My LD41 Timelapse
Timelapse of my game. If you have time, check it out: https://ldjam.com/events/ludum-dare/41/yggdrasil-the-point-and-click-kill-everything
https://youtu.be/A3JUCUwAWJs
Timelapse of my game. If you have time, check it out: https://ldjam.com/events/ludum-dare/41/yggdrasil-the-point-and-click-kill-everything
https://youtu.be/A3JUCUwAWJs
Aryia was the funniest streamer that played our Jam entry. I was rolling on the ground, seriously.
Check it out, we managed to take a clip! RUN LITTLE CAR, RUUN AHAHAHAH
https://clips.twitch.tv/LovelyKitschyHippoNononoCat
And check our entry, if you want to play it :)
https://ldjam.com/events/ludum-dare/41/scarry
I Redid my jam page to make it look more professional and appealing. And I added some screenshots! Please give me some feedback on how the page looks so I can improve on my future gamepages!
Also my game doesn't have enough ratings to get scored, so if you got time, take a look at the game and rate it!

https://ldjam.com/events/ludum-dare/41/super-metabolism-bros
Thanks everyone for taking the time to play and give me feedback on my Age of Empires meets Pacman game. I have almost reached 30 ratings!

Here is some gameplay from Age of Pacman if you are interested:

There is still 16 days more to play and rate games, I will play more games tomorrow so feel free to comment below and I'll check it out. :smiley:
Play Age of Pacman

https://ldjam.com/events/ludum-dare/41/10-second-script
There are a lot of things I want to fix in the game, but in the spirit of Ludum Dare I'm going to refrain from changing any gameplay or design elements until after the jam has ended.
I'm only going to fix game breaking bugs until the jam period is over, then I'm going to release a full patch that addresses the many issues players have found with the game.
Thank you for understanding!

Hello game developers!
This year I entered my first jam challenge (LDJam41) with my friend for his third. I spent the previous 30 days learning Unity and C# so we could enter the challenge. We are seven ratings away from seeing our scores. We would be grateful if you could drop a rating and comment suggesting changes we should make to make the game better! Drop the link to your game along the way so we could rate that too!
Have fun playing!
https://ldjam.com/events/ludum-dare/41/tennis-defense-1


Blocks'n'Blaster now have an Expert Mode ! The faster you go, the more score you get !
We'll rate your games from tonight until tomorrow night ! We received amazing feedbacks from you so far : D

Heyo everyone,
Our team over at Whales And Games is starting it's reviewing spree.
Reply in the comments with your game and we'll take a look at it.
I'll be mostly giving feedback in the audio part, as I'm the audio composer and sound designer for our game, Wizsnooks.
Be sure to try out our game also! You can find it here!
PS. Wordcloud from all of our comments till now. Thanks to all the people that already reviewed us!
LD Page:https://ldjam.com/events/ludum-dare/41/gender-circle

Try to destroy all enemies and score 8200 points



You can play it in your browser Or download it to your computer (windows) have fun
play the game here =) https://ldjam.com/events/ludum-dare/41/crazy-cube

Ey! Have you play a puzzle-runner game? You do? Uau, that was inexpected...
But... Have you ever play a puzzle-runner game where you have to save a Panda that is trying to avoid eat sushi baked by an evil octopuss that wants to eat you?! Uh? Do you?

Then...Play Fat Panda!
https://ldjam.com/events/ludum-dare/41/fat-panda

One of the best features of Elite Beat Zombygons is it's soundtrack. You can now get it Here for free.
Thanks to our Musician @JohnRyanAudio for making it available.
And if you haven't played it yet, be sure to check it out.
Elite Beat Zombygons available for Windows Mac and Linux.
Hey! It's Sunday! Do you have some time to play my game Dancemazing? It's horror danceoff game!
Play it here: https://ldjam.com/events/ludum-dare/41/dance-for-your-life
Also don't forget to vote and leave a comment so i can check out your game too!

My aim in entering the competition was to learn more about game dev, and the purpose of this postmortem will be to try and make the lessons learnt explicit. My entry is available for download on itch, and the source code is available at github.
There are many things one could focus to talk about in a postmortem - the number of choices made in making a game is staggering. So I want to make a number of posts, which otherwise would have been notes to myself, about the most important lessons I've learnt from this project. In this post I'll talk about the graphics.
If you had told me I would be pleased with the graphics of my Ludum Dare entry when I started I don't think I would have believed you - I am no artist! However, after the competition, I think the graphics are perfectly acceptable. They are very basic, but are functional, have a consistent style and a consistent colour scheme. In particular, I think the conscious choice to keep to a restricted colour scheme was a very simple way to drastically increase the quality of what was produced, and something that can easily be replicated in future.
Beyond that, I encountered some issues and suggestions with the graphics which should be addressed in future. The first of these was handling edge cases. In an interactive medium like games it is inevitable that the game will produce some edge cases that were originally unaccounted for. In the case of my game, there are two edge cases which I've noticed crop up that I am unhappy with the handling of. Here is a screenshot showing both:

On the left are two overlapping bullets moving in opposite directions. Unforunately here the shape of the bullets does not work well and it is awkward to visually parse this information. On the right in this image is a gun with a timer which really just means "this gun always shoots", which could be more simply shown by having only one stage in the timer (in general, timers can have repeating patterns, which ought to be removed to simplify the player's information).
Unforeseen edge cases like this are by definition not something one can account for beforehand, however, whilst making my entry I did not pay attention to details like this at an earlier stage in development. Instead, I didn't take the time to test for things other than "does this code work", which was a mistake.
The second problem I had with the graphics was how good a job the graphics do of drawing the attention of the player to the important things happening in the game. Here is an example screenshot:

The most important thing in the game is probably the player themself, who is located in the top left here. I think that the robot is sufficiently visually distinct, so this is not a problem. However, the next most important thing the player probably ought to be aware of is the location of the goal, which in this screenshot is two squares down from the player. Unfortunately, I chose to draw the goal in a dark purple colour rather than a light purple, and the goal does not draw the eye well. In addition, a bullet may be located over the goal to further obscure it (this is not really avoidable, but is something I ought to have been aware of).
Other things in the scene of importance are the timers of each of the guns. I think these are quite visually distinct and self explanatory (I've not had anyone leave a comment saying they didn't understand when a gun would fire, or when it would rotate). However, I relied on the timers to give all information about when the guns fire, but neglected that this means there isn't a big visual cue about which guns are firing next turn. This means a common error whilst playing is to move into a square believing it is safe but find out you have overlooked a gun which was going to fire into that square next turn. This could be addressed by the guns changing colour to be brighter when they are going to fire next turn.
Finally, here is a better screenshot to demonstrate the problem of locating the most important information in the game. As it stands, the first part of the game is a mini-game of where's Waldo to locate the robot and the goal!

Finally, there are no sprite animations in the game, but this would have added a lot. Below is an example of the animations:

I think in light of how much it would add, I ought to look into learning to animate the robot (and perhaps upgrading the explosion animations from particle effects). We shall see about this in the future!
To summarise the lessons learnt for the future are:
This are some screenshots and gifs of the process of making my game, which you can play here: https://ldjam.com/events/ludum-dare/41/think-before-escape




And the results:

We want to take the time and say thank you for all the great feedback we have gotten on our submission.
It has been fun reading all the thoughts, comments and reactions to our first Ludum game. We promise to take everything with us in our future projects. From everyone on our team, I give a wholehearted thank you.

(If you haven't tried Dainty Deprivation yet, feel free to check it out)
Daint Deprivation: https://ldjam.com/events/ludum-dare/41/dainty-deprivation
Hey everyone!
We're announcing a small score contest for Super Slime Slasher Ultra!
The first person to post a score of over 1000 points wins a free set of Super Slime Slasher Ultra stickers!
Here's what they look like:
To compete, you must post a screenshot of your score in the comments.
Be sure to leave a rating while you're at it!
Here's the game: https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra And here's the shop link for the stickers: https://tictail.com/birdpun/super-slime-slasher-stickers
Hey, for those that haven't played it yet, Spiky is a platformer card puzzle game with soothing graphics and music :) I didn't stopped working when I published it for the jam so now I present you the much updated version for those that liked it or that want to try it out for the first time!



New stuff in version 0.1.5, among other things I dont remember right now:
Download link: (Don't forget to download 0.1.5 the other one is the first jam build!) https://giantswing.itch.io/spiky
WebGL Version! (even though I dont recommend this one because it looks a bit worse, it's more unstable and I dont know how data persistence will work there): https://giantswing.github.io/Spiky/