I DID IT BOIS
I've been doing the Ludum Dare on and off since 2015 and finally got my first medal! In fact, I got two!!! So excited!


I've been doing the Ludum Dare on and off since 2015 and finally got my first medal! In fact, I got two!!! So excited!




Who knew a dating sim would work!?
https://ldjam.com/events/ludum-dare/53/tongue-tied
Here are my result: Overall: 1061st (3.034 average from 46 ratings) Fun: 744th (3.267 average from 47 ratings) Innovation: 817th (3.08 average from 46 ratings) Theme: 752nd (3.756 average from 47 ratings) Graphics: 1060th (2.409 average from 46 ratings) Humor: 191st (3.8 average from 47 ratings) Mood: 950th (3.073 average from 43 ratings)
But...What next ?
Well,im going to work on the game and make a release for mobile asap
It will feature:
New level and mechanics
New player(bootleg of famous football player)
Make the game look better
Make better graphics
* Another Ludum Dare in the books! Forever chasing the elusive 4+ overall rating. Good luck to y'all in the next one! Excited to see what ya'll come up with... *


Somehow my dumbass game managed to get in the top 100 in humor! I am honestly flabbergasted. I thought that with my last entry that nearly got in the top 200 in mood was impressive but in my very next attempt i got in the top 100! In humor! I'm sorry too say this but if you found this game funny you should see a doctor because clearly something is wrong with your funny bone xD. Still i would like too use this post too thank everyone who played my game and thank you so much for allowing this achievement too happen! I never imagined i would be able too do this but thanks too you all it did so thanks once again! I hope too see everyone again in 131 days for the next jam ^_^
Although I didn't scored that high I'm very happy with it, it's my first jam and first finished game.

I learned a lot, and this reignited my passion for game dev, I'm already working on a post-jam update for my game, planning on participating in the next LudumDare, and dreaming about other personal projects.
Thanks, everyone for being so kind and supportive

Was happy to receive a decently high rating in the "Fun" category this LD. I'm wondering if I should continue development of this prototype into something that could be released into the wild eventually.
Do you think there's still an interest for games like this?


Yes! I am in the TOP 100 in categories OVERALL, THEME and MOOD. Not bad at all :)
The Overlooker (Post Compo version) is available on Itch.io for free. You can love it - you can hate it... However, there is a fact which no one can refute - I am in the TOP 100 :)
https://geckoo1337.itch.io/the-overlooker
Congratulations to the winners - and everyone for your own project. I wish you the best ++


I never expected to score this high. I knew this was my most polished consistent entry so far but... damn.
Thanks to everyone who played my game, voted and/or left a comment. I am still in shock.
Maybe next year under 100? 😅
Maybe some one can tell me what I'm doing wrong. 😃

To be honest I'd expected higher rating in some categories, but I'm happy to be a part of this, I finally broke my streak of each game being better than the previous, in the end I'm not really bothered by this, it's a great learning experience and I got so many happy moments with players and streamers playing (and sometime breaking) my game lol. I'll learn from my mistakes and take this as an opportunity to improve as a game developer and do better next time hopefully! hope everyone is having fun, I love LD!!
Oh and no more hard games from me, I'm done making difficult games lol


Everyone's feedback was so amazing! It's helped me to consider what aspects turned out well and what others can be improved/expanded on. I've been contemplating turning the game into a full release for a while now and this really helps to motivate me to turn my game into a full project!
does anyone know the API to get all games made by a specific user in LD? I wanna make a program that tracks all my games and give statistics and all, but I haven't gotten into the public LD API yet, any help or starting point is appreciated!

Solid enough. I think I can be proud of those rankings, and I'm definitely proud of the finished product. The terrible Theme score smarts a bit, as that's usually one of my strongest categories, but I can't say I wasn't warned. I tried to be a bit too clever with my interpretation this time, and it burned me. Ah well.
I think my focus for next Ludum Dare should be on trying to improve my Innovation rating, as that's historically been my weakest category. I can probably start by not a bare-bones platformer or scrolling shooter for the 500th time.
Anyway, congrats to everyone, and I wish you all the best of luck for the next jam!
Hey all, I’m Sodoj and I made Commutator, a snake game you can play in your Microsoft Paint window!

First of all, thank you so much for giving my game a try! Due to nature of the game, I expected to not reach the 20 vote threshold, let alone earn some very decent rankings, including a second placement in innovation, so thanks once again to everyone who played and special thanks to people who put up with the game's quirks and helped me with troubleshooting, I can't express how much I appreciate your patience!

This was my second Ludum Dare (first compo in fact!) and figuring out how to do this game was a lot of fun. I am not really a Python programmer, this was my first real Python project in fact, but I couldn't resist making a snake game in Python and despite all the hiccups and the messy as hell code, I'm really proud of what I managed to create!
Once again, thank you everyone and congrats to everyone who participated! Hopefully I'll see you all again at one of the upcoming Ludum Dare events!
BEGIN TRANSMISSION!
Oh hey there, Terry! You've come to read my postmortem? Good! This will make up for destroying my floor.

My Ludum Dare 52 game, "The Bountiful" didn't turn out how I had hoped, and in my postmortem I highlighted some of the issues I planned to adress in my future LD games. In summary, during last LD I ran out of time because I focused too much on the story and trying to implement about 16 small mechanics to fit the story. I ended my previous postmortem by saying "I’m probably going to make my future games focus on a single mechanic and let the story come second. It feels a lot better when you get to play around with a single mechanic, instead of struggling to fit everything in the deadline. Quality over quantity and all that." So, what measures did I take to make that happen, and did it work?
Here were the goals I created for this Ludum Dare: * Focus the gameplay on a single unique mechanic. (with a twist at the end.) * Add the story elements afterwards. * Keep the acapella streak going. * Don't run out of time! * Oh no?
Let's talk about each bullet point.
Most of my previous LD games are centered around a single unique mechanic, though I can't say that applies to my LD52 game, which is likely one of the reasons I have mixed feelings about it. I wanted to avoid feeling mixed about this game, so let's break down how I came up with the idea for my LD53 game.
Before the theme was announced, I did some brainstorming with my friends. I recently discovered a method of running arbitrary code execution in Super Mario Bros. :
https://www.youtube.com/watch?v=xoDakIA31jc
so my brain was in the mood for a puzzle game. Thankfully, "Strange machines" or "Leave something behind" didn't win, as the puzzle game I came up with for those themes leaned a bit too hard into RAM manipulation, and was going to be impossible to explain. For the theme "Your health bar is more than just a health bar" my friend Luke, inspired by "Pootis Engage" made the connection between the word "health bar" and the bars forming the screen's aspect ratio. The idea I came up with for gameplay involved taking damage/healing to change the aspect ratio, but you would choose where the black bars go, and that creates floors or move the walls that you can interact with in order to reach new locations in the room you're in. I named it "L+Ratio", which I thought was a funny and clever name for that idea.

Alas, the theme "Delivery" won, so let's figure out what to do with it.
When I figure out what to do with the theme I try to come up with something nobody else would. See my LD51 game, "Watch Out" for the theme, "Every Ten Seconds". With the theme "Delivery", My friends and I created a short list of the "obvious takes" on the theme. We came up with package/pizza delivery, giving birth, removing livers, A building where you kill things, but all of these sounded too predictable. It's far from my greatest take on a theme, but we thought about "What if we're delivering something the recipient doesn't want? Like Divorce papers or a bomb." With the story of the game partially figured out, we needed to turn this "Bomb delivery" into a game with a unique mechanic. And honestly, I had zero ideas. I dunno, maybe you use the bomb's shockwaves for platforming? It's not very puzzly though.
Then it hit me. I'll just re-use the idea we had for the health bar theme! So the aspect ratio won't be changing, (FORESHADOWING) but moving around a second layer of tiles seemed really cool, and probably a lot more interesting than restricting it to vertical bars. With the mechanic figured out, I got started on the game.

But what about the twist at the end? The story of the game so far is about delivering a bomb to someone, so this game could definitely have a boss fight! A real easy twist is that this boss would use the main mechanic against you! After hitting the boss, the walls get closer (Foreshadowing resolved) and then the walls are moved.
I'll admit I actually started on the story a bit earlier than my "Let the story come second"-plan would guide. I wanted this final boss character to have personality and talk to the main character throughout the game. I came up with the idea to have a TV on the wall of every room, and the boss would use that to give some banter. As soon as the main mechanic was implemented, I started recording some voice lines. I began by implementing the banter for "The world's smallest speaker":
https://www.youtube.com/watch?v=O56r-UO2pFE
Watch out, Spielberg! This game definitely had the most voice lines of my Ludum Dare games so far, and these TV cutscenes needed both visuals and subtitles, which added a lot to the scope. I was immediately aware of the trap I had just put myself in, as I did the same thing last Ludum Dare. But I had the advantage you see, all that was left was making the levels, a boss fight, and then the cutscenes. These levels didn't need 16 smaller features to implement and test and bug fix, so I felt confident I'd be able to make it in the deadline. Hey, wait a second...
For both Ludum Dare 51 and 52, I made an acapella music track in my game. It's goofy, it's absurd, it's unexpected, it makes the game stand out, but it takes forever to make! I immediately knew I'd make the acapella track for the boss fight music, as that would be a great way to add personality to the boss. You see, it's his mixtape!
Making synthy music is pretty easy. I use LMMS, and I've been using it for about 8 years now, so I'm very familiar with the tools it has. Making acapella music, on the other hand, requires me to actually hit the right notes. Now, I've done musical theater way back in high school, and since then I sing in my car every time I commute anywhere, so I got the experience. Hitting notes isn't too hard for me, but if I have no idea what the notes are... that's a different story. Even before I started recording my voice, I needed to make a synth version to base the notes off of. In my LD51 game, it just worked out that I remade the main music of the game, but this would be a new track entirely, and making both a synth version that would be unused and an acapella version seemed wasteful. So I kept the synth version for the title music, ha!

First, I needed to record the bass line, which was just me saying "Boss fight. Boss fight. Boss fight. Boss fight. Boss fight. Boss fight. Boss fight music." with the word "boss" being an octave higher than the word "fight". I tried for about ten minutes to get this line right, but I swear at 140 Beats-Per-Minutes, that's somehow a tongue twister, so I recorded the "Boss" part seperate from the "Fight" part.
The melody was "Fight! Boss fight! The boss fight. The boss fight music. Fight. It's the boss fight! Boss fight? You're probably gonna fight!" Watch out, Beethoven! Needless to say, this song was a masterpiece.
I also added a 52 second long monologue in the middle of the song. All around, I'm proud of this one!
Here it is for your auditory pleasure.
https://www.youtube.com/watch?v=8X1bWB2x0pg
I mention in my previous Postmortem, that Even after 20 Ludum Dare's, I do a terrible job at estimating how long things will actually take to implement. Somehow after everything was implemented I still had a TON of time left. My best guess for how this happened is the mechanic is super easy to make levels for. Last LD, I spent all of Saturday making mechanics, then spent all of Sunday making the "levels" for those mechanics. This time, The mechanic was done super early, and the levels were all finished by the 24 hour mark. Some people mentioned in comments on my game that there should've been another mechanic introduced around level 5 or 6, and I have to agree. I had the time... I should've done that. The gameplay gets a bit stale right before the twist, and some playtesting during this time would've also helped reduce the outrageous precision required for the final 2 levels. Notes to keep for my next Ludum Dare game.
So after the rest of the game was done and I had about 3 extra hours to go before the compo submission hour. What did I do with this extra time? I made a super rad screen transition between stages, and added way more details to the title screen than I ever have for any of my LD games before, I spellchecked all the subtitles, I made the boss fight harder, and I got to add some tiny bits of polish here and there... This was everything I could've hoped for in a Ludum Dare. I was proud of what I had created, and I didn't run out of time. Submission hour was still about 15 minutes away.
So then I hit the build button, and-
It wouldn't be Ludum Dare if there wasn't last minute panic.
Notes to keep for next Ludum Dare: test the game in a built state more. So, the second layer of tiles uses a shader to render an alternate version of the graphics for the tiles behind them. It's pretty cool when it works, but it only worked perfectly fine under the conditions that the screen is at a very specific resolution. The resolution I had in the editor for the entire duration of development. However, in ultra-wide it was stretching the texture to fit my ultrawide resolution instead of lining up with the tiles. and I was running out of time to fix it.

It was such a shock! I had no idea how to begin fixing it, and jumping from a very satisfied state to complete panic felt awful. I remember just sitting there in awe looking at my built game malfunctioning in fullscreen for a solid 5 minutes thinking "What do I even do?!". Time was ticking, and I wasn't doing anything. Disheartening is the word I would use. On the other hand, this is what makes game jams so... marvelous? It was time for the classic last-minute "jank" fix. Unity has something called a RenderTexture, where instead of rendering to the screen, a camera can render to a texture that can be used in shaders, or simply placed on a quad! My solution to this new issue was to force my main camera to render to a RenderTexture at the specific resolution that worked. Then, another camera will just look at a quad with this rendered texture on it. HA! This came with some complications surrounding how I grab the mouse coordinates for clicking on the cursor used for the main mechanic. I simply had the new "main camera" 100 units above the old camera, and subtracted 100 units from that camera's calculated mouse positions.
If it works, and nobody knows how poor the backend is... is it even poor at all?

The big takeaway from this is gameplay-polish. I made the final few levels too precise, and level 3 was also poorly explained. I should get some play-testers to try the game before submission hour, and speaking of- I should build the game every now and then to make sure my ultrawide monitor doesn't break things!
Also, the first bullet point- the one about focusing on a single mechanic- that worked out incredibly well. Keep it simple.
Oh yeah! So I still haven't met my goal of top ten in mood, but I got a personal best score in Overall, Fun, and Audio! I'm a bit devastated I didn't beat my last entry in humor. off by 0.02 stars, ha! We'll get 'em next time.
This went well. As for what I'll need to do next time, I think I need to focus on simply making the game more intuitive, and less strict/precise. I'm definitely focusing on a single mechanic from here on out, that really worked in my favor in terms of time required to build levels.
I had a lot more to reflect on with the previous Ludum Dare, but I think I still took some valuable lessons away with this one. Mostly getting feedback before the deadline, and testing a build of the game frequently during development.
I plan to keep the acapella streak going. (I think my ratings in audio is exclusively because of it).
All things considered, this was a great Ludum Dare!
END TRANSMISSION!
Everybody is writing a postmortem, and so do I.
Also, hey, Overall: 25th and Fun: 19th. I would say pretty cool for my first jam :)

Also, Innovation was something I was aiming for with this game, and I am very glad that I got top-10. I have SOOO MANY more mechanics in mind, and there is so much to improve in every aspect of the game, that I think I decided: I'll make a full game out of it!

If you by chance played this game and want to stay updated for full release, probably best place is my dev-twitter, second best place is my itch.io page
If you missed DETOUR, my game looks and plays kinda like this: https://www.youtube.com/watch?v=zjsqsLrGS78
Number 1 in audio is actually extremely flattering :sob: I worked so hard on this song and making a game around it and I'm glad people enjoyed it so much, words escape me honestly.

As I talked about in length in a previous post, last year was an emotional roller-coaster for me. I cannot thank this community enough, and everyone who played my game, for the support and love. :love_letter: Regardless of my ratings, this is the LD in which I felt most welcome, had the most fun, and met the best people. Your words of kindness, critique and feedback mean so much it's unreal.
I also want to thank my mate @gaba for partaking this with me on such short notice, being an outstanding artist and person, really easy and fun to work with, and being the game's number 1 fan from the beginning lmao ^^'
Anyway, if you wanna hear more about the game I actually already made a post mortem about it in video form, along with a list of my favorite entries this jam. If you want to check it out, here it is:
https://www.youtube.com/watch?v=DR8yBpEsF2U
This was our first game Jam ever, and I wasn’t sure if we would do good or not, but surprisingly, we did! Of course, none of our stats are amazing compared to so many others, but it is enough to be proud of!

I am also quite happy with the result we got for humor, as that was the main aspect we were pushing for with this game. As for graphics, I can understand why that was our lowest score, given the clutter that the game appears upon.
Overall, thank y’all for playing and rating our game, and making this Jam experience a good one!