Try our variation on the harvest theme & Far gameplay
https://ldjam.com/events/ludum-dare/52/robotnik

https://ldjam.com/events/ludum-dare/52/robotnik

We heard the feedback, our jam game sucks. But now it might suck a little less maybe?
Done some small balancing thing, still not perfect but better.
Added some sound effects (sound out of place but still they are there).
Added some UI to make it more clear what you are doing.
The updated game has been uploaded to the itch page (links on jam page https://ldjam.com/events/ludum-dare/52/cvc-presents-roberto-farmermuns-horrific-planting-adventure-2023), so if you want to find out if the game is any better its there. The jam version is still there too so if you want to rate it please do, we need a few more to get the 20 ratings.
Should probably do more balancing, add upgrades, more equipment and plants.
Here are some gifs

Hey all,
Would really appreciate a couple more reviews on my game so I can see the overall rating :) Thanks in Advance!
https://ldjam.com/events/ludum-dare/52/harvest-farmer
This was my first ever Game Jam! It was really enjoyable and I will definitely be coming back to do another! Was great to see what everyone created given a theme and limited time frame - well done everyone.
Dropzee


Our game "Bill, The ATMan" was great fun making it. And now I'm trying to have it being played by as many people as possible. I would be delighted if you all try it out before we move on to the other projects.
So if you are looking to collect a bit more Karma in the last week of Play & Review
Or just want a cool platformer with a twist
Than look no further, Bill is your man and our game is the place.
And I will check out your game in return, if you leave a comment.
With that I wish you all a great last play & review week and many positive comments.
Hey I'm missing 4 ratings to reach 20, Come play my game and rate it!
It's some kind of proof of concept for an auto-battle roguelite inspired by super auto-pet and slay the spire. I'm working on a V1 after that so feedback is greatly appreciated :smile:


https://ldjam.com/events/ludum-dare/52/lil-death

Hey there, I am planning to improve my entry for further releases so I need your rating and feedbacks. If you play, rate and give feedback for my game, I will return the favor, I promise :)
Play Shred-A-Bunch here: https://ldjam.com/events/ludum-dare/52/shred-a-bunch


Dear gentlemen. I've submitted my game yesterday and I don't have much time to get the necessary karma. I would be really thankful if you could help me get to those 20 reviews

Gettin busy with coursework but I'm gonna try to squeeze in a bunch of ratings here in the next couple days. Help me out by trying Watermelon Rush!!
https://ldjam.com/events/ludum-dare/52/watermelon-rush

Hi everyone!
It is our fourth entry to LD and this time we made a visual novel "There Was a Day". A tale about four girls on the Christmas eve.
Just like our previous entry for LD51, we used Stable Diffusion for illustrations. It really enabled a visual novel option for us. Before we couldn't even hope to create something so pretty in a gamejam's timeframe.
Though at first we decided to do story driven point-n-click game, but quickly realized that we just wouldn't make it in time. Either the story would be unfinished or point-n-click wouldn't have any context. So we butchered quite a few ideas and focused on the story.
We really appreciate all the feedback and comments we received. Thanks to the LD community for giving our story a shot!
Also, just today we released small update with Russian translation. It's available on itch.io (as version 1.1.0 or browser version) while ldjam version remains unchanged. There aren't however any changes that affect original gameplay.
Now! Only a few days until the results arrive, but for us this LD was already a treasure trove of experience. Looking forward for the future jams!
P.S. Thanks @xk-the-name for playing our game on stream :)
Mount an arcade action defense against encroaching veg with a variety of spells and mystical objects!
I'd love to know what wave folks get to.

LD 52 is almost done and I must say we never expected such an amazing reception of our game (first LD and 3rd game jam). Thank you to everyone who has played it and left so many fantastic and constructive comments!
We would of course appreciate if you would check it out if you haven't already (headbanging sunflower and catchy tune guaranteed) and it would be awesome to get any more suggestions for improvement. The plan is to expand and polish the game beyond LD so any comments are so valuable.
Also, please feel free to leave a comment here with a link to your own game as I would love to play as many as possible but the algorithm seems to push the same games lately.
:seedling: + :notes: = :heart:

As the game jam is wrapping up, I want to play games that have left an impact on reviewers, not just ones performing well in the algorithm. My passion in games is storytelling and character, so I was wondering -- what were your favorite narratively focused games?
I may make a more exhaustive list of my favorites before time runs out, but for right now I want to highlight a favorite -- Organ-ized Crime by @zungryware

This game procedurally generates characters, who you can ask questions to see if they would become good involuntary organ donors. Although the diversity of character isn't the deepest (perfectly acceptable for a jam setting), I found flavorful characters who I either wanted badly to kill or save, and interesting twists and puzzles as I got to know certain NPCs under different contexts. Storytelling, baby!!
I would also like to humbly plug my own game, Menagerie Street, if you're interested in storytelling LD52 games. It's a visual-novel-like mystery full of secrets and evolving dialogue.
But what about you? What games stood out to you when it came to telling a story? Let's share some recommendations!
Thanks to R0J0hound for helping me solve a mental roadblock trying to figure out Cake Trains in Isometric. :sob:
Am reworking the game from scratch almost, to have a 2d layout that's rendered in Isometric 3d, as it makes more sense. I made a huge rod for my back with maths and converting between to do enemy proximity and stuff. If I do the calculations in 2d space and just RENDER to Isometric, should be a breeze! :smile:
Contiguous Cake Push

Mobile Controls

What it will look like when rendered in Isometric again ( without the debug stuff )

I have enough ratings already, but I'd love to help others out if I can. If you comment on my submission I'll be sure to do the same for you! Play it here: https://ldjam.com/events/ludum-dare/52/space-harvester-1

https://ldjam.com/events/ludum-dare/52/brocoman

We have been working post-jam on Elonkorjuu and have finished a rough version of a universal level editor. By universal I mean it can be used on any project using similar kind of map generation as Elonkorjuu does. As Elonkorjuu levels are nothing more than numbers in a .txt file.
Here you can see one of the levels in our LD build. It's just object IDs in .txt format. Every index is 2x2m inside Unity and they are just prefabs that are placed based on the ID and its location, which we can get from the file.
This is why Elonkorjuu doesn't have any verticality nor does support rotating any map objects inside the editor. All of the objects must have different IDs for different rotations, if that is needed. Making levels inside notepad works, but it is a bit tedious and kind of hard to visualise the environment.
As you can see, editing levels this way is a lot more efficient than just typing numbers in a notepad. It's nothing too fancy, but gets the job done.
The generated level from that looks like this:

Now, if the level editor needed assets from the game it wouldn't really work universally. That's why there is a way to separate the level editor by making it a standalone build. We can select the sprites for each ID by adding an IDTexture.png file to EditorData folder. Currently the ID texture file must be 1024x1024 and each sprite must be 64x64 pixels. This could be made as an option to change the parameters, but it works for now. The sprites are read from bottom-left to right each row at a time. Here is the currently used ID texture to help understand what I mean.

You can also freely modify the brackets on the right side of level editor by adding the IDs and bracket names inside IDList.txt file.

Overall it's nothing too impressive nor hard to make, but this level editor will give us a lot more faster level design times and can be used in future projects, shall they be similar in terms of level generation. The editor is very limiting but also creativity inducing at the same time. Kind of like how old games managed to work around the console and/or engine restrictions.