C.A.P.S post jam update
C.A.P.S
Updated the visual and fixed bugs.

Added a web version on itch https://zowell.itch.io/caps

Added a web version on itch https://zowell.itch.io/caps
Our first game jam as an independent development unit is about to come to an end. Here are our thoughts:
We’re glad we decided to take part in this jam — it’s been an incredible experience, and we’ve learned so much!
Are we planning to keep working on our demo? Absolutely! We have tons of ideas, and we can’t wait to start sharing them!
“But you’re not even in the top-10 of the leaderboard!” We know! It was our very first jam, and we didn’t know much about how everything works. But now we have something far more valuable than just a leaderboard position — an idea, the passion to create, and an amazing team of talented people!
If you haven’t checked out our game yet and want to help us climb a few spots, here’s the link: https://ldjam.com/events/ludum-dare/58/things-i-keep

Hi All,
Hope everyone has been having fun playing all the amazing games this jam.
Our team just needs 1 more review to make it to 20, if anyone would be intrested in trying gatherlings please check out the link here!
:smile:
PLS REVIEW MY GAME https://ldjam.com/events/ludum-dare/58/turbo-powered-cow-milker-0-1-ld58-release
No, it really was I'm not joking.
So I decided to make a little post about my expirience (with some pictures here and there).

Being a long time concept artist I did pick up some tech art, modeling and other stuff through pure osmosis over the years, but man was I blissfully uninvolved with the intricacies of visual implementation. This being my first jam and being solo artist on the team shook things up for me just the right way (and just for long enough). I always told my students that you never stop learning, and that's exactly what I did throughout this jam.

It helped a bit that I wasn't a complete stranger to UE and Blueprints, but every new thing was a struggle (albeit welcome and intriguing). And yeah-yeah "hurr durr making 2D game on UE" is memed to death, but if anything it made some challenges even more fun (well it's more like 2.5D, but whatever). Would I recommend it? No, unless you're feeling the lack of spiciness in your day to day. Is it doable? Sure, and given time, you can probably make this work for you with great results.

The drawing itself was the easy part.. well, most of the time. My animation skills ain't too good, so for that part I was mostly sitting infront of my workstation, like a monkey before the monolith, I couldn't comprehend. But still, the hardest and THE MOST interesting part was fitting it all together. How things blend, what colors to use, what saturation and contrast works for certain things. Hell I've spent almost an hour to settle on cobblestone road being greenish-grey, what an adventure!

And lastly, scope. If you saw our 3 day build, you can probably guess that our scope was so big you could climb on it and see the curvature of the earth. Funny, how you can be so aware of things like that, and still mess them up. Sheer amount of cut features would be enough to make one or two more games. And it's never pleasant to cut things and rack you brain around, figuring out how to fit what's left together coherently. But hey, expirience is expirience.

It really was fun and I'm looking forward for the next jam (and probably working further on our game, wink wink).
Best regards, VVART.
It's been a crazy month for me but I've set aside all of today to just knock out as many ratings as I can with the time we have left. Ideally I am looking for games with web builds and still need ratings to get a final placement, if you have >20 ratings I'll hopefully still get around to it but with lower priority. If that sounds like you, feel free to comment a link to your game and I'll get through as many as I can before the end of rating. Likewise, if you're looking to play something, my game Bibli-otter-phy is an underwater exploration/library design crossover! I'm very proud of it and would also love for it to be ranked :) You can find it at https://ldjam.com/events/ludum-dare/58/bibli-otter-phy !
No, it really was I'm not joking.
So I decided to make a little post about my expirience with a pinch of some pictures here and there.

Being a long time concept artist I did pick up some tech art, modeling and other stuff through pure osmosis over the years, but man was I blissfully uninvolved with the intricacies of visual implementation. This being my first jam and being solo artist on the team shook things up for me just the right way (and just for long enough). I always told my students that you never stop learning, and that's exactly what I did throughout this jam.

It helped a bit that I wasn't a complete stranger to UE and Blueprints, but every new thing was a struggle (albeit welcome and intriguing). And yeah-yeah "hurr durr making 2D game on UE hurr durr" is memed to death, but if anything it made some challenges even more fun. Would I recommend it? No, unless you're feeling the lack of spiciness in your day to day. Is it doable? Sure, and given time, you can probably make this work for you with great results.

The drawing itself was the easy part.. well, most of the time. My animation skills ain't too good, so for that part I was mostly sitting infront of my workstation, like a monkey before the monolith, I couldn't comprehend. But still, the hardest and THE MOST interesting part was fitting it all together. How things blend, what colors to use, what saturation and contrast works for certain things. Hell I've spent almost an hour to settle on cobblestone road being greenish-gry, what an adventure!

And lastly, scope. If you saw our 3 day build, you can probably guess that our scope was so big you could climb on it and see the curvature of the earth. Funny, how you can be so aware of things like that, and still mess them up. Sheer amount of cut features would be enough to make one or two more games. And it's never pleasant to cut things and rack you brain around, figuring out how to fit what's left together coherently. But hey, expirience is expirience.

It really was fun and I'm looking forward for the next jam (and probably working further on our game, wink wink).
Best regards, VVART.

Do you like moles? But they love you, even if they can't see you... Please rate my game I need it for school <3 https://ldjam.com/events/ludum-dare/58/subterranean
Hi, im sure you have seen countless of these posts asking for reviews, so heres a few reasons why you should check out my game: 1. Some people think its actually fun 2. I need a few more reviews 3. I made it without a game engine (pygame) 4. You can create a machine-gun like build where you shoot way too many projectiles and exploit my poor, poor upgrade code 5. Please?
So yeah, if you're interested in a top-down roguelike with some broken upgrades over time that isnt too hard and relativly satisfying... Go check out Junk Protocol! https://ldjam.com/events/ludum-dare/58/junk-protocol
First of all - I'm rating games all day today, so please drop a link if you'd like me to play yours!
Labubus can be divisive. I didn't want to like them, seems like a dumb trend, but I saw one in person and (unfortunately) fell in love instantly. They look just like my dog (Frenchie mix). Against my better judgement, I got one while I was on a trip. I'm fairly sure it's fake, but I thought it was too cute to pass up.
My dog agreed with me. He was obsessed with it from the moment he first saw it hanging on my purse. I was very careful about keeping my purse out of his reach because I knew he craved violence. But then, I slipped up. On the first day of Lududm Dare, I got home to find that he had an accident by the front door. In a rush to clean it up, I set my purse on the floor. In the 2 and half minutes that I was distracted by cleaning up after my dog, that same dog betrayed me. He got a hold of the Labubu and completely destroyed it - drawn and quartered.
The first thing I found was a foot, followed by a hand attached to a wire. I found the second foot and the body, but the second hand was MIA. Knowing my dog, he had almost certainly eaten the hand. It wasn't a very big piece of plastic, but I called the vet for advice. They recommended that I feed him a couple pieces of white bread, which could encase the hand to help it pass easier.
So not only did my dog make a mess and eat my Labubu, but somehow he gets a treat out of it. And to add insult to injury, he is allergic to wheat and that manifests in noxious, stinky farts. To make matters worse - we were also about to get in the car for a 3-hour car ride together.
So as I was driving down in a cloud of toxic gas, fueled by bread and demonic doll hands, I decided that the best way to process my grief would be to make a game about Labubus. My husband requested a rhythm game (which is not my forte) and I found the song LABUBU REGGEATON, which sealed the deal. The result was the cursed game "Lafufu Collector" (Lafufu = fake Labubu - a nod to my deceased companion). If you play the game and see a Labubu with only 1 hand, that's a tribute to the one my dog destroyed.
Game link: https://ldjam.com/events/ludum-dare/58/lafufu-collector
Here is the victim, whose body has since been donated to science:

No, it really was I'm not joking.
So I decided to make a little post about my expirience with a pinch of some pictures here and there.

Being a long time concept artist I did pick up some tech art, modeling and other stuff through pure osmosis over the years, but man was I blissfully uninvolved with the intricacies of visual implementation. This being my first jam and being solo artist on the team shook things up for me just the right way (and just for long enough). I always told my students that you never stop learning, and that's exactly what I did throughout this jam.

It helped a bit that I wasn't a complete stranger to UE and Blueprints, but every new thing was a struggle (albeit welcome and intriguing). And yeah-yeah "hurr durr making 2D game on UE hurr durr" is memed to death, but if anything it made some challenges even more fun. Would I recommend it? No, unless you're feeling the lack of spiciness in your day to day. Is it doable? Sure, and given time, you can probably make this work for you with great results.

The drawing itself was the easy part.. well, most of the time. My animation skills ain't too good, so for that part I was mostly sitting infront of my workstation, like a monkey before the monolith, I couldn't comprehend. But still, the hardest and THE MOST interesting part was fitting it all together. How things blend, what colors to use, what saturation and contrast works for certain things. Hell I've spent almost an hour to settle on cobblestone road being greenish-gry, what an adventure!

And lastly, scope. If you saw our 3 day build, you can probably guess that our scope was so big you could climb on it and see the curvature of the earth. Funny, how you can be so aware of things like that, and still mess them up. Sheer amount of cut features would be enough to make one or two more games. And it's never pleasant to cut things and rack you brain around, figuring out how to fit what's left together coherently. But hey, expirience is expirience.

It really was fun and I'm looking forward for the next jam (and probably working further on our game, wink wink).
Best regards, VVART.
P.S. This is my third attempt to post this, god help me.
Is there a way to find this information on the mobile version of the ldjam site? Its not in the top right like it is on the desktop version.
I've been looking everywhere, but maybe im just blind 🥲
For some reason our artist's (@vvartism) posts won't show on the feed, so I made this post to relay his message (btw if you know what may cause this, let us know).
Well, that was fun.
No, it really was I'm not joking.
So I decided to make a little post about my experience with a pinch of our art here and there.

Being a long time concept artist I did pick up some tech art, modeling and other stuff through pure osmosis over the years, but man was I blissfully uninvolved with the intricacies of visual implementation. This being my first jam and being solo artist on the team shook things up for me just the right way (and just for long enough). I always told my students that you never stop learning, and that's exactly what I did throughout this jam.

It helped a bit that I wasn't a complete stranger to UE and Blueprints, but every new thing was a struggle (albeit welcome and intriguing). And yeah-yeah "hurr durr making 2D game on UE hurr durr" is memed to death, but if anything it made some challenges even more fun. Would I recommend it? No, unless you're feeling the lack of spiciness in your day to day. Is it doable? Sure, and given time, you can probably make this work for you with great results.

The drawing itself was the easy part.. well, most of the time. My animation skills ain't too good, so for that part I was mostly sitting in front of my workstation, like a monkey before the monolith, I couldn't comprehend. But still, the hardest and THE MOST interesting part was fitting it all together. How things blend, what colors to use, what saturation and contrast works for certain things. Hell I've spent almost an hour to settle on cobblestone road being greenish-gry, what an adventure!

And lastly, scope. If you saw our 3 day build, you can probably guess that our scope was so big you could climb on it and see the curvature of the earth. Funny, how you can be so aware of things like that, and still mess them up. Sheer amount of cut features would be enough to make one or two more games. And it's never pleasant to cut things and rack you brain around, figuring out how to fit what's left together coherently. By the third day all art assets bar few additional sprites were ready, but implementation turned out to be a bottleneck. But hey, experience is experience.

It really was fun and I'm looking forward for the next jam and working further on our game, by the way check it out if you haven't yet: https://ldjam.com/events/ludum-dare/58/harvest-of-wyrd
Best regards, VVART.

Couldn't finish the jam on time, but took some extra time to make it more completed. Explore, collect stuff that allows you to explore more. Then face the boss.
Link: https://ldjam.com/events/ludum-dare/58/rocket-adventure Itch.io: https://guoboism.itch.io/rocket-adventure
Hey everyone !
After working a little more on this game jam project we've decided it's in a good state for a final version ! https://barontetral.itch.io/molly-n-dog-records We've fixed some major issues, added systems to show a bit more story, a French translation and an end screen to the game !

Now it's time to move on to other projects, I hope some of you check it out from our itch link, tell us what you think and have fun !
Not everyone is going to make it to 20 ratings, but we can help nudge the most people along! Let's play as many games that are in Danger as we can for the final day of the rating period!
https://ldjam.com/events/ludum-dare/58/games/danger/all
I will be spending this last day playing as many of the games in the danger category that I can, that wont ofcourse guarrantee that I will play your game! So if you want to ensure getting that extra rating feel free to comment your game down below here!
And if you have time, maybe check out my game: https://ldjam.com/events/ludum-dare/58/coin-games you dont have to rate it, I am already at twenty but I would love to get some more ideas for content I could add for the post-jam version I am working on
Hi, excuse me, Miss, do you have a moment to talk about our Ludum Dare 58 game, Where’s my money, Gnomski?!??

Ended up getting sick right after the jam so i missed out on a lot of the rating time. But I'm finally back and ready to rate some games in danger!
I myself still need to reach the magical 20 with private inequity
(Here a chaotic pic from a friends lategame run)
It's a compo game I'm very proud of that addresses and gamifies some of the dishonest financial practices of todays world.
I promise it's more fun than it sounds and also runs very smoothly in the web build!
I'd be very happy to get some honest reviews. :)
I went for the “Extra” 3-week Jam this time, creating the game AstroHaul: You're flying around in space looking for resources to upgrade your ship, while defeating enemy fighters.
Having 3 weeks means you can do some playtesting and tweaks. I can highly recommend this format, especially if you are limited on time.
https://www.youtube.com/watch?v=8HgZkTcvdaE
Here's the changelog: - Overhauled balance for enemies, weapons and powerups - Player now starts with either a Cannon or Shockwave module - Added dedicated upgrades for Shockwave - Improved visual clarity for Modules and enemies - Players can hold SHIFT to manually aim cannons - Added new powerups and breakables - Visual improvements for health and shield display - Various bug fixes with projectiles and enemies - Improved UI keyboard navigation (e.g 1-3 to pick upgrades)


https://ldjam.com/events/ludum-dare/58/postage
I am still helping those games that haven't surpassed 20 but are close. Yesterday was my birthday, and I used Blender to make a cake to celebrate my achievements over the past year. I'm grateful for this LD time and everyone!

Perhaps our little alien creatures might have a sequel?
https://ldjam.com/events/ludum-dare/58/title-here
It's here: https://ldjam.com/events/ludum-dare/58/$421381
Yes, so late... You can download it from the link and rate it!
https://ldjam.com/events/ludum-dare/58/walker

Normally @ruruie and I approach every LD as an operation, with extensive pre-conception of game ideas by theme finalist, time off work, full-time over the weekend, etc. This time neither of our IRL lives allowed such a focus. We had no time off work and were not rested. We decided to do it anyway and simply scope down as hard as possible and it turns out you can still make a satisfying game this way. It's worth doing an LD even if you think you can't do it 'properly' and you might find it refreshing to have permission to do a small trinket rather than push for a game bigger and better than your last. We also still learned a lot and used new features of the engine; it was surprisingly nontrivial to get the mirrors to work.
Also, we implemented beams (or more specifically, ruruie implemented beams while I was asleep), which is the second time I have said 'we can't have beams, they're out of scope, we need to triage' and then @ruruie will not give up and makes them happen. We even implemented cats.
(check the beams, the cats, and the game out here: https://ldjam.com/events/ludum-dare/58/witch-solar (we need one more rating to cover all categories))
Hey ! Can we ask for some last-minute-rate ?
Do it for the longest chicken wing you've ever seen:
(I find this gif to have a certain Thus Spake Zarathustra vibes)
View it here, though trying it on itch.io is recommended.
Feel free to link your game too, we can be late together :)
TL;DR: Tried to make a poetic game about rain. Accidentally made a chaotic thing about data. Remember to reject all.
From this:

To this:

The initial idea was to make a calm little game about collecting rain. You'd guide the wind, bring clouds together, and when enough gathered, it would rain into a collector. The wind system worked "fine". But the clouds... oh boy, since I've been trying to fiddle with shaders, I thought, "lets make the clouds using shaders".
Let's just say that was a very very humbling experience. Whole first day was gone, and the above gif was the best it ever looked (notice there are no clouds)
After almost giving up on the Jam completely, I dropped it and started over with a new idea that was simpler, but also riskier.
That's how Crumbs happened. A game about data, and how all those harmless little bits, when combined, can reveal a lot more than you would expect.
Even when you reject cookies, you’re still leaking information. I wanted to somehow show that you can still be identified. I just couldn't really prove it without sending data to a server, which would’ve crossed a line. So I stopped there, everything stays local and the game only demonstrates what could be collected and let the player connect the dots.
(FYI: According to GDPR and similar laws, even this "harmless" info can count as personal data if used for tracking).
The gameplay itself was part of the joke. Rejecting cookies over and over again, annoying, sometimes misleading, and repetitive.
Also, I believe it turns out a cookie consent popup as a thumbnail doesn't exactly attract players. I rated almost 30 other games, got 13 coolness, and got exactly 20 ratings.

And I learned that jumping straight into chaos doesn’t always work. It needed some foreshadowing before the storm.
Next time you click “Reject All,” remember the crumbs might be still watching you.
Been making my way through the final few games I can play before the rating ends! Got a game definitely share your game!
Try to save your corrupted ghost friends from themselves?

Games in the danger section only need a few more votes to hit 20!
https://ldjam.com/events/ludum-dare/58/gem-jam

Delve Deep to Collect Gems! Get Upgrades, collect more, upgrade more!
We have a letsplay on the YouTube channel: https://www.youtube.com/watch?v=A--FbrY5g5M
Thank you for the mentioning in your videos!
Watch, write comments and put your likes!😏😏
If you haven’t checked out our game yet and want to help us climb a few spots, here’s the link: https://ldjam.com/events/ludum-dare/58/things-i-keep
Rocket Adventure
The game is really good, based on exploration and a bit of agility, it's a real success. They need 18 more votes. It really deserves to participate in the Jam.
While playing, pay close attention to the control keys at the bottom of the screen.
AstroHaul
Another super cool game that only needs 2 more votes. The game is very accessible and fun.
I don't understand why it doesn't have 20 votes yet.
Party Seal Collectathon
A very cool and cute little game.
It only has 3 votes and really deserves to be included in the final ratings.
These three games can be played directly in your browser, making them very accessible.
Give them your support and your ratings.
They deserve it.

try it now! https://ldjam.com/events/ludum-dare/58/enter-the-cardgeon
We’re developing VOLCARIS: Ashen secrets, a hybrid of a management sim and card-based survival set on an island with a deadly volcano.
We’re delighted to share that we plan to release a demo at the end of November so you will can try it and leave your feedback, helping us keep improving and delighting you 🤗
Follow the project and add it on itch.io: https://frost-lion-studio.itch.io/the-tale-of-the-ashlands

We’re delighted to share that we’re hard at work on our new game - VOLCARIS: Ashen secrets a hybrid of a management sim and card-based survival set on an island with a deadly volcano.
Plan to release a demo in late November so you can will try it and leave feedback, helping us keep improving and making the experience better for you 🤗
Follow the project and add it on itch.io: https://frost-lion-studio.itch.io/the-tale-of-the-ashlands
Feeling super proud of the character model I made this jam. 😊

https://ldjam.com/events/ludum-dare/58/the-witch-house
This screenshot does a surprisingly good job at capturing the mood right now
With 6 hours to go I'm almost at the finish line of the EXTRA Jam category, and I just submitted the final (fingers crossed) set of fixes and changes based on people who've tested AstroHauler so far (thank you!).
It'd be great to get 20 ratings and a final score, so if you haven't already - please give the game a try!
https://www.youtube.com/watch?v=8HgZkTcvdaE
* A little post-LD self portrait of one of the sides of the dialogue in the game (you probably can guess which one when you play the game, ~~also this twink doesn’t appear to us this demonic tbh but it’s his point of view~~): *

~~For any legal purposes we are the same person with my guy~~
https://ldjam.com/events/ludum-dare/58/blank
usually i'm able to play/rate a few dozen games, but this time i only managed to rate about 23 of them. been a very busy month! would really appreciate if y'all could help me out of the danger zone: https://ldjam.com/events/ludum-dare/58/united-stamps

If you still need ratings or want to see cool games played live. Come join me!
(Only rule: I dont play Horror games. Sorry)
https://www.twitch.tv/yellowkamel

Here is my game, if you havent checked it out already: https://ldjam.com/events/ludum-dare/58/tarnos-quest
And leave your games in the comments if I havent rated it yet.
Rocket Adventure
A rocket exploration game with great level design and well-thought-out evolution choices.
While playing, pay close attention to the control keys at the bottom of the screen.
Party Seal Collectathon
A super cute game where you control a little seal on the ice floe.
Travel to Uranus
A very simple little game where you have to collect resources on asteroids and bring them back to your base.
A super fun “One Button” game.
Mechmories
A magnificent game with superb pixel art and an original concept in relation to the theme.
These three games can be played directly in your browser, making them very accessible.
Give them your support and your ratings.
They deserve it.

We're looking for a few more ratings for our game, if anyone else is scrambling like me!
(we are gonna teach them how to say goodbye, u and I— oh, sorry, Hamilton brainrot)
I am sharing a photo of my dog one last time


playable in browser, here's the link! She made everything herself - I'm so proud!
any review will be much appreciated
The jam is ending… but the night never sleeps. 🌃
We’ve hit 62+ rating points, played over 100 games, and met so many amazing devs along the way. Huge thanks to everyone who stopped by, left a comment, or just shared a drink with us at the bar. 💫
Madness Bar was born as a surreal experiment about burnout, chaos, and the beauty of staying up too late to create. We’re incredibly proud of what the team pulled off in such a short time.

If you haven’t tried our cocktail of madness yet — now’s the perfect time! Come to try our game!
Cheers to every sleepless creator out there. Let’s see what tomorrow brings. 🥂

The rating period is coming to an end, so...
First of all, thank you for the (once again) wonderful time.
A few ratings would be helpful, and I'd love for someone to take a look. And if you like it, there's now a more advanced version with additional levels.
:point_right: My Entry: TRASH-OUT
So I'll be playing a few of your games now, too.
I naturally prefer to try and save games that are still missing ratings.

Be cool and save some games from missing the threshold, use the Danger sorting!

Just published the final version of the game. I just backported the much faster engine preloader and asset loader from my current in-dev game for this release.
Last chance to get some ratings!
Try it: https://ldjam.com/events/ludum-dare/58/clean-line
Just posting this here before the rating period is officially over. We've already got loads of ratings and lovely comments <3, so if you have limited time to play games, please focus on the ones that still need ratings!

That being said, my most ratings ever received on a game is 62 which is the exact same number we are on now!!! So if you have some time and would like to help me break that personal record, be sure to come play ;)
https://ldjam.com/events/ludum-dare/58/opa-is-de-koning
...before the rating period ended, but I'm understanding so many new things and it keeps getting larger and larger. I guess it will have to wait until after the rating period ends.
If anybody wants me to rate their game that has almost got 20 ratings these last 15 minutes leave the link in the comments. I can at least do that.
Or at least have both categories to rate on games.
The great majority of games you play while rating don't really seek humor as a design goal, but a lot of games do try to showcase some impressive tech they built over a weekend. Cool particle systems, custom engines, using a quirky and unique programming language, complex simulation systems, etc.
I would love to be able to compete in tech myself.
This focus on a category that almost no game apply to, and is opted in by default, causes the average humor rating to be really low, and I believe that single category sticking out as a 1/5 in an otherwise well rated game to probably affect their "overall" rating.
Also you see people rating on everything but humor, making the ratings counter to go up in fractions and not units, this making receiving the required 20 ratings unnecessarily harder.
Thank you for playing. This little project meant a lot to me. I couldn't have done this without all of you.
See you in the next story.
Good morning, oh and in case I don't see ya, good afternoon, good evening, and good night.


This Ludum Dare was special for me, as it was the first one I participated in alone. Thank you all for your attention. Every comment, compliment, and criticism was read with care and will be fundamental for future experiences.
For those who couldn't play, I'm leaving the game link in case you're curious.
See you all at the next Ludum Dare.
https://ldjam.com/events/ludum-dare/58/ludumon

I am really satisfied with this results (as i didnt expected that for this kind of game :)).
It was a harder jam this time with a game idea that was okish. But adding more collection stuff made fun and i did some new stuff i didn't tried out before so it was definetly worth it.
See you next time (hopefully when mike got a stable income and if he is well).

Does anyone know why my result in JAM mode hasn't come out yet? It's showing 22 hours left.

The results for each category can be found here:
https://ldjam.com/events/ludum-dare/58/results
You can check your game page for your individual results (via the My Game link up top).
Congratulations everyone! You made a game!
As the title says, Ludum Dare 59 is scheduled to take place mid-April.
We hope to see you next year!
cough I sincerely hope to have found a job by then. This whole unemployed/in constant fear of being unable to pay bills situation is IMO ridiculous. :shrug:
Great jam this year. Some really amazing entries!
I had hoped to get above 200 so just short of that goal, but also not unhappy with where we landed.
We're thinking of continuing work on our game and making a slightly more fleshed out version. So i'd love to hear some peoples opinions on where we could have gone to improve our rating to have made it to the top 100. My assumption based on some of the comments is our UX could have been a bit better, however I would love to know if there are any other thoughts or opinions on what may have held us back.
"Dateline LD58. I had just ~~jumped in a bottomless pit~~ solved the case of the mayor's missing Porcelain Tricorn. I stopped by Barber's, got something to drink, and decided to review how the case went."
For a while now I've had a growing list of "bad jokes" that I've been wanting to throw in a game. My initial goal was to use as many of them as possible in a single entry, and the format that best suited that goal was a point and click adventure. In hindsight, (and I mean, really I should have seen this coming), a point and click adventure game requires a lot of art. Way more art than I had anticipated. As in, by 24 hours into the compo, I had barely started the programming of the game, because I had mostly (outside of writing some music) just worked on art up to that point.
Let's talk about my game Trivia Hart, and how it came together. I'll follow these bullet points:
From theme to Concept
A day worth of art
Wait- I recorded how many voice lines again?
The 3 big cutscenes
We do a little reflecting
Immediate thoughts on the game
What's the key takeaway from this game?
Results
Final Reflection and Conclusion
In many previous Ludum Dares, I've done some brainstorming before the theme reveal based on the final round theme voting. I like to think it helps to have an idea for each theme before it's announced. Unfortunately, more times than not, what ends up happening is I fall in love with a singular idea that was for a losing theme, and then make that game anyway. This Ludum Dare, my best idea fit the winning theme.
Have you ever played a game on a “Game & Watch”? Every object has fixed positions on screen, and you can see silhouettes of objects that aren’t present. I thought it would be fascinating to make a point-and-click mystery game where you can see objects that aren’t currently present, as a means to gain information and solve puzzles.
My previous LD game dropped the ball with the worst tutorial I've ever made, so I immediately had a plan for the "tutorial" of this game. You need to cross a canal, but the bridge is out. By using the "metagame and watch" you can see a faded silhouette of a wooden plank crossing the gap. Two rooms to the left of you is a wooden plank using the exact same graphic of the silhouette over the canal. This is "Pajama Sam" levels of difficulty (suggesting that even a child could figure it out) and that's the plan. I've made confusing games in the past, and I want to avoid any and all confusion with this one.
Typically, I spend at most 3 hours on the art to begin with. That gives me time to get character animations and floor tiles set up, where I would then drag the files into Unity and start working on the player movement, followed by the code required for the core mechanic of the game. Trivia Hart did not follow that pattern. At all.
I got to work by drawing the canal scene I had envisioned for the tutorial section. Here what I shared with some friends about 20 minutes after the theme was announced.

And after another 20 minutes, I had this scene put together too:

As rough as it is spending this much time on each room, it gave me plenty time to figure out what the story of the game would be. While drawing one room, I can try imagining the purpose and shape of the next.
The story I was working on involved a stolen hat, and by using the "metagame and watch" your character can see the culprit was singing a song. That caused a bit of trouble, as I wouldn't be happy unless the sheet music was accurate, so after drawing three and a half rooms I already started writing music, which I don't normally do that early.

Since I like adding an acapella track in my LD games, I had the idea that you give the sheet music to an acapella group who can tell you more about the song. The story was coming together, but again, I needed to write more music so the acapella group could have their song in the background of their room. I didn't record the acapella version yet, but putting notes on a timeline was enough to draw their background.

I was honestly on a bit of a groove writing the music, so I continued and put together the first half of the main "outdoors music", though that song doesn't need sheet music drawn anywhere.
I drew a bunch of other rooms in back/white, but it was time to color them in. I was going for a noir detective vibe, night time, rainy street. The process of going from this to this: ...

... was time consuming. But god dang, was it worth every second. I've never drawn light reflecting on wet surfaces like this (thank god for art references) and I honestly impressed myself. "Only like, 20 more rooms to color in. heh heh"


So at this point, I'm already 18 hours into the allotted 48. I still haven't done any programming, and I still haven't recorded any dialogue. It was time to get to work on the audio.
At this point, it's about noon (EST, so 18 hours after the jam started). Last night, I wrote most of the story, and now it was time to record it. I do a lot of audio recording/editing for my youtube videos, so I have a pretty good workflow for this. I recorded myself saying every line two or three times, and keep the best recording. A few lines I needed to re-do, as I initially made the mayor have a real scruffy voice, but changed it to be closer to the voice of "Stan" from the Monkey Island games.
After cleaning up all the audio and separating each chunk of dialogue into it's own audio file, I had 50 items in that folder. Oh no. So subtitles are absolutely out of the question, and not happening this time around. Whoops!
With the art and audio taken care of, it was finally time to put things in Unity and make a real game.
The best part about making a point and click adventure is that the programming for it is incredibly easy (in theory). You don't need a physics engine, or tight controls with smooth camera movements... You just need to be able to click on things and have something happen.
My main "Interact.cs" script pretty much works like this: In the unity inspector, I can choose if this object takes you to a new room, or if it plays a voice clip. Then I added logic for locked objects requiring keys, or as I called them "Arbitrary Checks".
You cannot move to the room on the right of the canal until the board is placed. How do I know the board has been placed? I added a script to the audio clip that plays when the board is placed, setting the "arbitrary check".
Then I added the ability to interact with the items in your inventory, which basically works by having an array of voice lines corresponding to each item ID, and if the entry into the array is null, your character just says "Well that didn't do anything."
And that took up pretty much all of Saturday. Sunday would be spent connecting everything together, which was relatively pain-free except for 3 key cutscenes:
Spoilers in case you haven't played it yet, but in this cutscene, the antagonist is revealed. Then they shoot and kill Trivia after she reads the note. You can then respawn with the knowledge of the code.
So here's the issue. Literally every other cutscene up to this point has just been audio. Nothing really happens on screen mid-dialogue. So how do I make this work? The script for this cutscene was basically just a timer that changes the artwork and animations of characters to sync with the audio, then the camera moves to a new screen with a respawn button. Between drawing the villains animations, the bullet animations, and programming all of it, that somehow took like, 3 hours to put together. Oh no. (I now have about 3 hours until the submission deadline.)
Before I made this cutscene, I just realized that I hadn't actually implemented the pause menu / title screen stuff. I took maybe 30 minutes to get that all put together, with a really cool visual effect on the title screen where there's a "lens" to see the game & watch alternate texture of the title screen. It's an effect I'm really happy with. I wish I drew a silhoette of a mystery-man with the tricorn though. That would've been cool.
Anyway, back on day 1 I drew this wicked cool animation of Trivia Hart jumping over a bullet:

There is so much with the art of this game that I had never done before, and I'm amazed at how good it looks.
Well, now it was time to implement that cutscene.
I wanted the player to be able to fail to dodge the bullet, causing them to die and respawn, similar to the previous cutscene. Again, the script for this was pretty much just a bunch of timers, and a custom interact-object that causes the player to jump.
I don't know how it went this rough, but there were issues. Making the code for the jump, and the timers for the dialogue and shooting, and second dialogue, and making sure the player can't skip the dialogue... This is the classic "48th hour fatigue". Except it was hitting halfway through the 46th hour. Anyway, I got it working, but I cannot believe how long it took, and how little time I had left. (One hour to go.)
The game ends with you confronting the collector, where he gives you an ultimatum. You could either throw him in prison, or you could jump into a bottomless pit! "Ooh, who knows what sort of cutscene I have planned for that! You could be missing out on content!" I gotta be honest, It's shocking how many people jump into the pit on their first run.
Actually implementing this wasn't too bad, as I didn't need to make custom animations. Just a timer to darken the screen and change the background a bit. But in case you haven't been keeping track of the time, I now have 1 hour before it's time to submit. And I haven't actually programmed a large part of the game's other sections. (The interior of front burger was still unimplemented, and I also had plans for a small cutescene involving the cashier running into the kitchen.)
Scrambling, I program the interactable objects in "Front Burger" and "The Club". At this point, actually testing the full game takes about 3 minutes due to the unskippable cutscenes, so I genuinely don't have time. I removed the "animation" from the game & watch view of the cashier in Front burger running away, and figured he would just instantly disappear instead. Oh well, no time.
And I just realized I never recorded the audio for the ending cutscenes. Both of them, since I decided there would be two.
So there was supposed to be more. In the "Spike Pit ending" the collector was going to say "Wow, I can't believe you fell for that. Do you see this button? This button makes this the canon timeline. beep. This is canonically how the story goes now! ... ... ... What do you mean respawning?. OH NO!" and then it would be a similar ending to the "true" ending. I didn't have time, so instead you just fall in the hole and the game ends, HA!
And at this point, I had absolutely no time left. The "true ending" was haphazardly recorded, and the art for it was drawn in about 2 minutes, except of course for the Porcelain Tricorn which I drew back on day 1. That thing looks glorious, and it's funny how the rest of the cutscene looks like trash.

I also just realized I forgot to draw the bottom half of the mayor's tie, so now he just has a black oval on his neck. Oh well.
And just like that, the game was ready for submission!
Something I've done in my past many Postmortems is write down what went wrong, and I like to have one "key takeaway" from each event, and reflect during future events on those notes and how I've either taken them to heart or dropped the ball.
Let's work backwards here:
Lol. Lmao even.
Yeah, so I certainly didn't scope small. I thought I did, but foresight isn't my specialty. I did however break the game into small rooms, just in a very different way than I usually do.
The only shader effect in this game was used on the title screen, which I thought added a lot. Nothing too dramatic, I think I was being reasonable.
The camera couldn't possibly be jank if there are only so many fixed positions for it. Makes you think.
This is where I dropped the ball many times before, and I will probably do that again in the future, but not today. I had a plan for the tutorial, and so far everybody seems to get it.
I think I've said this in too many of my postmortems since writing that line down, but (and I'll say it again) I didn't have time to get feedback on this one. Honestly, a skill issue on my part. So- in classic 100th_Coin postmortem fashion, what would this feedback have taught me?
The "coupon puzzle" had a glaring issue. The man who gives you the coupon and tells you what to do with it only says that line once, and you can no longer interact with him. Oh, and this line can be skipped by accident if you click while he's talking. This has lead to a few people getting stuck.
There were a few hitbox issues with some of the interactable objects. Since clicking on things is (and I cannot stress this enough) the entire game, having hitbox issues immediately lead to a few softlocks, as objects would sometimes just not let you click on them.
The buttons you click at the end of the game to choose "jump in spike pit" or "turn him in" were in the wrong graphical layer, and could sometimes end up behind the room graphics, displaying neither option, or perhaps only one of them.
In a way, the "metagame and watch" mechanic drove the story, so I think this game passes that one. I mean, I did not at all let the story come second in a point-and-click adventure game, where the story is critically important, but the "metagame and watch" mechanic was also critically important in designing the puzzles. I think this was the best balance of story and mechanic I've had.
I typically stop there in my postmortems, but you know what? let's keep this train rolling. I'd like to touch on a few of my older notes.
This was my 8th time making an acapella track for a Ludum Dare game, and I don't see myself stopping!
I honestly could have used that advice a bit more with this one. I spent pretty much all of sunday rushing and I was feeling it pretty hard when I realized I still needed to make the ending cutscenes.
Perhaps not gameplay-wise, but this game was a very subtle parody of The Maltese Falcon. One of the ending lines in the true ending is:
"Say, what's so important about that hat anyway?"
"It's the stuff that dreams are made of."
... "What, porcelain?"
Where It's the stuff that dreams are made of is the final line spoken in The Maltese Falcon, referring to the titular item. When I watched that movie, all I could think of was "What, lead? Lead is what dreams are made of???" So including my stupid "What, porcelain?" joke makes me chuckle.
Digging through ye old archives, I found this note I took...
And you know what? I should have done that. This game had a good handful of items you can pick up, and outside of a voice line when doing so, they aren't really explained further.
And a classic...
Talk about character growth.
So I'm writing this paragraph about a day after submitting. I honestly think this is the best art I have drawn, ever. Not even just for Ludum Dares. I experimented a LOT with the lighting and character designs, and I couldn't be happier. In the week leading up to Ludum Dare, I spent a lot of time just drawing characters trying to improve my art. For the first time, I've actually drawn noses, eyebrows, and exaggerated chins on characters. I was looking forward to having more close-ups with characters in this game, and unfortunately that didn't happen, but perhaps next time.
This game was a lot. Just the amount of drawings, and the amount of audio I had to put together is so much. I was worried that the gameplay would be lackluster and feel empty. I've never done a point and click adventure before, I typically make platformers. Though, I recall my previous postmortem saying "I need to stop making platforming games during Ludum Dare. Remind me during submission hour of LD58 to slap myself if I upload another platformer." And I can proudly say this isn't a platformer. For the first Ludum Dare in a while, I really think I learned a lot from making this game.
I want to humorously riff off my note from LD33 by saying, "Perhaps spending 20 hours on art was too much.", as we now have an upper and lower bound for what I find to be an acceptable range in time to be spent on graphics.
To be a bit more serious though. I think if there is any singular "note for next time" that can be taken from this game, it's that making a game in a genre you have never made before is exhilarating. I'm just thinking back to LD55 where I said "The majority of this Ludum Dare was spent writing a cutscene engine. That was pretty far from the most fun I’ve had with a game jam." While on the flipside, this time I also made a game that is primarily cutscenes and I had a blast while doing it.
It was fun to make, it's been fun watching others play it, and I honestly don't know if I ever want to make another game "in my comfort zone" during a game jam again. I was about to ask "Why did it take me so long to realize this?", But I think it's because the results from my LD53 game, "Inbox Fool" skewed my perspective beyond an event horizon. It was the best I had ever done, and it was so far within my "make-a-platformer" comfort-zone that I've been trying to replicate its magic by still staying in the platformer comfort zone. It was the Ludum Dare that was immediately after I took the note: "Focus on a single mechanic and let the story come second", a note that has defined my past 6 games. I think I've been trying too hard to make a unique game, while completely sabotaging myself by limiting the genre. I think that's where I went wrong during LD57, LD56, LD55, and LD54.
Don't get me wrong, I've made some really cool platformers in my decade of Ludum Dare, (most recently: RAMnesia, Stronkey Kong, Watch Out, Inbox Fool, Ribbon 2, Prince Charmony, and The Moon Reconstruction Program) but I seriously need to branch out. Regardless of how this game scores, I had a great time making it, learned a lot, drew some art that I'm really proud of, and made a game in a genre I had very little experience with.
So yeah. 27 Ludum Dares in a row, 8 Ludum Dare's in a row featuring acapella music... Let's get a streak going of making games out of my comfort zone too. Let's get weird with it.

Wow! This was my first time getting single digits for Graphics, and also for Mood. I'm really really happy with these results. I kinda hyped myself up while writing this, talking about how branching out of my comfort zone was super important for me, and I'm really glad it paid off. I'm taking this as confirmation that everything I wrote about in the "key takeaways" is true, and branching out of my comfort zone is the move to make in the future.
This Ludum Dare I made a point and click adventure game for the first time. It's a genre I probably haven't played since I was 8, and it was honestly really nostalgic for me to make a game inspired by the games I have vague memories of.
Going in, I had the goal to simply not make a platformer. I'm happy with the game I made, and I learned a lot. Mostly the fact that point and click adventure games require insane amounts of art and voice lines. But the real lesson here was just how much fun it was to create a game in a genre I'm unfamiliar with. I absolutely want to do this again in future Ludum Dares.
And I met two goals of mine with this game, being top 10 mood and graphics.
Thank you to everyone who played, thank you for all of your feedback. This was a good one. I can't wait for next time.

It was fun this time! And I know a lot! My path with this game now.
Develops this game for half of day
Knows, that viral game makes viral vibes
Knows, that top-grades games generate more grades
I try to make pitch presentation to publishers (en: https://docs.google.com/presentation/d/1vpXS3Q6L5Boyi5PdNas5RG3VOoHhJyCsEpLUEsVprWQ/edit?usp=sharing, ru: https://docs.google.com/presentation/d/14hp7R_s91tvTtgk2UZ0kHDMEqhQaY74ZvqDP6I3eKsc/edit?usp=sharing)
Send pitch to stream with publishers, and get some hate from normies.
Start develop post-JAM version for trying tiktoks
Get first wishlist! (Like, "I will buy you game, if it will be released in steam" message in discord chat)
----YOU ARE HERE NOW ------
FUTURE PLAN: try to makes tiktoks with this postJAM game
Try to makes some reddit posts
See results, and try to develops 1-1.5 hour version of my game for STEAM!
Be cool and have fun on LD, in as many aspects as you can!!!
It was my first ever game jam, and here are my results:

Honestly, I’m not sure whether that’s good or bad, but I’m really happy I took part in it. Participating in Ludum Dare was an incredible experience, and I learned a lot throughout the process. Regardless of the scores, I’m proud of what I’ve accomplished and can’t wait to apply what I’ve learned in 174 days!
It was supposed to be the calm today, I think I misunderstood the timers 😁 Our man Mike has been tallying up the results and just released them 8 hours ago. I will check with @lizz later today, so I don't know what our results are. no spoilers please!
So... A perfect time for me to do a retrospective, as my mood is not affected by the results yet. 😇
This LudumDare went pretty well for us! I have had worse weekends to be honest. Why? Well: - Lizz and I reached our goal of making people go back to their childhood memories while playing our game - The development went very smooth for an LD entry. It was almost sus to be honest - We ended up with a stable game without major compromises. - The game collected a lot of unique drawings and that brought a big smile to our faces
Maybe.. This time it went a bit too smooth. You see, every jam entry of mine had good, bad and sometimes ugly sides.
| | The Good 👍🏾 | The Bad 👎🏾 | The Ugly 🚽 | |---|---|---|---|---| | LD47 | Set up entire basecode for future LudumDares to come. This one is my first one and holds a special place in my heart | Game was 'just a game', it did not have juice, the theme was not really interestingly implemented | The collision system was really time consuming and in the end the physics were mediocre to say the least. Also, I ripped textures from the internet, changed the heu and called it a day. I disabled ratings for that | | LD48 | The character creator and the results of other player's outcome on my website was very well received | The music was ripped from youtube and was very badly implemented. I disabled audio ratings ofcourse. | Oh man.... I spent soooo many hours creating a branching dialog tree. I did not enjoy that 😅🙊 | | LD49 | My first time working together with my friend. We had a big laugh about the idea of a mentally unstable person trying to keep it together in a resteaurant | The game was not very intuitive to play | We did not have a clear vision. This game was not finished. | | LD50 | My first ~~3D~~ 2,5D game! I love raycasters so this one has a special place in my heart | It was a hard game to play. The balancing could have been better. We had to release some post-jam versions | - | | LD51 | We had a working prototype pretty early on | Brave and Firefox have some advanced technologies which don't play well with colliders in this game. This is a problem that gradually became more prominent. | - | | LD52 | I had lots of fun making this one. As a programmer I just smiled the whole way when programming the 'DNA' systems for the plants | Game was a bit hard to understand I feel | - | | LD53 | My first colab with my gf. People felt the frantic energy we wanted to go for | Lots of dialog was lost, as it was too much. We had to scrap a lot. | Stitching all the dialog to the puzzle elements for later was a nightmare. Dialog is not my strongest skill I feel | | LD54 | We had a prototype veeeery early on. Development went smooth | Brave and Firefox have some advanced technologies which don't play well with colliders in this game. We had to change the scope constantly. Our original idea was compromised | - | | LD55 | We experimented with graphics and paralaxing and that went pretty well I think! | We wanted more levels, the whole game was prepaired for that. It was beautiful, and then the deadline was like right around the corner 🙊 | - | | LD56 | We had a base idea in mind, so we could build right away. There was even boilerplate code. We had a prototype right away. | We had a base idea in mind, so we could build right away. We had to shoehorn the time into the intended gameplay | We had a base idea in mind, so we could build right away. There were lots of problems trying to balance this thing. Oh my.. It was difficult. People did not seem to have lots of fun with this one | | LD57 | The graphics were very good in this one I feel. The boilerplate code was var enough along that I could focus on other aspects. The music was a placeholder but ended up in the game anyway and people went crazy about it~! The scope was not compromised, despite it having 7 levels :o | There were collision problems. I fixed that in the post-jam version. It wrecked playtroughs | - | | LD58 | Development went pretty smooth! All our goals were reached. We had a comfortable time. | - | - |
Yes, you heard me right. I don't like it when a game feels perfect. When everything went right. Its like sports; "did you even do it right if you don't feel muscle pain aferwards?" . I want to feel pain and suffering during gamejams. It's an indicator of growth. All I did now was making a game (a pretty fun game 😁) and not learning anything from it. Ofcourse, it's nice to have a good time once in a while. But at this point, I feel like this jamming is becomming second nature. Every jam I ask myself: what could I do better next time?
Right now I ask myself the same question. The awnser? Don't make it better, try harder to expand my knowledge and skills! So next gamejam could be a disaster, but hopefully I will learn. Things I can grow in? - 3D work, - Creating non-pixel-art graphics, - Proper music mixing - Learning the program "pixel composer"
The boilerplate code I made is called PelPurrfect. I intend to release it to alpha / beta for everyone to try out before next LD starts. I have developed it pretty extensively the last couple of months and this time was a testrun. It worked nice, but had some major flaws I will fix. I also wrote a whole dialog system for it this LD, with timers and subtitle support and all! These are the things that need to change: - The whole thing works with scenes. Assets are loaded when a scene is loaded. So some assets are loaded multiple times. There needs to be a global asset loader-thingy. - Every scene needs to have some kind of reset function, so levels can get reset when the player dies for instance - When the game starts, all assets are loaded in. Our game had 50MB of audio files. It was slow. I want to make a loading indicator for players to see that the game does not freeze - Utility functions need to be more clear. Stuff like converting colors, getting random numbers, splitting color channels, etc. - GUI handling needs to be much better. - I need to write documentation. The tooling is already there, so that should not be a problem.
I learned a lot the past couple of years, to the point gamejamming feels like second nature. Which was nice for once, but I want to feel the pain of growth. PelPurrfect had a good testrun, but needs some work until I can release it for testing.
Later today I will see the results and depending on that I will either: complain, be satisfied, or post a picture of a cake if I feel very happy!
... OK bye!

That's... better than I was expecting, to be honest. In terms of both scores and percentile rankings, it's comparable to my previous two entries, which are among my best. (Looking at pure ranking position isn't a reliable indicator because Ludum Dare is getting fewer and fewer entries with each edition.) Graphics is once again my best category, so I'm glad that the effort I put into them has paid off.
See you next time around, I guess!

Thanks a lot to everyone who enjoyed our game, it means a lot :)
We have made a post jam version of Achievements: Unlock all Achievements, available in browser on itch-io, now with: - Cats (you have to find them) - You, playing a game in a game in a game
the link: https://pandalk.itch.io/achievement-unlock-all-achievements
See you in the next one!
...at least from my perspective. I truly failed as a game designer here. I have focused on one thing and we hahe outdid ourselves in the Mood category, but in such I have neglected all the other parts of our "game". And so we haven't even made a game. We made something that was theoretically good in my head only. I neglected the ending, I neglected the "monster", I neglected the player experience. Because I was inexperienced. And so I will learn and I will adapt. I will expand on this, I will become more effective. Not just as an artist, not just as a programmer or sound designer, or whatever is needed, but as a person who can direct myself and anyone who makes the game with me. We will make a better game next game jam, you can bet.
Now to the good part: holy moly did I manage to create an atmosphere with simple filters and free assets. I set a goal to make a game that looks like I wanted it to in 3 days and I almost completed it. Yes, I did not manage to fully translate my vision to the screen, but what I did net us 163th place in the Mood category and that is quite a bit better than what we managed to achieve before. Yay! Is this gonna reinforce my desire to create the atmosphere for the game more than the actual gameplay? Most likely. What am I gonna do about it? I am gonna find a way to translate that passion into the gameplay features.
In conclusion: some personal problems and shortcomings were revealed and will be addressed in the future. I do not know how much I will be able to do but progress is already being made.
Great vegetables!
Turbo-powered Cow Milker will be getting better every jam stay tuned!!!

Hooray! First place in the humor category!
I was hoping to make it into the top 10, but it turned out even better.
Next time, I'll have to aim for victory in other categories, but that will be more difficult.
Until the next Ludum Dare


Wow! I'm pretty stunned to get 1st and 3rd in two categories, thank you for such amazing ratings! I need to let that sink in a little. In the meantime I've got a bunch of news!

I've been working on a post-jam update for The Tooth Fae and now it's live! Here's a run down of the additions and improvements:
Play the update in your browser!

The Steam page for The Tooth Fae is now live! The full version will introduce new mechanics, progression, lore and secrets to uncover. If you enjoyed playing the jam version or are curious to see what gets added, be sure to wishlist! I also put together a little in-universe teaser trailer to celebrate the page going up:
https://www.youtube.com/watch?v=Y9arV-ApxLo
It sure has been a busy few weeks, I hope everyone else had a blast taking part!
Thank you guys so much for playing and rating Claim thy Land!
Seeing a lot of positive feedback under our entry is nothing short of a miracle for us! To all people who enjoyed this small little prototype — we have good news! We're looking forward to improve this project and bring it to Steam!
Our current goal is to prepare a well-polished demo with much more content and replay value. And to properly test all the stuff, we might need your help! If you want to be aware of future playtests happening, feel free to join us on Discord: https://discord.gg/8pKP8Nss9b

We're already sketching our new concepts and can't wait to share them with you!

Oh, and did I mention we made a Steam page? We'll update it with more content and a trailer later, but you can already follow us if you want!

31th on theme !!!
293th overall !!!
Tanks all for playing and these incredible notes !

Wow: Xenolith took second place in Innovation! Thank you so much to everyone who played, rated and commented on my game - especially those who shared their passwords and contributed to the communal experience! I think there's still plenty of mileage in the concept, so over the past couple of weeks, I've been sketching out ideas for a Steam release. If you'd like to stay in the loop about that, please feel free to follow me on Mastodon or Bluesky.
Thank you everyone for rating & playing our game :grin:

If you want to play our game "Super Sucker", here it is: https://ldjam.com/events/ludum-dare/58/super-sucker
Pleasantly surprised that our little mental stuff got pretty high in ranking! Also I kinda missed that the source code was private the whole time and fixed it like yesterday I think, sorry ahahha

Glad to see that my music gets into top-100 again, I'm pretty nooby at it and have a poor knowledge base but I try my best
https://ldjam.com/events/ludum-dare/58/blank
Have also made the usual timelapse now that we have results: https://youtu.be/kfHMqiYPZXc


Wow! Thank you everyone who played and rated Cut to Pieces! To be #1 among the competition that Ludum Dare has to offer is a great honor. I'm also really happy that we won innovation as well, which is the category I value the most. And I'm happy for our artist, who's skill has been recognized with a bronze trophy.

So, time to tell you how this game was developed in 72 hours.
Like last year, I tried my method of meditating half an hour before and after the theme was announced. The idea is to empty the mind, to make it bored in a sense, which then results in more creative ideas. Last year that got me to come up with Vox Regis, this time that was less successful. One idea that came to mind during this session is a game about someone who bought fake paintings, and where you need to go back in time to change history, in such a way so that your painting is accurate. A bizarre idea, of which I wasn't sure how to implement it. I quickly decided to let that idea go, but I liked the idea of doing something with art forgery.
There were a few ideas with asynchronized multiplayer. That, for example, you need to redraw a paiting, and that other players need to guess which painting you drew. There's definitely potential there for some great ideas, but we already made a similar game last Ludum Dare, with Captain Peggles: That Man's Chest. And there's nothing wrong with using a similar idea, but Ludum Dare is also a way to experiment, and to challenge myself. I don't want to be the asynchronous multiplayer guy. I want to see if I can come up with a new innovative and fun idea.
Later on I got this idea of stealing paintings in a museum. But, to prevent the security guard from noticing that the paintings were gone, you would have to replace them with similar looking paintings. You would do so by using stamps or stickers. My older Ludum Dare entry Harvest Heist came to mind, where three bandits need to steal vegetables, while avoiding the farmer. I was actually considering to make it a sequal. But it would be a lot of work, and I wasn't sure if it would be fun. I considered what the game could be like if I took away the walking, where it's just the painting, the stamps, and the canvas. It was then that I came up with the cutout mechanic. What if there aren't stickers, but you need to create your own "stickers" from pictures in a newspaper?

Every Ludum Dare I start with a big question: Will I be able to come up with something fun and unique? In my opinion, for the past five Ludum Dare jams, the answer is yes. That's a very good feeling. Even though I won before in the past, I've always had self doubt about myself as a game developer. Imposter syndrome is very real. But, with three Ludum Dare victories, and the innovative types of games I produce, I feel confident in saying that I am, in fact, a good game developer. That doesn't mean it's easy for me to come up with these types of games, but I should trust myself that I am capable of doing so.
To make the game work, the player needed to be able to cut out image. The first part was easy, where I keep track of the mouse coordinates as it makes the cut. I then draw the line using these coordinates. The challenging part was the cutout. How do I figure out which part to cut out of the newspaper. The inside of the circle, of course, but how to figure out what the inside of the circle is? I asked for help in the LÖVE Discord, and got the suggestion to do a floodfill on the outside of the circle. Because, while you might not know the inside of the circle, you can know for certain which part is on the outside. By starting a floodfill from that position, it will fill all but the closed circle. By using the non-filled pixels, you now have the cutout.

At first this floodfill happened over the whole screen, but this gave the game a subtle lag each cutout. So I optimized it. While drawing the cutout, the game keeps tracks of the boundaries of where the mouse has been. By using this rectangle, with an increase of 1 pixel on each side, I have the box in which this floodfill should happen. Because of the 1 pixel increase, I know for certain that the upper left corner will not be inside the cutout.

Cutting out the image is done using LÖVE's ImageData API. Using the mapPixel method you can go through each pixel, and return what the new pixel color should be. Using this method it's a matter of checking if the pixel in the cutout canvas is transparent, and if so to copy that pixel to a new canvas, and to return a transparent color.
The second problem was to figure out whether the player beat the level. Somehow I had to keep track of the cutouts and their placements, and whether this was good enough to consider the level solved. It was already getting late on the first day of the jam, but I really wanted to get this done early. The way I solved this is by giving both the newspaper and the empty canvas an invisible colored layer. When you cut out part of the newspaper, you also cut out part of this invisible layer. The apple of the first level, for example, has a brownish color. Then, on the canvas, the apple also has the same color. When you submit your painting, the game checks how much of each object's color is being overlapped by something of the same color. All objects have a purple border, which is the safe neutral color. Cutting this out gives you neither good points nor penalty points. Around the border is red, which does give you penalty points.

This system works great. Using Aseprite's spritesheet and JSON, I could export the colored layer in the same image, and then easily figure out what part of that spritesheet is the colored layer. Luckily, exporting and utilizing separate layers with Aseprite was something I looked into recently. The system is not perfect though, and the expanded game will require a system that allows for more options. Some newspaper images were smaller than what was visible in the painting, and therefore would never be able to cover the whole image. You could solve this by creating a smaller area, but then depending on where the player places the image, which should be considered correct, could miss that small area and fail. In this case, a better solution would be that a certain percentage of the available color is part of the cutout, and that the entire cutout is covered by the color on the canvas.

If we didn't have a solution mechanic, the game would still be fun. Players, unaware of this lack of solution system, would still try their best to do well. A lot of players were very careful when making the cutout, and were worried that their slightly wrong cutout might give them a penalty, even though they didn't have to be so perfect. The problem is that if a player beats the game without failing a single time, they can wonder whether it was even possible to lose at all. In an expanded game I would add a percentage, or a 5 star system, to show the player how well they recreated the painting.
There wasn't really a plan as to what the paintings would be. I also didn't have time to direct our artist, so I let him do his thing, with sometimes giving him an idea of what to implement. One such idea was the mermaid. A combination of two cutouts to form a single subject was not something I considered when we started making the game, but upon realizing this is something we could do, I saw the true potential in this game mechanic.
I've seen multiple comments praising our artist, and rightfully so. They love the character design, think the paintings look amazing, but mostly think it's very impressive that he was able to draw all of this in 72 hours. All those newspaper articles and cutscenes as well. But to Shores this was business as usual. He's fast, he's experienced, and most of all, this is his comfort zone. He just drew what he wanted to draw, which resulted in fun newspapers, cool paintings, and silly characters.

The game has four different type of solutions.
When thinking of the game mechanic, I was mostly considering 1 and 3. It was therefore that I protested when Shores came with the suggestion to use spaghetti as the replacement of Medusa's hair. I figured it was too vague, and people wouldn't figure it out. Shores thought it would be more than obvious. We compromised by adding the handle of a fork, which mimics one of the snakes on Medusa's head, and making it partially a type 3 solution. It turns out that I was completely mistaken. In the far majority of the playthroughs I watched, people quickly figured out that it was the spaghetti they needed, and often ignored the fork.
Yes, we are going to expand the game. It's something I didn't want to do at first, but after reading the comments, and watching people play, I realize how much people enjoy this game, and the potential it has. We don't have a Steam page yet, but you can follow me on Bluesky to get updates.
Thanks again everyone who played the game, and thank you Mike for hosting Ludum Dare among all your financial troubles. I hope you will find a job soon. I'll be there for Ludum Dare #59.

Well, Ludum Dare 58 results are in, and I went...

Look it was better than last time where I got no results in anything. Everything was better this time. And ending with 302nd in audio is pretty good. Thanks to everyone who participated, and huge thanks to everyone who played Isle Of The Orbs. I hope to see all of you again in 174 days from Ludum Dare 59.
I might work on Isle Of The Orbs a bit more, maybe package it into a bit of a larger, stronger game. Not sure yet. Tell me if you think I should.
This is the first time I'm this enthusiastic to continue with a project post-jam. But I also planned my COMPO-entry to become a basis for a bigger prototype to begin with.
I made a rudimentary test of a decay/spoilage-mechanic I've been cooking up in my head. The RGB-coefficient of the fruit is tied to its spoilage-value that in turn is affected by collisions. Obviously in the future it would be affected by a lot of different factors, like time.
I liked the vivid colors of fall that appeared by accident when I ranked up the values to excessive amounts as a test. :fallenleaf: :mapleleaf: :leaves:
I'm quite happy with my score and all your encouraging feedback!
Thanks to everyone who came by!
Till we jam again! :wave:
7th At Theme and 25th at Fun!!!
So happy about the result and receive so many positive feedback!!!

this was my first LD game jam, and i think it went pretty well!
Out of the few other jams i've attended, this was probably the highest scores I've ever got, and i was really surprised to get 14th in innovation! I've also played some really good games so good job everyone :)
I wonder if i could've gotten an higher score with more time, since i couldn't really use the last day of the jam, but i'm still pretty happy about it!


We are so thankful for the support and lovely comments left by this community! We had a unforgettable Ludum Dare jam creating our little Bug Driver 3D game ❤️! We’re so happy to share the results of our hard work, receiving 24th place overall with an exciting 2nd place in audio!

To continue supporting us, find us on itch!

https://youtube.com/shorts/OWk3JXVOY5M?feature=share
From top-8 LD humor game to steam release!
Damn
I just realised that this LD was my personal best basically in every category
The other ones were in some hundreds overall and had like 1000+ places in some categories, this is what was the best before:

And it was done in a small but, like, a team nonetheless, while this year is my second compo in a row (wasn't in a good mental state last time to give any ratings sorry, I actually still have a couple of games from it I wanted to check open in my browser somewhere lol)
While this is what I got this time (I posted it already but for the context)

Now I'm left to wonder if participating in stuff like GameOff is a good idea considering my tight schedule (full time job as a game designer + masterate with semester ending in mid-december, I have some considerable works to do + occasional activism + chronic mental stuff as you could see in my game lmao).
I'd really like to finish a game demo we had to drop at ShovelJam this summer because miscommunication and broken promises (assets were a little bit rushed but basically ready to be used in game, then dev failed to communicate with me about anything and just ghosted me till the very end, I barely can code something complicateed, so I couldn't do it by myself and gave up at the deadline hour) but my team might be busy af as well :(
ngl LD is always inspirational and I actually feel that I chose a right field to work in but severe AuDHD burnout takes its toll
I’m really grateful for Ludum Dare in general (thanks @pov!). I’ve participated in LD32, LD46, LD48, LD51, LD56, LD57, and LD58. I wish I could have joined even more, but work and life often get in the way. And even when I do participate, I rarely have the full 48 hours to myself. I feel lucky when I can participate!
This event is always a breath of fresh air — a moment of pure creativity that frees me completely. There’s something deeply satisfying about making something from scratch in such a short time.
I tend to focus more on technical and original ideas than on polish or content. Between jams, I often let small technical concepts grow in my head — like a shader (LD48) or a map generator (LD56).
This time, I finally made a game I’ve had in mind for at least eight years! The idea of making sequences of tiles with the fewest repetition ever of pairs always fascinated me, but I never saw how to turn it into a playable, fun experience within 48 hours. I’m glad I waited — and even happier that I did it for this theme.
🏆 Tiles Collector earned 5th place in Innovation, my personal record!
(Even if proportionally 15th / 898 in LD48 was slightly higher, I’ll take it!)
It’s also my best result in Overall and Fun categories.

I made a game!
It’s functional, it looks clean, and I’m proud of it. I have come a long way from my first entries that avorted or were just toys...
Tiles collector has a tutorial!
One of my goals for this LD. A proper tutorial helps turn a concept into a real game. Most reviewers found that cool as well!
I made multiple game modes you can choose from!
The game includes a tutorial/story mode, daily challenges, and a sandbox mode — a first for me after usually doing single-level games like Find Ten Seconds. That plus the tutorial really push this entry from little proof of concept to the real game territories for me.
Cross-platform support!
It runs smoothly on both desktop and mobile. I tried as much as possible to have interactions that work on both platform and an UI that could fit both. I always try to make games and UI that are responsive. Which is super hard. Next time: Make a game with a fixed-size UI
A proper GitHub repository!
79 commits, a clean README, and even my first 10 stars ever — thanks to others sharing and starring LD58 entries.
(Check out the list of LD58 repos I starred! and give them all a stars. Or let me know if you want to be included in the list)
The lonely leaderboard.
I made an online leaderboard (one of the other goal for this LD)... and only one person used it (thanks @doctor-zeus!). It was hidden too deeply — I should have placed it on the main page. But with three daily challenges it was too much. I should have opted for one daily (like 2D-3-color) would have been enough, with others as extras.
I wanted the leaderboard to give the feeling of a shared experience — a small community around the game.
Next time, I’ll also add a “share result” feature, like Wordle screenshots.
Limited time.
I really wanted to do this idea justice. I didn’t overscope it, but between family, cooking, and taking care of the kids, time was short.
I’d love to dedicate more time to game development in the future. That's always a bit of a struggle, cause if I really commit 100% I'd be extra disappointed if nothing comes out of the 48h (not only that would set the expectation of beating this entry ! but just making something (see #1 making a game is a success in itself))
UI struggles.
Making UI in p5.js is painful. I ended up mixing HTML and p5 elements, but not fully committing to one system, which led to a slightly janky interface.
I later saw a clever approach where the canvas sits under HTML elements, creating a clean blend between UI and gameplay. I’ll definitely use that next time.
This Ludum Dare reminded me that I love creating something. But what I love the most in Ludum Dare is the sense of community that I get from the reviewing process, sharing ideas, and talking with other creators! I was really busy and only reviewed 21 games this edition :( But I really spent time playing and leaving reviews on those 21. I am also super grateful to the 43 people who reviewed my game, and for the super comments I got. You really help me advance my game-making abilities.
Hopefully see you in April!
The results for my first COMPO and third entry in Ludum dare have finally come out, here they are:
In this post I am going to break down each category and share my thoughts on it while also comparing them to my last Ludum dare entry from 2 years ago "Project Minima"

Fun was one of the games strong point and a ~0.14 stars increase in ratings from the last game.
This was definitely my top priority when it came to the game. I tried my best to make this game as balanced as I could within the given deadline.
This games innovation ratings is a giant improvement from the last game, almost a 1 star increase.
This is my first game jam where I actually got out of my comfort zone and didn't just make some basic platformer and it seems that it paid off greatly.
This is another category with a lot of improvement, an increase of just a little over 1 star.
I don't know if people noticed this, but I attempted to implement the theme in two different ways:
First are the tax collectors and second is the market where you collect various trinkets in order to profit off them.
Unfortunately Graphics is one of two categories that actually saw a decline in ratings, about 0.35 stars. It's also the one with the lowest placements.
Graphics definitely suffered the most from the tight deadline. The sprites themselves aren't bad, but the house that makes up like 1/5 of the screen is very unfinished and the game lacks any form of foreground meaning there is a lot of empty blue space coming from the background. There is also the fact that the game uses the default font and some default Godot button UI which does not fit the pixel art aesthetics at all.
Audio is the games weak point when it comes to pure ratings, it's also another 0.35 starts decrease from the last entry.
This makes sense since Audio is the category where I have the least amount of experience. It's a bit of a hit or miss if I make a decent song or not. I spend like 30 minutes just trying to relearn how to use beepbox lol. There is also the fact that initially the music was very quiet meaning some people might have missed it and given the game a lower rating because of it, which honestly does make me a bit frustrated.
Humor is by far this games strong suit and it's the first time in any game jam that I get a 4 star rating. It completely blows my previous entry out of the water with a ~1.3 starts increase in ratings. I think this comes from the humorous premise of the game and from the occasional humorous descriptions of some of the purchases in the game, though I'm not exactly sure which one has had a greater impact. Honestly this ratings surprised me the most as I didn't expect it to be this high.
Mood is like a 0.031 stars increase from the last game. Honestly I blame this relatively low rating on the graphics, since if there was more stuff it would've given the game a bit more "world building". I don't quite know what else to make of it. Ironically this leaves my first ever entry the one with the highest mood rating.
OVERALL
Technically overall is an improvement of only 0.008 stars but honestly if you take the average this game's ratings were significantly better.
It's hard for me to quantify how "good" these ratings are but I can definitely quantify the fact that this was a significant improvement from my last entries.
Honestly I think the games scope was too large for just the 1 and 3 quarters days I had available. Even for the full three days jams it would've been quite ambitious. I think my main problem was being unprepared for both the jam and my exam, I should've planned things way in advance to have the full 3 days available. I am confident this game would've been much more polished. There is a lot of good stuff that didn't make it to the final version. Though even the time I had could've been used more efficiently, I spent way to much time rebuilding and uploading the project after every little flaw I found in it, I should've play tested inside the editor until I was confident that the first build would be the final one. Art was a bit slow as there was a lot of different stuff to draw but the programming went incredibly smoothly compared to my other jams. Aside from this I need to finally get to learning how to make some actually decent music lol.
The results are in! Taking a look at ratings and playing some highly rated games on stream at https://www.twitch.tv/vorceshard.
Wishlist now!
https://store.steampowered.com/app/4128880/DEMON_POSITIVE/

Hello fellow Ludum Darers. Not sure if anybody is still lurking here after the event, but I've had some time on my hands, and I have created a set of Ludum Dare 58 wallpapers for you to put on your desktop, phone, or to use, or to do whatever you want with it.
There are different resolutions and formats. If you're interested, you can grab the wallpaper from here (Google Drive link). Enjoy, and thanks for participating!
Big thanks to @pov for making the font available on github. And for, well, the events.
Resolutions:
Types available:
wallpaper_horizontal_raw_LD58_* - horizontal orientation, not processed, small sign bottom-rightwallpaper_horizontal_LD58_* - horizontal orientation, processed (opinionated), title in the middle, small sign bottom-rightwallpaper_vertical_raw_LD58_* - vertical orientation, not processed, small sign bottom-rightwallpaper_vertical_LD58_* - vertical orientation, processed (opinionated), title in the middle, small sign bottom-rightOur game GRIBNIK received quite a big post-jam update, which you can check out on itch.io.
This includes better understandable (hopefully) progression, bugfixes, QoL improvements, improved graphics, animations, audio etc.
As some other games made for LD58, it may serve as a spooky Halloween experience you can enjoy in the coming days 👻
It still ended up to be not that much of a game, rather a horror-like exploration experience. As it often happens on jams, initially we had much bigger plans that during the course of development have changed from implementing a series of bad-trip-like mini games to telling a mysterious and terrifying story, where the main character would slowly uncover what have happened in that forest. After realizing that we won't manage to do it in the given time constraints and a lot of feature-cutting we ended up with much simpler experience. And we usually polish our games after jams, but without much of the core gameplay changes, just trying to improve what we had already, and that's the case here.
Also, my teammates (or at least one of them) insisted on making this exploration as mysterious as possible, without giving almost any kind of hints to the player. I wasn't always on the same page with them, so at least in this post I can tell that there are two separate endings in the game, and, unlike the jam release, in the post-jam version they are quite easy to find. I just have to tell this because people playing the jam release often thought there's no progression / goal in the game.
I updated the game with some more bells and whistles and mobile controls, it breaks a little with the minimalistic style now but has some nice effects i think.
Loading could be slow as its running on my pie. The tutorial on mobile is also not existing tap the sun to brake and hold the earth to launch satellites.
https://type2.dynv6.net/

I took part in LD58 (Extra) and got 20 ratings, but unfortunately my game didn’t receive an overall ranking.
Does anyone know if this can be fixed or if there’s a way to make it count for the results?
https://ldjam.com/events/ludum-dare/58/pay-or-die
Hi everyone! I made a small post-jam version of my game "Monsters in Jars". If you’re interested, you can check it out and play here: https://t4ran.itch.io/monsters-in-jars

I’d love to hear any feedback!

Hey guys, we just released Goblin Goopmaxxing yesterday after doing the most recent ludum dare game jam. It was a hell of a grind (we developed it for 3 weeks) but it turned out really well and people love it!
If you guys wanna check it out then here's the link:
https://store.steampowered.com/app/4107470/Goblin_Goopmaxxing/
It's been well over a year and I am happy to announce a full release of my LD55 entry on January 13, 2026. This community is one of my favourite things and I've been glad to be apart of it over the years and all the great games I've played, thank you! If a small chesslike roguelike game interests you a wishlist would be appreciated!

This is the third time I have written an article about the game I made to celebrate my 10 years anniversary making jam games. And sadly no one have played the game, unless you count myself. So once again I hope, I even begs some of you to give the game a chance. It's not perfect, but I spent way to much time on it, and I want to share it with you because I love you - the game jam community.
The game is called "The Love Sheriff", and it's a total remake of the first jam game I have ever made. The game was made for Ludum Dare 32 and the theme for the jam was "Unconventional weapon". This new version is made after the classic compo rules, beside I give my self much more time to make it. So I have made all the music, visuals, voice over and programing. The game is made so it is a mix between the way the game was made then and the way I try to make games today.
I really hop some of you will give the game a chance here
Good luck and have fun




My game jam journey
This time let me also tell you a bit about my game jam journey, and this might explain why I want you to play my game.
Game jams has become a big part of my life. I have made more then 80 jam games. A bit over 20 of those games I have made for Ludum Dare. And even without knowing an exact number I guess I have played about 2500-4000 Ludum Dare games. And I have given a bit of feedback and ratings to most of them. And with all the jams I have taken part of I guess I have played at least 10,000 jam games. So yes this is a lot of games played and a lot games made. But I have only done this because I love making the games, and because I love playing your amazing, weird, funny and interesting games.
So I have made more then 80 jam games, and I have been the winner of zero of them. Okay a have a couple of second places, but those I have gotten for making something so weird that they thought it must be very innovative. But none of this matter because I have always tried to make the games I like, even if it's not something many other people would like.
I could here write a long list of the games I have made, and I could write a long article about them, but it's not very interesting. And by the way the most of them is not super great, but hopefully I learned something from making them. And the main part of the jams for me, is to try ideas and having fun making games. And some times I have made games I have liked, and I have also worked a bit more on some of them, but I have never made a super big commercial game.
But just as important as making games for the jams, I love playing the games. Okay when you have played 10,000 jam games, there are a lot of games that is very similar, but I still find games that do something fun and interesting. And playing jam games is super fun, and sometimes also a pretty weird experience. But I still love doing it, and I always tries to give my honest feedback.
So for me this my short summery of the first 10 years with game jamming. I still have fun doing it, so I believe I will make many more jam games.
And 'The Love Sheriff' is my way to show what I have learned from making all of those games, and from all the things I learned and been inspired by from all your jam games.
I’ve felt contemplative lately and wanted to write a short-ish post about my team’s Ludum Dare history. Ludum Dare 58 was our 17th, dating back to LD 30. We started out creating our games in Stencyl, which at the time I jokingly called “programming with LEGOs”. The downside today is that our first four entries (Melody’s Long Ladder Home, Icy’s Trivial Travails, Dial M for Monster and Driven Insane) were made exclusively for Flash and aren’t publicly playable anymore.

We transitioned to Unity for Box ‘n Bash in Ludum Dare 34, taking that jam as an opportunity to learn how to make a game in Unity. Yes, our LD entry that year was our first attempt at Unity. Really, cramming for the jam and then turning out something at the end in an engine we’d never used before was super satisfying, and highly recommended. There’s nothing to lose by not completing your project on time, and the impetus of a surprise theme and the tight deadline can be invigorating.
I grew up watching Iron Chef, Junkyard Wars and the like, so I love the on-the-fly improv that comes from a short deadline and a surprise theme. Take what you know, use what you have, manage the clock, and create something special. The short timeframe stops projects from spiraling out of control and keeps you focused until the end.
One of the things we’ve never successfully done for a game jam is a multiplayer game. We’ve had some that started with multiplayer in the design doc (Needle in a Neighborhood comes to mind), but it always gets cut.

Our most common genre is the side-scrolling platformer, of which we’ve in five of our 17 jams. The next most common with three are FPS and what I’d call ‘falling games,’ where you control an object falling from the top of the screen and guiding it to safety. The fact that we’ve done that in over 17% of our jam entries (stacking crates in Box ‘n Bash, guiding a bell pepper into an oven in Get Baked, and helping a squirrel catch nuts in Grab Your Nutz) is a little weird, given that it’s not that common a theme.
Speaking of Grab Your Nutz, it just got a high-res release on Android this month. New graphics, but the same basic gameplay. Here’s the original from 2020, compared to the new version from this year:


If you’re interested, you can download it for free on Google Play.

finally having time to draw a celebration picture >///<