THANKS!!!!
I liked this LD. It gave me the idea of minimalistic design and controls. I'm planning to make a game about stickmen with similar mechanics to my game's.Probably, I won't get to ACTUALLY making it...
I liked this LD. It gave me the idea of minimalistic design and controls. I'm planning to make a game about stickmen with similar mechanics to my game's.Probably, I won't get to ACTUALLY making it...
I'm not disappointed in any way of my entry. I mainly rushed it because I wanted to prove to myself I could finish something and that I have, I feel there's no need to prove that to myself anymore. LD41 will be better.

Hi everyone ! Have you tried it yet ?
Last time I fixed the issues about ego's balance. Now it should be easier for you to understand the logic of it.
How many more compliments from the audience will you handle ? As a famous actor, you will have to keep the balance between flatters you accept and flatters you reject. Be careful though, as silence isn't the best option either...
Hi! I've uploaded a new video playthrough of my game Loot & Looter
https://youtu.be/CGqftZeYuNA
And if you've not already tried it, do it now! I'm looking for your feedback!
Has anyone in this jam made a pure Java game because I would like to look at other code to see what I could do better??

We made a patch for Drugrun you can download now. Thanks to everyone for their feedback and for checking it out. https://jamjamteam.itch.io/drugrun (When you click on the download button you can choosebe if you want to download the jam version or the postjam version of Drugrun)
-changed the controls: now you jump with space, attack and attack with f
-variable jump
-better hitboxes
-you cant fall of the map anymore(hopefully)
-more screenshake when you're on speed
-changed tutorial text
-added a tutorial monkey to explain that the rainbows grow when you stay on a cloud while you're on LSD
-cloud changes color when you're standing on it
-visual effect when you switch from speed to heroin
-fixed enemies in the second lvl
-bigger LSD icon
-an arrow pointing at the rehab in lvl 3
-fixed the options, now you can read that the both joints change the volume of music and sndfx
-remappable controls
-Game pad possibility
-more animations
-unclunky controlls
-global time highscore
-when you punch a box and they hit a target, the target gets stunned
With the holiday season fast approaching, for those who haven't had a chance to meet Steve... let this gameplay trailer give you an insight into why Steve is not just for Christmas. He is a friend for life...! My Hungry Dog Steve was made for LD40 by HonestDan, Brainoid and art provided by JSama.
https://www.youtube.com/watch?v=ktzcbvcNXgI

Hello guys ! I worked on "Carrie - The Game" as a programmer, and I'm proud to share you the post-jam latest release build ! You can try it by clicking on this link : https://drive.google.com/open?id=1pUK-Ab-5HRdUoGiqYxZ6oDA67DwndsN_
You can also check our LD page to read more about "Carrie - The Game" by clicking on the second link : https://ldjam.com/events/ludum-dare/40/carrie/

Greedy Eddy is survival arcade game. your Eddy a greedy man, Who enters into a endless cave in search of treasures. Explore the procedural generated endless cave filled with virus and other creatures. Use bombs to destroy the world and create your own path to proceed the game. Pickup Special Eggs to Gain Abilities like double jump , infinite bomb and sprinter.Cute but deadly virus creatures increases the infection in your body, which will leads in loss of health. To Reduce infection pickup medicinal leafs and Increase health pickup meat.The cave is also filled with gold and crystals, pickup them to increase your score.



https://ldjam.com/events/ludum-dare/40/tax-evasion-hero
We are grateful to everyone for the given feedbacks so far, so we worked on a post jam version. - PostJam (Windows): https://ebim-studio.com/nextcloud/index.php/s/LledENflB3OsyYi - changelog: - time automatically increments and is limited now - add UI feedback for interactable objects - remove drop feature - add object state (hidden/broken) and overall balance to improve audit details panel lisibility - WASD/ZQSD/gamepad support in-game.
Cheers
Still looking for more reviews for my LD 40 ice-cream game entry. If you also need a review, please leave a link of your entry.
LD 40 Game entry: https://ldjam.com/events/ludum-dare/40/$59820
You didn't let your plants die over the week-end.... Right?
https://ldjam.com/events/ludum-dare/40/save-the-plants


My record is 137 seconds. If you have trouble beating it, try with 1 person doing the dodging and 1 person doing the thinking. Most guys are programmers though so this shouldn't be hard for you :)
https://ldjam.com/events/ludum-dare/40/debt-crisis
Our game now has a webpage showing off the top 20 players in 14 different categories! Who will claim victory? Play our game here, to see if you can make it on the list.
For some reason I really expected more cat games. Did I miss any?
Kittie Reaper
https://ldjam.com/events/ludum-dare/40/kittie-reaper-a-depressed-cat-tale#/comment-106241
Kitty Chaos (my 3yr old son keeps having me go back to this one)
https://ldjam.com/events/ludum-dare/40/kittychaos#/comment-137613
Kittea Party
https://ldjam.com/events/ludum-dare/40/kittea-party#/comment-126443
9 Lives
https://ldjam.com/events/ludum-dare/40/9-lives#/comment-135078

Hello everybody, have you checked our game ? I bet you didn't (probabilities, don't ask :) ) Feel free to try it out, it's quick, it's (a little) fun and we'll be really glad to have some feedback.
See you soon!
We uploaded a gameplay video of the updated version of 'The Big Nom', a first person 3D puzzle platformer.
Please, give us feedback at our ldpage.
You can go and play the game here.
Supported Platforms: - WebGL - Windows
For anyone interested about the processes I have posted a blog post about the timeline of the game jam for the team. Although, its based on my perspective it describes the flow of the jam.
Have fun everyone :)
Hey, guys. At the request of the players, I wrote a small tutorial, now people say they understand how to get the maximum fun from the game :smiley_cat:
https://ldjam.com/events/ludum-dare/40/catch-the-bomb
SPOOFSLOL has managed to reach 17 ratings so far! I only need 3 more until I reach 20! I know I can still make it, but I can't do it without your help! The game only takes about 5-15 minutes to beat if you don't die too much, so why not give it a shot? https://ldjam.com/events/ludum-dare/40/super-power-omega-op-force-sigma-lasers-of-lightning-spoofslol
Hey, random user scrolling through the blog posts!
Want to play a game?
https://ldjam.com/events/ludum-dare/40/great-deal

This has been great! Thanks to all that have rated and given us feedback, these made us want to develop this idea that we had even further.
If you haven't play Greedy Merchants and help us reach the hundreed ratings. And while you are at it tells us what you think!
Hi everyone! I'm Athoka. I did this great game, called Student Simulator, and you can play and rate it here https://ldjam.com/events/ludum-dare/40/student-simulator This is my first LD and I'd love to have more feedback so I can learn and improve my game post-LD.
Thank you everyone who voted - Ignorance is Bliss now up to >30 ratings in every category (except in humour … :D). I put together the timelapse for the full process, in glorious 1280x800 at 60fps!
https://www.youtube.com/watch?v=cgn3uOo1GOc
When we decided to do a VR game, I knew that many people wouldn't be able to play and that we wouldn't get as much feedback as with a regular game. But I had hoped that it would be more than 8... :cry:
So if you happen to have a headset we'd be happy for feedback on our game Rattletrap VR, because we're actually really happy with how it turned out.
https://www.youtube.com/watch?v=Yp1BlSnUG6s
Play our LD40 VR game Rattletrap VR for HTC Vive, Oculus Rift + Touch (Windows)
I have uploaded the timelapse video of Boiler Room Defense
This is the game:

And here's the timelapse. Watch it, it features some sweet sweet chiptunes! https://www.youtube.com/watch?v=nwfYEpBVX3k
Hey guys.
It's been a week since we now finished our LD40 project. Let's see the reviews from our awesome and helpful testers!
"This game was so good I ate it" - *Tyrannas' dog. *
"I almost died playing this game. Well actually I died and came back 3 days later just to be able to rate it." - Some weirdo with a beard.
"Get the **** out of my property I don't want to play your **** game". - *Our neighbourg. He's very cool. Old fashioned but cool. *
"Burp." - *A drunk guy we met in the street the other night. *
WAW AMAZING REVIEWS. I HOPE ALL OF OTHERS WILL BE AS GREAT.
So yeah guys, don't hesitate, let's give it a try, you just need a printer or some shitty drawing skills !
Play Carnage, a board game about taxi companies, traffic jams, money ~~and love~~.

*Pro tip : * you can also use hand colored money tokens to represent the taxis since @Tyrannas clearly oversized the proper ones.
Have fun!
If you haven't yet played A Boy and His Card, please do so now! This postmortem spoils a lot of the mechanics and surprise of the game.
I've done a bunch of Ludum Dares, and wanted to get back to basics. So that meant learning a new set of tools, with a focus on modern deployment (especially mobile). Here's what I settled on: * Haxe Flixel - A development platform powered by Haxe, Open FL, and Flixel. * Sublime Text - A (paid) text editor that I happen to love. Opened my game in Folder view.
For visuals and sound, I opted out of both categories and used excellent open resources, touching up when I needed to: * OpenGameArt - A great source of graphical/audio resources. * Gimp - For image touch-ups. * sfxr - For generating sound effects.
I want to clarify that I had programmed zero lines of Haxe or Flixel before the Jam. I'm a decent programmer in other languages, but other than compiling the Flixel demos, I was going into this blind.
Also, I vowed to code this entirely on my Mac, because I was hosting lot9s and we wanted to have mobile setups. (Check out his game too!)
So I didn't like the theme. "The More You Have, the Worse It Is" sounds really clever, but it describes a lot of mundane mechanics, as well as being super vague with words like "More" and "Worse". Fortunately, I didn't have time to dwell on this, as I quickly learned that I was in way over my head.
Lesson 1: Using a game jam to learn a new language is a great idea, but practice with the language first!
During the first 12 hours, I spent 7 hours sleeping*, and the remaining 5 re-compiling and re-launching the following on Mac and Android, trying to figure out why the scaling was different.
* I have this annoying condition, causing me to require 6~7 hours of sleep per day, called "being over 30".

In the end, I force-scaled every single sprite to match the expected display resolution. This was the wrong solution, since it caused sprites to look fuzzy on non-uniform scale values (i.e., mobile, or fullscreen), and it was too invasive from a coding standpoint. Way later, I learned that a better way to implement this was to apply a zoom value to the default camera, but that was far too late to change anything. The only benefit to this solution was that it allowed me to move on and start developing a game.
My goal for all of Saturday was to write as much code as possible in Haxe, and to hopefully get a map screen and some semblance of combat. When I am having trouble with a theme, I tend to default to RPGs, since I like them more. In addition, I had brainstormed aloud "Wouldn't it be great to make it so that the more debt you had, the worse it got?". This would eventually turn into the credit card madness you see before you. It was around this time that lot9s's laptop started screaming. (It makes sense if you've played his game.)
Haxe as a language is very well designed. The syntax feels a little like Javascript (which is bad), but with strict type safety (which is good), and the ability to cross-compile into multiple backends (which is pretty magical). It relies heavily on callbacks, and has a lot of other cool features that I avoided because I had limited time to learn things. It is also well-documented, which helped a great deal. I had a plugin for Sublime Text that provided syntax highlighting and auto-completion, but it added an unbearable amount of slowdown. Just the syntax highlighting would have been enough, in my opinion.
Haxe Flixel was just amazing. Someone clearly did their homework, because the framework was both fast to develop with and powerful for deployment. Lots of toolkits promise easy cross-platform export, but Haxe Flixel really delivered. I developed the entire game altering between testing on Neko (a fast VM) and Android (to get some mobile aspects ironed out, like Touch vs. Mouse), and then exported to Web, Mac, Linux, and Windows, and it all just worked. There was one minor issue with Web: I had to convert all my audio files to Ogg Vorbis format. But that was clearly documented, so I don't blame Haxe Flixel for this.
I also want to re-iterate: Haxe is a typed language. This means you get fewer vague errors at runtime, as the direct and obvious errors ("you called X on object Y, but it's class Z, which makes no sense") are caught at compile time. Some people prefer looser type models, but I'm a big fan of strict typing, so Haxe worked really well with my coding style.
Lesson 2: Finding the right toolkit is worth learning a dozen new languages.
Words words words... at the end of the day, I had a basic world map, that you could walk around by clicking/tapping, and that would prompt you for "combat".

"Combat" in this case meant a window where the hero and the enemy would leer angrily at each other forever. Oh, and that map was made in Tiled, but is actually just a screenshot saved to "map_1.png". We'll call it a partial success. :)
At this point, I knew how I wanted to approach the theme: I'd make a game where you only had a credit card, and got yourself hopelessly in debt trying to do normal RPG stuff. (I wouldn't decide the name until submission hour, based on the first thing that popped into my head.) This meant having a shop of some kind, which meant I needed to get combat working. I wasn't 100% sure up until this point if I was going to do a full 3-day Jam or not, so I set myself a goal: get a functional combat & progression system by the end of Day 2, and then re-evaluate.
Fortunately, years of Ludum Dares have taught me a lot about scope. I chose not to do an Intro Cutscene, and settled on an auto-battler with three different elemental attacks. This would give players a little bit of agency, without being too hard for me to code or balance. Basic elemental triads are tired and overdone, but they do provide a small element of strategy, and are easy to understand by most players.
I was careful to put all of my long-term data in a "GameData" static class (a trick I learned from RPG Maker), so that I could simply swap in a new Game State when I wanted to switch to world 2, etc. I also put my damage and level up code into centralized wrapper functions, since I knew I'd have to balance the heck out of this game in the final hour or so (it always happens). For non-critical stuff, I just copy-pasted sample code and my own code as much as possible.
Lesson 3: Scope and Abstraction are super important. So is knowing when you can save time by being sloppy. This isn't production code, but it still has to run.
Once Day 2 was done (1 A.M. for me), I had most of a functioning combat system, and it was possible to kill enemies and progress from one world to the next:

Day 3, I started by adding a tiny bit of randomly-generated text: the world name was generated by pulling from a list of adjectives ("Blue", "Happy") and nouns ("Caves", "Market"), with the first world always being "Green Hills". I've gotten really good with using randomness effectively after my work on Last Dream: World Unknown (shameless self-promotion!), so I knew how much depth the right amount of RNG can add.
Next, I wanted to add the player's stats on a side board on the left. Mostly this was because I had a ton of extra space (and expanding the world map would look bad), but in the back of my head I knew the player would need feedback lest the game feel obtuse and arbitrary (a lesson from past game jams). So I had "HP", "Power", and "Defense", and I knew my store would let you buy items that boosted these. Boosting HP made no sense, though, and I was worried that having just two stats could cause the player to become overpowered. So I made two decisions: force players to buy items from the shop if they wanted it to refresh, and add a dump stat called "Fashion" that did basically nothing. This was... a mistake, as we shall see later.
After programming the left panel (stats), I went to work on the right panel (shop). I randomly generated the stats the items boosted, randomly generated half of their names, increased their prices as you bought more of them, and created a fixed starting set of items to avoid baffling the player early on. (I actually botched this a bit: the starting set of items resets on each world transition, which is not what I intended. But it actually played well overall, so I left it in the game.)
I already had the debt calculation algorithm (from Day 2), so I next added in a set of stacking penalties that were granted when players ended a combat with debt to their name. At that point, I had the great idea of providing a randomly-spawning credit card upgrade that would increase your interest rate but erase your accumulated penalties. You know, just like in real life! I forced one to spawn on World 2, and then, on a whim, tied the spawn rate for Worlds 3+ to your Fashion stat. Mistake #2. I also kind of botched the debt calculation in a subtle way, so we'll call that mistake #3.
Ignoring mistakes, I had my final game. You could move between worlds and fight enemies, buy items, and manage your debts, as well as some fun little Easter Eggs. I balanced it for a few hours, made a few clutch last-minute changes (like actually printing weapon levels and HP values, or hiding the stats&shop to avoid overwhelming the player), and shipped it off for judging!

Most people who play my game get mired hopelessly into debt, which is the intended behavior. However, there are a lot of clever people out there, and some quickly figured out a winning strategy: 1. Buy a ton of items in World 1, until your stats all hit 100. 2. Fight the minimum number of enemies in each world (3 in World 1, and 2 for Worlds 2+). 3. Always take the new credit card. 4. If enemies become too powerful in the future, buy a ton more items.
This results in 2 battles between penalty refreshes, which is not enough to overwhelm the player (and the $500. penalty on death is a pittance anyway). And since Fashion>100 guarantees a credit card drop per world, you'll never have to worry about getting too many penalties.
So that's mistakes #1 and #2. Mistake #3 is a little more complicated: the crushing cycle of credit card debt that is present in real life doesn't manifest in the game. It's actually really easy to get out of debt, since the money monsters drop starts to outpace your accrued interest. And something is off about the way interest is calculated: even with a 100% interest rate, debt will keep decreasing. I think the time slice dynamics of when debt is calculated are off, so you get an unnaturally long grace period. And if you know what you're doing, you'll have no problem breezing all the way up to level 50+.
I still think the game does a decent job with the theme, since the dominant strategy is really hard to figure out if you don't look at the code (or this blog post).
Briefly: * I forgot to include some way of increasing Max HP, and by the time I realized it, I had already balanced the early game. * I forgot to explain how elemental resistance works in the game. (It's in the Readme, so you know what that means.)
This game jam went really well for me, and I'm very happy with what I made. I really pushed my skills to the limit, especially with my goal of learning a new toolkit and language, but it paid off. People seem to enjoy or at least appreciate A Boy and His Card, which is praise that I don't take lightly. Most importantly, now I know that I can do a Ludum Dare entirely on the road (via laptop) in the event that I'm traveling during one of them (which happened during LD39).
For everyone reading, the most valuable thing I did that helped me in this Jam was, in fact, participating in lots of past Ludum Dares. This really helped me learn how to control the scope of my game, and gave me the tools to answer basic questions about coding, audio, and deployments. Regardless of what language you use (and I'd encourage you to keep trying new ones), I would like to personally encourage everyone thinking of doing Ludum Dares to just bite the bullet and go for it! Your first few entries probably won't be amazing (they could be!), but you'll learn a whole lot, improve your skillset, and have a lot of fun!

We have our original LD submission on our page, but we also have an updated post-jam version with improved aiming mechanics, and WORRRMS!
I'm also posting updates over at my Twitter if you care to follow our game at all.
https://twitter.com/hughrussell
Thank you for reading and playing :)
I didn't add anything to it but made it more accessible.
Enjoy my ld40 entry crowglary in your browser ;)
also make sure to get on those "in danger" games peeps!
ncie all good hjab
https://ldjam.com/events/ludum-dare/40/santas-unwanted-helper-reindeer-revolution

I usually do not update my games after a jam but after reading some comments about JobOS, I couldn't resist.
Minor Spoiler Warning
So in the game you are interacting with a fictional operating system (set in the 90's) to complete online jobs. One of this job if being game programmer. You smash the keys of your keyboard to automatically type dozens of line of code which I directly copy and pasted from a previous jam I did. And the end of the job you don't actually have the chance to play it, you just submit it and it is done. I mean who will be crazy to have a game inside a game for a LD compo!
I was not crazy enough to do it during the Jam but I did it afterward and it was actually relatively easy to do thanks to Löve2D and Lua. Just a couple of function call, some cleanup and the windows system I did during the jam just did the rest.

My original submission is still available here https://nicmagnier.itch.io/jobos
And you can rate it here: https://ldjam.com/events/ludum-dare/40/jobos
Escape this deadly pyramid using each keyboard key as a stepping stone, as if your own keyboard was the level!
The more keys you have to press, the harder it gets!! Help Capsy escape from the ancient tomb of IMYHOTKEYP!
We posted an improved version with bug fixes! :) https://ldjam.com/events/ludum-dare/40/escape-key

At last, an update to the incredible AAA Ludum Dare experience everyone has been talking about, with refined visuals and gameplay.
Play the update online here and the original entry here
You can also view the source on Github
Please vote and share your thoughts on my page
The controls have been modified. The new controls are:
Forward / Rear thrust - W, Up Arrow / S, Down Arrow
Rotational thrusters - A, Left Arrow / D, Right Arrow
Lateral thrusters - Q, Left Bracket / E, Right Bracket
Boost - Left shift
Fire - Space
Pause - Escape
Resume - Enter
Here's what's changed:
Here's what hasn't changed:
Initially, I wanted to bring sound to this update. However, upon researching the highly touted Web Audio API, I fell into a rabbit hole that I can't yet see the end of.
It seems that the Web Audio API was forced out the gate early by Chrome, and the spec is in shambles. As of right now the API is very non-performant for timing-critical events like those you would find in video games, and the solution is stuck in specification hell. No one has implemented it yet. As such, I am experiencing a lag in excess of 500ms.
I may have to abandon the Web Audio API for now and use some third-party sound library as I would like to stick to real-time oscillators and not samples in order to fit the theme of the game and keep the file size under 64kb compressed.
Please come check out my game at https://ldjam.com/events/ludum-dare/40/rush-hour
I coded in a simple secret alternative ending, but no one has found it (that i know of).
If you need a hint: Third time's the charm.
If you haven't tested out my game, please do! And let me know what you think!
https://ldjam.com/events/ludum-dare/40/you-cant-have-too-many-cats
We finally recorded a gameplay video. https://www.youtube.com/watch?v=M2gBISnyQkE
We've been very busy with exams, and will now start to rate other peoples games. So if you feel like giving us some constructive feedback, we will make sure to return the favour!
Game: https://ldjam.com/events/ludum-dare/40/tax-dodgers/
A lot of people have posted about looking for VR games, but it turns out there's a super easy way to find them! Just go to Feedback Friends!
I discovered this about five seconds ago.
Note that not all of the games listed actually have VR, it just guesses which ones might.
I don't know the dev of this game, but it is a quick and enjoyable experience, 2 and a half minutes only. It`s really worthy, I recommend taking a look =)
https://ldjam.com/events/ludum-dare/40/photopsia


Ill play them all but I really prefer WEB GL and will not download it if it looks sketch.
Check out my game on ldjam.com!

For LD 40, I ended up working by myself mostly.
Weeks Before LD40
The weeks leading up LD40 the plan was to work with a couple other guys but everyone couldn't get time off work. So the day before LD40 started I decided I'd go it alone.
Day 1
The theme this time was "the more you have, the worse it gets." I decided I wanted to do a side-scrolling shoot 'em up and got to work on the player controller. Next I worked on firing projectiles and created a bounding box so that the player couldn't leave the view screen. Next, I created the enemy and decided to have the enemy to chase the player. I wanted to simulate the concept of boids but that seemed a bit out of scope for me in 72 hours (plus get the other stuff done).
Day 2
The plan was to start at 8AM. So at 2PM I logged on and began working on tweaking the player speed, projectile speed and fire rate, and enemy speed. Afterward I worked on the damage and power up system. Then I closed the day with creating the spawning system, which only could spawn one type on enemy per wave in that implementation.
Day 3
I was not feeling well at all on Sunday so my development time was suffering. I hooked in the music and audio effects. Then I created the particle effects for the explosions and projectile hits. I finished up with creating a scoring system and assign point values to enemies.
Day 4
I finally fixed the UI on my canvas and printed out the score, hit points, and number of alternative shot left. I still was not feeling well, so I had to take a nap. When I returned I tested the build and did a not of playtesting. I decided with one hour left before submission to refactor my spawning system so that I could spawn multiple enemy times on each wave. Frantically, I wired this up, ran the build, and turned in my submission.

I learned a lot from this experience and had a great time putting this game together. I know some of the systems in this game are painfully coded so I'm planning on returning to some of the systems and making them more abstract and adoptable for other games in the future. In the immediate future I'll be diving into writing some enemy AI functions for another project but it will be interesting to see what I can apply back to this game. My only regret of LD40 is not having a better title for my game ( and being sick for 2 days of it).
If you're hoping to hop into a quick game, try "Open the Moon Gate." The game can be beaten in about five minutes and is a great stress reliever!
*Link: *https://ldjam.com/events/ludum-dare/40/open-the-moon-gate

Drop your link in the comments and I'll check it out!
Come play and rate my game aswell!
https://ldjam.com/events/ludum-dare/40/virus-detected


Please stop spamming your game links on other people's games' comment threads. It's disrespectful, discourteous and rude. We all know how to find games to play; and there's tons of them. No one needs people constantly spamming their game links on other people's game comment threads. Some people want to use the comment thread for actual feedback.
Playing some games and streaming them. Submit link in chat if you want me to play your game.
https://www.twitch.tv/loodumite
Now that I have submitted my game and wait for more reviews, I really want to move forward with what I have. As the LD competition did not offer enough time to realize the vision I had in mind, it gave me the chance to explore interest, receive feedback and gather encouragement to actually finish something that I have started.
So... this'll be the direction I'll take for the Neon Hell backdrops from LD40 onwards:

BTW if you still haven't played my compo/jam entry, please do so at https://ldjam.com/events/ludum-dare/40/neon-hell / https://ldjam.com/events/ludum-dare/40/ld40-sirpump and leave a rating, thx!
Hey, all! We’re bringing back an old classic where we list the latest Ludum Dare games created here in the Tech Valley Game Space. Without further ado, they are:
You find a castle, in hopes of gaining treasure, but you find Dracula and he sends you into the deepest of Dungeons. He also turns you into a vampire, laughing as he returns to the highest spire. Being a ninja you escape your cell, but can you avoid the lights, and enemies that come your way while collecting all the gold?
Get to the door without dying! Watch out for spiders and the things that they carry. If they drop an item, you are cursed to pick it up and use it as a weapon. Not all items are good weapons (glass items, for example) and not all weapons can be used more than once. The more items you have, the more you switch between them! You don’t get to pick which weapon you get to use next (you know, because of the curse…)
The idea behind this game was originally to make a beat-em-up where you chose the number of hearts you entered the level with. Your character became more “corrupt” the more hearts you took, however, if you died you would get more corruption than if you just went in with max hearts.
Obviously the game is highly unfinished, but I still wanted to hear what some people might think about where exactly the flaws are or what they would like to see if the game were to continue. I plan on making updates to this game once the rating period is over based on everyone’s feedback, so feel free to keep it downloaded if you’re curious to see where it goes.
Spelunker Johny discovers one of the greatest world mysteries: colored lanterns that reveals a new world! With the cave’s main entrance closed off, however, he must rely on these lanterns to hop between different parallel universes and reach towards the exit. But what dangers lie behind these unexplored territories?
Still looking for 3 more reviews to reach 20 reviews for my LD 40 ice-cream game entry. Please take a look if you have some spare time to make ice cream. Thanks a lot :D
LD 40 Game entry: https://ldjam.com/events/ludum-dare/40/$59820
Thanks to everyone who rated/reviewed the game so far! We managed to reach more than 20 ratings! :D For anybody still curious about it, here's the link. I'd still love to hear what you think about it!: https://ldjam.com/events/ludum-dare/40/super-power-omega-op-force-sigma-lasers-of-lightning-spoofslol

I've recently updated my Compo submission to include some minor tweaks that really improve the game I think. For one, those of you who aren't on Windows or who don't like to download sketchy things all the time, you can now play SHROOOMS on the web! There is a catch since the low pass filter just doesn't work in HTML 5, so if you want to experience the full game I still urge you to download the desktop version.
The other main tweak I made was changing the scoring system from # of kills to # of mushrooms eaten. This adds incentive for players to dive into a hoard of mushrooms to eat as many as they can rather than kiting them around while racking up easy, boring kills. I felt this was a change that didn't modify the game much but changes the way the gameplay feels a lot. Let me know what you think :)
I'll also be doing some more game reviews in the coming days. Let me know if you want me to play your submission!
View the submission here: https://ldjam.com/events/ludum-dare/40/shroooms
Pardon the gif quality, hue shifts don't compress well

In fact, my first game did not finish,but In this game I do what I can and it is basically completed In two days.
I want to know what you can say about this game,and I will learn from experience. thank you for your time.
https://ldjam.com/events/ludum-dare/40/rollingdown-for-ludum-dare

Mizu is finally available on Windows and Linux!
Play & rate Mizu now: https://ldjam.com/events/ludum-dare/40/mizu




https://ldjam.com/events/ludum-dare/40/phaerias-mine#/comment-115111
This time, no more little farm and peace. Phaeria need an general to hold enemy's army and all bunch of bandits waves. They come for gold, what you want to save for your descendants. They are near and just step over our boundaries. Please hold them as long as you can. And the most important is save as much gold as you can too.
In fact that, this entry is the second entry of mine so far. And i will not stop to do it more. A bit late but i want more comment to improve our game. And sorry for my bad Engrish.

Hey, let's evaluate each other's games! :D
Isn't it surreal that Ludum Dare was last week? So much has happened in between now and there...
Hey, I'm actually really busy lately as an artist that I feel I made my own insane version of Ludum Dare and draw 100 pieces of art before Christmas. Okay I know others can manage that but I wanted to test my speed. On the other hand, I should be testing more games soon. There's like 48 games on my queue. I'll do more of them soon, don't you worry! Who knows? I might stream it. I don't know.
That's it for me for now. See you whenever!
Oh and there's something about Dense Revolve that I don't wanna talk about yet. I know some of you already have the idea what's gonna happen.

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


New build (posted as a post-jam version) is up!
We're really happy with the game, and we've decided to develop it further and publish it! (We've done this with Faif with amazing results in both Google Play and the App Store).
PS. We love puzzle games... any entry you've played you like to share with us?

Dumping assets for placeHolder - view them here: https://imgur.com/a/IP9XL
Play and rate the game here - https://ldjam.com/events/ludum-dare/40/placeholder (Leave a comment and i'll get back and rate yours)
togis did a livesteram of it - https://www.youtube.com/watch?v=oP_PjugBHvE
Thanks!
I am 3 off of the 20 point mark!!!!
Votes would be really appreciated Please Play + Rate Here
I will vote on your game if you vote and comment mine! :grin:
With a little bit of help from the LD40 massive Run Guys has got its 20 ratings. I am well pleased. If you need some ratings I will try to help out. I am having most luck with Web games as I am on an old MAC. If you have a web link available for your game link in the comments and I will get through as many as I can.
Peace

We would love to have you a laugh or at least a smile when you try our LD Entry, Secret of Poop. Just leave a comment as we really love to hear from you.
It isn’t really finished as we wanted to, but we will try to do a post-ld version to get some more things done, as also add the small things you would like.
https://ldjam.com/events/ludum-dare/40/secret-of-poop
I finally got around to slapping my pixelart timelapse video of Spacelitch together. Pixelart done in Photoshop CS6, level design in Tiled, screenshots taken with ChronoLapse.
https://www.youtube.com/watch?v=6L1pl5sWFm4
And here's an easily copy&pastable link: http://bit.ly/2BaVt8f
All in all I am quite pleased with how the graphics of the game ended up. Given that there was a lot less animating to do than I did for Artax in LD39 (see its timelapse video), I could shift focus to include writing the dialogue, and designing the level, which @meatmachine had done for Artax.
Successes (Or things I am happy with.) * Pretty cool ship designs (always start from silhouettes!) * Parallax scrolling in space * Four different character portraits * Slick explosion animation
Failures (Or things I wish I'd had more time for.) * Kind of boring background tiles, lots of flat green/grey surface area * No real dynamic background effects * Spent a relatively large chunk of time animating a double helix laser blast which didn't end up look great in game * No time to draw a cool splash screen (I imagined a Star Wars-like poster featuring the four characters with some space ships in the background - entirely unfeasible in the time we had :smile:)


"You are a Knight, under her Majesty Service, defeating Dungeons for your king. Only problem : you are too famous. Protect your groupies in the dungeons, defeat the 3 differents bosses, customize your character and enjoy playing"
Check our game :
https://ldjam.com/events/ludum-dare/40/famous-knight


gameplay
level editor

Hungry Dino it's some kind of mix between puzzle and platforms where you need to eat everything in screen to win, but bite without thinking will made your way more difficult, and sometimes, impossible, then restart and go again.
We try to made a game fastpaced, fun, and mildly challenge, but You're the judge here! we will appreciate your rates!
inbetween, keep working on the post-jam version, that will include:
- Better collisions and fixes in the way that Dino grow ups.
- Save created levels on local Storage
- Online respository of levels
- And this little scenes:

We really hope you like it!
And many thanks for all the feedback received!
I noticed 5 people have downloaded the unity project of my game Prinsen Gulden ( https://ldjam.com/events/ludum-dare/40/prinsen-gulden )! I wonder what people do with it? I guess they study how I did certain things... Though, I can't imagine Prinsen Gulden's code would be all that interesting.
Have you downloaded unity projects (or source codes)? If so, what did you do with or what did you use it for?

https://www.youtube.com/watch?v=eC7yR8w2m0M
Hey i just recorded a Walkthrough of our LD 40 Game "Drugrun". If you wanna try it yourself: https://ldjam.com/events/ludum-dare/40/drugrun

Play the game here: https://ldjam.com/events/ludum-dare/40/save-the-plants Really recommend using a controller for this one!
Now u can see the game before u play it yay
https://youtu.be/yto6XF_VcZE
play the game: https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/ https://ldjam.com/events/ludum-dare/40/bombs-away/
Apparently "Kiddy Crush" got it's 20th rating a few days ago without my notice. Thank you for your feedback!
If you haven't tested it yet and/or want to punch little kids with this weird (super cool) "box-arm-thing" go here:
https://ldjam.com/events/ludum-dare/40/ludumdare40
https://youtu.be/u8EbgxQMzaI
This is how you do it!
https://www.twitch.tv/danaeplays/ were nice enough to play my game Boiler Room Defense on their Twitch channel, and they broke the high score in four attempts!

Watch the whole thing here: https://www.twitch.tv/videos/208201491?t=01h01m34s
However, by now the high score has been broken again: http://pancakeelement.de/public/ld40/ld40showhighscore.php
Hey all Once more I’m going to play some more LDJAM games on stream and rate them. Drop by and let the most critical reviewer at the LD twitch community talk about your game. :) https://www.twitch.tv/jacksendary use !submit to submit your game and lets talk :D
https://youtu.be/RkWzZVRcZU8

Life's a Glitch is two votes away from having 50+ in all categories!
Who will help me reach that milestone?
https://ldjam.com/events/ludum-dare/40/lifes-a-glitch
Hey ! I am really really really really really really really enjoyed by the comments I have on my game's page ! Mille mercis ! because you deserve words in the most sensual language in the world ;)
But ! But but but but but ... I will be really enjoyed by having three more votes for achieving 50 votes in each category. I will be really grateful if you take the time to play to the game !

Thank you in advance :)
Here is the page : https://ldjam.com/events/ludum-dare/40/money-dungeon
Next time, I'll start by making the beginning and the end of the game, then I can take my sweet time building up the middle and adding features. Got way too into making new enemies and building levels, I had to rush the final boss battle and the ending at literally the last hour. I couldn't even get sounds.
Please give my game a shot, anyway. https://ldjam.com/events/ludum-dare/40/trial-of-the-doggo
Drop your link in the comments and I'll check it out!
Come play and rate my game aswell!
https://ldjam.com/events/ludum-dare/40/virus-detected


Hello everyone :smile:
We are a little team of 2 developers very motivated and we'd like some feedbacks and ideas of future upgrades for our game.
You incarnate a holy parallelepiped in his quest to save his dumb but friendly subordinates : the cubes. You will see many worlds thanks to the magic of teleporters, and attempt to save as many cubes as you can, but beware : the more they are, the most difficult it gets! :smile:

Thank you for reading, feel free to play our game, rate it and leave a comment :wink:
Thank you for the votes! Where ma friends at?! finally rached 20, and we're very grateful :grin: Feel free to leave some suggestions for games to try in the comments, we'll try to return the favour :) And if you're feeling bored tonight, there's a lot of little friends here looking for your help :innocent:

Hey guys! I need some feedback, both for the jam and for after the jam: I am thinking of adding tutorial-levels and making the game-mechanic more understandable after the jam and adding more levels. Do you think the game is worth it? The critique so far was mainly, that the game isn't easy to understand without instructions. Thats why I wanted to work on that first. What do you think?

Hello there!
I hope everyone had a good Ludum Dare experience (on our side, it was a blast, as always, with a lot of learnings).
We had to get back to work quickly after the event, so we had no time yet for any post-mortem, but that should come in the following days (end of week let's say).
Anyway, we're almost at 30 votes for each categories, which is already awesome! So I'd like to thank all of you guys who let notes and reviews on our game! It's such a precious thing to get feedback from game devs from all over the planet...
And for those who haven't played it yet, you can find Glowing Meadow here! Feel free to let your comments, we hope you'll enjoy playing it :)
Thanks again,
Mathieu, aka Ekilibr
Edit : we reached 30!


Finally you can show that you are thiefiest thief of them all. This is postLD build, but except added leaderboard, everithing else is same as original build.
https://kabalatrance.itch.io/heist-of-kharon
Ever since the end of the LD compo, I've already uploaded four post-mortem updates because the original game was so bad. The newest one adds health bars!
https://ldjam.com/events/ludum-dare/40/super-slaughter-dungeon
This is my first Ludum Dare, that is why I decided to create a pretty standard game. It is a tower defence style game.
You can play it using WebGL and there are also builds for Windows & Linux!



I created this short promotional video for the game.
Watch it if you are uncertain, whether you want to play :smile:
https://www.youtube.com/watch?v=dVVymKLwRY8
I haven't had enough time to balance the game or make complex rules as the Compo was about to end, and the final game is quite hard. Tried it a few times and while I got close I still haven't "won" it.

Made up winning condition is to deliver eight drinks in one "lap". The game will let you play on though, no message or anything.
You can give it a go here: https://ldjam.com/events/ludum-dare/40/eight-more-drinks-please
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 Game Jammer Discord community and follow MovieGameJam!
@everyone - I'm thinking of putting up a post-jam build with the fixed UI and new features and I'm taking feature suggestions. My prerogative is A) portray hopelessness due to the ever-worsening economic condition; B) make the game world SEEM not hopeless despite actually being hopeless.
Current new features intended include: - AI that collect crystals and generate energy to maintain the value in the market (NEARLY FEATURE COMPLETE) - More stable 'false star' value (because there are more of them) (NEARLY FEATURE COMPLETE) - Universe 'false star' count limits (FEATURE COMPLETE) - Infinitely generating procedural stars and 'false stars' (with 'false stars' stopping generation at the 'false star' limit) (NEARLY FEATURE COMPLETE) - Fully Procedural Audio with Vertical Remixing and Horizontal resequencing using the Argzero Audiomanager Module (my custom audio system) (NEARLY FEATURE COMPLETE) - Fully functional multiplayer with servers
I am also interested in adding variety to the world by creating regions with specific properties. Any and all feedback and ideas would be appreciated, thanks!
https://ldjam.com/events/ludum-dare/40/crystallone-false-stars
Learn more in dev page
I have started working on this game, perfecting the mechanics and concepts of the game. Please follow me on Facebook for more information: Facebook site
Thanks!!!!

https://youtu.be/3SMug11_w1Q