Hello! Check my game :)
https://ldjam.com/events/ludum-dare/59/occult-ace

https://ldjam.com/events/ludum-dare/59/occult-ace

I plan to stream more of your LD submissions later this afternoon in approximately 1 hour. Check out yesterday's stream in the meantime.
https://www.twitch.tv/gingybeardyguy
Five skiers VS Grumpy Grandpa^^
Wait...
Is it... AVALANCHE??
Bet your choice and find out the truth in our game https://ldjam.com/events/ludum-dare/59/awesome-work-in-progreess
Do you know what madness is? I’m not entirely sure myself, of course, but I can tell you a little about sick rhythms. My name is Den. I make music and a bit of sounds, and I’m dying to share the amazing world we hear with you.
If you think about music in general - dances, rhythms - one of the first things that comes to mind is counting. One-two-three-four, one-two-three-four. That’s 4/4; you know it very well, it’s your friend. You might also count one-two-three, one-two-three. That’s 3/4, also kind of famous, it’s your bro. And, of course, 2/4: just one-two, one-two when you’re trying to get somewhere - step by step. Why am I telling you this? Because it’s important to know your heroes by sight and understand what makes them kin - and what unites all these ways of counting is the downbeat.
The downbeat is the main beat, the first one you count, the one that announces the start of the count. It kicks everything off, and that’s why it’s usually the loudest. It gets the accent. It feels good and right. So when you try counting three times 4/4 or four times 3/4, you can clearly feel the differences, because that first-beat accent lands completely differently. Cool, right? And now that you know a bit more, allow me to introduce you to… 5/4. Trust me, you are not ready for this beast.
If you look at the length of all the spells in the game, you’d think - as I did in the moment - that writing the soundtrack in this time signature makes total sense. Every beat of your drum matching the crazy rhythm you set. But… try counting it. One-two-three-four-five. Feel that? Something… extra, something off, something pulling you back toward 4/4, and that feeling is completely justified. A peculiar meter like 5/4 inherently carries a sense of unease, a shifted balance, a desire to trip you up. It’s a wrong feeling. So how can I soften that sense of chaos with something more familiar, something you know like your friends?
A safe bet is to try counting it as 3/4 + 2/4 or even 2/4 + 3/4. Sounds insane? I think it sounds great. I believe you also think The Dave Brubeck Quartet in 1959, with their Take Five, sounded very good. You’ve probably heard it. And yes, that’s 5/4. Cool, right? It feels like that music can’t be counted in any other rhythm - you can hear those accents on every fifth beat. This fun little count isn’t used as often as your other friends, but it’s used more often than you think. Try counting your favorite songs; you might be very surprised.
But if for some reason you decided to count the music in the game… no, you’re not going crazy, no - 5/4 really isn’t used there. During the game-jam process, this rhythm turned out to be too wild, so between turns we decided to give you a bigger pause to rest and prepare… we gave you 6/4. So why did I tell you all about 5/4? Because I spent a lot of effort and my time writing music in that rhythm, which you will never hear. I wasted time on 5/4 during the jam just like you’re now wasting time reading about it. Not cool, huh?
Also not cool is that 6/4 is an even rarer guest than 5/4. At the very least, because 6/4 and 4/4 can sound awfully similar - a good way to count 6/4 is as 4/4 + 2/4, if you recall that handy trick from 5/4. But what does 6/4 want to tell you with this? After every one-two-three-four, it abruptly and unexpectedly pushes you to take the next step, a quick one-two. Constant motion, constant leaps forward - that’s what sets melodies written in 6/4 apart from 4/4, even though three bars of 4/4 add up to a similar result with 6/4.
And, of course, I’m not The Dave Brubeck Quartet in 1959 who made Pick Up Sticks and masterfully utilized 6/4 to its fullest. So maybe my 6/4 turned into 4/4 after all - but I’ll blame it on the fact that the menu and shop tracks are actually in 4/4. Still, if you want honest advice should you ever try using 6/4… try counting it differently. Or pull a trick where the melody is in 6/4 while your drums pound away in 4/4. Yes, now you’ll have to re-check whether your favorite songs secretly feature 6/4. Sneaky, isn’t it?
As a finale, I'll play you an encore at this link - the soundtrack made for the game: your friend 4/4 for the menu and shop, and that very quiet weird classmate 6/4 for climbing to the peak and fighting for it.
P.S. Drop links to your game in comments! I would be glad to play them and listen to your songs!

You can smash hordes of zombies here:point_right:: https://ldjam.com/events/ludum-dare/59/bash-and-gash
it's been a week from my submission, and so far so good! playing other amazing games and especially reading all your feedback, its so heartwarming, thank you!
and in case i was under your radar... here is my link https://ldjam.com/events/ludum-dare/59/checkers-under-the-radar


Also, here is yesterday's stream.
https://www.twitch.tv/gingybeardyguy
I didn't manage to finish my game in time, I had to dash for the bus to Armenia. Last second I posted what had to the moment. I like how Intro turned out and for the first time ever I've made a proper tutorial and game inro overall.
Please rate my game if you're interested, but consider playing the post-jam version as well :pray:


In this game you need collect a signals to hack a system.
You have a cards like in normal deckbuilders, and you can collect upgrades.
But surprisingly, you will have also to think tactically and your every move.
CONTROLS
Just use WASD to move, it will first take away your points for moving, and then your energy.
Play the cards by dragging them with the mouse on the tile or the opponent, it will cost you energy.
Collect green data crystals to earn xp points and to get an upgrade.
VICTORY CONDITION
Collect 100% of the signals([!] - they look like this) to hack the system and win

Our initial game featured our dear Gio controlling two directions of car traffic and signaling pedestrians to begin crossing the street.

Cars would drive unless you whistled in their direction and Gio only had so much air in his lungs. We had a lot of fun coming up with pedestrian ideas (pictured: leathery old man running).

We got started almost right away but then Saturday morning we torpedoed our initial idea in favor of the roundabout structure. We probably could have made the first idea fun but the roundabout answered a lot of design questions and had a clearer path to fun.

We left a lot of ideas on the cutting room floor, but THE STORM was maybe the biggest disappointment. Each stage was supposed to hint at an impending storm and then Stage 4 the storm would arrive and dim the colors, further increasing the difficulty.
Otherwise pretty happy with how it all turned out! Play in browser
p.s. am honestly curious if anyone can beat my time of 2:16
I've just released the soundtrack to my team's Ludum Dare 59 entry Missed Signals: Road Rage Frenzy.
The weekend @ijzm, @takeshi64 and I worked on this game was pretty hectic, and we sadly did not have as much time as we had hoped. But we put out something in the end, and I'm glad we did.
Here's the in-game track that I made. The idea was to incorporate some instruments that sounded a bit like car sounds, so I put in some trumpets and even a little percussive instrument that reminded me of a turn signal.
https://www.youtube.com/watch?v=yJ0y22D2-xA
And this is the menu:
https://www.youtube.com/watch?v=iQHmsEonYKQ
The full soundtrack is available now on Bandcamp. And while you're at it, check out Missed Signals: Road Rage Frenzy if you haven't already! It's a chaotic endless action game where you toggle traffic lights to control the flow of impatient drivers.

https://ldjam.com/events/ludum-dare/59/dragonia-siege

Close to 200 people have rated our game! The interest that everyone has had in our game and the amount of time that people have taken to leave feedback means so much to us! I am so appreciative, and I never would've thought that this would go so well. I am noting ALL of the feedback and we are planning on fixing all of the things that there were comments about, such as adding coyote time, persisting acorn count, improving the platforming, and changing the timing of the owl and lightning.
Our immediate plan is to continue to update the itch.io version of the game so that everyone who played it during the game jam gets to experience the gratification of seeing us fix these issues in the very near future. We are also in the midst of creating a new identity: Night Moss Games. We are now committed to making Small Among Storms a complete game!

Follow us to find out what happens next!
Our Instagram: https://www.instagram.com/nightmossgames
Our Threads: http://threads.com/@nightmossgames
Our Itch.io: https://nightmossgames.itch.io/
Follow me (Shannon):
Instagram: https://www.instagram.com/shanzgamestudios/
Threads: https://www.threads.com/@shanzgamestudios
Itch.io: https://shanzgamestudios.itch.io/

Our Game:
https://ldjam.com/events/ludum-dare/59/small-among-storms
So since we already had fun with the send/receive mechanic in our game and how the interfere cards change the pacing in this regards— we decided to give multiplayer a shot and printed two basic decks out. The game became way more interesting this way!
Should we add a multiplayer to the game and release it on Steam 🤔

Please try the basegame here and let us know what u think ❤️ we‘re still some votes short 🥲
https://ldjam.com/events/ludum-dare/59/acespionage
Hi everyone! This year I made a game in one of my favorite genres - a roguelike where you place things on the board so they can interact with each other. I would love to take ideas from this current game into a post-jam version or even a new game built on the same principles!
I would be very grateful for your feedback, especially if you enjoy these kinds of games as much as I do!

I'm taking feedback and ideas ... if they are doable I'll implement them.

I had a project that was just a smidgen too ambitious for my skillset ... when keeping the 48 time limit in mind. So for those who already gave it a spin... Now there's a post jam version and this is the list of adjustments - I suppose it's about 80% bug fixes.. but I added some QoL things as well.
PostJam: https://frogboxcreations.itch.io/ld59-earth-assimilation-readiness-protocol-postjam
This is the adjusted in-game look:

And the menu:

Post-Jam Update 🚀
Been polishing the jam version and pushed a post-jam update with a bunch of improvements:
New Features * Hardcore Mode added * Double incident spawns * Increased chance of high-threat events * God Mode added (learning/sandbox mode) * Reveals incident types for training * Includes speed control
Gameplay Improvements * Scanning system reworked * Each scan level now locks to a single consistent description * Signal readings now better adhere to intended min/max ranges ** Makes scan progression feel more readable and reliable * Incidents are now clickable * Camera now moves and centers on selected incidents * Added particle traces for improved signal/threat visualization
UI / Feedback * General UI polish pass * Cleaned up the incident information screen * Smoother camera behavior and overall readability improvements
Thanks to everyone who tried the jam build and gave feedback — this version is already much closer to the game I imagined. 👽🌍
Notifications @jk5000 @xwilarg @matt-giuca @sinusquell @loig @trav @nullval @pres2300 @bushfire @kseniya @perfectsquare @deng @richjbaron @rafa-fiedo @allexeee @stormsword @maggardjosh @noobman64 @smolbigby @marudziik @joegreen @theoratkin
The OST for our first game, The Last Crossing, by @malorym and me is out on Bandcamp.
About the game
Our game The Last Crossing is about an old Czechoslovak railway crossing signal made sometime in 1959. The signal of the type VÚD, named Vudy, survived an apocalypse and starts his journey to the love of his life. The journey isn't easy though: all locomotives went crazy, including the huge, mighty, dreaded 27E that acts as the boss. The locomotives rush through the landscape, uncontrolled, cruel to their own babies that you have to save on your journey as well.
About the OST album
The album contains all musical tracks appearing in the game, including short pieces such as Life Lost or Level Complete. All tracks on the album have fixed DC offset to be "healthier" for audio devices, and are mastered.

The link is on our game's Itch page under Soundtrack.
About the game's future
The game and its audio is going to evolve. New SFX for animals and the boss locomotive are being worked on.

Interrogator: What is the theme of the jam? Signal.
You: Signal.
Interrogator: What do you and others create? Signal.
You: Signal.
Interrogator: What unites us all? Signal.
You: Signal.
Interrogator: What makes your heart beat faster? Signal.
You: Signal.
Interrogator: What is the name of the game? Radiotower.
You: Radiotower.
Interrogator: What you need to play? Radiotower.
You: Radiotower.
Interrogator: What you need to rate? Radiotower.
You: Radiotower.
Interrogator: Repeat 3 times.
You: Radiotower. Radiotower. Radiotower.
Interrogator: Test complete.
Apparently due to complexity, people have reported spending more than an hour on just the tutorial and first level :sweat_smile:.

Not sure anyone will even engage in the multiplayer components at this rate :joy:. That's okay, if even a single person manages to craft a "Soulgem" (which requires cooperating with someone in multiplayer to get one of the resources...), I'll consider it a success.
You can play here: https://ldjam.com/events/ludum-dare/59/drone-supervisor-ii-online
Hi everyone!
Here our game in a game!
https://ldjam.com/events/ludum-dare/59/parasignal
I wanted to share a bit more context about the game for those who are just discovering it, as well as clarify a couple of things that have been causing confusion.
Tuning the Signal :tv: (Important!)
One important detail: The UHF dial is meant to be rotated in a circular motion.
It’s not a slider, so dragging it horizontally or vertically won’t work properly. You need to move it as if you were turning a real knob. We’ve noticed this isn’t immediately intuitive for everyone, so we wanted to clarify it here!

A Small Hint for Those Stuck :book:
We’ve also seen some players getting stuck after the first maze.
Originally, we planned to let you interact directly with the book in-game, but we ran out of time to fully implement that feature. Instead, we left a visual hint there.
Here’s the relevant part of the book:

The key action is: You need to press “L” while near the lever to open the door.
Thanks a lot to everyone who has tried the game so far — your feedback has been incredibly helpful! We’re planning to expand and polish the experience after the jam, including features that didn’t make it in time.
Hope you enjoy it! :smile: :joystick:
Play https://keeper4.itch.io/the-rift-between
Imagine: a fragile girl with rare abilities can travel between worlds, fight monsters, and collect glowing particles from them. These particles open a portal to the next world—deeper and more dangerous. And at the very end, an epic boss awaits you—a beautiful girl with a mass of writhing tentacles... The game is called The Rift Between—short, atmospheric, and quite unusual.
Big Thank You to everyone who's played and rated so far! :heart:
I'm so happy we've hit 20 rating, it's been a great Ludum Dare experience so far. I really enjoyed teaming up with @snowdrama on this game. I helped out with the graphics and sounds.

How did you guys find this Ludum Dare? Hopefully you have had a chance to rest, and recharge!
Link to my submission: https://ldjam.com/events/ludum-dare/59/signals-shift
:heart: :heart: :heart:
Initial upload of our game contained a pretty nasty bug, that caused items to be placed multiple times, sometimes leading the total amount of items in inventory to go below zero. You could pick them back up, but they were overlapping, so this "workaround" was not very obvious to the players. In our game you can place special towers that extend signal that is required for your weapons to operate, so placing mechanic is somewhat crucial to our game.
Luckily two days ago we have uploaded a patch addressing the issue. And on top of that we added downloadable builds for windows and linux beside the embedded web version.
Game Link: https://ldjam.com/events/ludum-dare/59/lost-signal-network-warfare


As there are 11 days left until the rating round closes, lets focus our attention to the danger zone for the last 10-ish days.
These people made some exceptional games, but did not get 20 ratings yet. Let's help them out! 🛟
Hello all!
it's been a bit of an odd Ludum Dare for me this one. I didn't get to use all the 48 hours, so lost about 8-10 hours due to work commitments, but did manage to submit. Also haven't had a chance to rate many games but I am going to get on that this week. I also haven't posted a walkthrough like I normally do... until NOW!
https://youtu.be/R9FMwTtsLsM
Please take a look and maybe come check out my game if it captures your interest :)
Off to play some games now.
Enjoy!
A small jump-cut making-of video of our game New London 3D Turbo 2000!
https://youtu.be/brnmTBWmjlU
I made the last video where I play 15 more random games so you could see more games and save your time. Thanks to all participants, sorry to those whose games I couldn’t play, there are a lot of you) Enjoy watching. Good luck next jam!.
🎥 Video: https://www.youtube.com/watch?v=c5YUo8SJh1M
P.S. If you like any game and wanna try them yourself, I have add links all of them in the video description.
Green hair. Tiny bikini. Late-night SIGNALS. She runs through the dark town answering every naughty call: playing with eggs, peeling bananas, growing mushrooms… all for $1000. One problem — don’t let the neighbors snap photos of you, or it’s game over. Stealth, spice and strong SIGNAL vibes. Will she get her dream iPhone… or get exposed? Play now → https://ldjam.com/events/ludum-dare/59/signal-girl
导出之后想要在原文件修改但运行还是原先的…😭 求助🥹
We thank WHO memetic epidemiology research fellow Dr. Park Jung-Hwan for his talk summarizing the last 50 years of Religion-Induced Robot Psychosis (RIRP) outbreak prevention.
https://www.youtube.com/watch?v=3HuFb3gp8mU
To learn more about his important work, please visit: https://ldjam.com/events/ludum-dare/59/last-writes
Hi all,
I have been updating my game post jam two times and I'm doing a session later today with a bunch of other game devs (they each work on their own projects - but a small gathering of likeminded people). You don't need to rate anything - I got the 20+ ratings I need. So here goes - if ANYONE got any ideas of something to add or some adjustments that would improve the experienc.. I'm all ears.
And thank you for all the feedback and ratings
PostJam: https://frogboxcreations.itch.io/ld59-earth-assimilation-readiness-protocol-postjam
Actual entry: https://ldjam.com/events/ludum-dare/59/earth-assimilation-readiness-protocol

-
I'd appreciate it if you could rate our game https://ldjam.com/events/ludum-dare/59/the-lost-signal-1
I wrote a post-mortem/making of for my LDJam entry. Includes: audio and image processing, story/poem analysis, scrapped ideas, and more (:
(I would include an image here but image uploads are currently broken :upside_down: )
It felt tedious to browse each commenter's game history to find their jam entry, so I made a tiny Google Chrome extension.
It simply displays each commenter’s game inline so you can quickly check their entry, plus a checkmark to track who you’ve already commented on 😊

You can check it out here if you're interested: https://github.com/Pimeko/LudumExtension
And meet some strange new people...

Play now! : https://ldjam.com/events/ludum-dare/59/u-p-l-i-n-k
If you do end up playing, THANK YOU!
I thought this error was only happening to me but I see a bunch of posts on the home page now with images that are not loading. Are image uploads broken?

https://github.com/JamBrain/JamBrain/pull/2308
Because the current karma system left me with no new comments over the past two days, I diverted my energy into trying to fix it. The full description and rationale is written down in the PR. Also, for anyone who isn't aware: please, under any circumstance, do not heart comments under other people's games until the issue with grief hearts is resolved either through #2308 or #2267 shoutouts to @honey-pony.
Feel free to discuss here, under the PR or in this thread.
!> Of course, I'm not delusional; I don't believe anything will actually change. Maybe it's time for PoV to prove me wrong though.
Hey everyone!
Since we’re continuously refining our game, we’d be really happy to have more card game players try it out.
It doesn’t matter whether you’re into physical card games like Magic: The Gathering or more into digital games like Slay the Spire — all feedback is welcome!
We’re especially interested in:
Here’s what we managed to create during the 72 hours we had!
Cheers!
Image preview (seems to be an issue with the ld-page rn so i cant post images)
I made two games this time around, We Trust You Are Well We Trust You Are Well as a solo entry and Chomp Radio with @alexrose and @sinclairstrange. I almost always START a solo project, but it's been 6 years since the last time I actually finished one. My goal is to prioritize the team game and only finish a solo entry if there's time.
I built my solo entry in React, using Zustand for state management. I've wanted to figure out a text-centric puzzle mechanic for a while, and figured doing a glorified webpage would be the way to go. It's all text and sliders. Text can blur. Text can turn into links. End of feature list. But you can build a lot with those concepts, and I feel like I only scratched the surface. The basic theme of distrust and manipulating others' words felt like an effective way of making those simple mechanics feel more impactful.
The core mechanic of the game is that fragments of text can be revealed to provide clues or story hints that you can uncover as you go. Sometimes completing a task or collecting an item unlocks text. Sometimes putting sliders into certain positions unblurs important info. It took quite a bit of sorting out to write a custom markdown parser that would allow me to define visibility states based on all three slider positions as well as provide triggers for collecting items or completing checkpoints. I had a 3-axis coordinate system that would blur and unblur text based on how close the sliders were to target values. Each piece of text could be set to require specific values from any combination of the 3 axes, which allowed text to be connected together and make it feel like you were calibrating with three different sliders. It was a mess to get working correctly, but eventually I got there.
Poorly compressed gif

I'm glad I finished this enough to put out, but it definitely missed the mark in a bunch of areas. At one point I built a full 2D maze at one point, but scrapped it because it didn't QUITE work. But it would be cool to figure out some more "traditional" gameplay to go along with the rest. I wish I had figured out a bit more of the playspace with these mechanics and didn't rush the entire narrative into the last 90 minutes of the jam. I got to some sort of narrative conclusion, but it definitely ends just as things start to make sense and I threw a bunch of random nonsense in at the end to try to show conditional text display and whatnot. All told, I feel like I got ENOUGH of the idea out to let it stand on its own. I may or may not try expanding on things in the future.
This is our Snake/Bullet-hell/Tower-offense game. You can upgrade individual segments of your snake, slide around procedurally generated levels, and face off against an ambitious number of enemy types with an ambitious number of weapon options.
I was on audio for the team game (as per usual). It took some time to figure out the musical vibe, and landed somewhere in the ballpark of metal meets Invader Zim. I broke my wrist in September and I'm still kinda struggling with my fretting hand, so this took a lot more practice time to get to a recordable state than a lot of my previous soundtracks. All told, I'm happy with the results. Action games are tough to write for because you need things to be present, energetic, and have some melodic hooks. But they also feel like they can fade into the background a bit so they're not fighting for attention the whole time. I feel like I was able to get the vibe and add a few melodic hooks while also staying out of the way.
Alex also did a chunk of voice acting for this to kind of riff on a Metal Gear parody (our character is a snake, after all). So on top of music and sound effects I had to do the old VA slice-and-dice. It was a lot smaller scope compared to some of our previous games, but we still ended up with over 150 lines of dialogue that I processed. We only ended up with a portion of those in the game, but being able to process things so that we had options in the final build was important. For bulk editing, Audacity's tagging system is incredibly intuitive. I could tag and name all the takes we needed and then have real-time eq, compression, and such applied while exporting to .ogg. Cleaned, processed, small files with (relatively) minimal effort.
Go give either of the games a play and let us know what you think.
So, we received a lot of important and fair feedback about our project. We carefully went through it all and decided to make several major improvements that, in our opinion, make the gameplay much better.
If you wanted to try the game but something stopped you, or if you could not get it running the first time — now is a great moment to give it another shot. The new build is already available on itch.io — [https://venomousmouse.itch.io/drum-n-ice-postjamupdate].
We tried to quickly fix everything that was genuinely hurting the gameplay experience. Thanks again to everyone who has already played the game and shared feedback — it really helped us a lot.
You can also check out the current gameplay here:
can you match the portrait better than me?
try yourself playing our game here: https://ldjam.com/events/ludum-dare/59/almost-the-same

can you match the portrait better than me?
try yourself playing our game here: https://ldjam.com/events/ludum-dare/59/almost-the-same

It’s been a wild week since the jam ended! I wanted to share a quick update on how Cardboard Delivery Service has been doing over on Newgrounds.

The reception has been way better than I expected for a Compo entry:
Views: 5,000+
Daily Rank: 4th Place (April 24th)
Frontpaged: April 25th
Current Score: 3.92 / 5.00
It’s been awesome seeing people enjoy the game. I’ve also been reading through all the feedback, and I’m already planning a post-jam updates.
I also added tutorial for the new version, uploaded on newgrounds, and it also features a scoreboard.
Huge thanks to everyone who has played and voted so far. If you haven't checked it out yet, you can play it here:

UPDATE: Screw it. It's up.
~~I still can't narrow down what to do about the audio issue I've been dealing with, so uh~~
~~Do I just release the web build without the traffic light noises? Though, it's gonna make the game harder than intended, cos...~~
!> ~~The traffic lights drift further apart the further you get into the game session...~~
I always need some time to separate myself from the event to decompress from what I put into it. So upon my return I bring a playthrough of my entry Kepler-186f.
https://www.youtube.com/watch?v=ssMwZnb5jRE
I learnt a lot this Jam, with my first time creating an active enemy pawn that would attack the player. While not the most perfect enemy ai its something I can use again in the future as I grow and adapt my skills. Reflecting on my entry, I did what I often do and lean heavy into the level design aspects of the game and this time I went a little overboard. This is something I need to not lean into as heavily in the future. With 5 Ludum Dares left, lets see how much that changes.
Now its time to dive into some of your entries.
We've got a brand new trailer for our game STATIC. Check it out! 🚀
https://www.youtube.com/watch?v=sho9LN-CQt8
If you like what you see, don’t wait—go give it a try!
Before I begin, I want to thank all of you who have played and rated our game so far - the feedback we've gotten so far was overwhelmingly positive for our first time working together in this team constellation :grin:
I have uploaded a timelapse video of our process of developing "Baywatcher" for the jam in 72 hours - and hopefully you will get some insights into the complexity of implementing even a simple game idea like ours.
https://www.youtube.com/watch?v=Oil4npAUL4c
Unfortunately, we have shipped our game with a nasty mouse capturing bug in the web build, which we were still unable to fix until now. For that reason, since so much time has passed since the jam is over, we have decided to remove the web version of our game entirely and only keep the downloads for Linux and Windows. This is super unlucky, since we had declared a playable web build as an absolute must-have for the jam, and weirdly we cannot even reproduce the issue when testing the web build on a local server. It only appears once uploaded to itch or the ldjam page :cry:, and the debug logs provide no hints to the source of the bug.
To end on a more positive note, our team of four guys with distinct backgrounds, skills, and professions was working together harmonically and we've spent an insanely productive and fun weekend together (powered by mixed pickles!). For some of us, there were quite a lot of first times involved: first time game jam, first time version control with git, first time collaborating on a public repository on codeberg, first time making a game with godot, etc... And since it all has worked out so well and these experiences were so valuable, we can say with a lot of confidence: we'll be back for another gamejam sometime!
Streaming an overview of my team’s puzzling board game, then playing other games!
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!
Hello everyone! Last week was such an emotional rollercoaster for me. So many comments on a game! SO MANY PEOPLE PLAYING THE GAME WE MADE! But the saddest part was that due to our ambitions we weren't able to deliver the most polished expirience possibe. It was our first jam after all!
This pigeon was guiding us!

But I've read everything people wrote to our team, to my friends and collegues and we've patched a lot of things! and added some other things, heheh.
A lot of people didn't understand what they had to do. We've fixed that. Hopefully. There is a tutorial in the book and interactable objects now have stroke around them.
Caesar's Cipher wheel is working! Now you can spin it to decipher messages properly!
You can lose! And win! And get an ending!
Game is now fully playable. If you type carefully and don't make mistakes - you can get an ending. And if you lose - a game over screen. It's a touchy subject, so look out for your fingers! They can appear anywhere!
We had a lot of sounds and proper ambient for every day and objects. Now they are working!
Some actions are animated for your eyes only:)

So now I just want to ask you, kind people of the internet, developers and game lovers - try our project one more time! And write your thoughts about it!
https://ldjam.com/events/ludum-dare/59/cipher-tower

We've got a brand new trailer for our game STATIC. Check it out! 🚀
https://www.youtube.com/watch?v=sho9LN-CQt8
If you like what you see, don’t wait—go give it a try!
Are you going to develop the game from LD to steam version? I'm going to. There aren't many mechanics in the game right now, but I'm working on adding new ones in the future.
You can play my game. I will be glad if you suggest something.
https://ldjam.com/events/ludum-dare/59/radar-alert

I dont know what happen but our game cover image looks like this and I cant change it. Any one know what to do?

upd - looks like I cant upload image here too =(
In our snowy little game, a small post-jam polish pass just landed ❄️
We’d love to share some winter vibes with everyone — come warm up by the campfire 🔥
Play the updated version on itch.io: https://ankuladin.itch.io/ld59
LDJam page: https://ldjam.com/events/ludum-dare/59/signal-through-the-blizzard


For @parsefal and me, this is our second game jam. Our first experience clearly highlighted my weak spot — visual content.
Back then, we were making a platformer. I took on the graphics because I already had some experience with graphic editors, but I had never drawn tiles or character animation before. The result was beginner-level graphics, and the game looked, to put it mildly, unimpressive.
Another problem was scale. It’s impossible to make many levels in three days, and that seriously hurts the cohesion of the storyline.

This time we decided to lean into our strengths and make the whole game procedural. Parcefal has the perfect hobby: he’s constantly writing music, and putting together a dozen tracks over three days is a welcome break from programming for him. Working with music is convenient here, too — tweak the arrangement a little, and it sounds like a new track.
As for me, after last time, when the endless “export — check in game” cycle had me quietly hating Photoshop, I happily retreated into generation and shaders. Shaders and programming interest me more than pixel art, and they haven’t been done to death quite as much.
It turned out to be an ideal combination. Some things worked out better than we expected, others didn’t go according to plan.
→ ldjam.com/events/ludum-dare/59/packetracer/

In the next part, I’ll tell you how we handled level generation and matched the track length to the music.

wanted to share a small thing we didn’t have time to add to the game during the jam.
This is our game: https://ldjam.com/events/ludum-dare/59/parasignal
There’s a specific moment in the game (those who played it will know which one, for those who haven’t, I’ll try to avoid spoilers) where I wanted to show something on screen. However, for rather cryptic reasons, and with only an hour left before the jam ended, I kept getting an error because it overlapped with another image, and I just couldn’t get it positioned correctly in time. So at least here, in an unofficial way, I wanted to show it.
I don't know why i can't upload here the image and have errors, here a link to watch it: Please, look it after play!
I thought it would be fun to include this along with many other hints, and I think we’ll release a more complete version after the voting period. We’ll upload it to itch.io and, if it performs well enough, maybe even to Steam. It will also depend on how many things we’re able to add, since we left quite a few ideas on the table (this was one of them). We also need to figure out how far we can extend the experience without making it repetitive, while still keeping it surprising. I had several levels in mind (initially there were going to be 7), and with some additional ideas we’ve come up with, I think we could expand it quite a bit more, even including some interaction both inside and outside the game.
The jam version of the experience ended up feeling a bit cut short, since just when the most interesting part is about to begin… it ends. But we felt it was better to leave it that way rather than include unplayable sections or half-finished features, it was more important to show something solid that worked well.
To wrap up, I’d love to get some feedback: What did you think of the game? Is there anything you would have liked to see added, or any ideas you’d suggest?
I can’t guarantee that an expanded version won’t include screamers, but they definitely won’t rely on loud volume jumps. We really like the kind of “cozy unease” the game seems to have, and we’d like to keep exploring that direction.
Psst. Psst. Yarcha here.
I'm jumping into your Ludum Dare 59 feed to tell you how our game was born... and to whine a little about what we didn't have time for 👀
Remember the meme about the penguin who gets separated from his flock and goes up the mountain—on his last walk? That story just kept popping into my head.
At first, it was all about drama: the penguin sees a signal at the top and thinks it's his missing sister. Sadness, cold, loneliness... you get the idea.
But the team looked at me and said, "Maybe we shouldn't suffer through the jam again?"
And then a better idea was born.
What if... we give the penguin drums?
Seriously. Just imagine a penguin climbing a mountain and beating out a rhythm. Sounds better already, right?
So we came to the final challenge: to make a rhythm game during the jam session.
Yes, the jam version was a bit rough around the edges—we can see that ourselves. But we carefully read the feedback, tweaked everything, and released an updated version that feels much better.
If you want to see what a sad penguin turns into when given drums, try it yourself 🥁
https://ldjam.com/events/ludum-dare/59/drumnice


We've updated our game with bug fixes and balance tweaks to improve your gameplay experience. Smoother performance, fairer battles - play here and see the difference: https://ldjam.com/events/ludum-dare/59/signal-of-honor!
Let us know what you think!
Hi,
Congrats to everyone who managed to finish their game — always fun !
Would love to hear what integrations people explored this time — sounds, effects, particles, wallets, leaderboards, anything interesting.
I ended up building a leaderboard app during the jam (and well… kind of went all in on that 😄)
If anyone wants to try it, it’s free for jammers — 1 game with full functionality: https://leaderboard.goproso.com
Would really appreciate any feedback 🙌
Heyo! We have received some comments from folks that they wished there was a web version of our game. We just made one! The reason we didn't initially was because a few of our more complex shaders didn't work out of the box on WebGL. I ported our grass over and tried to make it look as similar as possible to the Windows version. I think it turned out well!
https://www.youtube.com/watch?v=ElZEkaI5kn8
We also included a couple quality of life fixes, such as a more obvious navigation system and a home marker. Hopefully you will never get lost now, but it might even be TOO handhold-y. I think for a full version I would want to add a diagetic navigation system where you use the antenna of Baluginess to ping nearby objectives or something.
Of course, the original jam version is still available to download on our itch.io page for purists. Hope you like it, we appreciate all your feedback!

Our game is called Barely Edible and it's about running a small italian restaraunt alone. Just you and an endless stream of people (and rats) who want to eat.
You cook everything manually and have to make it before your customer patience runs out (dont make them sad).

We had zero idea what we were doing when we started this jam, but honestly we had a blast making this mess. Hope you give it a go, leave a rating and tell us what you liked/disliked in the comments.
https://ldjam.com/events/ludum-dare/59/barely-edible

P.S. We have already received a lot of feedback and are working on postjam version. You can check it out on our page.
Hi there!
We’ve been testing our character generator a lot lately, and honestly we’re really happy with how weird and varied it turned out.
There are thousands of unique faces already, built from lots of different eyes, brows, noses, ears, beards, clothes, glasses and other little details.

And all of it sits in this strange dystopian setting we’ve been building, with characters that feel a bit suspicious, a bit funny, and hopefully fun to draw.
Some faces can seem almost the same at first glance, which makes the details even more important.
A mustache, eyes,ears, a hat… every little thing can matter when someone has to identify a suspect from your sketch.

That’s a big part of the game.
We wanted not only a lot of faces, but faces that are interesting to draw, even if you don’t usually draw at all.
And soon many more of them will end up in the cameras.

We’d love for you to try the game and share your portraits and thoughts with us. It means a lot, especially because we want to keep expanding the game and bring more of what we imagined into it.
Game name Almost the Same https://ldjam.com/events/ludum-dare/59/almost-the-same
Would love to see what suspects you catch

More updates about the game soon.
My game is almost entirely made up of Easter eggs. Find them all!
Thank you so much to everyone who has already played and left feedback. This is my first LD, and I love watching people play my game.

Always do these
https://youtu.be/89ky6Odrjl4?si=XQtvjVMmuPBSY5Nx

Our game is called Barely Edible and its about running a small italian restaraunt alone. Just you and an endless stream of people (and rats) who want to eat.
You cook everything manualy and have to nake it before your customer patience runs out (dont make them sad).

We had zero idea what we were doing when we started this jam, but honestly we had a blast making this mess. Hope you give it a go, leave a rating and tell us what you liked/disliked in the comments.

P.S. We have already received a lot of feedback and are working on postjam version. You can check it out on our page.
Our game is called Barely Edible and it's about running a small Italian restaraunt alone. Just you and an endless stream of people (and rats) who want to eat your food too.
You cook everything manually and have to make it before your customer patience runs out (dont make them sad).

We had zero idea what we were doing when we started this jam, but honestly we had a blast making this mess. Hope you give it a go, leave a rating and tell us what you liked/disliked in the comments.
Game link: https://ldjam.com/events/ludum-dare/59/barely-edible

P.S. We have already received a lot of feedback and are working on postjam version. You can check it out on our itch page.
Hello! MajoMirez here, I made the runner minigame in our LD entry, Mixed//Signals. Thanks to your feedback I was able to remake some stuff in the runner minigame (it's still a WIP, I might need to adjust some parameters...). I made it simpler in concordance with the fast pacing of the game, I also had time to remake some sprites now with Clip Studio Paint, now the cat is easier to spot (now it kinda looks like a dog..?)
You can play the updated version in Itch.io, while I'll keep the Jam version in the LD platform.
Fun fact! the cat was light blue because originally I wanted to implement a "fake signal" cat in higher levels that looked like a bright red devil. I dropped the idea because of time, and thank goodness I didn't implement this! The minigame was already obscure as it already was!
Old and new sprites comparison:
See? the old cat sprite had a little halo over its head 0:3
Thanks again for all the feedback, and if you replay our game, let us know your opinions!

We kinda made a drawing game without fully realizing :smile:
You can test it here: https://ldjam.com/events/ludum-dare/59/pheromone
You have to help the Ant escape by drawing a pheromone path for it!
We've got a brand new trailer for our game STATIC. Check it out! 🚀
https://www.youtube.com/watch?v=sho9LN-CQt8
If you like what you see, don’t wait—go give it a try!
I'm slowly getting back to playing more games, and I have to say that this has been a great LD -- great job all! If you want to come check out ours go ahead -- we'll play yours too!
https://ldjam.com/events/ludum-dare/59/dark-sigils
First of all thanks so much for all the love on our game! I think we’re all really proud of what we created and we certainly had a lot of fun working on it. If you've not played it yet you can find it here: https://ldjam.com/events/ludum-dare/59/cadence-of-glob
The characters were voiced and recorded during the game jam by three of us, Ørjan voicing Ricky, Kroko voicing Minerva and myself voicing Yuri. Glob and Flob are 90% synthesizer and 10% Kroko. We essentially recorded us making some random noises to correspond with the different emotional states of the characters, default, surprised and sad.

The voices were processed in a very straight forward way, just EQ and Compression and then were chopped down into very short individual snippets, which in unity are played back with random pitch and amplitude modulation. There were around 3-5 voice snippets per emotional state per character as we wanted it to have that silly repetitive Banjo Kazooie style to it. If you looked at my changes to the project in unity it was mostly me making very slight adjustments to the pitches and interval of the voices and trying to make it so they were silly and unique without being too annoying.

Flob and Globs voices are a modified version of the “Meow Keys” preset for Ableton's physical modelling synthesizer Tension. Using the Filter envelope to control a resonant formant filter sweep and create a vocal sound. This was then played at a very low pitch to add a throat style quality to the sound and layered with a small transient sample of Kroko’s voice to add something so that it wasn’t too robotic sounding.

The Signal Receiver also has its own voice which works in a similar way to all the others being triggered in random short snippets and randomizing in pitch and amplitude. This is made up of filtered snippets of the alien voices, a tonal synth bleeping and an EMF recording of an electric guitar pickup. An EMF recording uses a special type of microphone to capture electromagnetic radiation rather than sound waves. It made for just the right type of crackly, buzzy, computational sound that I think helps sell that it is a signal that needs decoding.
A lot of the music in Cadence Of Glob is based around the same Motif, I’m sure you can probably remember it as it loops over and over again whilst playing the game. This motif appears in the main menu theme, the background lab music and a piece of music I saved as “Glob’s Anthem” for when the aliens arrive.

The theme and signal music takes inspiration heavily from the ape escape soundtrack using jungle inspired rhythms but with short transient drum hits and playful melodies. I used my Teenage Engineering EP-133 to create the drum beats and mostly Serum 2 to create the synth sounds. The synth sound used for the alien voices also is used in the signal music to correspond with the fact that these are signals coming from the aliens.

If you would like to work with me on anything feel free to send me an email at danlarkin@pm.me I'm experienced with FMOD, Wwise, Unity & Unreal. I'd love to see what you're working on! :sunglasses:
https://ldjam.com/events/ludum-dare/59/u-p-l-i-n-k


What would yo do with a cloud of lightning?
https://ldjam.com/events/ludum-dare/59/the-last-beat
Lure or spook the villagers!
I always found it interesting, when characters in the game could not be controlled directly. "In the Well" was inspired by such mechanics - you create ghosts that either scare or attract autonomous NPCs. Does anyone remember Majesty and Ghost Master?
Check out In The Well here: https://ldjam.com/events/ludum-dare/59/in-the-well It's worth getting to level 4!
Hello!
My name is Daria, I’m a 2D artist, and this is my third Ludum Dare Jam. It’s also the first time I’ve decided to write a making-of post about creating assets in a short time!

Since I've never posted here before, I can't include any links in this post — including the link to our game Pulse Advance. So if you'd like to check it out, please look it up on my profile. Pretty please?...
Because we’d love to know if you like it or not — criticism is always welcome, so we can improve for the next jam!
So, this is the third time I’ve had a great concept in mind, only to be wrecked by the cruel reality that it’s impossible to create all that I want perfectly in 72 hours (at least for me). We had some awesome ideas, but in the end, it mostly came down to: “How can I wrap up the whole story in just a few images with a few hours left before the deadline?”
This is the third time it’s turned out like this:
…mostly because I rarely drew post-apocalyptic robots before, I think.
Speaking of robots - I’m a huge fan of Simon Stålenhag, so while creating the art for Pulse Advance, I took inspiration from his masterpieces. Well, the result is more like “we have Simon Stålenhag at home.” But hey, at least I tried :D
I also wish I had more time to polish the UI and to write a proper ending sentence instead of something like “ooooooh, a girl standing mysteriously in a field with rabbits.” But still, the charm of a game jam is the opportunity to make a whole game in a short period of time. And I'm glad it somehow worked out! Mostly thanks to our teamlead/programmer/writer/game designer @DazyLude, who always comes up with the best ideas and suggestions, and to the team he brought together.

For me, the measure of “is our submission great or not” is answering the question: “Do I enjoy playing our game myself?” And I’m happy to say that I love playing all our silly little games a lot - including Pulse Advance!
So go check it out and leave a comment - I read all of them, and I really appreciate everything you write about our games!!! Every kind word we receive heals at least one nerve cell I lost while making the art. Love y’all! ❤️
Hi everyone!
It’s Saitoni, artist behind Drum n Ice, checking in again.
Today I’m going to show you my first steps in Hand Painting for 3D. Before this jam, I had only had indirect experience with this technique. This time, though, I had to learn a lot of new things.
I have to say I really liked this texturing technique. It makes the workflow much easier when you need textures but don’t have time for something grand. Of course, I switched the image back and forth between Photoshop and Blender a hundred times to check it — but I guess that’s just how it goes when you’re starting out! :D
I’m curious to know, dear developers: what was your first experience in this jam? Maybe you’ve discovered some new skills?

Is it worth putting effort into an itch page? It feels like the icon quality when you publish matters a lot more
I already mentioned that when the theme was announced, I was at a complete loss, unable to imagine what I could come up with. I realize it’s possible to make a game that doesn’t strictly follow the theme, but I don’t like that approach—since we were given a theme, I’d prefer to build something specifically based on it. After brainstorming a bit, Morse code seemed like the most interesting direction to take, but we didn’t settle on it, and I decided I should go to sleep and think it all over.
In the end, in the morning I tried sketching out the basics for a different concept and realized it wasn’t right at all, so I firmly declared that we would make a game with Morse code.
I tested the core mechanics on a quick HTML prototype, where you also had to click through the word “Hello.”

I let a girlfriend try out this prototype, and she said it seemed pretty good, so we kept working on it.
While I was porting the core mechanics over to Unity, she drew a grid map—an idea that had popped into my head right after I finished the core mechanics.
I wanted to create something atmospheric, but since there were only two of us and time was limited, I thought we should severely restrict our movement, so we’d just sit in front of a computer somewhere in a log cabin, and the map would serve not only as a gameplay element but also help paint the world around us in our imagination.
So, by the end of the first day, we only had a map and a nascent dialogue system using Morse code clicks.

While I was trying to fall asleep, my mind was working hard and came up with a few character ideas. Since we’re currently working on a kind of visual novel but without character art, I wanted to make them distinguishable in some way—and not just by their personalities.
That’s how the different colors came about. The basic green was reserved for the guy who explains everything to us, so I figured the leader character would suit him—a real dad figure. I immediately decided to add fishing to his backstory, and I needed to pick a callsign for all of them. Since it’s fishing, let’s go with HOOK—it sounds good, fits the theme, and is short.
Blue came next, as a more serious, technically savvy, intelligent character, and so on. That’s why he uses more technical terms. But we didn’t have time to come up with a callsign for him, so he just stayed BLUE (very much in his spirit, we thought).
Pink, on the other hand, is the opposite of Blue—she’s very sociable, rarely uses technical terms, and prefers everyday words and “UWU.” My girlfriend came up with her call sign; I think BOW really suits her.
So, from a technical standpoint, I had to add the sender’s color to every dialogue.
I also thought that since everyone has a callsign, it would be cool if we could choose our own. So I added a free-text field, with the option to save that name for future references.

Anya drew a whole bunch of other stuff. For example, the table texture turned out great, so we tried adding a normal map and other stuff like that to the table material (I haven't learned all that yet). The result turned out great, and I thought, why don’t we add some 3D objects? Because they’re clearly needed, considering that the camera can be rotated, albeit with some limitations.
I hadn’t opened Blender in several years, but luckily I remembered the hotkeys, so making something simple wasn’t too hard. That’s how the* little monitor was born* (but I didn’t like the display, so I just replaced it with a plain black plane). I also dug up some shader from an old, unfinished prototype project that allowed for proper lighting on 2D objects like sprites; it came in very handy. From there, everything went smoothly: Anya drew additional sprites and textures, while I tried to make something coherent out of the dialogues.
By the time I finished everything, the deadline was approaching, and a bunch of sprites still hadn’t been added. When I finished the script, I think there were only two hours left. AND THERE WAS STILL NO MENU. I was terrified. I threw together the menu and buttons as fast as I could, picked out fonts and colors, and in the last few minutes crammed all the new sprites Anya had drawn onto the scene. I built the game and that was it. Finally.

But of course, that wasn’t the end of it. Anya immediately went to test the compiled and already uploaded build, and sure enough, there was a softlock in the script. I quickly found it and fixed it. I built a new build, AND OF COURSE THERE WAS ANOTHER SOFTLOCK!
I was still under pressure from the deadline and kept frantically searching for the bug and fixing it, but that was over quickly too. And when the game finally played through to the end, I finally let out a sigh of relief. I was incredibly happy with what we’d created.
Yes, it wasn’t perfect, but it was something unique, something only the two of us had made, and there was something special about it...
It was really nice to read the first comments and see that people put in the same effort as we did.
Thank you to everyone who played our game and left a comment—it means a lot!

Over the past few days, I’ve been exploring the projects created by other teams, and it has been truly amazing. I never stop being impressed by how many different ideas people come up with — each one is unique and inspiring in its own way.
I just want to say that all of you are incredible. Thank you for participating, for having the courage to share your ideas, and for continuing to create. It’s truly inspiring.
A new version of the game Propagation (v0.1.3) has been released... added a MacOS build
https://ldjam.com/events/ludum-dare/59/propagation
https://memoloop.itch.io/propagation
SO I usually always add mobile controls , but operating with the amazon firestick cursor, not so much :smile:


Making of video https://www.youtube.com/watch?v=4zlgM2-NRAw&t=252s
Something caught my eye...
with LD59 there's a lot of games doing post-jam updates to their game, i see a lot more posts about these updates. This is fine of course, if the original submitted version is still the only one that is on the voting/submition page. But most of the voting pages sport the newly updates versions. ..
Certain Bug Fixes are allowed, but you can’t add new features. In case of a bugfix the changes must be clearly stated in a changelog. Other than that only ports to other systems are allowed after the deadline.
In previous jams this wasn't that much of a thing, or maybe ppl still did it but didn't mention it in blogposts as much as with LD59. It's a trend that caught my eye and i just felt i had to mention it.
Do with it as you like, i don't judge because i am here just to have fun and learn some from the feedback on my submitions ;-)
Enjoy into the abandoned submarine mood. You are the last surviving crew member aboard a military submarine, carrying out a final command from headquarters. Complete your mission—and keep the vessel afloat.


Post your games below and we can trade ratings.
My game is below, Abit rough but give it a crack if you need to get to 20 as well.
https://ldjam.com/events/ludum-dare/59/red-light-green-light
For this jam I made Distant Driving - a simulator driving game inspired by Hill Climb Racing - popular mobile game that was made by Fingersoft in 2012. Maybe 2-3 weeks with good artist (i'm not that good at drawing) and you won't notice many differences between those two. It's actually kinda crazy that only 14 years passed and what big studios did now I (just solo 17 years old developer) can do. And I've seen a lot of even better games in this jam
Just wanted to say that everyone can do good games now if you try really hard (and of course for you to see and try my game :smirk:)

We all know the classic "rock paper scissor" mechanism implemented in games. With my entry I tried to make it more fluid and open. There are still small "meta" tactics, but as each shape can be unique they can balance out differently for the whole formation. Try it out yourself! all feedback welcome!
https://ldjam.com/events/ludum-dare/59/formation-tactics-line-breaker
This was my first jam and decided to do the compo. Most common feedback I've been getting is the platforming is a bit challenging. Would have loved to ease in the difficulty and explored the mechanics more, but unfortunately ran out of time so I just made sure there was something playable.
If you are a platformer enjoyer, I would really appreciate the feedback and ratings as I'm really close to the requirement.

Not sure if I can handle doing something quite as intense as the compo again, but it was a great exercise in the "make it exist, then make it good later" mindset.
why do anonymous comments i receive on my game appear as "-" with nothing else? or is it not them? whats that anyway? if these are anonymous comments, how do i read them?

https://youtu.be/6OO7OrJkXyw
Game: The Beckoning https://ldj.am/$426419
I am incredibly happy with our participation in Ludum Dare 59. We got together with friends, had an awesome weekend, and built a project together. This is our second LD with a slightly updated team, and honestly, I think it turned out great, even if we didn't manage to implement absolutely everything we planned.
We fixed the mistakes from our previous game: we now have a main menu, a proper "quit" button, better optimization, and a cohesive art style and atmosphere.
To be honest, the game turned out to be quite challenging, and beating it is actually pretty hard. We put a lot of effort into the final cutscene, but because of the difficulty, very few people will actually get to see it. I think that's totally unfair! So, after a quick team discussion, we decided to just show it to you right here.
There is also a second ending in the game, but you'll have to find that one yourselves (it's much easier to get—even I managed to reach it!).
Creative: Vitaly Bezmennikov
2D Art: Polina Zhuchkova
Music and Sound Design: Stepan Masychev

Hey everyone,
This is my post-mortem for our Ludum Dare game this time around, Robo Phone Home!
You can still play and rate it here: https://ldjam.com/events/ludum-dare/59/robo-phone-home
Also take a look at the post of @pastry-chef if you are curious about the game-design side of things :)

Like last time, I teamed up with @pastry-chef. This was our second Ludum Dare together and I do feel like our teamwork was again very smooth. This time we also met IRL for most of the jam, which definitely made the teamwork more efficient and also just a lot more fun. Whenever either of us ran into a small problem or into a decision that needed to be made, we could just quickly chat about it and move on. This just worked very well I feel.

As for the game itself, we had the idea of sending movement instructions as 'signals' pretty quickly and it became our 'safe' option. We also had some other ideas that were more ambitious afterwards, so we asked ourselves whether we wanted to make a simple but polished game, or a more ambitious but rough game. We went for for the simple but polished option and I think we made the right call! We had a basic version of the game up and running that same day. While it was still very rough, it already felt very unique and it made for fun gameplay. The rest of the jam we essentially used to polish the experience and add additional mechanics on top :) I hope you agree that the polish is definitely noticeable when you play the game. Not only did I have a lot of time for the art, so that I could put more time into 'unnecessary' level-intro animations, but also the gameplay feels very smooth and there are not that many bugs. Overall, the game came out really well and I am super proud of what we managed to make.

Like last time, I was mostly in charge of the art side of things, so let me talk about a couple decisions on that front. I started by drawing Robo itself. The first version turned out pretty cute, so I decided to lean into that and make all its animations extra cute. This was mainly possible because of the two antennas on its head, which I could make bouncy for a kind of rabbit-like feel. A little jump on collecting items also drove the vibe home nicely I think ^_^ From the very beginning I wanted to also included some cutesy aliens. These were originally inspired by the little green plant characters in a game Death's Door, which I am still playing through at the moment. In that game they dont seem to do much, but just the fact that they curiously follow you around for a bit made me fall in love with them. Unfortunately we did not have time to implement the aliens following Robo around, but I still think that their presence added to the vibe of the game. They at least do a little jump sometimes :D

We also agreed I would be in charge of the music again. Not because I am particularly skilled at making music, but just because I really enjoy doing it and I would love to slowly get better at it. For out last game, Mailbox Mania, I think I hit the mark pretty well. This time around I am not so sure. It does not not fit I guess, but I was aiming for a bit more spacey/cute/whimsical vibe. I also run into the problem where all my game music kind of sounds similar in a way. My hypothesis is that it is because I used BeepBox for all of them, which only has a limited set of instruments and options, such that you unavoidably get some overlap. I really want to try out FL studio at some point, but for this jam it was still too daunting of a software >_< If you have some advice for a beginner in music making, I would love to hear it!
Well, that is all for the moment! I want to thank @pastry-chef for being a wonderfull LD partner and friend, as well as for the amazing hospitality. I had a great time ^_^ If you are curious about our cute puzzle/dextery game, please take a look here!
Hey everyone! Hope you are having a great day! I certainly am.
Rating is still going, but overall, I just wanted to share my thoughts on this expirience me and the team had while developing our first game!

WE'VE NEVER MADE GAMES BEFORE
Of course, we've played a lot of video games, but most of our team had never made anything, well, proper. Only one of us participated in jams earlier, our wonderful programmer Constantin. Thanks to him and KavaniStones this project is working! And this was no easy task, as you may know)
As a team lead and game designer, I made mistakes. And they almost cost us a game here! Ambitions, countless ideas and simplest errors in crafting general mechanics of the game are, well, beginner's mistakes. And that's AWESOME! Thanks to that I've learned a lot and, when we finally tested the game, wrote down tons and tons of comments on the game's flaws.

THANK YOU
Now, I want to say another THANK YOU to our artists. They've crushed it! I believe, despite some things not working as intended, our art is our strongest side, so let's give'em credit for it! Crustery and Miramarimi are wonderful and very creative artists, with strong vision and exquisite time management skills)
I also want to thank YOU, FELLOW DEVELOPERS AND GAMING ENTHUSIASTS! Thank you for inspiring us to continue making games! Thank you for your awesome projects! I am having a lot of fun playing games here at LD!

OUR GAME
If you haven't checked our game, check it our rn! It will mean a lot! And write your thoughts on what you like and what you don't like! Thanks in advance!
https://ldjam.com/events/ludum-dare/59/cipher-tower


Thank you for playing the dog! Let's meet next jam~ 🐕
Another saturday beacons, working days are over, so it means time for more games! Every game is a jem, and i would be glad to play your games, so drop your links to the comments. Also, I would be glad if you checked our game too. We even got a postjam upate.
https://ldjam.com/events/ludum-dare/59/drumnice


We used Freemocap with 5 cameras to create the motion capture data, manually cleaned it up in Blender, and used the motion matching gem in O3DE to set up the character controller. It came out surprisingly good and it feels like you're controlling a 4 year old alien
The animations could have definitely used some more cleanup and better retargeting as some of them stretch out the shoulders, or have the arms briefly clipping through the body or bending backwards. But I think its acceptable game jam quality.
The enemy animations on the other hand came out pretty bad. We were strapped for time as we originally planned to release the game for the jam so we didn't record enough animations for the enemy. Due to how motion matching works, this made the final result look pretty bad since there isn't enough coverage for their capsules full range of motion. There's also general jankiness and the occasional T-pose.
Overall I am very impressed that this actually worked, and we would have actually met the jam deadline if it weren't for a few last minute build issues that pushed us past the deadline. The time we took to polish it up for the Extra category was worth it IMO as the game is actually kinda fun now.