Question about theft
We got our game "stolen" (Published on another website without credits). The thief's website is prioritized by Google's algorithm when searching our ludum dare game entry. Has anyone had this issue before?
Thank you
We got our game "stolen" (Published on another website without credits). The thief's website is prioritized by Google's algorithm when searching our ludum dare game entry. Has anyone had this issue before?
Thank you
Hey,
Twas my first time doing a game jam for Danger in the Potager (almost 50 ratings !)
I wondered how did you manage to create from scratch so many assets in such a samll amount of time ?
I deliberately chose pixel art to speed create all the sprites because this way I knew the player would be more lenient towards the result if it was chunky or inconsistent.
I felt I needed to speed run the drawing process as I did not allow many retakes during the week end, that was quite the pressure :o
I just looked back at my step by steps, it really felt I rushed all the drawings but thanks to the pixel art and humor, it did not fell too out of place ^^ So I'm happy with my choices




Harvest souls and return them to the underworld! How high is your highscore?
https://ldjam.com/events/ludum-dare/52/lil-death
Attention all Epic gamers: The Swedish chef is in great danger and he needs your help to get the top score in The Gold'n Apples game, but to do this he needs a new tryhard champion and a couple of hours of your life. To help him, all he needs is your complete devotion, the three digits on the score to be higher than 699, and the screenshot of the game at the end. But, you gotta be quick, so the Swedish Chef can secure the new high-score and achieve the epic Ludum Dare Victory!
Translation: I've released a casual game, that some people turned into a competition of who can get the highest score... And right now the score is so high that even after 10 hours of play, copying his strategies, bribing friends with food i still couldn't beat it... And i really want someone to beat him! :)) So can you please? If you need extra motivation i promise ill play your games, but please beat him!!! :D Thanks a lot in advance for trying!
High-score to beat: 699 The Game: https://ldjam.com/events/ludum-dare/52/the-gold-n-apple
Do you feel like playing a calm and chill rogue-like? Try Soulector!

As I have two notes left to reach an average of 30 reviews, I want to give a little more promotion of my game. Try and rate it!
https://ldjam.com/events/ludum-dare/52/soullector
we are doing one last big group play, the final harvest so to say. All humans are getting one last respawn.

the final large group play will be 6PM pst on Wednesday but we play every day at 6pm pst.
you can join on anything.
https://ldjam.com/events/ludum-dare/52/final-harvest-1
Let's push back the harvest and burn the hive!!!
Hey, we really fell asleep after the upload.
Maybe you guys like to play the game and leave a comment?
We will also play all of your games and vote!

Check ours and I will make some time to check yours! This is our 2nd game entry in Ludum Dare. We previously created a High School bullet-hell called "Clique Hell High" ... this time it is more chill. First time for me doing animation, too. Thanks!
Play Here: https://ldjam.com/events/ludum-dare/52/calorie-crunch
Mobile and touch-screen friendly. iPad recommended but it will run on the phone (graphics may be a wee bit small though).
Thanks again guys!

Stalk: Blood Harvest needs your help! I'd really like it if I got more ratings in before the deadline for rating games is over. If you have the time to rate some games i'd really appreciate it! Also I want to extend a huge thank you to everyone who commented on my posts and supported me during the development of the game, it really was a journey to the end. Thanks to everyone who gave me critique and encouragement in my first game jam in over a year, it was a really fun way to kick off 2023!
I really enjoyed working on my game for the LD52 ~~compo~~ jam, but unfortunately I couldn't get nearly all of what I wanted to finish in time. Same problem as always, massive feature creep. But as the feature creep serves to add features to my engine, I don't much mind. One of the features I wanted to get working was recording input and playback. As mentioned back during the jam weekend, I wanted to use my new physics engine, and try to make it deterministic, and I think it finally is!
Do you think it would be worth 'cancelling' my jam entry and resubmitted an updated version on Friday for the 'Extra' category? I'm not too bothered about losing the ratings I've received so far, but it would be great to get feedback on the engine in general (just hearing from people who can't start the game is super helpful).
The 'old' jam version: https://ldjam.com/events/ludum-dare/52/harvester-008
A screenshot of the time-trial ghost:

Here we are, at the home stretch of the game jam! I hope everyone came out with a finished entry and far exceeded the 20 ratings needed to get a score -- but if not, send me some! This isn't my computer that I'm using to rate entries, so unfortunately I can only try web games, but I'm gonna try to help anyone who comes to me, and hopefully I'll be the one to push you over the threshold! :clap:

Thankfully, I was able to accomplish that myself pretty early on, but if anyone wants to give it a go, I'd love to hear some last minute feedback on my submission before results day! God bless you, and have a good rest of your day! :wave:
https://ldjam.com/events/ludum-dare/52/worlds-best-soul-harvester
To games that already have 30+ reviews: please consider reviewing some games that don't have the reviews with deadline coming in close.
I know platform makes a big issue. not having web build makes it way harder to get reviews. Use an emulator to stay safe :)
Thanks for listening.
If anyone hasn't played my game yet, I'd appreciate heavily if you did! I'll also play yours and leave a review! Thanks everyone. It was a great Ludum Dare. https://ldjam.com/events/ludum-dare/52/body-harvest

Well this LD I've not had much time for playing any games myself, so that's resulting in few ratings for my own game... with 2 days left, I appreciate anyone willing to play and rate my game!
https://ldjam.com/events/ludum-dare/52/a-grim-ufo

I hate to beg but I'm like 3 votes away from enough, so if anyone has a moment to leave a review for my game I'd absolutely return the favour!

For this game I wanted to make something that felt like being a little fish in a big pond needing to go out to explore. This is my second attempt at a game jam, I struggled quite a bit with the theme and managing my time but still would like to hear what other people think.
Itch Link: https://raggedyjam.itch.io/reap-what-they-sow
Page Link: https://ldjam.com/events/ludum-dare/52/reap-what-they-sow-1
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The last day, and we basically had the gameplay locked in. All that was left was to polish and refine what we already had. There was talk of adding features and more gameplay mechanics, but at this point we didn't feel it was necessary.
Many playtesters commented on our "smart" little comets, mentioning their inquisitive and fun personalities.
But.
There was very little "smart" going on. These comets were still using the same code as before, simply randomising their velocity at random intervals. This sudden change from players was because the comets now had some art, and now always faced the player (real comets' tails always point away from the sun) and this gave the illusion of intent - the once randomly bouncing red circles now seemed to watch the player, moving in for a closer look, then retreating. Some kept their distance, then suddenly and bravely charged in. All of this behaviour and personality was in the player's mind. Real comets don't randomly bounce around, and Dan did at some point want them to behave more like real comets, but players really liked these ones and so it stayed (also meaning Rianna didn't have to code new behaviour at the last minute). Stars also don't fly around nebulae, so it's not like we were going for realism.

The first attempt at making the clouds in p5.js - copying colours over from the photoshop gradient map used in the mockup and using a series of samples along the perlin noise to get its value. This effect worked pretty much exactly how we imagined it would.

Eventually we settled on a handful of handmade palettes which randomise every time you play. Rianna found a way to smooth the noise values so it looked, well, smoother. The player's star clears the nebulae by drawing a black circle under the star every frame. To stop it feeling too much like you were just drawing with a black pen, we added twinkling stars that got brighter once the nebula cloud was cleared.
Layered on top of the vignette is a progress bar that grows around the outside along the edge of the screen - an idea Dan had from a project he is currently working on for the Playdate.
Space is, for the most part, silent. However this game, the lack of sound was really making it feel like a bit of a vacuum.
We were listening to a music-to-code-to playlist and lots of the tracks ended up fitting the game quite well while playing. Dan's brother Michael composed a track based on what we were listening to, and he got it right pretty much straight away.
"With the reference tracks I was given it was actually very easy for me to get a feel for what kind of track to write. I started with the outline of the A and B sections using a soft DX7 style e.piano and then filled out the rest of the track almost exclusively with a Mini Moog style plugin synth. this worked well as the plugin can be used as a bass, pad, and arp synth with a retro flavour. Although the track is written to loop perfectly for some reason when ever I would render out the track there would always be a small amount of silence at the end or beginning of the track, even after removing and reverb trails. We managed to get it mostly smooth but it is not perfect. This is something I will need to find a fix for for any future tracks I work on." -Michael
This music gave us a nice backing track, but it was still missing some feedback when interacting with the game.
Luckily, Dan Pugsley offered to help out with audio design, and made some lovely piano-notes when the player knocks a comet with a planetoid, as well as all the other atmospheric sound effects. My favourite is the harrowing sound when the star dies.
"I made 'em real spacey". -Dan P
With the music and sound effects in the game, vacuum felt like a complete experience. Never understimate audio as a way to embed objects in your game world, it is often overlooked, and game jams are a good opportunity to bring on audio people who might want to try their hand in games. Wrapping Up
By about 9pm on Sunday we were done! Both in that the game was in a good state to be submitted, and that we were both exhausted and wanted to enjoy the last bit of our weekend.
Submitting the game to LDJam's website was straightforward enough, although we did almost forget to make the itch build public. OOPS.