Sadly Doesn't Look Like I will Hit 20
I played what I could but also fell well below playing 20 games. Always great seeing what people create.
I played what I could but also fell well below playing 20 games. Always great seeing what people create.
Hello everybody!
Ludum Dare 54 is almost over! Thank you to everyone who gave us feedback, half the team was sick and I had COVID during this jam so it was a little rough but I'm really pleased with our game Eye See You, if you have any free minutes to spare and play the game before the rating game ends I would super appreciate it!
https://ldjam.com/events/ludum-dare/54/eye-see-you
Thank you so much and good luck on the results to all of you who participated in the jam this time round!

😜🥶🙌
Like ??? Can you just rate things, or do the votes not get taken into account ?
https://ldjam.com/events/ludum-dare/54/the-box-1


www.ldjam.com/events/ludum-dare/54/i-wish-i-could-zoom-out
Development continues! While this is a pretty minor update, it does include some brand new music! For those who couldn't run it before, I've added a settings menu to reduce some of the graphical settings. It definitely won't look as nice, but a playable frame rate is worth it!
There still isn't much to actually do, but real gameplay is in the works.

Check out the devlog for full details and to give it a try:
https://lovewerk.itch.io/bounced/devlog/623679/version-02-released
They say the best work is the stuff you don't notice.
It just occurred to me this morning that this LD has been (for me at least) a wonderfully spambot-free experience, to the point that I'd forgotten just how bad it was in recent LDs.
Full credit to Mike and whoever else was involved in freeing us of this curse.

Alright, rating time has ended; result is still 15 hours away though. Anyways, it's good time to update this game adding more levels, enemies etc and fixing issues based on feedbacks.
Hellow everyone! This was a nice jam, had a blast making game in solo and playing other's games.
This time I decided to go almost without any blogposts, but still got lots of reviews, thank you all!

So, as now the jam is over, I made a small post-jam update: - You asked, and I delivered: easier dragging! During gamejam I decided to imitate high friction between furniture and walls to reflect the real-life misery, but for long-term enjoyment of the game this is not necessary. - reworked a couple of hitboxes and sprites - remastered music! (made it less muddy)

For those of you who played this game -- I would love to hear about the dragging change.
For those of you who did not play -- enjoy the ride :)
Hello there! With the closing of the Jam drawing near it's about time I made a small to moderate sized post about Post-Jam plans!
As of right now I sit here all day because I broke my foot during the closing days of the jam so I spent a ton of time formulating game plans on paper for NarrowLabs Rumble, now rebranded as "Nucleon's Legacy: Uranii's Curse" wrote up a much better lore and rethought a lot of the game itself, and soon I will begin working on turning paper theory into actual code.
However at the same time if possible I will make a trip down to my room (I'm in another room for convenience) and get the project files for another project put on hold because of the jam, so updates on both will be present in the future!
If anybody really enjoyed the game or are curious what's happening with it, or just want to leave feedback, be sure to reach out on discord or twitter, both linked in the Bio of my profile for LD, and thanks everyone for trying my game, thanks everyone for making awesome games for me to try, and thanks for the hosts for making such a lovely event! I will be seeing you guys in April!
After ten jams with one compo in-between I decided to try the Extra format and had a blast.

Making an extra game is a much more zen experience since there's not as much pressure because of the tight 48 or 72 hour deadline. This allows us to schedule the game-making process however we desire, or (as I did) it gives us much more time work on the game - to play test it a lot more to work out all of the kinks, to get the physics and gameplay right (which a realistic falling blocks game like mine really needed), to get some feedback during development (which does include getting some karma from rating and commenting on other games that might distract you from your game) and to add stuff that often gets neglected, like the tutorial and the pause menu.

The ratings don't count for anything, which means I can be totally honest in giving feedback to other games and even get in an argument or two with the reviewers and the revieweds without worrying about getting bad ratings as a revenge for pissing someone off. There's also no nerve-wracking waiting for the results like non-extra game creators have to experience right now.
On the other hand, there are no ratings and no placement so if you wanted those you're out of luck. Although I think there could be ratings in extra too, we only need a button that signals a game is finished and ready for ratings, but that might ruin the zen experience that is extra, but one can always opt-out of ratings to get it back.
Firstly thank you for all of the feedback and comments - good and bad, I make these kinds of games to learn and I learned loads during this jam.
I have also played some really great games and I am always amazed with others ideas around each theme.
As for my game, I normally work on my jam games for a couple of weeks after I finish - but for HeXaK I am think of going a little longer (maybe a month or two).

The main takeaway I got this jam was teaching people concepts that seem straight forward to you can be difficult and even with getting people like my kids and wife to play test the game its still very confusing to play for the first time. I should have cut some scope for tile types and really made a better tutorial or some actual levels to teach players.
During the Jam I had originally thought about making a game like islanders with cards and packs etc. In fact the game tiles are still "cards" just with a quantity of 1000 so you never run out. Now after playing with the game a lot and watching others play and listening to their feedback I think that the game could be a pretty fun puzzle game - so that's is what I am going to make it into.
The HeXaK codebase is in a cleaner state with a lot of the weird jam code refactored into something better to build upon. Since the end of the jam I have been working on the the feedback from all of you nice people :heart: to make some of the rules and inner workings more clear (but still a lot to do here....).
The plan for the next month will be to create some puzzle levels and to continue to polish and really try help the player on-boarding into the game, with the aim of maybe launching it as a mobile game early next year (depending on my progress and attention span :smile:)
The most recent Update to the game is available to Play Here and now allows you to UNDO tile placements along with a bunch of other improvements and QoL enhancements.
Again thanks for your feedback and kind words :heart:
We are working on creating new content and levels for Limited 2 Space.
This additional content will be available in the full version of the game after LD54.
Level in progress:


Level sketch:


If you haven’t played the game yet, be sure to give it a try !!!



Throughout the past 2 weeks, all 3 valiant teams have had their time in the spotlight taking control over the limited space on the map of uncharted territory.
BUT IT ALL ENDS TODAY!
Join us as we go live at 10am PST at https://www.twitch.tv/coleslawski to witness the final battle between the factions as well as take a peek at the results as they start getting revealed.
It's guaranteed to be one doozy of a chaotic stream, so we'd love to see you there!
Or, if you can't make it, feel free to show your support from afar by opening up our game, Rover Under, selecting your team, and dousing the map in your faction's color! Rating season is officially over, so the only thing at stake now is bragging rights (arguably far more important).
A victor will be declared the moment all LD results are revealed (separate victors will be declared for both the Jam version and the Post-Jam version), so TIME IS RUNNING OUT!
We'll see y'all on the battlefield (and maybe on stream too!) :pointright: :cowboy: :pointright:
With Mike late yet again to the top 15 results ive started off a community top 15 system!
Vote using the form below for which games you liked the most from the jam + compo. The games with the most votes will be collected into the top 15 for each category. Ill post with the top gamesbefore the all results timer is over (will start drafting it up 30 mins before and then post it sometime between results and the 30 mins before results)
https://forms.gle/Dm7J5Zc8Dapsh5jh7
Vote using the slug of the game which is the value for the game at the end of the URL when looking at it (For example for the game https://ldjam.com/events/ludum-dare/54/ribbon-2 the slug would be ribbon-2 since thats the value in the url)
~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3 ~you~<3