I wish I could participate
OS: Windows 7
IDE: Eclipse, Sublime Text 2
Language: Java
Game Framework: Libgdx
Graphics: Paint.NET
Audio: sfrx, audacity
OS: Windows 7
IDE: Eclipse, Sublime Text 2
Language: Java
Game Framework: Libgdx
Graphics: Paint.NET
Audio: sfrx, audacity
I don’t know if I’m ready to face a LudumDare, but hey, I participate making this warmup, at least I’ve had fun doing it, this is it! I hope to have more fun with your games. cheer!!
http://ludumdare.com/compo/ludum-dare-35-warmup/?action=preview&uid=17929
I’ve been working 24 hours on this, but so far, I had not had a bug so big like this. It breaks directly the gameplay, if I can’t solve, there will be no game :S
Thanks SpaceMyName for this awesome review.
You can play my game here, and give some feedback, thank you, bye!
This is my second ludumdare. I hope I’ll finish as well as the previous one.
Tools:
Game engine: Game Maker Studio
Graphics: Pyxel Edit, Aseprite
Sound: Bfrx, and music? I don’t know, Maybe I need some help from someone
I will focus in a 2D game. See you.
Hi everybody, this is my second Ludumdare, this time I will work with @ChaosMigu (a friend of mine).
Game engine: Game Maker Studio
Graphics: Aseprite (Pixel Art)
Music: Fruity Loops Studio + Vvopm (Megadrive style!)
We hope make a great game for you!
Enjoy LD!!
This edition I wanted to enjoy just seeing what other people did. Life can be emotionally difficult at times, and I was at a point where I didn't want to push myself through a jam.
I was determined not to participate, and I was enjoying myself a lot, reading the jammers' posts, but the more I saw the more I wanted to participate and create something. And yesterday evening, I decided why not make a chill compo, it didn't have to be something good, just something. It's ok to push yourself trying to do something to impress others, or just trying to do something really good, but it's also ok not to do it, and just enjoy the process by doing something simple.
In fact, I've enjoyed it more, doing it this way. I've had to push myself in some ways, but it hasn't been like other times. I will definitely repeat this approach to ludumdare.


I made a list of all the games in the Compo version. I share it in case it might be of interest
https://docs.google.com/spreadsheets/d/11c7HogW-FBOcMTZ5R_CdpOqj7uiltzY-M0eVjq27hSE/edit?usp=sharing
Remember to have fun, that's what it's all about!
To the rest of the jammers you're all doing amazing, keep it up!
I have played over 30 COMPO games, and for some reason or another I felt that these are two gems that should not be overlooked. I wouldn't be at all surprised to find them in the top 10 in the final score.

It's a shooter in which you have to prevent the zombies from touching Delina's spirit. In case the cooldown of the shotgun doesn't give you enough time, you can use flares on Delina to give you a few extra seconds to kill the zombies. It may seem like a simple approach, but it's all so delightful, the sounds, the setting, the lighting system, the particles... it's all part of an experience that you can't put down until you've beaten the game. And once you get through it, it leaves a lasting impression (a good indicator that something has been done right).
Play it here: https://ldjam.com/events/ludum-dare/53/deliver-us-from-evil-1

This kind of sokoban is self-explanatory once you start playing. You flip a machine, in which you can only push the blocks in a certain position. But everything is so polished, the control, the graphics, the lines of dialogue (you can feel a personality of the machine operator and a backstory that goes back to the moment you play), the exquisite sense of humour, the sound, even the increasing difficulty of the puzzles (which you can overcome if you put some time into it), everything again makes a lasting impression when you beat it.
Play it here: https://ldjam.com/events/ludum-dare/53/earthmover
Hello guys, first of all, I encourage you to play my "mini"game, so as I need 7 votes to qualify, and you will understand this text better. Without further ado, here we go.
🙏🙏 Please, play it 🙏🙏
https://ldjam.com/events/ludum-dare/53/please-mr-postman
- Pixel Art. I mean, my background is a programmer, I'm not an artist. Pixel art is what I've used the most, it's what I feel most comfortable with, and although many people are a bit tired of bad pixel art, I think it worked for what I wanted, which would have been harder to do with another style.
Pixi.js + Typescript Although I've used Gamer Maker and Unity in the past, Pixi.js + typescript is what I've been using more lately, I feel comfortable, it allows me to do things, it creates the games directly on the web, which is more comfortable for the rest of the jammers. Ticks all the boxes
1bitdragon It allowed me to make music quickly and easily, and I had a lot of fun in the process. Enjoyable and allows you to make music for people with little notions like me (This is not a promotional post).
Chill compo. This one is a hard one. In the jams I've always tried to do something that impresses others (I've never succeeded lol), to do something cool, and while it's ok if that's your approach, it's not what I wanted. I didn't want to end up stressed out pushing the limits of my knowledge too much, doing something I've never done before. Or over working on wanting to polish something too much. No, in fact, the first day I didn't do anything, I just read other people's posts and within 24 hours I did something creative and that was it. It's been the ludumdare I've had the best time.
- Aspect ratio. Not working in a fixed aspect ratio, and making a responsive one. I was really worried about what would happen if the game was full screen. When it came down to it, if I had simply scaled the original aspect ratio instead of worrying about whether it would fill the screen, it would have been the same, it doesn't change anything, and it gave me extra work. Next time I'll work with fixed aspect ratio.
Resolution. Not being familiar with any particular resolution when it comes to pixel art, I wasted some time at first trying to figure out a pixel art resolution that I was comfortable with. One was too little detail, another was too much, I have to find my sweet spot.
Browser. The Edge browser was giving me problems and showing me console errors that have nothing to do with the game. For developing a web game it's a very bad thing. Edge happens to be my browser of choice and I use it for everything, so I've been using it for everything, but in order to test the game I've had to do it in Firefox, which is a bit of a pain having to use several browsers when I should just use one. I'll have to format my computer for the next Ludum 🧠 (insert Modern problems require modern solutions meme here)
Being mobile friendly. I'm concerned about making the game compatible with mobile phones. The original aspect ratio (although it can be played in full screen without problems) is intended to be played on mobiles - portrait orientation - . From the first hour it was one of my worries. Then in the phase of rating games I realised, that it is preferable to play games directly on the PC, and the games that indicated to me that they are preferable to be played on mobile (web) I found it a bit annoying to have to leave the PC and take the mobile to test the game. Me, who has designed a game thinking first of all to be played on mobile lol. The truth is that choosing PC (web) would be the most comfortable and usable for everyone (I am referring to my personal intentions here. Of course I support games on all kinds of platforms and formats).
Apart from the above mentioned: working with a fixed aspect ratio, finding a pixel art resolution I feel comfortable with and choosing the PC (web) as the only way to play my games, I would like to add the following:
Integrate a level editor. I'm thinking of Tiled. But for all intents and purposes, for example, if I want to add a background, put it in there, not hardcode it using coordinates. If I want to create a spawn point for spawning enemies, use the editor as well.
Integrate a dialogue system. Maybe yarn spinner(?). Make me a code base where the sentences appear letter by letter, wordwrap included. Maybe also a decision tree and integrate it with my code.
Work on a pub/sub or FSM code architecture. This is really more about code efficiency or clean code rather than adding new functionality. But I think it can be a lot more comfortable to work with if you get the hang of it. I also have no problem with continuing to prioritise spaghetti code, by the way.
And with all this I will create my own framework, a kind of starter project that even if it is a pretty custom solution, I will publish it in my github before I start the next compo.
Thanks y'all for reading

Here we are, ready for a new chill compo. This time, I might go for Pixi.js, as I'm more familiar with it, or I might end up using BITSY to create something narrative and personal. We'll see
I've been working on my base-code for the Compo, it's not done yet, and even though it's just an unwritten rule, I'd like to share it before the jam starts.
https://github.com/josemwarrior/ludumdare-starter-project
Feature list: ✨
There are still many things I need to improve, and functionalities to add that are very generic and I need to use in all my future projects. My idea would be to use all the functionalities of BITSY but using my own code to have more freedom.
*I've used the BITSY font to display the text.

Here we go, I think today I'll spend the day making the basic code for the game. And tomorrow I'll actually make the game. It's going to be very short, hopefully around a minute :smile: . Have fun, everyone!
I'm goint to eat something and take a break
Tasks completed yesterday:

In a nutshell, the first day I coded all the code base, and today, as the second day, I will put all the content. I will draw the assets and write the dialog lines. Good luck
I'm going to be entertained for a few days :beer:
Let's make a curated list.
This was my fourth successful ludumdare and my third solo ludumdare (compo).
I would like to stick with my custom Pixi.js based engine in future LudumDares: https://github.com/josemwarrior/ludumdare-starter-project/
For some strange reason, I'm not entirely convinced by Aseprite. I'd like to use PyxelEdit, as I prefer to be able to see all the cells of an animation at the same time. And although I'll miss out on a lot of the features that Aseprite has, I'd like to use PyxelEdit next time and be able to find an agile workflow that allows me to draw and import it into my project, which will allow me to work faster.
I'd also like to work on the sound aspect and get to know and include the tools, PxTone and LabChirp. I think they go well with the retro touch I'd like to give my games.
Compare yourself only to yourself and no one else. Look at your previous games, know what you can do and how long it takes you, that's the best way to enjoy Ludumdare more. Having a few spikes of stress during Ludum is permissible, but being constantly stressed because you're doing something beyond your means or even having to withdraw from the event is not something enjoyable or pleasant.
The best advice I've read is "Make something simple, that you can expand on if you have time". If you take a bite that you can swallow, you'll have a more enjoyable jam.
Given my previous Overall results in Compo, I'd like to rank below 300 this time. I would be very happy with that.

Thanks for reading and play my game: