Ludum Dare 50 April 2–5, 2022

Music, new cards, and more for The Fall of Mezentople

Hi all!

We’re excited to release a new version of The Fall of Mezentople, a game about the shape and color of decline. We’ve worked on it for the last couple months and during that time added:

  • Music! There’s a new dynamic music system that mixes different tracks for different game stages.
  • Sound effects!
  • Mobile support! The game should work much better on small screens (in landscape mode).
  • More cards!
  • Rewrote cards and fixed typos.
  • Diversified disasters.
  • Tweaked how the map updates to make changes easier to see.

We hope that you’ll like the new version, and if you played before, we hope you’ll want to come back to Mezentople to see what’s new!

/ Theia & Linnea

https://vgel.itch.io/mezentople

Screenshot of the game

Transfer

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survival game

i want to hear any ideas you got

v0.0.2 - First post jam release

1.gif So, finally (after two months) I have found the time to work on a post-jam version of this game. I have been in a bit of a rut, with my gamedev hobby, so I have decided to make this game a full release for once, and not pick any other projects, before this one is fully finished.

I am also going to publish a devlog at least once per week, and write a bit about my progress. Hopefully, this will help me create a habit of sort, and I will be able to pick on more ambitious project in the future.

With that being said, lets get a bit into details of what was made in this release.

The most significant change is the new enemy spawn system. Instead of spawning one, massive stream of zombies (and random spawns of Necromancers, which really screwed some unlucky players) enemies now spawn in waves, with linear increase of spawned enemies in each wave, which is way more manageable. Also, Necromancers now spawn every 10th wave (with linear progression of their number, obviously), which should help plan in advance of their arrival.

With all that being said, game is still in a super rough state, and there is a ton of work to be done. But again, with more regular and focused approach, I am suspecting that game to be done by the end of this summer (so somewhere in August 2022).

If anyone reading this could spare a few minutes to play my game (latest build should be included in this post), and especially leave some feedback, I would be eternally grateful.

See you soon!

~Kszaku (damoch)

All the same -> Recollection -> Demo out now!

For Ludum Dare 47, I made a game called 'All the same', and was really happy with it. It even secured the number one spot in the mood category. Screeny1.png
That game is now the foundation for my first commercial indie game called 'Recollection'.
And it has a demo out right now for Steam Next Fest!
You can check it out here: https://store.steampowered.com/app/1804610/Recollection
There is also a shiny new trailer:
https://youtu.be/IUwcoWQxzvE
I just want to say: Thank you, Ludum Dare! I wouldn't be where I am now without you, the awesome community, and of course Mike Kasprzak (@pov) running the whole thing. Thank you all from the bottom of my heart!

PS: If you're interested in my development journey, check out my latest devlog:
https://youtu.be/CRN_k6AD5kE

Entertainment

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spinoff of speedy students

my ludum dare 50 game speedy students is getting a spinoff soon and the trailer for it will be ppublic very soon so when it goes live be sure to check it out

Games and money

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Ace of Rope is now a big game

It's been almost two years since Ace of Rope was released for LD47! With the added confidence of obtaining 5th place in the compo, I decided to continue developing the game a bit. Just a bit, that 10-minute game just turned into several hours of adventure, nothing really. :P

After a few months of development (no I'm not crazy enough to develop a game continuously for almost two years, many hiatuses happened), I'm proud to present to you a trailer, and a paid version (with a free demo)!

Everything is still on https://cagibi.itch.io/ace-of-rope. The initial compo version and source code are still in the downloads, if you're interested.

the trailer

Making my game better

Few weeks ago i made my first game "Fill the generator" for LD 50. And the game kinda sucked so i decided to make better version of the game, well it should be better. I would appreciate if you download and try the new version of the game. Let me know what you think :)

https://lemonscripts.itch.io/fill-the-generator

bullys

why do they exist

THE TRAILER IS OUT

click my profile and look at speedy students to see it @coatline @marianoa @danielfoutz

new game

im taking a break from speedy survivor and making a new prison game so pls comment your thoughts

Reddit

Look for what Medium Article promotion is very important on Medium for monetizing business projects. Large brands, public people and entrepreneurs publish articles on the site reddit account . Because of the high competition, users have to look for new promotion methods. One of them is to buy Medium claps for your notes to promote them more actively. Each user can leave no more than 50 claps to one entry. It can take thousands of claps to actively promote articles. You can get claps on Medium almost instantly and without much cost.

Looking for a new team

I'm looking for a team for the next Ludum Dare. I'm doing this very early because I want to make sure that I'm prepared. I am 14 years old, and a programmer. I mostly use HaxeFlixel to make games. The last time I participated in Ludum Dare, I was using Flash to make it and I think that was a HUGE mistake. Anyways, if you are interested, my newgrounds is https://coreymcdonald.newgrounds.com/

Fancy a non-cram jam at the end of July? The Pacifist Jam!

I'm hosting a 9 day jam where you're encouraged not to cram - and the theme is to avoid violence as a core mechanic of your game!

honestjam4.png

Recently I've spent time reflecting on the sheer amount of violence/combat orientated video games. Whilst I do not think this is a problem especially, I'm interested in seeing how hard it is to come up with fun game ideas that avoid violence, combat or physical confrontation. The term "enemies" or "baddies" has become such standard terms in gaming - I wonder how many games we can design and make without goodies vs baddies, or designated entities that we are justified in killing!

Register here: https://itch.io/jam/honest-jam-4

GMTK JAM 2022

let me know if your particapating and if you need a team

WHA??????

????????

Entertainment

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PHIL ALONE FROM LUDUM DARE 47 ON STEAM!

Phil Alone - Official Release on Steam

I am glad to announce my first game on Steam officially, Phil Alone. After many years working on mobile games, I decided it was time to make something different and try a different market. I wanna say thank you to everyone that participated in the campaign of crowdfunding, and thanks to you guys it was possible for the release of this game on Steam.

I wanna take this moment to tell my experience as a game developer and how everything started so other game developers that want to produce their own game on Steam can be motivated.

How everything started:

Well, Phil Alone was created on a Game Jam called Ludum Dare 47 and at the beginning it was just a test project that I made because I never worked with horror games. I had a blast with the theme that it was “loops” and I ended up creating a game where your character is inside a death loop and your goal is to find out how to get out.

At the Game Jam, the other game developer sent me a lot of feedback that made me realize the good and the bad points of my game, including the fact that this type of game is really different for a game jam and it was really unique because of that.

After the Ludum Dare:

After the feedbacks, I realize that the game has a certain appeal, even if it’s something simple and the game let the player intrigued because of the puzzles and the story of the game, to see what would really happen to Phil at the true ending (yes, the game has a lot of different small endings).

Because of all this, I decided to give some upgrades on some game details and change what the players complained about the most, such as bugs, audios, fonts, colors and other details that bother the players, making the game as clear as possible.

And the final result, you will see on Steam from day 07/22!

What I learned with the release of Phil Alone on Steam:

Although the game was just released on Steam, I already learned a lot of things because of it. The first thing was how Steamworks really works and it’s so complicated to use for the first time, there are a lot of details that you must think about to release a game and that a lot of game developers end up forgetting specially for beginners because they don’t think about marketing things.

Another thing that is really important is the wishlist, I ended up having a lot of people that put my game on their wishlist even if I didn’t do so much marketing. Maybe if I had taken more time of the production of these materials I could have pulled more people to know the game, but I had a lot of different projects and other things to do that it got so complicated putting everything forward.

Besides that, I decided to release the game as free because it’s a small game and people could know this universe and posteriorly release a huge game with this proposal if a good number of people are interested in this game and this style while working on other projects.

Thanks to:

Well, to end this, I wanna say thank you to everyone that were here since the start of the project and those that learned about the game in the way that took some time to play it and those that shared with their friends and acquaintances. Thank you everyone that is with us on this journey and I am sure that this game and the next ones will be a hit!

Aproveitem e joguem bastante!

Enjoy it and play it a lot!

PhilAlone #PhilAloneonSteam

https://store.steampowered.com/app/1902020/Phil_Alone/

making my first 3d game

the game is going to be a multiplayer party game 😎 pls look at my updates posts about it 👀

classic cartoon jam

i am announcing the toon jam: link here https://gamejam.com/jam/toon-game-jam this is for people who want a chill and fun game jam: all criterions on the official page

The Extra category looks extra empty for some reason

Capture d’écranem2022-07-27/em09-26-30.png

Because the category filter can't be turned off, and Extra games aren't rated, I can't access those anymore. Any solutions?

I was curious so I wanted to look at what they've become, staying motivated for 2-3 days vs for 3 weeks is a very different challenge, and that could really impact the game's evolution.

Edit: I created an issue on the JammerCore repo, that'll be more helpful.

Development

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Dalle-2 for Ludum Dare

Hi,

I just wanted to start a discussion after I received access to Dalle-2. I believe, according to the Rules using Dalle-2 to generate the Art for your jam or compo games should be allowed ("Content generators are allowed"). However, this is certainly not the type of content generator imagined when this rule was written and it would really feel like cheating with how easy it could generate your game art. I think, personally, I would opt out of graphics if I used Dalle to design all of my characters, but I don't know... I really think it would offer a lot of opportunities for people like me that are not so artistically gifted

im changing game engines

im switching game engine from contruct 3 to scratch

browser game engines

what game engines can u use in browser?

i found a new game engine

the new game engine im using is called Gamefroot and it is an in browser game engine

Text Based Games

Hi,

Does anyone have any examples of text-based games submitted for LD jams?

This could be games that run in a terminal, Twine, even full-on engines. As long as the main way the game presents things to the player is text.

A good example is this game for LD50, Akashica: https://ldjam.com/events/ludum-dare/50/akashica

Spam.

It was sure to reach this site eventually, but boy does it make me sad. :cry:

ready to 51

when can we start those votes tho?

Looking for 2D, 3D and Music/Sound Artists!

We are an experienced team and we are looking for artists to join our team for the next Ludum Dare. If you are interested in joining, please post your portfolio below!

Can't wait !

I've been waiting for the next ludun dare for a while, I'm so excited

Deployment week: Game embedding is coming to Ludum Dare!

dig.gif

Hey folks!

Ludum Dare 51 is coming up in a few weeks (September 30th to October 3rd weekend), and we have some exciting new things we're about to launch. Most significantly: game uploading and embedding!

Sign-ups for Ludum Dare 51 should open by the weekend, but until then, this week we're deploying and testing out this new feature. Uploading and embedding is a big change for us, and we want to be sure it's working well in advance of the event.

With that in mind, you may see some funny stuff on the website over the next couple days. :sweat_smile: Feel free to leave a comment or send me a note if anything problematic persists.

The next few days are internal testing. We do plan to do a public stress test shortly after (either later in the week or next week). I'll share more details in follow-up posts, and on our Twitter.

https://twitter.com/ludumdare

Thank you for your patience!

Discussion: The karma system and its incentives

Before the Ludum Dare traffic gets going too strong, I want to at least try to talk about something I've been noticing more the last few times I've participated in Ludum Dare.

Specifically: It is my opinion that the current karma system is worse for incentivizing detailed feedback than the older, only ratings count karma system.

So first, let me lay out where I'm coming from. I know there are a lot of ways to get your game played during Ludum Dare. A lot of people like submitting their games to streamers, for example. However, I really like the coolness / karma system. It makes a lot of sense to me that playing other people's games rewards you with visibility. And, I like playing other people's games. So I'm not looking for recommendations on how to get my game played here. I will manage just fine, I'm sure. I am specifically discussing: is the coolness system doing it's job correctly? Or is there something wrong?

So. Here is why I think the current system is worse at incentivizing good feedback than the old one: Leaving detailed feedback on a game is a huge time sink. I know that a lot of people don't spend that long on Ludum Dare games, but I will easily spend half on hour playing a game and then even longer writing feedback for it. I often go back and replay parts of the game, as well, if there's something I need to clarify more in the feedback I'm writing.

So, obviously, when I spend all this time working on feedback, I am hoping to at least get a little bit of credit in the karma system. But it's actually pretty random. Some newer users simply don't really know that they're supposed to put hearts on comments with helpful feedback. Or, maybe a user has already gotten 30 ratings, and stops checking the website after that. Or many other reasons.

The end result is this: I have to very carefully pick which games to rate. I never rate a game if the author isn't hearting comments. I try very hard, actually, to find games where the author seems to have hearted a comment within, say, the past few hours.

But compare this to somebody who is not leaving detailed feedback. If I were to simply post "Nice game!" or something along those lines on every game I played, well--it would be much less of a time sink. I could easily crank through lots and lots of games. And I would probably end up with more hearts! That's because people tend to either heart every comment on their game or none of them. So I would be subjected to the same random chance as the detailed reviewer, but I would be better off, simply by virtue of having left more comments that each have some chance to be hearted.

So, this analysis leaves me with the following conclusion: effort put into comments is inversely proportional to ease of obtaining karma. For example, there are lots of people who leave good feedback but spend much less time on each game than I do. But even though they have an easier time of obtaining karma than I do, they still have a harder time than those who can crank out a short and mostly uninteresting comment in a few seconds.

And of course, the purpose of the new karma system was intended to be the opposite. The point was supposed to be that detailed feedback was better for obtaining karma. But as far as I can tell, it really is not working correctly.

And this is why the old system worked better: detailed feedback wasn't punished with increased difficulty in obtaining karma / coolness. Everybody was rewarded the same, which was, in my opinion, actually better than the current system. In particular, with the old system, I could spend lots of time rating a game and I wouldn't have to be worried that it would be totally wasted--that nobody would ever put a heart on my comment.

Now maybe I shouldn't be thinking of this so transactionally. But I think it's really just a matter of pragmatism--I really do spend a long time rating games, and I would like to keep doing that. I don't want to have to put in additional work, e.g. submitting my games to streamers, just to get 20 plays. And I would like to be able to rate games by people who might be newer or who aren't checking the site daily, without having to deal with the huge opportunity cost of spending that time rating a game that would actually result in more karma.

Okay, so there you have it. That's my analysis of this system. But I would like to know if anybody has any other thoughts or different experiences. Maybe spending less time on games but still writing detailed feedback is actually a comfortable experience. I'm very interested in everybody's thoughts. :smile:

End of the Jam: Bonus Time! Vol. 2

| Volume 1 |

Hello! Here, I will show off concept art, sketches, design musings, and other little bonuses from the last LudumDare. This one took way longer than anticipated!

This time: Game About Trying to Gain More Time In A Time Cave! You can play it here, if you haven’t yet.

amazingDemo.gif

Some Words…

I think this was one of my most ambitious entries ever, and I'm pretty proud of it. I really wanted to tell a bit more of an obvious story this time around. I have a LOT of stories I want to tell, but games with those more obviously deep stories have ended up taking the most time. I'm pretty sure I came up with the idea for the story first, and the gameplay emerged mentally after thinking about it for a good while. Oh, and, for anyone who got invested in the story... I don't think this is the last of the skeletons' adventures! I think they'll probably find some way to carry the life prolonging magic of the cave with them after a few years of having to go thru the cave. Or, does that ruin the poetic ending? Haha... interesting to think about. At any rate, the world of this game pre-existed it, and more games will take eventually place on the same planet, so please stay tuned for the long-term future.

Anyway, as I developed the game I thought it would be cool to iterate on fixed jump arcs, and make that something that felt interesting and fun to use. (This isn't actually my first experiment with fixed jump arcs and that sort of thing- besides my internal experiments, check out 'FROGS...') I think the 'short' and 'long' jump concept was good, and I think I did a good job with most of the level design. The 'time gem' checkpoint concept was a little controversial, and I'm not 100% sure it's 'good game design'... but it was fun trying it, anyway! :D

Visually there was a lot more I wanted to do, especially with the general feel and tileset, and the 'cutscenes', but I did what I could with the time I had. I'm really happy with how the character's animations look though- did you notice that he has a separate set of left and right facing sprites, because of his outfit? It's true!

Lastly, really really happy with the audio! The ending theme was actually something I sung improv-style and then transcribed in LSDJ, which I think gave it a bit more of an organic feel. I also think the main cavern theme is one of my most catchy tunes yet!

Concept Art and Such

All of the below sketches were made early on during the jam.

Some of these were intended to be cutscenes before I decided to draw it all in Aseprite due to time. concept1.png I tried drawing what the skeletons looked like before they were all bones. (In this particular world, living skeletons were once living humans...) I don't know if this is exactly how they look, but something like this. concept2.png The 'friend' in this image is someone who helped transport the two wizards. I think she exists in the world even though you never see her in-game. concept3.png

Little peek at early level design progress. design.png

Parting Words

Not much else to say, for now at least. I'm glad I followed through on this even though it's super late... See y'all at the end of September!

Somnipathy: Steam Page Milestone!

101SteamMainCapsuleAugustEdit.png

Our Ludum Dare 50 game Somnipathy (https://ldjam.com/events/ludum-dare/50/somnipathy) is prepping for its Steam Next Fest debut! Check out our steam page

https://store.steampowered.com/app/2069260/Somnipathy/

Somnipathy is still a pixel art point and click thriller, but its focus has shifted from score attack to a proper story mode. It's been a fun 4 months of progress, with at least another 4 to go before it's done, but we're very happy with the progress, and can't wait for people to try out the demo in October!

The feedback we got during Ludum Dare was only the start, but was incredibly valuable... its not easy to get quality feedback and we were lucky enough to get it in spades. Thanks everyone who helped, and hope to see you at next fest.

"I've done my part"

It's taken me longer than some, but I finally achieved what I set out to do... And it feels great... :eyes:

Slaughtered.png

(I accepted almost exactly 25% of the themes, which is wayyyyy higher than I ever expected XD)

I'm in for the Compo!

Oof, I'm on repeat now! I've had a string of bad Ludum Dares where I haven't got anything through to submission. LD46 was the last time I finished!!! I'm hoping to change that this time around and prove to myself I can still do this!

Good luck y'all!

good morning, sunshine

it's difficult to collect your thoughts together when everything in life is falling apart. but it's time to stay productive and positive about our project! here is a self-portrait of part of our team Screenshot 2022-10-01 at 12.26.55.png

This strange new planet pulsates with pure energy...

capa2.gif

Sometime in the far future, a now Earth-less humanity in search for a new home lands on the PULSAR planet, where the very surface emits enough energy to enable human colonization, but only just. Are you the one who can use this power wisely and make sure humanity survives and thrives in this strange new planet?

Connect energy sources to emerging colonies. Manage resources so you don't run out of building materials. And try not to lose any colonies... This might be our last hope.

How many pulses can you survive? Play our game here, rate and share you high score ⭐

(please ignore)

(please ignore, posted by mistake and don't know how to delete)

Am I missing something?

Why is the feed only spam bots? Is this just me/a glitch?

I'm in!

A game jam is a lovely thing to start the year with and I'm feeling good about my preparations.

Engine: Still plain ol' JavaScript :P

IDE: Bit of a change in that I'll be using Visual Studio rather than Notepad++.

Art: Paint.net if I feel the need to add anything other than programmer art

Audio: Basic beeps and boops I'm afraid as I still haven't learnt enough about the Audio element...

I've setup a basic project framework of modules and all I'm waiting for now is the theme, less than 3 hours to go now :D

Good luck everyone!

I Hate Bugs...

So it's five and a half hours into the event and I finally fixed a nasty little bug in my game engine's physics system. I guess that's what I get for using my own engine 🤷‍♂️

This Did Not Go as Planned.

The longer I work on my game the more I realize I'm actually just working on my game engine. I guess this jam is turning out to be more of a trial run for my engine than me trying to make a game with it.

Note to self: ALWAYS MAKE A TEST GAME WITH YOUR GAME ENGINE BEFORE USING IT IN A GAME JAM. :face_palm:

Edit: Well, at least I know it'll be ready for the next Ludum Dare :sweat_smile:

Not enough time (this time)

Hi all,

I was going to make a detective adventure game where you would play a young mouse detective, trying to figure out a murder in the pumpkin patch. Sadly too much stuff interfered in RL, so I will not be able to finish it. Maybe I will finish it in the extra category, but I haven't decided yet.

I wanted to share my progress anyway. Let me know what you think so far! Here are some screenshots.

harvestemmurder/emscreen_1.JPG Poor Mr. Boggles.

harvestemmurder/emscreen_2.JPG The suspects!

harvestemmurder/emscreen_3.JPG Who lives here?

harvestemmurder/emscreen_4.JPG Looking for clues.

Can I Get Rid of Unpublished Drafts?

I have a lot of unpublished drafts that clog up my feed and it is extremely annoying. Is there any way to get rid of them?

unpublished-drafts-annoying.png

I'm In!

Ready for another ludum dare! 😎  Hope everyone has fun this time around.

My theme suggestions: Screenshot 2023-04-07 131721.png

I'm In

After many months, I'm finally gonna be back at this awesome event! Let's create some amazing games! Let's gooooooo!!!!!!!!!!!!!! \o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/\o/

I'm in!

Code/Engine: Visual Studio 2022 (C#) / Unity 3D 2021.3
Art: Krita
3DModel: Blender 3.5
Music: FL Studio 12

Ohhh so many memories tumblreminline/emosxxd1LTUY1un6oi4_250.gif

Ice Moon (Ludum Dare 49 - Unstable)

Terra Nova (Ludum Dare 47 - Stuck in a loop)

A Short Tale Of Small Kingdoms (Ludum Dare 38 - A Small World)

Sidereal Lifters Corp (Ludum Dare 37 - One Room)

When the Stars are Right (Ludum Dare 33 - You are the Monster)

Shield Of Eternal Night (Ludum Dare 32 - An Unconventional Weapon)

Chef's Legend (Ludum Dare 31 - Entire Game on One Screen)

Stellarlink Corp (Ludum Dare 30 - Connected Worlds)

HammerHead in the Sea of Monsters (Ludum Dare 29 - Beneath the surface)

Hard Point (Ludum Dare 28 - You only get one)

Mission Luna (Ludum Dare 27 - 10 seconds)

Alien Raid (Ludum Dare 26 - Minimalism)

Moon Rise (Ludum Dare 25 - You are the villain)

Let's Rock!!

I'm in (probably)!

Usually something comes up and pulls me away from working on the jam, but crossing my for a distraction-free weekend!

Ideas for summoning

A platformer or such where you need to summon the right player character to pass the current obstacle; gathering resources in order to perform a summoning or series of summonings; turn based battles where you summon elements such as wind or lighting/monsters to attack your opponent (rip off Pokemon); a narrative about performing a summoning or the consequence of one; a villain trying to summon the demons of the underworld; summon courage; summon ghosts. That's all I can think of for now. Hope it might help someone who is stuck.

Starting VEEEERY Late

You know how you have a plan, and then it completely falls apart and you're left with less than 12 hours to finish the jam? Well, that's my weekend.

I had to work this Saturday, and although I hoped to start making game right after getting home, tiredness got the best of me. So I have to jam (no pun intended) all the gamedev stuff in just 11 hours.

Illustrator_1.png

So far I made some base art and the least convenient dialog system the world has ever seen. Hopefully, will make it in time for Compo so you can take a look.

Checkmite - Post Dare Version

Hey everyone. Hope you've had a fun time rating and we wish everyone good luck with the results. We've really enjoyed making Checkmite and are really happy with what we managed to achieve. So we wanted to keep working on it. The post dare version is currently in the early stages.

Screenshot 2024-10-20 170512.png I've added an inventory system and we're fleshing out a new unit type - The fire ant. This one burns enemies which leaves them defenceless. All attacks do extra damage while a unit is burned.

We'd love to hear any suggestions you have for what to work on next. New units, special attacks or features.

We will be releasing a post dare version soon. In the meantime you can try the original version in the browser here: Checkmite

Thank you!

Thank you everyone for rating and the kind comments. We're really happy with our results this time. PBs in 5 categories (Overall, Fun, Graphics, Audio and Mood). @stolvann and @TheoConfidor did an amazing job and really helped raise the bar and improve the consistency of our game. We're still working on the post dare version and will post an update soon. IMG_4464.jpeg

See you all in April!

Round 1 Themes

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Some interesting themes. I'm relieved not to see Strange Machines and folklore here although I love that someone further down really wants it. The duality of man I suppose.

Few themes I really like. Anchor, beyond the obvious nautical theme there are several other interesting interpretations. Emotional Anchor, a TV anchor and so on.

Fragile has me wanting to remake or make a sequel of our top entry Packing Heat.

Side effects has appeared several times now and never one and we have some great ideas for it and finally overflow tickles the programmer in me hence its +1.

Looking forward to seeing what comes tomorrow and in the final round.

Round 2 Themes

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I knew it was too good to be true. Finally folklore appears. But honestly some quite good themes this round. Even the ones I put in red I don't hate. There isn't a single theme here that is on the level of say Harvest. So regardless I'm looking forward to the winning theme and hopefully making something awesome.

graph paper concept and first sprite done

displaying something on a screen! probably won't stay up too late tonight, will let this simmer in my brain while sleeping and try to get a tone done tomorrow. Have some ideas for aim-and-shoot motions in 2d gameplay that could be interesting... hopefully!