The Summit PLAY NOW ONLINE!!!!!!!!!
Hi play my platformer at:
https://bluefire-studio.itch.io/thesummit

Hi play my platformer at:
https://bluefire-studio.itch.io/thesummit


Unreal is not the best engine to publish game on the web. Moreover 3D can look bad because the rendering is quite limited. But I really enjoy when people try my games so I had to find a way to publish my game on the web without losing to much on the graphics quality. I found a way to have decent graphics by baking light on the textures with substance. It was a bit tedious because I had to do that for every model but the result is ok for the web. Even if it's too late for this game jam, I think for the next game jam I will start with this technique to publish my game directly on the web.
This is a small timed puzzle game you can finish in 2-3 minutes. Find the correct pump to reanimate the robot by seeing which wire connects to the robot, then activate it. Pump the wrong pump and the robot explodes.
For people who already tried my game at the beginning of the jam, I tried to find a way to make it more interesting so I added more levels, some narration between the levels and improved the overall experience by adding more feedbacks and improving the graphics. Each piece of narration depends on what you did during the level so it reacts a bit on how the player plays.
I hope you'll have some fun if you try it. Thanks to all people who played the game.

Link to play it : https://julienlussiez.itch.io/pumpit Link to the LD page : https://ldjam.com/events/ludum-dare/46/pump-it-1
It's been April/August/December since like 2008, why the change to twice a year? This jam is one of the only times of the year I make myself code for fun, does anyone know of any other similarly popular jams that might fill that sudden gap if this is a permanent change?
Also holy crap, just realized there were about twice as many submissions as usual during this crazy time! I feel much better about my ratings now that I know I was competing against so many more people than normal ;)

Those are my percentile scores (I'm audio) from my last 3 (and only LD) jams. The fact that all of my work has been in the top 10 percentile (and one in the top 3!) is amazing and makes me feel ecstatic.
This is because I've only really been making music for about 3 years and I've only been doing game audio for a little over 1 year. I feel like I've found something I truly love doing and I can't wait to explore it further. You all are a fantastic community and I think LD is a very special thing.
Thanks again everyone and I'm excited to see you all at the next one!
ADDENDUM: I used https://ldstats.info to get the above info
This is most likely the final version of my LD46 spinoff game. It was inspired by a photograph of a woman in a 1936 book titled Graphic Design: A Library of Old and New Masters in the Graphic Arts. It takes about 10-15 minutes to play. Pure Javascript.
Play it here: http://www.pub22.net/mourning/
Credits:
Sounds:
Stek59 https://freesound.org/people/Stek59/sounds/457318/, Bradovic https://freesound.org/people/Bradovic/sounds/171992/, dimbark1 https://freesound.org/people/dimbark1/sounds/316797/, camel7695 https://freesound.org/people/camel7695/sounds/437475/
Images:
Seline: Graphic Design: A Library of Old and New Masters in the Graphic Arts by Leon Friend, M.A., and Joseph Hefter, Ph.D. (c1936) https://catalog.hathitrust.org/Record/009078797
Baskets: A Study of the Textile Art in its Relation to the Development of Form and Ornament by William H. Holmes (1888) http://www.gutenberg.org/files/17730/17730-h/17730-h.htm
Stone walls: Architecture Classic and Early Christian by Professor T. Roger Smith and John Slater (1882) http://www.gutenberg.org/files/29759/29759-h/29759-h.htm
West Castle: Pagan and Christian Rome by Rodolfo Lanciani (1893) http://www.gutenberg.org/files/22153/22153-h/22153-h.htm
Egyptian Elements: History of Architecture by A. D. F. Hamlin (1909) http://www.gutenberg.org/files/26319/26319-h/arch1.html, The New Gresham Encyclopedia Volume 4, Part 2 (1922) http://www.gutenberg.org/files/35844/35844-h/35844-h.htm
Mirror: Colonial Homes and Their Furnishings by Mary H. Northend (1917) http://www.gutenberg.org/files/34897/34897-h/34897-h.htm#CHAPTER_XI
Mistletoe Portrait: Women Painters of the World by Walter Shaw Sparrow (1905) http://gutenberg.org/files/39000/39000-h/39000-h.htm#Page_217
I'm happy to report that we've released the post-jam version of Birdie Burglars, now available on both web and mobile platforms!
Please slingshot the meowmies responsibly.
Web: https://cocoamoss.com/birdie-burglars/birdie-burglars.html
iOS: https://apps.apple.com/us/app/birdie-burglars/id1509336732
Android: https://play.google.com/store/apps/details?id=com.cocoamoss.birdieburglars
Besides the mobile port, the new release includes a reworked main menu, new particle graphics, a settings screen where you can adjust control direction and sensitivity, a new ending screen, and a jukebox feature where you can listen to the music from the game.
Made a small youtube post about my game. Thoughts behind the game, concept etc :).
https://youtu.be/8IIRgDLe4lY
If anyone wants to collaborate on next game jam do hit me up.
https://www.youtube.com/watch?v=jCDpVhXqM00
The big thing we've been working on is bringing grave lighter to VR! We are using the hardware agnostic Unity XR Toolkit, so it should work with most available VR headsets. While there is plenty to be improved we are very happy how well gravelighter lends itself to the VR experience. * VR Support * several movement options: Teleport, Roomscale movement, walk, snaptrun * VR Tutorial * Seperate Main and Pause menus for VR * Hand driven interactables (levers, pickups, etc)
Yooo, what's up? I am COLO, a hobbyist game-dev. Last month I participated in Ludum Dare 46 for the first time and I was quite surprised to see the feedback that I got after the jam. Since I've been learning unity for about 3 months now, I came up with the idea of improving my game and release it on mobile. The game mechanic is quite simple. You shoot enemies to replenish your constantly draining energy (Genki). Here's what has been done so far... If you have any ideas on how I can improve the game, feel free to comment down below. Hopefully, I plan on releasing it by the end of this week. Thanks, and don't forget, GO BEYOND PLUS ULTRA!!!

I want to thank everyone who played, ranked, and commented on my multiplayer game Life Alive. It was so much fun to build, and I was pleasantly surprised to rank 28th in Innovation 28th and 30th in Theme for my first LD jam!
Based on feedback and me finding a few bugs after the jam, I've made some updates to the code (which I'm declaring as version 0.9.1):
Feel free to join in and play at any time! Be sure to invite a friend or ten so you won't be lonely.

So my game is finally online on Google play. Feel free to rate it there.
https://play.google.com/store/apps/details?id=com.CrazyFoxGames.KeepYourDreamsAlive

Hello Jammers!
We’re playing your games live on Twitch. Play+Rate might be over, but we're still at it! If your game is in our queue, it might be played today! If you haven't submitted yet, we've got a few good ways to get your game in late. We love having devs in chat with us and we’ll prioritize those games, but we also highlight every game in case you can’t join live.
Note: We were unable to participate in the Jam this time so we cannot officially rate anyone, but we would still love to play your game and get you some feedback!

When we got the results from our latest game, Extinction Intervention, the results were a bit disheartening.

We had gone from first place two jams ago to 772nd. Our 16th jam together as a team may have been our worst yet, but that won't discourage us from continuing to create, learn, and have fun. We had decided to try something totally different from our previous games, and we are still proud of the final result.
Looking back at our jam process, we've identified areas where things worked out the way they were planned, areas where we could improve upon, and what our takeaways were from this LD.

For this game we tried to make a frantic, arcadey clicker game. Although the core mechanic is just clicking, each extinction source contributes to gameplay in a different way, vying for your attention.
The meteors represent a constant unstoppable threat, something you have to continuously go back to. The volcanoes force your attention away, if you leave them unchecked they make the entire game space more chaotic even though the threat of a lava rock actually hitting your dinos is pretty rare. The big wave is essentially a tank mob in any other game, with high hit points, if left unchecked will wipe out all your dinos, but takes a long time to get rid of allowing the other disasters to build up. The UFO directly targets a dino, making it the highest priority target.
The goal was to make the player strategically decide what to focus on at any given moment. However, because the core action was too simple and even tiring, it failed to give enough variety and depth to the gameplay. Perhaps if there were different actions to perform, and a greater variety of threats, the game could have been seen as more fun.
Additionally, if we had broken the game up into different Eras of time and focused on delivering each disaster/mechanic with more depth, players would get more moments of achievement and rest and could enjoy the game more.
~Vu (programmer)

From my earliest sketches I’ve always wanted the game to be bright and colorful to evoke a sense of urgency. Pixel art was always on my mind, mostly because it’s a medium I want to improve in. Although I am more comfortable with lower resolution pixel art, I thought that since the game takes place on one single, static setting, I could experiment with a 512x512 canvas.
That decision proved to be fairly costly. The clouds, ground, and water would take me the better part of a day to create, often placing the pixels one at a time, to maintain the pixelart aesthetic I wanted to achieve.
For animated dinosaurs and disasters, I kept the animations around 4 hand-drawn frames to preserve my sanity. The UFO, however, somehow inspired me to hand-animate a painstakingly detailed metal spinning sequence, which was about 9 frames long. To make matters worse, I realized that I had operated on the wrong scale and made the UFO too small. In order for it to be playable, it would need to be twice as large. Scaling up any art means filling in missing information, and with pixel art it means essentially quadrupling the work. Needless to say this was a long and painful ordeal for all 9 frames to be up-rezzed.

Looking back, I could have probably achieved a similar aesthetic with a painted look, and could have saved precious time. But seeing as graphics was our highest rated category this time around, maybe the struggles were worth it in the end.
~Rose (artist)

This time around, I had some external circumstances that kept me from really getting to the audio for a while, and basically just had one shot to come up with an audio theme. I ended up picking a lot of inspiration from the headbobbing dinosaurs. There were some ideas that I really wanted to do, like have separate tracks based on what disasters were active but just didn’t have the time to get to it in the end. The final song has the different tracks put together except the UFO track.
~Johan (musician)

looking back at our entries you’d see that every game we've made varied in its gameplay, art style, and feel. This contributes to the range in our scores and placement.
If you look purely at the placement, it doesn’t give you the big picture. It certainly feels like we were doing better in the earlier jams, consistently making top 50, while now we’re struggling to maintain top 100.

But when you look at the rating value, it tells a different story. Our early sub-50 placements were hardly hitting any 4s, while later we see higher and higher ratings throughout. The quality of our games continues to improve, and a couple drops here and there doesn’t reflect on our abilities, just something may not have vibed with the community.

And finally, we look at the percentile, which takes into account the total number of jam entries:

Out of 3576 entries, 776th place is still in the top 78% percentile. Still the worst overall out of our entries, but not as bad as it may feel! (Fun fact, there were exactly 776 entries back in LD27) It’s astounding seeing the growth of LD and the sheer number of amazing entries each time.
There's definitely an upward trend, as we learn and improve each time! We're trying new things faster, more efficient, and still having fun in the process. We learn new things and pick up new tools along the way. We engage more and more with the community and give back. Most importantly, we'll never stop creating. We'll never stop taking risks.
Thanks for reading!
Occurring between July 18th and 21st!

Unfortunately we had to miss the last two LD's because we've been working on THIS:
https://www.youtube.com/watch?v=EodWWKbK6Ng
This is the "post-jam" version so-to-speak of our LD41 entry!
(the theme was "combine two incompatible genres")
It has come such a long way :)
ANYWAY! You can now wishlist Toodee and Topdee on Steam!
https://store.steampowered.com/app/1303950/ToodeeandTopdee
Every click helps!
If you're interested in seeing development updates, follow us on Twitter, Discord or Twitch!
Thank you and keep on jamming!

You can help them dance here https://gamejolt.com/games/Bobbleheadswanttodance/490051
or see more here https://ldjam.com/events/ludum-dare/46/bobbleheads-want-to-dance
In this month's Knox Game Design meeting, we show off the LD games created in the Knoxville area. We also had an in-depth discussion on leaderboard security.
https://www.youtube.com/watch?v=iYDKLYk55K0
Hello Jammers!
We’re playing your games live on Twitch. Play+Rate might be over, but we're still at it! If your game is in our queue, it might be played today! If you haven't submitted yet, we've got a few good ways to get your game in late. We love having devs in chat with us and we’ll prioritize those games, but we also highlight every game in case you can’t join live.
Note: We were unable to participate in the Jam this time so we cannot officially rate anyone, but we would still love to play your game and get you some feedback!
From scratch C/C++ retro fps/roguelike devlog!
Lighting!
Post-processing!
Tools!
What would you like to see next? :)
https://www.youtube.com/watch?v=0z_1rzthr8w
Working on my puzzle game which was started at LD46, and the new visuals are starting to get in shape.
What do you think? :slight_smile:
A teaser will soon appear on my channel: https://www.youtube.com/Tudvari

