Ludum Dare 59 April 18–21, 2026

Thanks you, everyone!

Thank you to everybody who played my game, Caller IDie. I expected to do a lot worse considering I adventured into 3D for the first time for this jam. So that's my first official game jam done! I am mainly happy I finally completed a project for once. The feedback and development process of this game made me find my love for 3D AI and enhancing my artstyle, and I couldn't be happier. I am going to keep furthering my skills in these areas because I just find them to be so much fun. MyResults!.png Thank you once more for all of the lovely feedback. I am working on a slightly updated post jam version for anyone who enjoyed the initial entry but felt there were a few issues.

OH WOW HOLY GEEZ

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FOURTH??!! Audio tends to be my best scoring part, I expected that to be true again but like... I made it in to the top 5 for audio and like... holy eff thank you!

And now, I will share some brief notes about the tracks and links to the BeepBox songs themselves if you want to pick at 'em.

This soundtrack marks my first time really getting into the "taste" of the FM operators in BeepBox. I wanted to go for something MS-DOS sounding, as the selected palette for the game's art reminded me of the aesthetics of EGA graphics and soundblaster music.

The upbeat track started as a completely different song. It was way darker, sounded like some kind of boss battle music and didn't line up with the fun positive vibe I was aiming for, so I scrapped all but the drums because I really like the energy and the whole "marching drum" sound in the snares at the end of the intro became something of Numbus' motif (to the point where I made that the sound when Numbus is at the ready).

The more mellow track started with me playing around with one of the harmonics presets in BeepBox to get the sound of a particular flavor of Rhodes piano. I have an obsession with its sound, it just makes big chords sound cooool. I borrowed some aesthetics from Bossa Nova, while keeping it close to a Genesis/Megadrive flavor.

The third track plays in the help and ending. It was the last day, there was not a lot of time left and I wanted to channel the MS-DOS energy one more time and got this. When in doubt, go for blues energy.

Anywhoo, thank you so much for checking out Numbus Crossing! Hope I see you next time! :wave:

Small Among Storms - Post Jam Update and Future Teaser

Thank you to all 240 people who rated our game!

We've been busy both polishing up our game, and planning new future content!

Future Teaser

https://youtu.be/KgcnVfy9bbI

We have a story for this game, new characters, new challenges, new collectibles, and more coming in the future.

Join our Discord to stay updated: https://discord.gg/FkxGdPek

Post Jam Updates

You can play our Post Jam version here: https://shanzgamestudios.itch.io/small-among-storms

We would still greatly appreciate any feedback you have with our update!

Water and Swimming Improvements

Water has been completely reworked. Both the water and lilypads now have physics. Swimming has also been completely reworked to make it more intuitive and fun, complete with new sound effects.

The water is also more dangerous in general now. Watch out! squirrelemnew/emswimming_3.gif

We also have some new lightning effects.

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Fish have been reworked to make them visually cleaner and make it more clear when the player has died to them.

Thank you for the water and swimming feedback: @raine17 @nidoprince @mr-flower @belten @graf @jynxaudio

Acorns and Keys now Persist Across Deaths

Acorns and keys now persist across deaths and levels.

Thank you acorn enthusiasts: @tanjou @maocaroni @jawdan @mrwarranty @brainoid @purrseus @xotraz @zathnic @matt-swieboda @saering @recursor @yanruyi @limered @picttarge

Platforming Updates

We now have coyote time! This should make platforming more forgiving. We still have more improvements planned as well.

Thanks for your platforming feedback: @sharky3188 @olddog @skeyven @juutis @shimiki @steinhks @reed-molbak @hoeleboele @astroaceone @awwwz @luka420 @abiral @strega @tomssuli @maxededo @the-big-lost @saering @grummelchen @tomas-poblete @caer @zamizmi @dekisenpaitm @mcbaker @nabil-shelim @dvan1337 @rewzu @scrapmetal @juutis @tomssuli @brainoid @saering @purrseus

Owl and Lightning Updates

Standing in a log for 1 second now calls in the bird immediately, and the Owl no longer queues while you're in cover. These should both reduce the time you're waiting for the Owl to pass, and reduce the times you're being harassed by both the Owl and the lightning.

Thank you: @nyxkn @rise12600 @oxnh @mekuire @ray-muffincat @agent-p @lllarso @martinfernandezgd @titos2k @killthealias @kanhao @shadow64 @ansible @asieke @coderaurus @ao-85 @picttarge @grummelchen @mcbaker

Space and W are now jump by default

You can now use w and space to jump by default on keyboard and mouse

Thank you to: @dywanix @korzhik @fabelay @scottyartt

Key Binding Options

You can now rebind your keys in the options menu

Thanks @dennis

Other Improvements and Bugfixes

  • Added Controller support
  • Improved the UI for collected Acorns and Keys
  • Fixed the end text not fading out correctly
  • Fixed the Owl swoop causing possible occlusion of the logs
  • Fixed the Lightning and Owl attacking the player when they've reached the end of level 1 or 2
  • Fixed issues with the rain particles

Thank you to everyone that gave feedback!

@lizz @gryxitl @fassenberg @timhugh @sthor726 @jpat @helslo @steven-garberg @lizelive @poboy @pres2300 @drainkid @tweekus @franklyn01 @ii-p @alvminum @honor-takayama @radiorat @jadener @oradimi @rinnnzy @rynti @jiri-hysek @jacky-san @andriybyelikov @zhr @marumari @fifut @ordineu @indiepanda @kintsugi @bergotronic @pentagrammal @isaac-hisey @elbapotsnugg @kaki @shivvvy @draki @eklsn @noneegy @stormsword @crygos @wormkingboo @someday-not-today @myheadmess @johncoffee @andreas-roschal @23edsa @gil4 @theoratkin @lenny-rudeberg @itero-proto @anku @sylvic @reimi @venomousmouse @mikan @christina-antoinette-neofotistou @caelestial @oscarchitect @hoarime @verttixpertti @eeva @pipetto @acartlidge @elemel @ruddiculous @coleslaughter @weglove @panduplan @bananplyte @naviski @euler-moises @avi @6knowledge @iluvatar @banan-dev @alexanrd @gkthegkpchannel @ausstein @daveco

Robo Phone Home will become a full game!

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Hello friends,

We have a very exciting announcement to make: We are developing Robo Phone Home into a full game! Woooooo :)

We fell in love with the game as we were making it. After seeing the thoughtful feedback and amazing scores we got from the Ludum Dare community, we felt even more motivated and decided to go for it!

Look out for a demo drop in fall 2026.

Join our (NO SPAM) mailing list to stay up to date with our release schedule, get alpha access and other freebies, and become precious early supporters of our little project.

--Wuppos and Pastry Chef

Moon Moth: Postmortem

Well, the Ludum Dare 59 came to an end! I came back after missing two jams, but then it felt like I never left :) It feels so good to work on a little project, receive lovely comments about it, play many other fun games and chat with other devs! It's like a cultural exchange of sorts xD And it's such a unique experience to be able to discuss a game directly with the developer and receive helpful and kind critique from others!

I was very nervous this jam, like never before, since this time I only had 2 days instead of 3 and was actually coding for the first time after learning Godot for like a week. And I was pleasantly surprised that I DID, in fact, manage to finish a game and publish it in time!! To me, that's already a great achievement ^v^

It made me very happy to receive a lot of feedback in the comments, but of course people are very kind in there :) Now we also have the results of voting and here are mine:

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There were 367 COMPO entries (and maybe some didn't get to 20 votes) so the pool is pretty small. However, I am happy with my results for my "main" categories: graphics, audio and, especially, mood! Surprised with humour, to be honest; those who rated it high must have seen Dream#1 for sure - it was the only reason I didn't opt out of this category :D It makes me a bit sad to see "Fun" so low, but I realise my "game" didn't have a lot of "gameplay" and same dreams popping up must have been annoying. So that's something to work on for the next time! (Learn more coding to be able to create more interesting gameplay, for example %))

But my favourite part, of course, was the socializing with everyone!! Thank you all for the fun jam, I really hope I'm able to participate next time (in autumn). See you then ^v^/ (Or find me outside of LD to chat about games =P)

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First in Audio???

Despite our game being based pretty much entirely around music, all that music got thrown together at the very end in a bit of a rush, and we were worried that it wasn't actually, uh... any good. So imagine our shock when we logged on and saw this! Screenshot 2026-05-09 132821.png

First of all, thank you; it's extremely flattering to us not only that we got first in audio, but that we didn't do too shabby anywhere else either! (Seriously, I consider anything sub-50 as a massive win)

That being said, I imagine our high audio score probably had something to do with the track mixing system, where you get to mix these tracks together on the fly. So as my way of saying thanks (and because I have nobody else to share this with), I wanted to talk a bit about it!

So what's the deal?

If you haven't played our game, it's a game where you mix together different songs in order to satisfy a bunch of alien ravers' beat requests. You load songs into a 'Left' and 'Right' mixer track, adjust their BPM to match, and then blast away!

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Easier said than done though - what's happening under the hood is both more complex than you'd think and simpler than it looks.

The Mixer

The game heavily leverages Godot's built in Mixer and its related plugins to achieve everything we do in game. Here's what that looks like:

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You might notice the 'Left Mix' and 'Right Mix' channels, and that's exactly what they are - the dedicated mixer track for the Left and Right songs respectively.

We wanted to mimic actually DJ'ing two songs together, and thus creating the BPM adjustment system was a must. Every song has a target BPM that's stored in their song file. In order to get a successful mix, the current BPM of the song on the right needs to match the target BPM of the song on the left.

We chose to do it this way for simplification - managing the BPM of two different songs seemed like more than people could handle, so we just made it to where the left track controls the target and you can only adjust the right track. Given that the most common point of feedback was that the game was too complex as-is, I think this was a good call.

Under the hood, the game stores a 'Current BPM' value for the right track, that the player themselves controls with the scroll wheel. We use this value to calculate what the playback rate should be for the right song based on its default BPM, and then we feed an inverse value into the Pitch Shift on its respective Mixer, in order to keep it at the same pitch no matter how fast or slow it's playing. If the 'Current BPM' of the right track matches the 'Target BPM' of the left track, we snap the two songs to the closest common measure so that they line up.

Here's the absolutely incomprehensible code for applying the current BPM to the right track's Mixer. Can you count all the bodges??? Screenshot 2026-05-09 135042.png

Syncing the Tracks

Wait, you said something about 'snapping the songs to the closest common measure'? That's you talking, by the way.

Yes, just lining up the BPM's isn't enough - we also need to make sure that those beats are hitting at the same time! For this, we used Nhlaha's Godot-Midi library which I'm just now realizing I forgot to link to on the game page whoops hold on fixing that.

Anyway, underneath all the songs is this MIDI click track. Screenshot 2026-05-09 140219.png

It contains a MIDI note for every individual beat in a song, plus an ascending sequence from C0 - G2. The MIDI is tracked alongside each song's playback, and we read data from the MIDI notes in order to control in-game effects to the beat, like the lights pulsing on the gun or the agent's head bobbing in the HUD.

The ascending sequence, however, keeps track of which measure a song is on - every song has exactly 32 measures, and every time a note on this sequence is passed, we store it to denote which measure the song is currently on.

When two songs have matching BPM, we read which measure the left track is on, then snap the right track to that measure as well so that they both play in sync.

'But wait, why don't you just set the playback position of the right track to the playback position of the left track and skip all this MIDI nonsense?'. That's you again, by the way. And you're right - we totally could have done that.

This system was built when the songs were all being exported from the DAW at different BPM's to further mimic real mixing, and just setting the playback position directly wouldn't have synced them up. Furthermore, we originally wanted both tracks to just snap back to their previously played measure, and not necessarily snap to the same measure - lining the beats up, but offsetting where the songs were playing so that the process of mixing would sound more natural.

Turns out, BOTH OF THESE SOUNDED BAD! So we changed them. All the songs get exported at 150 BPM and retimed in-game, and all the songs will snap to the same measure as each other when their BPM's line up. So, technically, this entire system is unnecessary and overengineered for what we actually ended up going with. There's a version of this game where we didn't use Godot-Midi at all, and that actually would have allowed us to create a web build as well as Godot-Midi is a DLL, but ultimately we were still relying on the MIDI track for in-game effects and ripping and re-doing all of this on submission day would have probably been a terminally unwise move. So it remained.

The Songs

For 90% of development all of the songs were just a square wave that pulsed in an ascending tone on every beat and it slowly drove us insane. Obviously, this would be the worst DJ set of all time, so at some point we actually had to make music.

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To give the best possible results, all of the songs were composed within the same file, were all actively compared against each other as they were being made, are all in the key of C Major, and all have exactly 32 measures. Yes, I know this is not how real DJ'ing works - but we were crunched for time and I didn't wanna risk anything sounding super bad.

I created all the melodies, basslines, etc myself - and then Maeve went back through and created all the drum tracks (which she did a killer job on, by the way!) in a different project file. Then, in-game, these tracks all got loaded into a unified song file, along with some other important info:

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In order to not flood the player with competing drum beats, which drum beat is playing is entirely controlled by the Left track - the right track's drums simply get muted.

As mentioned before, every song was supposed to be exported at its 'Target' BPM - which they're named after in the files. So we were exporting one song at 125, another song at 150, another at 170, etc. However, when we got it in game, everything sounded... off, somehow. In a way we couldn't quite put our finger on. The BPM's and notes matched up, everything worked correctly, but it just sounded like they were somehow out of sync. At this point we entered full hands on deck panic mode and put our heads together to figure out what was going on.

Turns out, exporting things at wildly different BPM's and then retiming them had a nasty effect that we weren't prepared for: the ADSR (Attack, Decay, Sustain, Release) of every synth I was using was getting squashed and stretched! This meant that songs exported at high BPM's and then slowed down would have their synths sound all wacky, often with their attack fading in just subtly off from everything else, making it sound like it was ever-so-slightly lagging behind the other track, even though it was technically in sync.

In order to fix this we, well, went with the stupid & simple option of simply exporting everything at 150 and manually re-timing it in game. This meant that it didn't really matter if the ADSR's got streched, as the other track's ADSR's were getting stretched in the exact same way, and it would still sound like things were lining up.

As for the ending track - that actually came together on submission morning 'cause I figured, what the hell, we're basically done and I have some time. It doesn't have anything fancy or dynamic going on - I just spliced some drum beats from elsewhere and re-incorporated all the synths I was using in the other tracks to make it. Took about 30 minutes all in all.

At some point, I may mix all these tracks together properly and post them on my soundcloud. No promises though! You can find the soundtrack (or rather, the individual stems) in the download either way.

That's pretty much it!

If you read this far, thanks for reading my chickenscratch recount of how the audio works in this game, and more importantly, thank you for playing our game! Getting 1st in a category really means a lot to us, and we appreciate each and every person who played, rated, and commented to make that happen.

See you next time!

Ludum Dare 59 Post-Mortem

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This was actually my first Ludum Dare I managed to participate in, but unfortunately, I did not receive enough ratings, this could be because of that fact that I'm too late to the party...

During the jam, I discovered that trying to play the embed on the Ludum Dare page and you will receive an error message, this was due to the game I made, was made in Turbowarp, I did not expect that, and I'm sorry for this, If you want to play the game you should use the Itch page.

Also, I decided to plan on an update: I will add 4 bonus levels for the game, this game will be updated in about one, or two days, If I fell like it.

I might participate in the next Ludum Dare soon, hopefully I'll make my first jam submission and maybe get a good amount of ratings.

Here is the Ludum Dare page if you want to see the metrics: https://ldjam.com/events/ludum-dare/59/terntile

Play the game I made for this so called "dare": https://crazytegative.itch.io/terntile

Post-mortem-ish rambling: yAI presents Himari, the Beautiful Super Genius A.I.

Last time I wrote one of these was LD51 "Every 10 seconds".

This post contains major spoilers for Himari. The game is better enjoyed spoiler-free.

Signal has been popping up in several recent theme votes and I always knew that should it would win, I would have to involve the Signal messenger. The idea is so obvious to me that I'm really surprised I haven't seen another similar game. A few people said they considered it as a joke and... I guess that makes my game a bit of a joke (and it did end up scoring 3.95 in Humor). Then again, I'm not right in the head; for LD49 "Unstable" I submitted a VirtualBox VHD with modified Debian Unstable, and don't even get me started on LD53 "Delivery" (spoiler: I will get started on my own).

How to make a Signal bot

Turns out, the Signal bot ecosystem is close to nonexistent. There is signal-cli-rest-api, which is a wrapper around the unofficial CLI client for Signal. The most popular frontend for this API seems to be signalbot which involves, inhales, Python. I spent half an hour fiddling with signalbot and couldn't figure out how to marry it with Flask, which was probably so much of a lost cause I can already imagine Python developers gently pressing their snake venom stained hands against their snake venom stained foreheads. "But", you interject, "pythons aren't ven-" but signal seems to be quite weak because I can't hear you. Thankfully, the rather primitive signal-rest-ts spared me from having to write my own even more primitive wrapper in a language that isn't Python.

That's step one. Step two is a vidya made in Godot, because a chatbot alone would barely qualify as a game. Step three is a simple REST API that will let Godot sync the state and send signals to the bot (no, this one wasn't on purpose). I list them in this order as if they were made in order, but they were all made simultaneously. A large portion of the bot was built with zero testing because I had to drive to a convenience store in another town to buy a phone number, and I only got round to that around Saturday 15:00 UTC.

There is also a secret step four which doesn't have a solid plan at the beginning and will have to be figured out on the go.

The bot isn't inherently remarkable in any way. It's really just the glue that makes it interesting.

How to connect the client

The Signal server stores the current state counter which tracks how far into the game you are, or at which question. For example, state -40 waits for you to enter your name and state 70 is when she says "This is getting a bit boring" as the lava starts approaching (the value is negative until the Godot client has been shared; at the same time, the Godot client will refuse to run with a negative state).

If that sounds simplistic and unscalable, well, it is–but this is a compo game. State management and synchronization is certainly the most bodged aspect of the project, but engineering a proper state tree would have taken more time than managing a big if-else chain and remembering to return; after every interaction; the scope is small enough for that to work, and if it works, it works. If I ever want to expand on the idea, it's just two days of work to throw out.

The server also exposes two HTTPS endpoints: for polling and for updating the state based on UUID, and the client polls the state around every two seconds. To prevent unexpected situations, the state can only go up; the only exception is the intro to the cavern, where Himari repeats her instructions if you get lost. And, lo and behold, that particular interaction turned out buggy in the end: if you go back to the starting point after having cleared the fog, she will say the lines again.

Overall, that's pretty simple, but it only covers a single variable. There is no endpoint to receive your favorite color, as I didn't want to expose an endpoint with any "meaningful" data (as meaningless as it is in reality).

How to make it personal

One major point of the game, and probably my favorite point, is that the build of Bunny sent to you by Himari is "tailor-made" based on your answers. This is the secret step four. I set out two requirements I had to satisfy:

  • The download had to be a direct attachment sent by Himari through Signal, i.e. not a download link.
    • This of course is the sole reason why I recommended Signal Desktop, which was a bit unwieldy, but this requirement was necessary for immersion.
  • It could not involve any user interaction that would make it look like a non-personal build e.g. entering a code.

The easiest solution is to run Godot CLI and actually, truly, honestly, export a personalized build, but I didn't want to risk zooming past Signal's attachment size limit (which seems to be 100MB) and finding that out during the submission hour, so I was more comfortable with a downloader approach. The fastest way is to write a script, adjust it for the user, and pack it into an executable; in hindsight, I should have tried dotnet first. Bun builds are around 100MB; in hindsight, I should have tried something like Porffor. Bad decisions after bad decisions, and I found myself using pyinstaller in the end; I thought I had escaped Python, but life finds a way. This is the script, with $URL (windows/linux) and $STATE (data like your favorite color) getting adjusted at build time:

```py dirs = PlatformDirs("LD59Bunny", "LD59")

if not os.path.exists("bunny"): os.mkdir("bunny") if not os.path.exists(dirs.userconfigpath): os.makedirs(dirs.userconfigpath, exist_ok=True)

urllib.request.urlretrieve("$URL", "bunny.zip")

with zipfile.ZipFile("bunny.zip", "r") as zipref: zipref.extractall("bunny") with open(os.path.join(dirs.userconfigpath, "bunny.conf"), "w") as f: f.write('$STATE') ```

As you can see, the downloader sneaks a config file into XDG_CONFIG_HOME/%LOCALAPPDATA%, and that's the transparent way to make the build "personal". The client learns the Signal ID from this config file, which lets it communicate with the server. The only variable that will change on the server side from then on is the state counter, and everything else is henceforth stored locally.

One major point of pain with Signal (or, at least, with the API) is that attachments can only be sent as octet streams, so the downloader had to be packed in a zip and automatically recognized as a zip; I couldn't send an exe and tell Signal "this is an exe". Or it's possible and I'm just dumb, which I am.

How to port a game to Windows

My pace was so decent that the game was basically ready by 23:00 UTC, and I spent the remaining two hours on the finishing touches. Part of the reason for this good pace was my initial focus on the systems; almost all of the work on the meta-game was done on Saturday, and Sunday afternoon/evening was the time to add content to the Godot game (the only major exception was the bunny sprite, which was originally intended to be one of two playable characters). When the submission hour arrived, believe it or not, I actually submitted the Linux build, tested it, and moved over to Windows. By that point I was technically free from the timer, as porting can be done at any point, but I wanted to get it over with.

Now, I have a bit of a history with Windows ports. When I used SFML, every Windows port was a little adventure that may or may not have kept me up till late morning. I thought moving to Godot would solve my porting woes, but then LD53 "Delivery" arrived and I made a game that involved a mobile companion app (parody of Just Eat); it was actually the spiritual predecessor to Himari. Turns out, Godot 4.0 .NET didn't support Android exports, and I learned that during the submission hour, so I had to speedrun rewriting the app in GDScript; thankfully, it was only around 100 lines, but that could have been a disaster. Now here we are, LD59; I would think Himari for Windows would only involve clicking the Windows export in Godot and adjusting the downloader's URL based on the OS, but turns out pyinstaller can't cross-compile. Of course it can't. What did I expect.

There were multiple potential fixes, they were all bad, and I eventually settled with running Python embeddable over wine, which miraculously ended up working with a few hiccups. In the meantime, I lost access to the VPS for around an hour, and I tried just about every possible troubleshooting method, only to find out I was SSH-ing to the wrong address. But that's the kind of adventure one can expect to have at 5:00. By 6:00, Monday, the Beautiful Super Genius Himari could build tailor-made experiences for both Linux and Windows, and by 10:00 I got a call from work.

How to reflect on this personal experience

This is the only section written after the results had gone live. I made sure to write out all the details two weeks ago, because I was sure I would have forgotten some of them otherwise.

Oddly enough, the game performed exactly as I expected/hoped for: with a decent-ish Overall and a medal for either Inno or Theme (I got both).

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A post-mortem should end with some reflection for the future, but I tricked you (that is, if you're not accustomed to reading blogpost titles)–this isn't a post-mortem; it's a rambling.

I have nothing to reflect on. Himari was good, and this is the first time I've ever felt this way about my own LD game. I wouldn't change a damn thing about the actual game aspect of it, and the meta-game aspect was servicable enough, and, really, pretty one-of-a-kind, all things considered.

This was my first LD since LD55 "Summoning" when I was fully available over the weekend, and I got another silver. I'm hesitant to say "I'm just getting started" given the uncertain future of Ludum Dare, so I'll just say I have peaked.

I will delete Himari in a few days after uploading a gameplay video for "preservation". One reason for that is that I don't want to keep hosting this bodged server on a dedicated $6 droplet, and I also don't want to store any data for an extended time even if it's something as useless as Signal GUIDs. Maybe, if I think this through, I will re-launch her again sometime.

Actually, as I keep on rambling, I realize that the one thing that stood out this jam was that I wasn't in a huge hurry to make a playthrough video, because the game was pretty straightforward to clear (aside from the final jump and the final hidden corridor, but that's the finish line). Bagelseeker could have scored just as high in Innovation if people were actually able to play it, so that's something I can definitely say I learned from my past mistakes. The cycle is broken:

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And also, if I make something like this again, I probably won't use Signal, which, funnily enough, was the whole point.

Other interesting post-mortems

I created a discord for Small Among Storms!

Everyone did such a great job and congrats to all of the devs who won! I have found this community to be so supportive and fun! It's been really cool going through and playing some of the games that I missed during the rating period and I feel like I've learned so much from playing other people's games.

I'm really thankful for the feedback from everyone during this game jam, so much so that I want to keep some of you guys around! If you would like to see what our game turns into and be able to find us in the future to give more feedback on the direction we're heading in, I would really appreciate it if you joined our discord! https://discord.gg/2N3xYKWWQV

I have found it really beneficial to have other devs play our game and I would love it if some of you chose to follow along with us as we continue to work on Small Among Storms because I am sure that feedback will only be more beneficial going forward. Congrats again to everyone not just for how you placed in the ranking but also for completing a game in 72 hours and putting yourself out there! squirrel_discord.gif

Wow!!! Thanks you!!!!

I don't make the game with the objectife to win any category, but I'm very happy than my game was fun (in the humor aspect) enough to get the first place in humor category in the Compo mode, thank you very much to all the persones have played and voted it!!!! :D

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Thank you for enjoying your TellyBuddy!

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Ho-lee Moley! :open_mouth:

We're so ecstatic to see that so many of you enjoyed our weird and silly game!

Truthfully, we were a little worried when putting it out, due to it being so difficult to gauge the "effectiveness" of puzzles and hints with no prior playtesting outside of the team.

We also weren't sure if the goofy/creepy vibe that we went ALL-IN on would resonate with anyone. But like most jams, we just end up saying "screw it, we're doing it anyway!"

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The reception we've received from our silly little FMV game has been amazing, and y'all's words of encouragement has been so great to see!

For now though, we must return to our caves again to recover...We'll see you all again later this year! :pointright: :cowboy: :pointright:

Thank you for playing Lighthouse’s Vigil!

wide.png Thank you so much for playing, commenting and rating Lighthouse’s Vigil!

Me and @sasori gave it our all during its development, even though it was my first time doing a jam, and the game was filled with experiments, the results are humbling and we're really happy!!!

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A few days ago I posted here about what we learned from the game, and I'm looking forward to working on a post-ratings update. You can read it here: ldjam.com/events/ludum-dare/59/lighthouses-vigil/the-first-game-i-ever-shipped-thoughts-and-lessons-learned.

We're working on a few other games and surprises, so please follow us online if you can!

linktr.ee/tanjounokamioku

sasasori.carrd.co

Also, huge thanks to all people who commented and supported us! @goodwayman @saering @strainer @timo5034 @fabelay @nikiroz @nanni @maggardjosh @tenthousandfireants @mugenzerox @foxecho @pipetto @victoria715 @drainkid @chusui77 @naidove @toshiy @reo-silmetal @kaki @olddog @jim-jagers @purrseus @alice-andronova @termegus @hdvr02 @steinhks @keeper4 @jpat @luumi @7uc4s @marudziik @oradimi @vela-pulsar @gtgg @dmitriyci @shadyshade @indiepanda @krakadushka @gil4 @naviski @hiretsu @idos @yukiiii @mikan @oeuegha @le-don @universeflow @abiral @peak-vinnie @euler-moises @ao-85 @raffe @alekcey-ovalnyi

i think i cracked how to win ludum dare

last LDJam i joined (55th) with some friends we made a game about worms and won first place🥇 i made this silly postmortem:

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this time i made another game about a worm and got second🥈 so i guess thats really all theres to it, dont tell anyone

Our best historical score!

When we've decided to make a Disco Elysium-like game for this Ludum, we've never thought it would become our best rated LD game so far! 70e79.png Screenshotem20260510/em110157_Chrome.jpg

1st in Mood and 7th Overall was absolutely unexpected. We feel beyond honored and can't wait for the next one :)

A Strange Ending to a Great Jam

We wanted to share a small update about the weird situation with our Ludum Dare 59 game Almost the Same

At this point we’ve mostly come to terms with the fact that, because of a strange bug, our ratings/results probably won’t be counted properly.

Of course it’s sad. The whole team put an absurd amount of energy into this project over those few days, and seeing the game suddenly end up outside the Jam category right before results was honestly pretty heartbreaking.

But at the same time — jams are really about participation, making something weird and exciting together, and sharing it with other people. And in that sense, we still feel very much like participants of this Ludum Dare ❤️ 02.jpg

We’re genuinely happy with the feedback we received, especially all the comments and discussions around the game. We still hope we might somehow be able to see the actual category scores players gave us, because that kind of feedback is just as valuable to us as written comments.

On our side, we did everything we could: wrote emails, contacted people, tried to explain the situation — but so far we haven’t received a response yet, and honestly we don’t know if anything can still be changed.

Either way, this was an amazing jam.

And you’re all amazing. Seriously. Seeing so many creative, strange, funny and inspiring games in just a few days is always something special.

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More details about the bug here

Happy for my first COMPO

JAM guy in heart but the boss didn't let me take Monday off, so it was my first COMPO and I'm pretty happy with the it. My lil gameboy game score not so bad

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If you are a retro gamer lover, you can also support my NEW GAME BOY PUZZLE born in a jam!

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The results are in!

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As expected, the scores aren't fantastic. My Theme and Innovation scores are good but my Fun score is the lowest I've ever received, lower even than the dud that was BreakEven. I had a good idea, but failed to make a good game out of it. A swing and a miss, I guess.

I'll be back for Ludum Dare 60, and I'll aim to do better next time.

Recommendations for other game jams?

This was my first Ludum Dare and — I have to say — my favorite game jam experience to date! The number people who checked out my submission, the amount of comments and the level of feedback I got was way beyond what I had grown to expect from other game jams I've participated in. Thank you, I hope I repaid the favor.

I'm now looking for another game jam to scratch the itch until the next Ludum Dare. Any recommendations?

2nd Ludum Dare with Music and Sound, Feeling Good!

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How I First Heard About Ludum Dare

I had originally heard about Ludum Dare from a local duo of composers called 'Fat Bard' here in my hometown of St. Louis. They had told me that Ludum Dare is the place to meet some of the big honchos in the development industry. That very same day that I heard about it, I looked it up and saw that it was starting that night. I joined Ludum Dare 58 just hours before it started, and I was able to find a wonderful teammate from Poland within a few hours on the Discord.

It was the first time that I did a game jam that had an extensive ranking system. I had no idea how everything worked, and I still kind of don't understand how some of the marketing like interactions work, but I think I'm getting somewhere.

What I Learned About Team Structure

Now I'm starting to think that in any game jam, having at least one person dedicated to code, one person dedicated to audio, and one person dedicated to graphics is the best way to go. Last year, I think that being just a two person team where neither of us had strong suits in art made it a little hard to get something out there without taking multiple all-nighters. But I thought the mechanics of the game that we did last year were awesome, and I really enjoyed making that.

Preparing Better This Year

I'm really happy that this year, instead of trying to find someone at the very last minute to be a part of a team, I decided to post my information on the Discord a week ahead of time. I was very lucky to be picked up by some wonderful folks from the Netherlands, and we made a great game together.

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My Ranking Jump

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For my second Ludum Dare, what I'm really proud of is my huge jump in rankings. I was able to learn from my logistics mistakes that I made last year, and as a result I was able to jump from 415th place in audio in LD 58 to 30th in audio in LD 59. Considering that there were 1610 entries this year, I consider that a huge win. I could not have done it without my team also making a fantastic game to incorporate my music and sound into.

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The Challenge of Audio Visibility

I always tell people that one of the hardest things for us composers and sound designers to do is to market our skills, because really it is grossly invisible to most people. You have to convince people to actually put on headphones and click a button to listen to it before they can even acknowledge its existence. We almost need to have visuals and other non-audio elements to survive, especially in our now fast-food information diet on social media.

What Comes Next

I will be making a postmortem about how I did the music in Operation Alien Translation, hopefully in the next few days. I just didn't realize that because I'm new on this platform that the links I provided in the post will be hidden until I've gathered more interactions within the community, so now that I'm not drowning in work, I have time to hang out and meet some folks!

Gratitude

I also just want to thank all the folks in Ludum Dare for continuing to keep alive that spark for creativity and the game dev community, especially to the folks so far like Marcin, Sheep, and Shores that believed in the quality of my work enough to team up with me during this. Discovering the game dev community has literally been one of the best things that has happened to me in my life in the last few years. It is absolutely amazing to connect with all these talented and hardworking folks on here that human art alive!

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On Ivy Boulevard - Post-jam update out now!

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A post-jam update is now available for On Ivy Boulevard, taking feedback received over the rating period into account. Thank you to everyone who played the game - we hope you enjoy the update!

The version of the game on this site has not been updated. You can play or download the post-jam version here: https://berry-games.itch.io/ivy

🎵 Listen to the (updated!) soundtrack here: https://samgorman272.bandcamp.com/album/on-ivy-boulevard-ost

Changes

  • The game now runs on a custom game engine. This shouldn't affect gameplay, but makes later updates and ports easier, and removes the dependency on GameMaker.
  • Photos on the pinboard can now be inspected, showing a close-up view of the photo and a transcript of what was being said at the time the photo was taken.
  • Background music tracks have been updated (now with tambourine!).
  • Audio balance has been improved across the board, and the game as a whole is now louder.
  • Timing of some sound effects has been adjusted.

Post-Jam

Congratulations to all that participated! :smile: Looking forward to October, and hopefully having more time!

Thanks to all for the feedback - might get around to finishing something Post-Jam this time ( 10th time's the charm ! )

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Fillmore's Island postmortem --- and an ad

First of all...

My "real" game comes out May 28!

If you like: - Roguelikes - Deckbuilding games, or - Fitting shapes inside of other shapes

...then I'd really appreciate if you checked out Moonsigil Atlas. It's come a long ways since the LD52 game it was based on and we're super excited to be releasing soon! There's a free demo you can play if you're interested!

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Now for the post-mortem!

Fillmore's Island

Overview

Fillmore's Island is a game about a little rabbit and his drone exploring an island and picking up batteries. You control Fillmore with WASD, the drone with the arrow keys, and you must be within range of the drone to operate it --- but you can expand the range by picking up batteries.

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I will say that I was not particularly inspired by the theme Signal. Of course, like always, there were many fantastic games this event, so that is entirely on me. So, I stuck with a fairly simple concept and hoped I could make it worthwhile with graphics and audio polish.

The Good

  • Fillmore. Just look at the little guy!
  • Trying something new. Between my 20 previous LD games, I had never made a "walk around and explore things" game. Almost all of them happen on a single screen. This was a fun exercise in making that kind of game, but still on a tiny scale.
  • Level design, for the most part. I think I did an okay job of making different areas to explore, and hinting at the location of future batteries that you could pick up as your range expanded.
  • Doing the jam at all! With Moonsigil Atlas releasing at the end of May, it was far from a sure thing that I would be able to participate, but I'm glad I managed to make it work.

The Bad

  • Content authoring. It's becoming increasingly clear that making games without an engine has efficiency problems for certain kinds of games, the most obvious being UI-heavy games and "walk around and explore" type games like this. Every object in the environment had to be manually placed in code via an X/Y coordinate, and I had to do some awkward workarounds to make the land and water reasonable to author (if you're curious, the source of truth for water location is an image that we sample pixel values from). There's a reason most of my previous games have been more puzzle-y or arcade-y!
  • Taking too long to find the fun. I spend a lot of time sidetracked on relatively unimportant things (like getting accurate interactions between the drone, its shadow, and obstacles) and locked myself into a design that I think ultimately is not all that fun. As a puzzle game, it doesn't quite have enough mechanics and twists to be interesting, and the nature of the "growing range" mechanic means you're usually working at the frustrating boundary of your range instead of using it fully. Game jams are always hit and miss, but I think I could have shifted to a more interesting use for the signal range mechanic if I had been more on top of things.
  • Protecting the player from tedium. It was very easy to accidentally knock the drone out of range with its own momentum, and have to wait several seconds to recall it. However, the momentum was barely enough to be useful for any puzzles. A better design would probably have leaned more into the momentum mechanic and designed puzzles with it in mind, or to prevent the drone from being able to go out of range to make it harder to mess up the puzzles. The current behavior is an awkward middle ground.
  • Play and rate. I was not able to play nearly enough games this time around. I always feel guilty when I get more ratings than I receive, and the gap was particularly big this event.

The Results

Not bad! I actually did better than I expected in a few categories like Fun and Innovation, and much better than expected Overall for this event. As expected, Graphics was my best score, landing just shy of another bronze trophy.

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Thanks everybody who played and left feedback! Reading the comments and seeing people play the game in videos and streams is always the best part of the event for me.

I did also score the coveted Rained Out and Perfectly Timed Anti-Softlock Measure Award awards, despite the steep competition this event, and I'm honored. (thanks @mathstr0fficial and @100th-coin for the custom awards!)

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That's all for now, I'll see you for Ludum Dare 60!

My first COMPO

VanDrive.gif Not too bad, huh?

Honestly, the results are better than I expected, even if they're lower than I had hoped for. I’ll gladly take it! :)

A huge thank you to every participant for an amazing weekend of development and the weeks of rating that followed. I discovered so many cool games and had a blast playing through them.

Ludum Dare has such a unique vibe. I was excited for the entire duration of the jam - nothing else quite matches that feeling.

See you all on October 16th! LDresult.png

Help me plz

Hello there,

I didn’t have enough time to finish my entry before the deadline. I still spent a bit of time polishing it up to provide a small, complete experience and released it as an "Unfinished" entry.

Now I’ve come across the option of publishing it as an ‘Extra’, but I can’t find much information about it. Does anyone know what this category is for? It’s the first time I’ve heard of it.

Signal Circuits Post Mortem

I'm pleased with the results and the response my entry got so I've written out a post mortem on my blog. It's been a blast and I'm eager to do it all again in the next Ludum Dare :D

Read it here: https://tangentialtopics.blogspot.com/2026/05/ludum-dare-59-post-mortem.html

I Don't Understand Theme Ratings

This isn't the first time I'm saying this. I might even have said it on the old site.

There's a problem with the rating categories that Ludum Dare has. To a certain extent, all rating systems have this problem, but Ludum Dare is especially susceptible. If you look at "Fun", it's at least self-explanatory and obviously subjective. I might even call it intersubjectively subjective. My idea of fun is different from your idea of fun, but we all have an intuitive idea of fun. I use my fun, you use your fun, and then we vote. There's no objective measure of how much fun I had, and so I'll just wing it. Nobody would ever play a game and say: "I had no fun at all, it was actually tedious, not merely boring, but a painful slog with no high points. Objectively speaking though, this game is high in fun, and I think I should rate it five out of five stars on the Fun scale."

With all due respect to Raph Koster, nobody thinks about fun that way, at least in Ludum Dare. Nobody applies A Theory of Fun for Game Design to game jam ratings. and I think, again, with all due respect and without trying to be presumptuous, that Raph Koster would agree. I mean, I don't know him personally, but his book communicates his idea really well, I think, and that should count for something.

"Overall" is at the other end of the spectrum: It's not universal, but I think that when jammers rate a game in "Overall", they often disagree with one another about the rubric, but they try to apply an objective rubric. It could be either about balancing the parts of the whole, the graphics, audio, narrative, and so on, or it could be about all the effort put into the game, and all the game design that is apparent from playing, even if the game design didn't turn into fun, or it could be about an appreciation of the game even if you personally didn't like it and didn't have fun, because you personally hate management sims or horror games or visual novels and just can't get into them. It just feels to me, from my experience with Ludum Dare and from talking to other developers, that everybody is trying to be the most objective.

Then there's "Audio", "Graphics", and "Humour". There is no clear rubric for grading, and some games have no audio, some games have no jokes, and some games even have no "graphics" in the narrow sense. Some people give low grades for simple, not very elaborate graphics, and some people give five stars if the simple graphics are what's called for. I am not griping about by own pixel art not getting high ratings here. I made simple pixel art on a white background to evoke a feeling of grid squares on a paper map. You're not looking at the battlefield. You're looking at a map in an office. If I had had a much, much bigger budget in terms of time/money/staffing than a solo jam allows, I could have beaten the player over the head with a view of the map in an office, with real people who look very different from the pixel art style, analysts and suits and ties. But I'm happy with my 3 stars. I put about 3 stars of work into my graphics, and I can see how others have made graphics deserving of 4 or 5 stars. But when I look at my game, I don't want to make the graphics better, you know? I think they are about as good as they need to be. I should really have been working on all the other stuff. I get it.

But his is not about me. Some people rate games with more elaborate graphics higher, and some people rate games five out of five when the graphics "fit". The same goes for music. Different people apply a different rubric to "Audio". Different people also apply a different rubric to "Humour". Does a game get more stars for having more jokes? Does a horror game with some subtle background jokes/references get two stars? Is dry wit worth fewer stars than slapstick? Humour is highly subjective, but it's not really clear how you should rate a game on humour. I know that "Mood" and "Humour" are ways for games to be recognised for being engaging when they are well-made but aren't, strictly speaking, "Fun", but this creates problems. I always think I should just opt out of these categories, but I never do.

All of the above was just to give you some perspective. "Fun" is subjective, but there's a agreement about what it means and how you should rate it. "Overall" is tough to grasp, but the variance is probably on par with "Fun". The others all have their own corner cases.

And then there's "Theme": Some people rate games highly for sticking close to the theme, and some people rate games highly for getting as far away from the theme as possible. If you're doing something "clever" with the theme, by interpreting the letters of the theme as a license plate or the designation of a robot, or by interpreting "Beneath the Surface" as "Ben Eath, The Surf Ace", you will win some favour with some people for being clever, creative, and unique, even though there were at least three games that used the exact name "Ben Eath, The Surf Ace" modulo punctuation and capitalisation (lord, afal, goerp), at least two more that had a variation on that title, and at least five just contained "Surf Ace". I picked that one in particular because it is a clever way to interpret it, it just turned out not to be very unique.

The "Theme" category, perhaps inevitably, sometimes rewards people for doing the most obvious thing, for sticking to the theme, at least if their take on the theme feels "comprehensive". It also rewards people for getting as far away from the theme as possible. I would expect some games to have a "Theme" ratings distribution with peaks at 5 and 2, because the game uses the theme as a loose inspiration for doing something unique.

Personally, I don't really like to participate when the theme is too similar to a theme I have already done, like Depths/Beneath the Surface, Collector/The More You Have, Tiny Creatures/Tiny World, Limited Space/Running Out Of Space or Delay the Inevitable/Advancing Wall of Doom. But when I do, and I see a game that fits a dissimilar theme better then the current theme, for example when I see a game that fits the theme "Unstable" or "Depths" better than "Signal" for this Ludum Dare 59, then I deduct points.

Every time I do that, I see somebody else in the comments praising the game for doing something totally unexpected with the theme. They applaud the game and the dev for doing something nobody else thought of.

Maybe I'm overthinking this. Maybe the rating categories aren't supposed to produce any kind of consensus. Maybe it's a good thing that the theme category has some people interpreting it the opposite way from the way I interpret it in some cases. Maybe the theme category is supposed to be polarising. Maybe this is all just in the comments, the part I see, and the ratings have less disagreement and less variance. Or maybe I'm the odd one out.

This time I have rated 6 games at or below 2 stars in "Theme", and one of the games I rated had opted out of the category completely. In every case when I rated a game really low, it wasn't because the game was a straightforward and boring take on the theme, like something about signal processing, but because it was a generic game that might not really have had a connection to the theme at all.

Ratings disappeared?

Weird stuff. They were visible and now they are fully gone?

On using AI coding tools

  1. All the art, audio, and the whole idea are completely mine. I worked solo.

  2. I know exactly what i want from the start. I used AI for coding support, but I gave it specific instructions and reviewed generated code. And I also manually modify the code to get it just right. I didn’t just throw random prompts and "vibe" a game and submitted it.

  3. I apologize for not crediting Claude in my initial publish. I work in tech, where AI coding tools are basically a standard part of the workflow for many engineers. I’m also happy to opt out of any categories if people feel this goes against the rules of the jam. (https://ludumdare.com/resources/questions/can-i-use-ai/)

  4. This is my first LDJam. A friend recommended it to me, and I’ve really loved the experience so far. I’ve played a lot of amazing games (I love https://ldj.am/$426462 ) and enjoyed seeing people’s feedback, whether they liked the game or had suggestions for improvement. I truly appreciate everyone who played, enjoyed it, or took the time to leave feedback. In the end, it just makes me happy that my game could bring some fun and happiness to people, even if it’s only a small number of players. ❤️

We are now on Steam

With a bit of delay, our steam page is finally public and waiting for some wishlists :D

We had hoped to get it online by the end of last week and share it here when the ratings were released. That didn't work out, but now we get to share it when the ratings disappear, I guess that's also worth something...

Thank you all again for the nice gamejam, we really had fun! Your positive feedback really motivated us to continue working on our game, we never expected to reach the top 10!

See you all in October for Ludum Dare 60, or over on Steam :)

https://www.youtube.com/watch?v=53RpqETmaTw

TernTile Post-LD Update

Well that took a while...

After a few days after the end of LD59, TernTile got an update, changes to the game include, some bug fixes, both visual and coding errors, and 4 new bonus levels.

You can play the game here (And I promise that this is going to be the last time I'm promoting this game): https://crazytegative.itch.io/terntile

About AI arguments

Sorry for submitting the game in Compo with AI assistant’s help on coding and text translations without explicit declaration. I checked the rule carefully to avoid violation to the Compo rules. However the rules might be too ambiguous on “AI coding on Compo entries” for me, some developers think it shouldn’t be allowed but my understanding is that “it’s ok”. So I approve complete the rules to avoid this arguments happen again, while the AI tools are getting more and more OP for making a demo game currently.

At lease by my side (researching community), coding by myself means well designing everything by myself, and tools are not so important. I’m also not native English speaker, so I think the language gap is also a cause. Actually I checked the rules and considered to coding everything manually in this Compo before the theme is out, just because I think this should be cool and fun. However when I come out the mechanics and story I think “I love this idea! But I should do a lot works on it, I want to present a more complete story rather than delete part of them, and the rule allows AI in coding”, then I planned my work schedule including the Github Copilot tools. I didn’t realize that some participants in this community may hold different opinions on AI with me. And finally I stayed up a whole night to finish the game, I think I have made what I consider to be the effort.

Luckily (or unluckily), I won Overall #2 in this jam. And I noticed the AI arguments on the Overall #1 game. Then I realized that we may lead to a trouble, I should declare my situation. I believe the dev of Overall #1 have the same understanding of the rules with me, which possibly affected the community, even that it’s a “competitive” game jam. And there are even some language attacks on the #1 game although the developer believes the honesty, which I think is too bad for us. By the chance I think the rule should be more explicit on AI coding tools on Compo track, whether the result is “completely banned” or not.

My LD57 entry is made completly without AI (check the source code freely if you want), and I won Overall #4 and Audio #1 in this jam. You can check my own art style and trade-off strategy there, and, my honesty too. This what I can do without AI tools. I just enjoy making games with simple-style art, vibe musics and a lot of emotions. I’m not proud of using AI coding, just because in my understanding it’s ok for me to improve my completeness in this jam.

I still believe what make our games outstanding is our creativity and experiences, not tools. However I agree it’s really necessary to enact a fair rule on these “OP” tools in the competitive jam. I hope more interesting and amazing games can be born in the coming LD, and the friendly game-dev community can be there forever.

And thanks for discussants in this page, I really get the issue. As a “not so perfect” Overall #2 in compo I think I have the responsibility to call for the improvement of rules. I welcome friendly discussions and critics there.

UPD (May 14th)

I'm beginning to understand that, the divergence may comes from the varied understanding of the spirit of Compo too. I agree that Compo is a performance art of extreme development rather than a game jam, because the banning of assets is also seems uncommon in most jams. And I'm clear that I just enjoy this performance art! That's why I participate in Compo in all of my 3 LD jams. I believe the AI opponents also have similar understandings.

So due to the competitive spirit, banning AI is indeed reasonable. It depends on the organizer and community's understanding on whether AI coding conflicts the spirit of extreme development. I will continue participating in LD Compo no matter what the rules would be, just because I enojy it. I will show my honesty and passion in the rest of incoming jams.

UPD (May 15th)

I've already emailed Mike to explain the situation. Let's wait for good changes to happen. email

Let's quantify AI coding tools usage in Compo

Recently, there have been discussions (discussion1, discussion2) about the use of AI coding tools in Compo. The posts mainly focus on compo spirits, but there are also some quantizable discussions for example whether AI coding tools are silver bullet or not, so I made an analysis. My statistics only apply to quantifiable metrics (such as scores or participation frequency) and cannot easily analyze aspects like spirit or honesty. Feel free to point out any errors.

Among the 290 entries, at least 32 used AI coding tools, 174 didn't, and 84 are unknown. Here's the the data.

Before we get into the data, I'll firstly explain how I collect the data. I categorized every LD59 Compo entry into three classes: AI (coding tools) used, No AI, and Unknown. An entry was considered to have AI used if keywords of AI tools appeared in the description or on the itch.io page, or if there were traces of AI agent usage on GitHub. If the description or the itch page explicitly stated that AI was not used, it was tagged as No AI. The remaining games were classified as Unknown.

I also manually checked the games after keyword matching. But the actual number of entries in the AI group could be higher than reported here considering the Unknown category.

Analysis

Now let's dive into the data.

Historical analysis

First, do AI group had a higher or lower historical score before AI tools became widespread? Let's look at the data from LD38 to LD56, since generative AI started gaining popularity after the 57th event.

| Group | No History Before 56th Ratio | Mean Historical Score | Mean Historical Entry Count | | --- | ---: | ---: | ---: | | AI used | 28.1% | 3.3652 | 3.9688 | | No AI | 35.1% | 3.4609 | 4.5575 |

| Comparison | Metric | Difference | Welch p | MWU p | | --- | --- | ---: | ---: | ---: | | AI used vs No AI | mean historical score | -0.0958 | 0.3326 | 0.5557 | | AI used vs No AI | mean historical entry count | -0.5887 | 0.5678 | 0.8874 |

The p values are all greatly above 0.05, which means there's no significant evidence that the skill and participation counts of the two groups are different historically.

LD59 AI usage

Next, let's look at how AI usage is associated with the quality of Compo entries in LD59. I analyze scores rather than rankings here, as I believe scores reflect the true quality of a game better than rankings do.

AemCurrent/emScores_Boxplot.png

| Metric | AI Mean | No AI Mean | Difference (AI - No AI) | Welch p | MWU p | | --- | ---: | ---: | ---: | ---: | ---: | | Overall | 3.55 | 3.46 | 0.09 | 0.3717 | 0.3125 | | Fun | 3.37 | 3.29 | 0.08 | 0.4651 | 0.3379 | | Innovation | 3.58 | 3.34 | 0.24 | 0.0154 | 0.0099 | | Theme | 3.78 | 3.61 | 0.17 | 0.0928 | 0.1512 | | Graphics | 3.52 | 3.53 | -0.01 | 0.9842 | 0.9645 | | Audio | 3.40 | 3.35 | 0.05 | 0.6929 | 0.8228 | | Humour | 3.12 | 2.87 | 0.25 | 0.2283 | 0.2080 | | Mood | 3.45 | 3.43 | 0.02 | 0.9188 | 0.8039 |

We can state that compo games that use AI seems to have higher innovation score than others.

| Comparison | SD Difference | Variance Ratio | Brown-Forsythe p | | --- | ---: | ---: | ---: | | AI used vs No AI | +0.1366 | 1.7857 | 0.0329 |

Also, compo games that use AI have a larger variance than others.

Now let's look at AI usage by rank. The curve starts at the 30th entry to avoid being too sensitive to single entries.

ld59emai/emcumulativeemshare/emcurve.png

Entries that used AI seem to appear near the top more often, but the sample is too small to draw a firm conclusion.

rankemquartile/emai_composition.png

Conclusion

In conclusion, among the 290 entries, at least 32 used AI coding tools, 174 didn't. There is no significant difference in historical skill level or participation counts between the AI group and the non-AI group.

However, entries of AI group have a higher innovation score and larger variance than others.

I am not against the use of AI coding tools. I believe that as long as AI is used to enhance the experience rather than being abused, it is perfectly fine. As for compo spirit, I view compo as a challenge to make a game solo in 48h with any tools, including AI tools. As long as the game is freshly created, it's fine to use AI. But I can understand that many people would disagree with me since every earthman are arguing about AI usage in art (game is art!) nowadays. If AI coding tools are banned in Compo, I'll manually code again happily.

AI will only get stronger in the future, and I think we need to reach a consensus on its usage. According to the current rules, AI is allowed. But this rule is quite old, and generative AI was not widespread back then. Therefore, I think it is necessary for Ludum Dare to update its rules to specify its attitude on Gen AI. If Gen AI should be banned, the rules should be updated to reflect that; if it is allowed, it would be best to require developers to disclose whether they used Gen AI, just like itch.io does.

itchai.png

Besides all this, I am not an expert in data analysis, so everyone is welcome to do their own analysis using this data (it's basically the same as the data at the beginning of this post).

Poll for what the AI coding rules should be!

Hi all! There's a lot of discussion about what the AI coding rules are for Ludum Dare, and more importantly what the AI coding should be for Ludum Dare. As it stands, the I think the best way forward is to channel all those thoughts and opinions into a poll:

AI coding rules poll

Update (10 hours after first posting): The original poll had too many options, so I've removed some to be simpler. The options are:

  • ✅✅ All AI coding tools allowed for Compo and Jam.
  • ❌✅ No AI coding allowed for Compo. No restrictions for Jam.
  • ❌❌ No AI coding allowed for Jam or Compo.
  • ❌❌🆕 Separate category that allows AI coding. No AI coding allowed for Compo or Jam.

Hopefully this can be a good data point to figure out what the rules should be!

Thank You, and "What's Next?"

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Thank you to everyone who played, rated, and commented on the game! It was a lot of fun to see what people liked, and what needed work.

For my part, this was the first LD I've ever been able to submit to, let alone place. An attempt was made waaaaaay back in LD21 with an entirely different team, but we were not able to submit in time.

Honestly, I have to thank @Sherlox for approaching me with the possibility- if it weren't for them, I would not have even done this at all!

I also have to thank @CamjoZ, @Gropthor, @Yukon for hopping right on and getting to it - they basically were given like a weeks notice and they just ran with it!

For our part, the main challenge came from the two pivot points that came at the halfway point, and in the last two hours of the competition, respectively. For the first, we had to drastically change the layout of the game - as mentioned in a previous post, despite the layout looking cool, the signs overlaid each other and it was pretty much impossible to anticipate button presses for notes. And the second was when we realized that note sheets for five unique songs and three difficulty settings would be not possible to achieve in the remaining time from the pivot.

Big props to @Sherlox for being able to shift gears in the last two hours and aim for an old school "demo-like" feel.

We knew that the game definitely needed more polish, but were happy to see quite a few people enjoy it in spite of the rough edges.

That said, we now have a new set of goal posts moving forward, including:

1)Added visual input for note presses

2)Implementation of all five (already made) songs and their music sheets, visuals, and difficulties.

3)Better synchronization for all music.

4)Additional/enhanced visuals for stages.

5)An overall more polished experience (UI, tutorials, gameplay, etc)

6)Secrets...?!

At the bare minimum, we'll be aiming to do these for a "Post-LD Build" of our game. If there are any other requests/thoughts that anyone who played the game has, feel free to share in the comments below - we're excited to hear from you!

Overall the LD was an extremely positive experience for us and we're excited for what comes next! (Also, stay tuned for an additional, separate mystery project!)

Thanks again for playing!

Ludum Dare #59: "in:frequency" Behind-the-Scenes

And that's a wrap on my third game jam, and Ludum Dare #59!

ludum-dare-59-infrequency-displate.jpg

This was my best showing yet, placing 20th in innovation and 333rd overall.

Screenshot 2026-05-09 at 11.41.44.png

I don't know why, but some of my ratings shifted by one place in the past few days (I'm now 334th overall). Alas, I've not updated my poster to match.

If you want a behind-the-scenes look at how I made "in:frequency", read my latest article: https://www.withcaer.com/logs/infrequency/

A big shout out to everyone who reviewed my game, and in turn inspired a tiny addition to my accolades poster (this was, by far, my most confusing gameplay mechanic to-date): @oxnh @rhookx @acd @tymus @rend @atmospherium @a333 @lisieshy @inoro @wouter52 @ottobroccoli @ghettobastler @shiiro-10psi @frozenfire92 @soothsayer @kazuren @sarah

Next up: Cleaning up the horrifying post-jam spaghetti code.

Badges idea

This is just an idea I'd like to post here for discussion. I am aware that it takes work to implement these things, but one is allowed to dream. I would be happy to try implement this myself if greenlight is given.

The proposition is that LD game pages should have shiny, nicely designed badges pinned somewhere near the header, to mark efforts of the game's author. This would be entirely honor-based (like everything else in Ludum Dare) as authors would get to check the boxes to enable the badges for their entry, if they feel that they have earned them:

  • No LLM code generation used: means absolutely nothing pasted from or generated by LLMs. This person probably even uses some AI-free search engine. There is no shame in not checking this box. This checkbox is a challenge, not to be treated like a political statement.
  • All code credited: any code copypasted (or ported, or downloaded) from external source is credited to its author. Mandatory minimum: somewhere in source files if Compo, or somewhere else if Jam game without source code. Arguably this could also mean "No LLM code generation used" as that would be uncredited code.

This is already quite a thing to ask for, but I could think of some more (and probably can you):

  • Homebrew game engine: game runs on the author's own engine (allows use of 3rd party libs and even frameworks, but nothing that has any sort of graphical editor), but the engine is not made for this game specifically. This allows any sort of LLM generation.
  • Engine from scratch: game runs on an engine created for this game specifically (allows use of 3rd party...). This does not allow use of agentic coding, as creating one-shot engines from scratch is what these things are good at and it would not be an achievement of the game's author.
  • Made offline: nothing about the game's creation (past the event start) depended on internet connection, this includes consulting websites and search engines. Downloading things in advance is allowed and expected. LLM is only allowed if you own a local model, if you must.

The above badges would also help unclutter game's description text from such details. But mainly they should give inspiration to us to up the challenge, when we feel like it.

Questions for the community

Hi Everyone, I hope we are all good. Now that the dust has fully settled after LD59, I was hoping to ask a couple of questions to get some general feedback or opinions from people. It's more of a curiosity as personally for me, this jam I produced one of my best games and am continuing development of Robo Miners with the intention of fully releasing it to the public(whatever form that may take). This jam was also the hardest for me as unforeseen personal issues meant I lost a day of development at least, if not more, and had to cut more content than originally planned. anyways, I'm rambling, so let me get to the questions:

  1. The only way that people could play my game was to download an exe to play on Windows, would it have been better if I had created a web version of the game that people could play in browser? If so, would the best place to host it have been itch.io? I played a couple of games during the ratings stage and games that were hosted on ldjam.com were unreliable to get working, so people had itch.io as an alternative. Is this standard?

  2. When I say I made it down to the wire with my game, I mean it. I pressed the submit button with around 5 seconds to spare to qualify for the jam. Because of this, I only managed to make a .exe available to download. Would it be acceptable/in the spirit of the jam, to make subsequent versions available during the ratings phase of the event? Say I had the exe working fine but issues with a web version that meant it would not be available in time. Could I submit the exe initially, then a couple of days later, also make the web version available, even though it would be after the submission window?

  3. I've experimented with several different ways of organising my jam, with varying levels of success, for one reason or another. I was curious on how other people organise their time, I look at some of the games for the jam and especially the Compo and I think to myself with envy and a little jealousy: How? As an extra, people who struggle to sit still and work, be it a short attention span, ADHD, etc. what is your advice?

Apologies if I started to sound rambly, i'm just spewing forth my conscious thoughts based on points I came up with.

I'm grateful for any responses, and for anyone taking the time to actually read this.

Thanks, Lums

Lighthouse's Vigil is coming to Steam!

Excited to announce with @sasori today at Tokyo Indies that our Ludum Dare 59 entry, Lighthouse's Vigil, is coming to Steam later this year!

https://ldjam.com/events/ludum-dare/59/lighthouses-vigil

Please follow @SlightHauntTeam in Twitter for news related to the release!

Here's our trailer: http://youtube.com/watch?v=HnmBU-iM8qk

You can also follow us on Twitter and Bluesky:

https://x.com/SlightHauntTeam

https://bsky.app/profile/slightlyhaunted.bsky.social

Thanks for checking out Lonely Crossway! (so now what?)

Screenshot from Lonely Crossway.

Oh!

...so it's over? The ratings are in now? I wonder what's the ratings are like on mine--

Lonely Crossway's Ludum Dare ratings basically summarizing it as a 3.5 out of 5 game.

OH--!!! ...you know, I'll be completely honest with you - since Lonely Crossway has basically been a rushjob pushed out of a constipated arsehole over the course of 12 hours (...out of provided 72) - I was expecting it to do much worse than that! But even the current rating standing feels a bit... too generous, given the quality of the final thing? 😅

Don't get me wrong, I am extremely grateful for everyone who's taken their time to at least give it a chance, rate it and comment! I really don't know how to express that very well. But if you're curious about the thought process that went into making this... thing... I wrote about it, actually!

Like, genuinely - to those who played the game, rated it and commented - I thank you so, so much for giving that a shot, disregarding its incredibly rushed quality!!! 🙇🙇🙇

So, now what? What's the future of Lonely Crossway looking like?

I am gonna be completely honest with you, I am still not really sure when I will ever revisit this game. I don't know if I'll ever do an update, or give it a much proper treatment it deserves, but whenever that happens, I am sure it will be a fun thing to revisit again at some point! It was a really cool idea on paper, though I wish I didn't fucking rush it the way I did. Like, frankly I don't even feel like fixing this mess at its current state... and I would rather redo a lot of things from scratch cos I might completely reimagine the whole fucking thing anyway, so... maybe in the distant unknown future? But definitely not any time soon.

If something ever comes up, I will be posting about it on here, my Mastodon, my personal BlueSky profile, and probably the one production oriented BlueSky profile of mine I'll most likely lazily repost aforementioned stuff off of my personal profile...

...but it's not to say that I won't be working on anything at all after this in the meantime! As a matter of fact, I've been working on something... for admittedly a very long time now, but, frankly, I feel really terrible about plugging this, especially since it's not... a Ludum Dare related thing.

Oh, hell, what's this?

An in-game screenshot of Ormagi Press featuring Nathan Philips, the game's protagonist. He is standing under the lamp light.

I am not really sure how else exactly I can pitch my current main project, Ormagi Press, as it's one of those things you'll definitely have to experience for yourself to get what it's supposed to be... but if you ever wanna feel like digging deep into someone's brain to uncover memories of a traumatic past to tie together a messy interconnected story, then... this might be something of interest!

...and you can also wishlist Ormagi Press on Steam.

...and unlike Lonely Crossway, I will be taking a very long time to ensure it's at least somewhat decent.

...so, yeah. I guess that's it.

Unless if something really gets in the way, I am really looking forward to return to at least another of the remaining 5 Ludum Dare game jams! It's been really fun!!!

So until then - take care, see ya', toodle-o, and uh... just be safe!

Oh yeah, and shoutout-thanks, cos, yeah.

This is a bit of a post-script, but I really wanna give my huge thanks to @theoratkin for being the first to spot a Linux specific thing I was able to patch out real quick (hehehe).

I also wanna give another huge thanks to @tanjou for providing me with a few pointers on making the experimental Mac build of Lonely Crossway even remotely possible! By the way, at least the LD59 game they worked on is being polished up for a Steam release, so, check their game out and wishlist that as well!

...while I have to wait for it to show up on my end, cos I feel they forgot to do some mature content survey stuff that lock the steam game out of certain regions if not filled out... which is always "fun".

and extra thanks to @frowsyfrog, @bambutcher, @sebastian-fuehr, @neowhoru, @ugly-robot, @evil-gaufre, @hammy275, @emmma, @daliamha, @uroborei, @memoloop, @denikk, @peak-vinnie, @plutonicrock, @letssnack, @geraldfingburke, @benjaminm, @remusnomos for the nice comments and feedback

and especially @sebbot for giving a surprisingly long and detailed one.

...I genuinely feel bad I have given a pathetically shorter comment on the game they worked on, because - holy shit.

How do I even respond to that?

(seriously, it means a lot, and uh - thanks for checking out this piece of crap. really appreciate it.)

((so ye, for real this time - goo bees))