Ludum Dare 59 April 18–21, 2026

Join the dark side ... we have sigils!

Hey all -- just wanted to drop in a quick request for a couple final ratings if anyone has time for a HTML5 puzzle game! The extremely originally-named (and certainly legally distinct) "Dark Sigils" may not have a boss fight -- but it has tons of hidden lore!

Come check it out if you get a chance -- and please leave a comment so we can go back and play your game too!

Link: https://ldjam.com/events/ludum-dare/59/dark-sigils

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Hi everyone! This is my first LD.

I wanted to share my impressions and thank you all for your feedback! My game turned out so-so. It's small and simple. But I worked really hard, even preparing before the competition. I have received a lot of good and kind feedback from you. Thank you all.

It was a strange, joyful feeling. When you're with strangers, after a lot of hard work, sharing your thoughts on their game, and they sharing their thoughts on yours. Maybe that's how people feel after rafting, when they're floating down the river together and sharing emotions. That was my first Ludum Dare. Do you feel anything like that after years of participating?

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Here's my game, if you're interested. Nothing special, except that I drew all the graphics in MS Paint! It wasn't a challenge; I just draw in Paint sometimes for fun. And when it came to drawing graphics for the game, I chose Paint without hesitation.

Five Nights With Kitty

Here's a timelapse of how it all happened. I'm planning on starting a small channel about how I make simple games like this. Maybe if my game isn't a complete failure, I'll make a YouTube video about how it was created. I'd also really like to finish everything I left unfinished and release a post-jam version, but I have no idea when I'll get around to it.

https://youtu.be/nvoQQu8R_tM

New Update!

All this time I’ve been working on polishing

The game looks good now, and I’m quite satisfied with it

https://ldjam.com/events/ludum-dare/59/eternal-life

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Thanks for 20 votes!

:confetti_ball: Thanks to everyone who played Out There and rated it! :smiley:

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We came a little close to the finish line this time, but we ended up making it there with just a bit over a day to spare!

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If you haven't yet experienced navigating a rover on Mars, you can play Out There either with WebGL or on Windows/Mac/Linux (for slightly higher graphics quality and performance). :point_left: :sunglasses:

do you want to see a cool worm

zen_deOUyZHh0g.png need only 4 more votes to qualify, would appreciate if you check it out! ❤️ leave a comment and i'll try yours too :)

https://ldjam.com/events/ludum-dare/59/digital-squirm-processing

WE NEED FEEDBACK!!!

游戏支持中英文切换! https://ldjam.com/events/ludum-dare/59/planchette PLAY OUR GAME!1.pnglogo.png微信图片_20260421200341.png

A Signal in the Woods - Looking for feedback!

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I built a deck building action game for the compo where you play as a powerful wizard searching for the source of a magical signal.

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I need some more ratings to get to 20, been too busy to play others games until today.

Huge thank you for checking out our game

Hats off to my teammates @human-writes-code and @tegantiu, really happy with what we were able to achieve, especially considering it was first time programming for a game jam.

Many thanks for playing our game. Mother's Day is coming up, don't forget to text her. P.S. Mummy loves you...

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In a puff of smoke gets an update !

Hey guys !

This jam was my very first jam, I'm not really a gamedev/designer but it was a really great first experience. We're approaching the end of it tho, so I'm here to bring up what did we (by we I mean @loki-drams) did for patching the game !

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Added

  • Progression: Added a button to skip the tutorial.
  • Time Management: Added a button to skip the night and proceed to the next day.
  • Research: Added a research menu to spend level.
  • Tutorial: Separate the tutorial in another level. Now after finishing the tutorial, you come back at menu.

Bug Fixes

  • Display: Fixed an issue where certain texts were not rendering correctly.
  • Game Over: Fixed an issue where player lose before the morning deliveries of men.
  • Book: In tutorial, it should be not possible anymore to move.

Balancing & Change

  • Book: Overall improvements to the book.
  • Tutorial: Reworked and improved the tutorial.
  • Smoke: Two smoke at the beginning (from 1)

TODO

  • Audio: Improving music transitions to fix abrupt cuts.
  • Interface: bug where the end-of-day screen fail to display all relevant information.
  • Camera: Enhancing camera zoom ergonomics and ease of use.
  • Visual: Update of number of signal not at the right time, and more feeling when overing the button.

We received a lot of great reviews and we're very proud of what we made. Don't hesitate to send us more feedbacks ! See yall and go play our game https://owl-moon-game.itch.io/inapuffofsmoke !

I'll be playing and giving feedback later today

Hey guys, we're running a bit late on time to get ratings as we haven't had a lot of time to rate. We'd appreciate ratings and feedback, I'll give ratings and feedback back to everyone as well! There's an integrated build on the LD site so it's easy to play, you can link your games on this thread or just leave a comment on the LD page of our game.

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Some thoughts about the fear of giving ratings.

Good day to all of you, fellow ludumdearers!

The time for ratings is coming to en end. And as i play more and more games, i see that a lot of good games are still buried in the depth of less then 20 score, or just starting to gain score. And i would like to talk about it with you.

This is not my first game jam in general, but first on Ludun Dare. And i see that some partisipants are afraid to give comments or to give ratings to the game they played. There were even a few posts before, on placing grades.

So i would like to give a bit of personal advise on how to feel more comfortable with placing grades, maybe it will help someone: 1. Make word or exel file, which is best for you, and keep your personal record. This will help you find your favorite game after so many games played. 2. Don`t be afraid to leave a comment. Sometimes it can be hard to say what you didn't like. Or you see that a lot of commentators already spoke about it, so you can feel that to say it again is somehow rude. But it is fine. We all learn and are trying to become better in our craft. If it is still hard for you, then at least say what you liked or compliment the overall work that was done. 3. When giving grades, try not to put tons of pressure on yourself. Yes, we all want to be fair, we all want to weigh all good and bad sides of the game and to give the correct grade. But the more games you play, the harder it gets. So try to be easy on yourself. If something in the game makes you smile, then listen to your hart.

Well, that will be all for today. I wish you all to have great time, to have fun and to welcome upcoming weekends.

And don't be a stranger, drop your links in the comments, i will be glad to play your games.

Also, if you hadn't played our game, here is the link: https://ldjam.com/events/ludum-dare/59/drumnice

My first Ludum Dare

Hey! I’m pt. one of the artists for Vice Signalling. Finally found some time to write about my LD59 experience.

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It was my first time participating in a game jam. Me and my talented friend @muraena created all the art for the game. Check out their post about our work process.

72 hours isn't that much, but we managed to create a solid visual direction and art style for the game. Really proud of the final result. Play our game if you haven't yet.

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The process itself was a bit exhausting (especially the last hours of the jam), but very fun. The whole experience from the brainstorming to the game testing felt really inspiring. It's a nice feeling when you work on something together. Big thanks to my amazing team for all the support, trust, creative freedom and of course giggles. Really grateful for the opportunity to make games with these cool, talented people <3

Also thank you guys so much for all the comments and nice words about the art! We worked really hard on it, so it makes me very happy that you appreciate the effort.

LD59 was so much fun, so many amazing, creative entries, you guys rock!

For Boom The Bell Tolls - the airship battler inspired by a Clock (post-mortem)

Firstly, hello everyone! I used to do loads of journal posts during the jam, but as I've grown older and time has become shorter in supply, I find making time for it more and more difficult. Not least because where once I used GameMaker to make 2D games, making gifs of 3D UE5 gameplay is much more difficult to fit in the 4MB limit we still have :sweat_smile: I've come a long way since LD27, and this was my 22nd LD entry.

I'm sometimes asked how I'm able to fit the amount of content I do in my games, and I thought it might be interesting for people to hear a little about the development of my LD59 entry, with a highlight on the tech design and some other neat little things to point out along the way. For context, I'm also a professional gameplay programmer as my day job, and whilst applying my regular workflow in a jam would be a fool's errand, it has absolutely allowed me to adapt my way of working during a jam. Particularl, to create modular systems that let the content-creation part of game-dev flow super fast once they're up and running - something that works great in a jam. More on that later.

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Ideation

I was only able to start late on Saturday night, as I was at the Magic: The Gathering Strixhaven prerelease! Getting home and seeing the theme, I did what I usually do here: create an empty document and brainstorm every word and concept I can think of relating to the theme. Usually, I take a walk after and think on it, but being out all day, I ruminated in my lounge instead, whereupon my clock chimed. I grew up around an old mantle clock which had the traditional Westminster chime, and so I made sure to have one on my wall when I left home, as I'm very fond of the melody. I immediately latched onto the idea of being inside a giant clock tower, where you had to ring the bells on the hour manually. This is the clock that inspired the whole thing:

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Originally, the plan was to do a "Papers, Please" style game where you had to watch the clock and ring the bells on the hour, with more weird rules and stipulations added as you progressed. Long-story-short, however, I couldn't think of a way to make the game loop feel fun. That's usually the part I'm prioritising over everything: feasibility to make the gameplay loop and game-feel good. It's at this point I decided to be a bit daring, retaining the bell ringing idea, but instead using those bells to ring out commands. I have a bad habit of always wanting to put combat in my games, and decided I could try and make a game about being in some kind of mech fighting airships with a very simple battle system, but inputting commands was to be done by ringing out short melodies.

My Usual Plan and First Steps

This is hardly unique, but the goal is usually to get the purest MVP gameplay loop working on the first day, content on the second, and polish on the third. With only two days, I had to be very stringent and knew some polish would fall by the wayside, especially when I realised I wanted animated portraits to give character to the enemies you were fighting. I am a horrible artist! With that said, the game's implementation was effectively split into 3 sections:

  • Interactable objects and the bell sequence-based input system
  • The second-to-second airship combat with an enemy AI, with both player and enemy's basic toolkit as well as health and death
  • the overarching progression "encounter" system that would handle the enemy's state, keeping the fight itself an encapsulated experience that could be started, finished, and swapped out

That third one was going to be crucial. Once upon a time when I was a teen, I probably would have hard-coded everything to make it a fixed series of fights barely aware of any context, but I knew going in that making this a more sophisticated system was going to be imperative to make it easy to create lots of fights. More on that later. First, on Saturday night, I began with the bell input system!

End of day one: bell sequence commands:

Thankfully, implementation of the actual bell ringing and sequencing system was very easy and was complete before the end of the night. Essentially, ringing the bell adds a character to a string that gets built, and then pressing the "execute command" button parses the string. If it's a valid command, it plays back the sequence for you and then executes the command. By this point, I'd decided on two more things: firstly, that you were inside a giant metal whale, that would sing the command back to you with a brassy synth. Second, that I would use the same notes as is used in my clock: C, F, G, and A. With each command being assigned within an enum, I was able to simply map a string of notes to each one:

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Whilst I normally don't love string-matching, this was actually very effective for the jam and also meant I didn't need to pre-record the sequences being played back, I just give it the sound of each note and have it play them back dynamically. This meant I could adjust the difficulty of the game on the fly by the melodies assigned here - one of many levers I'd have, even if I wouldn't have time to adjust them all! By the end of the night I had a very ugly but working bell sequence command system, with sound! You'll have to trust me on that last bit. Audio is 100% mandatory and should never be ignored! :wink:

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The Ships and player's combat system

There's actually not a whole lot to say about the player's combat system; the actual implementation is super basic. Projectiles, shields, and healing all work how you'd expect, and the bell sequencer just calls the appropriate function in code. They fire at the enemy ship, which is connected to the enemy ship's manager system. That's a much more complex beast I'll talk about plenty in a moment, but a fun thing I implemented early when making the enemy ship models is their "hovering" animation. A few years ago I spent a great deal of time researching 3D sniper scope implementations, and as part of that I made a few notes on how to implement a simple "breathing" effect for a player's scope to sway up and down and pseudo-randomly side-to-side. A visualisation is below. Using those notes, I applied the same breathing effect to the ships to achieve their hover. It only took a few minutes, and I think it's a million times better than having them simply be static:

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The encounter system, enemy AI, and modular gameplay system design

This is kind of where I'm the most proud of the game, and it's split into two sections: the overarching encounter management, and the enemy AI itself. Before getting into anything deeper, I'll quickly talk about how I set up the AI to behave:

Enemy AI works mostly on a series of timers and weights. It's not a million miles away from a proper utility-theory-based approach, but I didn't have time to make the "utility" very smart. An enemy has a series of actions it can take, and a timer dictating how often it can take an action. When the timer is triggered, it chooses an action pseudo-randomly. Each action is given a weighting so it will be more or less likely to be chosen. Each action also has a cooldown timer, so we don't get a ship just constantly doing the same thing. In addition, to make them feel alive and less machine-like, they can react to the player firing any kind of weapon. When a player fires, the enemy AI has a pre-determined percentage chance to react, an action determining precisely how they can react, and a cooldown timer so they're not constantly avoiding your attacks! That would be lame. In jams, I find enums are so helpful for this sort of thing. You can see how the basics of the AI and combat system is sort of built on enums here:

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Now to explain the part that ended up being the reason I was able to complete this jam. In planning my systems, I do my best to strike a balance between hard-coding and modularity. At the cost of some bespoke flexibility (and the time investment to make it possible), making gameplay systems modular in the right way means actually making new instances of the content within that system becomes suuuper easy. What do I mean? Well, in this instance, I built out an "encounter" system that tracks whether or not we're in a fight. When we enter a fight, we need to know what the fight is. And so, using the systems I described above, I implemented a data asset system that holds the enemy's "preset" - a single asset containing all the information you need for that enemy. Rather than containing it in any kind of fight management system, the data is kept in a separate asset, and all the relevant information is loaded into the encounter.

This data asset also has a slot for the actor containing the enemy ship actor itself, which has some space for bespoke logic inside. This is how I was able to make certain ships fire bigger different amounts, have different speeds, or shoot bigger cannonballs. Knowing where to make things modular and where to make things hard-coded and bespoke will help you tonnes in a jam! You can see an example of the asset here. As you can see, I can make enemies easier and harder by tinkering with these numbers, and - assuming I have the art and audio assets, I can make an entirely new boss in a matter of minutes!

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And with all the "enemy preset" information entirely separated from the encounter system, and the encounter system being able to handle starting a fight, finishing it, and picking the next one, all I had to do was make a list for it to tick through, where reaching the end let you win! This also made it so much easier to re-order the fights for the tiny bit of balancing I was able to do.

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Once I had this system set up and working, I got to do the fun part of making a bunch of ship models, writing/recording the dialogue, and simply assigning the numbers and actions. And drawing the portraits, of course. Once the art and audio assets were done, each ship's basic implementation only took about 10 minutes to set up!

Bonus bit: audio and learning something new

Here was something else I found worth mentioning. Never does a jam go by where I don't end up doing something for the first time and learning something new. This was the first time I had to write scripts for other people, and it was great fun, but a surprising amount of time and work too. I asked my friends on the day if they wanted to voice a character, giving them very little context beyond what was in the doc. It was great fun.

Once I had the recordings, though, I realised I had a serious dilemma. They were of varying audio quality, which I didn't think would be a problem as I had always intended to filter it through a radio effect. Once upon a time I'd have done the labour-intensive thing of putting each individual line through the multi-step process of creating that effect from scratch in audacity. I 100% didn't have time to do that, but these days I had a better way: create the effect chain in FL Studio, import a voiceline, then export it. Job done. Unfortunately, that still meant doing that process for all 91!! lines of enemy dialogue. This was when I took a chance, did some research, and decided to try finally using one area of the engine I had barely touched: metasound effect chains. I was aware of how to use metasound itself, but never had I created an effect chain. Thankfully, with the help of some guides I found online, I created precisely what I wanted, a chain with a low pass, high pass, and some distortion. With some more googling and experimentation, I figured out how to hook this up to the dialogue system, and suddenly I had a beautifully low quality, fuzzy radio effect filtering my dialogue at runtime!! This meant I could just import my audio as-is into the engine and let it do all the heavy lifting for me. A big win that saved me literally hours of work!

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I have to give a quick shout-out to my friends who did the voiceovers for 4 of the 5 captains. They endured my short-notice demands and did an amazing job. Even though the gameplay's quality is debatable, you guys have universally praised them too and it's well deserved! :heart:

What didn't go well

It wouldn't be a Ludum Dare post-mortem without a look into what didn't work, and for me there are three standouts. The biggest one, and the most universal complaint, is actually the interaction medium. The ship itself was big and I wanted to convey a sense of scale. Indeed, at first, I neglected to mention that ringing the bells was going to cost some currency. If you've played the game and wondered why the back half of the ship is useless, in the place of the furniture was going to be a machine to charge up batteries, but I pivoted early and killed that entire part of the game. Despite this, running around clicking the bells can still be tedious, as can the lack of vision on the enemy. I wish I'd made the cockpit window much bigger, and put the bells closer together. I actually think this would be pretty fun in VR then.

Not everyone has the same musical memory, either. For some people, when you've heard the tunes enough times, you can associate the melody with the command you need and you no longer need to look back to the reference sheet. However, for those with no musical experience, this association doesn't always come naturally and so it's understandably a much more frustrating experience.

That also was exacerbated by the balancing. It's not a super difficult game, aside from the final boss, but there's a midpoint skill check, and I didn't have enough time to teach the player about baiting out reactions or how to use the shieldpiercer. The game was also never meant to let you heal, but I decided to add a difficult, long-winded sequence that heals you for a small amount - right at the last minute. In hindsight, I regret adding this in the way I did, I should either have made it heal lots, make the sequence short for a tiny heal, or removed it completely. A long sequence and small heal incentivised a very tedious gameplay pattern in low-health scenarios of escaping the enemy whilst spamming this melody over and over each time the player took too much damage. On the upside, did you notice that it's the little funeral bugle melody? :laughing: And did you spot the Westminster chime in a different command?

I also hate drawing! Whilst I'm really proud of my ship models (before LD57 I didn't know how to 3D model at all!) and enjoy my crude 3D modelling, I am really bad at 2D art and haven't needed to draw anything for a long time. I really wish I had a 2D artist to draw the portraits for me, and that goes double for the opening animatic thing. That was drawn in a real hurry at the end after work on Monday, and I really dislike how lame they look. I very much wish to work with others again for LD60! As it was, this could have been submitted to the compo if I'd spent Sat and Sun on it, instead of 1/3 of Saturday, Sunday, and half of Monday! Alas.

Conclusion

In the end, for all its flaws I'm really happy with how the game turned out. For a solo jam made in an extra-tight time crunch, I think the game-feel and content is there. I love how I managed the audio design, and I think this is the first time during a solo jam I've managed to make a proper, complete narrative experience. Sorry this was such a huge write-up, but thanks for reading. I hope you found it at all helpful! If you have any questions or thoughts, feel free to reach out to me any time.

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If you haven't played it yet, feel free to check out For Boom The Bell Tolls here. Did I mention he's stolen your cat? :cryingcatface:

Mixed Signals: Iterating Through Feedback

https://ldjam.com/events/ludum-dare/59/mixed-signals-2

Current post-jam build: https://mixedsignals.pages.dev

I want to share with you the joy of playing this fun little game. Disclaimer: Heavily Vibed with a LLM.

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A lot of the game slowly became shaped by comments, bug reports, weird waveform edge-cases, and people way more familiar with synths than me 😄

Some favorite moments from the comments + replies so far:

“Cool concept! ... it’d be fun to see something like this that was half learning tool.”

“Student laboratory)”

“adding a Anki like spaced repetition method, with an arcade like urgency kinda mimics a student laboratory exam scenario ^_^”


“The slider for adjusting the wave feels too stepped”

“Would be great with smoother sliders”

“smoother slider behaviour (float-based now)”


“The timer could be a little bit more obvious”

“clearer timer visibility / urgency”

“Maybe adding a varying degree color filter to signal the impending ‘running out of time’.”


“Sound would have been great!”

“Only thing thats missing is sound.”

“the jarring sound dilemma and running out of time is what stopped me from adding sound altogether”


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then later:

“added interaction sound effects”

“added background music”

“experimenting with a subtle low drone/sub version of the waveform in the background so you can kind of hear the shape as well.”


“when introducing phase it gets waaay harder than expected”

“The scoring system has been surprisingly hard to balance.”

“Some methods were too forgiving, while the current one can become too precise once phase is introduced.”

“Sometimes even I’ve confused ‘sine’ for ‘AM’ and ‘square’ for ‘PWM’ while testing.”

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then later:

“I liked how I felt I was getting better at the game as I played.”

That one genuinely made me happy because that was exactly the goal.

Still iterating on:

  • [x] onboarding/tutorial
  • [ ] harmonics + timer balancing
  • [ ] waveform audio experiments
  • [ ] phase weirdness
  • [~] slider regressions on mobile
  • [~] “more non-AI like design” 😄

Thank you all for playing and dropping gems of ideas and feedback. It really helps avoid tunnel vision and shape the game into something better.

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PS. In spirit of the project itself, an LLM also helped vibe this post together 😄

Time for the Final Push!

After a very hectic few weeks I am ready to lock in and knock down a bunch of ratings in these next few days. If you're still under 20, feel free to toss your game in the comments here and I will do my best to get to as many of them as I can before the rating period ends. I've been recording full videos of all my playthroughs, so if that level of feedback would be useful, I'm your gal. I would also greatly appreciate if you would take a look at my project, a puzzle platformer with a saw-dodging-based control scheme here: https://ldjam.com/events/ludum-dare/59/remote-mars-raider :)

Request to play the game

Hello, guys and ladies. Would you like to play my game?😊 I need some more ratings to get the score. It turned out to be a bit complicated, unfortunately😭, so sorry😅 https://ldjam.com/events/ludum-dare/59/the-last-transmition 333.png

DID YOU RATE MY GAME!?

Easy to control (only with a mouse), fun and cute. You can play with one hand 😉 Several playthrough options for multiple endings. ⚠️ * DON'T LET THE UNINVITED GUESTS EAT YOUR MUSHROOMS* ⚠️ https://ldjam.com/events/ludum-dare/59/the-mysterious-device 1-ezgif.com-resize.gif

Have you played our game?

We're watching you. Rate our game here: https://ldjam.com/events/ludum-dare/59/almost-the-same

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Final day of reviewing your games!

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Join me on stream to continue reviewing your games.

This is the remaining queue, if you want feedback drop your link in the chat but you will recieve feedback after voting has ended.

WHO APPROVED BUYING THE SUN!?

Not solar panels. Not a nice branded flashlight. The actual strategic concept of "what if we just dropped a star on the enemy" has apparently moved from whiteboard joke to approved battlefield expenditure.

Thousand Suns evolves the Orbital Laser into something the finance department cannot responsibly classify as equipment. It charges up like a procurement scandal, burns across the battlefield like a line item with no spending cap, and exits before anyone can ask for a receipt.

Budget damage summary:

  • Orbital Laser now evolves into Thousand Suns, which suggests someone saw one orbital laser and said, "Fine, but can it be more legally indefensible?"
  • The strike now gets a dramatic charge-up, giving Finance several seconds to scream before the invoice lands.
  • The beam sweeps through the horde with the calm confidence of a purchase order nobody read.
  • It collapses out afterward, which is convenient, because so did the quarterly forecast.
  • Survivors get a spectacular new answer to enemy pressure, while Accounting gets a spectacular new reason to update the risk register.

Orbital laser was the first weapon I implemented on LD59s second day; blueish and earth shattering ray from the sky. I'm happy to share Orbital Laser can now be upgraded into Thousand Suns which is significantly faster, and still deadly.

Unlocking Thousand Suns requires Orbital Laser lvl5 + Spike lvl 1

PLAY THE POST-JAM VERSION

👉 https://zamizmi.itch.io/fire-support-survivors-post-jam

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Our dev group rating + feedback on games NOW (also help us please)

Our group is rating games, if you're like us and need the ratings OR just want more ratings and feedback, our 4-man team is on the job right now! So link them here or on our game site! (As said, we're still short on ratings so please help us out in these troubled times)

https://ldjam.com/events/ludum-dare/59/geckos-odyssey

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Need 2 more ratings!

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Post your link in a comment and I'll rate your game!
Return the favor if you like the gif :)

Digitize your consciousness right now!

The company needs you

And new digitized personalities will be ready soon

https://ldjam.com/events/ludum-dare/59/eternal-life

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Parasignal

Hi everyone!

Play our game in a game!

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

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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!

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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:

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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.

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?

Hope you enjoy it! :smile: :joystick:

Making Megahertz needs a few more ratings!

https://ldjam.com/events/ludum-dare/59/making-megahertz ld59.gif Bring the miracle of television to the masses, cheaply and efficiently. Maximize reception by placing broadcast towers, but be careful not to go over budget!

Player new animations

Hi guys! I finally dropped a new version of the game. This build contains player new animations and a redesign of the menu to make it easier to create a mobile user interface.

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

https://memoloop.itch.io/propagation

Play my game? No, play *these* games :)

Since we are at a bit over a day before rating ends, this is a reminder to check the games in the Danger zone: https://ldjam.com/games/danger/all - these are games that are just a few ratings away from the required 20.

Remember, if you are low on ratings yourself this can help you a lot. Give some feedback and they might even decide to rate you back.

(but seriously, don't play mine; it's an Extra submission of a NES/Famicom game with 30+ ratings already)

Thank you all!

A huge thank you to everyone who's played and given feedback on our game Plug n' Play.

Like many Game Jam games we bit off a bit more then we could finish in time, Tho that just makes it all the faster to complete!

If you have a couple minutes to spare check out Plug n' Play

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And I challenge you to bring all 3 sound sources to the main lane!

Releasing my new game (I'm very late)

I have been working on this game for... too long, Thankfully I can still release games late, I had to make this game as an extra submission.

I decided to call this game TernTile, go check it out, and and rate it! Hopefully the link is below so that you can play my game!

https://ldjam.com/events/ludum-dare/59/terntile 2026-05-07 (4).png

It's been a great Jam.

capsule screen.png

I've had a great time this Jam. I thank everyone for their feedback, just wish I could have given more back in return, just life got a little hectic. Still, there's a day left, so I'll try to squeeze a few in before it wraps up. We've got enough ratings in all but Humor, which we didn't really focus on, but if you wanna check it out and let us know what you think, we always appreciate it. (Yes, I know I needed a better prompt for when upgrades are available. My bad)

https://ldjam.com/events/ludum-dare/59/signal-defender-1

Thanks Ludum Dare!!

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Gasp Away! is now our most rated LD project thanks to all of you.

We greatly appreciate your support and all the more excited to see people enjoying our Tiny game.

Play Gasp Away! now

Thank you for the ratings

I had so much fan playing and rating all the creative and interesting games you made. What stood out the most to me this time was the sheer variety of ideas and interpretations of the theme. Almost everyone had an unique interpretation of the theme which made playing the games even cooler!

I am really proud of the game we made this time. I think it's the most cohesive and complete game we made so far for a jam. I am also very happy that everyone liked the presentation. I worked very hard over the 3 days to make the art and the music into something fun and eye catching

If there is one thing I want to do better is to downgrade the scope of the game a bit next time and also try to integrate the theme in a more direct/clear way though the gameplay. I feel we tend to depict the theme in a pretty obscure or aesthetic based way and it seems to not always do the best lol

If you haven't tried our game Ghost Channel yet, you can

play it here

Ghost channel is a Luigi’s Mansion inspired action/puzzle ghost hunting game where you play as a tv head that can connect to the frequencies of ghosts. It’s also a tv show that you watch on a screen inside the game and it has a 90s inspired aesthetic!

Screenshot 4.png

The Final Day

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Thanks LD, this has been wild.

This was actually my first ever jam, which felt kind of terrifying going in. I've been making little game prototypes for years and never quite finish any of them. Turns out giving yourself a hard 48-hour deadline is the best way to actually ship something. I went in with no real plan, just some ideas about a boy and his sleeping forest spirit companion, and somehow came out the other side with a tiny puzzle game I'm genuinely proud of. Working solo on a Compo is exhausting in a way I'm still recovering from, but also one of the most fun things I've done in a long time.

The best part has been reading every single comment over the past week. So many of you played, voted, pushed through rough collisions, got stuck, quit :stuckouttongue:, and still left thoughtful, kind words. It's been overwhelming and so exciting. I'm already looking for more jams to join.

I've also had a lot of fun playing your games. The variety this round has been incredible. So many wildly different takes on the theme. It's been truly inspiring.

If I had one thing to do better next time, it would be game/puzzle clarity. I leaned hard into "let players figure it out for themselves" and I'm realizing that a Game Jam isn't the best place for this type of gameplay.

What's next

Post LD, I plan on continuing this project as much as I can. I've already started working on a few more friends:

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So look out for more to come!

If you haven't played yet, this is your last shot before the moon falls.

Play While You Were Here


If you're still looking for votes, drop your game in the comments below and I'll try to play as many as I can tonight!

Thanks for the ratings! :D

This was the first edition of Ludum Dare after completing my studies, which meant I had more time to think of and create the jam game this time. I'm quite happy with all the feedback and think the game has potential for future updates, so expect a post-jam version sometime after the results are out. I'd be happy to hear everyones ideas for additions for the post-jam version :smile:

The game was a signal-based roguelike card game: https://ldjam.com/events/ludum-dare/59/signodia

Screenshot 2026-04-20 234132.png

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WebGL is here! Easier to test (Multiplayer)

If you couldn't test our game before because of the build, the WebGL version is now LIVE.

Now it’s much easier to check out the game and the multiplayer mechanics. You don't even need another person: just open the game in two or more browser tabs to see the signal synchronization and the multiplayer in action!

🔗 [PLAY IN YOUR BROWSER HERE] -> https://lumiric.studio/chase/play/

Screenshot 05-08-2026 03.18.18.png Last day of voting! Go check it out if you have a spare minute. 🚀

Last push - Let's support eachother!

Hello there!

Just dropped the second devlog for our game : https://flowerfield-games.itch.io/bpm/devlog/1517549/bpm-devlog-2-gdd-use-case-with-ims-creator :v:

There are a few hours remaining before the end of the rating period. If you're looking for feedback and ratings, you can leave a comment, and I'll do my best to play it within the day!

Expanding the game for a full release

We've begun working on an expanded version of our game for a full release, and to do that we built a level editor.

mod2.png

The jam version of the game is linear, but for the full release we're planning to make the levels connected together in a "hubs-and-spokes" model, where there's a lot more freedom to explore each zone without having to go through a preset sequence of levels in order to see the others. You can see how the current game's levels connect together in the above image.

mod1.png

We love metroidbrainias like Outer Wilds and Animal Well, and so we think it'd be cool if zones in our game was also knowledge-gated and not item-gated. I'm also looking into deepening the horror elements and the worldbuilding, revisiting SF classics like Alien for inspiration.

If you have any recommendations for horror puzzle games we should look into, let us know!

One easy trick to obtain your driver's licence*


Hi, do you want to learn how to drive like a pro ?
Do you wish to impress all your friends with your brand new impressive car handling skills ?
Is "road security" one of your beloved topics of conversation ?


🫵 Then this game is made for you ! 🫵

Try-out New London 3D Turbo 2000 in your navigator now !

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*We decline all responsibilities in case of driving related felonies.

Last day for reviews!

If you want some reviews, comment here, I'll try to test whatever I can today !

And try out our game if you haven't yet :smile: https://ldjam.com/events/ludum-dare/59/we-come-in-peace

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Check out our game walkthrough

I filmed a walkthrough of our game WEB DIVER and posted it on YouTube. In case anyone can't play it, you can at least see what the game is about.

Gameplay Web Diver

https://youtu.be/IxKaY3K7238?si=YExd6l91Ww4Omm_i

Ludum Dare 59 Wallpapers

Hello fellow Ludum Darers. Just like before (link) I(*) have created a set of Ludum Dare 59 wallpapers for you to put on your desktop, phone, or to use, or to do whatever you want with it.

(*) Well, we kinda all contributed, because it's a mosaic made from all the entries.

There are different resolutions and formats. If you’re interested, you can grab the wallpaper from here (Google Drive link). Enjoy, and thanks for participating!

And if you haven't checked out my LD 59 entry, you can go and help fetching Sacred Bleorgan Artifacts!

Resolutions:

  • 640x480
  • 800x600
  • 1024x768
  • 1280x1024
  • 1920x1080
  • 1920x1200
  • 2560x1080
  • 2560x1440
  • 2560x1600
  • 3440x1440
  • 3840x2160
  • 7680x4320

Types available:

  • wallpaper_horizontal_raw_LD58_* - horizontal orientation, not processed, small sign bottom-right
  • wallpaper_horizontal_LD58_* - horizontal orientation, processed (opinionated), title in the middle, small sign bottom-right
  • wallpaper_vertical_raw_LD58_* - vertical orientation, not processed, small sign bottom-right
  • wallpaper_vertical_LD58_* - vertical orientation, processed (opinionated), title in the middle, small sign bottom-right

The wallpapers themselves are distributed under a very non-restrictive Open Source licence (CC0 1.0).

Please play my game

I have enough grades, but I want more. I think the more ratings, the more adequate it is. Play my game, it's good, I promise.

https://ldjam.com/events/ludum-dare/59/radar-alert

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It’s almost over - thank you all!

Thank you all for this beautiful event! It was my first game jam, and I really liked it!

I received 60+ ratings and so much feedback, which really means a lot to me. I never expected to get this many.

Thank you all for your time and for the thoughtful, high-quality feedback! I learned a lot as a rookie game developer, about what matters to players and what doesn’t.

See you at Ludum Dare 60!

Last chance to rate!

https://ldjam.com/events/ludum-dare/59/checkers-under-the-radar Screenshot 2026-04-20 at 0.27.11.png Screenshot 2026-04-20 at 0.27.23.png

Time Is Running Out!

Very little time remains to catch the offender and evaluate our game! https://ldj.am/$427157

Greetings, comrade. I believe you already know why you are here. We all serve one common cause. Take your pencil and sketch the identikit of the suspect you see through the surveillance cameras.

DO NOT attempt to sympathize with the target or avoid carrying out your duty. If the assignment is completed successfully — a new day will come. But if the identikit quota is not fulfilled… well, that is unfortunate. You would have been far more useful alive.photo.png

Time Is Running Out!

https://ldj.am/$427157 Very little time remains to catch the offender and evaluate our game!

Greetings, comrade. I believe you already know why you are here. We all serve one common cause. Take your pencil and sketch the identikit of the suspect you see through the surveillance cameras. photo.png DO NOT attempt to sympathize with the target or avoid carrying out your duty. If the assignment is completed successfully — a new day will come. But if the identikit quota is not fulfilled… well, that is unfortunate. You would have been far more useful alive.

Feedbacks please

I uploaded a WebGL version. I would love to have some feedback from you. I know its hard to test alone, because is multiplayer, but please give it a try opening 2 ou 3 tabs on yor browser.

https://ldjam.com/events/ludum-dare/59/lumiric-chase

Screenshot 05-08-2026 03.18.18.png Thank you!

damn uni

my uni got some batshit insane load of work at the second semester of the masterate so i'm pretty late on judging and voting, please help me got into 20 votes lol

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

The Final Countdown Stream

I managed to find some spare time to get one more stream in before the rating period ends. If you are still in need of ratings and feedback join me live at the top of the hour and we can close out this Jam together!

Stream will start around 1pm PT / 4pm ET, or in other words, approx. 30 minutes from when this is posted.

▼ Links ▼

Youtube

Twitch

Kick

Only need five more ratings

gamescreenshot.png My game Short Range Robot almost has enough ratings to score! I would love it if I could get at least twenty ratings.

Almost there for Ratings

Fade just needs a few more ratings to get over the finish line. It's a short puzzle game made in UE5:

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

LD59-Win64-Shipping_t4irK7t8RT.png

Making Megahertz is just 8 ratings away

https://ldjam.com/events/ludum-dare/59/making-megahertz ld59.gif Bring the miracle of television to the masses, cheaply and efficiently. Maximize reception by placing broadcast towers, but be careful not to go over budget!

Feel free to comment your own game below, I'd love to check it out!

Reminder

If you go to Games, and use the dropdown menu that is automatically set to Smart and select Danger, it will show you the games under 20 votes in need of ratings.

There's little time left...

Promo.png ...to rate and comment on our GAME about a lighthouse, where the NPC is drawn from William Dafoe.

GO TO THE ⏚⏃⏁⊑⍀⍜⍜⋔! not yet

alien_demo.png

You only have a few short hours left to rate some games... you should make our game Do-roidhicky one of them.

As a bonus, enjoy some concept sketches for the game: paint_dashboard.png

reflection_1.png

Back after a 2 year break!

We submitted our first game in 2 years. For the Extra this time. Feels good to be back making games!

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

Life got in the way but now it’s time to play!

IMG_4686.png

A little recap of my LD this time: I made a decryption game with a little story! I did everything solo by myself (except the music that I opted out of). So if you love puzzles and translating, this might be for you :spy:

:warning: While playing the game I noticed an encryption mistake I made in the 7th puzzle (which appears to be bade64 code). So if you’re stuck at this puzzle, here’s the solution: Spoiler: !> I don’t know if I can trust you.

My vision of this game was to tell a little story about space inspired my Project Hail Mary :stars: I wanted to add some more scenes to polish the story but of course didn’t have the time haha. If you want to know what I imagined, you can read it here:

Story Spoiler: !> After the decrypting the 7th message, the player sees a scene where the plant on the left of the computer called „Dotti“ is sent away with the moon rover. The mysterious stranger collects the plant and now trusts him. At the end I imagined to be a scene where the scientist from earth travels to the GPS data they received and actually meets the lost astronaut in a cave, the cave is pretty and humans can somehow live inside this cage (its habitable) and there are a few small and friendly moon creatures and Dotti!

Thanks so much for reading and checking out my game! I’ll try to play as much games as I can in the limited time that’s left.

Kaddi

Thanks for playing! GALLERY OF YOUR WORK

And a postmortem from the technical side

UPD

I suddenly discovered that the post is displayed AT FULL HEIGHT. So I moved the rest of the images to the comments to avoid squatting the main page

sheet_012.jpg

First of all, a huge thanks to everyone who sweated over drawing those suspect portraits! Your crazy skills (literally crazy!) are absolutely stunning. Well, almost all of them. Some are complete garbage. Either way, I think you (like us) would find it interesting to look through the submissions. So ENJOY.

I'll admit, I'm surprised by how few blank sheets there were! Especially since at first we didn't restrict submitting sheets without drawings at all. Wow, just incredible!

This was a great ludum! The second one our team decided to take part in. Almost the same crew, and by a happy coincidence in the same place as a year ago.

Getting together in one space and making a game for 18 hours a day over three days is incredible luck and a real luxury. I hope everyone gets to experience something like that someday.

This time we worked more consciously. If last year we just wanted to make something beautiful and polished, this time we set ourselves a serious goal - MAKE SOMETHING THAT ACTUALLY FEELS LIKE A GAME.

There were fuckups. There was real drama and moments of despair. Initially we decided to make a game about controlling an alien (via a probe up the ass, yeah yeah) ragdolling a human through a complex control panel. But by the end of the first day we realized we couldn't pull it off. Mostly technical problems (I couldn't get Spine to work with Box2D - first time trying that in a jam). But the concept had some flaws too. First and foremost: "how the hell do you make the gameplay interesting." I suspected the physics would do the work for us again, but at the point we were at, it was a completely un-jam-friendly format.

So we started thinking hard and only garbage ideas came out. The word of that day was MECHANIC. Every idea was met with the question "what exactly is the mechanic here?". And if the answer contained the stop-word "minigames", the idea was mercilessly cut.

Late evening, the mood pretty grim. Sadness, shame, despair. And then suddenly, literally within half an hour, everything flips upside down. We all realize there's potential in this identikit drawing idea and start grinding, trying to make up for the lost day.

Yeah, unfortunately we didn't manage to make the game to its full extent. The way we originally imagined it. At some point I was left almost without a partner and had to cut, simplify, be stubborn and say NO WE'RE NOT DOING THAT AND THAT'S FINAL.

But I'm incredibly happy that we still managed to catch that abstract, almost unreachable FUN and put those smoldering memories of it into the game.

Usually I start to get sick of games I make (though the jam format softens that a bit). But not this time! I think it's because every time I hit the fax button, I was genuinely curious to see what the players had drawn. There's some gameplay potential in this kind of indirect gameplay / real interaction with other players that I find really interesting.

Anyway, great jam, historic shit. Thanks to everyone who played, thanks to everyone who participated, and the biggest thanks to those who gave us a chance to resurface from the routine and believe in ourselves again. To remember why I got into games in the first place.

Yeah, here's the link to the game, in case you missed it:

Almost the Same

photoem2026-05-09/em02-17-54.jpg

A quick, chill playthrough

Relaxed. Immersive. Chill.

Canopy-grapple-1.gif

Canopy-cave-GIF.gif

canopy-walking-in-forest-GIF.gif

Thanks and congratulations to everyone on another amazing Ludum Dare. I always have an absolute blast and there is just so much talent and support out there -- I love this community!!

I had a really lovely time working on this project. Minimal focus on gameplay gave me time to give the environment and audio extra attention this Ludum Dare and it was great to be able to immerse myself in that part of the process more.

Thanks to everyone that played Canopy, my ultra chill forest audio experience. If you haven't checked it out yet, please give it a quick play!

  • Listen for the audio signals from fireflies in the forest.
  • Find them and they'll unlock the way forward.
  • Grapple your way through the forest to reach the summit

Try playing with audio up and with headphones for the most immersive audio experience!

Play Canopy

canopy-grapple-canyon-GIF.gif

Flag Fanatic Post-Jam Update

Banner.png The post-jam update for Flag Fanatic has been released!

It includes these new features and changes: - Increased initial amount of time between signals to 4 seconds. - Adjusted UI to better fit 16:10 for Steam Deck. - The correct word is now displayed when answered incorrectly. - Practice mode has been added. - Shows references for the signals. - Does not save the score.

I hope everyone had a great Ludum Dare. The games I played and rated were all fantastic and I'm already looking forward to the next one! See ya next jam!

Oh god.

I still don't have at least 20 ratings yet. So uh... check out my game?

https://ldjam.com/events/ludum-dare/59/stop-and-go Screenshot 2026-04-20 202216.png

First Post Game Jam Update to Small Among Storms!

Capture2.PNG

Our first update to Small Among Storms post jam on itch.io is up and we have implemented some changes that addresses everyone's feedback such as... (drum roll please) PERSISTENT ACORN COUNT! The game also has controller support, input mapping, new swim mechanics, way cooler water, and a health bar!

If you would like to see what we have changed, check out the updated version here: https://shanzgamestudios.itch.io/small-among-storms

squirrel_swim.gif Swim on over and check it out!

Results already?!

Dropped just like that?

I'm happy with the results, but this was a bit anticlimactic haha

imageem2026-05-09/em15-48-12.png

results are already in??

well that's not bad! I'm even quite glad! chrome_8WEaLp0jrm.png

weirdly, theme has the lowest ranking. should've made the characters robots like in the first prototype, LOL Telegram_IpB70Suv2h.png

bug??

Hey, we’re honestly a bit confused right now.

Earlier today our game still showed around 50+ ratings, but a few hours later — after the final results appeared — everything seems to be gone. No score breakdowns, no placement, nothing. The page just suddenly looks very different from everyone else’s.

We spent an absurd amount of energy on this jam, so seeing that happen feels really discouraging and confusing. 2026-05-09 16.11.04.jpg What’s even stranger is that “Ratings Received” now says 142, even though not that long ago it was somewhere around 50–60.

Did this happen to anyone else? Maybe it’s some temporary Ludum Dare bug or recalculation?

Avalanche

Capture d’écran 2026-05-09 à 16.24.25.png

emi1/emKQ.png

I'm pleased with the results. I spent a lot of time practicing Voxel Art and I'm glad people like it. I'd like to make a better version of the game later. Thank you all for playing the game and rating it! It was a great moment as always!

Top 15 guys!!!

LD-59-results.png

https://ldjam.com/events/ludum-dare/59/telepathy-rhythms-fingers

On Ivy Boulevard - thank you!

Thanks to everyone who played and left feedback on On Ivy Boulevard! These are the best ratings we've gotten yet, and it's great to see that people enjoyed the game.

We're working on a post-jam update for the game that should be out today or tomorrow, so stay tuned for that! We're adding the ability to view the dialogue for each photo at the end of the game, which was requested by several commenters.

Screenshot_20260509-104429.png 72561.png

Jam days felt like a different world, haha

these few jam days felt like a completely different world to me, with its own vibe and community. i was very nervous before the beginning because didnt have much experience, but it turned out to be very exciting! not the best result, but im at least happy with what i made. hope to improve my skills for next time.

There are lots of interesting and outstanding games in this jam!

promoAngelcopy.png random doodle
learning to draw would be nice too

I need feedback

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Hey everyone, congratulations on the results! I was very happy with what came out this time, but the results really confused me. I believe I made a solid, average game, and the feedback I received was primarily positive, but the final ratings are the complete opposite of that. I have made games that were much worse and unplayable that received higher ratings. I understand that people are generally not keen to leave honest feedback to avoid backlash, but the most important thing for me is to learn from my mistakes and come back better prepared next time.

So I'm asking, if you have already played my game, or are willing to play it now, please leave an honest review here or on itch, so that I, and we as a community, can grow and do better next time.

Thank you.

Screenshotnew.png

We've waited!

изображениеem2026-05-09/em222416040.png

The jam results turned out to be quite unexpected.

First of all, I want to thank all the participants — for our first time joining a game jam, it was really inspiring to see so many genuinely great and thoughtfully made projects. You could clearly feel how much time, effort, and passion people put into their games.

After the results were published, though, I was left with the feeling that the voting system doesn’t work entirely evenly. Some projects that actively participated in rating other games and received a lot of ratings ended up far below projects with a much smaller number of votes.

Because of this, it creates a strange kind of motivation: it almost feels more beneficial to interact less with other games and avoid “showing up” too much in the voting filters, since getting a high average score is easier with only 30–40 ratings.

At the same time, this is absolutely not a complaint about specific participants or their games — many of the entries were genuinely strong and deserve attention. These are just thoughts about the rating system itself and how visibility gets distributed between projects.

What surprised me the most wasn’t even our game’s placement, but the fact that I didn’t see several projects I sincerely enjoyed among the top entries.

That said, I honestly don’t even know how such a system could realistically be improved — within the context of a game jam, it’s probably a very difficult problem to solve. I just wanted to share my thoughts after seeing the results.

In any case, we’ll definitely participate again. For a first attempt, I think our project turned out pretty well 🙂

Jim's Quest for top 100 overall and top 50 in audio and graphics!

Thank you all so much for your incredible support!

Banner.png Screenshot from 2026-05-09 17-47-28.png

I do have a question - just out of curiosity, no complaints here! I noticed that most of the top-ranked games received relatively few votes (around 30–50), while games with significantly more votes (like ours, with ~170) ranked lower. Does Ludum Dare's rating system not account for the number of votes, and simply sort by raw average score? I'd love to understand how it works!

Vice Signalling — thank you all so much!!

ld59results.png

It's our second Ludum Dare, and our best result so far!

Thank you all so, so much! 9th place in Graphics — sheesh!!

We're planning to update the game over the coming weeks with more polish and some quality of life features, so I guess... stay tuned!

Thank you all again for playing our game and leaving all this wonderful feedback!

725ae.jpg

Router Wilds - Hot Potato Challenge Results

Congrats everyone on finishing Ludum Dare 59 and thanks to everyone who played, rated and commented on entries!

Hot Potato Challenge

As some of you know, our team tried a little experiment this time: we did a “pass the game, no‑communication” challenge. Five devs, 72 hours, one project, and we weren’t allowed to talk about the game while the jam was running. Each person got a small time slot to work alone, then passed the project to the next dev, who could tweak, improve, or completely sabotage whatever was there.

We put together a video showing the whole process. What each dev did during their shift, how the game kept changing, and how we tried to glue everything back together at the end:

You can watch the video here: https://www.youtube.com/watch?v=MPMFWFSvN9E

The Results

Considering how messy the challenge was, we’re really happy with how Router Wilds did in the results: Screenshot 2026-05-09 171729.png

We expected to lean more into theme/innovation, so seeing “Overall” and “Fun” also land in the top 150 was a really nice surprise. Huge thanks again to everyone who played, left feedback, or streamed the game. It helped a lot and made the challenge feel worth it.

If you’re curious about trying a similar “hot potato” format with your own team, or just want to see how chaotic a no‑comms jam run can get, we’d really appreciate you checking out the video and letting us know what you think.

Good job on LD59, and see you next jam!

AAAA OMG! Thank you! This was my second Jam and second Game Ever

Thank you.jpg Score.jpg

6 on Audio, 70 on Graphics and 64 Overall! Thank you so much for your scores! For me, someone who’s never made games before, this is an amazing result. If you haven’t played it yet, you can give it a try on Itch.io.

https://idos.itch.io/littlemina

First time participating Ludum Dare. My results

post.png

Distant Driving rated 174th in overall

I'm 17 years old solo developer on Unity and my hobby is making videogames. I tried Ludum Dare for the first time. It was a great experience, usually when I participate in jams I can use premade assets and it's much easier, so it was an incredible challenge to make all the graphics, sounds and etc. all by myself

Well, I think this is somewhere close to what I excepted. Made some mistakes in development and some bad concepts in core mechanic so I really understand why I'm here

However 51st in graphics really surprises me. I'm not an artist or something, I was just redrawing some pictures from the internet in one style

Big thank you to everyone who played the game

I'm planning to make a post jam update to do better mechanic, some more levels and add more sounds

Also I'm planning to make a Youtube video of making this game

(it will be only in russian)

Here's my Youtube channel if you want to check (it's in russian): https://www.youtube.com/channel/UCoTF_-2zoKpQpkyIO8MHwzw

Ziggy Zapper Postmortem

Theme

Only two rounds of theme voting this time. I saw the options for round 1 and got that sinking feeling. Round two was better; maybe there was hope?

Don't be silly. The theme is always bad. "Signal". The worst theme.

I jotted down a couple of half-hearted ideas. You're exploring somewhere and your map disappears if you run out of signal, so you gotta plan ahead and memorize the map before you enter the dead zone? But when I imagined playing this game, it just wasn't fun.

Really, I felt like making a grid-based puzzle game. I just like them. How about, your only ability is to send signals to other objects telling them what to do? You can signal anything; change a TV channel, open a garage door. It's a universal remote control, the kind you can buy on Amazon, except it really can control anything.

You can chuck anything into a game like this, so I had to be super careful to keep it thematic. One ability only; the ability to signal other objects to do stuff. No weapons, armour, coins, combat, none of that shit. Only signal.

Intro Cutscene

Screenshot 2026-05-10 at 00.56.10.png

One idea, not great, not awful, and time was a-ticking, so I just went with it, and started drawing up a quick intro cutscene in Aseprite of the player buying the remote control. I thought maybe it would be funny if you saw him buy the main item on Amazon before starting. In the end it wasn't really that funny, but I couldn't bring myself to delete the intro so it stayed, despite not totally meshing with the eventual style of the game.

For Ludum Dare I like to do cutscenes and title sequences as sequences of simple full-screen images. If I want text, I'll just put it in the image. You can do a lot of UI in not much time this way. It limits animation but you can do flashing text by alternating an image with the text and one without, which gives a retro feel I quite like.

For this one I pushed the boat out and added a moving cursor clicking on the Buy button to buy the remote.

Tools

I went with plain Javascript in the browser for this game, with no engine, libraries or frameworks, because my idea was simple enough to do without.

Last LD I used WebAssembly and C++, which I remember really liking, but I didn't use it again this time. I remember feeling it was better, but I second-guessed myself; I mean, C++? There's just no way it's faster to write a game in than JavaScript, no matter what I think I remember. I decided to just use JS.

My development process was: - Write a bunch of Javascript in Emacs, stick it all in src/, one class per file. No imports, I hate imports. - Makefile that just concatenates all the files together into src.js, and HTML file that runs it.

I almost like this. I really can't abide having to import this and that at the top of every file. But in JS you can't mark original files with #line like in C++; you have to futz with source maps, which are so complicated you basically need a build tool to generate them, and build tools usually want you to use Babel and imports and modules and all that shit, so I just went with concatenating files.

I really, really should have gone with C++. I'd forgotten just how much I hate JavaScript. If you add up all the time I spent forgetting to type 'this.' everywhere, it was probably like an hour. And you don't see errors until you run the game. Typescript helps, but then you gotta set that up and use Microsoft's wonky compiler that also wants you to waste your brain maintaining imports. Gah, it's so simple. The compiler shouldn't care what file stuff is in. It's an LD game, for chrissake... there's only gonna be one Sprite class.

Cog

I love Cog for LD. Write a little bit of code and any graphics you draw automatically become variables in your code, and the images get loaded into them. It saves so much time and energy.

```

/* [[[cog

import glob import pathlib

xs = glob.glob('build/*.png') xs = [pathlib.Path(x).stem for x in xs] xs = sorted(xs)

]]] */ // [[[end]]]

class Graphics { /* [[[cog for x in xs: cog.outl(f'{x} = new Image();') ]]] */ arrow = new Image(); boiler = new Image(); font2 = new Image(); font3 = new Image(); guy1 = new Image(); // [[[end]]]

load() {
    return Promise.all([
        /* [[[cog
           for x in xs:
              cog.outl(f'this.loadImage(this.{x}, "{x}.png"),')
        ]]] */
        this.loadImage(this.arrow, "arrow.png"),
        this.loadImage(this.boiler, "boiler.png"),
        this.loadImage(this.font2, "font2.png"),
        this.loadImage(this.font3, "font3.png"),
        this.loadImage(this.guy1, "guy1.png"),
        // [[[end]]]
    ]);
}

loadImage(x, url) {
    return new Promise((resolve, reject) => {
        x.onload = () => resolve(x);
        x.onerror = reject;
        x.src = url;
    });
}

}

```

Day One Sprites

I drew some halfassed sprites. I'm a total hack at art. I can make stuff that looks good, sometimes, after many tries. What I lack in knowing what I'm doing I make up for with persistence. But today, all artistic ability had left me and this is all I could manage:

03h.png

Thankfully, I had another go later and ended up with the sprites you see in the game.

Engine

Simple, simple, simple. This is how I like to structure my code for LD. Dunno if it's a pure ECS but it's this sort of thing:

```

let tileLayers = [{}, {}, {}]; // layer[position] = tile ID let objects = [ { pos: [42, 42], sprite: graphics.player, player: true, }, ... ];

```

Then there's a buch of systems:

```

process() { // each frame sys.playerControl.process(); sys.robots.process(); sys.coins.process(); sys.mines.process(); sys.winCondition.process(); sys.cutscenes.process(); }

```

Each system then just uses the layers and objects and does what it wants. For instance:

```

class Mines { process() { for (let o of scene.objects) if (o.mine) { let co = scene.co(o); for (let p of scene.objectsAt(co)) { if (p.gm && !p.player) { sys.explosion.trySpawnSmall(o.pos); o.dead = true; p.dead = true; } } } } }

```

Only objects for the current room are loaded, and there's only ever like 12, so even if it wasn't the future and we didn't all have insane hypercomputers it'd still be basically free to iterate them, call map() and filter() on the object list, etc.

I hate JS but I do like that you can just do

``` js

objects.filter(x => x.hasControl && !x.player).map(x => x.pos);

```

and stuff like that, just totally ignoring performance. It's a great tradeoff for LD. In C++ I'd still be writing an ObjectIterator, lol.

On the other hand, all your vector math looks like this:

``` js

let nextPos = vadd( vfloordiv(o.pos, scene.tileSize); vmul(o.speed, o.blah) );

```

In C++ you can just do

```

auto nextPos = o.pos / scene.tileSize + o.speed * o.blah;

```

It's so much better, it overrides any and all downsides of C++.

See, this is what happens when you don't do Ludum Dare for a while. I forgot all this stuff. Why did I go with fucking JavaScript? My god, I'm an idiot.

Tiled and the Map

Tiled is my go-to level editor for tile-based worlds.

Screenshot 2026-05-10 at 00.18.05.png

I like to try something new every LD, so this time I decided to do these kinda 3D-ish tiles, which I knew Tiled supported but had never used. I like them! You gotta draw your map a bit carefully but it wasn't hard.

I didn't use Object Layers. Instead, tiles that have a "Class" become objects in the game. The game uses the "Class" to setup behaviour; each "class" name just maps to an object in JS that gets copied and becomes the game object. Any "custom properties" set in Tiled then get set as properties on the JS object, maybe overriding the ones from the "Class".

Most entities could be setup using only Custom Properties, with the systems doing the rest, which is good for dev speed.

I reused a Tiled parser library in Python that I wrote before. I had it just output straight JS to be bundled up with the rest of the code.

Design Change

I implemented a bunch of objects you could signal, like TVs. The TVs did stuff like opening and closing doors, or making robots send their own signals. There were also doors you could signal directly to open and close.

But shooting the TVs just made the theme feel tacked-on. Shooting stuff to make stuff happen is in a million games. I decided that controlling robots would be the ONLY thing you can do. This felt more thematic.

The shootable doors were repurposed as decoration. I never took the code out; they still work, you just can't get at them to signal them.

End of day one

I like to get a complete game done on day one, and use day two for music and polish. But I didn't manage it. At the end of day one, I had the world map half filled out, and a win condition, though nothing stopping you just romping straight to the exit.

Music

I am away from my MIDI keyboard right now so I had to mouse out the whole tune. I went with a chiptune feel to match the graphics.

Screenshot 2026-05-10 at 00.21.43.png

I fell into the trap of making the music too lively for a puzzle game. It sounded OK, it was just hard to think while it was playing. So I did another track, an attempt at a chiptuney but ambient thing. I didn't wanna throw away track 1 so I made it so you can press M to switch tracks. After that I fixed the original track and lowered the energy, and quite liked it, but didn't wanna take out the slower track, so they're both still in. Might come across as indecisive, or people might appreciate it. Dunno, players are unpredictable.

Main theme is okay, meanders a bit and is structurally weird, not in a genius Beatles way, just in a bad way. There's not enough time in LD to fiddle with the song structure until it's right. I guess if you're a musician it'll all be under your fingertips and you can bang out something that works, but I just don't have the familiarity with music to do that; I gotta fiddle and redo stuff for hours.

Secondary theme is just kinda nothingy and inoffensive, but I quite like that you get the choice. Like old Tetris. Theme A or theme B. Games don't really do that anymore.

Did music as MP3 for maximum compat. Is that still best? It's annoying because it doesn't loop properly, but what can you do.

I love the idea of realtime synth for web game music, but Firefox doesn't implement Web Audio properly and you can't avoid pops. There's a 9 year old open bug about it. Might see if WASM is fast enough to do a synth next time.

Objective

At first I couldn't figure out what the player's objective should be. In room-based games I like having one "thing" to do in each room; it feels like good progression, and you can have the minimap fill out as the player does the thing in each room. But what should the thing be? Turn off the power by signalling a generator? But then you're signalling something that's not a robot. And turning things OFF feels anticlimactic. Turn ON power? So you overload the boiler? Hm, maybe. But it might be hard to get the player to understand.

In the end I just made a decision to get out of analysis paralysis and did triangles you collect that open doors. Not thematic at all, but I needed to keep moving.

Screenshot 2026-05-10 at 00.29.12.png

When you get to the boiler you just signal these five machines to overload it. I don't love it, but that's what I ended up with.

Breaks my rule from earlier but if you got this far you probably like the game and are less likely to ding it for theme.

I quite like how the animation turned out.

Title Cards

Wayfarer's Toy Box is my favourite font so I did the title cards in it:

Screenshot 2026-05-10 at 00.31.56.png

...but it wasn't thematic; it's a fantasy font, this is sci-fi. I spent ages picking a new font and ended up with Press Start 2P which looks good I think:

Screenshot 2026-05-10 at 00.33.03.png

Room Names

Dunno why, but I love games with room names, so I thought, maybe worth adding? It would mean adding a font system. But bitmap fonts are easy, so I decided to try it. I like to do new things in LD. I'm glad I did, I think it adds a touch of polish.

I decided I liked the Aseprite font for the room names, but it's proportional. Oh well, I just manually counted the pixels and hardcoded a list of glyph widths. Uppercase alphabet only, 26 glyphs, it's not so bad.

Screenshot 2026-05-10 at 00.46.09.png

This room's name is a joke: it's the kind of crappy puzzle you make when you see how much time is left and you start to panic.

Testing

Glad I did a few runthroughs because I found you could softlock yourself in the Airlock. I just hacked in some code that ignores your keypress if you try and let go of the robot when you're behind the door in that room. I wanted to flash a message up like "Careful! Don't trap yourself" but didn't get round to it.

Rafts

The controllable blue “rafts” would be daunting to implement if they had to work in every situation but this game is nice cause I can make sure no stuff that moves on its own is in these rooms, so movement is very limited and the code can be simple.

Progression

I love item-based and ability-based progression but was constrained thematically. The remote is all you have; it's a game about signalling stuff. Upgraded remote that shoots further? Eh, doesn't really add anything. So it's just a world of puzzles. Once you're out of the 6-room tutorial space, you can just visit wherever you like, and you can blast open new ways between rooms by signalling the pink guys. I think it turned out okay. Constraints are good for you!

I like games where you can "open up the map" as you go, gradually blasting open new shortcuts. It feels like you're making the world your own, and it's satisfying. I think I first noticed it in La-Mulana, though I'm sure it's older than that.

Player

My sprite work really needs work. He almost looks okay from the side (I looked at a picture of Megaman as a reference) but then he shrinks when he faces up or down.

Screenshot 2026-05-10 at 00.42.03.png

I hate drawing human sprites like this with 4 directions and all these frames. It takes forever and I'm not good at it and it isn't fun. Will I ever learn? Just make the character a blob or something.

Last Minute

Before submitting, I had a moment of panic; are people gonna not notice you gotta press K to let go of the first robot? I made it flash.

Then are people gonna not see that the first shooty guy can shoot? I made his shoot icon flash too.

Hope it's enough.

No Engine Gang

I start from scratch each LD. Vector class? Write it. Font class? Write it. I enjoy just making a new folder and building this self-contained thing in 48 hours. It feels good, doing something you know how to do and getting better at it each time. And at the end, there's a new thing you've made. It's all pointless, ultimately, but what isn't?

Results

Screenshot 2026-05-10 at 01.05.43.png

Happy with my game, happy I did this LD.

I love gamedev but the internet is now vast and impersonal and nobody plays anything you make, so it's nice to have LD to push you to actually create something, with other people doing it too, and at the end your thing might get briefly seen.

Game jams are really the only time I manage to add a new, small, free game to my website, and I love them.

There are so many talented people doing this, and it's awesome to be part of it and think, maybe one day I'll make something as good as Inscryption. I dunno, I just love LD.

I am confused

from the comments that we got I got the impression that the game had some flaws but it was still still considered good, and the style was almost universally praised, some of these scores just don't feel like they reflect that at all?

I would like to know what I could do better next time but some of these don't make sense to me

Now I don't wanna sound ungrateful because I really appreciate that people even stopped by and played it. it just doesn't feel like these scores match the energy and enthusiasm that I perceived in the comments

screenshot.png

My 28th Ludum Dare's Postmortem: "Winnerman Scams a Game Show"

After obtaining the washer and dryer set, three cans of Chef Boyardoes, and a big thumbs up, Winnerman heads home to reflect upon his actions.

Giving out goofy awards to the games I rated.

The recent news of Mike planning to stop hosting scheduled LD events had me feeling a little nostalgic for the old website. Some friends and I decided to give (in addition to the feedback) a goofy "Award" to each game we rate. (Y'all remember that feature of the old site?)

GottaCollectThemAll.png

It was fun to scribble something together for those, and a lot of people seemed to appreciate it. I also like how I can look at all of these and remember the game I drew it for. I'm definitely doing this in future jams as well.

Goals for Ludum Dare 59:

Over the past decade of Ludum Dare, I've made way too many platformers. With that in mind, here were my goals.

• Do not make a platformer.
• Add some really cool screen transitions.

Alas, I only achieved one of these goals. I ran out of time, so the screen transitions didn't quite make the cut. But let's see how the rest of the game turned out.

The concept:

My interpretation of "Signal" is a replay device sending input signals to a console. But since I'm not actually emulating stuff, we just have a TAS timeline for you to supply inputs, undo mistakes, and frame advance with, etc.

I've been doing a lot of TAS shenanigans lately, so this seemed like a pretty fun idea to me. TAS.png An example of an NES emulator with a TAS timeline supplying inputs.

Though I think I can safely say this was my most ambitious Ludum Dare in a while. I don't think I realized when I came up with the idea just what would be required to pull it off. If the player is able to frame advance, or frame rewind, then I'm going to need to make a fully functional system of savestates to go with the timeline that I need to program.

Webpage_Screenshot1.png How the finished game looks with the timeline on the right.

How does the timeline work?

I just recently added a TAS Timeline to the NES emulator I've been working on, so I had a plan on how this would work. First of all, the timeline will control the entire rest of the game. The timeline's frame advance function will trigger the Update() functions inside every minigame's script. This keeps the game on tight rails, so the user can pause, frame advance, or rewind to their heart's content. But rewinding would actually be a doozy. In order to step backwards, you need to know what the state of everything was on a previous frame, which means we need to record this info as "Save States".

How do save states work?

In an ideal world with infinite RAM, I could just save every variable of every script on every object in the hierarchy, then load all that when you jump to a previous frame, and voila! But knowing that most computers don't have infinite RAM, I'll need to optimize the savestates.

This game has 6 minigames, (and a handful of "cutscene" screens between minigames...) And each of them runs independently of each other. These minigames all have their own unique scripts too. Ideally I would make a parent "minigame class" which the games would inherit stuff from, but this was made in a weekend and I don't got time for that!

Instead, every class has their own SaveState() and LoadState() function, which the Timeline.cs class can run for each game individually. It's sloppy, it's not in a loop (because I didn't do that inheritance thing), and it takes multiple hundreds of lines to get this working, but hey, it worked!

Let's take a look at the SaveState() and LoadState() functions for the "Typing Minigame", inside TypeGameManager.cs

public List<byte> SaveState() { List<byte> State = new List<byte> (); State.Add (PressedButton); State.Add (AppearTimer); State.Add (Chet.AnimTimer); State.Add (Chet.TieSpinAnimTimer); State.Add (Chet.CurrentAnim);
State.Add ((byte)(GameOnScreen ? 1 : 0)); State.Add ((byte)TypedWord.Length); State.Add ((byte)(Submit ? 1 : 0)); State.Add (Timer_Seconds); State.Add (Timer_SubSecond); char[] CharArray = TypedWord.ToCharArray (); for (int i = 0; i < CharArray.Length; i++) { State.Add ((byte)CharArray[i]); } return State; }
Here we're creating a list of bytes. This list will contain all the important info that needs to be initialzied when loading a state. We record what button was most recently pressed, so when we load the state we can set up which button needs to be graphically pushed down. We record some timers, which are bytes and not floats! Instead of being sane, the timers in this game are all simply a frame count as a byte! I record some animation info for Chet, the game show host. I record a boolean tracking if the on-screen keyboard should be on screen or not, the number of characters the player has typed so far, if you have submitted or not, some timers, and then finally each character in the typed word individually.

And then when we load this state, we need to make sure the order is the same:

``` public void LoadState(List State) { PressedButton = State [0]; for (int i = 0; i < AllTheButtons.Length; i++) { AllTheButtons [i].SR.sprite = AllTheButtons [i].Unpressed; AllTheButtons [i].TM.transform.localPosition = new Vector2 (0, 0.08f); } if (PressedButton != 255) { AllTheButtons [PressedButton].SR.sprite = AllTheButtons [PressedButton].Pressed; AllTheButtons [PressedButton].TM.transform.localPosition = new Vector3 (0, -0.047f, 0); } AppearTimer = State [1]; AppearTimerFloat = ((AppearTimer + 0f) / 60f); Holder.transform.localPosition = new Vector3(0,DataHolder.CustomLerp(-13,0,AppearTimerFloat,1),0);

Chet.AnimTimer = State [2];
Chet.TieSpinAnimTimer = State [3];
Chet.CurrentAnim = State [4];
Chet.ForceAnim (Chet.CurrentAnim);

GameOnScreen = State [5] == 1;
int CharCount = State [6];
Submit = State [7] == 1;
Timer_Seconds = State [8];
Timer_SubSecond = State [9];

TypedWord = "";
for (int i = 0; i < CharCount; i++) {
    TypedWord += (char)State [10 + i];
}
TM.text = TypedWord;

} ``` The first byte we recorded was what button we pressed, so that's the first byte we read off the list. Then to initialize the graphics for the button being pressed, I iterate over all the buttons and set them to "unpressed". Then I set the graphics for the target button, assuming it exists. (A value of 255 meaning we haven't pushed anything yet.)

I pull off some timers and move the on-screen keyboard to where it should be with that timer value. You'll notice that since the timers are all stored as bytes, I just create a float out of the value and pass that into a Parabolic Lerp function I made.

I pull off the animation data for Chet, and run a routine to initialize his animation stuff.

I pull off the remaining stuff, and each character individually.

And just like that, we have a fully functional savestate... for one of the minigames. I had to do this for each minigame, as well as the intermission cutscenes to record how far the dialogue is.

The absolute worst one of the minigames to make this savestate info for was the basketball one. I'm using Unity's built in physics for the basketball, and finding out how to transform that data into individual bytes was a nightmare. I basically attempt to convert the float to a ushort and record the low/high byte separately. In hindsight, does Unity3D support signed shorts? I bet I could just cast a float to one... I way over-thought it.

float BigVelX = Mathf.Floor (BallRB.velocity.x * 512); // 65536/512 = 128. The ball will move that fast Ball_VelX_Hi = (byte)((Mathf.RoundToInt(BigVelX) & 0xFF00)>>8); // Pull off high byte, shifted over. Ball_VelX_Lo = (byte)(Mathf.RoundToInt(BigVelX) & 0x00FF); // Pull off the low byte.

Now I have the horizontal speed stored as an unsigned short. Converting this back to a float was a bit messy: bool NegateX = false; if (Ball_VelX_Hi >= 128) { // If the speed was actually negative. NegateX = true; Ball_VelX_Hi = (byte)(256 - Ball_VelX_Hi); // Make the number positive. Ball_VelX_Lo = (byte)(256 - Ball_VelX_Lo); // We'll multiply the float by -1 later. } BallRB.velocity = new Vector3 ( (0f + Ball_VelX_Lo + Ball_VelX_Hi * 256) / 512f, // We multiplied by 512 earlier, so divide by 512f (0f + Ball_VelY_Lo + Ball_VelY_Hi * 256) / 512f, // we did this for the Y axis too. 0); if (NegateX) { BallRB.velocity = new Vector3 (-BallRB.velocity.x, BallRB.velocity.y); // Flip if negative. }

So yeah that sure was something. It worked though!

The blunder

It wouldn't be Ludum Dare without one.

The biggest issue was the Duck Hunt minigame, by far! So the game is designed to tell you hints whenever you fail a minigame. However, these hints only arrive if you let the failure cutscene fully play out. Every time I watched someone play the game, they fail the minigame and instantly pause the timeline.

Oh no!

It also doesn't help that this game has the biggest red herring ever, and I didn't have time to record specific dialogue when you actually shoot the duck. So now everyone successfully shoots the duck and the game show host says "Oh, it looks like Winnerman doesn't know how to use a gun!" But like- they hit the duck. Chet, what do you mean they don't know how to use a gun! And everyone pauses the timeline when he starts saying that, so the never get to the part where Winnerman says "Is there something else I can shoot?"

So yeah- that's a pretty big blunder. Also somehow the "Winnerman's Live Reaction" button broke during that minigame, because of course it would.

Second Blunder

Panic.png My reaction upon watching people play the boss fight

The boss fight in this game was a bit rushed. There's not a lot of clear direction what you need to do, and also I locked the timeline, including the Winnerman's Live Reaction button. So this is the only point in the game where you can't press a button to figure out what to do, and it's less than obvious. Chet Quizzly has a big eye that you can shoot, but he has a sheild, so hitting the eye does nothing. I didn't add splash text saying "Blocked!" or anything, so someone could easily assume you just gotta shoot the eye enough times.

Instead, you need to shoot Chet's hand which he's using to manipulate the timeline. I had plans for the fight to continue after that point, as Chet would say something like "You know- without this hand even I cannot undo time!" and then there would be a final one-shot duel. I ran out of time, so shooting his hand just ends the fight.

We Do a Little Reflecting:

In classic 100th_Coin postmortem fashion, let's talk about all those notes I take for myself and how I completely forgot about them.

LD58: "Make a game in a genre you are unfamiliar with."

Last Ludum Dare I made a point and click adventure, and it was my first time doing that. The key piece of advice was to just try anything that isn't a platformer. No platformers. And I can happily say I got experimental with it, and this isn't a platformer. Woo hoo!

LD57: “Scope Smaller, or break the game into small rooms.”

Scoping smaller might as well not be in my dictionary at this point. It wouldn't be Ludum Dare if I wasn't pushing myself to my absolute limits and scoping as stupidly large as possible.

That being said, this game was broken into a series of individual rooms, so you can say I followed some of that advice, as least.

LD54: “Full in-game tutorial for ANY unique mechanics. It must be explained.”

YES! I had a tutorial, and people appear to understand the mechanic when they play the game. YES YES YES!

LD53: “Get feedback before the deadline.”

Per the tradition, my roommates were out of town and I didn't have time to reach out to others for testing. heh.

Let's see what that would have taught me though:

  • The Duck Game's red herring need to have different dialogue options.
  • The boss fight needs to be visually clear that shooting the eye is not the solution.

Basically the stuff I mentioned in the blunder sections.

LD52: “Focus on a single mechanic, and let the story come second.”

Now this is awkward. This note defined some of my best Ludum Dare games, but in my post-platormer era, I'm worried this note on letting the story come second is in direct conflict with the games I'm starting to make. The story here was directly tied to the single mechanic, and I think I said something very similar in my previous postmortem.

I'm not ready to remove this notes from the reflection pool, but these are feeling less relevant, and I'm not sure what to do about that.

And for fun, let's dig into ye old archives like last time to see what other ancient notes applied here:

LD50: “The exhaustion of the 48th hour is real.”

Good lord, it's wild how many of my LD Games seemingly fall apart in the final few hours. I didn't have much time for play testing this one, really just hoping that it all works out. When I finally got to test it out, I realized an issue that occurs when using the timeline to go backwards beyond the minigame you are currently in. Specifically, suppose you are currently in minigame B, and go backwards into minigame A. once minigame A ends flowing into Minigame B, you would find that minigame B was not reset. The savestates are only recorded on frames in which the minigame is active, so loading a frame before the minigame was loaded likewise cannot reset the minigame with data that wasn't recorded. My solution involved making an "initial savestate" for each minigame, but wow I didn't want to have to do that by hand (because when you count the intermission cutscene savestates as well, it was like- 20 things needing to be set up or something.) And automating the process of creating these initial save states was not easy either.

LD41: "Sound effects are super important, especially for simple feedback like hitting enemies"

You know- I could have used that note during the boss fight.

Those are pretty much the only relevant ones this time around.

So what's the takeaway?

What did I really learn this time?

I think it's something I should have picked up on during many previous jams, but I'm finally saying it. I need to make a Minimum Viable Product way earlier during these jams. I keep waiting until way too late before I start playtesting the game as a whole. All the biggest issues that I keep running into during the final few hours wouldn't be that big of an issue if I wasn't so fatigued by the time I discover them.

If I'm being realistic, I don't foresee myself scoping smaller. It's not what I do. But In an effort to prevent the burnout of the final few hours from destroying me completely, I need to make something playable long before the deadline. Even a version of this game with two minigames connected would have helped me find the null-savestate issue when backtracking, and I would have found it with a lot of time to spare, and before I had to set up an initial state for 20 objects.

Reflection 2: How'd I do boogaloo.

So this was an obvious artwork downgrade from my previous entry, and it's not that surprising. I didn't spend 20 hours on the art, I spent 20 hours on setting up the timeline mechanic and save states.

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And while this wasn't my best artwork in an LD game, I still think my art is improving. For the first time ever, I drew a "goofy face" that actually made me chuckle out loud.

GoofyWinnerman.png Stay mewing, Winnerman.

This was my ninth LD game to have acapella music. I think this game had some good jokes, and I think this was some of my best voice acting in an LD game. I put some real emotion into Chet's final lines during the Duck Hunt game. I wish I saved a bit more time for music composition, as that was rushed during the final few hours. This resulted in myself re-using the same music track for the title screen, and there was no music at all in the victory cutscene. Oh well!

Results:

3rd in Innovation

I also got 5th in humor, and 10th in audio. Not bad.

After discussing the results with Winnerman, we both agree that this game has won the Third Place is Still Winning award!

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I'll also treasure the awards my friends drew for me, including the Most Unshootable Duck award from @jeremy-ryan, and the Duality of Cherries award from @mathstr0fficial!

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Final reflection

I'm pretty happy with the trophy in innovation. This is the best I've done there since Ribbon back in LD47.

I'm also happy with the game as a whole. This was my second Ludum Dare in a row where I forced myself to avoid making a platformer, and I'm going to keep doing that as much as I can. As with last time, I feel like I learned a lot while making this game, which I find incredibly important.

I've been thinking a lot about my LD51 game. Ignoring the fact that it is a platformer, I remember that game being feature-complete in just a few hours, while the rest of the jam was spent building the levels, finding myself with a lot of free time at the end, and just decorating or adding accessibility features. I'm not yet sure how to make a non-platformer-game efficiently, and I think that's something I need to work on. This game was rushed until the deadline, and I think it really could have used some polish.

In conclusion, not my best work, but I got the opportunity to combine two of my hobbies into a TAS-themed video game, and I think that's rad. Winnerman might not have won the game jam, but he'll always have the washer and dryer set.

Post Mortem!

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Thanks everyone for checking out the game. For the sake of better formatting, I'll just link the post mortem I made on my site here if you wanted to check it out. It's my 14th Ludum Dare submission and one of the worst rated games I've ever made. OOF

https://bluepinstudio.com/blog/2026-05-09-Badcaster-Shneebly-Post-Mortem/

results

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I didn't expect that...

I was expecting to do worse in this one than my last few entries. This is for a number of reasons.

  • It had been two years since I last entered into a Ludum Dare.
  • I decided to use Godot this time instead of Unity, meaning I wasn't as familiar with all of its quirks. Because I wanted to do a web embed, this also meant no C#.
  • I am now running Linux instead of Windows, so I expected there to be some point in my pre-existing gamedev workflow that would be incompatible (spoiler alert: everything worked fine).
  • I have less time to commit to the event as I now have my own family.
  • My game idea involved no humour whatsoever, which is a category I have historically scored well in.
  • Despite all of the above, I still decided to enter into the Compo rather than the Jam

So, how did it go?

Adam Gould's Ludum Dare 59 Compo results

My personal best in Mood, my third best ever Overall ranking, and my third ever top 10 Audio placement.

I am in shock. What an unbelievable result.

So, for anyone who's interested in playing, come and check out After The Fact:

After The Fact

I'll hopefully see you next time,

Adam

Thank You So Much!

IMG_5608.jpeg The results are in and Officially Dead has done absolutely amazingly. It is the first Ludum Dare for both of us, so getting in the top 100 for humour is way better than we expected, as well as our fun rank. Thank you all so much, and we will continue to develop Officially Dead to a steam release.

Thank you Everyone + Post Dare Version

I would like to thank everyone for rating and leaving valuable feedback on our game. We've gotten over 50 ratings, our highest ever. We're really happy with the results. Our best ever score in Audio and 2nd best in overall and mood. Only 0.004 away from our best in mood.

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We've been working on a post dare version in the meantime based on some of the feedback and I wanted to discuss the new features and some challenges we faced.

1) Intro cutscene

This is our first entry with a cutscene and I'm really proud that we managed to get one in on time. I had started working on an additional cutscene for the intro but ran out of time. So i've been working on fleshing it out since then. I kept running into issues with timing of the various elements (Coroutine hell). Having multiple coroutines fire from a single method can very easily mess up timings. Using yield return helped here but in future I would like to refactor the entire Cutscene system to be more event based. Having certain events fire on cutscene start, end, skipped etc.

2) Controller support

Unity's new input system is vastly superior. We already had partial controller support for free. However certain aspects were designed with K+M in mind and UI doesn't work without some tweaking. We've implemented full controller support, including platform specific button prompts and UI navigation. One unfortunate issue we ran into is a unity bug where WebGL does not pick up the controller as an input. However the Windows build now has full controller support. We would still recommend K+M as the best way to play but controller should now work from end to end.

Another issue with controller and web builds more generally is cursor locking. When the cursor is not locked movement would abruptly stop when the cursor goes outside the browser window and the interact prompt was off-centre until clicking and gaining mouse lock. Even setting CursorMode to Locked did not fix this issue for us in all cases.

We did manage to fix the latter issue by switching how we ray cast for interactable objects. Before we were doing Ray ray = Camera.main.ScreenPointToRay(mouse.position.ReadValue()); however this had the issue that if the mouse was not locked then this could give strange values. To fix this we replaced it with Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); this then uses the centre of the viewport as the point to cast rays from, which is unaffected by cursor locking.

I have been unable to fix the former issue though. So if there are any issues with movement then make sure to first click with the mouse upon spawning in to force lock. It should already be locked in the browser but this varies by browser and Firefox especially has much stricter cursor locking rules.

I will continue to investigate this over the next few days but in the meantime that is a workaround for any controller specific issues.

3) Minigame Tutorial

Some people mentioned that the minigame is a bit difficult. One small change we made to help with that is showing the interact prompt on the first stage of the minigame. This should hopefully make it clearer that you need to click to match the signal. The speed will also slow down slightly on later rounds. This was already present in the original version but has been slightly increased.

Closing remarks

We've thoroughly enjoyed playing and rating dozens of interesting and fun entries this dare and looking forward to the big 6-0. We'd like to congratulate everyone who made a game and hope to see you all again next time.

We will continue working on our game and publish on Steam

First of all - thank you so much for your nice feedback and even voting us in the top 10 for Audio and Fun! This is by far the best result we ever got!

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We've been pretty busy over the last two weeks because we wanted to get some things done before the results went live. We've reworked some visuals, added new features and remixed the music to create an announcement trailer that tells you we'll continue working on our game and publish it on Steam:

https://www.youtube.com/watch?v=53RpqETmaTw

We are really excited! This is our first time going for an actual Steam release. And now that we see how highly you rated our game, it motivates us even more! We had planned to share the link to our Steam page with this announcement, but it's not ready yet... our plan was a bit tight, and the review process is taking a bit longer than we thought.

If you enjoyed our game and would like to play more of it, we would appreciate it if you could stick around and add the game to your wishlist, we will post again when the page is ready next week. Also, if you have some experience or tips for publishing, we will be happy to hear them (apart from "Don't set up your Steam page 4 days before the planned announcement date." and "Double check your logo and hero for transparency.", we know that now lol).

And of course, if you haven't played our game yet, you can check it out here.

my first ludum dare ! hooray !!

hello !

im the 2d artist for caller idie and i just wanted to say thanks so much for all the kind words about the visuals and graphics ! it wasn't my bestest work, as i was really crunched between my finals week, my job and the game jam, but i'm glad so many people found something they liked about it !

i never could have done it at all without my amazing partner @charles-mossius. 474th place overall in my first ever ludum dare is more than what i ever expected ! and i'm excited to make more and show more !

thank you all so much ! this won't be the last you'll see of steve and cam muahahaha

(speaking of, please check out our game caller idie !)