Ludum Dare 59 April 18–21, 2026

Linux version of n0minal is now available!

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Finally got time to port n0minal, my short horror game made for this LD, to Linux.

Tried it on freshly updated Arch Linux with Wayland, should work as intended. :penguin:

Give it a try and tell me what you think about it!

https://ldjam.com/events/ludum-dare/59/n-0-m-i-n-a-l

Bug Fix

Play here: https://ldjam.com/events/ludum-dare/59/bantam-beyond-the-nest

22.04.2026 - FIXED: Coordinates always glowing green at the start of the game 23A07E3E-FE10-403B-8580-E759C9403DF5.jpeg

Moon Moth ~ Video Playthrough

Hey everyone! ^v^/

Just like previous times, I have recorded a YouTube video of me playing my own game :D It's like a developer playthrough with commentary, but I've added time stamps if you want to just check out the dreams. The link is on my page, but I'll post it here as well; if you are curious to hear more about the game and creative proccess, or you can't play it for some reason and want to watch the playthrough, here it is:

https://youtu.be/Pfdv7jqL_Gg

I received a signal from you!

I asked you to send a SIGNAL to the world... and the reception was... it is a hard arcade game.

Introducing only on >>Itch<<, a patched version that gives you more retries and hp early on EZ MODE SIGNAL Play the hard original compo version HERE

Before

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After

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Can you beat the best score?

Amazing @fabelay shows off his incredible skill at memorizing signals. Can you beat him?

Top scores will be added to the game page. Leave your mark on history in this sudden challenge! And don’t forget to vote for the game.

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Signal Weave

Signal Weave - feed the black holes!

Game preview

A polished, progression-based automation puzzle game where you build chains to transfer signal, upgrade it along the way, and send it into black holes.

As the game opens up, the focus shifts toward:

  • building efficient systems
  • experimenting with layouts
  • optimizing your setup

If you enjoy building games, Factorio-style optimization, and automation/puzzle gameplay, there’s a good chance you’ll have fun with this one.

I’d love for you to check it out and share your feedback!

Apparently, our game works on mobile devices!

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Mission: Stop Transmission is a UI-based puzzle game about exploring an unknown OS to prevent doomsday! And today I found out it's pretty functional on mobile devices as is! With some tweaks, it could be a perfectly valid way to play the game.

Feel like desktop-ing on the go? Or are you on a desktop already? In any case, feel free to check Mission: Stop Transmission out!

https://ldjam.com/events/ludum-dare/59/mission-stop-transmission

Rate Ludum Dare games on Newgrounds!

I've noticed that Ludum Dare games aren't getting much attention on Newgrounds this time around! They seem to have been washed away by Takeover tuesday and other events. In order to show up higher, the games need to exit the "Under Judgement" section by getting more votes.

Please, if you have an account on Newgrounds, log in and rate the games: https://www.newgrounds.com/collection/ludum-dare-59

Or heck, sign up and check out all the nice things there! ldalert.png

First Time LD: What is really considered a "bugfix"?

Hi fellow LDers!

We are participating the first time and already had our good round of players trying our game (https://ldjam.com/events/ludum-dare/59/i-had-no-signal) and we couldn't be much more excited!

Now we need advice from more experienced Jammers!

That's because we had some feedback and naturally we asked ourselves the question whether we can act on some of these feedbacks.

The 2017 Rules (https://ludumdare.com/resources/archive/rules-2017/) state:

"Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players."

There is a link on the submit page to the current rules, but its down: https://ludumdare.com/rules/

So, what we would like to fix is: - Monster spawn bug: encounter now works every round as intended (sometimes the monster was stuck and never encountered) - Restored missing trees (an area had trees intended to block paths, but somehow got missing) - Added brightness slider (game was unplayably dark on some monitors)

Now we really don't know. To fix the monster we also needed to move it to a different spawn position, the trees are essentially minor but not just a single variable fix and the brightness slider could be considered a whole new feature.

What is the accepted guideline there to judge this?

For now we have concluded we don't touch the Jam version at all and live with the problems, until the voting is over. Is this the right approach?

Lit Up! Quick Playthrough on youtube

Hi there! Thank you so much for playing our entry, we are glad if you had some fun!

We uploaded a quick playthrough right now if you are interested in "how the devs attempt the level" - but try it for yourself first if you do not want to get spoilered! (below a gif of Lumi getting spoilered)

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Youtube quick playthrough: https://www.youtube.com/watch?v=u4-w_e9SN4I

Submission page: https://ldjam.com/events/ludum-dare/59/lit-up

Pied Typer Comet

Get your keyboards ready and send some rats straight to the moon! sc1.png This silly game is short so make sure you get both endings by winning and losing. cover temp comet bleach.png The main character Comet was designed after Comet cleaning powder. p 1.gif

Play the game here: https://ldj.am/$428570

RobotsXRescue

I heard you guys like puzzle games here.

Let me present you RobotsxRescue, a puzzle game about cute robots trying to save stranded astronauts. All you need is a mouse, you can play it in your browser, and if you get tired or stuck, do not worry. Game saves your progress so you can take a break and come back to it later.

If you play we would really like to hear your feedback about the game. What did you like, and what you didn't. Which part was confusing, which parts were frustrating. We want to hear it all.

Thank you in advance.

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Playing your game live on twitch!

Hello! As in tradition i will be streaming your LD59 Games live on twitch!

https://www.twitch.tv/siraeron

How to get the standart deviation for ratings

Hi,

I'm taking a stats course right now and I had the sudden urge to calculate if top entries in the jam significantly differ in terms of score from each other. Is there any way to get individual ratings for a game or y'now their standart deviation. I may be able to do it for this event once it ends and also try my luck in previous events as well. Has anyone tried a similar endeavor in the past? Is it technically possible? @pov may you be of help here? Anyway thank you for your time reading this words.

My game also has almost no words at all if you are tired of reading words: https://ldjam.com/events/ludum-dare/59/echo-chaser

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POKER FACE

It’s a poker game where emotions matter more than the cards. You watch your opponents’ behavior, catch signs of bluffing, and use that against them.

You can literally win while barely looking at your own cards if you read your opponents well enough.

Would love feedback and ratings if you try it!

https://ldjam.com/events/ludum-dare/59/poker-face

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USED Post Jam Version

We've collected a lot of useful feedback and decided to make things better.

The post-jam version is now available!

Changelog

  • Made the game objective clearer.
  • Added new sounds (radiation, levitation).
  • Updated some existing sounds (oxygen restoration, enemy footsteps).
  • Fixed a bug where the UI froze when the enemy killed the player in the shop.
  • Added a button to hide overlay graphics (H).

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Links

Ludum Dare: https://ldjam.com/events/ludum-dare/59/used

Itch: https://salazar-smile.itch.io/used

LD59 SIGNAL STRIKE

"Count bullets? Ha. On this planet, we only count bug chunks. Helicopter, radars, and tons of explosive fun. Plenty of rockets, a sea of enemies, zero stress.

Hunting for fun — way simpler. Blow up anything that moves.

Fire up the engine, take off — and chill to the sound of a chitin fireworks show." image (9).gif

https://ldjam.com/events/ludum-dare/59/ld59-signal-strike

Have you find them all

Hello! It's TAOS corp reaching to you. We just wanted to know whether you found all signals we asked you to....

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Radioblet WEB Build is now live!

Last night, one of the commenters on our game page asked us to add a WEB build. 🌐

Well, consider it done! The web build is now live on our itch.io page. 🎉

https://dwangdev.itch.io/radioblet

Unfortunately, I couldn't get the custom track upload feature to work in the WEB build like it does in the Windows version. 🎵❌ So, I decided to hide the "add track" button in the web version to avoid any confusion. That's the only change I made!

We'd love to hear your feedback! Thanks so much in advance! 💬🙌

⚠️⚠️⚠️

We highly recommend playing the Windows version:

  1. It looks and plays even better! 🎮
  2. You can add your own tracks and jam along with them! 🎵
  3. The Windows version has been thoroughly tested and is free of the bugs I spotted in the WEB version! ✅

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72 hours, 9 hours of sleep, 1 finished game

A day later, I'm sitting here amazed: I finally finished my first Ludum Dare and my first completed game jam that I've ever participated in! A lot of work was done over these 3 days I slept only 9 hours, and I haven't felt this happy and energized in a long time.

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There were so many ideas! Of course, not everything made it to the end time just wasn't enough, and I was disappointed when I realized the game wouldn't have all the animations I planned to add. Like many artists, looking at my art to-do list, I thought: "This won't take long." But when I started working, my perfectionism showed itself in full force. I was trying to make the project as beautiful as possible, and considering it was my first project, I was terrified of messing it up.

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The art and sounds took about two days, then another half day for revisions. It was a long but interesting journey. Big thanks to my coder for his contribution he did fantastic work, spending a lot of time on it. It's a shame we couldn't find a musician, so I had to figure out Sonic Pi myself to compose music in 8-bit style. I didn't do it perfectly, but I gave it my best shot.

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If you've read this far thank you for your attention! With your permission, I'd like to invite you to test our game and leave your feedback. Your opinion means a lot to us!

https://ldjam.com/events/ludum-dare/59/wavelatro

The Penguin-Walrus War: Who Would Win?

After finishing work on the game (by the way, here’s the link: https://ldjam.com/events/ludum-dare/59/drumnice), I started wondering how realistic any of it actually was. The Penguin God is obviously real, and the walrus rockers are clearly beyond suspicion - but what about an open conflict between the two?

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The good news for the planet is that a penguin-walrus war is almost impossible.

Why? Because penguins mostly live in the south, while walruses live in the north. In other words, nature looked at this potentially awkward encounter and basically said, “Nope, let’s not do that.”

Penguins are organized, perpetually serious birds in tuxedos who always look like they’re either heading to an important business meeting or about to settle a score.

Walruses are enormous, mustached ice uncles with tusks who somehow give off the impression that they’ve already won just by showing up.

But if we imagine that they did somehow meet, the possible scenarios might look like this:

Scenario 1: Diplomacy

  • The penguins arrive in a tight formation, discuss something at length, and stare disapprovingly.
  • The walrus looks at them, snorts, and falls asleep.

Conflict over. Nobody is quite sure whether there even was one.

Scenario 2: Psychological Warfare

  • The penguins pretend there are far more of them than there actually are, and that they are fully in control.
  • The walruses pretend they couldn’t care less.

Victory goes to whoever can stand on the ice the longest while maintaining the most serious expression.

Scenario 3: Battle in the Water

Now this is where things get interesting. Penguins are extremely fast and agile in the water. They’re basically torpedoes with wings. Walruses, on the other hand, bring blubber, tusks, and a lifetime of experience in icy seas. In other words, penguins would be highly maneuverable, while walruses would be formidable in every possible sense.

Conclusion

In real life, they’ve chosen the wiser strategy: stay far away from each other and avoid starting unnecessary trouble.

Thanks for joining me on this little investigation! Have some great games! :)

Hey guys! A little help with the Multiplayer!

Sorry, everyone! In the rush of these days, I forgot to explain how you can test the game if you're alone (I know most of you are just browsing through games solo!).

Since it's a 1v4 Multiplayer, if you don't have anyone to join you right now, you can still see the art and the mechanics by doing this:

The Double Window Trick: Just open the game Lumiric_Chaise.exe twice! Create a match as the Shade in one window, and then join as a Dreamer in the other.

Local Fun: It also works perfectly on Local LAN if you have another PC nearby.

We really put our hearts into the atmosphere and Kate's art, so even if you just run around solo for a bit, we’d love to hear your thoughts!

If you want to play a "real" match with us, come say hi on our Discord: https://discord.com/invite/WazuQwwC

Thanks for the support and good luck with your games!Screenshot 04-22-2026 11.05.35.png

Still can't do it?onz

This is our team's first time making a game together. We're releasing it a bit late, and there are still many shortcomings and bugs. We hope to receive your criticism and feedback. You are very welcome to play it. There are still many things we need to improve, such as adding a stamina bar for the cat, a sleep meter for the children, and sound effects. Please be patient — our programmer is already working hard on the code!~o(〃'▽'〃)o!

【I would really appreciate your ratings and guidance.】

https://wynnes.itch.io/kitten-saves-the-day

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I am disappointed

When we started developing the game for LD59, we had 2 programmers, me and one more guy. The guy was busy a little in the beginning, we invited him hoping he will help us after some time, but he started ignoring the entire team after a day. I continued programming solo since we understood he will not help us, and it was a mess. I burned out a little, barely managing to code the game fully, even though our team had to remove some aspects of the game. In the future Game Jams we definitely won't invite strangers, we will work with those we know. You can check the result game in my profile.

Pawn Patron (Compo)

You are the Good King, you MUST send instructions to the Pawn Patron to defeat the other pawns and, in doing so, triumph over the Greedy King!

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Welcome! Pawn Patron (Ludum Dare 59 Theme: Signal - COMPO) is built in Vanilla JavaScript/WebGL with the 3rd Game Engine I am developping.

Overview:

  • You are the Good King, you MUST send instructions to the Pawn Patron to defeat the other pawns and, in doing so, triumph over the Greedy King!
  • Be careful not to get killed by the Hadouking, the famous war cry of the Greedy King!
  • This is a FAST puzzle-game

Mouse:

  • Use the Left Click to select an instruction to send

Mobile:

  • Use the Touch to select an instruction to send

This was my 8th Game Jam, so I hope you'll like this game. Thank you for your support.

You are the Good King, you MUST send instructions to the Pawn Patron to defeat the other pawns and, in doing so, triumph over the Greedy King!

https://ldj.am/$424583

Most Unique Survival Tactic of the Day Goes To…

Drumroll Please… @bambutcher, who managed to fly upwards and land on top of a bookshelf. I love 3D physics. IMG_5555.jpeg

If you want to play the game for yourself, you can click this link to play it, and, if you find an interesting strategy, make sure to comment on the page, so I can applaud my beautiful physics engine.

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The game is a fast-paced action game where you use office furniture to survive zombies, until your computer updates and you can send out a signal for help. If this appeals to you, you can play it here. See you in the comments, if the zombies don’t get you first.

My Calling

Thank you to everyone who has played my silly game jam game, Caller IDie. I've received a lot of constructive feedback and learned so much. Going into this my only goal was to have at least 2 people have fun with my game, but it seems a good few more than that have now as well.

I was happy to learn people enjoyed my 3D art, as I'd only just started learning 3D when doing Ludum Dare and decided to set a very heft goal of making a full 3D game in 3 days when I'd only learned a bit of it 2 days before.

I used to be apprehensive about developing 3D games, as I felt my artstyle wouldn't translate to 3D, but seeing the love for the simple models I made for LD has brought me so much joy.

This jam has inspired me to continue developing 3D worlds with engaging NPCs that break the norm of how they're traditionally done. Even if these kinds of games don't perform commercially, I feel at home making all these things. Thank you to everybody who's helped make my work more visible, you've truly given me hope for a future in this industry :)

What an experience

Found out about this particular instance of Ludum Dare (my first) from someone I know in the flesh and blood world (Like, just the physical, nothing weird or anything). I live in regional Australia, where the number of devs I have met in person here can be counted without taking off your shoes, unlike the burgeoning scenes in the capitals. So of course, feeling somewhat like "I oughta actually make a show of it because this is something special", I joined.

It was about 11am on a Saturday morning when the theme kicked off, but the day still had its own obligations. Did a few spots of brainstorming on the idea, but it was all sort of intangible. The part of tuning a radio to identify a signal, that was the straightforward thing. The rest was sort of.. vague.. at least for a while. The map was next, and there was some sort of implication that the two things were connected.

I continued on, vague as ever, and aware of only the general direction for the game side of things. What did come to me early was the idea of the aesthetic. This has been a revelation for me, since it takes me back to my early gamedev days, a strange approximation of the old mid-90s shading, with a little of that Blender cavity highlighting that makes even a humble cube feel rewarding. No secrets here (source code provided, in the ludum dare spirit). The Unreal diamond gradient material node, with varying (even inverse) falloff, and suddenly the whole thing comes together. The rest of the magic there happens with a good ol' pixelisation post-process, using a Cine Camera instead of a regular, and finally, filter all the visuals with a material that overwrites all reds to a quarter (apart from one ending). Also made sounds with the cool sfxr utility, even the weird soundtrack.

I love the project. As it is, for it's potential, and generally.. uhh.. just the vibe of it. It's definitely shlocky. I've been in a dev funk (the bad kind) for a while, but jams often get me out of that.. jam. What's more, it's sort of inspired me.

One of the things I always struggle with, as someone that's done hobby solodev for a few years now, is I am decent at Unreal, but it asks so much to get people to download a huge file, to install on their machine, hoping that they have the time and inclination to take such a leap. UE hasn't done html for a while, and I have been somewhat jealous of the Unity and Godot folks for being able to do what they do in a means that's simpler for people to experience. Not that I haven't tried before, but ugh.

BUT ah!

Having this new small project, unbound from asset libraries and the like, I've decided I can at least investigate both Unity and Godot, to see what I can do to get the equivalent game running in each; a personal Rosetta stone of a project, that can be a fair test to see if I can do it. Letting go of some of my past stuff through this event, means it's a lot easier to stomach dropping the current capabilities... and might help reduce the likelihood of getting bogged down in scope creep and lousy drive to make things more than they need to be. So it's gonna be a weird funky (the good kind) time these next few... however long it takes.

Really appreciate the feedback so far, and just happy to be a part of it.

Play Signal Mage!

This was my first LD and I hope not the last. I usually draw on paper, so for me it was a double quest. I hope you really like what we did together with my bf:)

https://ldjam.com/events/ludum-dare/59/signal-mage

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Drawing fan art of my own game

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A little nod to The Last Guardian, the game that inspired this whole thing.

Thank you so much to everyone who's played While You Were Here! I've been drawing more poses of these two because I can't get enough of them!

Play it here

WORKDAY STARTS NOW

Our team has completed the final build for our game Trace in The Either

I am the artist of this project and I will be glad if you rate the game, thank you all, hoorayIMGem20260422/em191054_644.PNG

...After jam!

In short, I didn't have time to test the game during the jam. As a result, some silly bugs came up. I apologize to everyone who played before this post

Post-jam UPDATE!

(You can find game at this link)

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Time is passing. I've added two more levels and edited the visuals. Yes, it's now pixelated as originally planned!

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Cool level transitions have been added!

The only thing I'm not satisfied with is the settings.

Thank you so much to everyone who has already left feedback! If you're interested in my little project, please play and rate it :)

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DIG_POD is ready to launch

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Digging dirt, upgrading ship, research signals - all that you need in one package

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PLAY NOW

Looking for games to play tonight!

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Hi everyone! I’m planning to spend my evening playing and rating your submissions. I love discovering hidden gems and leaving detailed feedback.

If you want me to check out your game, drop a link in the comments! And if you have a spare moment, I’d really appreciate it if you could try mine as well — it’s an atmospheric experience about a cat and some echolocation.

https://ldjam.com/events/ludum-dare/59/save-the-cat

Let’s help each other reach our goal! Happy jamming!

Finally polished a game! Please play and rate our Signal Mage

I’ve finished polishing the game, and now it’s time to reflect on the jam. The first is that people doing Compo are absolute monsters. We worked as a team of two, me and the artist and we didn’t even come close to the result those guys manage to achieve in just 48 hours.

This was only my second jam, and my artist’s first, so I ended up coming away with a few rules for making games during next jams:

  1. No more than 3 game screens, and ideally just 1.

  2. Less is better, as long as it’s high quality. Better to make less, but make it good, than to make more and do it worse.

We ended up with way too much art for one person to handle in such a short time, and because of that, the overall quality of the game dropped a lot.

  1. A simple but fun mechanic is better than a complex mechanic you never manage to finish. And it's really hard, I didn't thought that working on minimalism game design is such hard work. You need to make game interesting with 2 or 3 mechanics.

And we wrapped up the project just half an hour before LD ended. I honestly don't know what would be, if we had picked something more complicated. You really have to be realistic about your limits.

  1. You need to leave time for a tutorial.

I noticed that in a lot of jam games, it’s really hard to understand what’s going on because there’s no tutorial in the game itself. Tutorial work absolutely needs time reserved for it near the end of the jam.

And please, give our game a try! I’ve just uploaded the final patch, and we’re only 7 ratings away from making it into the rankings. We really want to make it in this time.

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https://ldjam.com/events/ludum-dare/59/signal-mage

Don’t miss

ezgif-81cf49003de4b903.gif https://ldjam.com/events/ludum-dare/59/signal-bot

Any Unreal Engine devs here?

I’ll be honest: I’m a huge fan of Godot and I’ve been following its progress closely and I see a lot of guys here now on Godot, big hugs for those argentinian guys. But as a 3D Environment Artist, I still find myself on the Unreal side for jams. Even though Godot is catching up fast, when it comes to lighting, shaders, and high-end visual fidelity, Unreal just feels more "native" and faster for my workflow.

Guys who are on Unreal Engine drop your links in the comments! I’m going to play and rate your games tonight!

PS Whether you used Unity, LÖVE, Bevy, or other engine — you are all wizards! Very happy to be tha part of this jam!

Link to my game: https://ldjam.com/events/ludum-dare/59/fading-signal-1

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Making a simple bullfighting simulator was fun

Play my game if you are looking for a quick browser game experience (~1 min pure gameplay)

This isn't my first time joining a gamejam, but definitely my first solo gamejam. I usually make art stuff for other people in my past projects, so I decided on a simple concept with my first solo project. I whink it went pretty well, check it out if you are interested! :)

https://ldjam.com/events/ludum-dare/59/buller-than-bull

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Distant Driving is waiting for you!

Yes, you. About game: inspired by Hill Climb Racing - driving simulator. I added interesting core mechanic - you lost signal and stop if you're too far from "radiotowers". Give it a try! https://ldjam.com/events/ludum-dare/59/distant-driving GIF (i know the quality is very low but lets just pretend it to be a high-quality footage)

Also from tomorrow I'll start rating the games, so feel free to write your game in comments, I wanna play a lot of games this jam!

Bee Bee Revolution

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Warning! - Contains cute bees

I'm super proud of what my team has accomplished and wanted to share what we've created. So far we've made a couple post jam builds to address comments that felt like they impacted user experience and will continue to try as more feedback is given!

This was a fun one! Looking forward to playing more peoples games🌞

P.S. You can play and leave feedback here! Divider.png

We’re happy to share our game with you!!!

Insane conspiracy theorists are swarming in from all corners of the city, drawn to a hill where a brand-new 5G tower rises. While it transmits its signal, you must hold the line. Upgrade the tower, install additional antennas, and call in drones and satellites for support. Build barbed defenses, slow enemies with wind turbines, and don’t let the crowd reach their target. Protect the tower and see the signal through to completion. 2.1.png екке2y.gif 3.png Thanks for taking the time to check out our project.
 This is our first game jam, and it was a really awesome and memorable experience. It was great to be part of such an active and friendly community. We’d love to hear your feedback — play the game, rate it, and leave a comment. The game was made by a small team of three, and this is just the beginning for us. ек5.gif Our game page: https://ldjam.com/events/ludum-dare/59/5g-crash

Newgrounds edition!

We have a dedicated edition for Newgrounds now!

It includes slightly tweaked difficulty, achievements and a global leaderboard! Rate on LDJam https://ldjam.com/events/ludum-dare/59/linx-elektrika Снимок экрана 2026-04-23 001242.png

Some thoughts after the submission

Now it has been a few days since the submission deadline. This was my first compo (I did a few jams before). And I must say: I am relatively satisfied with the result. I would go even that far to say: It is probably the most polished game I did in any LD. I even thought, that with 24h additional hours I could have improved so much small, but subtile quality of life stuff...

But on the other hand: I would probably have planned differently if I had participated in the jam. I maybe would have started later or would have taken more time to decide on an idea before actually starting.

Or maybe the theme was just the right one for me this time.

Did you have similar experiences this time (or in the past)?

Shameless self advertisement section

You can find my game here

I am very grateful for rating and your thoughts in the comments.

Video of the creation

This time I recorded my screen during the creation of the entire game. You can find the timelapse here (Although my perspective on that is obviously a very unique one)

After the jam

This time I decided to actually work on an improved version of the game. I guess thats a good sign... Of course I won't update the version here for now, so that you get the original 48h-Compo experience.

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Rendering breakdown

Hi there! :satellite:

People seem to enjoy Kuiper Space Rescue aesthetics and atmosphere a lot, so I thought I'd share how the rendering was made! Nothing very complex, but hopefully this will give some people ideas or inspiration! The breakdown is about how to go from the left screenshot to the right one:

before after.png

The effect looks like this in game:

kuiper-ezgif.com-optimize (1).gif


Reference image:

ref.gif

The idea was not to copy it perfectly, simply to have a starting point to write the shader.

The game has been made with Godot, so the post process setup is a simple CanvasLayer node containing a ColorRect rendered above the game. On this ColorRect is attached a material with the post process shader this breakdown is about.

The very first thing I've done is adding a bit of chromatic aberration, making the image a bit less clean, and most importantly splitting the image into a yellow and a red layer, the yellow being rendered on top for the global tint.

aberration.gif

ksr_aberration.png

Next effect is adding more red. On the reference, the red color is more diffuse than the yellow, but always near it. A blur function is a perfect fit for this. Cool thing is, it does not really matter what blur function is used, since the effect tries to mimic an old machine screen, even a low quality blur can work perfectly fine.

ksr_redblur.png

Then, the blueish color comes in. On the reference it looks like it's leaking horizontally, which again is a nice fit for a blur, this time a directional blur. I went for a blur going in 5 directions instead of a horizontal one as we thought it looked better. Here's a gif showing the blur parameters in action:

blueblur-ezgif.com-optimize.gif

ksr_blueblur.png

Then, a mandatory grain effect is added on top of everything.

ksr_grain.png

Adding the grain to the rest looks like this:

ksr_sum.png

The rest of the shader is a very light color correction and another grain pass added on top to make the yellow part of the game a bit more dirty.

ksr_final.png


And that's it! What's great with the effect was that, any asset drawn in pure white looked good once added to the scene. The logo of the game was even exported directly from there:

image (2).png

Thanks for reading! :v:

Last thing to do is to share the shader code! Do not consider it a perfectly written shader, it's still a game jam implementation, but if there's anything you want to take from it, there you go!

``` shadertype canvasitem;

uniform sampler2D screentexture: hintscreen_texture;

groupuniforms Aberration; uniform float aberrationoffset: hintrange(0.0, 1.0) = 0.01; uniform float aberrationyellowreduction: hintrange(0.0, 1.0) = 0.1;

groupuniforms RedBlur; uniform float redblurriness: hintrange(0, 128, 1) = 64; uniform int rediterations: hintrange(0, 128, 1) = 64; uniform int redquality: hintrange(0, 128, 1) = 32; uniform float redblurintensity: hintrange(0.0, 10.0) = 3.0; uniform vec3 redblurcolor: source_color = vec3(1.0, 0.0, 0.0);

groupuniforms BlueBlur; uniform float blueblurblurriness: hintrange(0, 128, 1) = 8; uniform int bluebluriterations: hintrange(0, 128, 1) = 8; uniform int blueblurquality: hintrange(0, 128, 1) = 8; uniform float blueblurintensity: hintrange(0.0, 10.0) = 1.0; uniform vec3 blueblurcolor: sourcecolor = vec3(0.0, 0.0, 1.0);

groupuniforms Grain; uniform sampler2D graintexture: repeatenable; uniform float grainspeed: hintrange(0.0, 10.0) = 0.1; uniform float grainintensity: hint_range(0.0, 1.0) = 0.1;

vec3 hash23(vec2 input) { float a = dot(input.xyx, vec3(127.1, 311.7, 74.7)); float b = dot(input.yxx, vec3(269.5, 183.3, 246.1)); float c = dot(input.xyy, vec3(113.5, 271.9, 124.6)); return fract(sin(vec3(a, b, c)) * 43758.5453123); }

vec4 texturexorgaussian(sampler2D tex, vec2 uv, vec2 pixelsize, float blurriness, int iterations, int quality) { vec2 radius = blurriness / (1.0 / pixelsize).xy; vec4 blurredtex = texture(tex, uv);

for (float d = 0.0; d < TAU; d += TAU / float(iterations))
{
    for (float i = 1.0 / float(quality); i <= 1.0; i += 1.0 / float(quality))
    {
        vec2 directions = uv + vec2(cos(d), sin(d)) * radius * i;
        blurred_tex += texture(tex, directions);
    }
}

blurred_tex /= float(quality) * float(iterations) + 1.0;
return blurred_tex;

}

float luminance(vec3 color) { const vec3 w = vec3(0.2125, 0.7154, 0.0721); return dot(color, w); }

void fragment() { vec3 screencolor = texture(screentexture, SCREEN_UV).rgb;

// Red blur.
vec3 red_blur = texture_xorgaussian(screen_texture, SCREEN_UV, SCREEN_PIXEL_SIZE, red_blurriness, red_iterations, red_quality).rgb;
red_blur = clamp(red_blur, 0.0, 1.0);

// Blue blur.
vec3 blue_blur = texture_xorgaussian(screen_texture, SCREEN_UV, SCREEN_PIXEL_SIZE, blue_blur_blurriness, blue_blur_iterations, blue_blur_quality).rgb;
blue_blur = clamp(blue_blur, 0.0, 1.0);

// Aberration.
vec2 uv_offset = vec2(aberration_offset, 0.0);
vec4 aberration_right = texture(screen_texture, SCREEN_UV + uv_offset);
vec4 aberration_left = texture(screen_texture, SCREEN_UV - uv_offset);
vec3 aberration = vec3((aberration_left.x + aberration_right.x) * 0.8, aberration_right.y * 1.0, 0.0);
aberration = clamp(aberration, 0.0, 1.0);

// Grain.
float grain_time = fract(TIME * grain_speed);
float grain_sample = 0.0;
if (grain_time < 0.333f)
    grain_sample = texture(grain_texture, (UV * 200.0) + vec2(0.2, 0.2)).r;
else if (grain_time < 0.666f)
    grain_sample = texture(grain_texture, (UV * 200.0) + vec2(0.3, 0.1)).r;
else
    grain_sample = texture(grain_texture, (UV * 200.0)).r;

vec3 grain = (hash23((UV * 10.0) + vec2(TIME * 0.01)) * grain_intensity) - (grain_intensity * 0.5);
grain = vec3(grain_sample) * grain_intensity;
grain *= grain;

// Final computation.
vec3 result = screen_color;
result = aberration;
result += red_blur * red_blur_intensity * red_blur_color;
result += blue_blur * blue_blur_intensity * blue_blur_color * (1.0 - red_blur);
result += grain * grain;
result = mix(result, vec3(1.0), luminance(result) * aberration_yellow_reduction);
result = mix(result, vec3(0.0), (1.0 - grain) * 0.3);

COLOR = vec4(clamp(result, 0.0, 1.0), 1.0);

}

```

Advanced tips for successful Dare

ld59_gif7.gif

LD is about making your game from start to finish. Usually people think about engineering and content, code, art, music, sounds. But marketing is important too. As a person who sucks at marketing, here are some tips that I learned (and I'll keep learning more)

First of all, know your target audience.

First and foremost they are going to be LD gamers. Tired, hypercaffeinated people who need to process 20+ games quite quickly. 20 new games is a lot. So any precious second spent on understanding how to play your game is a point towards leaving. - polish the first 30 seconds of your game. Lay down the controls. Explain concepts. If your game is mechanically challeging, spread out tutorials and introduce new mechanics gradually. I have ADHD so I tend to drop the games a lot when I cannot immediately figure out how to play, but it's safe to assume that this interval should not exceed couple of minutes. - Be sure to make the game easier than you feel it should be. Yes, even more easier. And now easier again. You played this game for 30+ hours, LD participants are just tried it for the first time. Even mastering basic controls will add to the challenge - Test on other people. This is immensely important, and the only way you can reliably learn about your game accessibility problems.

After you've done the game, work just only begun.

  • Think about and make some quality posts. Not just "here's my entry pls play lol". Tell something interesting, hint at some secrets and original mechanics, tell a development story.
  • Leave a lot of good feedback. Some people look at great commenters and play their games in return.
  • Invent something for community to engage. Yes, you can meta-LD during and after the LD! cross-game references, leaderboards for best commenters, rewards, etc. BTW I'll put all of the people who left the comment on my game's page to the titles as precious contributors, should my game be released as a full version.

Measure success

Obviously, check the comments and ratngs amount. But also track the comment quality. For me the best comments are those that tell stories. We all like to write "Good game well polished". But really good game makes player want to tell a story from their playthrough. This is a quality feedback, so try to write like that as well, if you can.

Afterthoughts

You think that's a lot to add to already monumental task of building the game from scratch? Yeah, that's a lot. And honestly, you are absolutely free to drop that. If you've just started, it's much more important to make your game work. Focus on one area at a time. Take smaller scope to cover more zones. And when you get the general feel of what you'd need to make and amount of work it would require, then you can introduce advanced stuff. Better sounds. Music. Replayability. Retention. Marketing. The goal of this post is to remind you that there's always more areas to research.

And of course, support the community. With onset of AI we are on the verge of collapsing under the sheer volume of a new content. Everybody wants to make a game, much less people want to play other's games. Attention is a finite resource. So, on events like these, it's important to give back. Leave good feedback. Play some games. Comment and like posts. LD is one of the greatest game development communities in the world thanks to you. Yes, you.

player_ship1.png

DIG_POD Entry btw pls play lol: https://ldjam.com/events/ludum-dare/59/dig-pod ❤️

alternative cover

altcover.png

idk if i like this one more

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

Visual progression of Wave Rider over the weekend of Ludum Dare 59

I thought I'd share the visual progression of Wave Rider from the beginning. If anyone's interested in trying it, it's playable here: https://ldjam.com/events/ludum-dare/59/wave-rider

Before the jam, we already brainstormed the core concept of the game. I came up with the idea of the player moving along a sine wave, with the ability to change the amplitude and the frequency of the wave, and not having other control of the player character besides that. My teammates liked the idea too, and it was the theme I wanted to win the most.

(This image is taken directly from our idea board we made to prepare for some themes).

1.png

So we already had the concept down, the theme just had to win.

I remember, first day I woke up at 4am, my eyes barely open as I checked my phone, and was immediately very hyped to see that "Signal" won the voting. I immediately started working on it, and got this first version, where the "enemies" didn't move yet, but it was possible to change the frequency and the amplitude of the wave, and the "player" (cube on the left) already followed it up and down.

2.png

By the time I've done this, my teammates were still asleep, so I was trying to figure out the environment, player character, and the general art direction I wanted to go for alone. To be fair it wasn't bad to brainstorm about that alone, as I was the one going to model and do the visuals anyways.

After some thinking, the idea of a UFO trying to dodge asteroids came to me, so I roughly modelled them out, just to get the vibe of the game before really making it.

3.png

Then my teammates woke up, and we began working on some features. Not wanting to step on each other's feet with the merge conflicts, after a while I decided I'd just do some visual upgrades. I wasn't satisfied with the look of the asteroids, so I updated those, and made a looping background too (thank you spray tool).

Also added materials to the UFO.

4.png

Of course I'm skipping over pretty much all of the feature implementations, as images can't really capture features all that well. At this point I did find the UFO very dull, so I added some details to it, along with some light emission.

Back then, the light was always the same color and the same intensity. Also replaced the "missing material" on the wave's line renderer. (It was about time, it's been that default magenta since the beginning.) Then I created the shield, the logic for it was implemented soon after.

5.png

I still wasn't satisfied with how the asteroids looked, so I completely remodelled them again, and I was more than happy with the outcome.

Meanwhile the features were getting done quite fast too. The Phase Shift and the Phase Inversion abilities were added by my teammates, and then I got an idea: what if instead of having icons on the bottom of the UI to show if abilities were ready or not, the ship had visual indicators to convey this information.

And with that, I've updated the UFO model: now, the intensity of the yellow lights indicated the energy levels, added a blue strip around the middle of the ship, glowing when Phase Shift is ready. And blue circles being emitted from the bottom, to tell that player that Phase Inversion is off cooldown.

We made a battery on the UI though, as the light intensity isn't the most accurate way to measure energy levels, and that was a resource the player needed to really manage.

6.png

As finalized as the visuals looked at that point, there was a serious issue that we started noticing more and more: sudden frame drops, inconsistent performance. It was getting annoying to test too, and at first we weren't sure what could have been the cause.

Then, I took a look at the asteroid model I made in Blender. And found that while the model I made was 18k triangles, which should've been fine, the subdivision surface modifier I added increased the triangle count to... 300K triangles!

Per asteroid!

Then I just removed that modifier, and while the final version of the asteroids didn't look as smooth anymore, it immediately solved our performance issues.

7.png

And that's the final look, which was finished on the 2nd day of the jam. The 3rd day was pure chaos though when it came to features, sudden bugs, stuff breaking, everything on fire. That's a whole different story. But around 2 hours before deadline, we managed to make it.

And of course there was a lot more going into this game in the background, but visually, these were the main milestones.

Anyway, I hope you enjoyed reading this little visual progression post!

While I know there are certainly things I could've done better, and I agree with the criticism on the game, I'm proud of how it turned out! Just wish the last day wasn't as chaotic and we didn't have as many things on fire that required high priority from us, as that's when I was planning to REALLY playtest the game and finetune the pacing, really balance it out, and make it smoother to play. And the biggest issue with the game is the pacing from the feedback I've got (and from what I've experienced). But oh well, it was a 3 day long jam, and not having time to do everything because of things breaking and going wrong is part of the process.

Saving Planet - when every digit decides the fate of a planet!

Saving Planet is an arcade sci-fi shooter where you don't just clear the screen - you're literally decoding the path to safety 👾

🕹️ A stream of binary data blocks is closing in. Every mistake costs you time, points, and your chance to get that distress signal out before the clock hits zero...

Запись-2026-04-22-215418.gif


⚡ Binary Bullets

Your bullets are crafted from symbols, and they actually decode the blocks on impact 🤖

  • Visual Logic: It’s not just "damage" - you can see the code changing as you hit it

Запись-2026-04-22-220009.gif


🔝 Upgrades That Shift the Rhythm

The game features core upgrades: Fire Speed, Cipher Length, and Antennas.

Запись-2026-04-22-220412.gif

  • Antennas: These directly affect the intensity of the incoming data flow 📶

Запись-2026-04-22-220555.gif

⚠️ Warning - Be careful with this one. Increasing your antenna level too early will flood the screen with more data than you might be able to handle. Check your fire power before you commit!


📡 The SOS

The core challenge isn't just staying alive; you need filling the Signal Matrix. This is your only ticket to the "Good Ending" 🛰️

Запись-2026-04-22-221117.gif


⏳ Tick-Tock - the Planet’s Gonna Rock

Everything happens under a strict countdown

Запись-2026-04-22-221342.gif

  • Signal Sent? You saved the planet ✅
  • Time's Up? Even if you send the SOS now, it won't matter ❌

🌌 In the End

Saving Planet is just my take on mixing a decoding sim with classic arcade action. If you like it when mechanics and visuals actually talk to each other, give it a try. Every digit counts!

https://ldjam.com/events/ludum-dare/59/saving-planet

Запись-2026-04-22-213936_1.gif

The inspiration for my game

Screenshot_32.png

I loved playing this flash game when I was younger and I thought it would be nice to be able to pilot the rocket without any limitations and also get out of it to explore!

Play here: https://ldjam.com/events/ludum-dare/59/bantam-beyond-the-nest ezgif.com-optimize (2).gif

Signal time!

I asked you to send a SIGNAL to the world... and the reception was... it is a hard arcade game.

Introducing only on >>Itch<<, a patched version that gives you more retries and hp early on EZ MODE SIGNAL Play the hard original compo version HERE

Before

before.png

After

after.png

This is fiiiiine - Play it now !

Explication6.png Help the detective Ramsay save the city !

https://ldjam.com/events/ludum-dare/59/this-is-fiiiiine

"This is fiiiiine" is a puzzle game where you use a projector to send a signal to the right hero !

You can also paly the update version with bug fixes, as we didn't to touch the raw final product and keep it fair !

Narrative games on LD

Writing this while baked, and I’m having an amazing time on this jam! So many great submissions.

I’m especially excited to check out all the narrative heavy entries and this is what this post is for!

If you’ve made a narrative-driven game or played one and loved it, please share the links in the comments! Let’s check each other out ;-)

Aaaand of course our team will be happy if you play our game Vice Signalling

Some good quality queerbait art to promote the game there you go <3 yaoi_small.jpg

Thank you for 38 ratings!

Signal Weave just got 38 ratings!

Thanks everyone for playing the game! It is the best result I've ever had within 24 hours! Just saying thanks to the community! I didn't expect that! What a Ludum Dare for me! Ratings opera_3wWdV1eXID.gif

I Will be trying to further develop my game, Semaphoria

My current plan is to try to develop until Octobers Jam.

As of now In still figuring out what that will look like, however I have some good ideas and general feedback has been good.

If you have any comments or think this is an idea worth continuing Id love to hear !

And of course, Thank you all for participating in Ludum dare !

2026-04-19-193125em2520x1680/emscrot.png

It's A cozy game

Play as one of many mushrooms and try to find your soulmate in the big forest (the one looking IDENTICAL to you). Once found, you can dig in to establish a love connection with them.

Use the underground mycelium network by digging in to receive signals to get a clue where they’re located. Be mindful, though; you have limited stamina that needs regular replenishing.

It's a short and sweet game to play in between the more complex and demanding games, have fun :smile:

simplescreenrecorder-2026-04-22_22.20.02.gif

Become the Signal Manager!

Screenshot_3.png

Become the Signal Manager and guide your robot through 10 levels filled with puzzles and hostile machines that must be avoided or disabled.

Every level is a test of logic and timing.

Your mission:

Solve signal-based puzzles to open paths forward Outsmart or deactivate enemies Reach the portal that brings you to the next level

https://ldjam.com/events/ludum-dare/59/signal-loop

Hi everyone! This is my first game for Ludum Dare :)

Here link my game - https://ldjam.com/events/ludum-dare/59/occult-ace This is top down roguelike game with cards. Cards used like a spells, just throw card on position would you use. Cards can buy in shop. Good luck! OccultAce.GIF

Try Harding YOUR LudumDare games live on stream

Please don't submit games made with generative AI! I will not play them!

The submission form is on the stream, no need to put your games in the comments

https://www.twitch.tv/pomothedev

I dont know how to ask to rate my game, so im gona show you my cat.

photoem2026-04-22/em23-38-56.png This is my clingy cat. She distracted me from time to time for the entire jam, and somewhere on the second day she pinned me down to the floor and refused to let me continue working on the game. photoem2026-04-22/em23-36-08.png The floor was cold and uncomfortable, but I couldn't do anything and had to endure this cruel torture. After what I had to go through, I had no other choice, but to add her to the game. Снимок экрана 2026-04-22 234843.png

So yeah, I yapped about my cat, pls give my game a try here: https://ldjam.com/events/ludum-dare/59/elder-signals Thanks

First time doing a narrative puzzle game!

Last couple Ludum Dares, I did games mostly based on mechanics. This time, I was more inspired by narrative puzzle games like Blue Prince and Seance at Blake Manor and made a Spy/Detective game about blending in and learning coded signals! I'm really happy with how it turned out - and it even has an actual ending! Also this was my first time recording sound effects for a game jam - I recorded footsteps in the bathroom, smacked my keyboard while recording on the same computer (would not recommend lol), and even played some spy guitar!

https://ldjam.com/events/ludum-dare/59/fabric-reality-fabricators

FabricScreen4.jpg

FabricScreen5.jpg

FabricScreen6.jpg

btw, been having a blast with all your games! It's always so cool to see everyone's different takes on the theme!

My first solo Game Jam

Hi all! It was my first solo game jam and I glad to share my game! I'd love any feedback or comments on my work. https://ldjam.com/events/ludum-dare/59/allian-broadcast Frame 2.png

FEEDBACK YAY

Heey everyone once again, we are actively collecting feedback now and we will be glad if you help us! Send in your games too and we can give each other feedback, thank you all in advance

OUR GAME HERE! If you like atmospheric, mystical and deep story games, come visit us in area 51 Trace in The Either IMGem20260423/em001541_561.jpg

Any mobile friendly games out there?

I will be on a trip during the weekend and will have my tablet with me. Happy to play some games if yours supports mobile!

Post your mobile-friendly game in the comments, I'll make sure to check it out over the weekend. Maybe it could be a useful thread for people who want to play on mobile as well!

And feel free to check out Lightkeeper if you have time as well:)

EVIL TRIANGLES MUST BE DESTROYED

Hey! This is my entry - FLOCX All the triangles are waiting to be sent to the saws. Try it too and leave feedback. And thanks to everyone who has already left feedback <3

Movie_001-ezgif.com-optimize.gif

DESTROY TRIANGLES

Thank you everyone :3

Hi, guys and girls!

Wanted to send you through the screen a massive thank you for playing our game - it means the world to us and I can't wait for the weekend to finally enjoy every game I can put my hands on >D

So if you want - you can share the link for your game in comments for me and my team to play :3 We will be honored to check projects of fellow developers!

Also wanted to say that it was an amazing and stressful few days so don't forget to go outside and touch grass from time to time, stay hydrated and healthy so we can all meet here next LD

Thank you.png

The crude food situation is unintuitive

This was the first game jam for most of our team members and I think we kinda bit off more than we could chew (hehe) with the game idea of combining items in a microwave in a horror PSX stile (yeah, selling you the game while critiquing it, you can play it here: crude food). The hardest problem games of this type face is making the combinations intuitive or/and giving good hints to players, we did not succeed in both. The strange items and bizarre combinations are by design to add to the atmosphere, and hints are just bugged...

SO we decided to publish some recipes in a hint form to at least make the game beatable! instructions.jpg

And yeah, sorry for the title

The crude food situation is unintuitive

This was the first game jam for most of our team members and I think we kinda bit off more than we could chew (hehe) with the game idea of combining items in a microwave in a horror PSX stile (yeah, selling you the game while critiquing it, you can play it here: crude food). The hardest problem games of this type face is making the combinations intuitive or/and giving good hints to players, we did not succeed in both. The strange items and bizarre combinations are by design to add to the atmosphere, and hints are just bugged...

SO we decided to publish some recipes in a hint form to at least make the game beatable! instructions.jpg

And yeah, sorry for the title

Anyone can cook (Ratatouille cartoon)

Hi! We made a game about mixing objects in... the microwave. But it seems that the recipes turned out to be so unusual that the game has become almost impassable! Therefore, we have compiled a number of tips where we have indicated both direct crafts and cooking rules.

instructions.jpg

A quote from the Ratatouille cartoon "Anyone can cook — but only the fearless can be great" comes to mind. Are you fearless?))) Try to craft the final item...

Dear developers

warning.png I played a lot of games and the most common problem was the lack of a tutorial. Either there was a tutorial, but it was very unclear, or there was a wall of text. Everyone has very cool ideas and implementations of these ideas, but it is also very important to remember about the tutorial. I hugged everyone, well done, but remember about the tutorials

Streaming LD59 games submitted by you!

Hey folks, today we’re PLAYING AND RATING more of YOUR GAMES over on Twitch: https://www.twitch.tv/buriedthings

If you'd like to try our LD59 game Radio Galaxy, you can find that here: https://ldjam.com/events/ludum-dare/59/radio-galaxy

Also, we've just wrapped up a year of hard work and launched our game Cursed Words on Steam! Please go take a look at that here: https://store.steampowered.com/app/3856460/

Thanks everyone!

We made HTML version of the game

With some 3D Godot struggle, I eventually rebuild project with the version that works well on Chrome\Mozilla PC browser Unfortunately we got rid of cool camera DOF blur on background, since it doesn't get support in WebGL. Anyway I hope it will encourage more people to try our Winter Resort adventure.Open Itch.io with a fullscren option to make it work in a HTML. SCREEN 2.jpg

*Try our game here https://777xarina777.itch.io/winterresort * Rate here https://ldjam.com/events/ludum-dare/59/awesome-work-in-progreess

Thank you! We love your comments and support.