LD 41April 20–23, 2018

Easy browser play: Mortal Keybat

Looking to play and rate a game without a bunch of downloady stuff? Try mine - a cross between an old-school karate game and, well, several other genres. Screenshot.jpg

LD41 page here: https://ldjam.com/events/ludum-dare/41/mortal-keybat

If you play and rate mine, I'm happy to play and rate yours back - just let me know in the comments.

Rate my game and I Will Rate yours!

I Will Rate your games tomorrow, after you have rated mine. :grinning:

Here's The link to my game: https://ldjam.com/events/ludum-dare/41/quick-down


Post link to your game below, after you Have rated my game.

It is the night time... And behold... The "Memes" are coming...

Would suggest you to wear a diaper if in case you are on bed because "Memes" are coming... (well, of-course only if you click the link below)

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Play our game "MEME"Bumps and be ready to be terrified by the "Memes". Look here they come YodeeoOoOoOooOeling...

Click here: https://ldjam.com/events/ludum-dare/41/memebumps

Dont forget to leave us a rating if you liked the game! Till then.. Cash me outside, how 'bout dat? ;)

Have you tried DUNK EM UP?

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I was waiting some time to start posting stuff about my game, but now I probably have some time to play other games and also show mine - re-engage into the community have a look at other titles!

You can check mine here: https://ldjam.com/events/ludum-dare/41/dunk-em-up

Take a dive into my game!

cover-image.png My game mixes the resource gathering from (specifically) Subnautica with the hectic kitcenwork of Diner Dash. It is getting all sorts of good reviews, so if you haven't already. try it out.

Or read my Post Mortem. That has only one review, but it is this:

wow

So, yeah, might also be worth your time.

Leave me a comment and I'll be sure to check out your game as well.

More Games that need ratings

as with the last post, if your game has less than 20 ratings, feel free to post it in the comments.

My game finally has enough votes, but a lot of games still don't. Among those are:

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

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

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

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

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

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

https://ldjam.com/events/ludum-dare/41/mare-underworld

https://ldjam.com/events/ludum-dare/41/gorkball-champions

https://ldjam.com/events/ludum-dare/41/haunted-mansion

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

as always, they can all be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all

Please show your support to all the games you can by helping them reach enough votes for a score.

A version after the Jam!

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We're working on a new version that will be out sometime after the jam. This will include a lot of the feedback that was given, as well as features that we planned and didn't make it. We perhaps will add a few more references and achievements also!

Thanks to everyone who has given feedback so far! It has been fun!

Check it out here if you haven't already! https://ldjam.com/events/ludum-dare/41/toppen-ultimate-anime-defence

Love Is A Battlefield - Post-Mortem

What a week this has been. LD41 was my first-ever game jam, and my finished entry, Love Is A Battlefield, is my first published game under my "Altrix Studios" banner, and the first published game I didn't make at university. (My scene creators on Newgrounds don't count.)

First of all, a massive thank you to everyone who's reviewed Love Is A Battlefield and left such kind words. It's especially amazing to see people whose games I followed all jam long, coming over and leaving positive reviews on mine! Honestly, I was happy just to get it out the door on time in an almost-entirely-working state, so the feedback is just the icing on the cake for me.

So, what have I learnt from those 48 hours?

What Went Well

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  • First of all, I think I got a bit lucky with the theme. It was one of the ones that caught my attention back in the Theme Slaughter round, and I was glad to see it win. If it had been one of my less-preferred themes, I might have struggled more to get off the starting blocks.
  • My warm-up really helped as well. As practice for Ludum Dare, I spent most of April working on a PICO-8 demake of one of my uni projects... that happened to be a shoot-em-up. Love Is A Battlefield was coded entirely from scratch, and ended up being far more complex, but that practice run meant I had a good idea of what I was doing.
  • Speaking of PICO-8, it was definitely the right choice of engine for me. No compile times, no tabbing between different programs, graphical constraints that helped disguise my mediocre drawing skills, and code length limits that forced me to scope small. I'll almost certainly be using it for any future Ludum Dares I enter.

What Went Badly

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  • In hindsight, I actually caused problems for myself before the event had even begun, by staying up late on Friday and then sleeping in on Saturday morning. If I'd gone to bed normally, and gotten up normally, I could have had 2-3 hours of extra development time, which would have really helped with the next thing...
  • Testing. I just did not test this game enough. On multiple occasions, I went ahead and hacked in hundreds of tokens' worth of code without testing any of it, and then when I finally ran the game, I found I'd made half-a-dozen typos or introduced some silly glitch. The boss battle in particular was so glitchy that I had to post an update fixing it, after I told myself I wouldn't do that. The fixes took me literally fifteen minutes. I would have found them if I'd bothered to test things properly.
  • I made a minor slip-up as well when submitting the game - I forgot to put the controls! Thankfully, from playing a few other PICO-8 games, it seems I wasn't the only one... but still, it's not great to wake up in the morning, excited to read your game's reviews, and the very first one just says "I couldn't figure out the controls". Oops.

What Comes Next?

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I'm already working on a "DX" version of the game, to be released after judging ends. It'll take into account all the feedback I've gotten so far, and will have more polish, more features, and fewer bugs. I'm also working a more relaxed puzzle game, based on another theme idea I saw during the Slaughter, so I might post about that too.

Again: thank you all. This has been a wonderful introduction to Ludum Dare, and I absolutely intend to have a go at the next one as well.

~F1

Blocks'N'Blaster - Juicy Score Update

We proud to announce an update on Blocks'N'Blaster which give more score rewards on players action. We also added an expert mode for people who would like to beat the 717 000 Record

Monday we'll add the bomb powerup and some last feedbacks for you guys, because you gave us amazing feedbacks. We'll start rating hundreds of games from tonight until the end the week !

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

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What happens if you give the dice a gun?

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cool game!!!

challenge yourself! Try to destroy all enemies and score 8200 points

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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

Let's play each others games!

Hi!

I have gotten so much good feedback to my game Skies And Cubes, and a lot more than I ever expected, so thank you all so much for that! Also make sure to note me about the mistakes and what to fix and how to improve as a creator.

But let's get to the point!

I really would like to play some games that I haven't played yet, so possibly we could play each others games? So just go and leave a comment in this post, that you would be up for playing each others games :) I would love to see new kinds of games and maybe you would as well! (You don't know what to expect when playing my game)

Thanks a lot again!

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Oni Hunter

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Hi all,

We've been playing some of the games out there, there are some really impressive ones!

Take a look at ours if you feel like dashing n' slashing guards :

https://ldjam.com/events/ludum-dare/41/oni-hunter

https://www.youtube.com/watch?v=l6SQ_I1G0oo

StarClick: RTS + Clicker. Update.

Big update

Hey, I've just made a big update of the game. Mostly bug fixes and balance changes based on your feedback. So if you would like to, please play the game again and tell me how you like it now.

So the whole experience should be much smoother now. Still controls are not as convenient as in StarCraft, for instance no rectangular selection of multiple units, but hey, it's a clicker, just click more!

Thank you guys for your feedback, I enjoy very much your kind comments. I just love it when people play my games and like them.

Balance changes

  • Most of the levels are redesigned to make them more interesting.
  • The game is much harder now.
  • Many units have been adjusted (health, speed, attack).
  • Auto Click now clicks twice as fast.
  • Plates cost less.
  • Factory and Heavy Factory cost more.
  • Robot is not that tall anymore.

New controls

  • Units are controlled with right click now.
  • It's now possible to pan the camera with right click drag.
  • Added F and L keyboard actions (toggle fullscreen and restart level).

Bug fixes

  • Huge performance improvement (reworked starfield shader). Now works in Chrome.
  • Resizing the game window and going fullscreen is now possible.
  • Unit spawning is now more logical.
  • Wasn't possible to switch unit attack target if it was nearby.
  • Build menu now stays open if unit is deselected or a building is placed.
  • Unit is not deselected on command.
  • Hovercraft is now easier to select.
  • Now possible to select enemy units and buildings.
  • Health and attack values are now visible on select.
  • Camera shake is now working when a building is destroyed.
  • Some sounds had a delay.
  • Many more small fixes and little enhancements.

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Puttsy - Timelapse and Postmortem

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Hey everyone! I made a timelapse and wrote up a postmortem for my golf/tower-defense/strategy game, Puttsy.

If you feel like giving the postmortem a read, you can find it right here. The timelapse is embeded in the post, but if reading's not quite your cup of tea, I'll stick it in this post, too!

https://www.youtube.com/watch?v=WXd1eo5CNSY

There, see, I'm a man of my word. Now if you haven't played Puttsy yet, go check it out! I may be biased but I think it's pretty great.

Shuffle Climber - An Endless Card Game/Platformer! (Update)

Will you ever reach the top? (Or at least the clouds)

For returning players:

Thank you all for the precious feedback you gave us. You will find some neat fixes and value tweaks that make the gameplay more dynamic! (you can already see it in the GIF! :wink:).

Check it out here: https://ldjam.com/events/ludum-dare/41/shuffle-climber

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InvadTris 1.4 2018/04/28

1.4 2018/04/28

  • #### Pause system
  • #### Audio
    • M key to toggle mute state.
    • Ctrl + up|down arrow to adjust audio master gain
    • on screen display when adjusting audio level.
    • #### Sound effects for all actions but Tetris rotation and Tetris clean slate bonus, music.
  • #### Tetris: Color scheme system for Tetris blocks.
  • #### Single-game testing modes.
  • Invaders: BlockWeapon destroys Invader shots.
  • When GameOver, can press Enter or R to restart game from rmGame.
  • Invaders: Clear all Invaders bullets when InvadersPlayer dies.
  • Invaders: InvadersSaucer points are now multiplied by Invaders.level and Tetris.level.
  • Bugfix: last two invaders bunch up toward end of level, fixed.
  • Bugfix: Enemy explode collision with Block Weapon crashes game due to explode object being treated as an enemy but having no points variable.
  • Invaders: player becomes translucent when Invaders loses focus, to convey invulnerability
  • Tetris: clean slate bonus for completely clearing Well of blocks with a line completion
  • Tetris: added Lines count to display, temporarily removed Chain Bonus display until Chain Bonus is actually implemented
  • Tetris: Added a roof object to Tetris.
  • Tetris: Adjusted initial placement of new Tetronimo.

Play and Rate InvadTris!

Shuttle Launch -postmortem

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What went well: * creating the 3d models * colours for the models * texture generation/creation * gameplay logic * collision detection * scoring * success & fail animations * publishing the game in LD website * browser compability

What went badly: * no restarting of the game, so everyone need to wait for game to load * load time is too long, even with the async loading of assets * adjusting the difficulty level of the game

https://ldjam.com/events/ludum-dare/41/shuttle-launch

Made it to 20!

Thanks to everyone that played my game!

@GexAlmighty @pandademic42 @pahlsoftware @jcmonkey @onnofal @GiGiChef @Beebo-Studios @silkworm-sweatshop @Wheffle @Laktris @hank1996 @joekickass @Tay @fashionbatman @Scout @Linus @David-Wallett @Rick95

And of course if you're interested, you can still play it here.

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Thanks to @pov for running the event and for the amazing community here!

It's time to blast those blocks away!

If anyone want to try want a "Breakout / Arkanoid" mixed with "Top-Down Shooter" mechanics, here comes Shootanoid

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The game is quite simple, as I had to wrap it up in under 15 hours. It was my first attempt at developing a game using a "fantasy console", in this case TIC-80.

What's a "Fantasy Console"?

I discovered TIC-80 during the compo, and I very pleased with it. It's very easy to develop a game as the software comes with all the required editors: drawing program, map editor, sound editor, code editor (in Lua, Javascript or Moonscript). There is no compile time: make a modification, press "Ctrl+R" and you're able to test the updated version instantly.

My last project was to develop a game for the SNES, and I can tell you it really makes a difference to use tools where you can see your modification in minutes (while working on actual retro consoles involves a more complicated workflow - sometimes you'll waste 1 hour just to display an image on the screen with the right palette / tileset). It enables you to have a lot of iterations, making it easier to fine tune the gameplay in a very limited timeframe.

I've seen a lot of wonderful games created with PICO-8 around here, but sadly none made with TIC-80 yet. It's sad because TIC-80 is equally easy to use, but offer a larger screen area, so why not give it a try? It's free and open source: http://tic.computer/

Play the game

And if you want a example of what can be made in a few hours for a first time user of TIC-80, you can play the game (HTML5 browser) here: https://ldjam.com/events/ludum-dare/41/shootanoid

Rhythm Overdrive - VFX & shader work

Hey there !

I wanted to make a post about the colourful design of Rhythm Overdrive.

If you don't know about our game, it's a shootem'up with ennemies dancing on the BPM, with a lot of VFX & particles.

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The VFX work was really funny and quite simple. We used Unity to make our game, so I did basically all with the Shuriken particle system, creating simples particle, then animating their color, fade, motion etc.. by tweaking curves and changing values like lifetime or gravity.

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Particle effect when a power up is collected

I used the same methods for creating other effects like ennemies explosions, combo flames, or even red weapon.

Trails were a bit different. I used the trail renderer component with custom textures, to make ennemies projectiles, yellow weapon, & player reactors.

For those who are new with VFX, trails are basically some 2D ribbons who are following the path of a moving object.

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Trail renderer component

Shader time ! I'm not a CG language / HLSL pro, so I used a node-based editor called Amplify to make our shaders. Because a large amount of our graphic assets are moving to the beat, I had to make easy properties & values that can be animated via a script, to follow the music's BPM.

For example, the texture of the walls have a panning UV value going from 0 to 1, and at every beat it resets.

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Wall panner

The method to animate the hexagons was a bit different. To make them "bump", I had to use a texture with gradient all over the hexs, then create a sort of threshold layout in the shader, to use the min & the max values of the gradient as two textures channels. At least, I multiplied these values with a gradient mask & a color (which is animated with our master BPM script).

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Example of texture threshold

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Animated background hexagons

Same method is used for the bumping hexs of the playing area, and others details in the game.

I think that's it for a quick overview of our visual effects, don't hesitate to ask me anything about this, and if you haven't played our game yet, feel free to test it !

> Rhythm Overdrive page <

Thanks for reading, and sorry for those english mistakes~

Blocks'N'Blaster - The Juicy Update #1

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We are proud to announce the first update : The Juicy update

With the amazing feedbacks we receveid, we decided to give more energy into the game, and we improved lots of things for you : D

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NEW FEATURES

  • Mode expert (456 000 to Beat)
  • You can now increase your score by stomping into the ground
  • New audio feedbacks for power-ups
  • New Title Screens
  • Highscore on Title Menu
  • Juicy Score Bumper powerup
  • Block Preview
  • Inertia improvement

*NEXT THINGS TO COME : *

  • Bomb Powerup
  • Grenade launch
  • Leaderboards

Normal Mode New Record : 717 000

Now the update is here, we'll spend time testing, rating and giving feedbacks for all your games, because there are amazing things there

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

Playing Games Tomorrow!

Tomorrow's our day off so we'll be able to play a bunch of games! Leave a comment below if you want a review!

Also, you can check out our game if you want, but be careful, it's NSFW: https://ldjam.com/events/ludum-dare/41/tsun-tsun-button-mash

Cyclevania

Make sure to sub to see more entries! : D https://youtu.be/O9KQKBqrw8o

Check out our game! A super short game

Hey. We need more ratings, please check out our game.

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

I'll play games of everybody who comments and rate and comments as well.

Always happy to hear complaints since that's how you know what you could've done better. please check it out :D thanks

FPS without FPS?

The game I made for the game jam, is supposed to be a mash between FPS and platformer, but you might say that it is only a platformer game...well....haven't you heard of campers! snipers! they never move in 3d XD...they just wait for the moment...and that is exactly how Marco and John roll

https://ldjam.com/events/ludum-dare/41/sniper-and-shield

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Elite Beat Zombygons Soundtrack Now Available.

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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.

So many MotherDucking fantastic games!!

It's been a pleasure to have participated in my first Ludum Dare game jam alongside so many incredible games! I haven't got the chance to play many games quite yet, but I'm really looking forward to it (I've got a very long list on itch)!

I thought you folks might be interested in a time lapse of our creation coming together! It was the first real weekend of spring here in Ottawa and we chose to spend it bringing this wonderful monstrosity into the world. The time lapse only covers 48 hours, since that's all the time we could get together to work on our game.

https://youtu.be/J8PeJ9DeReA

The game we made is MotherDucker and we eschewed the theme to bring to life an idea we'd had the week before when brainstorming. Our game is a mother duck simulator where you play as MommaQuack and try to get her home through a terrifying mix of bear traps, saw blades, and cannons. Good duck leading your babies to safety through this strange and quacky world!

https://youtu.be/m1wH7l75kz4

little update and after ludum versin

head.png make little update where i add restart button and add new menu string where you can listen some music compositions what i maybe make for this game

Play my Game!

I could use some more ratings on my game if anyone wants to try it out... https://ldjam.com/events/ludum-dare/41/snowy It was made from scratch using Java and LWJGL. I wanted to submit it for the Compo because it was all original content, but I didn't have enough time to get it to the point I wanted even after 72 hours. I also included the source code even though it is not required for the Jam.

Cooking new update

So i've reached weekends at last and started to cook new update from prototyping new art. Will appreciate some feedback if i'm moving in the right direction or old art style was better. Thanks! SwordStepArtPrototype.png P.S. Don't forget to rate my game https://ldjam.com/events/ludum-dare/41/sword-step =)

Looking to Rate Games

If you rate ours, each member of our team will rate yours.

Plus I feature one game below 20 ratings that I like every day. It could be yours!

Check ours out here: https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra

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PUZZLE GOLF

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/yYbAeT5CK-8

Postmortem - MATCH3+CONNECT4

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What Went Well

Idea

It took me about half a day to come up with an idea I liked, but once I came up with this one, I was set on it. All of my earlier ideas were things that were funny to say like "tabletop + mmo" or "physics-based + text adventure", but none of them felt like something I wanted to make. I was feeling pretty dumb and getting close to giving up on entering this time around, but "match 3 + connect 4" managed to be both funny and strangely compelling.

Within a couple hours of having the idea, I was already well on my way to a functioning game: match3connect4_2.gif

Animation

One of the first things I mentally planned out was a small animation sequencer. I didn't end up building this until after getting the mechanics mostly working, so it took a bit of refactoring, but once it was in, adding polish was almost trivial! The snazzy intro, the explosions, pieces falling into empty spaces; all of this was driven by the same basic system. Having a solid plan for how this would work let me add tons of little details that would have taken much longer to implement otherwise.

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User Testing

To be honest, I left this later than I should have, but doing it at all had a huge positive impact on the end result. Towards the end of the jam, I had a couple quick sessions with my sisters which led me to make crucial balance changes.

Before testing, the game was almost the same as the final product, with one key difference: there were no swap points. Players could swap pieces on their turn whenever they wanted. This conceptually seemed fine, but testing proved it was a terrible idea: it became far too easy to prevent your opponent from getting close to a win by swapping to make match-3s with their pieces and blow them up. The games inevitably became boring, perpetual stalemates.

I went through a couple quick iterations, but effective use of swaps always ended up dragging the game on. The first version which actually made a difference was the one in which I introduced points: in this version, every time a match was made, it gave that colour an extra move on their next turn. De-incentivizing blowing up the other player's pieces made a big difference: the board actually started filling up a bit, and complex strategies started emerging.

Ultimately, swaps still ended up being over-powered, and planning around extra turns made thinking ahead more difficult than I was comfortable with. In the final version, the players have to earn their swaps by matching pieces. This provided a great balance: defensively blowing up the other player's pieces is a trade-off between denial and giving them a powerful resource, and it also gives you incentive to blow up your own pieces in order to bank up swaps for later.

What Went Wrong

No AI

Putting up a local multiplayer game without an AI is always a big ask for LD. Some folks'll have ready access to a willing partner, sibling, friend, etc. to play with, but most people are just going to be able to demo it on their own. I had planned from the start to make an AI, but it was already submission hour by the time I had something kinda-sorta-but-not-really working. I think I made the right decision to scrap it, but should have budgeted my time better so more people could have a chance to play the game as intended.

Menu

A number of people have had issues with the default enter key behaviour in PICO-8. It's easy to take PICO-8 stuff for granted when you've been using it for so long, so this one kind of surprised me! I think this could have easily been fixed by changing the start menu to read "press z/x" or something along those lines.

Conclusion

Overall, I think this is one of my best LD entries to date. It's not perfect; there's definitely more I would've liked to do with it; but I feel like it was both a solid idea, and a solid execution of that idea.

Lemme play!

I'm out of the house at the moment, but once I get home, I plan on playing and rating some entries! Feel free to post your games below, but those with less than 20 ratings will be given top priority!

Post-compo bug

So... Looks like I've got an interesting post-compo bug in Puzz Snake...

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Should I call that a feature and use it as part of the puzzles? 😆

Little post-mortem coming soon...

KARAOKE NINJA

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

Gradioid: A Gradius-Metroid Mash-Up

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.

Someone Help Me Understand Something...

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.

Absurdist Incompatibility!

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!

bebop.png

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.

Have you tried it?

Hello! i’m here to invite you all to try https://ldjam.com/events/ludum-dare/41/wild-cards

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. Wild Cards.png dia 12.png

CITY BLOCKS

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...

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.

Action RPG + Idle game in one

Acid!

We need your ratings

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

Download & play the game now at https://vojtiman.itch.io/acid

And mainly please support us by rating the game at https://ldjam.com/events/ludum-dare/41/acid

This is our first game and we would love to know what you think about it guys. If we don't reach the 20 ratings milestone, we won't have any feedback and that would be SUCK.

So please, if you can, play our game, enjoy our game, rate our game, we will be thankful! :-)

Best regards, Vojtěch & Vašek

Games from Danger Zone

Going to rate some games from the Danger Zone. Guys help them to reach 20+ ratings.

Only Two more Ratings Needed

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

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Thanks to all of you, LD rocks!

Nonexistent Rating Categories

  • Level Design
  • Game Feel
  • Potential to turn this idea into a long-form (or commercial) title
  • User Friendliness
  • Polish
  • Story/Narrative

Thoughts?

Play my game here!

Stranger Things - Bosca Ceoil

Check out my first ever soundtrack using Bosca Ceoil.

https://www.youtube.com/watch?v=-DtoOglwh94

Linkin Park - In the End - Bosca Ceoil

I made another soundtrack using Bosca Ceoil. Tone of "In The End" by "Linkin Park"

https://www.youtube.com/watch?v=-c-q0ST7v6o

Playing and rating other games!

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) player2.png

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

Can you win this creepy race? I dare you!

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

Jam Page Update!

🖼️New Look

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!

LDjam Link: Click here.

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!

Almost 30 ratings and I want to play more games!

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! ratings.PNG

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

Comment below with your Web/Linux compatible games

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

About Fixes

​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! ​ Thank You.png

Tennis Defense just needs 7 more ratings!

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

TennisDefense.jpg

Blocks'N'Blaster - Mode Expert and better Score mechanics

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1468d.gif Blocks'n'Blaster now have an Expert Mode ! The faster you go, the more score you get !

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

We'll rate your games from tonight until tomorrow night ! We received amazing feedbacks from you so far : D

Wizsnooks is searching for games to review (and word cloud)!

wordcloud wizsnooks 1.png

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!

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

Have you saved our sweet Fat Panda?

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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?

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Then...Play Fat Panda!

https://ldjam.com/events/ludum-dare/41/fat-panda

Hello! Do you have a minute?

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! Screenshot_10.png

YATBBH - Postmortem - Part 1 (graphics)

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.

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:

ld41-postmortem-01.png

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:

ld41-postmortem-02.png

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!

ld41-postmortem-03.png

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

ld41-postmortem-04.gif

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:

  • Use a colour scheme as an easy way of increasing graphics quality;
  • Make notes on what important information the graphics need to convey;
  • Try hand making animations.

Some screenshots of the process

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

goombaemstyle/emenemies.gif

Capture.PNG

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Capture2.PNG

And the results:

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Thanks for the feedback!

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.

Feedback.gif

(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

1000 Point Contest (Free Prizes)

​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:

​14540.png 1453f.jpg ​ 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​

Spiky got updated! (0.1.5)

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!

insta.gif

image1.jpg

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New stuff in version 0.1.5, among other things I dont remember right now:

  • Freeform camera (panning and zooming with the mousewheel)​
  • Much improved UI with new designs
  • 17 new levels!
  • 1 new card
  • Collectibles, diamonds and stars (which you have to carry to the portal in order to earn them)
  • Data progression, the game saves your diamonds, stars, settings and levels completed
  • Lots and lots of quality of life minor changes to make the experience smoother

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/

Sorry for bad poetry

Catfisher_promo.gif

Ask yourself, if you are sad:

Can you fish better than this cat?

Are you adept at swinging a bat?

Do you like sizzling smells of fat?

Make your day a bit less shitty,

play a round Haity Kitty!

Time lapse!

For those who haven't seen my time lapse yet but would like to. Here is the creation proces of Heartless Ninjas:

https://youtu.be/gHobN68ruNY

https://ldjam.com/events/ludum-dare/41/heartless-ninjas

Toaster Boy Post Mortem

screen4.png

About Toaster Boy

This was my first Ludum Dare! I'm 11 and have been coding for a few years, mostly with Minecraft mods. I worked on Toaster Boy by myself, mostly. My dad helped me with time management and some audio work. He did voice of the kitty. The Basic premise of the game is to save the kitty by building a toppling tower up to the branch. If an object falls on your head, it's an instant death. About halfway up, a helicopter will come by and start shooting butter at you. At this point it's time to start shooting your toaster to take it down. Reaching the kitty will end the game!

What worked

I added a mini map in the last 30 minutes. My dad thought it was too hard to tell how close you were to the kitty. It could be just a few pixels off screen, but it felt like it was miles away. Once the mini map was added, you could instantly see how far, or close you were.

What didn't work

At first we tried to keep the falling props active in physics. This caused the tower to be almost impossible to climb as the objects would fall and push around the other props. We changed this to be half a second before the prop locked into place. This ended up being the final mechanic.

The helicopter started right away at first. It was hard enough to get going building the tower for new players, so it made sense to have the difficulty ramp up the higher you get. As a bonus, this increase in difficulty urges you to try harder as you almost get there.

What I learned

I learned a lot. I learned how to use lists and arrays to get the props and toast spawning properly. Having clones of objects was a new thing for me. I had to think outside of the box and at a larger scale than just one thing at a time. I had to think about what would be next and how it would fit in. My dad taught me a lot about time management and scaling back on ideas that would require much more time.

Tools used

  • Unity
  • Photoshop
  • Garageband

Play the game!

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

Playing your games again! :D

twitch ludum dare.png Hey everyone! I'm playing everyone's games on my Twitch again: https://www.twitch.tv/flightyfelon

Send your games in through this form: https://goo.gl/forms/LaWnfiDxyakkYQKU2

We'll be going for about 5 hours so buckle in and let's play your games! (If you want to skip the queue there are details on the Twitch page ;) )

Thanks for the feedback!

Road Pump Preview and come to play!!

https://youtu.be/9bFcMNmdp6E

We need 5 more ratings, please :) Thank you! 😉😸🎉

Click here > Road Pump

Play Now > Road Pump - HTML5 (web)

We are playing your games as well. 😉

Have you tried it?

Hello! i’m here to invite you all to try https://ldjam.com/events/ludum-dare/41/wild-cards

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. Wild Cards.png dia 12.png

DanTDM played our game !

What is better than having your game played by a huge YouTuber ?
Probably a lot of things, but what a wonderful surprise !

Thank you DanTDM, you are the best ! :heart:

(Our game at 9m30s)

https://www.youtube.com/watch?v=spyZRR0WSbQ

Available for Windows and Android.

:joystick: > Download and rate on our page !

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Filter games by platforms, improvements!

Yesterday I quickly threw together a website with all the LD41 games, and some CSS to filter them on what platform they support!
Now I've made a few improvements:

  • Pure CSS dark/light theme switcher!
  • Filter games by name!
  • Comment box for each game saved in localStorage!
  • The state of all checkboxes and stuff are saved in localStorage!

Behold:
https://tsjo.st/r/ld41/

2018-04-29-174713em1360x1002/emscrot.png

(Again it might be a little bit slow if your computer isn't from this turn of the decade)

If the localStorage stuff doesn't work, check your browser's dev console for any errors.
If you visited the page yesterday already, flush your cache!

Now it's easier than ever to keep track of games you've looked at but not rated/were unable to play/other things 😄
If you'd like you can also play my game here!

Don't forget to brush your teeth!

Eating candies can be harmful for your health. For example, your anus can hurt after eating candies in a weird white van.

https://ldjam.com/events/ludum-dare/41/candy-catch

candy_1024.png

LD41 Cardramino Post-Mortem and Timelapse

In the days leading up to the jam I started considering the theme finalists, I was leaning toward trying out some kind of tower defense game, since I haven't made one yet. My plan was to combine the themes from Ludum Dare and GM48 using one for the setting and one for the mechanics. I got the card manipulating the tetris piece working pretty rapidly, but ran into a couple collision issues with the "L" and "J" and "N" and "Z" block types, which my fix still left a bug that made it into the jam version where they can still sometimes get stuck. And then I hit the next issue of actually detecting a tetris has occurred and being able to delete the line and drop the remaining blocks down. And then the being able to detect if rotation was possible to allow the cards to show red or green in real time for the possible moves. Anyway I got what could done on Saturday, and Sunday was mostly finishing up the music, title screen, and tutorial screens.

What Worked:

Keeping the "active" piece's ID in a global variable made it easy for the cards to know which object they should be controlling. When a piece "locks in" by touching the bottom or another piece, the shape is deleted and replaced by individual blocks that can be destroyed independently of the shape they came down as.

What Didn't Work:

Rotation is still a mess, I need to go back through and come up with a different plan for handling collisions. The freeze time mechanic did not get represented or implemented well as a mechanic.

What to change:

Add an hourglass animation to the UI that shows how much longer time is frozen. Remove the cooldown from drawing cards, and make it so the card discarded to freeze time does not have a timer, but is just grayed out during the freeze. So the mechanic would be to discard a card, and be able to still play other cards during the freeze, but then have a recovery cooldown after time is unfrozen, freeze again, and be without 1 more card again.

Link to timelapse: https://www.youtube.com/watch?v=AJH7S2NGapc

Updates incoming

Hey all,

Thanks for the feedback so far, it is much appreciated :)

As one can imagine, the post-jam week has been very busy and tired so I haven't had much time to update Good Night, Good Morning. With the time constraints and all of the jam, context to anything happening in the game was one of the sacrifices and it turned more into a mood piece, than a story-driven walking simulator :D

Hence, I'm about to post updates to the game over the next week or two, mostly fixes to bugs and plot-related content. This, of course, will be separate from the jam entry, and is more intended for anyone interested to see a more full-formed idea :)

In the meantime, I still encourage anyone interested to play the lynchian dream sequence of a jam entry :D

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

Screen2_Highway.PNG

Thanks y'all

Lucho

Great work everyone!

Great work everyone and a big thanks to Ludum Dare for hosting such a great event! Once again I had a great time creating and then playing so many wonderful games.

Use the following link if you'd like to check out my game (a restaurant + platformer): https://ldjam.com/events/ludum-dare/41/order-up

WebGL build for Acid

You can play acid in your browser now!

ACID Facebook.png

Play at: https://vojtiman.itch.io/acid

TORN

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/gH0itGoJWyA

Give us games to play! (Pt. 3)

Alright everyone, @caterein and I are back to play more of your mashups! Last time you guys submitted 38 games to us and we had to come back another day to finish them all. This time we're starting earlier and drinking more coffee, so we're ready for ANYTHING you throw at us. Give us more than 38. We can take it.

Let's play some games!

GameCall_3.gif

And, as usual, we made a golf/tower-defense/puzzle game called Puttsy, so go get your putt on!

UPDATE: We did it! We had to take an unexpected break part-way through, but we still managed to play all of the games you gave us. We'll hopefully be back for part four sometime this week, but until then...

GameComplete_2.gif

...Thanks for all your awesome comments here and on Puttsy!

There are still frogs left

Hey guys,

first of all, we want to thank all of you for your ratings and comments but we still didn't hit the 20-mark. That is why we want to ask you to try our game if you haven't already (of course you can play it again, if you like ☺️) So please give it a try and leave a rating we'd be really grateful.

It was our first ever ludum dare and we had limited experience with Unity3d. So we decided on a 2D top down shooter with cooking elements. Is this combination incompatible enough? 😁

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https://ldjam.com/events/ludum-dare/41/bubblin-caldron