Come Check out Tasty Blocks!
Check out my entry for ludum dare 43, Tasty Blocks!
https://ldjam.com/events/ludum-dare/43/tasty-blocks

Check out my entry for ludum dare 43, Tasty Blocks!
https://ldjam.com/events/ludum-dare/43/tasty-blocks

Yo, I will review the first 4 games who comment on this post (as long as you have NOT reached 20+ reviews yet)
You delete files and the game assets disappear https://www.youtube.com/watch?v=gPRk38sGu9I
Check it out: https://ldjam.com/events/ludum-dare/43/just-delete-them
https://ldjam.com/events/ludum-dare/43/i-cantle


We are looking for a new major for our army. Maybe you... Our scouts have noticed a big army, which is heading towards us. Everyone will not survive, you will have to make some choices.
This is our first Ludum Dare, so feel free to give us some advices :smile: https://ldjam.com/events/ludum-dare/43/the-last-outpost


For a time there was balance in the universe. Blaa and Raa were level and center, but is balance truly an ideal of nature? Perhaps nature in itself is spawned from chaos, and order only appears once dominance has been established.
Would a planet not greedily consume any outlying satellites that deign near its gravitational influence? Once heavenly bodies decaying in their orbits only to be engulfed in the flames of its hot hot very hot atmosphere!!!
After a weekend of slouching and debauchery this observer returns to discover a red wasteland. Raa has pushed Blaa beyond the bounds mortal reckoning!

CAN THERE BE A RECONCILIATION? CAN THERE BE A RETURN TO ORDER? CAN'T WE ALL JUST GET ALONG??
Can you survive to the end before getting captured? If you want to, you will have to capture enemy peices and use them to get across the maps.
Note: There is a bug where, when an enemy kills you, it does not show the capturing (you just lose). You are not dying randomly though :). I’m hoping to fix that in a later post-jam version.

https://youtu.be/o214-OrIhmc
Test Slash Rush : https://ldjam.com/events/ludum-dare/43/slash-rush
Documentia, the small world into your computer files.
https://ldjam.com/events/ludum-dare/43/documentia

Hi guys, I already have enough ratings but I would like to push my game Pyrrhic Victory a little bit further:

That's why I need more feedback. Precisely I would like to know if you think that after having been improved (a lot) this kind of game could be publishable. How do you think it could be improved, what should be added or modified to make it a publishable game?
Thanks for your help :-)
Fire Swept is a Fire Fighting Real-Time Strategy game! Fire it up and give it a shot! Please rate and review if you like the game. If you have any suggestions on the game, please feel free to let me know. I take all suggestions, feedback and critique seriously. Reviews will get your game played and rated in return.
Post-Jam Improvements - Improved Gameplay - Redesigned UI - Pathfinding - Unit training - Budget system - Four season time line with dryness effector - and much more!

https://youtu.be/Jjw7kg_Ae1Q
https://www.youtube.com/watch?v=dTbNhOhnQho
Available on WebGL, Windows and MacOS as Jam Version!
Jam: https://ldjam.com/events/ludum-dare/43/the-mist
Itch.io: https://tpamir.itch.io/the-mist
Hey jammers!
I've published post-compo version of my game Soul Traveller.
It has better collision boxes, faster possessing + few minor fixes but basically it contains all you guys wantend in you great feedback! Except more levels unfortunately - but wait for the next upgrade, follow me here or on the Itch.io if you don't want to miss it.
You can download it on the itch.io: https://jhysek.itch.io/soul-traveller
Have fun!

Features - Platformer - Roguelite - Kill villagers to survive
Check out the game page
https://ldjam.com/events/ludum-dare/43/sacrifice-knight
Or Go directly to the game
https://balgorode.itch.io/sacrifice-knight
Please give it a try and leave a review I enjoy reading all comments and learning from them!

Only with less health do you move at a decent speed!
https://ldjam.com/events/ludum-dare/43/fuel-duel
If anybody wants to follow my development, follow me on Twitter @ThomasPadfield
Hello, LD jammers! I'll be recording another couple of "Phil Plays" videos for my YouTube channel soon. If you want your game in the mix, please submit it via this form:
► https://goo.gl/forms/BOlMLfafy2fbkEqF3
Thanks!

All in all, the 43rd Ludum Dare was relatively smooth sailing for us. The theme was a bit harder than usual (more on that below), but we had already decided on some things: namely the general art style. We knew we were going 2D with some anime inspiration, so we got off the ground with our ideas quite quickly.
At first, we played around with very concrete sacrifices but ultimately landed on a dialogue-driven mystery game. We really haven't made two similar games for a Ludum Dare, nor did we this time either. The more story-driven approach was a bit risky, especially since there wasn't that much time to dedicate on the writing, but judging from the comments so far it seems to have paid off. The short, linear nature and simple controls saved us some time on the programming side to concentrate on the story and actually even do a bit of testing.
We decided on having a small number of characters and locations early on. The art & storytelling style was inspired by various games, including VA-11 HALL-A, 2064: Read Only Memories and old text adventures. The final style we ended up with was something that looked nice and was fast enough to produce. In retrospect, the number of characters and/or locations could have been a bit smaller to save time to add a bit more animation and polish.
The story itself was basically Agatha Christie in space, with a dash of Firefly and A Long Way To A Small Angry Planet thrown in.
The reason the characters don't react to the clues you find is also down to scope. Having them react to one thing would make then not noticing another thing feel incohesive, so with the time constraints, it made for a more consistent experience to not have them react to anything.
Overall, the scoping worked out pretty well on both the development and the gameplay side. A short story that can be completed in minutes works very well in Ludum Dare where you're usually trying to play as many games as possible in a limited time, and most players got to experience the whole narrative.

On the code side, a lot was relying on a very simple parser written from the ground up during the weekend. It was a quick and dirty solution, but it enabled me to concentrate on writing the dialogue as efficiently as possible. It's also handy that in a jam you don't need to future proof at all, so adding new features was only a matter of figuring out a new character to represent a command.
One of the riskiest features was probably the scorekeeping for the ending. I hadn't done any web programming in ages, let alone a WebGL trinket that called web pages, so there was a lot I had to either learn or relearn. Ultimately, it turned out the game couldn't contact the server from the Itch.io page (HTTPS vs HTTP), so I put it on my own server which also housed the PHP page.
I also regret not having time to implement a clue window, where you could view a summary of all the clues found so far. I actually wrote down all the clues and even started with the UI, but figured that I didn't have time to come up with a good enough UI and implement it.
I have played around 40 different games so far and my impression is that this was a difficult theme. There have been plenty of good and excellent games, but few with really interesting takes on the theme. A very common take seems to be giving the player a bunch of actions and then removing them one by one, or just having some resource as a visible character on the screen.
The theme seems to have inspired a bit darker games than usual, which is not really surprising. There was some very interesting narrative takes on the theme, which made me think of substituting the Humor category with more general Story. It would still include humour but would serve as a broader category where the more serious story-driven games could also compete.
A short list of some of our favourites:
https://ldjam.com/events/ludum-dare/43/zoe-and-the-polypantheon
https://ldjam.com/events/ludum-dare/43/total-party-kill
https://ldjam.com/events/ludum-dare/43/keyboard-twister
https://ldjam.com/events/ludum-dare/43/dropboy
https://ldjam.com/events/ludum-dare/43/silent-whisper
https://ldjam.com/events/ludum-dare/43/junkstar
https://ldjam.com/events/ludum-dare/43/burn-out
Here's the link to our game if you haven't played it yet:
https://ldjam.com/events/ludum-dare/43/room44

So, there was the ending.
Many have correctly deduced that there wasn't a concrete confirmation on who the actual murderer was. That was completely intentional, even if we knew it might not work out, as Ludum Dare seemed like a fit place to do some experimentation. Also, I think the way you're not sure if you did the "right" thing makes it feel more like a sacrifice.
Here is the score as of 10th of December (around midnight in Finland):
Total votes: 138
Kate: 39
Fiona: 40
Mack: 30
Lucifer: 29
What's interesting here, is that during the first few days, it seemed clear that Lucifer would gain the most votes and Fiona the least, but not the results have practically flipped. There were no changes made to the game during this time.
It's a peon scout simulator. You know from those in RTS games, early game. Just now you are not the commander, but the expandable one...
