MONEYMONEYMONEY
Try and rate my game!

Try and rate my game!

I am 14 years old young game developer. And this is my first time that i participate on a game jam. I like you to checkout my game and help me to get my game in any position in the jam. But this is just a hope for me as well as u know. However check my game and rate if you like.
Game Link https://ldjam.com/events/ludum-dare/44/boxes-rush-1
It's happening. Right now. Right here: https://www.twitch.tv/syrapt0r
You can join the queue and watch me play your game if you want!


All slimes in game are made by other players. Can you make it on the leaderboard?

https://ldjam.com/events/ludum-dare/44/liveon

https://youtu.be/N9CECTj7s9I
https://ldjam.com/events/ludum-dare/44/kappetalize

I am 14 years old young game developer. And this is my first time that i participate on a game jam. I like you to checkout my game and help me to get my game in any position in this jam. But this is just a hope for me as well as u know. However check my game and rate if you like.
Game Link https://ldjam.com/events/ludum-dare/44/boxes-rush-1
I feel the theme inspired people, I played lot a different games, trying to leave useful feedbacks to each one, and I liked the game I played ! Here are three I played today I liked a lot :

Hey, we need new workers for our company!
The only job you need to do is to fix the machines and gain money from our generous boss!
What are you waiting for? Come and join us!
https://ldjam.com/events/ludum-dare/44/sweat-shop

https://www.twitch.tv/siraeron come to say hi! doing some playtest of ludum dare entries with live feedback!

https://www.twitch.tv/thevinter
You all know how it works :D
https://www.youtube.com/watch?v=jqmAuB0gjd0
https://ldjam.com/events/ludum-dare/44/beths-shop
Pretty happy how it turned out, next time I will have to think how much animation I want to do. Because the climbing up the rope and 'kid' onto ledges were pretty good I think, but that made me have less time to work on the other animations such as the older jumping versions.
People also complained about the speed of the characters, and I agree. Though they were intended to be kind of slow, it was a bit too slow.


Hey this is our first jam game ever and we'd like your opinion about it!
You have to protect the king's treasure from the goblins by throwing them away from it. You can also use the treasure to buy stuff to help you protect it, but if you run out of money the king will definitely not like it.

Here is the entry: https://ldjam.com/events/ludum-dare/44/goblin-launcher






Despite Unity's many, many failings. There's one thing that really makes it incredible, which is the ability to port to any device or OS you want, with only minor modifications , sometimes only a single button press!
I like my creations to be accessible to as many people as possible, being able to develop for a platform without having to even own the platform is a real game changer.
Unity even goes further, allowing you to build for web, suddenly anything with an up to date web browser can play! (Well maybe you need a keyboard too)
This is really a long way of saying, we now have an in-browser version of our game. If you're interested, let us know how we did! https://ldjam.com/events/ludum-dare/44/something-of-legend
Next up, I want to port this game to Android
Our game just went from a silly whiteboard draw

to a real game with animations and particles and more !

https://ldjam.com/events/ludum-dare/44/les-pattesthe-legs
Thank you everybody! Keep voting for our game and share us yours !!!
https://youtu.be/JEaYybE82KU


I've noticed a lot of people using Unity and Game Maker and etc for Ludum Dare and that fascinates me. It makes SENSE, of course, in retrospect, to go as fast as possible via letting some third party lay the foundation for you.
Meanwhile, our team has been building our own tools for almost two years, using DartLang (google's answer to TypeScript).
We definitely have things we're good at and things we just aren't. Our engine is absolutely fantastic at rendering layered things to a canvas and letting you mess around with colors. It's a bit harder to get animations working with, and still harder for more complicated rendering things (such as individual layers moving around or changing rotation or size).
Overall we've built up 7 libraries we use internally, all that helps us get games up and running quickly, while being something we feel more comfortable using than a third party engine?
The biggest thing we do is allow custom replacing of pixels for layered assets, i.e. a DollEngine.
.
. 
Are all examples of the same art assets being rapidly recolored pixel by pixel.
We do this via having a "default" palette the individual parts use. A layered doll with no recoloring would look like this:

And one of her layers looks like this:

Our DollEngine has been used for a lot of things, including a pretty popular virtual pet game, where you can grow your pet up into an adult. This required the engine to support a "transformation" mechanic, where a doll can seamlessly go from one form to another.
Which of course, leads us to the custom dollset we created for this competition ;)

You can check our custom libraries out here:
https://github.com/FarragoFiction?utf8=%E2%9C%93&q=lib&type=&language=
And you can see just what creating your own engine can get you here:
https://ldjam.com/events/ludum-dare/44/mahou-shoujo-monster-promised-fate

Feel free to buy and sell organs...
A game about strategizing with money. In the far future, people sell their own organs, to gain money for surviving. Every person offers you a part of their body.
Thanks to their stats (price, illness, possibility of death), you can decide, if accepting their offer is favorable for your goal. Me and our team would be glad if you have a look at this creation!
https://ldjam.com/events/ludum-dare/44/give-and-take or https://purn.itch.io/give-and-take

Hi all!
I've created this small voxel sandbox game in 72h - wanted to make it for the compo but didn't make it in time.
Let me know what you think and if i should keep working on it.
https://ldjam.com/events/ludum-dare/44/treasure-hunt
I am 14 years old young game developer. And this is my first time that i participate on a game jam. I like you to checkout my game and help me to get my game in any position in this jam. But this is just a hope for me as well as u know. However check my game and rate if you like.
Game Link https://ldjam.com/events/ludum-dare/44/boxes-rush-1
Know that feeling? You see a cool game you wanna try out, scroll down and then "ughh.. no webbuild".. :( +sigh+.. +download+
Well, no more with this little PvP game of ours :D Also with controller support!
Would appreciate if you try it out <3 would return the favour ofc :) also without webbuild :P
https://ldjam.com/events/ludum-dare/44/calienows

https://ldjam.com/events/ludum-dare/44/mine-corp
You are the planet Earth, and you must protect your natural wealth, against evil Mine Corp. which will try to take your wealth, and kill you. They destroyed your sisters and you are next.


Thank you for playing && voting && leaving comment

follow our game to see it ! https://ldjam.com/events/ludum-dare/44/drop-of-life
Play our game and I'll play all of your games below: https://ldjam.com/events/ludum-dare/44/elevator-pitch
Please comment your games below so I can play them. :grin:
I just uploaded an HTML5 version of our game "Slaves of the Carribean" to make rating it a bit easier. https://ldjam.com/events/ludum-dare/44/slaves-of-the-carribean

Farm florps and make lots of money. Get $1000 and buy a dog!
https://ldjam.com/events/ludum-dare/44/florp-farming


#ld44 is my first Ludum Dare, and it was a fantastic experience. What started as a few hours of stress and worry turned into something really enlightening and special and I've been soooo upbeat all week since! Maybe it's the sleep deprivation (!) but on Monday I felt so completely pumped and accomplished.
There's way more written here than intended, but I think (hope?) it's a valuable insight into how the design of the game was approached and how its failures appeared. You'll find out more about the game than expected ^-^. If you haven't seen bird food yet and have time, please play before reading!
The game was made in 48 hours, submitted for the jam because the codebase it's built on is a work in progress and releasing the source code would be troublesome. All gameplay code and art was created during the jam, and the sounds were created with Bfxr except for the guillotine sound, which is two creative commons sounds combined and altered.
Coming up with a mechanic for the theme was hard, right? A lot of the difficult came from the wording of it being very narrative-applicable. It filled my head with metaphor about the workplace and thoughts of dystopia which are interesting, but i wanted to focus on gameplay. Approaching it from the perspective of sacrifice made it easier to work with.
bird food has you controlling a little worm whose objective is to make it through a series of grid-based levels. wormy moves at a fixed speed, and can move left, right, up, and down within an 8x8 grid. The levels are built on a 16x16 grid. To be allowed to move through a level, wormy must consume all the fruit present on the grid. wormy grows as food is consumed, which creates problems for the player to solve when navigating tight areas to collect more fruit. wormy can use conveniently placed guillotines to remove body segments to reach previously unobtainable fruit.

The core mechanic of cutting wormy up with the guillotine is the main hook of the game, and I'm really happy with how it feels and acts. the guillotine feels good to use, and hopefully inspires a thought of "oh, that's cool!" in the player. The sound and screen shake add so much to making slicing up wormy feel satisfying. You sliced wormy up when leaving a level even when you didn't need to, didn't you, you monster?
It ended up being difficult to design with on its own, because the situations the design can force are so limited and obvious. Based on the feedback of the game I think this didn't matter too much, because in the amount of time someone dedicates to playing a jam game, the idea of the guillotine carries itself, but for a longer game experience there would need to be additional elements in the world to drive new situations and challenges as the player progresses: buttons that need to be triggered together by a long wormy, or separately by a shorter one, and maybe attacking elements like rising floor spikes or arrows that would hit a long wormy, but that a shorter wormy could avoid.
Another potential aspect is having multiple guillotines. I managed to code myself into a hole with that one: a single guillotine was implemented, then referenced in a few separate places, and by the time I wanted to try multiple guillotines it became difficult to think about tearing the code apart within the given timeframe. Lesson learnt for future jams, almost always throw stuff into lists. In most cases it's not too much extra effort to make your code operate on multiple instances of things if you're thinking about it. But sloppiness here became a pain point.
Which brings us to the biggest pain point. Despite every comment being positive (which I'm so happy about!), almost all of them mention the same thing: the grid, and to some extent how that relates to the controls. As mentioned, wormy segments reside in an 8x8 grid, whilst level segments live in a 16x16 grid. They're different. It sucks, and I couldn't think of an adequate solution in time after making the mistake. When working with a grid based game, you really need to have a grid size chosen before working on level design - if you decide to change that grid size, you often end up throwing a lot of design away. I decided early on, pre-level design, that 8x8 movement feels good on its own. With a fixed rate of movement, the grid size and speed directly impact the responsiveness of the controls. When it came to doing the level art, 16x16 just kind of ... happened. I'm not really sure why. It was a mistake, and it negatively impacted the result.
Half way through the jam I realised that I enjoyed the controls even within the mixed grid sizes, whilst also realising it's extremely frustrating at first. I tried to work around it. Changing the player movement to be 16x16 sucked, soooooo so much. It feels so unresponsive that it was just awful, far more so than the feeling of miscalculating the movement in an 8x8 grid. The easily tweakable aspect is the rate at which wormy moves. wormy moves slower in the released version than throughout most of development, but based on the comments probably should have been slowed down more.
The ideal would have been to design some level elements at 8x8 rather than 16x16, to keep the responsiveness of controls without affecting player expectations that the 16x16 levels give. Even after messing up the grid spacing of the levels this possibly could have been mitigated by making the fruit reside in the 8x8 grid - but that was another oversight.
Minor grievance: the guillotine takes up three grid squares, which made it difficult to place effectively in the small levels. It also can't be rotated.
But, overall, you did a good job, especially how you teach players how to play without any text at the first levels. - @dainiel-moreno
This comment means a lot to me, because designing levels is often something I struggle with from a creative perspective, but i really wanted to do a good technical job. The intended design was:
It's only on the fourth level that the guillotine is required to pass the stage.
Originally, the first level didn't have any fruit - just a block in the centre that you would have to navigate around. As i wasn't able to produce any music for the game, the first level ended up feeling really dead. Fruit got added so that the player would experience something satisfying (the 'ding!' sound) quickly which the navigation alone didn't deliver, but the fruit is placed before wormy can move out of the beginning narrow passage. The player might has to think about fruit pickup affecting the level exit on the second level.

Level three is a special case, having no fruit but requiring the space bar to be pressed to move forward. I don't know how elegant this appears, but it does its job reasonably okay (with the minor bug that pressing space to restart that level when dead causes the end of the level to unlock - most players probably don't experience this).
The fourth level didn't require the guillotine at first, but eventually I found that replicating the narrow passage of the first with some fruit at the end requiring a guillotine slice to reach worked well without too much difficultly at this early point.

I was worried about successfully communicating to the player where a level ends, when they can't exit, and why. The art for the level exit indicators aren't great. Thankfully, the 'ding!' sound is extremely effective and gratifying, and nobody mentioned struggling with this.
Sound was troublesome. A few people mentioned that with the difficult controls, having a sound match the movement of wormy would assist in moving accurately. They're completely right, and it's part of why fruit so densely packs some segments of the levels. I tried to add a Pacman-like movement sound but the things I tried ended up sounding irritating. I should have tried harder to fit this in.
A great comment was someone suggesting that levels change colour to show progress. This would have been such a low effort implementation that would add a lot. I realised just after publishing that there should have been some sense of indicating the player was approaching the end of the game because without that, it becomes so tempting to quit when things get frustrating. Having a progression indicator would have meant a lot.
A similar problem was with level goals. I would have liked to have more flexibility with the win conditions for a level, ideally needing a wormy be greater or shorter than a number of segments to pass. The problem with this was the same as the progression - I failed to think of a way to communicate those things to the player. The general thought was some sort of artwork depicting 'pips' indicating a number of segments wormy should have to pass the level, but it didn't work out. Communicating something to the player was a lot of the problem with the movement system, too - some players think it's too fast, or that 16x16 might be better, but the core problem is that 8x8 tile movement within a 16x16 tile world goes against expectations.
Very few commenters mentioned the theme, I'm excited to see how the ratings come back for that category. The design was fully intended to adhere to the theme and came to life because of the theme. The struggle of wormy represents the struggle of employment, of cost, and of life. wormy works hard to gain things wormy desires (fruit), but part of that earning ends up costing the same thing that is given up to earn more.
The name of the game, bird food, slightly alludes to the metaphor: the perception of wormy in the player's eye is that wormy is everything about the world. Realistically, wormy is still just one element of the food chain. But the name is mostly nonsense that was thought up an hour before submission when I had to draw the splash screen :)
A minor thing that might have affected perception of this would be being able to carry segments through levels. I was worried about how this might affect design of the levels, but in the end it wouldn't have negatively affected anything.
You've played the game, right? And you've made it through all of this text,
which I'm so grateful for! You get an easter egg! Open up
the game, start the
first level, and press shift + e. Surprise! The level editor is in the
final game! Just before intending to remove it before deployment I figured
nobody would trigger it accidentally, and I worked hard on it, so it stayed
in ^-^. Making a level editor is a big time investment in a 48 hour
game, but it made the final hours sooooo much easier.

The controls:
f and left/right click to add/remove a fruitg and left/right click to add the guillotines and click to move the start position. use the mouse wheel to
change its directione to move the end position in the same way as the start positionpressing ctrl + s (on the devel version) saves the file to something like
this:
guillotine 14 10
goal 26 4 right
player 4 0 up
wall 0 0
wall 0 2
wall 0 4
fruit 8 8
fruit 10 16
fruit 4 8
When you die in a level, pressing ctrl + space respawns you in edit mode -
which made it easy to make sure fruit was preserved correctly when saved.
The levels were set to read in a fixed list of file names (1.lvl, 2.lvl,
3.lvl) and if a file doesn't exist, the level starts in edit mode, which made
designing the game as simple as playing through it. I'm a tool junkie, so i
was happy with this system, and the expression you get from being able to
"draw" tiles is a great bonus.
Testing is an extremely important step, which I completely neglected because I have nobody to ask to test it :) The only known bug is that sometimes wormy's head visually displaces from the rest of the segments. Limiting the scope of the project to just a few elements, and accepting some of the problems highlighted instead of striving to improve every aspect of the design, saved a lot of heartache. Having just one minor bug is mostly luck and witchcraft, which I'm extremely thankful for!
Almost every comment mentioned the same flaw (the grid), which made it so surprising that every comment was also incredibly flattering and kind. I doubt I'll work on a post-ld version of bird food, but I'm so glad to have made it and that people enjoyed it - at least one person even finished it! Now that you know how to remove tiles, you can finish it too :)
Thank you for playing and reading! <3
Didn't play as many games today, but I did come across one that was rather good, and I'll mention one of yesterday's games that I screwed up the link to again too!
(@agurcan)
https://ldjam.com/events/ludum-dare/44/welcome
Think like the levels on Super Meat Boy where you're running away from a boss. But, y'know, not quite that polished, this was a 72 hour jam after all ;D Welcome has some neat elements, like the platforms randomly generating from a set of options, and is worth a few plays unti you get the whole way through. A short but sweet gameplay experience! My biggest gripe, like with many of the games I'm playing, was that the nod to the theme is quite a cursory one! Seems like a really tough one to get right this time round! Still, worth a play if you want a fun short platformer and don't mind too much about super-clever theming ;)
(@vanleiden)
https://ldjam.com/events/ludum-dare/44/goals
Mentioned this one yesterday but screwed up the link so I'll mention it again! A short, charming puzzle game with a clever mechanic I really enjoyed and just a few levels but satisfying nonetheless - lovely sound design too! Still my overall favourite of the games I've played so far - let's keep playing to see who can topple it!
And again, I'll end by asking folks to give my team's game a try if you have time! Find it here: https://ldjam.com/events/ludum-dare/44/goldf

https://ldjam.com/events/ludum-dare/44/harvester
After working overtime in the last few hours of the jam, I finally managed to hardcode my way to the finishline, only to discover that a lot of stuff was unexplainably broken on build and, with no time to spare, we had to upload our broken build! Luckily I found some time today to look into the problems and fix most of them! The game still has some minor bugs and needs a lot of changes before we can be fully satisfied, but it is finally playable!!! I'm super proud of what we managed to create in such a small period of time and want to thank @koalaura so much for the amazing art assets!




We had a lot of fun this jam and are definitely coming back for the next Ludum Dare! If you've got the time, why not try out our game. No need to download anything, you can just play it in your browser!
https://ldjam.com/events/ludum-dare/44/kaumaha
Hi after finishing the jam and updating a couple of fixes, we can now share out experience. So here is our postmortem.
If you want to know what I'm writting about, here is our game.
https://ldjam.com/events/ludum-dare/44/they-ran-out-of-mana
What went right:
1 - Game design freeze before the jam.
When Pau and I decided to join the jam some months ago we agreed that doing a card game would be fun.
Cards everywhere!
A few weeks ago I came our with an abstract game mechanic. The idea was to put a theme on it based on the winning one. The initial design was more complex of what we ended up doing, but gave us a lot of focus and saved us valuable time. When the final round of themes was announced we imagined, for all of them, how could we add a twist to the card game. Some were easy some were not. Which leads us to...
2 - The wining theme: Life is your currency.
We were super happy with it. Necromancers are cool. Its my default class when playing games suchs as Wow, Guild Wars, Diablo, Hearthstone, etc and the theme was screaming Necromancers!!.
Also, mechanically it was one of the easier themes of the final round to adapt to our initial design. Our game concept didn’t have a resources/mana system so we this was not a breaking change.
Our initial plan was having free cards of different colors and the oportunity cost of playing all cards of only one color was our resource management mechanic. So It was easy to add a currency system based on life layer on top of it.
At the end we removed the color based system because of scope issues. The game was still fun thanks to the need to pay cards with life.


Necromancers don't like each other. Everybody knows that
3 - Team compatibility and scope.
Pau and I have been working on projects together since university. So we know how to organize work and what we are capable of doing. Our interests and skills are quite complementary. I like to think of crazy ideas, love game design and quickly prototype tons of unpolished features. Pau is super methodical and can spend a whole day polishing the smallest thing, he doesn't mind much about the design as long as it is fun and has good art skills.
After having worked on a couple of game jams with physics based gameplay we moved to something more deterministic and turn based. It was the right choice.
Being able to work on the same physical place was a big plus.
What went wrong
1 - We didn’t have an artist in the team. Luckily, Pau drawing skills are awesome, but his programming skills are even better and he lost a lot of coding time to work on art.
We did what we could
2 - First jam as dads.
Both Pau and I have children now. That’s why we skipped previous 10 ludum dares.
For this one we sealed dark pacts with our families. But anyway we spent half jam with the kids.
Also on sunday it was national elections day in our country and we had to go voting.
progress_1.gif The game looked like this on saturdat night.
3 - No sound = no glory
Because of the reasons above we had to reduce scope to the minimum.
Gameplay goes first. Art is fun. Sound lost the battle.
And it's a shame because sound makes games so much better.
4 - Re-learning Unity.
We spent too much time googling basic stuff. Why do my scriptable objects break? How does animation work? Our last game jam was ludum dare 33. Many things have changed. Even more things we have forgotten.
This is our final result
That would resume our jam experience. How about yours?

https://ldjam.com/events/ludum-dare/44/charger
Can you beat my highscore of 5600. I know, I suck at my own game haha.
A big thank you to everyone for your great comments!
And if you have not tried yet, come and test it !
https://ldjam.com/events/ludum-dare/44/piggy-bank-1


Play 60 Second Supermarket Sweep right now in your browser
After a lot of stressfull mouse clicking around the time of the deadline, we managed to upload our LDJam entry, Kaumaha. However, it was still a bit buggy. @re-markable has spent the past day fixing bugs and moving the game from HRDP to LRP. Thanks to that, the game is now fully functional and playable online! This is my first time joining Ludum Dare and I had an amazing time. The community is so active and as I'm typing this I see how comments and feedback on our game keep appearing. I am very greatful for all the amazing feedback we're getting. I loved playing around with 3D models and had a lot of fun working on our UI and soundtrack. And thank you @re-markable for your amazing animations, code and patience! I hope to be joining the next Ludum Dare as well!
Our game:
https://ldjam.com/events/ludum-dare/44/kaumaha
Thank you!

Climb your way to the top in the chillest new battle royale, Peak Myths!
FREE TO PLAY IN YOUR BROWSER!
64 FANTASTIC COSMETIC ITEMS!
https://ldjam.com/events/ludum-dare/44/peak-myths

How can you say no to this gorgeous!
Check it out!
This is a modding guide for my game Faery Tales - https://ldjam.com/events/ludum-dare/44/faery-tales

so @kichex asked about a doc explaining how to mod the game. Just for a little background, the code enabling the moddability is part of a larger project im working on. So the game is only partially moddable at this point.
What you can change:
Player Settings & Player SFX
Tileset GFX & Tile Definitions (does it kill on contact, is it collidable, etc.)
Game Levels
Level Music
Level Backgrounds
What you need:
Notepad++ or another text editor - https://notepad-plus-plus.org/
Tiled Map Editor - https://www.mapeditor.org/
Whatever you want to use for graphics
All the files are contained in the Faery Tales_Data\StreamingAssets.
Levels: Path: Faery Tales_Data\StreamingAssets
faery1.json - level 1
faery2.json - level 2
faery3.json - level 3
menu.json - menu level
the game automatically loads menu.json at the menu screen.
Tilesets: Path:Faery Tales_Data\StreamingAssets\Tileset
A tileset consists of two files. the PNG that contains the graphics, and the json that details what tiles do what. The tileset cannot have any more tiles than ff.png currently has.
Tilesets for a level are specified in the Map Properties in each level.
if the file is called ff, the tile data file is called fftiles.json
Here is sample content of the tile data:
"biome" : "spikes",
"killOnContact" : "true",
"collision":"grid",
"tileIds" : "20"
"biome" : "slopeUp",
"collision" : "sprite",
"atkBonus" : "0",
"defBonus" : "60",
"moveCost" : "2",
"tileIds" : "4",
"vertices": "0|0,16|0,16|16"
so here are two examples. One is a slope, the other is the spike tile. The tile ids go from top left to right, then down a row going left to right again.
Properties that can be set:
collision : sprite, grid, none - sprite allows you set a collision mesh for the tile, if it isnt square. The game uses the vertices property when sprite is selected. grid is collision on a square, and none allows the character to pass through.
killOnContact: kills the player when they collide with the tile
passThrough : above / below - implementation of one way platforms - jumping is a little shaky on these, so this wasnt used.
Ladder : true / false - marks tile as a ladder tile. use w and s to move up and down the ladder. You can also jump off.
tileIds : the list of tiles that apply to this tile type.
vertices: 1|1, - first digit is X value, second digit is Y value. These are the points of the collision mesh if you use sprite for collision.
NOTE: if the map wont load, 9 times out of 10, its because you have used a tile id twice in your tile definitions.
BG-
Path: Faery Tales_Data\StreamingAssets\BG
Backgrounds are specified in the Map Properties in the level map.
Music-
Path: Faery Tales_Data\StreamingAssets\Music
Music is specified in the Map Properties in the level map.
SFX-
Path: Faery Tales_Data\StreamingAssets\SFX
Sound effects are specified in playerConfig.json
Player-
Path: Faery Tales_Data\StreamingAssets\playerConfig.json
MoveSpeed - max speed of player
Sounds- name of file in SFX folder to play for each event.
"gravityAdjust": - an adjustment to the normal platforming controls to make jumping more floaty. Currently set to .45 out of 1.0
"accelTimeAirborne": "0.5", - time to reach full horizontal speed while in air
"accelTimeGround": "0.3", - time to reach full horizontal speed while on ground
"maxJumpHeight": "14", - max height of a jump - this is affected by gravity adjust
"timeToJumpApex": "0.7", - time to jumpApex - speed of jump - affected by gravity adjust.
Levels- Faery Tales_Data\StreamingAssets\
Please use tiled, but you can also use notepad ++ to edit the levels.
The objects have different properties that let you alter their behavior.
prefab: name of unity prefab to spawn.
Here is a full list(some of these are from another project, but they should "work")
FaeryTales Prefabs:
Diver - diving drill
Bot/Downward Bot - flying machine
Dwarf - ...
switchTile - tile that can be toggled on and off by a switch
Turret - shooting turret
nextLevel - level end marker
spawnPoint - player Start
spawnCam - spawns camera only
movingPlatform - platform that moves back and forth.
killzone - large prefab that kills player on contact. put these at the bottom of your level
Medpack - health
teleport - teleports player to another teleport
teleportInvis - used as a target for the teleport, no graphic.
Switch - triggers switchTiles when shot or collided with.
NonFaeryTales Prefabs:
BouncyCannon 1 1- a box that bounces around and shoots.
Crate- rigidbody crate that is destructible
destrucPlatform- destructable crate that stays in place.
FlakPickup - Flak Cannon weapon
RocketPickup - Rocket launcher weapon - does not shoot to the left correctly.
jumppad - launches player in whatever direction its pointing.
Tank - an unfinished tank object that doesnt really work.
switchableSpawner - a spawner that can be toggled by a Switch.
WandererTest - a box with a skull that follows a path.
Theres a lot of properties specific to each object, but since this post is getting crazy long, im going to cut it off here for now. Have fun! Let me know if you guys have any more questions.
Take a look at the existing json levels! You can see all the properties set for each object.
https://ldjam.com/events/ludum-dare/44/faery-tales
I've ported Tunnel Bug over to Linux! You can now go to the itch.io page and download the tar.gz package and it should run!

Also, thank you to everyone who has played the game so far. In less than three days it reached the ranking threshold so I'm gonna look forward to seeing how high (or low) I get in each category!
A big thank you to all for your good comments and sharing
And if you have not tried yet, come and test it !

Available HTML5, Window and Linux https://ldjam.com/events/ludum-dare/44/underbreak
Dying is a thing. Escaping from hell is another.
Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs !
As a newcomer in hell, you’ll try your way out of the underworld. Shoot the imps and get the keys to go higher and closer to the surface. But freedom has a price, and some pacts with demons will need to be signed…
Will you spend your life wisely enough to get through the circles of doom? Or die trying?
Here is a video featuring UnderBreak and nine other games made during the Ludum
Link YouTube LesAventuresDeRed
Available HTML5, Window and Linux https://ldjam.com/events/ludum-dare/44/underbreak
https://www.redstudio.xyz/
Just uploaded a web version of "Alleycat Faust" for faster playing:
https://ldjam.com/events/ludum-dare/44/alleycat-faust
Rock on!


My life is cactus is updated and we corrected the bugs ;)
https://ldjam.com/events/ludum-dare/44/my-life-is-cactus
Hope you'll enjoy it :heart:
And if you havent had chance yet, try it here! :D

https://ldjam.com/events/ludum-dare/44/your-life-is-my-money
... and amazed on the amount of positive feedback I got for Mind Over Matter. Most of y'all are also encouraging me to continue to work on it and release it on Steam. That makes me happy and thank you!

Did you find it? :D

In a kingdom whose currency is the chicken, you must lead a brave chicken in his journey to take over humans.
I'm quite happy with my 2nd Ludum Dare, even though it has some glitches (be warned).





1321321
1233

https://ldjam.com/events/ludum-dare/44/the-branch
The Branch is a ‘slice of life’ documentary looking at the staff who work at the local high street bank.
In tonight’s first episode we meet branch manager - Clinton Meeks. Clinton’s obsession with currency is preventing him from ever loaning the bank’s money to anybody! In charge of the Bureau de Change is xenophobe - Mildred Pew. An elderly woman who’s only interested in the GBP and wants to get rid of all other currency. Then finally there’s body builder, branch security and delivery driver - Derek Armageddon, who’s suffered a severe spinal injury since using the vault as his personal gym. For these 3 people - currency is their life.
Tune in now!

The Branch is a simple narrative driven experience. Meet the characters and play out their day to day activities. There is no winning or losing, just doing. Have fun!
If you’ve played our other Ludum Dare entries then you’ll know what to expect, questionable gameplay, questionable voiceovers, and stupid humour. We hope you like it!

It's took me almost a whole day working around Unity profiler.
Fortunately I was able to fix most of things caused performance issues.
My greetings to the following call stacks :
Physics.Processing
FixedUpdate.PhysicsFixedUpdate
Pxs.AABBManager.SingleAABB
Pxs.Context.ContactManagerDiscreteUpdate
Pxs.Context.CCDAdvanced
PXs.Context.UpdateCCDsinglepath
- Removed unused code from Asset Camera script (FixedUpdate())
- Reduced the amount of polygons on some Meshes. (Couple of them I was forced to remove at all)
- Reduced rain VFXs
- Fixed shoot aim Raycaster (now it's more accurate, but not perfect yet )
- Tweaked the in-game balance (monster health, revolver damage)
- Minor SFX fixes
- Added game state output (top-left corner)
Result (from left - to right):

P.s : It may be an obvious tip, but try to hide Scene tab every time during the profiling or playing.
Otherwise it takes ~x3 amount of resources (even without editor overhead)
Enjoy!
https://ldjam.com/events/ludum-dare/44/black-market

play here https://ldjam.com/events/ludum-dare/44/bravebelly-funny-dystopian-thicboy-runner-with-dark-undertones


https://ldjam.com/events/ludum-dare/44/bravebelly-funny-dystopian-thicboy-runner-with-dark-undertones

Do you want to know how a vending machine looks from the other side? Then give Beyond the Slot a go!
A fun and action-packed romp you can play directly in your browser! (Sadly only one of the three worlds work)

Hello, it's Daniel Geber here, composer and sound designer for the game Glad Gladiators, made at Ludum Dare #44. I'm here to talk about the game's music! :D
The first song is called "Praise to Me". It's the intro and title screen theme. With this song I wanted to evoke what it's like to be in the presence of a pagan goddess. I used some epic percussion and choir to make it happen. The song is kinda stagnant, and it grows it's epicness by adding more instruments and counterpoint to the arrangement. I liked the composition aspect results, but I think the mixing aspect could be better (specially the drums).
The second song is called "Fight for Me". It's the gameplay song. I made this song in one hour, so it's not the way I wanted it to be. If I had more time, I would shurely remake the whole song with something totally different. As I had poor time, I used some tricks to compose the entire song faster. First of all, I got the bass line from Dead Cells' "Prisioner's Awakening" song (it's my favorite song in the entire soundtrack) and also a little bit of the sound pallete (just the guitars, and some orchestra instruments). So I made a quick melody that stands out for the whole track and then added a freaking drum kit LOL. It's kinda comical, it's not the instrument that would first come up to your head when you think about an epic gladiator battle with a pagan goddess, but I didn't have time to make another epic war drums arrangement, so I decided to go with a regular drum kit. It worked.
So this is it. You can listen to the soundtrack here. If you have any flam, please comment below.
And don't forget to P L A Y - T H E - G A M E ! ! ! 😋
Go play Sword of Hearts!
My 3rd Ludum Dare game! Check it out. Rate mine, leave a comment and I'll rate yours!
https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

Is a game about fighting fires. Put those pesky flames out now!


https://ldjam.com/events/ludum-dare/44/underbreak


Dying is a thing. Escaping from hell is another.
As a newcomer in hell, you'll try your way out of the underworld. Shoot the imps and get the keys to go higher and closer to the surface. But freedom has a price, and some pacts with demons will need to be signed…
Will you spend your life wisely enough to get through the circles of doom? Or die trying?
Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs !
Our team will review games until Monday, and we plan to make a special Twitch live to review every Ludum Dare game we see : - )



We are a team of Portuguese developers. We really tried to push ourselves to our maximum production on the limited time we had on this one. We quickly settled on a basic idea since the theme did not give room for our creativity (yea we had no ideas basically). We went for a basic sidescroller slash-em-up type of game, which we knew was easier to make because of the simple controls.
Because we only had one programmer to implement everything that the artist and the sound designer had created, he had to stay up right until the end of the jam and barely had time to sleep so he was a bit overworked :sweat_smile: (he's fine though)

The game was made with Python using PyGame, which is our programmer's favorite library for 2D games. It has everything that we needed and the syntax is clean, meaning it was easier to read code done at 2am.
The color palette for this game is extremelly minimalistic having only seven colors, and the whole artstyle and control scheme was made to simulate the feeling of old consoles like the Gameboy or the NES. This minimalistic artstyle also helped speed up the production of sprites (there were more than 100 sprites done)
Full Palette:

But definifely the most impressive part of the game was the music. Composed fully by our sound designer during the 72 hours of the jam, it has a lot of that 80s vibe to it and we got blown away by it. He used synths to create a feeling similar to 80s horror movies (John Carpenter for example). The main gameplay soundtrack had to not distract the player from the game itself but also had to not be repetitive and keep progressing as the game goes on. The music was inspired by comtemporary synthwave artists like Com Truise & Carpenter Brut.
Soulcore Animations (currently unimplemented)

Even if it does not have all the features we'd like it to have we are still proud of the work we did, and plan on making a postjam version of the game soon. The game currently only has an endless mode because we knew it would be easier in the longterm and would give a lot more replayability to the game, but we hope to implement a story mode as well in the future.

One of the enemies we did not have time to implement was the Werewolf:

To finish: We had a lot of fun making this game, even if it was quite stressful at times, but that is always part of Ludum Dare. We hope that you have fun playing it too! We want to thank everyone for the feedback on our game so far, we are super grateful!

:videogame: Link to the game page: https://ldjam.com/events/ludum-dare/44/lifelust :videogame:
:notes: Link to our musician who made our amazing OST during the 72 hour jam and completely knocked it out of the park: https://soundcloud.com/kamaraum :notes:

I added some rings and a trail of suns to help keep players from getting lost when they scroll super far out.
Also remember: the farther out you scroll the faster you go. The farther out in space you go the longer your laser beams become.
I will add some PvP "rooms" at different zoom levels this weekend I think. So you will be able to grind on the mobs in the center for HP/ammo and then you can go battle players at max zoom among the stars.
P.S. It is super easy to chat now. Just hit enter for a prompt
LET'S HELP EACH OTHER! LEAVE A COMMENT IN OUR GAME PAGE TELLING US ABOUT WHAT YOU THINK OF OUR GAME AND WE WILL DO THE SAME FOR YOU.
https://ldjam.com/events/ludum-dare/44/mr-mage-and-the-bag-of-coins


You're a young entrepreneur being bombarded by tough financial decisions. You find yourself literally stuck inside this huge coin (there are 5 of them) that you need to roll from side to side (juggling good vs bad decisions) in order to get into the red door. Be careful not to roll it of the table though...
The unique designs of the coins allow for interesting platforms to jump on and to deliver sage financial wisdom :stuckouttongueclosedeyes:
The most prestigious of summits to conquer.

Really good financial advice. Mr. Moose knows what's up.

Terrible financial advice. Believe me! (also don't roll the coin that way)

Here is a link to the channel: https://www.twitch.tv/raymoclaus Join the stream and send a link to your game. Priority is given in order of received links and to those currently watching the stream.
I started streaming for this Ludum Dare, and figured I'd continue the trend by streaming myself playing your games! I've created a Goolge Form where you can submit a link to your game; I'll be playing through them first come, first served (but priority given to folks in chat) starting at 9 PM PDT. I'll be rating and giving feedback on every game as well. If I get through the list I'll just play games out of my queue, but it would be great to interact with the games' creators in the chat while I play!
Google Form here: https://forms.gle/vFx6xkTzBJzLTKby5
Streaming at: twitch.tv/carlsonandpeeters
Hope to see you there and looking forward to playing your games!
See a reaction of ElysiaGriffin on Danko! https://ldjam.com/events/ludum-dare/44/danko
Some hot content! :hotpepper: :hotpepper:

https://clips.twitch.tv/SneakyStormyFinchPoooound
As usual, I decided to learn something new for Ludum Dare. Last time I learned Go, really liked it and wanted to use it a second time. Learning Vulkan had been on my bucket list for a while, so this was the perfect opportunity to do it. Why use Go + Vulkan? Go is garbage collected after all. Well, what could go wrong?

Some weeks before LD44 I started writing a Vulkan renderer in Go (vulkan-go). I knew I would have to get this done beforehand as Vulkan is very verbose. You essentially start by selecting your physical GPU and then specify everything you want to do explicitly. There are swap chains, render passes, graphics pipelines and lots of different buffers. You have to allocate memory for your buffers and copy the data onto your GPU. All of your draw commands have to be recorded to a buffer beforehand. Doing all of this is both liberating and restricting. I actually settled on using the same command buffer for the entire game, with a separate draw buffer so that I wouldn’t have to re-record anything of the fly. By Friday I had the core renderer done that could render colored triangles in only 1600 lines of code. I decided to use my LD40 WebGL engine as a base for this one.

After the theme was announced, I got to work on depth buffers, texture loading and obj parsing. Now I could finally render textured triangle meshes! The rest of the engine was much easier to do as I could essentially copy stuff over from my previous engine. I ended up adjusting a lot of the physics code as physics simulation is something I’ve always struggled with. I definitely wouldn’t recommend doing your own 3D physics as this is generally a difficult problem to solve. I use convex hull intersection for collision detection. You can calculate convex hull intersection simply by taking a dot product of all the faces and figuring out whether a vertex is inside or outside. This can be used for concave stuff as well if we assume that all geometry is convex locally. Only do intersection on the closest triangles and you should be good. The physics simulation itself just calculates the velocities directly, does a position correction and adds some damping. I wouldn’t get involved with iterative methods or LCP. You just hope everything doesn’t explode.

I settled on a game idea fairly quickly as I thought this would inform my technical decisions. The game would be about a grim reaper’s job collecting souls and trying to make ends meet financially. I didn’t want to make levels manually so I had the crazy idea of generating the levels procedurally. First I started by generating random 16x16 triangular meshes, but pure randomness just doesn’t look very nice. So I created an implementation of the venerable diamond-square algorithm. Chunks of size 16x16 would be generated and then stitched together at the sides to make a continous level. Continous generation of chunks would make for an infinite world. I struggled with this a lot and you can still clearly see the edges of the chunks. I had never created infinite 3D terrain, so I’m still pretty happy with it.
The actual gameplay was very rushed as I had little time left. Balancing was a guessing game and I ended up leaving lots of bugs behind. I had no working Windows machine, so cross-compiling took a bit to figure out. In the end it all worked out and I’m pretty happy I did it. The Ludum Dares that leave me learning something are the best.
https://ldjam.com/events/ludum-dare/44/worked-to-death
------------------------------------------------------------------------------------------------------- Description
Deep Space Prospector is a mining/survival/exploration/space shooter with a nice mood to it (I hope). Roam the vast space of the cMonkeys Empire for precious energy. Upgrade your ship during your adventure to survive scavengers and be able to pay the Empire's energy tax. Punishment for not paying your tax is death!
We've made a itch.io page for it also, for the people who'd like to check this out:
https://cmonkeys.itch.io/ld44
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This is my first jam I submitted a game for (the last one was unfinished and I did not submit it).
MEGATOID is a side-scrolling shooter with 25 waves, a boss coming every 5 waves. With your remaining life, you can purchase upgrades. Each play is randomized, so no two runs are the same. Play it here: https://ldjam.com/events/ludum-dare/44/megatoid

After having a rough and buggy start, we were able to find and squash two gamebreaking bugs!.. as well as doing some more minor fixing, which should make the gameplay, errr, decent.
As we did last time, we've left the original version up for those willing to play that as well.
We really like our concept and are likely to continue working to get a (more) balanced and expanded post-LD version.
Game link: Yodin Defense

Sorry for the self-promo, but this was my first gamejam and I need as much feedback as possible. https://ldjam.com/events/ludum-dare/44/vitalgun

https://ldjam.com/events/ludum-dare/44/underbreak
Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs with 9 unique demons, and two differents endings !

This year, we wanted to create a mood, so we used the theme as a narrative inspiration, and we tried to blend 2D graphics with 3D levels : )
Style Low Poly and Pixel Arts

My team's game, Vital Operations, has received a few minor but critical updates to fix some things that weren't intended during release:
(Thanks to @IJZM for the fixes!)

More changes are detailed on the game page. I also got the soundtrack available on Bandcamp, and it will be uploaded to my YouTube channel soon.
We also have a web version of our game available now. :grin:
Check out our game down below! I look forward to playing more of your entries. :slight_smile:
Does anyone actually download and play the games that they rate anymore?



Also, make sure to leave your entry in the comments and I promise I'll get to it in a reasonable amount of time!
Hey, guys, we just updated our game for some bug fixing and balance (check the Change log).

The game will be updated in the future, but probably outside the Ludum Dare.
Hope you guys like the game!!
If you have any ideas, sugestions, critics or so on, Please, leave a commentary.

Or just a bunch of monsters stuck in a loop. :smile:

Looks like a big NOPE. :spider:
Come hang out, find awesome games, and submit your game to be played! Streaming at twitch.tv/carlsonandpeeters starting right now, going for 3-4 hours.
I just uploaded my source to GitHub so it's easier to view and update!
https://github.com/KilledByAPixel/LudumDare44
Here's a link to my entry...
https://ldjam.com/events/ludum-dare/44/currency-wars

-Items are now showing on the screen!
https://ldjam.com/events/ludum-dare/44/fateshift

Feel free to leave your game in the comments so we can play and rate!

Come play my gardening simulator, The Gardener!
If your game is web based, leave a link in the comments and I will check it out.
You plant the seed of life and the human plant the seed of destruction.
Welcome to SEED.
https://ldjam.com/events/ludum-dare/44/seed
Saving your forest now, before it is too late.

A lot of times in game dev, you put a lot of effort into a very specific thing that ultimately goes unnoticed by players.
Why?
Because if that thing is not there, then players will definitely notice its absence.
That very specific thing for us was the “blobby” effect of Granny's brain in Knit Worth.
In Knit Worth, you use crochet needles to poke and prod at a sweet old lady's brain chunks. Naturally, something like that should look soft and organic. Our solution was to use a simple vertex shader to manipulate the object on a sin() based rhythm. The result was something that looked like this:

For folks who don't exactly know how shaders work, essentially a shader file usually (though not always) contains two functions that manipulate whatever object it's attached to. The vertex shader function manipulates the position of a mesh's vertices, while a fragment shader manipulates the colors that are drawn to that object.
In the case of our blobby effect, we only needed to write a vertex shader. We weren't too concerned with changing the colors of the object fragments (a sacrifice that was made for the sake of time). Anyhoo, without further ado, here it is in all it's glory:
``` Shader "Custom/Pulsate" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Main Color", Color) = (1.0, 1.0, 1.0, 1.0) _Intensity("Intensity", Range(0, 0.1)) = 0.01 _Frequency("Frequency", Range(0, 100)) = 20 }
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Intensity;
float _Frequency;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(float4(v.normal, 0.0), unity_ObjectToWorld).xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float4 newVertex = mul(v.vertex, unity_ObjectToWorld) + _Intensity * ((float4(o.normal, 0.0) * sin(o.uv.x * _Frequency + _Time.w)) + (float4(o.normal, 0.0) * sin(o.uv.y * _Frequency + _Time.w)));
o.vertex = UnityObjectToClipPos(newVertex);
return o;
}
ENDCG
Pass
{
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) : COLOR
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
} ```
It's not the cleanest or most optimized thing in the world, but it is functional. The main bulk of the heavy lifting is done in the vert() function. Essentially what I'm doing is oscillating a vertex's position along its normal using a sin() function. The vertex's final adjusted position depends on its texture UV coordinates as well as the Intensity and Frequency properties. These last 2 values can be manipulated in code or in the inspector to customize the blobby effect.

So there are a couple of fairly problematic issues with this shader that prevent it from being super robust.
Firstly, it does not handle seams well. If you look at the object too closely, or set the Intensity to be too high, you can see a break in the mesh that immediately breaks the blobby illusion.
Secondly, this shader does not handle lighting or normal/bump mapping in any way. That would require a lot of extra work in the fragment shader that we unfortunately just did not have the time to implement.
Despite these problems, we were able to create a halfway decent “organic” effect for any arbitrary object, including the little synapse connectors that wire up the inside of granny's head!

It's a small little detail that required a super non-trivial amount of work, but we like to think that it looks a lot better than if it wasn't there at all!
If you're interested to see how it works in action, check it out at our game page!
https://ldjam.com/events/ludum-dare/44/knit-worth
And as always, thanks so much to everyone who has left feedback for us! We're working hard to make sure to return the favor for everyone who comments on our game, but it may take some time, so we appreciate your patience!
It's a game where you draw things on the screen as the only form of input!

I had the fun opportunity to speedily pull together a pattern recognition algorithm AND a game, all in 48 hours. And incredibly, IT WORKED. The result is Sigillis, where you draw shapes in the air to cast spells.
Available for Play on the Web and ready for you to Rate on LD.
If you could find the time, I would really appreciate any ratings and feedback that you can muster. It's a huge help, and I'll be sure to cherish it for the years to come.
I've been loving your games, and I hope you enjoy mine! :smile:
Thank you so much! If you have not played it yet we will play your game when you play ours.

https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1
I finally got the chance since the game jam ended to do some bug fixes, (since that is allowed according to the rules) and I even made a post about it on itch highlighting all the changes that were made today. (I still haven't got to fix the AI System as yet tho, hopefully, I can do that 2morrow)

@zoneoutapps @franciszek-pyrc @potatuetata
Should be engaging by Saturday! :v:
Hey all, check out our LD44 jam entry! This game is a turn based strategy in space!
HTML5 https://zerkywerky.itch.io/lifeforms-in-space

...go play Sword of Hearts!
Want to have fun shooting zombies with a gold plated shotgun ? try *Our game* Its really short and available on WebGL and Windows !

the game is a game that I could not do everything I wanted because I was alone in the project, but I did the best I could in the time I had, I hope you like it
The controls and goal are in the game menu, I count on your vote :)
https://ldjam.com/events/ludum-dare/44/the-game
I'll be grateful if you can play and give me feedback about my game !!! ;D
https://ldjam.com/events/ludum-dare/44/live-to-work-work-to-live
It's my first LD :D


In Bloodbarn, you don't grow vegetables. You grow tables, kettles, televisions, microwaves, clown horns, desk fans, dumbells, balloons, watches, cameras and more! What will you grow, to defend your farm?
https://ldjam.com/events/ludum-dare/44/bloodbarn
Want to play a 2D - Pixel art game? Its a dungeon/rougelike game. https://ldjam.com/events/ludum-dare/44/lonely-heart

-- 

Come play Enemy Of The State! Where we try to take your life: https://ldjam.com/events/ludum-dare/44/enemy-of-the-state
Hello everyone we finished our game with @woody-builder !
If you're angry, play our game to kill some cyber punks ! Don't forget to buy some skills at the computer !
https://ldjam.com/events/ludum-dare/44/survivor-2048/
Enjoy !
