Stand on dignity

Here is a small drawing of the end of our game. If you want to see what happens next go here!.

Here is a small drawing of the end of our game. If you want to see what happens next go here!.
A short adventure / platformer where you must retrieve an old ritual book in the woods...
https://ldjam.com/events/ludum-dare/43/sacrificium-2
Here is the third postjam “artwork” about Lastcrifices. The end of this LD43 is near... And actually I would like to thank all the people for their ratings, their nice and construcive comments.

and for those who would be tempted, you can give a try at: https://ldjam.com/events/ludum-dare/43/lastcrifices

Well then you should give my game a try! In my game you play as a character named Magnibus (name derived from “magnas manibus” meaning big hands), a man with huge fists, as you punch, throw, and destroy the waves of robots trying to kill you.

But how does this use the theme you ask? After each cleared area, the game requires a sacrifice of one if your max hp points before you can progress to the next level, allowing for fewer mistakes in later areas down to eventually 1hp in the final area. This provides the game with a good difficulty curve as well as a great challenge towards the end.
And of course, heres the link: https://ldjam.com/events/ludum-dare/43/magnibus
https://www.youtube.com/watch?v=lksosW7Brew
Goobli is the last slime of the slime islands, it wants to go back home but it is going to have to sacrifice bits of itself to rebuild the long lost slime bridges, while growing healthy by eating tasty veggies, in this charming little puzzle-adventure game, featuring dynamic palettes and music, all created originally for this very jam.
Goobli was our first game as a team, and our first game ever for some of the members of the group. We have poured our hearts on this little game, so we hope you enjoy it!
Let's begin with my reaction. When at 3:01 am I found that the theme that I hated the most was picked.

Now when I was thinking about the theme.

When I made the animation.

When I finally finished it.

Check this game out: https://ldjam.com/events/ludum-dare/43/just-delete-them https://www.youtube.com/watch?v=gPRk38sGu9I
I wanted to do this way sooner, but work and other stuff got in the way, so here we go, at last.
Anyway, here we go:
Alpaca's Redemption by @oceanosaurus
A puzzle platformer with a great take on the 'give up your powers' and solid level level design
Merciless gods by @raindrinker
This one just nails the theme IMO. It's also the game that made me feel bad about the sacrifises. It actually still needs some votes, so do give it a bash (first read the desscription on Itch, though).
Welcome to the North Pole! by @catie-jo and @fre
Cuteness overload
The Cave God by @pranjalbisht
I loved the writing in this one - I just giggled a whole lot.
Colors of Your World by @xellaya and @ddrkirbyisq
Solid, Celeste-inspired platformer with amazing music
I seem to like platformers :laughing:
Use this QR code:
Or click here to play and rate.
* Should work on mobile Chrome and Safari, but haven't had much luck with audio on iOS devices... :slight_frown: Let us know if it works for you!Geta Game Jam is an online event occuring between January 5th and January 8th. * Create a game in three days * Work either individually or as a team * Share your progress with our wonderful discord community * Vote for which theme you would like to be chosen
Running out of zest before escaping into space.
Screenshot taken before completion of devving, second day of work.
This is Terrifying Rocket Zest. It's my first Compo submission, and my first real victory in a game jam. It took me 7.5 hours as of the very start of the jam just to get a functioning, fully designed rocket on the stage - and a lot of that time includes the uneasy hours when I didn't know what I was going to do with the theme and was just making a whole lot of infrastructure.
I think I made a very good choice when I decided in what way I'd interpret the theme, and given the time period I had and what kind of un-patronizing, un-broken game I came out with, I was quite proud.
But I still haven't succeeded at my mission yet - it doesn't have enough ratings to get a score! I am, in fact, quite close. It won't take many before I can say life worked out, and I promise that playing my game is not a nightmare. It's not slow, boring, confusing, or so badly coded that you get stuck inside tiles (I used a physics library anyway) - although it is my hardest game yet. I am not in need of any further reviews, but man I can't wait to see the score on this thing. I'll be very grateful if I do.
Depending on how well this plays out, I don't know, I told myself I'd take a break and skip the 44th, but I won't if I end up so happy with the way this ended that taking a break feels like a missed op. I just feel like I really exerted myself with the last three game jams and if wise, would rather put myself under less stress next year. Well, I dunno, maybe the pressure won't be as big now that I don't have to worry about the one that is First.
TL;DR = waha, real proud-like. Gotta playrate that game if I am to score - it cool and playable.

This is a test of the posting system. Warning this is only a test. Do not be concerned. You have been warned.
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Features:
Full Page: https://ldjam.com/events/ludum-dare/43/the-shrining
That's the search category of Ludum Dare 43 games that still don't have enough ratings to achieve a score after being built. Only two and a half days are left, and there are probably a hundred of 'em! So please, whichever ones you tend to or don't, try to get some games rated that are still in the rescue filter. The thought of 23 enthusiastically, sweatfully produced games narrowly avoiding judgement is very depressing.
TL;DR let anyone rate games who has submitted a game in the past
I want to propse a change to the rating system. This LD I had no good idea for a game so I did not upload one. Still I was excited about the other games I had been watching grow over the weekend and like always, I saved their links for later (by the way, the list of people I follow seems to be ordered very randomly so simply following someone and looking up their games later does not work for me, room for improvement there as well).
After the weekend I started looking at the games on my list and I played two of them and wrote a long and detailed comment, which to me is the most important part. Then I wanted to give my star ratings but it said that only people who submitted a game were able to do so.
I understand that not everybody who creates an account should be able to rate a game, this would allow very easy cheating on the rating system. But how about this: you can always rate games if you have submitted one in the past?
As I said, to me the comments are the most important thing so this is no deal breaker. Still I would have loved to also rate the games, I was disappointed that I could not contribute to their 20 ratings limit because I know that this is a hurdle for many games. This took the wind out of my sails a little bit and I would have probably played more games if I could have rated them.
My proposed solution is to let all users who have ever submitted a game in the past rate games in the future. I feel that once you know how tough it is to make a game, you will take rating serioulsy and not abuse the system in any way, like people could if they just needed to create a new account to rate a game. A slight variation of this would be to only allow people to rate who not only submitted a game but also got their game rated with >= 20 ratings.
Ever feel like a humble farmer being ruled over by a tyrannical God? Well now you can!
https://ldjam.com/events/ludum-dare/43/switched-on
https://ldjam.com/events/ludum-dare/43/switched-on

Our game Death's Rewards still needs 3 more ratings. If you're a fan of moody puzzle games, feel free to go check it out!
https://ldjam.com/events/ludum-dare/43/deaths-reward
Ludum Dare 43 is just about wrapped up, and we had a great time making Tenoch's Turmoil. While we've already implemented a plethora of updates and fixes in our currently unreleased post-jam version, we've only pushed a single bugfix to our jam submission, and I wanted to take the time to share what I've learned from it.
If you've played Tenoch's Turmoil, you'll likely have noticed that Tenoch moves rather briskly - unfortunately a little too briskly for some players. But one person left a comment saying they thought Tenoch moved too slowly. What?! This was the absolute last complaint we expected to hear! So I set out to investigate what was going on.
If you're like me, you might have assumed that Unity games always ran at 60fps, and the frame rate would change only when it dropped under heavy load, so it wasn't worth considering for a jam game. But as it turns out, this is not the case at all. By default, Unity will try to match the frame rate of the game to the refresh rate of the player's monitor. For most of you, that will probably be 60Hz, so games will run at 60fps. But there are quite a number of people out there with 144Hz monitors, and I found my TV had options to run as low as 24Hz, so you really can't afford to make any assumptions.
I don't have a 144Hz monitor, but by plugging my laptop into my 24Hz TV I was able to observe the opposite effect - Tenoch was now well and truly too fast, covering the entire length of the play area in one second flat - more than double the speed he was supposed to be running.
At this point the bug was confirumed, but to be thorough I found the setting to force Unity to run at 144fps, and saw what the player would have been seeing. Tenoch was running at less than half his intended speed, and the game was miserable. No wonder the player was upset!
When you press left or right, Tenoch's velocity is set to a fixed value. At some point, we added code to multiply this by Time.deltaTime in order to smooth it. But the problem is that this kind of smoothing is only necessary for displacement, not velocity (displacement over time), and multiplying by the length of the frame had more or less the opposite effect: Tenoch's movement speed was inversely proportional to frame rate. At 24fps he was running at 60/24 = 2.5x normal speed, and at 144fps he was running at 60/144 ~= 0.4x normal speed. The fix was simple - remove the Time.deltaTime and multiply his speed by 1/60, and all was well again.
I've taken the script from here and added some editor-only hotkeys to cycle through some different frame rate options. Being able to easily play the game at different frame rates (both faster and slower!) makes some bugs easier to see, and others impossible to miss.
If you want to do this yourself (and I recommend you do!), the code you'll need is:
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = targetFrameRate;
Using this, I've already spotted and fixed a ton of other bugs like this one, plus some other single-frame glitches that become glaringly obvious at lower frame rates. I hope this helps you too!
Overall I had a great time this jam, learned some new things, and ended up with a submission that I and the team are all proud of. I'm grateful for everyone who has taken the time to play, rate and comment on our submission, and everyone else who submitted a game and helped make this jam what it was. Thanks!
Hey! My compo entry on this last LD was a blast to make. If you have time, please take a look at it!


Link is here: https://ldjam.com/events/ludum-dare/43/nights-end
Also, I'm thinking about streaming my next LD, but I'm not sure if people are interested in that kind of thing. What do you think?
Cheers!
How well can you manipulate evolution? https://ldjam.com/events/ludum-dare/43/cheela


Hello everyone! Our game still needs a few ratings in order to take part in the ranking. If the game seems interesting, we would love it if you check it out and give us an honest rating and of course your feedback. Make sure to also comment the link to your game so that we can also check your work out. Thank you for reading!
https://ldjam.com/events/ludum-dare/43/escape-from-arex
Hello! A while ago I posted part one and part two of a series about technical aspects of my LD43 entry. Today we move on to the third and final part! 👀
For my last few jams I've been focussing a bit more heavily on graphical fidelity than I did this time, as you can see below, but that doesn't mean there aren't things to be said about the kind of approach I went for this time either! c:

Would love it if you did, since I need some 7 more ratings. 😨
I ended the last part by showing you a GIF of the face closeups of characters that the game displays when talking to someone. Today we will be looking closer at those!

As you can see, the camera slowly and ever so slightly pans around the little 3D render, and the character blinks occasionally. This is a complete 3D render from a secondary camera that can only see the character that the player is currently talking to, and nothing else. It can also see the character's eyes, which aren't visible when the characters are rendered at a much smaller scale in the actual game world, but it is in fact the very same instance!
I made this game in Unity, so here are the relevant settings for the camera component of the secondary camera I added to the scene:

The clear colour's alpha is set to zero so that the resulting texture has a completely transparent background. At the bottom you can see the render texture that I've assigned to it, to make it render into that texture instead of to screen. This is the setup for that asset:

If we go back to the settings for the camera, we also need to look closer at that "mixed" culling mask…

As you can see, I've created special layers for portrait rendering; things on the Portrait layer will only get rendered to the portrait camera (e.g. the eyes) while things on the PortraitAndWorld layer (the rest of the character) will also get rendered to the main camera viewing the game world.
Normally the eyes are on the layer DefaultPortrait and the rest of the character on Default, but when a conversation is entered with a character, its renderers get moved to the corresponding portrait layers, so that they are the only things the portrait camera see (so that we don't accidentally get another character visible in frame if they're standing too close).
Finally when the player starts talking to a character, the portrait camera is moved to where they are.
Actually showing the character on screen is done through the canvas where the rest of the dialogue UI (the text box and so on) lives

For this, I'm simply using a "raw image" component that is set to display the render texture from earlier that the camera renders into. This is then positioned and sized as desired.

As a detail, to match the rest of the UI where every element has that drop shadow that you can see in the images at the top of this post, I duplicated the raw image, moved it by the same amount as all the other drop shadows, tinted it completely black and decreased the alpha to match the other shadows, and put that behind the regular image!

Thanks for reading! And playing and rating, if you did, or will. This has been another fantastic LD! ❤️
Hi people! I’m Pedro Fuentes, Game designer, and with Sergio Martinez (programmer) and Daniel Gomez (artist) we made the game “NoooooMan”. In the last post I explained the Idea and the Evolution of the game (you can see the previous post here –> https://ldjam.com/events/ludum-dare/43/noooooman/making-of-noooooman-part-i) and the Visuals (https://ldjam.com/events/ludum-dare/43/noooooman/making-of-noooooman-part-ii). In this post I will explain the tools that we used in the game.

We used Unity to make the game. It’s a game that mixes 2D and 3D at the same time. All the characters, the environment and the guns are in 2D, but the bullet and the trajectory are in 3D. To manage the time (real time and bullet time) we used the plugin Chronos.

All the elements are in 2D, except the bullet.
Sergio Martinez made different custom tools like the GunManager. With this tool, it was easy to create a lot of levels. The tool can detect the number of guns and it’s possible to configure every gun: the trajectory, the point of the bullet impact and the time when the gun shoots.

GunManager, a great tool to create fast the levels.

The tool can detect the point of the impact.
If you’re interested, check it out here. The game is available for web browser, Windows and MacOSX. Enjoy! (I can play and rate some other games too). https://ldjam.com/events/ludum-dare/43/noooooman
Thanks for playing! And Happy New Year everyone!
We're still a couple ratings short of a score, soldier, and your country needs YOU to get out there and kill some demons!
(and then say something nice about the game afterwards because your country would really appreciate it thnx)

In the making of AkimBear, we chose to use this talk from Vlambeer‘s Jan Willem Nijman, a true master of arcade action games, as our inspiration. In fact, as soon as we had the rough sketch of our idea (i.e. akimbo-wielding bear with sacrifice used in the gameplay design), we watched the talk in order to get it in our heads when we started building the game. The trailer can give you a good idea of the game we ended up with:
https://youtu.be/avRx-U6SNHk
I highly recommend watching the talk if you have an interest in building games with strong immediate feedback. I also really like Nijman’s perspective on the layers of feedback in creating interactive experiences. In the talk he takes a basic game and adds tweaks to get something that is much more appealing to play. Those points are below and I’ve annotated them to show how we used them. The bold points were taken directly and the italic points were only partially implemented in AkimBear.







A lot of the above are obvious when you see our gameplay. I’d like to talk about one of the less obvious points that we used when designing AkimBear: Player Knockback. During his talk, Nijman says “if you put a button in a game … give someone a reason not to press it.” This was the inspiration for deciding that Grizzle should stop moving while shooting and how this could be the gameplay sacrifice.
I’ve gotten some feedback about the time slowdown being too strong and I think this is quite valid since it feels almost like framerate issues sometimes (particularly when off screen enemies are killed). I limited the permanence by using a ring buffer object pool for the number of bullets at any time for pre-emptive performance reasons. I know “premature optimization is the root of all evil,” but once you start pooling objects there’s really no reason not to pool everything. In this case, I would disagree with Nijman; despite computers being very good now, you should default to defensive and performant coding (if possible, for your experience level) until there is a design reason to expand. Limiting runtime memory is always a good idea to avoid unnecessary garbage collection (this is especially crucial for mobile devices).
If you have any questions at all, don’t hesitate to ask! My email is ecmjohnson at gmail.com
During Jam some "sacrifices must be made" :sunglasses: . Our regrets: we couldn't implemented the explosion mechanics of some enemies and the sprites associated. We missed something but 3 days it's very hard. :sob: :sob:




So I dedicate this message to all those who had to make sacrifices (I think of everyone).
7 score needed
I haven't been on in WEEKS! I can't believe it's almost the deadline :O! I'll go ahead and play some final ludum dare games and think back on the amazing challenge that this was :D.
As for my game its this: https://ldjam.com/events/ludum-dare/43/we-fight-together

I have been working on updating it for the past few weeks! I can say I have made some good progress although it feels like endless work :P. If you follow the project you should expect an updated version (more like brand new game) in the next weeks/month! :D
This was the first Ludum Dare where I wasn't working alone on the audio. We're a student team from Germany and for LD43 two other students(@jeb and someone without a ldjam acc) wanted to join me in the audio production process. The sound effects were a lot of fun. We needed sounds for a lot of cows in our game. For that, each team member (and some friends who stopped by) "voice acted" cow sounds. We also had a total of 4 songs (and a short score for the intro).
I really enjoyed writing and recording the song for the last area of our game. I still dig those "ending vibes". That's why i recorded a little music video for it. If you're interested, you can check it out here:
https://www.youtube.com/watch?v=rwVkrUT1ojA
I’m one vote short to reach 20. Be a hero and rate my game: https://ldjam.com/events/ludum-dare/43/action-tanks-the-battle-for-althea
https://ldjam.com/events/ludum-dare/43/overslept

Come try your hand at sheep-baking and leave a rating or two!
Our game can be played in-browser and can be played with 1 or 2 players.
https://ldjam.com/events/ludum-dare/43/overslept
Hey everybody, we are on the last stretch. I unfortunately was super busy throughout December so am fighting at the last weekend to get Miserable Morene some votes. If your looking for a game to play and got a few minutes to spare; swing on by and have a look. The game has a web port now so it's even easier to play than ever!

Check out my game and I'll play/rate yours back if I can :confetti_ball:
My game is a tower defense where you sacrifice humans to protect your base from invaders:

Only have a single rating left to reach 50, so rate and comment, i will play your game too! Just post a link in the comment section and i'll play your game, also if you caN leave some feedback!
https://ldjam.com/events/ludum-dare/43/v-girl

I had a ton of fun making the art for AkimBear! :gun: :bear: :gun:
Here are some notes about my thought process while making the art!
I only recently have seen the light of understanding colour pallets and Hue Shifting, so it was a ton of fun implementing those concepts and putting them to use!
Grizzle started out as looking like a relatively cute bear, however my teammate @ecmjohnson said he should look tougher, so as a joke I gave him a cigarette and an eye patch. The team dug it, so we stuck with it. His arms were kept small so we could hide them under the guns and not have to worry about them looking bizarre if rotated 360 degrees.

I tried to add as much bounce to the character while walking to emphasize his weight, and also made the cigaret bounce with his walk to add an extra sense of movement.

The squirrel was inspired by the Junior Senior - Move Your Feet music video who wanted to blow up the world:
https://www.youtube.com/watch?v=SPlQpGeTbIE


The Bird was added because we wanted to add a reason to not only be aiming at the ground at all times. So I made this fella:

In the lab, it’s revealed that the animals you’ve been fighting have been robots all along! (Hence the explosions. You didn’t think we were that cruel, did you?) And of course had to have antenna and be chrome to prove it.


Last level: It’s always a laboratory.
Some of my favourite games of all time are the original The House of the Dead games.

(Specifically The House of the Dead 1&2) And I always found it funny that in that type of game, the final twist was always that “it all came from one evil lab” so I thought it would be fun to play off that trope with our main character, Grizzle, being a genetic experiment. And of course, there are ALWAYS test tubes with the enemies you fight in them. Because “science is... evil”?



The Explosions were inspired by a combination of Sonic Mania, Contra 3, and Bomb Chicken.


Elevators Each levels elevator is different! Each signifies which level you’re on by changing it’s roman numeral as well as changing which of the 3 lights flashes. Look closely when you boot it up!

I added the No Smoking sign on the elevator doors very close the end of the jam as a last minute detail to make Grizzle seem even cooler. He don't care about the rules, he's got his machine guns and nothing's going to stop him.

Honey:
The Honey pots were an idea pretty early on in development as a form of heath and we ran with it.

Not only did it work as a pick up, but also as a way to transition between levels smoothly while maintaining a consistent aesthetic. Plus it just looks tasty... Mmmm...

And yeah! That's about all I can think of that's worth showing! I had a blast creating all this stuff and exploring colour pallets!
If you have any questions let me know and i'd be more than happy to discuss.

Hello, My game is halfway to 20 ratings. Can you help? :)
https://ldjam.com/events/ludum-dare/43/eztli
Phew,

first time solo with not that much experience and it is very noticeable in the game. In the end I managed to, I think, convey the message I wanted to AND the game is not broken in any apparent way. I call that a success!
Odie brought mom flowers is still missing a few ratings until 20, if you feel like finding out whether Odie is a good boy, check the game out HERE: https://ldjam.com/events/ludum-dare/43/odie-brought-mom-flowers
I am largely interested in thoughts about the ending. Will also gladly help out people who are still missing a rating or two, so make sure to comment if you need help too!

With the end of the year coming up, television and news sites are flooding with yearly retrospectives and the most marking events of the year, highlighting both the positives and negatives of the past months and what's bound to be remember of this year for history.
With the end of judging for this Ludum Dare coming up, we thought to do something similar, only instead of it being just about the year, we're looking at the history of our past Ludum Dare entries from our latest game Super Sellout all the way back to Colossorama! Sit comfortably on your chair ~~(unless you have a standing desk in which case just stand there)~~ and prepare for the history of our Whales And Games team through Ludum Dare editions, how it shaped us, and what we learned from each edition respectively! Leggo! 📖🐳


If there's a game that we have to thank for and which was the reason why our team exists nowdays, it is Colossorama. Created for Ludum Dare 36 (August 2016), Colossorama was a simple hack-and-slash sidescroller where you were forced to swap weapons every round to defeat as many enemies as you can while attempting to stay alive on your own.
Colossorama broke what was essentially a two-year-long creative-block towards games for me and @Moski, and has since evolved tremendously receiving multiple updates since it's original debut, being showcased in multiple events, and even gaining a following of its own. In fact, a third major expansion to it is planned to come out early next year, and we are already looking at some other plans we have ready in-mind for beyond that!


While we ocassionaly make the joke that it's the game that should not-be-mentioned, Hyper Holomayhem taught us some hard lessons regarding how we should tackle future Ludum Dare editions after Ludum Dare 37 (December 2016). In essence, the game was also a side-scroller free-roaming shooter, where you'd have to tear-away levels by shooting at it's tiles in order to collect gears that would power the room and regenerate again.
The game, while it obtained good judging scores, taught us a few things regarding how we should tackle scope and design decisions. Always make sure you come up with a pre-set idea as you come out of the brainstorming phase and make sure mechanics are well established so they can be quickly ironed out and improved during the jamming time. Unfortunately, there's still some one or two-offs where we fall on the same trappings, but overall, it taught us a lot about how to handle things going forward.


With the hard-swallowed lessons from Hyper Holomayhem, our next entry, Petty Puny Planet for Ludum Dare 38 (April 2017) was a complete turnaround of what had happened during the previous game's development, and, in the opinion of many of our team, might be our best take-away from Ludum Dare so far. Petty Puny Planet was a pick-your-own-adventure type of game where you'd pick different actions to determine a planet's development, and be faced with random-consequence events that could undermine (or be undermined by) your previous choices.
Rather than teaching us harsh-lessons, Petty Puny Planet instead served as a confirmation of many things we had done right this time around. Keep the scope conformable and well-defined, allowing you to focus immediately on what's important and establish mock-ups and mechanics so that the rest of the team is able to immediately know where the game is headed. Samurai Jack was also airing at the time, which probably helped the team mood a lot.
It's also noteworthy that Ludum Dare 38 was the point we officially founded our team under the name Whales And Games which we've been using since! :tada:


JouleThief: Charge Your Phone is an odd-one-out when it comes to this retrospective, being the only game in this list that wasn't originally planned as a Whales And Games title. Rather, the game was originally developed during Ludum Dare 39 (August 2017) as an attempt for @Moski to work with a different team while other members of WAG were busy at the time. Taking the role as Joulethief, you'd go around attempting to charge your phone as much as possible while avoiding guards attempting to arrest you for disturbance.
The game noticeably has it's own noticeable quirks, utilizing 3D physics in a 2D game and even featuring an unfinished level editor. Later on, @kroltan, the game's programmer, would end up joining the Whales And Games team and has since collaborated with us on two other projects featured on this retrospective. After some recent internal talks, we have finally decided to crown JouleThief as being an official part of the Whales And Games collection and hope for one day to be able to put the game on the limelight it deserves!


Following the momentum and good spirits of the original team preserved since Petty Puny Planet, the next game to come out of the team would be Jazzy Beats, an indirect beat-em-up where you brawl against an opposing idol's fans to convert them to your own, created during Ludum Dare 40 (December 2017).
The game extended on the lessons learned through a Petty Puny Planet, continuing on with the trend of defining the games vision right on the first hours, increasing the project's scope to involve more mechanics, and allowing team members to experiment and implement their part directly on top of the project files (while previously, all the project setup on the engine side was made by the programmer).
Jazzy Beats was also noticeably our best performance in a judging phase as of yet, both in terms of how many games we've rated as well as how many ratings we have received. It has since become our staple goal of what we want to achieve with each consequent judging phase and edition.


With a new Whales And Games setup and the core team growing, the torch started being passed around the different team members depending on the occasion and availability of the team. The first project to test having different team members on the lead instead of the usual suspects happened with Wizsnooks during Ludum Dare 41 (April 2018). Mixing two incompatible genres, Wizsnooks was pool meets RPG, creating a pool game where you'd have to defeat enemies either using your gear or pushing them into pits.
Wizsnooks turned out to be a nice revelation, being surprisingly innovative with its mechanics mixing both the genres, making it one of the games we have considered giving a revamp too for the longest time, especially considered the different ways the game could be expanded. Overall, it served as a perfect example of the capability of the team to adapt to different team setups and how they can affect the ideas behind a specific game.
However, it still followed the typical three-people team formula we had been using during the previous jams, and that was something we wanted to break with the next edition.


After skipping Ludum Dare 42 as a team (not so much for @Moski which had a catastrophic experience instead) we finally reach the current live edition with Super Sellout being developed for the current Ludum Dare 43. Super Sellout pitches a runner-game with having to sacrifice mobility and visibility by choosing sponsors as to achieve an higher highscore.
Super Sellout's development was somewhat similar to the development of Hyper Holomayhem, with it's own sets of ups and downs, but at the same time, it was somewhat expected in advance. The jam was the first time we experimented with having most of the team (that's five out of six people) in a single jam, rather than going with usual three-people model. In essence, it was a team exercise, and we have certainly gotten some good pointers about how to manage future editions and projects when they involve more people than usual.
While we could go into more detail regarding the lessons we learned, we still have our usual post-mortem coming up in the following days detailing both what went right and what feedback and experiment taught us.


And that wraps it up! While the judging of Super Sellout is still going on, it's always a nice lesson to go back and retrospect through our history as a team and jammers, realizing the different lessons we learned throughout the different editions. We believe that the next jams will continue evolving us as a team as we tackle different genres and experiment with different ideas and as we keep refining our formula and identity. :smile:
As the year comes to a close, we have a bunch of new ideas and experiments we want to make, but we're yet to see how our team evolves. From adopting a new roadmap, to attempting to build a more complete experience, we're sure the time between this and the next edition of Ludum Dare is going to be surprising. It's quite sad to see the event reduced to only two editions a year, but we've already got our scopes sighted for other events we'd love to join!
If you'd like to keep up and join us in the wild ride the next year is going to be, we totally recommend you to follow us on Twitter and join us on Discord where we've got an active community of developers, artists and even just traditional gaming peps. You're also obviously free to share your Ludum Dare games over there! :whale2:

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

Alien Escape needs just a few more ratings, you can check it out here!
Huge thanks to everyone who took the time to play the game, rate and comment, and happy holidays to everybody!

If you ever wanted to play a strange game where you interact with a world through a folder in your computer, you can do so now !
Imagine a world living inside your computer files… So fragile and pure that any contact from the outside could wreck it beyond recognition…
https://ldjam.com/events/ludum-dare/43/documentia

https://ldjam.com/events/ludum-dare/43/documentia
But remember : everything that you do, everything that you delete will have an impact.
The game features 5 endings and can vary wildly with every run. Feel free to tell us what ending you got in the comments but please keep the spoilers to a minimum.
Will you get the true ending without sacrificing everyone ?
Hey y'all, we've loved all of the games we've played, as well as rating them, and we'd love it if you could rate ours too. https://ldjam.com/events/ludum-dare/43/betsys-nightmare-ld43
thanks,
Moonijam Studios
Lintalho is almost rated! We need your last votes before it ends. Ps. this is a CO-OP game but you can play it alone :)
Play now on https://ldjam.com/events/ludum-dare/43/lintalho

It's still a bit clunky, I know... but the basics are there.
https://www.youtube.com/watch?v=b14EK9w-DyU
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Full Page: https://ldjam.com/events/ludum-dare/43/the-shrining
If you have not played my game "Tiima's Sacrifice" please give it a try!
Tiima village is in danger! Find the right animals to sacrifice them to the ancient god by using his hints.
The ancient god Uguun is angry and there is only one way to appease him again: Sacrifice the animals he chose to him! But he is too angry to communicate clearly so use his hints and find the right animals. Beside that you have to care for your farm and the food production of your village. Good luck!
Tiima’s Sacrifice is a puzzle / strategy game.

Ever feel like a humble farmer being ruled over by a tyrannical God? Well now you can!
https://ldjam.com/events/ludum-dare/43/the-lords-shepherd
Hi everyone.
Does anyone know what happened to feedback.ld.intricati.com? It's probably old news, but the site is down, which is a real shame as it provided an awesome overview over all the comments people made during a given Ludum Dare.
I know the site was an inofficial scrape of the website, so the author may have stopped maintaining it, but I am quite missing it. It was a valuable resource. :(
On a related note: Is there a way to read all the comments I made, both to games and to Feed posts? I commented on a few games during development and I wanted to give them a spin before time runs out.
Hey! About a day and a half left. Surrounding Christmas I've had little time to play other games or promote my own, so I would love to make up for that as well as I can before it's over! c:
I'm about five ratings short, so would be great to have some people play mine and I'll play yours, but I'm on a Mac, so I thought I'd specify that since it will be messy for me jumping back and forth if your games are Windows only. And since mine is a puzzly detective story, it would be fun to play puzzly games from other people too! 💃
You can play my game F.O.U.R. here! (web/macOS/Linux/Windows)

https://youtu.be/tW2KcJHT8WQ
Have fun! https://ldjam.com/events/ludum-dare/43/s9-project
https://ldjam.com/events/ludum-dare/43/trojka
https://ldjam.com/events/ludum-dare/43/the-lords-shepherd
Documentia is our RPG narrative game.

You can try it here if you want to. https://ldjam.com/events/ludum-dare/43/documentia
And I love to share my art process, so let's have a look on it.
All that you can see on a game screen have to be designed. You already knew, sure. But how each design choices you made serve your game intention ? How to manage the little space of the screen to lead the player in the right way ?
Let's talk about visual hierarchy. I'd love to share you, how I designed the world of documentia with the main priority : Readability.
The colors, shapes and lines are the most powerful tools to lead the player where you want he goes.
To be sure thay anyone can understand the topic, i'll first explain how colors works.
You have three parameters to think about.

Those three parameters leads to three types of contrasts.

Those contrasts can be combined to get a powerfull one.
That's the main point, contrast. It is always about contrast.
I'll take the very first screen of the world. A little clearing.

Where did you want to go ? In the bottom on screen ? in the top right ?
Yeah.
How did you know that ? how the colors are managed to let you think that ?
First, VALUE CONTRAST

on this image we can only see the values. Let see how your brain understand those informations :

You have to make a value hierarchy. In this case, your brain understand that u can't go in the darker greys because of the lighters greys. Also, the most contrasted object is the character. The most lighter space is in the top right. It is to subtile to see clearly the point but you can feel it.
SATURATION CONTRAST :
It push a bit further the idea that nothing can go on the trees. You can walk on the saturated grass. Something is different, there are dirt in the top right.

HUE CONTRAST :

The main color is green. So, when something isn't in the same main color, your eyes are catched. First, the character, then the dirt. Also the trees have a different green, to explain that you can't walk on the forest.
And there is a point I've missed something.
SHAPES and PATTERNS CONTRAST
I've well think to the tree's patterns.

I thought to invite the player going up right by doing this shape

but it is a triangle like the trees. There is no contrast here. Plus of that, the grass pattern is to messy, it do not leads the eyes to the top right of the screen.

I should do something like :

Because it create a pattern contrast that open to the way to go.

The circle make the contrast between the triangles of trees, where you can't go and the good way to go.

Thanks to have read this and I hope you'll enjoy to designing signals to the player trought the your visual hierarchy !
You can also play our game here to analyse the process by your own and tell us what could be improved for the readability :
https://ldjam.com/events/ludum-dare/43/documentia
Let's start this by saying... I don't have a midi keyboard and I only have Lmms. This means that I have to mouse my way through the instruments.
The samples that I was using were recorded in my music schools percussion room one month before the theme was announced for a cover for my primary school that SPOILER ALERT they didn't use. Great!

When I started creating a melody I didn't know what to do. I was lost. I ditched the music, until I finally had a simple melody. When I had those notes in front of me I had an idea. What if I would copy these notes over and over, throw some percussion that changes and be done with it. So I did that.

I implemented the music, but it didn't fit. It was perfect for a title screen, but not for the game music. I didn't have time to start from the scratch, so I left that as it was.

When I had three hours left to polish I came up with another melody. I had the same plan. Ctrl + c, Ctrl + v, throw some percussion and be done with it. Sadly the music was annoying and it made a very big problem.
Players would turn off the music. At the end of the game is a segment where you just listen to a characters voice, but when someone turns off their music, they get stuck. I called this the black screen problem.

In the post jam version I changed the melody.
If you want to play the game the here you go: https://ldjam.com/events/ludum-dare/43/just-delete-them If you want to listen to the music that I made + bonus then click here: https://dockfrankenstein.bandcamp.com/releases
Rating time is ending soon! Now's your last chance to rate Dark Roads!
Grab some friends (or just yourself) and come give it a play!
If you want a quick preview, check out this gameplay video: .

We hope you enjoy Dark Roads!
Time is running out, and I only have 15.875 ratings!!
Try my game, it has everything! Goblins, daggers, spikes, voice acting, and even boss fight and moving platforms! (pictured below)

One day left to rate our game Praise The Snek!
https://ldjam.com/events/ludum-dare/43/praise-the-snek
Thank you for all the precious feedback ~ This was our first LD jam and we had a great time!
Here's a picture of all the 3D assets we made for the game :) What was your favourite item?

We will be more then happy if you will rate our game Electrocuted :) be sure to leave a link to your game down in the comment section so we can rate it.
Electrocuted:
https://ldjam.com/events/ludum-dare/43/electrocuted
Thanks! :)
https://ldjam.com/events/ludum-dare/43/the-lords-shepherd
We decided to let our parents have a shot at playing our game; AkimBear! :gun: :bear: :gun:
Thanks again to our parents who were such good sports about this. :heart:
https://youtu.be/VvlCvQbdm3w
https://ldjam.com/events/ludum-dare/43/akimbear
Hi everyone! If you still haven't tried our game, feel free to give it a try, and we'll make sure to try your game out too! :smiley:
Hey guys! Sacrifice 5 minutes to check out our boardgame, Dark Lords of Sacrifice! https://ldjam.com/events/ludum-dare/43/dark-lords-of-sacrifice There's a video tutorial too!
https://www.youtube.com/watch?v=igX7MPK-HFc
Hi all, Due to poor planning I left the rating of your games to the last minute, leaving me quite low on ratings so far. I'm busy trying to rate as many games as I can right now, and trying to rate at least 20 by tomorrow. I'd like to get enough ratings to be included in the results, so if you have 5 minutes, please play my game! It's playable in the browser and shouldn't take more than a couple of minutes to complete. Thanks!
https://ldjam.com/events/ludum-dare/43/zealot


Hey there! I know you're tired of all the last-minute posts asking for ratings, but I have just one small request. If you have some time today, could you play my entry and rate it? I only need 2 more ratings to get a final score, and it takes less than 5 minutes to install and play the game.
If you'd like to help me out, check out my game at: https://ldjam.com/events/ludum-dare/43/dont-take-my-stuff
Also, you can take a look at the itch.io page here: https://oriondark7.itch.io/dtms
We are heading into the final day of Ludum Dare 43. I am putting my game link here if anyone would like to play/review it. Cheers guys...
Link: https://ldjam.com/events/ludum-dare/43/friends-or-food
Drop your games in the comments and I'll play and rate those too!

https://ldjam.com/events/ludum-dare/43/the-gods-are-angry
Many streamers have streamed our game and we think you should play it as well!
https://ldjam.com/events/ludum-dare/43/suicide-sanctum


perhabs some guys could vote my graphics part? would be really awesome! It was the part where I really wanted to be "good" =(
I would be incredibly happy and thankful =)
here is the link: https://ldjam.com/events/ludum-dare/43/eaglesong

In an last ditch effort to get as many people across the finish line (me included, whoops). Sort games by Danger to see those games that haven't got their minimum 20 yet.

and also enjoy your New Years Eve. :v:
Finally have time to play some Ludum Dare games, so let me know if you are down on ratings also and want me to play your game.
Also here is the postmortem video I made where I talk about everything I learned in making my Ludum Dare 43 game: Tetrifice.
https://youtu.be/AdtQu6Y6tRI
Feel free to play/rate my game too, it's short, fun, and addicting :smiley:
https://ldjam.com/events/ludum-dare/43/tetrifice
I have had about 10 games open in my browser but haven't gotten around to playing and rating. I'll be taking any and all games to rate.

This is probably the last promotion that I am doing. In this game when you delete an file you make an assets disappear too.
https://www.youtube.com/watch?v=gPRk38sGu9I
Check it out: https://ldjam.com/events/ludum-dare/43/just-delete-them
Only about a day left until results! I'm in a super rating mood so gonna be rating a bunch of games, Hope some of you get to rate mine toooo!!!!!ban1
https://ldjam.com/events/ludum-dare/43/2305-new-generation
We had an indie games party. At the end of the party eye fell off and I almost choked on the glue on which the eyes were glued. But it was worth it)
I have a lot of time today to rate games so share your game here! ANd if you do share play some other games that people share.
Here's mine if you're interested: https://ldjam.com/events/ludum-dare/43/conga-line-survival
I didn't had time to rate too many games. Now it's finished and I only have 10 ratings. If you want to play a quick adventure game about antibodies with nice sounds and care, it's there.
I hope you'll appreciate the game as much as I loved making it.
I use the free software Krita for digital painting. With it there is a very useful and simple way to create tiles. So here is my little tutorial/post mortem that show how I made tiles in my entry.

2a = activate manualy the wrap mode: View menu> Wrap around mode OR 2b = Create a shortcut for the wrap around mode: add the shortcut in Settings> Configure Krita> Keyboard Shortcuts (search for"wrap")
This will show the image as if tiled orthographically. Don't forget to create a canvas with the drawing only. Like that you will able later to block the alpha channel and replace the black color of the drawing with other colors

resized tile

Original tiles (of Lastcrifices: my jam entry)
I'm just a game design student asking for a bit of feedback for BOX GAME, one the first game I've programmed, it's a two player game, so I understand if you can't but any help is appreciated, thank you !
https://ldjam.com/events/ludum-dare/43/box-game

Please check out my game about bringing your :sheep: back to the :housewithgarden: while being chased by a hungry :wolf:!
Just one day left until the results are in!

If you have just a little time left this year, try giving a shot to our entry, PeonCraft, please! :)
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...

Hey everyone, I only need two more ratings to get scored in graphics! Who even cares about those other categories am I right?

Ignore this
Ethical Smoothies Co. is a game about running a smoothie factory. It is your job to chop up, mix, and serve fruit smoothies to thirsty customers! You do so with the help of some adorable sentient fruit-shaped workers who keep the factory running. https://ldjam.com/events/ludum-dare/43/ethical-smoothies-co

I wrote a long postmortem for my compo game Pigheaded Pirate. I cover everything from preparation, to implementation and game design, shipping, and reception. Lots of crunchy little details I always enjoy reading in postmortems too. :)

Good luck with your ratings! If your compo game has a web version, leave a comment here and I'll try to rate it before the deadline!
https://ldjam.com/events/ludum-dare/43/no-title-yet

Check Tribu 43 out and guide our fellow tribelings out of the jungle

Grrrr :gun: :bear: :gun:
Grr gr grrr gr grrrr gr grrrr grrr grr grr. Grr gr grrr gr grrrr, gr grrrr grrr grr grr. Grrr gr grrrr gr grrrr grrr grr grr! Grr gr grrr gr grrrr gr grrrr grrr grr grr. Grrrrr gr grrr grrrrr grrr gr, grrrr gr grrrr grrr gr! Grr Grr.
Grrrrrrrrrr. :heart:
Grr gr grrr gr grrrr gr grrrr grrr grr grr. Grr gr grrr gr grrrr, gr grrrr grrr grr grr. Grrr gr grrrr gr grrrr grrr grr grr! :cactus: Grrr grrrrrr gr grrrr gr grr grrrr grrrrrrrr... Grrrr...! Grr gr grrr gr grrrr gr grrrr grrr grr grr. Grrr grr grr? Grrr! :eyes:
https://youtu.be/avRx-U6SNHk
GRR. Gr? :thinking:
Grrr grrrrrr gr grrrr gr grr grrrr grrrrrrrr... GRR.
https://youtu.be/VvlCvQbdm3w
Sorry... It's way harder to type with bear paws than you would think. Thanks for supporting our game AkimBear!!! :gun: :bear: :gun:
This is by far our most successful game jam to date. We have had a blast making the game, and creating content surrounding Its release!
We hope you've enjoyed playing AkimBear, and if you haven't tried it yet why not give it a shot!
Lots of love,
-Team Human Simulator
https://ldjam.com/events/ludum-dare/43/omnibar
@rachmanin0xff and I will be rating games lots tonight and tomorrow. If you need a few more ratings to hit 20, comment below and we'll make sure to rate it! We'd appreciate it if you took a look at ours while you're at it (no obligations though)

Made in only 54kb, Omnibar is a simple arena shooter where you have a single bar that's your health, ammo, and xp. Every shot you fire uses part of your bar, but killing enemies regenerates it. If you've got a minute, play and rate our game, we'd really appreciate it!
Today is the last day of LDJam. I am looking for feedback for one last time...
Play it and tell me what you think: https://ldjam.com/events/ludum-dare/43/friends-or-food

Hi there one and all, On this last day of the play and rate for Ludum Dare 43 I as for some more feedback to my game. Also if you need feedback please leave a link in the comments:
Link to my game: https://ldjam.com/events/ludum-dare/43/castle-defense
And some eye candy of the progress I made during the challenge:



https://ldjam.com/events/ludum-dare/43/prims-ark
Prims ark is playable on web :)
And we're kinda short on ratings to see a result.. so here's hoping the Prims are adorable enough to make you wanna play our little game!

https://www.youtube.com/watch?v=gPRk38sGu9I Let's start this by saying... I don't have a midi keyboard and I only have Lmms. This means that I have to mouse my way through the instruments.
The samples that I was using were recorded in my music schools percussion room one month before the theme was announced for a cover for my primary school that SPOILER ALERT they didn't use. Great!

When I started creating a melody I didn't know what to do. I was lost. I ditched the music, until I finally had a simple melody. When I had those notes in front of me I had an idea. What if I would copy these notes over and over, throw some percussion that changes and be done with it. So I did that.

I implemented the music, but it didn't fit. It was perfect for a title screen, but not for the game music. I didn't have time to start from the scratch, so I left that as it was.

When I had three hours left to polish I came up with another melody. I had the same plan. Ctrl + c, Ctrl + v, throw some percussion and be done with it. Sadly the music was annoying and it made a very big problem.
Players would turn off the music. At the end of the game is a segment where you just listen to a characters voice, but when someone turns off their music, they get stuck. I called this the black screen problem.

In the post jam version I changed the melody.
If you want to play the game the here you go: https://ldjam.com/events/ludum-dare/43/just-delete-them If you want to listen to the music that I made + bonus then click here: https://dockfrankenstein.bandcamp.com/releases
Share your game here and I'll rate it!
If you're interested in playing mine it's here: https://ldjam.com/events/ludum-dare/43/conga-line-survival

In a world of limited resources, there can be no infinite growth. Will you promote innovation to the detriment of some or promote equality at the expense of progress? Use the elements to develop your different territories and forge your society in a limited time. Sacrifices must be made and decisions come back to you...
Turns out I'm not confident enough nor awake enough to spend all night streaming the 30 jam games I have open, and I'm probably not gonna get their ratings in. If the site lets me I'll still play them and comment on them over time though.
In the meantime, here's a last hurrah for my game, too! https://ldjam.com/events/ludum-dare/43/bow-wow-before-god
Happy New Year('s Eve)!

Well, I was really busy (and constantly ill) to play other games or do a post-LD version of my game, so a shameless attempt at getting last-minute reviews incoming:
Perfectly Normal Inc. is a comedy management game about stealing people and sacrificing them to the Satan

This GIF isn't from the current version but this is the best looking one I have!
You match 2 cards on the table, then you play a card from your hand. If you can't match any more cards on the table, you lose a life. It mixes in strategy with your typical memory puzzle game!
The rest of the post is about the design process of the game! It'll make more sense if you play it first! For web and Windows at https://ldjam.com/events/ludum-dare/43/demon-rabbit-solitaire.
I started the jam with a few ideas, one of them was a vague idea about sacrificing cards. You would sacrifice two cards of the same value to play a more powerful card. And at some point the powerful cards would fight a demon, or something.
I also knew that it would be a single-player card game with a demon somewhere, so I called it Demon Solitaire.
I started making the prototype! It had a table of random cards, face down, and you could flip two cards from it. Flipping the cards was fun so I continued with it!

Then I added a hand with random cards to the prototype.
I started by allowing any card in the hand to be played. I thought I would later add code to check if the card in the hand added up to the cards on the table. At some point here I saw the holes in the idea of sacrificing to play more powerful cards. It would be a boring numbers game where the cards only got stronger. And the cards aspect would only disguise the memory game, not improve it.

I gave that idea up early and instead kept it so you could play any card. This solved a couple design issues! One, there's a chance to not get stuck. Because I was lazy, the table cards were random with no regard to match-ability. Being able to choose what to add to the table fixed that problem. Two, it provided a clear goal. When I tested the game, it was fun trying to set up the cards to avoid a dead end table! So the goal became solving tables. Three, it added purpose to the cards. Plus, I didn't have to change much!
I did end up making some changes. In the prototype, you'd select a card from the hand first because the value of the card was going to be important. Now you match cards on the table first, then play a card in whatever empty spot you like. It made the game flow a lot better! I also changed the amount of cards on the table to be more manageable, because of the focus on clearing tables. And I added lives and a score at the end.
GIF from the current version of the game.
So that's the gameplay, but what about the rabbit? I learned there's an actual solitaire variant called Demon, so I wanted to change the title. And figuring out how to draw a demon was going to take too long so I made a demon rabbit that talks to you. I think it added some flavor to the game!
Again, if you want to play it, it's at https://ldjam.com/events/ludum-dare/43/demon-rabbit-solitaire. There's a web and Windows build. Thanks for reading!