Ludum Dare 58 October 3–6, 2025

Play and rate our game plz!!!

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

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

3d Print of Postjam Game

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

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

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

Clean Line: post-jam version available

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

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

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

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Change log

v1.1.1

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

v1.1.0

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

v1.0.9-ld58

  • Version submitted to the Ludum Dare 58 Compo.

Fartnite Speedrun.com Community!

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

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

Fartnite Speedrun.com

Play Fartnite

How the art was done

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

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

https://youtu.be/_ytTd6HqjH4

Carrot Collector - Post-Mortem

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

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


What Went Well

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

What Went Badly

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

What Comes Next

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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3. Music and Sound Effects: Bayou Mood 🎶

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

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

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

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

5. Gameplay, gamefeeling & balance :straight_ruler:

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

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


6. Jam Highlights ✨

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

7. Challenges & Hard Lessons 🚧

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

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

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

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

A one page RPG take on the theme

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

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

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

Experience unique story!

Play and rate this small visual novel experience!

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

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Hope you will have great time!

Final ratings, please send help!

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

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

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

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

Did I make a board game?

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

How my board game should be played:

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

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Working on a new texture style

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

Harvest of Wyrd

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

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

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Scrap Soul

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

The World is shuttering, Nothing is endless.

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

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My first level-design experience was wild

Making games for jams for 6 years now.

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

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

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

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

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

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

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

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

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

Up for a walk in the gloomy forest?

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

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

Shroombound is playable on browser.

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