Sports but you have to wait your turn patiently
https://ldjam.com/events/ludum-dare/41/blipblapball

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

Well, it has been a long time coming here, and we have so many fantastic games this jam, but some are still not on the 20 ratings quota, let's help them out
We're a few hours away from the end of the LD rating period, and it's great to see that there's some people active around here. So let's do one final push together! Leave me a comment with a link to your game and I'll give it a good ol' look 'n' rating.
If you're up to it, it'd mean a lot to us if you checked Wizsnooks as well. Thanks the size of a whale if you give it an opportunity. Cheers! :whale:
If you haven't already, we hope you'll play and rate Super Slime Slasher Ultra! There's not much time left to leave ratings on it!
https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra

Thank you for feedbacks/voted. I got enough rating on the last day. :)
If anyone interested in my game. you can give it a try here.
It's a snake game + drawing + planting flower.
https://ldjam.com/events/ludum-dare/41/flowers-in-the-frame

Hey guys! So there's only just over 21 hours to go of rating games. I still need a couple more votes, so would love if you guys could check out Breacard (https://ldjam.com/events/ludum-dare/41/breacard), and then in turn I'll give your games a rate/comment as well (just leave a comment on my game with a link to yours).
Cheers :smile:

Hello everyone! We've put together our retrospective for our LD41 jam entry: Office Daydream.

“Some of us are born painted blue. Others painted pink. Some our first coats peel off, and we are left with what remains. Some of us have to repaint ourselves the right colour because of the circle of criticism.”
Visit: https://ldjam.com/events/ludum-dare/41/gender-circle


After competing in ldjam 41, I basically just completely forgot about it. Just today it passed my mind to come back and there is less than 24 hours left of rating, and I only have 2.
please come help me out and rate my game.
https://ldjam.com/events/ludum-dare/41/spike-ball
PLEASE
In addition to making games, we also do a podcast about game design. We also talk a lot about how we teach and learn things and barely ever stay on topic. Our most recent episode is about Ludum Dare and how we made our game Scoop. Unfortunately this time around our lives have been pretty hectic, so we didn't get to play enough games to get 20 ratings, but that's okay.

Check us out on iTunes, Sound Cloud, or wherever you get podcasts.
You can also check out episode 6 which is about last Ludum Dare and our game Starbage Man!!
I have 6 games left that I'm planning on rating before deadline. So far I've rated 72 games, and my game has been rated 49 times, which I think might be a record for me.
I had such a good time with this jam. I'm looking forward to August.
If you haven't tried InvadTris yet, try to get in under deadline if you can. I love feedback!
Go back a few days from the beginning of Ludum 41.
The date is April 14th, 2018. At this point, I had no clue what I was going to do for Ludum Dare 41, and the theme choice was down to the top 100 options if I remember correctly, However, very quickly, I had decided that whatever I was going to make for my Ludum Dare 41 entry, I wanted it to be a platformer and it was going to be made in the program Construct 2.

To ready myself for this project, I began making a rough platformer, that I might have a better understanding of Construct 2, because the last time I was working in its environment, I was working on the unfinished project, Fair Maiden, almost an entire year beforehand, August 9th, 2017.

This rough platformer was only just a practice run, and never really got past what you see in the first picture, however, without that refresher, I feel Escape would not have turned out as well as it did!
Having only prepared by creating a rough platformer in Construct 2, the themes were down to the top 10 choices, and I began brainstorming early.
I never wrote anything down at this point, although I should have, as that's the best way to brainstorm. I had made my choices in the vote, and was also surprised to see a few familiar options such as Light in the Dark and Floating Islands.
Is it bad to say that I looked at Combine 2 Incompatible Genres, and my first thought was I do not want to do that one?
As I continued to brainstorm though, I managed to think of something that would work for that theme as well as a few of the others, not everything mind you, but enough that I was comfortable.
When the theme was decided, which was Combine 2 Incompatible Genres, I had already had a basic idea of what I wanted to do, but I continued to brainstorm for about an hour as I went to grab myself Dinner.
Ultimately however, I had decided to go with my idea of an Escape Room + Platformer. This was the Beginnings of the game Escape!

The first item I developed was the player graphic. I did this because I knew I wanted my character animated, which required a bit more implementation in the player controller design. This is something I usually do when developing my games, as often it affects the level design, and the graphic design of the rest of the game.
After the player controller, I designed a simple room, where the player had to grab a key, and that key opened the first door. There were no complexities, even the key was just a grey key shaped item, with no actual graphic yet.

At this point, both the door and key were implemented, however they were not fully implemented to work, as this was just the beginning of...
At this point in the development process, I had been working on the game for a few hours, and this is where the interesting features come in, as well as the buggy problems and issues.
The first step was to design an inventory system, as well as an interface, which would allow the player to pick up the keys, and any other items I implemented in the future to be used in solving the escape room puzzles.

This was the very early stages of the inventory system, and it worked relatively well, except for when I dropped the item, in which the physics of the item would get very wonky. (I had managed to get the feature to work, however it isn't seen at all in the final ludum submission, as there is no way to get a new item and drop the old one while playing the game)

During the development of the interface here, I also developed a working text system, that displayed text on the screen to the player visually, at about 4 frames per second, character by character.
About 7-8 hours straight, no sleep, constant work, sweat, blood and tears, and I was finally at a good halfway-point, or at least a good stopping point, it was around this time that I finally took the time to get some sleep, and be ready for the rest of the game's development!

The game's features included a working clock that counted down at all times, a working inventory system, keys, and locked door mechanics, and the beginning implementation of the pass-code doors.
The idea of the pass-code doors I felt strongly gave the feeling of an Escape Room, and I was excited at how well everything was going together at this point in time. Not everything in the development process went smoothly however...
There weren't very many major problems that stalled development of Escape, however little problems, such as graphical errors, and interfaces not functioning properly did occur often enough. My biggest problem occurred when implementing the pass-code doors. The doors had to store all values used, and an entirely separate interface had to be used when using them. Let's just say that implementing menu-controllers isn't my strong suit, as this led to a problem with the sprite font not displaying certain characters, when it should have... Talk about a headache
After many more hours working on the interfaces, and level design, I finally started working on graphics! The Graphics overall took about the last 2-3 hours in developing Escape. This was my strong-suit, and I saved it for the last thing to do, because I prioritized my gameplay first. While I feel that I could have focused a little bit more in the gameplay, for instance the difficulty spikes are noticeable, I still think that the amount of time I gave myself to work on the graphics, was the perfect amount, and due to needing the extended time, I opted out of the compo, and instead planned on submitting my game as a Jam.

Anyways, I am very proud of the product I released to you guys here at Ludum 41, and if you are interested in trying the game out for yourself, or haven't tried it yet, you can give it a go HERE!!! The game is web-based, and requires at least a keyboard.
When you are finished playing it there, feel free to give it a rating and review before the end of the Play-Rate Games phase! You can do that HERE!!!
The game is going to get continued support, and I plan on expanding much further on the idea! If you would like continued updates and info on how this continued project is going, definitely give me a follow on twitter HERE!!!
At this point, I would also like to thank everyone for their support on this project! And everyone's support here overall! This is a great community, that I am glad to be a part of!
Well, it's allmost the end of the Ludum Dare 41, and it was supper fun and interesting participing for the first (but not the last) we'll probably make a post-mortem of the poyect in the future as well.
So, one last Advertisment of our game!
https://ldjam.com/events/ludum-dare/41/proelium
Come play Proelium!
We are very proud of it!

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

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

Oh no! Things in life got a bit hectic after last LD for me and I didn't have time to even thing about it until now. And now I realize there is less than a day left to play + rate? 😱
And my game is at risk as well (which I deserve as I couldn't rate others yet). Will try to make up for it and play a few now!
I made a turn-based jump&run, if you're looking for another game to play, feel free to give it a try:
https://ldjam.com/events/ludum-dare/41/hazels-jump
But I have to be honest, I might not be able to play yours back in time before the deadline. But I'll try! 🤞

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

https://ldjam.com/events/ludum-dare/41/typographythm
our game has about 10 of the 20 we need try it out and leave a rating and have fun playing it (bring your own music as usual we forgot sound existed while creating the game, 2 years in a row now)
https://ldjam.com/events/ludum-dare/41/platform-defenders
Oops. We got a bit busy with schoolwork and had a huge accident. Just logged back in today and realised there is less than 20 hours until the play+rate ends! :(
And as we have not rated anyone else's game, our game is in huge trouble. Will rate a couple of games in the next few hours to make up for it so please check our game out.
I will try to rate back as much as possible
Thank you!! :)
https://ldjam.com/events/ludum-dare/41/play-to-survive
link: https://ldjam.com/events/ludum-dare/41/yum-some

Hey guys,
just less then 12 hours left for rating!
https://ldjam.com/events/ludum-dare/41/lost-in-spacetime
pls rate my game! and i will rate yours as well!