We got a game!... Somehow
Building stuff finally works! We can now place little factory buildings. Next step is implementing the conveyor belts...



Building stuff finally works! We can now place little factory buildings. Next step is implementing the conveyor belts...



I think i'm working the time quite well, first melody is done, got some sounds, game gets more polished - still missing some features i would really like to implement, but as far as i can tell, i got time to get them in \o/
Also i really love the little "breaks" i took to create some screen-art, can recommend, in my opinion it helps to improve the look of the game, and gives a bit of a breather in between coding :D
And yeah, it might not be a Picasso, but i like it - after all i'm a programmer, not an artist x)
I'm back to coding, and a bit more audio, enjoy your ludum dare everyone! :3

Hi everyone !! first game jam ever with the best group ever, we're making a fun little game where you have to collect figurines by any means necessary (any...........) so here's a sneak peak of some I did ! :-D



Hi guys,
game prototype seems to be done!🕹️ I cannot SAVE the program. I hope power outage will not happen during last few hours/days! 😰;-D
Enjoy the rest of current Ludum Dare!💗
Hey, Ludum Dare! It's Ellen and N-LAST team again! (@^◡^)
╰(▔∀▔)╯ Here we share our day-2 briefing desk with some plans for today's morning!╰(▔∀▔)╯

Glad to mention, that almost all the points were successfully completed!
Seems like it's been a whole week of our work! Are we tired? Hell, yeah! But we already see some results, and we will share them pretty soon with all of you guys! (´• ω •`)
Basically the game mechanics are more or less finished, only the creative writing stuff remains
this will certainly be a game i guess

We basically finished our concept for this ldjam 58:
Place your satelites well, young padaw- uhh billionaire
By alexcl (@alexcl)


Hey everyone,
it's my first time doing a game jam and i'm lucky to do it with the coolest team! We're doing our best to make a fun little game. I wanted to share a little bit of my work here, and we have some other really nice things in progress!
Scrolling words, ready to be collected...

I have very limited time, but after about 6 initial hours I have working prototype with placeholders. Now is time to add some art and sounds to is... and yeah, make it nice. But! Online Leaderboard is working yaaaay :)


the systems for interacting are in place. you click to collect items, this can cause a response. an inventory item can be used for another context-dependent response.
unusually for me, there is no gimmick beyond this. the fun comes from simply exploring dialogue trees

The world of "Negativeself" is taking shape! As we put the finishing touches on the art, we wanted to pull back the curtain on the story:
A girl in an empty white world collects memories of her positive qualities, only to face the most difficult choice—to accept her dark sides or destroy them in pursuit of an illusory ideal.
See you soon!
Art made by our 2d artist @Akailina

I finished the game and wanted to upload the code to github, but something got in the way and all the files were erased:(

Still working on the animations and our 3D scene :v:



I am making a Mega Drive game that gets corrupted the more viruses the player collects. Fun to play around with palettes, tiles, vertical scrolls and horizontal per scan line image modifications.
Most of the features are done.

Time for some comforting ice cream to have a brain cool down :icecream:
SALUTE!Tto one of my fav game Hollow Knight

Our team is flowing through the work, I'm happy to say we are like 70 percent done and entering the stages of additional features and polishing!
Working on the rest of the core game mechanics!
Still able to do 500+ BOID enemies on the screen with basic wall collisions on a 8-years old mid-budget laptop on a debug build with no slowdowns :3.

As promised, Here we show you some gameplay of the upcoming adventure quest from us! (ノ´ヮ`)ノ*: ・゚

( ‾́ ◡ ‾́ ) Say Hi to Lily! Our smart and brave character who is already taught to many gaming mechanics. She just can't wait to see you all! ( ‾́ ◡ ‾́ )

Her story is full of emotions. You won't stay indifferent!

The mood before the final six-hour crunch.
start locking it in
The game my son (9 yr) and I are working on is going to involve a vulture and bones and collection ... HA!
We are definitely behind in terms of where I wanted to be but i needed to post to celebrate a huge win that we finally got physics working in our game which using a custom built engine (https://github.com/raylib-cs/raylib-cs, https://github.com/genaray/Arch.Extended and https://github.com/bepu/bepuphysics2)
I had a hard rule that the game needed to compile to WASM (so it can be played in the browser to increase the amount of people that can play it and while its been a hard road i've slowly but surely been able to add system after system and got a full WASM based build to work!!!
Here is a screenshot of it running in a browser where you can see the physics shapes. So much effort but i'm so proud of myself!

Come steal from the museum like the museum stole from the world ! It contains masterpieces...

got a couple fellow jammers, devs, and friends in there.... but then also a couple youtubers, just putting in people who inspire me and through their actions indirectly push me forward to make better games.
This is my first time to attend LD jam and my third time to attend a JAM. But i still try to go to COMPO. And i have finish it, 6 hours before the deadline:) Then i can enjoy my mid-autumn festival. By the way, today and yesterday is China's National day holiday, so i can have enough time to attend JAM. tired but happy.
I am in the Extra format, so way looser deadline. Got bullets working today. Was a lot harder than I thought.
I would like to give you an image but right now everything is temporary.
I'm done! Too bad there's still some lagginess (because of how Godot handles particle effects) that I couldn't fix, but I hope those don't spoil the experience too much. Had fun doing this one!


It's usually around now that I'm starting to flag. You can do this! Take a little break, write some TODOs and triage, grab a snack or drink some water. You've got this, the end is in sight and you will have accomplished something to be proud of!
(I say this as someone doing the Jam this LD so I know I'll be here in 24 hours!)
(sure he does)

I planned for 4.8h, but will only get 2.4h before real life pops in... so i'm using the remaining 0.4h (24 min) to submit.
Edit : done at https://ldjam.com/events/ludum-dare/58/word-collector
Ready to get this thing done.
Goals for today: Fix Bugs, Graphics, Deploy HTML
Live Stream: https://www.youtube.com/watch?v=zW6J7U4CMgQ


Sketch of a monster in proportion to the main character.


Here's the title screen of our game, Molly'n D.O.G. Records !!
This is the first time I've drawn such a large scene.
An emotional adventure about childhood, fear, and the fragile power of hope.

Stay Tuned! (¬‿¬ )
And to be sure, do a release plenty of time before the dead line. You can always update later, but don't wait for the last few seconds.
Anyhow, game is released! It's rather simplistic as I didn't put as much time as wanted into polish and sfx. Still, it's playable and actually quite tough.

Go over here to test it out! (Web play enabled via itch.io)
https://ldjam.com/events/ludum-dare/58/ld58-space-crystals
Good luck everyone!
Very proud of the work so far!


A friend of mine draw this for the main character of the game! I hope we finish this game

Our sound guy is a literal dog



https://ldjam.com/events/ludum-dare/58/$415821

Cut after cut, and I realized my scope was far larger than it should've been. I'll turn in my homework, but I'm not loving how sliced and diced it's become! I do think I'll keep working on it after tho
Ended up getting distracted by other things but it was nice to start to work on something.
I'll keep tinkering with it. :)
Most of the time was spent with me trying to relearn how to do stuff in love2D because it's been so long since I used it. I should have done some warmup practices beforehand. Oh well, I had fun!
My girls are SOOO good!! Oh my god, I couldn’t wish for better artists. I’m really proud of them
I tried my best to write code, write music, make 3d model, draw some staff and fix a few bugs.
But the core gameplay mechanics is still imcomplete.
Hope there's someone could enjoy the game anyway.

game was working pretty well, still is, but im having some real, bullet through paper issues and i just cannot solve it without making the player walk a normal speed.... i like my sprint options
edit: AHAHAHAHHAH I AM GENIOUS whenever the player hits a "wall" they're speed will become less than walk, no more bullet issues
I have just published Coco-llectors for the Compo.
I have been on the usual situation where I am not sure whether I should go with my own C engine, try out some GDScript or just stick with Unity. In the end, I chose to go 3D (that rules out my own engine as it's mainly suited for 2D games and it would require way too much effort to get all the missing parts to have something usable for a jam) and between Godot and Unity, I chose to go with what I know best to try and cut the development time.
I thought I'd go with something with simple controls and not too many mechanics (again, let's keep the scope small!).
The result is what you see in this picture:

You are one of the inhabitants of a remote island in the Indian Ocean. And it's well known that the residents of that island go crazy for "coco de mer", a weird fruit that they love to collect. Your task is to grab the fruits and pile them up and beat your opponent in a 3 minutes match. I hope you will have fun playing it!
https://ldjam.com/events/ludum-dare/58/coco-llectors

Listen to our game soundtrack : Molly n' D.O.G.'s Records
https://www.youtube.com/watch?v=84sTlEVSa38
Artworks by @lalikopter
Wanted to do something that involved Bots and 'auto' gameplay with sparks of management on it. Still one day to improve the core gameplay, but structure is finally done with some sort of 'life' already.
Solo developing is a real challenge, kudos to all of you guys!
After a whole day stuck in a quagmire otherwise known as "making UI without an UI designer on the team", we're finally getting somewhere. We knew in advance that this game concept is going to be UI heavy, but we're starting to somewhat regret the decision.


we are going for that hotline-miam meets Flash games in the 2000 vibe for our new project we hope you enjoy what will be our dumbest and fun-est project yet
I attracted the most talented people to my team

This is my first time at a game jam! I hope to have a lot of fun and good experience.

explore procedurally generated islands, listen to the birds, and add to your bug collection in this relaxing little exploration game.

I'll be continuing to update until the end of the jam, but if you want to relax after a long day of coding, feel free to play it here! (just don't forget to come back and vote later ;) )
happy jamming everyone!




Talking about soothing shuffling of cardboard in a dumpster bin :D

but the cornmaze is causing some lag
edit: Build11 fixed everything im good to go :smile:

Day 2 and we almost got the core mechanic done... There is still much to do :cold_sweat:
... and we are too! We are making great progress with the little story elements we have planned for our game.


Always happy when I get to replace my default debug sphere with something fun!

With two hours to spare, my Compo entry Carrot Collector is out now! Munch your way through 12 levels as you try to collect all the carrots with only a limited number of moves!

Carrot Collector is playable on Newgrounds and itch.io, as well as here on the LD site. Please give it a look! As always, I will rate and review the games of everyone who rates and reviews mine.
Good luck to everyone still working on their games! You got this!

After several years of not doing any game development, a friend and I have decided to spend our large amount of free time this weekend making a game again!
My goal for LD is usually to learn something new. I embark on overly ambitious projects, but usually something nice comes out (although not necessarily within the deadline).
This time, I wanted to do something with level generation and reinforcement learning. I did a lot of level generation in the past, mostly using hand-crafted algorithms.
My inspiration was this paper: https://www.youtube.com/watch?v=ml3Y1ljVSQ8 They use Q-learning to train level generation. Q-learning requires a reward function for every state and action, which is in their case based on the solvability of a level. One of their examples is Sokoban, which I think is an interesting game to generate levels for. I wanted to up the ante a little, and decided to try this for Boulderdash. My eventual goal is to be able to generate levels for a larger class of puzzle-action games, such as CellSpace games (this is a tool I created during LD56).
So I created a level solver for a very basic Boulderdash game, based on breadth-first search. It's basically a brute force search, searching the entire state space. It comes up with the shortest path to complete a level. However, it turns out to be very slow. Even after some optimisations, it would slow down to >20 sec and eventually run out of memory for levels larger than about 6x6 tiles. This is because of combinatorial explosion: every step increases the search space up to 4-fold, because there are 4 possible actions (up, down, left, right).

I did not want to add game-specific optimisations to prune the state space. Instead I decided to try and use reinforcement learning to create a more universal (aka "model free") solver for larger levels. Last night, while I was asleep, I had my PC generate a dataset of optimal paths through 2500 random 6x6 levels using the brute force solver, serving to bootstrap my reinforcement learning system. If I can get this to work for larger levels than 6x6, it can generate new training data through self-play and support progressively larger levels (see the figure below).

Today I trained a neural net (a 5-layer Deep Q Network, based on convolution, with 2 million parameters) with part of the dataset, using Tensorflow JS, which I used before for browser games. TFJS support for CUDA sucks though, so I actually train it in the browser because it's the fastest. After some 20mins of training, it manages to find paths 100% of the time for seen levels, and about 60% of unseen (but known solveable) levels. It's clearly overfitted (apparently it has memorised the optimal paths of some 500 levels), but already has usable performance on 6x6 levels. However, on larger levels, it still falls down, with 10% performance on 8x8 levels and near zero for 10x10 levels. However this is still a first attempt, and there are a lot of things to try out, like hyperparameter optimisation and dataset improvement, so I'll be spending the next 24 hours trying to get this to work, and hopefully come up with a game with interesting generated levels!
This is my dog Buffy. Thanks for attention
I still haven't managed to do a lot of the things I wanted, so it looks like I'll have to skip the compo after all. As of now, my collection looks something like this... 


I'd hoped to compo for once but, as always, life gets in the way. Still, learned things. Moving to jam.
Like to think focusing on aesthetics more up-front helped though. Whaddya think?

p.s. sorry if this is a dupli-post -- I thought I"d posted but can't find it now?!
Guess what I’ve made this time? Yep… a retro PSX psychological horror game. Another one !
I’m just a solo developer, so I relied on a lot of existing assets... but I really focused on shaping them to get the exact aesthetic I had in mind. I wanted that eerie, analog horror vibe… and I hope I pulled it off :ghost:
The game is done, but not fully finished yet, a few voice lines and sound effects are still missing. I’ll polish it up after the jam or tomorrow, in between my classes I’m teaching!
This LD’s theme was a tough one for me :sob: I actually only started late yesterday afternoon because I struggled for hours to find an idea that clicked with me. Once it did, everything came together fast.
How about you? How was your LD experience this time?
Look at my baby !

Hey everyone! 👋
This weekend I jumped back into game jams after what feels like ages and I’m so glad I did. I completely missed that the Ludum Dare had already started, and only noticed it this morning. That meant I had one day less to work on my entry… but I decided to dive in anyway!
My entry is called Collector’s Curse, made with Godot.
It’s a little game where you play as a cursed egyptologist trying to escape an ancient tomb.
The curse you got forces you picking everything, so your collection quickly adds up.. and you can be crushed by the weight!

Honestly, it felt so good to jam again. There’s something magical about starting with nothing and seeing a working game come to life under pressure. Even with the time crunch, I managed to get something playable and (hopefully) enjoyable.
I’d forgotten how energizing it is to just create for the sake of creating, no overthinking, just pure flow and creativity. I missed that feeling.
I’m super happy with how it turned out given the time. Next time I’ll try to join from the start, but for now, I’m just proud to have finished something again.
If you want to check it out (and maybe leave a rating or feedback!), this is COLLECTOR'S CURSE https://ldjam.com/events/ludum-dare/58/collectors-curse
It's all coming together. Metal detecting sound mechanics are a lot harder than it seems but we have something that sounds very satisfying now with the pitch and tempo adjusting based on the direction and distance from the treasure.
@Ruslana has added a lot of art and details to the levels. The skybox really sells the beach vibe. We now have several relaxing tracks to listen to while you're exploring thanks to @theoconfidor
Good luck to the compo entries!

https://youtu.be/1MPFV-qgQWE

https://ldjam.com/events/ludum-dare/58/pumpkin-jam
Leave your games below so they can be played and rated
also want tonstart #LDcompo58 on bluesky/Twittwrso we can all find other active jammers easier as the main feed can get buried quickly.
I finished it, feel free to play and rate!
https://ldjam.com/events/ludum-dare/58/rock-collector


Hi! I didn't post "I'm in", so why don't we post "I did it!"? Yeah, I did it again, 19th time in a row but it still feels great! Here is my little compo game: Clockwork Collector
Have fun!

Wasted a full day yesterday, had to completely scrap the first project, that ended up just becoming a failed tech demo. Had to revert to the first idea, which I had rejected. But oh well, it was simple and I could sort of finish in one day.
Anyways, good luck all, see you in the comments.
The last time I took part in LD or any game jam was around 2019–2020 — it’s been a while! So I basically started from scratch this time. Honestly, I didn’t think I’d manage to finish my game, but here it is! Had a lot of fun using Godot Engine for the first time.
My entry is more of a playable prototype than a full game, but I might come back to polish and finish it later. Good luck to everyone, and take care!

If you wish to play, here is link to my game: https://ldjam.com/events/ludum-dare/58/soularis


I didn't like the theme as usual but I made something that fits the theme anyway.
My bum is numb and I've got a headache so I'm off to bed.
Good luck to those that are still plugging away.

Have fun :8ball:



The past hour or so has gone by in a bit of a blur, to the extent that I half-expect to wake up tomorrow morning and discover that I've submitted the wrong game. (That has happened before...)
But assuming that isn't the case, Xenolith is up! It's a collectathon platformer that only allows you to play it once. Hope you enjoy it!
https://ldjam.com/events/ludum-dare/58/$418238