What's on your train?
Today I became a train inspector in the wild west, and OH MY GOD, THESE CANS ARE AMAZING

Today I became a train inspector in the wild west, and OH MY GOD, THESE CANS ARE AMAZING


If you play it, show us your high score
Link https://ldjam.com/events/ludum-dare/59/high-rollers

'🐶' is a short relaxing game, where you collect pillows and destroy furniture! Features the ever so famous Tempura-chan, now in top-down perpective!
Features:
🦴 The cutest dog boy now capable of full WASD!
🦴 Satisfying & Realistic 'Breaking into the stranger's house' experience!
🦴 ...Hm? Why do I hear a boss music? 🐕

Please try it out! (´ω`)
We’re very excited to share our game for this Ludum Dare! The core idea revolves around playing a video game… inside a video game! We wanted to capture that retro feeling of figuring things out on your own, experimenting, and getting a bit lost in the mystery.
Link: https://ldjam.com/events/ludum-dare/59/parasignal
That said, there are a couple of things we didn’t quite manage to finish :sweat_smile:
For one, we really wanted to include an in-game manual, with hints and details in a classic style. We didn’t have time to implement it properly, but we at least included a small sample with a screenshot of the manual you can see in-game, presented in a more accessible way for the curious players...
And now a question for those who try it... Did anyone find the hidden ghost in the second dungeon? :ghost:
Technically, it’s a fully functional enemy, but we didn’t manage to integrate it properly into the gameplay in time. We planned to develop it further in a later dungeon… but we also ran out of time to add more levels before the deadline :cry:
Still, we’d love to know if anyone ran into it and what you thought about the idea.
Thanks for playing and for any feedback! :heart:
We’ve created a horror game where you use a radar to detect anomalies and collect them. There’s progression, a monster, and even a story (a very simple one :upside_down:).
We’d love to hear your feedback!



Ludum Dare: https://ldjam.com/events/ludum-dare/59/used
Itch: https://salazar-smile.itch.io/used


I tried to explore the RTS avenue again. This time it's about managing the base, economy, and connecting the buildings together.


Hey everyone. I didn't quite make the main deadline, so I published my game in the Extra category. It’s a short navigation game set on Mars. Your goal is to link the main base to an endpoint using a chain of signal beacons to transmit data. You're navigating through a severe dust storm, so you need to manage your beacon inventory and maintain line-of-sight, or the connection drops. To find your way, you only have an outdated satellite map (Tab) and can place a single custom waypoint (Left Click). If you get completely lost in the dust, just hit Escape to restart. I'd be glad if you checked it out and left some feedback!
https://ldjam.com/events/ludum-dare/59/dust-transmission
The hardest part of this jam for me was the puzzle design. Puzzles are unforgiving in a way art and code arent. A rough sprite still works. A confusing puzzle just stops the player cold.

I'm a big fan of not giving away all the info to the player and letting them discover things for themselves. But I'm starting to realize I could've leaned a little harder into subtle hints to nudge players along the way. If this one lands well, I'd love to keep building on it with more levels and really focus on getting those hints right.

Thanks so much for playing my game, and if you beat level 3 you are a true gamer. :sunglasses:

A player was wondering how the lighting effect was done in my game, so I thought to share a bit. :smiley:
The lighting effect is actually fairly simple: There's two viewports, one for the "full lighting" view (viewport A), and one for lights (viewport B). Each light is just a sprite that gets drawn onto the viewport B and a simple shader is used to combine the two (basically just multiplying A with B).
Now, what makes it a bit more juicy is the sprite shapes and animations. There are two kinds of sprites drawn onto the viewport B: one is a simple 64x64 fade with some grain to it:

And another sprite is a donut-shaped fade (and a lot larger):

Both sprites are placed whenever the player takes a step or lands a jump, but their animations are different. Both of these are scaled up from zero and faded out along their lifetime. Here's a quick video demonstrating how it looks behind the scenes:
https://www.youtube.com/watch?v=4d---ciIwsg
Please post your games here if they can be played in browser.
I cut together a trailer for our game : Full Clasp. I think it does a good job expressing the tone and mechanics of our project. It's four seconds long.
https://www.youtube.com/watch?v=XyxG9ldeuXs
https://ldjam.com/events/ludum-dare/59/full-clasp-clasp-warfare
That's name of our LD59 entry and you can play it here -> Too Many Goblins!
After 3 days of development work I'm SUPER EXCITED to check out your games!
I already have a list of games to try out but will look out for more!
Great work everyone!!!

It turned out to be harder to draw that emotion than I expected. Let me know if I managed to convey it or not?


Check it out: POKER FACE
Come check our game out! Especially if you like deckbuilders, we're quite proud of it :smile: You'll get some fun and maybe some review back :eyes:
https://ldjam.com/events/ludum-dare/59/we-come-in-peace


In this fast paced action game, you have to use your surroundings in order to survive a zombie apocalypse. Survive for three minutes whilst your transmitter updates, and then signal for help to win. Try it now, you won't regret it.
Disclaimer: No Office Chairs Were Harmed in the Making of this Game.
Will happen again

Someone is Listening is a short, choice-driven horror experience about identity, isolation, and the signals we shouldn't have answered. In the West Memphis woods, the silence isn't empty—it’s waiting.
Atmospheric Narrative: A slow-burn tension built with Ink.
Immersive Audio: Best played with headphones.
If you hear your own voice on the radio... it's already too late to close the signal.
Play it here: https://ldjam.com/events/ludum-dare/59/someone-is-listening



I've been participating in Ludum Dare for a few years and I've noticed that some games receive 30, 40, and even 50 reviews on the first day of the game jam. It takes me a few days to reach the 20 reviews needed to enter the competition. Generally, I always review more games than I receive reviews from. There have been games with many reviews where the creator barely played others. I've tried many things, from reviewing dozens of games, posting the game well before the deadline or posting many things on the feed, but none of them gave me the desired result. How can I increase the visibility of my games?
It means so much to immortalize the memory of my little late friend, who will forever appear as a small character in every creation I manage to make:3



Play with music channeling balls by drawing lines and then listen to them, wow! its fun! https://ldjam.com/events/ludum-dare/59/trail-signal

It's called Lighthouse's Vigil and there's cute girls and scary monsters! We also have voice acting by an ACTUAL, REAL CUTE girl!!! It's real easy to play, and we're looking for feedback on improvements for the future!
Let us know your thoughts! Please rate if you can!
https://ldjam.com/events/ludum-dare/59/lighthouses-vigil
Ludum 59 was an amazing experience with my dream team of friends all coming together to make something enjoyable. But one of the best parts is the memes and concepts that we create during the jam! Would love to see other joke items other teams and folks have made as well. Would also help us fine games to play and review!
One small example is our resident MC in that recent meme pose lol

Hey folks, hope you all had a great jam!
First off, we're PLAYING AND RATING YOUR GAMES over on Twitch here: https://www.twitch.tv/buriedthings
You can try our LD59 game Radio Galaxy here: https://ldjam.com/events/ludum-dare/59/radio-galaxy
And finally, we recently published our game Cursed Words on Steam, you can check that out here: https://store.steampowered.com/app/3856460/
Thanks all, hope to play your game soon!

I do not know can I change anything anymore about my compo games title image?
But please go and play!
I am proud, at least of the fact that I had time to do the music this time!
https://ldjam.com/events/ludum-dare/59/echo-7


After a whole lot of issues with exporting from Godot to web, it's finally available (with working sound!) to play here on the LD site.
Unbalanced, chaotic, and hard AF (If anyone asks, nothing is a bug, everything is a feature)
You are a ship's AI and you need to make sure the passengers inside the ship survive the attack of carnivorous aliens by herding them to the escape pods using the ship doors, airlocks, and using the ship's broadcast to signal the dumb humans to move, run, wait, or even lure the aliens to the nearby airlock.
Share your high-scores to see if you are the superior AI (no online highscores though).

https://ldjam.com/events/ludum-dare/59/too-late

In Omsk we had a Ludum Dare 59 gathering. I wrote about this earlier: https://ldjam.com/events/ludum-dare/59/wild-magic-dice/omsk-ludum-dare-gathering-is-here
And now I can share some results with all of you. On the final day we had 17 games!! Some teams published thier games here:
Since I didn't have time during the jam, but love my game and it's characters, I really want to sit down and create a worthy title screen (right now it's just a screenshot, without the game's title even).
However, if I did and used it to promote my game, would that be considered unfair? It wouldn't even need to be in the game per se, but a header to draw attention just seems right.
Hello everyone! This has been my first game jam, while also being the first time in a few years that I got to properly work as a game designer, especially doing my own stuff, so I can't even begin to express how important it was for me!
Seeing how the Ludum Dare community works and engage in each other's work these last days has been really inspiring, and now that I see the reactions to our own game with some incredibly motivating words being said about this game that I got to make with some of the most talented and loving people (and friends!) that I know really has renewed all of my love and passion for game dev and game design <3
In short: Thank you so much Ludum Dare, everyone in it's community and most of all, my beautiful team!
If you want to check our game out, here it is:

There's been a ton of great submissions and there's a few I think really deserve hitting the 20 ratings threshold! Most of these are relatively bite sized and polished.
They're all playable in browser too!
A fun and quirky bite sized game. There's just a few puzzles and it's a really well packaged game for a game jam.
A fun and simple rhythm game. Short but nice and polished.
Interesting graphics, a little bizarre but fun gameplay.
As is tradition for me, I spent the first 24 hours coming up with an idea, which meant a lot of crunching and very little sleep. That said, I’m really happy with how things turned out.
I’ve been watching a lot of historical films like Project Valkyrie and The Imitation Game, so I wanted to capture a similar vibe. That led to Directive 13, a cold war/espionage/surveillance inspired game where you decode messages, review call logs, and make decisions that weigh on your conscience.
Looking forward to seeing everyone’s take on the theme!



I finally made a itch.io page for my game.
Check my game on LD page.
I also fixed some bugs.
I found awesome (really) game with the best theme implementation IMO
https://ldjam.com/events/ludum-dare/59/operation-alien-translation

You must try it
This time I'll go to the EXTRA category
https://www.youtube.com/watch?v=LLS4SSSPbfk

Play Our Jam Game Here! move and live like a hermit crab in CRABMAXXING:
find a shell to protect yourself! hide inside it when you hear seagulls coming! eat green stuff to grow big and strong! outgrow your shell and rush to find bigger and better ones!
🦀 maximize your crab potential and become the beefiest crab on the beach!

I worked with a programmer and a musician, and made all the art from scratch in blender this weekend :) check it out if you like action games and funny crab movement!


Congratulations, Agent. Things are going great, except for one tiiiiiiiiiiny problem: somebody is actively trying to hijack your signal, steal your data even worse they target your special "homework" folder. Naturally, this means it is time for a highly professional cyber showdown.
In ACEspionage, every match is a tense little battle of attack, defense, and pure tactical disrespect. Your goal is simple: protect your own Signal while tearing apart the enemy’s. Lose 10 Signal and you’re out. Disconnect the enemy first, and you win the argument forever.
The battlefield is split into 3 slots on your side and 3 on theirs, and each slot fights the one directly across from it. Which means yes, placement matters. A lot. This is not random button-mashing chaos. This is organized chaos.

You’ll build your plays using three card types: Surveil to pressure the enemy, Hide to keep your side alive, and Interfere to ruin somebody else’s day. Win rounds, improve your deck, unlock stronger modifiers, and slowly transform from “person with a laptop” into a full-blown paranoid cyber menace- basically a twitter hero.
Every turn is a small mind game. Every slot is a separate disaster waiting to happen. And every good decision feels extremely cool, and no we are totally not biased.

Our Game Page: https://ldjam.com/events/ludum-dare/59/acespionage
Where To Play: https://dekisenpaitm.itch.io/acespionage
And while you're at it, after you played, let us know what kind of card mechanics and modifiers you think would fit also into our game, since we think about expanding!
May your precious signal never get lost!

Few people told me Scott reminds them too much of "that one coworker". I consider that a success! Play Pyre Lookout, our Disco Elysium-inspired thriller about managing fire signals under a dystopian Regional Coordination, here!
Finally got the Webgl Build running (Maybe I'll finally switch to godot to avoid such headaches soon).


"10/10. Most Coffee Consumed During Development" — The Midnight Coder's Gazette
"I missed my daughter's first steps for this, and it was worth it." — Anonymous Dev's Wife
"The most accurate simulation of a rubber duck's existential dread." — Bath Time Times
"It runs on my toaster! 10/10 optimization." — Appliance Weekly
"Worth every downloaded kb" — Dial-Up Connection Magazine
"We ran it on a potato. It still got 60 FPS." — Potato Farming Simulator Fan Club
Hi all!
For my game, Adventures in Xenolinguistics, I invented an entire alien language. Results were mixed, but I wrote up a postmortem on how it went and what I'd like to change. Check it (the game or the blog) out if you're interested in conlangs or language puzzles!
https://itch.io/blog/1495952/ld59-postmortem-creating-an-alien-language-for-a-48-hour-jam
https://ldjam.com/events/ludum-dare/59/adventures-in-xenolinguistics


It was fun to take a super simple game as a base and try to expand on it. You can check out how it turned out here!
https://ldjam.com/events/ludum-dare/59/r-p-s-g-f
Half a year has passed since I commited to game development as a complete beginner, check out on what I was able to learn during that time!

Starting in 10 minutes :)

So what do I do while I'm playing your games? I'm testing covers for appeal. This is the evolution of covers that's happened.
Which cover would you be most interested in?




Which cover would you be most interested in?
Explore the mind of a crab and go on an epic journey...

Your abilities as a crab signal you to impending danger. But its possible that risking a little danger can perk you right up!

Your empathy will also be tested, utilize your crab sense to navigate difficult social encounters.
Can you make it to the party at the end of the trail with enough social battery to have a good time??
Repair the signal from the comfort of your chair. You manage a signal repair team. Yellow-suit crews move across your map, restoring broken relay nodes one at a time. The signal must stay up. Your job is to make sure it does.
try our short typing game now
https://ldjam.com/events/ludum-dare/59/north-5

I will be rating and playing games this week, anyone that rates AND COMMENTS (so I can find your game!) on my game, I will rate and comment back!
NOTE: PLEASE, it must be browser based <3
Hive and Honey Horticulture!
I made a game where you get to run a cute Plant Shop and help Ms.BeeHive prepare the shop to sell it!
I did all the art this weekend, and I'm more of a programmer than an artist, SO PLEASE BE NICE (:
Thanks for trying it out (:
I look forward to trying out all your games!!


Was wondering how to make a screaming animation when this gif immediately came to mind.
Looking for out-of-the-box solutions is exactly why I love Game Jams :)
➤ Help the bat solve the puzzles: https://ldjam.com/events/ludum-dare/59/echo-2
If you like chill adventure/dialog games with no pressure, try Talkie

Even though this wasn’t our first Ludum Dare, this one ended up being especially tough for us.
Most of the struggle came from our first interpretation of the theme. At first, we decided to make a game about a lighthouse keeper who had to tell false signals from real ones, in a sort of Papers, Please style. As many of you probably noticed, that kind of interpretation became surprisingly popular during this jam. At some point, it almost felt like there was a hidden sub-theme built around it.

So we spent the whole first day going in that direction. We already had a rough gameplay screen and some mechanics working. But the more we looked at it, the less we liked it. The idea itself was fine on paper, but the result felt too ordinary, and most importantly, we just didn’t want to play it ourselves.

So we made a pretty painful decision: we threw away everything we had made on day one and started over from scratch.
We went back to brainstorming and tried to find a version of the theme that felt less obvious and more exciting to us. That’s how GraveBell was born — a game where the signal is the toll of ritual bells, calling the dead to rise and defend the graveyard.

In the end, we’re really happy with how this Ludum Dare turned out, and even more happy that we chose to trust that feeling and start over instead of forcing an idea we didn’t believe in.

If this sounds interesting, we would really appreciate your feedback and rating. 👉🏻 GRAVEBELL
Which one do you like more? Which one would grab your attention?
New one

Old one

Lightkeeper is a roguelike with both combat and narrative elements. Old cover emphasizes narrative in the game, whereas the new one feels more horror/hostile.
Would really appreciate folks feedback here.
Many times I have tried to configure WiFi in my apartment, but it was always difficult getting the signal to all of my devices. Get some taste of this problem in our game WiFi Trouble!
https://ldjam.com/events/ludum-dare/59/wifi-trouble


I have to say this time I scoped out the game nicely, minimal so no sweat and had time to enjoy going for walks, drawing the sprites and composing the music. I made a nice little game that doesn't overstay it's welcome.
See how the music was composed here
The music came from improvising a few chord sequence on the piano until something sounded right. A 4 chord loop of Am Em F G sounded good the minor to major sounded hopeful but also nicely looping around much like a helicopter. I then took this and added it to beepbox using a midi keyboard I'd recently got second hand from CEX, a major improvement on having to click to enter all the notes.
I went for a fast paced 6/8 time music, trying to be both hi-octane but also a little goofy, simple 4 instruments, after writing 4 bars, I duplicated and added a slight variation to make it less repetitive, that with a couple of breaks meant it was a pleasing 10 bars writing in not much time at all.
From not over-planing also meant I was able to adapt as went along adding in the winch mechanic.
Things I'd hoped to add was a flare animated sprite that would double up as victory fireworks, and better text overlay.

This jam could've been a turning point. I thought that burnout and depression had taken over my life and I no longer can create something decent and original.
But yesterday me and my beautiful team managed to prove me wrong. We finally did something awesome and something that we are proud of. Of course there are bugs here and there, but in the end the game is... fun?
I love how that simple core mechanic fits the theme interestingly and kept some players (that managed to figure out the controls, yep the tutorial is bad) hooked for much more than the game lasts.
Thank you ludum dare, thank you team, thank you for reading that rant. Everyone can create something decent, even if they don't see it in themselves. So ready to play your games guys.

https://hirqshi.itch.io/haywire Also made a trailer quickly, figured that it can help understand the game https://youtu.be/18-oG9FZLgI?si=n_uUfIZadQCa7mAR
Hi all! On two previous jams, I made couple of videos where I played random games that were created during it. I decided to repeat that idea to help people see more games and save some time.
🎥 Video: https://www.youtube.com/watch?v=qAFeThBokbk
P.S. If you like any game and wanna try them yourself, I have add links all of them in the video description.
I just wanted to say thank you to everyone who has played our game so far, it is awesome that so many people have tried our game already and we really appreciate the feedback.
This was my first time participating in a game jam, and I didn't go into it with a lot of confidence. I've been friends with Paul since college, but we haven't ever worked on a project together. I was sure that this first go would be a mess of us figuring out how to work together, figuring out Godot (we chose it for a lot of reasons, but neither of us had any significant experience using it before) and struggling to create something that was fully functional by the end of the weekend. Instead, we worked together really well, Allison handling sounds and music helped a lot with time, and we ended up making two levels for our game instead of just one!
I've been drawing pixel art since 2019 and have been programming for a little longer than that, but like a lot of potential game developers, I struggle to finish projects. I think that I like game jams now that this one went so well, and I'm proud that we ended up with something that not only works, but something that has a lot of character. I'm also proud that we were able to make this and still get a decent-ish amount of sleep during the jam!
Paul and I will definitely be working on more projects together after this experience, and maybe we will even continue developing this one!

If you haven't played our game yet, give it a go! https://ldjam.com/events/ludum-dare/59/small-among-storms

Notice mine? No? The walls are slightly moving around, making the fleshy vibe even fleshier! Nobody notices but darn do I love it!
Send me yours in the comments!
https://www.twitch.tv/pomothedev
I am not new on gamejams, so I decided to help out my team jam newcomers with some schedule-like plan. It helped being organised without getting stressed and include all important stages and some backup time. Additionally to that I timed some messages for "drink water" and "get out touch some grass" along with memes to make process less intense and more consistent. Save it and let me know if you find it useful! ^^
UTC +3 Time April 18th - Saturday - Concept - 7:30 - 8:20 PM - Meet on Discord to brainstorm the game's theme - 12 PM - Back to work, conceptualizing the game and finalize gameplay loop - 3 PM - Assigning tasks for evening and Sunday (what features to make, what models to make, what to draw) - 8 PM - Follow-up meeting - see that we understand game on Miro\Figma board - 9 PM - Game has meaningful Win and Lose conditions (or close to that) - 11 PM - Sharing memes and a stories in the background while working
*April 19th - Sunday - Main Day * - 9:30 AM - Morning Discord meeting for those who are awake, planning the day - 12 PM - First BUILD and playtest of the game without graphics - List at least 3 problems or questions about the game - Discuss how these can be solved and corrected - 5 PM - ~~Import 50% of the graphics~~ Is core gameplay OR game level done? - 7 PM - Evening Follow-Up meeting - see what's coming up + Does the game have critical bugs? - 9 PM - Finalizing mechanics and throwing out what's not working. - 11 PM - Second Playtest of the game -- Is it clear how to play this?
April 20th - Monday - Polishing - 10 AM — Strengthening working mechanics via importing sound, animations and VFX - 12 PM — Third Playtest of the game -- All important assets are imported - 3 PM — Don't delay loading the game. Make a Itch.io and Ludum Dare placeholders with last playtest build. - 7 PM — Finish loading anything that got lost during the process. - 9 PM — Update info on Ludum and Itch.io - 12 AM — Finish uploading and checking for critical bugs - 1 AM - 3:00 AM — Reuplod game if needed. Have fun, get excited, and then take a breather. - 4 AM - You are awesome
Thanks for reading! Play our game here https://ldjam.com/events/ludum-dare/59/awesome-work-in-progreess
I asked you to send a SIGNAL to the world... and the reception was... it is a hard arcade game.



Space, silence, solitude...
A signal from some distant corner of the universe...
What does this signal contain?
Perhaps someone’s most intimate message or a confession...

The fate of the message is in his hands.
https://ldjam.com/events/ludum-dare/59/signal-keeper-1
Since my last entry in Ludum Dare (54), I’ve been getting into 3D game design using Godot. Creating 3D games opens up new possibilities and remains straightforward with Godot.
It is a game that involves catching signals from the planets and sending them to a receiver


We’re very happy to have taken part in our first game jam, Ludum Dare.
We’re a team of three, and we gave it our all. It was challenging, but also really exciting and genuinely fun. For us, it was a very valuable and memorable experience.
We loved every part of it, and we definitely want to participate again.
A huge thank you to the organizers for such a great event!!!


Infiltrate a secret society and decipher their secret signals to stop a conspiracy against the Emperor!

After a day of much-needed fixes, Vice Signalling is finally complete.
You can download windows/linux builds here: https://ldjam.com/events/ludum-dare/59/vice-signalling
Or play in your browser here: https://memento-holodosi.itch.io/vice-signalling
Now we’ll (finally) rest and then play all your cool video games!
Ever wanted to listen to the stars? Now you can!
After fixing a little oversight our game is now fully playable on mobile using the itch.io web player

And also a Thank You from the entire team for playing and rating our game!

This game jam was quite a ride. It took some time to figure out what we wanted to create...buuut we came up with something that involves YOU!
In our game, you play a robot who wants to communicate with another robot on a different planet via smoke signs, because that is how robots, obviously, communicated in ancient times!
All smoke signs that you create in a run are compressed into a code that you can then share with anyone (yes, even with yourself). Your smoke signs become the challenge of the person who uses this code. The code also includes the same beat and even the color of your robot. With this, YOU become the friendly robot on the next planet that you have seen in your own run for the next person.
Share your codes in the comments of our game, and try the codes of others. Let's have some fun together. Oh and by the way, you can draw anything that you want that fits into a 6x6 grid and create your very own challenges for other people.
To kick things off, here is a code from one of my runs. Simply paste it into the window that pops up in the menu when you hit "enter code":
AgAAAAAAAAAHDQYGBB4MLR4ADAwMDAAMAAweHgwMAAwcHh4MEBwICAwAABItIRIMABItIRIMACEzMyEhABItIRIMDB4MEhIMAB4eHj8AAAweIREzABItIRIM
Link to our game: https://ldjam.com/events/ludum-dare/59/smoke-show
As I have never made a post here before, I am unsure whether the link will actually show up. If not, just click on my name (@crygos) to find our game :D
Play the game and share your codes with the community.

Happy Ludum Dare everyone! I hope you're all happy with the games you've made. I've been playing a ton of your games, and I'm super impressed.
We made the game Cadence of Glob, which is part narrative game, part rhythm game. And today I want to share with you what the charting tool I developed looks like in the Unity Editor.

This is the 4th track in the game loaded up in the Rhythm Editor. The main part of the editor is the timeline view, where you can scrub through the entire track and place "notes" in "lanes". Cadence of Glob uses three lanes, but the tool supports any number of lanes. You can also add custom events, which can trigger any kind of logic in the game. And you can also set the difficulty of the track, which will affect the note scroll speed speed, input timing windows etc.

Then I can start up a track using my dialogue system. After the track has finished, I can even branch the dialogue based on the successful note hit percentage. So the game plays out differently based on how well you play, which I think is pretty cool!

And finally, this is what it looks like in the game! I hope someone finds this mildly interesting. If you've made a rhythm game for the jam, I'd love to see what kind of tools you've developed!
And if you're interested in trying out the game, I would SUPER appreciate it. You can find it here: https://ldjam.com/events/ludum-dare/59/cadence-of-glob

This year we got a bit experimental and wanted to use different types of media to give our game a bit of a collage style! We're a mix of art students and theater kids and we like to get silly with it.
Since our game is about making floral arrangements and "signalling" your feelings through their meanings, we obviously needed flowers. On Saturday, @paragonraptors and I went out to the local flower and garden shops to get photos of real flowers! And then we cut them all out and crunched them up to add a lo-fi look.

For our characters as well, they were all handmade by @pocketoon using various craft supplies, such as pipecleaners, woodburning, needlefelting, and more!

It comes together in a very distinctive way!

Check out our game here and make some cute floral arrangements!! :)
https://ldjam.com/events/ludum-dare/59/petalgrams
It’s a poker game where reading emotions matters more than the cards. Tried to push the characters’ expressions and make it clearer at a glance.
Would really appreciate any feedback 🙏 Does it read well? Would you click it?

https://ldjam.com/events/ludum-dare/59/poker-face
Late at night in a quiet suburban town, a cheeky green-haired beauty is waiting for your SIGNAL.
She doesn’t do small talk.
When the phone lights up, she runs straight to the client to “play” with his eggs, peel his banana, help his shy mushroom grow big and strong.
Your mission: earn $1000 as fast as possible to buy that shiny iPhone you saw on the billboard.
The only problem? You have to do it all in a tiny bikini, at night, while avoiding nosy neighbors with cameras. Every photo they snap gets posted online — too many and it’s Game Over.
Sneak between houses, use the shadows, time your dashes, and answer every naughty SIGNAL before the whole town finds out what you’re up to.
Will you manage to collect the money and get your dream phone… or will the flashing cameras expose the Signal Girl?
Play Signal Girl now → https://ldjam.com/events/ludum-dare/59/signal-girl
(or on itch.io: https://memm00.itch.io/signal-girl)
Key vibes:
Cute & thicc anime-style protagonist Silly + spicy client requests with maximum innuendo Tense nighttime stealth (don’t get photographed!) SIGNAL theme One clear goal: $1000 → iPhone → Success
👋 We put our hearts into making a great game for this jam, and I'm happy to say I managed to finish almost everything I planned! 🎉
https://ldjam.com/events/ludum-dare/59/radioblet
Our game is a simple shooter that plays out on a radio screen, in the incremental game genre. 📻🎮
Plus, you can pick a track that suits your vibe—and your choice actually affects the difficulty! (Shorter track = harder challenge, longer track = easу). And with a setup like that, how could we not let you add your own music to play along? Of course we added that feature too! 🎵✨
Wishing you all a fun time playing, and I'd be super happy to see your feedback! 💬🙌

We made a puzzling board game in a weekend! My focus was within our game designers group and putting together the PDFs for rules and components at the end. 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!
Everyone! The Shroomice needs you, join and enjoy the text adventure. HF has been waiting for you.
Click my name to get to the game, playable on mobilephone too! :blush:

I’ve wanted to participate for a long time because I’d heard so much about it, and here I am. There are so many really cool ideas and projects—it’s fascinating. And we actually managed to create something interesting, even though at first, after the theme was announced, I felt like I was banging my head against a wall. Thanks to everyone for the great games! And good luck!

Hi everyone!
I’ve finally managed to tame the beast and export my game for Web (HTML5). If you don't feel like downloading the Windows build, you can now check it out directly on Itch.io! In Delayon, you control a gadget that sends signals to interact with various devices. Each signal has a different delay, so you need to carefully time your actions to activate mechanisms.
The "Porting Hell":
To be honest, porting an Unreal Engine 4.27 project to Web in 2026 is a special kind of challenge. I spent hours fighting the infamous RuntimeError: null function and wrestling with memory limits. At one point, even the math nodes decided to stop working!
But it’s done. I’ve even added a Difficulty Selection (Easy/Hard) in the Web version to make the experience more accessible for those who just want to soak in the atmosphere.
Play it here on itch: https://stormdrillgames.itch.io/delayon
Good luck with your entries!!
This is my first time doing the compo! See how many planes you can juggle at once before they crash.
Playable in the browser here: https://ldjam.com/events/ludum-dare/59/cleared-for-chaos

PLAY HERE https://ldjam.com/events/ludum-dare/59/day-189
How far would you go for justice?
https://ldjam.com/events/ludum-dare/59/justice
A very late thanks post.
Cause i got way too little sleep and completely passed out after submitting.
I really appreciate every team member working crazy hard.
Thank you!(btw how to @ them...)
Check out our game if it looks like your thing!


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Hi Everyone,
I know it's a bit late but really would like to share our game with you. We made two games for this jam LASING and ALIGNS (a Demo to show the artstyle) and from the names you can read they all came from SIGNAL - so the two games are intercorrelated. The games talks about the same story & background, which by design it's like one game is sending a signal to another. It talks about the space and existentialism.
Like this idea? Come and play to Find this out. We are really looking forward to your suggestions and feedbacks. Please also leave a comment here if you want me to play your game and we will also rate yours.
Thank you,
Meltina & UFEN
LD 59 was a whirlwind!

We spent the first 24 hours working on an idea about optimizing WiFi coverage in a house, with a whole room layout system... but we just couldn’t find the fun. No matter how much we tweaked it, it felt more like solving chores than playing a game.
At some point we had to make a call to keep pushing and hope it comes together, or cut our losses and try something new. So we decided to pivot to a puzzle platformer we had brainstormed the night before.
It was a huge risk to start over halfway through the jam, but the new concept clicked almost immediately. Using signal pulses to activate parts of the environment felt pretty satisfying, and we were able to build the rest of the game around that core.
In the end, pivoting was the right choice!

Tiny Signal Lost is a puzzle platformer where you play as Routerbot, a tiny WIFI router that uses signal pulses to solve puzzles and escape a facility in search of a mysterious signal from the outside.


Do you love janky and confusing control schemes?
No? Too bad; you will play our game Do-roidhicky, you will figure out the various controls,
and you will love it.
...please.

Try out my game: https://ldjam.com/events/ludum-dare/59/downtown-signal
Zombie Apocalypse in Downtown Manhattan.
Follow information on radio to survive.
I've always wanted to make a 60 seconds style survival game, and I felt this theme was a good chance to try it out.
- right now there are 3 endings (other than running out of food, water, and ammo).
- 2 of the endings are before day 20, could be missed.
Would add more if had more time:
- more endings
- more missions and storylines in the first 20 days (maybe more items to collect and put on desk, missions to help others, etc)
- super high reward locations, but only available on certain days, and the radio signals you the hint.
- let me know if you have fun ideas!

Try to collect more points then me, here: https://ldjam.com/events/ludum-dare/59/neural-error

First impression: the game feels overly complex. But once you get the hang of the controls, that impression changes. It could use a different approach to the tutorial, perhaps.
But the interface—respect. Really great vibe and a very creative approach.
Definitely worth checking out.
https://ldjam.com/events/ludum-dare/59/cignal-space-operations

Hey all!
This was my second game jam with my team (who's been doing jams long before me) and to say I was nervous going into LD59 is an understatment. Long before LD59 was announced my LD58 crew had had long since decided we were going to take the jump and build a 3D game.
If you've worked a job and felt like you've reached the highest rung (that you can reach at least) and just start decorating it -- that was my feeling on the last day of LD58. We made an awesome game and really capitalized on our title but creatively it felt stuck and restricted in 2d space.
Shaders were kinda mid, graphics tweaks hit a ceiling and overall it felt like 80% of the effort went into 20% of the polish. I don't want to complain, a lot of you seemed to really enjoy the gameplay and connect with the characters (woof), but it felt like something was missing.
For those of you who've had a chance to try out both our games I hope you can see the dramatic difference between the two titles. Instead of each developer focusing in on one given task, we all took a swarm at various bugs, issues and found ways to collectively improve everything. When we had started I wrote a simple orbiting implementation but the way one of my fellow team members implemented it absolutely blew my naieve implementation out of the water.
All of it came together beautifully (though with little time to spare), thankfully we got it building cross-platform and conveniently all of us develop the game on different platforms. So when you do something that breaks on Linux you'll get an earful and fix it instead of waiting for end-of-jam technical difficulties trying to monkey patch things.
TL;DR I'm done with the 2D thing. 3D is badass, we did awesome and I'm so happy for and proud of my team. We came out with something that I'm really proud about with an amazing blend of artistic and programmatic talent.
To more awesome games with the talented team I'm lucky to be a part of :)
For anyone curious here were our game from last year, I hope you can see the improvement and PLEASE share where we need to improve for next time around (speculation welcome)
2D LD58 game (This rocks!): https://ldjam.com/events/ludum-dare/58/this-rocks 3D LD59 game (Almost empty): https://ldjam.com/events/ludum-dare/59/almost-empty


I ran into the problem that players find the game difficult and "waves of enemies overwhelm them."
And it makes me sad...
I tested the game on my friends, and they all passed the game on 3 attempts.
But you will have a Choice at the end of the game.
So what do you Decision, Player?


We have an HTML5 build!!
Dark Sigils is a game about solving puzzles to decipher runes in a lost city -- all the while learning about the history of many others who entered the city, never to leave again.
Come check it out -- if you leave a comment, we will play and rate your game as well!


...And this jam, the stars finally aligned!
We've been having so much fun seeing people's reactions to TellyBuddy!
Sentiments have been a mixture of confused, delighted, surprised, and mildly uncomfortable...EXACTLY what we were going for! :sunglasses:
If you haven't adopted your own TellyBuddy yet, it's never too late!
Looking forward to returning the rating favors this weekend during our playtest streams! :pointright: :cowboy: :pointright:
play it here: https://ldjam.com/events/ludum-dare/59/checkers-under-the-radar
~~(not surprising, since nothing on the page really explained it).~~
I decided to record some gameplay and add it as GIFs.

Did it improve things? Did it work well for your game?