Ludum Dare 58 October 3–6, 2025

Try the updated version of Snaposaurus !

SNAPOSAURUS got an update !

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Our game for the 58th Ludum Jam is playable in your web browser right now throught our itch.io link (click on the updated version) ! 🫒
--Check out our game where you explore a child’s curious dream, where he discovers that he’s walking amongst ancient creatures.. And tries to immortalise it !!--

🌼 Try it out right here : https://yvalis-studio.itch.io/snaposaurus 🌼

🌻 Rate us here : https://ldjam.com/events/ludum-dare/58/snaposaurus 🌻

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What we implemented :

  • Possibility to switch keyboard from AZERTY to QWERTY
  • Menu ergonomy as a whole
  • Brand new intro to the game
  • QTE improvements
  • Ladder system improvements

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What we plan on adding in the future :

  • Collector's album, because of course you want to be able to see all the gorgeous photos you took !
  • Updated map for more readability (walkable paths for example)

Everything in this game is handmade with dedication (and coffee), from the music to the animation and all of the backgrounds ! For some of us it was our first jam, and it was quite the experience ! So we really hope you’ll enjoy this labour of love as much as we had fun creating it (: 🌱 💜

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The weekend is coming!

It seems like everyone is busy on weekdays, so what about the weekend? Of course, it's time to play more fun games! Leave them in the post and let's take a look together!

ps: I am busy handling the school club's paperwork, so please forgive me if I don't reply promptly!

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Version 15 of my game is out!!!

Also, there’s a new cover image now! ...I kinda hate it, but it was the best I could do with the energy I had

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Ludum Dare Page

I tried to fix the two biggest problems people had with the game: the thumb sometimes being hard to click, and the final gesture text not showing up. Along with the thumb’s hitbox, I also adjusted the hitboxes of the other fingers so they feel better to click. I removed the two-finger gun gesture because it didn’t feel as natural as the others — the two fingers are too far apart, and the name was kind of made up. I also accidentally found a bug and immediately fixed it! And finally, the number of gestures needed to win is now 15, which is the reason for the version’s name :3

Changes in version 15:

  • Adjusted hitboxes

  • Fixed a bug with the checkmark transparency.

  • Showed the text of the last gesture found.

  • Removed the two-finger gun gesture from the game.

  • Changed the number of gestures needed to win from 16 to 15.

  • Adjusted the thumb’s hitbox so it’s easier to click

Play Version 15 here

The COMPO version can be downloaded here (windows)

Summary of the game: In this game you shape your hand into known gestures. You need to find 16 out of the 18 in the game, can you handle it?

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Homemade meme image

LMAO ...Oh my god, we should have used this for promotion from the beginning, instead of pointing to our game icon.

We are still harmless, don't worry, just play this game normally. I will still make time to play the game from the previous post.

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https://ldjam.com/events/ludum-dare/58/title-here

itch io has finally started indexing our game!!!

Now more than a hundred people have seen my game, which makes me very happy!!! изображениеem2025-10-16/em211718091.png It's been more than a week since I published my game, and itch io has finally started indexing it. I'm surprised that I've received as much traffic in one day as I've received in all the days since I published it. I understand that the total number of players is not increased, but I'm glad that more people will now see my game.

If you want to play our game too, please visit https://ldjam.com/events/ludum-dare/58/little-monster-makehouse LD58_promote.gif

Welcome to the Medieval Comedy Club!

Have you ever wonder how freestyle battles looked like in the old times?* check out Bards Battles

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*Only for people who are not afraid of downloading [1.2GB] game size. If you are not the one but still curious you can check out the gameplay:

https://youtu.be/lamphPKDtRI

How to get better in LD? Or retrospective for Paper Fishing

I never did a proper retrospective for my past LD. I always had in mind what was working and what not, but this time I decided it might be fun to run a full fledged retro in I wish / I like format.

What is retrospective?

For those of you far from corporate world and agile processes, retrospective is used to extract learnings from the past work find the most painful issues and come up with action plan to get better next time.

There are various formats on how you can do retro, I used the simplest one this time.

The idea is that you have two columns. In each of these columns you put facts about your work during LD. - I like put facts that start with I like, e.g. I like sounds I made for the game; - I wish put facts that start with I wish, e.g. I wish the game had more content

Do it in a brainstorming format, timebox yourself to 20 minutes tops. Just do a complete braindump about your LD there. Maybe have a look in comments about your game, but just for inspiration.

Extracting the value

Go through each item and ask yourself: - "Why did I like that? What could I do next time to make sure I will like it again?" - "Why the thing I wished for didn't happen? What can I do now or next time to make this happen?".

The answer will probably lead to an action item you can plan for yourself. If that's the case - write it down. If it doesn't immediately lead to an action, ask yourself "Is there anything I can do about it?" and write down what you can do.

By the end of the retro you should end up with: - A short-term plan: e.g. what you can do now (maybe learn something a bit deeper, maybe practice in something) - A long-term plan: how you will approach the next LD.

Paper Fishing retro

Here is how my retro looked like.

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Please comment if you have any recommendations on the action items I defined, also feel free to share your retro results in case you also decided to run one!

If you want to see the game I was doing it for you can play Paper Fishing

The drought comes to an end...

TL;DR

Get Candy Crook Here

NOTE: On Windows 10/11 if given a "Windows protected your PC" dialog when attempting to run the game, click "More Info" followed by "Run Anyway"

Goal Reached!

After a several-years-long dry spell, I have finally been able to get something "shipped". I decided enough was enough and I would get SOMETHING turned in for this jam. It feels really good to release something again and I am looking forward to future projects and game jams.

I present to you, Candy Crook! An awfully simple game about collecting candy for as long as possible and trying to collect every piece before time runs out! Check it out here or here. (Sorry mac users, I couldn't be bothered to go through Apple's process in order to run software without issue just yet. So for now there's a Windows build and an untested Linux build)

Moving on

Due to my busy work/family life I was only able to put about 24 hours into the development of this game over the last two weeks. There are several ideas I have that could flesh this game out a little more, but I feel I acheived what I set out to do and rather than go beyond the scope of my original plans, I would like to move on to a couple other small-scale projects that have been cooking in the ol' thinker. I want to take advantage of the momentum I have gained and let it snowball.

Thank you in advance to anyone who checks out the game and I'll see you in the next one!

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Progress

Compare the location blockout that was created in first hours and what we got at the end.

-> Hollow Choir <-

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A little late to the party!

I've finally submitted my LD58 entry into the "Extra" category!

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Give it a go!

https://ldjam.com/events/ludum-dare/58/kobolds-in-space

1 week left to rate!

Played & rated over 40 games and many of them are really are impressive!

If you like to play & rate ours, and leave a link to your game in the comments, I'd be happy to play & rate it :grin:

:arrowright: Super Sucker :arrowleft:

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The game is over

At least for this project, it was an interesting journey for my first LD. See you next time. If you want me to play your games, drop the links in the comments.

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Lessons learned

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We had a lot of issues with the conveyor belts when we submitted our entry, so the game wasn’t really playable back then. We were a bit disappointed about that, but very happy that some of you still tried it out and even gave us feedback.

After the jam ended, real life kicked back in and we didn’t have much time, but we managed to fix things here and there. So here it is, a bit late but finally working (more or less, still a few bugs around).

The conveyor belts are now placeable, flowing, and actually transporting the music note packages all the way to the space radio station. So the future of Nebula FM can finally be saved! :D

Big thanks to everyone who supported or tested it in the meantime, it really means a lot to us. : )

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Can you save the world within three minutes?

The World Core is failing, its geometric elements scattered into chaos.
As the last "Form Collector",

Collect the geometric fragments and save the world!

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SAVE THE WORLD

(Welcome everyone to play our game and leave your comments and suggestions! Thank you so much!)

Collect, project, eject!

BCover art for Fighters Keepers This bell seems almost out of time...

We were really happy with the feedback on our game Fighters Keepers, where a young squirrel must defend a village from bandits using... any item he can fit in his mouth. We're only seven days away from the final rankings so I'm taking this opportunity to show it to a few more eyes! It was particularly tough to finish on the programming side, haha. See all of you next week!

:arrow_right: Play and rate Fighters Keepers!

Footage from the game Fighters Keepers in overworld and combat

Any resemblance to a game series that got a new entry this week is fortuitous! :wink:

Is it just me or ... ? Virus/security alerts

It's been worsening each year, but this time, I have the feeling that we're down to a new low :-(

Between the browsers preventing the download because the archive contains an executable, VirusTotal getting false positive on freshly compiled and linked executables ... and as if it was not enough, here's the cherry on the cake, Windows Smartscreen (the dialog box preventing you from executing an executable). How the hell are indie devs supposed to make it in these conditions!

Have you also experienced difficulties having native your game run by others? More than the previous LD events?

Focus on score nearly 20

I am looking for games through the Danger Filter. If you need ratings, leave them in the comments. Guys, there's only one week left, help them out!

This is difficult work, and I cannot guarantee that the final rating will be accurate, but someone has to give it a try to save those high-quality games.

Anyway, have a great weekend!

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Nightfall on youtube

A few people have uploaded their run of Nightfall on youtube, really surprising to see and nice to get some feedback on how the "flow" of the game is (basically if it is played like i expected or not).

Find it here: https://ldjam.com/events/ludum-dare/58/nightfall

https://www.youtube.com/watch?v=4GFtyFcf5AA

2 players for a versus recycling game?

Are you two players? Want to share a keyboard (sorry, gamepads seem to bug out on most PCs)? Then come recycle more than your opponent and throw stuff in the wrong bins!

https://www.youtube.com/watch?v=1ZDPTzYgHE0

Come and try out the game : (https://ldjam.com/events/ludum-dare/58/recycling-war)

What a Week!

This week has been pretty wild. I woke up Monday to a big spike in visits on Itch.io. Only to discover that ManlyBadassHero had done a video of my game, which is now at almost 300,000 views! So many people have been positive and supportive, it's been amazing!

So right now I'm working on a post-jam update with fixes and improvements for October 24th. Then I'm going to work on a fully fleshed out version with new mechanics and content to release on both Steam and Itch.io. I don't want to give too much away but I think the new systems will help in adding more structure and depth. I'm excited!

In the meantime, if you want to check out his video:

https://www.youtube.com/watch?v=GmfED4NCbSc

Or play The Tooth Fae yourself on Itch.

Taking it to steam! Wishlist now!

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After careful thought, I realized that this game is going to turn out to be very fun. I am going to keep working on it. I setup a steam store page so people could start wishlisting it.

Based on my LD Game: https://ldjam.com/events/ludum-dare/58/flight-terminal-assistant

Wishlist Here: https://store.steampowered.com/app/4098800/Rebooker/

The Story Behind Eightatwenty

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The game’s title is Eightatwenty, a reference to the ICD-10 code for Alzheimer’s disease: 8A20.

The events in the game are inspired by the story of an abandoned apartment I visited some time ago...

This is my first attempt at this kind of storytelling, and I'd love for you to play it and share your impressions for a future update after LD (which won't be out anytime soon).

I just wanted to share some footage from the development.🧱

Try Blackmail.exe

If ya wanna snoop snoop and mm bop check out our game it's not totally lame: https://ldjam.com/events/ludum-dare/58/blackmail-exe!

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Dig, my gnome minion!

"Collect the bounties of the earth for me, my gnome minion!"

Fancy a micro-trailer for a gnome-ish archaeology simulator? Possibly featuring magical artifacts? And ~~dead bodies~~ treasure? Watch below... and perhaps check out the game!

https://www.youtube.com/watch?v=p-GKkku0PTE

Get digging: https://ldjam.com/events/ludum-dare/58/the-gnomes-dig

A Short Deep-Sea Adventure

Silence. Pressure. Darkness. Welcome to DeepSea.

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

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Mailbox Mania post-mortem

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I try to make a postmortem of my game each Ludum Dare, so here it is for our game Mailbox mania! :D You can still play and rate it here: https://ldjam.com/events/ludum-dare/58/mailbox-mania

This is the first ludum dare that I have done in a team. I was joined by the wonderfull @pastry-chef :D While I still really enjoy the solo jamming experience, I learned that working in a team is a different experience. I enjoyed brainstorming and thinking/reflecting on the game together a lot. A team is also so much more productive than one person, especially when you divide the tasks and make a bit of a plan. Doing a git pull and seeing a bunch of new stuff added to the game without having to do any of it was a lot of fun ;) I did however notice that my personal productivity went down a bit. Normally, when I work alone, I like to jump around from task to task a lot. So I might finish a sprite, jump to programming, then sound effects, and back to drawing. Being in a team meant I had to focus a bit more, to avoid doing double work and to avoid the git merges becoming a mess >_<

This jam was also a first in another aspect, namely the engine! We used godot this time, which I didn't have any experience with (besides tinkering a little bit and following the brackeys tutorial the weeks before LD). I was afraid that it would take a lot of time to get used to it, but fortunately it was a very pleasant experience! It is in many ways very similar to unity. I especially appreciated how easy it was to render crisp and properly scaled pixel art essentially out of the box, while this has caused me a lot of headaches in other engines. :D

Now, about the game itself. I am really proud of how it came out. We really made something that I myself am having a lot of fun playing. Others have mentioned that the controls are frustratingly hard though, and I can completely see where they are coming from 😅 I think this is a classic case where we should have done some playtesting during the jam. Having my brother play the game afterwards immediately showed me that the difficulty curve is indeed very steep. Still, once you learn the controls, I think it is very satisfying to drift around the map. Perhaps some tutorial or introductory stages could help with these onboarding problems.

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With @pastry-chef on board, we agreed that he would mostly be in charge of programming the gameplay. This meant I had a bit more time to experiment and try new stuff with art! :D So when we decided we were making a racing game, I immediately thought of this technique called 'sprite stacking' that I have been wanting to try. It is a method for making a fake 3D effect by rendering a stack of 2D sprites on top of each other. I started on the first day by modelling a simple voxel van using this nifty program called magica voxel. This was a first time for me, but I think it came out quite cute! :D

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Magica voxel has an option to export the flat layers of the 3D model as a 2D sprite sheet, which looks something like this

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Then, all you have to do is make a bunch of sprite renderers to render these layers on top of one another, starting with the bottom one. The trick is to offset each layer upwards a couple pixels with respect to the layer below it. By then just rotating each layer around their own center, you get a pretty convincing 3D effect

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I was very impressed with the result and with how easy it was to implement. It meant that steering looks pretty good in the game, since you can essentially rotate the car continuously, which is usually quite tricky to do with pixel art. I also tried my hand at isometric pixel art for the first time, which was a lot of fun! I think these buildings came out quite well, although I would have loved to add more shadows to make them more grounded in the world.

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With the extra help I also had a bit more time to make the music for the game. I have written before about how I feel this is one part of game development that I would love to get better at. While the music here is still not perfect, I actually quite liked what I managed to compose this time! It fits the theme and feel of the game pretty well, and it has some catchy elements, so I am pretty happy how it turned out :D

All in all, I am very proud of what we managed to make. Especially the amount of polish we managed to get in there makes it feel like a proper game, instead of just a little project. I also learned a lot this jam and have grown as a game developer, which just feels great overall :D Thanks a lot to @pastry-chef for sharing this experience with me and for being a wonderful teammate ^_^

If you have read through this whole thing, thanks a lot! Please try our game if you are interested. Your feedback would mean a lot and maybe you can secure yourself a top position on our leaderboard :D You can play it here: https://ldjam.com/events/ludum-dare/58/mailbox-mania

We're call-lecting ratings for Call Lector!

### We kinda need a few more ratings for our game Call Lector (Right now we only have 13).

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So, if you want to help us out with getting qualified, or just want to play a (probably) good, or at least decent game, give it a try (it takes around 20-30 minutes to 100% it, but you can play for as long as you want).


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We need 2 more ratings!

Pretty please play our game xo https://ldjam.com/events/ludum-dare/58/blackmail-exe

About 3 or 4 ratings to go

* Heyyyyyyyyy *

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

Quick update v1.2 !

A new update has come out for Booster Buster!

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Small but important modifications: * Add tutorial for new players * Deck/discard hover indicators show card counts * Fixed spawn bug - enemies of the highest value now actually appear! * Small fixes

тени / §hadows

Веб-игра / Web game

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

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Finished our Jam stretch goals

We decided to continue working on some of the stretch goals we were unable to reach in the jam.

Here is a list of some of the main things we added:

We added some more feedback on the mining tool. A particle was made in the jam but never got implemented for the final release. SeigeemCrawler/emMining2.gif

We improved the economy scaling a bit, so that there are more ways to win the game than just the one strategy. New bulldozer blades for more resources! Screenshot 2025-10-19 190710.png

Chekov's gun has now been added as a special purchase (it's op, but takes a bit to unlock) Screenshot_80.png

We now have infinite scaling on the waves so people can get lost playing the game for as long as they can stay alive. (I would love to hear how far people managed to get).

Added some more guidance at the start of the game with some tutorial text.

When depositing money for the end goal we included a dropship which comes to pick up the resources (it feels very cool). SeigeemCrawler/emDropship6.gif

We added some easter eggs for people to find.

Would love to hear what peoples thoughts and feelings are on the adjustments we made. You can play both the new or old versions on Itch.

Here's where you can PLAY it.

Prototype vs Final

HEre is a peak how the game looked when the prototype phase was finish (after about 8 hours) and how the final result looks. I was able to spent only about 14hours of work on this jam, but still super greatful I was able to deliver. You can try my game here and see, how long you can survive

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https://ldjam.com/events/ludum-dare/58/collect-or-die-1

10k played and top 4 in Web Games

A week ago, my game was indexed and it took off. 1.7k players on the first day, 2.5k on the second (that was the peak). This is an absolutely incredible result for me!

Now my stats are as follows:

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I also briefly reached the top 4 of all Web Games

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and the Fresh Games on the main page

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Looks like I'll have to finish the game. Oh, I said have to, I meant want to xD

I had to make a small update mid-week to fix a few annoying issues. Forgive me, Ludum Dare community, but I left the jam version as downloadable. I've seen some people do that.

Of course, I'm incredibly motivated to keep working on the game because of this response (here and on Itch). And most importantly, I was doing something I love <3

LD link

Itch link

Come try our game !

You need to collect ALL. THE. MARBLES. :sparkles:

:arrowright: Let's go ! :arrowleft:

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Praise the Masercat!

First: thank you for your votes. I love to get feedback. cat_idle.gif

Second what i want to tell you:

LDJam is a full process of making games

What i really like about this is that you have a full process. - come up with a good idea - make a game plan, GDD - development cycle - publish - AND: advertisement your game to get votes

So the last part is about like this post. Also you get feedback. Some games are great, some games are not. Some games will become a full release - but most of them not. And thats ok. It is about creativity.

So as that said - only some days left so just play my game hehe

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Catlosia - Play it now!

Give feedback!

These last few days there have been the usual "We need a few more ratings!" posts.

A lot of these are from people who according to the stats on their game page have rated enough games to not be low on ratings, but they're all fairly low on karma for feedback given. A few years ago the Smart sorting was changed to prioritise that, so the way to get ratings is no longer to just rate a lot of games, but also to give constructive feedback!

So, if you're low on ratings and you don't understand why, go give feedback on the games you played!

Many people will like your feedback for just a "nice game" which will satisfy the algorithm, but really, do try to go into a bit more detail, you know how much you like reading useful feedback yourself!

Whoops! I Burned out and need to play games!

This LD was interesting for sure, since it was the first I did by myself since LD37 in 2016 and I massively over-scoped the game because I didn't manage my time for art and FX and stuff.

This led me to crunching super hard at the end and scrapping a ton of features, just generally overdoing it.

I crunched so hard I basically couldn't even bring myself to play games I was just so tired, so now... of course... with 4 days left I need to play all the games to try and get my game to 20 votes ASAP!

I'll be playing games this upcoming week anyone who also needs last minute ratings let me know for sure!

If you get the chance to play my game please do!

Here's my game if you want to try it out! 6eccd.png

Using HTML, CSS, & JavaScript as a game engine

Following the time-honored tradition of using Ludum Dare as an opportunity to try out a completely unfamiliar game engine, my team decided* to write our game using purely HTML, CSS, and JavaScript. Here's some thoughts about how that went for us.

*technically I decided and they were forced to deal with the consequences

Big differences

There are some similarities between a web page and a real game engine:

  • The DOM is in many ways very similar to the tree of nodes found in an engine like Godot.
  • The Web Audio API is extremely capable and can handle mixing audio tracks, looping, and effects.
  • You can use sprite sheets with CSS.
  • ... and so on.

But in practice, the differences far outweighed the similarities. Many tasks that are trivial in a real game engine were a huge bother in a web page, either requiring large amounts of code or deep knowledge of the quirks of web layout. For example, something as basic as positioning entities at specific coordinates in our game window required some fairly esoteric CSS understanding: the "game window" div has position: relative, and each entity has position: absolute and then is given coordinates using the left and top CSS properties.

Screenshot Screenshot of the browser devtools showing *one part of how we positioned entities using CSS*

The bad

Here is an incomplete list of things that we had to do by hand (that a real game engine would have done for us):

  • Ensuring all assets are loaded: Our code handles this, but poorly, by making you think the game is completely broken until everything is finally loaded.
  • Resetting/reloading levels: We had to write a lot of code to move elements back to their starting positions, hide/unhide them, etc.
  • Editing levels: There's no easy way to place a thing in a position and save that. We hard-coded the starting coordinates for every object in our code and tweaked the numbers by hand as needed.
  • Sound: We got it working well, but it required more code and more troubleshooting than expected.

The good

On the other hand, there were some things that the web made easier for us:

  • Browser devtools are powerful: The console was super useful for debugging code, the inspector was great for understanding why positioning quirks were happening, etc.
  • Easy debug UI: It was trivial to throw some <input> elements on the page and use them to control stuff while we were developing.
  • Animations: We just plopped animated GIFs directly onto the page. Luckily we didn't care about starting/stopping any animations, because that would have been difficult.
  • Creative freedom: Our game is not confined to the "game window", and I feel like we barely scratched the surface of what could be done in this environment.

Screenshot Screenshot of our debug UI

Would we use it again?

It's likely! I certainly think there is a lot of untapped potential for fourth-wall-breaking gameplay which would be fun to explore.

Would you use it?

Let us know in the comments!

If you'd like, try our game (it's quite short).

If you liked the music, both tracks are available now on my website (CC BY-SA), and they'll also be appearing on streaming services in the next few weeks.

Phenomenal entries so far!

So far, I think this has been one of my favorite Ludum Dares in terms of how fun and creative he submitted games are! (hot take but I also loved "combine two incompatible genres"...).

In any case -- a huge congratulations to everyone! I'll be taking sometime to reviews few more games over the next few days -- please feel free to drop yours in the comments, and I'll try to check them out.

And if you are willing to take a few minutes to play our entry, Halloween Knight -- please take a look here: https://ldjam.com/events/ludum-dare/58/halloween-knight. It's HTML5 enabled and works with a controller -- and we are only a few rating shy of 20!Here's a little screenshot as a teaser: Captura desde 2025-10-06 15-59-28.png

Another small update (memory leak fix)

As the rating period is coming to an end, we decided to release another small update. We already have enough ratings, but we felt that the game needed a few fixes and small improvements. The main thing we fixed is

No more memory leaks!

Some friendly advice; don't lerp the color of Unity's TextMeshPro... It seems like it rebuilds the mesh every frame because the color is passed as a vertex color, causing very big memory leaks that never seem to get cleaned up. It caused some crashes, especially when people tried playing multiple rounds without closing the game.

How we fixed it.

We were changing the alpha of the TMP object to fade out the floating numbers when playing the turn animation. We added a canvas and changed the Component from TextMeshPro to TextMeshProUGUI. Then we added a Canvas Group component, which allows you to control the alpha (transparency) of all it's children nodes. The effect is the same, but memory isn't leaking. Hurray!

Other small changes

Region developments and upgrades used to be "applied" during the turn calculation phase, after some other things were already calculated. This caused a bit of confusion, as the order of events wasn't properly explained, and there were quite a lot of things going on between turns.

We don't really need more ratings (and rating the updated version goes against the game jam spirit), but we would love to get some more feedback now that the game doesn't randomly crash anymore. Find Taxcellent at https://ldjam.com/events/ludum-dare/58/taxcellent

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Danger zone

A lot of games still don't have enough ratings to be eligible for getting results photoem2025-10-20/em14-59-55.jpg

The rating is almost over, so let's try to help those in danger zone! I understand people don't want to play PC builds, but there are still plenty of web builds that wait for your feedback. photoem2025-10-20/em15-00-48.jpg

Better late (ratings) than never?

So I've been rather unmotivated to do much of anything this entire Jam. So like, if you want me to play / rate your game then leave a comment on this post (preferably web games but I should be able to try most Linux/Windows builds as well)

I'll try to get some plays/ratings in later today since my "day" job has me keeping really odd hours.

Best of luck, Jammers!

View dangerous filters

A large part of them did not respond, so we can only rely on ourselves to actively check and help. I am still busy with my club work. Sigh, the rating work is about to end soon. I hope they can be saved during this time...

Anyway, I gained a lot from this LD. Thanks to the graders for their hard work!

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pls help with rating

I will try to play and rate the games of each commentator. Снимок экрана 2025-10-20 215938.png

Sprite stuff

As I managed to break a lot of stuff on the last day, I chopped out a fair few animations to make the game logic easier. Particularly redoing animations from 3 angles each time. :smile:

Play goblin' coins here

Note the post-jam version has mobile controls too.

Spacebar to drop coins and distract the dwarves!

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There is still time!

Unfortunately we didn't have much time to stay on te platform after the jam, BUT we still really hope to play your games and get your feedback too! :heartbeat: :bird:

Play BirbDex

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Dear friends!

Believe it or not, it only took itch 13 days (less than two weeks!) to index my first game. I had already almost given up hope.

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If you have a moment, please give my game a quick play on itch and leave a rating and comment. That way, I'll at least know my effort wasn't in vain :)

https://cahard-solo.itch.io/space-cleaner

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Goblin Goopmaxxing is coming to Steam!

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We've been working hard on Goblin Goopmaxxing since the jam to turn it into a full game with a story and way more crazy shit. It's coming out on Steam right before Halloween!

Steam page: https://store.steampowered.com/app/4107470/Goblin_Goopmaxxing/

If you haven't played the game yet we would appreciate it so much if you could give us feedback so that we can make the full launch better :)

First time doing an EXTRA Jam: AstroHaul

I had less time this LD than normally so I went for the "Extra" 3-week Jam this time. The resulting game is AstroHaul, where you have to find resources to upgrade your ship while defeating enemy fighters.

https://www.youtube.com/watch?v=7ae0wrQVjQk

Play AstroHaul

It was really useful to get time for a few rounds of play testing and tweaks. And with 3 days still left to go, I hope to do some final tweaks and polish ahead of the deadline!

'Look up here, man, I'm in danger'

Ok, I'm resorting into begging/self-plugging. :electric_plug:

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It was impossible for me to build a web-version of my game. I have elaborated reasons for that in the comment-section of this quite relevant discussion about the current sad state of affairs.


Feel free to drop desktop-only games in need of ratings here and I'll see what I can do. :scales:

Special mention for Linux-builds, but windows-executables will also do. :floppy_disk:

The latter I'll try to run through through WINE. :wine_glass: :penguin:

OMG!!

Hey LD! Our first game fans have started to share their cats pictures!!

That's insane! Our player have sent us her cats and asked us to post them in posts as well! Can you just imagine it??

If you haven’t checked our game yet, here’s the link: https://ldjam.com/events/ludum-dare/58/things-i-keep

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In a world of blurry pictures of Bigfoot, do you think you can do better?

Come take a walk in the mountains and see what you can find. Many strange things walk these woods, and if you're quick enough and accurate enough to get the shot this could be your big break!

I'm really proud of our team for how well this one came out. We would love a bit more feedback before the end if you are interested!

Play In Browser

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3 good browser games that need your ratings !!! (and they're not mine)

Here are three games that don't have enough votes.
They can be played directly in your browser and are really fun.
Go ahead and give them your support.

A mix of Katamari Damacy and Vampire Survivor:
Rollslop

Choose the order in which to visit houses on Halloween night to maximize your candy haul without getting stuck in front of an overcrowded house:
Candy Crunch

An auction game for abandoned storage space. A little too simple, but the production and graphics are worth checking out. And the idea is really cool with the theme:
The Mysterious UNIT-Y

PS:
If there are two players, you can also try our game:
Recycling War

Have you completed your collection?

Sure we haven't collected all the reviews we need!

So go and prove your ear on our cozy game about collecting birb photos :eagle: :camera: And don't forget to check the comments and write the sequences you found to call the birds (it happens to be harder than expected, but you can make it :muscle:)

Play BirbDex in the browser

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I'm looking for other physical games to play!

I used to participate almost in every jam, but nowadays I don't have enough time for it. However, as an exercise in game design, I like to check out themes and thinking about what game could I make.

But this time I came out with something I could finish in a weekend - Dice Collectors! It's a really simple tabletop dice game.

So I wonder if there any other physical games? I mean card, board, dice, word games - anything that doesn't require a computer to play.

Drop a link if you've made one or just stumbled accross such a game.

And have a nice upcoming result day!

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Made a trailer for our game

Ratings are ending soon but wanted to try video editing, we may update our project if it has potential !

https://www.youtube.com/watch?v=WBo8L4oDb_Y

Haven't you always wondered what's REALLY going on in the Mushroom Kingdom?

We're in the home stretch for ratings and still haven't hit the 20-ratings threshold, so we invite you to spend a few moments in the strange but fun world we've created with Goomba Simulator 2025 and let us know what you think!

It's the 10-years-on sequel to the team's 2015 entry for LD 33, where the theme was 'you are the monster'. The rest, as they say, is history!

Check out the game here (it even has an HTML5 version so you can play right in the browser without any downloads!):

https://ldjam.com/events/ludum-dare/58/goomba-simulator-2025

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2 incredible games playable on your browser, in desperate need of your vote.

I tested these two incredible games, and they are far from the 20 votes needed to be validated in the count.

A small, well-made, and engaging Vampire Survivor-like game.
AstroHaul

A deeply moving narrative game with stunning visuals and music.
Curio

These two games can be played directly in your browser and are very accessible.
They have fewer than 10 votes, so they absolutely need to be rated because I think they deserve a good ranking. Take a few minutes to try them out—their creators will really appreciate it.

Streaming Games, Part 3

Streaming Ludum Dare games before the rating games deadline!

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!

The Tale of The Crypt Creeper...

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Hey! I had some free time this week and decided to write and draw a little poem to promote our spooky game, Crypt Creeper. It can be played in browser and we'd love to hear your feedback. Crypt Creeper

Play and rate our game plz!!!

Are you a collector or are you being collected by other creatures?

As a 3D action-adventure game, you take on the dual role of hunter and prey — you must follow your instinct to collect essential items, and more importantly, escape the tentacles’ relentless pursuit to survive and complete your collection goal. All the art assets and background music in the game were created by our team members within the competition time without using any external assets. We hope you will enjoy our game. 6eede.png6eedf.png6eee0.pnghttps://ldjam.com/events/ludum-dare/58/shell-hunter

3d Print of Postjam Game

Made a 3d printable version of that follow-up game :slight_smile: Very happy with how it turned out :v

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print files: https://www.printables.com/model/1451757-hexagonal-rush-hour

previous post: https://ldjam.com/events/ludum-dare/58/pollen-pusher/additional-postjam-game

Clean Line: post-jam version available

I published a bugfixed and a bit improved version on Newgrounds for now. I'll also upload this to itch.io after the rating period ends.

Of course some more ratings and feeback would be greatly welcome too.

Play it here: https://ldjam.com/events/ludum-dare/58/clean-line

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Change log

v1.1.1

  • Repositioned some garbage pickups to prevent a softlock.
  • Fixed resource reset behavior.

v1.1.0

  • Added hotkeys (1-6) and mouse wheel support for track piece selection.
  • Improved initial asset loading times.
  • Improved help menu text.
  • Centered garbage help and facilities filled counters.
  • Removed softlock.
  • Added version display.

v1.0.9-ld58

  • Version submitted to the Ludum Dare 58 Compo.

Fartnite Speedrun.com Community!

Hey all. I started speedrunning Fartnite simply due to its simplicity and high skill ceiling. I'd love to have you all participate! There are 3 categories, one for each character.

I currently hold the world record of 0:27:08! Beat me!

Fartnite Speedrun.com

Play Fartnite

How the art was done

I like to reuse the old stuff I created in the past, as a main inspiration for new pieces. Here is a short "timelapse" how the "tileset" was done.

Oh yeah, you can play the game here > https://ldjam.com/events/ludum-dare/58/collect-or-die-1 Thx

https://youtu.be/_ytTd6HqjH4

Carrot Collector - Post-Mortem

I once again forgot to write this at the weekend, I've had too much else going on recently. Ah well, better late than never!

Time to dissect my Ludum Dare 58 entry, Carrot Collector, looking at what went well, what didn't, and what I can improve on for next time. Once again, a big thank you to everyone who's rated and reviewed it so far - and if you haven't, there's still time! I'm gonna do my best to get through as many of the games of those who've reviewed it as possible before voting ends.


What Went Well

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  • As I mentioned in my tech analysis, Carrot Collector is one of my smallest Ludum Dare entries, at barely over 10 KB of code, yet still contains plenty of content (for comparison, Deliver Us From Evil has only three more levels, and not much more variety in terms of gameplay mechanics, yet its codebase is twice as large and it took me a whole extra day). I take this as a sign that I'm getting more skilled and efficient at game development, which is a big part of why I started competing in Ludum Dare in the first place, and is a valuable skill to have in game jams like this.
  • I believe I'm getting better at pixel art and animation too: my last two Ludum Dare games have featured non-human protagonists as opposed to the "bean" humans of my previous entries, and have been much less static. Things like the bunny's hopping animations, and the squash-and-stretch motion of the mushrooms when you step on them, are things I wouldn't have thought to implement in past entries, but they make Carrot Collector feel much more alive.
  • While Color Critters added textual descriptions of each game mechanic as they were introduced, for Carrot Collector I took a more diegetic approach by introducing each mechanic in a way that forces you to interact with it and figure it out for yourself. This approach appears to have been well-received and is something I should bear in mind for the future.

What Went Badly

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  • With the possible exception of BreakEven, this is the first Ludum Dare where I completely hit a brick wall and ran out of ideas. I eventually managed to scrape together enough game mechanics for 12 levels, but I'd been aiming for 15 (the same number as Deliver Us From Evil and Color Critters), and I published the game several hours before the deadline because I just had no further ideas or motivation to work on it. Part of me thinks the game's concept is too underdeveloped as a result, and part of me thinks I simply cornered myself into pursuing a game concept that simply can't be developed any further than I managed to.
  • My ADHD continues to affect my game dev abilities. The delays caused by my struggles for ideas were compounded by my struggles to focus on the game even when I did have ideas to work on. Again, this sapped my motivation. I'm on a waiting list to have my heart looked at to make sure I can handle ADHD meds, but until then there's not really much I can do about this.
  • Just as I was patting myself on the back for releasing a bug-free game, I had it pointed out to me by multiple reviewers that I'd accidentally programmed the final level with a move limit that was too strict, making the game impossible to beat. I'd put down a placeholder value and then was so busy wrapping up development that I forgot to change it to one that was winnable. I may not be able to do much about my ability to focus, but I really should know by now to playtest my games properly to avoid making these sorts of obvious errors, especially after the debacle with Prism Indigo's release.

What Comes Next

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I still want to make a post-jam update for Carrot Collector, adding custom animations and fail texts for various fail states, as I've had people assume that some of them are glitches or map mistakes when they're very much intentional. That's as far as I plan to go with it, though.

After that, I'll be back to working on Prism Warriors - it's starting to look like I won't get it finished by the end of the year as I'd hoped, but a 2026 release is very much possible. I have another puzzle game I've been kicking around for years, that I plan to finish off as a cooldown project, and after that I'll be working on a full-size version of Color Critters from LD56. I can definitely use some of what I've learned from developing Carrot Collector to help me with those projects.

As for next Ludum Dare, I'd like to try and make something more story-based again, and preferably not a puzzle game - I don't like doing the same genre over and over as I don't want to pigeonhole myself or get stuck in a rut. Part of the fun of Ludum Dare for me is trying new things and pushing my limits. Hopefully, by next Ludum Dare, I'm in a place where I can do that without burning myself out.

Thank you for reading this far! Good luck to everyone when the scores come out!

Ducking the Bullet (and the Hunter): Our Drunk Hunt LD58 Post-Mortem

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My brother @Not (CODE) and I @jacky-san (ARTS) teamed up for Ludum Dare 58 and created Drunk Hunt. This is our second LD as a team (previous one was LD57 with Life&Depth contribution).

This post-mortem reflects on our development journey, detailing the creative challenges, the technical choices, and the atmosphere of the jam.

Read on, and please, try the game and share your feedback! 👇


1. Creative Process: Reversing the Hunter/Hunted Concept 🔄

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  • The core idea was to reverse the classic hunter/hunted concept.
  • Initial Concepts: Playing as a boar collecting hunter head trophies 🐗, or a direct Duck Hunt parody using hunter heads as targets.
  • The Key Pivot Came on Day 2 towards the final concept: collecting the hunter’s items (the targets) while actively evading the hunter’s aim.

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2. Art Direction & Pixel Art: The Duck Hunt Legacy 🎨

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  • The goal was instant recognition: an unmistakable Duck Hunt visual clone.

  • I pushed the visuals further by using a 16-color palette (the LOSPEC "super palette" Birdguys-2x2-Lite), a tough challenge I adhered to throughout the jam.

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  • The first hunter design was scrapped for the current direction: an older, more stereotypically 'Gallic' hunter.

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3. Music and Sound Effects: Bayou Mood 🎶

  • SFX: Partially generated using sfxr online, with the rest being CC0 licensed assets from freesound.org and opengameart.org.
  • Music: Composed in Reason 12, aiming for a distinct "bayou" mood. The secret ingredient (did you catch it?) was added just before the deadline! 🤫

4. Code & Tech Stack: Godot and the AI Boost 🤖

  • We ultimately chose Godot Engine. After some hesitation with Unity3D, we preferred Godot for its fast iteration cycles, its accessible approach that was easy for the whole team to grasp, and its remarkably simple HTML export process. Frankly, Godot is perfect for Game Jam projects :sparkles:

  • Coding with AI Assistance : our coding fluidity was significantly enhanced by using ChatGPT. Since we only use Godot for Game Jams—which occur about every six months right now—our knowledge of the engine is fairly shallow. Having fast access to syntax and language references was a major plus. While Godot has documentation and community contributions, these often contain time-wasting gaps (Godot 3 vs. 4, GDScript vs. C#, plus various bugs). We were genuinely astonished by how well ChatGPT navigated these complexities to deliver easy solutions for simple, well-defined issues. This made the coding process very pleasant; we didn't get stuck too long on basic problems, allowing us to keep our iteration frequency high. The result: time saved, better mood, and a better game!

5. Gameplay, gamefeeling & balance :straight_ruler:

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  • Late-Stage Balancing: :game_die: once we had enough core gameplay code and graphics (important for overall feedback), we began level balancing using several tunable parameters. (Note: This came very late—on the second day, in the afternoon! This was a mistake.) It took us a lot of time to develop a proper level strategy, configuring every level with a correct amount of customization. Frankly, it felt like using a cannon to shoot a mosquito.

  • The Final Twist: :astonished: during the balancing tests, it became apparent that the game was missing a core gameplay mechanic to make it truly engaging. So, we successfully implemented the final gameplay twist: involving the hunter’s aim (the locking reticle) 🎯. This became the main lever for difficulty: in easier stages, the hunter takes more time to lock on and shoot; in later stages, this time is significantly reduced. It only took about 30 minutes to implement, but it undoubtedly saved the general feedback of the game. Late but quick !


6. Jam Highlights ✨

  • The project was incredibly fun to work on.
  • Very satisfied with the core concept, ideas, iterations, and pivotal changes made during the 72 hours.
  • The public feedback has been overwhelmingly positive and encouraging! 🥰
  • Great satisfaction with the final delivered version's quality and polish level.
  • Proud of successfully tackling our first 16-color Pixel Art direction.
  • Improved coding workflow thanks to AI assistance.

7. Challenges & Hard Lessons 🚧

  • Insufficient Testing: We failed to adequately test the progression curve, difficulty scaling, and, critically, did not conduct external playtests. 📉
  • Team Friction: A few moments of tension and miscommunication, exacerbated by significant fatigue starting on Day 2 (a classic jam hurdle!). 😴
  • Ambition vs. Time: Graphical/technical ambition (like the round parametrization system and achieving a global pixel art production with big sprites for hunter) took more time than the value perceived by the player.
  • Accessibility: We ran out of time to implement any volume controls (SFX/Music). 🔇

8. What's Next? The Itch.io V1.0 Director's Cut 🎬

  • Personal Goals: Try solo jams but continue to team up for the competitive spirit. Aiming for 6 game jams per year (we're currently at 3).
  • Planned V1.0 Content:
    • Integrating a full in-game music track.
    • Hunter animations (already done, but not integrated during the jam).
    • True Pixel Perfect rendering and Scan Line rendering options.
    • Reworking the Hunter's collider and fine-tuning the difficulty curve.
    • Visual and SFX feedback for the dash cooldown.
    • Volume balance: SFX about 50-60% less loud.

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Haven't played the game yet? Go on! Give it a shot and tell us what you think! 🙏 TRY THIS DUUUUCKING GAME !

A one page RPG take on the theme

Just published something on itch, possibly the most dumbass idea I had yet.

I should have went with this for my LD 58 entry, but it took me too long to flesh out the idea. Sigh.

Anyway, you can see it here but I don't recommend anyone to play it: https://krafter.itch.io/the-goblins-bag

Experience unique story!

Play and rate this small visual novel experience!

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

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Hope you will have great time!

Final ratings, please send help!

I normally don't struggle with ratings or playing other games but since the jam ended I've been REALLY SICK unfortunately. And I only just got back to rate and play some games.

Sadly, I'm a few ratings short currently so if anyone has a minute and could try out my game that would be so great <3

https://ldjam.com/events/ludum-dare/58/floralchemists
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I'll still be playing and rating games until Friday, so if anyone else is needing more ratings, we can exchange ratings right now! (:

Great work everyone, I can't wait to see the results!

Did I make a board game?

It looks like I have made a board game (by accident). Let's say I have made a board game. 😍

How my board game should be played:

  1. Put your Sinclair ZX Spectrum on the table.
  2. Connect it to the TV
  3. Download the source code
  4. AND NOW THE MAIN CHALLENGE OF THE GAME: Type the whole source code into your Sinclair ZX Spectrum 😰
  5. Run the game by BASIC command 'RUN'
  6. Play and ENJOY! 🕹️ (collect all Ludum Dare themes since Ludum Dare 0!)
  7. Rest 💗

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Working on a new texture style

This is for my main game im making, do y’all think the shield on the wall looks any different from everything else? dc000965-d073-4833-96b3-67aa4b9209b5.png

Harvest of Wyrd

A twisted resin-collecting adventure where every step off the path could be your last. Manage your time, find artifacts, and survive.

🎮 Play it here: https://ldjam.com/events/ludum-dare/58/harvest-of-wyrd Frame 862.png

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Scrap Soul

Check out this amazing game. I finished it many times. (sounds like it's not my game, anyway) I'm glad to share with you.

The World is shuttering, Nothing is endless.

https://ldjam.com/events/ludum-dare/58/scrap-soul

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My first level-design experience was wild

Making games for jams for 6 years now.

Yes, im still doing it on Unreal Engine, ~~and its not a phase~~ - its just old habit!

In the past i played games a lot. And to this day i always stunned by good level design when i see one!

at this gamejam i tried build one my own level for the first time

And it was painfull but quickly found myself copying stuff from my memories of good old games i played lol

can you guess what that map was at the past? 2025-10-23_124216278.png

yes, this is heavy-mutated r6s map Dostoyevsky (old one), lol

but its reworked so much even i cant see the similarities anymore (how was that proverb? ah yes "steal like an artist")

Cudos to our Art team @devilxrom and @iphen for gorgeous 3d art and textures! Thats how its look from the ground: 5DsRIg.jpg

Go check it out yourself: (ldjam.com/events/ludum-dare/58/do-scrap-together)

Up for a walk in the gloomy forest?

Still some time to get lost in the woods and meet scary creatures... Can you get out of the forest's cover or will the forest collect yet another poor soul?

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

Shroombound is playable on browser.

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