Our game is actually a spin-off!
Our game, Hylee's Little Potion Shop, is set in the same universe as our Ludum Dare 46 game, Chaincards!

You may even find a little easter egg...
Our game, Hylee's Little Potion Shop, is set in the same universe as our Ludum Dare 46 game, Chaincards!

You may even find a little easter egg...
if you've watched Interstellar, on the wave planet EVERY 10 SECONDS IS HOURS ON EARTH. That's what kicks our game off: Time passes differently on every planet.

In Interplanetary, time passes faster or slower on each planet. Decide which planet you want to put your resource on
And Survive! Your 3 stats run empty or Over, and you lose. Put cards onto a planet and gain resources...like a cow with 3 eyes or something

And stack cards together. Dirt and water become grass over time and more combination awaits! Manage your cards wisely or soon you will lose for holding too many cards and can't get rid of them!!
GO for a quick playthrough and leave a comment for the 3 jam-nubie of us (it is a first teamwork jam for all 3 of us). There might be little bugs and glitches and I do sincerely wish that you are fortunate enough to avoid the ones that we missed. GREAT WORK TO ALL OF YOU AND HOPE YOU HAD FUN!!

Some people have been sharing itch.io links on posts on the home page so this is a reminder PSA for people

Tagging the game with the Ludum Dare tag allows you to add a link like in the screenshot above, and adds a banner to your game like the screenshot below! When sharing the itch.io link in posts and on other social media, people can now find the page to RATE YOUR GAME if you don't there's no way to reliably find you and your game I just played and now want to rate on the Ludum Dare website

Thought I'd execute on the simple premise of "how accurately can you count to 10 seconds?"
Give it a try if you think you'd enjoy keeping track of time!
Hi everyone! We have submitted our first game ever... a top-down bullet-hell style game based on the theme "Every 10 seconds"! We have named it... CLIQUE HELL HIGH!
Here is a screencap and the game link page down below.
https://ldjam.com/events/ludum-dare/51/clique-hell-high

Some concept art of the characters by my bestie Alain Daigle, his insta is @add_art
We usually do shows at Calgary Comic Expo and Edmonton Expo. I was also at Otafest this past year. We are both from Calgaryh. Our team involved 6 people and by the end of it, I had everyone working on various art assets, down to the final seconds. Yikes! Haha

Check it out! Feedback appreciated. I come from a traditional art background. My insta can be found in my profile page info.
Super fun community, it was an honor to eat snacks and lose sleep with you all!

Check out the game I made for TempleOS https://ldjam.com/events/ludum-dare/51/ezekiel

I made a little game about growing plants.
It's a pretty technically complicated little guy. It generates its own mesh for the plants, applies rules to make the plant grow arbitrarily. For some reason I decided the way the plant grows should be defined in a custom language, so I made a lexer and parser for it??? I think this one was mostly just me liking lexers and parsers. I didn't quite get to everything I wanted to but I think the game evolved along the way. I like it a lot!
My goals at the beginning were to make something with a weird control scheme - I felt like I normally defaulted to a character moving around in a 2D space, and something chill to spite the "10 second" theme. I met those. I also kind of wanted it to be speedrunable, but I didn't really go that way. That's fine, other games of mine from these jams are.
While I don't at all regret spending a lot of time creating these technical little parts of the game, I don't know if I'll make another one like this soon.
https://ldjam.com/events/ludum-dare/51/silvi
It's unbelievable, but we did it and survived. Our third LD entry:


Post-mortem coming later. The crunch with this one was real. For now, we're off to bed, can't wait to play all your games tomorrow!
Uh, just in case you missed the link earlier, here it is again: Play 10 snekonds!

Come play Time To Live:10, a short puzzle-platformer where you control cubes which record and replay their movement every 10 seconds. Jump on other cubes to reach new locations, keeping in mind that you might need to jump on your current cube in the future!
Please note that you can only switch between cubes while the timer IS NOT running - you need to record a full 10 seconds of movement before switching. And remember - there is no secret level!
Play and rate TTL:10 here! https://ldjam.com/events/ludum-dare/51/time-to-live-10

My apologies for the hiccup! Embedded Unity games were working earlier today, but we had to make a fix that broke them for a few hours. If your game previously worked, it should now work again.
If you deleted your game and need to re-upload, you can use the edit button in the bottom right corner of the game page.

We've heard that other websites are smarter about finding the index.html file. We'll fix that for next time, but today we're expecting to find it in the root or "top-most" folder of your .zip. We've replaced the unhelpful "blank white screen" with the page above. If you see this, if you recreate your .zip and re-upload, and it should work.
```python
/MyGame/index.html /MyGame/game.js /MyGame/game.wasm /MyGame/assets/player.png ```
```python
/index.html /game.js /game.wasm /assets/player.png ```
The embedding guide has been updated with a pair of workarounds for Godot and libGDX games.
https://ludumdare.com/resources/guides/embedding/
Godot checks for serviceWorker in Navigator and libGDX tries to read document.compatMode. With sandboxing enabled, this seems to cause problems. Editing the .js file, and replacing these should resolve the startup problems. See the guide for more details.
Glad to once again be hurtling forward on a creative project, with no breaks in sight. Check out the game here!
Ludum Dare is always an interesting rush of “music first, sounds effects second” for me. It's easy to get sidetracked (Oh you need a train chugging? That's easy! 1 hour later…) and I often find myself making excuses NOT to work on the music.

It's not because I'm avoiding finishing the music, but because I just can't help but bounce around to different disciplines. Doing some visual art is a distinct, but an adjacent enough task that I can still stretch my creative muscles. It saves me from ripping my hair out listening to that one section of the piece I'm stuck on, looped indefinitely until something clicks.

This Ludum Dare, I challenged myself to write a piece that I sing in. I don't sing. Or at least, I don't particularly consider myself to be a singer. But after completing the jam, I think I've finally broken a 15+ year streak of no vocals in my music. In hindsight, writing lyrics was arguably more difficult than actually singing them. Feeling comfortable writing said lyrics will be the next big goal.
For the music itself, I started with a couple of different sketches. We wanted the music to sync up with the 10-second intervals of our game, so a BPM of 192 was chosen. That way, every 8 measures would line up perfectly (Thank you to our friends and a fellow team for doing the quick math on that!). In paralleling the visuals for the game, the sketches all started off life very sparkly and ethereal. One in particular became a 10-second loop that stood in place as our temporary music for testing mechanics until my partner begged me to give him something else. I wasn't entirely sold or even enticed by the very cutesy marching music that I had, and my process began to stagnate.
I can't really recall why I eventually went with the folk-math-rock vibe that I did, but I definitely blame Tricot. Absolutely check them out, they're a big inspiration. With a solidified plan for instrumentation and a basic ostinato in place, I dabbled in the lyrics on the side. I wanted to still capture the oddity and whimsy of our little creatures, so I tried to go the route of word salad. I really loved what I ended up with, and while some vague meaning of “destination”, “afterlife” and “trains” slipped in, I think it still gives off an air of mystery and the nonsensical.
Recording the vocals was actually a blast. I did some rudimentary warm-ups, practiced the parts a bit, and then belted out as best I could. I wanted some thicker harmonization, so I took the chords for the mandolin and split them into four parts. Likewise, I used a very distinct synth to cut through the noise of the track and used each voice as a guide to make a four-part harmony that lays under the main melody vocals.

Although I felt like I was on a roll, the first problem came when halfway through composing, I deemed the piece too intense for the moment to moment gameplay. We decided to relegate it to a later portion of the game. I started work on a calmer version of the same song. Since the main piece was complete, it was as simple as choosing a slightly different instrumentation. I tweaked the drums and guitar, and added my viola for the melody line in place of the vocals. I love how it came out.
The second issue was more catastrophic. What I can only describe as a bizarre bug, swapped all my instruments around. The mandolin had midi data for the guitar, the drums were now reading the notes for the guitar, and the guitar had wandered off somewhere else entirely. Muting and unmuting my groups was muting a single line 7 tracks down. It was chaos. I (foolishly) saved and closed the project, thinking it was just some weird problem Logic was having. I reset my computer and booted it back up. To my horror, everything was still in shambles. Luckily, it turned out to be a simple, but annoying fix of setting up entirely new tracks and mixing the song again. I have no idea if I hit some odd key combo, but if anyone else has experienced this, let me know!
I think my favorite part about Ludum Dare is the crazy forward momentum it puts on you to actually complete something. I find myself constantly abandoning songs after writing something and then sleeping on it. The energy of Ludum Dare really feels like enjoying a tall water slide. You wait in line where nothing feels like it's happening, but the excitement is building. Then before you know it, you're being sucked down the tube, racing to the end and having a blast.

Album for the game's soundtrack coming soon!
https://ldj.am/$297883
I did it i made a video game (shakes head at camera)
This is my first time ever actually making something for a game? I did music and a texture for a Minecraft mod but this is like. Full game wowza. It's a bit messy but in terms of the music itself? I'm super proud of it :3
https://ldjam.com/events/ludum-dare/51/two-more-minutes check it ;000
The only thing I regret is not giving my lizard bois better brains At least they can sleep peacefully after a long day of walking into each other and walls.
I post this every LD and I'm not gonna stop now because I think more people should do this.
As a result you'll get a very short and to the point development timelapse that shows how the game evolved over time.
Here's an example from this Jam (with some developer commentary!)
https://www.youtube.com/watch?v=FYwx5badj9c
If you wanna check out my game here's the link! https://ldjam.com/events/ludum-dare/51/harvest-golem
Check out the game I made for Terry Davis Operating System TempleOS https://ldjam.com/events/ludum-dare/51/ezekiel
It took me some time to work out how to upload the unity game so that it embeds correctly without border.
I've noticed that some unity authors face same problems, so I write this to show you how to do.
Select the minimized template
In Edit/ProjectSetting/WebGL Setting
And make sure the canvas size is less than 948*533

After the build, make edits to Index.html
The problem that lead to the bord is that < body > has a default margin
Add "margin:0px" to body.style
If the size of your game is exactly 948x533
then body will produce a scrollbar that block your game
Add "overflow:hidden" to body.style
The final < body > should look like this
<body style="text-align: center;margin:0px;overflow:hidden">
It's been a long few days for my man Kaech who didn't sleep a whole lot. We were big time stressing over the game TOTALLY BREAKING as we were going to upload it. (Can't get very far if the game crashes when you die!)
Kaech had to go to sleep (Poland time so it was the middle of the night for him...) but I was able to figure out what was throwing the red flags and knock it out, so now we have a WORKING version of our game uploaded!
We're very happy with the rhythm of the game and the block timing + music sync. Hopefully it feels nice to everyone else as well.
We wanted something that was stuck to the theme as closely as possible and completely revolved around it instead of just throwing in a power up here and there, and we definitely achieved that.
Well, time to sleep, but tomorrow I'll be checking out all the other games you guys have put out! I'm looking forward to it!
https://ldjam.com/events/ludum-dare/51/frosten! FrostenTitleScreen.png
I work with a group of friends since last year, and these jams are fantastic to try ourselves and see how far we can go with our ideas and work! I tried to make all the UI by myself as the other artists worked on the 3D assets, it was such a fun challenge :)
you can play or game here: https://ldjam.com/events/ludum-dare/51/cat-exe
Cut it pretty close but I managed to finish! I made a small doom-like where you have to take down enemies every 10 seconds or sacrifice some of your own health. Entry page is here:
https://ldjam.com/events/ludum-dare/51/ravening-edge.
Also recorded a little playthrough:
https://www.youtube.com/watch?v=xgNfpMXTMXI