A simple, very short game.
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You have 5 seconds to defuse a bomb, before it well, kills you.
But what if time looped every time you die?

Interested? You can check Defuse in under 5 here: https://ldjam.com/events/ludum-dare/47/defuse-in-under-5
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You have 5 seconds to defuse a bomb, before it well, kills you.
But what if time looped every time you die?

Interested? You can check Defuse in under 5 here: https://ldjam.com/events/ludum-dare/47/defuse-in-under-5

After first release we found some fatal buggs when downloaded game didn't even start on windows and macOC sistems. Well, now we are happy to say it all fixed. Also we fixed all problems because of which level 3 was impossible to pass. Now you can play the whole game from the begining till the end. Hope you enjoy and thank you all for playing!

time loop + guns = more guns!!! Try it now! https://ldjam.com/events/ludum-dare/47/clone-arena

Hello there,
I'm here to ask you a question, that suddenly rose in my mind!
Last LD46 in Italy we were in a complete shut down, and my friends and I decide to participate to that LD playing remotely. It was really cool and we manage to work with one of our best who lives in Japan. So a big success, this time we can freely jam together but without even asking ourself what was the best we simply worked remotely as usual. I personally spent like 8 hours in a call with one of them to decide some assets and some other micro variation of the game, but also appreciate the moment of silence where I can deep dive into the code.
But the question is this one, how do you play Ludum Dare? All together, remote, in a completely different way? What the pro of be all together? What the pro of be remote?
Shoot freely your answer! I'm curious
I'm putting together a post-jam version of PolyFury, so I'd really appreciate any and all feedback on the jam version!

I've been hard at work making new bosses and bullet patterns :grin:

For those who don't like or can't use mega.nz I added links to itch.io!
Entry link: https://ldjam.com/events/ludum-dare/47/kill-the-player
itch.io link https://c1tr00z.itch.io/kill-the-player


If you're looking for a quick and easy game then come check out Loopy Orbits!
https://ldjam.com/events/ludum-dare/47/loopy-orbits
The title says it all. Circadian is now playable in-browser, for a little added convenience.
thats a sin
Man, this LD was fun! Participated with @diptoman, the programmer and Joel, the sound guy.
I'm, well, y'know, that guy who draws stuff. Just wanted to share a few screenshots of the process during the making of our game, Satelloop.

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This is the mess we made while ideating, with a discord screenshare with me and Dipto putting in ideas and...well yeah, it's a mess. It's also my desktop wallpaper now.

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Then Diptoman went to sleep(we live on opposite sides of the world) and that mess turned into...this. Putting the UI in the center to use that space was a brilliant idea. Sadly, it wasn't mine. >:[

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Finally, here's a GIF of me trying to play the game frantically managing the drones trying to mine and protect the Satelloop at the same time.

Try out the game here and let us know what you think!
Many people noticed that HONK II has a pretty good art, however the game isn't nominated in Art. It's because we used free assets from www.itch.io. And let me introduce the art-team of HONK II, people, who did a great job making free 2D assets.
0x72 - monsters sprites
DeadEnd_lmz - environment
Rin - pickups
ansimuz - explosions
JFAexe - shotgun and base for Goose Guy
I adore everyone, who shares free assets on www.itch.io, thank you very much, you are my heros.

Don't be shy. Vote for this Arcade space game. Just remember Sun is bad!!
https://ldjam.com/events/ludum-dare/47/escape-the-sun


Sorry if the frequent posts are annoying you. Looped is a simple shooter were you are stuck in a loop(Circle) and you have to defend it from enemies that are trying to shoot you. You can bullet by moving around and you can shoot using by pointing the mouse. Be careful if the enemy comes in contact with the loop, it will shrink. THANKS and ENJOY
CONTROLS: ARROW KEYS MOUSE
LINK TO THE GAME: https://ldjam.com/events/ludum-dare/47/looped-3
Game is available as a browser based version and also as a downloadable version for Windows, MacOS, Linux
!! I DON'T KNOW IF THE MAC VERSION WORKS. IF IT DOES PLEASE LET ME KNOW !!

Hey guys, I've been working in the games industry and doing gamejams for several years now and I've always wanted to do some steaming and interact with the other LDjam devs, so I decided this will be the time I finally do that!
Please come pop by the stream and submit your games. I'd love to ask some questions on your process and find out more about your time in the jam!
https://www.twitch.tv/hiimgreg
Shameless plug of my team's (Team Terrible) submission - Time Raider
https://ldjam.com/events/ludum-dare/47/time-raider

I haven't got started rating games yet, and our game has got only three ratings. Do you have any game suggestions? Also, if I remember, I will feature any games in the the comments here:
https://ldjam.com/events/ludum-dare/47/looped-3 https://ldjam.com/events/ludum-dare/47/hots-dogs https://ldjam.com/events/ludum-dare/47/beat-bash https://ldjam.com/events/ludum-dare/47/one-minute-army
If you want a game to play, try ours. https://ldjam.com/events/ludum-dare/47/stranded-1
https://ldjam.com/events/ludum-dare/47/tuxedo-watch-out-for-the-rock

This is my first game and i need only 5 more ratings!
https://ldjam.com/events/ludum-dare/47/tuxedo-watch-out-for-the-rock
Obs.: how to post gif here? i dindt know how so i posted just a pic :(
Currently I'm making my "enemy spawner" be more generic and dynamic. I used it this jam to spawn silhouettes of fish underneath the water and realized I can repurpose the script to also include objects that aren't "enemies" and don't need to have a timer that decreases the spawn rate, etc.
I was amazed at the original entries that there were this year, there is a lot of material to try out this year. If you want another game about loops, why don't you try this one!
https://ldjam.com/events/ludum-dare/47/a-loop-is-a-loop-is

If someone else made a game with PICO 8, please leave a comment, I would love to play your game :)
This our LD47 submission! Recommend you to try it)! https://ldjam.com/events/ludum-dare/47/astroline 
When I finished developing the game I said to myself "Oh my God, that sucks!": Too many imperfections, too dirty .... But, hey, he seems to like it! I should be less of a perfectionist and be happy with the work I've done! : D
https://ldjam.com/events/ludum-dare/47/the-turning-point
Hi! If you like games that require skill, with a deep atmosphere and challenging gameplay, then you will like Project L.O.O.P!
Im 14, and so this is my first LD entry (I went for Compo) - would love to here feedback! (I am open to constructive criticism)
Small trailer: https://youtu.be/_US6IRv9ylg
If this sounds interesting to you, come play it here: https://ldjam.com/events/ludum-dare/47/project-l-o-o-p And thanks so much for the support!
Submit your game link here https://forms.gle/me8HbmZ9xRRmLnZz5 Stream Link: https://www.twitch.tv/shelvid
I'm only 4 ratings away from 20 with my game Hotel Mobi!
https://ldjam.com/events/ludum-dare/47/hotel-mobi

Finally itch.io page and social media posts finished, I can post the game we are really proud of here!

Layers of time is a puzzle game where you play in cooperation with your past & future self to solve puzzles where time loops and you start over every X seconds.
Each loop you'll play along a ghost of the inputs you made on the previous loops and try with them to solve the level.




It was tough ! Github decided to break our project 4 hours before the end so yeah the game could have been better.
Lots of sweat and blood to make it, but it went ok, we are very proud of the strong loop and ghost inputs systems we integrated.
We made this game with Dylan BROUSSE and Clément COLMERAUER for the Ludum Dare 47.
We want to add more levels, gameplay and juiciness. We’ll continue to work on this game and add more features. You can follow the game & us on social networks to have updates!
If you run into a bug or find a cool way to solve a level don't hesitate to tell us!
We invite you to play the post Jam fix version, we added visual, audio and sensory feedbacks and corrected typos, but of course the Jam version works very well too.

Good evening everyone!
Tonight I have some time to rate and play some games :-)
My game already received 14 ratings. I don't know if that is good or bad, but for all I know that is pretty awesome! I'm only 6 ratings away from hitting 20 and being able to see my scores :-)
So, lets scratch each other's backs shall we? I have the habit to rate people's games who gave some feedback on mine. That way everyone benefits from it. When there are no games to play from people who gave feedback I like to hang out in the "Danger filter" to help people out. (I really hope I don't get 200 reactions now, that will be a lot of work keeping that promise haha)
My game is a simple platformer that expands every time you revisit a level. It is about a thief hungry for gold. Hence the name. The objective is to collect a lot of points and get at the top of the high score table.
My first ever Ludum dare attempt and didn’t even expected that I would make something Crazy like this. it’s been two days ,still am not able to get over how I am able to do all this in 48 hours, thanks to Unity. Awesome experience.
https://www.youtube.com/watch?v=0b-G45ImtKA
https://ldjam.com/events/ludum-dare/47/param
Needing to unwind after a 10 hour work day staring at a screen by staring at a screen and playing games. :) Can anyone recommend any HTML5 games to play/rate?
I see very little technical posts, time lapses, post mortems or other interesting blog posts about the jam entries.
What I do see a lot however: Lots of people spamming "please rate my game" posts.
This feels like abusing the global blog feed to circumvent the karma/coolness/whatever-it's-called system Ludum Dare lives by. Play games, rate games, write feedback and eventually your game will be played, rated and receive feedback.
In many cases games that get spammed onto the blog tend to have received lots of ratings, yet haven't actually given a whole lot, which is kinda sad.
Apart from the possible unfairness in the rating process, it also sucks that all the interesting posts that get written are quickly moved out of visibility. I have yet to find a way to search for content in anyway. There is no way to categorize posts, there is no search function on the site, no way to filter away advertisement posts.
Am I the only one annoyed by this?

Going in to the jam we had only one restricting: we wanted this jam to be a bit more chill than some we had participated in in the past. With two people (3D Arts + Programmer) our team was also significantly smaller than the team we usually work with, so we wanted to keep things nice and small and get enough sleep.
The theme 'stuck in a loop' wasn't our favourite going into the reveal because it felt rather predictable. What could you do with it, other than some version of "groundhog day, but it's a game". However we quickly went through a few ideas and found our self intrigued by a few of them:
In the end we settled on the idea of having a puzzle game that would teleport you back to the beginning after a set amount of steps. An inspiration for this was 'minit', but we wanted it turn based rather than time based and with more focus on puzzling rather than exploration.
Before we started coding we wanted to make sure that the elements we had thought of at the time (Levers, Gates and sinking stones, that would return after a while or could be raised by a lever) would be able to make fun puzzles, so we started sketching out puzzle designs with pen and paper. The one that convinced us that this was sufficient to make fun puzzles looked something like this and a slightly modified version of it actually ended up in the game (it's level 5 - the training room).
draft of level 5
Now that we were convinced, we started coding. The base functionality was done pretty quickly and we were able to fully design levels and play through the prototyped level 6 hours into the jam.
fully functional prototype version of level 5
*Puzzles*
We had decided early on that we wanted to have 10 levels, giving us time to introduce mechanics, have a few easy levels to make people familiar with the core concepts, a few medium puzzles around the difficulty of the one we had originally prototyped and a few really hard ones to give everyone a challenge. Between the tutorials and the prototyped level we had 3 already and quickly added 2 easy levels and one rather difficult one for a total of 5.
In order to mix things up, we looked at additional mechanics we could add and settled on portals. Portals were great for a few reasons: They can be activated by levers and they can create shortcuts, allowing the player to travel further within the step limit of the particular level.
portals at work
In the end we ended up creating a couple of really hard levels in order to give players a real challenge that was worth sitting down and really thinking about.
*Art*
We knew that we wouldn't have the time to animate much, so we decided to have a boardgame style player character, that would look good without animations and just setting new player positions rather than moving the player character over time. This had the added upside of allowing the character to move as fast as the player is able to input stuff, making it feel snappy and less tedious, especially on the larger levels.
the player character
We also knew that we wanted the game to run decendly as a webbuild, so we'd have to be economical with verticies and thus decided to go with a textured style, relying on normal maps for the athmospheric dynamic lighing.
We ended up with a decend amount of assets, allowing us to use some of them selectivly and giving levels a unique look and feel. These assets were created gradually, as we didn't know what decoration items we would need or even have time to place from the get go, so we started with the functional items: Platforms, levers, gates and portals. Later we added walls, torches and railings in order to kit out the scene and in the end added smaller assets such as tools, barrels, banners in order to add detail to the scenes.
All 3D assets used in the game
Actual geometry
Now that the game was working as intended and we had the full 10 levels we were going for it was time to make them look really pretty. This escalated a bit. While we started out placing a torch or two and a few backwalls we soon realized we wanted to give each level it's own unique character. We went through all levels and decided on themes and specific settings and started to decorate them accordingly. This was by far the greatest time sink in the jam and took us until just before the submission to finish.
At this point we also started to look at lighting and particle effects. Creating a basic fire effect and a magical portal effects for the portals helped fill the levels with believable lighting and made them more colourful.
final decorated version of level 5
Since we had started giving the levels specific settings we had created a simple narrative that would frame the path through all those locations so we ended up creating two simple cutscenes. We were again able to profit from the lack of animation on the player character and the fixed camera position, as it allowed us to create these rather quickly by stepping through a simple set of states that would set player position, environmental assets, subtitles etc. without dealing with complex timings, camera angles or animations.
We created the Main menu in a similar fashion, making it loop to reemphasize the jams theme and giving a few fun QoL options such as customizing the material colours on the pc. Especially since this is a jam game we decided to also give players the option to jump straight to any of the 10 levels via level select, allowing them to skip levels they were stuck on or pick up where they left of after restarting the game.
Next we added sounds to key actions (gates opening/closing, platforms sinking/rising, stepping, respawning and teleporting) and also picked a few tracks to play during the levels to emphasize the mood each level aims to convey. We did not create either of those ourselves, but relied on a library of game music and sound effects we often use in jams or while prototyping, even thought some sound effects had to be altered and cut a little to fit the game.
Surprisingly and in spite of being a team of only two we didn't have terribly many things that we ended up cutting. Here are a few things we thought about adding at some point or another but never actually decided to do: * patrolling enemies that need to be avoided (moving according to simple observable rules, as in 'Rocks'n'Diamonds') * having an antagonist that would feature in the cutscenes, giving a bit more backstory to the player character and revealing why they were imprisoned * upgrading our logic grid to work in 3 dimensions rather than only 2, allowing for puzzles where you would lower a platform and then use it as bridge on a lower level * a fancier level select screen
People often try and turn successful jam games into full games and while we have definitely thought about doing this in the past we never actually ended up doing it, mainly because jam games usually rely on a central gimmicky mechanic that doesn't scale very well to a full game. This entry however could work really well on a larger scale, with a few more mechanics and a ton of extra levels, so once we have caught up on sleep and have processed the feedback that will come in we might have another look at the game and where it could go.
If you want to give Dungeon Break a try, you can do so here.
Hello! So, I'm back. Haven't entered a Ludum Dare in quite some time, but I now have a job that gives me weekends off again and... I realise now this isn't a personal diary. Anyway!
Game's done, it's called Are We There Yet? and if you check now, you'll probably see it up the top of the Smart ordered list because I had the day off work and spent about nine hours playing and rating entries.
What I've also done is document lessons learned, and wisdom I might want to pass on to some of you after having done so many of these before. So if you want to watch a video about that, you can do that here:
https://www.youtube.com/watch?v=hz-Od8Q7YLU
If I get another mid-week day off, I'll hammer out another 90-odd ratings, I imagine. I get a bit addicted during judging. Don't judge me.
Judge my game, sure. Don't judge me. Cough.

All Aboard! Keep the roller coaster alive by giving your Aztec community a nice thrill, but be careful not to lose them! If you run low on fuel, just get some people flying and catch them on the way back. Hail Quetzalcoatl!

Head over to https://www.twitch.tv/grizeldi and add your game to the queue with !q join [url] command. I'm on linux, so a linux or web version is preferred, but windows versions usually work just fine as well.
Roll your way out of captivity in your trusty running wheel.
Play and rate here: https://ldjam.com/events/ludum-dare/47/hamstas-paradise

... to show you some footage of our game.
Play it here: https://ldjam.com/events/ludum-dare/47/grabby-the-ultimate-grabbinator
Hey guys,
if you want to relax and think of nothing. Then play our Turbo Hamster, where you just hold the left arrow to run, collect an energetic drink to keep energy up and get as many stars as possible to get first place in the leaderboard.
At the end, don't forget to write your score in the leaderboard.
Play and rate here: https://ldjam.com/events/ludum-dare/47/turbo-hamster

Am I the only one who constantly gets this when looking for comments?

So I made the promise to make a special car for the person that can reach level 20+ in our game Stuck In Paris. It happened and I had to deliver.
So here it is, I give you: The Multipla

Congrats to @c42 for the level 21! We can now see these beautiful cars driving in the roundabout and on the menu screen.
The deal is still on, if you reach level 20+ ping me in the comments or dm me on twitter @ThiryAntoine with your request and I'll make it and include it in our game!

Apparently the fastest time so far for finishing my game is 1 min and 56 seconds.
Think you can be faster ?
https://ldjam.com/events/ludum-dare/47/the-titans-grave

After I had several people ask how a factory can convert oil to pigs, here are all resources from Too Hot to Handle in one neat list with their actual names added.
You can check out the game here:
https://ldjam.com/events/ludum-dare/47/too-hot-to-handle

Come say hello and submit your games for rating! Have fun everyone!
https://www.twitch.tv/mikoziiq

Probably going to keep doing these for a couple more nights,

Feel free to check out my game https://ldjam.com/events/ludum-dare/47/hyperloop
And comment yours so I can rate it!
Hello again, im gonna play a bunch of games (preferably WebGL) for around 10-15 minutes. Im trying to play as many games as possible, in submit order :D so hit me with 'em!
Hi all! Super excited to tell that we've now released a demo of Source of Madness, our old entry from Ludum Dare 39. The demo can be played on the Steam Festival between 7th - 13th Oct.
Try the Demo: https://store.steampowered.com/app/1315610/SourceofMadness/
So much has happened since then, but if it wasn't for Ludum Dare at that time we wouldn't be where we are now. There's still work to be done before the full release in 2021, but things are really coming together now.
I really hope this will motivate you to keep on making games! Cheers, and I hope to talk more here or on our discord: https://discord.gg/D9kgnBh

https://www.youtube.com/watch?v=R7SVOMq7Lp4

In the meantime, if you could do the same for mine, I'd be very appreciative! :D
You're stuck at the centre of a massive roundabout and need to get out!

Check out Looped Chaos if you haven't!

Hi. I think Humor and Mood should be 1 category. Just called mood, and the tone of your game should be what is rated. Not every game will be funny and if people do vote on humor it will likely be low. On the other hand if it's all 1 category your game is graded by how well it matched the mood you were going for. Mood is really how well you created the atmosphere.
Any more people with WebGL games, you can comment them below, and I'll play and rate them :-)
As i've said in a previous post i'm gonna be livestreaming myself playing and rating people's games on twitch. I'm gonna go live in a few minutes so get ready to watch me play your game.
If you want me to play your game fill this google docs and please be on the livestream when i get to your game: https://docs.google.com/forms/d/e/1FAIpQLSfCBNj8Z7rogD5IG5j1WcfnhVJjQXNy7O62wCG-rZKKFzjr5w/viewform?fbzx=-3377604818792094332
my twitch channel is this: https://www.twitch.tv/lerpish
hope to see you there!

The Game : https://ldjam.com/events/ludum-dare/47/mobodo
If you can take some time to rate it and give feedback, we would appreciate it so much :)
Let me know if you want to see more of the design process we went through !

Press the button is an idle game where you press buttons to complete tasks, get upgrades and eventually the promotion you've been wanting for a while now!
There is no other goals, no other wishes. Just press the button

Play on browser here! https://ldjam.com/events/ludum-dare/47/press-the-button

Did you or any of yourselfs take a closer look yet?
Here is the link for Me, Myselfs and I
https://ldjam.com/events/ludum-dare/47/me-myselfs-and-i
My Ludum Page
PLAY MY GAME HERE in browser
downlaod standalone
This is my first LD entry and my first game. my feedback so far is that it is fun BUT too hard!!
I will be working on this game in the next couple weeks taking all feedback in and making it better.
Thanks in advance for checking out my game and I hope you enjoy it :V:
I'm playing and testing your games live now!
If you want to submit your game or just want to hang out, why not click here!

Hey everyone,
I'll play some entries on stream in ~45 minutes (8:30 CET).
I don't usually stream, so don't expect many people to watch it, but if you want to watch me fail at your game just comment here or come by and post the link to your game in chat.
Three days into voting, and I got the 20 ratings needed to get a rank. I'm hoping to get within the top 100 in at least one category, which is my usual target.

I've also made a post-jam build with fixes that are response to playthroughs from others or ones I couldn't do before the initial deadline.
PostJam Version Changes:
I really appreciated the main theme which has been chosen by the community - Stuck In A Loop. I did an experimental game - something weird. You can explore some non-Euclidean rooms, changing your gravity, enabling doors, passing through portals, etc - until you reach the core. You stuck in a loop because the main gameplay creates some 3d maze and (even for me sometimes) it is really hard to understand where we are. Try it, explore the basement - and find the core. Leave a comment - this way I can rate your project too ++
https://ldjam.com/events/ludum-dare/47/the-basement

Hey everyone!

This Is Danger Castle: Where every map, level, and enemy is completely procedurally generated. In classic Arcade/roguelike fashion It's got randomization, slow progression, 50 levels, a timer, and unfortunately terrible controls!
You can click here to go to the page or click here to go straight to the game!
Due to circumstances, as usual, I don't have much time to play and rate games, which means I have to ask for votes. If you would like me to play your game, please leave a link and i'll do my best to play all of them!
Happy jamming all :)
I have been rating a ton of games the past few days, and I gotta say, I am pleasantly surprised by the sheer volume of constructive and creative feedback from the community. Really makes the whole event worth it for me. I really struggled the first time participating in Ludum Dare, so to have finally finished with something I am almost proud of, it really means a lot that the community, from what I have seen thus far, has been more than helpful.
For those reading this, and if you're interested, check out my jam entry :smile: Entry Page
For this entry I felt terribly uninspired by the theme, and so I chose late in the day to forgo adhering to the theme this time around and instead wanted to prototype a battle system for a side project I am working on called Coalescence. This prototype was made in about two and a half days.
The battle system consists of real time management of three selected partners, as well as three abilities to aid your team when fighting. The controls of this game are relatively simple: point and click. You can click on any partner to select them. Once selected click either on empty ground around them to make them travel there, or click on an enemy so they will target the enemy. After using one of the ability buttons it will go on a cooldown for some time.
(No pun intended.)
Hi all- just sharing some notes from the process of creating my second LD submission, “you are dead”, in case it helps anyone else. It's a game about rowing down the river between lives, with a crunchy 80's arcade aesthetic. There's a link at the bottom for anyone interested. I'm primarily a programmer, and this was a solo submission for the Compo.
For the first few hours of the jam, I was floundering around for an idea. Even when I settled on something, it still didn't feel very solid. I might have abandoned the jam without my partner’s encouragement--shout out to them, I’m glad I didn’t! It wasn't until about halfway through Saturday that I really felt like I knew what I was doing.
"Stuck in a loop" reminded me of the Buddhist cycle of reincarnation, and that inspired the idea for a game set between lives, where the goal was to dodge vortices of rebirth pulling at you. I borrowed the imagery of a river from Greek mythology to make the gameplay slightly less abstract, which also inspired the rowing mechanic. One thing that really helped with the design was deciding on the core of my game—the cycle of rebirth and death—and cutting almost everything that didn’t directly support it. There were a handful of neat ideas scrapped that might not have been otherwise, but hopefully the game is better for it.
Creating visuals had me stumped for a while. Eventually I came across a Unity feature that allowed for upscaling pixels--rendering the game, then scaling pixels 2x or more without antialiasing. It allowed me to create graphics in whatever way was most convenient (sprites, line renderers, etc) and combine them with a cohesive style. I’d settled on a black and white line art style to communicate a sense of ethereality, and upscaling punched up the retro feel quite a bit. It was starting to have a “haunted arcade machine” vibe, which was perfect.
The sound came much easier. I was listing to Shlohmo while I worked, and wanted that vibe for the music. So, I spun up Bosca Ceoil, and laid down some arpeggios with a buzzy bass underneath. The chiptune synths really meshed well with the graphics style and gave it a nice 80’s vibe. Sound FX were slapped together in Bfxr, hitting the randomize button until I stumbled onto something workable. Crunchy, distorted sounds felt like the fit the mood I was going for, but also helped cover up that the sound effects weren't pitched to the key of the music.
Balancing was the hardest part, and I spent the hours before submission fretting over it. I prioritized making the vortex strength feel “right”, and then tweaked difficulty primarily through the turning speed of the rowboat. Still not quite sure I got it right, but at least still folks seem to find it fun, if difficult.
I’m quite proud of how the game turned out. Minimalist design principles really helped create a polished product and keep stress levels down. I stumbled into the 80’s arcade aesthetic over the course of development, and it seems likes something folks really vibe with. Thanks to everyone who's left a rating or review. It's been a blast to see all the amazing games y'all have made!
https://ldjam.com/events/ludum-dare/47/you-are-dead

Your comments have been so kind and helpful. :) Feel free to use this character model in your own games, or just take it apart and use the wings or whatever.
Play Rock Slide here

Come play our game! Available for browsers / WebGL, so no download required!
It's a roguelike bullet-hell experience with lots of juicy explosions, sounds, procedurally generated levels and many stackable powerups to fine-tune you build!
https://ldjam.com/events/ludum-dare/47/battle-of-neptune
https://www.youtube.com/watch?v=GN4oyz7kgDY
We've released a trailer for the The Infinite Parable - we had so much fun making this over the weekend and we hope you enjoy it! Any reviews or comments would be greatly appreciated - watch the trailer below
https://youtu.be/ubzuKno0-cE
We've also patched the game to remove some more bugs: - Fixed player reset position changing. - Fixed intro dialogue playing when mouse clicking in middle of screen.
Thank you and enjoy the game!
https://ldjam.com/events/ludum-dare/47/the-infinite-parable
Hello some comments:
"Really cool, the whole setting is such a vibe!"
"Made my brain explode, great job. The music is just right :D "
"Really nice game ! Loved your artistic direction :)"
"Amazing! I love the art style! I got a bit dizzy but your team did a good job! It would be a top seller if you put it on steam haha"

We love to hear that nice feedback. That is our first game and it was great fun :):) Fill free to vote and comment more :)
https://ldjam.com/events/ludum-dare/47/escape-the-sun

Help Major Monkey to fix the malfuctioning terminals while the ship rotates, and use that same motion to your advantage. Run against time, and combine momentum and the jetpack controls to complete the tasks.
We would love to read your reviews and opinions!
Game link: https://ldjam.com/events/ludum-dare/47/ape-space
Hi, I'm back off from working, and I want to play and rate your game :smiley: Post your game in comments !
If you want to play and rate mine, you can do it here : https://ldjam.com/events/ludum-dare/47/automate


Hi all!
So many interesting games so far =D
I just updated my game on WebGL version. I notice people are more kin to play a game quickly in the browser. Please check my game =D Is a bit Dark Souls hardstyle (you die a lot)

Also, please leave your link with WebGL games in the comments, my gf and I would love to check it =D

Found in our player collisions code. I have my suspicions about who left it there but I dare not anger the gods. The weird bugs and fixes you find in a Jam game when you don't have time to do things properly. Still could be worse, could be like our disappearing wheels truck prefab. We still haven't figured that one out...

What weird fixes and bugs did you all find in your games?
First, hats off to all of you who participated this weekend and a big congrats to those who got it done!
I want to make a quick post about what went wrong and what went well this weekend with my entry COLORSPACE. Give it a go and let me know what you think and I'll return the favor!
I had some goals with this Ludum Dare to focus on atmosphere and visual game design. In past contests I spent a lot of my time trying to code relatively mechanically heavy games, so this time around I wanted to try and build a game where mechanics were derived largely from visuals and physical space.
Implementing this went well. The overwhelming majority of the mechanics were dervied from Unity's Layer and LayerMask systems. It was effortless to control what the game rendered and allowed the player to collide with, which allowed me to put some more focus on the atmosphere, which is done largely through the toggling of post-process volumes.
The simplicity of these systems made most of the "bugs" I encountered along the way me forgetting to set a layer properly on an object. This success is largely up to knowledge and toolset. I could have just as easily made some huge list of red objects and green objects, etc. and looped over them everytime the player switched colors. In all honesty, that approach would likely have been performant enough for a game this small, but the workflow was something I wanted to avoid.
Leveraging high-level systems in Unity (and the flashy ones) easily cut out hours of work that I'd usually spend. Ultimately, I would need as many of those hours as possible, as I'll detail a little more in the Wrong section.
On top of that, I think there were a few other positive take aways:
All three of these are important to discuss as a whole, because they relate heavily to my time management experience this weekend. Despite having alleviated the coding time I usually spend, I ended up needing even more time to build levels for this game than I could afford. While I implemented the mechanics of the game fast, my ability to design challenges and puzzles using the mechanic was more challenging.
So that leaves us with...
By running with a mechanic before nailing down a solid hook or design pattern I run myself into a rut when trying to build levels. That, in turn, cost me time to implement some of the visual and story elements I wanted to reinforce the theme with.
So, with what I gained in style and fluidity I sort of lost in messaging, which is a large component of a game like this. From a thematic standpoint, I don't think I quite hit the mark.
However, I can look past that - I made a freaking game this weekend! :sweat_smile:
Given that, it is still important to reflect on how certain decisions have an impact on the direction the game took. I couldn't get any story in the game in time and I rushed to get music and sound done at the last minute. Time and time again Ludum Dare proves itself to be a challenge in time management. It's tough to divvy up time effectively (not necessarily equally) when you're flying solo.
While I acheived what I set out to do and got the sucker done - I've learned that no matter how I may try to shift my approach at Ludum Dare, the guding principle remains: it's a balancing act on the flying trapese.
So, these things that went wrong weren't terrible things - but a symptom of the challenge that is Ludum Dare. With every attempt I think we all get better at managing our expectations and actions to get things done.
I'd like to keep exploring this concept further. Once I've successfully launched my current project cough IGEO DX cough, I think I will sink back into this little game and see how far I can take this mechanic. :sunglasses:
Thanks to anyone who checks out COLORSPACE. Please leave a comment and I will 100% play, rate, and comment on your entry!
LINK TO THE GAME Hi guys, I've had a lot of fun composing the OST of this game, some people have asked me how i did it tho. The answer is really simple. I've simply used Finale Notepad 2020 along with the VST Garritn Orchestra that comes with it. Surprised? Well there is a few things you can do to make your MIDI-sounds sounds better straight into Finale without going to a DAW ! 1. ADD Dynamics! especially Crescendo and Decrescendo. It makes the music looks more alive! 2. ADD articulations, and by taht, i mean a lot of it. As an example, my persussion and my accompagniment could have staccato or accent, sometimes both on each notes. 3. ADD reverb. Yes, you can use plug-in straight in Finale. Adding a Reverb helps a lot to smoothen the rudeness of the MIDI sounds. 4. Why did i used MIDI instead of a better VST? Simply because i didn't have the time. Composing straight into finale does the mix for you,and you can adjust if needed so you can focus on the quality of the music instead of the mix.If i had more time i would import my midi file in a DAW and use better VST.Also i tought that this MIDI looking sound were fitting quite well with our World
That's all for now stay tuned! And if you didn't play our game, i recommand you give it a try!
This is obligatory whether you like the theme or not. This time I really didn't like it at first, because all I could think of was the Groundhog Day movie.

In phase two I actually discovered the theme was good. In fact, it was almost too good. The whiteboard was totally filled with ideas. For some inexplicable reason there was still place for Bender on it.

First I had to get rid of all the superfluous ideas. Some hard decisions where made and the whiteboard eraser got its share. The list got shortened to only a few of the best ideas, but then I got stuck. I decided to search the internet for inspiration. I came across this poor turtle meme:
I decided immediately that that was going to be my main characters, a turtle bend on revenge upon the cruel world. The idea was soon refined to a couple of points. For some inexplicable reason there was still place for Bender.

All that remained was the coding and the drawing and the sound generating and all the other boring stuff involved with actually making the game. ...
So the board was filled again. For some inexplicable reason there was still place for Bender on it.
And the game of Revenge of Loopy the Turtle was made and submitted to the Ludum Dare site with some time to spare.
Ludum Dare 46 was the first game I ever tried to solo develop. This is what it looked like:

Six months later, this is what I did for Ludum Dare 47:

Try out my game "Four Walls Of The Boiler Room" here: https://ldjam.com/events/ludum-dare/47/four-walls-of-the-boiler-room
Free Hamster is a speed game, the objective is to help our dear friend the hamster to free himself from the grip of his “ball”. For this you will have to accumulate enough speed while dodging the elements of the scenery to hit the wall and open his prison, but be careful not to go too fast at the risk of finding a magnificent hamster pancake !!
https://ldjam.com/events/ludum-dare/47/free-hamster
Ever wish the bullet hell came from you and not the enemies? well now you can! https://ldjam.com/events/ludum-dare/47/clone-arena

Hi! After submitting my game jam submission I found out that you all are really great at giving feedback! :)
I would really appreciate if I could get some on my gamejam devlog as I really feel like I'm missing something!
https://youtu.be/jNFrWwtVM8I
I'm looking forward to your feedback if you have any! :)

In the meantime, if you could do the same for mine, I'd be very appreciative! :D
You're stuck at the centre of a massive roundabout and need to get out!


https://ldjam.com/events/ludum-dare/47/regicide
Through the burning village, past the war-torn battlefields, through the city and up the mountains, the castle shelters the cowardly king. Cut him down.


Yo! I had so much fun making this game. I learned a lot of programming stuff which isn't what I usually do in these jams. You can play in your browser.
Hey, I made rhythm game where you got to move to the beat. It’s kinda hardcore in terms of difficulty but it’s fun. If you made a rhythm game I’ll be glad to check it ;)
Leave a comment with your game link so I can try and rate it.
Shameless post about my little game where you torture spaceships stuck around your planet. It's a bit buggy, but still.
https://ldjam.com/events/ludum-dare/47/despair

I'm playing some more games in half an hour! Make sure to comment the link to your game in the comments! I will give feedback and rate your game! Also feel free to check out my game if you like :) https://ldjam.com/events/ludum-dare/47/disaster-wheel



Cleaning is hard, fighting a mega grime monster out to destroy every single piece of clothing you have ever loved (and your cat Sprinkles Thunderdome the 3rd) is harder. What do i say, its basically the same thing!
Come and play DEGRIMER and feel clean again. Cleaner than you have ever been...you dirty people you.
https://bernard-bumblebutt.itch.io/lily-pad-drifters

I mean, a solo dev take the effort to do a game with 24 hours less than the jam and with all assets made during it, I would like them to have a bigger banner that say the game is a compo one instead of just a very very little tag in a corner.
If I know that it is a compo game I would judge it a little bit differently from a jam game, but it is very easy to miss the tag and forget to check! Please give them more credits!

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Post your game in the comments and I'll play and rate once I get back from class.
Also play my game when you guys have time time
https://ldjam.com/events/ludum-dare/47/waves-industrial

Now play Endless Looping Adventure on your android phone, the way it was designed to be played.

I can't really test Linux and Mac, I'd appreciate if anyone could let me know if there are issues on those platforms.
Hey all ! We'll do a short stream today, want to have your game rated and played ? Just hop in and use the !submit command :) Let's go !

I did it! Loophole Kingdom is officially in for the final rating! If you still want to check it out: https://ldjam.com/events/ludum-dare/47/loophole-kingdom

I made a blog post about this shortly after the compo finished, but I figure making another one now that people have have finished working on their jam games seems fair? Trying not to spam, but it's been a few days so it seems reasonable to post this. Play the game here, or else.
Thanks to you guys, i successfully submitted a second game to the compo, and it already got his 20 ratings (yay!)
All in all, lots of feedbacks in LD46, and others in LD47, and i really feel like i got an huuuuge step up ! And you know what ? I don't plan to stop there !
I felt in love with the compo, remind me when I was a teenager, going for straight coding of nonsense all nights (so much free time back there), so yeah, will definitly come again in april 2021.
And for the next one, there's 3 thing i want to get better at : - 3D models (and better animation) : if i could pull 2-3 more animated models in around the same time, that could be really great, so yeah, will keep the works coming. Also getting a consistent art style could help too. - Shaders : i really, really feels like i'm underusing what a gpu can do in 3D worlds, right now, i can only get to work with unity basi sshaders graph, i really want to step up that - Music / audio : next thing I want to do is really getting into audio, right now i'm using bosca ceoil, wich is really limited, as much as my skill are.
And for that, i need help !
* What are you tips about audio (music) ? Where should I start ? What software should I use (free is better, but hey, could still pay if not too much) ? *
Here's my drifting cow from my Crazy Running Cow game ! Really, really big thanks to this community ! Moo ! :cow:

I had fun making my game Escape! The link to the game is included below.
Game: https://ldjam.com/events/ludum-dare/47/escape-1


Hey! I've just added a Windows build for GLITCH LOOP! If you encounter issues with the browser version, or if you like snappier & more reactive controls, this is for you! Have fun with the game!




A year ago we released the first Bloodless build after 3 days of work during Ludum Dare 45. We received lots of feedback, support and love from the community. Now we're working on a redesign of the game with an expanded story inspired by the Edo-Period Japan. We can't wait to show more of our progress with you folks! :D
We are @pointnsheep on Twitter, Facebook and Instagram! Posting regular updates of our game :)