Blocks'N'Blaster - Mix between Platformer/Shooter and Puzzle
Will you beat the new highscore : 563 400 ?

Will you beat the new highscore : 563 400 ?

Go and try my game. It's a combination of card game (like Hearthstone) and e-racing car game.
https://ldjam.com/events/ludum-dare/41/cards-1



Hello fellas! We've just released a build of our tower defense/card 'em up game. Before it was only playable on Windows PCs, but that changes now! Mac users can now destroy anime to their heart's content!
I'll also mention that we're going to be working on a more polished, (hopefully) bug free version of this game as well that will be released soon on a new itch.io page (we'll be keeping the original Ludum Dare release on that page for the sake of the dare).
Thanks to everyone who has played and offered quality feedback, we really appreciate it.
Check it out here: https://ldjam.com/events/ludum-dare/41/toppen-ultimate-anime-defence
QUICK NOTE: if it isn't working please let us know! It's quite difficult for us to test it out on Mac as of now, so we're relying on feedback to stamp out any Mac issues!


We've gotten a lot of great feedback so far and we just wanted to thank everyone who's taken the time to play our game. Its very exciting to see that so many of you enjoyed it as much as we enjoyed making it.
Please pop over to our page and play it and leave a comment. If you drop us a link to your game I'll return the favor and give you some feedback. Thanks!
https://ldjam.com/events/ludum-dare/41/cyclevania
Hey ho! Your games are awesome! I'm a writer from Gamesguru.org - polish site about games. I'm writing an article about LD41 and I've got a request for you :) Can you send me photos of you - working on your LudumDare game? Your workdesks, maybe bootcamps (I will link your games to photos, so You will give an extra promo!) So what do you think?
What do you think?

Also you can check out our game here- https://ldjam.com/events/ludum-dare/41/toodee-and-topdee

So there was a major issue that simply did not make the game work.
It's fixed now!
It's a cross between infinirunners and bullet hell games. Please play and rate!


If you want to see more of this guy, please feel free to check out my game - https://ldjam.com/events/ludum-dare/41/123. Also make sure to leave a comment (on the game page) so that I can play your game later on.
I wasn't sure I'd be able to participate in the jam this weekend. I had some other committments that I couldn't move, so wasn't sure how much time I'd have to put into a project. Accordingly, I paid attention to the theme announcement, but didn't immediately have in mind a game idea, so put it out of my mind and went to bed early on Friday.
Saturday, I woke with an idea to mash up Tetris with Space Invaders. There's a verticality to both games that I wanted to explore. Falling Tetronimoes and Invaders marching downward. I thought about it and came up with some ideas that I thought were interesting for how the games could be combined. I still didn't think I'd have time to actually make it, but the idea interested me enough to make a design document, which I posted.
Saturday came and went.
Sunday, I felt like having a go at it, so I worked for about 8 hours, and implemented most of the Space Invaders half. I took a 4 hour break in the evening, but then picked it up again around midnight and put another 3 hours into it, and got Invaders 99%, and some foundational work for the Tetris half by 3am.
If it wasn't for the fact that I had to work on Monday, I could have spent all day on the project and finished it up completely before the Jam deadline. But most of the day I worked. I got home at 6pm and put the next 3 hours into a valiant effort to get the Tetris half finished. I ran into a frustrating bug in the last two hours, and couldn't fix it in time. I knew a workaround was possible, but implementing that would take even more time. I kept working at it until around 2 AM.
So I missed deadline, but I only really put in about 17 hrs of development time over the 72-hr Jam period.
Tuesday, I came up with a workaround to the bug I ran into on Monday, and deemed the project fit for release. It took 27.5 hours of labor to get the game playable enough for a release.
I have a lot more planned for the project, and I'm looking forward to putting more time into it in the next week to add polish.
My very first step was to run to Google Image Search and steal some screen captures to use as a conceptual mockup.

Mashing up Space Invaders and Tetris was fun. Although from two very different genres (shooter and falling block puzzle), there's some similarity between them. Both have strong vertical elements: the Invaders march downward from the top of the screen; the Tetris blocks fall from the top and stack up on the bottom. When the Invaders reach the ground, the game ends; when the Tetris stack reaches the top of the screen, the game ends. Both games start off very slowly, but pick up speed and become overwhelming. I recognized that these similarities in the design elements of the two games complimented each other well, and as I thought about it I began to see the "Tetris in the Invaders" and the "Invaders in the Tetris." To combine the games started feeling natural, and I realized I'd hit upon something brilliant. Why had no one done this before?
To make the games work together as one, I needed to come up with an approach that would allow the player to focus on one game at a time, so I took a "turn based" approach, where you play Invaders until you destroy an enemy, then you take a turn at Tetris. To connect the games, I made the action in Invaders determine the next Tetronimo in Tetris. At first, that was it, but later toward the end I came up with the idea to have Tetris feed back into Invaders by turning completed lines into a super-weapon for Invaders. To create additional time pressure, I allowed the Invaders to continue marching while you play Tetris (albeit, more slowly) rather than pause completely. But to make it fair, since I freeze the player object in Invaders while focus is on Tetris, I made the Invaders ship invulnerable while Tetris has focus, and later I decided also to make the Invaders stop shooting while Tetris has focus. I'm not sure if Invaders is challenging enough, at this point, but I wanted to err on the side of fairness to the player, and immobilizing the player while shots rain down that could kill him while he's completely helpless didn't feel fun. Since the Invaders continue marching, and the game will end if they hit the ground, there's still plenty of time pressure to complete the Tetris move quickly.
I worked in GameMaker Studio 1.4, which I'm still more comfortable with than GMS2.
I opted to focus solely on mechanics and programming, so the graphics are very rudimentary. Since I had so little time, I wanted to work as quickly as possible, so I just used simple squares to represent the Invaders and Mothership, rather than try to make sprites for them. I can always do that later.
I mostly tried to make both games feel like authentic implementations of the originals they're inspired by, but I did take a certain amount of license. I experimented with the number of rows and columns of Invaders, and their spacing.
Programming Invaders was very easy and straightforward. I once live-coded a talk on how to make games with GameMaker, in which I implemented Space Invaders, and I got about 80% feature complete in 90 minutes that time.
I had never successfully completed a Tetris clone in GameMaker (or any other tool) before, so that was a challenge. I had tried once, a few years ago, but gave up on it in frustration. But I know GML better now than I did then, and I didn't have nearly as much trouble this time.
The interesting parts of the program were:
I'm not sure why I decided to do it, but I started out with a controller object, one for each game, and rather than have the individual objects for each game have their own code in them, I had the controller object manipulate them as much as possible. There might be a little code in some of the objects, to handle Collision Events, but that's just about it. I put 95%+ of the code in the Step Event for the Controller objects, and eschewed the use of Alarm events entirely, instead implementing my own timer systems in the Step. This gave me two big, very long scripts for the Step event, where everything was handled to run the game except for Drawing and Collision Events. Keeping the code all in one place like this is different from my usual approach, and at first I was doing it more for the challenge of writing a GameMaker program in this way, but toward the end I recognized that it was a really effective approach to take, and that I was effective that my instinct took me in that direction for this project. Looking through dozens of events in several objects for the line of code that is causing some problem or other with some other line of code in some other object is hard, confusing, and frustrating, but with this project there wasn't any of that, since almost the entire game was in two Step Events.
Invaders are supposed to all reverse course and drop down a row when any of them reaches the side of the screen. This isn't actually that hard to do, but for some reason I got my logic a little tangled, and it felt like it took forever to figure it out. It took me almost 8 hours to get my Invaders half of the project 99% working, where in my live-coding demo I'd somehow made progress much faster.
In my early attemtps, I used place_meeting() to check for whether the Tetronimo could move into the next adjacent cell. This worked very well, until I started rotating Tetronimoes, and found that certain shapes would not drop, seemingly detecting that they were blocked a cell before they should have been. I spent probably 4 hours trying to figure out what was going wrong and what I could do about it.
Ultimately, I worked around it by using a grid-based collision check, instead. This actually made the rest of the Tetris development easier for me, though, since I used the same grid-based approach to detect completed lines, clear them, and drop the stack above.
Getting the nested for loops to iterate over the cells was tricky. I thought about using an array to store the state of cells, but in the end I didn't need to do that; I simply use the objects themselves, and check for them with GML's instance_point() function, rather than storing presence/absence states in an array. This works great and is actually much easier.
To make sure I was thinking properly about the grid, I had to write a loop to draw it out so I could visually confirm that my logic was working right. This took a few tries to get right, but making my mistakes visual really made it possible to fix them.
I had a working algorithm to detect completed lines, and it nearly worked on the first try. But because of a dumb array indexing bug, it wasn't working. It took me almost a half hour of puzzlement before I saw the problem. That wasn't actually too bad.

I loved loved loved the theme! It sucked me back in when I didn't think I was going to make a game this weekend, and I really enjoyed the time I spent working on it. I am seeing a tremendous amount of awesome game ideas this Jam, too. I can't wait to play them all!
By taking it easy and not trying to cram every spare minute of the weekend, I felt that the time I did spend working was a lot more enjoyable. Not taking the jam "seriously" is the way to go.
Despite "slacking", when I was at work on the project, I felt very focused, and got a lot done very quickly.
In previous Jams, I feel like I have put pressure on myself to do as much as I possibly can, and often end up getting stuck on some problem, which blocks me from completing everything I wanted, and turning in a compromised, but playable, game by deadline. This time when I hit bugs, up until the last one, I felt calm and relaxed about fixing them, and they never gave me any real trouble, until that last one. If I would have put in a little bit of time Saturday, or Friday, maybe I would have finished everything before deadline. But I can't let it worry me too much. I don't know that I would have come up with the idea that I did if I had tried to come up with an idea immediately when the theme announcement happened. Letting it just come to me worked better this time. And if I'd tried to work on Saturday, I might have made some progress, but I might just have been too disorganized with my thinking because of the other things I had going on, and ended up with a messy project that was harder to work in. Working with a clear head and no pressure, I was able to make very effective use of what time I did spend on the project. Still, it's a lot better to get more than just 15 hours of productivity out of a 72 hour jam weekend!
Rex McFury is a genre mashup of a River City Ransom style brawler and a courtroom drama. It is based around a simple ridiculous premise of a lawyer who wins cases by beating up everyone who disagrees with him. I'm not saying this is a better system than the one in place in the USA, but I'm also not not saying that.

The game is pretty short. It has a beginning, a couple of fights, and an ending. It can be completed in about 5 minutes or less and has the option to instantly win a fight if you want, so no excuses for not finishing it! Oh, and it is HTML5 and can be played right in the browser.
You can play it here:
https://ldjam.com/events/ludum-dare/41/rex-mcfury-public-defender
I didn't mind the theme. After the 9PM theme announcement I expected it to generate a lot of ideas but it took all Friday evening and into Saturday morning to come up with anything. Once I had the idea of a macho lawyer spouting testosterone filled statements the ideas started coming. I wish they had come sooner because I lost about 8 hours of development time coming up with an idea.
@david-j-michalak and I teamed up on this one, which was a great experience. He put together some incredible sound tracks and all the sound effects, which is by far my weakest area, so we complimented each other well The whole game experience was much better because of it.
Art Style - I really love the River City Ransom inspired art style. The characters are big enough to have some individuality but small enough to be easy to animate. Most animations are 4 frames, but I think they worked pretty smoothly. Overall I ended up with over 130 32x32 sprites. I don't think that would have been possible for me to do at 64x64, and I don't think it would have looked better.
Music - The music is awesome. Dave created some tracks very early in the process which I listened to on a loop repeatedly while creating the game, so I think that it helped keep everything consistent.
Cutscenes - I was originally going to create in-engine animated cutscenes, but that would have required writing a whole ton of code and work. So instead I went with simple text over a black background with a couple sprites on the bottom. It is minimal and I think works well. It also led to my favorite scene.

Voice work - Dave also supplied the voice of Rex, which I absolutely love. Every time I hear "The court finds the defendant's lawyer... awesome" I laugh. I still laugh, and I've heard it a lot. There were more enemies and levels planned that we have voice recordings for that are equally as cheesy and wonderful as the ones that made it into the game, so they will get added in a post competition version.
AI - I'm torn. I revamped the AI system I created in a previous jam and expanded it to make the enemies. I just underestimated the amount of time it would take to create the AI. I spent a large amount of time implementing AI features (stun and knockdown specifically) that were for an enemy that never made it into the game. I overdesigned and something simpler would have been fine and saved a lot of time.
Scope - This is my 9th jam, so I am pretty good with game scope. This time to add everything that I originally planned I would have needed an extra 6- 8 hours. I wasn't sure exactly why I was off by so much, but then I realized I forgot to account for losing a day to coming up with an idea. Whoops. At the end of the second day I made the decision to cut half the content and focus on polish and reworking the story to eliminate the other two stages.
Look for a post compo version of the game a little later with some of the cut content as well as general improvements. Thanks to everyone who played and left comments. I read them all (and try to respond to them also!)
Thanks for reading!
Unfortunately our LD-Games-Rating-Stream will be moved to a different day as I had to work long today and possibly also tomorrow and friday.
I hope you do not think we scammed you. Everyone who rates our game and comments their link below it will be rated by us!
Hello! Our game Happy Quiz have been updated with some patched issues. If you haven't played it yet, make sure to do it, it's a funny quiz mixed with another interesting genre ! :D
https://ldjam.com/events/ludum-dare/41/happy-quiz

While I have done a few Ludum Dares before, this was my first time with friends who did most of the work on gfx and sfx. It was quite a nice change, to almost only have to worry about the code for once. I could've definitively made things easier for myself in that regard, if I had come up with an idea on saturday, not only on sunday.
Here is the final result in which you are chopping vegetables for lots of soups. I'd appreciate, if you could check it out. It's playable in the browser.

Really, just Golf...
...
A normal Golf game...

Like, totally basic.

Play here: https://ldjam.com/events/ludum-dare/41/hit-the-green
So me and Vašek Kabíček, both being 18 y/o students, decided to participate in this jam. Our first LDjam.
We didn't really expect anything and we went to this awesome site -> http://gamedev.cuni.cz/events/ludum-dare-41-prague/
We set our computers up and started waiting for the theme.
At 3 AM local time (Prague - UTC + 1) the theme came out and we got hyped, although it was, for us, the least wanted one.
After +- 1 hour we had few ideas written down and started working on the best one. Combination of Action and Idle genres.
We didn't know what we would create in the end but it turned out just perfect, just see it yourself!



Link - https://ldjam.com/events/ludum-dare/41/acid
Just to inform you, we really love the concept and we are still updating the game. (internally so far) This means there is more to come!
BTW: There are few possible ways to win the game, the best one is to beat the bosses with least upgrades on your character... E. g. killing the first boss @level1 + all stats @1
Forgot to post about it on the LD blog!

Survival horror meets life simulator. Then again, what's the difference between the two? How long will you last, seeing to your needs, working to pay your food and bills, until it all comes crashing down?

I was reluctant to publish any changes to Love Is A Battlefield while judging was still ongoing, but the issues people were reporting with the boss fight were so severe that I felt I needed to do something. So here is my compromise: I've fixed the boss fight glitches, left everything else untouched, and uploaded them as version 1.1. For those who would prefer to play the game in its original state, V1.0 is still available to play. I will not publish any more changes until after the judging period.
For those who haven't played Love Is A Battlefield yet, here's the link: https://ldjam.com/events/ludum-dare/41/love-is-a-battlefield
I'll write up my post-mortem tomorrow.
Ever wanted your own pet sky serpent? They are now available on itch.io too besides regular downloads. For Windows, Mac os and Linux.
Check entry page https://ldjam.com/events/ludum-dare/41/sky-serpent-paint
https://youtu.be/2dzRkodcdRQ
In Rackety Rekt, you smash haters with your racket.
Time-lapse coming soon, Haven't checked it out yet? : https://ldjam.com/events/ludum-dare/41/rackety-rekt
