Wastland Workshop UPDATE!

We fixed a lot of problems, add quality of life features and worked on tons of feed back from you to make our game even better
https://ldjam.com/events/ludum-dare/58/wasteland-workshop

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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




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

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

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

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

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

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

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

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