Filter LD Games by Platform
If you're looking for a way to rate games made for a specific platform, this tool I made may be helpful: http://ludumdata.openfu.com/event/75
For example, did you know that someone made a game for the Amstrad CPC?

:smile:
If you're looking for a way to rate games made for a specific platform, this tool I made may be helpful: http://ludumdata.openfu.com/event/75
For example, did you know that someone made a game for the Amstrad CPC?

:smile:


Yay, we released a new version of our game Boredom Be Gone which includes several minor fixes and also some new content. You can find a detailed change log on the download site.
Feel free to check it out.
Have fun!
I released my first game on Play Store “Project Earth” so i would like you all to play and give feedback so that i could improve. here is the link to my game https://play.google.com/store/apps/details?id=com.NXDeveloper.ProjectEarth

Just released the (heavily commented) source code for Everything is Money! on GitHub: https://github.com/OgelGames/Everything-is-Money
Haven't played my game yet? Check it out here: https://ldjam.com/events/ludum-dare/44/everything-is-money

We wanted to make an over the top gory GTA2 driving game with upgrades, hope you like it! :)

We wanted to create a gory over the top driving game ala GTA2. Hope you like it!
LAst chance to submit your game before the stream starts in a few minutes!
Submit your game here: https://forms.gle/PgdWaAii8MmPm5Lc9
Unfortunately this time we will only have two P&R streams. One today, one next week. And do not forget to be there when we play your game!
https://www.twitch.tv/firesplashtv
This Ludum Dare @notke and I made Jamsterdam, a game about trying to survive being a jazz singer in Amsterdam.
The game features an endless procedural jazz sountrack that was possible with the musical help from YenTing (@tinglo2233)
In this post, I'm going to go into the musical details that made this possible, forgive me if I'm too technical but I hope you can enjoy the explanation too! I'm no professional musician but I have the required musical knowledge to communicate with YenTing and make this happen. We made everything inside Unity, using multiple AudioSources and messing with the pitch to change the frequency (the note) of our audio clips.
Disclaimer: Some of the details refer only to the post-jam version of the game.
We aimed to create a jazz rhythm section that play a nice-sounding accompaintment for the player (the singer) as you improvise your scatting solo. For this purpose, we needed to compose a song, a base for you to improvise on, and already on the conception of the idea we decided to go procedural
We wanted a song that sounded like jazz, so after discussing with YenTing we went for one of the most characteristic jazz progressions: Two-Five-One progression

We stuck to a major tonality for simplicity and lack of time, but basically that means that the whole sountrack keeps repeating the chords 2, 5 and 1 (for 2 bars) over and over, with some modulation in between, which I'm going to explain. After some testing, we were satisfied with the simplicity and how effective it was. We then only have these 3 chords: * IIm7 Second minor seven * V7 Fifth dominant seven * Imaj7 First major seven
This means, if the song is in C major key, the chords played are going to be:
Dm7 :arrowright: G7 :arrowright: Cmaj7
Then after a two-five-one has been played we need to decide the next tonality to modulate to. In Jazz, your modulations are not really limited, you can change the key to any other, and the song can still make sense and sound good, but there are still some common transitions. For the sake of time, in our case we only defined 3 different transitions and assigned them different probabilities:
A new key is then chosen and its corresponding two-five-one are queued in the chord progression
For the singer we are using just a 10 audio samples of YenTing singing a C4 using different syllables. In our case we have: Ba Be Bi Bo Bu Ta Te Ti To Tu. We randomly choose a syllable whenever the player presses the mouse, and we could easily increase the vocabulary of the singer by increasing the number of samples.
The sample is then pitched to a note in the scale of the current key. This scale is constant during the duration of a 2-5-1, and it's always a major scale.
To find the right amount of pitch distortion to apply to a clip (using Unity's AudioSource.pitch) to hit the right note you can use the formula:
n0 = note of the recorded clip
n = note you want the clip to sound
deltaSemitones = n - n0 // number of semitones appart
pitchN = 2 ^ (deltaSemitones/12) // pitch value to apply to the AudioSource
If you want to learn more check the physics of music by Bryan H. Suits
In the game, we define a singing range and map the vertical position of the mouse on screen to the a note in the range of the singer. We always make sure the mapped note is on the scale of the song on that moment.
(Please pretend the cymbal is a hi-hat)
We knew from the very beginning we needed at least a double bass and some kind of drums. We went for a very minimalistic (and simplistic) representation of the drummer: Hi-Hat only jazz swing). It doesn't do fair to all the ways a drummer can play but please, if you are a drummer, forgive our lack of time :sweat_smile:

For the double bass we tried to imitate a walking-bass. At the begining of each bar, if we just changed chord, the bass plays the tonic of that chord, and in the subsequent beats, the bass plays notes in the chord of the song of that moment. For example:
In a Fm7 Chord: * Play F in the first beat * Play randomly F, Ab, C or Eb on the other beats
Again, I want to emphasize, this is a very simplistic imitation of a real player :grin:

Originally we tried to stick with only bass and drums, but we very soon realized we lacked more support on the harmony of the chord in order for the vocal solos to sound good, so we decided to go for a simple piano comper.
They keyboard player plays each new chord on its first beat, plus on the Imaj7 chords (which are 2 bars long) it plays on 5-and and 6-and (that means on the last third of both the 5th and the 6th beat).
We managed to add 2 different voicings for the keyboard. * Basic voicing We just play the chord notes from lower to higher. In a G7 chord, the piano will play G B D F, the G being the lowest note and the F the highest. * Tonic-less voicing Since the doublebass is already playing the base note of each chord, the keyboard can avoid it. YenTing wrote down for us a common 2-5-1 voicing for jazz piano players. From lower to higher note, for each chord of the 2-5-1 progression:
II :arrow_right: 7 3 5 9
V :arrow_right: 3 7 9 13
I :arrow_right: 7 3 5 9
On each key change, the keyboard player chooses a voicing to perform.
There are plenty things we wanted to do with the music but didn't have time for in the end: Adding other chord progressions, modulating to minor modes, improving the sound and variety of the instruments.. But we are very happy with the overall result of both the visual landscape and the soundscape of the music.
We wanted to make the player feel like they are jazz singers singing in the canals of Amsterdam, to make players feel like they are improvising with a live jazz-band, and I feel we got quite close to that feeling :slight_smile:
Give Jamsterdam a try and check the post-jam version on itch.io:
https://nothke.itch.io/jamsterdam (If you press X 3 times you can enable the Chill-mode where you can just enjoy the scenery and sing freely without the worring about paying the bills)
Big shoutout to @notke's amazing visual adaptation of Amsterdam :art: :cityscape: Check his work on twitter Nothke
Follow @tinglo2233 for amazing music :microphone: :musical_score:
Follow me for more games that make music :videogame: :musicalnote:
First of all: Thanks to everyone who gave us feedback on our game. It was really valuable for making this postjam version! We tried to integrate all of your suggestions for improving the gameplay.

So here is what we managed to get done: - Gamepad support!!! (A functions like the spacebar) - Added a "skip" button for the cutscenes - "Retry" can now be triggered with "Anykey" - A few general bug fixes - general improvement of platformer mechanic, especially jumping of ledges should be less frustrating now - adjusted some frustrating colliders - Improved camera movement. It now moves in the direction the player is facing - Tutorialscreens will now be disabled after a few tries - Added screenshake when dying - Improved some audio transitions - Improved a few UI animations - Music will be played with lower volume while dialog is playing
There will be another postjam release with improved graphics, as soon as our artist can find the time to work on it.
I've compiled all the twitch streams of people playing my game!
https://youtu.be/kCvru9lJvz4
This is part 1 of 3. If you want to know when part 2 and 3 are out, follow me on Twitter!
Timestamps and links in the video description.

Hey!
Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam, in where you play a double faced coin and you have to scape from a city plenty of evil rich dudes.
We keep working on a modular level generation protoype and some of the mood we want to give it, so maybe last version is not so playable like first. Anyway, we can see some of core mechanics working OK now and how would be scaled the game.
Havent played yet? Come and enjoy, but dont forget rate it!
https://ldjam.com/events/ludum-dare/44/face-to-death
See you soon!
We updated our game thx to feedbacks receveid !
And small improvements !
*Try out our game ! its short and available on Windows and WebGl*

*Try out our game ! its short and available on Windows and WebGl*
New video! :smile: Playing some of your submissions!
Like and subscribe if you enjoyed!
https://youtu.be/XcL6w9U9uxA
Try to survive the longer as you can in our game and post here how far you did, I wanna see how hard it is right now

https://ldjam.com/events/ludum-dare/44/necroblood (If you guys can give me some feedback as well <3)
This week, thanks to your many feedback, i decide to develop a complete version of my compo : Escape from Hell.
If you have not tried it yet, you could find it here :
I restarted the development from scratch. Until now, I'm focusing on combat mechanics.
From now, i finish all this part :
* Player movement
* Dash and Run
* Hit with right weapon and left weapon (shield for this moment)
* Next hit depend of the actual hit, to made sequence and charge hit
* Dynamicaly change weapon
* Dynamicaly change equipment
I don't work on new hit animation so i just share you the dynamicaly changing equipment :
I have also worked on new boss artistic concepts that you will encounter in the game :

https://www.youtube.com/watch?v=9QAeH5xSUwE
If you have an oculus, sign up here to participate: https://forms.gle/FQ2ViL6rwTzKCaf56


I mean the title just says it all so... LINK..?? WHY HAVEN'T YOU LINKED THE GAME YET..??? HELLO?? :3