LD35 Mountain Updated More Levels


After two weeks, we managed to add two more levels.
We intended to put more love into this game!


After two weeks, we managed to add two more levels.
We intended to put more love into this game!
Hello guys!
Did you play our game already?
Check out the web version of the game (needs to load a bit after clicking)
or Download the Windows Version Here!
!
For the last couple of weeks we have been working hard to finish up this game. Here are some (WIP) highlights of what we’ve got.
Level Editor
As levels will be the only source of content, we wanted to make level editing easier than the inefficient workflow we had before. As we were already making a level editor, we figured we might as well make it user friendly and let users save and share their own levels.

Mechanics
We polished the player physics to give a more pleasant gameplay experience. The biggest complaint in the feedback we got was difficulty jumping in the direction you wanted, so we implemented pseudo-friction, giving you the ability to jump with some forward momentum from a standstill.

Graphics
We also created a shader which tiles the seamless textures we have automatically across the front space, eliminating the need for any fancy UV generation. This means we can throw in any old models and they will automatically meld seamlessly with other elements in the level.

Planned Features
We have several more features planned which are not ready to be shown off quite yet, such as character customization, level sharing, and maybe a campaign with specialized levels.
We hope to have this game fully finished before mid April. Let us know what you think!
As always, here’s a link to the game if you want to try it out.
And, if you want to follow our progress, follow us on Tumblr,
Here’s another set of video reviews from me:
I decided to continue the development of my game BrainRequired. I did a new release which contains more levels and features than in my previous project. However you can always test and rate the original on LudumDare. I noticed 65 votes and many positive comments – thank you my friends. I hope that you like this game. Don’t forget “this cake is a lie”. I wish you the best, by waiting the final results ++

Original project for the 35th LudumDare session is here 
I wanted to throw this out there for people like me who probably learn best from books and text. One of the places I get a daily free ebook from is having a sale on dev books so it’s a good time to pick them up. I’d like to point out I benefit zero from this, just giving people another resource.
I’ve got 144 ratings on Space Dimension, and had some great feedbacks !
Thanks to everyone, that was a cool jam can’t wait for results !!!

To follow me on my journey click here.
Hey everybody! We are huge fans of you developers out there, and we’d love for you to give us your games so we can play them!
Just hop on over to https://www.twitch.tv/onlyslightly and join us!
Tags: live streaming
I just wanted to put some links to some people playing my game slime quest.
Thank you to all who have played my game and if you have not done so please do so.
Prelude-
Go play my game.Help me get 100 ratings. It’s short, web based, and Twine. Play-
Link to previous list: Here.
In no Particular order, here are the Five best games I’ve played so far.







Hope you all have enjoyed my game as I do with yours, if I havnt rated yours please post the link below
If you missed the game, no soucy ! Play at Shapeshift for cheese here :
http://adipson.free.fr/ludumdare/35-avril2016/SHAPESHIFTFORCHEESE.zip
AND DON’T FORGET TO RATE THE GAME PLEASE !
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=22158
Tags: 2D, adventure, Adventure Game Studio, AGS, cartoon, fun, mouse, point-and-click
Hello again!

My expert recommendations for those who is interested in what to play:
Shadow of the Red Hand

Great game about shadows with cool art style.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=45696
RhythmicalCreation

Best rhytm game on the current jam!
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=84331
Unbecoming

Great game about imagination with nice idea and music.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=88336
Pretty Kitty Katie

Pretty looking game about rabid animal which scare ghost for protect its stuff.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=36556
Trickytron

Game with great 3D graphics and style.
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=2297
And here is the game about me:

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56318
Tags: Eggplants love
Hello Friends..
i made a post Ludum Dare Version of my shapescalation entry.
It’s a harder version because you dont’t have infinite lifes, only 6.
But if you make a bad decision and can’t complete the level (and did’t got killed yet) you can restart the level (esc button) without loosing a life.
New features:
– score system
– life system
– game over screen
– music and sound toggles in main menu
furthermore i made a lot of my code completely new because the old code architecture wasn’t handy enough to scale up the game to 100 and more levels.
Next features:
– a little score popup when merging shapes
– game music will be reproduced and elaborated with better instruments
– better lighting
– successive unlockable level select menu
– highscore table /-storing
– mooooore levels
shapescalation.0.8.8.2_win.zip
shapescalation.0.8.8.2_mac.zip
have fun!!


Hey LD,
It was a great Ludum Dare’s weekend. Let’s talk about stuff we’ve done and what our plans for the future are.
Before LD
It was indeed a pain in the ass to decide how to plan our work. We decided to make some base to it and it went absolutely fine. We got the derpy road animation and player “moving” to work then we found our amazing composer on Reddit and agreed to have a talk next day.
The First day
First, checked my mailbox and LD theme, composer replied and we hopped in thinking. So, we decided to do the runner about werewolf (no imagination for that one). Levch, the Bustard, started to do something about cars, armour and people spawning on a way to the goal and we’ve got first prototype:

“That’s something…” – our artist said.
It’d been a Great day: forth part of art was ready and the game was somewhat 60% done.
The Second day
Levch committed some polishing around spawning mechanics… but it was still buggy. We started to apply sprite animation, so then it was more like a game. Our composer sent us some SFX and OSTs to put on as well. Levch kept working on UIs (difficulty, win, death), did more polishing on “combat” system and… ate all chips. Good job! So our progress was something like that.

We’re done with 90% of the game and 75% of art.
The third day
We decided to add endless transforming mode… “We have no time!!!”. So, we left it behind. Levch was fixing screen resolution things (I wish Unity could be smarter about it) and menu was set up along with sounds and music. Testing was a big pain for all of us but we successfully passed it through!
And then we submitted out entry.
Feedback
Thanks! We have got a ton of feedbacks from the community on our game. Let’s see what we’ve got.
1) The most complaining thing was “I can’t see any shapeshifting in this game” : well, it’s right. We didn’t use the theme that efficient, Anyway we did it quite badly.
2) “I’d like to transform into Werewolf to attack the objects.” : YES, We are planning to add it to the game. The next version is coming soon.
3) “Artwork and music is nice!” : We found a new artist, she is so cool at her job. Wesley Devore is a nice and easy-going Composer & Sound Designer. It was a great pleasure to work with him!
4) “It’s a bit challenging” : Oh, we messed up with difficulty and we’ll do more balance changes around it.
The future of the game
The game turned out pretty good and we have work to do on it.
The plan is simple:
1) Story. The main thing now is to implement it and to keep on thinking around it in order to make it more interesting for audience.
2) Follow on feedback you gave us.
3) Put it somewhere
4) Keep on working!
Streaming #wehavegamestorate
The Idea of streaming and voting turned out really fun to us and LD participants and we decided to do it all along the voting period at 6.30 PM CET every LD we participate in. So if you have a game on LD, levch will do his best to give it a fair critics and rating. Here is a link.
Looking forward to your rating on our game as well. You can find it here.
Best wishes,
Team BSOD
P. S. We are facing some technical issues. There won’t be streams this week. Apologies.
Hey everyone! We are the Button Masher Bros!
Only a few days remain before we find out the winners of Ludum Dare! Here’s another LUDUM DARE TO BELIEVE! S:7 Ep. 7!
(May contain strong language)
With so many submissions, there was absolutely no way we could play them all.
Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!
If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!
Today we will be highlighting:
______
Title: I’m Scree
Category: Jam Entry
Creator: JimJam
______
Title: Do Robots Dream About Yoga?
Category: Jam Entry
Creator: Memento Games
______
Title: Paperchase
Category: Compo Entry
Creator: DragonXVI
________
Have a game you want us to check out? [SUBMIT HERE]
Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:
@ButtonMasherBro – Show account
@MathBlasterRitz – Chris
@SuddenlyZach – Zach
or @jwowBMB – Josh
Thanks Everyone and HAPPY LUDUM DARE!
Hey folks ! Our entry Cherokid has done so well we decided to put it on the Greenlight concept page to get more informations about what you would like to see in the game, would you play if it was a full big game etc so if you have a Steam account you can go help us ! Cheers, see ya on Cherokid Greenlight !
96 votes so far, thank you :D:D:D
I am super happy with all your comments about the game but I would hate it if that number didn’t reach 100, it’s so close!!
Play/rate here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=26416
Phase 1/5 finished. Eliminate all slimes. You know how to do that.


New visual effect of enemies

Can you make it to reach here?But there will be more.
Party at the Knight Club, by Elisee & co: Somewhat short, but fun and puzzley, and certainly a valid use of the shapeshifting theme. If you haven’t played it yet, stop reading my post and go do it.
Wood for the Trees, by ratking: Also short, but bloody amazing. It’s not quite a puzzle, more of a riddle. It’s also beautiful looking. After you’ve beaten Party at the Knight Club, go play this and savor the experience.
The Creatures of Pflaumotopia, by Yazara: It’s a bit bare-bones in terms of gameplay and the likes, but still worth mentioning. Not your usual MMO. It’s more like a weird Spore-but-not thing – and it’s bloody awesome. Keep an eye out for the Dorians, my species in it.
h3ss, by wboqm: It’ll bend your brain and leave you confused as heck, but it IS pretty dang cool. I’m too rooted in standard X/Y/Z/ 3d-space, so I wasn’t even able to beat the first level. Protip: Don’t be me.
And finally, some sameful self-promotion, don’t forget to play Shift, the entry I submitted. If it reaches 25 votes, I can walk away happy this LD, though I would like to see it do better than my previous entries.
Party at the Knight Club, by Elisee & co: Somewhat short, but fun and puzzley, and certainly a valid use of the shapeshifting theme. If you haven’t played it yet, stop reading my post and go do it.
Wood for the Trees, by ratking: Also short, but bloody amazing. It’s not quite a puzzle, more of a riddle. It’s also beautiful looking. After you’ve beaten Party at the Knight Club, go play this and savor the experience.
The Creatures of Pflaumotopia, by Yazara: It’s a bit bare-bones in terms of gameplay and the likes, but still worth mentioning. Not your usual MMO. It’s more like a weird Spore-but-not thing – and it’s bloody awesome. Keep an eye out for the Dorians, my species in it.
h3ss, by wboqm: It’ll bend your brain and leave you confused as heck, but it IS pretty dang cool. I’m too rooted in standard X/Y/Z/ 3d-space, so I wasn’t even able to beat the first level. Protip: Don’t be me.
And finally, some sameful self-promotion, don’t forget to play Shift, the entry I submitted. If it reaches 25 votes, I can walk away happy this LD, though I would like to see it do better than my previous entries.
Managed to compile a list of all the video footage I could find of people playing/failing/attempting my LD35 entry SHAPE.SHIFT():
https://www.twitch.tv/thegypsyknight/v/62945927?t=20m51s
https://www.twitch.tv/lukezaz/v/62667309?t=01h13m58s
https://www.twitch.tv/kappa_barsavi/v/62352712?t=52m44s
https://www.twitch.tv/impauljs/v/62396246?t=02h00m40s
https://www.twitch.tv/techvalleygamespace/v/63591564?t=01h15m07s
Anyway, seeing as the last week of voting, if you still haven’t played my entry yet, you can do so by clicking here (Only about 13 votes left until I’ve reached the 100 mark!!)

Also, you can send me more games to play/rate by clicking here (or leaving a link in the comments) and I’ll get to it as soon as possible.
Absolute delight seeing them tackle our LD35 entry, Andari Prime! Play it here!
(Almost at the 100 mark!)
The following is a post-mortem for our entry, Figment. You can find the game here if you would like to play it for yourself. We plan to continue development after Ludum Dare, so if you’d like to learn more, you can also find updates on our website or twitter.
Figment is a dimension-switching puzzler about a little girl and her sentient cube.
Hop between the two realms of this dream world to solve puzzles and find out why you’ve been brought there in the first place.
Whilst we had entered a few other jams before, this was our first Ludum Dare. We spent the run up voting on themes and trying to come up with some good ideas for the themes that we’d selected. As it turned out, ‘Shapeshift’ wasn’t one of them!
We kicked off midday on the Saturday, and started by wracking our brains for an idea that could fit the theme. Rich had been playing with the idea of a masking shader a few days before, so he was really keen to find an excuse to write one (the final effect is shown in the GIF above). This led us to the core concept of switching between dimensions in order to solve puzzles; we thought that this would tie in really neatly with the theme, as all of the objects in the game could change their form whenever you swapped realms.
In hindsight, trying to force a dimension-switching mechanic in to a 72 hour game jam game was probably biting off a little more than we should’ve. This was particularly poignant knowing that two of our three team members actually only had 48 hours to work on the game. Still, Rich was confident that he could get the core mechanics up and running within the first day, so we thought we’d take a crack at it!
Before starting the jam, we’d decided that I would focus on music and sound effects (instead of coding), whilst Ed did artwork and Rich handled the code. So, while Ed started creating concepts for the characters and Rich began on the dimension switching, I took to writing the main musical theme.
Our previous game DiscStorm had all been chiptunes and dance music, so for a change of pace I decided to go for a hybrid orchestral piece. The unique hook was that I would score it twice and then have the game switch between versions as the player swapped dimensions. The idea was to write a melody that felt playful and upbeat in one realm, whilst being haunting or sombre in the other. It took the majority of the first day to get these two pieces finished, along with the code to handle the blending, but I feel it was well worth the effort – as the player is required to constantly switch back and forth between dimensions, it keeps the music feeling fresh, despite each only being three and half minutes long.
Working in the same room meant that every time someone produced something new, it had a direct influence on how the others approached what they were doing. Once Ed had completed the sprites for the little girl and cube, it became pretty clear to all of us that the game was heading towards having a rather “Nintendo” feel to it. That didn’t really come about intentionally, but in the spirit of a jam, as soon as we noticed it we all began to embrace that style.
After we wrapped up at the end of the first day, the game looked pretty similar to how it does in the screenshot above, minus the crate and the incidentals. Rich had the dimension switching code nailed down and you could move around the world, pick up the key and exit through the door, although there was only one level. We were left with a few sorting order issues, as the game is completely 2D, but it wasn’t anything we couldn’t look to iron out the next day. As I was settling down to go to sleep, my need to code got the better of me, so I grabbed a copy and added some screen-space effects to the dimension switch. In case you’re wondering, it’s a mixture of static noise, bloom and chromatic aberration, which all ramp up as the circle expands.
Whilst the game pieces were coming together, we were still unsure at the start of the day whether it was actually any fun. We always aim to have a game that we can play by half way through a jam, so we’d fallen behind a bit with this one. Knowing this we decided to switch Ed off of art and get him designing some puzzles.
It became clear that there was a fair bit of depth in the mechanic relatively soon. I’d love to say that we’d planned this up front, but really it just came about from experimentation. Rich began getting a few of the levels in to the engine so that we could actually start testing if the game was enjoyable to play. Getting the first two levels built took a long time. Every wall, floor piece or object had to be painstakingly aligned in the Unity editor for both dimensions. There were also some very particular settings that needed to be used in order to get them to appear in the correct dimensions. The levels seemed pretty fun, but we couldn’t afford to have our developer creating them, so I finished a few sound effects and then swapped over to making levels during the afternoon.
As the day drifted on, Ed got a title screen together, incidentals for the world (like the shelves and rugs), and dialog designs for conveying the story. I finished off the title screen and got it in, as well as incorporating the rugs and shelves in to the newer levels. In the meantime, Rich endeavored to keep the mechanics one step ahead of the levels that were being made. This actually worked really well, as we like to design levels such that they introduce the mechanics gradually, allowing players to discover how things work for themselves. As a result, I could tell Rich which mechanic we needed next, he could code it up, and Ed could make sure the artwork was ready. For the most part, things worked out really well using that approach.
We closed the first day with three or four levels in the game, a fair few bugs, and the dialog boxes still needing to be implemented. I had planned on taking the Monday off, but if we wanted to get everything done there was no chance of that!
I woke up and got going with the dialog system. We wanted a reasonable level of polish in the game so I took the time to have the dialog transitions fade in and out, rather than just snapping. After this it became a mad rush to get the ten levels that we’d planned implemented. I started getting through them as quickly as I could, but it became clear that we still had a few bugs to quash. As soon as Rich and Ed got in from work they jumped on Slack – Ed had finished all of the art that we needed (and a little more!) so he largely spent his time testing the game whilst Rich ticked off defects.
As the clock counted down, it became clear that we’d have to cut a few things. We’d taken a decision the previous day to cut a mechanic – a little monster that walks around in the ghost realm but turns into a statue in the human realm – but we decided to go a step further and cut level nine too. We had a plan for the game’s story by this point, so we all felt that having the final level would add more weight from a narrative perspective. I won’t spoil why if you’ve not played it, so I encourage you to have a go!
I realise that our post-mortem is a little late, but hopefully it’ll come in useful for those that read it! By far our biggest lesson learnt was that it’s important to create a game in which you can make levels quickly. About half of our development time in the jam was actually spent building the levels, rather than coding the mechanics. If we’d found a way to make that process swifter, we could’ve added more content in the time we had. If you’ve not played or rated the game yet, please take a look, we really appreciate it!
Tags: figment, LD35, post-mortem, xmpt games
For those wanting to play on their phone :
Mobile buttons, woo!
Click image ( or this link ) to play
The original can still be played here :
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20903
( opens in new tab )
Check out the new updates from the post-compo version. I’ve corrected many of the original complaints.
Our stream at twitch.tv/techvalleygamespace starts now!
Remember to submit your game at goo.gl/forms/ennA32Tp0O. To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE
Please note that our last stream on Friday will be a special episode where we rescue Ludum Dare games with low ratings. We’ll also demonstrate our own games, too!

Forget your towel. For this adventure you’ll need your folding paper.
Keep up with the ongoing series with this [Handy Playlist]
If you Enjoy the Video and want more be sure to subscribe! I’ll be taking more submissions throughout the LD35 voting period so don’t be shy! [Use this Handy Form]
Tags: Furniture Ghost, Larry Chupacabra, Larry Does Ludum, LD35, Ludum Dare Showcase, Paperchase, Sub Dragon
Exported all the assets I made for KTD, entry.
All the images are in .png format.
Examples:


Art Link: http://opengameart.org/content/ktd-art
Game Link: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=84647
I am not sure how to deal with the odd collision. It is featured in my devlogs I believe but I test for a tile in the position I will move in and don’t move if there is one, but I stick to walls. If someone somehow knows the issue I would love to hear. Thanks
To follow me on my journey click here.
I’m tryin’ for 100 ratings, so help me out and play mine.
Even More games: Here
(I’ll try not to reiterate games i’ve put in previous lists. So some of the most fun won’t be on this list)





Please Play my game as well, though it’s not very fun.
Hello everyone!
It’s probably a little late to introduce games at this moment but I’m still going for it! I honestly loved this ludum dare. The theme challenged me a little but I managed having an idea in about an hour. What I ended up creating was +/- what I had imagined, which is pleasing in it’s own way. I’m not sure how to exactly generalize this game but essentially it’s a turn based strategic board game (?).
The game I made is “Kingdom of Metamorphs”!
Theme:
There’s probably a little bit of question where my theme implementation is in this game. Well, some people don’t notice (of course anyone who plays enough to get to combat notices) that the ATK and DEF switch places after every end turn and that’s honestly completely my fault. ATK mode is indicated by the square, DEF mode by the circle. It’s honestly my mistake, since I should have added some kind of a noticeable effect to the switching. But don’t worry, the theme is definitely there and I think it really suits the game well. It makes you think twice before making a move!
The compo:
I started off quite slow at the beginning. Took a whole hour to come up with a good idea and brainstormed on how I should go about things. After the idea was there, I took at least 2 hours drawing concept art, thinking up game mechanics, card effects, etc. My original idea was to actually have a 6×6 board (which probably would have been way too small and not so fun). At first I actually tried to draw a sprite for the board without thinking too much about it… But after I was finished, I understood my mistake. There was actually no easy way to make the tiles on the sprite clickable. So what I ended up doing here was creating a small script to spawn a 10×10 board in the editor for me and create local positions (such as [1,1], [1,2]…) automatically. After that, it was pretty easy to navigate myself with all the mechanics. I started off with just simple colors, making them able to move around on the tiles, showing possible moves, then making the spawning, etc. During the first day, I was done with all the moving mechanics, attack mechanics, atk/def swaps and the card mechanics. The core mechanics were done on the first day. The second day, I kept debating on whether I should make the enemy have a “fortress” kind of thing, with preset strong values and a lot of enemies, or to actually make an AI. I honestly didn’t know if I had enough time to make a proper AI, especially since it was the first one I tried to make for a strategic game. I ended up going for both ideas, first setting up everything for the fortress idea just in case and then proceeding to make the AI. After about 5-6 hours the AI was there. I wrote the whole code for it, trying to make it challenging enough but of course prioritizing at least general defense, so the bot couldn’t lose in a few turns. Funny thing is, is that I wrote the whole code without testing it even once (about 400 lines). I honestly couldn’t test it. I kept writing the actual thinking for the bot, but not the movement. What I did is make the bot consider the situation and then assign different jobs to each minion according to the situation. The movement just ended up being taking the shortest path to the assigned location with exceptions of nearby enemies or the base being attacked. Well, I finally ended up making the movement and it was the moment of truth… Will the code work? I launched the game and the code… well… did weird things… Looks like he assigned everything correctly, but there were problems with how he made the movements. Even though I ensured the script had at least one or two lines that told the bot that he can’t move his minions wherever, the AI kept making illegal moves. At one point, it just teleported into my base and won. Looks like I made it so “smart”, it could cheat. Adding a little delay between spawning and moving fixed it though. So adding one line of code fixed everything! And that was it. I drew the card art, made a little turn/tip panel and I was done at about 5 hours before the deadline. I had A LOT of fun making this and participating in this game jam. I’m honestly proud of my work this time around. Of course it doesn’t come without it’s mistakes…
The game ended up looking like this:
What went wrong/What needs improving:
-I’m honestly not an art person. I tried my best to make the cards no be blank and to make a few pretty assets but that’s honestly all I managed. The minions could really use some kind of graphics, instead of just being cubes and circles.
-I think it’s not very obvious where my theme implementation is, especially if people don’t go to in-depth to the game. It needs some kind of an effect, switching the attack and defense points because it’s honestly not that noticeable at first.
-The game definitely needs some sounds and audio. Strategic games like these can do without such things but it would still be a nice touch and would improve the atmosphere quite a bit.
-Even though I added an explanation, it didn’t do a very good job of explaining everything, since the game does have a pretty steep learning curve. The tip box definitely helped with the cause, giving the instructions for your first turn but I still feel like I should have explained combat, switching, and cards in a tutorial level and then commence with the game.
-The color I chose for showing unused minions (black) was simply stupid, since it wasn’t noticeable enough. I fixed it in the post compo.
-I didn’t add a win/lose screen. I fixed it in the post compo.
-There are a few bugs here and there. The known bugs in the compo version are:
–There are sometimes a few problems with spawning your minions (allows spawning on enemy minions in some places, which replaces the tile data’s assigned minion to a friendly, and deletes the enemy’s minion connection with the tile, which creates a ghost enemy. It can’t move, it can’t hurt you, it’s just there. (fixed in post compo)
–There’s a recent bug I found that you, as a player, can attack more then once, if you have the health to not die. I honestly didn’t think about this, since I only made the minions unable to do moves after the moved to a different tile.
–There are a few typos here and there (mostly fixed in post compo).
–You can press the end turn button more then once, making you skip turns and making the enemy AI go a little crazy with power.
Plans for the future:
I plan to still continue developing this game. I’ve had A TON of great suggestions from you guys and I really do think that this game can become something very cool in the future! My at the moment plans are:
-Make the AI smarter
-Add multiplayer
-Add more and more diverse card effects (for example board affecting ones, movement affecting ones, etc)
-Fix all the current bugs and problems
-Add music and art
-Add a proper tutorial
-Add more diverse minions
-Add more capturable bonuses, maybe even more bases.
-Add different maps.
-Add some kind of a resource system (it was intended in the original, you can tell that from the gem that says 5 on each card but I didn’t have enough time to do it)

Any suggestions are welcome and much appreciated!
Anyway, enough with me ranting! All I can say is that I’m really proud of what I’ve created and that I will continue developing it in the near future. As for everyone else, this Ludum dare truly offered me a lot of amazing games that I enjoyed playing, and I will still continue playing them! At the moment I ranked up 51 coolness but I plan to reach at least 100 till the deadline!
Please post your games in to the comments and I’ll try them out!!!
Here’s my game if any one wants to give it a shot as well!:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50640
Tags: #LD35 #gamedev #indiedev, LD35, shapeshift, thanks, thanks ludum dare
Neon, cubes, gameplay, and challenge, and tetris inspirated soundtrack! what’s more to want?
come play here! We have cookies (or at a working leaderboard!)

play online here: http://bit.ly/neondx
MUCH LOVE
Hi everybody
Some time ago I have finished post-jam edition of my game “Shapeshift Racer” and now I need votes (currently 73) and feedback — bug reports and suggestions!
Some information about development and resources
Engine — Unity 5 with C# (Ildar Karymov)
Modeling — Cinema 4D (Ildar Karymov)
Music & SFX — Ableton Live 9 & FL Studio 12 (02FC)
Some visual effects — Kvant (thanks to Keijiro Takahashi)



So, there is post-jam edition and there Ludum Dare edition
Enjoy!
Hey everyone!
I just wanted to give my final thanks to everyone who played and rated my game (even if you didn’t like it D^: )
This was my first published game, and it really was quite an experience! It was so much fun seeing everyone play something I had created (and breaking it lol). I learned how important gameplay testing is, and how important time management is. Most of all, prioritizing. If I hadn’t forced myself deadlines and cutoff points, I probably would have only had the basic game mechanic down lol……..but then again…….the music would have sounded better lol
Anywho!
If you haven’t already, give it a shot below, and don’t forget to rate it! It’s so close to 100!
Thanks again, you will see me for sure at 36!
My Ludum Dare Entry:
Apeshifter Munk Game
Twitter:
@BiolumGames
Facebook:
Facebook Page
Twitch (I do personal 3D artwork and indiegame work here):
Monkeybit29’s Channel

I can program in JavaScript. I just need a little guide of creating games with JS, I’ve always thought it would be cool if I could have a programming team. If anyone would like to help me or create a js team with me just reply.
I made the game way easier, added controller support, and added spiders that will kill you if you touch them.

Try the post compo version here!
My game Shape Escape received 128 Votes so far. THANK YOU ALL! Especially for the nice comments and great feedback.
I’ve also played lots and lots of games and really enjoyed it. Really hard to compete against so much talent. But I had lots of fun (and it was way more relaxed compared to my last Ludum Dare where I was in Zombie-Mode several days after ;).
I’ve assembled a Ludum Dare 35 Playlist on Soundcloud and there are some very cool tracks in there. So I invite everyone to enjoy the music WE ALL created. (If your track is missing, let me know in the comments and I will add it).
Thank you all again. I can’t wait for the results.
Hello everyone. My name is Khaled, and along with my friend Fasial, we made Paranormal Investigator for the LD35. We are based in Riyadh, Saudi Arabia. This was our first LD submission. And I would like to thank everyone who played, rated, and gave us a feedback.
This really meant a lot to us. Honestly in the beginning we weren’t really sure about this, because we are fairly new the the whole game development thing (we started less then a year ago.) The second reason is we were kinda of afraid to participate in an international jam, because we weren’t sure about our skill. But in the end we decided to make it for the hell of it, and thank god we did that. We really learned a lot of lessons like, how to limit the scope of the game, and focus on things like the mechanics.
I would have never thought that some people would like our humble game, and to see people play it on stream, and having fun gave me a joy. I think the community is what makes the Ludum Dare experience important to any gamedev, because it will not only help you to improve your game, but more importantly it will give you the desire to really push your skill, and make more games. Also, It’s really great to play the games of other devs, it’s like swimming in a sea of creativity. Thanks Ludum Dare.
Previously, on ‘Please Rate my Game’

This game is insanely difficult. You are are literally re-programing in python.
i em dum.

A smart little game where you have to draw connections between two seemingly unconnected objects. Some are ridiculously easy, while others are real tricks.

This was one of the first I rated, and it was pretty good, but now with the post-compo it’s great.

A very polished, and clever game. That’s it, really.

Tu smrt fo me.
Seriously, I couldn’t get past the second puzzle.
So, I want to thanks first all the peoples of have played my game and leaved me a comment on improvements. Because of you, I want to improve some issues regarding the controls and the difficulty:
In the newest improved version, I’ve tweaked the space between the walls to be more forgiving than before in the three first levels, since those acts like a tutorial of some sort. My goal here is to have less space the more you complete levels, so you can see a difficulty curves as you progress.
My second improvements is more regarding the controls, which I’ve made the falling a little more forgiving, so if you release the up key button, you’ll fall less quickly than before, but if you stay bouncing at the same place, the falling will speed up a little, making you want to react more quickly. I think it’s a good tradeoff for a less quick falling acceleration speed, since you would want to always progress if you’re stuck between 2 walls.
So I want your feedback again on the difficulty. If you find it hard, what kind of hard is it for you ? Is it hard as a positive thing, like a “feeling rewarded” difficulty like you could find in Dark Souls series or is it hard as a negative thing, more like if it’s a frustrating experience ? I’m wondering this because most of the comments I had so far was about the harsh difficulty, but to follow right after with a : “Good job ! Great game !” … So I don’t really know what the feedback is, since I don’t know if it’s a good or bad difficulty feedback.
Anyway, if you want to test my game, so I improve it more, try the improved version : Click here

Hi ludumDarers
I have took part in two editions of Ludum Dare Gran Canaria before this one. In both I have shown most of participants are male, and female are focused in artistical part of development. That’s why I managed to create FatalFemaleVideogameFactory group for this spring edition, to introduce women into videogame development.
I’m very proud of the result of this team, Magic Clay and I hope girls in this team to repeat next editions. 😀
I haven’t told that girls in this team should never participated before in Ludum Dare, that’s why every edition the girls in the team are always different. We are open for remote participants!! If you know any girl interested contact us by fatalfemalevideogamefactory@gmail.com
Thank you for your attention.
Hi Everyone.
The ratings have stopped now so just wanted a final push if you havn’t played or voted on my game check it out :). Gettings lots of nice feedback so far. Think this could be my best ludum dare game i’ve done so far.
The level editor is still a bit rough, but ready to use! It still has several moderately large bugs, which are likely to break old level save files, so we will not be uploading a build just yet, but stay tuned!
Here’s a link to the game if you want to try out the original levels: Shape Escape
We’ve just uploaded a web version of our dimension-shifting puzzler, Figment. If you’ve not played it yet, you can find it here! We’d love to hear what you think of our entry 



A little late, but here is it!
Yayy
What is the game about
This game is about a spaceship that can change its shape. Each one has unique abilities, and you must use them to save the universe in the year of 2344.
It’s a endless bullet-hell like game, where you confront increasing waves of enemies. Btw, what is your score??
Ideas and process
We had just some ideas until we get this one. One of them was a puzzle game where you had to move as quick as possible onto some cell next to you that has the same shape of the player’s current shape (the red rectangle from the image below). We discarded this, as we do not find so much fun on it :p

wat
So we got the idea of a bullet-hell game, using only geometrical forms (as it can be easily generated using SFML lol), so we started the development and we get…. Some shapes on screen


it’s… something
Of course, this was one of the first steps on having a game. A little more effort we got some enemies on screen and started testing the ship movements, including awsd controls, asteroid-like moving through the edges of the screen and, finally, a follow the mouse approach.


huehuehue
Long story short, we had some nice ideas for different abilities for each shape, but as the deadline was coming, we just simplified them to get a minimum viable product. See the abilities breakdown:
Triangle (weak, quick)
Attack: quick laser shot
Alt attack: nova (was guided missile)
Rectangle (strong, slow)
Attack: nope (was melee)
Alt attack: melee (was timed invincibility/time warp)
Circle (normal, medium)
Attack: nothing (was mine deployment)
Alt attack: absorbs enemy shots with its shield (was reflective shield)
Also, we did not make any sound for the game. Sorry
¯\_(ツ)_/¯

not today!
What Went Well
What Went Wrong
Future
Now we will try to finish the game, add some missing features, improve the code quality (generic classes will belong to our “bootstrap” code, helping on future projects), a better collision detection, evaluate game balancing, create some badass audio, all of this considering all your advices <3
ffmpeg FTW!
So go play our game (the jam version, we didn’t worked on improvements yet, but take a look on the code on our github page), follow us on twitter/facebook and have lots of fun!
Tags: dbo, jam, post-mortem, postmortem
Hello everyone. That been quite some time since Ludum Dare and we were probably taking our time too much to fix numerous bugs in our game but we finally did it, and we are not going to stop.
Though we are not really sure how far we could go with our fixing but we did just that so its up to you to judge or not to judge it. If you think that too much bug fixing is not the thing that can fit into jam version of the game please do not vote for it. Its our first Ludum Dare and we dont know what we can do and what we cant. So i will keep here post fix and pre fix version for you to check.
Sooo here we go, please check and play first level of our game, rate it if you want, we were working really hard during three days of competition and we dont want our work go to waste.
We will keep working on our game(we have only one level in this version), and the story of Max will be finished, i promise, he will get his revenge, so stay tuned for post-jam version of the game.
If you still here we have some bonuses for everyone.
Bonus one: our audio engineer made really cool soundtrack for comics and levels but we sadly havent been able to put most of it into a jam version of the game, so please just listen to them as it is, we really like this music.
Just tell me if its not a proper way to post something like this.
Bonus two: some cool and intersting bugs from the first version of game (thats, folks, is what happens when you have only one unity-developer, who does all the programming):

Just dont ask questions.

We were just having so much fun with them, so it must be shared.
Clearly Max should not be on the sky.

But why not, after all.

Lets try to fall down… well…

Thanks for checking this post and the game, see you soon.
Tags: Max Wheigt

Hi everyone! Voting is almost over, but we thought we should write a post inviting you to play our game before the end.

(Mono no) Aware is an interactive novel with platformer elements that discusses life’s shapeshifting nature. We were really trying to achieve a delicate result using watercolour and subtle dialogue and, well, please let us know what you thought!
Controls:
Arrow keys to move
X to interact and push things
Z to jump
Tags: (Mono no) Aware, interactive novel, LD35, narrative, pastel, platformer, shapeshifting, Visual Novel, Watercolour
We want to thank everybody that played our entry Bloodbearer!
We recieved a lot of feedback and we are really thankfull for all of it. We take the feedback with us now we decided to further develop the game 
If you haven’t played Bloodbearer yet, go play it 😉 If you did, thank you! You’re awesome!
Hopefully till next LD!

If you want to see how we develop Bloodbearer further make sure to follow us on twitter: @EmielBoven & @Coen_Balkestein
Blob versus tour (is a pretty bad title, but I couldn’t find a better one) is a reverse tower defense. Your goal is to destroy the final tower of each five level, using your minions that can shapeshift. One shape avoid battle and run straight toward the last tower, while the two others just attack everything they can.
You can still play and rate it !
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=71664

What went well :
Base Idea :
I wrote down on paper all the idea that came into my mind after reading the theme, mixed them and found the game idea taking a little from every ideas. I simplified the result to fit into 72h of production, then, I started to program the core mechanic.
Graphics :
I made all the assets in 3 hours, the second day, which was faster than expected. I’ve even made all the necessary sprites for animations, and some others that I finally didn’t use.

All the graphical element were ready to go into the game, but I was desperately trying to understand « why-the-hell-do-I-have-this-error-message» for some important game elements and loose all the time that should have been spent to take care of the animations. The game look a little bit weird because of that. At least it has graphics.
What went wrong :
Music & sounds
I remembered that I should take care of the music for my game three hours before the deadline… I was expecting more time to make my own music, because I have no experience at all in sound design, so I had to search for free copyrighted musics to avoid a completely silent game.
It was supposed to have in game sounds as well, but when I put them in the game, it created too much bugs… At the end, I just removed them.
Programming :
Well my biggest problem is the whole programming thing. I’m pretty bad at making it works before the [put a number here]th try… even if i’m getting better at it because I continue to practice almost everyday. I loose too much time trying to resolve problems that ended up having a really simple solution. I’m still looking for an extremely complicated way to do things that can be done in one line of code…
It appear that I should have think of a better mapping for the shapeshift thing. Now, I think that making it all with the mouse isn’t a bad idea. Probably easier to do for the player, but also for me ! Why am I doing things in a complicated way while an easy one exist ? Ugh.
I’ve also found a way to avoid one of the biggest bug I met during the jam, but it needs a lot of work, so I will go back to this game later this year. I need to work and think of something else for a while.
I’ve learned a lot during this Ludum dare, it was a great experience, even if things didn’t went as well as expected.
Hey, levch is here and I’m streaming now. Suggest your game in a chat!
Come and see me playing and rating your game: http://www.twitch.tv/levch
Best,
levch.
Here’s a timelapse of my seventh Ludum Dare game named 3-Form.
If embedded video doesn’t work here’s a link
Tags: compo timelapse, final timelapse, LD35, ld48, timelapse, unity
I’d like to know how to enhance the overall mood if there are any ideas
…you spend 30 minutes yelling “JUST ONE MORE VOTE! JUST! ONE!” at your monitor while repeatedly refreshing the main Ludum Dare page.
Getting to a measly 25 votes for Shift is becoming an obsession, even though 25 is, like, basically nothing in Ludum Dare terms.
Halp.
Hello everyone!
I finally managed to make an update for my entry, here’s list of changes:
Overall I’m happy with what I managed to create during this jam, even though I(yet again) was unable to devote all of my time to the event. It was great experience and I’m looking forward to participating in the next one. I was a little bit busy lately and couldn’t vote much, but I’ll try my best to beat my previous record and rate over 210 games!
Hey guys, i’m brand new here, i’m not really a game creator but I’m a youtuber, I do lets plays of games mainly it has been pokemon since the release of pokemon super mystery dungeon, but I also do digimon, some older games for older consoles like wiz n liz, mega bomberman, i’m soon gonna do ristar and rolo to the rescue, so although I cant contribute in terms of creating games maybe I can contribute by playing them and if people want me to put it up on my youtube channel in a stream i’m more then happy too, I only have 15 subscribers unfortunately as I started in august but I have friends that i’m sure would be willing to watch a stream of someone’s creation to give feedback and such
Hi all,
I made a gameplay video of my game RobotJet for this ludum dare.
The video has different levels than the ludum dare submition and I also added two sound effects. However the game mechanic is same so if you haven’t played it yet, you can do so at http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55647.
Also please leave a comment if you have some suggestion because I plan to finish this game and release it for iPads because recently i found out that love2d already supports iOS development.
POST MORTEM:
I think everything worked as I expected. I had this game idea for a week or so before the competition already in mind. I wanted to implement controlling player by modifying the enviroment instead of using the direct controls.
First idea was to move a ball from left to right side of the screen by creating hills and valleys using physics. I didn’t manage to draw the controls for this game on the paper so I went for a simpler solution using the grid. Somewhere in this point a simpler idea of using gravity and collecting something instead of moving from left to right emerged. This led to the robot collecting batteries with a puzzle-like levels using gravity controls and walls to navigate robot through the level. Only problem with puzzle-like game is that creating puzzles takes much time. I wasn’t sure if I would be able to prepare good set of levels but I wanted to try the idea.
Because i was not able to do actual programming until the second half of the second day of the jam due to logistics, I had a plenty of time to come up with a concrete idea and solve almost all the problems. So when I started to program I had a pretty good idea of the game mechanic and what I had to do.
Programming phase was pretty straightforward. I wanted to use Love2D because it is supereasy for prototyping even if I hadn’t much experience with it. I had some experience with lua programming from Codea app from iPad and my previous ludum dare entry. I also did a simple pong game one week before ludum dare as a training 
After half day of programming I had the game ready and basic graphics in place. After few hours of sleep I had to go to work on monday and I could show my game to my coleagues(sorry boss :-)). They liked the idea but didn’t like the graphic and there were no levels. Actual player didn’t even look like a robot but more like a ghost back then 
After work I rushed home to finish some graphics – draw the robot and create tutorial levels. Luckily I remembered the wonderful Tiled map editor which helped a lot with level creation and it exports directly to a Lua so I saved some time by not implementing any tools.
Anyway I knew I couldn’t make good enough levels because I was still exploring what robot can do. I spent a lot of time putting obstacles in front of the robot and watching its behavior because sometimes I was suprised what can be done using such simple game mechanic (it still surprises me because today i found a simpler solution to one of new levels presented in the gameplay video).
When the time was dangerously passing by, I finished fooling around with the robot and went back to doing actual work. I polished graphic – as I am not any sort of good painter I did my best using piskel app as pixel graphic editor for robot and tiles. Also at this point I found out that I can do a tutorial by drawing directly in the level and showing the gameplay features one by one. I don’t know if this is good or understandable, please let me know in the comments if you find tutorial good!
I showed the game to my brother and he created three of the campaign levels. I had to polish them a little bit afterwards because one of the was not passable and other were easy to get stuck. I wanted that robot won’t get stuck without the possibility to unstuck (Robot cannot react to the modifications to the field has is alread standing at – for example if in the hole where he cannot go left nor right he won’t shapeshift to go up if shapeshift controller placed over the robot).
I though that player should not die/stuck during the game to not feel bad about his skill and won’t get frustrated from starting over so every situation must be resolvable.
Afterwards the time was almost up so I packaged the game and submitted.
Next day I fixed some bug that prevent last level from being finished – spawn point. This was clearly caused because I haven’t had enough time to replay every level after every change.
For the future I plan to create a proper set of levels to illustrate all things that can be done programming the robot using just gravity and walls. All levels I am creating now are resolvable by putting the controls in place before the level starts so instead of rushing during level player can solve the puzzle by thinking before the level starts and preparing the setup for the robot beforehand.
This ludum was enjoyable as always but after this one I feel a little bit special because I really like the resulting game (even bad graphics and no sound and almost no levels 😀 ) mainly because of possibilities it presents.
Regards everybody and see you in the next ludum dare,
Jan
Tags: 2D, 35, gameplay, LD35, love2d, lua, Ludumdare, puzzle, robotjet, video

Well I’ve officially given 3 times as many ratings as I’ve received, and I’m exhausted now after playing 30-40 today alone. Someone go play my game and make the ratio a little better! Also check out this post for more information about the game! Thanks everyone!
A bit late, but finally writing my post-mortem! If you want to check it out, here’s the link!

It’s kinda bad to suck in your own game
So, this is my 4th Ludum Dare, so it’s been a year since I started taking the challenge! Actually it was also when I started to really game development! Time sure flies, and so much improvement! I’m really happy about how far I’ve come, but also excited about how much more there is to learn!
Anyway, since it was like 1 year anniversary I wanted to do something special, but work and life has been really crazy, I can barely work on my side project, so I wasn’t able to prepare anything really, except that I tried out Inkscape a bit. Also I had a really busy weekend coming, so I knew I wouldn’t have much time to dedicate to LD either. That was a bit sad, but whatever, I was still going to do it!
So when the theme was announced I kinda panicked. I had no idea what to do, and I was worried about the time it would take to make all assets (my slowest skill). So I just figured that I would have to make something really simple so that assets wouldn’t take much time, and so (as most people) I decided to use just geometric shapes. And so my first reference was Geometry Wars (it’s even my recommended BGM). In the end it was mostly the aesthetics.
And then I thought about doing a stealth game, in which the main mechanics would be if you were the same shape of an enemy, it would ignore you. But then I thought it would be too difficult, but I would keep the main mechanic. And so it was time to work! (Actually 20 hours after the start)
So graphics were a big deal, I wanted to keep it simple so I wouldn’t waste too much time on it, but I really wanted the neon style and that the animation was smooth, since the theme was shapeshifting. And alas, my newly acquired Inkscape skills came to be handy! First it was to make geometric shapes in a fast way, then the neon I would apply a filter. I was only worried about the animation, but then it came to me the interpolation function!

Shapeshifting frames. Inkscape did most of the job for me!
And so I did the best square, triangle, star and circle I could make (so hard!) tweaked the filters a bit, and BAM! Interpolation made all the frames for me! It came out really nice, I think! Now the rest I could do programmatically, like rotation and light tricks (every shape has its own point light that moves according to its velocity)
So one of my events was a birthday party, and there I was able to talk a bit about my idea for the game, and it helped me a lot! So I came up with the idea of having to reach a goal by collecting keys and avoiding other shapes that were different from you. The ones same as you would be repelled, and so I used a basic electrical force formula to apply force in all shapes in the arena, and there you go, simple as that! And it turned out quite fun! It was really simple, but there were a lot of possibilities to how go through the level, even without spawning the shapes randomly!

Mechanic test. Actually a quite hard scenario.
So I put a lot of effort to make the assets, but I couldn’t just get the right tune for the BGM. Like Geometry wars, I wanted to have a electronic feel to it, but I don’t actually listen to electronic music, and I’m not really a composer, so after some hours trying to make the music I just gave up (and it was the right decision, I submitted the game like 1 minute before the deadline). Guess I have to practice more my composition skills!
Oh the lack of time! All LD have this pressure feeling, but this time it was a big thing. I couldn’t stop coding, even if it was to just rethink a better way to do something. All my assets and code organization is really nasty xp If anyone is interested in having a look at my source code I apologize in advance ^^; Management stuff like Trello and Toggl were left out too, which is kinda sad, I couldn’t keep track of my performance… But oh well, it was for the greater good.
And thus, it has ended! Or has it? I think this game, although very simple and made in a rush, had the best feedback of all my entries! It’s a shame that I couldn’t work out a post-compo version, I’ve been busy with work and playing all the games (100% coolness!). But still I want to make it! Maybe I can get it before the judging ends? Or maybe I will continue it’s development even after? I’m thinking about changing some things too, even tweak the mechanics, who knows what will happen in the future?
Anyways, thank you for reading this far! I really had fun this LD and I hope you had too! If you are interested in the game you can play it here (again)! I also have a twitter and an itch.io account! There isn’t much yet, but I’ll tidy up things pretty soon! Any news about the game I shall post about it too! I hope to see you around 😉
She is funny to watch as she energetically describes everything as she experiences them. It is kind of gold for game developers.
One of my favorites of hers: https://www.youtube.com/watch?v=rq7gAVMGGJQ
oh, and here’s my game: https://www.youtube.com/watch?v=qghFHbf88KI
Here are some of my favorite entries for this compo. I think they embody what Ludum Dare is all about, and I tip my hat to these fine folk!








Tags: favorites, having a good time
Hey devs!
Today is my birthday!!

What better gift than play and rate my game??! 
Maybe a comment with ur feedback too?

Thanks!!

So LD is coming to a close rather soon, so I figured a post was ado. I’d like to thank everyone who has checked out my game, and I’d also like to urge anyone who feels like it and hasn’t done so yet, to give it a play and perhaps drop me a vote. Regardless, I also wanna rate some more entries as well, before the certain closes, so if you have a cool entry (yours or someone else’s) that you’d want me to take a look at, please drop it in the comments! I will try to give them all ratings and write you some words of feedback as well~
Hey,
Suggest your game in a chat. And I’ll do my best at playing and rating your game!
Here is a link
If you are me, you have noticed that some games for this competition have something in common: they use the rock-paper-scissors device as a central element. If you think you have played all the rock-paper-scissors games there are, know this: you are wrong. You have yet to play MORTAL RO SHAM BO. It is different because instead of being those other games, it is a game where you fight Mortal Kombat style to determine who gets pizza. If you want to play a game that is that thing I just said, then you want to play MORTAL RO SHAM BO, a game that promises to curdle your cheese or your money back.
So I thought I would share my top picks for the categories this LD.
Not putting fun on this list because all of them deserve the award.

Humor was a hard choice but I am giving it to Vogue Ninja for its flailing character animations and how well the overall aesthetic works to get you to laugh. I also want to give a shout out to Vote For Duck, it was a short but funny game.

Nyamo’s Adventure from the first frame had me with its very well done soundtrack and great visuals you can download the soundtrack from the LD entry page as well.

Devil’s Hand was a game I played early on this LD and was one of the first that blew me away, with very nice graphics and fluid animations and gameplay this Doom inspired game has earned its place on this list.

Operation Reptile is a fun game with two parts to it, in the first part of the game you are trying to find small differences or glitches in the disguises of the lizard people. If you fail in your mission you must kill the lizards before they kill all of the civilians. Great ideas in this one but I also want to shout out The Night Shift for putting a clever spin on the theme.

Windowframe is a puzzle platformer that has clever mechanics and a large number of puzzles Windowframe is a great experience and I would love to see this expanded into a full game. Also just for making the spore creature creator in 72 hours Biota gets a great recommendation.

Party at the Knightclub is a funny puzzle game that was too short but well done all the way though I enjoyed every moment of this game and want to play a full version soon!

Slime Quest is my game. Please play.


I will continue the game after the ” Ludum Dare ”
Credits:
-Eduardo Garcia / Design and Developer.
-Pablo Erices / Art.
-Paulo Gallegos / Music.
Hey! We’ve made a post jam version of our game. We improved controls and fixed some issues thanks to your comments. Do not hesitate to have a look at it here !


Have fun!
Hi everyone,
This was my second Ludum Dare. Once again I had a fantastic time participating, and playing the other entries is a great source of pleasure and inspiration. I wrote a post mortem for my game A Mazeshift Title, which you can play here (Unity WebGL version available).
The Game
A Mazeshift Title is a 2D puzzle game where the player must construct a route between two endpoints using a collection of shapes organised in a grid. These shapes are manipulated by shifting entire rows horizontally, or columns vertically. It could easily be compared with a 2D version of a Rubik’s cube, with a pattern that must be completed. The game contains 7 individual levels, and each one is procedurally generated to provide a degree of replayability.
DevelopmentThe idea for the game was originally conceived from thinking about shifting bits in computer registers, but using shapes instead. A good three hours on the Saturday morning were spent settling on a design. I felt it was important to take the extra time at this stage to ensure the concept was both interesting and achievable. By the time I had stopped on the Saturday night, the game consisted of a single feature-complete level.
The focus of Sunday was polish: after creating some menus and finishing the transitions between different levels, I moved onto audio. I ended up spending many hours fighting with multiple software packages, and eventually only managed to produce three sound effects. I had initially anticipated having enough time to produce a simple ambient background music track, but this no longer seemed feasible. Some visual polish feature had also been planned, such as sliding the grid tiles when they are shifted, but sadly these also had to be cut.
The Good
The Bad
Thanks for reading, see you all next time!
Tags: LD35, post-mortem, postmortem, screenshot, unity, webgl, Windows
Hey everyone!
Since it’s coming to the end of the judging period of yet another great LD, I just thought I’d quickly share my favourite entry of the ones that I got around to rating: Triangles Say Yip by sorceress.

Triangles Say Yip by sorceress
To briefly reiterate what I said in my review, TSY is a touching and uncomfortable (in a good way) story about preconceptions, conformity and intolerance. It’s a great little title that I would recommend anyone who is interested in narrative told through exploration and interaction should find some time to play.
I hope that this game gets the score that it deserves by the end of judging (it’s a real shame that there’s no narrative category) and I hope that you guys find it as interesting as I did!
(Also, here’s a shameless plug for my own game “Sparrow & Flitt“. It’s a game about communicating with your shapeshifting bird by whistling tunes to it. If you haven’t played it yet, please feel free to take a look!)

Sparrow & Flitt by Skruffye
Thanks everyone, and best of luck in the judging!
-Skruffye
Tags: DevSocYork

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Working with Inkscape for the first time and I am really enjoying it !
Once you get the hang of it, how to do shadows and differently colored parts, it is really fun!
Hey, everyone. As mentioned earlier, our last livestream tonight at 7:00 PM EDT, on twitch.tv/techvalleygamespace will be a super-special stream: rescue Ludum Dare with low ratings! We hope you all look forward to it!
In the meantime, here’s an update to our always-up-to-date Ludum Dare Let’s Play playlist:
Our latest videos are:
We’re on the home stretch, and LD35 voting will be over soon. It’s been a great event, and a lot fantastic and unique games were created. I plan to play and rate a bunch of games this weekend, so if you’d like me to check out your game (or have any great recommendations) please leave them in the comments. If you could also let me know what you think about my game MODE_SHIFT I’d really appreciate it.
Thanks again everyone for a fantastic Ludum Dare once again! I hope to play all your new creations in a few months.
The reason i’ve been making these lists like mad, is because time is running out, and i’m still below 100 ratings. A quick play would be great.
Honestly, I ran out of clever list themes, so here are some games. Just… games.

It’s good. Nice mood, great build up. Pretty well done.
Oh yeah, there aren’t any jumpscares either.

This was a reasonably polished game that I liked, but couldn’t find the right category to put it in.
It has a solid mechanic, but lacks any further depth.

The game’s ok, but the description is very funny.

This game deserves to be expanded upon. It has a fantastic core mechanic of sword fighting, and I think it has great potential.

A very witty game with very witty humor.

If I was the swearing type, I would do so to describe how Absolutely Hysterical this game is.
To give you a taste of their humor, JUST LOOK AT THE NAME.
No bonus game today, and sorry about the constant list making, but I really want 100 ratings. Go now, before it’s too late!
Thank you everyone for your feedback. You made ferret super happy! :3

If you haven’t already, please check out our entry The Skinmancer!
I also wanted to mention that I will play some more games this week end. Leave a comment with a link to your entry and I will check it out. 😀
I have played 329 and here are some games I liked that needs more ratings.
A beautiful and fun puzzle/platformer game. You can find it here.

A shapeshifting endless runner that is pretty fun to play. You can find it here.

A simple clay animation game. It is short, but it is really fun to play. You can find it here.
A fun little game dieting game. You can find it here.

A super simple idea and a great little game. You can find it here.

A super great puzzle game, you must play. You can find it here.

SO Yeah… I did finally make some art for Formorph…
I used Inkscape for these Vector graphics (for the first time)
Here is the Formorph Entry. (Without art)
And here is the latest playable version
PS: If someone wants to use some of these Graphics just hit me up in the comments or on Twitter(@solocov01)
I will keep this post-mortem short because I don’t have much to say about my game…
What went right :
Want went Wrong :
Overview…
I don’t know what it was… But I just wasn’t feeling it this LD. I think it was the theme, I wasn’t particularly fond of it. Overall, it was a good LD. I got most of what I wanted done, done. Next Ludum Dare, I will crush it, I can just feel it.
HAPPY BIRTHDAY ME!!! In celebration of my birthday, I released a new track on my soundcloud. You can listen to it here…

Have you been wanting to punch some dinosaurs lately? I’m pretty sure you have (I know I do). Then check out my entry, Photagogue! Less than 3 people have beaten the whole game, and killed all the dinos. Can you?! Go check it out!
Have you checked out my entry yet? It’s a shape-shifting platformer. Trying to get some last votes! This was my first LD and I had lots of fun!
A reminder to everyone that our last livestream is tonight at 7:00 PM EDT on our Twitch channel at:
twitch.tv/techvalleygamespace
This time, we will rescue Ludum Dare with low number of ratings.
Haven’t seen our stuff yet? Here’s an update to our always-up-to-date Ludum Dare Let’s Play playlist:
My friend Matt and I will be streaming Ludum Dare 35 games tomorrow (Saturday, May 6) around 12pm Eastern at twitch.tv/ryannielson. We’ll be rating and providing feedback live on stream so be sure to drop by. We’ll try to prioritize viewers who are in the chat. Below is a form that you can use to submit your games for us to play and rate. Make sure to leave your contact information so we can message you when we’re going to stream your game.
We hope to see you there tomorrow. Also don’t forget to check out our game MODE_SHIFT, we’d really appreciate it.
Hey, everyone! Our last livestream is broadcasting now (from 7:00 PM EDT to midnight) on our Twitch channel at:
twitch.tv/techvalleygamespace
This time, we will rescue Ludum Dare with low number of ratings.
Haven’t seen our stuff yet? Here’s an update to our always-up-to-date Ludum Dare Let’s Play playlist:
Sorry for that, but I have something else to do. Finishing this game will cost me too much time.
Maybe you will see my game somewhere else.

…but sadly I got no time. Maybe next week.
ICYMI, you can play my entry here. It’s a little Puzzlescript game.
And from what I can tell, it’s the only one this year. But correct me, if I’m wrong – I’d love to see how other people used the theme utilizing this language. 
Tags: compo, game, html5, LD35, Ludum Dare, puzzlescript
I have added many new features. If you would like to follow the progress, you can join me here.

Have I listed this one before?
who cares. it’s good.

Clever. Go play it.
i’m too tired to be doing this.

The platforming in it is frustrating, but the ending is really good.
I swear I’ve listed this one before.

It’s pretty fun.
JUST PLAY MY GAME ALREADY!

One of the best. like portal, if portal didn’t have portals and was made in a weekend.
I’m so tired.

Many of you have taken the time to try out and give feedback on my first ever Ludum Dare entry, the mostly-for-kids game Scooter Magrew. For those that have…big thanks! Your feedback has been extremely helpful to me as I have been advancing onward to make this a full-fledged mobile game, rather than 5 levels of short gameplay made over a weekend. Here’s a quick update on the current status of Scooter, as well as a little story about lucky user testing.
Here’s a shot of the game as it stands now:

One of the first things I went to working on were the graphical glitches. One of the first things people who played the game commented on was the “hard-to-see” tile difference with certain characters & colors, especially Portia. In response, the purple is now far, far darker…and most other characters have received slight color adjustments too. In addition, that bug where everyone turned red immediately after shapeshifting…GONE!
Another thing people commented on was the lack of things to do. In the LD Jam version, there is currently only the character collection and color coordination mechanics, which really is not a ton of things for people to do. I have gone ahead and added a small new setup with 2 items and one obstacle per character. The idea is each character can get one item per level for extra points, which you can see up top. The other idea I’m playing with is an item/obstacle system where there are minor obstacles for each character to take care of, but only if they have the right item to do so. For instance, one character can take care of locks when they find the key in each level. Oh, and there are 3-4 new characters as well.
All in all, the game feels more complete…but you don’t just have to take my word for it.
With that segue…the other day, a friend asked me to help out with her daughter’s school cultures night. We all had things to set up, but she wanted me to bring up some of the gamedev geek culture items for part of the US culture area. So I brought in an iPad with Minecraft, a set of cards from a card game I’m making…and the latest copy of Scooter Magrew, just to see what real kindergartners thought of it. The response was actually quite good, with kids fully understanding and playing the game, and one kid even telling me he loved it. Tis an awesome feeling to hear such things about something I made from someone like that!
So…woot! Things are on the right path, largely thanks to the awesome people playing it here…hoping to get more out for the game this month, but we’ll see. Either way, my work with Scooter will continue until I have something I’m far happier to release to the world as a whole