late! late!
I will not be able to finish it in time.
I'm going to be late from work, I'm only going to have another hour
I will not be able to finish it in time.
I'm going to be late from work, I'm only going to have another hour
I am seeing a lot of posts (I expected a lot more Hoarding games, not Inventory Management, but i guess that's good too), but for the rest of you who aren't ready to screenshot yet, how's it hanging?

I finally got the attack sequence working... it's been a long day!
Today was a good day :) Its starting to feel like a real game now! I'm excited to wrap it up tomorrow and get to rating some games

Hey, we did it, we made a thing. Now we're tired and have work tomorrow. Hope you like our game.
https://ldjam.com/events/ludum-dare/42/$105246

My LD42 submission.. fairly simple puzzle game with just a few levels but a bit interesting I hope!!
https://ldjam.com/events/ludum-dare/42/green-cover

This weekend was the 42nd Ludum Dare and the theme was “Running out of Space”. It reminded me of a few jams ago, the theme was “Running out of Power” and I think both themes were finalists that time so I had thought about potential games to make back then too. My first thought was to do a play on a racing type game, where the space would literally be running out, and the mechanics would be about braking or stopping before the space ran out. Maybe even in space, going lightyears per second and performing some kind of puzzle mechanic to slow the hyperdrive down before actually running out of space, as in the end of the universe.
What I started with was planning as like a “fulfillment center simulator” with the idea that things would get delivered to you in one way, and then you’d need to send them out in a specific configuration. I had originally started planning for multiple colors and shapes, but scaled it back to just colors as I started having some issues getting the drag and drop working well. I wanted to be able to pick up individual objects and be able to sort them, and then also move them around in bulk. I’m pretty happy with the end result for how the boxes and pallets drag and drop relationship works now, but I think I’ll need to play around a bit more with the size of objects in relation to each other to fine tune how smooth it should be fore moving things around. I’ll probably make the pallets a big bigger and reduce the space between them in the middle, so that clicking on the outer edge would be for moving a whole pallet, and clicking in the middle would be for grabbing individual boxes.
I ran into another bit of trouble figuring out how to check that the pallet the player has configured matches the randomly generated ones to create the gameplay points system. What I settled on doing is creating a global array called pallet[x,y] where x is the pallet id, and y is the spot on the pallet 1-9, and the value stored is the type of box in that spot, so pallet[2,3] = 1 would mean on pallet number 2, the top right spot is a red square. That way is scale able in that I could have as many types as I wanted and still have a quick way to check if it matched.
To continue work on this game, I’d definitely like to incorporate some better themed art for a industrial type environment with the conveyors and walls. I’d like to make the boxes different styles, some could just be the square, or with crossed beams, or a triangle or really anything. So the amount of potential objects could get more and more complicated to sort and be able to quickly put together the things needed to finish the outgoing pallet configuration. I’d also like to work in different size pieces like a 1×2, 2×1 or 2×2 that would make both the sorting and shipping a little more complicated to create a difficulty curve, or maybe different gameplay modes. I could even see myself designing stages with a particular order of pieces that I would make out to specific difficulty that would match the stages through a campaign like experience.
Check it out on the LD site here: https://ldjam.com/events/ludum-dare/42/put-what-where
Or on the itch.io site here: https://doublesquare.itch.io/put-what-where

We just got a lack of ideas at first, but now the idea is complete and this is about to be released!
Hey everyone! I decided to make an HTML5 build so those of you who don't want to keep downloading files can have a chance to play. I've also spruced up the itch.io page a bit, and I'm enjoying the aesthetic. Come check it out!

My game for Ludum Dare 42 https://youtu.be/e4a4RK5vjnE Play and Rate my game https://ldjam.com/events/ludum-dare/42/planet-o
my game: https://ldjam.com/events/ludum-dare/42/remind-ld-42
So major thing Ive learned is Spend way more time on polishing, and play testing, and not tosell myself short on what im capable of. I hope you all have learned alot about your own games!
... but we are out of coffee...

I spent hours and hours on photoshop trying to create a good logo for my game... I don't like that much. What I'm doing wrong? Suggestions?
I don't come cheep, henny :kissingheart:

Hey all. We just released our game! This time there were just 2 of us, but things went rather smoothly. We are both really happy how it turned out. There are a lot of things we would like to add still but since we don't have any time to work on it after tonight this will have to do for now.
Idea: Post-Jam Jam. A jam a few weeks after the jam where we all go back and use the feedback we got from our comments to improve and expand our games. Thoughts?
Aaaannd I'll just leave this here....
https://ldjam.com/events/ludum-dare/42/gravity-well

It was my first gameJam and my first time with Unity.
It's a platformer with inspiration from doodle jump.

We have done the best despite being bad graphic designers. We hope you like it
I was pretty much done and would have just wasted the last day anyway. Super happy with how the game turned out.
Kessler Syndrome! My game about preventing orbital collisions and launching satellites! A test of timing and precision with half-decent programmer art.



https://ldjam.com/events/ludum-dare/42/kessler-syndrome Give it a try if you're interested :)
I'm mostly done with the game but I still have to get done with the Title Screen, music and enemy texture redesign.
Hi! We're trying to make a decent running platform game in Unity although none of us knows the engine very well and time is running out fast, so let's see what comes out. In the meantime here's a little bit of what we've achieved so far: https://youtu.be/b8VqEVYDun8 We're extending the game with weapons, enhancement packs, more enemies, increasing difficulty and maybe more. Stay tuned for further updates!

Thought I'd just post a link to my finished game.
Bag Man. https://ldjam.com/events/ludum-dare/42/bag-man
General stats: - 31 hours of work - 21 c# files and about 1300 lines of code - Unity 2017, ASEprite, Rider, were the main tools.
It's a Pitfall clone more or less. I wanted to do far more but time. Favorite part is that the levels are generated like the original Pitfall. Polynomial counter and using the bits of the room value to spawn things. Was more flexible than I though it would be.
I'm happy with how it plays. It's pretty balanced, has decent mechanics and it challenging. You'll get better if you play it a few times. The jumps and avoiding damage are key. Enjoy.

It only remains 20 hours before deadline but we still have a lot to do ! For now we have basic AI for citizens, sprites and models for rooms and people. We need to implemant loosing and winning conditions.


Gotta be careful not to spill in the lab, it can get out of hand quickly! And that bucket doesn't hold much!
Good Afternoon i finally finish my first game :dog: the only problem is that it kinda sucks xD i learn a lot about creating a game and i hope in the future create a lot of other games. https://www.dropbox.com/s/q41c1lk83zb8d5c/crazyBoxers.rar?dl=0

Want me to play your Ludum Dare 42 entry?
I will be playing games on my Twitch Channel https://www.twitch.tv/saoigames
Reeeeaaally tired...ZZZZzzzzz...But it's nice to see things coming together!



Finally, my Compo game, Countdown, is complete. I submitted it less than ten minutes before the deadline! https://ldjam.com/events/ludum-dare/42/countdown

Compo done, play and rate here
Post version in the making right now : adding more JRPG stats to our heroes !

Coding live on Twitch
Update via Twitter
I always learned most from various Post Mortems I read; therefore, I try to create those as well, if possible. I don't always manage, but I try. I hope you will find some helpful thoughts.
Space Billiards in a nutshell:
It was a bit more tedious this time, because I stressed out phaser (the game engine) more than anticipated. I stumpled over various bugs (scaling, momentum transfer in arcade physics), but could eventually work around these issues. The game itself is fun, but a bit too random for my personal taste. And it could have been polished a lot more. On the other hand, I'm quite proud of the assets I created myself, though being not too much of an artist.

What went well?
What was improvable?
What were the most difficult parts?
Hope you enjoyed the read; there is also a timelapse video for those who like to read less and get flashed more :grin:
https://youtu.be/20Xh3Us0dWY
Thanks for all your games, and – ah – in case you didn’t do that yet – please * play & vote
Good night! Take a look on my game: https://ldjam.com/events/ludum-dare/42/quest-for-freedom

I Thank you all!
It took a lot but I did it, and it was a ..... Jam ba dum tish! Wish I could have gotten to try and do some sound but I waited to long and I sadly do not have tomorrow to finish. Thanks to the Ludum Dare team for hosting this event. I hope to get to play a bunch of the games in the coming days!.
The game is 90% done... I only need to create the save system and add some dialogues!
This is the last thing I've done:

Going to sleep for a bunch of hours GoodNight <3
This is amazing, i never thought we would actually have a shot at finishing the development but here we are! we have a description, a thumbnail and almost a game! YAAAAAAAAAAAAAAAAAAAAAAAAY excitement


I have a now a real playable game with a start and end menu ! :smile:
I would like to add some more levels and details in my levels; but i don't know if i will have the time (tomorrow I study).
Anyway, I happy with what I have so far. I was inspired by calm and beautiful games as flower, flow, journey and rime. I just love them for their ambiance and the emotions they provide just be giving a pure moment of calm :smirk:
And you ? Do you like this kind of games ? If yes, I hope you will like my game if you try it :thumbsup:
This is the obligatory self-promotion post for my third compo entry: Rampart. Headbutt your way through the arena with the help of some creamy 2% --- just make sure you don't box yourself in.

Play the game here: https://ldjam.com/events/ludum-dare/42/rampart
Listen to the soundtrack here: https://soundcloud.com/plasmastarfish/rampart-main-theme
i finally finished everything i wanted to finish this night. now i only need to do a last single spritesheet :D
Day 2 is now over for me and the team and more code has been written, more art has been faffed about with, and some more backgrounds have been produced.
Today's adjustments:
New character has replaced the old one,
The character and zombies have decreased in size by 20%,
The art has been gone around again to remove any issues that were arising with animations popping back and forth with a blue line around the edge,
A bullet has been added that can kill zombies upon impact,
Body parts are now flung across the screen whilst roating around their center,
Those body parts now are added to the walk able ground in their specific rotation to allow for mounds to be created,
Added jumping and control for the character,
Allowed for the character to jump up through layers of body parts - to prevent them from getting stuck,
Added a new type of animation for the Zombie - this will be behind the fence in the main menu,
Added a new animation for the Zombie to climb over the fence - from the background to the foreground,
A lot of music has been listened to.
Things to do tomorrow:
Music and sound effects,
Main menu graphics and functionality,
Finalizing the game loop,
Publish the game to itch.io,
Finalize the Zombie climbing over fence animation in the drawing order,
Add a helicopter to save our hero.
Here is an image from earlier today after around about 5 hours of work today:

And here is an image from just now, after about 15 hours of work today:

Some good work done today by me, @renegadePunisher and two artists who are not on this website.
We have yet to have many ideas for the name of the game so any suggestions would be kindly accepted.
Does anyone know?

Bon☆Guys is a bonsai raising sim in a small apartment. Raise your Bon☆Guys and sell them to buy more Bon☆Guys!
This game is playable online at https://zeno.itch.io/bonguys and you can view and vote on my submission at https://ldjam.com/events/ludum-dare/42/bonguys
Will post a post-mortem/follow-up later!
"Just let me get my phon.... hu..."


TLDR; What a great event. I really enjoyed every part of it. If anyone bothers, I would appreciate some feedback. Links at the end of the post.
This was so much fun! I was really excited for this weekend, and it was all worth it. Great experience, with all you could imagine, I felt pretty good overall the entire weekend, seemed to had an concept in mind all the time.
Since I am from Germany, the theme got announced at 0:00am local time on Saturday. I did a quick brainstorming session coming up with some ideas and started working on some basic art - some of it actually made it to the game. I then went for a 5 hour sleep before starting into Saturday - main development day. Everything basically went pretty smooth. I had my concept, followed my keynotes and had a running game by the end of the day. I also managed to include some basic menus and had almost all graphics done. To reenergize I had a nice 7 hours of sleep before waking up for the final countdown. For Sunday that left me with polishing, level design and sound as my main points of focus. I wanted to start music and sound no later than 3pm, so that I had enough time to add everything into the game and eventually build and fix some bugs. In terms of time management I think I did pretty good overall, but got stuck on some sound-questions in the end. I did not want to add footstep or jumping sounds, since we are in space. But it felt like the game was pretty quiet, which is why I opted for some more ambience and environment sounds. Sadly time ran out quickly and not all of my recorded stuff made it into the build.
For the final hour it all went super crazy. I had a basic publishing chain in mind, basically I wanted to use github pages for web publishing and provide an additional windows download. However due to two gamebreaking bugs I had to rebuild twice and that took away almost all of the submission hour. At least I could work on the ldjam game page and readme file while unity was trying to build without collapsing and crashing.
Retro Perspective: Excitement all the way, hectic at the end and overall just very reliefed that I managed to finish something to show you guys.
I would really appreciate any comments / ratings. Will do my best to review all commentators of course!
A little preview of what my game looks like:

Thanks for this great event!
I have to get ready for bed now but the game should be done! Hope everyone enjoys playing through this silly experiment! https://nenekiri.itch.io/ruphels-run-in-with-a-rambunctious-relic
I had it all planned out -- I was going to take everything I learned from using Unity, Inkscape and Tiled during Ludum Dare 41 and make something awesome in 2D. But then I convinced myself that I could use a 3D world with a perspective camera and... well, I ended up making a game in first-person.

I think it turned out really well, and probably even better than the original plan.
You can play (and rate :smiley:) Shrinking Panes here: https://ldjam.com/events/ludum-dare/42/shrinking-panes


I finished my game a bit early this time. It's a top down shooter where you buy new gear with money earned from surviving rounds of bad guys with guns.

https://ldjam.com/events/ludum-dare/42/space-runner-1
My first entry on Ludum Dare, now on web browser and windows (download). Learned alot with the compo, really looking forward for the next one, but for now all i want is a good night of sleep. Check it out if you haven't and leave some feedback if possible. Thanks everyone, it was a fun time. Gonna be playing aaaalll the games tomorrow (after work)! And good luck for those still developing!

Compo came to an end and there's so many games to play. I can't wait to see what everyone came up with. Meanwhile, the SquidBags are in the final stretch for polishing up our narrative game.

Here are a few other updates from the team:

Come check out Secret Knight! I would love to get your opinion on my game :)
https://ldjam.com/events/ludum-dare/42/secret-knight

So I've just finished. Pretty proud of myself for finishing with time to spare despite it being my first time working alone. You can check out my game ahead of time if so you desire!
https://ldjam.com/events/ludum-dare/42/minofall
I'm making a solo tabletop RPG, because I can, I guess.

My biggest worry is that there isn't much player choice. Other than that, some of the monster stats aren't used at all, and the weird encounters are rarer than I intended.
Still, I'm not going to change anything because that would go against the spirit of the jam. I'm happy with what I made in just a 3 hours (I spent the next day playtesting, fwiw).
Might actually complete the whole thing this time without completely exhausting ourselves.


https://ldjam.com/events/ludum-dare/42/bullet-farmer

Come play the Atari 2600 love letter game Ouch! https://ldjam.com/events/ludum-dare/42/ouch
The game that I ended up making was very far from what I planned. I planned to make a game where you're and rpg NPC who has to deal with adventurers extra crap but I wanted to experiment with physics. I took a break and watched some youtube. Something that randomly came up in my reccomended was 60 seconds gameplay. I watched it and it sparked my idea that I ran with. You play as a survivor prepper who works odd jobs (minigames) to make money to buy food and water for the oncoming apocalypse. I still wanted to use physics so I did. As of now I am working on extra minigames to make money from all of which are physics based. I haven't come up with a name yet but I am working on coming up with one. I hope I can get enough minigames done so that I can release it to the world. I am excited!
May just be me, but I love watching furniture stack up and flopping around on top of it. Finally there's a game out there for people like me! Come play my entry, Ultimate Furniture Stacker X-Treme! It's HTML5 / WebGL so you don't even have to download anything! What are you waiting for! Try stacking furniture today!!

Hey there! I'll be streaming this week and would love to play your games! I'll be streaming Wednesday through Friday around noon. I'll be recording your games and uploading them to YouTube in case you can't catch the streams. Hope to see your game there!
Oh, also, if you'd like to play my game, I'd greatly appreciate it! https://ldjam.com/events/ludum-dare/42/floorspace-deprecation
Twitch: http://twitch.tv/xeinix2020
Twitter: http://twitter.com/xeinix
https://goo.gl/forms/4oT8s7x1oflLOm8q1

Entry: https://ldjam.com/events/ludum-dare/42/words-dancer
Game: https://ango.itch.io/wordsdancer
Goal: Defeat all enemies, become the champion.
Rules: 0. time moves when you move 1. erase enemies to win 2. letters are deadly to touch, except those in the reward word 3. collect a word to get a reward/upgrade
Controls: 0. wasd 1. left mouse hold 2."space" teleport to shadow
Gameplay video: https://www.youtube.com/watch?v=fNX8AS__hcE

I wanted to use a Unity WebGL build so that my game is easy to play, but after watching a few people play my game they ran into an issue where the mouse gets stuck like the above picture and becomes unusable.
(Yes, I took a picture of the screen, I didn't have handy a screenshot tool that included the mouse).
I found a fix from this Unity thread:
https://forum.unity.com/threads/web-gl-mouse-input-glitch-on-chrome.468362/
Copy-paste this line of code into the CSS file generated with your Unity WebGL build:
.webgl-content * {border: 0; margin: 0; padding: 0; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -o-user-select: none; user-select: none; }
It fixes the issue and your mouse-based games should now work fine in the browser!
Hello everyone!!!!
Great games have been seen today, I have loved many! They have some amazing ideas, this I love, ludum dare is incredible.
We will take a break to eat, it's sandwich time !!!!
Mmmmm, delicious.

I'm ready for the game, it's very beautiful to see it with so much art, I love this development !!!
So, eat!
See you later, success!
This is our first time to take part in LD! We’ve already done 2/3 of the whole game!
The basic battle scene is done, all you need to do is to put the deck into the smelter in order to escape from the monster’s attacks.
The final goal is to defeat the sea monster!
The construction of the rafts and the map system were also done.
The following part is the title and preview.

Gogogo!


Black and White...

Colorful...

If you have a VR system, please try out my entry, "Defragment VR". It's going to be a rough climb to those 20 votes, but I've got 3 already so far, so I'm hopeful!
Hey Everyone!
We have just published our first LD entry, after years of wanting to join in!
We have had an epic time. I think I slept about 7 hours total. XD

If you have time, please try our game, and I will guarantee you silliness and badassitude abounds!
https://ldjam.com/events/ludum-dare/42/the-adventures-of-stickman-in-macrosoft-doors
PS. The enemies are computer viruses/worms ;)
Can't wait for this to be done. Just need some more touches and is good.

About 18 hours to go, and I'm starting to feel the pressure. Having lost over 13 hours of development time, I'm pretty happy with where we're at. Now if only I can keep from adding more gameplay ideas to the list!! Core gameplay is done, now just adding some powerups to make the game not COMPLETELY impossible to stay alive for more than 3 minutes lol
Music is coming along really nicely and should make the simplistic nature of this game a little more bearable. Cracked open my first beer of the entire Jam and will be dedicating the rest of tonight, and tomorrow morning to finishing the mechanics and art. Can't wait to start playing the other submissions!!!!!!
- Warping to a new star now consumes 1 unit of fuel.
- Jav'n is always the first star where players start the game. Players can purchase fuel at the station at Jav'n when they are running low. (stars restocking yet to be implemented).
Time is running out, run for your life!
https://soundcloud.com/acataide/better-hurry-up
Comments always appreciated!
My game was about a garbage collector who had to throw garbage into a machine before it piled up too much (ending in a game over). However, when playtesting the game I found out it is VERY boring. Going around collecting trash and throwing it into the machine isn't fun.
So now I'll try to create and program some kind of enemy who becomes bigger (and can kill the player!) if there's too much trash, so there's some sense of urgency. I'm not so sure this is the best solution, but I'm all out of ideas!


https://youtu.be/rOIGoMALv5k


My team's entry, Avarus, is more-or-less feature complete. We've submitted a working build now and will use tomorrow for polish. Feel free to check out the game in your browser, or sideload the android .apk!

Check it out here: https://ldjam.com/events/ludum-dare/42/re-growth
Fortunately/Unfortunately I have a job and I have to end my Jam Early. But I think we got to a good point and had a lot of fun making our game. Try it out and let me know what you think!!
https://ldjam.com/events/ludum-dare/42/backpack-squire

I have the basic mechanics down. Just need to make animations and some art. A house full of art...




It's complete!
We made it! Our teams second LD game is done!
With Monday around the corner we are submitting our game and heading back to work... though not at AllMart.
Our Entry https://ldjam.com/events/ludum-dare/42/tale-of-the-bagger-a-love-story

- Each star restocks their goods every week in game.
https://ldjam.com/events/ludum-dare/42/mob-floor

Kill the balls ,not let them fulfill the space
red and blue meet == 5 more balls
using varies of items to kill them XD
thanks ~~


https://youtu.be/VT2gBZmiRpE
Have a try at https://ldjam.com/events/ludum-dare/42/ball-out-of-spacefinish-them
We plan to make two common enemies and one boss. Enemies will be divided into two types: enemy melee and shooting enemy. We have already finished work on the enemy of melee.

I joined the Jam and currently, I am using a font in my game I downloaded. Here is the link to that font: http://www.fontspace.com/heaven-castro/cursed-timer-ulil Do you think I still have to opt out of art? I did made the rest of the artwork myself. Like the main characters and the backdrop.

and lots of other things are too! But for now here is a nice bike.
This is what I got so far!! Highly unpolished, but playable!
https://zombievirals.itch.io/plasma-destruction-legion
Feedback is more than welcome!! Good luck to everyone! Can't wait to play some bad ass games over the next couple weeks!!


So, my first Ludum Dare is finally over (8 hours earlier, lol). It was really nice experience. And I really enjoyed my game, and I hope you can enjoy it too:) https://ldjam.com/events/ludum-dare/42/terraforming-cookie-tower
some screenshots






I ve spent almost all the night to test 15 games. 20 is like infinite
The Smart Balance for my game is negative. Does this mean, and is this bad? How is calculated? Thanks so much in advance! Also, here is the page of my game "Countdown", if you wish to pay it: https://ldjam.com/events/ludum-dare/42/countdown
Ludum Dare 42 was my second Ludum Dare. I am really happy with the result and I hope, that you will enjoy it. So please rate my game if you want https://ldjam.com/events/ludum-dare/42/totally-slammed
I'm almost done with my game! it's a bullet hell shmup. Right now I'm trying to polish it up - extra sound fx etc. It's not a very good game I'm afraid. The biggest issue is that It lacks a goal, except for beating the high score... But hey, it's my first LD game that I actually finished, so that's nice.

Alright. The morning is here.


Time to finish the game for the Jam.
They're called "Dude McGroove And The Dudes"!
Also, we're finally getting the gamefeel right!
Not really fitting the theme just yet, but we're getting there.
Perhaps I should stop making everything so flashy looking and I'd be able to complete more of my part.
This is my game i made for ludum dare 42 game here --> https://ldjam.com/events/ludum-dare/42/running-out-of-platformers
Working alone means that no one tells me to stop when I really should :smile:. I think I may have gone EXTREMELY over board on making this character! I really like her, but I really should have made something much more simple. I kept her bald since I got no more Time for that. Though she is rigged, animated, and in the game! Even if I don't finish all my crazy art ideas I at least feel like I've learned a lot.

Wingman is finally finished! I'm not sure if I'll have time tomorrow to add any additional content, so I decided to make sure that it is working well and post tonight.

I was really happy with what @jamesolivermusic were able to accomplish. Everything was made from scratch in near-compo time (I think I'm at 54 hours). This has been the most polish I've ever been able to cram into a game.
I'll have a real post mortem later on once I decide I'm not going to work on it anymore...
Goodnight everyone!
Our game is a mess, and not even remotely similar to what the original plan was (which was story based, and now it's a platformer with no story whatsoever.) But it's technically a functioning game, and that's honestly more than I expected. I had a lot of fun with my first Ludum Dare experience, chaotic as it was, and I hope to do another one sometime. My main takeaway from this, I think, is that I need to sit down and figure out a workflow. My work this weekend was super inefficient, I kept jumping between like six different art programs, and that's just totally unnecessary.

Here's a mock-up of the graphics. Nate's going hard on the mechanics so we should have some game-play to showcase soon.

Still need: Title screen, game over screen, instructions. This is shaping up to be my nicest-looking LD game yet.
It's playable right now, although it's not quite finished and I haven't written any instructions.