Ludum Dare 57 April 5–8, 2025

The underappreciated mechanics of Tetris

We've built a Tetris-like game for this jam, and at the beginning it was really difficult and counterintuitive to play. So we dug deeper on what's the problem, and we found there's a hidden world of things Tetris does to make the game more pleasant.

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You can check it out here: SIRTET. It's a sort of reversed tetris in which you have to remove soil without disconnecting the entire block of earth, trying to always remove the top line.

The 7-bag

Most modern versions of the game use this mechanic to make things easier for the player. Basically, you start by taking the 7 tetris pieces, adding them to the bag of next pieces and shuffling it. Once the bag is empty, you repeat the process. This has two implications:

  • Your most needed piece is never more than 13 pieces away in the worst case: 6 to finish the current 7-bag and 7 to reach the end of the next one.
  • You will never see 3 times the same piece in a row.

Before we implemented this, we played entire games with not a single stick piece in over 100 pieces, or games with 3 square pieces in a row that made the entire thing impossible. Nowadays, every single commercial tetris game released uses some version of this. In some cases, it's a 14- or 35- bag to make it a bit less predictable.

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In addition to this, your first piece of your first match is always a block or a stick, so that you can't disconnect the board right after starting, to minimize confusion.

The NES rotations

Rotating pieces is actually a tricky thing. If you would simply rotate each piece from its center of mass, you'd end up with a piece that is misaligned with the game grid. However, if you somehow rounded the positions to exact tiles afterwards, your controls would be counterintuitive. Which is why the rotations in most Tetris games are hardcoded to the ones in the NES version of the game, which is regarded as the most intuitive one, and the one used in tournaments:

| Real computed rotation | NES hardcoded rotation | | - | - | | ezgif.com-crop (1).gif | ezgif.com-crop (2).gif |

The wall kick

The name is pretty describing. Basically, if your piece is close to a wall so that rotating it wouldn't do anything, the game checks if rotating would work by moving it to the right/left. You can see it in action here:

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Most modern tetris-like games also implement this. There's even a long list of strategies you can use to save yourself from complicated situations.

Hope that was interesting! If you want to check out the game, it's here: SIRTET.

Explorem Ipsum: a "Problem Solving Game" instead of a "Puzzle Game"

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My game is a Sokoban where you get items that change how you can traverse a puzzle. Most of the puzzles are designed around specific items, exploring the mechanical implications of each. But here's the twist: you can keep the items and bring them into puzzles they weren't designed for.

This might allow you "cheese" the puzzles with "unintended" solutions. But that's a good thing! I want you to feel clever, like you pulled a fast one over the puzzle.

I want to give you a problem and some tools to solve it.

It's a very different headspace than "traditional" puzzle design where I'm trying to guide you towards a specific revelation about how the mechanics work.

I also think making the game easier is good for a jam because people are more likely to actually finish it.

You can play it here! https://ldjam.com/events/ludum-dare/57/explorem-ipsum-the-catacombs-of-time

Moderngl with pygame. Shaders really lift the atmosphere ^^

During development i realized that moderngl is a really great thing, using shaders you can greatly raise the mood, and optimize some game processes. But there is a big minus that using moderngl you will not be able to make a web build of the game. It's sad that games that are downloaded on ludum dare get 2 times less ratings((

Here is a game where i used moderngl - https://ldjam.com/events/ludum-dare/57/echo-of-fallens

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Shotgun Mining

Wanted to dig with a shotgun your whole life? Then you're weird, but you can do it in my game!

Play: https://ldjam.com/events/ludum-dare/57/coin-grind

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Depth Stable

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Game Update

It’s been a few days, and we finally managed to fix that annoying error that was breaking the game.

We apologize to everyone who encountered it.

A Series of Issues

  1. ECS Currency Entity Issue
    The game is built on ECS, and we made a mistake where the currency entity wasn’t destroyed after being picked up. This quickly clogged the buffer, and eventually, around 4,000 entities caused a crash.

  2. Object Pool Spawning Issue
    We use an object pool to spawn various things, and it broke when, for example, 30 entities were spawned at once.

Additionally, our web build wasn’t working at first because entities wouldn’t receive data from their components if they were created outside the main thread.

In short, I ended up writing some crappy code.

A Huge Thank You!

To everyone who managed to check out the game – a HUGE thank you! We truly appreciate your feedback.

Even though time was really tight, we’re satisfied with the overall result (though the pixel shader in the enemy menu still doesn’t work – but we’re not going to fix that :D).

We just need a few more reviews

Please help us to reach 20 reviews :)

Yes, you can play it in web browser!

https://ldjam.com/events/ludum-dare/57/forest-depths-1

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Some floors in my game are just for the funz

Thank you for eveyone who are already played and commented! you really are making my day. for those who havn't yet- make my day now!

PLAY: https://ldjam.com/events/ludum-dare/57/descend

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Power goes brrr

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Ok, i'll try it too. My game based on the novel by Jules Verne.

Everybody posting their games, i want to try it too ^_^

I was experimenting about game adaptation of some classic novel. For this game i took science fiction novel "Journey to the Center of the Earth".

It is a short game, but i hope that somebody will like it.

https://ldjam.com/events/ludum-dare/57/voyage-au-centre-de-la-terre

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Recovered Documents from Affected Region 18

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Excerpt from file://usr/rmalcolm/drafts/mk3_log_revision4.nfo:

~~With the overall improvements in the Mk3 hardware, there's great potential to reduce loss of life and introduce reusability in personnel. While short term costs may exceed Q2/Q3 budget the long term savings would more than make up for them.~~ Please see amends for approved points: - More obviously distinct patterns for ~~pilot~~ asset recognition - Replaceable relay keypad - ~~Mutli-step~~ At least 3+ channel depth search for improved RTI per asset - ~~Anxiety suppressants for~~ [File degrades into unintelligibility.]


DELTA BREACH is a short simulation. · Research · Rate


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Hey there, guys! Can anyone help get this jelly-like fella back home?

I’d like to share my journey of creating the game Little Caveman during this event. Unfortunately, I had very little time to work on it over the weekend and couldn’t participate in the compo, but all the assets and code are made by me.

As soon as the theme was announced, caves immediately came to mind, along with who might inhabit them. It seemed logical to me that a creature living in darkness would be semi-transparent and capable of emitting its own light. Then, I thought that a 3D platformer would be an excellent way to showcase my main character.

On the first day, I developed the concept and modeled this cool guy. That same evening, I created the assets that later became the cave. On the second day, I started refining the cave environment, and that’s when the idea of bubbles filling the cave popped into my head. Monday turned out to be the most productive day—I built all the main locations, the UI, yellow spheres, and geysers.

The game ended up being a bit more challenging than originally planned, but if you make it to the end, you’ll meet HER.

I INVITE EVERYONE TO PLAY AND LEAVE FEEDBACK!!!

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Is it just me ?

I am not sure if this is a bug but i conquered now many games and there is no rating to give like this:

https://ldjam.com/events/ludum-dare/57/dungeons-below

https://ldjam.com/events/ludum-dare/57/forgotten-files

https://ldjam.com/events/ludum-dare/57/exit

https://ldjam.com/events/ludum-dare/57/see-you-at-the-bottom

the last games didnt had ratings..some have but i am not sure why ? Is this a bug or is it just me ?

I test your HTML5 game - Round 1

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As a JavaScript developer, I'd love to test your HTML5 game:

  • Leave a comment with a link to the LD page of your game.
  • Please wait a few days while I test.
  • Feel free to test my HTML5 (Vanilla JavaScript/WebGL) game Souls Rider 1D (COMPO) in return.

FMV trouble in the depths of space!

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We've taken another stab at making an FMV game, this time we made a logic puzzle that's also a sequel! This was a ton of fun to make and the the end result is pretty sweet if you ask me. One of the few times we got nearly everything we intended in.

Deep in the vastness of space, far, far from any chance at rescue, The Long Division is beset by pirates, aliens, and criminals! Systems are down, tensions are high, and every decision is life or death - you're going to have to solve this on your own, captain! Do you know your crew and officers well enough to figure out what orders to give and get out of this mess alive?

Come give it a shot!.

Too deep

This was my first time participating in Ludum Dare gamejam (COMPO). This is not the first game I worked on, however before I was only acting as an artist/ideasguy and the jams i participated in were 2 week long. What an adventure LD is! I've learned a lot, accomplished a finished working games alone in just 48 hours, recorded sounds of my microwave to create ambience did many other fun things I havn't done before. My only regret is I didnt join LD earlier, but better late than never!

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I took inspiration from game such as Iron Lung and Barotrauma, wanted recreate the dread of being locked in a tight space deep under the surface of an ocean, with nowhere to escape, just as things start to go wrong. While I didn't have time to implement everything I wanted to, I am still pretty happy with the result. If you havn't yet, you can give it a try and leave much appreciated feedback: https://ldjam.com/events/ludum-dare/57/grip-of-the-abyss logo.pngchuckles I am in danger

Check my game!

Ludum Dare 57 is my second jam ever, so i'd love to see the feedback! It's a space shooter, you have 4 types of weapons to kill enemies! https://ldjam.com/events/ludum-dare/57/depths-of-space-1 ezgif-3795c559d84625.gif

Find random web entries - not only from itch.io :)

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Some people rightly let me know that not all web games are on itch.io, so now I'm including all games that are tagged as Web :)

I also added a history in case you accidentally continue with random games and can't find the link to LDJam anymore.

Try it out here to play web games

PS: I mostly created this because I don't have a Windows computer, so it's nice to be able to filter for games that are playable on the web.

The Signal

Play & Rate: https://ldjam.com/events/ludum-dare/57/the-signal

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Check my platformer game!

This is my first Ludum Dare, I created a platformer where you go deeper in the level, try to get the maximum of green orbs! Capture d'écran 2025-04-07 195631.png https://youtu.be/vDSAnOv3x6Q?si=82t9Y6sbyJ7qLhCr

Come share your favourite entries!

Hey guys, it's me again. Found some nice little gems and I've come to share! If you found any cool entries too, share them here :)

Descend

A short experience oddly remniscent of Fez. Very surreal and def worth a try! https://ldjam.com/events/ludum-dare/57/descend descend.gif

Eurydive

If you've ever played a Berserk flash game you know the drill. Jump in, catch some ghosts upgrade, catch some more ghosts and save your beloved! https://ldjam.com/events/ludum-dare/57/eurydive Eurydive.png

From The Depths

Dig your way through the earth and place turrets to protect your camp. Beware of digging too chaotically, you might give the monsters a new path up... https://ldjam.com/events/ludum-dare/57/from-the-depths-1 FTD.png

Go give these people some love :heart:

Meet some friendly shopkeepers... and don't stop digging... :smile:

Hey y'all! You're formally invited to come try your hand at...

D.U.G.: Doug Under da Ground

https://ldjam.com/events/ludum-dare/57/d-u-g-doug-under-da-ground

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Prepare for a relaxing* dig into an abandoned Dwarven Great Hall. Collect gold as you dig & spend your earning at one of the ~~eternally trapped~~ vibrantly thriving shopkeepers you'll find on your way to the bottom.

* = :)

We'd really appreciate you give 'er a shot & let us know what you think. It's our group's first Ludum Dare and we had a blast!

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Try our narrative game !

:cloud: Waking up from an accident, a young woman tries to reminisce. :cloud:

:sparkles: https://ldjam.com/events/ludum-dare/57/from-oblivion :sparkles:

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My Onion won't make it(

2025-04-0921-05-52online-video-cutter.com-ezgif.com-optimize.gif The only thing i regret about making the game is that we haven't added this horde to the final version... You can see the entire game and support us here: https://ldjam.com/events/ludum-dare/57/onion-rings Thanks for rates!

Go test our game!

:warning: It's kind of addictive :warning:

If you haven't already, check our game out !

:pick: https://ldjam.com/events/ludum-dare/57/dig-digger :pick:

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Procedural Map Generation

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Hi! For this LudumDare we decided to go with procedurally generating the map each time the level is loaded. This is something that always scared me as a programmer. Game jams have pretty strict time schedule and I have experience of spending too much time implementing wacky ideas that seemed easy on paper but took tremendous of time and didn't even end up being fun to play. Luckily the map generation turned out to be much easier than I anticipated. If you want to know how I managed to do it, join me in the explanation post.

Intro

With "depths" as the theme of this Ludum Dare I quickly though about game where digging is the main mechanic. Unity have pretty nice tile-maps components, modifying tiles in runtime is trivial, and with RuleTile extra package from Unity placing tiles that looks correctly depending on the neighbours is extremely easy. Plus the tile-map automatically re-renders neighbouring tiles when something changes around them.

rule tiles.gif The tiles themselves are rather simple but you can notice that border around them changes when I add/remove/modify the neighbours.

Abstract

When there's digging I didn't have to bother generating the map that have connections between tunnels and caves - the goal for the player is to make them himself. To make the traversal through destructible map easier the player begins with things like double-jumping, wall climbing and grapple-hook. player toolset 3.gif

OK, let's get to the map generation! The game was made in Unity, one of the best features of that engine is how elastic the UnityEditor itself is, and how much can be done inside it. I wanted the map generation to be possible in the editor to test there if good looking maps are generated after tweaking the params without needs to restart the game every time. map generator script.png

I won't get into the details what each param does, the most important is the button at the bottom that'll generate a new map inside the editor. That helped to quickly find and debug issues with map generation and make it usable in the runtime.

The basics - dirt tiles

The basic thing is obviously generating a map with specified tile size, and generate an indestructible tiles around it. It's a game jam, so there's no infinite map generation as the player reaches map boundaries. The map size is fixed and that works just fine. base.png With tile size 30x30 here's the map that shows dirt tiles plus the boundary tiles all around.

Adding flavor - rock tiles

There's a second type of diggable block - the rock that takes slightly longer to dig. I wanted to put patches of it on top of the dirt. I knew that top-down games have their own smart ways to generate fantastic landscapes, mountains and different biomes and I wanted to generate rock that way but obviously implement it as simply as possible. After some googling I found a nice article online titled A Guide to Procedural Generation. It described how to achieve exactly that and so with slight modifications I took their NoiseGenerator.Generate() implementation and used that for just the rocks. rock generation.gif

Make some space

Now the map needed some space - even though the game is about digging it would quickly become boring if the whole map was filled with tiles (and only two kinds of diggable ones). This type of holes doesn't really need anything inside them - they work simply as a break from digging and as occasional passages between caves (but that's totally random so they might also lead you nowhere). My MapGenerator accepts an array of HolesConfig. The hole can be either a tunnel or a well. I specify how many of them I want and how big they potentially can be, their width and height are defined as range. When I apply them I simply remove the tiles at the space they occupy. holes generation.gif

Add pre-made segments

The map have tiles to dig and space to run around. But it lacks decorations, environmental hazard (spikes) and enemies. Placing them completely random in maps with random tunnels that look like ones above was a bit too risky. Instead we introduced another type of caves - hard-crafted small segments that are decorated, contains traps, hp pickup, looks nice and will be placed on top of everything on the map.

Zrzut ekranu 2025-04-09 195849.png The caves are saved as a prefab object. When MapGenerator grabs such cave it checks its boundary and randomly places it on map in a way that it won't intersect with other caves. Then it copies each tile from the cave and applies it on its own tile-map and places other GameObjects (enemies, extra hp). You can notice weird red grid inside the cave - this is special type of tile that defines which tile should be removed from the map. This is because caves can have different shape than just the rectangle, notice the shape of the cave above. I wanted to have an easy way to define which tile should be removed when cave is placed on map and which should be left untouched.

caves gen.gif Red rectangles in the gif shows the boundary of the caves (the boundaries are in fact rectangles but that's simply because that made calculations simpler). I added that inside the Editor to quickly see that indeed caves don't intersect with one another.

Final touch

There you have it! The only thing left is placing minerals randomly on the map the (the game objective is to collect them btw). Oh, there's also starting cave that needs to be placed somewhere on the top.

map gen.gif The big pipe is your starting area, and those shiny thingies are minerals that you're looking for in the game. Don't worry about the map size in the gif, I configured it specifically for this blog post, in the game itself it's much bigger :)

The end

That's the map generation. It took me about half of Sunday to implement that behaviour (plus some extra time on Monday for polishing and tweaking). Being able to do so much in the editor alone made the process much quicker - If you're Unity developer I highly recommend playing around with expanding the Editor, it can make development much easier.

If you've reached the end of this post write "Dig In, Gus!" in the comment. And hey, if you like the idea of our game or graphics shown in the gifs grabbed your attention I would appreciate if you would try our entry for this Ludum Dare: https://ldjam.com/events/ludum-dare/57/dig-in-gus

Happy digging!

Coins go brrrrrrrrrr

Try to dig up all these coins with bombs and a shotgun in my game!

Play: https://ldjam.com/events/ludum-dare/57/coin-grind

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Ringing in the deep

Do you have the physical and mental capacity to grab the phone from the vast depths of the handbag? Play now at https://ldjam.com/events/ludum-dare/57/deep-pursuit

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WHEW!

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We got our game in at the last minute, geez, literally FOUR MINUTES before the timer ended.

This is the proudest I've ever been of a creation. Like... I never considered I could do that, period, let alone in a weekend. This is a FORTY-PAGE campaign card game (using a standard deck) that's inspired by LotR and Alan Wake 2; it has more artistic work than I ever put into anything (I use Canva assets so I don't make the art, but I edited, combined, and placed); and I LOVE the story I wrote into this.

That stuff still needs work, don't get me wrong. I didn't have enough time to do more than proof the story, and I already see where it needs work (one of the two alternate endings especially, since the story is now going in a different direction). I didn't have time to make this a zine at all. Or sneak more of the darker aspects into the art. Or even playtest the entire thing...

I'll be putting out a postmortem later, but goodness... If I could bottle this pride and just take a whiff whenever impostor syndrome hits, I would be SO happy! Again, this is far from perfect and not even quite done, but I proved a lot to myself in creating this.

PS: I think it's hilarious we were the SIXTH entry called "Into the Depths" 🤣🤣🤣

Hey community!

Have you tried playing games from Ludum Dare yet? If so, we have a big request – please rate the projects you liked! Your feedback and votes are incredibly valuable to meScreenshot_5-min.png

Development process. Cave Escape — from darkness to light (that never came)


Let’s talk a bit about the development process behind our game Cave Escape — what worked, what didn’t, and what we wanted to do but didn’t have time for. Ludum Dare is always a race against the clock, and this one was no exception.


What was supposed to happen (but didn’t)

The original idea for Cave Escape was a journey from darkness to light. The player starts deep underground, climbing higher and higher, with the hope of eventually reaching the surface.

We planned for a moment where your score would flip from negative to positive — and with that, the whole world would shift: sky-blue background, clouds, bright new palette. A visual breath of fresh air.

That never made it in. But the idea stuck — and who knows, maybe in a post-jam version?

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The last remains of a sky that never came.


Skins and palettes

We experimented with a bunch of color palettes and character skins. The idea was simple: let the player choose the one that feels right for them — nothing too fancy, just a splash of personalization. Or maybe auto-change it during gameplay.

We ended up shipping with just one look, but the other designs? They’re still in the project folder, glowing softly, waiting.

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Neon knights that never saw the light — but maybe one day.


Platform generation: 10 hours of debugging

One of the biggest time sinks during the jam was fixing a bug that made some platforms literally unreachable. We didn’t spot it right away, and it cost us dearly — over 10 hours of troubleshooting and tweaking generation logic just to make sure you could actually keep climbing. The fix wasn’t glamorous, but it was necessary.

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Trusty notebook saved the day.


Calm spots that stayed on paper

One of the ideas we were really excited about was to add occasional rest zones during the climb — small caves that would break the tension and give the player a moment of calm. No chasing darkness, maybe a couple of boost items. Just a quick breather before the next intense section.

It's meant to be randomly inserted rooms that changed the pace of the game. Unfortunately, we didn’t have time to implement them during the jam. It’s an idea we’d like to implement if we keep working on the game.

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Сoncept mockup of what such a zone could’ve looked like.


Thanks for reading!

Cave Escape is our first project — made with a lot of love, late nights, last-minute fixes, and more color palettes than we care to admit.

It would mean a lot if you checked out the game and gave it a try. We’re really curious to hear what you think.

Play here 👉🏻 https://flingeris.itch.io/cavescape

Rate us here 👉🏻 https://ldjam.com/events/ludum-dare/57/cave-escape


                                    Let’s see who climbs the highest

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”We Tried Rebooting. Now We’re Just Shooting.” ////////////////// MindDive

“You’re not fixing a machine. You’re walking through a man’s regrets.”

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There’s no map for the human mind. Just broken code, echoing memories, and monsters made of mistakes.

You are a Net-Runner — jacked straight into a failing neural implant. Your job? Blast the bugs, dodge the breakdown, and make it to the core.

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Inside, it’s not just wires and circuits. It’s lost birthdays. Unsent messages. Love letters overwritten by error logs. And a coffee mug that screams when you shoot it.

Grab your plasma revolver. Slice reality with a cyber-laser-sword. And remember: every Glitch was once a thought.

find fish love TODAY!!!

Did you know? When a male and female anglerfish mate, they melt into each other and share bodies forever. The deep sea is so vast that if a male finds a female, he latches on and fuses to her, losing his eyes and internal organs until the two fish share a bloodstream.

This is just one fish fact the BOBO GAMES squad learned while building this game. Wanna learn more cool Fish Facts like the musical tastes of Vampire Squids? You should totally check out Depths of the Heart a story game following Gordo, a little fish in the big ocean just looking for love. Meet the lovely ladies of the sea as you descend into the abyss, and concoct the perfect lines for a chance to spread your genes. But be warned, the wrong words could land you in the depths of someone’s stomach.

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Check out our game here: https://ldjam.com/events/ludum-dare/57/depths-of-the-heart

Speedrunning my own game

https://youtu.be/OZRknfjqTfg

That is my best attempt at speedrunning Pogo Dwarf it took me 10:17 which is a time Im really proud of LOL

Crazy thing is, someone who reviewed my game (@bossusuprem) managed to complete the game in 8:28 :scream:

My hands are too tired to continue grinding right now, maybe tomorrow lol

https://ldjam.com/events/ludum-dare/57/pogo-dwarf

Hey Try my game please

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https://ldjam.com/events/ludum-dare/57/depth-of-deb

:krutoblin:

i change nothing in my game xd

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Some comedies just write themselves

and some games just play themselves

v1.2 for Flatline with Autocomplete Feature :robot:

https://www.youtube.com/watch?v=HRPKiro5TVg

This is the last update, I'm serious now :)

Changes

  • Added Autocomplete. Use this if you just cannot complete the game yourself. Click on Rhombus in the top-right corner of the menu to enable it. It supports override as well! Note, your run score would mention you used it so you cannot cheat your way into top score. Fellow Ludum Dare people who just want to see the game can either use this or see Youtube video. I ubisofted my own game

  • Made uncharged ~~protagonist~~ ~~ball~~ balltagonist more easily distinguishable from the charged version

Also now featuring Linux build 🐧

Game's here

Enjoy!

~XpMonster

Sammich Snatcher ❤️

Ducky needs more feedback and votes!

If you get a chance, please check out or dorky game. It was done with a lot of 'em doodles and love ❤️

Sammich Snatcher is best described as Donkey Kong meets BurgerTime, with Nuts & Milk nostalgia - in reverse! Straight forward arcade game design and a heck of a lot of silly shenanigans

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SAVE THE SAMMICH!

ʕ•ᴥ•ʔノ☆ You can download and play here! https://ldjam.com/events/ludum-dare/57/sammich-snatcher

And please vote if you can 💕

Upgrades are bad for your LD game. Here is why.

I played a few games here that have an upgrade mechanics, most of them implement kind of vampire survivors upgrade system with 3 random choice upgrades (like on the picture below)

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In fact, I encountered it so many times, I started to feel weird about my game implementing this as well (if you want to try another game with upgrades, feel free to check out Doom Scrolling - roguelike about bottom of your short videos app)

Even though the upgrade system clicks in Vampire Survivors I have a controversial opinion that it might be harmful for the LD entry.

The upgrade system works in VS because it matters and it matters for two reasons:

* 1. Without it game is still fun *

If you remove upgrades from VS, and leave only one ability the game will obviously miss a lot, but it will still be fun to play for 4-5 minutes. The reason is because the core gameplay loop is fun - you have enemies around, and you need to maneuver between them so you can hit them and avoid being hit yourself. The number of enemies on screen becomes bigger in time, so it becomes more challenging to keep alive and number of seconds you survive could be a indicator of your skill which you can use for competition with other players, or the game designer can use as a game goal. Note, that people will play your LD game for 5-10 minutes tops (unless they are super hooked), so while it's not great for steam release, if your LD game is enjoyable for this timeframe you did a great job.

* 2. Without upgrade system Vampire Survivors is much more difficult and becomes unplayable quick enough *

While core gameplay loop tests your dexterity/reaction skills, upgrades/meta tests your strategic planning skills - how good can you choose upgrades to keep up with bending challenge curve? Upgrades add another dimension to the game, Without it you can compete for seconds of the gameplay, with it you compete for minutes of additional gameplay time.

What's wrong with LD games with upgrades?

Most of the games with upgrades I saw lack either 1 or 2 of the above criteria. If your core gameplay loop is not polished enough and doesn't click, upgrade system doesn't make it better. There is not much motivation to search for upgrades and explore upgrade tree if the core game is boring. At the same time, if you can complete the game without a single upgrade - the whole system also doesn't make any sense (you could've just removed it).

Why could upgrade system be harmful for your LD entry?

LD is very time constraint event and you must prioritize properly, otherwise you can't finish with something playable. Without polished core gameplay, upgrade system doesn't add to you game. This means that time spent on developing the system is taken from time you could spend on polishing core, and in the end it means you spent your time on nothing, not making your game better, but wasting your precious effort and time.

Well polished core gameplay without upgrades is always better than average bland core gameplay but with.

What do you think? Feel free to comment here if you saw a great entry this LD of game with upgrades, or let me know if you think I am wrong, I am always happy to chat :)

If you think a guy writing a post like this created a great game - you are wrong :) I think I fell in the same trap this time, but if you don't mind, feel free to try my game out - here is the link

Granny’s Gotcha!

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Granny knows the sweet solution to every problem! Help her to pull the various treats from the depths of her handbag, taking into account the preferences of the different children. All sorts of curious bag contents appear, some of which block the way and have to be rearranged. Even your own arm can get in the way from time to time.

In 15 calorie-packed levels, Granny pulls out all the stops to make the children forget their lower problems and give them what they didn't know they needed: sweets.

Play it here

submarine

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Why dont I have access to ratings sometimes ?

Is it because they opted out of ratings or is it just my browser acting up ? :thinking: For example I cant rate those game:

https://ldjam.com/events/ludum-dare/57/forgotten-files

https://ldjam.com/events/ludum-dare/57/see-you-at-the-bottom

https://ldjam.com/events/ludum-dare/57/depth-diver

https://ldjam.com/events/ludum-dare/57/depths

Shaders making beauty

The first two shadered backgrounds used in my game

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Shaders is magic stuff, which you should taste. Maybe some plagins, maybe download from internet, maybe... write by your own?

Well done everyone !

We've completed our second Ludum Dare, with two newcomers to our team ! I hope everyone had as much fun (even if Godot, Git, and HTML export nearly beat us !) as we had making the game, and now testing yours :)

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Mom: we've got collision system at home.

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Ok ok, I HAD to fix this, because the current collision system had a glaring bug that was mentioned multiple times in the feedback. It was detremental to the games funfactor. Luckily I did not have to rewrite everything. I had to change 3 lines of code to improve it. It is not perfect, but it works now. For transparancy and to share my findings I decided to do a deep dive ~~hehe~~ here. Don't feel obligated to read this if you don't really care.

How the system should work:

So, I wrote this baby myself: 1. The code starts with setting a 2D array to NULL values (width * height of screen) 2. Then all the objects that have a collider will be tested in with their special ID, pixel by pixel (every pixel, remember this ~~forshaddowing~~. If there is a NULL value at the pixel spot, the collider id will be written into the 2D array. If there already is an ID there, a function will be called that "reacts" to the combination of the tested ID and the ID that is already in the 2D array. A reaction could be: playing a sound, resetting player velocity, etc.

(For example: If red is already in the array and blue is being checked, the system will see if blue overlaps red. If blue finds a red square, it will react accordingly. If blue finds an empty (white) square, it will place blue in that spot.)

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It is important to know that the order of collision detections is a limitation of my implementation. For me it works, but I have to be creative. For instance, my player object has two colliders, a horizontal one to detect X-axis colissions and a vertical one for the Y-axis. Both react diffrently.

How peals were bugging stuff out

While creating pickups, I needed a way for the pickups to each find out which one is hit and delete it from the array of pickups. I could have had every pickup to have it's own ID and test them one by one. Instead I opted for another option: in my infinite wisdom I decided to modify my already tested and perfectly good colission system and shoehorn some code in that returnes true when it found a colission. All the code would still work that "reacts" to the colissions, the only change I made was that the code itself would return true and false when it collided.

(For example: The red and yellow squares are already in the array. When blue is checked and finds ANY square, it returns true and stops checking.)

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This caused a problem. It reacted to ANY collision. Remember the code that checks for X and Y axis colissions? And remember how the array is filled with ID's when a NULL value is present at the tested spot? Well.. I've got news for you: When testing for the X axis, the code would write a bunch of values into the 2D array where a null was present. Next it would test for the Y axis. However... it would react to the FIRST colission it encountered, would try to react to it (y axis does not react to the x axis), but it would still return true and stop checking the rest. This was not what I intended, the could should check all of it and then return true if a colission happened. The code checks from left to right, top to bottom. So it only happened in specific ways.

(For example: The red squares are already in the array. The yellow squares are being checked on the X-axis (and since there were white squares in those spots, the system writes them into the array). When checking the Y axis, it finds the X-axis squares and stops. Ideally, it should continue checking further to find the red squares, but it doesn’t.)

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How did I fix it?

I added some extra code that would return true if it found a specific ID that is provided with an parameter. Otherwise it would just keep on checking.

This little change lets me control WHICH reaction it should return true with. I can also tell it not to return true at all.

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How (where?) can I play your game?

Since this time we made a very short game with very simple controls (two interaction options: light up and snap), and for the first time an HTML5 game, it occurred to me, why didn't we make it mobile friendly? To get more people to vote.

On the other hand, we all (I assume) develop our games on a computer (not on a smartphone or tablet) and, while we're here, we also try out other people's games on the computer and don't mind having to install it first.

But - I sometimes write feedback on my smartphone on the go (and I wouldn't mind testing games on the go).

Where do you think the development is going?

When you test, do you have a preference in terms of platform?

Hopefully fixed resolution problem.

There were some problems with the resolution of the game not matching the game board. I hard coded a resolution in. Hopefully that will work.

The link is on my game page as well as itch.io

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I heard something stirring from the depths!

Oh wait, just my imagination—it's only a new GIF of my game. It truly longs for your feedback and evaluation <3.

But I assure you, at the bottom you'll certainly find something that will illuminate your path (^ω~)

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If you had too much fun, here is a "less fun" game

As video games exist to share experiences, my entry When it Sinks is a humble take on the "Depths" theme to share a very personal one.

It might not be as fun as some other entries, but hopefully it will feel a bit authentic. Wished I did more within the COMPO time frame (might make a more complete version post-jam when I have the time) but here we are, feel free to give it a try!

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Mobile games!

Hi, friends. I'm having to hang with my dog in the veterinary hospital a lot this week, so I'm away from my computer. If you made games that work on mobile (I'm on an iPhone!), leave them here and I'll play them in the waiting room!

Sunken Secrets: Keep the cabin pressure!

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Appreciate if you have a few min to play and rate Sunken Secrets

Sunken Secrets is a short game about collecting missing cargo at the bottom of the sea. You track and find the packages using your sonar, keep an eye on your cabin pressure, the deeper you go the higher it gets. The deepest part just give you a few seconds before your cabin gives in.

Keyboard and Gamepad supported.

Play and Rate: https://ldjam.com/events/ludum-dare/57/sunken-secrets

Rope for a crab

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Our game is about exploration in the underwater depths (yeah, kinda unoriginal but beautiful and full of vibe!). It's too easy to get lost under water, so we've implemented a rollback mechanics. Player is tied to the start location with a rope, that you can unwind any time, to return.

Rope is implemented as a Unity's line renderer. It has of a list of points. We add new point to the list when player moves away. But we also need to shrink the rope, for it to behave somewhat realistically. So we iterate through the triples of points and calculate vectors to straighten them into the line (this vector has a limited magnitude, so that it doesn't shrink in an instant).

We also do raycasts to check if the rope would collide with scenery. And just skip points if their shrinking causes a collision. Alse, just for optimization sake, I have added garbage collection, removing points that are to close to each other.

Try it out :arrow_down: to see if it helps you navigate a stunning underwater environment and uncover it's secrets!

https://ldjam.com/events/ludum-dare/57/crab-with-a-hook

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New record speedrun!

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My best friend has been playing my little speedrunning platformer on his steam deck and got a time I could barely believe:

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If anyone beats it, please let me know! Next time I'll have to make a leader board.

So, after having unwound from the Jam and played a ton of awesome games, I have one take away I'd like to share. On the last day, when I should have been finishing my art and adding sound, I wanted to spend just a moment to add some post processing. I was sure it would be quick! Yet that ended up leading me to experimenting with shaders for the first time, overcoming my trepidation (Let's be honest, fear), and finding a real passion for learning about shader programming! So my take away is this: Game jams are one of the best times to take chances, do things you have been putting off, and experiment. And even more importantly, to anyone out there scared of learning shaders or anything else, don't be. You are always more capable than your fear suggests, and no task is as daunting as your imagination colors it to be.

I'm gonna get back to playing more of your amazing games, great jam everyone!

Embedded web version issue

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We made an itch.io page for our game, since the UI on the embedded web version turned out to be way too big and makes it kind of hard to play.

You can go here to play the web version in fullscreen, and it looks even better if you download the game!

This is also a good reminder for us to check the web export more regularly next time, just to make sure everything still looks good. 😅

Links

Thank you so much for your feedback

Thank You for the DeepFrame9 Love!

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I just wanted to take a moment to say a huge thank you to everyone who played, rated, and left feedback on my Ludum Dare entry DeepFrame9. And to those who still will rate, thank you in advance !

Your support, encouragement, and thoughtful comments really meant the world to me — especially during those blurry-eyed, post-jam moments where I questioned if the game even made sense 😅

The feedback I received was not only generous but incredibly helpful, and I took it all to heart.

💡 As a token of appreciation, I’ve worked on a post-jam version of DeepFrame9! It’s a bit more polished, has a few QoL improvements, and should hopefully feel a bit tighter overall. I've added an indicator for the highscores and made sure the fireball doesn't bounce off the crystals anymore !

You can check it out here in a fullscreen version! DeepFrame 9

Once again, thank you for playing, sharing your thoughts, and being part of what makes this community so inspiring. You rock !

Let’s keep making weird, fun, emotional, broken, beautiful games together 💜

— JavaSaurus

Thank you!

I want to extend a very warm thank you to everyone who played and rated my game! (and anyone who may venture playing it still :D ) This was my very first game jam that I decided to push myself to try to submit for and I'm thrilled to see such positive feedback. Thank you, thank you, thank you!

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Love, Doppler Affect

Meta post

[this post is a piece of shared thought, nothing more]

A small piece of joy I'd like to share with you all. Yesterday I was thinking..

When I first joined LD 2 years ago I was absolutely stunned with the energy that's been flowing through it!! Absolutely blown away ! So much creative energy, so many authentic creations, effort put in just for the sake of it! For the process. For the love FOR games.

This is something trully very special. Don't know if most of us realize it. I don't always.

You know why [it is very special] ?? Because the world - is trully - full of fakeness, hipocrisy and facades all over the place. Just turn on an arbitrary TV channel and that becomes obvious in the first 7 seconds. You fall out of love :laughing: quickly. It's full of shit. ;) So are many aspects of modern life and when you don't think about it - well, you may have just forgotten the fact. Ironically, forgetting the fact also makes special events like this more forgettable.

And LD is full of genuine creations that are unbelievably... genuine. God damn, this is bigger than it seems, trust me. Everyone can find some expression of themselves through the creations they are building. And there are a few thousands every time!! How cool is that?!?! From the least exeprienced to the top masters. Probably the age range, too, is immense. What a better example of Democracy?!?! You think the act of voting is democracy? No, LD is democracy. I fall into a Nirvana when opening an authentic (even though simple) creation - every time! I have a gut feeling that THIS makes it stand since 2002 (was it?). Some guys here may have not yet been born back then haha.

Ok ok, I got too excited. Not even LD doesn't have its crooks (but that's not the point). I fuckin' love it.

--- (you can skip this part, it's boring details)

My stupid first-entry story, that I won't delete cuz already typed:

The first time I entered LD was 2 years ago. For some odd reason it popped up in my head out of nowhere, that I had read about some jam somewhat like a year before that. Then I checked and it was just starting the next day. I knew I had no setup but I had tried some things over the previous periods (or even, sporadically, years). That is, with a game framework and a programming language I enjoy. Very dirty, mostly experimenting and enjoying what could be done. Even read a book on game design (but I digress).

I was able to join the Extra making a Trully Ugly game hahaha. No sound, no nothing, BUT I tried creating somewhat meaningful mechanics. And it kind of worked out! And the game me more ideas and more stuff to tinker with later. And it's kinda been paying off lately. I enjoy making games (even very rarely) more than ever!

I even "made a few friends* here, which is something I totally did not expect.

--- (a piece for all guys that have no experience but feel there is something very special going on here..)

If you failed to make a game or The game you wanted, that's SUPER fine! Game development is an extremely complicated matter : ))) But creating a game, a piece of digital expression that can be VERY customized to express you.. is you know, an amazing feeling!

I have to thank the entire community (fuck the president-like speech-feeling connotation, I hate it in the guts) BUT IT'S TRUE :o: .. the entire community for the warmth and fuzziness and for receiving invaluable pieces of advice on my games over the last 4-5 LDs. Been eye opening, but you know what's even better?? This is all like one huge laboraty exercise - with many people over the world. Your subcontious mind will fit a lot of pieces without realizing (on game dev) just being here, just playing other's creations, even if you fail to deliver !! Especially when you get low ratings (that's super rich in nutrients). Espeically when people don't understand your game cuz you're tunnel vision.

Now I start to understand: here is why I read several times here that some people started their game-dev careers from LD (I thought: yeaaa right.. Bs). No, it's the environment that can make you see the bigger picture, very quickly! It's like a craft. And then it clicks.. and clicks and clicks.. ! And you actually start to understand what the problems are, start to make it better.. even playable games :laughing: after the 5th time XD Damn

@pov, you are awesome! LD is greater than stepping on the moon. In its own way. ♥️

SUBMIT YOUR GAME TO BE RATED ON STREAM!!!

https://www.youtube.com/watch?v=SCbuh9WZHdA

COMMENT AND WE WILL PLAY YOUR GAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thank you everyone!

Big Thank You to everyone who's played and rated so far! :heart:

I can't believe we hit 20 rating, it's been a great first Ludum Dare solo experience so far.

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If you haven't checked it out yet here's a couple of GIF's to show a glimpse into the world crafted in < 72 hours!

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It was a wild ride, making art, music, developing and trying to get it ready for the final submission. Loved the whole experience but definately tired as I'm sure many of you are also feeling. Back to work on monday was tough. But glad I did it.

How did you guys find it? Hopefully you get a chance to rest, and recharge!

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Link to my submission: https://ldjam.com/events/ludum-dare/57/into-the-deep

:heart: :heart: :heart:

To anyone who played DESCEND with CAUTION

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Join my discord if you’d like access to the Post LD playtest with some fixes, I will also be posting other demos there. You can scan the QR code or use the link in my profile!

How Far Can You Go?

Had an awesome time at this jam! Super happy we pulled off a finished game. Met some great people and built a global team from the ground up. Try it!

https://ldjam.com/events/ludum-dare/57/abimes

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Game Updated — Need Feedback!

Try it: https://ldjam.com/events/ludum-dare/57/depth-of-deb

Tell me: What works, what sucks.

Thank you! 🙏 and rate the game please i want to get into the official results i still haven't got 20 ratings so please and thank you

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Can you beat our game?

Pomo said it's too hard. Will you accept the challenge? https://ldjam.com/events/ludum-dare/57/hooky-fish

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Streaming TWO nights in a row?? UNHEARD OF! But it's true we're live RIGHT NOW!

Night two of game streaming starts now! A fresh empty queue ready to receive you submissions. And an only slightly incompetent streamer to play test them! Check us out at:

https://www.twitch.tv/vaguelydampgames

And if you're waiting while we play someone else's game feel free to take a look at out entry Mr. Money's Phenomenally Soggy Water Removal Romp! UNCLE UPGRADE DEMANDS IT. Uncle.png https://ldjam.com/events/ludum-dare/57/mr-moneys-phenomenally-soggy-water-removal-romp

Looking for incremental/idle/Motherload games!

We've played a few really wonderful incremental type games, and now I'm seeking them out! There was one Minesweeper/Motherload hybrid game in particular that was excellent, I just wish I could find it again.

If you have a incremental/idle/Motherload game, please post it in the comments, and we'll give it play!

And if you're interested, try out our incremental game below :smile:

What Lurks Below

Gloomhollow

October 18th, 1881

Moments before calamity.

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What Lurks Below is a semi-active incremental game that takes you deep into the depths below Old Gloomhollow. Can you discover what lurks below?

Try it out here! https://ldjam.com/events/ludum-dare/57/what-lurks-below

Scampi blog pt.1

So some time passed, we had a bit of sleep and it's time to reflect a bit on what we did.

When discussing what game we should build given the theme we've almost instantly came up with the general idea "player dives and cleans the ocean from some sort of trash". After a bit of thinking we decided that player will control a vessel as it'll be easier from the art point of view this way. Meet our "Scampi": scampi_start-ezgif.com-optimize.gif

After we've established the basis of the game we started building it right away. And at the point when some basic movement was done we started looking at how exactly player should clean the ocean from all the trash we put in it. We discussed some sort of inventory system and a way for player to get it in the vessel, but after some experiements we've decided to build an inverse kinematic system and use "hands" of the vessel as a natural inventory. When player upgrades their vessel they naturally expand their inventory and starts to look similar to a prawn/langoustine, hence then name: scampi_progression-ezgif.com-optimize-2.gif

And it looks like players so far enjoy this approach. We've identified some ways to improve our inverse kinematic system and some quality of life improvements will probably make it to a post-jam build when we'll polish the game a little bit.

What do you think? If you want to try it out, here's the link: https://ldjam.com/events/ludum-dare/57/scampi

Thanks!

Thanks to everyone who voted for me!

version: 1.0.3 released

10 April 2025, version: 1.0.3 Bug Fixes Some effects sounds not working like swiming hit, and hurt - Fixed ✅

Food for thought

Thank you for your feedback, kind words, suggestions, and ratings! The crocodile is filled with love and your warmth! IT’S DIGESTING!

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We’ve decided to release an update on Monday, 14.04, to fix bugs, add what we didn’t manage to include, and get the game into working shape. The Cleaner of the Depth.

Really loving this game jam and all the feedback!

First time I actually managed to finish a game in a game jam! And I'm super proud of the result. All of the feedback makes me feel like I'm onto something good and will definitely consider working on this after the jam ends. So many new ideas what to add!

Blind Depths https://ldjam.com/events/ludum-dare/57/blind-depths

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Help me for my first jam

Hi everyone help me for my first game jam to get me a placement by rating me. I realy want to se how my first game did. My game : https://ldjam.com/events/ludum-dare/57/sub-mersed

Getting a rating but no comment.

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Remember that you get much more karma from hearts on your comments than you get from the ratings! :D Let me heart you! >:( Let me show you love!

Hyperspacedive Postmortem and afterthoughts

Hey, you can still play my entry here!: https://ldjam.com/events/ludum-dare/57/hyperspacedive

Hyperspacedive Postmortem

Gameplay

So basically, here's a post-mortem of sorts of my recent LD entry Hyperspacedive. I try to write these type of posts after finishing a project because they allow me to reflect on things and grow. Or sometimes it's just funny to read how I make the same mistakes, all over again. Read on, maybe you'll have some thoughts about the issues I faced as well, or similar experiences.

PICO-8 console view

Scope creep

I'm usually not that bad in terms of feature scope. What I'm bad with is the amount of engine features I'm trying to put in, even if I don't really need them.

So I started the project by picking PICO-8 to force simplicity. That was a great start! The obvious next step was to... implement Object Oriented Paradigm into it? :grin: I mean, for sure it's gonna be useful, right? Right? :open_mouth:

Fine, so I spent some time on figuring out how Lua works with OOP concepts. Great. After that, I should code the game, right? :sweat_smile: No, that would be silly. I spent time figuring out how to rotate sprites inside PICO-8. I have a major in physics, it's obvious I'm gonna need matrices, right? So vectors as well. :grin: You know what, while we're at it, what about general 2D transformations? Yes, great idea! Right? :joy:

Okay, sprite scaling with rotation is not supported in PICO-8, better to implement it, right? :dizzy_face: Uhhh... right.

Okay, so OOP, vectors, matrices, sprite rotation and scaling... What about transformation matrices for object hierarchy, how it's done in big engines? Surely I wouldn't have time to implement that? Right? :disappointed: Wrong, of course I can do this, I'm only 6 hours in! :dizzy_face:

:scream: :scream: :scream:

Okay, at some point I must have gotten some senses back, because I forced myself to focus on the gameplay. After some happy accidents with how I painted circles, I decided on a very simple gameplay, where you just need to avoid growing bubbles. Turns out the whole Matrix algebra is used exclusively to handle player's ship, and nothing else... Duh. :unamused:

so much tokens wasted

Compo timeline

As I've mentioned in section above, I spent more than half of the 16 hours I had for the project on implementing technical stuff which wasn't really needed. :expressionless: Also, saturday was off, because I wanted to spend some time with my son, :family: who is too young :baby: (for now) to participate in LD with me (but we'll get there). I had big part of the Sunday to myself, and some time on Monday as well.

I literally finished adding audio within the last hour of the JAM. Fortunately, PICO-8 exporter worked flawlessly and I only needed to include the html to the page. Awesome.

sfx editor in PICO-8

What went well

I was right to use PICO-8. :fire: It's the limitations that work extremely well for a competition format like LD. The fact that it comes with the :art: sprite editor, :musicalnote: sound editior and a :notes: tracker is a bonus. The export to html works flawlessly. :okhand: I also liked learning it. I'm gonna use it more. It's very basic, but also provides a complete set of tools you need to make a game. It's not an actual "game engine" by any means (other than fantasy console environment) and requires you to solve some technical problems, which I like. I didn't use the code editor, this I delegated to VSCode.

so many includes

Since I spent so much time on technical side of things, I had to be extremely minimalist when it comes to gameplay. I experimented with pattern fills and figured they look rad, :fire: so I decided on something simple which would use those. There's nothing simpler than drawing bunch of circles and that was basically it. I executed the idea during the last 5-6 hours.

pattern fill

The audio, although very basic, turns out to be so important... I mean, I played some good entries without audio - and that really impacts the mood and overall feeling of such game a lot. With audio you also get additional way to inform the player about something. I'm really glad I added something there.

tracker in PICO-8

It was quite a few years since I last participated in LD. I tried to participate in some recent ones, but there was always "something", which was kinda depressing, :pensive: so this time I was really motivated :persevere: to submit an entry - anything really, even if it was in the "Unfinished" category.

What should be improved

As I've said, I was right to use PICO-8. The thing is, I should - for now - keep the technical expansion to a minimum. :unamused: Especially when it comes to an engine. I seem to have this pattern, where I pick some technology and try to design some sort of complex engine in it, and it usually turns out to be not necessary. I should focus on the :video_game: gameplay instead, and do engine stuff only if it is actually required by the gameplay. For example, in my current entry I could have just gone with vectors and rotating sprites, there's nothing else needed, not even OOP.

Next time, I should:

  • prepare my workspace upfront (though with PICO-8 it wasn't so bad, I could start having essentially nothing, not even a directory)
    • in particular, I stressed out about the distribution since I know that Web target is crucial to have; should have confirmed that upfront to avoid stressing out
    • maybe next time, consider having a separate page on itch.io (especially If I somehow end up not using PICO-8) - people seem to use it a lot and I like that you can control the graphical look and feel of that page; it seems there are some statistics available there, which would be fun to analyze
  • brush up on the language I write stuff in (Lua in case of PICO-8) before the competition, maybe write something super-simple
  • be more focused when it comes to engine tech; avoid writing yet another game engine

I remember having similar points with my previous LD projects, I just need to remember them before the event starts! :sweat_smile:

Game-specific feedback

In the comments players gave me some constructive points. Stuff I didn't think about:

  • changing colors quickly isn't super great for anybody with epilepsy (added a warning on the page)
  • the movement area should either not be constrained at all or it should be clear where the player can move
  • it should be more clear that the perspective is actually top-down and not 2.5D and to avoid the bubbles the ship cannot touch them in any way
  • the color of the bubbles is unfortunate, I should have picked color more associated with danger
  • the audio cue that something wrong is happening (and fuel bar falling down) when the player touches bubbles is probably not enough to stress that they should avoid them
  • there should be a way for a skilled player to avoid bubbles altogether (currently I kind of assumed these will hit you at some point)

I did think about some of the other improvements to the entry, but just didn't have time to proceed with them:

  • initially (and this is visible in the code) I wanted to incude a "hyperjump" mode which would allow for some invulrnerability (and full range of colors; looked awesome, but would probably kill some people)
  • I wanted to add fuel (there's even a sprite for it) as a way to extend gameplay: maybe some more powerups, etc. - it would then be ok to have more levels (or make it endless)

fuel powerup sprite

Conclusion

As always, the LD is awesome, frantic and crazy experience, and I really enjoyed myself. :blush: Now I go through a lot of the games submitted to review them and I enjoy observing the creativity of others, and having a blast! :fire:

Thank you all for being here! :heart:

12th Ludum Dare Done!

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Tower Defense meets Pachinko! Defeat a variety of different Antz with the power of your Plantz! There are 10 different Plantz to choose from and lots of strategic placements! If you’re a fan of Plants vs Zombies, you’ll love this!

Come play our game and we'll play yours! https://ldjam.com/events/ludum-dare/57/antz-vs-plantz

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walking simulator postmortem

https://ldjam.com/events/ludum-dare/57/walking-simulator

What went well: * idea for the game was easy this time * fear of getting lost in a forest * we need huge world * tools, gameapi builder is awesome tool * 3d model generation via ai * background generation via ai * instantiation of many 3d models * adding border to the models * creating the world * limiting drawing to only the view * playtesting / verifying that ideas work * deploying

What went badly: * perf on low-end computers sucked * browser's requirements about main loop frame times * performance optimizations/getting it to work on wide range of different setups * gpu setups/requires 2080rtx or better * looks like reviews we receive are not talored to our game only, but would be suitable for any game in LD => we suspect people copy-paste same response to multiple different games * we got no negative feedback based on underperforming gpu cards => the problem is real,but guess people fail to leave comment if they are unable to get it perform properly

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https://ldjam.com/events/ludum-dare/57/walking-simulator

"Therapy? Nah, We Brought a Gun."

Tired of fixing your own life? Great news — now you can fix someone else’s! In MindDive, you're not just any hacker — you’re a glorified brain plumber with a gun.

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Your job? Jump headfirst into a broken mind, clean up emotional malware, dodge flying regrets, and maybe figure out why office chairs have feelings here.

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Explore corrupted cubicles, glitchy childhood memories, and one very judgmental lava pit. Also, there’s a plasma revolver. You’ll need it. A lot.

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https://ldjam.com/events/ludum-dare/57/minddive

MindDive: Therapy with extra bullets. No license required.

Do you like Narrative Puzzle games?

Then come play Sinking of you!!

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A game with voice acting about getting your wedding ring out of the sink without your wife finding out!

https://ldjam.com/events/ludum-dare/57/sinking-of-you