I finally did it!
My first game jam project ever to get published! I really wanted to enter the Compo, but ran out of time, so I poured my heart into the Jam instead. I hope you enjoy the final result!

My first game jam project ever to get published! I really wanted to enter the Compo, but ran out of time, so I poured my heart into the Jam instead. I hope you enjoy the final result!

When you start a jam you often get ideas. I didnt had a really good idea - some small ideas but nothing that popped into my head and obsessed me with it. However i got some side perks from my family: - a sambal oleg glas - a image of special cat - a cat who puke
Well all this stuff is in the game. So what is this game about ?
Simple to tell is you are a small white cat who eats all kinds of stuff. You ask collector master cat who gives you quests. When you finished these quests you get a sticker for your album.
Simple as it sounds it might be tricky - you are able to just give the cat a part of the quest and some items are filling the puke bar faster then others.
To be honest: it is not my best game but it is a small game about cats. The SFX i did with my voice and audacity :D
If you wanna play it here it would be nice - i am preparing a HTML5 version "soon" (i have some issues with the healthbar - drawimagestrechted seemed to be bugged on html5). But for now you can only play on windows. Sorry for that.


Come play our game! :hearts: In the still of night, a young woman just off work drags her weary self back home... OrderlyChaos** — a game built from scratch in just 3 days. Experience it and share your victory screenshot with us!
Note:The web version has sizing issues, so please download the latest installer for the best experience!

Hey, you! Yes, YOU! I am finding it highly interesting that a lot of games published for this theme feature mushrooms in one or more ways. Honestly did not expect that. Although it is a popular thing to collect. Take a look at all these beautiful drawings of mushrooms. FOUR of them actually made it into my game. Can you find them all while taking a cozy walk and shooting some photos?
Head over to Trailside Mycologist and find out! (You won't have a hard time, they're not very well hidden ...)


Take a little trip back to the 80s in our game “Hex to the Max.” Synthwave meets a trio of magicians consisting of a bug collector (sorry, a hexapod catcher), a necromancer, and a hex code robot, meets lots of hexahedrons.

As a young apprentice, you want to overcome the challenge set by the three. Place creatures, multiply the points, and collect them!
Me when I have to parry the dumpster outside of McDonalds
https://ldjam.com/events/ludum-dare/58/trashman-cometh

was really happy with my submission this year "Galactic Data Collector", wish I had more time to flesh out some narrative elements and make a better tutorial. Please give it a try and a rating!
https://ldjam.com/events/ludum-dare/58/galactic-record-collector


I was hoping we'd have a working web version by now but alas... still I want to shout from the rooftops about the wonderful work my team did! We invite you to live out the tcg collectors dream of physically beating up the scalpers who keep buying out all the damn cards just to sell them later. Then, it's time to open your packs to see if you've found the cards your son actually wanted for his birthday, complete with card designs from 4 different artists!
Will it take you 1 day to get them all, or a month? Both of these scenarios happened at some point.
Windows only (for now) but web version is coming soon!

For the longest time, I wanted to develop a supply-chain city builder, similar to the Settlers or Anno game. I was pretty excited when I saw the theme suggestions, as several of them seemed to fit nicely (connections, combine, etc.).
With the Collector theme, rather than going with the obvious path of collecting resources, I actually had the idea for a game where you don’t build the city directly, but instead influence it through various taxes. Tariffs encourage more producers of imported goods to come to the city, while property tax discourages land-intensive buildings such as farms.
At the end of the first day, I let my partner play it:

“I don’t understand what I’m supposed to do.”
The game used to let you set tariffs and income tax with sliders and then click Go — at that point, the village does its thing: producing and importing goods, converting resources, and satisfying the people’s needs for food, drink, and clothing.
“It doesn’t really feel like a game.”
There was a ton of information on screen — the price of goods including taxes both internally and on the market, the money each person has, and the market demand for various goods, etc.
“It’s not fun.”
I had created a game you needed to play with a spreadsheet. I needed to pivot.
Instead of doubling down on the simulation aspect, I focused on the immediate tax-collection — you run around collecting taxes generated by trade. I like the end result — it accidentally became a satire as you siphon money from other people’s hard work, and you do need to make some considerations about how to tax and upgrade to reach the 2,500 goal.
You can try it here.

Had a lot of problems with the web build, nearly missed the deadline for the jam, but after some head scratching and voodoo rituals I manadged to get it working on itch. So now there is no need to download any sketchy files)) Pls give it a try.
https://ldjam.com/events/ludum-dare/58/crown-and-taxes
Thanks Ludum Dare for existing and everyone for participating.

Do you like candy? Collect as much candy as possible either from pumpkin bowls or steal from other cats, as the grim reapurr! The more candy you get the higher rank you will get in the end, are you going for the safe lower rank or are you gonna take the risk for that rare S Rank ;)
You can hunt for candy right here now
PS don't forget to upgrade at the shop in the graveyard ;)
Hey, all. Does anyone have a mobile friendly game to share?
Currently AFK and eager to play some nice LD games.
I think this Jam went pretty well, I was a little rushed but got everything in that i wanted to add, go try it out sometime!
https://ldjam.com/events/ludum-dare/58/jars-for-the-collector
The Collector has a very strange fixation with jars... But I'm sure if you follow his orders you will be fine.

Care for some bolt action? You get to shoot a crossbow and a grapple gun. It's not easy, but before long you'll be grappling arrows out of the air to collect bolts and shooting them back at the enemies in no time.


Some games look soooo goood !
I'm not mad, I'm just disappointed
https://ldjam.com/events/ludum-dare/58/little-monster-makehouse


Become your own museum curator, grow your collection and deal with dramas that come with it! Play here: https://ldjam.com/events/ludum-dare/58/broke-custodian-from-dust-till-display



https://ldjam.com/events/ludum-dare/58/tazos


https://ldjam.com/events/ludum-dare/58/mars-collector

Hey folks! Meet Mr. Fungi
It’s a short, dumb, and hopefully funny incremental where you… well… run around and pick shrooms.
Collect mushrooms, unlock upgrades, and fight against the ever-ticking timer!
Embedded HTML5, Itch.io and Windows versions available

Sooooo try this game !!! This is our second LD with our team of 2 : my bro (coder) and I (arts).
https://ldjam.com/events/ludum-dare/58/drunk-hunt

Link: https://ldjam.com/events/ludum-dare/58/slot-of-death
⚠️Guys, does anyone know why my Windows build (Unity) is only 6.0mb and broken when downloaded, while the game page shows the correct file size?
Please help if you are familiar with this issue

Fixes: Fixed quit button, Fixed body parts are no longer intractable when destroyed, Fixed Final boss death triggers win screen, fixed player spawns surrounded by walls, fixed enemies spawn at the same tile, fixed enemies spawn at player start, Fixed log entries dont disappear, but go down. and many more bugs and quality of life improvements.
Paper Fishing just got new cover! The old one doesn’t seem to attract clicks on itch.io. What do you think about this one? Any feedback? :) to me it feels the bottom is a bit too heavy, but I can’t think of anything to add on top.

I had the most fun working with my team in this Ludum dare Jam. Aside from the good teamwork, our game is actually fun to play and part of that fun comes from the chaos that can result from the dynamic systems that come into play.
There's an unfairness feeling in randomness, but you know that next time you'll be prepeared to handle that situation better.
The whole concept of our game is to navigate the apocalypse as it is happening, we knew that atmosphere was going to be a significant part of the storytelling so we deliver more content and more chaos as you play for longer. The lesson here is that is not all about making the enemies have more hp and damage, it's not that mathematical, sometimes is just addding chaos to the equation. We added weather effects to make it harder for the player to understand what's happening later in the game for example.
All in all, super fun experience, this was my best round, I challenge you to do better

https://ldjam.com/events/ludum-dare/58/have-a-nice-reap

Summon multiple monsters at once and support them by throwing potions as they battle other monsters! Then capture them to add to your collection.
There are 8 types to collect in this procedural world, but you can collect as many as you like to help you fight higher level monsters!
Didn’t have much time to work on this, but I’m happy with the result.
The game was made using Construct 3, and every asset, including the music, was created by me.
Sprites where made using Aseprite, and the music was made using bitbox.co
Link: https://ldjam.com/events/ludum-dare/58/glow-hunt
What monsters or abilities would you like to see added?
I’ll be happy about any comment!

Hello everyone, congrats on the games! I've been having a blast to join Ludum Dare for the first time and play some of the AMAZING experiences this community has made over the jam.
Some friends (specifically Fupicat and Kett) and I released Skeledaddler for this Ludum Dare, a platformer puzzle game about a skeleton collecting his parts back, and I got invited to make sounds and music for the game!

You can listen to it here!
A bit about the song itself... I got inspired by Skeleton Boomerang's Soundtrack for this one. Kett showed me that game's OST for inspiration and I just fell in love with it! I cannot wait to play the game when I get the chance. Anyway, got right into my DAW to work on it, and noticed quickly how xylophones are so cool for skeletons! And also, this a first time in a while that I used SEGA Genesis instruments for a not Genesis-like song, specially the bass, but I think I did a pretty neat job with it.
I just pushed a simple fix for the LOUD music issue in my game Outward! In the end it was super, it wasn’t a bug in my code or in the engine, just a stupid human mistake - 1 of the 18 samples I exported from Ableton was broken and contained all the others. Oops… 🤦
You can now truly enjoy this short cozy adventure. Go play: https://ldjam.com/events/ludum-dare/58/outward.

As per tradition, I'm posting about this again because it's so useful and kinda sneaky to find.
Home -> Ludum Dare 58 -> Me -> My Grades
Or by clicking here: https://ldjam.com/events/ludum-dare/58/my/grades
... to beat the current high score in my roguelike shape collector game.
I’d also love to hear your feedback and rating!
Post a Screenshot of your highscore!!
Find the game here: https://ldjam.com/events/ludum-dare/58/shape-collector

@CaptainDreamcast has set the current highscore:

After a disastrously-timed failure by the team's internet provider, our game is now live and working!
We missed the initial flush of people testing new games due to the aforementioned technical issues, so it would be awesome if you'd check out our submission:

https://ldjam.com/events/ludum-dare/58/chill-gems

We fixed a lot of problems, add quality of life features and worked on tons of feed back from you to make our game even better
https://ldjam.com/events/ludum-dare/58/wasteland-workshop
✨ We invite you to work in our company for the organization of supplies to the Martian colony! ✨

The best employee who has completed all the missions of the command will be awarded the opportunity to meet this cutie!
🍀 Don't miss your chance, follow the link and enjoy our game! 🍀
TOUCH IT! 👉 ---> ╰(°▽°)╯ <---

It's a short experimental narrative Sokoban about debt and black magic. I would really appreciate if you gave it a try and told me what you think! :D
Entry page: ldjam.com/events/ludum-dare/58/chalked-out
Web build on itch.io: justcore.itch.io/chalked-out

Submission - https://ldjam.com/events/ludum-dare/58/key-master/

SNoWay - My submission for LD58! Give it a try (please): https://ldjam.com/events/ludum-dare/58/snoway
Collect snow to defend you fragile snowman. Extinguish (kill) enemies.
You should definitely check out snowman melting mechanic!

Let’s talk a bit about the development process behind our game Collect or DIcE
Let's start from one of the first verision. This is how the game looked in the first hours:

At the beginning, we took inspiration from popular dice and cards deck building games. The concept started with a classic side-view battle layout — simple, functional, familiar.
But at some point, we realized we wanted to stand out. That’s when we made the big decision — to completely change the camera view.
Here’s how the game looked right after that change:

Instead of a flat side view, we switched to a behind-the-shoulder camera, where the player’s character appears smaller and positioned lower in the frame, facing off against larger enemies. This change added a sense of scale and danger — almost like in Dark Souls, where the player faces towering foes from a grounded point of view. From the first glance, it already felt more dynamic and eye-catching.
However, this new view came with a set of new problems — mainly UI design. With this angle it became tricky to place icons and interface elements without covering important parts of the battlefield or breaking the visual balance.

Our first HUD mockup looked like this. And, well… it didn’t quite work. The icons were confusing — for example, the shield icon looked like mana, and damage icons were easily mistaken for health.

Even in the final game, the UI isn’t perfect — we’ll be honest about that. There’s still room for improvement. But overall, it does its job and complements the rest of the game’s visual design nicely. And most importantly — we’re proud of what we’ve achieved.The new perspective, atmosphere, and overall look finally feel like our vision — something unique.
We’d love to hear what you think about our project.
You can check out and rate our game here 👉🏻 Collect or DIcE

Thanks to everyone who has played and rated Tiny Expeditions so far! It's been great to hear all of your feedback for how to improve it in the future.

I have tackled the bugs that you've found and pushed another update so that (hopefully) you won't spawn inside a tree anymore.


If you'd like to relax, listen to birds, swim around some procedural islands, and collect some bugs, you can play Tiny Expeditions here! (And be sure to leave a comment so I can rate your game too!)
Thanks again everyone!

Wow! everyone managed to squeeze out some really amazing games during this jam. We're just scratching the surface of the over 1300 games submitted this time. It's always fun to see what's the new ideas and twists that each team came up with to match the theme.
For us, it was a tie between Sound design and the ability to clean up larger objects. We had an overarching goal of a Extremely clean house, for now we'll all settle with a Very clean house.
We got really close but knew some things just had to be cut. So kick back with some vacuum sounds of your own and

Do dragon stuff.
https://kaczs.itch.io/ld58




come check it out and post your games :D https://www.twitch.tv/thatmanrobin

We are really happy with the result of our first jam game. The Theme was quite difficult for us, but the result was worth it. (but still a bit difficult)

Thank you for everyone that has voted and given feedback. If you are interested: Relic Seekers
We will be back du du dundundun
SEE FOR YOURSELF.
[LINK TERMINATED BY TAOS COMPANY]
SEE FOR YOURSELF.

Never buy Fishki from someone, buy them only from official TAOS machines.
-Post redacted by TAOS company.
Hey, jammers, I've just fixed a critical UI bug that make the game hard to play, so I merely invite you to give it another chance and hope you'll enjoy it.
https://ldjam.com/events/ludum-dare/58/toy-not-trash

Working on the style for Monsters in Jars
What do you think?

Gotta admit that I'm suffering from quite severe post-jam fatigue... COMPO is a harsh mistress...
Will be dropping a browser-build at some point when I have the time/energy. But here's a few up-to-date GIFs for now at least.
Tried the game for the first time with "fresh eyes", so to speak.
I was positively surprised about the overall feel of the thing.
Cautiously confident that I actually might be onto something here...
Hey,
I wanted to do a little write-up on the item system in our game, The Lair of K'olekto.

The game is based around using items as both your health bar and your ammunition. Fighting doesn't stop while you're checking the stats of the items in your inventory - the idea being that you have to figure out what to use as ammunition and what to equip to your character while under pressure. I just love the feeling of wading through hordes of items in ARPGs so I guess that's part of the inspiration for this.
I'm well acquainted with Diablo 2's item generation system, so I set out to write an (overly) simplified version during the afternoon of day 2 of the jam. The core of it rests on affixes, which are little bits of data that contain the following information:
The game has three classes of souls (=items), each with different rules. Blue souls are the most frequent and what you start out with, so we decided they couldn't spawn with any negative affixes to give some safety to the player; on the flipside, they also cannot spawn with the highest tier affixes and can only roll a maximum of 2 affixes. There are more complicated rules for other classes of souls, but they turned out to be really buggy so I won't get into them!
Once a certain number of affixes has been picked, we simply generate the actual value by rolling between the min and max value (we also have a dictionary somewhere to let us know the precision; by which I mean that some values can roll in steps of 0.01, 0.1, 0.5, etc).
Once that's done, we generate the name by taking the 2 highest tier affixes (whether they are negative or positive) and making one the prefix and the other the suffix. For instance, for the affix group that boosts spell damage, the highest tier positive has the prefix "Arcane" and the suffix "of a Wizard", and the highest tier negative "Cold-Iron" and "of a Realist".
Then we pick from a pool of synonyms for the type of soul (e.g a green soul can be a "Jade Soul", "Emerald Soul" and sandwich it between the prefix and suffix, and voila!

It's a very simple and cut-down system, but we hope it gives enough variety to the items to make for some fun combinations. And odd are you won't have a chance to look too closely at items anyway while you're trying to dodge knights and fireballs :)
Give our game a try if that sounds up your alley!
https://ldjam.com/events/ludum-dare/58/the-lair-of-kolekto
Brainstorming:
Plan:
Execution:

We made a marble game where your goal is to beat bosses with your marbles and steal their collection

You can try it Here
Feel free to send your games in the comments of this post, we're going on a voting spree !
You can watch this page and play in Web (HTML5) here!




Opened up the ol' photoshop today and cooked up some custom banners for our game's page! What do you guys think?
https://ldjam.com/events/ludum-dare/58/opa-is-de-koning
We had been arguing about humor for too long and couldn’t add jokes to the game, Help us decide if this was funny or not?
Мы слишком долго спорили о юморе и не смогли добавить шутки в игру. Помогите нам решить, смешно это или нет?

Joke 2 / 20 from Mars Collectors!
We made a choose-your-path game in a weekend! My focus was on audio, and I am looking forward to showing what we made then jumping into the games you all finished.
If you have recommendations and want feedback, you may link your game in the comments below, or mention your user name or game name on the Twitch stream so I may look your game up to play and give feedback on it. Looking forward to seeing what we all made!
After fighting not only with Scalpers, but with GameMaker and HTML5, our dev team figured out that the GX game format exists. Now you can play Scalper Beat-Off on the web! Good luck hunting those chase cards!

https://ldjam.com/events/ludum-dare/58/beat-off-scalpers

https://ldjam.com/events/ludum-dare/58/spore-scout
https://ldjam.com/events/ludum-dare/58/tazos
Hey all! Ive made a few games already here for ludum dare, but this year I decided to try going it alone! Originally I was going to do the compo, but I'm usually the person on the team that pushes back to increase scope, so without someone to keep me in line, scope creep took over and only way I managed to get something done was by doing the jam for another day :sweat_smile:
So when I go sight-seeing, I collect pocket watches from whatever town/city I go to. Over the years I've gotten a decent collection:

As you can see, my way of displaying them isnt the best at the moment, so my original idea was to make some sort of game where you built a storage container for pocket watches that you collected via a platforming segment. You would extrude the geometry and place hooks, and I wanted to be able to download the model made from this so I could 3D print it and have a new place to put my watches (I have more than in the picture, I have a problem lol).
Unfortunately, rope physics was too much for my tired stressed brain to handle, so I decided to just focus on the part that was fun, the platforming, and then I just let my growing insanity take over, and thats how I got this chaotic end product:

It was a blast to participate as always! The lesson I learned is the same one I always "learn" for next time: more sleep, and smaller scope. I look forward to continuing to ignore that and suffer again next LD :smile:
Heres the link if you want to check it out! https://ldjam.com/events/ludum-dare/58/wyp

I'm not really sure where to begin with something like a postmortem, seeing as how I've never done one before. So I figure why not start off with some fun stats!
(If reading isn't your thing and you just want to see the pretty pictures, scroll down 😉)
Over the years of participating in game jams as a 3D artist I've learned quite a lot. I've learned new workflows and techniques, I've learned new software and pipelines, and I've learned that in order to bring out your best abilities and talent you need to work with a team that knows what you're capable of. LD58 was my fifth time working with the same core team I've worked with in previous jams, so that meant we didn't need to waste any time figuring out our team composition or trying to guess each others capabilities. It's always nice going into a jam knowing you can drop in a discord call when the theme drops and get straight to work on discussing concepts without anything else getting in the way.
This time around with the theme of Collector we ended up on the concept of being a museum curator who is in charge of curating a museum collection. Right off the bat I knew we were going to need to go as wide as possible when it came to art assets. After all, it would be a pretty boring game if there was no variety. With that in mind I was happy to let the designers come up with a huge list that we could later trim down a bit. I think the initial list was around 50 exhibit assets, which I thought would be a pretty big challenge but I felt up to the task. However, in true game-jam fashion that list quickly ballooned to right around 100 items. The scope creep was real 😆!
A small snippet of 'the list'
I knew that number was unachievable within the confines of a 72-hour game jam, so I had to make a decision: either I create a handful assets myself and supplement the rest with freely sourced assets (and opt out of the graphics category) OR go completely balls-to-the-wall and spend every waking minute making as many assets as humanly possible right up til the jam deadline, knowing full well I could never finish the list.
I went with the 2nd option. Perhaps it was pride, or I just really wanted to challenge myself, or maybe I've officially lost my marbles. Probably all three to be honest! But hey, that's what game jams are all about: having fun, challenging yourself, knowing that the odds are against you, and losing a small bit of your sanity along the way 🤪.
*Now, let's get to the fun stuff... *

So immediately after figuring out the core of the game I set out to start making the environment kit. I didn't know at the time if the environment level would be static, procedural/random, or some mix of the two. There was already some early discussion of some rooms being unlocked through gameplay, so I figured the safest bet would just be a simple modular environment kit that covered the essentials: some wall segments of different lengths, aesthetic variations of each size, a doorway, some doors, and a nice slightly-oversized pillar to tie up any ugly corners.
I knew from the start with all the assets I'd need to make later that any fancy PBR materials were out of the question due to time constraints. So figuring I'd be going with a more stylized/cartoony look I tried to accentuate some features in the design of the kit assets. I also figured that this would be one of (if not my only) chance to have some fun making actual textures - even if limited to only using the color map. So I popped over to substance painter and got to work.
Trim Sheet (left) & Door/Frame/Floor texture (right)
After making my environment trim sheet I got to doing the UV's. I realized that I'd want the doorframe and doors to stand out a bit more so they got their own texture atlas as well, including the floor tile texture. By the time I wrapped up work on the environment, got everything imported to unity, and pushed it to the repo we were already 10 hours into the jam and I decided to call it a night so I could get an early start on the ever-growing list of assets.
The first few exhibit assets that I made
After going through the list I started to tackle a few quick and easy ones to get an idea for how long they were taking me just on the modeling side of things. Things like the crystal ball, aether crystal, and kraken tentacle didn't take long to model at all since they were mostly made up of primitives and easy stuff like spline sweeps. Now I just needed to tackle the texturing aspect. My initial plan was for pure flat color, but since I'd need to make a texture atlas of colors anyway I took some time to make a pretty intricate one with many options for hue/saturation variety, as well as light/dark gradients. I also made a second atlas that was entirely made up of different color-to-color gradients (which I'd also use for an emissive map).
Main Texture Atlas (left) & Secondary/Emissive Atlas (right)
With the first handful of assets modeled, my texture atlas's created, I did some quick UV's and got them in-engine. I think I also had made the exhibit bases for all of the different sizes around this time but it's honestly a bit of a blur. By the time I got everything pushed to the git repo we were already fast approaching the 24 hour mark! But hey, I had my workflow all set up and I was primed to tackle more things on the list!
After making a couple more quick assets and a quick chat with the team, I realized I needed to have a chat with our game designer @zavi-reinagel about what assets to focus on next. At that time the list was still getting revised, with some things being cut and others being added. Zavi asked me if there was anything specific I'd like to make that wasn't on the list. For whatever reason the first thing that popped into my head was those little model battle dioramas you see in history museums. I always found those fascinating. Zavi liked the idea and immediately added them to the list. I don't know if it was excitement, hubris, or the intoxication of the game jam atmosphere but what I said next was something really really stupid.
"I think they'll look super cool and they shouldn't really take me too long to make."
Well... I was half right.

These damned battle models. I love them. I hate them. Well, okay... I love how they turned out, and I hate how much time I spent on them. I got so swept up in making all the little details and trying to make each scene tell a story that I completely lost track of time. That happens a lot when I'm making art, which is normally a great thing, but in a game jam - not so much. These four assets took me 6 hours to make. In a game where going wide was the goal from the start, I utterly failed when making these. But dammit, they turned out so freaking cool. Oh well, live and learn. Or don't, it's just a game jam after all 😅
There's plenty more to talk about and a lot more assets to show. But until I get around to posting it please drop by our game page and give Genius Gallery a play!
Now I'm off to play a bunch of jam entries 😄
A simple HTML adventure game
Play it here: https://ldjam.com/events/ludum-dare/58/hadows

This is the game I made for LD58: https://amanon.itch.io/deep-sea
It’s my first time joining LD, and both the three-day time limit and the theme were quite challenging for me—but the process was a lot of fun.
In the game, you play as a deep-sea diver who uses sonar to search for and collect hidden treasures scattered across the ocean floor.
After several rounds of bug fixing, the game is finally playable (though the optimization still needs work, and the web version may stutter a bit).
I’d be happy if you gave it a try and shared your thoughts. :D

Inspired by: 《In Other Waters》 and 《Barotrauma》.
Need to relax a little after a long day of testing games and stressing over those numbers?

Watch the waves, listen to the birds, go for a swim, take a hike... And sure, collect some bugs too!


You can take your tiny expedition here!
And be sure to leave a comment or share your bug collection in the comments so I can check out your game too!
Have a great night everyone!
Usually when I plan a game, I doodle. For a collector theme I had a bunch of ideas like collecting plastic soldiers or "collector" as a huge barrel with water, but all these ideas were too hard to make solo due to the amount of assets. Short story shorter, I decided to make a game inspired by "Sort the Court" (link on itch: https://graebor.itch.io/sort-the-court ). My idea was: "you collect taxes for the king".
I usually specialize in pixelart, but this time I wanted to make something more cartoony and less pixelarty.

I tried not to spend too much time on this stage, because I planned to fit into the COMPO time limit, but I couldn't find a design I liked.

At some point I ended up with 2 kings instead of just one. Funny thing, I tried a bunch of ideas, but a couple of them were present from the very beginning and stayed until the final designs. These are the colors, the red hair, and a huuuge nose.

I was planning to make a couple of ending screens for lose and win conditions, but it had to be cut off, so I’m gonna put it here.

So yeah, I yapped about character design, pls give my game a try here: https://ldjam.com/events/ludum-dare/58/crown-and-taxes Thanks
Hi folks! It's Ellen! We've made a lil pause in posting as we needed some sleep! Hahah
Anyways, here we share our last ugly whiteboard in this LD

Please Don't forget to check out our game^^ https://ldjam.com/events/ludum-dare/58/things-i-keep
Wanna know why are we called N- LAST? Cuz we do everything n' last 5 minutes!
Fixed some bugs and added html, now can play game in browser! If you find bug here, please write about them
https://ldjam.com/events/ludum-dare/58/bloodpact
I'm glad I was finally able to sleep today. But I have no complaints, I had a blast developing this one!
Feel free to play and rate The Key Keeper. Also, you can play the Fullscreen version on itch.io
I recorded a full playthrough as well.
https://www.youtube.com/watch?v=w3Tq_uLBN3o
Thank you for playing!
https://ldjam.com/events/ludum-dare/58/holy-dible
Please play and rate our game, leave comments and I'll play yours too!

We did it! I forgot to make a blog post about it, check out the itch page to play! https://cubensis-alice.itch.io/ld58
Take good care of your computer! Of course, our game doesn't really pose any security threats (:D
Click here to start a security scan. You can get documentation on the itch download page to help you search in depth.
https://ldjam.com/events/ludum-dare/58/title-here



Stop on by, show me your game! If i dont get around to it on stream ill make sure to play it offline and rate it too! https://www.twitch.tv/bluepinstudio
If you you love the feeling of tracking down and completing every last achievement in a game, then my game, Road Rage, is for you! This was my first ever game jam and first every Godot game so I'd really appreciate if you check it out! I had a really good time making it!

You can play Super Sucker directly in web or on your mobile phone!


Look at my pretty daughter and try out my team’s game
https://ldjam.com/events/ludum-dare/58/goblin-lords-dream

Thanks everyone for voting and getting our game across the dreaded 20 vote voting line.
Good luck to the rest, and if you do not have 20 votes yet, drop them below!
My game Bounties & Badasses is still counting towards the goal of 20 votes. Collect bounties and profiles in this roguelite dating sim. Can you collect 12 bounties for your provider, Rednit?

Thanks for getting our silly cat game up to 20 ratings! I've had a really good time going through your games, too!!
psst, you can play it here :eyes: https://ldjam.com/events/ludum-dare/58/ld58-2
https://ldjam.com/events/ludum-dare/58/outward


https://youtu.be/zOS5nmgcspE
This Ludum Dare, I made a sequel to a game I made for Game Makers Toolkit Jam 2024 called Fish Feud. I've been wanting to expand a bit on the mechanics of the first game, because I felt like it had a lot more potential as a WAY more up close and personal Dogfight/6DOF game (and obviously I like balloons lol).
I also wanted to explore more of the story I expanded on, which is mostly only represented with the Psychonauts style slideshow at the beginning of the game. I made a more simple story for the game but I'd love to get deeper into the world they are in at some point.
For the story in the game: Basically Sam (orange) and Trent (green) are a salamander couple living in some rural area where they like to get fish(?), and they're constantly having to deal with this pervasive, parasitic bubble species called Gleam that is growing in numbers every day via osmosis. Two well-developed Gleam get a fish(?) higher-up to get angry at the salamanders for using them as food, and give them the money and tools to exact revenge. This is a win-win for them because if they kill all the fish they have no food, but if the fish kill them its even better.

At first I wasn't sure how I wanted to go about implementation, I just knew I wanted to have guns and fun enemies to fight against. I wanted to have maybe 3 guns for the jam but I REALLY had to keep things simple if I was gonna overscope my project this hard, so I had the one shotgun that was perfect for hitting fast-moving flying targets.
Enemy variation was a hard thing to accomplish; dogfighting flying fish bowls was already really fun, but I had to have some sort of priority hierarchy so the player would have to think harder about their surroundings besides keep moving
I ended up with a fish sniper, which will slowly line up a shot unless you can stun them or kill them first. There's also a red fish bowl that shoots faster but it's kinda meh. The boss at the end was supposed to be a robot controlled by the pink fish leader in the story, but I ended up just modeling a mecha-coffin (Hallooweeeennnn!) with two snipers attached. Not terrible, it encouraged the player to try and stay close enough to stun them, but if they got too close they'd be riddled with bullets.

I am very eternally grateful for the music from Newgrounds, I managed to find some fantastic tracks from talented artists. This game was submitted just in time for the Jam, but I had forgotten to add their attribution to the final screen. So I added it and updated the game under Extra instead.
You can find the original music here (I compressed to ogg and made some loop cuts for the game): Photophobia by Zunami-music: https://www.newgrounds.com/audio/listen/1459714 King Of Australia by Arteshtorm: https://www.newgrounds.com/audio/listen/1468955 Neon Battle by crazymatt117: https://www.newgrounds.com/audio/listen/1461810 Power Move by JamesTheMuttz: https://www.newgrounds.com/audio/listen/1035913
I made the choice to not have a health bar, and instead keeping track of how many times you've been hit like in Pizza Tower. I was worried the faster pace of the game and the lack of a tutorial would make the game too hard for most people and give a bad first impression. If I make this into a proper game, I'd prefer to have short fast-paced levels where dying isn't too punishing.
Speaking of which, I wanted to have a small handful of interesting environments since enemy variety was going to be so low. I didn't have a convenient explanation for the level hopping, so I gave the fish a teleporting ray. It doesn't really help them at all but it makes the game more fun hehe

I had Trent sit atop Sam as they fly around, so they could be a neato support character that you appreciate. I wanted some more support mechanics, but the only one I could add was helping reload your gun. I still really like this because it's very diegetic and adds weight to the characters and world.
Ultimately I am super proud of myself for what I've made; a really cursed redneck ace combat :) But I achieved all the goals I set out for from the beginning for the project. I'd like to extrapolate on these ideas and make something with more depth in the movement and combat. I hope you like my game, and I'm excited to play more of your games as well!
Fish Feud 2 Submission Page: https://ldjam.com/events/ludum-dare/58/fish-feud-2
Here is a timelapse of me working on the game:
https://youtu.be/r3hnASNz2gg
You have the chance to light up my Sound Designer’s mood! She’s not getting feedback and it’s unfair! And it’s sad, because she was working a lot :( Please, leave a comment about the music in this game https://ldjam.com/events/ludum-dare/58/goblin-lords-dream
everything works perfectly. Now i just need to wait for it to get over 20 ratings! (Thank you if you rate it or already have!!!) https://ldjam.com/events/ludum-dare/58/mountain-food-collector
A huge thank you to everybody who rated our game!
https://ldjam.com/events/ludum-dare/58/the-dragonfly
We're really thrilled that everybody seems to enjoy THE DRAGONFLY, our slightly incremental 3D space mining game!

Finally participating in this jam felt like a dream come true as this is one of the oldest ones out there. We've worked tirelessly to bring our idea to life and we're all glad it paid off. Here's to hoping more and more people play THE DRAGONFLY!
P.S.:
A lot of our players flagged us that CTRL + W closes the game tab, which was a big oversight on our part. So, we fixed it by changing the controls, which should also make the experience a bit smoother.
Good luck to everybody participating!
Upload video of gameplay on Youtube, check it out to save your time!
🎥 Video: https://www.youtube.com/watch?v=a0fVy1jwM
So happy to see the initial response to our Ludum Dare game. We really pushed ourselves past our limits for this one, and are super happy with the result! Watching people play has been incredible, watching them figure out the best ways to play, freaking out when they discover secrets, it's made me so glad I got into game dev.
Check out Rune Rangers, it's a blast!

We are very sorry that we didn’t anticipate this… On the download page on itch, we made a version for local play, as well as different documents. Perhaps we didn’t update the blog in time before. We hope this update will help you better enjoy our game!
Play games on the web here! https://yb-rabbit.itch.io/theinternetcollector


The menu page allows you to switch the in-game language. We hope to receive more feedback, thank you!


🍄🐕
We’ve just uploaded a small update for Mr. Fungi:
Balance: Adjusted a few timers and upgrades to make the game a bit easier and smoother to play.
UI: Improved readability for the Embedded HTML5 version (so if you play directly in the browser, things should be much clearer now).
It’s still the same silly mushroom hunt, just a little more friendly to play.
Thanks a lot for the feedback — keep it coming! 🙏
Good luck with the votes, everyone! 🎉
PARRY IT!
I had a blast working on this game and I am really happy that I had the time to participate in the jam this time! Will aim for doing the Compo next time if I can manage to keep the scope/complexity down (doubt it 😅).
Playing all of your submissions has been a blast as well and it's cool to see all the different interpretations of the theme! Just an all-around pleasant experience.
https://ldjam.com/events/ludum-dare/58/trashman-cometh
