Why not rate this game?
I made a game about cows playing football in the style of X-Com but it needs more ratings. Can you help?

https://ldjam.com/events/ludum-dare/41/footbulls
I made a game about cows playing football in the style of X-Com but it needs more ratings. Can you help?

https://ldjam.com/events/ludum-dare/41/footbulls
Hi guys! I'm really happy with the ratings and kind comments I received. You guys are amazing!



Hi! I unfortunately haven't had the time to play and rate as many games as I wanted to, so few people have found my game. I would be content if I just got the 20 votes needed to get a score, so if you feel like you want to help me get there, try out my game here: https://ldjam.com/events/ludum-dare/41/missile-mayor


Programming the bottle of the game was one of the most fun activities of the jam. The model that MJoy made is simply great. Thanks to the pivot was at the bottom, I could climb it to look like it was emptying. A simple change of scale on the Y axis. Still, I had to put a white cube at the bottom of the bottle to make it look like there was always a bit of milk ... something very typical of cats and babies.
You can play and vote Survaby here: Play Survaby
Our game, Grid Gunner, was embedded on a hacking website and added a "God Mode" in which lives cannot be lost. For some reason, someone spent precious time and effort to hack a completely free, singleplayer game, and tried to make money off of it. I mean, at least the game gets a little more exposure, but they are also making money off of our game without permission.
Non-pirated link: https://ldjam.com/events/ludum-dare/41/grid-gunner

Hail stranger!
It looks like you are browsing the interblogses for some Ludum Dare games!
Have I got the thing for you: Godgame meets Minigolf! Does that not sound interesting? You shoot islands!
Check it out: Minigolf Gods

Right now we are working on the 1.0 post LD version of our game. We also discovered that with the Godot 3 engine it's super easy to export our game to Android phones - and that our game mechanic works pretty well on touchscreens :)
Oh and in case you still have not played Haiti Kitty in your browser or on Win/Mac/Linux... check it out here: https://ldjam.com/events/ludum-dare/41/haiti-kitty
We finally got a gameplay video together to show our teams game: Culinary Creature Combat a cross between Pokémon (RPG) style game with Overcooked (Cooking). Have a watch, if you want to play we have builds for WebGL, Windows, Linux (Hopefully Works), Mac OSX (Untested).
https://www.youtube.com/watch?v=aK96HCuCnN4
Thanks

Run N’ Cook is a run n’ gun plus cooking game mash-up. A famous person has come to the city and you, the master chef, have been task with cooking his favourite meal. But he’s demanding, asking you to get all the ingredients by your hand (he doesn't trust supermarkets).
You use a potato gun to defeat food monsters so you can collect all necessary ingredients to make spaghetti (but only on Mondays).
I woke up to see that the theme "Combine 2 Incompatible Genres" had been chosen. And of course, as tradition, this theme sucks! Can you combine any two themes that may seem out of the ordinary? What counts as 2 incompatible genres? Does that mean that every game will be bad (game play wise) because they're incompatible genres? But I just started brainstorming to get an idea fast and start working on the actual game. So I Googled for a game genre generator and the first result I got was: Run N' Gun + Cooking and I started working with that.
This was my first time using Unity on Linux (and making a game in general) so it was a challenge if I could get by using software I'm not used to (Gimp, Krita, struggling with Bosca Ceoil). And Unity worked really great ( :clap: :clap: ).
So I started working on the chef and character controller. The chef is of course a stereotypical fat guy waring a chef's hat (I really love how he turned out). But I'm not artist, so the animations look really funky (his legs are basically broken). And I never used Krita so learning how to animate took a really long time. Note for myself in the future: don't use new software for game jams.
After that I started working on the potato gun. Which was really easy to do. I decided to make the potatoes projectile-like and persistent (meaning they won't despawn). Also, they physically interact with other objects (such as enemy drops) which I really like, except that if you spam the potato gun you can push all the drops to the edge of the map).
I started working on some enemies, enemy drops and inventory / recipe system. The inventory UI is pretty confusing. You have two tabs. One for the objectives and one for the inventory. But it doesn't really look like a tabbed UI and many people didn't even know there was an inventory.
Not much progress has been made the second day. I mostly just finished off stuff I started the day before and improved. Ah yes, I also made some music! I was struggling with setting up Bosca Ceoil on Linux but I got it to work. Only after making a bit of music I encountered project breaking bugs, so I moved to Windows to make music. Note to myself in the future: don't use untested software in a game jam.
In the end, the game turned out pretty bad. This was my worst LD entry. The game is boring, has very little running, has very little cooking, but a lot of sitting around and spamming the left mouse button. But I was so stressed at the end that I just didn't want to work on it anymore so I just rushed it and uploaded. Note for myself in the future: focus on game design and game play more!
Well that's pretty much all I had to say. This game jam has left me feeling pretty sour, mostly because the theme sucked, yet again, but I guess that a bad theme is a part of Ludum Dare now. I'm not quite sure if I will be doing it the next time, we'll see!
Thanks for reading and good luck on your jam entries! :smile:
We hope that our players enjoyed playing Type 'n Run. 🙂



Still don't have a post-jam version so I'm just reposting an old post, but as much as possible i'm doing it less frequently so it wouldn't look like i'm spamming the feed. Which I hope I am not. So expect my next post to be about the post jam, instead of a repost.

After a terrible 2017 year, humanity faces its last threat, an army of explosive Lolis. 💥💣💥

There's only one chance, you must use your chesspiecebots to save the world. 🌎
How many rounds will you last? Will you beat the 34 waves record? 🏆
Thanks to the combined effort of our programming team, PlatSCII has just entered phase 1.1 of development! Feel free to play the game and try the brand new level editor! Actually, if anyone is to create a new level in the game and post it in the comments of our game page, you will be featured!
Enjoy!
https://ldjam.com/events/ludum-dare/41/platscii
Version 1.01 is out now. :D I finally found time to fix a few problems. The sounds of the combinations are more clearly to hear and the jumping part is a bit user friendlier. In the next update I will add another level.


https://ldjam.com/events/ludum-dare/41/bright-voice
When we started discussing the idea of a game that combines shooting zombies and nurturing babies, we knew the location of the elements would be really crucial.
We soon realized that locating the player in the middle of two parallel mechanics was the best thing to do. That way, the player would be only able to focus on one mechanic at a time, impossible for her/him to control the other.
But we needed something else to make sure the player knew something was going on behind. And there's where sound came in. We decided to use the crying of the baby and the zombie growl as a thread to bound both mechanics, so that the player is always aware that something bad is about to happen on his/her back. Though the crying of the babies and the zombies' growl might sometimes seem like a torture for the player, we kind of intended to emulate that experience from the beginning, offering the player a stressful situation, where no matter what he/she does, she/he will always feel out of control. You can play online here Don't forget to rate it, if you like it! ^_^
Heya,
I will just say which games hooked me up during this ludum dare and give you a link to them. I personally enjoyed them a lot. So I hope you will too.

If you have a buddy around play this one, its cute and fun and have a lovely design. It was fun to play.

One of the most polished game I have seen during this weekend I must say. It was really great to play it and is super dynamic.

Great little game. Very relaxing (maybe stressful sometimes) but it won my attention.

Cool game, gets messy quick but the style, the music and the gameplay is pleasant. Enjoyed it a lot.

Interesting one if you have time to solve puzzle with a touch of music. I must say that this is quite moody.

You feel so proud of you when you manage to finish the game. Seriously.
There is so much more game arounds that would deserve to be in our favorite list, but well I guess its already nice to share some of them.
Have a nice weekend ! :smile:
Just shoot the football.

https://youtu.be/7IO8PJZihME
Better late than never. The trailer sadly didn't work out as epic as I was planning since I couldn't find appropriate music. Find the game here.
Are you a developer in Toronto that made a game for LD41?
If so, comment your game here. I'm writing a feature on local LD Games for http://www.torontogamedevs.com
Time to start the research!
https://ldjam.com/events/ludum-dare/41/the-missing-chief

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

https://www.youtube.com/watch?v=Fpe5KJcRwAg https://ldjam.com/events/ludum-dare/41/pieter-post-apocalypse
We're really happy how our game turned out. If you haven't played it yet, more feedback is always welcome!
Well, LD 41 is over for me. I have enough ratings and I'll don't have the time to play anymore game in the week. So might as well do a short Post-Mortem and wait until the results.

When the theme was revealed, I was so down because that was the less interesting one for me. But oh well it's 3 AM and I'm already awake so I'll start somewhere. The first thing coming to my mind was the title, silly and self-explanatory.
For a long time I wanted to try to make a simple dungeon crawler in javascript. I already had an engine allowing a character to move on a map in plain text. It was from a scrapped adventure game about romance and high society. I didn't liked the original idea, but I liked the idea of a romance game with an old text-based dungeon crawler style.
And then I went to sleep. I was really tired.
The first day started really really bad. I wanted to create a new engine generating a random maze, but I had no competences and time to make a complex algorithm. Nothing worked, no idea where to start the code. Three hours after starting to code and going nowhere, I scrapped everything and started by making the title screen and the intro cutscene.

There were actually no game behind the screen, but it felt like the game was going somewhere. During the weekend that's how I worked : How's the game looks and feel is more important than how it's actually play. If it's LOOK like a game, then it's a game. I guess.
Well after the second day I started taking note and making plans, to create actual content and having clear goals, but starting with nothing and trying to have something to show as fast as possible is great for the motivation. At least it worked for me.

I scrapped a lot of idea and a lot of content : Different level, increasing difficulty, more items... But overall I think this game was the most complete I ever done for a LD. I don't know if it's the best, but it's the one with the most ideas and mechanics. And everything kind of work together. There is A LOT of flaws, but the core system work quite nicely, and it's short enough to prevent the game from being boring.
Will I make a post-LD version ? I don't know. Usually I don't do post-LD version, I just re-use the code I made for futur projects. But here, I kind of want to rework it. Or at least make a more complete game with the engine.
As usual, this LD was great, but also it was a really cool project to work on. I hope in the future my LD games continues to increase in size and ambitions, because I have so much weird games to do. And so little time...
( Oh and I guess you can play at my game here : https://ldjam.com/events/ludum-dare/41/dungeon-of-high-school-romance )
I'm overwhelmed by the amount of attention by entry for LD #41 has received! Thank all of you for giving it a try, and for all that awesome feedback!

If y'all have been keeping up with my Fave Games of Ludum Dare #41 mini-reviews, you'll know that I tried to put a focus on games you might have missed. With this post, I'm going to drop a lot of objectivity here and just talk about my personal top five games- games that I had the most fun with or games with aesthetic and style that really appeal to me.
With all that out of the way, these are my favorite games of Ludum Dare #41:
5) Puttsy! by @caterein , @giantdad , and @morrilet
https://ldjam.com/events/ludum-dare/41/puttsy
Okay so maybe we hate IRL golf but apparently we're all about those eSports... but like... not Overwatch (though I do play (but I also suck)). Puttsy! is minigolf with tower defense elements and man, its addictive. This reminds me of the puzzle games I would stay up all night playing, with more time and just a bit more polish, Puttsy! absolutely has what it takes to be a satisfying, long lasting experience.
4) On the Fly by @rebecca-kremer and @qkjosh
https://ldjam.com/events/ludum-dare/41/on-the-fly
I posted about this one early into my reviews. Again, the art is such a gorgeous hook here but also this his a chill as hell experience that I just really appreciated. There's serenity in the design and gentility in the writing but also some well placed humor too. This game is a delight, I'm so impressed it was made so quickly!
3) Woodsy by @ghodan
https://ldjam.com/events/ludum-dare/41/woodsy
Listen, I know I posted this game a few days ago as a 'general' fave of Ludum Dare but I love this game. The art, the mood, the style, the narrative, the simple but solid mechanics... This game is also very close to being a solid purchasable title, too! You can read my earlier review of Woodsy but for now, just know that I love this game and that I would like for Peter to replace my current neighbors).
2) Bomb in Rhythm by @finalspace
https://ldjam.com/events/ludum-dare/41/bomb-in-rhythm
This is game with competing themes of peace and war combined into a unique package of rhythm game + bullet hell. I love that there's a little wordplay between the mechanic and narrative themes going on here, as this is a fun experience that packs a bit of thematic impact. The dev used Asset store components in designing the level bit they did a fantastic job with lighting, placement, style, etc that really add a peaceful feel to the game- at least until you start getting inundated by warheads. As far as gameplay goes, the mechanics are simple- dodge bullets, get notes but both are solid and challenging. The music, in my opinion, is the most interesting I've seen in this Dare. Not only is there a background track constantly playing but picking up the notes adds a harmonious melody on top that doesn't disrupt the soundtrack, even if you miss a few notes. All in all, this game is a pleasure to play.
1) Roulette Knight by @finlal and the Four Quarters team
https://ldjam.com/events/ludum-dare/41/roulette-knight-1
Roulette Knight unbelievably polished for being produced in 72 hours. The art is cohesive and stylish with a look all its own and the whole game has an extremely professional, budgeted look that kinda blows my mind a little. The UI is clean and super well designed and frankly, I can't praise the stylistic choices here enough (so clean! so consistent!). Beyond that, however, Roulette Knight is an engaging mix of gallows-humor, luck, and strategy as it combines RPG elements with... Russian Roulette, which isn't a game genre at all and had never occurred to me as a potential element of this Dare. These two genres are combined at the mechanic level, making it a true mix of incompatibility that ultimately makes for a super harmonious, fun experience.
This has been a fun journey. 2 friends making a game for our first Ludum dare together. We've had a lot of useful feedback from the community and can't thank everyone enough for the detail of feedback they put into each comment. With only 4 days let, we're looking for any final feedback before the rate session ends. We would very much like to keep working on this game and all the feedback is so helpful for us to know what features are wanted more than others. If you haven't already, please take some time to have a look at our entry and give us some honest feedback! https://ldjam.com/events/ludum-dare/41/ball-dash-arcade
Hello all! I just need 5 more reviews! leave your game in description and I will review it as well.
I will give karma to quality feed back. Thanks!
The game is here: https://ldjam.com/events/ludum-dare/41/typeskater
We are heading into the final weekend for rating games, so for the next few days, I will be listing every game that I have already posted or that has been posted in the comments that still doesn't have enough votes. As usual, if your game is not listed (use ctrl+f, search for your game's URL) and doesn't have enough ratings (i.e. the "ratings received" is orange and doesn't have a check mark beside it), please feel free to link it in the comments. As usual, all these games can be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all
https://ldjam.com/events/ludum-dare/41/prison-farming
https://ldjam.com/events/ludum-dare/41/flight-photo
https://ldjam.com/events/ludum-dare/41/fishtank-royale
https://ldjam.com/events/ludum-dare/41/trites
https://ldjam.com/events/ludum-dare/41/very-large-golf
https://ldjam.com/events/ludum-dare/41/bu113t-h311
https://ldjam.com/events/ludum-dare/41/volley-shoot
https://ldjam.com/events/ludum-dare/41/date-me-dating-sim-clicker
https://ldjam.com/events/ludum-dare/41/rogue-race
https://ldjam.com/events/ludum-dare/41/space-cow-boy
https://ldjam.com/events/ludum-dare/41/golf-rush
https://ldjam.com/events/ludum-dare/41/yellow-and-blue
https://ldjam.com/events/ludum-dare/41/time-turner
https://ldjam.com/events/ludum-dare/41/elaab-bark
https://ldjam.com/events/ludum-dare/41/no-giraffe
https://ldjam.com/events/ludum-dare/41/knife-throwing-gallery
https://ldjam.com/events/ludum-dare/41/simulator-for-average-people
https://ldjam.com/events/ludum-dare/41/smacktalk-live
https://ldjam.com/events/ludum-dare/41/amazing-blackjack
https://ldjam.com/events/ludum-dare/41/filthy-blockheads
https://ldjam.com/events/ludum-dare/41/zorkman-aka-pacman-the-text-adventure
https://ldjam.com/events/ludum-dare/41/cooking-mecha
https://ldjam.com/events/ludum-dare/41/office-tactics
https://ldjam.com/events/ludum-dare/41/tower-racer
https://ldjam.com/events/ludum-dare/41/my-theory-about-the-universe
https://ldjam.com/events/ludum-dare/41/robozes
https://ldjam.com/events/ludum-dare/41/minigulf-gods
https://ldjam.com/events/ludum-dare/41/my-first-day-in-the-agency
https://ldjam.com/events/ludum-dare/41/beach-please-splash-1
https://ldjam.com/events/ludum-dare/41/bridge-run
https://ldjam.com/events/ludum-dare/41/doesnt-add-up
https://ldjam.com/events/ludum-dare/41/unnamed-game
https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament
https://ldjam.com/events/ludum-dare/41/hit-em-harder
https://ldjam.com/events/ludum-dare/41/interplanetary-jousting
https://ldjam.com/events/ludum-dare/41/robodog
https://ldjam.com/events/ludum-dare/41/hate-2d-horror-game
https://ldjam.com/events/ludum-dare/41/panela-quest
https://ldjam.com/events/ludum-dare/41/spooky-speeding
https://ldjam.com/events/ludum-dare/41/crush-of-duty-saga
https://ldjam.com/events/ludum-dare/41/heist-41
https://ldjam.com/events/ludum-dare/41/blaster-typer
https://ldjam.com/events/ludum-dare/41/simon-says-race
https://ldjam.com/events/ludum-dare/41/jump-forest-jump
https://ldjam.com/events/ludum-dare/41/tanxz
https://ldjam.com/events/ludum-dare/41/sam
https://ldjam.com/events/ludum-dare/41/platfighter
https://ldjam.com/events/ludum-dare/41/dimensional-rift-escape
https://ldjam.com/events/ludum-dare/41/cloudy-island
https://ldjam.com/events/ludum-dare/41/solitairey-in-school-the-card-game-dating-simvisual-novel
https://ldjam.com/events/ludum-dare/41/galagamaze
https://ldjam.com/events/ludum-dare/41/tetris-escape-2d
https://ldjam.com/events/ludum-dare/41/globuloball
https://ldjam.com/events/ludum-dare/41/fort-of-dwarves
https://ldjam.com/events/ludum-dare/41/asimovs-breakout
https://ldjam.com/events/ludum-dare/41/hit-em-harder
https://ldjam.com/events/ludum-dare/41/card-em-up
https://ldjam.com/events/ludum-dare/41/high-flying-beats
https://ldjam.com/events/ludum-dare/41/antumbra
https://ldjam.com/events/ludum-dare/41/ship-hacker
https://ldjam.com/events/ludum-dare/41/not-a-turtle-race-multiplayer
https://ldjam.com/events/ludum-dare/41/the-exterminator
https://ldjam.com/events/ludum-dare/41/unbeheaded-monarchs
https://ldjam.com/events/ludum-dare/41/theres-only-stars-in-the-fire-line
https://ldjam.com/events/ludum-dare/41/musketeer-s
https://ldjam.com/events/ludum-dare/41/chef-of-war-1
https://ldjam.com/events/ludum-dare/41/speed-fortress
https://ldjam.com/events/ludum-dare/41/magneto-de-liquidus
https://ldjam.com/events/ludum-dare/41/firun
https://ldjam.com/events/ludum-dare/41/royal-heights-battleroyalplateformer
https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament
https://ldjam.com/events/ludum-dare/41/run-farmer
https://ldjam.com/events/ludum-dare/41/after-common-era
https://ldjam.com/events/ludum-dare/41/a-gentlemans-shooter
https://ldjam.com/events/ludum-dare/41/incredungeoneer
https://ldjam.com/events/ludum-dare/41/hack-turn
https://ldjam.com/events/ludum-dare/41/shadow-puppets-dms-revenge
https://ldjam.com/events/ludum-dare/41/super-match-walker
https://ldjam.com/events/ludum-dare/41/bouncebot-doorquest
https://ldjam.com/events/ludum-dare/41/super-happy-curling
I apologize for the long post and if there are duplicates.

My first Ludum Dare entry and second Jam game, please take a moment to play and rate, thanks.
Play the WebGL version here -> https://razorlance.itch.io/escape-the-future
Rate the game here -> https://ldjam.com/events/ludum-dare/41/escape-the-future
There's just three more days untill the end of this jam, and we would like to promote a little more our proyect in this last stretch!
We are very proud of our game, and would really apreciate the valuable feedback and coments you may leave behind after playing it!
So please, if you have a few minutes to spare, we think that Proelium wont dissapoint you!
https://ldjam.com/events/ludum-dare/41/proelium

So, as we last left my postmortem of my game Match Strike, I was starting day #2 with a working flight sim, for the most part. The plane could fly, and the HUD was working. I had a small bug with how the artifical horizon was rendering, but the fix was simple: I just had to fix the pitch-calculating code. Pretty basic mistake, but my sleep-hazed brain couldn't figure it out just 8 hours prior. :)
Right! So we have the basics of flight. But now what? The Match-3 concept just wasn't going to hold up. I'd need a way to select which 2 blocks to swap, and after some thought I realized that would be impossible for the rapid movements of a flight sim. I had ways around this problem, but they required a lot more coding to make work. So, I decided to swap from a match-3 game (like Candy Crush or Columns) to a simpler, more puzzler-like game called SameGame (originally Chain Shot!). In SameGame, the only action is a tap, instead of a swipe or block swap. That's easy for a plane to do at high speed, right? :)
So I implemented the blocks, just as destroyable entities. My idea for the player's gun to make it work like a hitscan weapon (and any bullets it fired would just be visual effects), which would cut down the delay the player had before a move when into practice. I also spent time making a targeting cursor, which according to feedback was quite a necessary addition.

Right, blocks are now done! Now what? Next up was making the puzzle aspect. The blocks were destroyable, but I had to make them destroy other blocks that they were touching (if they matched), and they had to move. That part I coded up rapidly, which would later end up being a rattlesnake in the grass, ready to bite me post-launch. But more on that, later!
As a further aid to the player, I also added a board-camera, which would always show the position of the blocks onscreen. I wanted this to be rendered as part of the cockpit on the plane, but never had time to come back to that concept...
What's next? Well, just shooting the puzzle block was a challenge, but I wanted more! So of course, the obvious thing: Turrets, which shoot at the player. That part didn't take long to add in.
Now what? Further challenge; Limited fuel! I already had the game loop at this point. You could fly, shoot at blocks and solve the level, and die. But another condition for dying was easy to add. I already had to write code so the game would detect you landing at the airfield, so it was easy to re-use this for refueling.
Most of the game was done at this, but I decided to juice it up. I initially recorded some audio to have a bit of extra flare, but wouldn't it be neat if all the game events had audio queues? I probably spent way too much time on this part, but by the end of Day 2, I had what I felt was a pretty solid product.
So I went to bed, feeling pretty good with my progress.
Last day!
The gameloop was done, and I had enough juice items to make the game interessting. So that was done. Now what? My first step was to make the random level. I decided to have five stages total, 1 through 5, where the final one would be a randomly-generated level. And I'm glad I added that, since it did give the game some re-playability.
I find the hardest part of any Ludum Dare is what I like to call the "bumpers" in a game. These would be: Transitions between levels, menu screen, and so on. This is important to really give a product a finished feel to it, but I can sometimes spend as much time writing this kind of code or designing the art, as I would the actual game itself!
I was ready to go! I tested a few builds, and was preparing to upload when -- disaster. The game crashed on exit, and I mean hard. It's the crash I discussed in this post.
Oops. But I had no time to solve this issue. On to release! Shortly afterwards, I decided to do a WebGL build and see if worked, and viola. It did, and no crash.
It was time to rest after that.
I was starting to see reports of the game being "glitchy" and "buggy" in the comments. Ut-oh, time to investigate! I found a lot of problems with it, particularly the WebGL version, which had broken some of the visual and audio aspects of the game.
First major problem: Keyboard bindings were becoming invalid after dying! This was due to rushed config menu code on the last day, as mentioned above. It was an easy fix.
The second major problem was that I had made an error with my valid board position detection code. It was not detecting valid moves in the final positions, which meant that sometimes the blocks would not slide properly once gaps were introduced in the board. I changed this, which resulted in fixing all the block sliding issues, but it caused the boards to generate new values. I did write separate simulation code to verify that the boards were solvable, though this isn't used in the post-compo bugfix version. (For the record, detecting solvable SameGame boards is an NP-Complete problem, so I didn't feel too bad when it could take up to tens of thousand iterations for my solver to figure it out. :grin:)
A few days later, I figured out the crash-on-exit problem. I had decided to use the new Unity Timeline Director to animate my title screen logo, and there's a problem with playing sound effects from this mode. Disabling that part, and using code to generate the sound effects, and that was fixed. The problem didn't cause any issues with playing the game, but it was nasty to see a this-app-crashed dialog every time you exited the Win64 build of the game... So glad that was solved!
Solid idea for my game. I knew what I wanted, and it was easy to adapt the idea.
Extra Juice. I spent some time juicing the game during its development, and I think that really paid off.
Doing an open-world/open-ended level first, then the regular levels. This gave the game some replayability.
Incorporated a lot of untested code at the end, which ended up causing crashes/bugs. Namely, the crash-on-exit (using the untested Unity Director) and keyboard-binding code (causing the game to lose keyboard bindings on death).
Perhaps a bit too much polish, not enough meat. There was a lot of additions I wanted to add which would make the game harder and give more challenge, but I had to drop them.
Not enough explanation of how to play. A lot of people didn't realize you could shoot the turrets and stun them, for example.
Overall, a very fun Ludum Dare! Over and out, and good luck to you all!

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

Looking to get some more honest ratings for your game? Me too :D
My Game (Windows/Mac) https://ldjam.com/events/ludum-dare/41/interdenominational-brows
Leave your link in a comment and I'll rate it tonight!

Hey Guys, I'm pleased to report that I'm back with a pretty massive update to my Ludum Dare 41 entry!
If you enjoyed the original jam version of the game, you should check out the post-jam version available on my game page, to play it, go to the Links section and click on the link labeled "Post-Jam Version"
It's all in native HTML5 and JavaScript, so no downloads required, and no dealing with any buggy WebGL Unity builds.
Note: If you plan on rating it and haven't tried the Jam Version yet, play the jam version first and rate before you try out the new version.
Dynamic gore / blood system using HTML5 Canvas manipulation. This makes for more satisfying M̕͠͏̨̜̥̖̦͉̯̻̬̥̬͓͇ͅU̠͎̤͕̪̯̥͕̖̯̼͘͘R̸̷̡̭̳̤̦̯̖̮̤̳̳̞̦̟̠ͅD̷̢̹̲̳̳͉̥͘͢͡E̶̡̛̹̞͖̭R̵͕̫͔̻̙̀͘͞ͅ 
Sweet new spooky soundtrack composed by the very talented and much underappreciated Mark Sparling
Better sound effects!
Updated graphics!
5 New cards with powers that build off each other
1 Brand new enemy mob!
3 (and a half?) New mini-bosses!
2 New levels!
Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!
Levels now change in between waves
Better controls, much less confusing
Updated instructions page
So probably the most notable thing in this update is the blood and gore effects. I think it adds a lot to the the feel and more closely represents what I had in mind when I first envisioned the game. Also the game now fits it's title much better. And to be honest, it wasn't all that hard to implement. I basically just created a new canvas object - the goreCanvas, and whenever I wanted some blood to appear on screen I'd render it to that canvas. And at the end of each frame I'd then render the goreCanvas to the main rendering canvas and put it all together. When the main canvas was refreshed, the gore canvas stayed the same, so the blood stayed on the walls in between each frame.
On top of that there is a sort of blood drying effect that occurs to the blood over a longer period of time, new blood will appear brighter and "more fresh" where as the older blood darkened and faded. To achieve this effect, I simply applied a "#888" hex tint with an alpha value of 0.005 to the goreCanvas every so often (about 5 times per second). To me, the drying effect is much more noticeable with the green blood than with the red.
All in all I am happy with the result and the new updated version. Give it a try if you're curious!
https://ldjam.com/events/ludum-dare/41/a-tribute-to-mayhem
Thanks for all your feedback about our submission CornWars LD!
We decided to take the project one step further and make a real game out of it. If you did not rate our game yet feel free to visit our submission and do so:
https://ldjam.com/events/ludum-dare/41/ld41-1
I've finally made major changes to the game and as a result the match-3 platforming combinations works better now.
When it came to the mechanics, I scaled down the options of weapon to a single weapon. I felt that many weapons were not needed from observations of people playing the game.
Other than that :-
Character Movement is more precise.
Sound effects are implemented.
Slightly more detailed environments.
Bigger level.
The abililty to squash your enemies with a block.
When enemies run to each other, they get destroyed.

Interesting in playing the game? I will play yours in exchange.
I don't like being this person but times almost up and I'm still a little bit away from 20 ratings (14 while i'm writing this). I would really appreciate any ratings and will try to return the favor if you need some help to.
https://ldjam.com/events/ludum-dare/41/xx-skateboarding-xx
When you can't decide if you want to go out and skateboard or enter a spelling b.

https://www.youtube.com/watch?v=DFedoor36Ls
We hope it can help some of you out :D
Try my entry here : https://ldjam.com/events/ludum-dare/41/rackety-rekt


I will be streaming LD games tomorrow morning come hang! 8 am eastern US time (sometime in the afternoon Europe) add you game here and come hang to get played https://goo.gl/forms/9NRhg9SoGGdISZv02
Also I made a news show I will be doing this every Friday evening (US time) so feel free to check it out and follow me on twitch if you like it https://www.twitch.tv/videos/260389353?t=00h06m06s


https://ldjam.com/events/ludum-dare/41/aleam-ludere-play-at-dice
I was in a giant movie theater watching (edit: streams of people) playing LD games, except the theme was like apocalypse or some shit. I'm surprised I still remember this before I forget haha
link: https://ldjam.com/events/ludum-dare/41/deadliest-catch
I would love for you to check out my game! I would also love to play and rate your game.
I know C++ quite well and also know a lot of physics. But I don't know how can I create my own game engine. Which software should I use to make it interactable. How can I make a simple GUI for interaction. I want to build something like Buildbox.
Hey Guys! Last 3 days and 15 hrs are remaining for the result of LD41. Let's exchange ratings on each others game.
Here is the link to my game: https://ldjam.com/events/ludum-dare/41/memebumps
Kindly rate it and comment down the link to your game and I will rate it for sure. Cheers!!
Thanks to everyone who's rated Get Baked so far! The feedback has been solid, and we've learned a few things we can improve on, too. For example:
We should have either better tested our mouse look controls or made an option for scaling their sensitivity, because they've been described as both too slow and too fast.
Most people like the gingerbread man voice overs, but they've not for everyone. A toggle for the voices would have been a nice touch of polish.
We made a mistake during the intro comic, making the continue button hidden until the player presses the escape key. It was supposed to appear on its own when the last panel appeared, but that obviously didn't happen. Again, the solution is just to press the escape key and it will appear.
We should have included a skip for the ride to the top before each level after the first try. Seeing the same exact sequence multiple times gets tedious after a while.
Burning the gingerbread men needs a bigger emphasis. It's supposed to be part of your revenge against the gingerbread men but it needs more in-game context.
One of my favorite touches are the pictures on the walls as of the levels, such as this one.

If you haven't played Survaby, yet, this is the moment.
Take care of babies amid a zombie apocalypse.
Shoot while you refill the feeding bottle! The first person shooter all parents have been waiting for! Play online here

I really enjoyed working on my LD41 entry, and I'm also happy with the end result. I don't know if I really succeeded, but I tried my best to keep the project simple enough so we could finish the game in the 72h time frame.
Despite the game being well received overall, in my opinion the scope was still just a little bit too high, and I'll have to improve on that for my next entry. I can't change the past, but for sure I can finish what I started ! That's why I really wanted to spend a few more days polishing the game. I suppose nothing is ever polished enough, but after those two extra days I feel like the experience is now really enjoyable and smooth.
https://ldjam.com/events/ludum-dare/41/dancing-club-bloodlust
https://spacemonkeyc.itch.io/dancingclub-bloodlust
Patch note :
We hope that our players enjoyed playing Type 'n Run. 🙂



Have you already tried the Cross Word Shooter - a combination of FPS and Scrabble? Don't miss it and don't forget to leave a comment since it is my first Ludum Dare game ;)
https://ldjam.com/events/ludum-dare/41/cross-word-shooter

Screenshots:




https://ldjam.com/events/ludum-dare/41/space-ball-toucher - Please rate my game and let me check your games!
hi mates it's the last rush and we need 1.25 more points please come try our mini game, rate him and if you want let us know what do you think about it.

Hello, a question for someone more experienced with Compo category. I'm 99.9% sure I have labeled the game as a Compo game before publishing. All within rules and none of the builds I uploaded have been altered since compo ended. Yet today I find the game labeled as Jam. Sooo, I either managed to somehow make a mistake while uploading the game, or there is some sort of authority which checked and decided, for some reason, that the game doesn't belong in Compo category (I don't know why would that happen though). So I guess my question is, is there in fact some authority which checks entries and may have changed the category, or it is just me messing up?
Don't you just wanna rub shoulders with them ?

... A kind jammer thought about clicking a link to an Ludum Dare entry page. It wasn't just any game the jammer contemplated playing; it was Story Collabs, an unusual compo entry in a world of Unity-games.
Click here to go straight into the story
Click here to go straight into the story
Stay a while and listen, help contribute to our story!

For my LD41 entry, I ended up combining two genres of the arcade genre, to create an infuriating, challenging and rewarding game. The game brings together the mechanics of the well known games "Tetris" and "Breakout" (Arkanoid). This post will talk through the process of how I came up with the idea and design decisions along the way! You can try it yourself here.
My original idea for the game jam was to make a rhythm-based bullet-hell game, where you could only shoot on the rhythm of the music. After spending most of the day trying to get beat detection working, unfortunately my lack experience and musical knowledge meant that I could only get it working to the repeating beat of the song, which really detracted from the novelty and challenge of the game I imagined. At the end of day 1, a new plan was formulated...
I went back to my google doc... slightly dejected... and decided I wouldn't give up at the first (albeit very large) hurdle! I started to focus on the theme, as I know the theme is a very strong part of the gamejam and can leave a big impact on the player. Incompatibility for me was the concept of two things being put together and causing problems and conflict for each other. I started writing down a list of different familiar games, and along side them writing down the "objective of that type of game". My goal now was to find conflicting goals on my list - and when I stumbled across the idea of Tetris and Breakout... it seemed to good a match.

The goal of Tetris is to carefully plan and place puzzle pieces, such that you can remove them all in one fell swoop. You need to remove entire lines, and if you don't remove lines you'll fill up the puzzle board and it'll be game over.
The goal of Breakout (arkanoid) is to destroy all blocks. When your ball hits a block, it's a good thing! You just need to focus on the ball placement and ensure you stop the ball from falling off the bottom of the screen. The blocks are static, which allows you to plan and "aim" your shots.
For me - there was a clear conflict between the game play of these two games. - Breakout requires you to focus on the ball and paddle, but puzzle pieces falling would directly affect your concentration - Breakout usually works in a static environment, but the falling puzzle pieces add a dynamic aspect that directly impacts the ability to predict the trajectory of the ball. - Breakout usually encourages any destruction of blocks, but Tetris' goal of creating complete rows of blocks now means you need to be selective of which blocks you destroy. - Tetris requires planning over time to stack puzzle pieces carefully to create a no-gap stack of blocks, but the ball of breakout will chip away at your blocks constantly. - When a puzzle piece is falling, you eye up where it will be the best place to put it. However, the ball can change the shape of the piece as it falls, or change the shape of the area you planned to put it, meaning your plans often need to be changed on the fly / last minute.
At this stage I could see how they two genres co-existing in the same game would create problems, but with a day wasted already - I didn't have time to prototype to see how the game felt. I just had to get started!!
Art is not a strength of mine, but recently I've reverted to pixel art with limited sprite sizes and colour palettes - and I find it has really helped me create a style I'm comfortable with! As these two games were of the retro arcade era, it felt only right to choose an retro style look to the game, but I wanted to avoid the gameboy palette. I decided on greyscale as it was future-proof - meaning, I could just apply a tint to sprites in Unity to turn my game from grey scale to a game-boy style green etc if I fancied it. I also had plans to add some "juice" to the game, such as flashing colours when you complete a line... but that never ended up making it into the game. I chose my 5 colours and got to work.
I use PyxelEdit for my sprite work, a nice piece of software (Aseprite is also good, I've heard). I went at it to create the ball, paddle, walls and blocks. Initially they were meant to be placeholder but it turned out that they worked quite well with the "mood" of the game. The puzzle pieces were just combinations of the blocks, so there really wasn't a great deal to do with regards to the sprite work. One thing that turned out better than anticipated were the frames for the UI. I highly recommend people (if they don't already know) to learn how to create sliced textures to use on UI elements in unity. It meant that something as simple as this sprite, could make the UI panels you see in game:


It was important to allow the player to feel the overwhelming conflict that the two games create when combined. Some thought had to go into the design of the game - to ensure players got a true sense of this conflict. It was important that you could still get some reward for playing the game either way (breaking blocks or making lines). However, it was apparent that the breaking blocks part of the game didn't really require much thinking - it was just a bi-product of bouncing the ball off the paddle. Therefore, I wanted to make the Tetris element of the game provide the player with a higher reward.
I went about this in two ways. The points awarded for a line vastly outweigh the point-per-block of removing block using the ball. However, the most valuable thing that lines provide the player with is time. This allows a player to extend the game for long as they can keep making lines - opening up the possibility for a wide range in high scores based on someones skill-set. The reason I felt this was the correct way to do it, was that those who didn't read the instructions (that explain lines reward time) can still get a good 3 minutes of stressful challenge from the game! However, those who spend time with the game and get better at it can get more out of the game for playing well. It also encouraged player to try and achieve the more challenging "lines" rather than stick to the block breaking mechanic only.
I didn't predict how difficult a Trout would be to achieve. Having had the game running now for a few weeks, it is clear that achieving a Trout is something rare and extremely difficult due to the destructive and difficult to control nature of the ball! The result is that player tend to focus just on clearing single lines, as that is possesses less risk and still gives enough of a reward to keep the timer increasing and the point accumulating.
A final addition was to reward an extra life to players upon accumulating X amount of points. I think it was important as the game is very difficult and this gives a way for people to claw their way back into a comfortable position.
The breakout part of the game was the easiest to implement, as we could just use the built in physics within Unity, using colliders etc to get the desired behaviour. The problems I didn't foresee was the unexpected behaviour of the built in physics, which lead to me trying to design my own physics to control the ball movement. However, this resulted in a large amount of lost time, frustration and a buggy mess! So I ended reverting to the Unity physics but chose to override some things to try alleviate some of the general / gameplay issues that it caused. One thing was to add slight variance to the bounce of the ball, to avoid situations where the ball bounces horizontally back and forth. Another thing was to add 45 degree angled corners to the top left and right corners of breakout "walls".
The tetris representation was the harder part, as we would need to be able to check for lines and valid moves (when turning a puzzle piece), whilst only allowing pieces to exist within a row and column structure. This essentially ruled out allowing physics to handle the placement of blocks. The approach taken was to create a 2D array that would hold "block" objects. This 2d array would map up with the puzzle-board in the game's world space. We would need to manage both separately however, so whenever we moved a block in the real world, we would need to update the array with the changes. With some careful design, I was able to set it up so that I could translate any game objects "world position" in unity into an array co-ordinate.
When you have a 2D array structurethat tells you all of the blocks and "non-blocks", then you are able to start applying some logic to this in order to check for valid moves (such as when a puzzle piece needs to stop falling) along with detecting if a row of blocks has been completed. It proved valuable to make some crude debugging tools (that print out the state of the 2d array) so that it becomes easier to debug and fix unexpected behaviours during implementation.

(to be continued)
This post has already grown pretty long, so I'll write another installment over the next few days <3 I plan on covering a bit more on the implementation, along with some reflection on the game after submission. Thanks sincerely if you read through this!

In Spain, Ludum Dare started at 3:00 am, so it took us a lot of work to sleep, and when we knew the subject we could not stop thinking about what we were going to do.I want to show all the ideas we had, until finally we got to survaby:

Play the result here: Play Survaby
Hey Folks, we recived messages that the video which was included in the LD website seems to be buggy so here is the raw link youtube.com/watch?v=RiPPw3nPAGc&t=1s
I'm still not close to getting 20 ratings, but I'm still trying! Just take a second and play my game, no download even required: https://ldjam.com/events/ludum-dare/41/cardpg Thanks!
Hey everybody I'm looking for games playable in web browser so feel free to post yours here and I'll play em! Here's my turn-based sports browser game: https://ldjam.com/events/ludum-dare/41/blipblapball
The think was to combine waves and runner. The things become harder with waves: its harder to run, to confront the environment. Partially I did what I wanted.
Its first concept. As you can see there must have been active skills.

I will be glad if you look https://ldjam.com/events/ludum-dare/41/firun
Hi folks!
I just wanted to remind you to play Shooting Mama, our shooting-cooking crazy game! Play as Magnum, our Gordon Ramsey-soldier versioned friend and hunt the ingredients.
Please leave a comment so we can improve on next jams :D
Thank you and good luck!



Don't care much for this game, but if you have any interest in it, go ahead and play! ihttps://ldjam.com/events/ludum-dare/41/nintendating
Our retro-styled game mashes up the classic favourite Frogger character with the frantic world of the fast action jigsaw puzzle. Placing a piece extends the playing field, but there are moving enemies on each piece you have to avoid or shoot!

Our Frogger leaves the ground to play with the traffic in the sky and outer space. Avoid flying cars and blast enemy stealth helicopters in the sky levels. In space you get to dodge Mars Rovers and lethal tumbling space junk in what looks like the left overs from a smash up of Red Dwarf (respect, Grant Naylor!)
This LD, we had more than the usual share of trouble. The ranking system swiched to "Danger" much earlier than we expected. We saw our ratings stagnate because we were not yet near the top of the danger rank. And we saw a lot of people with the same problem post advertisements of their games. Please POV, tell us next time when you do this, and not create such a panic!
This wasn't the only trouble that hit us, because Chrome decided to push an update that blocks audio for many HTML5 games, halfway through Ludum Dare. We had trouble getting 20 ratings on audio, but we --just-- managed it now! More audio ratings appreciated. We created a workaround, but you need to click a mouse button or press a key before any sound starts playing. It should work without any issues on Firefox or IE11/Edge though.
We also created a search page to enable search and Google indexing of the LD41 games. We think the standard interface is myopic, with only few games showing at a time, and no proper search functions. If there is interest we can develop it further. You can find it here: (http://tmtg.nl/ld41/)
As always, thanks for all the great games - we had a lot of fun playing other peoples' games and making this one. Also thanks for the many positive and useful comments on our game. Good luck everyone!
Boris and Val (Loveapple Games)
CONTROLS:
Credits:
https://youtu.be/eofuXoi2_Vs
https://youtu.be/iMe9aPH83Hc

Play the game here: https://ldjam.com/events/ludum-dare/41/unholy-holes
The rating period ends in 3 days, so I figured now would be as good of a time as any to write a postmortem.
When the theme was announced, we got together with some friends on Discord to brainstorm ideas. At some point the idea of "golf + tower defense" came up. It was the least-hated idea, and since we were running out of time to decide on something better, we went with it.
The majority of the first day was spent getting my teammates accustomed to the engine. Before this, they had very little experience with C++ or Lua, and had never worked in a data-oriented engine before. The learning process went a lot faster than I planned for, and we had a very ugly but functional protoype on Saturday.

There is a tower and some bullets and enemies in this screenshot, but at this point we were using a single sprite for everything.
Sunday went even better. We all knew how to use the engine at this point, and we cranked right through to the finished game with few issues. We only had one level, and no audio or polish at this point, but most of the mechanical stuff was done.

This is when we encountered our first major bug. At low framerates, the ball would overshoot its target, and keep going forever, preventing the player from placing any more towers. It was a bit of a mystery at first, but it ended up being a simple fix.
Halfway through the day, a teammate had his laptop's charging cable get fried, so he had to switch to a spare laptop we had laying around. This laptop wasn't as powerful as his other one, so his build times took a lot longer.
We all had work on Monday, so we only had a few hours before submission to polish the game.
Somehow, we managed to get a few more levels made, plus music and sound effects, and proper menus. All of this was committed right at the deadline, and we spent a few more minutes packaging and uploading the final build.
However, this is also when we discovered our second major bug. Sometimes, the game would crash. Hard. Usually it would bring down the whole browser tab, and sometimes the entire browser.
At this point, we didn't have the native build working, so debugging this issue was hopeless.
After going through all our code line-by-line, the issue was finally found and resolved. It was a simple case of trying to remove an item from a list that did not contain the item. The crashes were so severe because this bug was affecting the C++ runtime, and optimizations must always be enabled for the web build.
Overall, things went extremely well. We weren't able to get all of the planned features in, so we're working on a small expansion with some additional polish and fixes. Please look forward to it!

Escape: Pause
Mouse: the rest (the game will guide you.. hopefully)
Been playing a bunch of awesome games from you guys, well done! Mine's still 5 votes short, would greatly appreciate any help <3 Thanks
Link: https://ldjam.com/events/ludum-dare/41/tbd
Shoot the football with different weapons like
Rifle bounce on the air

Shotgun's power

etc.

Yay, I finally got it covered! I knew that making videos is not an easy process, but I didn't expect it to be such a quest. Youtube denied to keep the original quality, so I was forced to seek other places to host a video.
Anyway, I hope you find it interesting or even helpful, if you are stuck playing Remote Bot. You can also try to beat my time. =)
Enjoy a non-embeded experience of watching videos from dropbox. =)
![14c13[1].png](http:///raw/ab9/z/14ca9.png)
Only 3 days left! I don't really care much for this game, but I think it's pretty enjoyable!


https://ldjam.com/events/ludum-dare/41/horror-house-with-mickey-and-ted
I chose Idle and Racing (and also retro). I get my inspiration from cookie clicker but I added a racing aspect to the game. I realize now that this game is a basic prototype and definitely needs to be updated after the voting ends. 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

Time is running short and we still don't have enough votes or any feedback at all. Some Feedback would be nice, even if we might not manage to get enough votes. I will be playing every game that leaves a quality comment. Just help us get at least some votes.
It s about Officer Pain who punches the truth out of his suspects. A mixture of a puzzle game and a beat them Up, like a you have never seen it. Try it out it's wroth a shoot.

After a lengthy debate over the "Combine 2 Incompatible Genres" theme and various forms of tower defense, we landed on "platform shooter dating sim". We chose a "secret agent" aesthetic to mesh with our theme combination. We imagined that dating for a spy would be particularly challenging given an overly demanding love interest, having extremely sensitive windows in which to answer text messages.

For jams, I like to tackle easiest things first. I find that I'll have ideas about the more challenging visuals as I'm putting together simple pieces. The phone was actually the easiest part for me so I ironed out the details of that interface before we broke for the first night. I threw in "Spyrizon" as a nod to the spy theme. We found later that the fonts weren't working well as the phone shook and rotated. Unfortunately, by that time it was too late to experiment with substitutions.
Next, I tackled our hero. I initially had an idea that our hero would be a classic Dick Tracy type with a big hat. This didn't align with the team's idea for the game and I shifted the hero towards a modern James Bond spy. We wanted to put emphasis on the hero's face, he didn't have a hat anymore so I gave him a big ridiculous hero chin. His chin became an anchor for his animations and I placed emphasis on this aspect in all his actions.

I have an extensive pixel art pallet I built for making games. The pallet consists of luminosity from 0-100 in increments of 5. Then hues are applied on top across the rainbow. From there is a gradient map that shifts the colors towards yellow in the lighter lumens, and towards indigo in the darker. The pallet is then duplicated and desaturated. Then both are copied twice and shifted towards warm and cool tones. Download the pallet here!
http://swordandstallion.com/00boyfriend/pixelpallet3.psd
For the hero and his weapons, I used the most saturated and normalized colors. The phone uses the same pallet as the hero. The enemies use a cool shifted pallet. Backgrounds and props use a cool shifted pallet that is also desaturated. I adjusted the enemy weapons to look a little less powerful than the hero's; pallet shifted with sights and silencers removed.

I found inspiration for the "00Boyfriend" logo on the first night and decided that doing my traditional pixel art style and pallet would take too much time and might not do justice to my idea. I whipped up the logo in the morning and ran it through "nearest neighbor" scaling a couple times.
I gathered a bunch of inspiration early on to draw from. I use Pinterest to collect my ideas. The main game was inspired by James Bond & Mission Impossible movies, Metal Gear Solid, Metal Slug, Broforce, Jetpack Joyride, Omega Strike and Gunpoint games. There isn't much outside of the title but I also drew inspiration from dating sim games like Dream Daddy and Hatoful Boyfriend. You can check out the Pinterest board here!
https://www.pinterest.com/swordnstallion/ludum-dare-41/
We decided on aiming for three levels; an office in the city, a warehouse, and a military installation. In a jam this is really ambitious. I immediately struggled with platforming tiles and backgrounds for an office. It was a challenge to figure out how a platformer in an office building would look. Floating platforms and scalable walls aren't common in a standard business environment.
I pushed through the office on the second day and came up with a half-baked tileset. The warehouse environment ended up being a bit easier. By this time I got a solid grasp on how 47 slice tiles work with Game Maker Studio 2. By this time it was late into the second day. More caffeine! Patrick and I pushed through the night and I hammered out the third level. Having a better idea how to handle 47 slice, I revisited the office tileset and adjusted it to be more in line with the other two.

Now that the majority of the game art was covered, I started on background props like desks, chairs, forklifts, water coolers, etc. I made a few love interest sprites and called it a night. I slept about 3 hours and went back at it, preparing screenshots and video for our submission.
https://www.youtube.com/watch?v=6rQi9lzHV7k
There's a lot that could have been better. I'm glad the art at least feels cohesive. A lot of time got burned on the office art that could have been better spent. I have a good handle on 47 slice now so future projects can go much faster. I would have loved to do big pixel art portraits for the love interests; it wasn't in the time budget. I had an idea for a giant eel boss (ala Metal Slug) for the end level with only 3 hours to submission, well that just wasn't gonna fly lol, I was probably just delirious.
Thanks for playing our game!
https://ldjam.com/events/ludum-dare/41/00boyfriend-a-spys-dating-sim

It would be awesome if you could try out my game: https://ldjam.com/events/ludum-dare/41/magneto-de-liquidus
Since the sorting is by default in danger, I am not near the top, I need a just few more votes to get ranked.

We are almost at the end of the event and i'd really like to see my first game on the rank! If you could help i'd be much appreciated! The page for the game is [here].(https://ldjam.com/events/ludum-dare/41/one-man-crew)
We are in the final weekend for rating games, so for today and tomorrow, I will be listing every game that I have already posted or that has been posted in the comments that still doesn't have enough votes. As usual, if your game is not listed (use ctrl+f, search for your game’s URL) and doesn't have enough ratings (i.e. the “ratings received” is orange and doesn't have a check mark beside it), please feel free to link it in the comments. As usual, all these games can be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all
https://ldjam.com/events/ludum-dare/41/prison-farming
https://ldjam.com/events/ludum-dare/41/flight-photo
https://ldjam.com/events/ludum-dare/41/fishtank-royale
https://ldjam.com/events/ludum-dare/41/trites
https://ldjam.com/events/ludum-dare/41/very-large-golf
https://ldjam.com/events/ludum-dare/41/bu113t-h311
https://ldjam.com/events/ludum-dare/41/volley-shoot
https://ldjam.com/events/ludum-dare/41/date-me-dating-sim-clicker
https://ldjam.com/events/ludum-dare/41/rogue-race
https://ldjam.com/events/ludum-dare/41/space-cow-boy
https://ldjam.com/events/ludum-dare/41/golf-rush
https://ldjam.com/events/ludum-dare/41/yellow-and-blue
https://ldjam.com/events/ludum-dare/41/time-turner
https://ldjam.com/events/ludum-dare/41/elaab-bark
https://ldjam.com/events/ludum-dare/41/no-giraffe
https://ldjam.com/events/ludum-dare/41/knife-throwing-gallery
https://ldjam.com/events/ludum-dare/41/simulator-for-average-people
https://ldjam.com/events/ludum-dare/41/smacktalk-live
https://ldjam.com/events/ludum-dare/41/amazing-blackjack
https://ldjam.com/events/ludum-dare/41/filthy-blockheads
https://ldjam.com/events/ludum-dare/41/zorkman-aka-pacman-the-text-adventure
https://ldjam.com/events/ludum-dare/41/cooking-mecha
https://ldjam.com/events/ludum-dare/41/office-tactics
https://ldjam.com/events/ludum-dare/41/tower-racer
https://ldjam.com/events/ludum-dare/41/my-theory-about-the-universe
https://ldjam.com/events/ludum-dare/41/robozes
https://ldjam.com/events/ludum-dare/41/underground-tractors
https://ldjam.com/events/ludum-dare/41/my-first-day-in-the-agency
https://ldjam.com/events/ludum-dare/41/beach-please-splash-1
https://ldjam.com/events/ludum-dare/41/doesnt-add-up
https://ldjam.com/events/ludum-dare/41/unnamed-game
https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament
https://ldjam.com/events/ludum-dare/41/hit-em-harder
https://ldjam.com/events/ludum-dare/41/interplanetary-jousting
https://ldjam.com/events/ludum-dare/41/robodog
https://ldjam.com/events/ludum-dare/41/hate-2d-horror-game
https://ldjam.com/events/ludum-dare/41/panela-quest
https://ldjam.com/events/ludum-dare/41/spooky-speeding
https://ldjam.com/events/ludum-dare/41/crush-of-duty-saga
https://ldjam.com/events/ludum-dare/41/heist-41
https://ldjam.com/events/ludum-dare/41/blaster-typer
https://ldjam.com/events/ludum-dare/41/simon-says-race
https://ldjam.com/events/ludum-dare/41/jump-forest-jump
https://ldjam.com/events/ludum-dare/41/tanxz
https://ldjam.com/events/ludum-dare/41/platfighter
https://ldjam.com/events/ludum-dare/41/dimensional-rift-escape
https://ldjam.com/events/ludum-dare/41/cloudy-island
https://ldjam.com/events/ludum-dare/41/solitairey-in-school-the-card-game-dating-simvisual-novel
https://ldjam.com/events/ludum-dare/41/galagamaze
https://ldjam.com/events/ludum-dare/41/tetris-escape-2d
https://ldjam.com/events/ludum-dare/41/globuloball
https://ldjam.com/events/ludum-dare/41/fort-of-dwarves
https://ldjam.com/events/ludum-dare/41/asimovs-breakout
https://ldjam.com/events/ludum-dare/41/card-em-up
https://ldjam.com/events/ludum-dare/41/high-flying-beats
https://ldjam.com/events/ludum-dare/41/antumbra
https://ldjam.com/events/ludum-dare/41/ship-hacker
https://ldjam.com/events/ludum-dare/41/not-a-turtle-race-multiplayer
https://ldjam.com/events/ludum-dare/41/the-exterminator
https://ldjam.com/events/ludum-dare/41/unbeheaded-monarchs
https://ldjam.com/events/ludum-dare/41/theres-only-stars-in-the-fire-line
https://ldjam.com/events/ludum-dare/41/musketeer-s
https://ldjam.com/events/ludum-dare/41/chef-of-war-1
https://ldjam.com/events/ludum-dare/41/speed-fortress
https://ldjam.com/events/ludum-dare/41/magneto-de-liquidus
https://ldjam.com/events/ludum-dare/41/firun
https://ldjam.com/events/ludum-dare/41/the-mad-kings-tournament
https://ldjam.com/events/ludum-dare/41/run-farmer
https://ldjam.com/events/ludum-dare/41/after-common-era
https://ldjam.com/events/ludum-dare/41/a-gentlemans-shooter
https://ldjam.com/events/ludum-dare/41/incredungeoneer
https://ldjam.com/events/ludum-dare/41/hack-turn
https://ldjam.com/events/ludum-dare/41/shadow-puppets-dms-revenge
https://ldjam.com/events/ludum-dare/41/super-match-walker
https://ldjam.com/events/ludum-dare/41/bouncebot-doorquest
https://ldjam.com/events/ludum-dare/41/super-happy-curling
I apologize for the long post and if there are duplicates.
Game Control
RTS mode:
Left Click&Drag: Units selection.
Right Click: Units Movement.
C (Keyboard): Switch to FPS mode(ONLY WHEN A SINGLE UNIT IS SELECTED).
FPS mode:
Left Click: Shooting.
C (Keyboard): Switch to RTS mode.
Words About Control In FPS mode you can move and shoot, but only control one unit. In RTS mode you can only move, but control multiple units.
At first, I was thinking something like you can only move in RTS mode and only shoot in the FPS mode. Finally, I decided to give the player the chance of controlling multiple units so each unit could hold one position for defense.
We hope that our players enjoyed playing Type ‘n Run. 🙂
* In case you missed, we have a record of the best players so far, both in time and/or commands perfomance. You can check out the current World Records here! *



Do you remember this guy?

For our nearing 1.0 release I'm working on a second team of cats for player 2 - there will be a battle mode to compete against your friends. This guy will be featured:

I'm having loads of fun designing these cats while still having to write the manual for Haiti Kitty - the fun kind of procrastination 😅
I'm working on a much enhanced version of my LD#41 entry.

It has true terrains, instead of just a flat plane, along with trees and details. Still has the same simple polygonal style, though.
My jam version: Match Strike
Hey everybody!
We reached the 50+ votes for Line'em up and we had a lot of very good feedback. Many many (many?) thanks! We published a Mac and a Linux version to celebrate that.

For those who didn't already test our little game. Line'em up is a mix between a puzzle match and a shoot'em up where you need to match symbols with colors to kill your enemies. Hope you'll like it!
https://ldjam.com/events/ludum-dare/41/lineem-up
Cheers! :D

My first Ludum Dare entry and second Jam game, please take a moment to play and rate, thanks.
Play the WebGL version here -> https://razorlance.itch.io/escape-the-future
Rate the game here -> https://ldjam.com/events/ludum-dare/41/escape-the-future
Come try Proelium!
https://ldjam.com/events/ludum-dare/41/proelium

A game where you will have to fight against the unstoppable passage of time !

So! It's been long enough for me to reflect on how LD41 went for me, and now it's time to do a post-mortem!
First, I'm going to ask that you play my game. You don't have to rate it if you don't want to, but if you're going to read this, you should play the game first because of spoilers.
You can play it here: https://ldjam.com/events/ludum-dare/41/ld-41-entry-red-v-s-blue
You can also download the source code there, which includes the custom framework I've been working on for years and make all my games with! It relies only on open-source libraries so you should have no trouble getting stuff to run.
Still reading? Okay!
One of the defining characteristics of doing a Ludum Dare is, of course, screwing up. Either the theme sucks, or you just can't come up with an idea, or you bite off more than you can chew, or things just don't cohere into anything fun, or you don't manage your time well, or...you know how it is.
But I can't talk about any of that this time, because for me, this LD went almost perfectly.
First off, I loved the theme! It was the only one of the final list that I thought would be interesting to do. And second, I came up with an idea right away - to mash-up an RTS...

...with a dating sim.

Wait, Anthony. I played your game. You mashed up RTS with clicker mechanics.
Ah, but then you didn't play all the way to the end. At the end of the timer, the game asks if you want to parlay with the enemy general. Say yes and suddenly the game is a dating sim! I felt that hiding this twist as much as possible would make it more fun for the player - in fact, I even hid the game's real title, which is 'Red Loves Blue'.
So how did I get that idea? Well, I love RTS games and will try to make one whenever possible, so that was a natural. As for the dating sim, my two daughters have been playing Doki Doki Literature Club a lot recently so that's where that half came from.
Speaking of my daughters, when I ran into the living room and described the twist, they both broke out laughing, which let me know I might be on to something. I was originally going to title the game 'Red (heart symbol) Blue' but I felt that was too much of a giveaway. I finally hit on Red Loves Blue...but at first you can't see the l, o and e in the title, so it looks like Red Vs Blue. Only after you've played the dating sim once do the other letters fade in.
So, RTS and dating sim. I sat down and wrote a design doc...and it just kind of poured out of me. If you want to read it, it's included in the source code. I had absolutely no problems coming up with the design for the game. Again, I'm not sure who blessed me this LD, but I'm grateful.
I started on the dating sim half first, because I'd never done that before. It's a very simple process - ask the enemy general questions, and if you ask them in the right order he starts to open up to you. There are 15 questions, each worth 10 points. Get a score of 100 or more and he chooses not to fight you and you both live happily ever after!
Even though I hadn't done it, it wasn't hard to code and soon I had the dating sim mechanics down. Then it was time to start on the RTS, but I'd been up a while so it was definitely time for sleep.
As I fell asleep, I thought of a new twist I could add to the game to hide the surprise. The RTS side was going to be very simple, gather resources and use them to build and upgrade units. I realized that I could add clicker mechanics to the RTS side to make people initially think that it was an RTS/Clicker mashup instead of RTS/Dating Sim.
So I woke up late Saturday morning and started on the RTS side. I've done RTS mechanics before so they weren't that hard to do. Adding clicker mechanics meant a lot of UI work and finding a good layout took a while. But eventually I had the game pumping out three unit types: riflemen, commandos and grenadiers. The mechanics are rock-paper-scissors, which commandos killing riflemen, grenadiers killing commandos and riflemen killing grenadiers. You could also upgrade the strength of each unit type, upgrade your mine to click faster, and upgrade your mine to produce more Cyberdinium per click.
This also required some art work, which I am terrible at. The units in the game are all semi-traced from units from other games like Cannon Fodder and Command & Conquer. I used those units to get a basic shape and then drew details myself.
My initial thought was to randomly generate an enemy army, populate it on the screen and just have the two armys run at each other. But I knew that would end up requiring a lot of work to get exactly right. I also felt that it was rewarding the wrong part of the game - the point of the game is to stop the war, not fight it!
So instead I randomly generated an army in memory and then ran a comparison on the player's army before declaring a winner. Of course, this only happens if you refuse to parlay or fail at charming the enemy general.
Speaking of which, the general provided yet another problem - I wanted something better than just a frowny face, which is what I started with. I finally found a nice pic of Max from Advance Wars and did the "trace the shape, then fill in your own details" thing again. It turned out pretty well!
And once I got the two halves of the game effectively merged, I had my daughter play it. She liked the clicker mechanics and the dating sim made her cringe out of her skin - exactly what I intended.
Then I needed at least some sound. Trusty BFXR provided the sound effects. As for music, I used a website that generates random music called Abundant Music: https://pernyblom.github.io/abundant-music/index.html
While I liked the music it generated, I had two problems: first, it was in MIDI and SDL2-Mixer doesn't play MIDI files. Second, Abundant Music really likes to use these high brassy MIDI horns in certain places.
I fixed the first problem by using a program called SynthFont to convert the MIDI to OGG format. I initially was using Audacity to try to tone down the brassy horns in the sound, and then realized that SynthFont will let you turn on and off any instrument before you export. Which allowed me to get the music sounding much better!
By this point I had a few hours left, so I did the traditional "pack up an archive, post it on my website, ask someone to try it out, realize I forgot a vital library, make another archive" thing and wrote up the post for the game. I didn't really have time or the artistic skills to make a real title screen, unfortunately.
So we've talked about the good stuff. What about the bad?
Well, first, while my framework has some very good GUI code, I didn't have time to make any graphical buttons for the game. I just relied on the box/text buttons that the GUI code falls back to. This caused a lot of people to not realize that the buttons were, in fact, buttons.
Second, my initial plan was to make the game at 512x384 resolution (pixel art being about the only art I can halfway do) and then blow it up to 1024x768 at the end just by scaling everything up. But the scaling code didn't work properly and I didn't have time to debug it. Which is why people are stuck playing it in 512x384. Sorry.
Third, I may have done TOO good a job in hiding the twist. I read some comments from people who pretty clearly never got to the second half of the game. It would have been better to not give the player a choice as to whether or not they wanted to parlay.
Fourth, the dating sim is too hard because there's not enough feedback about which answers are good and which are bad! I tried hard to make the answers obvious from the text, but I really should have color-coded them to help players out. It routinely took half an hour or even longer for players to figure out how to win the dating sim.
And fifth...I should have put in the battle. Everybody has asked for it, I should have put it in even if it was buggy. There's this huge buildup; subverting that completely made the game unsatisfying for some people.
But overall...wow. The design came fast, my framework code cooperated, I implemented new mechanics quickly and I managed my time well. It's by a mile the best LD experience I've ever had and now I can't wait for the next one!
Hey y'all! Are you interested in working on a short term project for between 4-8 months? Do you like to do 3D modelling or are a UE4 guru? Let me know! :D
We finally had time to polish our jam entry a little more and uploaded it as "v2" for PC port and as the Web version. Won't you give it a try? Thanks again to everyone who played and gave us constructive criticism. They were taken into consideration on this polished version.
To play click here: https://prodigalson.itch.io/sneaky-bot

I am really happy about the way this game turned out. I'm just pitching this up here to see if anyone wants to give it a go.
4 pulse pounding levels and a final boss. Feel free to try the challenge mode after defeating the boss. Many different weapons, sounds and background music.
Full controller support (a bit tougher than the keyboard/mouse)
Controls are explained in game - not in my game description.
The adventure is text based, and commentary is witty.
Have a go at it if you would, and check out the source code if you're a Game Maker Studio 2 user. This was all done within the 48 Hours, and some bug tweeks in the submission hour when I finally tried the game myself. Let me know what you think!

https://ldjam.com/events/ludum-dare/41/text-based-action-rpg
We're currently working on putting together new areas, enemies and bosses for Jeff From Accounting (more pictures to come), but thought we should release the pile of tweaks, improvements and bug fixes we've been sitting on in the meantime :smiley:
A full list of changes can be found in the source on github
Play the PostJam web build now!
Let us know what you think of the new changes in the comments or leave a message on our entry page
You can follow myself @almax or @hi-im-greg to get notified when we release the new level content - hopefully by the end of next week.
For now I'll leave you with some pretty screenshots of the latest build :sunglasses:

I guess i didn't really promote this game until the 4th to last day, so I only have a few ratings. Try it out if you'd like!
https://ldjam.com/events/ludum-dare/41/nintendating
Thanks so much to everyone who has played and rated our Virtual Pet + Horror game, Goodnight Meowmie.
We've received some really great and encouraging feedback so far, including this awesome comment from @beebo-studios that really made us proud of our work:
I hate horror games. I don’t even know, why I clicked on this. Well, no, I totally know why I did it. Because of the super sweet first GIF. And here lies the magic in your game. You managed to make me really bond with Meowmie! I was the little girl and I just loved my Meowmie from the first second. I really felt it. Which is an insane feat. That love for Meowmie made me, as a player, venture forth, even though I hated it. Waaaay to scary for me. The atmosphere was so tense, that I thought about quitting a few times. But my hungry and sick kitty demanded me to go on. So I did. I just had to. -- @beebo-studios
We're still working on a pretty big post-compo update that will include a lot of things that didn't end up making it in, including more animations and some reworked narrative elements. In the meantime, you can still rate and play the current version!
Goodnight Meowmie (WebGL): https://ldjam.com/events/ludum-dare/41/goodnight-meowmie
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
https://ldjam.com/events/ludum-dare/41/firun
https://youtu.be/XS-JQUFHzow
There is mystery of mines

Use mine as your goalkeeper.
I am so excited about the result announcement within 2 days. I don't know if my game is good enough to be in the top 50 or not but I wish it is. Try it, rate it, give feedback and tell me if its worth top 50 games or not.
https://ldjam.com/events/ludum-dare/41/numbness

You can play it on browser or download it!

Play it here : https://ldjam.com/events/ludum-dare/41/the-missing-chief