LD 41 April 20–23, 2018

Type to skate!

Typeskater still needs 8 more ratings! i would love if you helped me go pass 20 ratings mark!

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A little preview of our game.

https://www.youtube.com/watch?v=Fpe5KJcRwAg https://ldjam.com/events/ludum-dare/41/pieter-post-apocalypse

We're really happy how our game turned out. If you haven't played it yet, more feedback is always welcome!

Post mortem - A tale of bad planning and improvisation

Well, LD 41 is over for me. I have enough ratings and I'll don't have the time to play anymore game in the week. So might as well do a short Post-Mortem and wait until the results.

My game : Dungeon of High School Romance

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When the theme was revealed, I was so down because that was the less interesting one for me. But oh well it's 3 AM and I'm already awake so I'll start somewhere. The first thing coming to my mind was the title, silly and self-explanatory.

For a long time I wanted to try to make a simple dungeon crawler in javascript. I already had an engine allowing a character to move on a map in plain text. It was from a scrapped adventure game about romance and high society. I didn't liked the original idea, but I liked the idea of a romance game with an old text-based dungeon crawler style.

And then I went to sleep. I was really tired.

The first day started really really bad. I wanted to create a new engine generating a random maze, but I had no competences and time to make a complex algorithm. Nothing worked, no idea where to start the code. Three hours after starting to code and going nowhere, I scrapped everything and started by making the title screen and the intro cutscene.

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There were actually no game behind the screen, but it felt like the game was going somewhere. During the weekend that's how I worked : How's the game looks and feel is more important than how it's actually play. If it's LOOK like a game, then it's a game. I guess.

Well after the second day I started taking note and making plans, to create actual content and having clear goals, but starting with nothing and trying to have something to show as fast as possible is great for the motivation. At least it worked for me.

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I scrapped a lot of idea and a lot of content : Different level, increasing difficulty, more items... But overall I think this game was the most complete I ever done for a LD. I don't know if it's the best, but it's the one with the most ideas and mechanics. And everything kind of work together. There is A LOT of flaws, but the core system work quite nicely, and it's short enough to prevent the game from being boring.

Will I make a post-LD version ? I don't know. Usually I don't do post-LD version, I just re-use the code I made for futur projects. But here, I kind of want to rework it. Or at least make a more complete game with the engine.

As usual, this LD was great, but also it was a really cool project to work on. I hope in the future my LD games continues to increase in size and ambitions, because I have so much weird games to do. And so little time...

( Oh and I guess you can play at my game here : https://ldjam.com/events/ludum-dare/41/dungeon-of-high-school-romance )

Help Match Strike have a mid-life crisis!

I'm overwhelmed by the amount of attention by entry for LD #41 has received! Thank all of you for giving it a try, and for all that awesome feedback!

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Play Match Strike now! I'd love to see it reach 50 ratings!

Top Picks of Ludum Dare 41: Now it's Personal!

If y'all have been keeping up with my Fave Games of Ludum Dare #41 mini-reviews, you'll know that I tried to put a focus on games you might have missed. With this post, I'm going to drop a lot of objectivity here and just talk about my personal top five games- games that I had the most fun with or games with aesthetic and style that really appeal to me.

With all that out of the way, these are my favorite games of Ludum Dare #41:

5) Puttsy! by @caterein , @giantdad , and @morrilet 13137.png https://ldjam.com/events/ludum-dare/41/puttsy

Okay so maybe we hate IRL golf but apparently we're all about those eSports... but like... not Overwatch (though I do play (but I also suck)). Puttsy! is minigolf with tower defense elements and man, its addictive. This reminds me of the puzzle games I would stay up all night playing, with more time and just a bit more polish, Puttsy! absolutely has what it takes to be a satisfying, long lasting experience.

4) On the Fly by @rebecca-kremer and @qkjosh Fgl1pG.jpg https://ldjam.com/events/ludum-dare/41/on-the-fly

I posted about this one early into my reviews. Again, the art is such a gorgeous hook here but also this his a chill as hell experience that I just really appreciated. There's serenity in the design and gentility in the writing but also some well placed humor too. This game is a delight, I'm so impressed it was made so quickly!

3) Woodsy by @ghodan 12e06.png https://ldjam.com/events/ludum-dare/41/woodsy

Listen, I know I posted this game a few days ago as a 'general' fave of Ludum Dare but I love this game. The art, the mood, the style, the narrative, the simple but solid mechanics... This game is also very close to being a solid purchasable title, too! You can read my earlier review of Woodsy but for now, just know that I love this game and that I would like for Peter to replace my current neighbors).

2) Bomb in Rhythm by @finalspace 130a2.png https://ldjam.com/events/ludum-dare/41/bomb-in-rhythm

This is game with competing themes of peace and war combined into a unique package of rhythm game + bullet hell. I love that there's a little wordplay between the mechanic and narrative themes going on here, as this is a fun experience that packs a bit of thematic impact. The dev used Asset store components in designing the level bit they did a fantastic job with lighting, placement, style, etc that really add a peaceful feel to the game- at least until you start getting inundated by warheads. As far as gameplay goes, the mechanics are simple- dodge bullets, get notes but both are solid and challenging. The music, in my opinion, is the most interesting I've seen in this Dare. Not only is there a background track constantly playing but picking up the notes adds a harmonious melody on top that doesn't disrupt the soundtrack, even if you miss a few notes. All in all, this game is a pleasure to play.

1) Roulette Knight by @finlal and the Four Quarters team 13aba.jpg https://ldjam.com/events/ludum-dare/41/roulette-knight-1

Roulette Knight unbelievably polished for being produced in 72 hours. The art is cohesive and stylish with a look all its own and the whole game has an extremely professional, budgeted look that kinda blows my mind a little. The UI is clean and super well designed and frankly, I can't praise the stylistic choices here enough (so clean! so consistent!). Beyond that, however, Roulette Knight is an engaging mix of gallows-humor, luck, and strategy as it combines RPG elements with... Russian Roulette, which isn't a game genre at all and had never occurred to me as a potential element of this Dare. These two genres are combined at the mechanic level, making it a true mix of incompatibility that ultimately makes for a super harmonious, fun experience.

Successful first entry

This has been a fun journey. 2 friends making a game for our first Ludum dare together. We've had a lot of useful feedback from the community and can't thank everyone enough for the detail of feedback they put into each comment. With only 4 days let, we're looking for any final feedback before the rate session ends. We would very much like to keep working on this game and all the feedback is so helpful for us to know what features are wanted more than others. If you haven't already, please take some time to have a look at our entry and give us some honest feedback! https://ldjam.com/events/ludum-dare/41/ball-dash-arcade

Just need 5 more reviews! Will return the favor

splashthiccy.png Hello all! I just need 5 more reviews! leave your game in description and I will review it as well. I will give karma to quality feed back. Thanks! The game is here: https://ldjam.com/events/ludum-dare/41/typeskater

Supercut

We are heading into the final weekend for rating games, so for the next few days, I will be listing every game that I have already posted or that has been posted in the comments that still doesn't have enough votes. As usual, if your game is not listed (use ctrl+f, search for your game's URL) and doesn't have enough ratings (i.e. the "ratings received" is orange and doesn't have a check mark beside it), please feel free to link it in the comments. As usual, all these games can be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all

https://ldjam.com/events/ludum-dare/41/prison-farming

https://ldjam.com/events/ludum-dare/41/flight-photo

https://ldjam.com/events/ludum-dare/41/fishtank-royale

https://ldjam.com/events/ludum-dare/41/trites

https://ldjam.com/events/ludum-dare/41/very-large-golf

https://ldjam.com/events/ludum-dare/41/bu113t-h311

https://ldjam.com/events/ludum-dare/41/volley-shoot

https://ldjam.com/events/ludum-dare/41/date-me-dating-sim-clicker

https://ldjam.com/events/ludum-dare/41/rogue-race

https://ldjam.com/events/ludum-dare/41/space-cow-boy

https://ldjam.com/events/ludum-dare/41/golf-rush

https://ldjam.com/events/ludum-dare/41/yellow-and-blue

https://ldjam.com/events/ludum-dare/41/time-turner

https://ldjam.com/events/ludum-dare/41/elaab-bark

https://ldjam.com/events/ludum-dare/41/no-giraffe

https://ldjam.com/events/ludum-dare/41/knife-throwing-gallery

https://ldjam.com/events/ludum-dare/41/simulator-for-average-people

https://ldjam.com/events/ludum-dare/41/smacktalk-live

https://ldjam.com/events/ludum-dare/41/amazing-blackjack

https://ldjam.com/events/ludum-dare/41/filthy-blockheads

https://ldjam.com/events/ludum-dare/41/zorkman-aka-pacman-the-text-adventure

https://ldjam.com/events/ludum-dare/41/cooking-mecha

https://ldjam.com/events/ludum-dare/41/office-tactics

https://ldjam.com/events/ludum-dare/41/tower-racer

https://ldjam.com/events/ludum-dare/41/my-theory-about-the-universe

https://ldjam.com/events/ludum-dare/41/robozes

https://ldjam.com/events/ludum-dare/41/minigulf-gods

https://ldjam.com/events/ludum-dare/41/my-first-day-in-the-agency

https://ldjam.com/events/ludum-dare/41/beach-please-splash-1

https://ldjam.com/events/ludum-dare/41/bridge-run

https://ldjam.com/events/ludum-dare/41/doesnt-add-up

https://ldjam.com/events/ludum-dare/41/unnamed-game

https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament

https://ldjam.com/events/ludum-dare/41/hit-em-harder

https://ldjam.com/events/ludum-dare/41/interplanetary-jousting

https://ldjam.com/events/ludum-dare/41/robodog

https://ldjam.com/events/ludum-dare/41/hate-2d-horror-game

https://ldjam.com/events/ludum-dare/41/panela-quest

https://ldjam.com/events/ludum-dare/41/spooky-speeding

https://ldjam.com/events/ludum-dare/41/crush-of-duty-saga

https://ldjam.com/events/ludum-dare/41/heist-41

https://ldjam.com/events/ludum-dare/41/blaster-typer

https://ldjam.com/events/ludum-dare/41/simon-says-race

https://ldjam.com/events/ludum-dare/41/jump-forest-jump

https://ldjam.com/events/ludum-dare/41/tanxz

https://ldjam.com/events/ludum-dare/41/sam

https://ldjam.com/events/ludum-dare/41/platfighter

https://ldjam.com/events/ludum-dare/41/dimensional-rift-escape

https://ldjam.com/events/ludum-dare/41/cloudy-island

https://ldjam.com/events/ludum-dare/41/solitairey-in-school-the-card-game-dating-simvisual-novel

https://ldjam.com/events/ludum-dare/41/galagamaze

https://ldjam.com/events/ludum-dare/41/tetris-escape-2d

https://ldjam.com/events/ludum-dare/41/globuloball

https://ldjam.com/events/ludum-dare/41/fort-of-dwarves

https://ldjam.com/events/ludum-dare/41/asimovs-breakout

https://ldjam.com/events/ludum-dare/41/hit-em-harder

https://ldjam.com/events/ludum-dare/41/card-em-up

https://ldjam.com/events/ludum-dare/41/high-flying-beats

https://ldjam.com/events/ludum-dare/41/antumbra

https://ldjam.com/events/ludum-dare/41/ship-hacker

https://ldjam.com/events/ludum-dare/41/not-a-turtle-race-multiplayer

https://ldjam.com/events/ludum-dare/41/the-exterminator

https://ldjam.com/events/ludum-dare/41/unbeheaded-monarchs

https://ldjam.com/events/ludum-dare/41/theres-only-stars-in-the-fire-line

https://ldjam.com/events/ludum-dare/41/musketeer-s

https://ldjam.com/events/ludum-dare/41/chef-of-war-1

https://ldjam.com/events/ludum-dare/41/speed-fortress

https://ldjam.com/events/ludum-dare/41/magneto-de-liquidus

https://ldjam.com/events/ludum-dare/41/firun

https://ldjam.com/events/ludum-dare/41/royal-heights-battleroyalplateformer

https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament

https://ldjam.com/events/ludum-dare/41/run-farmer

https://ldjam.com/events/ludum-dare/41/after-common-era

https://ldjam.com/events/ludum-dare/41/a-gentlemans-shooter

https://ldjam.com/events/ludum-dare/41/incredungeoneer

https://ldjam.com/events/ludum-dare/41/hack-turn

https://ldjam.com/events/ludum-dare/41/shadow-puppets-dms-revenge

https://ldjam.com/events/ludum-dare/41/super-match-walker

https://ldjam.com/events/ludum-dare/41/bouncebot-doorquest

https://ldjam.com/events/ludum-dare/41/super-happy-curling

I apologize for the long post and if there are duplicates.

Have you tried... Escape The Future!

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My first Ludum Dare entry and second Jam game, please take a moment to play and rate, thanks.

Play the WebGL version here -> https://razorlance.itch.io/escape-the-future

Rate the game here -> https://ldjam.com/events/ludum-dare/41/escape-the-future

Proelium

There's just three more days untill the end of this jam, and we would like to promote a little more our proyect in this last stretch!

We are very proud of our game, and would really apreciate the valuable feedback and coments you may leave behind after playing it!

So please, if you have a few minutes to spare, we think that Proelium wont dissapoint you!

https://ldjam.com/events/ludum-dare/41/proelium

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Postmortem of Match Strike: LD#41 Part 2

Day 2: Time To Get Busy

So, as we last left my postmortem of my game Match Strike, I was starting day #2 with a working flight sim, for the most part. The plane could fly, and the HUD was working. I had a small bug with how the artifical horizon was rendering, but the fix was simple: I just had to fix the pitch-calculating code. Pretty basic mistake, but my sleep-hazed brain couldn't figure it out just 8 hours prior. :)

Right! So we have the basics of flight. But now what? The Match-3 concept just wasn't going to hold up. I'd need a way to select which 2 blocks to swap, and after some thought I realized that would be impossible for the rapid movements of a flight sim. I had ways around this problem, but they required a lot more coding to make work. So, I decided to swap from a match-3 game (like Candy Crush or Columns) to a simpler, more puzzler-like game called SameGame (originally Chain Shot!). In SameGame, the only action is a tap, instead of a swipe or block swap. That's easy for a plane to do at high speed, right? :)

So I implemented the blocks, just as destroyable entities. My idea for the player's gun to make it work like a hitscan weapon (and any bullets it fired would just be visual effects), which would cut down the delay the player had before a move when into practice. I also spent time making a targeting cursor, which according to feedback was quite a necessary addition.

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Right, blocks are now done! Now what? Next up was making the puzzle aspect. The blocks were destroyable, but I had to make them destroy other blocks that they were touching (if they matched), and they had to move. That part I coded up rapidly, which would later end up being a rattlesnake in the grass, ready to bite me post-launch. But more on that, later!

As a further aid to the player, I also added a board-camera, which would always show the position of the blocks onscreen. I wanted this to be rendered as part of the cockpit on the plane, but never had time to come back to that concept...

What's next? Well, just shooting the puzzle block was a challenge, but I wanted more! So of course, the obvious thing: Turrets, which shoot at the player. That part didn't take long to add in.

Now what? Further challenge; Limited fuel! I already had the game loop at this point. You could fly, shoot at blocks and solve the level, and die. But another condition for dying was easy to add. I already had to write code so the game would detect you landing at the airfield, so it was easy to re-use this for refueling.

Most of the game was done at this, but I decided to juice it up. I initially recorded some audio to have a bit of extra flare, but wouldn't it be neat if all the game events had audio queues? I probably spent way too much time on this part, but by the end of Day 2, I had what I felt was a pretty solid product.

So I went to bed, feeling pretty good with my progress.

Day 3: Time To Get Moving! Time...Time...Time to Get Moving!

Last day!

The gameloop was done, and I had enough juice items to make the game interessting. So that was done. Now what? My first step was to make the random level. I decided to have five stages total, 1 through 5, where the final one would be a randomly-generated level. And I'm glad I added that, since it did give the game some re-playability.

I find the hardest part of any Ludum Dare is what I like to call the "bumpers" in a game. These would be: Transitions between levels, menu screen, and so on. This is important to really give a product a finished feel to it, but I can sometimes spend as much time writing this kind of code or designing the art, as I would the actual game itself!

I was ready to go! I tested a few builds, and was preparing to upload when -- disaster. The game crashed on exit, and I mean hard. It's the crash I discussed in this post.

Oops. But I had no time to solve this issue. On to release! Shortly afterwards, I decided to do a WebGL build and see if worked, and viola. It did, and no crash.

It was time to rest after that.

Day 4-6: Post-Compo Troubles

I was starting to see reports of the game being "glitchy" and "buggy" in the comments. Ut-oh, time to investigate! I found a lot of problems with it, particularly the WebGL version, which had broken some of the visual and audio aspects of the game.

First major problem: Keyboard bindings were becoming invalid after dying! This was due to rushed config menu code on the last day, as mentioned above. It was an easy fix.

The second major problem was that I had made an error with my valid board position detection code. It was not detecting valid moves in the final positions, which meant that sometimes the blocks would not slide properly once gaps were introduced in the board. I changed this, which resulted in fixing all the block sliding issues, but it caused the boards to generate new values. I did write separate simulation code to verify that the boards were solvable, though this isn't used in the post-compo bugfix version. (For the record, detecting solvable SameGame boards is an NP-Complete problem, so I didn't feel too bad when it could take up to tens of thousand iterations for my solver to figure it out. :grin:)

A few days later, I figured out the crash-on-exit problem. I had decided to use the new Unity Timeline Director to animate my title screen logo, and there's a problem with playing sound effects from this mode. Disabling that part, and using code to generate the sound effects, and that was fixed. The problem didn't cause any issues with playing the game, but it was nasty to see a this-app-crashed dialog every time you exited the Win64 build of the game... So glad that was solved!

What Went Right

  • Solid idea for my game. I knew what I wanted, and it was easy to adapt the idea.

  • Extra Juice. I spent some time juicing the game during its development, and I think that really paid off.

  • Doing an open-world/open-ended level first, then the regular levels. This gave the game some replayability.

What Went Wrong

  • Incorporated a lot of untested code at the end, which ended up causing crashes/bugs. Namely, the crash-on-exit (using the untested Unity Director) and keyboard-binding code (causing the game to lose keyboard bindings on death).

  • Perhaps a bit too much polish, not enough meat. There was a lot of additions I wanted to add which would make the game harder and give more challenge, but I had to drop them.

  • Not enough explanation of how to play. A lot of people didn't realize you could shoot the turrets and stun them, for example.

Overall, a very fun Ludum Dare! Over and out, and good luck to you all!

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So that's not the way to play dice! But it's a fun way

challenge yourself!

Try to destroy all enemies and score 8200 points Crazy Cube 24em04/em2018 18__3.gif

Crazy Cube 24em04/em2018 18em42/em50_2.gif

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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

I'll show you mine if you show me yours

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Looking to get some more honest ratings for your game? Me too :D

My Game (Windows/Mac) https://ldjam.com/events/ludum-dare/41/interdenominational-brows

Leave your link in a comment and I'll rate it tonight!

A Tribute to Mayhem - Post Jam Update!

A҉ Tribute to M̶̦̱̕͢ͅa͈̫̤̘̗̙͘͝y̵҉̡̖̻̮͈ḩ̣̣͖̖͈̖͔̩̺͙̗̖̤͇͓͕́͞ͅè̳̗͖̟̝̰̼̪̲̕͟͠m̨̢̨̨̬̩͔͎͍͓̹̦̻̰͈̺͎̤̠̦

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Hey Guys, I'm pleased to report that I'm back with a pretty massive update to my Ludum Dare 41 entry!

If you enjoyed the original jam version of the game, you should check out the post-jam version available on my game page, to play it, go to the Links section and click on the link labeled "Post-Jam Version"
It's all in native HTML5 and JavaScript, so no downloads required, and no dealing with any buggy WebGL Unity builds.

Note: If you plan on rating it and haven't tried the Jam Version yet, play the jam version first and rate before you try out the new version.

Changelog:

  • Dynamic gore / blood system using HTML5 Canvas manipulation. This makes for more satisfying M̕͠͏̨̜̥̖̦͉̯̻̬̥̬͓͇ͅU̠͎̤͕̪̯̥͕̖̯̼͘͘R̸̷̡̭̳̤̦̯̖̮̤̳̳̞̦̟̠ͅD̷̢̹̲̳̳͉̥͘͢͡E̶̡̛̹̞͖̭R̵͕̫͔̻̙̀͘͞ͅ grenadeKill.gif

  • Sweet new spooky soundtrack composed by the very talented and much underappreciated Mark Sparling

  • Better sound effects!

  • Updated graphics!

  • 5 New cards with powers that build off each otherplasmaRampage.gif

  • 1 Brand new enemy mob!

  • 3 (and a half?) New mini-bosses!

  • 2 New levels!

  • Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!

  • Levels now change in between waves

  • Better controls, much less confusing

  • Updated instructions page

So probably the most notable thing in this update is the blood and gore effects. I think it adds a lot to the the feel and more closely represents what I had in mind when I first envisioned the game. Also the game now fits it's title much better. And to be honest, it wasn't all that hard to implement. I basically just created a new canvas object - the goreCanvas, and whenever I wanted some blood to appear on screen I'd render it to that canvas. And at the end of each frame I'd then render the goreCanvas to the main rendering canvas and put it all together. When the main canvas was refreshed, the gore canvas stayed the same, so the blood stayed on the walls in between each frame.
On top of that there is a sort of blood drying effect that occurs to the blood over a longer period of time, new blood will appear brighter and "more fresh" where as the older blood darkened and faded. To achieve this effect, I simply applied a "#888" hex tint with an alpha value of 0.005 to the goreCanvas every so often (about 5 times per second). To me, the drying effect is much more noticeable with the green blood than with the red.

All in all I am happy with the result and the new updated version. Give it a try if you're curious!
https://ldjam.com/events/ludum-dare/41/a-tribute-to-mayhem

89 hours left!

Thanks for all your feedback about our submission CornWars LD!

We decided to take the project one step further and make a real game out of it. If you did not rate our game yet feel free to visit our submission and do so:

https://ldjam.com/events/ludum-dare/41/ld41-1

cornwars2_ks2.jpg The image links to our kiuckstarter campaign!

Better Late Than Never... Updated Match-3 Survival Platformer

Play Here

I've finally made major changes to the game and as a result the match-3 platforming combinations works better now.

When it came to the mechanics, I scaled down the options of weapon to a single weapon. I felt that many weapons were not needed from observations of people playing the game.

Other than that :-

  • Character Movement is more precise.

  • Sound effects are implemented.

  • Slightly more detailed environments.

  • Bigger level.

  • The abililty to squash your enemies with a block.

  • When enemies run to each other, they get destroyed.

  • The most important thing is that the match-3 mechanics work!!

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A huge thank you to everyone who rated my game and/or left feedback and to the LD community for all the support!!

Interesting in playing the game? I will play yours in exchange.

My Game Page

I'm almost there

I don't like being this person but times almost up and I'm still a little bit away from 20 ratings (14 while i'm writing this). I would really appreciate any ratings and will try to return the favor if you need some help to.

https://ldjam.com/events/ludum-dare/41/xx-skateboarding-xx

Wordslide - Spelling meets Skateboarding

When you can't decide if you want to go out and skateboard or enter a spelling b.

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Play it here:

https://ldjam.com/events/ludum-dare/41/wordslide