.
Lastly, I will add a boss squid or some other giant sea monster that you'd have to fight when you reach the bottom of the trench.
Really a lot of work in front of me to make this into a game that you can enjoy longer than just a couple of minutes.
In the meantime, please play and rate the jam version of the game: https://ldjam.com/events/ludum-dare/48/the-unfathomable

Link your games below and I will play + rate them all!
My entry if you're interested (Below 20 ratings)
https://ldjam.com/events/ludum-dare/48/deep-mine-ventures
Hey guys,
as announced we are going to play and rate submitted entries. There will also be some interviews. We would be glad if you will join us to get to see some entries and also listen to some tech talk <3
We will start in roundabout 25 minutes, so you guys can start coming in :)
We are live right here: https://www.twitch.tv/nidavellirgamesstudio
I really enjoyed your game and paid tribute in voxel.https://ldjam.com/events/ludum-dare/48/depths-of-darvaza
https://ldjam.com/events/ludum-dare/48/panemuan
Here's a look at the brand new CLIMBING CLAWS powerup recently released in a new post jam update...

+MORE IN THE NEW UPDATE - 3 new soundtracks - Difficulty Settings (Peaceful, Normal, Nightmare) - New enemies - Pickaxe : Break one block below the player (Upgraded pickaxe increases mining speed) - 3 new unique unlocks - Death messages - SOULS (Basically extra lives) - Improved enemy AI
TRY THE NEW UPDATE BY DOWNLOADING (NEW VERSION) ON THE ITCH.IO PAGE https://ldjam.com/events/ludum-dare/48/the-plummet/
The 2D lighting feature of Unity can impact on how your game looks like. Here are two screenshots from our Ludum Dare entry, Yerlik, with lit and unlit versions.

It was a coincidence that I decided to use 2D lighting. I had forgotten that it existed. Then in a game dev Discord server ("ÜNOG", a Turkish game dev community), I saw someone posting Brackeys's 2D lighting tutorial in his team's Ludum Dare channel. That's when I remembered about Unity's this feature.
Survive, grab coins, explore!!. You have to survive in this dangerous dungeon. Many players will hunt you to steal all your coins. They want them all, they want to buy all content in the game and make you sad and poor. Don’t let them do that, fight!, explore! and above all, ENJOY!!!
If you can join with a friend you will enjoy the game even more. Kill each other and steal all the coins!!!
PD: Don’t forget, you are going to join in a multiplayer game where 1 hit can kill you.
Discord: https://discord.gg/wwKYXWxQ Join our discord to discuss our bugs, to make meetings and play together!! This game is much better with ton of players to kill!!
https://www.youtube.com/watch?v=R_2YG2c9eQM
For this spring's game jam, I made a game called I'm 14 And, and hasn't gotten many ratings on the Ludum Dare site. It isn't the best, but it would mean a lot to me if you can check it out! https://ldjam.com/events/ludum-dare/48/im-14-and
Hello! I decided to do series of postjam updates for my ludum dare 48 entry - Get Down.

The first update added a leaderboard and login system (powered by PlayFab). You can play updated version here.


Also, i have republished first public version of Get Down as a Downloadable Jam Edition (check it here, just go down to see download link). On the next update i am planning to add touch support and port game to Android.