Looking forward to the jam!
This time I plan on finishing :D
This time I plan on finishing :D
I already posted this already, but... well... urm... I wanted to post it once again 😁 So these are my tools: -GameMaker Studio 2 -MuseScore 2 -Audacity -Aseprite -Paint.net I'm really looking forward to this one, as it's not on exactly the same day as GM48. PS Here are some of my newest games: https://nnnikki.itch.io/polar https://nnnikki.itch.io/the-6-digit-computer
Last time my internet connection shutdown right before the substitution time. This time it (probably) won't happen again. That being said, I'm in. Nervous, but in never the less
Here are the tools I'm going to use: Unity, (possibly) Tiled, Paint.net, and a slew of others I'll find last minute that seem cool, that I'll only use once, then forget about for months
2nd ludum dare! So excited to do this again! I'm using Unity.
This will be my second Ludum Dare, I'm gonna try to get more accomplished this time. Hoping the theme is good! I'll be using Gamemaker Studio (I prefer it rather than GM2), and Bosca Ceoil for the music.
Is this an acceptable format for submission? Examples... https://www.khanacademy.org/computing/computer-programming/browse
And this time I'll be working with Grégory Nunkovics (https://www.artstation.com/twrch). Not sure what kind of game we'll be making but he's a fellow SciFi nerd, so I made this track to get in the mood! https://clyp.it/fhddm345. May it inspire you too ;-)

Tools we'll be using : - Unity - Gimp - FL Studio - Audacity - Krita - Blender - Belgian beer
To those who want to start making music, I highly recommend Bosca Ceoil.
Got a mate to do my art for me :O So I'm in for the Jam :D !
ONCE AGAIN, We will be using: - Gamemaker Studio 2 - Asesprite - FL Studio - BFXR - Adobe Photoshop - Sleepless Nights - Coffee - Unhealthy Foods
This will be my first ever Ludum Dare! I'm super excited to take part and looking forward to the challenge it will be bringing. I'm going to be taking part in the Jam as I'll be working in a team with two other people.
To prepare for this, I've been doing lots of Unity tutorials and watching lots of YouTube videos of previous submissions. In particular I've found the documentary series and tutorial/code review series by Pixel Prophecy and the Unity tutorials by Brackeys very useful! If anyone has any suggestions of YouTube videos or tutorials or blog posts to watch/do/read i'd love to hear them!
Our current plan is to use the following tools to develop our game: - Unity 2D (I've been trying out game maker studio and would like to use that for 2D; but there's no linux version of it which would exclude one of our team members who insists on using Ubuntu) - Aseprite/GIMP - Rytmik studio - Big Whiteboard - GitHub - coffee/energy drinks - snacks
Again, if anyone has suggestions for useful tools to try out then let me know!
Yeah! First Ludum Dare! After few Global Game Jam I become so addicted to jams! Also me and a friend (programmers and designers) are searching for artist mates; feel free to join us (https://crowdforge.io/jams/ludumdare/teams/1792/dashboard#)! Also if you have suggestion for a place to find teammates, we'll get it too!
It's that special time of the year again another Ludum Dare! I'm seeing lots of posts here of people announcing that it's their first Jam or Dare. I hope these tips will be of use to you :)
1: Challenge yourself: *Now this actually has less to do with, "Oh, why do you join the Jam if you're not going to challenge yourself" and more to do with "The best part about Game Jams is that you can see what your faults are and what you can improve on". Game Jams are a great learning experience, you aren't learning *anything if you're just coasting on your previous knowledge. Have you never made a platformer before? Make a platformer!
*2: Make a schedule: *It may sound trivial, but in reality a schedule is very, very important. I'm sure you know that feeling of really getting into one part of your game (maybe the animations or coding individual enemies). You can't get tunnel visioned during a Jam. You have 48/72 hours. Making a schedule forces you to manage your time and resources so you can fit your goals in that time frame.
*3: Themes: *Let's get this out of the way first. The theme WILL suck. You WILL hate it. And it WILL be a burden. However, there are ways to manage and still come up with an interesting idea. There are many methods which help with coming up with an interesting idea. Here's some sub-tips to help you out 1. What does it actually mean? Google it. Read about it. Knowing as many implication of the theme as possible will help greatly with coming up with an interesting idea. 2. Don't use the literal definition of the theme. You want to stand out among the rest. Among the giant pile of "obvious" ideas in your head is that one amazing, perfect one that will take the world by fire. 3. WRITE YOUR IDEAS DOWN. I'm sure you can keep one or two ideas in your head perfectly fine, but any more and you really need to start writing your concepts down. 4. Don't get too attached to your idea. This is where people start making mistakes. You'll be brainstorming for like 15 minutes and the third thing you come up with makes you go "THAT'S IT! The winning idea!". Yeahhh... no. Just because one theme tickled your fancy in particular doesn't mean you just stop coming up with ideas. I hope it's self-explanatory why. This is another reason why you should keep a schedule. Brainstorming should NEVER last 15 minutes.
*4: Finish the damn thing! *"Game dev is harsh. It's harsher than movie-making or writing. You spend weeks, months making your game. Spending days making a basic prototype, battling bugs. By the time you reached the half-way point, you hate your game, you despise it... BUT YOU STILL FINISH THE DAMN GAME. Remember, 48/72 hours. And that's without subtracting, sleeping, work(sorry) or any other responsibilities you may have. Your game WILL be incomplete and it WILL be wildly different to your original vision. That's fine! You can always keep working on your game even after the Ludum Dare has finished. I had to battle a huge flaw in my programming for my LD41 entry that cost me HOURS of time for polish. By the time I had finished the game it had around 8 - 10 bugs, glitches or design faults. I was still proud as I could ever be.
*5: Record your progress! *"Very, very, very, very important. Remember, learning experience. You need to be able to look back on what you did. Keep your brainstorming sheets or docs. Record your progress and make it into a timelapse. Bandicam is great due to tiny file sizes. Keep your projects, whether it's in a repo or just sitting on your desktop. It's also a great "Let me look back and laugh how bad I was at ---" tool for the future.
*LAST TIP: Stay Organised *I spent an hour setting everything up when LD40 started because I didn't prepare properly for it. Seriously, creating your repo, creating your scene or even getting some libraries set up does NOT break ANY rules in either the Compo or the Jam. Don't get bogged down on this kind of stuff. Clean your work environment, buy your supplies (pizza) ahead of time and do any other preliminaries before hand. Be frugile with your time, you'll thank yourself at the end.
Well then. That was quite a list! I hope you, fair reader gathered some knowledge of this which will assist you in your Jam journey. Don't kill yourself over the Jam. By many people's standards my previous entries did poorly. That's fine! I'm still here! I know I learnt yuge amounts since then. And I KNOW I can do better. And I know YOU can do great things as well.
Good Luck!
Yep, i'm in for the fourth time.
The stuff I'm using: - Monogame - Aseprite - Sfxr
Hey, there fellow game makers; this my first venture into the world of game making. I am learning, designing and beginning to grow in this world of virtual storytelling. I hope Ludum Dare 42 will help me strive forward to improve my amateur skills into something that awes my audience. I am smelling an adventure coming forth in 15 days - let the quest to find oneself begin; MAY THE BEST GAIN EVER SHINING GLORY. I wish a charm of good luck for my fellow competitors.
The software I am using:
Unity Game Engine, Visual Studio 2017, Blender, Illustrator / Photoshop, Bosca Ceoil
Also - Am I allowed to use third-party assets???

Geta Game Jam is a 3-day long jam where you make a game based on the theme of Chain Reaction!
Teams of all sizes are allowed! Jam occurs between September 15 and 18.
We can't wait to see what you all create!
Started developing games on my own about a year ago, someone told me about this and I wanted to challenge myself. Good luck everybody!
To help ease the butteflies building in my stomach I made this Trello page to show what I'm gonna do at what time. Hope you all like it and it inspires you to do the same :)
Ehm im in... again fith time trying hopefully third time finishing. Will be working in team and will be using:
Unity : as game engine
Audacity : for sound effects
Fl studios or Bosca Ceoil : for music
Asperite or paint.net or blender or magica voxel : for graphics
Trello and Discord : for comunication and managing
OBS and screentogif : for documenting
Is LD42 a Jam or Compo. I am confused on how you decide which one it is. Please don't get mad, this is my first time here. ;p
NotSpaghettiGames is a group of high school Game Developers based out of New England.
We will primarily use: Unity Gimp Audacity Blender Pyxel Edit
Check out our Instagram https://www.instagram.com/notspaghettigames/
We have a few projects on our plate and plans for future games. If you look through our previous ludum dare submissions you can see the progression of our skill set. Hopefully this Jam we will continue our progress.
Our biggest concern for this Jam would be Art quality. We're going to focus on #1. Solid mechanics. #2 Art/lighting. #3 Making it very clear to the player how to play
I'm gonna participate in ludum dare 42 and I was considering live streaming my progress, for my friends and anyone who wants to watch would this be a bad idea? Thoughts anyone?
Not as 100% chance but I really hope I can make this one. Haven't done one in a long time, maybe 2 years, and now I'm 15 years old and have developed a lot of new skills to use this time. Good luck to everyone.
This is my first game jam/competition! I've been making games for a fairly long time, but I've never had the guts to publish any of them. Hopefully my game will be finished on time (and actually be... you know... good). Good luck to everyone participating! :)
I will be using... ▪️ GameMaker: Studio ▪️ Gimp ▪️ Audacity ▪️ Aseprite (?) ▪️ Blender (?) ▪️ A Stylophone (for the music) (?)
Yep, I'm participating again. The hype is real. Programs I'll use (as always): Gamemaker Studio 2 for code, PyxelEdit for graphics, sfxr and FL Studio for sound.
Good luck to everyone, let's have a cool and fun weekend :D

With Ludum Dare 42 on it's way, we're starting to see some new found activity here on the site, as developers and teams begin to ready-up for the next jam.
However, whenever an edition of the event goes by, it's not irregular for the great majority of us to get the feeling of unfinished business. From changes that could have been made to the final product, to smaller things like posts that we'd like to have written and published, most of us get the feeling there's still so much more stuff we could have done surrounding our Ludum Dare entries. Unfortunately, sometimes life takes a toll and we find ourselves unable to clean the closet of all those things we wish we had time to invest in.
Our team been continuously haunted by one specific instance of that feeling. Back for Ludum Dare 40 (that's December of last year!) when we developed Jazzy Beats, one of the things that was left in our backlog to publish was both a Timelapse and Post-Mortem of the game's development. However, with members of our team exchanging countries for a extensive period of time, to master's degrees and exams, between other issues ~~and tons of Fortnite~~, we kept pushing it back.

That's exactly what we're here to fix today. After a seven month delay (!), we're here to finally post the finished Jazzy Beats Timelapse & Post-Mortem for the world to see. We decided to finish both of them, as even if the game is already past its prime, we believe both timelapse and post-mortem are an amazing tool of retrospect and that there are lessons to learn regardless of how long it has been since we released the game. That being said, let us give way for both! :tada:


Similar to our previous Petty Puny Planet Timelapse, I once again used Chronolapse to chronicle the game's development. This time around, however, the program was set to take a screenshot every 30 seconds rather than every minute to make the flow of the development seem less abrupt at times when programs are suddenly switched.
The reason for screenshots instead of video is that having OBS recording the whole action, even with a moderate computer, still takes a considerable toll on the CPU which causes slowdowns when using the Unity editor and considerable increases compiling times. For someone that's constantly returning to the editor after the slight change in code, that's a considerable stack of delays over-time. Screenshots also allow me to revise them and much easily cut sections where I get AFK or leave a window open for extensive periods of time (as I am performing stuff on the other monitor) without requiring a bulky video editor.
Once again, the timelapse is only about the game's development and you'll mostly be seeing programming scripts starting to compose themselves on screen while the Unity scene starts taking shape and assets are imported. It's still on the backlog for more members of the team to start making some of these time-lapses more regularly. :whale:
https://youtu.be/E--3C4OmJro
It's still hilarious for us how Lavasama was the very first thing added to the game. The jump in progress between the first and second day is also really noticeable.


Jazzy Beats is an idol-themed beat-em-up game where you indirectly have to defeat your rival idol by fighting against her fans, converting them into your own. Each idol’s fans will walk towards the rival and proceed to attack them, as they attempt to knock them out.
The player, taking the role of jazz-oriented idol Jazzchan (Jazzy), can use punches, kicks, a ranged trumpet attack and an area-of-effect saxophone special to convert fans of her opponent rival, Bluessom, into their own fans. Some of these actions have cooldowns, but they can be used in conjunction to create and increase the player’s combo. The highest combo the player has obtained, together with the time it took them to defeat their rival are displayed in the end results.
However, the player’s rival has similar techniques and attacks at her disposal and will eventually convert the player’s fans back to her side again. Both idols will need to keep converting each other’s fans until one of them gets knocked out.
The game’s development team was composed by three members of the Whales And Games team which had previously worked together on the multiple updates of our Ludum Dare 36 entry, Colossorama. The game’s development and gameplay programming was handled by @JorgeGameDev, while all of the game’s artistic design, direction and graphic assets were handled by @Moski. Finally, but not least, @RobinhoodPT was in-charge of composing all of the game’s audio, from the different tracks in the game’s soundtrack, to the multiple sound effects and their variations.

We once again decided to stick with the tools we use during our day-to-day game development. The game’s development was done using the Unity engine with C# as the programming language, where we used a more inheritance-focused programming structure this time around. Art was created and designed using Krita, a free and open-source digital painting program, which allowed for quickly sketching and coloring the multiple sprites used. Finally, the Music was originally intended to be composed using Cubase, but due to setup problems with the program prior to the jam, the composer instead used their back-up digital audio workstation, Bitwig Studio together with their MIDI controller, which paired-up perfectly with their game jam composing workflow.
However, in contrast to the workflows of previous events, all the team members had acess to the Git repository of the game hosted on BitBucket and had the knowledge of Unity necessary to aid on the implementation of their assets directly on the game’s engine. More details on that on the following sections.
Game Idea and DesignWhen we look back at the development process of Petty Puny Planet, our Ludum Dare 38 game, one of our personal highlights was how efficient it was to handle the game’s development and design. This efficiency came as a result of having a well-defined game idea, design and vision shortly after the theme was announced, which allowed us to know exactly what we had to do in order to turn the idea into reality.
As a result, we once again decided to stick with a similar starting workflow for this edition of the jam. Once the theme was announced (The more you have, the worse it is…) each of the team members brainstormed several ideas and concepts on their own which were then pitched between all the members. During this concept discussion process, the idea of creating an idol game where you had to attract fans, with setting inspirations from The World Ends With You, Love Live! and the japanese idol industry, struck as the highlight between all of the ideas, although we weren’t able to settle with a solid and enjoyable idea for the gameplay immediately.
After some further discussion in regards to the concept, the idea of adapting the lava lamp inside-joke from the community into an idol character lead to the necessary inspiration to further refine the game’s concept. During this additional discussion, we decided to add mechanics from the beat-em-up genre to the concept, inspired by the likeness of River City Ransom and Skullgirls, only instead of engaging in a direct beat-em-up with the rival idol, you’d instead do it with their fans. This eventually lead to what would be called the indirect beat-em-up design of the game as called by players.
The idol theming of the game, together with the inspiration from multiple and varied sources gave us a flexible concept to work with, which, combined with inspiration from real-life locations such as the districts of Shibuya and Akihabara from Tokyo, allowed us to create the unique world and concept that is Jazzy Beats, appropriately titled after the protagonist’s name, Jazzchan and the main action of the game, beating-up. One thing we missed however, was that Jazzy Beats is actually the name of an existing music genre, which lead to some SEO confusion.

As mentioned previously in the Tools Used section, the biggest contrast in our workflow as a team in this edition, when compared to our previous projects, was that everyone had access to the project’s repository at all times. In addition to it, both artist and audio composer had newly obtained knowledge of the Unity engine that allowed them to handle the importing and setup of their assets into the game on their own. This allowed for the artist to handle the setup of the graphic assets and animations on the game himself, meanwhile the audio composer handled the setup of audio sources and making sure that the audio was leveled correctly.
On previous events, the programmer would be the one in-charge of importing and wiring-in all of the assets, from the graphics to the audio, which ended up consuming a great chunk of programming time. This not only allowed for the the programmer to invest more time in handling other programming tasks that needed to be taken care off, but also allowed for both of the other members to make sure their aspects of the game were just as they envisioned.
Versatile Structure and Fast IterationDescribed thoroughly in an earlier programming devlog, in addition to the shared workflow, another aspect that helped accelerate the game’s development was the versatile structure of the project, especially when it came to object-oriented programming. Likewise to our previous Ludum Dares, one of our main concerns in-regards to the game’s technical design was making sure that content could be easily adapted and iterated upon easily during the game’s development. Adopting an inheritance-focused programming structure helped us make this goal much more accessible.
In addition, the versatile game’s structure also allowed us to tweak values, cool-downs, and artificial-intelligence parameters on the fly, helping us when balance the game and making sure that Bluessom (the AI controlled character) felt as powerful and skilled as the player. It also helped with the team’s shared workflow, as, while programming tasks were in-development, other team members were able to tweak gameplay values to assure they felt right and balanced.
Multiple Inspirations and Unexplored GenreHaving inspirations from materials of different genres and backgrounds allowed us to handle the game’s concept and mechanics in an unorthodox way, fetching different aspects from each of the inspirations with the intention of creating an unexplored concept with its unique identity. These inspirations affected all of the game’s aspects from the mechanics, to the art and the music, and eventually lead the game to become what we now call an Indirect Beat-em-up.
We originally concerned in regards on how we would make the Indirect beat-em-up gameplay feel solid and fair for the player, mostly due to the fans being automated and controlled by AI. Nonetheless, we feel like we struck an acceptable balance between experimenting with this new concept (together with its setting, art and audio design) and making everything computer-controlled not hinder the player’s experience nor mitigating the beat-em-up genre itself.

Immediately after the theme was announced, we started brainstorming several ideas and concepts, hoping to plan for a game different from games we had developed before. However, while brainstorming, we kept forcing innovation and differentiation which lead us to spend most of the early hours of the event discussing possible concepts in circles and rejecting ‘standardized’ ideas.
Eventually, we arrived at the final concept, and although the brainstorming process didn’t consume as much time as one of our earlier Ludum Dare games, limiting brainstorming and not-overthinking the concept can help the games development process moving forward faster, something that helped in Petty Puny Planet, one of our previous Ludum Dare games.
Most of the issues starting out however, happened during the first day when we were still converting the concept into actual game mechanics. Since we were still setting up assets and discussing potential gameplay features, there were certain moments where some of the team members were confused about exactly what to work on next, which lead to some early motivational and time losses. By the second day, however, the game’s development accelerated massively, almost to double speed, which quickly restored the team’s spirits and helped prove the game’s vision.
Un-fleshed and Unbalanced MechanicsWhile we believe that we have struck a decent balance on making Bluessom behave like the player, there were certain design decisions regarding Jazzy’s abilities that ended up shaping several player’s play-styles in a way that we would rather have avoided.
The most notable example of this case comes from the Ultimate Sax Drop ability, which automatically converts all the fans in an area around the player into their own fans. While we originally thought of making this ability charge by having the player perform combos, we decided to keep is a time-based ability expecting it’d be enough of a constraint players to only use it occasionally. However, since enemies continuously swarm up to attack the player, most players ended up avoiding direct-combat in late game as to play it safe, and instead solely relayed on waiting for the Sax Drop ability to recharge, using it when surrounded by Bluessom fans, and then repeating the process. This lead to a passive play-style that wasn’t exactly of our intention, as we wanted players to remain engaged on active combat from start to finish.
Another case of a mechanic that was left unbalanced was Jazzy’s ranged trumpet attack, which was intended to give the player crowd-control by performing attacks at a distance in case enemies would become crowded. Unfortunately, as we tweaked the values to avoid the ability becoming too powerful, we accidentally made it unreliable, making it strikingly slow to recharge and too small to help in any crowd control.
Going forward, we’d like to implement play-testing in our game jamming routine, as to allow to get some early feedback in-regards to the overall gameplay of the game and help us to better realize what aspects need to be tweaked on and off. We also want to take more risks regarding design decisions, as it was originally the case with the Ultimate Sax Drop ability.

Despite all the issues with the games balancing, Jazzy Beats is still our-best running Ludum Dare game to date, setting us a new record in the amount of feedback and ratings we have received in a single entry. We consider it our most unique-looking and ambitious game made in a game jam so far, and even if it didn’t have as much content as some of our previous games, it's still one we are really proud off.
Therefore, before completely closing off this post-mortem, here are some closing remarks regarding the game’s development, which we suggest taking into consideration as lessons for those looking to participate in future game jams and which we will also be reflecting on ourselves:

While we would like to continue our work into developing an expansion or an update for Jazzy Beats, at the moment we can’t be sure when or if we will be able to get around to it. However, given the opportunity, some of the changes we would implement, together with some player feedback would be as following:
Jazzy Beats was a wonderful Ludum Dare experience, and we would love to keep up the streak. We are really fond of the universe we have created for the game (including the multitude of characters and backstory that we have discussed between ourselves that isn’t shown in the game) and seeing the feedback and comments come into the submission always reminds us why we enjoy dedicating time and ourselves in game development and participating in Ludum Dare. This was also our best event commenting on other jammer’s games and giving feedback yet, and we expect to keep it up on future editions of the event in which we participate!


That's our most complete (and longest) post-mortem yet! It was quite troublesome to finally get it done, but we're glad that we had the chance to finally take something out of our long backlog. If you gave a read through it all, thank you a lot for reading! For the others, we apologize in advance for the size of this post in the feed. :sweat_smile:
Our team at Whales And Games is finally starting to tackle some bigger projects and finally complete several items we left pending around for a while and everyone is really excited and looking forward for it. If you didn't get the chance to play our previous Ludum Dare game, Wizsnooks, now would be your best opportunity to do it! :8ball: If you'd like to keep up with our game development chronicles, we also have our very own Discord server! We'd love to see you there ~~and join up with us for some Fortnite~~. We'll be starting with some server activities and extra project development soon!
For everyone that will be participating in the upcoming Ludum Dare, we wish you a whale of a time and that you take the most out of it! We won't be participating as a team for the upcoming edition, but some of our team members will be joining the jam on their own and will be looking around for teams. Keep an eye out for their entries! :whale:
Hi everyone! This is my first time joining Ludum Dare. Let me introduce myself. I'm an italian 18 years old boy. I like both playing and creating videogames. Some days ago I felt the need to challenge myself with something new. That's why I joined Ludum Dare. Having a time limit and a theme to follow will help me getting better for the future. I'm sure I will do something wrong but I'm here to improve myself. I'm sure this will be a great experience. I have some questions for you fellow game makers. Do I have to record and/or stream everything I do during the 72 hours? Can I use a personal blog (like a Wordpress website), instead of recording? Is it optional? Thanks a lot! Good luck to everyone!
Wow My first time! all you fellow coders/animators i wish you all the best
Can I Record Me Coding it?
And What Happens If you Win?
Hi I'm doing my first jam from South Africa any tips or suggestions for a first timer would be awesome! Lets melt down some technology and art to make this beautiful stew we call a games
Hey! It's been a while!
I haven't participated in a Ludum Dare since #37, and I did not finish my game that time, sadly enough. But this time I hope it will be different!
So, I'll join the Compo. Expect beautiful bad 3D programmer art! ;-)
I'm hesitating between using Godot or Unity for this. Godot intrigues me more and more, and I LOVE the fact that it is fully open source, supports glTF assets, and has a nice PBR shader!
It is also my first time using the new website. It looks SO CLEAN, it's great. I like it. Mike did an awesome job on it! 😅
Back again! Let's see what we will be able to do this time around :thumbsup:
I will use either Ren'Py, Godot or my own HTML5 engine, depending on what theme comes out and the ideas I'm going to get (if any :sob: It's my weakest point).
This time around I'm going to focus on making a small and tight game instead of falling out of my boundaries like I always do, and pay more attention to design and graphical quality which has always been something I've been lacking in.
*About the question... *I was wondering what was the general consensus about NSFW games (not only sexual, but with stronger themes too). I ask because I've noticed no content of this kind made during the compo/jam. Not that it is what I'm going for, but found myself discarding quite a few ideas during some jams because I was worried it would not be acceptable or similar. I also don't see, for example, a way to mark posts or games as NSFW.
Is there a hard rule written somewhere about excluding NSFW I'm not aware about? It is fine with me, I would just like to know.
I'm entering for real for the first time. I've had some aborted attempts in the past, without actually submitting anything, but this time I'm all the way in.
I'll be coding in Common Lisp(!), using cl-opengl. Graphics with GIMP. Music (if I can manage it - I'm no musician) with Sunvox.
o7
This is my fourth LD jam in row and in total and my first "I'm in" post. I am excited since I will hopefully be free for the 3 jam days so I will try to make a 3D game.
I will probably use Unity, Probuilder/Blender or MagicaVoxel (depends on the style I seek), LMMS or Sunvox (for music which I am horrible at), Aseprite (if I decided to do pixel art).
I may try also HaxeFlixel instead of unity if I changed my mind and went for 2D instead.
I saw people share their Ludum Dare wallpapers which made me feel excited but I am bad at wallpaper design and image editing so I decided to try making something in MagicaVoxel instead since it is very easy to use.

To get myself in spirit, I created a nice prototype in 3 days. Can't wait to make another for LD42 ^-^ https://ronmori.itch.io/elementalist
Alright, I'm officially entering my first Ludum Dare (#42)! No idea what I'll end up doing, but most likely Unity if 3D or GameMaker if 2D. Most likely it will depend on the theme.
I took part in the Global Game Jam last year with some friends, but for this Ludum Dare it'll be just me. I'm hoping to make something within scope, since I know I'll be doing all the art and programming, plus audio... And design, lol. Oh well, I'm sure it'll be... fine...
In the two weeks to come I'll do some prep. I'll update you as I go. I'm very much looking forward to seeing what everyone comes up with, myself included!
Second LD third base last night and four dollars to my name. Lets do it.
This time is messy. I am moving and only get access to internet 2 days before LD starts but hey, cant miss #42 as a Douglas Adams fan.
This is my 7th time (6th time solo) and I will use Godot 3, Audacity, Gimp, Blender (if I do something 3D that is) and my brain.
If my internet works when LD starts I might even stream the entire thing!
Fun fact: I am STILL working on my LD34 game to make it a finished product. At least now half the campaign is ready, all graphics are looking good and I have fancy stuff like a full visual scriptable map editor and steam workshop integration.
I am very excited for this Ludem Dare. I hope this will be motivation to learn while having fun.
I will be using Godot, Aseprite, Bosca Ceoil, and Free Mind(for planning).
My goals: 1. Limit the scope of my game. 2. Finish the game. 3. Learn throughout the creation process. 4. Learn from feedback. 5. Have fun.
I wish everyone the best. Feel free to leave any tips concerning the Ludum Dare or game design in general. Thanks.
Hey LD jammers!
I'm hosting the 2nd annual Music Game Jam from Sep 1-15, where you make a music-related game in two weeks!
Last year's games included music-based tower defense, pitch-controlling platforming, and guitar shop management, and you could make anything from an FPS musical to a music horror game!

PLUS we've organised YouTubers and streamers to play your entries and give you great feedback!
You can also join our Game Jammer Discord community and follow MusicGameJam!
PS: if you are a YouTuber / streamer interested in playing the entries from the jam, I can add you to a list on the jam page! (comment below or message me on Twitter / Discord)
I fully intend to submit something to my first LD Jam!
Booked the days off at work, reinstalled Unity 2018.2, downloaded the extensions I feel will be most useful (ProBuilder, ProGrids), bookmarked the Unity documentation, updated and tested my VST plugins, briefly tried and failed to grasp pixel art and Blender modelling...I'm doing great!
I'm in for the next ludum dare (because it's the first time i'm like 90% sure i'll be able to do something for it since the LD39).
Looking forward to make a new cool game, with the experience i got with my previous entry (bead on the moon), and all i've learn in one year (in programmation and in illustration). Very excited !
I'll be using :
Sublime text 3 as a text editor
Gimp for pixel art
Paint tool sai 2 for artwork (if needed and / or if I have the time)
Bosca Ceoil for the music and sound effects !
Good luck to everyone, and let's see what you will create ! 😄
Super excited for my second game jam yeeey!!!!
Hi everyone! My colleague and I will participate in the LD42 as well and we're very thrilled! He's a game designer and graphics artist and I'm a programmer and sound/music guy so we ought to be a good team! We both have joined several game jams before.
We'll be using Trello for organizing our work and Unity3D, Photoshop, Blender, Visual Studio, Audacity and LMMS for development.
My first LD Jam. Let's see what I can create if anything 😁
TBH I'm just here for the experience and learning opportunity. Wish everyone who enters the best of luck and I hope you have fun.

LD41 was my first jam, and I'm happy I was able to take that build and flesh it out further. Thank you all for the feedback you gave me on the original build. I can't wait to come back for LD42 and see what everyone comes up with!
Have fun - and I'm sorry in advance…
Alright!
ill be using: - Food - Water - Unity - Paint.net - Brain - Bad Themes - Time
and hopefully ill do good :(
So excited to take part again. Wonder what will the Theme be. :)
My Tools are (as usual): - Unity - Blender - Krita / Paint.net
I will try to get something done in terms of music, but... most likely it's not going to be a thing still. :)
Let's have FUN!
Got in early enough to be able to submit my themes, yay!
Will be using:
Hope this ludum dare goes well and helps me finish, programs I`ll be using :
Unity Photoshop Bosca Ceoil (Music)
@astrosboy15 and I will be teaming up again for LD42!
Our tools:
Eclipse - Java + LWJGL3
Audacity/BeepBox - Music and sound effects
Piskel/Gimp - Asset creation and animations
Trello - Planning
LD40:
The last time we were able to do Ludum Dare was LD40, which went pretty well until we got to submission hour and realized we had no idea how to compile our game with the libraries we were using. So, unfortunately, we were unable to submit the game. Since then we have improved our coding skills, and several months after the Jam we learned a way to compile the game!

If anyone is interested here is Forest of Insanity:
https://drive.google.com/open?id=1MelLgXk1BYzgDtDf7slIOL-S-jGb7Sz6
Instructions:
-Download and extract the zip to the desired destination.
-Run the LD40.jar file from the extracted folder(Should work across Windows/Linux/Mac).
Controls:
Esc - Quit
Enter - Start/Restart
AWSD - Movement
Other notes:
The point of the game is to survive the longest amount of time possible by avoiding the shadowy hallucinations stalking you. Touching them will cause insanity, resulting in a higher difficulty level, while at the same time reduce your health. The game ends when your health reaches zero, displaying your score and giving you an option to restart or quit.
(Yes, we know the game has several bugs--I mean features...)
Hey Everyone this is my second time joining but my first with the new Site I really like the new design i will be using my own game engine in Ubuntu C++ / OpenGL / GLFW / BOX2D and i am looking for an artist sadly i can't do anything in drawing so i need some help if you are an artist who is interested please contact me :b
Third LD and I'm not quite sure if I'll be doing compo or jam. I'm on summer break as I'm a student in america.
I will be using: - Unity 2018.2 - MS Paint and/or Blender - Garageband (iOS)
I want to have some better graphics and leave more time for polishing and mechanics instead of adding more content.
Schools starting for me the week after the LD weekend, so I might not have much time to work on the game, but I certainly don't plan on missing Ludum Dare!
Hi, this is Ezhil. I'm new to LD, what should i do to know more about LD. I'm just overwhelmed with lots of notifs popping up 😅. Is there anything specific a newbie should start following initially ?
It's common knowledge that the theme is never the one you would expect. At this point one could suspect that the final round is there to select the one theme everybody downvoted and tried to slaughter! But I digress... ;-)
In my humble opinion, a good theme will define clear constraints but will provide enough room to choose between any game genre or art style.
Here are my theme suggestions...

I'm curious to hear your opinion on the topic!
Here's my themes, I tried to keep them vague but mechanically stipulating. The 3rd one is mostly a troll pick but who knows there could be some clever stuff made if it somehow got through.
Let me know your thoughts

I didn't know what to do so just gave the first three things that came into my mind(in alphabetical order)
-a single unique mechanic
-insignificant conflict(s)
-simple
So I am a bit worried too say the least that I might be the worst person in this competition. Which I know is possible thing is, I've only ever made 3 games in the space of 6 years on and off, it's only these last few months I've been dedicating my time to it when I have free time.
Does anyone have any words of assurance please? I would love to know your first ever jams :) thanks for reading, Jord!
With theme slaughter creeping up on us, these are my theme suggestions for the Jam.

I love games that have a twist. One game I remember vividly that did this perfectly is a previous LD Entry "Plug Me" (You can find it on Steam, buy it). It's amazing how such a simple concept (mini-platformer) was completely changed with a simple twist. That's what I go for with all of my creative endeavours. There's no need to change the world or revolutionise gaming.
I'm rambling aren't I. Anyway, of course you have the right to pass any theme you wish to pass during the slaughter but I still wish to convince you slightly on what themes you should avoid.
*Limiting Themes: *Remember, Game Dev is meant to involve creativity. Every theme must encourage this as a result. Themes that set out a guideline but don't create rules in your world are examples of great themes. For example, "Running out of power" clearly sets out a guideline, that your game must involve some form of Running out of power, however it doesn't directly state the entity or the component which must be involved, it doesn't say "A world running out of power" or "A flashlight running out of power", it just says enough for you to get the general gist and then you go out and explore yourself.
*Non-Themes: *Pretty self-explanatory, the most obvious case of Non-Themes are simply genres (simulator, genre, rogue like), these aren't "themes", at least in the traditional sense, as there are already so many examples of these ideas being executed that it doesn't allow for 'true' imagination.
Anyway, jeeze. I'm writing walls of text again. I'll wrap it up here. Pass themes you like, but please use the power of democracy with some caution.
*LAST TIP: * There'll most likely be thousands of themes to go through. Give each theme around 2 or 3 seconds. Themes that you will like should give you an instant "gut" reaction. Don't overthink it. See a theme that instantly makes you go "ohh", that's your theme.
I'm done. Thanks. Good Luck :)

MY favorite one: Bed Bugs! I had in my home and I can tell you that they are very smart. They have 6 levels and each blood meal they level up and when they reach level 6 each blood meal means more eggs. I thout, "it could be a game!"


I have to be with family the weekend the jam starts so I maybe won't be able to produce the highest quality game, but I'll try my best :)

Hi everyone, i hope you're doing just fine =D. Last Ludum Dare, i participated on Compo Mode and i made this game called Blackout, which got a nice Mood placement. Recently i was able to produce a new version of Blackout, version 1.02, and it got launched today on https://happes.itch.io/blackout.

This new update changed the game completely, it has new mechanics and new goals. With focus on the story and the characters i was able to produce a quite unique new game which hopefuly (and i ask you) you will play <3.
Join me in this new scary adventure to fix the generator before Jenkins catches us. Thank you for your attention :).

Let's get our slaughter on! These were my submissions; feel free to say hi to them if you happen upon them. Slaughter them as you see fit. 😉 I tried to keep them vague enough to not dictate specific genres or limit mechanics.

Question: Does anyone else set out into the jam with specific areas they'd like to focus on?
I have not really thought on any specific things I'd like to do this jam. I feel like my background art has been pretty weak so far; if whatever we end up making has backgrounds, I should put some extra effort into that.

Seriously. There were so many "Life, Universe and Everything" submissions.
This was seriously disappointing, what do you guys think?
There a couple of things I keep forgetting when coding games. To help myself (and other people!) remember I'm going to open source a bunch of code snippets over the next few days. I like using Love2d for this kind of stuff but the concepts should work anywhere.
Here's one on basic click to move style movement for a 2d game: https://gist.github.com/gtrogers/0a224b46381f4084e72bcbaee533e08f
This Ludum Dare is taking place while I am away at a camp with no internet and little cell reception (so I should have enough to get the theme). This is going to make things much harder, and I'll probably have to resort to the Jam because of this instead of compo, but we will see.
I’ve been in since LD 30! I’m in for the 13th time in a row!
I am sticking with what I did last LD and using Java again, Unity is a nightmare in such little time (learned that lesson the hard way in LD 40).
As normal, here is what I'll be using.
Language and Library: Java with Lib-GDX, or just normal Java 2D
Graphics: Paint.NET, Piskel, Inkscape
Music: LMMS, maybe Abundant Music or Bosca Ceoil. Depends on how much time I have left. Hopefully I have enough time to do something.
SFX: Might use SFXR if I have time or just Audacity.
Seriously, at least a quarter of them have been Hitchhiker's Guide to the Galaxy related. On top of that, most are the same, didn't duplicates get removed previously?
Because he is totally lazy to get to offline meetup with pals, but still wants to participate.
Well, at least that works for me :D __
And what are your reasons to work solo this time?
It's been a crazy few months since the last (my first) jam and I'm not sure I'll even have a day to invest in this one--I'll be less than two weeks into a new job when it starts, so my brain may be fried and I may have let chores build up to fill my "free" time.
The main things I learned in LD41 (other than how amazingly supportive a community this is) were:
Unity goes against my instincts because I learned programming in very simple dynamic languages. So LD42 will serve as my set motivator to dig into Godot. This'll be at least a couple hours in the next week to straighten out the basic workflow and see if it is any easier on my instincts than Unity.
My finely aged Macbook Pro can't handle retopologizing sculpted models in Blender. So if I don't get a new computer, I needn't bother with Sculptris. Just gotta be okay with an at least slightly low-poly look.
If I can participate, my goal for this jam is to produce some mechanic (any customized code) that did not require me to step-by-step type along with a tutorial in order to avoid game-breaking bugs. Because LD41 was at least 60% painstakingly undoing any progress I tried to make without reference.
Engine: Godot or Unity
Sounds: Bosca Ceoil, Blue Yeti mic, Audacity
Graphics: Photoshop, Illustrator, Piskel
Models, texture maps, animations (if 3D): Blender
The joke themes and Hitchhiker's Guide to the Galaxy references were quite... tiring. 😪
My second most favorite time of the year. Especially when the posts line up so nicely!

That took a while! And I was a little surprised by how similar or even identical many were! Some were also hard to do for a solitary/ non-programmer, I feel. I kinda wish I had written the ones I voted yes on down, because many were good, and I had some fun ideas. Oh well, next time 🙂 I saved about 500 so... lol
How about you, did you have any favorite themes?
REALLY? lol. So many themes that are just weird, but there are some gems. I'm slaughtering right now, I wonder which theme will get picked in the end.
I'm really hyped about the upcoming LD because for personal reasons I couldn't make it to the last one.
For this jam I'm going to use Unity for the programming, paint for my wonderful programmer art and maybe I'll try to add some music to whatever game I'm making.
Have fun everyone!
This slaughter definitely had many more non-themes than last time round. There was some good stuff in there, but 90% of it was straight up bad. For every actual theme there were 5 joke or repeat themes. Do we still not have a proper filter for this?
I went through a similar "instant nope" filter like last time:

Slaughtered all of them for the first time. A lot of jokes and 42 themes, but there were also some genuinely good ones.
Dear all,
I just went through all the themes (rapidly, but this time I noticed that it's possible to go back and change the result, if the "n" press was incorrect) and narrowed them down to 24.
Here are some personal highlights: semi real time, fairy tale, and vending machine :)

Hopefully I won't be too embarrassed to submit something this time around.
All the best,
Kai

Is it me or there was a LOT of bad / weird themes, like from the past jams, or theme that are really common in game jam, or even just like, proposition that just look like spam ? Also, there was a loooooot of repetitive proposition....
(Why would you even propose this ? What does it means ? Are you an alien trying to reach us ?)
However there was a lot of good themes too !
There's a lot of great themes in the slaughter! I'd also argue that most people who've posted their outcomes so far are much too critical - how can you say only 3% of these themes are good!
My criteria are:
It could work for an abstract game (e.g. block puzzles)
It could work for a non-abstract game (e.g. platformer)
It will inspire a wide range of games, rather than most people having the same handful of ideas
I would actually want to play these games (so, "Annoying Controls" is right out)
With those criteria, around 30% of themes are green for me. I'd encourage others to be a little more generous so it's an actual vote, rather than just luck which themes get selected enough among a group of incredibly picky people.

I'm very interested in how much I have progressed since last time, I have not been idle, and have been practicing all this time. See you in the jam!
I'll use:
For game engine: - Unity 2018.2
For graphics: - Aseprite
For sound and music: - BoscaCeoil - Bfxr - Audacity
I'm sure my game will be in 2d.
I wish everyone good luck and good topic! See you on the jam!
People just type in 3 random words after 3 seconds of thinking.
How much time was invested in a suggestion if there are trivial spelling errors in it? Or it doesn't even make ANY sense. (Not in a creative way)
They suggest themes which aren't even themes. Forcing a genre or an art style or even an ENGINE on people is not really a theme. Lots of them are too specific, or too vague, or just repetitive. Or just a theme from the previous 5 jams.
(I could continue this whining for hours, but I won't. Just read the other posts about how garbage are most of the themes)
People don't really get how should they suggest a theme.
My suggestion is that there should be some restriction for theme suggesting. Like the easiest: only one suggestion. This will force them to think about it a bit more and lowers the amount of "instant-no" themes.
But also there could be something like: submit one game in a jam. Or reach an overall rating of 2.5 with a game.
You get the idea.
But now I have to stop writing because I have to finish the slaughter.
I managed to find over 100 that were actually decent, that's a little bit of a step up than previous times I think! That might seem "harsh" or "picky" to some people, but the whole point of this round is to get rid of the vast majority of them. And the amount of repeated themes, Hitchiker's references (though a few of them were actually not bad) and "throwbacks" to previous themes did irritate me slightly :sweat_smile:
I'M BAAAAAACK!
In all seriousness, I'm really looking forward to the jam and seeing what everyone makes! The community here is awesome and I'm so glad to be a part of it!
If you're curious to see what I've done, here's my past LD games.


Check out my Twitter to keep up to date on my game's development progress!
I've just scored enough time off of work to lose absolutely zero time during LD42, so I'm definitely in for this one. My tools are (as usual):
My goals for this particular jam:
As always good luck to everybody that participates and don't let the ratings get you down!
Well.

Yes, that's 0.5% of all the themes actually being good in my opinion.
Hello all. My name's Thomas Kresge. I'm a professional composer and sound designer, and I've participated in a couple previous Ludum Dares. I'm currently looking for a team to join for this upcoming jam. I can handle a lot of different styles of music, including orchestral, jazz, chiptune, etc., and I also do sound design. I've linked a sample of my music and SFX below:
https://soundcloud.com/thomaskresge/sets/music-for-video-games
https://soundcloud.com/thomaskresge/sfx-demo
I can't do any coding, but I can of course do any necessary implementation via FMOD or Wwise.
Looking forward to joining LD42!
(Best way to get in touch would be via email - thomas@kresgemusic.com)
hi. seeing a lot of negative remarks about themes proposed by jammers. indeed some of them will most likely get slaughtered but well each suggestion should count. Sometimes for new jam enthusiasts it's difficult to differenciate a good and bad theme. To improve the whole process here is my humble suggestion to @pov and other contributors to the new website.
Add a feature on the theme suggestion page which PARSE each of the suggested themes you type-in and checks first if
1) the typed text was ALREADY the chosen theme from a past LudumDare.
2) parse the text and check on wikipedia (or any other game database) to see if this is not the title of an EXISTING game
3) keep a log of all slaughtered themes and how many (-) votes it received. from there be able to tell a user that his suggestion "was already slaughtered in LD_X with 90% negative votes"
4) eventually check if the proposal was not already made by a lot of people for the same jam.
At this moment, having these informations in mind users can either decide to suggest the theme anyway if he wants (no censorship!) or try to come-up with a better idea.
i guess that with such a feature the quality of proposals from jam to jam can go up and be more creative. making the slaughter step more pleasant.
Why XD

Who's excited for this years (I say years but it happens triannually (Or 3 times a year)) Ludum Dare!
Here is a video of a part of my slaughter round ^^ The music is made by me especially for this video, if you want to take it, you're free :)
https://youtu.be/DB-M_XrNC5o
I've never done jams before. So why not try out now? I hope to atleast not have as many bugs as usual. Anyway. Good luck to all!

Is it this bad every dare? Seriously might need to limit the suggestions to 1 per person so that everyone puts in 1 idea rather than 1 idea and 2 memes.. which add up to be well over 2000 time wasters. Also stops people putting in stupid ideas that clearly have no real thought behind them (which there were a lot of by the way)
HI,
I am ready for the LD42, but I have a problem in which I hope someone can guide me. I work with JavaScript and use Box2D for physics. But in the last two LDs when I tried to do complex things, the Box2D did not work as planned, the documentation is poor and it is not accurate according to the source code. My biggest problems are with the sensors and the collision filter (maskBits, categoryBits, ...).
Is there any Physics library other than Box2D that I can use in my JavaScript base code? I do not want to use a complete framework, because my base code is adapted to my workflow. thanks in advance.
I have just started using Unreal Engine 4, how would be preferable to submit my source code? Should I stick to my custom 2d engine or use Unity (Not used in a few years).
Please, spend more time with LD and take part in more LD events, and observe, before proposing radical changes and restricting rules. You may end up surprised to learn how many issues which are and will be grinding your gears now are not really issues at all, but a small price to pay for having such a great, chilled and freedom-loving event.
Also thank you for taking up frustrating task of slaughtering themes, it is thanks to your hard work that each LDer gets to propose up to three themes and not less. Cheers!
Not that anybody asked but i will be using: - Godot - or MonoGame? - Aseprite - Bfxr - Bosca Ceoil (if i have time)
My other entries have not been so successful but this time i will have a plan! I know i said that 3 months ago but i will say it again. Anyway good luck to everyone and happy coding!