Ludum Dare 55 April 13–16, 2024

SUMMONINGS!

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In our game "Back to Life", you have the magical power to listen to the conversations between all different types of objects in your room, but you don't know who they are. To summon them and bring them back to life, your job is to match what they said with who they are. If you would like to find out more about the game, feel free to check out our game!

https://ldjam.com/events/ludum-dare/55/back-to-life-bedroom/

A musician's perspective on game jamming: "Third Time's the Charm" Edition

Hi folks! Now that I've (partially) recovered my energy after development, I want to provide a perspective on game jamming from the musical end. I've done this in the last couple of jams here and here, and folks have told me they enjoyed the perspective, so I'm here to tell my story again - this time, as part of the Dicey Demons team!

(If you haven’t played yet, definitely go check it out. All of the music I talk about here is in the game, which you can find at: https://ldjam.com/events/ludum-dare/55/dicey-demons)

This game's main musical challenge: What do you do when you don't start with a vibe or a story?

In both of the previous game jams, I've had the pleasure of working with my teammates on turning a plot or a mood into a musical narrative. I've made music for traveling through space and making friends across planets, and music for hiding in the shadows as you try to escape safely. In both those jams, we had somewhat of a story or vibe built-in from the get-go that gave me a pretty clear direction to work with on the musical end.

| DiceyDemonsDice.png | |:--:| | *Roll dice, summon demons, and battle in Dicey Demons! * |

With Dicey Demons, our process was slightly different. This time around, initial plans around the game that we had the most clarity on were the game's systems. We wanted to build a game where you: - Roll dice to summon demons - Strategically upgrade your dice collection to get better chances of rolling what you need - Battle with those demons

These directions were fantastic (and the team all did a great job to make the game feel awesome to play!) - but they didn't necessarily lead to a clear musical direction at first glance (at least, initially).

The plan: Start from what you know, and define the vision by expanding from there.

The good news was that despite uncertainty, after some good discussions with the team, I knew we would need at least three main components: - General theme music / planning music for the phases where you weren't in battle - Music for when you were in the battle - Music for the shop, where you could buy / destroy dice

And of these three, that last one came with pretty well-defined art; our artist Anna (@peachy) showed me a sketch of a dice-smithing cat wearing a wide-brimmed witch hat and waiting for you to purchase some dice from the shop.

That art became the jumping-off point for my musical explorations. I decided to: - Focus first on the shop music, which could be mostly inspired by that initial shop sketch - Draw inspiration from parts of the shop music to incorporate into themes for the definitely-needed components - Explore and expand from there

How it went:

Part 1: Focus first on the shop music (Rolly Rascal's Retail)

| DiceyDemonsShop.png | |:--:| | The shop theme goes here, when Rolly Rascal would like to sell you some dice. |

As mentioned before, this music was pretty much just summoned (get it?) from the inspiration of that one initial shop sketch. I wanted to craft a theme that was jaunty, sharp, and whimsical to reflect the shopkeeper's feline craftiness. But at the same time, I also wanted a theme that that felt cozy at the same time; the shop would be the player's main "safe-house" or "save zone", where between battles, they could reconvene with a familiar face (the shopkeep, who we later named Rolly Rascal).

The end result was Rolly Rascal's Retail (https://soundcloud.com/hanadulcet/rolly-rascals-retail-from-dicey-demons), which was the first song I completed pretty early on. The piano in this piece starts things off with the main theme, a staccato-filled and slightly wandering theme that (I hope) reflects Rolly's spry and slightly silly attitude. I also brought in some piccolo to add a slightly "military band" rigidity to remind folks of the upcoming battles (while maintaining that same sprightly energy).

But the second half of the piano part adds in that comfort that you get once you get to know the shop and its owner. It's richer, mellower, and hopes to evoke that feeling of a cozy home away from home. With an additional melodica countermelody backed up by some upright bass, the second half of the theme adds in that wistfulness that I'm hoping to evoke with the theme, in spite of the playful first half.

Part 2: Draw inspiration from parts of the shop music to incorporate into themes for the definitely-needed components

After finishing up the shop music in Ableton, I started exploring how I could take parts of the shop music and integrate them into some new ideas (for some sweet, sweet leitmotif bonus points).

And of all the components, it turned out that the piccolo was my best friend.

When writing the player's main "planning/adventuring" theme, I realized that I could draw from the "reminder of battles to come" that was part of Rolly's theme and make it the driving part of a new theme. That reminder comes in the form of a piccolo. In Rolly's theme, we have something like this in the piccolo part:

| DiceyDemonsShopSheet.png | |:--:| | Rolly Rascal's Retail features this piccolo lick! |

In the main theme, I tried to run with that - using the same octave jumps, but with a brisker tempo and a slightly different melody, in the hopes of driving the player upwards and onwards. That piccolo melody in the main theme looks something like this:

| DiceyDemonsMainSheet.png | |:--:| | The main theme includes similar octaves, with a different melody. |

Once I combined the piccolo with some orchestral plucks, some xylophone mallets to evoke the dice made out of "bones", and a piano part that continually reminds the player of their hopes and dreams (yet undefined at this point, but still hopes and dreams nevertheless), I ended up with Overcoming the Odds (https://soundcloud.com/hanadulcet/overcoming-the-odds-from-dicey-demons), a brisk main theme that surges the player into action!

Then, when it was time for the summoned demons to battle, it was time for maximum intensity. I brought in some taiko drum beats that marked the drama of battle, and layered deep bass and cello spiccato (rough brush stroke bowings) to puncture any foes with a beating rhythm. And of course, the piccolo provided its battle-ready octaves once again in Fighting Fearsome Foes (https://soundcloud.com/hanadulcet/fighting-fearsome-foes-from-dicey-demons):

| DiceyDemonsFightSheet.png | |:--:| | The fight/battle theme brings back that same piccolo theme, in a different scale mode. |

All in all, working from the knowns and using that to develop the unknowns worked out great in creating the pieces that we knew we needed. But better yet...

Part 3: Explore and expand: sometimes, musical inspiration can help define the narrative!

| DiceyDemonsBossSmackTalk.png | |:--:| | From the code: my favorite battle phase (thanks to @ukulelefury for naming it as such). |

As I was working with all of the three themes that I knew we definitely needed, the parts inspired me to imagine: what would it look like to have a big, bad, evil guy in the game? A final boss or final challenger of sorts would be a fantastic climax - and the right music could make that final battle feel epic.

So this time, I went ahead and just made the most boss-like music I could think of, making sure to bring that piccolo part back yet again. (Thankfully, it turned out that even in high-octane rock music, filled to the brim with crunchy guitar and funky bass parts, the piccolo could still find its use!) The result was Guarding the Gambler's Gate, a rock anthem that you can reach by making it to the final round of the game (https://soundcloud.com/hanadulcet/guarding-the-gamblers-gate-from-dicey-demons).

Once I had this theme finished, this time around, rather than the music fitting the needs of the game, the music ended up pushing the boundaries of the game. With the theme in hand, I ended up working with the team to try to add in a final boss - which we, against all odds, managed to sneak into the game with only an hour left before we had to publish the game. The end result was that you get not only an epic battle theme, but a nice narrative reward for making it to the end of the game!

Conclusions after game jam #3

Yet again, I had a great time taking part in this game jam. It was definitely a challenge to work outside the bounds of a pre-defined story/narrative, but it was actually a great exercise in learning to define the direction of the music along the way as I didn't have a very specific and narrow directive in advance.

As always, big kudos to every member of the team: Diego & Diego (@diego-teran and @dgo), Natasha (@skoprimon), Anna (@peachy), Seth Johnson (@seth-johnson), and Levi (@ukulelefury). With each jam, I'm reminded of just how great it is to be able to work with these folks and make something truly cool in just 72 hours.

If you made it through all of this, thank you for reading it all! <3

Here's a trailer of the game as your reward (go play the game if you haven't!):

https://youtu.be/nRomWI3wxOg


One more thing: this time around, I got to improve music manager code for the game yet again! This game's music code will "remember" your position in the main theme whenever you leave that theme, and playback from the start of the nearest phrase just before you left the theme. This way, you don't just have to hear the beginning of the theme over and over again. I'm pretty proud of this upgrade, and I'm hoping it improves your gameplay experience with the music!

Great jam!

I've been having some really good fun trying out games! Lots of different takes on the theme! I love how people can come up with such different and good ideas on mechanics, art, music and everything in between to build a game in such short amount of time! Great job! Have great jam!

If you want to give our game a try:

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https://ldjam.com/events/ludum-dare/55/summonpalooza

How can my first experience doing LD be this cool?

So it's a Saturday night. I'm a software and gamedev streamer (no I don't do gamedev). One of my chatters pops in and says, hey, you seem like the type of person who would like doing voice overs. I'm like I AM, within 6 hours I'm launched into the world of LD... it's a mad world for sure. But what I didn't know was how talented the team I was working with was. The game is Seance, it's gorgeous, the artist(@lowri-bowden) is incredible, the dialogue was made by the gamedev (@alexrose) who frickin killed it and put together a beautiful game, and the music was made by the chatter who invited me and ended up being incredibly talented(@atmospherium)... these people, this amazing team put together something that even though I somewhat knew the story I was still floored by how gorgeous this was and how it came together.

I contributed my voice, I helped, but this is not self-promotion, not when the weight of the work was really on the shoulders of some insanely talented people. I was in a group of incredible voices. (@sonnybone)(@loriston4shoriston) I don't know if I'll ever have such a cool experience again, but I'm really grateful. Thanks for welcoming me into this world.

edit: I don't know why my links aren't saving but /events/ludum-dare/55/seance should get you there <3

https://alexrose.itch.io/seance

https://ldjam.com/events/ludum-dare/55/seance

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Making Tracks: How I made a track

For my game, I wanted to make something with racing. I was a little fixated on that, since I made an arcade racer with the theme sort of shoehorned in. The hardest part for me was figuring out how to make tracks, manage progress on the track, record laptimes, etc. Fortunately, I had a really good place to start.

I watched this video from Sebastian Lague years ago and was enamored. The ability to dynamically generate road like curves on the fly in unity was exciting, because at the time, I really had no idea how to make roads for a racing game in unity other than hand make it. This showed that it was possible to do all sorts of fun designs and dynamic tracks. I wrote code that used his Unity plugin several years ago and made a little demo that allowed me to generate tracks from a JSON file.

It's great and all to make a mesh that looks like a track, but there are no rules for how that road should work. How do you know if you're cutting corners? how do you know if you completed a lap?

Checkpoints

I updated the code from Lague's generator to add a game object along the path created. I created a prefab with a trigger box collider and fence pieces and named them iteratively. Pasted image 20240417220911.png

This created a sequential list of trigger box colliders along the route that I could then use to check the user's progress along the track. I track the player's progress using an OnTriggerEnter function. ``` csharp void Generate()         {             if (pathCreator != null && prefab != null && holder != null)             {                 DestroyObjects();                 VertexPath path = pathCreator.path;                 spacing = Mathf.Max(minSpacing, spacing);                 float dst = 0;                 int cout = 0;

                while (dst < path.length)                 {                     Vector3 point = path.GetPointAtDistance(dst);

                    Quaternion rot = path.GetRotationAtDistance(dst);

                    var temp = Instantiate(prefab, point, rot, holder.transform);

                    if (isFromFile)                     {                         temp.transform.localScale = new Vector3(1, trackFromFile.roadWidth / 2, 1);

                        temp.gameObject.name = cout.ToString();

                        if (cout == 0)                         {                             var finish = Instantiate(finishLine, temp.transform.position, temp.transform.rotation, holder.transform);                             finish.transform.localScale = new Vector3(0.02f, trackFromFile.roadWidth * 2, 0.2f);                         }                     }                     dst += spacing;

                    cout++;

                    TotalCheckpoints = cout;                 }             }         } ```

With the following script, the player can't progress unless they hit each trigger sequentially. In the future, it might be more fair to give a time penalty instead, but with only 48 hours, making the player hit every single one was all I could really do. ``` csharp     private void OnTriggerEnter(Collider other)     {         int checkpointName = int.Parse(other.gameObject.name);

        if (currentCheckpoint == placer.getTotal())         {             //lap completed             Debug.Log("Lap Completed");

            nextCheckpoint = 1;

            currentCheckpoint = 0;

            RecordLapTime();         }         if (checkpointName + 1 == nextCheckpoint)         {             nextCheckpoint++;

            currentCheckpoint++;

            Debug.Log("next: " + nextCheckpoint + " current: " + currentCheckpoint);         }         if (checkpointName == 0 && !startTimer)         {             startTimer = true;         }     } ``` This was how I created the tracks for the game. I inputted a JSON file with the coordinates for the bezier curve, drew the mesh, installed checkpoints, and viola! A racetrack.

Check it out for yourself! Let me know if you have any other improvements I could implement. https://ldjam.com/events/ludum-dare/55/the-game-with-forced-financial-competitions-featuring-wizards-and-demons

Bugfixes!

Heya there! We finally did a bugfix and now the balancing should be correct. There is a Little twist in the end and it seems that Nobody Managed to play through our Game so far which is a Bit sad for us. We would be happy about Feedback if you are now able to reach the end! :) Thank you so much. Also if you have any suggestions for us to play, feel free to leave them in the comments! I Like Games with Retro feeling very much! IMG_5089.jpeg https://ldjam.com/events/ludum-dare/55/the-unholy-rise-of-catthulhu

Doodling Demons

Play Demon Doodles

Heya!

As I mentioned previously, this is my first ever game jam (as well as my first ever work on a game)! Man has it been a blast. You guys have been so great supporting my artwork and I wanted to show you a bit on my character design process.

I was asked to create monsters in the style similar to that of Adventure Time. The team new they wanted the following creatures:

  • Succubus
  • Shadow Creature
  • Fire Sprite
  • Dave from Accounting (just a random guy we thought was funny)
  • C'thulu

Obviously, I went for the Succubus first but had a lot of trouble with C'thulu. How do you even draw Lovecraftian creatures in that style?

Untitled video - Made with Clipchamp.gif smallerSucci.gif

I eventually cut C'thulu from the project but added a modified version of him in the last few hours before the submission deadline. He's still not my favorite but we were on a time constraint, so I try not to be too harsh on myself.

Which Demon is your favorite or rather what sort of creatures would you like to see added to the game?

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Play Demon Doodles

Have you Tried our Paw-zle Game?

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Relax yourself with 20 levels divided into 5 themes with its own soundtrack ss7.png

Play it here :smile_cat:

Furriend: A Paw-some Summoning Odyssey

https://ldjam.com/events/ludum-dare/55/furriend-a-paw-some-summoning-odyssey

Exterminate viruses with cosmic nurse V-chan!

Yep, just like what the title says: our game is about battling cosmic viruses!

Stellar V Week 0 Gif (1).gif In Stellar V you play as V-chan the Celestial nurse. She done messed up and spill some precious Celestial plasma unto earth. Now, the normally cosmic viruses underwent mutation and became more powerful! Help V-chan cleans up her own mess by exterminating these viruses and recollecting the plasmas!

The Abyssal Titan your deck's best summoner !

the kraken_post.png

Behold the awe-inspiring might of our most formidable spell: the Summoning of the Kraken. This majestic beast is a colossal asset, to be wielded with both caution and strategic precision upon the battlefield. None can withstand its wrath as it emerges from the depths, sending shockwaves of terror through the hearts of our foes. The very earth trembles beneath its immense power, and as its tentacles rise from the abyssal darkness, even the bravest of priests will falter in fear.

➡️ Discover S.H.E.E.P by playing directly from your browser (⌛ but be patient, it takes a while to load), or by downloading the packs provided.

Enjoy ! https://shenoit.itch.io/sheep

S.H.E.E.P > https://ldjam.com/events/ludum-dare/55/s-h-e-e-p-sheep-hell-emissaries-eradicate-purity

❇️

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We really appreciate your comments and your review. The whole team is delighted that you're enjoying the game so much!

My first isometry

Our developer has always dreamed of playing with an isometric view. Before that, we drew all our games in a frontal projection.

I said: "Okay, but the ship will be painted by Gosha!"

Who do you think drew it in the end?

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Увидеть готовый корабль можно в игре https://ldj.am/$390106

Look at this mutant!

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This is my favourite mutant! U can see other mutants in our game - https://ldj.am/$390106

Did you summon a burger monster yet?

After making a game about burgers all weekend I just had to make a real one yesterday night. If you want to make a burger and summon a monster you can do so in our game:

HTML Build:

https://jorbits.itch.io/demonburger

burgergamepng.pngsmallerburger.jpg

https://ldjam.com/events/ludum-dare/55/demon-burger

Is it just me, or are like 90%+ of the entries very loud?

First of all, I'm not blaming the entries, it may be something different with my setup, but I always have to drag the headphone's volume down to 1% (and even 1% is louder than I'd like).

Under normal use (YouTube, gaming), it's usually set between 15% and 25%, but the games submitted are blasting my ears.

Again, I'm not faulting the games for these, I don't rate them any lower for being louder, as I said, may be a setup difference. Just curious if anyone else is experiencing the same problems. And it also makes me wonder whether my game sounds too quiet for other people, because I adjusted its volume based on my setup.

20 ratings is done !

Summoner Clicker reach the 20 ratings required to participate!

Thanks for all your feedback !

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I haven't had time to test many games yet, I can't wait to see what you've done :wink:.

Almost

All I need is 600 more ratings and I can summon a demon. Untitled-1.png

Stats for my poker roguelike

I built a high score server for my game, so I thought I'd share some stats.

Average score: 2478

Number of players submitting a score: 35

jamemstats/em2.png

Can you beat the average score (or high score of 10108)? Try it out

My first axonometry

Our developer has always dreamed of playing with an isometric view. Before that, we drew all our games in a frontal projection.

I said: "Okay, but the ship will be painted by Gosha!"

korabl.png

Who do you think drew it in the end?

You can see the finished ship in the game https://ldjam.com/events/ludum-dare/55/take-me-home

Have you tried getting onto our leaderboards yet?

Super Summonball Arena

So far no one's been able to make it further than wave 6 and survive more than 5:38 minutes. Can you?

The difficulty is really high in our LD build so if you're up for a challenge, you might want to check it out. We also made a rebalanced version after the jam with separate leaderboards, so if the main challenge is too brutal, there's always an alternate high score to conquer.

The post-jam rebalance is available to download alongside the jam version and the HTML5 build is still the hard as nails jam version.

Good luck, sorcerers!

[Updated]It's high time we returned the favor to those who've helped us out.

Alright, folks, our battle's on a brief respite, and it's time to lend a hand to my peeps.

First off, huge thanks to everyone who's supported our game. The fact that our little, rough-around-the-edges game has garnered so much love was totally unexpected. We were scrambling to get ready, and let's face it, we're newbies at this. Honestly, we were stoked if we could get a couple dozen folks to dig our creation.

So, we're super stoked with how things turned out.

But for me, personally, the game isn't over. There are some folks who helped us out during our jam, and now it's our turn to return the favor.

They're not like me—I'm a game-making novice—but I've loved the camaraderie, the shared struggle, and the chance to connect with total strangers. From my limited perspective, the games these folks have made are far superior to ours. They're the ones who really deserve your attention and support.

Take a gander at https://ldjam.com/events/ludum-dare/55/archmage , for instance. It's a high-completion, high-satisfaction survival-like game where you summon an army of soldiers. Different troop types require strategic synergy. Sounds cool, right? Even cooler—it was developed by a single person in just 48 hours. 611a2.png

Then there's https://ldjam.com/events/ludum-dare/55/squiggle-sorcery A game with a Lovecraftian vibe so thick you could cut it with a tentacle. The art will blow you away from the get-go. And get this—their programmer only joined the team on the second day of the jam. That's right, they whipped up this gem in under two days. 61c80.jpg

Next up is https://ldjam.com/events/ludum-dare/55/the-bread-soceress-panini Behind its adorable art lies some serious puzzle-solving prowess and a rock-solid programming foundation. It's like a cocktail that looks all innocent and clear, but once you take a sip, you know it's got a kick, and you just can't put it down. 61bcf.png

Lastly, I present to you https://ldjam.com/events/ludum-dare/55/phone-of-dragon The name's a quirky mishmash of languages, and that's part of the fun. It's one of my faves. The art style is incredibly refined and mature; it's ready for prime time. The overall presentation is hilarious, and if you've got even a passing interest in Japanese mob culture, you'll be grinning from ear to ear and won't want to stop. It's like the game grew organically from a pile of hilarious memes, rather than just slapping memes onto a game. You know what I mean. 61ece.jpg

=========================================================== I've discovered some new great games and have added them to the list:

summoners-tower

This is a game that appears a bit rough around the edges but is underpinned by a strong foundation in programming, featuring a robust physics engine. As you play, you'll find yourself contemplating and striking a reasonable and effective balance between stability and scoring. With its simple gameplay and solid design, it's a fantastic game.

Felonossa

A pixel-art styled puzzle game, yes, I admit I do have a soft spot for puzzle games:D I really love their art style and also their construction and refinement of the puzzles. As a fan of puzzle games, I know how challenging it is to balance the difficulty and fun of the puzzles, and they've done a great job at that. 62972.png

Matthew, Emissary of Balance

Another game with pixel art style. In it, you play as a powerful summoner, but your main task is to balance the two types of resources you can obtain while surviving under enemy attack. It sounds simple, but it's actually quite addictive to play. By the way, the inspiration for this game comes from one of my favorite web novels, so as you can understand, I find it hard to resist this game. 61d8c.jpg

Jiang Shifu

This is an incredibly addictive platformer game, and it's hard for me to explain its charm to you in an instant—it's truly something you have to experience by playing. In short, it has excellent control over the game's difficulty, and the feedback effects are polished to perfection. The sound effects and artistic visuals are superbly integrated, and the way they complement the game mechanics is simply astonishing. Of course, there's also this astonishing fact: their programmer is actually an excellent dance teacher, which has made our team's programmer feel a bit inadequate. 640dd.png

Moving In and Moving On

This game boasts such solid art design and musical performance that sometimes we might overlook the fact that its game mechanics and narrative flow are also polished to an exceptional standard. The story is a rare treasure, and what's even more precious is that all of this was accomplished in such a short amount of time. You will undoubtedly be amazed by the dedication they've poured into celebrating this game. Moreover, their designers are so passionate that they've even uploaded the original soundtrack of their game because players have truly fallen in love with it. So trust me, it's well worth it. 62e54.png

HolyCrash

Rather than a "driving simulator," I'd prefer to call it a "car crash simulator," LOL. If you're feeling upset and really want to vent or crash into something or someone, play this game; you won't regret it. Its pixel art style is quite amusing, and even more entertaining are its sound effects. I can't give away any more spoilers, or else it would lose its fun. Overall, it's a game with a great sense of humor. 61e62.png

Evocation

This is a game with a strong personal style, offering a plot experience that is both impactful and well-polished. Its audio-visual experience is well-tuned, capable of conveying intense emotions without being overwhelming. It's a truly remarkable experience. What's more, even though it's a game from the jam category, it was completed by a single person, which is quite incredible, don't you think? It's definitely worth experiencing. 63753.jpg

These are just a few of the games I wanted to highlight for you. They're seriously awesome and deserve your attention and support. In my book, this is what the indie spirit is all about. We're a bunch of free-spirited, independent creators, and helping each other out is our calling and our destiny. Those "entrepreneurs" and "agents" wouldn't get this at all—they're only about the bottom line.

So, at this most free and authentic indie gaming love fest, let's get back to the essence of it all. Not just because these talented folks deserve more attention, but also to show them that their support for us was worth it.

Likewise, if you guys are in need of a helping hand, just holler in the comments section. I'll do my darnedest to lend a hand, play your games, and dish out some scores. Everyone hits a rough patch now and then, and it just so happens that I'm in a position to toss a lifeline your way right now.

That's my spiel.

I just want to share some of the Summoning chants from my game :)

So my game is part game, part tribute to how cool the community has been over the years I've been taking part.

So when I was generating chants for my game, I went to all of my previous games, and took down the names of the people who had commented.

This is my thank you, for giving me feedback, and helping me along the way.

@Voidsay

Oh, mighty Voidsay, lurker of the code deep, With a whisper and a keystroke, awake from your sleep! Tap-tap-tap, on the keys so bright, Bring forth the Void, to code through the night! Echo, echo, in the digital abyss, Summon the Voidsay with a message like this!

@100th-coin

``` Hear ye, hear ye, collectors of lore, In the quest for the coin, one hundred and more! Click-clack, click-clack, gather your stash, Summon the 100th_Coin with a virtual dash! Coins in the cloud, swirling around, Bring forth the treasure, waiting to be found! ``````

@764hotshot

Oh, 764hotshot, gamer so bold, With a click and a tap, let the fun unfold! Zoom, zoom, on the digital track, Summon the hotshot, no looking back! Keys that clatter, screens that glow, Bring forth the hotshot, let the games flow!

@Akmon

Oh, grand Akmon, wielder of the byte, From realms of code, bring your light! Tap, tap, tap on the gate of zeroes, Summon the Akmon, hero of the tech heroes! Beeps and buzzes, flashing screens, Bring forth Akmon, where digital dreams convene!

@alejandrodlsp

Alejandrodlsp, swift coder of the night, With a flick and a click, step into the light! Lines of logic, crafted so fine, Summon alejandrodlsp, with code divine!

@AllBetsAreOff

AllBetsAreOff, gambler so wise, Appear with a shuffle, a roll, and dice! Bet high, bet low, with a virtual toss, Summon AllBetsAreOff, show them who's boss!

@AnaGF

AnaGF, crafter of tales so grand, With a whisper and a wave, make your stand! Spin your story, weave your plot, Summon AnaGF, give it all you've got!

@Andreas

Andreas Ragen Ayal, with wisdom so old, In digital realms, let your stories be told! A sage so mighty, with words like steel, Summon Andreas, to the keyboard we kneel!

@AntaresValdemar

AntaresValdemar, of the cosmic sea, Navigate the stars, set your spirits free! Chart your course, in the digital expanse, Summon AntaresValdemar, take the chance!

@AppoxGames

AppoxGames, creator of worlds so bright, Craft your games in the glow of night! Pixels align, code perfectly arranged, Summon AppoxGames, let the games be changed!

Obviously all of the chants are in my game: https://ldjam.com/events/ludum-dare/55/keyboard-warrior And if you liked what you read, then you will find some more interesting ones (not just all the "A"s (And Voidsay, who is an awesome character, and was the first being I summoned ;))

Could you please support? It's not my game

I'm currently playing and evaluating a few compos that are in danger. I've noticed that one that I've already played is also included. I'm surprised because the game has the potential to become one of the best rated in the jam. The game just needs another rating. the game was developed by @cosmo8 infernal-ascension Game

Hell's Kitchen : Hotfix 1 - published!

Hello there!

Thanks to your feedbacks, we've managed to identified and destroy the bug we used to have on customers after finished an order! The hotfix is live on the Jam page and the Itch page!

Summon Dance Arms Up.png

Feel free to test or test again our game!

https://ldjam.com/events/ludum-dare/55/hells-kitchen-2

https://zanar47.itch.io/hells-kitchen

Bugfixes and shoutout!

Bugfixes

We've published some bugfixes that fixes the puzzle's difficulty (especially the 3rd round). You don't have to remember which full moon you previously used now!

GIF_011.gif

So if you haven't summoned your creepy cute familiar, now's the time!

Shoutout!

If you're looking for other cute summons, may I suggest Cat-O-Conjurer by @aivaxela? 617c3.gif

WE ARE ALL GREAT

Despite all say that game jams are for fun (and that's true), it's sometimes become hard after releasing and starting receiving feedbacks for over-anxious people like me to deal with impostor syndrome, struggling to figure out why "I did all wrooong".

Mb it's cos of being new to jams or due to some personal mental conditions.

So, I want to remind myself (and everyone who need this) that we are all so great, be able to make a real game in 3 (or 2 for compo, that's crazyy) days. And feedbacks, especially harsh ones, it's the way to become a better game-developer, grow with your skills, gaining experience and appreciate people playtesting and giving you a real player opinion.

I really had a nice time making game with my super-team, I like being here, playing all your cool games (hope U 2), so nothing to worry about) 😻

Our participation is here --> https://ldjam.com/events/ludum-dare/55/summoning-for-dummies-1

HUGE THANKS for all your comments!

I want to play your narrative/artsy games!

I love more artistic / abstract / visual storytelling games. Can be poetic, chaotic, goofy, whatever! If you have anything like that, please send me a link and I'll try to check them all out! :)

And if you want to help us get enough ratings on our own silly little game, be sure to check it out here:

FrogLickSmall2.gif https://ldjam.com/events/ludum-dare/55/magical-michaels-summoning-salon

we made it in only 12 hours, so it isnt finished, but it hopefully still gives you a chuckle or two :)

Check our Bloodrites! You can easily try it out in our HTML player.

bloodrites.png

Check out the entry here

This edition of LD we decided to make a fun, old school, castle siege game. You can't control the soldiers waging war, but you can manage your gang of summoners and use their blood (and your enemies') to call forth hellish creatures to aid you. It's a strategic auto battler with a surprising amount of depth as you unlock higher difficulties.

Various summons have different supporting auras and stats, but you'll have to play and experiment to find out.

You can play this game right in your browser, and only requires mouse or touch controls. Since there is no audio, you can even play it at work without missing out on anything!

Please check it out and leave us some feedback.

Check this out - The Summoners Rift

Hey, I've finished my game and would like to get some feedback!

I'm sort of happy on how it came out and spend quite some time trying to get it to feel as right as possible.

It would be really wonderful if I'd get some notes on how this could be made better :bow:

You can find the game here: https://ldjam.com/events/ludum-dare/55/summoners-rift

2_Playing.gif

I'm so happy with how Demonic Panic turned out !

When making jam games one always has to make a leap of faith : you can't be sure about anything when trying out a new concept, and things can turn out badly for so many reasons : scope too big, unforeseen game design problem, gameplay actually boring... But that's what makes it thrilling when it works ! And for LD55, I'm definitely positive it did ! !tORziC.gif In Demonic Panic, you control a cultist summoning demons to protect him against the Sky Police, FBI-like priests. You leave a blood trail behind, that you use to circle around zones. When a shape is finished, everything inside it merges to spawn stronger and stronger demons. I'm so happy to see how a simple mechanic like this turned out way more subtle than expected : you can merge demons to get better ones, because they get more tanky, but in most cases having more smaller demons is better to kill enemies quickly. However they die quicker, so it's always a tradeoff. It's so interesting to see people try different strategies !

I think we have fulfilled the goal I have for every game I make : always having room to optimize for better strategies. What's great with that is that it gives a huge replay value with a very few sets of features. Basically in our game, the player just runs around dodging projectiles, but the pathing is extremely important for long term survival.

eqKi0a.jpg

Try our game here if you like that kind of game ! I promise you won't be disappointed ! https://ldjam.com/events/ludum-dare/55/demonic-panic

Playable on a browser!

Our game Summonpalooza can be played using a browser!

We would really appreciate if you played it! 64445.png 64446.png https://ldjam.com/events/ludum-dare/55/summonpalooza

Have a great jam!

Looking for web games to play!

There are so many great looking entries this time, but sadly I (and many others) won't play your game if you don't have a web build. If you have a web build and are looking for ratings, leave a comment and I'll get to it!

Got a spare minute? Try my short dungeon-crawling taxi concept :)

Hey, this was my first jam and I tried something a bit different. A dungeon-crawling taxi service! It’s a very short experience but I’d love it if you tried LuciFare :)

I return ratings for all web builds!

https://ldjam.com/events/ludum-dare/55/lucifare LuciFareSplash2.png

I just wanted to come on here and say

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I hate WebGL, nothing has caused me more problems and headaches in my game developing years than exporting games to WebGL. Thanks for listening!

I mistakenly chose not to participate in the rating

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This is my first time participating in the competition. When I submitted my game, I mistakenly chose not to participate in the rating. It wasn't until last night when someone reminded me that they couldn't rate me, and I'm really grateful for that. :heart: I'm thinking that this kind of helpful atmosphere might also be the charm of a game jam. Since we missed a day of rating, we still haven't received enough ratings until now. I hope you can come and play our game. It's rough around the edges, but I think it's quite funny. :heart:

This is our game. https://ldjam.com/events/ludum-dare/55/holycrash

Tip for working with lights in Unity!

After doing a couple jam games as a 3d artist, I can say I finally found a time effective and reliable way to work with the lighting system in Unity!

Don't. Just don't. No lights. Just textures. Return to monke.

Jokes aside, come play our game! It doesn't have any lights, you're safe here.

https://ldjam.com/events/ludum-dare/55/mammon-sons

MammonemLD/emCover.png

Can you beat my time ?

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In Summorning Routine, you play as a demon trying to get ready in time to be summoned. Come try to beat my best time !

Play it here

Unreal Engine 5

We made a game using UE5

I know not very popular for Jams due to the lack of web export...

LDJamCover.jpg

LDJamScreenShots.jpg

GamePlay_01.gif

I think we did some amazing stuff in a short period of time using blueprints even something I didn't think was possible... Recursion, to check if the block we are pushing is pushing another movable block and if that block was pushing another block and so on. I believe this was only possible since we used inheritance and polymorphism. This allowed enemies to push blocks out of their way, to push dice to summon more enemies as well.

Recursion.jpg

We are pretty proud of our game and know there are some cool UE5 games out there. We would love to see them, post below so we can check them out!

What are your grading standards?

I took a quick break to check out LD54 and flipped through the scoring from the last session (considering only the overall category):

1st - 4.706

10th - 4.438

50th - 4.227

100th - 4.114

200th - 3.955

300th - 3.839

400th - 3.741

500th - 3.639

(I don't know if there's ever been a similar or more comprehensive count before. Please let me know if you do.)

This suddenly made me wonder about everyone's average scoring and high score standards for each metric: What is the average score you give for a specific metric? And under what circumstances would you give a high score of 4.5/5 or 5/5?

For me, it's roughly this:

Fun: How immersed I was, if I played for over 1 hour without realizing it, that's a solid 5/5.

Innovation/Theme: These two seem quite similar to me; if it fits the theme (like summoning monsters to fight), that's at least 3.5 or 4. If it makes me exclaim "WHAT?? Even THIS??" that's a definitely 5/5.

Graphics:

Im turning my previous ludum dare entry in a complete pc game

This started as my Ludum Dare 51 submission, and now Im working on the full game, and the first demo version is already available: https://mercuryal.itch.io/mind-keeper

If you are curious about how it started: https://ldjam.com/events/ludum-dare/51/the-ghosts-in-your-mind

You will see a lot of differences :laughing:

small screenshot.png

'Bean and Brew' version 1.0.2 - Locked and Loaded

Thumbnail.png

Thanks all for the incredible support. We added a few more slight tweaks to round out some tiny bugs that were left to squash and to improve the flow of the experience a little bit more by allowing the 'M' key in the web builds to allow a better menu flow for speed run attempts. On that note, we've also added a little goat icon to the current record holders on the leaderboard. I hope you all will have a lot of fun playing what's likely our final bug-fixing/polish patch for the rating period.

We are currently discussing plans for our post-jam content. We really appreciate all of your support, and it really encourages us to move forward with this project.

Version 1.0.2 - Locked & Loaded - Added alternative key [M] for getting back to the menu. - Added icon to the windows build. - Implemented C-side music and resolved audio-related bugs." - Prevented menu-ception by removing the opportunity to spam menu and reset keys in the menu and loading screen. - Updated credits list. (:frog:) - Nr. 1 entries on the leaderboard now are the Goat. :goat:

Version 1.0.2.1 - Goat Fix - Goat sprite has horns now.

Play it here: https://ldjam.com/events/ludum-dare/55/bean-and-brew

Do you have what it takes to top the scoreboard? msedge_18-04 16-37-27.png

Hell's on Hold: Now Playable in Web!

Hello!

Our game, Hell's On Hold, is now playable in-browser on the itch.io page!

https://ldjam.com/events/ludum-dare/55/hells-on-hold

We initially weren't able to get the port ready in time for the jam ending, but I figured now's as good a time as any to finally work on getting it ported to web! (The web port isn't perfect - You'll need to open it in fullscreen mode.)

It should be identical to the build uploaded during the Jam, though the original uploads will remain available if you wish to only use builds made during the jam.

If you previously skipped out on it, I hope you enjoy Hell's On Hold!

webbuild.png

frogs

🐸🐸🐸 https://ldjam.com/events/ludum-dare/55/ancestor-rain 🐸🐸🐸 notalake.png

a short rhythm game about frogs trying to summon their ancestor to bring rain to their pond :)

Playing Compo+Jam Games Onstream (Day 4)

Hey! We've been live about an hour playing jam games here (https://www.twitch.tv/digitaliliad) but my queue is basically empty, so come by! We'll be doing this throughout the rest of the week (+weekend?), so no worries if you can't make it today <3

Colliders for 3D sprites in Godot

While I work on a post-jam update for our game The Culling I thought I'd share how we did the colliders for our sprites. It was the first thing I did and it's quite simple thanks to Godot's built-in helpers but it does involve a few things. Hopefully someone finds this useful!

Unfortunately you can't have pixel perfect collision out-of-the-box, but you can get a pretty close approximation by generating a polygon with the Bitmap class based on your image (it uses the Ramer-Douglas-Peucker algorithm under the hood).

```python

have some image with transparency

var tex : Texture2D = load("res://path/to/texture.png")

create a bitmap instance and load the texture into it

var bitmap := BitMap.new() bitmap.createfromimagealpha(tex.getimage())

create a rectangle based on our texture size

var rect := Rect2i(Vector2.ZERO,tex.get_size())

generate our polygon based on the rect with a precision of 5

the lower you go the more vertices you'll get

I take the first element from the returned list here

since all of our sprites have a single island

var polygon := bitmap.opaquetopolygons(rect, 5)[0]

let's transform the polygon from pixel-space to world-space

we need to match the pixel-size property from our Sprite3D

var pixel_size := 0.01

and transform all vertices to the center and flip them

for i in polygon.size(): polygon[i] = (polygon[i] - rect.size * 0.5) * -pixel_size ```

Later you can assign this polygon to the polygon property of a CollisionPolygon3D added to an Area3D or PhysicsBody on your Sprite3D. I didn't do it here since we generate these polygons once at launch and reuse them a lot for spawned targets.

Don't forget to enable Debug / Visible Collision Shapes in Godot to see the colliders.

Below are some examples of the generated colliders from our game.

screenshot1713453220.80545.png screenshot.png screenshot1713453245.56212.png

The Culling

User Testing is Essential!

delishemdelivery/empromo.gif Throughout the development of Devilish Delivery, passing the game to my partner to see their reaction to systems mechanics & controls was invaluable to what the final product was.

Sometimes in the rush of the jam, its easy to push testing the game to the end, or sometimes never doing it! I've been there myself (See Klone Karts-LD 47, and many more). Its important to step away throughout the development, and observe someone playing the game, in person if possible, as there will be hints about what is frustrating, what is confusing and what is working. Some Examples even from this Jam:

Crystal Tickle

crystal_tickle.gif Originally, the crystals in the game were meant to just grow over time, but when I saw my partner attempting to click them, I knew they had an assumption that it should be doing something!

Thankfully, it was simple to add visual feedback & a reduction in the regrowth time for the crystals, as well as providing something meaningful to accomplish while it was growing in the early stages of the game.

Loading the Truck

The first design for the truck had it being top loaded, as to me that made sense! But again, once my partner got their hands on it, my assumptions were immediately challenged. They would drag the demon onto the middle of the cage, let go of their grip, then of course the demon would tumble to the ground. Changing the collider to meet the expectation not only ensured that it met expectations, but that it was easier to use which was essential in the later fast paced sections. box_collider.PNG

Stages of User Testing

I like to split my testing into 3 stages 1. The Proof of Concept - This occurs right at the beginning, where I have grey blocks but the basic idea is there. Here I'm testing that the interactions make sense, that they're easy to use. Generally here you'll find the parts that are annoying to use, and you can use this time to really nail down how the game plays, and its a great time to experiment with different inputs & movement controllers. 2. The Visual Design Language - At this stage, I've decided on how the inputs will function, but I have some of the basic interactables in. There is some visual feedback for how things react, but provides a great opportunity to ensure you're on the right track. Have your tester sit, tell them as little as possible, and see where they get tripped up. Visual queues are essential here, make them big, obvious. Generally here is where your tester will get confused either about how to do something, or what to be doing in the first place!This is where I was able to make the Crystal Tickle change mentioned above. 3. The User Experience - This happens near the end of the jam, your ensuring that your final art is making sense, and that the interactions are working as you expect. Your tester will find every bug, somehow they're amazing at it. You'll find lots of small last minute adjustments to pacing, wording on tutorials & text. Keep listening for your tester either getting frustrated, or having fun, you won't be able to make sweeping changes at this point, but you'll be surprised how some little adjustments can go a long way. This is where I was able to make the Loading the Truck change mentioned above.

Missed Opportunities

You won't be able to catch all of the issues, unfortunately. One that was mentioned in the comments was the upgrade window needing downtime when opened, as some users accidentally clicked a button on the window missing the upgrades they wanted, while also missing out on the necessary downtime from the games frantic pace in the later stages.

Another was that the interaction range for the mouse, specifically when picking up the demons was not enough. While early in the game this isn't such an issue, when the pace picks up, I'd want to be more forgiving, especially when attempting to grab the demons out of the air.

Check out Devilish Delivery

Unused animation

riccipizza.gif

initially we should have had an animation of the hand popping a pizza dough

Shaders do make a big difference!

During the jam I played around with shaders a little bit in order to freshen up the look of our "combat" encounters!

Before: Untitled.png

After: Untitled1.png

Why not give our game Harvest Festival a shot, maybe you can even find where the screenshots were taken ;)

Have you tried Pictomancer?

https://ldjam.com/events/ludum-dare/55/pictomancer

MassSpirit_tinier.gif

Utilise forbidden relics and draw/record glyphs in your tomes of power to achieve the ultimate summoning, in this incremental/idler!

Summonion

Header.png

Here is what the game looks like:

screenshot0_1280.png

And here is some gameplay:

gameplay.gif

This is a slingshot:

slingshot.gif

And this requires no explanation:

summoningCircle.gif

Finally, this is me when you don't play my game:

Crying.gif

Click Here to play Summonion!

I am Thinking of Expanding and Publishing My LD55 Game

Your feedback would be appreciated 🙏 What do you think of this concept? Would you play it? Would you buy it? How would you expand it?

https://ldjam.com/events/ludum-dare/55/summoning-bridges

cover.png

Second time

Participated in LD for the second time! This was quiet fun, because I didn't have enough time to do things properly, so I even had to work in my car. Despite this, I think that this was my best jam out of all others. Even that I had only 2 of them including this one. I don't know what to write, because I think that I wrote everything, that I wanted to say. Of course I could advertise you my game, but why would I do this? So yeah, that's basically it. I gotta go and do my homework. I'll probably write something else, but not this Game Jam, so see you later.

Waiting for the third time, because as in one saying: God loves Trinity! =D

I've been summoned to the competition once again!

This was a great jam! The theme fit so perfectly for what I wanted to do! Picked up a few new skills and had fun. And now for the best part of the jam, seeing all of your games!!! I will be streaming others' games off and on for the next few weeks over at twitch. Just look for FlyingKaida. I will for sure be streaming these on Tuesdays at 6pm central. And possibly again on Thursdays... if my partner isn't able to stream with me or if we find some nice cozy multiplayer games. Either way, come hang out!

If you want me to play your game, tell me there. OR come play my game and leave a comment. I will play and reply to EVERYONE who does on mine!

Can't wait to see all of your games!

https://ldjam.com/events/ludum-dare/55/summoner-tycoon

SummonerKaida.png

Come summon the most powerful demon of all antiquity!

Breaddy is an apprentice demonologist and is about to do something bigger than he can imagine: Summon VADERRETRO, the most fearsome demon of all time!

Come and witness the, perhaps, end of humanity. Come to My Little Demons.

https://ldjam.com/events/ludum-dare/55/my-little-demons

capa-1.(2).png

I've played so many games...

Some of the games I have played have been so very very good. From the simple 2D card game to the most complex 3D game I have seen so many good games.

Thank you all for an enjoyable time. I am sure I will see many more games that display such amazing talent.

I am going to try the Bullet Hell Jam next. IT oughta be a blast

https://beebster.itch.io/the-summoner-stone

Screen3.png

Defend a magic ritual in while mining gold.

Itchio: https://jhonny111.itch.io/the-summoning

LD Page: https://ldjam.com/events/ludum-dare/55/the-summoning-5

I would really be happy if 6 more people could rate my game. Also feel free to leave yours in the comments. I will play and rate them aswell later tonight/today wherever you are.

Fighting.png

Ludum Dare Score Chasers - Game Pitch Thread

Another Ludum Dare has ended and the next Score Chasers tournament is starting!

Score chasers is a tournament where people compete to get high scores in games submitted to this Ludum Dare. This includes things such as completing a game in the lowest amount of time, getting the most score in a game, or other ways a game can be competed in. The tournament is taking place on Saturday, April 27th, 2024 4:00 PM UTC (with it being broadcasted on https://twitch.tv/ategondev).

This thread is a spot where you can share potential games for competitors to look at and possibly submit to be played in the tournament. Its not guaranteed that games will get in as there is a very large amount of games submitted to the jam and only around 6 or 7 get played in the tournament based on what competitors vote on.

Games that typically work well with the tournament are ones that either have a score system that can be competed in or can have speedruns, and where runs of the game dont end up taking a large amount of time so they can be run through multiple times in the tournament.

If youre interested in the tournament including watching it or participating in the event feel free to join our discord! https://discord.gg/FhP4jaZ7KS (please dont join the discord just to share your game though, thats what this thread is for)

5fa03.png

Is my game worth continuing to develop post-jam?

I'd like some honest opinions from people here. Do you think that the game I made is worth continuing to develop further? If so why and what would you like to see expanded on? If not, what is the game lacking to make you not want to play it? I'm aware that there are currently a few performance issues, and the collision detection can be a bit janky. What I want to know is, is it worth me taking the time to fix these things up and release a more polished version of the game? I'd appreciate any feedback anyone has.

ldjam55_2.gif

bailout_cover.png

Djimm's Revenge

djimms-revenge.png

Come play Djimm's Revenge!

https://ldjam.com/events/ludum-dare/55/djimms-revenge

Summon Djimm, the evil Djinn and battle his army of spirits using your agility and bottomless bag of apples. Collect the wishes you deserve and sentence Djimm to another ten thousand years of peaceful slumber.

Now available for browsers, Linux and MacOS. Windows too, of course!

Built solo and made with a lot of love, I'm ready for your harshest feedback!

If you leave a comment, I'll return the favor and play your game.

Big thank you to everyone who has already played.

djimm-2.png

https://ldjam.com/events/ludum-dare/55/djimms-revenge

Subpoena Magus -- Post-Mortem

ss_3.png

The Good

  • Art by Kamiyoshi once again! She previously did the art for our LD53 entry, "Foxcrate", which we later released on Steam as a full roguelike.
  • All of the symbol-drawing stuff: the randomized symbols, the visual representations of them on both the court record and when drawing, the sound and visual effects... everything worked out perfectly.
  • I did manage to include some dynamic music; we were running out of time, and I was worried I might have to just make a simple loop, but I had enough time to have extra tracks that play whenever evidence or a witness is present.

The Bad

  • No real victory or failure screen, just a "Congratulations" or "Game Over" message. There was no time.
  • Not much to actually do, other than wait to know which symbol to draw. These waits were also a bit too long; I should have at least made the time lingered on each dialogue bubble to be shorter.
  • The HTML5 version is a bit buggy. Sometimes the sound breaks up, or the tracks get slightly out of sync. Most importantly though, the symbol drawing mechanic is supposed to put the mouse directly in the middle when you start drawing (to help prevent accidentally hitting symbols you didn't intend), but in the HTML5 version it doesn't do that.
  • I originally made it easy to tweak a lot of the game values (such as the complexity of the symbols or how much time you have to draw them) for the purpose of making different difficulty levels, but ran out of time before they could be implemented.
  • I'd like to have written longer music tracks; what we do have is very short.

Future?

  • I unfortunately don't really see this as being a good game to expand; there just isn't enough places to go with the base mechanics of the game, so we're more likely to just keep working on more content for the Steam version of "Foxcrate" instead.

More highlights!

ezgif-3-d308f762e3.gif

I love this background creep in effect.

https://ldjam.com/events/ludum-dare/55/summoning-3

Itch users

Hey Everybody!

If you are putting your LD55 game on itch, or already have it there, if you use the #ludum-dare-55 there is an option to add your ldjam.com link so that other itch users who are on here can come directly back here to rate...

I think it's a REALLY good idea to fill out this field!

It's super handy!

Godot and GPU particles for Web

After experimenting a bit with this awesome tutorial for lightning bolts: youtube.com/watch?v=C5g3Zdvitg4,

lightning.gif

I found myself on this Github issue: (github.com/godotengine/godot/issues/87843)

Fortunately, there is a nifty tool in godot to convert from GPU particles to CPU particles, and actually there are a lot of "hidden" tools in that bar! Like stuff for generating outlines for meshes and other fancy stuff!

tip.gif

Hope it helps

TAKE ME HOME PLEASE

Hello everyone! We decided to explore the theme of SUMMONING from the SCIENCE FICTION setting. The first sketches of our amazing artists))) We had no idea that this would become a HORROR COMEDY WITH MUTANTS!

You can see what we did in the end by following this link: https://ldjam.com/events/ludum-dare/55/take-me-home!

a79b34578f97c81f.png

My first Ludum Dare jam!

...and my first game jam (I could actually complete) in quite some time. Been craving for a chance to jump back into jamming, but failed launches and plenty of IRL hitches made it difficult for me to find the motivation to give it another go.

Nevertheless, the itch to give it another try never really went away, and I told myself that this jam would be the one. It wasn't easy, and there were plenty of times where I struggled and moments where I was kicking myself for wasted time and effort. But in the end, I pulled it off. It's a bit rough around the edges, but I did it, and I honestly can't ask for more.

So do a tired, old mid 20-something a solid, and give my silly game about harvesting souls a try and let me know what you think. And if you made something yourself, send it my way so I can respond in kind!

acolytesemerrand/emcover.png

Link to game

TRY HARDING YOUR LD GAMES

https://www.twitch.tv/pomothedev

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Also check out my game :P https://ldjam.com/events/ludum-dare/55/dungeon-summoner-1

Welcome to the Summoner's Shop! Web version now available

Welcome to your new shop, Summoner. Everyday, customers will come to you with requests, from the silly ones to the radically life-altering ones. Use your knowledge to find the right demon to summon to help them. Craft soul essences and perform demonic rituals!

Play the game now!

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2 days of collecting good games I really liked

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Every time I participated I made a big mistake I regretted later - not saving good games! But not this time! I've played a good amount already to find some gems. Hope to find more :)


fdsf.jpg Necro Rush Is a cute game with nice mechanics of summoning zombies to fight other necromancers who do the same thing.

aaaaa.jpg Sandtown It's easy to enjoy a sandbox with cute buildings and chill atmosphere. Summon buildings & trees.

aaa.jpg Emperors Gems Has a huge cuteness vibe at the same time it has nice & simple management mechanics.

add.jpg Demon Chalk Is unique by it's fighting mechanic. You run around with a chalk drawing circles to damage enemies or summon fighters. Has a good progression.

ssdd.jpg SummonInn Is addictive with randomness you still get to control a bit. Drop dice to fight but you can set dice sides, reroll and swap dices to get a better effect.

aarar.jpg Burn With Me Put cards on the pentagram, earn needed amount of points to get the card in the middle. A lot of dependencies cards have make it quite hard to beat the game. If you do, please send me the Satan screenshot!

addad.jpg No Heroes Belong Here Play against heroes in a dungeon by putting monsters inside rooms.

Feel free to share your favorite games :)

Come get your game reviewed!!

GAME REVIEWS OPEN! (1).png Going live on twitch, at twitch.tv/ferricphoenix! We'll be playing a bunch of Ludum Dare entries, continuing our Final Fantasy VIII analysis, and ending with a few more reviews! Hope to see you there ^^ Submissions are open, come get your game reviewed!!

Streaming your Ludum Dare Games! - Day 3

Im about to go live over at https://www.twitch.tv/ategondev playing some games from the jam! Feel free to stop by and watch me play your game

WE NEED YOUR HELP

we're almost done with reaching the needed amount of ratings, help us to gain the rest! we've also fixed some bugs a bit to make your experience more enjoyable

PLAY AND RATE OUR GAME HERE

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Ink Summoner Update: Add description

My lasy ass decided to add some description & screenshots on game page.

Especially, that my game is "a little bit" hard, add list of existing bugs & walkthrough.

P.S. LudumDare is cool ofc, but page coding is some...has some troubles.

Check new page and my game here: Ink Summoner

Meet Drizzle Dan

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You can summon Drizzle Dan and 9 other elemental creatures in Unstable Elementals.

Unstable Elementals is a monster-summoning extravaganza unlike any other. It’s a game where strategy meets mayhem, and where victory hinges on your ability to unleash controlled chaos. So, hold on tight to that summoning staff you stole from the Lich King and prepare for a cacophony of chaos and calamity!

We would really appreciate getting more feedback and ratings on our game, so please give it a go.

Cat-o-Conjurer - now with more GIFs for your viewing pleasure!!!

Harness the powers of the cat crew! Eat snacks, catch rats, knock stuff off counters, and most importantly of all: OBLITERATE YOUR ENEMIES!!

How many rats will you catch before you've decided you've wasted away enough of your life on ANIMAL ABUSE???

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Shoutout to @drgcandle for the idea of adding more GIFs!

Go play their game here: https://ldjam.com/events/ludum-dare/55/idea-catcher-summoning-tools

Feel free to play "The Ghost of Leo" and list your games for me to play

Hi everyone. It seems like I need some more ratings for my game, so I'd appreciate it if I got some feedback and ratings for my game for the jam "The Ghost of Leo."

Link to the game is here: https://ldjam.com/events/ludum-dare/55/the-ghost-of-leo

Also feel free to list your game from the jam in the comments and I'll check them out too!

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Streaming LD Games!

Hey guys, I'll be playing, and streaming, and critiquing LD games :D
Also happy to try out Post-LD entries! Starting in about 15 minutes (9:15 MDT)

https://www.twitch.tv/technostalgic

Submit your game to the #ludum-dare channel on my discord, I'll be playing them in the order they are listed there:
https://discord.gg/HA65WGU9Dm