Game in development
https://halogen-360.itch.io/wormhole Play tell me things to add and i'll try to add them!
https://halogen-360.itch.io/wormhole Play tell me things to add and i'll try to add them!
Hey jammers ! Want me to play your game on stream? Come over to
twitch.tv/DrJavaSaurus and use the "!submit", please submit into the google form !
Hope to see you there !

Escape from the loop by using time-disordered doors。
we've already fixed all bugs we can find, and added two normal endings & one Easter Egg ending to the game, hope you can come back and have a try again, have fun!
try it :https://ldjam.com/events/ludum-dare/47/creed
Hi ! Please reach out so I can play and rate your entry ! 😄 I'm having trouble finding ones that I did not already play.
And while you're at it, if you could check out mine, it would be much appreciated ! ♥
https://ldjam.com/events/ludum-dare/47/5-minutes-before-halloween
Happy playing folks !
Heyo, I am playing some games on stream, send me yours there? https://forms.gle/pfKRpTmoBDc6SQsw8
If you want, it would be cool if you'd played ours! https://ldjam.com/events/ludum-dare/47/the-endless-8

Hi Ludum Community! We timelapsed part of the development of our sprites. If anyone is interested we can make it available to the community.
https://youtu.be/AZ-K8EwDsUE

Play and vote (HTML5 Version): https://ldjam.com/events/ludum-dare/47/stuck-in-a-christmas

Try to escape the Sun, that every second comes closer and closer. Good luck! https://ldjam.com/events/ludum-dare/47/escape-the-sun
Hey everyone! I am in the NEED FOR GAMES!!!!! Link your game down below and I will play it, rate it, and leave some feedback.
Also, I am in desperately in need for feedback so it would be great if you guys would check my game out. I need that feedback cause I am 12 and need to improve my coding skills. Here is a link: https://ldjam.com/events/ludum-dare/47/loopamonium
Have fun! And good luck on your ratings!
I got backlash on my submission "Paper Planes" after I updated past the deadline unknowing of the rules, In response I have provided a Jam and a Post Jam version on the page, Please base all ratings on the prejam version to keep it fair for others, Thankyou.
Play it here: https://ldjam.com/events/ludum-dare/47/paper-planes
Have a good time guys!
try our game we are literally need 1 more vote ! you can comment if you made a horror game as well i really would like to check out some other ld47 horror submissions. https://ldjam.com/events/ludum-dare/47/loopscape
In a bid to get a bit more attention, I made a gif out of my game !
Come try our snappy asteroid-inspired game, with cool particles effects and tight controls !
Try it here ! (Yes this is a WebGL link)
Rate it here !


My goal for this LD is to reach the 20 rating threshold and get a score. Right now, I am at about 16 in each category. Any feedback would be appreciated, and who knows? Maybe I will rate your game too ; )
Here is the (actual) LD page.

At some point it gets tiring to create new folders to dump thousands of game files into. There should be a PSA for this before the jam every time.

Press the button is an idle game, about pressing buttons. That's it, there is no other goals, no other desires. Just press the button

You can play it here! https://ldjam.com/events/ludum-dare/47/press-the-button
I am thankful for all of the compliments regarding the art on our game, The Curse of Cattenburg! Many have expressed that it seems crazy to make so much art in just one weekend. Well I'm here to tell you how, with just 3 simple tips!
1: Commit to your bad decisionsThere is no time to waste on revisions and iterations! Even if you make something that isn't up to your "real" standards, you've gotta have GAMEJAM standards. Commit to what you've done and work through it! You can come back and revise if you have time later.
2: Be as lazy as possibleYes, I am LAZY. I take as many shortcuts as possible. I liberally drown my layers in filters and effects to save as much time as I can. Making art is hard! I can't be bothered. Let the computer think for you! When applicable, get the programmers in your team to implement effects in engine so you don't have to. That's a management skill called delegation!
3: Reduce, reuse, recyleOnce you've made something, figure out just how many times you can use it again before it gets ridiculous. Don't pollute our earth with new wasteful art assets. Just duplicate them! You can change things such as size, rotation, hue, saturation, and brightness in order to differentiate them from the originals.
So yes we have a lot of cards in our game, but they are all like fraternal twins or uh quintuplets or uhhhhhhh trigintisextuplets. Check out which parts I reused and recycled:

And have a look at this gif if you'd like to see how the character cards came together!

Thank you everyone! Check out The Curse of Cattenburg HERE and don't forget to look after your noses!

Your goal is to save Oceanos by manipulating the time and using that the space is a torus. On your journey you will travel many times through different times and solve puzzles. It is a short, but hopefully fun game.
PS: Now with WebGL build. (For all with the same problem in Unity 2020: go to Build-Player Settings-WebGL and disable the compression, this solution comes from @smiley)
My game is made in TIC-80 fantasy console, and uses 3d "wireframe" graphics to draw everything. It looks fine and all, but TIC-80's Lua interpreter can't do much math and line drawing per second, especially in Web build. So I took several steps to optimize rendering, which I wanna demonstrate below. These are old tricks, but it's still kinda fun to watch how they work. Hope it'll be fun to follow my steps.
To demonstrate, I've added two debug prints to the game: line count and FPS count.
So, at the beginning, it looked like this:

Initial state: max = 470 lines per frame
Here it shows ~60 FPS, but things were much worse in Web builds. Moreover, rails are disappearing!
Each rail is just a very long 3d line, and I can't render a line if one point is behind a camera. So they disappear as soon as camera is over. At first, I decided to split each long 3d line into several short ones.
Complex rails: max = 700 lines per frame
Here things started to get slow. Web version would be dead at this point. Also, lines still were disappearing right in front of a camera. Not cool.
So I wondered. If part of the line is behind a camera. Can I just draw another part, which is in front?. Well duh! Assume we have two points, p1 and p2, with coordinates (x1,y1,z1) and (x2,y2,z2), and p1 is behind a camera (so z1 < 0). Then we can calculate how much of a line we should draw, which is z2 / abs(z1-z2). Muliply line length by that, calculate new position of p1, and boom!
Back to ~470 LPF
Next up: drawing distance. That was easy: object too far? Don't draw it! I selected drawing distance = 100. Everything with avg(z1,z2) > 100 is ignored.
Drawing distance: 400 LPF
It still maxes out at around 400 lines, but on average is well lower than before.
Next up: Viewport! So, from side to side, the frame in a game is around 100 degrees. What if angle between given point and a camera is larger than that? Well, it won't be visible then! So why render it? If angles from camera to both points of the line were larger than 120 degrees, I didn't draw it. Calculating angle difference was a bit hard, even StackOverflow got me useful answer from the third time, but at the end everything worked fine.
Angle distance: max = 200 LPF
Huh, we just halved our lines with this one! But can we do better? Yes we can! Models simplification! When object is at a distance, we can draw it with less lines! For example, each rail is actually not one, but two lines: top and bottom ones. We can skip one of these if rail is far enough. To do this, I mark lines which can be hidden with a flag, and then check how far they are. This allow me to save couple more math operations and line drawings:

Model simplification: max = 150 lines
Bonus: change line color depending on it's distance from the camera!
Yeah, we can paint lines more pale to show that they are at a distance, it's pretty easy but looks cool.
So, that was fun to code, and fun to learn new stuff. Hope you enjoyed this article, and now you better understand what is going on under the hood.
You can check out my game and see everything for yourself here
PS: It still works kinda slow on Firefox. Should I implement fixed-point maths and pre-calculated sin/cos tables next time?
https://ldjam.com/events/ludum-dare/47/loop-land
