Ludum Dare 58 October 3–6, 2025

Collect all marbles

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

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You can try it Here

Feel free to send your games in the comments of this post, we're going on a voting spree !

Custom page banners!

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Opened up the ol' photoshop today and cooked up some custom banners for our game's page! What do you guys think?

https://ldjam.com/events/ludum-dare/58/opa-is-de-koning

Sweet Mars Collectors!

We had been arguing about humor for too long and couldn’t add jokes to the game, Help us decide if this was funny or not?


Мы слишком долго спорили о юморе и не смогли добавить шутки в игру. Помогите нам решить, смешно это или нет? 23.png

Joke 2 / 20 from Mars Collectors!

Streaming Games

We made a choose-your-path game in a weekend! My focus was on audio, and I am looking forward to showing what we made then jumping into the games you all finished.

If you have recommendations and want feedback, you may link your game in the comments below, or mention your user name or game name on the Twitch stream so I may look your game up to play and give feedback on it. Looking forward to seeing what we all made!

Web Version Now Available!

After fighting not only with Scalpers, but with GameMaker and HTML5, our dev team figured out that the GX game format exists. Now you can play Scalper Beat-Off on the web! Good luck hunting those chase cards!

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

First Solo LDJam!

Hey all! Ive made a few games already here for ludum dare, but this year I decided to try going it alone! Originally I was going to do the compo, but I'm usually the person on the team that pushes back to increase scope, so without someone to keep me in line, scope creep took over and only way I managed to get something done was by doing the jam for another day :sweat_smile:

So when I go sight-seeing, I collect pocket watches from whatever town/city I go to. Over the years I've gotten a decent collection:

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As you can see, my way of displaying them isnt the best at the moment, so my original idea was to make some sort of game where you built a storage container for pocket watches that you collected via a platforming segment. You would extrude the geometry and place hooks, and I wanted to be able to download the model made from this so I could 3D print it and have a new place to put my watches (I have more than in the picture, I have a problem lol).

Unfortunately, rope physics was too much for my tired stressed brain to handle, so I decided to just focus on the part that was fun, the platforming, and then I just let my growing insanity take over, and thats how I got this chaotic end product:

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It was a blast to participate as always! The lesson I learned is the same one I always "learn" for next time: more sleep, and smaller scope. I look forward to continuing to ignore that and suffer again next LD :smile:

Heres the link if you want to check it out! https://ldjam.com/events/ludum-dare/58/wyp

Genius Gallery: A 3D artist's LD58 postmortem - Part 1

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I'm not really sure where to begin with something like a postmortem, seeing as how I've never done one before. So I figure why not start off with some fun stats!

  • 🌟 Total 3D assets created: 87
  • 🏞️ Environment kit pieces: 14
  • 🖼️ Gallery exhibit assets created: 67 (excluding base pieces)
  • 🥤 Energy Drinks consumed: 6
  • ☕ Caffeinated non-energy-drinks consumed: 7
  • 😴 Total hours of sleep: 11 (approximate)
  • 🤩 Overall satisfaction level: 💯

(If reading isn't your thing and you just want to see the pretty pictures, scroll down 😉)

Over the years of participating in game jams as a 3D artist I've learned quite a lot. I've learned new workflows and techniques, I've learned new software and pipelines, and I've learned that in order to bring out your best abilities and talent you need to work with a team that knows what you're capable of. LD58 was my fifth time working with the same core team I've worked with in previous jams, so that meant we didn't need to waste any time figuring out our team composition or trying to guess each others capabilities. It's always nice going into a jam knowing you can drop in a discord call when the theme drops and get straight to work on discussing concepts without anything else getting in the way.

This time around with the theme of Collector we ended up on the concept of being a museum curator who is in charge of curating a museum collection. Right off the bat I knew we were going to need to go as wide as possible when it came to art assets. After all, it would be a pretty boring game if there was no variety. With that in mind I was happy to let the designers come up with a huge list that we could later trim down a bit. I think the initial list was around 50 exhibit assets, which I thought would be a pretty big challenge but I felt up to the task. However, in true game-jam fashion that list quickly ballooned to right around 100 items. The scope creep was real 😆!

thelist-small.png‎                     A small snippet of 'the list'

I knew that number was unachievable within the confines of a 72-hour game jam, so I had to make a decision: either I create a handful assets myself and supplement the rest with freely sourced assets (and opt out of the graphics category) OR go completely balls-to-the-wall and spend every waking minute making as many assets as humanly possible right up til the jam deadline, knowing full well I could never finish the list.

I went with the 2nd option. Perhaps it was pride, or I just really wanted to challenge myself, or maybe I've officially lost my marbles. Probably all three to be honest! But hey, that's what game jams are all about: having fun, challenging yourself, knowing that the odds are against you, and losing a small bit of your sanity along the way 🤪.

*Now, let's get to the fun stuff... *

The Art!

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So immediately after figuring out the core of the game I set out to start making the environment kit. I didn't know at the time if the environment level would be static, procedural/random, or some mix of the two. There was already some early discussion of some rooms being unlocked through gameplay, so I figured the safest bet would just be a simple modular environment kit that covered the essentials: some wall segments of different lengths, aesthetic variations of each size, a doorway, some doors, and a nice slightly-oversized pillar to tie up any ugly corners.

I knew from the start with all the assets I'd need to make later that any fancy PBR materials were out of the question due to time constraints. So figuring I'd be going with a more stylized/cartoony look I tried to accentuate some features in the design of the kit assets. I also figured that this would be one of (if not my only) chance to have some fun making actual textures - even if limited to only using the color map. So I popped over to substance painter and got to work.

EnvironmentTextures.png‎               Trim Sheet (left) & Door/Frame/Floor texture (right)

After making my environment trim sheet I got to doing the UV's. I realized that I'd want the doorframe and doors to stand out a bit more so they got their own texture atlas as well, including the floor tile texture. By the time I wrapped up work on the environment, got everything imported to unity, and pushed it to the repo we were already 10 hours into the jam and I decided to call it a night so I could get an early start on the ever-growing list of assets.

So many assets...

FirstAssets-web.png                The first few exhibit assets that I made

After going through the list I started to tackle a few quick and easy ones to get an idea for how long they were taking me just on the modeling side of things. Things like the crystal ball, aether crystal, and kraken tentacle didn't take long to model at all since they were mostly made up of primitives and easy stuff like spline sweeps. Now I just needed to tackle the texturing aspect. My initial plan was for pure flat color, but since I'd need to make a texture atlas of colors anyway I took some time to make a pretty intricate one with many options for hue/saturation variety, as well as light/dark gradients. I also made a second atlas that was entirely made up of different color-to-color gradients (which I'd also use for an emissive map).

TextureAtlases.png‎             Main Texture Atlas (left) & Secondary/Emissive Atlas (right)

With the first handful of assets modeled, my texture atlas's created, I did some quick UV's and got them in-engine. I think I also had made the exhibit bases for all of the different sizes around this time but it's honestly a bit of a blur. By the time I got everything pushed to the git repo we were already fast approaching the 24 hour mark! But hey, I had my workflow all set up and I was primed to tackle more things on the list!

So little time... 😬

After making a couple more quick assets and a quick chat with the team, I realized I needed to have a chat with our game designer @zavi-reinagel about what assets to focus on next. At that time the list was still getting revised, with some things being cut and others being added. Zavi asked me if there was anything specific I'd like to make that wasn't on the list. For whatever reason the first thing that popped into my head was those little model battle dioramas you see in history museums. I always found those fascinating. Zavi liked the idea and immediately added them to the list. I don't know if it was excitement, hubris, or the intoxication of the game jam atmosphere but what I said next was something really really stupid.

"I think they'll look super cool and they shouldn't really take me too long to make."

Well... I was half right.

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These damned battle models. I love them. I hate them. Well, okay... I love how they turned out, and I hate how much time I spent on them. I got so swept up in making all the little details and trying to make each scene tell a story that I completely lost track of time. That happens a lot when I'm making art, which is normally a great thing, but in a game jam - not so much. These four assets took me 6 hours to make. In a game where going wide was the goal from the start, I utterly failed when making these. But dammit, they turned out so freaking cool. Oh well, live and learn. Or don't, it's just a game jam after all 😅


End of Part 1

There's plenty more to talk about and a lot more assets to show. But until I get around to posting it please drop by our game page and give Genius Gallery a play!

Now I'm off to play a bunch of jam entries 😄

§hadows

A simple HTML adventure game

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

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Deep Sea

This is the game I made for LD58: https://amanon.itch.io/deep-sea


It’s my first time joining LD, and both the three-day time limit and the theme were quite challenging for me—but the process was a lot of fun.

In the game, you play as a deep-sea diver who uses sonar to search for and collect hidden treasures scattered across the ocean floor.

After several rounds of bug fixing, the game is finally playable (though the optimization still needs work, and the web version may stutter a bit).

I’d be happy if you gave it a try and shared your thoughts. :D

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Inspired by: 《In Other Waters》 and 《Barotrauma》.

Relax a little

Need to relax a little after a long day of testing games and stressing over those numbers?

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

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You can take your tiny expedition here!

And be sure to leave a comment or share your bug collection in the comments so I can check out your game too!

Have a great night everyone!

I dont know how to ask to rate my game, so im gona yap about character design)

Usually when I plan a game, I doodle. For a collector theme I had a bunch of ideas like collecting plastic soldiers or "collector" as a huge barrel with water, but all these ideas were too hard to make solo due to the amount of assets. Short story shorter, I decided to make a game inspired by "Sort the Court" (link on itch: https://graebor.itch.io/sort-the-court ). My idea was: "you collect taxes for the king".

I usually specialize in pixelart, but this time I wanted to make something more cartoony and less pixelarty.

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

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

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

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So yeah, I yapped about character design, pls give my game a try here: https://ldjam.com/events/ludum-dare/58/crown-and-taxes Thanks

Long Time no see, Huh?)

Hi folks! It's Ellen! We've made a lil pause in posting as we needed some sleep! Hahah

Anyways, here we share our last ugly whiteboard in this LD

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Please Don't forget to check out our game^^ https://ldjam.com/events/ludum-dare/58/things-i-keep

Wanna know why are we called N- LAST? Cuz we do everything n' last 5 minutes!

Bug fixes and html

Fixed some bugs and added html, now can play game in browser! If you find bug here, please write about them

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

The Key Keeper - Time to rest and rate!

I'm glad I was finally able to sleep today. But I have no complaints, I had a blast developing this one!

Feel free to play and rate The Key Keeper. Also, you can play the Fullscreen version on itch.io

I recorded a full playthrough as well.

https://www.youtube.com/watch?v=w3Tq_uLBN3o

Thank you for playing!

Mysterious alien creatures are collecting IP addresses

Take good care of your computer! Of course, our game doesn't really pose any security threats (:D

Click here to start a security scan. You can get documentation on the itch download page to help you search in depth.

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

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