Come play Totempo ! :)
We made a musical puzzle game with tower defense aspects !
See it here : https://ldjam.com/events/ludum-dare/41/totempo

We would be honored if you left a rating or a review !!
Have a nice day :)
We made a musical puzzle game with tower defense aspects !
See it here : https://ldjam.com/events/ludum-dare/41/totempo

We would be honored if you left a rating or a review !!
Have a nice day :)

I played Toby Gawk early in the voting period and I'm still chuckling about it. Any copy with the phrase 'hella mouse controls' should tell you straight up that you're dealing with some quality writing. Immediately into the game I'm being blasted with MIDI punk that's bpm was still high enough to trigger flashbacks of my younger years in some dive venue getting shoved around by a hundred other bodies in a room meant to hold 20. The score counter is always ratcheting upwards and it somehow makes rushing from one gawking-target to the next extremely funny. The spirit of this game gets 5 outta 5 sick kickflips. Check out @fitz13 and @n8m8 's entry here: https://ldjam.com/events/ludum-dare/41/$73894
Hey guys!
Just pushed a very small post-jam update that should make Cyclevania a * little * more convenient for the player.
Before, when you died you would have to basically play the whole * whole level * over again to get the key. Now, the keys persist after death. :]
We hope that our players enjoyed our game Type 'n Run. 🙂
If you haven’t played it yet, give it a try here! 👈

https://youtu.be/AUiJZZTSeg0
Remeber to type HELP if you get stuck somewhere!
I just found this game which is a really cool puzzle game! And not, it is not mine :-)

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

Hey! I just wanted to thank everyone for all the feedback. I was worried we wouldn't even reach 20 ratings but now we're nearing 40, with lots of good feedback to boot! I really appreciate it!
And if you haven't seen my game yet, please check it out!
![140b2[2].png](http:///raw/3c1/21/z/1475c.png)
Hey everybody, LD41 was one of our best jam experience, the theme truely inspired us and it looks like this is the case of a whole part of the games we already tried. So many gems !
We introduce you DARK SOIL,
"when DARK SOULS meets a Garden Game"

In Dark Soil you embody a retired knight that wants to cultivate his garden of dangerous vegetal species.

You have to plant seeds on dirt tile to earn some souls and level up.

But be careful of the aggressive mob they spawn, kill them to earn new seeds and grow your garden

Use your watering can to grow your plants (and get some water by staying on water tiles)

See you on Ludum Dare 42, as always, what a great gamedev community :)
Guys! After fighting with music and other small stuff (like balance, of course) here's updated version of Nerd's Revenge! Balance is better, music is better, everything is better, only boss is still not animated🤐... Anyway, we invite you to play and rate our educational - fighting game. Numpad highly recommended! ✖️➕➖➗
https://ldjam.com/events/ludum-dare/41/educational-beat-em-up-punches-delivered-with-math
Right now it's possible to play only on Windows, but Mac and Linux versions are in progress mode ⌨️🖱️

We won't forget about rating your game 🤞
Hello guys.
I'm available tonight to test some of your games (web based are better due to my network, but you can send your link anyways), and I'd like to get feedback on mine if possible.
I've been really surprised by a lot of games so far and I really want to see more. I have a preference for fast paced games, but I could test anything that is not too much text-based!
To check out my entry, here is the link: https://ldjam.com/events/ludum-dare/41/shady-cards
You can comment this post with a link to your game, if it's web or not, and also with its theme. You can also feel free to tell me whether you'll take a look at Shady Cards or not; do not feel like it's mandatory, I'd like to get feedback, but I'll test your game even if you don't test mine.
Cheers!
Come check out my first Ludum Dare(48 hours) game! Tell me what you think.
https://ldjam.com/events/ludum-dare/41/moon-baller

Sometimes Life gives you lemons and other times Ludum gives us an Overly ambitious Project to do in just 48h. This game was by far the biggest in term of scope that i've ever attempted to make in Ludum. In fact there were a lot of first for me, First time trying my hand a procedural generation, first time making a bullet hell , first time working with water color aesthetic, first time not eating for 37h. I made alot of mistakes along the way but I think I grew as game designer, programmer.
This is What I achieved https://youtu.be/lvEbJduNS9s
I would consider this project a half success in many ways, sure I have a game but its not complete. No Music, No Sounds, Not camera shake when taking damage, No Enemy Sprites, No button FeedBack, No more complex generation, no to a lot of things I know I am capable of executing if I had the time.
What I did achieve is beautiful and chaotic only a game made in 48h could be. I am poise to say this project was all about pushing myself to my limit and not holding back any punches. I would have loved to fully realized my vision for this game and push further then that but I only got 50% there.

I cant wait for the LD 42, where I hope to achieve greater things. Consider playing my game and giving me Feedback https://ldjam.com/events/ludum-dare/41/number-one-take-out

fixed a couple of bugs! added music and sound fx! created an android build!
download and play for free: https://bijou.itch.io/cacogotchi

Trying to come up with the weirdest non-mixable genre possible I finally fell for the idea of crossing the sickness Dementia with the classic card game of Memory! What could possibly be a worse match? It also makes for a very surreal experience, and I am a sucker for anything surreal.
I got some very positive initial response, and got to work.
Turns out Dementia is anyting but a laughing matter. The story got a very dark. About aging and shame. Both my grandfather and grandmother had it so I based the story from that experience (and from a bit of quick research), but mind you that I'm in no way an expert on the subject.
So the tricky part: how do you make a good ending? Dementia isn't something that you just wake up from.
In the end, for not being a writer, I'm super proud of the final experience! I've gotten a lot of very positive feedback.
You can try the game here (so far windows only, but planning on porting to mac before end of rating period): https://ldjam.com/events/ludum-dare/41/dememtory
Hey, we still need some players :) If you have 5 minutes and a Windows PC you could play our game Run for Love, if you want to :D It's a 3D-Platformer-Dating-Sim-Mashup-Thing!
https://ldjam.com/events/ludum-dare/41/run-for-love
try this on link)
https://ldjam.com/events/ludum-dare/41/fire-duck-football
Here's a list of links to my favorites so far!
I chose Idle and Racing (and also retro). I get my inspiration from cookie clicker but I added a racing aspect to the game. My friends seem to enjoy this game, and you even get addicted to it if you play it enough. There is a grind at the beginning of the game, but once you get your first engine the game is smooth sailing! Try to multitask, leave the game alone, see how far you get! This game has an undefined ending when you get everything upgraded, but I plan to update this game because it has so much potential. Just remember to give the grind a chance before you give up, Enjoy!
https://ldjam.com/events/ludum-dare/41/a-racer-can-idle

https://www.youtube.com/watch?v=SULiHU5i3pU
I put together this timelapse of the art for my entry, Guerrilla Gardening. There's also a playthrough of the game at the end. I've been getting some great feedback and I'm looking forward to incorporating some of it, and some of my original overly ambitious ideas, into a post-jam version.
In the meantime, please play and rate Guerrilla Gardening here if you haven't already! Thanks so much if you've already done so! Also drop a link to your Mac/Web game in the comments and I will try to play it during the week.
This is the first game I've published on the platform, and I'm really liking it so far. Check it out here!

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/gunvolleyball
https://ldjam.com/events/ludum-dare/41/amazing-blackjack
https://ldjam.com/events/ludum-dare/41/false-sos
https://ldjam.com/events/ludum-dare/41/jotunn-trivia
https://ldjam.com/events/ludum-dare/41/smacktalk-live
https://ldjam.com/events/ludum-dare/41/splitscreen-hide-n-seek
https://ldjam.com/events/ludum-dare/41/super-turbo-fishing
https://ldjam.com/events/ludum-dare/41/battlefield-hearts
https://ldjam.com/events/ludum-dare/41/just-one-more-flap
Best of all, these can all be played in browser.
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.
We would deeply appreciate if you would look at our game! We only need 9 rating more. If you comment on the game we will also try to rate your game as well! https://ldjam.com/events/ludum-dare/41/the-forgotten-jacket
If you got a cardboard compatible vr headset and a android phone at hand I would really appreciate your rating, so we can achieve the 20 votes for our first entry. Just download it from the playstore and try it out! :) https://ldjam.com/events/ludum-dare/41/wrongpriorities
Hello! I suggest you play my game. This is a noir, a roguelike and a simulator of a spacecraft control. Hardcore control and a spatial puzzle awaits you.
Can you break all the blocks or get lost?
You can play from the browser...
https://ldjam.com/events/ludum-dare/41/cold-stars-empty-voxels


I hope you enjoy the experience me and my friend created. Share your screenshots full of loving pairs!
Here is the link for the game: https://ldjam.com/events/ludum-dare/41/blindly-loving
Cheers everyone.

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

In Soccer Fight you use the soccer ball to kill other enemies. Make them fly around kicking the ball against them with extreme power!
Don't be catch by them! How long can you survive?
https://ldjam.com/events/ludum-dare/41/soccer-fight

After the theme was announced, brainstorming began immediately (my boyfriend was a good sport and helped by letting me bounce ideas off him, despite being violently ill a few hours before the beginning of Ludum Dare and only waking up 30 min before the start). We wrote down twenty different genres on a dry erase board and rolled a D20 until we had 8 pairs. From the 8 pairs, we dropped 4 that felt like immediate duds. From that 4, I wrote a very short potential design document and risk assessment to figure out which idea I would pick. I only ended up writing two of these up, as I ended up falling in love with the final idea very quickly. I had also considered making a tower-defense/visual novel where your performance in a cursed, crappy tower defense game determined what would happen in a visual novel, but decided against it as making enough content to make a visual novel interesting in 48 hours would have been too much for a first jam. Still think it’s a cute idea.
Pure chicken scratch
The original concept was a Racing/Roguelike, where you are a teenager borrowing your parents’ car to race competitively, and damaging your car would result in your parents “totally killing you” and you have to start all over with a new teenager and stats. These stats were going to influence things like how well you drive, how hard the distractions would be, and whether you were able to repair damage to your car yourself.
I first started with a paper prototype, which mostly just served as a visual prototype. Cam drew a level and I cut out a window from another piece of paper to act as the camera view. We used a cake board game piece from the Portal board game, and a 4-Sided Die and a metronome. We moved the camera view to the metronome beat, and randomly I would put a “distraction” on the board, then roll the 4 sided die to determine how long the distraction would be in the way. This probably didn’t help identify how the car would actually move, but it did help establish some mechanics, like answering texts as you drive, and how the car is in constant motion and you cannot stop. The original window was also much too large and revealed too much of the level at once, so I made it smaller. While you can only paper prototype a driving game but so much, it was still very helpful!
This is probably the most useless looking paper prototype ever made
I started with the basics – getting the car moving in a way I felt worked well. I decided early on that, since the main character is supposed to be a teenager, the driving probably shouldn’t be super tight and precise (less work for me!). Narratively, having the driving feel like you’re a professional driver wouldn’t make much sense.
Once the base driving was there, I had to start establishing the rules such as what happens when the player collides with walls? To simplify things for myself, and prevent people from being disoriented when hitting the wall, I went for the “don’t touch the sides” approach. It was the simplest solution for handling the failure state, but this decision ended up being a factor in changing the theme. At this point, the game was already pretty fun! The driving was a bit sloppy, but it made navigating these very simple test levels feel more challenging. I spent too much time just playing in this phase I think.
I also made a quick model for a teenage girl to get ready for the procedurally-generated teens. I use Illustrator to make the base with the intention of putting her in After Effects using the DUIK plugin to rig her, then put her in various poses and exporting as a single frame. This would let me make multiple poses for one female model quickly and also swap out color palettes for her skin quickly too.
This never made it into the game, but she’s there to be rigged later if I ever need it.
I basically woke up realizing I wasn’t into the roguelike theme anymore. I felt that there wasn’t enough of an incompatibility in the genres (because yeah, if you total your car, you lose that car. That’s just real life) but I still liked the distractions that were meant to make the game harder. I also realized other decisions I made would have made the roguelike portion very slow, and annoying, having to reroll for a new character after every death. (Also, did not have time left for procedural generation. Was already cutting it). So, I decided to scrap the genre entirely and focus on what I already had – minigames!
I had already programmed the first minigame and created the mechanism to generate them, and it completely changed how the game felt. Now I was desperately trying not to touch the walls and what was originally a decent driving game was now an anxiety-filled gauntlet...I kind of fell in love with it.
I decided to run with this, and maintain the games difficulty. I added 3 other minigames, some more polished than others, and built a few more levels. I didn’t have any time left to polish the graphics, and I had Cam search for free music and generate sound effects from bfxr.net. Cam had an idea of the walls changing color to emphasize the “don’t touch the sides” feel. I went a little further with this, having the walls change from yellow, orange, and red, depending on how close the player got. I also added a siren sound when getting to close. These visual and audio cues seemed to help offset these crazy large distractions completely blocking the view. I had considered making these distractions partially transparent, but that made the challenges a bit too easy and defeated the purpose. So now, players can listen to the audio cues to correct themselves or see the crazy amount of red on the walls.
The blend was surprisingly great (I think) – for two incompatible genres, this was actually pretty fun. By dropping the roguelike theme, the game basically became a “Distracted Driving PSA”, which is great since my day job is making educational material (and eventually educational games) and it was great practicing making a game where the mechanics had to serve the message. While it’s not foolproof, play testers were immediately able to pick up on the theme and message without it having to be shoved in their face, which is always ideal!
The simple graphics and levels helped – While I was upset I didn’t get to use my artistic skills in this project but so much, I think it worked to the games favor. Watching play testers, most enter the game not expecting much of a challenge. Somewhere around level 3 is where things start to click for people. Suddenly they’re cursing at the screen and having very physical reactions to crashing the car. From the playtesting, I’ve watched personally, people get INTO it. I felt like a proud mama. I think the readability was also helped by the very basic colors and details, especially considering how the screen is literally blocked for portions of the game.
The little things – The visual and audio feedback for walls, the placement of event tripwires, not putting a point incentive to the distractions so players to choose to ignore them (Which you SHOULD be doing. You’re driving!) and that the car moves forward on its own. That last one is honestly important. It keeps players from having this moment of “what am I supposed to do?” and turns it into “oh god I’m moving!” and helps with the immediate engagement as well as adds a layer of urgency to the entire experience.
My design instincts are better than I expected – This could just be good luck, but I think my instincts have improved a lot from my studying. I’ve spent months studying game design preparing for the initiative to bring game-based learning to my day-job and I feel like I learned a lot. That being said, the best thing for me to do is to keep making games, and that’s what I intend to do with help from game jams like these!
I need a team, I think – While I’m glad I took my first one on alone, I would have been infinitely more productive with a team to take on different tasks. There was a meetup in my area, but with my boyfriend getting sick, I sort of used that as an excuse for my anxiety to talk me out of going. I will most likely push myself to actually go next time (or remote work, there’s options).
Better scheduling – So I didn’t take Monday off work and I regretted it. I would have loved to have that extra day to go back in and polish things, but I’ve learned my lesson for next time. Also, I probably slept a little too much (who needs 7 hours of sleep? Wasteful!) and there was some procrastination. Now that I’ve been through my first, I’ll know what to plan for next time.
The little things again – A lap counter, skipping the tutorial on level one, probably should have built a level 1 with no distractions to let players get used to the driving controls, etc.
This was my very first game jam, and I may be hooked on them now. The adrenaline of coming up with my idea, the workflow of throwing a prototype together, the satisfaction of watching people playtest my game, there’s nothing like it.
Whether I’m going to do much more with this prototype is still up in the air, but even if I don’t, I feel like I learned so much from this project I’m ready to start building even more!
Also, I friggen love this little prototype. It’s like my baby now. My very infuriating baby.
GameMaker Studio 2 for programming, art, and animation
Bfxr.net for sound effects
You can play the game here: I have enough votes for a final score, but I would love additional feedback in case I do pick this back up and polish it into a game teaching kids to pay attention to the friggen road or something.
https://ldjam.com/events/ludum-dare/41/minigame-racing
We're looking for awesome games to play & rate!
and we'll try it out! :heart:
Make a 3D game, overlay it with a 2D game, and have the same controls for both. What could possibly go wrong? "Well, that sound incredibly confusing and annoying" You may think... You'd be right!
As soon as I came up with the concept I knew I was asking for controls-based trouble. In an FPS you mostly move forward, and on a platformer you mostly move left and right. With this in mind i tried to make the 2D game have a lot of ladders so "forward" in 3D would move you "up" in 2D.

On the first evening I had my voxel world running with a 2D graphics overlayed (yes, that's Pitfall II from the Commodore 64 splatted on top of my voxels). Moving around in the voxel world would also move all the little green characters. I decide controls might work - so it was all-in on the concept.
Day 2, I got a basic tile map level with a controllable 2D character that could climb ladders. I could bound around the voxel world and choose where to move in 2D. Positive stuff!

Now I needed a theme, and some sort of aesthetic. Having programmer-art skills really hurts here, but I noticed my bright minecraft-esque setting, coupled with a colourful foreground, was incredibly confusing and distracting. I realised I'd have to go with something dark and low-contrast in the background, and have the foreground "pop" a bit more.
"Obaké" felt like the perfect concept. It generally means "ghost" in Japanese, but really they are way cooler than ghosts. Kind of weird an spooky spirits. I ended up going more "The Ring" than regular ol' obaké, but the concept fit will with both my color requirements, and the idea of a 2D + 3D crossover game. The spirits would cross over from the flat lands to the real world. Spooky stuff!

I made a super-quick, heck-a creepy video of Mrs Speaker walking - it was just a test shoot, but as with all things Ludum Dare, it was also the final product. I didn't have the time or talent to model and animate in 3D, so I went with billboard sprites: and hey, it fit the theme of "ghosts from the flat lands"!
The last day, and I had a concept and a prototype: but still no game. I wasted a bunch of time getting my ghost sprites into my hand-rolled voxel world. I failed to get a real billboard sprite renderer working, so I just used good-old trigonometry to always face the quads towards the x/z axis of the camera. I made my pixel art character, who I was going to model after a Ghostbuster. I made some very quick placeholder art that I would replace later. (Spoiler, I never replaced it).

I came up with some great mechanics that would work across the 2D/3D dimensional bridge - and then I dropped them all as I completely ran out of time. All I ended up with was "touch a ghost in 3D, it spawns in 2D where it can kill you". Then I added some pickups, and had myself a win/lose state!
With the final 14 minutes of the compo I made ALL of the sounds and theme song. I had 6 minutes to completely record, produce, and master the music. I recorded me noodling some chords at 200 BPM, then bumped the tempo down to 70 BMP, added reverb, delay, and compression and hit export without even listening to it.
So it actually took me less time to record the theme song than it does for the player to listen to it! That's pretty funny.
https://youtu.be/GnwduaUkMq4
In the end I was pretty happy with how it turned out, and I'm kind of considering testing out some of the inter-dimensionaly game mechanics I had planned: as well as making the 3D world look way more "graveyard-y" and the 2D world look way more "crypt-y".
Of the people I watched play the game, they tended to fall into one of two camps: those who instinctively strafed, and those who didn't. People who strafed found the game too easy, everyone else found it way too hard! I need to figure out how to introduce the two control systems in a more natural way. If I can do that I'd have the base of an interesting (and spooky) puzzle/platformer/FPS game!
Hello Everyone!
For once I took the time to make a post-jam version of my entry Elemento (Play the original here if you didn't play it yet: https://ldjam.com/events/ludum-dare/41/elemento)
The post-jam version is available on itch.io only as a download as I want the jam version to be on WebGl during the judging.
It includes all the following sweet changes:

I really wanted to improve this game a bit as I felt it was too hard to play and ran out of time during the jam for polishing it. This version is still not perfect but it's already an improvement.
Some screenshots highlihting the changes:



Anyway, I'm still not 100% happy with the result, but it was enougth to share ^^ More updates may come later

Our usual Ludum Dare workflow revolves around waking up to a theme that was announced about 6 hours prior. (Huzzah, Europe!) I personally then have a shower, some coffee and breakfast after that. Eventually @daanvanyperen, @meatmachine and myself meet up on our Discord server and start talking about what we want to make. This involves me creating a Google doc for us to spew out our ideas onto.
Ludum Dare 41 resulted in this bulletpointed beauty, which in turn eventually turned into WRECKLESS RALLY. We usually do not really look at these docs much after settling on the concept for our game, and move on to dropping cards into Trello instead. But you can see where our thoughts went for this one.
You can see how the cart racer/match games entry has the most sub-bulletpoints and was clearly the most talked-about concept, so that's what the game ended up being.


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

Hey everyone! We dreamed big and tried our hardest to make a multiplayer online game, it kind of works! haha If you could check it out that would be awesome, were working on a post version 1.1 as you read this!
https://ldjam.com/events/ludum-dare/41/a-title-for-a-game
Here is the timelapse for my entry, asking "What if Link was a Car?"
https://youtu.be/XKKhhXyzUMM
Watching these timelapses of myself, I'm always surprised by the same thing: how long I spend making the art and how little writing code!
I wonder if that's a mistake, and I could streamline my art process to save time and ship more features...
What doesn't surprise me is how long I spend fiddling around with the feel.
The entry is here if you want to check it out: https://ldjam.com/events/ludum-dare/41/legend-of-zoom
This is my first LD submission and I'm very happy with how it turned out. Thanks to anybody who has played the game and taken their time to rate/tell me what they think about it. I think it has a healthy balance of weird, creepy, friendly, terrorizing, care-free, and menacing content.

The original idea for the game originated from the potential theme of '3 Rules,' where the only certainty was that rule 3 was "Don't look at Greg." The incompatible genres theme ended up being another opportunity for it, even if apple-picking isn't particularly a genre. We managed to keep the game about exactly what was thought out on paper and kept our scope to the appropriate amount.

I'll be post-mortem-ing what my essential functions for the game were, mainly the audio, level, and game design. I'd like to thank my awesome girlfriend for the 2d artwork and UI design, as the game would not be nearly as polished as it is without her.
Audio:
So this is what manages to solidify the game being as creepy and atmospheric as it is. My original pursuits into game development started as strictly an audio man, but I slowly came to realize that my own visions and implementations are often different than most game designers. As an avid horror fan, I wanted the audio to be the backbone of the experience. There are three main 'music' sections in the game. First is the tour bus ride, then the casual gameplay introducer, and the terrorizing audio of level 2. However first I'll discuss some of the different SFX.
The pick: This was just simply me recording chomping noises. I got one I liked, and I created three files of it in varying pitches and lengths to avoid SFX fatigue, which are randomly called each time you pick an apple. While the game tells you you're there to pick and collect apples, the audio tells you that you are eating the apples, subtly adding some hilarity to the experience. Who eats 100 apples?
The background: This is a mix of some of my own recorded sounds and some from freesound.org arranged and mixed into a 3 and a half minute loop. There are two wind tracks with distortion and compression applied to add brittle-ness to the environment. There are varying wildlife noises, subtle and present to help the non-existent surrounding woods come to life.
The footsteps: I actually waited too long to implement these and ended up taking a roundabout manner. I arranged 5 footsteps into a single file which I set to loop. Then it was just a matter of adjusting volume when the player is moving.
Music:
-Tour bus ride: A song about apples
I initially wanted the audio to weird people out from the start, and I think this suits its purpose just fine. Its my first time putting my vocals into a game and they weren't meant to be serious or good at all. I implemented it as a 3d sound, with some rough cassette-like post processing, so it would appear to be coming from the speakers on the bus. The happy G-major diddles and apple-y lyrics are an immediate clash with the on screen creepiness of the background, text, and characters. I purposely mixed the guitar solos loudly so they could clash with...
-Gameplay time: Pick the apples, make some friends
Also in G, This is a simple I-V progression, with some wandering minor piano melodies. Very chill and slightly sinister, it hints at the underlying darkness behind the game. The 2d audio merges with with the 3d audio on the bus when you're in the vicinity to hear it. The overmixed guitar solos (in G-major) flow above the other background audio to clash with the established G-minor of the background music. This helps create more ambiguity in the atmosphere, leaving you wondering if you're having a good or bad time.
-Orchard: Everything is terrible here
There are mainly three (two?) things going on with the audio here. The background music is actually made up of two separate tracks, and there is a collection of audio emanating from Greg. One of the BGM tracks contains an ominous rendering of dissonant synthesizer slowly progressing through nearby pitches, and never really resolving to any exact tones at all. This creates instability as you have no root note to grasp on to, no certainty to be found where you are rhythmically or tonally. The other BGM track I recorded through my keyboard, which has a feature that re-samples recorded sounds onto the keys in appropriate pitches. The low echoing howls you hear are my voice re-sampled into thirds and half steps around two octaves below the original recording, played on a keyboard. This compensates for the digital feel to the contributing track, and gives the orchard more 'human-ness.'
The 3d audio attached to Greg contains music and SFX, giving persistence and presence to his proximity. The music on Greg is a short loop of a conflicting ascending/descending triplets ended with a minor third. They have an inherent evil to their arrangement but also a jaunty/meandering vibe to them. When they start conflicting with each other dis-rhythmically, they create a choir of out-of-sync mish-mash which favors tones somewhat randomly while playing all of them simultaneously.

There are 6 SFX attached to Greg that randomly play. There are 3 groans I recorded myself, and there are 3 evil laughs recorded by a friend of mine that I edited to a somewhat demonic form. These are only mainly heard when he is very close to you, which will send you the message to get out of the way and creep you out at the same time. I'll have you know the laughs are originally mimicking the hosts of a radio show 'Bob & Tom.'
Audio regrets & lessons:
Shoulda got a noise for the bus motor.
Shoulda handled footsteps first.
Shoulda recorded choir vocals for the apple song.
Shoulda made audio for character dialogue.
Shouldn't do footsteps like that again.
Should start to figure out how to limit audio processing.
Should use more mixtures of digital and live sound.
Should start using Unity's mixer and snapshots.
Jam submission: https://ldjam.com/events/ludum-dare/41/dont-look-at-greg
Have you checked our improved UI and bug fixes we did to our little game? Come give it a try and leave your score in the comments, can you beat my score? :P

I promise you that all the fun is happening here, COME GIVE IT A TRY! You can check our first JAM - "Alpha Version" as we call it - in the itch.io website too!!
If you haven't tried Oceanscapes yet, feel free to check it out!
I had a ton of fun making Oceanscapes. It definitely wasn't the best game though, and there was a lot of stuff I could have done better:
The graphics are terrible. Of course, this was done on purpose - the player is meant to be trapped in a really bad mobile game. However, the graphics were still disgusting, and I don't expect any five- (or even three-)star ratings for graphics...

I wonder if it would have been possible to tie in some actually good graphics elements somewhere, to make it clear that the graphics were made terrible on purpose, and there are good graphics elements to rate me on. I'm not sure how that would work though - maybe the game starts off in a game debugger interface, in which you click "Start" and it pops up an emulator window, and when the game crashes another window pops up...
There isn't any.
I thought of making a really annoying soundtrack to go with the really disgusting graphics, but it didn't seem like it was worth the effort, especially considering it would be annoying and decrease the fun factor. Besides, I wouldn't be rated well.
If I made some actually good music - which I have no idea how to do - it would contrast the disgusting graphics and confuse the heck out of people.
Sound effects? Not sure how to make those either. Besides, with all the weird hacks I had to do to get prompting to work, it would take a ton of work to make the actual playing of the sound effects work. It also seemed out of place in a text adventure.
I usually try a new engine every Ludum Dare. This time, I decided to try out Godot Engine, and I didn't have the greatest experience working with it.
First of all, the latest version didn't run on my PC, since it didn't support OpenGL versions prior to 3.3, which my GPU doesn't support. I had to use a slightly older version and that worked fine.
The language was okay. It's called GDscript, and it borrows a lot of syntax elements from Python. Maybe it looked a little too much like Python - the underlying language was quite a bit different, and I occasionally forgot it wasn't Python and tried to do Pythonic things in it, which didn't work at all. (For example, list slicing - which exists in a lot of other languages, not sure why it isn't a thing here.)
The first thing I ran into was a bug in the language parsing. The statement if a and b or (c and d): didn't work at all, and I had to add more parentheses (if (a and b) or (c and d)) to get it to work. The problem was that the block of code starting with the if statement would not run at all - even if all the criteria were true - and it took me a while to debug.
I ran into a lot of issues when I had to prompt the user for input. After failing to get the "signal" feature of Godot to work, I decided to run the prompting code in a separate thread, which was a big mistake. First of all, breakpoints in the Godot engine don't work at all in separate threads. There's an open issue on GitHub about this from 2015 - apparently the developers don't think debugging is as important as releasing a new .0 update that breaks support for old versions of OpenGL.
So I decided to use the good old method of printing a bunch of relevant local variables for debugging. That should work, right? Well... sometimes. Now if someone asks you if printing to stdout works, "sometimes" is never a good answer. I found myself not being able to debug my code at all at times. When I program, I usually take for granted that the programming language I'm using will be mostly bug-free, and bugs I was experiencing were my own bugs, not the language's bugs. I couldn't assume that at all here. It was almost terrifying. (The solution I came up with was to add all the stuff I wanted to print to a queue, and then print the queue at the end of every loop. Sometimes it wouldn't print at all, in which case I would run the loop a few more times until it did print.)
Finally, the function that starts a thread takes an argument which is the name of a function that takes one argument and returns a status code. I forgot to make the function take the one argument a couple times, which would be fine, except Godot didn't give me an error or anything - it silently skipped the function and didn't let me know in any way. This was extremely frustrating, especially when I figured out the problem I was having thirty minutes past the deadline. Moral of the story: use errors, kids.
Even after publishing the game the game seemed to work very inconsistently across platforms. Some players reported random game crashes or the game not starting up at all, while others, including myself, had no problems whatsoever.
Overall, I came away from Godot feeling like I had just used an alpha project. This was pretty frustrating, considering I had just used it for a 48-hour game jam, and the engine, though marked with a stable-looking version number, had serious bugs that made it extremely frustrating to work with - some reported as long as 3 years ago. I wouldn't recommend Godot or ever work with it again.
A user on my game's comments page told me they thought it was too much work to map out the entire level. In response to this, I suggested maybe the level could be shown at the same time as the text-based interface, and I also uploaded images of all the levels to my project page in case people got stuck.

However, other users said that the mapping aspect, and having to analyze the level before clicking, was one of the things that made the game fun for them. I'm a bit divided on this issue, and would love to hear your input.
Hey! Im about to make an update to Toasterman, and I'd like to hear your feedback. How can I make this game better? Make sure you play the game, and leave your suggestions in the comments. Keep rating games! 🎮 P.S: Ive added Windows support and WebGL support, even though the WebGL is SUPER unstable.
Link: https://ldjam.com/events/ludum-dare/41/toasterman-types
I decided to use my trusty custom engine to create the game. I had used it for my previous 2 projects and had made several advancements in stability and performance so it seemed the right tool for the job. I went into the jam wanting to make a racing game, but no other insipiration struct me before the jam. I wanted the game to be fast, fun, and simple but that was about it.
I was a bit time challanged for this day due to a comitment that I could not escape that held me for 4 hours. When I got back I was tired, but wanted to get a good start in. I spent most of my time attmpting to mimic a car's feel and turning but was slightly imited in lack of experience and ended up rushing out a solid, but unperfected prototype. The car felt like a car, but was not physically acurate in any sense of the word. This would come back to bite me later. I did spend some time planing for the future, I was even ambitious enough to think of a gun playing a role, but this idea was later scrapped in favor of more intense platforming.
Here is my game:
https://ldjam.com/events/ludum-dare/41/highway-to-hell-first-person-rally

Tomorrow is holiday here and Bag Man want to spend his free time playing some LD games. Can you help me select some games to play?

And if you are looking for some cool game to play, take a chance to "CONFESSIONAL", where you play as the psycho Bag Man and have to "save" her victim. https://ldjam.com/events/ludum-dare/41/confessional

Thanks to everyone for the support on my first Ludum Dare entry! It is super empowering to complete a project in such a small amount of time, and super humbling to have a game I made listed with the games of so many talented developers.
I actually started late, I didn't even decide to participate until noon on Sunday! One of the things I chose to bypass because of the time constraint is adding music and sound to the game, something a lot of people mentioned in their feedback. Sound is not my strong point - but in case anyone wants to play the game with music and sound, I had some free time this weekend and created a post-jam version of the game on ITCH.IO that has music and sound in it. I can't promise the music/sounds are good, but it is probably better than playing in silence - and if you prefer the silence, you can turn the music/sounds off. I also added a new ball-type that lets you destroy gloves which is pretty cool.
Please play the Jam Version of the game first if you haven't already rated the game, and have fun!
https://abraxasinteractive.itch.io/painting-the-black

The Good * Theme - surprisingly the theme worked out well. I initially hated the theme, but spending a few hours at the start just poking fun at possible combinations yielded a concept that sounded feasible. * Simplicity - the actual concept and execution was pretty simple, so completing it in time for the compo was fairly plausible, while still providing a decently fun game to play. Plus not having any actual graphics meant more time could be spent just programming. * Reception - the play experience worked out exactly how I hoped it would. That's such a great feeling to get when seeing people play the game.
The Bad * Time budgeting - managed to lose a few hours to over-sleeping and outside factors. This didn't take away from completing the envisioned gameplay, but did take away from having more of the fun "nonsense" commands.
The Play * Go ahead and give it a try! Just don't turn in the wrong direction.
Seeing that @blu3bird talked a little about the dev process thought I should chime in a little from my angle about the process. I stubbornly chose to use a new set of software this run which I've never tried before but thankfully still could churn something out! Tried out Affinity Designer and Spine (really little I haven't got this quite figured out yet :P)
We were honestly hoping it would be anything but this theme initially as our thoughts were along the lines of if they are two incompatible genres wouldn't that make a game that's not fun and hence not worth making?
But we know whining about the theme would just waste our precious weekend and we got started rather quickly throwing ideas around pitching quick ones to each other and decided upon Time Management mixed with fighting! (Partially coz we realised actually Time management games could be fun - It could have been due to me playing Overcooked on switch not too long ago)
We toyed around ideas of formulating pars to give instructions for moves and of course robots naturally fit.
I toyed around with a few robot ideas and I sketched a round robot which I thought looks like it could take some time to make any movement and it kind of looked like a sumo and it just clicked then!
The Japanese Daruma dolls were also inspiration. For the lil player bots.. I grabbed the Sumbot's belly and played around with it.. #lazyartist

I haven't been working on any art for years so being rusty it took me some time, the previous jam helped kick-start me and this time I took the opportunity to try Affinity which worked out really well to get quick asset exports out. I basically did all the assets in a single file! And it was all vector and I could use adjustment layers and all that it was really neat. Like Photoshop and illustrator married each other. I would highly recommend trying Affinity Designer if you're looking for just one software to meet your 2D game asset needs. It works well with Spine too! And exporting to it was smooth as butter. Had very little time to make the attack animations which IMO are really not how they should be. will do better next LDJ!
Made a lot more assets for this game compared to last Jam and am happier about the resulting aesthetic :D
There's really not a lot of two player games around for couples or a pair of friends to enjoy and we hope SumBot Fighting filled that space :)
Give us just 5 minutes of your time and play and rate our game :D comment with yours so we can play yours too!
https://youtu.be/HDepEjS-mhM ^heres a video of our own playthrough!

Alright everyone! I've been streaming people's games for almost a week now and I wanted to share the games I thought best exemplified each category. I'm trying to show some real ### Hidden Jems though some you may have heard of before. :)

Which is a completely regular unremarkable SINGLE PLAYER game that absolutely won't net you +1 true friend. :)
I also made some fanart for it because I loved it so much!

You can play it here: https://ldjam.com/events/ludum-dare/41/shootem
SERIOUSLY I CAN'T RECCOMMEND IT ENOUGH.
This was a very tough category to pick for, so I tried to think about the games that drew me back in for a second go after streaming, and those which offered the most variety and wonder. Dark Soil definitely provided those things, with an addictive leveling system and a difficulty curve controlled by the player themselves so it only ramps up the challenge when you're ready for it. If you want to dedicate the next hour to an LD Jem this is the game for you!
Play it here: https://ldjam.com/events/ludum-dare/41/dark-soil
I was really struggling over whether to give this one the Mood or Innovation category win, because it's exemplary in both. This game combines the experiences of playing a videogame with the experience of watching a movie, with two simultaneous situations that ended up giving me goosebumps from the eerie juxtaposition. Definitely an experience.
Play it here: https://ldjam.com/events/ludum-dare/41/definition-of-a-ghuest
As engaging as it is frustrating! This entry takes the cake for two TRULY incompatible genres, because one is literally constantly screwing over your progress in the other haha. The unholy love-child of Tetris and Breakout where you're challenge is to get a Trout, which means dissolving 4 lines of tetris simultaneously with the 4-square piece... Good luck!
Play it here: https://ldjam.com/events/ludum-dare/41/honest-dans-trout
Truly beautiful as well as being very very fun to play. Strong WarioWare feels here in a game that constantly keeps you on your toes, though I found myself often so entranced by the incredible pixel art that I would get distracted and lose haha. Captures the feeling of 80's arcade games wrapped in modern polish.
Play it here: https://ldjam.com/events/ludum-dare/41/portaboy
A shooting game you play to the rhythm the most polished, intense, exciting soundtrack I've seen yet in the Jam. In fact, they plan to release the soundtrack by popular request for free download later this week so check that out if you want. The gameplay, which rewards you for multitasking, accentuates the wicked metal and techno mix of heart-pounding music. A must-play.
Play it here: https://ldjam.com/events/ludum-dare/41/elite-beat-zombygons
I'm sure you guys have seen/heard of this one before, but I honestly couldn't pick any other haha. With enough dry humor to be a Valve game, it's also very well polished. 10/10 would get killed by a chair again.
Play it here: https://ldjam.com/events/ludum-dare/41/jeff-from-accounting

I'm not usually a fan of horror games, but this one combines it with engaging action, thoughtful puzzles and a dark world I wanted to know more about. Doesn't rely on jump scares but isn't above using them. ;P If you want some quiet, eldrich horror in your life this game is for you. Music is also on-point.
Play it here: https://ldjam.com/events/ludum-dare/41/my-game
Super Bass Racing now has a menu of configure buttons (simple) and a build for PC that accepts joysticks !! Call your friend to play! haha
https://ldjam.com/events/ludum-dare/41/super-bass-racing


This has been my favorite LD so far, I had the opportunity to work with great teammates: @Moski arting (he's who drew Skeletorb, seen above), @RobinHoodPT sounding and me coding, and debuting as part of Whales and Games. I had partnered with @Moski earlier, in LD39, and sticked around their Discord annoying everyone until stockholm syndrome hit them again and we decided going for LD41.
Our entry is Wizsnooks, a billiards dungeon crawler!
This is a telling of the Jam's events through my eyes, but not the game's postmortem! Not yet at least. Stay tuned for that one somewhen this week!
Our team decided quite early on on the Snooker RPG idea, so I immediately started working on a prototype for snooker physics ~~so the artist's eyes bled and gave him motivation~~ so we could see with our own eyes.

Then we got the first batch of sprites and I started working on some animations and flair. This will be a repeating theme within this post: make a base mechanic, then fluff it up so it looks good before moving on to the next.

After that, we knew that an RPG needed an inventory, naturally. At the time we thought it would be nice if we had attack and defense stats that would affect how balls respond to collision:
I had a lot of time while the artist worked on a crapton of equipment sprites,
so I spent a lot of the time writing up a very flexible attribute system based
on ScriptableObjects (more on that later) and making the inventory UI with
stat comparisons.

After spending a million years perfecting a satisfying loot animation, I bodged together some more code to drop items based on a percent chance. And sneakily, I inserted a new requirement for the code: item rarities! No idea how would they matter, but I wanted colors so I put them in.
We decided going more RPG and less Snooks so we added health and made attack and defense stats affect that.
Oh and also, the initial tileset was in so I had to learn how to use Unity's tilemap in 30 minutes. I sorta did, but the repercussions are visible to this day.

Now, obviously, the priority was adding disembodied hands to the game, like any sane person would naturally choose to do.

Had to add events to every possible situation in the universe so soundman could add sounds to them.
Day One's meneacing seemed to have worked, the artist was quite motivated. All menu sprites were done even faster than I could see them being pushed to the git repository. Tilesets flooded the Assets folder.
I also reused the drop animation's sprites for a death screen, and burdened myself with the tiny visual detail that the death screen's sprites are actually the player's currently-equipped items.

The rest of the time was spent fixing bugs and polishing mechanics, while artman drew more items and soundman made more maps, and balanced artman's items.
We hit publish, having needed the holy Submission Hour, with the game clocked at 19 items, 4 rarities, 4 monsters and 13 levels. Turns out a lot of items hadn't been balanced and added to the loot tables (I mean, poor soundman having to do everything today, but such is life), otherwise we'd have 23!
I spent this day using my webdevguy skills to polish the fuck out of the Itch game page, while secondary platforms were built (Win32, Linux, OSX). I mean, just look at it! So pretty!
I think this was a fantastic jam, finally with a Theme That Didn't Suck, awesome teammates and no social interruptions (for once)!
So many great games! Now goodbye while I go hunt for some more.

I did say
(more on that later)
earlier, did I not? Well, I'll be honest with you, it's 00:30AM Monday, so I gotta hit the hay. I will however do a full post about it Soon:tm:!
Hopefully tomorrow, maybe in 2 days. One thing is sure: I'll have @Moski make a ruckus out of it, so everyone hears it!
In the meanwhile, do check out our entry, and hop over on Discord to have a chat with us!
Hey all, I'm still trying to get my game Hoop Tactics up to 20 ratings for LD. I'm about halfway there. If you could spare some time and check it out I would appreciate it. I will also check out your game as well. Thanks!

https://ldjam.com/events/ludum-dare/41/hoop-tactics
I can only easily play web games (HTML, flash, etc.)
If you would like to play and rate my game as well, I am not yet halfway to 20 so I am really trying to make progress now. I cleaned up the project page a bit: https://ldjam.com/events/ludum-dare/41/bait-and-switch-ld41-entry
Screenshot:

Since the main site doesn't support searching for games of a certain platform, many rely instead on external sites for finding games to play that are compatible.
They are often awesome when trying to find a couple of games to play given the constraints of your current platform. There is however a problem if we still want to rely heavily on the coolness system which is trying to level out the likelihood of playing, say, a PC-only game and a HTML5 game. This kind of fairness is a noble cause indeed but it also drives participants away from the main site.
I think that the Ludum Dare site can really help the situation by publishing some kind of guide for the external websites for presenting and ordering the content in the same order as the main site. This is kind of a middle-ground between full search support with tags etc. on the main site and the current situation where games are listed and browsed externally.
Also, play and rate our web game! https://ldjam.com/events/ludum-dare/41/knightmare
If it looks appealing to you, then you should check it out!
Link: https://ldjam.com/events/ludum-dare/41/citydefense
Smash those num pad buttons on Linux and Mac!
https://ldjam.com/events/ludum-dare/41/educational-beat-em-up-punches-delivered-with-math
Are you bored like the youtuber "Gaming Faster than Light" in this video?
https://youtu.be/r7v-bboBupM?t=539
Playing "Tour de France Legstong" takes care of that! (9:00)
Play at: https://ldjam.com/events/ludum-dare/41/tour-de-france-legstrong
https://youtu.be/7HbMaaYgSE4
Finally have a Post Jam version for both MAC AND WIN. Check it out! OR, the gameplay vid if the DL is just TOO BIG. <3 TY for all the sweet feedback!

Needs more dinosaur...
https://ldjam.com/events/ludum-dare/41/ftd-find-the-differences


Take a look in our game for the Game Jam, a mix between a crazy shooter and the typical old rpg cell moving. A local multiplayer 1v1!
Enjoy the best-of-5 mode with a lot of crazy gameplay modifiers, which gonna get mixed and create funny combination of effects that will make each round unique.
Link to the page: https://ldjam.com/events/ludum-dare/41/ludumdare-41-threerena
Page: https://ldjam.com/events/ludum-dare/41/gender-circle

I am looking for Android submissions to try, rate and leave feedback. Leave yours in a comment!
You can also try our game if you wish, we still haven't reached 20 rates. Moreover, any feedback Will be appreciated.
https://ldjam.com/events/ludum-dare/41/my-little-bug-town

https://ldjam.com/events/ludum-dare/41/bullet-heck
We'd like to thank everyone who has player our game and given positive and constructive feedback. We were never expecting 50 ratings. :heart:
Even sporty bot has seen the amount of ratings, as you can see from the photo we took during his date last night!

But we still have a problem. There are still lonely bots trying to find a matching date. We know how robots are, they are bad at relationships.
HUMAN, GO HELP THEM!
https://ldjam.com/events/ludum-dare/41/$80129
So, I took the opportunity to try something new - specifically a CLI library that I've had my eye on for a while [Lanterna (Java)]. So, without further ado:
https://www.youtube.com/watch?v=OXxSTd2rf2U
The game is completely multiplayer, but the bots should provide a good challenge (they're pretty hard). My advice is to attack early and often, but don't build too many barracks (upkeep costs on soldiers = starvation). Can YOU last 5 minutes?
https://ldjam.com/events/ludum-dare/41/age-of-spires-iv-textconsole-rts
Good luck!

+-------------+------+------+------+-------+------+
| name | sp | dx | st | total | wins |
+-------------+------+------+------+-------+------+
| alfrbd | 29 | 25 | 43 | 97 | 270 |
| ddrkirbyisq | 2 | 3 | 11 | 16 | 0 |
| da best | 1 | 1 | 3 | 5 | 0 |
| d | 1 | 1 | 1 | 3 | 0 |
| jeff | 4 | 1 | 10 | 15 | 0 |
| zach | 1 | 1 | 3 | 5 | 0 |
| corvo | 3 | 4 | 6 | 13 | 0 |
| pip | 4 | 1 | 4 | 9 | 0 |
+-------------+------+------+------+-------+------+
Some of you might have seen our Hack n Slash + Artiller mashup "Sadie's Stabby Sword Story" around recently and might know that we're planning on working and polishing it for a proper release.
For this to happen though, we still need to gather feedback. There are some obvious bugs here and there and we already know that the sword mechanic can feel a bit off at times, but we would appreciate if you could give us some feedback on the core gameplay and whether it feels fun.
We plan on porting to mobile, so we would appreciate you giving us some insight as to whether or not you would see this game working well on mobile.
If you haven't gotten a chance to check the game out yet, here it is! - https://ldjam.com/events/ludum-dare/41/sadies-stabby-sword-story
Make sure to leave your games in the comment section of the game if you'd like us to give you some feedback too! We're also all about helping other devs out with their projects aswell :D


If you haven't played it yet, consider giving it a try!

Now, for this post, we though it would be nice to share with Ludum Dare community some of the back-end stuff that helped us build our game: our level editor.
After the characters movement system, this was the next thing we developed, in order to allow our level (or levels) to be easy to build and to be balanced. At the end of the first day, this is what the system looked like:

While in Play Mode (we used Unity), we were able to control the pointer with the keyboard and assing objects at any tile inside our Level prefab. We assigned a hotkey on our script for each new prefab (each tipe of tile, spikes, saws, boxes, and so on). At that time we had 70% of our assets done, enough to start building stuff.

After every asset was done we managed to dedicate our last day to build and balance the level.
As you can see, this tool allowed us to quickly assemble our level without the painstaking task of manual positioning objects in the scene.

We hope you enjoyed this sneak peek behind the scenes :)
If you became interested in Type 'n Jump, you can play it HERE.
Hey! We have been working on our game jam entry since entering this jam as a further developed product. We have had fun during this jam, creating something we are happy to keep working on. We are still looking for feedback we can take away from our entry to allow us to keep adding features or smoothing out areas for the future.
If you havent already, please check out our game at https://ldjam.com/events/ludum-dare/41/ball-dash-arcade
Look forward to hearing feedback from this community! Current areas/ additions we will be focused on include audio, art and mobile platform.

https://ldjam.com/events/ludum-dare/41/rogue-crush
I uploaded a Post Mortem video of my game She Against The World (which you can find by clicking here). It's got some real good quality (the video, at least).
If you're willing to check it out, I'd suggest you go play and rate the game yourself first, so your objectivity isn't influenced by my passive charm in the video.
https://www.youtube.com/watch?v=q5PokGwFnJE
https://www.youtube.com/watch?v=gVrYCBUfXm0
Haha my game is harsh because it sends you all the way back to level one if you die (which I have learned is very annoying and I shall not be doing this again in future games), but my friend was very determined to get 5 stars and by jove he did it!
His camera was messing up but it was still very fun to see his reactions. This ludum dare has been so much fun, I already can't wait for the next :grin:
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Hi! If anyone is in the mood for a missile defense-game/city-manager, then feel free to try out Missile Mayor!
I'd love to get some more feedback, as this is my first game ever :)

We might be biased cause Alien Holes is another funky golf game but it has surprisingly refined mechanics and a great vintage arcade feel, even in a 3D environment. The laser you shoot the ball with has explosion force applied to it, meaning that if you hit to the side of the ball slightly, force still gets applied and head on shots will apply the most force. It made for a fun learning experience as we experimented with shots and the aiming vs power relationship. With some slick aesthetics and a little visual fine-tuning, this could be an awesome, full release retro arcade style experience. This game gets 5 emoji alien heads outta 5. Check out @bazld 's entry here https://ldjam.com/events/ludum-dare/41/alien-holes
Also, we're pretty good at it!:


Try to destroy all enemies and score 8200 points



You can play it in your browser Or download it to your computer (windows) have fun
play the game here =) https://ldjam.com/events/ludum-dare/41/crazy-cube
Nobody has hit 1000 points yet! The free stickers are still up for grabs!
Check out the contest details here.
Here's what the stickers look like:

We need your opinion!
Even if the feedbacks are good, we still have not enough rates.
We made an horror game for kids in voxel with unity.

Special thanks to NathanBlakeGames for his let's play : https://www.youtube.com/watch?v=LK0NMTxCkt8
The Game : https://ldjam.com/events/ludum-dare/41/a-kids-nightmare
Thanks for your help
@wheffle still holds the top spot on The Fat Man and the Sea leaderboards! A couple have gotten close but no one has since dethroned him... Can you?

I made another good artwork for my game, Tennis Z. Take a look:
I liked this one a lot, because it tells a lot about the propurse of the game: Play Tennis while you're trying to survive a zombie apocalypse!
If you want to play, of course, I'll love to read you feedbacks!
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/eE9DkHUc4cU
Always wanted to argue with people on the internet but never knew how? It's easy! Try our new RPG-Word game Someone Is Wrong On The Internet!
https://ldjam.com/events/ludum-dare/41/someone-is-wrong-on-the-internet


https://ldjam.com/events/ludum-dare/41/someone-is-wrong-on-the-internet
We thought that Boxing Surgery Simulator 2000 might be popular with streamers and youtubers, but we were quite surprised to find a 125k view lets play by Russian youtube gamer Kuplinov ► Play.
https://youtu.be/QH7087v4Meg
My Russian is pretty much non-existent, so I can only judge from the laughs that he's having a good time :smile:
Any Russian speakers out there? Wanna make your own video?
Here's the link to Boxing Surgery Simulator 2000
Shuffle Climbers - Will you ever reach the top?
Thank you all for the 100 ratings and the feedback you gifted us. 😊
Also, returning players will find some neat fixes and value tweaks that make the gameplay more dynamic! (you can already see it in the GIF! :wink:).
Play it in browser here: https://ldjam.com/events/ludum-dare/41/shuffle-climber

So yeah, this is a Post Mortem video for my game; TypeRunner. Kind of. Don't know if you can call this a proper Post Mortem.
Didn't have any footage of me making the game, so you'll have to do with this.
This is my very first Ludum Dare. I have to say that, even though it was stressful, I had the time of my life.
If you haven't seen/played my game yet, I would appreciate any feedback!
https://ldjam.com/events/ludum-dare/41/typerunner
https://www.youtube.com/watch?v=oL6Z8CaQsxE
Sometimes Life gives you lemons and other times Ludum gives us an Overly ambitious Project to do in just 48h. This game was by far the biggest in term of scope that i’ve ever attempted to make in Ludum. In fact there were a lot of first for me, First time trying my hand a procedural generation, first time making a bullet hell , first time working with water color aesthetic, first time not eating for 37h. I made alot of mistakes along the way but I think I grew as game designer, programmer.
This is What I achieved https://youtu.be/lvEbJduNS9s
I would consider this project a half success in many ways, sure I have a game but its not complete. No Music, No Sounds, Not camera shake when taking damage, No Enemy Sprites, No button FeedBack, No more complex generation, no to a lot of things I know I am capable of executing if I had the time.
What I did achieve is beautiful and chaotic only a game made in 48h could be. I am poise to say this project was all about pushing myself to my limit and not holding back any punches. I would have loved to fully realized my vision for this game and push further then that but I only got 50% there.

I cant wait for the LD 42, where I hope to achieve greater things. Consider playing my game and giving me Feedback https://ldjam.com/events/ludum-dare/41/number-one-take-out
My first entry to ludum dare have already 26 ratings and I'm really enjoy about it, so you can support me by play and rate my game. Now available in your browser! 
I finally got my 20 votes during the week-end and the comments I got for my game was heartwarming:
"Having piles upon piles on money explode everywhere is IMMENSELY satisfying"
"WOW! You did an amazing job on this!"
"This was super addictive."
"Great game, one of my favorites so far!"
"Oh man, you absolutely nailed the game feel."
"A very good game, one of the best ld41 games I played."
I am always very critical on my own work but all the comments and the overall very positive and welcoming attitude around Ludum Dare makes my tear up.

Play it here: https://ldjam.com/events/ludum-dare/41/idle-shooter
The title says all.
Date Fighter is a dating sim mixed with a fight game. 2 players fight each other to have time to talk with a girl, and try to seduce her.
Didn't played it yet? Give it a try! https://ldjam.com/events/ludum-dare/41/date-fighter

So how many ratings you have on your game ? :P Also you can play my game and request your game again and the most i would appereciate html games :) have fun !
Hi there!! I’m playing HTML5 compatible games in order to rate and get feedback.
I'm going to create a compilation with the games posted here and the older ones, if you want to recommend me another good game to play feel free to share it here. (thanks!)
There are another five posts with more HTML5 games if you want to test them also:
This is my game https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor if you want to test it and rate it also. (thanks in advance)
Looking for some local multiplayer games! Comment please :)
Merrol has won the pack of stickers, being the first to score over 1000 points!
They scored 1029! You can still try and beat that though!

It's great to have such positive reactions to Goal Defense (and I know my game is simple but impossible and annoying to play). I'm working on an improved and "easier" version for the app store. But in the meantime, please keep posting your feedback. :D and post your html games so I can review them! (I have a mac with poor 3d capabilities, so I can't play windows games, or mac games that needs to be installed).
https://ldjam.com/events/ludum-dare/41/goal-defense

Over the last week or so I decided to work a bit more on my LD entry, and I'm happy with the results! I took some feedback to heart, and I added a few things that I just didn't have the time to add during the jam weekend.
I still feel like there are definite things to improve, and I'll probably continue to update the game occasionally, but I'm quite happy with how things are.
Here's a list of some of the things I changed: - More enemy types, and re-designed enemies - Minor layout changes to the map - A little more visual variety to the game environment - General re-balancing (damage, health, etc) - New enemy spawning system that’s more dynamic - Changes to player movement - A better title screen - A few more SFX - Bug fixes
I hope you'll play it! :)


I have time to play a bunch more games today. So if you need/want more ratings, share!
This one is mine if you're interested: https://ldjam.com/events/ludum-dare/41/rthm
I created a wordcloud ( maybe a bit late but oh well)
When I get back from vacation (wooo) I’ll continue working on the game, because of all the feedback.
Try my game here: https://ldjam.com/events/ludum-dare/41/daunting-dungeon



This Ludum Dare we submitted our top-down shooter & crafting mash-up: Eyes on the Prize.
Our bug fixes came a bit late, but mouse and keyboard inputs now work correctly on our submission!
But wait, there's more!
Use the following link to play this game in your browser without the hassle of having to downloading anything!
https://planeteightgames.itch.io/eyes-on-the-prize
Our team had a great time creating this and we are now considering pouring some serious elbow-grease into this project and developing this into a full-game. We would love to hear any feedback, suggestions, and ratings you have for us in its current state!
https://ldjam.com/events/ludum-dare/41/eyes-on-the-prize
Thanks for checking us out!