Want to play some Puzzles?
Play Survival of the Shadowlings in your Browser now!
Survival of the Shadowlings is a Lemmings type puzzle game with 10 increasingly harder levels.
Help those little fellas to survive.

Play Survival of the Shadowlings in your Browser now!
Survival of the Shadowlings is a Lemmings type puzzle game with 10 increasingly harder levels.
Help those little fellas to survive.

So kick some here!

https://www.youtube.com/watch?v=sF0GVc2vVuM
The first development log for our game, "Right To Bear Fins"
Hope you enjoy!
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Help a little mouse get to the cheese!🐀🧀
Hi everyone,
For those interested, here is a small video of my entry "Mini Running Ant" running on real hardware, the Pokémon Mini console. It's arguably the smallest Nintendo console, and maybe one of the tinyest handheld that remains quite comfortable to play.

Of course you can also play my game on any Pokémon Mini emulator: https://ldjam.com/events/ludum-dare/56/mini-running-ant
But if you use the real console and its tiny 1-bit screen, now you'll be playing with "tiny creatures" :)!
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Then you have a keen eye. My game is also based on cellullar automata. Can you find some spaceship patterns?
https://ldjam.com/events/ludum-dare/56/multimorph
I created my game with Godot 4.3 and experienced massive frametime spikes (>100ms on the Render Passes) if a Node first comes into view of the camera. After that it runs smoothly. On Godot's GitHub I read, that it's most likely caused by the shader compiler, which compiles the shader for the newly visible material.
I tried the following things to fix it: - Place all Nodes with different materials at a single spot and have the camera look at them. - Use the ShaderPrecompiler-Utility from GitHub.
Unfortunately, nothing worked, so in the end, I decided to let the player character automatically move through the entire level to trigger all stutters while the loading screen is visible. This "solution" works, but it feels very hacky.
Has anybody had a similar problem? And if so, how did you solve it?
Hi all! We've been working on an updated version of "PEPE's wall of pride". This version has some fixes that should make the game more fun to play. If you have not played the game yet, and you would like to give it a try: please rate the original version first! It is clearly marked in the main menu.
When you're ready to play the post-jam version, please press "P" in the main menu and the post-jam version will start instead. These things have been changed in the post-jam version:
Please note that all highscores that are achieved in post-jam mode, will get a blue tag in the highscore table
Thanks many much @lizz, @kr4ft3r(most patient player), @pious, @mrs-wheelsx, @snory, @kanity, @shreemp, @skvader-418, @wheelsx(current highscore-holder) for the wonderful and honest feedback. @everyone else, please check out their games too!

Hello everyone, we are live! Last LD56 stream before we move on to our main project.
See you! https://www.twitch.tv/tobugis


Aaaaand a war later (literally a war), my game is finished. I had to go for the EXTRA this time and I explain it a bit better WHY (and why I meant WAR) in the description of the game, so rating aside, I think that it will be an interesting story to read anyways if you want.
Check my tiny game here: https://ldjam.com/events/ludum-dare/56/david-the-shepherd
For me, every jam is an opportunity to focus on something I felt that I missed last time. This was also my return to solo-jamming after four team jams, and I had to acknowledge that I couldn't do everything on my own. But it also felt like an opportunity to focus on the things I wanted to. I really wanted to focus on feedback: how the player knows they are doing the right thing. For that, the designer needs to know what the right thing even is.
was a tile laying game similar to Dorf Romantik, except you would be laying resource tiles and road tiles to expand a network of towns trading goods in their own "tiny economy". The features I planned were: 1. Tile placement in a hexagonal grid. 2. Collection of resources from nearby tiles. 3. Connection of towns by roads. 4. Trading of resources across towns.
This seemed like a decent enough framework to me. I assumed the objective would appear somewhere in the amassing of resources. Not to mention the UI and sound.
was that hexagonal grids are a lot of work. I began with some guidance to start, but then realized I would be better off lifting someone else's solution. I came upon Catlike Coding, which had a really robust platform -- more than I really needed. I spent a lot of Saturday understanding what was there and what I needed, and building my own tiles from Kenney into it.
It wasn't until after the first 24 hours that I had the core mechanic (Feature 1) implemented. I was way behind.
was ditching the "stretch" features and instead forming the game around what I could get done. Generating a starting map, drawing from a deck of cards, counting resource tiles, and a basic UI was all done in the next 24 hours. I even gave up one of my labors of love (music), knowing that I needed to support the experience rather than my own pride. To focus on what you want, git rid of what you don't need.
I felt good about this pivot, that I had salvaged something playable.
Here's a snapshot of the build progress from hour 24 to hour 72. I had to work on Day 3, so I didn't get to put in so many hours. But by the end of it, I felt like I still had something playable and polished. But was it ... fun?

was that a mechanic does not equal an objective. When you have to pivot, make sure the game's objective wasn't tied to something that got cut. I got so wrapped up in doing that I forgot to revisit my design framework to see if what I had still met the criteria for a "game".
Really understand the differences between the "mechanic", the "challenge", and the "objective". This is what was unfortunately missing from my final entry. Sure, the mechanic was there, but what the player was supposed to do with it (the objective) was just missing. Something that underscored this was the lack of an end screen. How did the player even know they were done?
I'm not being down on myself. There are reasonable explanations for the final result. It's just a good reminder of the aspects of a game that might go overlooked: feedback and measurement.
So if you've made it to the bottom, reading all this, and you are still interested in seeing what I made, please stop by!
Play Tiny Economy
_ -Hawkin_
Hey all! I thought I would share a few entries that I came across that deserve shout-outs! Please also share your highlights in the comments :)
Battle your patchwork "pocket monsters" against each other. This one claims to be a tech demo, but it feels like an excellent cut to me! The style and theme are really inspired, and the battle mechanics are solid (even if the UI is an early draft). I would love to see an evolution of this one!

Play Tailor Arena by @deercat
If you are worried about ~~gnomes~~, there is absolutely gnothing to worry about here. You can rest easy gnowing that there are gnone here! Gnone whatsover! In-jokes aside, the comical artwork and musical composition bring this simple manic-clicker to life. Seriously, it was a joy from start to finish.

* Play G-News by @kahn, @mackelvin, @aune, and @furano*
Build your tiny tribe with warriors, archers, mages, and more to protect your fire from waves of eldritch, blocky horrors. This is another solid design with straightforward mechanics. With some more polish, this could be a great release!

Play Tiny Tiny Tribes by @james-wilson
** Tiny Apple Dispense the grumbling and spread the love. This is a charming "idle" game that proves AAA art is not required for an entertaining experience.

** Play Tiny Apple by @docgeraud
That's all for now! It's been a shorter week for me. See you all in Week 2 of ratings!
_ -Hawkin_
Any support is massively appreciated :)
https://ldjam.com/events/ludum-dare/56/love-bugz

Thank you all for the great feedback.
I released a post LD version on my itch.io profile! You can still play the compo version as Desktop version.
Would love feedback on the patched version, feel free to also play the compo version!
https://ldjam.com/events/ludum-dare/56/no-my-creatures

Play: https://rhewid.itch.io/no-my-creatures
https://youtu.be/ow8LHb8VY5g
I finally uploaded a video of the gameplay.
Some statistics of the game:

1800 lines of code! I reused some code I had made for other games, but still I don't think I started with anything longer than 500 lines. That's quite a lot of code. But yeah, since everything was in code, even the level data, procedural graphics and everything, I think that makes sense.

Want a puzzle game? Check out my entry!
What game did you play that was shrimply the best?

... And if you are already here
https://www.twitch.tv/tiger_j
We're all graphists... So we'd really appreciate your feedback about our game design :wink:
