Added Web Version to LootOnline!
Just added a web version, was having some problems with it earlier, but now seems fine =) Let me know if you run into any bugs!
https://ldjam.com/events/ludum-dare/40/lootonline

Just added a web version, was having some problems with it earlier, but now seems fine =) Let me know if you run into any bugs!
https://ldjam.com/events/ludum-dare/40/lootonline

Hey LD jammers!
I know some of you are keen for a post-LD game jam, so I'm hosting the Movie Game Jam in February, where you make a game based on your favourite movie scene! :clapper: :projector: :sunglasses:

which everyone will have a random chance to win just by participating! :trophy:
PLUS we've organised YouTubers and streamers to play your entries and give you great feedback!
You can also join our Discord community, follow MovieGameJam, and form teams on CrowdForge.
Hey guys, I hope your playing and rating is going well. I've seen some really awesome games out there, I really wish I could play them all. I wanted to take some time to write up a post mortem, for posterity. If you want to play the game first here' a shortcut there: https://ldjam.com/events/ludum-dare/40/mage-arena

This time around I worked on this a game called Mage: Arena. I set out to make an FPS game with Doom-esque sprite based graphics. As for the theme I took a little liberty and interpreted it as "The more you use, the worse it is". So in my game you play as a fire mage who wields intense fire magic that will hurt them if over used. You manage this with a mechanic called "cooling off" in which you cannot sprint or use your magic but your usage level will go down.
This time I approached the game with some more knowledge about C# and Unity, as well as experience gained at work over the year. I made more use of the languages features that I wasn't using before; Interfaces, abstract classes, type parameters, delegates and actions, lambda functions, etc. This made designing systems easier as I made a custom input system to assign inputs in the editor and a Finite State Machine controller that used ScriptableObjects and inheretance to define the states(Unity tutorials gave me the idea).I also brought more in Unity engine knowledge. I had been practicing with Blender for a bit and wanted to use that for the sprite animations. It worked out pretty well once I got the hang of it.
Working on all of those systems took a lot of time, and while the investment was worth it for the more manageable code, it led to *MANY* features being cut. I wanted way more enemy types and spells, also sounds... sounds would have been nice.
At the end of the day I made a game, and I got some new custom plugins for my future projects. The source code for the game is available on github, I'm currently still working on it to add some enemy types and fix bugs. I think the project has potential so I'm going to continue it for a bit and see where it goes. Anyways, if you read all of this rambling and it helped let me know. Thanks for reading!
If a little behind the scenes of this development interests you, I post updates for these types of things here: https://twitter.com/mactinite
Hi guys!
I'm looking for feedback for my jam game.

The main idea is to repair your drakkar to go conquer the sea. For that you must gather a party on your wild island, but the more men you get the harder it becomes to handle everyone ...
How to play:
-You need to hit 5 time a tree with an axe to cut it down, then you can gather wood by hitting the fallen part.
-Axes are sold by merchants (or you can grab it on a dead man…).
-All vikings can follow you if find how to win them, they will then try to help you in your tasks.

This is our Game: Overpopulation
Please try it out and give us Feedback.
https://ldjam.com/events/ludum-dare/40/overpopulation


This time I recorded my jorney on ludum dare 40. I would like to have some feedback on that. Enjoy!
Do not forget to play and rate my game here: Game Page
https://www.youtube.com/watch?v=VNfTSmiOlr8
If you're on windows want to have some friends over some good old kartracing with HUNDREDS of AI_Cars head over to
and have fun!
https://www.youtube.com/watch?v=KT1EdKGpgrg
So I've created a few videos to showcase my game for some added flavour and the traditional Ludum Dare post mortem of course: Short Demo:
https://www.youtube.com/watch?v=VZ31R0I5cxg
Ludum Dare Post Mortem:
https://www.youtube.com/watch?v=kHDt1OeoJ-U
11 ratings so far. Hoping to get to 20. Check my game out here: https://sylver.itch.io/razza-the-gold-shark
https://ldjam.com/events/ludum-dare/40/razza-the-gold-shark
Share your thoughts in the comments
Top Down and FPS Shooter
https://ldjam.com/events/ludum-dare/40/shoot-and-die-1
https://youtu.be/WfZdmatxDWs
Play my game & I'll play yours! Just post a link to your game in comments. And please, let me know what you think of "Aaah, Crabs!".
https://ldjam.com/events/ludum-dare/40/aaah-crabs


Play HEADSTUCK now!
part 3 babe!! I already rated all entries from my part 1 and 2 posts and I need more :D Leave your entries in the comments (I prefer Web builds but also download builds are okay), I’ll rate all of them :)
Meanwhile if you’re interested to get drunk while doing parkour please check mine out :) Thanks!
->>> https://ldjam.com/events/ludum-dare/40/dont-get-drunk <<<-

Chitin Conquest is an action shooter where you're tasked with killing off alien insects. Come check it out.

GIF is sped up a bit to show gameplay.
https://ldjam.com/events/ludum-dare/40/chitin-conquest
P.S. The aiming button needs to be held, not toggled
Come play and rate my game if you would like!

This is my submission ! It’s about robots, their fruits, and the rodents that steal them. Now with even eviler rats !
I hope you will enjoy it.
PLAY HERE : https://ldjam.com/events/ludum-dare/40/technologis


https://ldjam.com/events/ludum-dare/40/happiness-simulator
Try this, u may get the answer.
Hi there again!
Here is a small play though of my game. It shows all the features added after jam. Enjoy!
https://youtu.be/PPnnQeJWS7I
Link for the game: https://ldjam.com/events/ludum-dare/40/greed-mania
I've been out of town the last few days but I'm ready to get back in the groove! For all of you who submitted your game to me and are waiting, here's my current list (not accepting new submissions, currently).

Here’s a quickly written, crappy, and way too long (sorry..) post mortem for LD40, and some plans for the future.
Since LD30 I haven’t been feeling very motivated to work on any games. I started working on my codebase maybe a week before the jam, but I didn’t add or rewrite that much. It’s still pretty messy and badly optimized. I was also smart enough to not properly test my new level loading and editor scripts, which was pretty stupid of me.
I live in Sweden, so Ludum Dare always start at 3 am on Saturday. Past jams I’ve gone to bed really early on Friday to get up somewhere around 2:00 and 2:30 am, because I’ve really wanted to be awake when the theme is announced. This time I didn’t go to bed until around 1 am, and decided to sleep the whole night. I woke up at 9 am and checked the theme. I’d gotten the idea of making a golf game when seeing the theme “The more you have, the worse it is” during voting. I felt like traditional mini golf has been done so many times, and thought that I could do disc golf instead to make things a little bit more interesting. I don’t actually know how disc golf works, and I didn’t intend to research it. This is therefore only my take on how it plays. It’s not realistic either, but I think realism is a bit boring though and not very important to me. The player must feel like the game is predictable to some degree, but I think that can be achieved by consistency instead of realism.
The idea is that you walk around a world in a top down perspective, playing disc golf holes scattered across the world. By scoring well enough on certain holes, new areas of the world would unlock. The original idea was a lot bigger than what I soon realized was possible: I had intended there to be enemies and fighting to make the game more dynamic and add some action. I soon realized this was unrealistic to make in the time frame of the jam, so I had to scrap the idea. My first problem came while planning out how the game would play: the level script in my codebase didn’t support diagonal collisions – and I thought making a golf-style game that played on the idea of the ball, or in this case the disc, bouncing off walls would be pretty dull. The first thing I did during the jam was to add 45° diagonal collision support to the level script in my codebase. I have always thought of slopes and diagonals as something super tricky, but after drawing it out on paper I had a good idea of how it would work. It still probably took me an hour or two to code, but it was really worth it.
Coding the disc and the player went well and wasn’t that challenging. Adding the rest of the features didn’t take that much time each, but many small things accumulated to a lot of time spent. My biggest problem during the whole jam was making the disc bounce of edges in the right direction. I spent many hours trying to understand why the disc sometimes didn’t bounce the right way, but eventually I decided drawing this out on paper would be a good idea. I then realized what was wrong and was able to fix it very quickly. It still seems to be a little bit off, but it’s pretty consistent. I think I’m pretty good at planning and drawing out things when I don’t understand, but I can clearly get even better at doing it.
My concentration was really good during this jam if I compare to previous ones. Usually I get tired around lunch on Saturday, and things go pretty slow. This time Saturday just flew by, and I went to bed around 1 am pretty happy with what I had. I still felt behind schedule after spending a lot of time fixing the bouncing problem. Sunday started off nicely, and things were going pretty well. Around lunch I started feeling very exhausted and felt very far behind. The rest of the jam I struggled to keep myself focused. I drew a small world map for the final game in Tiled Editor, but when I was transferring the levels to the game I encountered a few new bugs I hadn’t seen before. Transferring the levels wasn’t fun work either, I just wanted to get my game “done”. The bugs could’ve been fixed pretty easily, but I decided to save what I could and submit early because I felt too tired to continue. I put a “tutorial” hole, my testing level and a start and win room into the game and submitted it.
I can’t say I’m too happy with what I submitted, but it was a fun LD. These 48 hours were as always really worth it.
This was my 10th Ludum dare, but I can’t say I feel like I know what I’m doing. I’ve developed a bit of a routine for the 48h jam format, but I have such a long way to go. This applies to gamedev in general, not only jams. When I participated in my first Ludum Dare, LD31, I had just recently started learning programming. I used unity, and didn’t even know about public variables yet. Since then I’ve gone a long way. I’m self learning, and my programming knowledge is still very limited. I’m starting too feel like I kind of know what I’m doing and how to go about doing things though. I haven’t really put too much effort into really learning to code properly. I feel fairly secure with lua at this point, but I want to learn properly in the future. I’d also like to learn some other languages, especially lower level languages.
Since LD31 I’ve participated in many jams and worked on a couple of games outside jams. Although I worked on quite a few games outside jams, none of those projects ever made it online for others to play. I always say I might rework my jam games, and on a few occasions I started doing it, but I often lack the motivation. It’s not impossible that I will rework one or two in the future, but I think it’s pretty nice to move onto new projects after LD. Ludum dare always gives me a huge motivation boost, and I’d like to start using that boost more, instead of playing with my submission for a week or two and then throwing it on the death-pile with the rest of my games.
My next step in gamedev is extending my “attention span” for projects. By over scoping my projects I lose interest before I’ve gotten anywhere. Instead of trying to force myself to keep working on too big projects I now want to start to work on shorter and smaller project, and once I’m done with that I can consider working on something a little bit bigger, and a little bit more ambitious.
I’ve told myself countless times to do this kind of thing without too much success, but I intend to succeed this time by setting realistic limits and shorter deadlines deadline, without letting myself crunch too hard. I will have to force myself to sit down and work on projects, because no project is all fun. At the same time it’s really important that I don’t stress about getting stuff done. By working on smaller projects I hope to get more experience with the whole process of making games.
My current goals are: - Keep working on the codebase to have a nice environment to make games - Get a game or two finished and out there - Explore many small ideas and polish them until they feel like finished games - Always work on some game and/or other creative stuff, instead of working super hard every third month and then losing interest - Learn how to set realistic goals - Increase my gamedev "attention span"
We will see how far I can get until LD41. I hope to see you there!
Play it and rate it here: https://ldjam.com/events/ludum-dare/40/crosstalk

Crosstalk hasn't gotten a ton of attention from people. As of this writing it only has 41 reviews from fellow Ludum Dare participants. However, the reaction to the game is mostly in the range of "totally taken aback" to "very interesting, unique!". So I want to talk a bit about how the game came into being.
I was totally disappointed with the chosen theme for Ludum Dare 40. I was not inspired one bit. I participated in Ludum Dare 40 at a local hosting site, and when the theme was announced, ideas were being tossed around all over the office space, and it was a bit chaotic. So I went for a walk in the cool air of downtown, with headphones on listening to music. I suppose I isolated myself and just let my brain chew on the theme for a while.
Perhaps it was the experience of being in the midst of all the brainstorming from other jam participants, or perhaps it was hearing through my music the rowdy shouting of vague plans from various groups of pre-gamed bar hoppers. Whatever it was, the phrase "cross talk" popped into my head. I liked the concept of "the more noise you have, the worse it is", but I still didn't like the idea of making a game based on that concept.
When I got back from my walk, I resigned myself to developing that nuissance of an idea "cross talk", and began writing things down. I desperately wanted to avoid the obvious interpretation of the theme, which was "the more you progress the more difficult it becomes". Very quickly I focused in on two components of the aesthetic for the game:
Subtle, hidden-but-discoverable rules and mechanics. (@lexi described the gameplay with the phrase "hidden dynamics")
Visual abstraction.
I don't know why my mind focused on abstraction for this idea, but I can probably take a guess. For the past couple of years, and especially in the past few months I have been studying art history. My research has primarily focused on modern art, in particular DADA, surrealism, abstract expressionism, and most recently pop art. I began studying these artistic periods because I wanted to understand my own artistic approach. Why do I favor Rod Humble's The Marriage or Ian Bogost's A Slow Year or Anna Anthropy's Dys4ia more than say Dark Souls or EVE Online or The Witcher?
I haven't made a lot of games, but I am interested in seeing what expressive capacity gameplay has. So when I see a game expressing an idea through story or through visuals, I am less interested than when I see that idea expressed through a player's interaction with the rules and mechanics of the game.
The approach is called formalism. If games are art, then from where does their artistic expression come? I say it comes from play. I definitely do not want to discount other approaches (indeed, one of my favorite authorities on game design, Anna Anthropy, despises abstract play and formalism).
So while I did not expect to make an abstract game for Ludum Dare 40, that's what happened. I did not want to make a game where the player plays a role which is defined by story or a particular character sprite or a set of items. I did not want to make a game where you use raycasting to disappear sprites that move toward you or where you press a button to use a "weapon" to "hit" "enemies". I did not want to make a game that simulated a real-world activity like shooting or climbing or driving.
I wanted to make a game that caused players to contemplate the the various aspects of the system with which they are interacting. I wanted them to think about color, shape, sound, motion, distance, tranforms, and even the game window itself. How do all those aspects interplay to affect your mind? What kind of impression can that interplay leave? Perhaps this abstract approach, where representation of reality doesn't distract, is a way to measure the expressive capacity of play.
Maybe it's not the best way, but it's what I am thinking at the moment and though I didn't expect to put these ideas into an actual game so soon, Ludum Dare 40 dared me to try.
P.S. Consider Crosstalk a prototype for my next game.
Play it and rate it here: https://ldjam.com/events/ludum-dare/40/crosstalk
Escape Infection! is a strategy game played with your mouse only.
It is simple yet addictive and you can always improve your score.
My best score so far is 194!
You can also play it in your browser
--Click this to get to the game page--
Here is a quick peek into the gameplay:

If you haven't played Greedy Merchants I recommend you do so before continue reading this, but maybe before leaving your feedback come back and check the questions below.

We had a lot of great feedback about the game, but just a few regarding the game balance. After you learn how to play the game well it becomes clear that the game is really unbalanced in favor of pirates. Although this was done on purpose to follow the LD theme, we are thinking that this might become a bit boring when playing this in multiplayer. Since all players would have the same strategy.
So we are looking for ways to help those greedy merchants out a bit. We already have a few ideas written down on our notepads. Like allowing the player to save coins at some point in the map like a treasure island, or allow the player to drop coins behind him in order to help him out on a chase.
However we are open for suggestions from the community. So please share any ideas regarding cool ways to make this game more fun in a multiplayer game.

I've had a very large amount of people tell me my entry, Armed Descent (found here: https://ldjam.com/events/ludum-dare/40/armed-descent) is too difficult. I agree I could probably have eased the difficulty a little bit; the gun's initial range is a little short, and the enemies bullets are small, fast, and don't expire until they hit a wall. I didn't get a whole lot of outside feedback while I was developing the game since I didn't really have the resources to do so. Personally, the game feels pretty easy to me, but that's only because I created it!

On the other hand, I've also had a lot of comments stating how the game is a perfect balance of difficulty; hard, but not out of the realm of possibility, which is exactly where I want to be. This is where I'm struggling a little bit. Is Armed Descent too difficult? If so, what changes can I make to it?
I want to be as accommodating to my audience as possible (while still adhering to the rules of Ludum Dare). The way I see it, I have two options:
I don't know if that second option violates any rules. If it does, then obviously that one's out. I'm not really sure what to do; could I get some input? Play my game (available on HTML5 and Windows), or if you already have, I'd really like to know your opinion!
A Platformer for Ants is receiving a HUGE acceptation in this community, in itch.io and now on NewGrounds, so I'm improving it with everything your awesome feedback.
Now the game has gamepad support on every platform, you should be ok with an xinput controller, but there's a huge list of compatible devices. I hope no one have THAT ONLY controller that doesn't work with the game, but I'm sure we can solve that if that happens.
On the other hand, the game has been streamed and played in multiple Twitch and Youtube channels and I don't have enough words to thank every person that has made that, it means A LOT to me and I'm super happy with that.
And, the last but not least, we've got a new record, 49 awesome seconds to complete the game. I was sure that 50 seconds was the minimum, but I was very wrong. Someone has to prove me wrong AGAIN.

Remember you can play the game here: https://ldjam.com/events/ludum-dare/40/a-platformer-for-ants
And I wrote a postmortem about it if you wanna take a look :) https://ldjam.com/events/ludum-dare/40/a-platformer-for-ants/postmortem-a-platformer-for-ants

I do intend to keep working on my game up til a more satisfactory state, so your ratings, suggestions and comments are most appreciated!
https://ldjam.com/events/ludum-dare/40/riskreward
We have received many comments on ways to rebalance our game. And we are well on way discussing our next steps for the game. We'd appreciate if anyone else would be willing to give us any feedback.
Come help our hero, Horder, run from the Carabus. Gather items and manage your inventory.
The game is available to play in browser to make playing as easy as possible.
https://ldjam.com/events/ludum-dare/40/ludum-dare-40-1
Thank you from us all
https://ldjam.com/events/ludum-dare/40/intenseaty
^Quick link for those who want to skip the post thought and just want to game.
Hello fellas. It has been a week (and 2 days) since Ludum Dare 40 started its course. For someone who attempted Ludum Dare the first time after many procrastination and after getting a good team of enthusiasts, it is only proper to close this project with a reflection of what went well and what can be done better.
We started our team with 3 artists and 4 programmers. If one thing that I felt lucky with, it is how each and every developer in the team has a unique forte well suited in their own modules. In my opinion, to make the best use of 2D game art would be to have artists who do well in character sprites, intractable UI's, and breath-taking backgrounds; and it just happens these 3 artists already have each of their own specialty to handle the specific task.
As for the programmers, I would categorize the tasks in two halves : The visible (UI,backgrounds,animation,particle systems,audio) and the invisible (character movements,mob spawning,bullet collision,highscores,anything that requires behind calculations). It would be the best if a team can split themselves to settle the two stuffs in balance, for unable to achieve one side of the system may cause the other side to lose the potential to shine better (in the case of intenSEAty, should the character movements doesn't have a responding particle system to emit, it may feel unresponsive; should the enemies keep spawning at the same rate without an improved mob spawning system, it may feel repetitive), and thus we split ourselves to 2-2 to work on these modules within 24 hours.

^That's the programmer's task. In simple caption, 2 on the left will work on the visible stuffs(Robert worked on the audio, Neo worked on the UI), 2 on the right will work on the invisible stuffs(TanKY worked on the spawning mobs, Casper worked on the player movement).

^If you have learned Mind Mapping before, it helps a lot when you are dealing with pseudocodes and flowcharts before creating them.
While all the good stuff have been said about the process of developing, there are of course some lessons well learned for my own throughout the process:
Appreciate the 48 hours before all time is spent
If Ludum Dare is like a board game and us developers are move pieces/tokens where we have our own hand of buffs and debuffs, I would say my greatest debuff this session would be that I would dwell myself too much of the past all over a small mistake.
Compared to other experience I had during game jams such as Global Game Jam and local ones, emotional setback was never one of the affecting factors throughout the game jam. As of recent turn of events however, this Ludum Dare challenged me to balanced my grip of work along with my grip of sanity.
For the first 24 hours, I did the most minimal contribution to help out the team, for I felt like spending time going to shopping malls before I start finding audio for the game. Some can argue I may be finding materials/extra ideas before actually working on it, however if what I have experienced can form a theory with, it would be the 48 hours would be better off experimenting on builds rather than keep making ideas that would have not enough time to be materialized for feedback purposes, and thus every second spent on finding more extra ideas after the team have locked down on the main mechanic would be another second wasted on making it work and acceptable to your own expectations.
Slowly and slowly I was consumed by my past thoughts and I felt like not even bother helping out at all, since all and all I have nothing much to lose should I chose to do so. It's fine if you choose to think that way, for at the end of the day, should you felt you aren't ready for Ludum Dare, there is no must to complete a game. That's me for the past 5 Ludum Dares as I have decided to let it go because I had no team and I had no commitments to answer for. It's fine.
However, perhaps somewhere deep in your heart, you would question yourself, why would you choose to join Ludum Dare from the beginning? Is it because you are excited to create one feature you find no one else have thought of? Is it because you had thought of a scalable system that your team can make a procedural generation based game within first 12 hours of the game jam? Or is it because you want to draw out to your hearts content on your love for the sea creatures?
Whatever that first brought you in Ludum Dare, it probably will be one of those BECAUSE that will answer most of your WHY questions along the way. Down the 48 hours we sometimes would face a point of "WHY do I want to extend myself to work over a game jam when I have day job to deal with?" "WHY am I working with a bunch of hard people that can't follow simple instructions?" "WHY am I doing item pooling when I could have hard coded it for the sake of this game jam?". By remembering the reason that brought you in the first place, it would help you to steel yourself against the doubts you will face for the game jams especially for the first timers, as the journey to a thousand miles road always start with a first step.
By remembering why I opted in to work with 6 others together, I attempted to work back what I have missed at the last 24 hours. For every breakthrough I made in coding, the feeling of accomplishments be it big or small slowly overwrite my insecurities. All these breakthroughs eventually lead to one main path : The Final Product.
Perhaps I was happy that the game turned out to be very beautiful and nicely done by the end of the crunch, and looking back, I am happy that I chose to change my thought and decided to give it a full run as much as I can.
That said, I can't say the stories of 6 other individuals who may have their own post jam comments to share, but I can be sure to say for myself that with the right mindset, you will achieve breakthroughs that no man can do it for you.

^Do find how to get this fish around. For what we know only one third of the players actually found out this fish throughout this whole week. After all, it is the interaction that plays the main role in this game (as well as the main villain, you will know why).
Edit : That said, I have forgotten to add the game link for those who are curious. So here's an edit with the link attached.
https://ldjam.com/events/ludum-dare/40/intenseaty
Hello, I made a game, want reviews.
It's a Skill based ice cream selling.
Use mouse click/drag the ice cream cone Press ‘space’ key to turn on the ice-cream machine Start game a paw ask you for ice cream, make an ice cream give it to the paw The price of an ice cream is depends on the amount of cream you put When you loss some cream, you also lose some money You have 120 sec to earn money
LD 40 Game link: https://ldjam.com/events/ludum-dare/40/$59820 Game link: https://ango.itch.io/ld40
If your game also needs review, leave a comment please.

I will rate your game :)
I'm getting closer to my goal of rating 100 more games this weekend! Post yours here!
And since I have no shame: https://ldjam.com/events/ludum-dare/40/a-spark-of-light

https://ldjam.com/events/ludum-dare/40/mobs
https://ldjam.com/events/ludum-dare/40/mobs
Screenshot of the final game
Endless, Nameless is a simple 2D platformer. You play over and over one level due to a time tear in the void. When you finish a level you get thrown back in time, but it’s not that simple. The level changes and one terrible (that’s right) is added.
The more levels you finish the more terribles are added.
Every fifth level you can choose which terribles to disable with the coins you collected.
You have to collect 15 coins to be able to buy a time bandage which fixes the time tear.
You can play the game here: link-to-game.
Since the last Ludum Dare (my first one) I haven't been working on games as I have shifted my focus on other things. And also I am pretty bad at game design, or really anything creative, so I didn't want to work on games by myself as they would turn out terribly in the end, if I wouldn't abandon the project first.
I haven't been much excited for this one and that may be the cause it started so terribly and without energy. Ludum Dare 40 wasn't on a vacation, we had school, but at least it was weekend so I was able to work most of the time.
I woke up at 9 am and the first thing I did was open the Ludum Dare website to check the time. After seeing what the theme was I immediately thought "crap". The theme was "the more you have, the worse it gets". It was my least favourite theme and I lost all confidence I had. No idea came to my mind, I was scared.
I let it go for now. I should first wake up properly, wash my face, get something to eat and then get into the proper mindset.
After a nice breakfast I sat down in front of my computer hoping I would come up with some sort of idea, at least something that it is good enough for a game. I came up with two ideas in a span of an hour. They were boring and not something I wanted to make. The next thing I did was what I alaways do, open Discord and complain to others. To my rescue came Snowy. He didn't participate in LD because he had a lot of studying to do, but he gave me an excellent idea for a game. The moment I read the idea I got excited. Finally something that made me happy about this jam.
The idea was that it was a simple platformer where you replay a level over and over again. Every time you finish the level you get a "terrible" added. I didn't have time to make a lot of them but these are the ones that got in the game: slower speed, inverted gravity, black and white screen, spikes, patroling enemy, falling lava lamps, zoomed in camera, smaller jump (but you get a double jump), broken controls, a wall that block one way to the exit.
I got started working on placeholder assets and first time got to use Unity's new tile system. I expected more from it but it's still quite new and I haven't checked all of its features yet.
The game's idea kind of reminded me an awesome game for Android "That Level Again" so I got the inspiration for level design from it. The level wasn't (and still isn't) polished enough, but it was enough for now.
I knew I was going for a pixel art style from the beginning since that's what I can do the best. Didn't even want to think about making a game in 3D. I spent a lot of time on the graphics, and it was tedious to make different sprites for different tile variations. And that's where I wasted a lot of my time as later I switched to a "vectorized" style and I had to draw all the variations again.
First started with pixel art
Ended with this
So far I had decent graphics, but that was all I had. So I started working on a character controller. I needed to make something more customizable as I needed to adjust controller's parameters easily for the terribles. I didn't write it from the scratch, I used a Unity tutorial for reference, since I don't really know how to make one by myself and to feel nice.
Next, I added the first terrible called "FTH Gamer", it switched the controls to F, T and H buttons. It was the easiest to implement and it was mostly just to see how I would go about implementing other terribles.
I always have a tendency to shift my focus from things. I was working on writing an elegant way to handle terribles, which turned out terribly (get it? 😉), and I suddenly got an urge to work on the main menu. My first plan was not to have a lot of words in the game, and I also wanted to make the cat (player) speak in forms of speech bubbles, but it would only meow. I settled on a simple menu with the game's title, the main character and a button saying "MEOW" which was the start button.
And that wraps up the first day.
I went back to working on the "terrible system" and I got it working pretty fast. It added a random terrible each time you finished a level.
One or two terribles obviously weren't enough so I started working on the reversed gravity terrible. Even though the character controller was easily adjusted for this to work I had weird issues where the player wouldn't move when the gravity was reversed. After a lot of time tinkering with it I found the solution. Of course it was something obvious, the player wasn't conisdered grounded with the reverse gravity. It was an easy fix and it worked like a charm.
The whole day I spent on adding terribles, a way to notify the user which terrible he got, some basic music which was there just for the sake of having it, a shop where you could disable upgrades for coins and a small ending, to reward the player in some way. I was rishing because it felt like I didn't have enough time to finish for the compo. I thought I will most likely need to submit for the jam instead. I finished off everything I could and submitted in the last minutes (at least last minutes for me). I felt happy and releaved. It was wonderful.
Someone on a Discord server (server invite) said he played it and everything was broken. I was devastated, seemed like time froze, I was scared. There were all kinds of problems: player getting stuck, collisions weren't working, crashes, freezes, terribles not working. I had to fix the game next day and submit for the jam.
Third day, a day I hadn't anticipated I'll be working on. It was a school day so I didn't have much time to work on it, but all I could think of in school is about my game and it's broken state.
Immediately I came home I powered my computer on and got to work. Most of the problems were easily fixable and I was able to fix all bugs quickly.
I was submitting for the jam so I added some more content in the "extra" time I got.
I published the game, playtested it and gave it to a couple of people. They were having fun playing it and it was all worth it in the end. All the struggle and the stress.
All in all this Ludum Dare was pretty fun. I had fun making the game and people liked it.
We liked the idea for the game so we are now working on it outside of LD.
However, there are things I want to do differently next time:
Use git
Get the main mechanics of the game working before doing anything else
Carefully plan out so I don't end up wasting time
Actually playtest
Don't make game changing changes last minute
Get up earlier so I have more time
Don't make stuff I'm not sure I can implement
Don't start polishing if I don't have a working game 😂

This first week of judging has been incredible! We've received an overwhelming amount of feedback and support for our game, Jazzy Beats, that has already surpassed the reception we got with our previous game, Petty Puny Planet during Ludum Dare 38's judging phase. From the bottom of our heart, we don't have a way to thank you enough for it. We've been trying our best to respond to the feedback we've got so far, but know we can still do much more! :hugging:
It is our belief as a team that the 72 hours we spend creating a game during Ludum Dare is only the beginning of the game's lifecycle, and everything that follows from documenting the game's development, to getting the game onto the screens of more players is when the true challenge really comes into play.
As such, part of our goals with this Ludum Dare was that we'd try to branch out our game into more and different platforms beyond those which we've always published our game on (such as itch). With that said, we've released the web version of our game, Jazzy Beats, over on Newgrounds as of yesterday!

Many of you probably know Newgrounds from the early days of the internet, being one of the most popular flash games portal back in the late 2000. However, even after all these years, the site kept growing, and has since started accepting HTML5 and WebGL, keeping Newgrounds as a trustworthy portal even on our current days. Their support when we had Colossorama, one of our past Ludum Dare games, ripped from us and published in their site without our consent in the past was phenomenal, removing it straight ahead, and when we were finally ready to republish the game there ourselves, they immediately accepted us open-armed. 😀
And once again, with the release of, Jazzy Beats, they've have featured us on the site's front-page! Those guys are some sweet honey-buns. :yellow_heart:

If you're interested in the game, give a look over at our game page! Although Newgrounds only hosts the web versions of the games, we also have links for the game available on all major operating systems over at the game's page!
During the upcoming days and weeks we hope to release the game on even more gaming portals we never took the chance to try to publish our games on. We believe it's going to be a great learning experience to understand what it takes to have our game on multiple sites at once.
Once more, in behalf of our team, we once more thank you for all the reception we have gotten this far, and during the next days, we hope to publish more insights into the development of our game. If you're looking for some chit-chat, we also have a Discord available, where we all talk everything from game development to overall gaming! Thank you once more! :blue_heart: :whale:
Hey Guys! Had so much fun participating in #LDJAM40 along with a fellow gamer/coder/artist friend @chetan-pant :P in the Jam category and this was the first experience of participating in a Game Jam for both of us as we are Jon Snow in GameDev (We know nothing) :D Looking forward to keep the enthusiasm for LD41 ;)

Meanwhile check our our game and rate it here : https://ldjam.com/events/ludum-dare/40/shit-happens-ldjam40 We are pretty close to the 20 ratings mark! Need help guys :D

Most people say my game is "cute".
Than again, most people don't finish the game... ;)

https://ldjam.com/events/ludum-dare/40/sofra
Hey, feel free to play/rate my game and comment and I will play/rate yours!!!!
I`m already playing =D Please, if you hae a coold game comment on mine so I can enjoy yours =D
https://ldjam.com/events/ludum-dare/40/project-vamparty/

You can check out my game Jump Plus! I still need about 9 votes lol

https://ldjam.com/events/ludum-dare/40/jump-plus
Hey all I'm going to play some more LDJAM games on stream and rate them "harshly". Drop by and let the most critical reviewer at the LD twitch community talk about your game. :) https://www.twitch.tv/jacksendary
This article follows this one and and that one.
Step 8: The time is more and more restricted. It would be auspicious to make the interface less... austere, let's say. A little bit of colour, it's still brightening up! Yes, we are talking about the end of humanity, but with a smile! So I start by looking for user interfaces on the excellent OpenGameArt site (yet) to replace the game zones. I start with the parts that are least likely to move, the interaction and end-of-turn areas.

Step 9: it's market zones turn! I was thinking of putting all the buttons in the box, and finally the bottom button came out halfway during positioning, which gives a better effect I find. As luck would have it, doesn't it?

Step 10: and finally, the areas for displaying settings by country! It's immediately prettier, right? There is only one hour left before the submission, this is not the time to crack and add new features! Instead, it's the perfect time to test if all buttons work properly and adjust the settings and game rules one last time.

This time, I'm finishing a Ludum Dare! It was quite intense, I must admit, fatigue management is important. And also the frustration of not being able to implement certain ideas (events per turn, artificial intelligence of countries). But to finish a Jam starting from nothing, it is already not nothing precisely!
Next step: improve the current game with the comments already received (thanks to everyone!).
You can test, comment and rate my game here ;)
Continuous development has been good! I've now introduced a basic menu, teleport ability and new enemy type - homing missiles (dastardly difficult).
You can play the original through the Ludum Dare page: https://ldjam.com/events/ludum-dare/40/outnumbered
Or play the beta here: http://outnumberedgame.co.uk/beta/
MENU

TELEPORT

HOMING MISSILE

https://youtu.be/9JIVCYwaagw
When life gives you skeletons, make lava lamp lemonade.
Got a game you'd like to submit? Use this handy Google Form! http://bit.ly/LarryDoesLudum
Hey I'm looking to play some of your browser-based games! Here's mine if you're interested: https://ldjam.com/events/ludum-dare/40/too-many-chooks

Still need 6 more votes! Please help!
https://ldjam.com/events/ludum-dare/40/keep-them-under-control!


Hey everyone! I just wanted to say what a wonderful experience this has been. Such a wonderful community. I always developed games by myself and was getting minimal feedback from friends and family, but this has really made my passion for game development grow and look forward to seeing more games and seeing what I can do to grow as a developer.. I wanted to say thank you to everyone for this amazing experience!
My ideas for a later update:
Lessen the effects of some drug but add more drugs and effects.
More trippy effects other than just shaders. (ex. the messed up controls)
Better controls and add crouching.
Maybe a small walking simulator type story
I made party drug models that will be implemented later. (Will also be available on the asset store)

Random spawning of each drug for easy, medium and hard.
A new area.
More objects to interact with.
an actual game over screen!
I would love some more feedback, but thank you again for helping me reach 20 reviews.
You can check out my game "I took too many drugs" here:
https://ldjam.com/events/ludum-dare/40/i-took-too-many-drugs
ps. I only released a Windows download at first, but releasing a WebGL version made it a lot more accessible.
The feedback on Sugarplum Summit has been amazing so far. My team and I are incredibly grateful! :)
I'm happy to tell you that a new version is in the works incorporating all the feedback, but progress is slow because of finals...

In the meantime, if you haven't played Sugarplum Summit yet, check out our Ludum Dare page!
My friend george auditore made an "epic trailer" for my game. Basically a funny video where I'm guessing he had a blast to edit. I think it came out hilarious thats why im sharing it!
https://www.youtube.com/watch?v=T0HMAtc7TxA
also if you want to play the actual game go here
Did more work on the post-jam edition of my dungeon crawler, In Temperance Ruin.

You can now provide a name and a portrait when creating a character.

The game can take quite a while to complete, so I've added a save game mechanism.
Whenever you leave and re-enter the dungeon, your character is saved. You can reload by typing in the same name when starting the game.
I also added a boss fight for when you find the treasure vault (not pictured).
My plan is to take the experience I've gained here and make a proper party-based RPG with more depth to the character development, more complexity to the combat and interactions, and a more interesting world to explore.

No? :3
Feed it here: http://ld40.flask-software.com/
Rate it there: https://ldjam.com/events/ludum-dare/40/published-feed-them
Just 6 more plays to get a rating! I would really appreciate if you gave it a go and left some feedback. I also now have someone who is an actual artist working on some new art for the game for the sake of polish :)

So a few days ago I wrote a short post talking about the process I followed to create the game's characters (which you can check out here https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii/$69531 ) and today I'd like to talk about how I created the environments for the adventure.
All the adventrue takes place in a spaceship and there is a total of 6 rooms in the game: the captain's room, the kitchen, the radio room, the infirmary, the engine room and a central hub.

To create each one, I started with some outline to define the space, taking some visual references for a rom structure.

After that I added a color layer. In order to keep a coherent style between all the rooms and knowing that I was working with a deadline and pixel art, I went to Kuler to look for a color palette that could fit well in a spaceship and could use it for all the rooms.
The last step was adding a final layer of shadowing, using a 25% transparency and just black and white. This helped to create some volume.

The window was left with transparency, in order to add a scrolling layer representing outer space. When the engine is on the layer scrolls, but it also stops when the player decides to shut it down to solve some puzzle.
A lot more of detail could be added to the final drawing (in this one room in particular, some more leds, lights, screen text and buttons would have been great, but unfortunately I didn't have enough time making the game by myself.

Hope you enjoyed this post and I would love if you could play the game and provide some feedback :) You can play the adventure here: https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii
I am currently working on a Post JAM Version with more levels.
If you like and love it would be cool to rate in the meantime my game :) https://ldjam.com/events/ludum-dare/40/wonder-land
Here are a shot from a new level i am working on (its "beer land" :D).

We recently began working on a post-jam version of Rattletrap VR to be released soon. There will be bug fixes, some mechanics upgrades, but mostly graphical stuff that we would have liked to finish during the jam.
Here's a first peek at the new canyon
If you have a VR headset and have not tried our jam version yet, go ahead and change that right now!
Follow us on Twitter and on YouTube or on Facebook for more updates!
https://youtu.be/ZRqywUmMqgs
Hi there,
Our jam entry for this ludum dare, One for Sorrow, is finally scoring! To be honest we don't have any idea of how the ratings work, but being voted at least 20 times feels good :grin:
Just in case, this is how the game goes:
https://www.youtube.com/watch?v=S0ZeBCAOUfc (gameplay by @gamejamcurator, thanks!)
Come say hello in our page!-> https://ldjam.com/events/ludum-dare/40/one-for-sorrow
Cheers!
V.

While I was going down the list of games doing reviews I came across a few that seemed in need of help. If you have the time to spare and are planning on playing some more games please check them out and leave them some feedback ;)
More evil is worse? It can be good! At least if you’re the manager of a small dungeon startup company. You are creating a “service” company. What do you do? You provide monsters for dungeons! Without people like you, those pesky heroes would not have someone to rescue or to protect!

Stug is a famous archaeologist. One day, during one of his expeditions, he discovered the mythical gobelin’s crystal. At the moment he touched the crystal, a mysterious arena appeared and Stug was plunged in. Unfortunately, the gobelin’s horde is coming up and want to get their artefact back. You embody the archaeologist and try to keep you and the crystal alive.

EYAM is a game about a small town of the same name. The town has been hit with THE PLAGUE and the people are suffering. As the major of this town it is your job to keep the population alive.
Try and spread out the population, build and upgrade HOUSES to help grow your population but keep in mind that the more people you have the higher the chances of infection.

Hi all, I feel a bit guilty about using the Ludum Dare page to promote another jam, but we ran Finally Finish Something last year and it was a good place for anyone who couldn't get their December LD game done in time.
The idea is that it's a New Year's Resolution jam, and you use January to finish a difficult or long running project. You can submit any LD game you didn't finish from any year, or in fact anything at all no matter how long you've been working on it. It really is just designed as some extra motivation for the new year.
I won't spam any more posts, but everyone is welcome, and feel free to share if you think it's a useful concept. Link to the jam on itch.io is here:
https://itch.io/jam/finally-finish-something-2018
Tomorrow 8:00 PM CET / 11:00 AM PST the top 20 contestants on the leaderboard will be listed on our ludum dare page and the leaderboard reset for new contestants to climb the board!
https://ldjam.com/events/ludum-dare/40/santas-unwanted-helper-reindeer-revolution

With our entry for Ludum Dare 40, one category I tried hardest to achieve was great mood. I've heard a game design theory that people connect most to the way they feel when playing a game, and therefore it's probably more important to chase that feel than specific concepts when designing a game.
As my brother @dijaguy and I were first brainstorming our entry and came up with a setting, we were inspired by the spooky vibes of Threed from the classic SNES game Earthbound (Mother 2):
"Zombies and ghosts are on the loose here. Welcome to Threed." -- A Threed resident
Utilizing stylized purple grass and trees, contrasted with an overall cartoony art style, I aimed to soften but still support the dark concept of Runelight -- Fighting and killing evil spirits and absorbing their power.

There were moments where I'd rather be programming more in-depth game mechanics, but I had to remind myself to slow down and focus the next art asset -- That it would be worth it.
I'm happy with what we pulled off. What do you think? Did we pull off a mood that was satisfying and led to a good entry?
Let us know! Check it out here:
Hey, Who knew Game Maker could export as a Runtime Executable? Well I didn't but I just found out I could :) So, I've exported my game Dwarven Dungeon Defense as a Runtime Executable - Now there's no need to install my game, you can now just run it :) woohoo! Download Here
Hey people! :grinning:
Don't know if we could do this, since it's our first LD Jam, but we made some bug fixes to the game.
We made a game balance because it was nearly impossible to win and it was killing our game experience.
Please, check our game, rate, and leave yours feedback to keep us improving and preparing for the next game jam! :grin:
https://ldjam.com/events/ludum-dare/40/poligame


Being a Mac guy has its downsides during Ludum Dare, because most of y'all make Windows builds!
:weary:
I found myself greatly appreciating web versions of entries, so I figured I'd do the same for my game!
We have no energy whatsoever to do anything after Ludum Dare 40.. Orz... A week later, here I am :D full of energy(sort of), playing other people's games, welcome to play our game too!
Please vote and feedback to us if you like our fox :fox: and pigeons :babychick: :babychick: :babychick: :babychick: :baby_chick:
Link Here: https://ldjam.com/events/ludum-dare/40/the-hunger-maims

Next post, I will share how I created 3D objects like fox and pigeon :)
https://youtu.be/0uRdwkNwx-E
A simple (but challenging) puzzle game with responsive narration!
For PC and Mac! sorry no Webgl, I've tried :(
Play time is about ~10 minutes.
(///raw/95b/d/z/e74a.gif)
https://ldjam.com/events/ludum-dare/40/herding-cats-the-400th-south-winchester-jr-semi-finals-with-fiona-pennywhistle
WE FINISHED
This Ludum Dare was exhausting, so I didn't get a chance to post our, "We Finished" post until just now. You can play our Frantic Christmas Present Buying Game HERE!
Hey I'm playing some LDjam games stream @ https://www.twitch.tv/creamybacon
I'll try to get to as many games as I can tonight!
So I made a website for myself! Just as a personal portfolio, show off the games I've made, have contact info available etc. I've got a few games under my belt now and thought it's time!
Anyways, Grooblins (my LD40 game) has a pretty funky page on there. The site isn't 100% done yet but I've worked hard on it and i'm happy with how it turned out. Check out my game Hell on there, I think that page turned out well.
and I can't not suggest...
if you haven't played Grooblins yet, please do! It's a very short tamagotchi-inspired narrative game :)
https://ldjam.com/events/ludum-dare/40/grooblins
I've been rating games all afternoon. Been seeing a lot of this for some reason.
Don't name your downloadables:
Do name your downloadables:
It's ridiculous to have a Downloads folder full of projects called LD40.exe and have to try to match them up to the correct project page. Think about your audience, and make it easier for them.
Peace.
Did you know that you can make a VR game during the LDJAM? That's what I did!
One of the first screen of the game
I'm pretty proud of how it turned out and the quality of the code, since I'm absolutely not a web developer.
I called it a Horrific VR puzzle game. There's actually not much challenge in it, everyone should be able to finish it in about 3 or 4 minutes. It's mostly focused on mood and environment.
I decided to make it in VR, because why not! I own a VR headset (the Rift) so I could test the game with all the different settings.
Since it's using A-FRAME WebVR framework, it's VR from within the browser, that means no installation. That also means there's fallback configurations if you don't own a VR headset. Good points everywhere.
Since it's designed for VR, I could emphasize on visuals and feeling more that on story or original gameplay.
I also managed to make a game with minimal instructions (there's literally no text if you don't look at the recommendations).
I strongly recommend playing the game before continuing reading if you don't want to spoil yourself. Here, I describe the use of the different levels:
The game itself is pretty straightforward, find the right cube to progress to the next level. But I didn't tell this as they were introduced using common gameplay elements spread over the levels.
Thanks for reading so far and I hope you'll love my game as much as I loved making it.
I made a post-compo version of my game that fixes player height, check my page: https://ldjam.com/events/ludum-dare/40/bright-vision
10 ratings already! Thank yall so much!
You can play AND rate overheist here: https://ldjam.com/events/ludum-dare/40/overheist


I just finished playing a first batch of VR jam games. So if you also have access to a VR headset you may want to check out the following VR titles:
If you have developed a VR game yourself, or know of one, please let me know! As a fellow VR developer I am looking forward to checking out as many Ludum Dare VR games as I can.
Of course this wouldn't be complete without a shameless plug of our own VR game: Rattletrap VR
https://www.youtube.com/watch?v=Yp1BlSnUG6s
Play our LD40 VR game: Rattletrap VR for HTC Vive, Oculus Rift + Touch (Windows)
I really appreciate the feedback. I went ahead and fixed a bug that was preventing some players from advancing to the ending screen. If you haven't already, go try it!
https://ldjam.com/events/ludum-dare/40/magus-o-minus


After Deckest Dungeon was tweeted by the official Itch.io account, we went into overdrive producing a "closer to original vision" version, and it's now ready! Check it out: https://boz-float.itch.io/deckestdungeon
Further UX improvements forthcoming.
Shoot off their lumps - our ldjam entry game that we decided to finish in one month. It's about exploring derelict vessels. Find out what happened to them and try to survive.
We've finished working on player's spaceship art. This is the base where you decide what to do next, upgrade your gear and rest between exploring other derelict vessels.
https://www.youtube.com/watch?v=Rquzg5X3LzY
I'll be adding it to the game soon, but right now I'm working on making proper ai, and movement input for the game as many asked in the feedbacks.
I'm planning to release a new demo after I finish enemies AI to test improvements:) Stay tuned!
https://www.youtube.com/watch?v=HG4FdYZ15OI
How high can you stack 'em? HatsOn!

Do your best and try to make an honest living being a blacksmith.
remember: if someone didn't earn the money, why give it to them? They can make their own money.
https://ldjam.com/events/ludum-dare/40/the-blacksmith

First I've got the say thanks to everyone who is playing and rating my game! All the feedback is really appreciated This is my first time here and I already have 23 ratings! :D I didn't expect this!
And second, I released another minor bugfix to my game:
The "Flaming Moe" easter egg was meant to happen after 1000 points, but I made a typo on the code in the previous version and happened very early.
When the Hi Score is 0 it's no longer displayed in the Game Over screen
Link to my game: https://ldjam.com/events/ludum-dare/40/the-ol-flower-shop

https://youtu.be/4qUwlnyQt-A
We are very thankful for all those who left comments and tried out our game. We never expected to get over 60 votes! To those who left comments about mechanics that could further expand the game and make it better, we intend on implementing your ideas!
For the next 24hrs if you come play, rate, and leave a comment, we will return the favor and come rate and play yours!
There is still time to come check out our game at: https://ldjam.com/events/ludum-dare/40/virus-detected

https://ldjam.com/events/ludum-dare/40/virus-detected
Its a very simple game, yet I am proud of how well it turned out. https://ldjam.com/events/ludum-dare/40/extinction
Thank you guys for the really constructive comments on how to improve my game. I will definitely further develop my game, but probably after my college finals. (A boss level is coming :smiling_imp:)
Thanks for 20 votes!!! I am happy that I will get a rank.

If you haven't checked my game out, it's here: https://ldjam.com/events/ludum-dare/40/speed-journey
Play as player in Western Cowboy Movies! :cowboy: :horse: :gun:
Earn 1000 and prove that you are able to control a gang of bandits and seize the train! always play with music to enjoy the atmosphere! more robberies are on the train = more money :moneymouth: :moneymouth: :money_mouth:
* CONTROL: Use Left and Right arrow keys to control your band. * :sunglasses:
* Game Page https://ldjam.com/events/ludum-dare/40/robbery-of-a-train *
More robbers - more money and the worse it is for the control ! 
Our game was supposed to have 8 levels and quite a bit more art, instead we finished 4 and went with the art we had completed. Here are some assets that were not quite ready for the game.
*A cute dog (I am bummed we didn't get to put this in): *

*Our beginning of a bunny (definitely needs some work): *

Not sure what we were going to do with this (but, artists... you know?):

As always, a play-through would be appreciated. Our game is browser based, fast, and easy to play. So if you are looking to boost your "Coolness" or just something to do, check us out. https://ldjam.com/events/ludum-dare/40/kittie-reaper-a-depressed-cat-tale

The mouse sensitivity for our WebGL build is finally fixed ! For some reason it was fine in the editor and desktop builds, but way too sensitive in WebGL. Anyway in case you're interested, it's actually very easy to adapt you default settings based on the platform :

Fell free to experiment with our Tower defense / FPS escape concept ! https://ldjam.com/events/ludum-dare/40/fortress-escape
Also I have time today to try more games so feel free to post your links and I'll leave a rating and comment.
Have a great day!
Wow! Maze Crawler is over 20 ratings for almost all the categories! (Except for Humor, which I am not actually aiming at... Had more of a Horror vibe in mind when designing the game...)
HUGE Thanks to everybody who played and voted!
And I am really sorry for not being able to play and rate everybody who left the feedback. I promise, I will get to it as soon as I have some free time! ~~Which I hoped to have this weekend, but it didn't happen...~~
Hey everyone! Thank you for your feedback! We've analyzed your answers and decided to add one more ending which triggers when there are too many bunnies.

We' hope you'll enjoy the game!
...and if you like the game, please...
With the vote for net neutrality coming in 2 days, it's more important than ever to know what's going on.
Open https://www.battleforthenet.com to know more.
If you want to know what will happen if we lose the vote, play Advasion! Our teams submission for LD 40 :grin:. In this game, ads are plaguing the world and you have to survive as long as you can!
See you on the other side, fellow survivor :punch:

Greetings to all the haxe users. In my country when I google haxe, it shows a roast leg of pork on the first result. Because in my country a haxe is a leg (of pork). :)
We have been lucky to have some great streamers play Greedy Merchants and we wanted to thank them for sharing our game with their viewers.

Check them how they play this pirates deathmatch: CSdoesCS, ZedKraze, CreamyBacon and TimRuswick
https://ldjam.com/events/ludum-dare/40/mobs
https://ldjam.com/events/ludum-dare/40/mobs
Hello there ! We only need 3 votes to be rated ! Help us by giving some reviews !
https://ldjam.com/events/ludum-dare/40/fishermans-estafette

I created a timelapse of my side of the development process of our game Werewolf Village Attack.
https://youtu.be/NVGeUdIGxlc
It would be great if you could leave us some feedback!
Almost 100 ratings on the graphics ! Thank you again for all your love !


Hey guys,
Two things: first, wanted to let you know I posted an updated version of 'Shapes Are Mean' on itch.io. This version (hopefully) fixed an issue which was stopping the game displaying on certain pcs.
Event page: https://ldjam.com/events/ludum-dare/40/shapes-are-mean Itch.io page: https://blakemcdeezy.itch.io/shapes-are-mean

Secondly, tomorrow I should have time to do some more testing/playing so let me know of your game! I won't be able to play all games suggested, but if your game is still waiting to be played, let me know! I'll be prioritizing 2D games because I live in a country where internet is slllloooooooow and 3D games usually take too long to download because of their typically larger sizes.
Then come check out The Terry Pebble Show! As the host you decide to treat the guests with compassion or give them a wake up call! In today's episode - "The More You Have, The Worse it is..."
https://ldjam.com/events/ludum-dare/40/the-terry-pebble-show
I couldn't participate in LD40 but noone's stopping me from playing some LD40 games! :) https://youtu.be/Hh-8vviv5_g



Seriously speaking, some of their games look really not bad!
I guess the "done" post is a thing. I really need to read a LD faq/etiquette page....
This was my second Dare and the second game I've actually "finished" (the first was not for a jam but is available on my website if you're interested :).
Anyway, here's my compo game!

It's a 2d top-down arcade-style game where you avoid dragons and collect coins. The more gold you have, the more dragons come. The dragons also snatch up gold, so you have to act fast. If all of the gold is collected, or if a dragon touches you, it's game over. You can trick dragons into smashing into each other and they'll drop their coins.
The game is based on steering behaviors, which is basically a way to create complex AI behavior using simple rules. For example, here is the entirety of a dragon's movement logic: * Add an arrival force toward the nearest coin. * If the player is near, add a pursuit force. * If other dragons are too close, add a separation force.
For more information about steering behaviors, I recommend starting with Craig Reynolds's website. He created the well known boids algorithm.
I hope you enjoy it, and I appreciate your feedback and votes!