Ludum Dare 57 April 5–8, 2025

First Game Jam (LD57 Compo)! - How it went

LD57 was my first game jam and it was quite cool! I first heard about this about decade ago, or even further back than that. Recently I saw a friend making games here which made me want to do it again, but I didn't feel I had the required skills to do so. That changed however, when about a year ago another friend showed me a site to make music with, which was the last thing preventing me from doing a game jam, as I didn't want to do one if there were to be no music in the game. I wasn't in the zone to do one in October last year though, so I did this one as my first. It was just me so I decided to do the compo format, so note that when I say "jam" here, I mean the compo part of the overall game jam. I knew it'd be harder to do the compo format, but I'd rather do the one that requires you to be a single person if I were to do it as a single person!

Info and Pre-Jam:

Tools I Used:

Before anything, I knew what tools I'd use for the game jam.
For Programming/Coding/etc. I'd use Godot 4.3. I didn't use 4.4 as I've never used it before, just in case there was something that changed that confused me and took a while to figure out that it's different to 4.3.
For Music I'd use Beepbox, it's quite easy to use and I hadn't used any of the enhanced versions much so I kept to the base one.
For Sound Effects I mainly made the noises with my mouth and applied effects to them via DaVinci Resolve (which was new to me but I did it as I had time and it made them better), but I did use scrunching up a medicine bag too. I also had to use Audacity to convert some files from .wav to .ogg because they wouldn't work for some reason (maybe due to short length? I still don't know).
For Art/Graphics I used Paint.net, it's quite easy to use and I've used it for ages. I use the laptop touchpad to draw on it because I don't have a drawing tablet or anything and using the mouse for it is awkward to me.

Theme Voting and Reveal:

For the theme voting, I knew that I wanted to use Camer the Dragon in some way (Camer rhyming with Hammer for those wondering), because I think being able to play as a dragon with 2 legs, arms, and wings in a game is really cool and that there aren't enough that do that! With that in mind, some themes were easier to envision how to make a game around than others. The theme that was ultimately picked was depths, which worked out decently as a dragon UFO game was something I was thinking about making in the lead-up to the event. I had a few different possibilities in my head on how to make a dragon UFO game, with the depths of space being close enough to the theme such that I didn't feel like I was just completely ignoring it.

Making the Game:

Here I will split days in terms of when I went to bed, so even though it says 3 days this was still over a 48 hour period.

Day 1:

Day 1 was when I got the fundamentals of the game down and I made some very basic placeholder images for the player and obstacles. I didn't want to overscope the project, so I decided to make a basic obstacle avoidance game in an arcade style. I thought briefly about having a win condition, but that'd require a lot more balancing without it being too boring or impossible, so I kept with the infinite arcade-style. I decided to use circular hitboxes, as rotation would not cause any extra trouble and could be used to make the game look nicer, such as having the UFO rotate a bit when moving and having the asteroids rotate around as they move.
Some limitations were that I don't know how to make a clear path, although I could've probably added a shooting mechanic in a decently short time which was a good bit of feedback I got from some people, I thought of a cool way to do it afterwards when I was reading the feedback. I worked about 5 hours on day 1.
Placeholder Images - Interstellar Dragon - LD57.png

Day 2:

Day 2 was when I finished the gameplay and started the work on the graphics. The game was pretty much done decently early into the day, after around 2 hours. The graphics take me a long time because I'm very particular about them in terms of pixel placement which means it takes me a while to do. I also had to go get a covid jab on this day because I get too ill easily so I have to have those sometimes. I got the player character, background, and asteroids drawn on this day. I worked about 10 hours on day 2.
Player Idle 00.png Asteroid Size 200 Variation 03.png

Day 3:

The first half of day 3 I couldn't really do anything because of jab side-effects (much better than the real thing though, I got it in 2022 it's not nice, every time I coughed I was honking like a goose for a week! Alongside stuff like temporary lessening of taste). After I decently recovered, I resumed the graphics work and it probably took me 14-ish hours in all. I'm not lying when I say I'm very particular about pixel placement, because of the way I draw, any rotation (such as on the opening title screen) and I basically redraw the entire thing, or at least comb over the entire thing adding and removing pixels. I decided to make the ending screen a bit funny with the UFO tow service because we cannot have Camer the Dragon dying (too sad!) so I made it something funny like that with the doodle.
I then made a song over the course of about an hour and took another half hour or so to make the sound effects, I learnt some funny audio filters in DaVinci Resolve for this. After making the sounds I had to add those to the game which took a short bit, but not too long. I then made the images for the icon, this is a pain to do because I use GIMP which is only on my old laptop (I can't be bothered to get it on my newer one). I had to get the old laptop, transfer the images to it, make the icon on it, then send the icon back to the main laptop. Fortunately making the icon worked the first time, so it was decently quick. Because the icon has a lot of sizes and such, I was not as particular on the pixels since this was about 4 hours from the deadline too.
I finished the build of the game about 3 hours before the deadline, but my custom font would not work on web (it'd just show as black rectangles) and I still have no idea why. Godot 4.3 is weird with fade-in/out music during scene transitions on web anyway though so after roughly 2 hours of trying to get the web text to work, I had to settle for just the download version. As I was trying to go so fast during the web testing, I accidentally deleted my other game off itch! Fortunately I still had the files on the computer, so I fixed that easily after I'd submitted for Ludum Dare. I worked about 10 hours on day 3.
Title Screen.png Gameplay 2.png End Screen.png

Overall I worked about 24-25 hours over the 48 hour period, meaning I was a lot more focussed on this than I usually am, which was good. I'm glad to have completed it because I wanna make cool dragon games and show people them, because I find them really cool and awesome, that's my goal!

Post-Jam:

Feedback:

After the submission of the games, the feedback period began. There were some really good ideas for expanding on the idea, which I will likely implement into the game post-jam as an updated version (although the LD57 version would still be available), there was also no feedback I found unreasonable or unjust which was good and nice to see. There were a decent amount of comments liking the dragon character which was awesome! I also got to play quite a few cool games myself when doing the ratings and I can definitely see how this game jam creates popular games.

Rating Reveal:

Before the reveal I didn't particularly mind what I got for a variety of reasons, with about 20 ratings there's a lot of variation on who may rate your game and their average rating given. I also found the feedback quite valuable and the experience of making the game in a short time, planning time effectively, and getting to play a lot of cool games was good enough for me.
The only thing that I was really wanting out of the ratings was for the graphics to be the best rated out of my categories (or near to it) as that's what I spent the majority of the time on. The graphics did indeed get rated the highest and I was glad about that.
Ratings - LD57.png

The Future:

I'll probably make a video with roughly the contents of this post, as videos are good to have for these and I want to make some different types of videos.
I'll also likely do another Ludum Dare in the future, maybe the jam format depending on if other people I know are doing it and want to work on it with me. I'll try to get a cool playable dragon character in there somehow though, as I have to help make more games with those in, showing how cool they are!

Until Next Time

One of the things I love most about here is that people actually play our strange little games.

Anywhere else, I'd have to ask friends (or beg strangers) to even try clicking "Start" and even if I succeeded, I'd need hundreds of plays just to maybe get a few comments.

Here you dive into our broken builds, forgive our weird UIs, mash every key on the keyboard trying to figure out how to jump and still leave feedback!

That's amazing, and why I keep coming back.

So, thank you to everyone who played, rated, commented, cared.

See you next time.

Post-Jam Thoughts and What's Next for Pogo Dwarf

Hi everyone!

I want to start by being honest - seeing my game’s placement was a bit of a surprise, especially compared to the amazing reviews I received. It even made me question if my game was worth playing (imposter syndrome much😅). But like many wise folks have said here, the scores really aren’t everything—and looking back, I can see just how much I gained from this event.

Over 220 people played and reviewed Pogo Dwarf, which is absolutely mind-blowing to me. I got tons of kind words, thoughtful feedback, and learned a lot just by playing, reviewing, and connecting with others.
And hey, I even got my first speedrunner (Looking at you @bossusuprem)!

So yeah, no more crying over scores. I’m incredibly grateful for the experience.


What’s next?

I’m continuing development on Pogo Dwarf!
I'm currently rewriting the core mechanics to support:

  • Customizable controls
  • Better precision and polish
  • Modular systems for new features
  • Multiplayer (!)

Once it's ready, I plan to release it on Steam.
In the meantime, I’d love for you to join the Discord server to stay in touch, follow dev updates, and take part in future playtests.

https://discord.gg/FAUPSbB6

I’d also really appreciate any feature ideas or bug reports - your input will genuinely helps make the game better.

Thanks again for an amazing event.
Much love, Till next time! ❤️

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I failed hard at Ludum Dare 57, but...

Could you wishlist my game on Steam? https://store.steampowered.com/app/3024370/NebuLeet 👉 👈

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What else could you expect from an indie game developer? :D

ABSEIL's Results!

Here are my results: ABSEIL_results.jpg

Overall I'm proud of what I was able to accomplish with this entry! ABSEIL

I do have one question, since I submitted for the Compo, are these scores only compared against others who submitted for the Compo, or are they also compared against those who submitted for the Jam?

My game got update

I was very happy to participate in Ludum Dare and I am very pleased with the result I received. Therefore, I will continue to work on Depth of Mind. I just updated the game yesterday, bringing it to the alpha state.https://funbanan.itch.io/ld57 Снимок экрана 2025-05-02 152033.png

I made a devlog for my COMPO game

https://www.youtube.com/watch?v=D6YEypAf4pU

Now that the results are in, I wanted to share my experience in my first Ludum Dare. I love how supportive and welcoming this community has been, and I'm already looking forward to the next one. Thank you, everyone!

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Today

May the 4th be with you :smile_cat:

Discussing modern software realms

If you EVER feel bad about yourself, as a software developer (or a wannabe game designer), look no further:

This must be true.. or false arebooleansequal.jpg

An actual book javascript-or-java.jpg

Commit messages?? bruce-lee-on-commits.jpg

This is from the most honest Youtube channel I have ever seen. Accidentally stumbled upon while re searching unrelated stuff. DAMN is this good! :rofl: Plus the guy is actually discussing pretty on-point stuff while memeing it all :laughing:

Watch on 1.25 speed for best effect. Satire 12/5.

Thoughts on Agile: https://www.youtube.com/watch?v=q0bgSuGf5HE

Modern codebases...: https://www.youtube.com/watch?v=xiFM9bcLGn0

Thoughts on LinkedIn.....: https://www.youtube.com/watch?v=zf5mJgDwLkM

Thoughts on how a guy broke the Internet: https://www.youtube.com/watch?v=ssFh7FB5xAY

Thoughts on JavaScript.. XD: https://www.youtube.com/watch?v=5W3iXmAtctY

Thoughts on.. your personality based on your editor/IDE :))): https://www.youtube.com/watch?v=cw1FAQeNYS4

Did you just deploy to production?!?!: https://www.youtube.com/watch?v=OPjN7GQhcL4

The tech rant playlist itself: https://www.youtube.com/watch?v=FTwEvK0VBUg&list=PLdsRgmqmJWvneaVV-ZdSD17H1m0nbnEZJ

Whoa

Crazy to think the jam happened a month ago! Here's the devlog I made of me making my game for the compo! See you next time!

https://youtu.be/0Iw3lTaYim0

Sheris ROOM: POWERFUL BALLS

https://youtu.be/qH2NTgMH2ck

Itch: https://kittycreampuff.itch.io/sheris-room

NG: https://www.newgrounds.com/portal/view/978098

LD 55 post-jam

Hey everyone!

After LD55, I kept working on the prototype I made during the jam, and it’s now grown into a complete game called Polygon Survivors.

You’ll find a large selection of weapons, supers, and summons that interact in all kinds of ways to create fast, chaotic combat. Throughout a run, you collect power-ups, unlock passive effects, and boost your stats to shape your playstyle as you go. With all the different systems at play, there’s a huge number of possible builds and synergies to discover.

If you enjoyed the jam version, or if you’re into games like Vampire Survivors, Brotato etc... feel free to check it out and wishlist it on Steam: 👉 https://store.steampowered.com/app/2904560/Polygon_Survivors

Thanks for reading — and good luck to everyone still building cool things post-jam! main.jpg

LD57 Post Mortem!~ 12th LD in a row

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Hello! Don't want to fill the feed with a huge message. It was amazing being a part of my 12th LD. Me and my team wrote up a bit of a post mortem for those who are interested. One of our best outcomes to-date. 33rd overall

https://bluepinstudio.com/blog/2025-05-15-Antz-vs-Plantz-Post-Mortem/

Post-mortem retrospective of my golfing game

Intro

I made a cute and crazy golfing game for the Ludum Dare 57! I think I managed to build pretty cool game ideas and mechanics, based on the "depths" theme. This was over a month ago. Yeah… it took me a month of procrastination to finally sit down and write this. But better late than never, here we go!

Game jam

I couldn't sleep well the night before the Ludum Dare began, so I had some time to think about what kind of game I wanted to make for the theme. I usually spend about the first half of the first day thinking about game ideas. But this time it was actually quite quick. Of course, the first ideas that came to my mind were games about caves, mining, and fishing. While I love these kinds of games (Minecraft, Terraria ❤️‍🔥), I wanted to do something more original.

I got the idea to make a golfing game, but each hole would lead into the next level. I had never made a golfing game before, so this was… seductive! It would also be about platforming since the player would always have to get to the ball physically, and also get to the hole in the end to progress to the next level. I love platformers, so another plus point for this idea.

BTW, if you're interested in caves and mining just like I am, here's one amazing video I recently saw about a mining game made for this Ludum Dare. I love how it looks, works, and feels! Check it out: How I made a procedural cave game in 48 hours | Ludum Dare 57 Devlog

I immediately jumped into making the game in the morning. I prototyped the golfing physics and having the player hit the ball. I drew a (quite nice, IMO) sprite and animations for the player and the ball. The first level is just on the ground, so I focused on making it work on the first day. I made a tree, implemented the golfing mechanics like hitting the pole and going to the next level. I also made a simple system for the camera, which tries to keep the player, the ball, and the current pole in view, while the player always gets priority. In the evening, I added the first sound effects (more about those later).

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On the second day, I finished the second level and worked a lot on the systems of chaining levels in the game. ⛳ I polished the first level, made a few more levels, added some juice and effects, better aiming, more sounds, and improved the physics. I added a scoring system and a simple menu. Finally, I added the last "end" level, packed everything, and submitted it to the compo version of Ludum Dare. Phew!

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Planning

There’s usually not much time, nor point, for planning during a game jam. I just drew a couple of my ideas and kept a simple checklist of things I wanted for the game. I usually do it like this for game jams. Here’s how it all looked for Down Golf:

planning.jpg

Tech

I made this game, as usual, in Godot. 🤖 I used Aseprite to draw the sprites and I recorded my own sound effects for the very first time. It was a lot of fun! No special microphone or anything, just my iPhone.

I originally wanted to also include some music and I would have used Ableton for that. But as usual, I did not have enough time. I always put sounds and music as the last priority and then almost never get to them. 🔇

Other than that, Git as usual, and I used Itch.io’s Butler to publish new builds easily and often.

Constructing levels

Okay, let's start with the game levels. The game works like this — when the player gets the ball to the hole, it opens up and lets the player pass through, going down into the next level. That means that all of the levels are connected (chained) in one big "main" scene.

In Godot, this is actually pretty easy to do. I have one big scene called "main" which contains all the levels, the player character, the ball, and the camera. The levels are positioned in a way so they connect correctly.

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Each level is a separate scene so I could work on them separately. I also needed a way to run and test each level independently, so I would not have to rerun the whole game to get to the level I’m currently working on. I constructed each level from smaller objects or components which are all independent on the rest of the game. I heavily use Godot’s signals, too. Here’s how a level looks:

CleanShotem2025-05-06/emat_16.58.55.png

Here we go a little into the technical details. If you are not interested in the implementation, you can skip ahead. You can see that each level is sort of made from small LEGO pieces. 📦 The spawner is what ensures that each level works correctly when it is run either in the main scene or separately on its own. When it loads, it checks whether there is a player in the game, and when not — which is only when the level is run on its own — it spawns the player and the ball at its position. In the main scene with all the levels, the player and ball are already there, so the spawner does nothing.

CleanShotem2025-05-06/emat_17.03.34.png

Other LEGO pieces work similarly. I won’t go into too many details here. The pole tracks whether it is “active”, and when it is, it counts how many shots the player takes in the current level. It does this by hooking into the player’s signal ball_hit.

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You can see that I rely heavily on groups and @export variables. I love writing scripts this way, it keeps them independent of each other and the scene structure. You will see a similar theme with the game objects (described below). 👀

If you are curious, check out the full source code of the game on GitHub: https://github.com/martindzejky/down-golf

You may be curious how all this connects in the "main" scene, the game. Well, it's actually very simple. Essentially, when a level is completed, it emits signals ball_entered_hole and player_entered_hole. I connect these signals between the levels in the editor, which means that when one level emits these signals, it calls the "activate" function in the next level.

What I could have done better here is that, instead of placing and connecting the levels manually in the editor myself, I could have created a "manager" object with an array of levels. It would place and connect the levels automatically based on their "enter" and "exit" points, so they would be chained nicely. This would have also allowed me to load one level at a time and to allow the player to restart only the current level, instead of the whole game like it is right now.

All in all, I'm really proud of how I structured the levels. They are flexible, independent, and easily testable on their own. 🎉

Game objects

In Godot, all game objects are just scenes — trees of nodes. I think the best practice is to try to use as many small nodes to implement object behavior as possible, instead of doing everything in script. This is called "declarative" programming, rather than "imperative". Using nodes, you "describe" the behavior of the game object and configure and connect the nodes to do that, instead of coding everything yourself.

For example, this means using Timer nodes to implement waiting a fixed time, instead of doing that in code; or heavily using the AnimationPlayer node to control all animations and scripted behaviors. Did you know that an animation in Godot can control any other parameter of any other node, as well as call any function during the animation? 🤯 Very powerful!

Here's the player object as an example. Notice how many nodes it consists of.

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I also needed to have a simple state machine for the player, because the player can be moving around, aiming, or shooting the ball. These states are mutually exclusive. I would usually also do this with nodes, but here for simplicity I just used a single enum and a variable current_state in the script, along with a fairly small match (switch) statement.

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The ball is similarly very simple. It's basically a rigid-body physics object that displays particles and plays sounds when it collides with anything.

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One last example. Here's the pole and its nodes. ⛳ Its script is also fairly simple, it just detects when the ball or the player enters the hole, and emits appropriate signals. It plays an animation, displays particles, and plays sounds. That's all.

CleanShotem2025-05-07/emat_10.16.06.png

Notice that all the objects are independent of each other. For example, the ball object does not use any external state or other objects. The pole is detecting collisions using its area colliders and collision groups. It does need to know when the player hits the ball, and I'm using groups and signals for these kinds of soft dependencies. It works very well and I don't have to connect the objects in any way in the editor.

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Using groups is an excellent way to work with game objects in Godot. For example, I always have a "player" group and there's usually just a single player in the game, so it is easy to get access to it from anywhere using get_tree().get_first_node_in_group('player'). Similarly, all poles in the game are in the "pole" group, and it is very easy to look up or even deactivate all poles in the game at once using get_tree().call_group('pole', 'make_inactive').

Using signals is another Godot way of hooking up game objects. 📣 It ensures that, for instance in my game, the pole game object does not have to care how ball hitting is made in the player object. It just uses the ball_hit signal, that's all it cares about, and then it is the responsibility of the player object to implement and emit the signal. Simple inputs and outputs, which I always like to work with!

Again, I won't go into more detail here, but if you are interested, check out the full source code of the game: https://github.com/martindzejky/down-golf

Graphics

As I've mentioned, I drew the sprite and animations of the player character first. I also drew the ball, the pole with the flag, and the tree in the very first level. It took me a lot of time, actually, but I think the first level in the game is the best. It is close to the style that I envisioned for the game. I'm proud of what I achieved here. 🌳

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The other levels, unfortunately, did not receive as much attention, and as a result, they look very blank and boring. I was focusing on implementing the game mechanics pretty much for the whole time, so I did not have much time (nor ideas) for how I would like the underground levels to look. All the levels pretty much look the same. 😵‍💫

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I learned once again during this game jam that I’m a great programmer but not a great artist. I can implement game mechanics quite quickly and efficiently, but I spend way too much time on art, and the result is not that amazing. 🎨 Others have also noticed this:

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What can I do about this next time? Well, I can either team up with an artist — which I’ve never done before so that would be an interesting new experience! 🎨 — or really focus on making games with great mechanics and super simple graphics. It can be done and there are a lot of successful indie games out there with very simple graphics.

I also recently watched a video about using vector art instead of pixel art for games: https://www.youtube.com/watch?v=rKt95peINyk It got me really curious! I’ve never really tried that and it might be worth it for some future game jam as an experiment. In general, I’ve always defaulted to pixel art for my games. I would like to try some other simple styles of visuals, too.

Audio

For the very first time, I did not use Bfxr/Sfxr or anything similar for generating sound effects! I instead used… a microphone and my own mouth. 🎙️ I recorded hilarious sound effects for hitting the ball, steps, jumping, the trampoline… The sounds in this game add so much charm to it and honestly make it what it is.

I had a lot of fun recording these. We laughed so much with my girlfriend when I was making weird hit sounds into my mobile phone! 😆 This was honestly one of the best parts of this game jam for me.

That's where it ends, though, for audio. I wish I had recorded and added some small ambience sounds. That would have added a lot of depth to the levels. There's also no music — I just did not have the time and I did not want to just slap in some AI-generated track (which isn't even allowed in Ludum Dare AFAIK).

Posting videos

Another "first time!" While I was working on the game, I made and posted several short-form videos about the game and my time in the jam. This was an entirely new experience for me — I've never really made videos before, especially ones where I talk to the camera! This was a very valuable experience, and I will make sure to do this for all of my future jams since it was so amazing. It also brought a lot more visibility to the game, and some of my friends were following the development closely. Some are still poking me today about where the next video and the next game are… 😬 Again, such a great experience!

Check out all the videos about the game over here:

Down Golf ⛳️

Lessons learned

Okay, so what did I learn on this project? Well, I really think I have a good game idea here. Lots of people played the game and liked it, and I got a ton of positive feedback about it. I think it's a unique idea and a good mash of genres. It could be worth making it into a "full" game — what do you think?

Sound effects were a big win in this project. This was the very first time I tried making and recording my own sounds, and it paid off big time. It actually defines the game, IMO! If I ever turn this into a "full" version, it still has to use these sound effects! 😆

Graphics were a fail, I think. I spent a lot of time on the few important sprites in the first level and the main character and ball sprites. They look good, but the rest of the game then looks terrible. I could have instead focused on using very simple, even primitive graphics, so I could focus more on the other parts of the game. That being said, the main player character does have charm, so perhaps it wasn't a waste of time.

What caught me by surprise is that the physics are inconsistent. I have no idea whether this is Godot's problem or I'm doing something wrong in my own code. The ball is basically using the built-in Godot 2D physics — nothing special. I'm just applying an impulse when the player hits the ball — the impulse is always applied at the center of the ball. And yet, sometimes the ball seems to fly in a different direction than the player was aiming for. This happens especially often when the ball is on a slope. I will have to do more experimentation here (an upcoming video? 😏)… Although to be fair, I don't have that much experience with 2D physics.

Another big fail is that I did not leave myself enough time for adding more mechanics. The platforming aspect of the game is especially dry; there's not much to do aside from just jumping. I did manage to implement trampolines into the game and they are so much fun. But I had a lot more ideas for how to make the golfing levels more interesting.

On the other hand, I really enjoyed working with Godot again and using "clean" systems to implement the mechanics. I love that the levels are self-contained and isolated from each other, and I love how objects are made from simple components. It was very enjoyable to work with and easy to tweak and change when I needed. 😌

Overall, I had a lot of fun with this project. I enjoyed what I'm good at — programming and development of game systems — and I added 2 new things which I truly enjoyed — my own sounds and making videos. At the same time, I struggled with the same things I usually struggle with — no music, wasting time with not great graphics, and focusing too much on pretty and clean code rather than implementing a lot more game mechanics which would make the game more interesting.

Outro

Thank you very much for reading this retrospective! It was great for me to finally sit down and write this, even though I was procrastinating on it for a month. 😶‍🌫️

If you haven’t yet played the game, check it out here: https://martindzejky.itch.io/down-golf The Ludum Dare submission page with comments is right here: https://ldjam.com/events/ludum-dare/57/down-golf

Please let me know if anything interested you in this article, or if you have any comments or questions. I’ll be happy to reply!

My next step is to make a long-form YouTube video out of this retrospective. 📽️ Wish me luck — I’ve never made this before. Then, I’m eager to jump into a new game project. Or, who knows, continue working on this one and exploring more ideas? Let me know if you would be interested.

An after jam update

Rare for me to touch a game after the jam but this time I decided to "finish" my jam game downclimber. I wrote little more on the itch update: https://prunuspadis.itch.io/downclimber/devlog/944411/full-release

I decided to keep my page as a "time capsule" in this site.

Finishing Doom Scrolling post-jam

I finally finished post jam version of Doom Scrolling, finishing everything I was planning for compo.

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The best illustration of me overestimating myself is this - it took me around a month to work 2-3 hours a day to implement all the features, balance it and fix all the bugs (well, not all of them, but only critical ones).

It even involved building paper prototype of the game, as it was much faster to iterate on game balance with real cards, rather than fixing everything in Unity.

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I can write another post on the paper prototype, how I came to it and how it was useful, if you want to, please like the post :)

I'd also appreciate if you play the game and leave any feedback under the post: even if you opened, didn't understand how to play and closed, that would be an awesome feedback already.

Check out the game on itch

Happy Doom Scrolling :)

Game Jam Anthology FULL ALBUM

I'm going to be doing a live premiere of a special video I've been working on for quite a while. It's my full Game Jam Anthology, Vol. 1 album, which is a compilation album of tracks from a dozen game jam titles I've worked on. Most of them Ludum Dare games!

The video will also include gameplay from each game as well as little pop-up facts about each game, the jam it was a part of, and the music I made for it. I think it's a pretty unique experience!

Anyway, I'd love for you to join me in chat for the premiere!

https://youtu.be/J15earRVfY0

Pixel Game Jam 2025

For those who are interested in platformer, please try my game for the Pixel Game Jam 2025, the theme is “From the dead”.

Kill the Cat: https://celeste314.itch.io/kill-the-cat

(I really hope it’s fine to advertise the game in other Jams)

Cthonic Depths: After jam polish

After the jam some little features were missing (tutorial tips, showing items on UI, proper fullscreen, some info, one level etc.) and some bugs present. Today I had the idea to polish it a little and release a new version.

Here is my jam game plus 3h of extra polish: https://lazyanttu.itch.io/cthonic-depths-full

Thanks to great advice here, I decided to keep my original jam game intact (it's also hosted on itch io).

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