Come on ...You can't leave us like it ;)


Hey guys, can you survive 3 levels in Lava Palava? :D

Play online: http://www.bluescrn.net/LD42/
https://ldjam.com/events/ludum-dare/42/lava-palava
In the meantime play and rate our game on the link below: https://ldjam.com/events/ludum-dare/42/void-productions
Our pirate Ezekiel had almost run away from him, but we convinced our main character to stay
https://ldjam.com/events/ludum-dare/42/pirates-greed-1

Had a lot of fun doing Ludum Dare 42. I'm doing the next one.
https://ldjam.com/events/ludum-dare/42/knighttime
https://ldjam.com/events/ludum-dare/42/beater

I guess I'll just shill my game like everyone else... I'm actually looking for feedback and opinions.

Check this out. I'm drawing a small memento character for every game I review. Something I will totally finish!

Yours could be next! See you pronto! :0


So figured since i can't sleep i'm going to go on a testing spree! if you would like your game tested throw it in the comments here and if you want to be really nice please head on over and test our game! https://ldjam.com/events/ludum-dare/42/dataskream

The relationship survival simulator <3
Post-jam version is now live, would love some feedback. It's fine if you don't want to rate, I'd just like to know how people experience the game. Thank you! https://ldjam.com/events/ludum-dare/42/honest-dans-clutteral-damage/
(Please don't embarrass us too much)
My highscore for tonight stands at 78568!
https://ldjam.com/events/ludum-dare/42/dataskream





Hey everyone, there's only a week left to play and rate games, and I'm a little late to the party. I look forward to playing and rating everyone's games this week! If you have a minute, please try my game "Poisoned Palace." It's a platformer with Action-RPG elements. Rush to the top to beat the boss -- post your best times here! Or see how long you can last as the difficulty timer ramps up! Either way you play, I'd love to hear about it!
https://ldjam.com/events/ludum-dare/42/poisoned-palace
Thanks for your ratings; I cant't wait to play and rate your game, too!
Love, Jordan
The Hero's Incredible Chronicles by @gaming-night

If you are looking for a humourous game with a great atmosphere then look no further! Play The Hero's Incredible Chronicles here: https://ldjam.com/events/ludum-dare/42/the-heros-incredible-chronicles
Will try and rate and comment on anyone who rates our game!
The Game:
Drive around and pick up kids waiting at their bus stops. Afterwards get them to school before time runs out by ANY MEANS NECESSARY!
Come Check The Game Out https://ldjam.com/events/ludum-dare/42/bus-stop-blast



Come Check The Game Out https://ldjam.com/events/ludum-dare/42/bus-stop-blast
I finally got around to a video post-mortem of my LD42 game, Johnny's Flipbook Space Adventure. I hope you like it.
https://www.youtube.com/watch?v=GMsWU9lIOBE

Wow! Got 57 ratings for Dark Lord Ludum Dare. This is the highest I've got! The feedback were amazing too! Thank you everyone!
If you haven't played it yet, PLEASE PLAY AND RATE MY GAME here: https://ldjam.com/events/ludum-dare/42/dark-lord-ludum-dare.
I WILL ALSO PLAY AND RATE YOUR GAME!

There are only 6 days left untill the final scoring.
If you feel like it,please rate our game: "The Crunch"


https://ldjam.com/events/ludum-dare/42/the-crunch
Don't be shy, put your awesome HTML5 jam game in the comments below so I can play and rate it! 🤖🎮
Otherwise, don't hesitate to checkout Mine here and leave a little feedback! 🚀✨
A few GIFs of some gameplay of "Poisoned Palace." Please give it a play and rating; I'll do the same! Thanks everyone!
https://ldjam.com/events/ludum-dare/42/poisoned-palace

Hello eveyone!
After reciving my first list of bugs i fixed them all including
*the death loop on the third and second level
*Added more controls:WASD and Arrow keys and space to jump
*checkpoint visual glitch
*Added Boss fight hitbox flash
And also im working on spikes visual glitch and issues with hearts and planning to add some more levels
And also.i was thinking about a mechanic like this at some point :point_down:
Im not sure about adding it in general maybe in a waiting room or something
And also i relized i totaly forgot about my old primery project
Heres some gameplay
https://www.mediafire.com/file/u6cjdco9k85ckbc/bandicam+2018-08-29+12-05-33-075.mp4
https://www.mediafire.com/file/nk0th3xmj4my8i3/bandicam+2018-08-29+12-03-47-812.mp4
Question is will you(As a person) play it when its out?
Play my ludum dare game!
https://ldjam.com/events/ludum-dare/42/the-red-pixel
It seems that we still can hit the goal of getting 100 rates on our game "No Space In My Stomach". The feedback we got is fantastic and we are happy to get more! You can play our game in a browser and I will play and rate everyone's game, who leaves a comment here or under a game itself.
https://ldjam.com/events/ludum-dare/42/no-space-in-my-stomach
https://www.youtube.com/watch?v=X7WfU53GP1o
Anybody got a list of "cool webgl games not to miss"? I've got a couple of minutes at lunchtime but they must be webgl/html5 games due to being on company pc.
Hey guys, we r currently working on the post jam version of the game and fixing all the bugs that r mentioned by u all in the feedbacks. Until then, checkout our current version of the game, here: https://ldjam.com/events/ludum-dare/42/void-productions and don't forget to rate the game and leave ur feedbacks.
Hi everyone !
For those who played our game California Jane (if you still didn't, : ★★ CHECK IT OUT HERE ★★) ...

We are continuing working on a post-jam version of California :D !!! It will include a lot of new levels and a mobile version, see for yourself :

See you soon, and stay tuned :)
I thought I’d write a little sort of behind the scenes article about our game to attract some attention and because these game jams are always, in my mind, interesting experiences worth sharing. I’m sure for many usual participants it’s nothing new, as we all go through similar processes, but I figured it’s fun to share and, it might be of interest at least for some first time participants.
Crate Job Simulator focuses on the work day of a forklift robot operating in a futuristic warehouse. The player receives a growing number of crates over the 3 minutes a level lasts and has to ship them out according to demand. Obviously, as the theme suggests, the aim is for the player to get overwhelmed by the number of crates coming in and they will have to manage their stress and keep the warehouse organized in order to score the most.

6 people have worked on the game in total but most of it was done by programmers Quentin and Loïc with Nicolas doing the level design. All three of them worked together in Belgium at Quentin’s place.
I worked out of Paris on the graphics of the game but was only available on the evenings of Sunday and Monday.
Fabien joined the developers in Belgium on Monday evenin to gigve us that last little push we needed in programming and Vincent got in touch with us from Montreal and helped me with some polishing on the graphics.to
Most of the team was actually in the same room while Vincent or myself kept in touch via hangout. When I had questions or wanted to show what I was working on I would share my screen to the others and just leave the sharing on afterwards for a good part of the project.
Since most of the team was located in western europe, our time zone and the new deadline meant the we had to finish the game on Monday at midnight. The three hour offset was kind of unusual for us compared to previous editions of Ludum Dare.
It meant we didn’t have to lose too much sleep before the announcement of the theme and had a somewhat normal night before starting work on our entry. It also meant to me that, since I was working on Monday, I kind of felt that I had three hours less to work on the graphics in my already short available time.
Running out of space. We primarily focused our thoughts on the concept of small spaces. After moving some ideas around, the idea of having to transport crates became the preferred one all around.
The mechanic of the game was relatively straightforward which allowed us to get everything in place in order to have a playable version of the game quite quickly. Sooner than usually compared to earlier LDs. This also gave us time to refine the gameplay even further in order to be as much on point as possible.

In that process, one of the decisions we finally took was to drop a part of the game where you were actually aboard a spaceship. You had to manage the ship and phases of organizing and offloading had to take in account the different locations you traveled to.

In the end we felt that it complicated the game too much. Not only for the players but even for us in terms of balancing and having a game that is immediately fun to play.
At first we were going towards a physics based grabbing and dropping system but it quickly turned out to be buggy. Instead we decided to use a slightly less realistic but more robust snapping action like in everyone’s favourite cooking challenge.
Overcooked is an obvious reference. The clear top-down view, cameracentric controls and simple grab and drop mechanic were an ideal fit for a game like ours. The dash function became an obvious addition as well.
I didn’t have much time for the graphics (even for a game jam) so I turned towards MagicaVoxel for its fun interaction and quick (and cute) results. I took inspiration from other endearing robots like Wall-E or classic sci-fi builder Startopia’s Scuzzer, among other things, for their cartoonishly industrial look and cobbled together this sort of cute hovering robot.

This design direction actually meant to solve a whole bunch of animation challenges at once by removing any moving parts. Furthermore the two forklift spokes on the front are there to give a clear indication of which way is forward and what your task in the game is.
Textures were kept to a minimum for time’s and clarity’s sake and doing them in pixel art not only fit the voxels of the main character but meant that the players would be unconsciously decoding all of the details in their heads. Had I had more time, I would have liked to add some prettier particle effects around the player character as, right now, I don’t think it’s actually that clear that the robot is hovering above ground. Indeed we felt that having the character on tracks or wheels might induce the players to expect tank controls.
I also regret not having had time to add some more polished lighting to the levels. At least the current basic setup allows for a clear picture although somewhat lacking in dramatic contrast. Some red alert style atmosphere changes when the music speeds up would have been nice.
We were really happy to have a specialized level designer this time around. Nicolas spent most of his time on this topic and allowed us to feature five (FIVE !!) awesome levels in our submission. That’s a huge step up from our previous experiences and it definitely increased our overall production value.

In the final stretch Fabien joined Quentin and the others in Belgium and set up our leaderboards. We feel like it’s always nice to have the possibility of leaving your mark and comparing your score to your friends’. It’s the kind of details that can add that extra value to the overall gameplay experience and encourage players to come back and give it another go.
We’ve taken part in a fare share of game jam’s over the past years, now, and every time is still an opportunity to learn a little more. Finding interesting ideas quickly and managing production on such a short term are some of the categories we’re making progress in. However, one thing I think we’re getting better at is trying to keep the best habits.
We try to get decent sleep, eat as well as we can and, more generally speaking, we try to take the time to reflect on where we’re heading. As for myself, I didn’t even neglect my family this time around and it was totally worth it. Good teamwork can also from good communication. If you treat this like a miniature version of a "real" production, you also get a much higher return in experience.
It’s always tempting to go all-in into the development process thinking it’s a sprint, not a marathon. You can always catch up on sleep and all the rest while it’s done, right? But like many longtime participants, I’m sure, we soon realized that by doing so we were actually missing the point.
All in all, our main takeaway is that we had a ton of fun. Now we’re having another ton of fun playing our game and showing it to our friends and family and that, to us, is the real prize.
For an overeview of our previous games you can head over to Quentin's website and check out our previous entries.
Hihi, my game is a simple and nonsense game. Web build with less than trhee minutes of gameplay, I promisse haha.
Put the link of yours game on game description page: https://ldjam.com/events/ludum-dare/42/heirs-kingdom
So because of so many requests, I couldn't just help but update the game with some screenshake:

I removed it from the machinegun cuz one might get dizzy, but I will add screenshake to weapons When I will add more weapons.
Play it here: https://ldjam.com/events/ludum-dare/42/pizza-defender
I already played all the games from yesterday and now i'm looking for more games to play.
Just put your link here and I will check your game!
Time to go over things that went good and bad in my VR-only entry, "Defragment VR". (There's still time to play, if you have VR!)
Here is the game : https://ldjam.com/events/ludum-dare/42/space-intruder
Please play and rate my game. Don't forget to leave comment then I will rate your game also.
https://ldjam.com/events/ludum-dare/42/planet-o

The version 2.0 of THE COMING OF THE GREAT COLORFUL HANDKERCHIEF is there! We tried to include all suggestions from the comments and we will also continue doing that, if we get enough comments.
You can try Version 2.0 here: https://mosaicdev.itch.io/the-coming-of-the-great-colorful-handkerchief-20
Here is our LD-page: https://ldjam.com/events/ludum-dare/42/the-coming-of-the-great-colorful-handkerchief
Have fun!

I just reached 30 ratings, YAY :)! If you want to help me reaching 50, you can play my game right here: https://scratch.mit.edu/projects/242430631/ It's my first time participating at Ludum Dare, so don't expect too much, nevertheless I had a LOT of fun!.


Ever since I finished my L42 entry, I've been revising for a Microsoft certification exam and haven't had time to advertise my game or play other people's. Now that I'm free again, I gotta frantically start correcting that, so! If you like Asteroids, check out my game AsterVoid for a fresh new twist on it! https://ldjam.com/events/ludum-dare/42/astervoid

Of course, I need to play some games as well, so post links to yours in the comments and I'll get round to as many of them as I can!
Please play and rate my game! :smiley_cat: I only need a few more ratings.
I made a run 'n jump game with catchy music :musical_score:
https://ldjam.com/events/ludum-dare/42/space-escape-shooter

Hola amigos! :penguin:
I think is time to write a post-mortem of our amazing penguin odyssey (finally I got to write odyssey correctly).
Firstly, thanks who voted our game!
We started to do some meetings days before of the ludum.
We decided according to our skills if we were going to do a 3d or 2d game and the tools. I made a powerpoint presentation to introduce the jam and roles

As you can see, we added game designer to the team because we realised some jams ago that we can avoid problems with arguing ideas if we added a game designer. The game designer decided what ideas would be chosen instead of everyone trying to put himself ideas. So everyone had to accept what game designer chose. So we assigned the roles even before we know any idea, and it has worked quite well :). I think this one was one of the best points. A united team is really important.
When the jam started we started a brainstorming using trello and we did draft painting prototyping and telling the most important ideas. We voted ideas in 2 ways: First we voted per person, then the selected ideas were voted again based on some criterias like: the most liked, the easiest to develop, the most succesfully commercially, the most fun, so on.

We did a average and selected this one:
I started to do the first prototyping with blocks in the game while people in graphics, sound and design were thinking next steps.

Then our game designer had the idea of the north pole shrinking and we added the penguins and everything :), that idea was great and fitted quite well with the mechanics, and the game designer made some of the ideas of the next levels too.

Everything later during the jam went smoothly. We got to rest well and send our game on sunday.
Finally, I must say that almost everything was better than I expected. And we got more likes that I expected too.
You can play our game here https://ldjam.com/events/ludum-dare/42/penguin-odissey :penguin: :penguin:
So I need about 10 more ratings or so. Help is appreaciated! This time around I decided to make recordings of my playing LD games and upload them! so whoever rates my game, I'll gladly find time to record me play their games :D in addition to rating ^^ https://ldjam.com/events/ludum-dare/42/the-game
I made this audio visualizer for the first time. Try it and give feedback. https://ldjam.com/events/ludum-dare/42/beater
Finally got rid of the bullet bug.. I hope... if anyone catches a bullet in the air, pls tell me :)

Current list of games I still plan on playing/rating:
If you want to be added added to this list, comment below :D


There's about a week left before play+rate ends, and I'm looking forward to my results already. There's not one thing I would've done differently given a do-over. These are words you'll never hear me say again. There are countless things I would do differently in hindsight. I learned a lot. In particular I learned what finding a game breaking bug 6 minutes before hand in of a game jam feels like. This was a particularly fun first-time experience.
I'm going to use a cliché to structure the rest of this, because ~~laziness~~ I've never done one before.
I spent 30 hours working on the game breaking only for a full night's sleep and eating etc. It was tough but actually really enjoyable.
I've received super nice comments regarding the music and art style of the game, which I was not expecting at all. It's kind of blown me away really.
The game actually got made. For me personally the challenge of actually completing something and getting it out there in the time limit was a huge goal. It mostly worked. Success? I think so.
Random.Range(). This guy has his uses yes, but I learned the hard way that random does not equal fun, It's not predictable, repeatable, measurable or even very random feeling.
I didn't play test the game much. It was always a case of 'does this feature work'? I didn't bottom out how the game reacted, how it was won or lost and I never found the right balance. I would definitely put a lot more time into this next time around.
Did I Win Yet?
I spent way too long on the art of the game. Everything took way longer than I anticipated. Towards the end it was easier to justify a new sprite or tweaking an effect than fixing the broken gameplay.
I got carried away writing goofy joke names and descriptions for the illnesses. I should not have bothered with this at all.

I built the patient movement system in the last hour or so. It's pretty rushed. It uses two way points and uses the below method to move towards them. When cure the patient calls LeaveHospital() which heads to waypoint[1] which is the CongregationPoint and if the patient is leaving and close to that point it sets a new destination to the SpawnPoint where the GameObject is destroyed. It works reasonably well. Who needs A* pathfinding amirite?

``` void MoveTowardsDestination() { if (Vector3.Distance(transform.position, destination) < stopDist) { if (leavingHospital) { if (Vector3.Distance(transform.position, waypoints[0].transform.position) < stopDist) { Destroy(patientObject.gameObject); return; }
SetNewDestination(new Vector3(waypoints[0].transform.position.x + Random.Range(-2, 2),
waypoints[0].transform.position.y + Random.Range(-1, 1),
0f));
return;
}
this.transform.SetPositionAndRotation(destination, Quaternion.identity);
RemoveDestination();
return;
}
Vector3 direction = destination - transform.position;
if (Vector3.Dot(direction, Vector3.up) > 0.0f)
{
patientObject.SetSpriteUpwards();
}
else
{
patientObject.SetNormalSprite();
}
patientObject.transform.Translate(Vector3.Normalize(direction) * movementSpeed * Time.deltaTime);
} ```
public void LeaveHospital()
{
leavingHospital = true;
SetNewDestination(new Vector3(waypoints[1].transform.position.x + Random.Range(-2, 2),
waypoints[1].transform.position.y + Random.Range(-1, 1),
0f));
}
Next time through I'll try to record some work in progress, and definitely save different builds so I can talk more about the behind the scenes work.
Game jams are awesome. They're awesome because they're a great tool for self-assessment and growth. You get out so much more out than you put in and I've learned so much about game-making and myself (nause). People here are really supportive and that's really inspiring. Finally: play-test your games!
And play mine here!

I have loved LD42. Just what I needed. I have managed to make a post jam version which is closer to my original hopes. The feedback has also made this version much better than my jam entry. Still lots to do but I am on holiday now so any other elements will have to wait. Feedback much appreciated. This is just the beginning for ClapBang.


https://ldjam.com/events/ludum-dare/42/clapbang
https://ldjam.com/events/ludum-dare/42/changing-spaces


Including no new mechanics, same bad sounds, but tons of optimizations and new features (if by tons of new features you mean settings and basic tutorial). Also, now houses use solar power because of balancing.
If you haven't played it yet, you can do so, by downloading the game here:
https://sita.itch.io/floodtown
or on the ldjam page:
https://ldjam.com/events/ludum-dare/42/floodtown
(includes original version for unbiased reviewing. Also, love how simple fixes and some new features took me entire 17 days)
First of all, a big shout-out to Phil Strahl for being an inspiration for competing in the jam and also for making this video. I wanted to make this for a long time but LD42 and lots of other things came ... but here it is.
Feedback is appreciated and feel free to subscribe for more game dev content. (like my LD42 game, "Vain"'s post mortem)
(The videos' quality will surely go up with practice! :smile: )
https://www.youtube.com/watch?v=VFkHMs_-H20
(WARNING: It may contain Toto's Africa and some Knuckleses.)
6 more days to go and I was hoping to get a few more ratings, more than what I got on the last ludum dare, don't forget to comment your game so I can rate it too!
https://ldjam.com/events/ludum-dare/42/hubots


Hi, I almost reached 20 votes, and I really want to get my game rated as much as possible :P. so if you want to rate my game, that would make my day :smile: https://ldjam.com/events/ludum-dare/42/roady-family-firendly-fun-1



Dear friends,
First of all we wish to thank you all a bunch for playing our game and taking the time to rate it. We are on 40 ratings as we speak! Special thanks to: @shinysteel,@hakro, @manusaiz, @optimatica, @zachary-granger, @mandarad, @demn, @mrsylar59, @tymus, @historymaker118, @wrenpirate and @ursagames for leaving us valuable feedback. Check out their games too!
To show y'all how thankful we are, we got a small suprise for ye: AN UPDATE!!
In 'THE GENTLE GIANT V1.1' we added: - The much needed soundFX! - A tutorial thingy! - The letters: 'R-e-p-u-t-a-t-i-o-n' just beside the actual reputation bar! - Visible minus points whenever you flattened something you were not suppose to flatten! - No more decreasing scores when your reputation is depleted! - Plus points when you squish the Robber! - Some extra love!
We hope you'll enjoy playing it as much as we enjoyed making it.
Cheers!
Team - Red Pill
Find the updated-version here: https://ldjam.com/events/ludum-dare/42/the-gentle-giant
Is it just me or does the Jam seem way more competitive than the Compo? I'm not saying people act more competitively towards each other, it's just that there are 2x as many Jam entries as Compo entries and many of them are made by multiple people so the quality bar is definitely higher.
This was my first LD with a team and we really went all out making our game so I'm dying to know how we stack up with the other entries. Three weeks is a long time to wait!
https://ldjam.com/events/ludum-dare/42/camp-snuggle

Hello world!
To those of you who don't know- I am Anubhav Kashyap, a 14 year old hobbyist (not that great at it). My entry for this jam is Blocks, a game made in 5 hours. It is currently at 165 ratings! Can it get to 175?
If you'd like, check out my game here (web based) and I'll check yours out as soon as I can: https://ldjam.com/events/ludum-dare/42/blocks
Fixed some of the bus control issues
For many of us school is starting soon. Unleash that built up anxiety and stress on the this poor city while trying to get all the kids to school on time!

Smash through buildings, trees, and fences in a fully destructible city!

Be warned. Your bus hasn't been to the shop recently so its kinda falling apart. Or... Exploding apart....

NOW ON MAC Contact if there are any issues I don't own a mac so I couldn't test it.
Come play my first Ludum Dare Game. Finished it right before the deadline! Try to keep your growing amounts of trash and population at bay as you explore the galaxy. https://ldjam.com/events/ludum-dare/42/space-waste
NO hitchhikers guide references
I've decided that the best way for me to improve my game development skills is to document my takeaways from this whole experience.
For my game, Arctic Escape (https://ldjam.com/events/ludum-dare/42/arctic-escape), I came up with the idea while staring at the tiles on my ceiling and quickly scribbled down some concept art on a pad of paper.
Getting Started:
I tried to recruit some of my friends to make my art for me to no avail- so I started working on my game alone; meaning that I would end up with the overwhelming responsibility of being the game designer, the programmer, the artist, and also the "sound designer." I put sound designer in quotes because I actually was so overwhelmed with all the other aspects of the game I forgot to include any sound elements...
Schedule:
I spent Friday night coming up with the concept and mechanics for the game, Saturday into Sunday just programming the game, Monday I called out of work and created all the art for Arctic Escape in the morning and Monday evening was spent designing levels.
Things I Would Change:
Level Design - My biggest regret was doing all my level design in the final few hours of the jam. I was under a lot of pressure causing me to simply shit out some levels that I'm really not proud of. There are probably 2-3 levels that I'm actually proud of out of the 8 levels in my game.
Programming - I started off programming to make my game easily expandable/customizable in the future. Such features as varying sized levels besides my 16x16 standard level that made it into the final release. I also started working on the functionality for a level creator. As time dragged on, I realized I was wasting too much time on such expandability (like the level creator) and I was forced to scrap the project and start programming only for a single vision. Although this limited how customizable my game could be it finally allowed to buckle down and create my core game mechanics. I feel like in the future I shouldn't bog myself down with worrying about making my game infinitely expandable and customizable.
Animation - The animation is choppy and the transitions don't work correctly. If I were given more time I'm not even sure if I understand animations enough to have fixed it. I hope for my next jam I'm better at using Unity's animator.
Artwork - I dislike my style of pixelart. I hope I either adopt a new style or I try to exercise my Blender skills.
Game Ports - I really need to make my game in WebGL next time because people really don't like to download games on here.
I hope this was helpful to my future self or to some random person. If you're that random person and you want to see the game I talked about in this post, then here: https://ldjam.com/events/ludum-dare/42/arctic-escape

Less than one week remains to play and rate Bath Time.
Play and rate here: https://ldjam.com/events/ludum-dare/42/bath-time
I'm happy to announce that we are now live on Google Play! iOS app store release will be coming soon (pending app review approval)
In the meantime, I've been catching up on a backlog of other interesting games to rate...good luck to everyone else! Keep playing, keep rating!
Does anyone with HTML5 games need more ratings? I'm going to play and rate all games submitted under this post!
I will also be very grateful to everyone who will play and rate our game in return :)
Hey LD jammers!
Music Game Jam starts in <11 hours!
You'll have two weeks (Sep 1-15) to make any music/audio-themed game you want!
Last year's games included music-based tower defense, pitch-controlling platforming, and guitar shop management, and you could make anything from a Beethoven RPG to a FPS musical!

PLUS we've organised 40 YouTubers and streamers to play your entries and give you great feedback!
And all participants will get a free unlimited asset license for the Wwise game audio software!
You should also join our Game Jammer Discord community and follow MusicGameJam!
https://ldjam.com/events/ludum-dare/42/space-dog-escape
We want to show you the game :v:Slime Running:v:, which we are updating to new versions soon, by which all those who are testing it and are leaving their records in the comments, they are adding them in a ranking list! Are you able to take the first one? Can you pass at least 15 levels? And later in the following versions, skills, and more news about it!
> Escape the mine!
> The challenge is served!

* Link : https://ldjam.com/events/ludum-dare/42/slime-running *
Hi all, we are looking for new people to give us feedback on Hello Ground.
Thank you to all who have already given us their opinion you are great!
Have fun! =D

Hi guys I know in five days the rating will end and you get your rank but I want something now! :D That's why I want to do a micro-ranking. If five people post their game and we all play and rate each others game we can then each make a blog post with a ranking of the others, let's say by tomorrow evening ( in 28 hours). Who's up for some competition? paste your game below ! The first five can join my mini-ranking :D !my game : https://ldjam.com/events/ludum-dare/42/changing-spaces 
Well this will be our last Play&Rate Stream for LD42.
https://www.twitch.tv/firesplashtv
Come over and join in if you submitted your game to be sure we will be able to give it a good rating if questions arise.
And if you did not already do - please check out
Maze Crusher LD
Well this will be our last Play&Rate Stream for LD42.
https://www.twitch.tv/firesplashtv
Come over and join in if you submitted your game to be sure we will be able to give it a good rating if questions arise.
And if you did not already do - please check out
Maze Crusher LD
https://www.youtube.com/watch?v=TVWZ8uUV3UM
I often have terribly ambitious ideas for Ludum Dare, and LD42 was no different - a game about writing assembly code for an actual virtual machine. But I think it went fairly good.
The game itself shipped fine - pushed it out the door just as submission hour started, with a fully functional set of tutorial/starting levels to unlock extended & custom modes, and minimal bugs within said campaign. The problem came when I realized how many op-codes had errors, and how many documented and mostly-finished features slipped past the radar, as is the tradition of making a game in 48 hours.
I spent most of the next week fixing semi-game-breaking bugs (if you consider "nonfunctional opcodes in a programming game" to be game-breaking, anyway) and waiting for my internet to come back after it got blown out by a storm. That wasn't fun. Still, by the next week, a lot more of Senbir was functional, and I was able to do some neat stuff.

Like a paint program.
As cool as it is to be able to write my own programs in it (and as amazing as it is to see other people sharing their own programs), the one area where Senbir is really lacking is in gamey elements, and it's something I do regret (even if there's genuinely NO WAY I could've feasibly done that in time for Ludum Dare) - sandboxes aren't for everyone, and sometimes it's hard to find inspiration.
One of the other areas where it really suffered is in the documentation - a lot of things that just made perfect sense in my head, as a C# programmer, threw actual Assembly vets for a major loop. The tutorials/starting levels could've used a lot of work, too.
This sorta comes back to a recurring theme I've noticed with my Ludum Dare entries: I can get most of the main mechanics implemented without a hitch, but the UX is always hampered by a lack of explanation. Started in LD32, I believe it was, with the Adventures of Cactusman - I watched the Button Masher Bros play it on livestream, and a lot of the game mechanics weren't immediately obvious to them. Happened again with Shift, then with CRTs are Ancient, right?, then The Fallen, and then finally with Dreadnot. Pretty much every game I make where the mechanics & controls aren't immediately obvious (Hazard Hills & Hugely Unpopular President Simulator both escape this effect by nature of being very simple to play) suffers from this problem.
That said, I'm still super happy with the end-result, and plan to keep working on expanding both the game itself, and the capabilities of the TC-06, be it with more op-codes, a simple IDE to aid in writing more advanced programs, or maybe even some kind of cross-compiler tool one day down the line that could create TC-06 assembly from C/C++ code. At some point, I also want to do a proper implementation of the TC-06 in C++ (probably in library form, so it's possible to upgrade the version in-game to support MUCH higher clock-speeds), as well as a standalone program that uses it.
Out of control
I’m Ahmed. The blind programmer. The creator of out of control. Out of control is a little game I made for Ludum Dare 42! This is the first time I’ve taken part in Ludum Dare and since I’ve been getting some really nice feedback from other developers I thought I’d write a post about it. Please chick it and give me your comments https://ldjam.com/events/ludum-dare/42/out-of-control
I’m Ahmed. The blind programmer. The creator of out of control. Out of control is a little game I made for Ludum Dare 42! This is the first time I’ve taken part in Ludum Dare and since I’ve been getting some really nice feedback from other developers I thought I’d write a post about it. Please chick it and give me your comments https://ldjam.com/events/ludum-dare/42/out-of-control
DATS got frontpage and daily 2nd on newgrounds! nice!
currently i'm working on other games and personal projects and stuff but those will be disclosed on my twitter, i'm moving out in a couple of days though so things will probably be rocky from then on as im starting classes in university and whatnot
hopefully i wont die from burnout lol
also, heres an extra lil thing:

We are aiming for a hundred ratings and it's just ten more left! We will be very grateful and rate everyone's games in return!
It's our second time participating in Ludum Dare and we're very happy. The feedback we already got was very helpful and we plan to continue the development of our game.
https://ldjam.com/events/ludum-dare/42/no-space-in-my-stomach
https://www.youtube.com/watch?v=X7WfU53GP1o
For those interested, here's a quick rundown of what's happening math-wise in my game, "Poisoned Palace."
The game's difficulty is on a timer, and each level lasts 10% longer than the previous one. Level 1 only lasts about 20 seconds, Level 2 lasts about 22 seconds, Level 3 about 24 seconds, etc. With each level, lots of stats are increased, as illustrated in the infographic in this post, such as enemy health and damage, rate of poison rise, etc.

Starting at power level 1, the player must traverse the obstacles in the palace, avoiding the rising poison when possible and destroying enemies that are in their way. Finding and collecting powerups increases the player's stats as illustrated in the infographic in this post, such as Max HP, attack damage, and more. The idea is to rush the player to explore and power up in order to maintain a balance with the game's constantly rising difficulty (and poison).


What do you think? Does the math make sense? Did I achieve a balanced difficulty system, or is the game way too hard? Please play, rate, and let me know your thoughts. Thank you!
We are aiming for a 150+ ratings and need JUST 7 more! We'll be rating each and everyone’s games in return!
This is our 1st LUDUM DARE GAME JAM entry and we’re very grateful to all of u for already making it our best one. The feedback's are a great help and we are continuously working at making our game better. SOON, present u with a Post Jam Version of the game. In the meantime feel free to play and rate our game, here: https://ldjam.com/events/ludum-dare/42/void-productions
https://ldjam.com/events/ludum-dare/42/running-in-the-space
Running to 20 please
Good afternoon, fellow jammers! Or morning, as the case may be :wink:
I was just scrolling through some of your games just now and noticed that a lot of feedback goes un-hearted. Unliked? Unloved? Un-:heart:-ed?
By clicking the heart, you increase the reviewer's karma or coolness or whatever it's called these days. This is taken into account by the algorithm to place games with deserving authors higher on the Smart or Classic game lists. And we all agree that a developer should get what he/she deserves, right?
Of course, we should not go around promoting comments that have no constructive or critical value to the developer, such as these common examples:
Nice game! Here is ours if you'd like to check it out LINK
good game
Good for a first time jammer! Play ours as well.
good game. much graphics. plz play.
These comments have absolutely zero value to the developer other than to boost their ego. Constructive comments are much better!
And guess what? You can get this recognition, too! Just leave helpful, detailed feedback for each game you play.
But I have a reason to leave short, unhelpful comments!
Yes, there are legitimate reasons for leaving short comments. But there are certainly ways to get around these hurdles!
I'm leaving a lot of reasons out, but you're all smart people here! I'm sure you can figure out how to get around the handicaps.
So what makes up a constructive comment? - Include the main reasons why you gave the rating that you did, and if you have time, do this for each category (graphics, audio, etc). - Talk about the weaknesses of a game as well as its strengths. How can we learn if we don't know what we did wrong? - Make sure to be encouraging no matter what, nobody likes to receive an angry 'your game sucks' comment!
Above all, be honest in your review. If you aren't honest, the developer gets the wrong impression of what he/she should change in the game. And we all want to help each other become better developers, right? That's what Ludum Dare is all about!
I'd like to take this moment to point out and EXTREMELY GOOD comment I saw recently (props to you, @koala-squad!):
NOTE: The beginning of the comment was removed as it was part of another discussion in the game's comment section. The part I've included is the actual review. The game is SpaceLab 42 and can be found here.
``` ...I really love the graphics! I love seeing a game that makes graphics the focus instead of gameplay, as it does tend to freshen up the competition! Now, I understand what people are saying about the assets used. However, I feel like we are making a rather large mountain out of a molehill here. The only reason this has become an issue is because you did not opt out of graphics, for the very reason that this would absolutely kill your game. Now, here’s my opinion. Firstly, you should have been up front about all of this, addressing it in the description rather than letting it devolve into a flame-war. Honesty is the best policy, especially with something where you may get panned if you remain secretive about it. Next, I believe you are fine with using the spaceship, as well as any materials for the game, because they aren’t the point. The main focus of the game is the art in the menus, not the game or its art. Putting some other people’s assets into minor pieces of the game shouldn’t take away from the major purpose of the game. Really, it should just kinda be shrugged off, because it isn’t the focus of the game.
Finally, the biggest issue with the assets: the background in the menu. I’ve got to be honest about this one: it’s going to hurt your score. There’s no denying that this is an issue. It’s a major piece of the graphics, and the best part of the game at that. I’d take away a full half-star from your graphics score, mostly because it is the visual crux of the menu.
Now, the gameplay. I’d say that I’m kinda just going to throw this out the window. It’s going to get a terrible score because it is a pretty terrible game. It’s got a basic premise, it’s almost impossible to lose, and it lacks mechanical interest. It is free from bugs, and it does work for what it is, so I will give you 2 stars, but overall I’d say that because this isn’t the purpose of this game, you really should just opt out of it so you can get a good rating at the end.
Finally, the audio. It’s really top notch stuff! However, I’d like to express some doubts about the originality of it, partic- ularly the ambience in the menu. I don’t doubt that the music is yours, nor do I doubt that the SFX are original, so that already is a major contribution. Forgive me and tell me if I’m wrong here, but I just can’t tell. The audio that you used work really well to bring home the mood though. The mood was absolutely amazing! Incredible work tuning the graphics and audio to fit the style and mood of the game!
Overall, great job on the graphics and mood, not too great job on the theme, and be honest about what you did or did not make as far as graphics go, and maybe make it all your own next time, even if it has to be terrible, simply to avoid this stuff.
Cheers! The Koala Squad
```
They tell us what they really thought about each category (point 1), and while critical (point 2) it isn't derogatory (point 3). This kind of comment is infinitely more helpful than a 'nice game play mine' comment.
So we can see that people leaving constructive comments are being good citizens of the LD community, and should be rightly promoted! So click that :heart:! You should also now have the tools to write your own constructive comments (though they don't have to be as long as the one above!).
NOTE: To all of you who played my 'game' and are still waiting on a rate-back from me: it's coming, as soon as tonight! I've finally gotten a chance to break out of my routine for some game time.
Cheers, all!
Thanks to all who review and rate my game. I Appreciate the feedback and I have decided to continue production and release multiple versions of Data-Runner.
Finally added the data-frame mode! (Explore and interact with the data-nodes):

More to come underway! :dizzy:
Shout-out to @tannimun, who currently holds the high score on The Kessler Problem. With over 70 users posting scores, competition has been fiercer than we could have expected!

Will you be the one to knock @tannimun off his throne?
Check out The Kessler Problem Here: https://ldjam.com/events/ludum-dare/42/the-kessler-problem
My queue is empty!
I'm playing and rating games on Twitch.tv but my queue is empty! Submit your game in chat, in a comment, or better yet at the link here.
You can see the (empty) queue here.
Looking forward to playing your awesome game on my Twitch Channel :smile:
Try out this challenging ARPG platformer using your favorite USB controller! The game feels way better when using a gamepad. Please install it and give it a try!

https://www.youtube.com/watch?v=1_2j-22Qkb4
Thanks!
Check my jam, takeoff and try to reach finishing line. It only takes 2 minutes if you are successful :) Rate and comment, will do the same for your games, thanks!

https://ldjam.com/events/ludum-dare/42/choppafly
On the Second day of the UE4 summer jam my cousins computer had hardware issues. So we missed the next three days of the five day Jam. We ended up sticking to the theme and finishing a demo after the jam. Feedback is welcome.
Take a look here.!
https://goodenoughgang.itch.io/dolldo


https://ldjam.com/events/ludum-dare/42/my-system-is-getting-hacked/
Spaced Out is now live on crazygames.com
This is the post-jam version, which includes a lot of extras. Most of these were requested.
Tweaked timing of power-ups, tweaked scaling of the ship, more de-scaling with power-up. Also you can restart a game faster without having to go to the menu. Fixed some bugs and make the gaming experience a bit smoother.
Play the post-jam version here: https://www.crazygames.com/game/spaced-out
Play and rate the Ludum Dare Jam version here: https://ldjam.com/events/ludum-dare/42/spaced-out
Don't forget to give us a 'Thumbs up' on crazygames.com please, this would help us out a bit :)


Awesome news! I decided to put my LD JAM game on Xbox One as a free lite version and it has been downloaded and play over 400 times with a rating of 4.3 out of 5 :)
If you have an Xbox One and wanna try it here is the link: https://www.microsoft.com/store/apps/9NM8PZ1H9VW9
Cluster is a very old hard drive (its maximum storage capacity is 10 GB), but very insightful. Tired of the constant abuses of its owner, by the large number of files downloaded, a rebellion begins in which you can help him to comply with it. Delete each and every one of the downloaded files, before these become hidden in the folders.

Play and rate here: https://ldjam.com/events/ludum-dare/42/cluster
This game needs 6 more ratings to get to 20. Anyone kind enough to provide some feedback?
https://ldjam.com/events/ludum-dare/42/froggily-1
This game needs 6 more ratings to get to 20. Anyone kind enough to provide some feedback?
https://ldjam.com/events/ludum-dare/42/froggily-1
It's been a great LD42... I created something I really enjoyed, and I played a lot of really cool games. Congrats to everyone who submitted a game! I'm looking forward to the results.
I also decided to create a video Post-Mortem of my LD42 game entry, Johnny's Flipbook Space Adventure.
https://www.youtube.com/watch?v=GMsWU9lIOBE
https://ldjam.com/events/ludum-dare/42/beater#create/100554/post

Ok, guys. We all worked on the top of possibilities and are almost there. But, one more thing required. We need a Hero, a Chosen One, who will finally push "Drown Earth in plag" button. Who knows, maybe its You?
Try your hand: https://ldjam.com/events/ludum-dare/42/plag

Hi!
This LD we tried to do make a music game, and we ended up with Pianobots. You could say it's a music puzzle game.
We spent quite a lot of time at the beginning of the jam trying to figure out how we could make these compositions. What does each of the bots play in order for each piece to only sound *correct* in the right combination, and how can we make sure there are not too many possible combinations for the bots to play at the same time?
I ended up making some tools to help us design/compose each level, but overall really enjoyed working in this small game.
Since pieces resulted to be challenging even for us who made the game, I decided to not force players to beat each level in order to reach the next. In Pianobots, the whole game is accessible from the beginning and if you get stuck on a piece, you can always try another one.
Even if you don't know much about music, please give it a play!
https://ldjam.com/events/ludum-dare/42/pianobots
I've updated my game on windows and html, I included lots of bug fixes, better saving, upgrades and more...
try the game out here: https://ldjam.com/events/ludum-dare/42/ice-n-fice

Hi !
I am one of the developer of XORN : The fallen god, and in everyday life, I am a developer for a company called Holusion (in France). We build hologram projector for other companies that want a different type of display. So I wanted to make a version for our products.
https://youtu.be/MuNJ0LgwwR4
As you can see, it works very well (I added a joystick compatibility for a better user experience). It's the beginning of the future of the game, we wanted to add :
Thank you for all of your ratings, your feedbacks, and the sharing of your video game passion !
Yann Dubois aka S0rax
I'm working on a lightning & dynamic shadow system for Goo'N'Ghosts. Dynamic Shadows look pretty neat <3
https://www.youtube.com/watch?v=EnYKCIMP2vg
https://ldjam.com/events/ludum-dare/42/goonghosts
Let’s give @pov ‘s unfinished game “Placeholder” (which is actually a link to the LDjam website itself) 5 stars in each category to show our appreciation for him for maintaining this website and running Ludum Dare! So go do this:

Link to his game: https://ldjam.com/events/ludum-dare/42/placeholder
Take a look at the fast paced arcade game over here. (https://ldjam.com/events/ludum-dare/42/upwards)
You can also play the Post-Jam version over here(https://www.newgrounds.com/portal/view/715769).


We uploaded the music of our entry, running out of spice !
You can get it here : music on itch.io.
If you haven't yet, go try our entry for ludum dare 42 !
If you do please play our hame and drop some feedback so we can expand our game to make a enjoyable game out of it!
https://ldjam.com/events/ludum-dare/42/the-red-pixel
And i will do my best to check out yourgame as well!
Just squeeze us! Just play and rate! https://ldjam.com/events/ludum-dare/42/squeezed-out
https://youtu.be/JhiR3tEkFmc
Some minor features showed in this gameplay video were added after game jam time.
It's a shame that I couldn't really play and rate others as much as I wanted to, because I had to deal with a lot of things personally, as well as lost a close friend. So, as a result you probably won't see it the final results. But that's okay! The most important thing for me was experience, and it was a blast!
https://ldjam.com/events/ludum-dare/42/wow-thats-a-big-hole-1
The game is here if you want to play it.
The main premise is to collect cargo. You only have three slots, so you will need return unload it at the base very often. Also, every couple of seconds an enemy spawns, so you have to be careful. However, the more enemies on the screen, the more money you make. Have fun!