I got squished in Match Strike.
I tried to be clever and fly between the blocks as they were moving...

I tried to be clever and fly between the blocks as they were moving...

Just post a link for your game in the comments and I'll check it out! I'll be playing games all weekend 😄
There have been so many cool games this jam, and I love seeing everyones amazing efforts!

https://ldjam.com/events/ludum-dare/41/a-tale-of-comedy-and-tragedy
Have a wonderful time!
So... Looks like I've got an interesting post-compo bug in Puzz Snake...

Should I call that a feature and use it as part of the puzzles? 😆
Little post-mortem coming soon...
Check out my play through of this awesome game, and make sure to hit that subscribe button to see more playthroughs of LD41 entries! : D https://youtu.be/L4P9d3y8q7o
I'm really glad I participated in Ludum Dare this go round, because the game I submitted for this event has to be the greatest entry I've made yet. Back during Ludum Dare 38, I made a game called Super Plumber Man, and everyone who played that really loved it, but they mostly liked it because the game was essentially just a big joke told in game format. However, for this event, I ended up making a really great, serious game.
For the theme, I noticed that a lot of people mixed really gimmicky genres with more basic genres (e.g. dating sims and shmups, card games and rts, fishing and racing, rhythm and platformer, etc.), but for my game, I went with two simpler genres that directly conflict with one another: Shoot 'em ups and Metroidvanias. They directly conflict with each other because Metroidvanias are famous for being very nonlinear games, while Shoot 'em ups tend to be extremely linear, with each level being played in a specific order. The end result of this turned out really well, but had a more metroidvania focus with regard to linearity. The way the game works is that the player is always moving forward and must press a certain button to turn around and explore more of the fortress. Of course, there are several items that the player may pick up in order to advance, however, there's also many chances to sequence break the game. Most of the sequence breaking involves forced damage, and can be heavily luck based, but is still possible. Fun fact: the player only needs to pick up 3 items to complete the game.
My game also happens to be pretty difficult, but it's not unfair. Most of the difficulty seems to be in the first two screens of the game; I've noticed a lot of people seem to have trouble getting past just the first screen, before the metroidvania part of the game presents itself. So in a future update to the game, I'll have to work in re-balancing the beginning, and this a good point to write about in a post-mortem. There are save points scattered throughout the game, and picking up an item will also automatically save the player's progress. The first save point of the game is at the end of the second screen, and after the second screen, there's a quite an abundance of save points.
Overall, I enjoyed making this game the most. I was able to fit in the most amount of content in this game than in any other Ludum Dare event. In fact, the first 42 hours of the game were devoted to designing content; the game just looked like enemies placed on a grey background with grey bricks as walls for most of the game's life. I ended up designing assets last, but the graphics still look pretty decent for what their worth. The sounds also were generated within the final hour of development time, so there wasn't much time for me to think about how they should sound. The only main asset that wasn't created in the final hours was the game's music. I ended up making a eight measure ambiatic piece during the first day, when I felt most inspired to make a song. I wanted to create more music, but I just couldn't think of how I wanted the rest of the music to sound, and I thought the game sounded fine enough with its one song.
Anyhow, let me just wrap this up by saying that if you enjoy Shoot 'em ups or Metroidvanias, then you should try out Gradioid!
*I also just want to mention: the placeholder name I had for my game while I was still development was "Really Awesome Game". The URL apparently doesn't change along with your title.
I don't understand post-jam releases. Doesn't that disqualify you from any sort of ranking? I'd love to update my game with some more features, but I would still like to see some sort of ranking after the 21 day grading window.
Bebop the cat loves jazz and hates pop, too bad his owner took him to world-famous music festival, Floatchella! Help Bebop escape using your thumbs in this point-and-click text adventure!
Play the html5 ver here: https://donshinski.itch.io/bebops-breakout!

In this first version, you’ll only have to solve one puzzle to win, but the idea is to ultimately build out a grand adventure.
This was an experiment in exploring how narrative storytelling and game design structures can be impacted by conflicting themes. We are particularly interested in a user’s experience on the other side of the screen- both as a player and from the entertainment standpoint.
Incompatible Genres
pop / jazz point-and-click adventure / text adventure cats / music festivals, obviously.
In the download page you will find TWO versions. The first is the Event version, and the second one have some bugs corrections and some changes that we were unalble to include in the Event Version for a mater of time.

Check out my play through of this awesome game, and make sure to hit that subscribe button to see more playthroughs of LD41 entries! : D https://youtu.be/6jqqBWz4gzk
That feeling when you've been having a crash problem with your Unity game, thinking it was your own code, only to find out it was due to some bug in a new feature of Unity that you decided to use last-minute during Ludum Dare.
At least now I know how to avoid it. By not using said feature! 👅
I'll explain in detail during my postmortem.
Hello there, we'd like to invite you to try our game we made with my friend during LD41. We wanted to fit the theme so we had few ideas written down and then we chose the final one, action RPG + idle game. Choosing the name was fairly easy, since we used the names of genres used -> Ac(tion)+id(le) = Acid. Later on we got into Unity and started creating the master piece! Or at least we think it is one. :-D
https://www.youtube.com/watch?v=w6PnmjQYCmg
Never mind. The idea turned out to be pretty cool, which we liked. So we kept on working and after 48 hours we almost had a working game. Finishing touches and here we go! BOOM ACID! :-D
So please, if you can, play our game, enjoy our game, rate our game, we will be thankful! :-)
Best regards, Vojtěch & Vašek
Going to rate some games from the Danger Zone. Guys help them to reach 20+ ratings.
Hey, if you have not played my game yet, please do. I am almost there, 18 ratings already!
Unfortunately, I do not have much time right now so I do not get to play as many games as I would like to. But I will be sure to return the favor some time in the next two weeks!
Here is my mathematical zombie shooter, for Windows and Linux: https://ldjam.com/events/ludum-dare/41/no-brain-jogging

Thanks to all of you, LD rocks!

Play my game here!

thank you @samusoidal @silkworm-sweatshop @ryan-bishop
Check out my first ever soundtrack using Bosca Ceoil.
https://www.youtube.com/watch?v=-DtoOglwh94
I made another soundtrack using Bosca Ceoil. Tone of "In The End" by "Linkin Park"
https://www.youtube.com/watch?v=-c-q0ST7v6o
Hey I am looking for games to play and rate right now! Write your game in the comments. Also make sure to check out my short ludum dare 41 entry Move and Hide (https://ldjam.com/events/ludum-dare/41/move-and-hide)
