MY First LD Game TaiChi! It,s Full of Chinese wind.
https://ldjam.com/events/ludum-dare/41/taichi
https://ldjam.com/events/ludum-dare/41/taichi

https://ldjam.com/events/ludum-dare/41/advance-cookwares
Hey everybody, we updated our jam racing/puzzle/builder-game!
Here is the new version with more Level Design, Graphics, FX, Speed, Power!
| Race |
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| Build to avoid reaching the finish line |
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| Race as fast as you can to win some stars |
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| Build again, avoiding old track tiles |
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| Race forever |
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PLAY NOW: https://ldjam.com/events/ludum-dare/41/build-the-road-jack
Another Ludum Dare and the first time doing a post-mortem! Its the third LD for me, and I always tell myself that I don't want to overscope and stress myself out, and still end up doing so.
When the theme landed on a nice 8am saturday morning, I had a few ideas in mind (I like my platformer x breakout idea), but I had always wanted to tackle this idea that was in the back of my mind: what if you could explore the buildings you created in Sim City? The idea was borne out of a friend's lament that there aren't many games like Actraiser which combine two separate genres like simulation and action (technically the sim phase is more bullet hell... but anywhoo) Ignoring all sensibility of scope, I settled on the idea:
A cross between city simulation and first person shooter/exploration it is!

Settled on a downsized version of the idea beforehand, but I certainly underestimated the scope of the work involved. Given the scope, I defaulted to using Unity which I am more familiar with. The gameplay loop would mainly require switching between city planning and first person view. To incentivise first person view and exploration, I knew I wanted buildings to be explorable and have stuff in them, and I also wanted players to somehow relate to the inhabitants of their city, so I settled on income being provided by getting up close and personal to citizens (just like in real life). In terms of buildings, I intentionally limited it to 4 buildings of various sizes. I still had a vague idea of the city sim aspects though, as I didn't want to make it too complicated to understand (and program). Here's a inside slice of the office building:

I didn't intend it to look like Minecraft (well the LD keynote might have influenced it), but I landed on a voxel artstyle as it would be much easier to develop for in 3D, and I planned on using MagicaVoxel for the very first time! It was easy enough to pick up and use and I tested the whole workflow to Unity. Everything was working well. Later on came the challenge though - making transparent windows. (I was misled by those pretty Magicavoxel renders with glass effects...)
After doing a few test builds, I finally settled on the structure for a building as follows
- The full model with windows as the parent - provides the collision, with mesh renderer being turned off
- The cutout model with windows removed as the child - material set to opaque and can be switched to transparent
- The model with only windows as another child - material set to transparent

A wrong turn I took early on - I fixated on the idea of buildings being destructible, although it wasn't really core to the central idea. I really, really wanted to have the voxels collapse like a nice stack of cubes (powered by Unity physics) and explored various solutions:
- I considered procedural generation of the meshes - however without a ready solution I wasn't able to scratch the surface of such an endeavor.
- The next step was to just convert everything into cubes. However I needed to figure out a way to read MagicaVoxel files into sets of 3D arrays for dynamic generation of cubes.There appeared to be some solutions online for converting vox files to integer arrays however I just didn't have the time to explore them in depth.
- An alternative was to specify the array of cubes individually in a data file, but the thought of creating huge arrays manually wasn't very appealing...
- Tried generating cubes on the fly by checking for collisions with the meshcollider - however cubes that were embedded within the mesh didn't collide at all.
- Another idea considered was splitting the chunks in magicavoxel manually. Could have been possible, but the chunks would still be concave.
- Finally, I used blender destructible meshes, which wasn't a pretty solution as that caused havoc with the Magicavoxel textures, and the chunks were in a mess. Running out of precious time, I went for this.
So the end result: buildings are a little chunky (as I wanted them to be destructible and turn into cubes) and when destroyed they look pretty meh. And there's a bunch of junk code sitting in the source now. Ugh

Guess I should've just went for the easy solution right at the start, but I wasted precious hours on something as inane as destruction. *Lesson learnt * - focus on getting to a basic gameplay state ASAP!
I ended the first day without too much gameplay and just a bunch of placeholders strewn about the game. At least I had the city building aspect down. Even had the sweet animation of the building growing up from the ground in a voxel-like fashion (just like in real life).

Also slapped in the Unity first person controller and a voxel gun (modelled after a previous game jam entry!)

Next, its Day 2... roads and finally, some gameplay!
Thanks for reading so far, if you have any great ideas on how to better tackle the above conundrums, comments are more than welcome, oh and do check out the game here!



It is a tower defence game where you drive around squashing squishy bugs.
https://ldjam.com/events/ludum-dare/41/extreme-extermination-defense
The other kids are nice! They share their candies with you! Don't they?
https://ldjam.com/events/ludum-dare/41/candy-catch

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
Also, people seem to like to share their performance on our game Type 'n Jump but that's just unbelievable:

To put that in perspective, the average number of commands used to beat the game is 200, in 10:00.
My personal best as the designer of the game is 96 commands!
Remeber to type HELP if you get stuck somewhere!
He guys! Thankyou so much for all your feedbacks and ratings. It was our 2nd LDJam and believe me, it was hell of a motivational ride for me and my team mate. We promise that we'll keep doing better and better every time.

In case you wanna play our game, it's here: https://ldjam.com/events/ludum-dare/41/memebumps Cheers!
Hey guys, If anyone is still short on the minimum ratings, please comment down the link to your game. We would love to play and rate them.
And in case anyone wanna play our game, it's here: https://ldjam.com/events/ludum-dare/41/memebumps
Do try it out and give us some ratings too. Waiting for the links to your games! Cheers!

I made a seagull for an upcoming cutscene.
Be excited for our post-LD version! Until then, try out Haiti Kitty, if you haven't already! :) Or don't. It's your choice, really. We love you either way <3
Play my turn based sports game: https://ldjam.com/events/ludum-dare/41/blipblapball

Hey there!
I'll be abroad soon and I'd like to test more games while I can! At the same time, I'd really like to gather more feedback on our game Shady Cards, a mix between action-platformer and poker! Here is the link: https://ldjam.com/events/ludum-dare/41/shady-cards
If you want me to test your game, just comment with your project name, genre, and link of course! Additionally you can say a word on Shady Cards, if you're going to test it or not; nothing mandatory of course, I won't be less likely to test your game if you don't test mine!
now:
for that moment that's all ;)
game link if you want to play it: https://ldjam.com/events/ludum-dare/41/text-adventure-platformer
Did you misread the theme? That is the common question ask to me. Maybe some of you thinking that my game don't fit on the theme Combine 2 incompatible Genre because there is no 2 different game genre in my game 😂 .
The main reason that's why my game look like this because of the riddle that I read a few weeks ago.
For more info you can read my Page Description: https://ldjam.com/events/ludum-dare/41/gender-circle

Earlier this morning I found out I had 20 ratings on my Ludum Dare 41 Submission. Thank you all! This is my first Ludum Dare and I appreciate the support you guys have been giving me. So I'm thinking of continuing on this project! But make it from scratch, my gamejam projects don't seem to be very clean!
Thank you!
Game: https://ldjam.com/events/ludum-dare/41/patricks-shoot-towers-pew-pew
Hi there!
We've released a post-jam version of our game, Dog Care Center. It includes some fixes and changes, and also this new and fresh goodboy:

We wanted to add it in the jam version but we run out of time and we had other priorities, so better late than never!
Come and take care of these guys!
We tried to make a webgl version but it doesn't work :(
Hey all the most critical LD streamer is back and ready to play your games yet again, want feedback and have me and others play your games? come by for some hours of gaming and discussion use !submit [link] to submit your game to the queue :D c-ya there!
https://www.twitch.tv/jacksendary/
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/GzhfUtnJ6YQ
Hey all!
We are super close to getting 20 ratings and would really appreciate it if you would give our game a go! The game is a mashup of artillery and cooking games. Fling ingredients around the kitchen to cook some Spaghetti!
Any feedback/thoughts would be awesome!

https://ldjam.com/events/ludum-dare/41/chef-yes-chef
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/eO_Jo-6ob7k
I just finished the final version of Shake'n'Shoot. New features are: - some new particle effects - an increased overall difficulty - three new items (items have been completely unimplemented before) - better interface - clearer letters/numbers (actually used a pixel-perfect selfmade font)

We still need two votes on the main categories. No need to worry (two weeks to go) but we would really appreciate your effort! (but rate the jam version)
Barring any unforeseen complications (or mood swings :laughing:), I'll be participating in the One Hour Game Jam this weekend.
Are any of you planning on joining?
there is nothing
Hey everyone, I was going to advertise my game PlatSCII, which you can play here: https://ldjam.com/events/ludum-dare/41/PlatSCII
But I wanted to gain some support for this game! Fishy! https://ldjam.com/events/ludum-dare/41/FISHY
Playing six of my favorite entries from Ludum Dare 41. I played dozens of games and narrowed it down to a few for this video.
https://youtu.be/tRl137ouArw
Desert Drifter https://ldjam.com/events/ludum-dare/41/desert-drifter
The Farm https://ldjam.com/events/ludum-dare/41/the-farm
For The Dog https://ldjam.com/events/ludum-dare/41/for-the-dog
Epic Hero Simulator https://ldjam.com/events/ludum-dare/41/ultimate-game-simulator
Racingsaurus Text https://inflatable-cactus.itch.io/racingsaurus-text
Happy Harvest https://ziamor.itch.io/happy-harvest
If you haven't tried it yet, you can end the game and save the princess from the monsters of the dungeon.

First time Ludum Dare and I'm in love with the feedback system. I'm so hyped about every comment and cant really wait to see the results. But to get there we need some more ratings. Hopefully u have the time and a android vr headset to test our game @ https://ldjam.com/events/ludum-dare/41/wrongpriorities
Thanks in advance !


Who wants to hurl some fireballs? https://ldjam.com/events/ludum-dare/41/tinyworlds
I've finally uploaded the Love Love! Space Attack OST to YouTube. Check out the tracks below!
There's a bit of blurb on each video, but the idea was to make tracks that sort of blended the musical styles of the two game genres (space defender/bullethell and dating sim) together. This was mostly done in the game track, while the boss and menu themes serve as one or the other. It was quite the challenge to make for some of them, but overall, I had a pretty good time. 😄
https://www.youtube.com/watch?v=n8ALzlzq3QI
https://www.youtube.com/watch?v=cYzwKECfIz4
https://www.youtube.com/watch?v=6nGcIVx69dI
You can also download the entire soundtrack on Bandcamp, and play the game here!
In addition to the WebGL and Win I've added a Mac build, so if you are into apples, there's now the option...


Been there, done that?
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/dead-mans-hand
https://ldjam.com/events/ludum-dare/41/dungeon-typist
https://ldjam.com/events/ludum-dare/41/roguefarm
https://ldjam.com/events/ludum-dare/41/nun
https://ldjam.com/events/ludum-dare/41/advance-cookwares
https://ldjam.com/events/ludum-dare/41/raceman
https://ldjam.com/events/ludum-dare/41/escape-from-something
https://ldjam.com/events/ludum-dare/41/golf-on-africa
https://ldjam.com/events/ludum-dare/41/opposing-worlds
https://ldjam.com/events/ludum-dare/41/restructive
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.
I've made a WebGL build of Super Slime Slasher Ultra that will play in your browser. That said, it has some minor audio and visual bugs (that don't always occur) that the downloadable builds do not, so I recommend playing the downloadable builds instead.
You can check out the game here! Leave a comment on it so that I can check out your game too!
https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra

Have you sunk your teeth into Honest Dan's Trout yet!?

If you were a fan of either game back in the old days, or think you're good at multi-tasking, I'd high recommend you give this a go! I've been massively overwhelmed by the awesome feedback I've got this gamejam, thank you wonderful LD community!

Pinball Gardener combines pinball gameplay with resource purchasing to manage a farm. While I love- LOVE- the concept, I think it could use a little more refinement to fully integrate the two genres. However, Pinball Gardener's strongest suit is it's art. The art itself is gorgeous- chunky pixelated colors and shapes really add a clean, visually appealing style to this game. Also everyone knows I have a crippling weakness for cute things rendered in pixel form. Beyond the basic art style though, the UI design is so clean and clear- some of the best UI I've seen this whole Jam. The sound design is also top notch, sfx are differentiated from each other and well balanced. This is a fantastic product to turn out in only 72 hours. I award this game 5 pixel art vegetables cute enough to actually make me want to eat vegetables out of 5.
Check out @kianamosser and @MattFDraws 's entry here --> https://ldjam.com/events/ludum-dare/41/pinball-garden
'Barry Has a Secret' is an intense meal hiding simulation unlike possibly any other meal hiding simulation out there.
http://ldjam.com/events/ludum-dare/41/barry-has-a-secret-horror-blood-meal-hiding-simulation/
I made a few additions (victory condition, fixed couple of game-killing-cheating bugs, and changed AI behavior). For those who wish to try new version, please check out what Barry has to offer and let's see if you can keep the secret for 4 days?
(notice that build 004 is post-jam, so no ratings for that wanted)

* ----------------------------------------------------------------------------------------- *
LD41 Entry: https://ldjam.com/events/ludum-dare/41/platform-hero-1
* ----------------------------------------------------------------------------------------- *
A little more trivia about "Platform Hero", I got the idea to make a "guitar hero" like game mechanic while air guitaring' this epic offspring tune:
https://www.youtube.com/watch?v=Vxudx5Nbxks
* ----------------------------------------------------------------------------------------- *
Come check it out!
https://ldjam.com/events/ludum-dare/41/platform-hero-1
* ----------------------------------------------------------------------------------------- *
So LD41 was my second LD, after LD40. Even though my results were pretty bad, I was eagerly waiting to try my gamedev skills again. I dedicatyed my entire weekend for this purpose, and decided I had to finish in that timeframe, since I have school, work and life on Monday.
When I first saw the winner theme, I just burst with laughter. My first idea was base building twin stick shooter, so that's what I decided on before sleep. When I woke up and starting implementing basic controls, I realised these two genres are actually very compatible. I couldn't really stat over because I was already about 18 hours into the jam, so the new idea needed to make use of my existing framework as well. As my pride pushed me to follow the theme strictly, I looked back upon my experiments with snake mechanics. Of the million things you can with with snakes, I decided to make an action game with companion whom you control via text messages. As I needed keyboard for movement inputs, I thought I could try out making a cell phone interface controlled by numpad.

This way you could move and dodge freely while frantically giving commands, which could possibly work, who knows? Looking back, I should probably switch ENT and DEL. Oh well.
Since I had the old prototypes already ready, I had good idea of what would work and what wouldn't. Implementing the basic snake mechanics was therefore easy. Since I was going to have varied arenas with al sorts of obstacles, I made the decision to prioritize snake movement over ironing out glitching. Therefore, the head now moves however it likes, but the tail may or may not find enough space behind it to fit, which may or may not cause collision glitches of all kinds.
I have also layed out in my mind [obviously!] the action element of the game. Basic traps, basic enemies, dodge button, inadequate weapon. Since I like systemic designs, traps will also damage enemies.
Second day was the day when I started my level design. That thing is not easy, I was suprised by how much. I left most of my designs in, because I needed content, but so many of them just don't feel very good. I managed to get someone to playtest what I had, and surprise, surprise, he had no diea what was oging on because I was still 100% placeholder graphics :smile: And so I went on to graphics. Not much worth attention here, excepted I decided on the snake to be made of bones, because it works nicely with the segmented structure.

I have also realised I had no mechanism of dividing the whole level into stages logically. I mean, if have a dozen arrow traps spewing arrows ten times per second from eight firepoints, the html5 build might just lag too much. I quickly devised a trigger system which activates and deactivates traps in an area, which has an additional feature that the snake will not target deactivated traps from previous and next rooms. And so my Sunday went away. I was very displeased with what I had, but it was way too late to redesign. I was committed

This was the day I wasn't even supposed to dev anymore, I have school! But I have waited for months for LD, and I was nowhere near done, so hey, there's always next year, I stayed home developing. I added all the sounds and music, which is an upgrade from my LD40 entry, I have ironed out some small issues, added ending to the game etc. The game was nowhere enar done, but I was sooo done with it! I published hours before deadline and called it a day. This was such a mistake.
As it turns out, the theme was absolutely terrible for developement, but really good for stimulating creativity. I have played and rated quite a few pretty fantastic games, such as Dark Soil, Wreckless Rally, Zenmaku, Karaoke Ninja, and surely more will follow next weekend. All this creativity and production value really puts me to shame with my measly one-man project, but hey, it was my choice to go solo.
One of the first people to play my game was kind enough to give me a great quote for marketing purposes.
“It’s a game where you have a pet giant skeleton snake of death controlled by obsolete technology. I mean that’s creative.” ~Blinkenlights
I managed to get few streamers to play it. Results: one played html5 version and it lagged to shit, second one broke the game, third one broke the game. Apparently the commands would break after player respawn. I wouldn't know, I wasn't dying during testing. I have fixed that since. Except the html5 version. That is confirmed to work inconsistently across browsers and systems.
Other issue involved the commands to jsut crash the game before the snake was summoned, which was a really dumb condition ommission. And so, all three streaming chances were squandered. Most of the issues should be resolved now though.
Not much, I guess? I will definitely want to revisit companion action games in the future, once I've finished my current longer term project.
I've also made the decision to prepare some kind of framework for my LD games. There are things that are very specific, but there are also universal things, like a state machine or full menu system with options, and whatever I will find useful in the future. This should boost product quality significantly.
I am sitting now on over 25 votes, so my rank has been secured. You can post your games and I will take a look during the weekend.
If you wanna play my game, go to https://ldjam.com/events/ludum-dare/41/remote-cuddles
Best of luck with your grades and gamedev.
Did you ever think of sending your beloved pet into a dungeon full of zombies? Well probably not.. However in this game you can do it! We'd be grateful for a bit more feedback :).
While thinking about ways to further improve our Jam entry, Type Fighter Turbo, I went ahead and ported it to Xbox One. Thankfully, XB1 natively supports keyboards, so this was a breeze!

Full post-mortem can be found here to save space. Dev screenshots included!
This'll be my last post regarding Type Fighter: Turbo. If you'd like to keep up to date with it, please feel free to give me a follow on Twitter.. Josh and I sincerely appreciate all the feedback on our entry. We've got it all collected and are going to continue working on this beyond the Ludum Dare. If you haven't already, please give our title a play and rate! We appreciate your time and will be returning the favor.
We fixed minor bugs some players reported us, mostly due to collision detection, some audio issues that were making some sounds to play way louder than they should and some minor level design adjustments where many players were having trouble typing a sequence of commands.
Also, many players requested more types of actions, so we added TURN, JUMP RIGHT and JUMP LEFT to the list of commands.


Safari users couldn't play our game due to its WebGL version, so we decided to upload standalone versions, both for Windows, Mac and Linux.
This was my first ludum dare and I came out feeling great! help me feel even better by getting at least 20 votes on my game Dance-Fu! (please)
Get it here! >https://ldjam.com/events/ludum-dare/41/dance-fu<
I've finally rated the games of everyone that rated and commented on mine so far!
That means I've got plenty of time to do more ratings!
Drop us a rating and a comment and I'll rate your game too! Everyone wins!
https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra

Thanks for all the support so far on Toaster Boy. This was my first Ludum Dare and I am really excited that I got up to 28 Ratings already! I have plans to make Toaster Boy even better after Ludum Dare! I've also been working on plans for an iOS version, too!
Apparently, my "games graded" differs from my "games rated":

How is this possible? I know that it's possible to give partial ratings on games, but, well, I haven't done that.
It's incredibly annoying to have this discrepancy, and what's worse is it seems like it's getting bigger -- a few days ago it was only 5.5, now it's 5.75.
Hi,
If you try our game, I'll try yours as well. I don't really know what's out there, comment here that you tried my game and I'll try yours and rate your game. Have a great day! Here's info about our game:
https://youtu.be/KijinTRxwkY
Diver - Loves Squid best - Likes Alien parts - HATES Mech parts
Soldier - Loves Mech parts - Likes Squid Parts - HATES Alien parts!
Astronaut - Loves Alien parts - Bug with score - he can get more points with all alien parts - Likes Mech Parts - HATES Squid parts
HTML 5 version: http://www.dignifiedweb.com/PetFood/
Windows Download: https://thebreakfast.itch.io/pet-food
I used the frequency of words in the comments on my game to create a word cloud!
I removed quite a few frequent words that are used in normal speech to make it more interesting. ^-^

Also check out my game please! :D

This is a platformer with a turn-based component, you can check it out here: https://ldjam.com/events/ludum-dare/41/think-before-escape


https://ldjam.com/events/ludum-dare/41/battle-z-defense
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 :)

Play our game here:
https://ldjam.com/events/ludum-dare/41/him-i
If you haven't tried it already please check out Tour de France Legstrong.
The game is a mix between a cycling simulator and an apocalyptic survival game. Will you help Mr. Legstrong fight his way through hordes of zombies to reach the finish line?

https://ldjam.com/events/ludum-dare/41/tour-de-france-legstrong

Hey! If you haven't checked my game out yet I haven't reached that important 20 ratings yet and would love to hear feedback and such.
The game is a mix of sci-fi with a fantasy/rpg setting and as you can imagine the spaceship can be a little overpowered! Come obliterate this goblin dungeon!

https://ldjam.com/events/ludum-dare/41/intergalatic-goblin-ramming-speed
thanks for the vote ! Have fun with our game !
https://ldjam.com/events/ludum-dare/41/flayer-puck!

We added a coloured trail behind the "car" of our game to feedback the quantity of each Fuel you have left.

And Maaan. It makes a coool rainboooww! :)


challenge yourself! 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
Game: https://ldjam.com/events/ludum-dare/41/soccer-fight

I did some bug fixes to the game, it will also be running much smoother in the web version.
please take the time to see what ive done. https://ldjam.com/events/ludum-dare/41/lost-in-spacetime
(P.S. If the sound is to hard, you can turn it down!)
Hello!
I've create a list of the Ludum Dare 41 games I have found interesting as I've been playing others games. These are mostly Browser playable but don't be scared off from the other Gems!

I'll be adding more as I play more games, for now, you can check it over here:
https://itch.io/c/310828/interesting-games
ENJOY!

https://ldjam.com/events/ludum-dare/41/spin-eng-reflex
It would be interesting to have stats about which engine are used. I have definitively saw a lot of Unity games but I'm curious about how much are made in Godot, GameMaker, Pico8, UE etc ...
Just a thought.
Thank you so much guys for all of your positive comments and suggestions. I really appreciate it.
Visit Gender Circles: https://ldjam.com/events/ludum-dare/41/gender-circle
Gender Circles Mobile version
Hey
https://pokoidev.itch.io/the-secret-ingredient-is-love
https://ldjam.com/events/ludum-dare/41/the-secret-ingredient-is-love
Hi guys, my name is Rodrigo Denúbila and I'm the developer of CONFESSIONAL.
This is the part 2 of the Post Mortem of CONFESSIONAL. If you doesn't read the 1st part, you can check it out here: https://ldjam.com/events/ludum-dare/41/confessional/post-mortem-of-confessional-part-1/
In the first part I ended at 5am of the first night and I was going to sleep. Well, I woke up at 9am in saturday (yeah, just 4 hours of sleep), have a breakfast, and then went back to work.
My characters are already in the scene, but I had to program they. I spend my morning programming the camera and movements of the Bag Man and setting up colliders of the scene.
Until this moment I hadn't a musician in my team, and had no idea how I would do this. Lucky I saw in a Facebook group a post of Luan Moura asking if someone needed a musician for LD. I got in touch with him, told my idea and he liked a lot. He started to work on the music immediately.
Around midday I made a break for lunch. At this point I already had basic controls of the game working. After the lunch I started to work on the models of the torture tools. I modeled at Blender and made textures in Substance Painter.


After has imported the tools models in Unity, I had to program the actions of pick and drop. For this I created a invisible trigger collider to check if the character is near of the tool. I had two copies of each tool, one parented to the scene and another parented to the character. When the player pick the tool, I hide the tool at the scene and show the tool parented to the character.
Even using Mixamo to animation, I had to adapt some animations to the current tool. For this, I used uMotion, a Unity plugin to create and edit animations.

Around 7pm Luan send the preview version of the music, and I loved it. It had the perfect mood for the game. I asked him for some sound effects too, like footsteps and hits.
Around 10pm I was so tired and I went to bed and slept until next day. At this moment, I had the full character controller working and idle and walk animations setted up.

This is the end of the 2nd day of LD and the 2nd part of this post mortem. Soon I'll post the 3rd and last part. See you!

Barry Has a Secret is a game where Barry has something to hide. One part of the game is that cops will be appearing looking for something. They wander in the apartment. Some people asked me how I built this thing, so here's a short post about "looking for evidence" system.
In a nutshell: This is simple navigational mesh in Unity. Cops moves to randomized location every 5-8 seconds and uses raycasting for looking for target.

Core part of the gameplay is that cops are looking for evidence.
How this works is basically:
1) Cop moves around for 5-8 seconds and stops
2) Cop has "eyes" transform near his, well, character model head. This has the nice effect that cop literally cannot see "through his head". If there's anything between "eyes" and "evidence", the cop won't notice it.
3) Once cop has stopped, The "eyes" transform sends "raycast" towards each of the evidence (like axe). So if there's 10 pieces of evidence, then cop will send 10 "rays" per stop.
4) Game counts how many items cop spotted. If he spots more than 1, you are busted.
5) Character idle animation is such, that the head rotates (and this could affect the gaze a bit)

A simple navigation mesh in level geometry, bit of randomization for cop movement, and then raycasting.
This stuff combined together, creates pretty convincing and thrilling cop experience.
Mandatory self-plug: "Barry Has a Secret" (both jam & post-jam) versions are available here: http://ldjam.com/events/ludum-dare/41/barry-has-a-secret-horror-blood-meal-hiding-simulation/
Thanks for reading.
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LD41 Entry: https://ldjam.com/events/ludum-dare/41/platform-hero-1
* ----------------------------------------------------------------------------------------- *
A little more trivia about "Platform Hero", I got the idea to make a "guitar hero" like game mechanic while air guitaring' this epic offspring tune:
https://www.youtube.com/watch?v=Vxudx5Nbxks
* ----------------------------------------------------------------------------------------- *
Come check it out!
https://ldjam.com/events/ludum-dare/41/platform-hero-1
* ----------------------------------------------------------------------------------------- *
Working on a post-jam version right now, got loads of great feedback, thank you everyone!
https://ldjam.com/events/ludum-dare/41/cruise-co
https://youtu.be/2geUSMrDJs4 It was a lot of fun seeing a youtuber cover our LD jam entry. If you haven't seen our game yet, this is a good way to get introduced to it :)
On Thin Line version 2.1 can be played on website now! I still need ratings. Thank you for any attention and help!
It is a beautiful music adventure game. All designed, composed and implemented by myself. It delivers narrative with engaging gameplay. You need an Xbox controller to play it. headphones are recommended to better enjoy the music!
Walkthrough: https://youtu.be/t2EWUggCfVY
HTML/Download for Windows: https://lotusli.itch.io/on-thin-line
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 six 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)
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/spooky-speeding
https://ldjam.com/events/ludum-dare/41/panela-quest
https://ldjam.com/events/ludum-dare/41/hate-2d-horror-game
https://ldjam.com/events/ludum-dare/41/robodog
https://ldjam.com/events/ludum-dare/41/pathmatcher
https://ldjam.com/events/ludum-dare/41/photonic
https://ldjam.com/events/ludum-dare/41/race-out-of-hell-1
https://ldjam.com/events/ludum-dare/41/untitled-pinball-hybrid
https://ldjam.com/events/ludum-dare/41/lobotomy-and-you
https://ldjam.com/events/ludum-dare/41/interplanetary-jousting
Taking a break from listing only HTML5 games today. Other games need ratings too.
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.

Its little secret that I love playing chill games and relaxing. Fishing Asteroids delivers both, thankfully, and it's laid back atmosphere, oceanic galaxy theme really puts me in that zone that only fishing games in rpgs can put me. The art is cute and visually appealing- all the elements on the screen are easily distinguishable from each other at a glance, and the music suits the the theme well. There's been a lot of really high-energy, almost frantic play experiences in Ludum Dare #41 (which are highly enjoyable in their own right) but Fishing Asteroids was a well designed, well executed oasis of chill. This games gets a full 5 out of 5 high powered super rods.
Check out @arbosis , @Ja-viera , and @roboxel 's entry here: https://ldjam.com/events/ludum-dare/41/fishing-asteroids
Haiti Kitty has reached 50 ratings! We'd like to thank all of you for your support and kind words - have a fish everyone, its on the house 🐟
We'd never have expected such a kind and constructive response :)
As a special thank you, I'll present a heavily WIP Gif of the restaurant from the outside, as it will be featured in an upcoming cutscene. Stay tuned for our post-LD update!


First of all. We'd like to thank you all for the ratings! We finally reached 20 ratings! We would love to play some other games, please leave your link below if you still need some feedback.
Also for those of you who haven't checked out our game yet. Please come have fun! We'd love to hear your feedback❤!

The first comment was left after we uploaded a new packed exe file after the jam, which replaced the older, default Unity export. As a response, we made a statement that this decision was for the convenience of our players, but another problem arose. Unfortunately, A virus warning would always pop up from our packed exe file, which makes people worry about the legitability of our game (as the second comment suggests).
SOOOOOO, we'd like to ask you all one question: would you prefer the single, packed exe file OR the folder that comes with Unity's default export settings?
Fellow jammers, if you have some time to share, please leave your answer below so we can hopefully make a good decision in the next update😉!

This is Rap ‘N Reel, Our experimental fishing + rap battle game! In this game you catch fish and subdue them by blasting them into oblivion with your spitting skills!
This game is for your phone! Play it on the toilet, play it on the train, play it anywhere! If you must, you can also play it on your pc, no problem. ;O
https://ldjam.com/events/ludum-dare/41/rap-n-reel
Hey guys, I finally edited my LD41 game timelapse!
https://www.youtube.com/watch?v=FKeh0ulRHpk
And yes, the game is about playing tennis during a zombie apocalypse! :) If you want to play, you can find the game here:
Thanks and I hope you enjoy playing! :)
Phil played Super Slime Slasher Ultra!
Check it out here!
https://www.youtube.com/watch?v=mdwmDhaDw&index=20&list=PLZQGbT0kpDDeWcj6SSs7D-DB9j1o13zC4&t=2525s

You can check out Super Slime Slasher Ultra here!
https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra
Hey guys! We’ve set a target of playing and rating 100+ games and we wish that you would play ours as well. We are good in responding to feedback. So play, rate and comment on our game and we’ll do the same for yours.
LET’S BEGIN! Our game: https://ldjam.com/events/ludum-dare/41/numbness

Thanks for the votes! I'm doing the best I can to play all the games that leave comments and also finding new ones to play, so feel free to comment and leave your game's link that I'll play/rate it!
*If you want to check the game out here's the link
https://ldjam.com/events/ludum-dare/41/platform-hero-1 *
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Play and rate if you havent yet.
https://ldjam.com/events/ludum-dare/41/ludumdare-41-game

We hope that our players enjoyed our game Type ‘n Run. 🙂
If you haven’t played it yet, give it a try here! 👈

Also, people seem to like to share their performance on our game Type ‘n Jump but that’s just unbelievable:
😲 * Someone finished our game in 83 commands and 02:08! * 😲

To put that in perspective, the average number of commands used to beat the game is 200, in 10:00.
Remeber to type * HELP * if you get stuck somewhere!
https://youtu.be/I-SDgNz9SSo
Hi all! This is my first attempt to make teaser to my game. I try to restrict myself with 30 second, but get only 40. https://ldjam.com/events/ludum-dare/41/the-king-of-the-hill
I started with Adobe Premiere, but can't finished and switches to OpenShot. What free software can you advise?
Thanks to @jacklehamster, we found a game breaking bug where you couldn't progress with the dialogue after failing the first taunt. We patched that up and also increased the size of the text, since that has been heavily requested.
You can check out the fixed version here (careful, NSFW): https://team-infernus.itch.io/tsun-tsun-button-mash
See the culprit dialogue below:
A few days ago, I've uploaded a Ludum Dare game for the third time in my life. But this time was different. [Not really]
My first reaction after seeing the Twitter post was, obviously:
Peanut butter and pickles? Seriously?!
Then, the search for ideas began. Like for so many others, my mind has been wiped clean by the theme. It itself was not bad, but the creativity was just escaping my brain like water from a bucket with half its area corroded straight through. A Ludum Dare does that to a human; You just have to find a way to work around it. My first idea was a platformer using text as platforms, but I quickly ran into a roadblock that would take up way too much time to fix. So I settled on a roguelike-inspired platformer.
I actually got the basic prototype up and running pretty quickly, and all the core game mechanics were in place within the first 24 hours! Getting it done so quickly was a first time for me, and I felt pretty good with myself.

I'm no artist, but I felt relieved that only minor additions to the game's code were all what was left in the programming aspect. I was wrong. "Art is easy, the game will be done in no time!" - I thought to myself.
Actually, no I didn't. That's a lie.
In the first few minutes of creating tiles I grew more and more aware that there's still a long way to go. After about 5-6 hours of ensuring myself that I have no idea about any form of art, I finished working for the day and went to sleep.
Up until this point I was assuming my game was going to be meant for the Jam, like my first two entries(One of which I didn't even finish on time). However, the speed at which I managed to finish the core features of the game actually gave me the oppourtunity to participate in the Compo category. And I decided to take it.
That was stupid.
As usual, in the last few hours before the deadline, the bugs started arising. It got to a point where the engine was breaking by itself, without me even interfering with it in any way. I was considering reinstalling it 2 minutes before the submission hour. The game definitely turned out a lot less polished than it would have if I decided to take the Jam, obviously. However, it was my first LD game I managed to finish on time for the Compo.
Oh yeah, if you're interested, feel free to play and rate my game!

Only recently did I discover that I could develop non-text-based games by myself. That seems obvious to me now, but a few months ago I thought it was something that would be very difficult to teach myself and learn through the internet. I suppose this is because the only people in my life that developed games seemed to have vast knowledge of programming at their disposal, whereas I felt I had much less.
But lo and behold, I was able to start developing and soon discovered that the next Ludum Dare was a couple weeks away---the only game jam I had heard about casually as a general video game enthusiast. Now I'm on the other side of my first game jam. Because I plan on making many more games and jamming often, I want to document my firsts to remind my future self how far I have come.
Some of those progress GIFs:




We're all constantly learning new things whether we mean to or not, and I think one goal of jams is to grow our knowledge and test out something new.
No matter where you are in your game development journey---squeakily new or finely seasoned (perhaps grizzled), I'd love to hear about your firsts from LD41, either in the comments or from a link to a post you wrote. If you've done that and you're proud of your game, leave me a link (especially if it involves food or you're not at 20 ratings yet). Mine is here and it's about making sandwiches: https://ldjam.com/events/ludum-dare/41/ms-grunhildes-sandwiches
In my opinion it is a great decision to take advantage of a tile system for a jam game.
This makes a lot of sense because of the speed boost of level design.
Also I liked it a lot because it gave our team an abillity to start the level design even before our basic gameplay was ready.

But in the end we did the visual part of common tiles in absolutely not time saving way. xD
Our artist was so addicted to the visual part polishing that she created this whole bunch of stuff.
Yep, 58 skins for the ground tile. xD
Purpose was to make tiles connect to each other as seemlessky and prettily as possible. The funny thing is that we had to place each tile MANUALLY, without any normal visual editor while we needed to keep in mind where exactly a tile should be placed and how it should connect to adjected ones.

This created us quite a piece of work. xD
Here is a small part of our level design. As you can see on the screen - all grey colored cells are the ground tiles. And a lot of them have specific numbers. Having a visual list of tiles with appropriate numbers was the only guide for our manual placing.
That was a bit overpolishing deсision, but I hope the result was worth it.
You can check it yourself: https://ldjam.com/events/ludum-dare/41/blob-dungeon

https://ldjam.com/events/ludum-dare/41/learn-runner/
Need ratings too?

When I first heard the theme, I had a mixed reaction. Creating a game out of the theme would be hard, but I think it would lead to some interesting results.
I think this is where I failed. I should have picked a more simple idea, so I could have focused on the execution. Because of this, this is the only LD game where I didn't make a post-jam version.
I've never created a racing and a horror game before so creating the player movement was difficult. Plus I was saving my mobile data for uploading the game so I can't watch or search how to code car controls in unity. After that I created the ground textures, then created the tree model,street lamp and then the zombie. I had some problems with the tree since I created it in blender, so I couldn't get it to work properly with the terrain's place tree. But I fixed it in the second day. Then I created the gun sound effect using a slipper and the floor, the car engine was created using an electric fan.
The zombie model was horrible, I spent like 4 hours on this thing. The head looks like a pillow, I couldn't get it to look like a human head. When it came to texturing the zombie, I also coudn't give it a scary face. So I decided to just give it a simple face and make the fog in Unity thick. Creating the Zombie AI was simple. It just follow the player if the player is inside the zombie's trigger.
After that I decided to make the AI of the other cars. Since the finish line changes position between 4 places. I decided to create a point between every curves at the road. The enemy cars would follow them. After they reach them, the point will give the car the next point they should go to according to the current place of the finish line.
I created the 3d model of the fountain. I gave the trees some level of detail. I created the menu music using Bosca Ceoil.Then I created the menu and I finished the game. That's all that I can remember during the second day.
1. I liked that it feels finish.
2. I liked the fog.
1. I hate the car movement. At first I thought that it was slippery because i'm terrible at racing games ,but it really is too slippy.
2. It is not properly optimized. It runs slow on higher resolution and graphics setting and also the file size is large at 100 mb
3. After the jam I just felt that the game is dumb. I shouldn't really have sticked to the theme.
4. The game is just so weirdly terrible that I dont know if I should transition to 2d games or be a VR developer instead of being a game developer. I can't figure out where I got wrong on this game. Its either the graphics or the gameplay, or both.
https://ldjam.com/events/ludum-dare/41/black-horizon
This was my first Ludum Dare, and my 4th game jam. As is common practice, this is the postmortem of CWF: Card Wrestling Federation for Ludum Dare 41.

Engine: Godot 3
Art Software: Aseprite
Audio Software: Music - Beepbox, SFX - Bfxr
Font: Equipment Extended by Somepx
Caffeine: 1 pot of cold brew coffee, 2 sugar free rockstars
Even though the final theme was not on my list, I managed to come up with a concept within the first hour or so. That is one of my biggest fears when it comes to game jams - not being able to come up with something I would want to build that aligns with the theme. Ultimately, it was for the best to have a theme that posed a challenge to me by forcing some outside of the box thinking as opposed to ones I would liked to have had.
Initial sketches of the game featuring Star Man. I definitely pulled inspiration from NES Pro Wrestling.
After deciding on my concept, I managed to get a rough outline of an MVP written down. I then took that, and split it up into an MVP 1 and an MVP 2. MVP 1 was the least amount of features required to have the concept be a complete experience: variety of cards, multiple opponents, multiple ways to win, & at least 2 music tracks and 1 sound. MVP 2 were things I considered nice-to-haves like deck building, more music than title & fight scenes, more move cards, timed matches as a 4th way to win via "hype" system (flashier moves got the crowd more excited), larger variety of text, and more fighters. Needless to say I got through MVP 1 and part of 2.
Early on I made an active effort to have the core combat loop completed. Within about 4 hours, I had that functional within just console output. At this point it was a slugfest with the computer winning most of the time. It was a good sign pinning & alternative methods of victory needed to be implemented or else it was just a "mash the button until you win" sort of game.
You can see here that the interface layout was pretty much sealed early on.
I made sure to try to keep the visuals within bounds of what I knew I could do. I decided early that I wanted to try to mimic the aesthetic of the old NES wrestling games, so I aimed to keep the artwork simplistic and minimize the amount of colors used. I think it actually turned out pretty nice.
Making music this jam was a big deal for me, I have no sense of rhythm and have submitted games to other jams before without any audio. I learned how to use Beepbox for this jam, and managed to get out the title track (listen here) and fight track (listen here). Even though they're simple loops, just a little music can help set the tone for the rest of the game. Bfxr was used to make the sound effect, at the time there is just one used for hitting; ideally I would have made a few and randomized it for variety.
This is the part where the game's visual style started to develop, first with the stamina meters.
A change I made for this jam was prioritizing rest. I made sure to go to bed at a reasonable time so I could wake up in the morning not feeling like garbage. In the past I've been known to work til fatigue sets in, sleep at my desk, wake up and repeat. @rustymonky still brings up when I slept under a table at Global Game Jam since I opted to not leave the venue. Additionally I even took a break to go to my roller derby practice, helped clear my head and get my energy back up to let me work later. Granted I did break this plan and end up working til 2am, sleep til 6am, keep working until I had to go to work, and try to wrap up last minute bugs during my lunch break before deploying.
Another change I decided to work on this time around was to develop a method to make documentation easier. All of the screenshots displayed here were captured by the game engine itself using a piece of a small experiment I did with procedural generation earlier this year. Just because it'd actually be helpful, here it is:
```gdscript
extends Node
func input(event): # Add an input named printscreen to use this if (event.isactionpressed("print_screen")): screenshot()
func screenshot(): var data = getviewport().gettexture().getdata() data.flipy() data.savepng("user://screenshot" + String(OS.getunix_time()) + ".png") ```
One final thing I was really proud of was my implementation of what I referred to as an "action queue". Originally it started as the method with which I queued up dialogue text. As the game developed more effects, I realized I needed a way to display things in an order even though all calculations occur at once. So rather than just passing up text, I included an array of text (in case a dialogue piece had multiple lines), a sound effect, and who the target was. This allowed me to play the correct animations in order, making the game feel a little nicer.
Early version of the wrestler sprite, color coding the moves was established around this time.
Releasing the game as an HTML build was a huge improvement over previous jams for me. There was a bit of a realization that if I required players to have to download and install the game with nothing but a description & screenshots to go off of, they couldn't even be bothered to download and move on to something shinier. By having the game accessible in browser, I was easily able to get 10x the amount of plays compared to my previous jam entries.
Finally, I streamed almost every hour of development on Twitch. This helped me keep contact with friends who were doing also doing the jam and get some sort of input as to the direction things were going. It was pretty fun too when you got people popping in to see what you were working on. We kept in contact through Discord, allowing us to share early screens and bounce ideas off each other.
As always, with any project there will be hitches. This one went quite well, but it wouldn't be a good postmortem without me identifying what could have gone better.
Scoping - Even though I had this project broken down into an MVP, and then a second MVP, there will always be some unplanned work that comes up whether it is iteration upon existing functionality or the fact that I didn't block out any time to do the itch.io page. Not to mention there is always a need to plan for unplanned work, i.e. bugs. There was a plethora of things I anticipated to be quite easy to do, and I'm sure they were, but they didn't make the final final cut just due to time constraints.
Early iteration of the wrestler, I was having an issue drawing hands.
Art - I had originally planned to draw fighters with different costumes, but just as with scoping the project I hadn't anticipated how much effort that was truly going to entail. This is the reason why I made a shift to just do colored fighters and made the feature of them corresponding to a move type. I also made art one of the last things on my todo list, simply because I felt it was where I could safely shave time and not lose as much compared to coding.
Too Random - Even though I made the moves be consistent in damage, I gave an accuracy value which allowed the game be "mash to win, maybe". The accuracy value is out of 100 and has proven to be no better than everything being just pure random. To combat this I should have limited the random successes to the moves that mattered/had additional side effects. Relating to that, I realized after the game had launched that the math used for the submission hold allowed a win where the player/enemy stamina was at 100%.
Bad Timing - The Jam is 72 hours, this is more than enough time - unless you're me and completely forgot about that overflowing into Monday (aka normal working hours). I planned to work within the confines of 72 hours, in reality I got closer to 60. Would the additional 12 hours have made a difference? Probably. Would scoping to shoot for something more like 50 hours have changed my planning? Yes.
Challenger screen, a late Sunday evening addition. The text changes in the final build.
Late stage bugs - In addition to any bugs I may have found, some were found within the final hours before I released it by friends I got to try out early builds. This goes back to getting feedback early; have others play test it as well to see if things flow & make sense to someone who hasn't spent the last 48 hours with it.
I will try to keep this brief, but I have a few key takeaways: Plan accordingly, scope smaller - If your scope is already small, simplify it even further. This goes double especially when you're working solo.
Take breaks - Getting away from the machine to think about what you've been working on or to just reset your brain can do wonders. Grinding for hours on end can lead you to wasting time while you're fatigued.
Try to work outside your comfort zone a bit - It's a good idea to try to pick one thing you aren't familiar with, and try to incorporate that into your jam project (mine was music). Do not try to take on too much unfamiliar territory; making assumptions about how things can/will work without truly understanding can lead to a lot of unplanned work and mismanaged time.
Get feeback early & often - Even if you're going this solo, you don't have to be alone. Getting early feedback can help you figure out what needs to be clarified or any short comings you may not identify without an outsider's view.
Release for the web - Jam games are typically small. The effort of downloading a random game often outweighs the time to play it. Releasing it as an HTML build (thanks Godot!) lowers that barrier and people will be more inclined to check it out.
Final build. Time to wrassle.
That's it for me! Please check out CWF: Card Wrestling Federation if you haven't already, and I'll see you in the next Ludum Dare!
I added a SLAM verb to the post-jam version of Dungeon Typist; it damages all mobs nearby. ...Oops, including me.

https://ldjam.com/events/ludum-dare/41/dungeon-typist
Visit: https://www.youtube.com/watch?timecontinue=2981&v=mdwmDhaD_w
Gender Circles : https://ldjam.com/events/ludum-dare/41/gender-circle

Thanks so much to everyone who has played and rated our game, Goodnight Meowmie.
Our game combines the heartwarming feeling of taking care of a pet, with the fear and tension of a horror game.
It was a really long battle getting this game finished during the jam, but we are really glad that we were able to make it happen. It makes us so happy reading that people not only enjoyed the game, but really felt the emotions we were trying to convey through the two different sides of the narrative. Goodnight Meowmie touches on a theme that we have wanted to convey for a long time but were never able to successfully express until now. I'll write about it more in my official post-mortem writeup, but for now, feel free to experience it for yourself.
Goodnight Meowmie: https://ldjam.com/events/ludum-dare/41/goodnight-meowmie
Want to see? Play and rate! ::smile: https://ldjam.com/events/ludum-dare/41/fire-duck-football
For those games the have below 20 ratings you can comment here. Ill try to play and rate your game🙌
Visit: https://ldjam.com/events/ludum-dare/41/gender-circle