The tutorial level is also ready

In this game, you take on the role of a signal router, guiding transmissions from point A to point B while navigating around obstacles and jammer zones

In this game, you take on the role of a signal router, guiding transmissions from point A to point B while navigating around obstacles and jammer zones


hey jammers! here's my progress, what do you think?

if you like it consider follow me on bluesky :) https://bsky.app/profile/bymatius.bsky.social

I am making an engine from scratch for a ludum dare again
Power went out thrice at least
I might or may not make it
Just trying to get the main loop finished in time - trying my best!

Hopefully the player "character" finally resembles a submarine. :smile:
I don't think I've ever had this much time left before. I actually have time to work on the audio instead of just spamming something quick with bfxr.


First Game Jam, spent almost the entire first day struggling with ideas and on one animation. Worth it!

Got it mostly set up, I'll make the background later when I have more of the game polished out.
This game makes me seasickness. Thanks to AI otherwise I cant make this vivid sea in such short time at all😂
The oscilloscope is cool
This morning I have renamed my game Sound the Trumpets into Sound the Horns. It sounds better and we could use seeing less of "trump". Also there is a proper game loop, unit upgrades, and visible graphical improvements. Maybe it's not pretty, but it's stylish. Some sort of stylish.



Hope I can finish it on time
It was a great game jam for me, and I hope everyone else enjoyed it.
My game has been published (Compo).
I hope you enjoy it.
My game works, and I quite like it, so I think I'm just going to spend the rest of the time on music.
I think David Lynch once said that a great secret for making good films — and I think it probably applies to games too — is to do the music first, and then listen to it and let it give you ideas. And when you make the final thing, the soundtrack will of course fit perfectly!
I think this is probably a good idea, and I'd like to try it sometime, but in Ludum Dare I always do the music last, because fiddling around in a DAW just expands to fill all available time.

Just need to create the levels and then a solid polishing session with art and music

Have you ever been staring at a normal thing for too long that now it doesn't make any sense? Today we are figuring out how tall real cats are, stay tuned - we've almost cracked the code!
I love NES pixel art, but I confess that creating it isn't as easy as it seems.



Tried two color versions for the agent Raid and ended up sticking with the first one
@ericquagmire and I are making a game about fighting robot mines. To battle them, an RGB annihilator was invented — it can destroy a robot by sending a signal at the same frequency (colors).


Ok I need to be able to make a game out of these things, in 8 hours, goodness I hope my tiled loading stuff works.

Capture the green ones... the smaller the circle when capturing... the sharper the photo : ))) -> more points. Basically you are shooting blocky cosmic stars (with a telescopic camera).
Latest progress / video / ... lol (gifs are too big).

Day 1 screenshot:

Day 2 screenshot (from earlier):
Actively developing... trying to add some bonus and anti-bonus stars :) ....
Just a quick screenshot of my game... listen for audio tones to active the appropriate cannon to blast invading balls. Trippy!

After two days of nonstop crunch time, we’ve finally pulled off our core visual vision, more or less.
We locked in all level designs on Day 1, yet endless functional bugs kept popping up during actual development. On top of that, we hope to make the gameplay more content-rich and fun, so we’re going to redesign a few harder difficulty levels haha.
We’re really into the aesthetic of tape punk and tape futurism, so we designed our UI and decorative borders around this unique style for the art side.
There’s still a ton of work left untouched, including sound effects, BGM and other details. We’ll have to grind nonstop on the final day to catch up.

For some reason I can't get my display size to cooperate on Itch! I ran into this issue last LD, and I never found a fix 😭 At least it's not game-breaking like it was last time... but has anyone dealt with this before?
I have the display size set to 640x360 on Itch and in my Godot project settings. Seems to work fine running it in Godot, but for some reason it's a lot smaller on Itch.
And I realy like this...

Hey everyone, we’ve been working flat out since yesterday to build our latest game. It’s a 2D adventure set in a lighthouse and packed with mystery elements. Pick up the signals, solve the puzzles, and uncover the lighthouse’s secret.
Here’s a sneak peek at the lighthouse with its beautiful view of the sea at night.
After two days of nonstop crunch time, we’ve finally pulled off our core visual vision, more or less.
We locked in all level designs on Day 1, yet endless functional bugs kept popping up during actual development. On top of that, we hope to make the gameplay more content-rich and fun, so we’re going to redesign a few harder difficulty levels haha.
We’re really into the aesthetic of tape punk and tape futurism, so we designed our UI and decorative borders around this unique style for the art side.
There’s still a ton of work left untouched, including sound effects, BGM and other details. We’ll have to grind nonstop on the final day to catch up.


https://ldjam.com/events/ludum-dare/59/stars-drift-and-float
After two days of nonstop crunch time, we’ve finally pulled off our core visual vision, more or less.
We locked in all level designs on Day 1, yet endless functional bugs kept popping up during actual development. On top of that, we hope to make the gameplay more content-rich and fun, so we’re going to redesign a few harder difficulty levels haha.
We’re really into the aesthetic of tape punk and tape futurism, so we designed our UI and decorative borders around this unique style for the art side.
There’s still a ton of work left untouched, including sound effects, BGM and other details. We’ll have to grind nonstop on the final day to catch up.
Detection is gonna be a Nintendo DS game where you play as a dude finding stuff with a metal detector, and NOTHING HUNTS YOU DOWN :3

I was getting really demotivated by my progress. I was working really hard, but I could tell I didn't have the time or energy to make the "strategy" component of my game feel fun. So! I'm just going to focus on the part that I can make fun, and will be making an action puzzle game that incorporates a little of the strategy. (and hopefully includes the characters I came up with, too.) Still buggy though and much to be done!

Serious headaches this afternoon (despite a delicious spaghetti carbonara for lunch), with camera settings and input control issues (having one inputsystem for the outside and another for the underground wasn't the best idea I've ever had).
But anyway, it's starting to run smoothly. The player can move and shoot underground, in a world generated by a mix of cellular automata and Kruskal's algorithm, directly in Unity.
Now all that's left is to bring this whole world to life, allow players to kill the bad guys and collect the treasure... And incidentally, to move between the island area and the cave area (and get out of them)... and... and...

Itchio: https://digital-mosaic-games.itch.io/the-lighthouse
LD PAGE: https://ldjam.com/events/ludum-dare/59/the-lighthouse





This is a puzzle game in which you must try to align antennas with planets in order to capture the signals they emit. The captured signals turn into “floating balls” that you must guide toward the receiver using mirrors.


Okay, started beating myself up for being s* at coding. Pretty sure it's time to stop now...
I made a thing: - yesterday morning did some pretty cool animated water (more obvious if you zoom in, it has a cool zoomy camera). - Today I made a network of points that merchant ships were supposed to follow in trade routes, while pirates attacked them, then you'd be defending them.
Here's the thing with the graph in debug view:

Anyway, yeah, apparently I can't just wing pathfinding, which is a shame :sob: was looking forward to this LD for a long time, so genuinely quite frustrated.
Bear walked through a forest. Saw a burning car. Got into it and burned. 
https://ldjam.com/events/ludum-dare/59/echo-7
Happy with the music and that this time I managed to do sprites, music and sfx... The game logic is not the most polished but I had fun!

The assets look great, the music is beautiful, and the project is slowly coming together. Sure, it's not without its issues, but everything is fixable... except for the lack of time. The timer says we still have 32 hours left, but that's in a perfect world. In reality, we only have until tonight... Who even came up with the idea of working on Mondays?! Let's start a petition to get official time off for Ludum Dare! Alright, I'm daydreaming too much, gotta get back to work.




Ludum dare doesn't allow me to post videos so here's my sound effect for you

Here’s the final build for today — anyone who wants can give it a try. I decided not to leave it for another day and to submit it to the compo. Good luck to everybody and don't forget to sleep sometimes =)
https://limekamibear.itch.io/the-last-signal
Hello everyone, I’m InfinitusDigitalis!
This is my second time participating in Ludum Dare. It’s a fantastic opportunity to sharpen my skills, build a project, and gain valuable experience in the process.
I’m really happy to be part of this event again, my first experience was during the jam in April of last year.
Given the general situation with Ludum Dare, I’m asking in this post and also proposing: if I were to organize a similar event, would you like to participate? If so, please leave a comment so I can draw some conclusions for myself.
Currently, my team includes a security specialist with some experience who can help organize and implement such an event. I spoke recently with him, and he’s interested in the idea and is ready to create and maintain the technical architecture.
Got some lemons and some jellyfish up.


What do you guys think? 😎
After a few hours I have implemented my favorite JSON saving system

Ignore the few bugs
https://gander.proper-goose.com
most of the systems are in place, most of the graphics and animations are in place. just a bit more gruntwork.
And then, then i can start trying to make it not miserable and or fun to play.


Pretty much done functionality wise, it's just polish now. I can already think of some improvements to player experience. I'm gonna keep plugging away at this after the jam. It has been my most enjoyable LD so far!


When you try master a reading skill in a foreign language, but still missing knowledge...

Wow that was a rush ... I only had one day and I decided to make a signal processing game about decoding radio messages.

At the end, I realized because of how rushed I was, I didn't bother to incorporate any other assets and had a sort of unintentionally minimalist style. And since I met all the requirements to the Compo, I decided on a whim to enter it. It's a very simple and probably quite easy game, but I think it's pretty cool and am fully happy with it.
It's ugly as hell, the UI is un-intuitive and there's no actual game-play implemented yet. :smile:
But it's certainly interesting and fun to fool around with! :signal_strength: :ear: (Ironically it's still missing sound BTW!)


Gonna need a break. Trying to get my head around the most essential missing elements and which of them are feasible enough to include at such a late stage.
:satellite:
Having spent too much time today procrastinating due to my ADHD, I finally got started on implementing the "decrypt multiple ciphers at once" ability only to realise I probably won't be able to in the time I have left. The current UI controls won't work with it, so I'd have to overhaul the entire game to use mouse controls, which I've never programmed before, and then I'd have to overhaul the decryption methods on top of that. And it won't work. I have, realistically, three hours to get this finished and submitted, and rolling over into Monday won't help as I have work tomorrow.
So much to my disappointment, I'm going to have to scale back, remove that feature, then wrap up what I have and submit it. It sucks, but it's better than crashing out of the jam entirely.
I made my first game! And it turned out to be a rhythm game.
There’s still a lot to polish, but my friends are already playing it, and that honestly feels amazing.
Last time I joined Ludum Dare (LD57), I couldn’t finish anything at all. And now I have a complete game — with its own flaws, but still something real.

https://imgur.com/a/r2k1epx
P.S. How to upload webm?

Our art director has gone rogue and is adding violence and bird-on-bird combat to our wonderful cooking game. It is un-Christ-like and we don't condone it, but we can't do anything about it. All that we ask of you is to please don't play SOUS-BEAK when it comes out. SHIELD YOUR EYES


Some more In-Dev screenshots of our Signal-Intercepting, Alien Dating game!



So I decided to immortalize this legendary person in my game, so if you’re missing a stern-looking officer pushing you to work faster — stay tuned for the release of my game :)


Had one day and an overworked head, but really wanted to participate in Ludum Dare once again, so I just sat on sofa, relaxed, and spent seven hours designing a crazy space game with lots of scanning and building relays. Could attempt some implementation with vibe coding, but don't want to - would ruin the fun for me.
Therefore I'm tapping out and just leaving this here as small memento. Enjoyed the process, maybe will come back to it someday, maybe not, and that's ok. Good luck to everyone else!
In Flaglot, you must select a flag to send an attack command to your unit.
Each flag represents a different order: red for rage, blue for defense, and a lighter red for attack.
I couldn’t implement everything I had planned—I especially wanted to add a very annoying goblin that steals your flags! I also wanted to include waves of monsters to fight.
It was still really fun to make!
Good luck to everyone who hasn’t finished yet!
Prototype :

If my game wasn't so close to being in a playable state, I would have probably gave up by now, but since it's so close, I'm pushing it to the end.
I plan to submit it to the Jam. That gives me a whole extra day, but I'll probably submit it early so I can move on with my life.
In this game, you increase your "signal strength" by defeating slimes. You start with just a stick, but as your signal strength increases, you gain new powers. Each power is extremely strong against one type of slime, and weak against the others.
It's pretty basic and not that great, but it's decent enough for a Game Jam game.
When the aliens sent their message to Earth, they were probably looking to talk to us. I wouldn't want to talk to us, but maybe they did. But that didn't matter, because all they got was a crow. And that crow has a laser now.
Our soon to play platformer puzzle game will be called something, and that something might be Laser Crows. Right? Or no. That's a bad name. ... ... or...
Either way, happy Sunday afternoon and good luck on your compo submissions!
Jodi--Artist, Alien message sender, Harbinger of the Crowening
Or give every crow a laser.
He want that magic alien crystal.
A message from the stars, right into the brain of a crow. Ideal delivery.
The few hours left are for winding down and testing for game breaking, it's simple but there is a loop! Live the suspense of this eerie forest!
https://ldjam.com/events/ludum-dare/59/mysterious-night-alien-or-paranormal!

My game is in a playable state now, hooray!
Still some work left to do. Looks like I'll burn the midnight oil tonight.

It is you... or what remained of you. Whatever.
Manipulate your neurons, and send signals to your organs, in attempts to get back what belongs to you...
Yeah, I 100% won’t manage to polish it till the end, haha.


It's done and ready for the compo. I'm particularly proud of the music, the tone, etc, a lot of little things I guess. Now to get some rest, before the inevitable unbalanced difficulty feedback :D
This is about a walrus that must cross the desert for a job interview to become a smoke signal operator.


I'm back on my usual bullshit again making a small time attack arcade thing with cute critters, but this time I locked in super hard and I think I can make everything that's left in time for my first compo!! Wish me luck!

Remember, when in doubt, pinky out. (But in our case the index finger)
Time is getting close, but the ball is still rolling. Good luck to everyone 👍

Kuiper Space Rescue is completed, now it's your time to embark for your mission here!
NO TIME is a short game where you don't have time.
It’s time to share a bit of progress!
For now, all I can show is this:

But I want you to be part of it! :smile:
Drop a number in the UHF frequency range (roughly between 470 and 860). That’s it — just a number.
I won’t explain why (yet), but some of the numbers you choose might end up playing a role inside the game.
Tune in—and if your number has some interesting meaning behind it, even better. Leave it below!


Phew made it, felt like I was nowhere near yesterday,and stuck with being rusty and unfamiliar with godot. Didn't help I wasn't at the computer for many hours at all.
But compo entry submitted and please for the first time with not totally jank music composition Now to celebrate and have dinner
Play it here: https://darkshadow4242.itch.io/helirescue
Well, that's my first Ludum Dare and first Compo entry submitted Entry
That was fun! I should do this again.



I think it's done, now it's time to work in the gui
I wish I could live there



Core mechanics are implemented. We're all certain it gets a bit boring pretty quickly but we still have a day so we'll see what we'll figure out! Alot of pizza and beer got us this far.
Good luck to everyone still working!

So I couldn't actually participate in the jam this time. Real life and all. But I wanted to share this asset that I think might be helpful to fellow jammers in future events. I made it months ago if prep for LD.
Basically it's to knock some of the quality-of-life stuff out, the type of things that get left out of games because the time runs out. Title screen, pause screen, options, instructions, credits, etc.
Feel free to give feedback or request other features. I plan on keeping updates on this.
We're stopping for tonight, it's a "working day" tomorrow and I need to be rested. LD59 ends tomorrow evening, I hope to have some time to get back into it - I should.
Today's highlights: - a lot of time wasted on the controls (Unity seems to detect unconnected ghost gamepads, which doesn't help matters) - the enemies start shooting at the player, with "imprecise accuracy" (that's a concept)... and the player can retaliate (with precise imprecision?)




Four hours left in the compo... I don't think I can do any more. I need to sleep.
So, please enjoy Ziggy Zapper and the Robot Factory.
Lighting and sounds are mostly in and the game feels way more atmospheric now. All the minigames are complete and the game is playable from start to finish. Tomorrow is adding the final assets, adding cutscenes and polishing up the game.
Why can I hear noises coming from the vents? Must've been the wind
Well done and congratulations to all the compo entries. To all the jammers 1 more day to go. We can do it!
I'm finally done! Thank you all! I wish you the best games
