Play Re-Version!
Time control, puzzles and destruction of cubes!! What else do you need? https://ldjam.com/events/ludum-dare/47/re-version

(sorry for doubleposting, it bugged somehow and I have no idea how to delete a blog post)
Time control, puzzles and destruction of cubes!! What else do you need? https://ldjam.com/events/ludum-dare/47/re-version

(sorry for doubleposting, it bugged somehow and I have no idea how to delete a blog post)
Check it out: https://ldjam.com/events/ludum-dare/47/epoch
Because life struck us for the past two weeks we didn't get any chance to play and rate your games... But I'm very excited that I try to fit as many games in my spare time as I can during the next two weeks.
Stuck in a loop was my 3rd and Tobi's 1st ludum dare... He was very happy to finaly do a game jam. So we sat down and made Epoch. I am so proud of what he accomplished with unity and he implemented some realy out of the box solutions for amazing features. For example the time reverse system he build is lightweight and offers a great starting point for further modification.
That said - We would really appreciate some feedback for our project, so that we can learn and grow from it.

Again an awesome experience this time with a tiny team of @remus-rain and me and a tight schedule of just 15 hours!
We present you with Pseudogravity, our first person - puzzle approach to being stuck in a loop.
We are very happy to read all your comments and ~~cries for help~~ suggestions.

We're going to be streaming Dare to Play for the next couple of hours and taking submissions of YOUR games! Come join us in the chat to get live feedback from us, or use our submission form down below to submit your game.
Join us on Twitch at https://twitch.tv/cyberlightgames
Submission form: https://forms.gle/DRqNDwjnToHqvLae9
I'm very excited because my Ludum Dare game, Doctor Simon's Time Crash, has more than 100 reviews already.
Thanks everybody for taking the time to play, rate and comment my game.
If you didn't played yet, and you want to, here is the link: https://ldjam.com/events/ludum-dare/47/time-crash

Or is someone else starting to remember the names of the other participants when reading comments?
I usually read them for every game I play (not all of them but a lot for sure), and now I'm starting to recognize some names here and there! It's both weird and friendly at the same time ahah
Has this happened to someone else or have I just become freaking mad playing loads of game every day?
Hey everyone! I had a blast taking part in the compo once again this year. I had a very busy weekend lined up with family stuff and what not, but I wanted to at least participate. My goal was to make a simple game start to finish. I had decided in advance to use Unity 3D, even if I did a 2D game, and utilize the geometric primitives in order to save time creating art. My game has somewhat of a lame name and also lame graphics, but I finished!
LoopShoot is an arcade style shooter with a looping twist. I have recently added a high scores screen and tweaked the difficulty in response to feedback. If you have time, please give it a play!
https://ldjam.com/events/ludum-dare/47/loop-shoot

We're taking submissions over on Twitch for LD games! Come and send us your games.
https://www.twitch.tv/buriedthings
And feel free to check out my game https://ldjam.com/events/ludum-dare/47/hyperloop :)

You can record :cool: gifs yourself and a bunch of other things were added/improved!

Play it if you haven't: https://ldjam.com/events/ludum-dare/47/monkey-business
So after getting some feedback, I have decided I want to turn my game into a full game after the jam, but for it to work nicely, I need to know what you think of it! You can play and leave your feedback here:
https://ldjam.com/events/ludum-dare/47/suitcase-panic

I am @lwyx, programmer of our entry Re-Slash, and i am going to briefly explain how I made the core mechanic of the game, an infinite loop of the player inputs.
First of all, after choosing the idea to develop, the most important thing is to get the core mechanics working as soon as possible, so the designer can start making and testing levels. So in our case, the looping of the player inputs was the first priority.
In a 72h jam, the ideal scenario is to get the core mechanic working on the first half day, or maybe the first day if it is a bit complex. I completed it fast since it was pretty simple.
The way it works is, as I said, straightforward, since it just needed some array management. I made a custom struct which contained an array of inputs for each type of input that the player could do:
This way I could store in the same frame any combination of buttons, joystick movement and axes values. When I talk about frames, I am referring to physics frames that do not fluctuate like the graphic frames.
Then, I worked on a script that registers the inputs that the player executes every frame during a certain amount of time (this varies each level), and stores them in the previous arrays depending on the input type. When the “recording” time ends, the script just reads an element of the array each frame and simulates them as player inputs. Of course, the lenght of the array had to be calculated depending on the time record. In our case, we had 50 physics updates per second, so we multiplied that with the number of seconds we wanted to record to get the length of the array.
Here you can see it working.
https://www.youtube.com/watch?v=U_QlAFJ9T04
This way the script is very modular and can be used in almost any situation that you need to save the inputs of the player, with any controller it is using. Unluckily, we didn’t manage to get the gamepad functional on WebGL, but I promise it works! :stuckouttongue:
And this is how I made the core mechanic of our game, Re-Slash. I advise you to try it out and see by yourself how wonderful it works. :slight_smile:


Hey everyone we just released a patch for the WEB BUILD of Beat Bash to fix issues relating to the screen cutting off the display. We recommend those with a non 16:9 aspect ratio to play it in browser and not to full screen it as the default canvas size is now fixed to 1280x720.
Thanks for playing Beat Bash everyone :)
OLD:

NEW:

P.S
Thanks to the following for bringing this issue up: - jimbly - lazenman - rs11s21n - echo-gameworks - pranjalbisht
Go check out their games if you haven't!
Only 7 days passed after LD47 finished but seems it was a couple of weeks, not 72 hours. Looking back wanna write about the Cycloops development.
The moment when the LD47 theme was announced was a deep night for us, so we started discussing the concept in 9 hours later. Our main decision was not to use the default Groundhog Day idea. We had a couple of ideas - Groundhog Day (as plan B), something with respawning loops after game failure, "hamster in the wheel" like, and something with looped level or where we need to make the level as a loop... and we thought the last two was most suitable. In a few minutes, we decided that the game should be about space stations with artificial gravity rings, and the player must find out how to open the door by toggling some switches. The concept fits well with the jam theme and for a jam time frame. Yep, the time frame also important - did we want to finish the game or what? So, our game should be a sidescroller platformer with looped corridors and with some switches.
The main feature of our game was to loop the player in the level and give him some switches to open the exit door.
(First working looped level, switches, and the door)
Technically - the cycled level looks like a liner level with trigging colliders (on both sides of the level) who send to player controller message to go to the opposite side.
It was only the one type of switch which would open the door or/and hatches by itself or with other switches. That was too easy even for 72h game and on the second day, we decided to make the game a little bit harder.
(Autoswitch)
And we add "Autoswitches" - they can accept signals from switches (or other autoswitches) and give away new signals to other autoswitch or exit-door.
(Right switch control the Left switch and the hatch switch by inverting autoswitch)
And that's all about core gameplay. We had more ideas for switches types, but we hadn't time for them to implement.
Platformers often are 2d and we both love pixel art. No other options were there. :) But graphics could be much better if we have more time. At least - pixel-perfect cyclops movements, which we made the day after ld47 was finished.

We have no experience in sound fx and music so, we used the "sfxr" sound generator to make the sounds we needed. Despite this, all sounds were created at the first attempt except the jump sound. I think they have fit the game style. And yes, we forgot the music. Honestly, we even haven't discussed this because of a lack of time.
(Jump sfx)
We didn't expect the level design of a small game to be such a massive problem for us. :( It looked easy to make levels with a lot of switches and doors, but... it wasn't true. The first two levels, where we show to users how it works, was easy to do. But make levels more difficult and make them possible to complete - was a huge challenge. We spent about 1/3 of the time on level construction and on play-tests - a lot of paper concepts and a hell of wires, hatches, and switches in Unity editor.
Phew. But at least - we have done it. We made a complete small game we wanted. Okay, almost the complete game. :) Anyway - it was our first gamedev jam... and as for me - I think we were good, despite the fact that there is a lot to strive for in the future.
Thank all of you if you read this... and you are awesome if you have played and rated it our game. If not, why are you still here? :)
*The Cycloop game: https://ldjam.com/events/ludum-dare/47/cycloop *
Hello there. I'll be playing and rating your games live at twitch.tv/Outfrost for the next few hours! Come say hi and let's have some fun together.
I go through my list of games to check out in the order they were submitted, but only when the creators are in chat. So, even though the list is a bit long, chances are I will play your game shortly after you join! If you submitted earlier, and I still haven't played yours, let me know in chat and I'll come right back to it.
Pillars of Anguish is a 2.5D platformer with a cool twist. Play it here!

Recursion after recursion, build upon your prior self. GUNWYRM is an endless arcade game that revolves around endlessly upgrading mechanical serpents. Defeat invaders to make your next iteration even more powerful. How far can you make it before these cosmic anomalies consume you?
Features:
Several upgrades to spice up your runs
Unique guns to make each ascension feel distinct
Hand-crafted pixel graphics
An original soundtrack
Check out GUNWYRM! We'd love to hear your thoughts.
LD PAGE: https://ldjam.com/events/ludum-dare/47/$215359


Hey everyone, if you have a moment, I'd love to hear your feedback on my game, Ringchaser. I'm trying to get to 20 ratings so I can receive a score, but also I'm working on a post-jam version and would love to hear any changes you'd recommend! Thanks so much!

I took a crack at making one: https://ldjam.com/events/ludum-dare/47/smoothing-things-out

Shout out to all the jam teammates out there. This is my 2nd jam and my 1st jam with a teammate. @elysiagriffin is the heart and soul behind bringing Lucky Lefty to life with art and animation. Thank you so much for lending your time and talent to making our game.
Here's Elysia playing our game:
https://www.twitch.tv/videos/761666705?t=46m23s

Play Lucky Lefty Loves Loops here: https://ldjam.com/events/ludum-dare/47/lucky-lefty-loves-loops
We really enjoyed making this game and have received a lot of great constructive and positive feedback. We've put a bit of work in this past week to act on that feedback. The changes are mostly about improving the user experience, with tooltips to help the player understand the mechanics. There are also improvements to the AI decision making, along with quite a few combat tweaks and bug fixes. This update includes:
General: - UI tooltips to help explain character attributes and card mechanics - UI hover of cards will now display the card and its base attributes on the right-side of the screen - Game difficulty settings: You can now choose easy, medium or hard when starting a game. This will amend the base attributes of the various rat enemies in the game - Improved drag accuracy when dragging cards with the mouse - Additional audio has been added for card flipping and when effects are applied to a character. - The starting party is now the Warrior and Priest, which gives players a slightly less squishy character along with an extra action point early on in the game.
Card Game: - Critical strike damage reduced from x2 damage to x1.5 damage (your poor mage may survive longer now!) - Visual effect to help emphasise when an attack was a critical strike - AI decision making has been improved to prioritise killing low health targets and being more sensible when using heal cards. - Defending has been reworked: Defending will now always reduce incoming damage by 50%. When other party members defend a character, the remaining 50% damage will be split between the target and any additional defenders.
Board Game: - Balanced Relic Tile distribution to prevent super early boss encounters and games that drag on too long - The more often you fight, the more likely you are to encounter relic tiles (some form of reward for engaging in combat) - Dice rolls are displayed in a slightly more visual way now (still just text, sorry!) - Prevented clicking "Roll" button repeatedly, which would prevent you from closing a dialogue popup
Screenshots:
A tutorial video plays when you enter combat for the first time:

Tooltips now appear when hovering over cards, along with showing the base version of the card

You can now view your character stats before choosing who receives the attribute upgrade

Some of the less obvious cards are hopefully now clearer with hover over tooltips

Critical strikes are now represented by the word crit, instead of just a brighter attack effect

There are now two more difficulties to choose from (easy was the original difficulty setting)

Upcoming Changes
We are looking to make a Linux build, but unfortunately its a bit of a hassle to do in Unreal Engine. Should be getting a Linux build by the end of the week though.
Of course rate the game based on the original version, but we hope existing players and new enjoy the changes we've made to The Curse of Cattenburg 😸 You can download it from my itch.io page.
Hey ! I'm the programmer behind Space Drummer ! You can play it here, we'd like all the feedback we can get: https://ldjam.com/events/ludum-dare/47/space-drummer

I'm so proud of the work we've done during this jam, and I think we've found a concept worth to be explored a bit deeper. We may keep working on it during the next months...
For now, strong of the quality feedback you all gave us (thank you streamers, seing people play our game live is invaluable), we've been working these last days to improve the game a bit, mostly by fixing some bugs that should improve the quality of life of the player. Here is a list of the changes: - When the music looped, there was a small cut that could make the beat feel discontinous at times. I used a different technique to handle the synchronization. I can explain it a bit deeper if some people want some advice to make rythm games - The victory screen was tiny, that was funny but not really worth the effort the player did to reach it... - The level design was bugged at times, some enemies ended up on top of another - I added invincibility frames so that people don't get their five lives all removed because of one second of inattention.

What do you think? Could that be a nice idea? :confounded:
https://ldjam.com/events/ludum-dare/47/out-looped
Monobrowed Thug robs House of Monsters?
Does it end?
NO!
ALL of THAT IN!
https://ldjam.com/events/ludum-dare/47/break-in-stay-in
I am looking forward to sharing the Post Jam I am working on. It is nice to add in the features I ran out of time for and the suggestions from you guys too. Its been a lot of fun to shake it up.

In the meantime I would love it if you played the Jam version. I will rate all games that are made by folk who leave comments. https://ldjam.com/events/ludum-dare/47/a-night-around-the-fire
Do you have a numpad?
So do I!
This games needs you to smash it!
https://ldjam.com/events/ludum-dare/47/numpad-looper
If you're feeling generous, why not give it a try? I'm hoping to hit mood rating threshold.

From the start of the jam we had the idea of a seed that grows, evolves into a plant and releases a seed, but this time in another place, the goal being to spread your species in a botanical survival loop kinda of way. The catch was, you are the plant and plants don’t really do much, right? That doesn’t convert well into gameplay wise, but we took it as a challenge. How do you make a game out of a plant?
The short answer is that we mixed rpg status elements with the concept of idle and chill games, but giving the player the choice in what kind of way they want to direct the evolution of their plants in order to better survive the world.
Well we bit more than we could chew, there were a lot of ideas and mechanics cut due time, but with every comment or critic of you that played our game, it gives us motivation to continue to improve and to not stop just here.
And I hope all you guys don’t give up on your ideas and let then wither away, keep going and never stop making games. Kudos 🌱
Come submit your game to our stream, and don't forget to play our game, Sisyphus Beetle Takes His Daughter to Work!!
Stream: https://www.twitch.tv/peethief
Our game: https://ldjam.com/events/ludum-dare/47/sisyphus-beetle-takes-his-daughter-to-work


To every one of you who played, rated, gave feedback and shared your experience with the game - THANK YOU A THOUSAND TIMES!
Quetzalcoatl (or Quetzalcoaster, seeing as the name gets tossed all over the place like an Aztec on an ancient ride!) is currently the most rated game on Ludum Dare 47, and we couldn't have done this without you. We are all deeply grateful and touched by your kind words and honest feedback.
We are currently planning our next step. It involves us continuing to work on the game and making sure it becomes its best self, so your feedback and criticism will be of tremendous help.
Take care and stay safe,
The Quetzalcoaster team
P.S: The game got featured in various platforms and played by some cool Twitch streamers, below is a list if you're interested.
⭐ Front Page / Newgrounds (ENG)
Article / Warp Door (ENG)
Article / Alpha Beta Gamer (ENG)
Article / Pixelpost (POL)
Article / またたび屋敷 (JAP)
Article / 2x2 (RUS)
Article / TestingBuddies (GER)
Best Ludum Dare Games / Randomize User (ENG)
Best Ludum Dare Games / Madbook (ENG)
Live Stream / Pixel Maniacs (ENG/GER)
Live Stream / Honest Dan (ENG)
Live Stream / odinZAte (ENG)
Live Stream / Trypants (ENG)
Live Stream / MikoziiQ (ENG)
Live Stream / EsKooh (ENG)
Live Stream / HeartLamp (ENG)
Live Stream / Outfrost (ENG)


Debug Or Die (also known as Baba Is Loop :P) has passed 20 ratings! Much appreciated!
I've been having a blast playing your games and I hope you've had fun with mine as well. Haven't played yet? Take it for a spin at: https://ldjam.com/events/ludum-dare/47/debug-or-die
Leave a rating and I'll leave you one too! Keep on jamming! ❤️
Fancy Trash's soundtrack is now available on SoundCloud!

Hey guys! It's my first game jam and it was fun for me and hope so was for you all. Please go visit my game and rate! I'm kinda new to the gaming community. So please leave constructive feedbacks. All kind of criticism are welcome:) https://ldjam.com/events/ludum-dare/47/the-dumb-robot
Now go play some other games! They need ratings too! :point_right:
After finishing some work, we'll be giving more live feedback for your games! We'll prioritize anyone who is in chat first since it's more fun to talk with the developer. Stream will start at 8PM PDT and we'll start playing games around 10PM PDT.


In this post I want to talk about how @chris-hall and I went about crafting and executing the design for our game Boomie. Our goal was to produce something that was "complete" and so we took a pretty good chunk of time (about 5 hours) picking and crafting a game design before we wrote any code.
Some criteria we used during the selection process: - Is this idea interesting and fun for us to implement? :clown: :circus_tent: - How risky is it to pursue this game idea? (can we make it in the 72 hours? is the idea too vague?) - How much work is needed to get to "minimally viable product"? (we could submit and it is something) - Can the game design be easily extended? (we can keep adding new concepts without changing the core mechanic) - How much time do we have for polish? :clock:
We ended up writing around four pages of ideas on our shared Google Doc. Here are a few:
We ultimately picked the Boomerang idea because it seemed to have good answers for all of our criteria. One of the main reasons we went with the idea (other than that it seemed fun enough on it's own for us to implement) was because it seemed like the core mechanic was easily extensible (we had a laundry list of ideas we wanted to attempt to implement).
We roughly broke down our order-of-implementation as follows:

Each concentric ring of features gave us the ability to implement the next ring, as well as complement previous ones. Any time we had a new idea we placed it in this mental model of what needed to be done. Importantly, this framework allowed us to keep focused on that task at hand.
At the end of each night we took a break from feature work and implemented some piece of polish (sounds, music, animations, additional assets, level design). By around 9pm Sunday night of the jam we had implemented all of core features in the above diagram and all that was left was making animations, levels, and rounding out any final bugs we found.
I think part of our success in making Boomie was that we carefully thought out a plan and then executed it. As far as I know, none of work we did went to waste!
Thanks for reading! I have been pleasantly surprised by everyone's games and look forward to playing more during this last week of feedback!
Check out our Game and other blog posts! - Game - Boomie - Blog - First Jam + Dev Log: Wow that was a lot of fun! - Blog - Thoughts about Jam Tools
Where do you recommend for launching indie games like we make for ldjam?
Perhaps even paid sites, after a bit of polishing it would be cool to publish and see what happens


Howdy folks! :cowboy:
Back at it again with another breakdown of how I got the camera working for our game, Dude Ranch! This time I’m here to talk about how I implemented the dynamic zoom effect that happens as you mash the mouse buttons to wrangle a particularly thicc Dude into your clutches.

The logic for this is actually pretty straightforward, so I’ll start with posting the relevant code for you to peruse.
``` private void InitiateImpactZoom() { if (this.ImpactZoomCoroutine == null && this.SnapCoroutine == null) { this.ImpactZoomCoroutine = StartCoroutine(this.ImpactZoom()); } }
private IEnumerator ImpactZoom()
{
if (this.ImpactReturnCoroutine != null)
{
StopCoroutine(this.ImpactReturnCoroutine);
}
this.cumulativeYZoom += this.impactZoomAmount;
Vector3 targetPoint = new Vector3(showcasePoint.x, this.transform.position.y - this.impactZoomAmount, showcasePoint.z);
while (Mathf.Abs(this.transform.position.y - targetPoint.y) > 0.1f && followPlayer == false)
{
this.transform.position = Vector3.Lerp(this.transform.position, targetPoint, this.impactZoomSpeed);
yield return null;
}
this.transform.position = targetPoint;
this.ImpactReturnCoroutine = StartCoroutine(this.ReturnFromImpactZoom());
this.ImpactZoomCoroutine = null;
}
private IEnumerator ReturnFromImpactZoom()
{
Vector3 targetPoint = new Vector3(this.transform.position.x, this.zoomedInYValue, this.transform.position.z);
while (this.transform.position.y < targetPoint.y && followPlayer == false)
{
this.transform.position = Vector3.Lerp(this.transform.position, targetPoint, this.impactReturnZoomSpeed);
yield return null;
}
this.transform.position = targetPoint;
this.ImpactReturnCoroutine = null;
}
```
I won’t post the full camera script, because honestly it’s a mess of flags and poorly organized code that would probably just serve to confuse rather than educate. But allow me to explain what’s going on here in case any of it’s confusing!
So basically, whenever the player clicks a mouse button to start wrangling a dude in, an event is fired that calls InitiateImpactZoom(). This in turn fires off a coroutine that does the actual zooming. The “showcasePoint” in the ImpactZoom() coroutine is actually the midpoint that we figured out earlier in Part 1. We use this as our anchor to determine what exactly we’re zooming into. Since our game functions on the X/Z plane, we’ll be manipulating the Y position of the camera to zoom in and out.
impactZoomAmount and impactZoomSpeed can be set to whatever you want inside the class, and you can fiddle around with the values to make more bombastic or more understated zoom effects that fit your needs. From there, we just do a simple Lerp in order to ensure that the camera doesn’t jarringly jump to positions and disorient the player.
After the impact zoom was finished, I wanted to have a little “recovery” zoom-out effect that slowly tried to return the camera back to its original position, so it encouraged you to keep wranglin' once you latched onto a Dude.

This is called at the end of the ImpactZoom() coroutine, and it slowly “undoes” the effects of the original impact zoom. It’s important to make the value for impactReturnZoomSpeed significantly smaller than the initial impactZoomSpeed, otherwise the camera will look all jumpy zooming in and out between every click. This zoom-out coroutine should also be cancelled if the player clicks again, so it doesn't interfere with the next zoom (this is handled in the first lines of the ImpactZoom() coroutine).
And that’s about it! To be honest, this isn’t the prettiest thing in the world. Every now and then the camera still has its moments where it looks a little jitterier than I would prefer. And as I mentioned before, the whole script that these short functions fit into is an absolute mess, which was the source of many of my frustrating bug hunts…
However, I don’t regret spending so much time fiddling with it and wrestling with bugs, because I like to think the dynamic camera makes a big difference in making our frenetic game feel even more chaotic and playful!
If you’d like, you can see the fruits of our labor by playing Dude Ranch here!
We already have a big ol’ list of games to play from the people who were kind enough to comment on our game, and we’ve already played a ton of super stellar ones already! Be on the lookout for a recommendations post very soon!
‘Til next time! :pointright: :cowboy: :pointright:
Play here https://ldjam.com/events/ludum-dare/47/ouroboros

Every game I have checked on the Zero rating sorting has at least two votes. Even the ones with no links. Some people cheating I guess?

Go around a racetrack while enemies try to catch up to you!
Here is the game link: https://ldjam.com/events/ludum-dare/47/stuck-in-a-hoard-while-looping
Also, I want to play YOUR games, leave them in the comments and I will rate them!

Thank you all for playing HONK II, it's so great to see that we managed to make an appealing game! Thank you!
I know it's kinda late but I'm doing one last session of games streaming. Come into the stream, submit your games and let's have some fun :)
https://twitch.tv/thevinter
You can also check out my game (i still need 7 ratings!): https://ldjam.com/events/ludum-dare/47/memorial
I tried to compile all the interesting/relevant parts of Goop Loop's development here: https://www.youtube.com/watch?v=HWtu-_wEPcM (Am I doing clickbait thumbnails correctly?)
The full 20+ hour stream is available here: https://www.twitch.tv/videos/762156354
The game: https://ldjam.com/events/ludum-dare/47/goop-loop
Enjoy!
Unique game with ORIGINAL gameplay. TWO world. LIGHT and DARKNESS. https://ldjam.com/events/ludum-dare/47/contrast

I rate 3 games in danger and it goes up by 0.05 in the best case. Oh well, let's check out more games then.
Drifting with a taxi! Who'd have thunk?
Just played around with the car physics a bit - less traction (actually, 280.000 times less), bit more horsepower, bit stronger turn angles when speeding and voila, drift fun it is.
What's that, i hear you shout "that looks fun, where i can play?". Nowhere sadly, sorry! Only regular old, non drifting taxi driving available.
https://bippinbits.itch.io/gorilla-taxi (does not contain drifting at all)

Solve puzzles, press buttons, throw cubes! Break cubes! REWIND!!! ALL IN YOUR BROWSER!!!!!!!!!!!!!

We are currently thinking about putting it into a full game, so all your feedback would be super valuable!

Hey, come and play AUTOLOOP. Help Mamüt to flee the eternal loop of the everyday life by acquiring cyborg body parts.
https://ldjam.com/events/ludum-dare/47/autoloop

This game jam was my first ludum dare and second game jam and it was a blast. It was a fun experience and I got an amazing game concept which I plan on expanding into a small game. Also on that note leave any kind of feedback you have as its highly appreciated
https://ldjam.com/events/ludum-dare/47/bhoot-toobh
and some GIF's and screenshots of the game of the game








In this update we fixed some problems with balance and now this game should be much, MUCH better than it was before. If already played previous versions, then it is a good chance to try something new! Try it now: https://ldjam.com/events/ludum-dare/47/time-saver

I finally added an HTML5 build. Same features as in the Linux and Windows build, no bug fixes or anything, it just offers the posibility to play in the browser. The game seems a little less responsive this way though.
https://gorrgolem.itch.io/ld-47


https://ldjam.com/events/ludum-dare/47/streets-of-loop

We've already spotted so many different dance moves, meaning a lot of people playing TIME TO DANCE!, which is awesome. We love reading your feedback and seeing your creativity throughout our game, it means a lot to us.
Are you one of them?
Keep rating, keep playing, keep dancing 👇
https://ldjam.com/events/ludum-dare/47/time-to-dance
And of course, follow us on Twitter ➡️ https://twitter.com/savvy_community Itchio ➡️ https://savvy-community.itch.io/ and Discord ➡️ https://discord.com/invite/xYPP7Ud
Cheers from savvy community ❤️

have a peaceful experience :point_down:
https://ldjam.com/events/ludum-dare/47/stix
thank you everyone from the bottom of my heart :hugging:
this has been an overwhelmingly positive experience, in a rather dark time for me.

Our team created their very first game ever: CONTRAST. THANK YOU EVERYONE for all feedback and rating! https://ldjam.com/events/ludum-dare/47/contrast

We will upload some new level soon, stay connected to play it. If you haven't played to our game, you can try it here : https://ldjam.com/events/ludum-dare/47/automate
Rate us and give a feedback :D

Ludum Dare 47 has been one hell of a ride needless to say. I documented by post-mortem here for those interested: https://steventus.itch.io/press-the-button/devlog/186920/the-beginners-postmortem-making-and-implementing-art
Ending this, I want to thank everyone for playing my game and leaving positive feedback for me to reflect on. I will take this experience onwards with my game dev career and make cooler games!
If you are still interested in playing my game, Press The Button:

It's an idle game about pressing buttons: https://ldjam.com/events/ludum-dare/47/press-the-button

We managed to do a lot of content in little time, so we will be very happy if you'll leave a comment and rate our game.)
Check it out! - >>> https://ldjam.com/events/ludum-dare/47/cats-delivering-service
It's a little sad that there aren't many technical posts here...
When I was designing the levels, I tried to make them flow one into the other and feel like a unified whole. My thinking was: "if you have some parts of your level that don't change between levels, and if you never take away the control over the player character, then the level structure will be intuitive for the player from the first look". And the feedback I had makes me think that this thinking was on point.

To do that, I chose a hacky solution of keeping each level in a separate scene, and making the player character persist between scenes (DontDestroyOnLoad in Unity). That was a familiar solution and it generally worked. It also could naturally feed into the gameplay - once the level is finished, the gravity is set towards the central platform, while all other platforms play vanishing animation and then are destroyed. And once you touch the central platform, a new scene is loaded, and all the platforms play their appearing animation.

That would mean that I need some elements to be in exactly the same positions in all scenes, but it wasn't the problem since I made all the levels by copying the previous one and then modifying it. More annoying was the fact that it resulted in little but noticeable stutters when a new scene was loaded into memory. Plus, scene transition would eat all the sounds and particle effects that were playing (but it only occurs in first level because level transition there is instant).
Still, it worked good enough for the jam, and I didn't want to risk breaking it. And now I have plenty of time to implement it properly in post-jam updates.
Stay tuned for the part 2 of this rundown, in which I'll tell how I reimplemented level transitions in an upcoming post-jam update. Also, check out my game, SkyCrawler: https://ldjam.com/events/ludum-dare/47/skycrawler

And feel free to check out my game here: https://ldjam.com/events/ludum-dare/47/hyperloop/ :)

I’ve been seeing blog posts about teams telling people they’re going to add a new level to their game soon, balancing different aspects of their game, adding new features, etc. Isn’t this not allowed to add or change parts of your game except game breaking bugs? I would love to add new features as well, but I thought the whole point was you only had 72 hours to make it.
Hey guys, I know this one is not very easy to play, it's about typing. But I think we can bring some attention and support to Ronron Therapy by @lineora, @saniae, @cataries and @redunca


Hello everyone! We have been working hard to make Welcome to Tarot a pleasant bug-free experience, and we have now released a new version with a lot of bug fixes! If you played our game before, we suggest you give it another look, if you didn't, please do!
Thank you so much for your interest! We are not done, more updates coming soon ;)
Have fun!
https://ldjam.com/events/ludum-dare/47/welcome-to-tarot
https://ldjam.com/events/ludum-dare/47/spaceman
Try harding your LD games live on twitch!
Come Submit your game!
https://www.twitch.tv/pomothedog
Hey just wanted to use this space to thank everyone who played and gave feedback on our game [while'd]. Sincerely, from the bottom of our heart, THANK YOU!! <3
Since this is our fisrt Ludum Dare we have a bit of impostor syndrome so we are remaining a bit silent but, if you wanna know more about our little game (its design idea, coding shenanigans or any other thing) please, let us know on this post. We are planning on posting a post-mortem in the final week of the Ludum anyway but it would be super useful knowing about what you guys wanna read.
Thank you for your time and good luck to everyone! <3
You can play [while'd] here: https://ldjam.com/events/ludum-dare/47/whiled

Hello everyone!
So, right now I will be adding a version of Phil Alone in Portuguese and I some more contents!
I added some stuffs in the game but that's a surprise!
To download the game in Portuguese Version, please just click on the name Download in the itch.io website but if you wanna play it in the english version, just go to the main page!
If you found some bugs, let me know please!
Stay tuned!
https://gabrieldevbr.itch.io/phil-alone/devlog/186504/phil-alone-portuguese-version

Thank you for the positive feedback so far on the "UFO taxi!" entry page (https://ldjam.com/events/ludum-dare/47/ufo-taxi)! Just wanted to spam a bit to let you all know that I'll be working on expanding the game and updating with news it's itch.io page (https://moisesjbc.itch.io/ufo-taxi).
Thanks! ;-)
https://ldjam.com/events/ludum-dare/47/frozen-potency
You know it's going to happen,
~~it's going to be pleasant and painful at the same time,~~
you can't help it,
it is waiting for the right moment to catch you...

🌀❄️🐱🐹🐸🐻🐮🐒🐫🐼🐤🐔🐛🐞🐠🐋🐏🐅🐐🐖🐲🐪🐩🌸🌹🍁🌿🌴🌰🌾🌞🌑🌔🌗🌛🌎🌌⛄🌁🐶🐰🐯🐷🐗🐴🐑🐍🐥🐧🐝🐌🐟🐬🐀🐇🐓🐁🐡🐆🐾🌷🌻🍃🍄🌲🌱🐚🌝🌒🌕🌘🌔🌏⛅⚡🌊🐭🐺🐨🐽🐵🐎🐘🐦🐣🐢🐜🐙🐳🐄🐃🐉🐕🐂🐊🐈💐🍀🌺🍂🌵🌳🌼🌐🌚🌓🌖🌜🌍🌋❄️🌀🐱🐹🐸🐻🐮🐒🐫🐼🐤🐔🐛🐞🐠🐋🐏🐅🐐🐖🐲🐪🐩🌸🌹🍁🌿🌴🌰🌾🌞🌑🌔🌗🌛🌎🌌⛄🌁🐶🐰🐯🐷🐗🐴🐑🐍🐥🐧🐝🐌🐟🐬🐀🐇🐓🐁🐡🐆🐾🌷🌻🍃🍄🌲🌱🐚🌝🌒🌕🌘🌔🌏⛅⚡🌊🐭🐺🐨🐽
:warning: :warning: :warning: :warning: :warning: :warning: :warning: :warning: :warning:
fall into: https://ldjam.com/events/ludum-dare/47/la-faille
:warning: :warning: :warning: :warning: :warning: :warning: :warning: :warning: :warning:
🐊🐈💐🍀🌺🍂🌵🌳🌼🌐🌚🌓🌖🌜🌍🌋❄️🌀🐱🐹🐸🐻🐮🐒🐫🐼🐤🐔🐛🐞🐠🐋🐏🐅🐐🐖🐲🐪🐩🌸🌹🍁🌿🌴🌰🌾🌞🌑🌔🌗🌛🌎🌌⛄🌁🐶🐰🐯🐷🐗🐴🐑🐍🐥🐧🐝🐌🐟🐬🐀🐇🐓🐁🐡🐆🐾🌷🌻🍃🍄🌲🌱🐚🌝🌒🌕🌘🌔🌏⛅⚡🌊🐭🐺🐨🐽🐵🐎🐘🐦🐣🐢🐜🐙🐳🐄🐃🐉🐕🐂🐊🐈💐🍀🌺🍂🌵🌳🌼🌐🌚🌓🌖🌜🌍🌋❄️🌀🐱🐹🐸🐻🐮🐒🐫🐼🐤🐔🐛🐞🐠🐋🐏🐅🐐🐖🐲🐪🐩🌸🌹🍁🌿🌴🌰🌾🌞🌑🌔🌗🌛🌎🌌⛄🌁🐶🐰🐯🐷🐗🐴🐑🐍🐥🐧🐝🐌🐵🐎🐘🐦🐣🐢🐜🐙🐳🐄🐃🐉🐕❄️🌀
https://ldjam.com/events/ludum-dare/47/z-rhapsody



Danger! Plants ‘n’ Seeds - a plant simulator where YOU live the gruesome life of a plant and its struggles in nature, surviving against all odds

See if you can survive against all the types of environment and events!
Thanks for playing!
https://www.twitch.tv/pomothedog
To create many of these games during such a short time limit is quite a feat in itself. I personally have some additional fondness for games with a defined art style, or games which covers the "mood" category well. If you have any tips of LD games with a great art style, please do link them!
https://ldjam.com/events/ludum-dare/47/once-more-through-the-desert This is our game, a short, story-based game. We would appreciate it much if some of you played it and gave us your feedback!
Just played other great games from midnight until morning and now I feel sleepy, but forgot to share my own game so here it is.
https://ldjam.com/events/ludum-dare/47/loop-heart
Also available on HTML5 (web).
The game is about bunny which heals broken hearts by shooting heart while moving in a loop.

As ever, a massive thank you to everyone who's played Super Jump Guy so far and left feedback on it! So far there don't seem to be any glaring problems, which is great; I'm glad to see people enjoying it so much. If you haven't played it yet, please do, especially as this post contains major spoilers for the game's ending. (It also contains sneak peeks at some of the improvements in the upcoming V1.2 update, so keep your eyes peeled!)
With that out of the way, it's time for my traditional breakdown of some of the tricks and techniques that went into making Super Jump Guy. If any of you are fellow PICO-8 devs, maybe this will be helpful!
Collision detection has been the bane of my existence ever since I started competing in Ludum Dare 2 1/2 years ago. This is the first time I've managed to build a game that launched with no collision detection issues, which is something I'm very proud of.

Super Jump Guy's collision detection system builds on the system I used for my LD43 entry, The Gods Are Angry, and works in three parts:
The effects system is also built on something from a previous entry: Save the Bird! from LD46. There, it was mainly used for things like explosions, but for Super Jump Guy I've expanded it significantly. It can now display text, like the score pop-ups, or animated sprites that loop a set number of times, like the casting animations during the final sequence.

Seriously, if you haven't played Super Jump Guy yet, I strongly suggest you do so before reading any further. Everything I'm about to talk about is supposed to be a big surprise.
...
So after four playthroughs, Jump Guy grows tired of going through the same platformer levels on a constant loop, breaks out of Super Jump Guy, and tries out an RPG instead. This meant that, having spent the first two days building a platformer, I now had about 16 hours to build an entirely separate RPG battle system -- from scratch!
Obviously, this meant I had to cut some corners - items and magic can be used infinitely (though I intend to change this in a future patch), and there's a very limited selection of both. But I managed to get in all the standard mechanics of turn-based RPGs, even a curable status effect!

It wasn't actually that difficult in the end. I've got a basic state machine to keep track of whose turn it is and where you are in the menu, and then two methods - one for the player, one for the enemy - that control the various attack animations. Getting the timing of the animations right was honestly the hardest and most time-consuming part. I even had plenty of tokens to spare!

There are two slightly different endings, depending on whether you win or lose. There's no option to start the game again and get the other ending; Jump Guy's broken out of the loop and/or dead, so you can't send him back in! I actually thought about taking this a step further, and having Jump Guy fail to appear if you reload the page to play again. I didn't do this because a) people might mistake it for a genuine glitch and rate the game lower, and b) you'd be able to get around it by clearing your browser cache.
I think that's all I have to discuss regarding Super Jump Guy. I already have my post-mortem written up, and I'll post it with about seven days to go, like always. In the meantime, if there's anything else you'd like to ask about Super Jump Guy's inner workings, feel free to let me know!

Hello folks !
You should consider testing my game.
Try to beat it :smiling_imp:
Bjorn to Dance (Web playable): https://ldjam.com/events/ludum-dare/47/bjorn-to-dance
Leaderboard: https://infamy.dev/highscore/web?id=bjorn-to-dance
We’re incredibly surprised and happy with the response to Bjorn to Dance. We really hope everyone had as much fun playing it as we had making it. We’ve also had so much fun playing everyone else’s games–so many incredible ideas and excellent executions. Cheers, everyone! See you in Ludum Dare 48!

I've been working a bit on a post jam version. Which is always something I say I'll do but never quite get around to it. Change log below but most significant is I've narrowed down the lag I think and have take steps to mitigate it. More work to do still but far more playable at higher levels.
Original entry: https://ldjam.com/events/ludum-dare/47/what-goes-in-must-come-out
Post Jam Version: https://simplepotential.com/projects/LD47v2/game.htm
If there is still people playing games around here go try to get your coworkers fired in Bore Out!
https://ldjam.com/events/ludum-dare/47/boreout
You'll see it's pretty relieving to throw things through the open space to people you are tired to see every day ;)

I'm almost at 20 ratings, and I'd love for you to try my game :) I've been told by a friend that it's fun to speed run, so see if you can beat my personal score of 3 loops https://ldjam.com/events/ludum-dare/47/hyperloop-1
Thanks in advance, and I hope you have fun :)
Our submission, "I Reboot", was fun to make and we learned a few things in the making. So here some thoughts about if.
As we were getting ready for this game jam, I offered to my team to test the "speed boat" technic to identify what could motivate us, slow us down, scare us and what were the main goals of this jam.

Here an abstract of what we got with that speed boat technic :
We then dive into the making of our game with all those points in head.
So we started with a really simple concept :

So the idea is basically that you start with just to "entities". You control the blue one. You have to shoot the red one. That done it end the loop's iteration. Then the loop restart but you took the place of the red one and the red one start to re-do the actions you've done past iteration. So you have to move to dodge his attack aka your past one. You then can shoot to the red one and the loop repeat, the red one repeat your past actions and so on and son ...
We try implementing it really quick
- Unfortunately I don't have a gif of the early concept but this one is faire enough to illustrate (don't mind the portal or the station there weren't working at the time) -
But we quickly figured-out that there was something missing... To "win" (you can't actually win because it loop for ever) you just had to do a side step, shoot the red in every loop... So we came with the idea to add to step, one before and one after killing the enemy (the red one) : first you have to activate your gun, and after having defeated the other one you have to go to a portal before it disappear. Both the station to activate your weapon and the portal spawn the farthest possible of the the player. These two more actions were forcing the player, and so the enemy on the next iteration, to move from point to point. So you have to chase your past self for ever but not being to fast at it or your next one won't be able to kill your self... What a loop !
- The activation station -
- You have to go to the portal before it's too late ! -
The last big part of the game making was to add a map procedural map generator and wire up with the added feature. And voilà ! Our game was complete !
Proud of what we achieved we celebrate with a drink and went to test your games :smile:
But we learned important things : - Think simple but effective. We had our first prototype at the end of the first day. It had no sprite, was ugly and no map generator but it was a working game. Thanks to that we had time to focus on the map generation. - Peer programming is good, don't think that teammates have to always be working on their own, in their corner. Peer programming (or art-ing, sound-ing, what-you-wanting) is a very efficient way to overcomes problems - Be focus on the core design, do not go for more feature until you have the prototype more than finish. We had the map generation after we had a working prototype. By the way, the map generation wasn't mandatory for the core design and we may should had work on a better tutorial than on that complicated procedural map (but, hey, we now got one to be re-used in future projects :stuckouttonguewinkingeye:) - Using unity is not just "coding", there is a philosophy behind it, if you're a beginner working with someone that have experience in Unity, do not hesitate to do some peer programming to get that way of thinking. Same on every game engine though... - Ludum Dare specific : Take numerous screenshots/gifs of your game making and final product and post about it ! Knowing how to communicate about your creation is a something important !
Hope this post taught you something. Keep on rockin' y'all !
Today I released 1st bugfix patch to make my game a bit more playable! So if you wanna give it a try go for it... or you could wait for the 2nd bugfix patch which should come sometime this week hopefully.
Also SQUARE ORBITS are kind a cool :sunglasses:

Cheers! Have a nice day everyone!
Come to https://www.twitch.tv/bluepinstudio and find out
Ludum Dare is close to end and I have not reached 20 ratings! Help me by checking my game out at https://ldjam.com/events/ludum-dare/47/loopamonium. Thank you!
ALSO IF YOUR GAME IS LIKE MINE AND HAS UNDER 20 RATINGS, PLEASE LINK YOUR GAME BELOW AND I CAN CHECK IT OUT AND HELP YOU!
I've uploaded an updated post-compo version 1.1 of my game, Oscillator Panic, incorporating feedback and improvements suggested by players!
Feel free to come and check out the web build, but naturally if you're rating please use the original compo version.
Many thanks to everyone who has played the game and offered feedback already!

Hi guys, I recorded a timelapse of the development of NightmESCHER. Take a look:
https://youtu.be/DjAMa40GjLw
And if you didn't play yet, give it a chance
In this update we fixed some problems with balance and now this game should be much, MUCH better than it was before. If already played previous versions, then it is a good chance to try something new! Try it now: https://ldjam.com/events/ludum-dare/47/time-saver

