I’m joining for my third time!
As usual, I’ll push my project to my GitHub and will also try to record a timelapse. Let’s hope for an awesome theme and a good time for everybody!
Tools
While I’ve not participated last December and April, I’ve lurked on /r/gamedev and am planning to try out lots of new tools and workflows this time! I’m hoping to be able to finish my first game in JavaScript for one thing. So far I’ve been using Python+PyGame which was fun and productive but since it required installation, many people had trouble getting the games to run.
What I’ll be using:
OS: ArchLinux x64
Editor: vim
Linux+vim is my ultimate development platform, as proven in previous iterations of LD48. The only catch is that I’ll have to boot into a different OS to try lots of these shiny Unity games 
Engine: DarlingJS
DarlingJS is a fairly new, still heavily in-development JavaScript game engine. While it is a little risky to use something this experimental in Ludum Dare, the codebase seems clean and reasonably well-searchable and the nice features (fast rendering with Pixi.js, highly modular, cool entity component architecture) simply made me want to try it. Here is my boilerplate code that I’ll using for the compo. Here it is as a warmup entry.
Graphics: Inkscape, GIMP, PyxelEdit, TexturePacker
Unfortunately, a few non-free tools have snuck in – I can’t easily get around TexturePacker when using Pixi.js and graphics is not my strong suit, so I hope that PyxelEdit will actually improve my performance in the graphics department. The two commercial tools PyxelEdit and TexturePacker both have free versions with reduced feature sets so everybody should be able to replicate my workflow without spending money, though.
Audio: jfxr, Abundant Music, autotracker
Audio is also not my strong suit, so I’m going for fully procedurally generated music again like I did for Crowd. jfxr is an improved BSD-licensed in-browser version of sfxr / bfxr so I’ll not have to emulate anything on my Linux system anymore – woo-hoo JavaScript! 
Map Editor: GIMP or Tiled – Depending on how complex the tiling (if any) is going to get, I’ll either have to implement some kind of map import for Tiled to my game or will just use the pixels-as-tiles technique that I’ve first seen Notch use in Prelude of the Chambered.
That’s all for now, have fun everyone!