When our Game reached 50 ratings.
First thought: Well didnt expect that much...
Second thought when megalomania hits in:

First thought: Well didnt expect that much...
Second thought when megalomania hits in:

Play a goat and help her to regain all its powers ! If you complete the mission, a surprise awaits you...
The debug version is now available !
https://ldjam.com/events/ludum-dare/45/super-goat-life


This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game in your browser!)
Hey there! The title says it all, rate and comment on my game and I'll rate yours within 24 hours.
https://ldjam.com/events/ludum-dare/45/slinger
My game is a fast-paced, challenging action platformer with tight controls, try it out!

Hi! This is Erdal Ural from team catwheel. This has been a great Ludum Dare for us. We got a good amount feedback from the community. We decided to do a postmortem of our LD45 experience for those who might be interested and for us to remember it better in the future.
In case you missed our game "Zen Man" you can play it here: https://teamcatwheel.itch.io/zen-man

Team Catwheel is usually a three person indie game development team but in this project only my wife (İdil Ural) and I worked.
Our third team member Umur Altürk decided to go compo and made his own game. On the third day of the jam Umur joined us for mental support and gameplay testing.
We also appreciate the brain storming session we did which included our next door neighbors who happens to be my cousin. That led us to the idea of making a game about meditation which is a topic my wife and I are very interested.
A few months back I decided to make a game about meditation. I was really inspired by the book "The Miracle of Mindfulness" by Thich Nhat Hanh. We are so glad that the theme "Start with nothing" was an excellent opportunity for us to give it a try.
İdil was so happy to try out a new art style and that it fit the minimalist nature of the zen philosophy so well.
We are so glad that the project we choose was something easy to create on the surface so that it didn't ruin our weekend in a stressful crunch. Half way into the first day we had the skeleton of our game that we could polish it into the current product.
We made a game that is really meaningful and enjoyable to play for us. We get that the meditation is not a topic which everyone is interested in but in our daily work routines both of us end up making stuff that is focused on what's popular for everyone. This project freshened up our love of making games.
During the rating stage we decided to focus on giving valuable feedback where it is needed as a strategy to get more ratings for our game. Which ended up a quite good strategy. Currently we received 83 ratings. We did only one "Come and play our game!" kind of self pr post on the LD Page.
Below is an interesting image of the effects of that post. Second spike is the day of that post! I did roughly 20 game reviews per day until weekend. (12th of October)

We couldn't decide on how to represent the thoughts(enemies) in our game until the last hour. So the enemy prefabs were a bit rushed which currently causes a bug where enemies can get out of the ring! We decided to fix it after the jam to make it fair.
We had to go to work on Monday so the first week after the jam, we were exhausted.
During the the brain storming session we decided to challenge ourselves to make the game understandable without any instructions. But our initial play testing showed us we failed on that so ended up adding a text to the game saying "Avoid distracting thoughts!"

Also we made the first level spawn no thoughts with the hopes of "if there is nothing to do other than chasing the fishes they would learn that they have to chase the fishes!" but unfortunately we weren't able to make it clear enough that something happens when you are touching the fishes so some people got confused right from the start.
Explore a single mechanic and polish it good if you still want to have an enjoyable weekend at home during Ludum Dare.
Start with laying out the game screen on the paper or on the unity scene. Make the layout abstract so there is room for change and improvement. Use the layout as a skeleton for your game to build on. That way you wont get distracted before you got your core game completed.
Keep your cool especially when things are not going the way you want. Focus on how you can fix the problem. The moment I got the "I dont understand this game!" comment I didn't panic and decided to add some instructions to the game page even though I can't add them inside the game after the submissions are closed. Also tried the pinpoint what exactly the reviewer didn't understand about the game by commenting on their comment and starting a short conversation.
Make the main thing you expect the player to do ten times more clearer than you think it's necessary. Make it ten times more clearer even if it contradicts with your game's minimalist mood. I increased rotation speed, increased local scale, added small shockwave effects, increased frequency of koto string notes to tell the players something is progressing when you stand inside the fishes. And added a huge shockwave effect and a tibet bowl hit sound effect when the progress is compete. And on the top of that the background image details revealed a little bit to make sure player understands that a new level has been reached. But unfortunately it was not good enough.
Thank you if your read my first ever postmortem of any game I made. I would appreciate your comments on this post and/or on our game page!
Thank you again if you already played our game!
Peace be upon you all!
Let go of all the challenges and stress and come drift through space
https://ldjam.com/events/ludum-dare/45/meager-genesis

Hey guys!
We, The Jucas Co, just made improvements in our game released for the jam!
Check a look in our game and share your thoughts with us (:
You can find the link below:

I've made an update for HUMAN, fixing camera and other minor issues, and also making camera jucier! I added an offset to camera in direction of an impact and it made a huge difference to how all impacts feel.
Previous camera:
New camera with offset:

Please, check the game out, if you haven't: https://ldjam.com/events/ludum-dare/45/human-2
This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape

(Play my game in your browser!)
This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escap


(Play my game in your browser!)
I didn't use this code in HONK but it helps me to make this flexible camera for Game Maker 2.
Here is an original devlog.
Hello everybody, I'm carrying on working on the update. Recently I finished developing a new camera system which is very flexible and easy to use.
However, before starting working on the camera system, I had made a pixel perfect display manager.
It based on a Game resolution tutorial series by PixelatedPope:
I highly recommend checking this tutorial because it's superb and explains a lot of important moments.
And here is my version of display manager. There aren't significant differences with display manager by PixelatedPope, instead of variables names.
After implementing a display manager, I started working on a new camera. An old version was pretty simple and not so flexible as I wanted.
I use this tutorial by FriendlyCosmonaut as a start point. This tutorial is fantastic, as it shows how to make a flexible camera controller which can be useful everywhere. Nonetheless, I've made some changes to make this camera system a little bit better for my project.
I wanted to make smooth camera for some camera modes; I needed game pad support; Let's dive in it!
``` /// @description Camera parameters
// Main settings global.Camera = id;
// Macroses
// User events
// Transform cameraX = x; cameraY = y;
cameraOriginX = cameraWidth * 0.5; cameraOriginY = cameraHeight * 0.5;
// Cameramodes enum CameraMode { FollowObject, FollowBorder, FollowPointPeek, FollowDrag, MoveToTarget, MoveToFollowObject }
cameraMode = CameraMode.MoveToTarget; clampToBorders = false;
// Follow parameters cameraFollowTarget = objplayer; targetX = roomwidth / 2; targetY = room_height / 2; isSmooth = true;
mousePreviousX = -1; mousePreviousY = -1;
cameraButtonMoveSpeed = 5; // Only for gamepad and keyboard controls cameraDragSpeed = 0.5; // Only for CameraMode.FollowDrag cameraSpeed = 0.1;
// Camera shake parameters cameraShakeValue = 0; angularShakeEnabled = false; // Enables angular shaking
// Zoom parameters cameraZoom = 0.65; cameraZoomMax = 4; ```
This is a state machine of the camera. You can easily modify it without any problems because all logic of each mode contains in separate user events.
``` /// @description Camera logic
cameraOriginX = cameraWidth * 0.5; cameraOriginY = cameraHeight * 0.5;
cameraX = cameraPositionX; cameraY = cameraPositionY;
switch (cameraMode) { case CameraMode.FollowObject: ExecuteFollowObject; break;
case CameraMode.FollowBorder:
ExecuteFollowBorder;
break;
case CameraMode.FollowPointPeek:
ExecuteFollowPointPeek;
break;
case CameraMode.FollowDrag:
ExecuteFollowDrag;
break;
case CameraMode.MoveToTarget:
ExecuteMoveToTarget;
break;
case CameraMode.MoveToFollowObject:
ExecuteMoveToFollowObject;
break;
}
ClampCameraPosition;
ExecuteCameraShake;
camerasetview_pos(mainCamera, cameraX, cameraY); ```
Why do I use user_events? I don't like creating a lot of exclusive scripts for one object, and user events are a good place to avoid this problem and store exclusive code for objects.
Secondly, it's really easy to make changes in user event than in all sequence, in this case, I'm sure that I won't break something else because of my inattentiveness.
``` ///----------------------------------------------/// /// User Event 0 /// ///----------------------------------------------///
/// @description FollowObject
var targetExists = instanceexists(cameraFollowTarget);
if (_targetExists) { targetX = cameraFollowTarget.x; targetY = cameraFollowTarget.y;
CalculateCameraDelayMovement();
}
///----------------------------------------------/// /// User Event 1 /// ///----------------------------------------------///
/// @description FollowBorder
switch (global.CurrentInput) { case InputMethod.KeyboardMouse: var _borderStartMargin = 0.35; var _borderEndMargin = 1 - _borderStartMargin;
var _borderStartX = cameraX + (cameraWidth * _borderStartMargin);
var _borderStartY = cameraY + (cameraHeight * _borderStartMargin);
var _borderEndX = cameraX + (cameraWidth * _borderEndMargin);
var _borderEndY = cameraY + (cameraHeight * _borderEndMargin);
var _isInsideBorder = point_in_rectangle(mouse_x, mouse_y, _borderStartX, _borderStartY, _borderEndX, _borderEndY);
if (!_isInsideBorder)
{
var _lerpAlpha = 0.01;
cameraX = lerp(cameraX, mouse_x - cameraOriginX, _lerpAlpha);
cameraY = lerp(cameraY, mouse_y - cameraOriginY, _lerpAlpha);
}
else
{
ExecuteMoveWithKeyboard;
}
break;
case InputMethod.Gamepad:
ExecuteMoveWithGamepad;
break;
}
///----------------------------------------------/// /// User Event 2 /// ///----------------------------------------------///
/// @description FollowPointPeek
var _distanceMax = 190; var _startPointX = cameraFollowTarget.x; var _startPointY = cameraFollowTarget.y - cameraFollowTarget.offsetY - cameraFollowTarget.z;
switch (global.CurrentInput) { case InputMethod.KeyboardMouse: var direction = pointdirection(startPointX, _startPointY, mousex, mousey); var _aimDistance = pointdistance(startPointX, _startPointY, mousex, mousey); var _distanceAlpha = min(aimDistance / _distanceMax, 1); break;
case InputMethod.Gamepad:
var _axisH = gamepad_axis_value(global.ActiveGamepad, gp_axisrh);
var _axisV = gamepad_axis_value(global.ActiveGamepad, gp_axisrv);
var _direction = point_direction(0, 0, _axisH, _axisV);
var _distanceAlpha = min(point_distance(0, 0, _axisH, _axisV), 1);
break;
}
var distance = lerp(0, _distanceMax, _distanceAlpha); var _endPointX = _startPointX + lengthdirx(distance, _direction) var _endPointY = _startPointY + lengthdiry(_distance, _direction)
targetX = lerp(startPointX, _endPointX, 0.2); targetY = lerp(startPointY, _endPointY, 0.2);
CalculateCameraDelayMovement();
///----------------------------------------------/// /// User Event 3 /// ///----------------------------------------------///
/// @description FollowDrag
switch (global.CurrentInput) { case InputMethod.KeyboardMouse: var mouseClick = mousecheckbutton(mbright);
var _mouseX = display_mouse_get_x();
var _mouseY = display_mouse_get_y();
if (_mouseClick)
{
cameraX += (mousePreviousX - _mouseX) * cameraDragSpeed;
cameraY += (mousePreviousY - _mouseY) * cameraDragSpeed;
}
else
{
ExecuteMoveWithKeyboard;
}
mousePreviousX = _mouseX;
mousePreviousY = _mouseY;
break;
case InputMethod.Gamepad:
ExecuteMoveWithGamepad;
break;
}
///----------------------------------------------/// /// User Event 4 /// ///----------------------------------------------///
/// @description MoveToTarget
MoveCameraToPoint(cameraSpeed);
///----------------------------------------------/// /// User Event 5 /// ///----------------------------------------------///
/// @description MoveToFollowObject
var targetExists = instanceexists(cameraFollowTarget);
if (_targetExists) { targetX = cameraFollowTarget.x; targetY = cameraFollowTarget.y;
MoveCameraToPoint(cameraSpeed);
var _distance = point_distance(cameraX, cameraY, targetX - cameraOriginX, targetY - cameraOriginY);
if (_distance < 1)
{
cameraMode = CameraMode.FollowObject;
}
}
///----------------------------------------------/// /// User Event 6 /// ///----------------------------------------------///
/// @description MoveWithGamepad
var axisH = gamepadaxisvalue(global.ActiveGamepad, gpaxisrh); var axisV = gamepadaxisvalue(global.ActiveGamepad, gpaxisrv);
var direction = pointdirection(0, 0, axisH, _axisV); var _lerpAlpha = min(pointdistance(0, 0, _axisH, _axisV), 1); var _speed = lerp(0, cameraButtonMoveSpeed, _lerpAlpha);
cameraX += lengthdirx(speed, direction); cameraY += lengthdiry(_speed, _direction);
///----------------------------------------------/// /// User Event 7 /// ///----------------------------------------------///
/// @description MoveWithKeyboard
var directionX = objgameManager.keyMoveRight - objgameManager.keyMoveLeft; var _directionY = objgameManager.keyMoveDown - obj_gameManager.keyMoveUp;
if (directionX != 0 || _directionY != 0) { var _direction = pointdirection(0, 0, _directionX, _directionY);
var _speedX = lengthdir_x(cameraButtonMoveSpeed, _direction);
var _speedY = lengthdir_y(cameraButtonMoveSpeed, _direction);
cameraX += _speedX;
cameraY += _speedY;
}
///----------------------------------------------/// /// User Event 8 /// ///----------------------------------------------///
/// @description ClampCameraPosition
if (clampToBorders) { cameraX = clamp(cameraX, 0, roomwidth - cameraWidth); cameraY = clamp(cameraY, 0, roomheight - cameraHeight); }
///----------------------------------------------/// /// User Event 9 /// ///----------------------------------------------///
/// @description CameraShaker
// Private parameters var _cameraShakePower = 5; var _cameraShakeDrop = 0.1; var _cameraAngularShakePower = 0.5;
// Shake range calculations var _shakeRange = power(cameraShakeValue, 2) * _cameraShakePower;
// Add shakeRange to camera position cameraX += randomrange(-shakeRange, _shakeRange); cameraY += randomrange(-_shakeRange, _shakeRange);
// Chanege view angle to shake camera angle if angularShakeEnabled { camerasetviewangle(mainCamera, randomrange(-_shakeRange, _shakeRange) * _cameraAngularShakePower); }
// Decrease shake value if cameraShakeValue > 0 { cameraShakeValue = max(cameraShakeValue - _cameraShakeDrop, 0); } ```
In order to make my life a little bit easier, I use some scripts too. But be aware CalculateCameraDelayMovement and MoveCameraToPoint are used exclusively in camera code.
You should use SetCameraMode to change camera mode and SetCameraZoom to change camera zoom.
``` ///----------------------------------------------/// /// CalculateCameraDelayMovement /// ///----------------------------------------------///
var _x = targetX - cameraOriginX; var _y = targetY - cameraOriginY;
if (isSmooth) { var _followSpeed = 0.08;
cameraX = lerp(cameraX, _x, _followSpeed);
cameraY = lerp(cameraY, _y, _followSpeed);
} else { cameraX = _x; cameraY = _y; }
///----------------------------------------------/// /// MoveCameraToPoint /// ///----------------------------------------------///
/// @param moveSpeed
var _moveSpeed = argument0;
cameraX = lerp(cameraX, targetX - cameraOriginX, _moveSpeed); cameraY = lerp(cameraY, targetY - cameraOriginY, _moveSpeed);
///----------------------------------------------/// /// SetCameraMode /// ///----------------------------------------------///
/// @description SetCameraMode
/// @param mode /// @param followTarget/targetX /// @param targetY
with (global.Camera) { cameraMode = argument[0];
switch (cameraMode)
{
case CameraMode.FollowObject:
case CameraMode.MoveToFollowObject:
cameraFollowTarget = argument[1];
break;
case CameraMode.MoveToTarget:
targetX = argument[1];
targetY = argument[2];
break;
}
}
///----------------------------------------------/// /// SetCameraZoom /// ///----------------------------------------------///
/// @description SetCameraZoom
/// @param newZoom
var _zoom = argument0;
with (global.Camera) { cameraZoom = clamp(zoom, 0.1, cameraZoomMax); camerasetviewsize(mainCamera, global.IdealWidth / cameraZoom, global.IdealHeight / cameraZoom); } ```
Thank you for reading!

Hi Everyone! Yesterday we posted a bit of the process of making the level design for the game バクラウ Bloodless and has been well received by the LD and twitter community.
Check out our Game Page to play the game if you haven't played yet, otherwise visit our Blog Post to learn more about our process.
As we had so much fun preparing this content we have started to make other blog posts of other areas of development like sound design (music and sound effects), management and development using Unity. All the blog posts we publish can be accessed in the description of our バクラウ Bloodless Ludum Dare page. Stay Tunned!
Please play my game
https://ldjam.com/events/ludum-dare/45/free-will
This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game now in your browser!)


This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game now in your browser!)


https://www.youtube.com/watch?v=yO5KMyDrF7E
Check out our game here: https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published
We will soon be releasing our ludum dare post mortem video!

And hey, if you liked that, why not check out my game in your browser?
Nope, no.thing at all.

Testing render distance in #BobtheBrawler and accidentally turned it into a horror 😅 :sweat_smile:

Join my Discord to keep up with the development process of my #ludumdare45 game!

Try my submission here and find out if you can find the thing you are searching for: https://ldjam.com/events/ludum-dare/45/you-found-nothing
https://www.twitch.tv/bighugejake
We decided to participate in "Ludum Dare" with a group of students from "Scream School" (Moscow). Within the chosen topic "Start with nothing" we considered not just the lack of objects and game mechanics of our main character but also added a philosophical component. Our "Start with nothing" project embraces the absence of character's harmony with himself. By putting our character to the dark we are leading him toward the light meaning enlightenment and harmony. We based the narrative of our game on Buddhistic and Tibetan cultures. That's why we created a Tibetan monk as our protagonist and his soul as an assistant who is helping him solve different challenges and illuminating his way through the labyrinth. Our team will be extremely grateful if you spend some time exploring the world created by us and support our first project) We are looking forward to hear from you! Thank you and have a great time!
https://ldjam.com/events/ludum-dare/45/liberation-by-light

We're going to be streaming LD games for a few hours today on Twitch (https://www.twitch.tv/cyberlightgames). You can submit your games and watch our reactions with us live!
Well i played and rated a couple of games already:

. . . BUT I WANT MORE!
Please send me your games your web games that preferably has less than 20 ratings!
As soon as possible i'll play them and give honest and harsh review about them.
(/ ) |
Hi everyone !

It's an endless runner car game ... without car !
Drive the air here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car
.
Ok, this track is quite short, but who has time for a long meditation today?
https://www.youtube.com/watch?v=UU55nYvT94g

Hope no delivery boy will interrupt your spiritual moment.
Why settle for this when you can meet The Blue Girl?
https://ldjam.com/events/ludum-dare/45/the-blue-girl

I made a little web tool where you can find the games by platform (and Competition Type). Also it has pagination. Currently ONLY for Ludum Dare 45 (but i want to extend to get all past events and future events up and running).
It is fresh deployed and the crawler is now finished and has all your games. I plan to make a small fulltext search (to search something like "VR" Games or within the description) but that comes later.
Here is the Link: http://ldgamefinder.nerdvision.net/
I hope it helps someone :).
If you click on a image in the results you get directly to the Ludum Dare Page.

So maybe you have some questions - i will try to answer.
1. Why ?Because i can :) Just kidding. I had this idea since my first ludum dare and i was not satisfied with the search. You cannot filter by platform or do a fulltext search or something to find interesting games. Also i hate infite scroll (if you click on an entry you must scroll again).
So i build this little tool WITH pagination :)
2. How ?Ok so this is a technical question. This is written in PHP with the Symfony Framework. Doctrine is the default ORM layer and the games are stored in the MySQL Database (with a OneToMany Relation to the GameLinks and a relation from Link to LinkTags).
The Knp Bundle provides Pagination. The Layout is simple Bootstrap 4 styles.
A Symfony Command is the Crawler that runs on the CLI and crawls the public ldjam API.
3. Will it have more features?I don't know. It plan fulltext search and crawl older events (but not now).
Some great games have been made for this LDJAM. Gonna play through some more.
We're really proud of what we ended up with as well! Try it if you like. There's a Windows and MacOS build :-)
https://glitchheart.itch.io/the-micro-bang
https://www.youtube.com/watch?v=kI0TUE8JkME
This has been such a fun experience to create and publish our game, and to give feedback on other developer's hard work. Although we have been busy with university, we still wanted to update a few things with Bumpkin's Spooky Adventure in light of the community's feedback.
You can find our submission for the Ludum Dare 45 game jam here:
https://ldjam.com/events/ludum-dare/45/blumpkins-spooky-adventure
Thank you to everyone who has played our game and for all the wonderful support! Cheers!

Hello, hello, comrades. You can test our LD45 game and share your ideas: https://ldjam.com/events/ludum-dare/45/crazy-run-game.

Cheers!
https://ldjam.com/events/ludum-dare/45/steve-the-robot
As has become my custom, I'm going to take a little time to discuss the more technical aspects of my LD45 entry, Inspiration.; the design decisions, the implementation, and how I came up with such a meta concept in the first place.
First, if you haven't played Inspiration. yet, go do that!
October 4th, 11pm BST. The theme was announced as "Start with nothing", and scrolling through the feed, it seemed not everyone was happy with the choice. More than once I saw people saying that they had no ideas, and remarking at the irony of that.
Then I looked at my empty PICO-8 code page. Then it hit me: We're all starting from nothing too. And thus, Inspiration. was born. The title is inspired by the 2002 film Adaptation., written by Charlie Kaufman, about Charlie Kaufman (played by Nicolas Cage) trying to write a film script.
In terms of gameplay, Inspiration. is similar to my previous entry, 15 Minutes to Live, but with a few additions. NPCs and objects are now distinct types of entity, with different interaction systems. For example, you can pick objects up off the ground, something you couldn't do in 15 Minutes.

The distinct interaction systems have other advantages. NPCs and objects both have their dialogue stored in arrays. NPC dialogue is consumed three rows at a time, with every third row containing the name of the NPC who's currently speaking, but object dialogue doesn't have that third "name" row, so I don't have to pad it out with empty strings.
Another important little touch is that if the dialogue box would hide you, the game will move it to the top of the window instead. Observe:

15 Minutes to Live had a very grey, monochromatic world, with buildings surrounding you on all sides. I wanted to give it a futuristic feel, while communicating the gloom of Vance's situation and the feeling of being "trapped" that pervades the storyline.
Inspiration. is the opposite. It's bright, colourful, and full of wide-open spaces. The park takes up about half the game world. Though some of the NPCs have quite melancholy stories (poor Vance, the guy just can't catch a break...), overall the tone is a lot more cheerful, relaxed, and optimistic, and I wanted to convey that through the world. Also I just couldn't think of anything else to add in.
This is honestly one of my favourite effects I've pulled off in PICO-8. It was meant to be just for the inventory system, but I liked it so much I put it on the main menu:

The whole thing is just 33 tokens, and a single sprite for the rings at the top:
rectfill(20,8,107,115,7)
for i=20,108,8 do
line(20,i,107,i,12)
end
for i=22,107,8 do
spr(15,i,4)
end
(The pencil is a further 24 tokens and two sprites, in case you're wondering.)
At the end of every interaction, the game checks whether the person/object you're interacting with has any inspiration to offer you, and whether you've progressed far enough along their dialogue tree to receive it. If so, the inspiration is stored in a "bank" variable, and a flag is set so you can't earn that same inspiration a second time.
Every frame, if the "bank" variable is greater than 0, a small portion of it will be deducted and added to your current inspiration. This creates the effect of the meter gradually "filling". To give it some extra juice, particles will spawn at the tip of the bar, with randomised speeds, directions, and lifespans. I don't add enough of these small touches.

That's all I have to discuss. If there's anything else you'd like to know about the development of Inspiration., leave a comment!
https://ldjam.com/events/ludum-dare/45/ex-nihilo-2

Hi all,
I had a great time with this year's Ludum Dare, we almost ran out of time near the end but we were still able to submit what we had. Come check out our game where you play as a Racoon who tries to collect bikinis in our Puzzle platform.

Check it out here: https://ldjam.com/events/ludum-dare/45/finished-racoon-bikini-game
Finished tidying my project, with bug fixes and a new feature. Take candies from kids in this friendly Halloween game!
It's Halloween but you start with no candy--You forgot to buy some as you're new at celebrating it.
Try it here: https://ldjam.com/events/ludum-dare/45/what-is-halloween

If you haven't played Unraveling Nothing, please give it a try at https://ldjam.com/events/ludum-dare/45/unraveling-nothing ! Also I would love to play your games(preferably web GL). Comment your game link!
I just wrote a postmortem for my entry to Ludum Dare 45! You start with black, and then make choices to change your color to white. But each choice has tradeoffs, so each player's journey is unique.
It's a little long, so I don't want to spam everybody with it. But if you're interested, check it out here!
One thing I'm really happy about is how players go home with a small piece of digital art created based on how they play the game. Here are a few examples:







If that sounds interesting to you, check out the game here or read the postmortem here!

It's that time again!
Over the past few weeks the Keyboard Cowboys have been hard at work rating as many Ludum Dare games as we can! This past month has been particularly busy for all of us, so we haven't been playing and rating as much as we would like to be, but that hasn't stopped us from already finding some awesome stand-out titles!
So, without futher ado, here are some games that we've played that we think are totally worth your time:
This is a clever little find-it game where the images your comparing are complete blackness, and you spot the differences between the two using sound. With excellent minimalist presentation and superb sound design, this is a novel little idea that was absolute bliss to play from beginning to end.
Easily the funniest game we've found so far this LD. You play through the memories of an easily distracted old man telling a How I Met Your Mother story that becomes increasingly rambling, much to the frustration of the grandson just trying to get a straight answer. This game has a ton of personality, and a punchline for the ages!
A classic game concept done in absolute style. You play as a down-on-his-luck sheriff who's had all of his equipment taken from him after a bad night of gambling. Armed only with a jar of your own piss, you must trade your way up to earn your belongings back, all the while interacting with some of the most stylish and entertaining cast of characters we've seen yet this LD!
This is a lovely little slow-paced exploration game that has the player reveal the world enshrouded in complete blackness by tagging the walls, furniture, and floors with a luminous paint. The stakes are low and the pacing is leisurely, and every little discovery is wonderful to discover. This is an entry that has the mood category locked down in spades.
...Holy crap, this game was just made by one person? Untitled Goop Game is a surprisingly deep and wonderfully presented action puzzle game where you control and adorable goopy character that has an irresistible urge to stick to things. You use these powers to create protective barriers, activate switches, and more in a perfect example of an "elegant mechanic." In our opinion, this game is criminally underrated.
...And that's all we have for now! If you're interested in trying the latest Keyboard Cowboys entry, you can play our game Higher Desire on our game page! But before you do, consider giving the above wonderful entries some love.
'Til next time! :pointright: :cowboy: :pointright:
Play🎮 or draw🎨 something on sand in realtime https://ldjam.com/events/ludum-dare/45/sandsea . Share you pictures in comments! =) P.S. We actually spended some time to add a lot of :secret: secret mesSANDges in the game… maybe you find them first)

I decided to rate some games that has no ratings and noticed something very strange!
There is this user called progamermove who created a bunch of accounts and each of those accounts has a game titled nothingness that doesn't work. I think someone is trying to manipulate the Voting system!
Here's what I found;
https://ldjam.com/events/ludum-dare/45/nothingness-20
https://ldjam.com/events/ludum-dare/45/nothingness-15
https://ldjam.com/events/ludum-dare/45/nothingness-3
https://ldjam.com/events/ludum-dare/45/nothingness-9
https://ldjam.com/events/ludum-dare/45/nothingness-11
https://ldjam.com/events/ludum-dare/45/nothingness-7
https://ldjam.com/events/ludum-dare/45/nothingness-5
https://ldjam.com/events/ludum-dare/45/nothingness-10
https://ldjam.com/events/ludum-dare/45/nothingness-18
https://ldjam.com/events/ludum-dare/45/nothingness-13
@pov could you please investigate this and remove the ratings given by these users if possible?
Based on the @alphish idea, I added a "Check list" to help you to remember the car parts that you already have ! :ballotboxwith_check:

I also changed the skybox. And I did minor modifications on circulation and environment generation.
Available on WEB, Windows, Android and MacOS !
You can try it here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car
I hope you will like it !
This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game now in your browser!)

https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published

PLAY HERE: https://ldjam.com/events/ludum-dare/45/business-quest

Play a HTML game here: https://ldjam.com/events/ludum-dare/45/the-blue-girl
This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game in your browser right now!)


This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!
https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game in your browser right now!)


So I've gotten some really solid feedback so far on my game, and I've been able to implement some changes that I really like. They're not in the published version of course, but as soon as rating is over I'll be updating it quite a bit. The original idea for my game was to have a lot of strategy and thinking. I mean look at it:
Doesn't it seem very zen?
Anyway, the biggest changes I'm making are having it be more turn-based so the player has time to think and strategize. Hopefully those changes will make it a much more engaging game. Anyway, if you'd like to check out what I have now, here's the link to my game "The Life Spirit" https://ldjam.com/events/ludum-dare/45/the-life-spirit
Due to a weird bug/mistake we had "Do not rate me on audio" so we need just a few ratings more, would be glad if you tried this out. I'll play all commentors games of course.
https://ldjam.com/events/ludum-dare/45/geckos-cabinet
Good news for Linux fans ! I just added a Linux version for "Nothing is my car" !

Drive the air here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car
Have a good game !
Hello! I am currently working on a game called free the frogs, and I want to release it to steam. However, I have no audience on any social media, no marketing budget, and basically nothing at all. How should I market my game? Thanks!
Small children easily deal with such tasks, but with age skill can be lost. Are you ready to show our skills? 
P.S. there is no lose here, only win condition. So don't give up)
Prison Escape is a platformer game where you need to exit the prison where you were forcefully pushed in! This is my first ever game jam, so please go and play my game! (You can play it in your browser!) Also, dont forget to rate it!
Link - https://ldjam.com/events/ludum-dare/45/prison-escape

(You can play my game in your browser!)
Old Post: https://ldjam.com/events/ludum-dare/45/zen-man/something-suspicious-is-going-on
I decided to rate some games that has no ratings and noticed something very strange!
There is this user called progamermove who created a bunch of accounts and each of those accounts has a game titled nothingness that doesn’t work. I think someone is trying to manipulate the Voting system!
Here’s what I found;
https://ldjam.com/events/ludum-dare/45/nothingness-20
https://ldjam.com/events/ludum-dare/45/nothingness-15
https://ldjam.com/events/ludum-dare/45/nothingness-3
https://ldjam.com/events/ludum-dare/45/nothingness-9
https://ldjam.com/events/ludum-dare/45/nothingness-11
https://ldjam.com/events/ludum-dare/45/nothingness-7
https://ldjam.com/events/ludum-dare/45/nothingness-5
https://ldjam.com/events/ludum-dare/45/nothingness-10
https://ldjam.com/events/ludum-dare/45/nothingness-18
https://ldjam.com/events/ludum-dare/45/nothingness-13
@pov could you please investigate this and remove the ratings given by these users if possible?
Update:
I found out all the games are linked to this address: https://progamermovegeneral.itch.io/ludum-dare-45
And the author of it has his itch.io account registered exactly 9 days ago: https://itch.io/profile/progamermovegeneral
Someone is clearly trying to cheat!
Soooo, we have finally hit the holy score of 20 ratings on ZERO: UNDIVIDED HEROES! Thank you all for that. In order to celebrate this great event, we have created a little trailer for the game! It will be useful for those who would like to see what the game is like before they decide to try (don't be affraid by this nasty blurry effect, it is not present in the game):
https://www.youtube.com/watch?v=L-unWaw8RDk
For those of you who have not played the game yet, we would be very grateful if you could do so :), and for the others, thank you again for all your kind words!
Here's the link to ZERO: UNDIVIDED HEROES: https://ldjam.com/events/ludum-dare/45/zero-undivided-heroes
Drop by now and leave your game so we can play and rate it live on twitch: https://www.twitch.tv/firesplashtv
Edited game's itch.io page so the HTML5 version is embedded. https://gilokko.itch.io/brians-quest
You can also play an embedded version here: https://itch.io/embed-upload/1719250
Hey, everyone. Here's a little something we made for LD45.
It's more of an experience than a game, and we like to think it's coherent and peculiar enough to be enjoyable. Shouldn't take more than 5 minutes or so to apprehend the whole thing.

As long as you have a browser, and a mouse, I'd say you're good to go. Right this way, please: https://ldjam.com/events/ludum-dare/45/oh-its-nothing
It was my first jam with humans (hmmmm jammmmm~
I love it
Thank you my humans

Gon' catch em' all : https://ldjam.com/events/ludum-dare/45/finished-racoon-bikini-game
I finally found time to update my Ludum Dare entry. It was criticized for being too hard, so I made the game easier. I decreased the time when we are unable to jump and the radius of bombs.
I Was Nothing At All is a platformer with minimalistic graphics and 8-bit music. You start with no abilities, then gain them gradually. There is an enemy that bombs you from the sky, you need to defeat it. You can see the game as a metaphor for defeating our problems when we had nothing at the start.
This is my first ever ludum dare game and I really appreciate how nice and friendly the community of ludum dare is . I want to thank the people who rated and gave constructive feedback on my game as this means a lot to me as I am starting my career in game development and I am willing to take their advices into consideration when building more on this game and my next games .
If you haven't played Gun Fury yet please do as I would love to see your thoughts on the game and I hope you will have fun playing the game .
Link : https://ldjam.com/events/ludum-dare/45/gun-fury

Deal with it. About 2 weeks to fix code that I write for 72-hours) But 1 more left. Anyone use new Unity 2D lights? It broke on my PC, but works good on others.

(Future updates spoiler)
the game page: https://ldjam.com/events/ludum-dare/45/fruits-are-all
Take pity on me: https://ldjam.com/events/ludum-dare/45/i-wait-for-your-word

How long would you survive?
Don't forget to use your potions! (space)
I participate in the LD for some time, and while I'm not exactly a master of promotion, I've seen some people commit basic mistakes that can be avoided without much effort.
Images as links. It gets a little hairy on the markup, but some people instinctively click on images, so add a link around that screenshot to your game's page!
[](https://ldjam.com/your-game-link)
Be concise. While lots of details are great for technical posts and that kind of post is very important (even for your personal development, as it allows you to actually reason about the challenges you faced), simpler posts can be made short, or at least use appropriate formatting so people can glean the important information.

It should be obvious, but LD doesn't make it very clear. Besides the obvious fact that you should be playing other people's games because of the spirit of a game jam, rating people's games increases your "Smart Balance", which rates you first in the first weeks of the rating period's game listings.
Leave constructive feedback. Don't you love when people find bugs in your game and report them politely? Or enjoy the game, demonstrating that they actually cared to play it? Well, surprise, everyone else likes that too! So make sure your feedback is more than "nice game, like the X". More "review-y" feedbacks cause those people to be inclined to see what you made, and rate you back! Do not beg for ratings on comments, though, that is just petty.
Hello everyone!

Some time ago I've published my game here, it was supposed to be a little gardening simulator that focused on breeding plants together to achieve better statistics and mutate them into different types of flora.
Biggest issue during development was figuring out the main gameplay loop. Looking at numbers going up with no reason is cool but serotonin without dopamine is not worth much on the long run.
So I tried implementing crew management and food requirement. I can achieve enough food production in the first three turns. Sadly, I'm the one who planned all of this. That's probably even bigger issue. How to balance the game properly when you're the only tester?
What else was planned?
Story. Three crew members that descended into the surface alongside you, the captain were supposed to have their personalities shown in dialogues and actions. The help book inside the game? It's written by Botanist ( the red-haired girl standing next to the soldier ). She's not a real botanist, she's a writer. That book is fiction. Nothing was supposed to work but it did, so she's a specialist now.
Their civilization is on similar level to ours with their spaceships working only because of their racial ability to hibernate. You can see that on both Botanist with her phone and Engineer with his laptop.
So, overall it didn't really turned out as I wanted. Crew management wasn't "big" enough to make it as a loop. Thing is, time was over. With only four hours to finish line, I've decided to just surrender. I wrote the "help book" and published, kinda wishing it'll all work on itself. Well, it didn't. Gardenia is buried deep underground like the roots of Greenweed.
11 days left. I need votes my dudes.
https://ldjam.com/events/ludum-dare/45/gardenia-1
Whole project was made from scratch, using pure JavaScript, untainted by any frameworks. Fresh, fully organic, from my own space garden.
Source code is freely available on my GitHub if you're interested in how things work.
Select your strategy here.
Maybe 🦀🦀🦀🦀🦀🦀⭐⭐⭐⭐⭐⭐⭐⭐🏰⭐🏰⭐🏰⭐
Or 🐟🐟🐟⭐🏰⭐🏰⭐🏰⭐🏰⭐🏰
Or 🦀🦀🦀🗑🗑🗑⭐⭐⭐⭐⭐🏰⭐🏰⭐🏰⭐🏰
Or just ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ XD
Or find a winning strategy yourself!)
Hey guys! After your feedback I finally made fix and made a WebGL version as many players will appreciate. Only the post jam fix will have the WebGL build however, so you might need to download the old version to rate the game fairly.
Changes made: Now only have 1 single camera to see entire level. Fix non-consistent jumping Added a selected target marker Added highlight for actions
Level changes that made more sense although level design is obviously not my strong suit(pls help I really sux)
https://ldjam.com/events/ludum-dare/45/start-with-nothing-8

Title says it all! Check out my game here: https://ldjam.com/events/ludum-dare/45/slinger Rate it, comment on it and I'll do my best to rate and comment on yours within 24 hours!
Slinger is a challenging fast-paced platformer where you start with no abilities (Not even limbs!) and you slowly gain abilities leading up to an epic boss fight at the end!

Prison Escape is a platformer game where you need to exit the prison where you were forcefully pushed in! This is my first ever game jam, so please go and play my game! (You can play it in your browser!) Also, dont forget to rate it!
Link - https://ldjam.com/events/ludum-dare/45/prison-escape
(You can play my game in your browser!)
Go to my Twitch channel and use the form there to submit your game!
https://www.youtube.com/watch?v=8mSHOofXIio
Please let me know what you think, and if you think it's cool, please please subscribe and share!
Thank you! :bow:
https://www.youtube.com/watch?v=JL1m-IPnaJo
https://ldjam.com/events/ludum-dare/45/oje

HTML5: https://ldjam.com/events/ludum-dare/45/seedlings
https://youtu.be/5prWwbWi4Nc
Due to feedback I have made some minor control fixes and made the game play easier on Tightrope Gauntlet. https://ldjam.com/events/ludum-dare/45/tightrope-gauntlet
Play our charming classic-inspired platformer here: https://ldjam.com/events/ludum-dare/45/you-broke-the-game

Here is an extra tip if you built your beautiful environment and now need a quick night scene.
Just add a layer of dark blue with blending mode multiply. Adjust the opacity and then with a light desaturated blue and a soft brush, on a different layer draw the light you need in the scene. Here it’s moon rays entering the windows. I put this in soft light mode, but you can find what suit you best. Now, if you have any light source in the scene, just use the eraser to remove the blue around them, as I have done with candle flames here, and you are done!

Mr Raccoon loves to meditate at night.(Because the delivery boy sleeps at that time!)
If you haven't tried it yet you should check our multiplayer experience DREAMS. We can assure you it is unique.
-> https://ldjam.com/events/ludum-dare/45/ideas

Prison Escape is a platformer game where you need to exit the prison where you were forcefully pushed in! This is my first ever game jam, so please go and play my game! (You can play it in your browser!) Also, dont forget to rate it!
Link - https://ldjam.com/events/ludum-dare/45/prison-escape
(You can play my game in your browser!)

I just finished writing and formatting a postmortem for my entry Meager Genesis, where I go in a bit of detail how I created the visuals and music. And how the development went for me overall.

Hi guys, everything alright? I hope so. I'm here to explain a bit how was the process of creating music and sound FX for our submission to Ludum Dare 45; バクラウ Bloodless. Check out the game on the link below;
https://ldjam.com/events/ludum-dare/45/bloodless
Part of this jam group is already known to me from other works, which greatly facilitates the process of creating a game from scratch. As usual, we spent the early hours discussing some ideas for the game's mechanics and trying to decide what the plot would be and how it would impact the mood we'd like to build for the game.

After deciding the scope, plot, atmosphere and especially pacing of the game I was able to start the sound activities. Usually I try to start the audio work by the hardest part, which in my case is gameplay music.
MUSICS
Here is the gameplay music of Bloodless! I put it on youtube so you can listen without leaving the page and without interrupting by the sound effects of the game.
https://youtu.be/ODZfVTqewao
The first thing I try to do is go looking for references related to the style / era in which the game will play. In this case, our game was set at the end of the shogunate.
. Koto Main Reference https://www.youtube.com/watch?v=zSkcW5w_L1o
. Mood Reference https://www.youtube.com/watch?v=Eddo9EfH4RU
. [Faster music reference with more elements. Ideal for battles: https://youtu.be/UNIVofhSXqE
To find good instruments to use, I searched for reference songs that use them in their composition.
.Koto - Stringed Instrument https://www.youtube.com/watch?v=JDTp_YQizqE
.Taiko - Percussion set widely used in Japanese culture festivals. https://www.youtube.com/watch?v=rxcpk63TtmQ
.Shinobue - Type of transverse flute with a very characteristic sound of Japanese classical music. https://www.youtube.com/watch?v=R24BT9S1hGE
.Kabuki - To give a more striking feature to the composition, I also used vocals from Kabuki - popular Japanese theatrical style. https://www.youtube.com/watch?v=CiKUurfoRhE)
Once I've made a selection of what kind of sounds and instruments I decided to use, it's time to go to the software to start composing. The program I currently use is Ableton Live, both for songwriting and sound FX creation. I like to use it mostly because of the flexibility it gives me to create anything I want.

In Ableton, I used Kontakt 5, a software that uses sound library as an instrument. I ended up using more than one library to make the sounds in the music more diverse.
Ableton Live with Kontakt´s default library.
Ableton Live with Koto library.
I used sounds from both factory libraries that came bundled with Kontakt, as well as libraries from other companies. For the percussive part (Taiko) I used a library I really like called Decimator Drums.

Another plug-in I used was DVNbitcrusher, excellent free VST to reduce audio quality and create an older sound feature. Perfect for giving that grainy feel to the sound.

I used basically the same preset for both songs of this project

SOUND EFFECT
For creating sound FX for the game, the process was a little simpler. Most of the sounds were either recorded or caught on the internet and edited until they were just the way it fit the atmosphere of the game.
What I usually do in jam is first check if I have the sound or a sound that is close to the one I want. If I don't find it in my sound FX libraries (paid or free), I will search for the sounds on the internet. I often use YouTube a lot to look for a specific sound, or to hunt for some sound that I can edit and create something different from that. Believe it or not, most sound designers use YouTube a lot as a source for new sounds.
Regarding the free sound bank, I always refer to the Sonniss library. In addition to being free to use, with incredible audio quality, there are over 20GB of sounds that you can use freely.
After editing all the sounds that would go into the game, I used DVNbitcrusher to reduce the audio quality giving an 8 bit gaming sound feature.
Well, that's it folks. This was a bit of the workflow I usually use in game jam. I hope you enjoyed, and if you have any questions, just ask;)
Hugs!
cani make an update to my game like music
Select your strategy here.
Maybe 🦀 into 🐟 into ⭐
Or 🐟 into 🦀 into ⭐
Or just ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ XD
Or find a winning strategy yourself!)
I'm super happy with how my chemistry-themed Compo entry SOMtHINGa from NoThINGa turned out, but apparently it's a bit.. challenging. Or maybe just too many levels. One of my favorite features in my web game engine is easy to integrate high score lists - this not only gives people something to compete about (great for my circle of friends), it's also super simple, built-in, very granular analytics! I did a quick scrape of the high score data, looking at when it was submitted compared to when people finished the previous level, and got a nice overview of how far people are getting, and how much time they're taking on various levels.

As you can see, it pretty quickly drops down to just 1 person getting through all of the main levels, congrats to that one person, I wish you had left your name in the high score list, but, alas, three cheers for Anonymous!
Interestingly, the 4th level, "Chinese", has a big drop-off in people completing it (it's the first level that takes a little thought), and those people who do complete it take quite a while, however there's a pretty big influx of people skipping that level and completing the next one! That really validates adding the "Skip level" button that made it in right before the deadline. I'm slightly baffled as to why the average time on the next level is so low though, as people who didn't complete level 4 would have that time counted towards level 5, due to the simple way I scraped this data... I guess they gave up and moved on pretty quickly!
I had 4 beta testers (myself included) who scored on all levels, so the actual high score list has another 4 players on each of the levels. Here's the raw data:

Unsurprisingly, the first rather challenging level, #8: Catalan, saw a really large drop off, and a whopping average of 43 minutes to complete it! I really hope a lot of that time was people leaving the tab open in the background and coming back later (max "time" on that level was a little over 3 hours, so it's probably an outlier skewing the data).
Other bits of data about the 47 ranked players: * Ludum Dare ratings received: 33 * Beta Players: 4 * Unknowns: 10 - either Ludum Dare people who didn't bother rating, or people just playing Ludum Dare games who weren't in the Compo, I'm not really sure. Could also be return players who cleared their cache or used a different browser.
Not sure what to make of that. (Edit: Another 3 people used the word "challenging", so that's not so far off, 4 of 17 reviews implied it was hard)
Also, no one (outside of my IRL friends) has beaten the bonus level (requires beating all other levels to unlock). Will you be the first Ludum Dare contestant to do so?
Go play.

Did you know? Boars eat trees:
https://ldjam.com/events/ludum-dare/45/futhark
One of the people on the Ludum Dare Discord recently realized they had accidentally disabled a bunch of rating categories. So players weren't able to rate them. It also looks like they're below the rating requirement. Feel like helping them out? :wink: https://ldjam.com/events/ludum-dare/45/modumon-barebones-edition

https://ldjam.com/events/ludum-dare/45/the-blue-girl
Featuring original music by Brian Cavanaugh.
I had finished the game before the deadline, but I didn't manage to convert it to exe file😔. Now i did it! I would be happy to hear any feedback😊
https://ldjam.com/events/ludum-dare/45/antivirus

Hey everybody,
so it really happend. The employees of Idle Office Inc. reached over 10 Quintillion:

As voted some days ago on the twitch channel, this will lead to a reset of the game. The restart will happen today at 6pm UTC (8pm CEST, 11am PDT) and it would be super cool if as many as possible join to get the office really packed. (twitch link to save: www.twitch.tv/friikydev)
Would be really amazing if you join.
The next run will be played on the same version, so it would be the chance to play the game with the feel of the first day.
If you are interested in what will happen after the LD voting phase, you can read that here: https://www.reddit.com/r/incrementalgames/comments/djnmq8/futureofidleoffice_inc/
Hope to see you in the office later today. :sunglasses:
Best Regards, Kalle
Hi Gamer People!
Our team is top motivated to make a full game out of our entry (also because of the wonderful feedback - thanks!). We would love to receive more feedback to have stuff to work on.
Unfortunately we've missed to check one variable in Unity and because of that the character is a bit tricky and "slidly" to control during second and third stage. And we didn't dare to make a new version, because we don't know if its a "small thing".
But nevertheless thank you all for your support! We would appreciate it if you have time to test it :)
Tipp for the boss: Try to stay at the platforms end wait for his dash-sequence to end ;)
Have a nice day.

Prison Escape is a platformer game where you need to exit the prison where you were forcefully pushed in! This is my first ever game jam, so please go and play my game! (You can play it in your browser!) Also, dont forget to rate it!
Link - https://ldjam.com/events/ludum-dare/45/prison-escape
(You can play my game in your browser!)