my themes
♥ecosystem ♥necromancy ♥circus
♥ecosystem ♥necromancy ♥circus
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It's crazy how time flies, I was archiving off some old data this week and one of the folders was my old gamejam warmup project directory. Most of them are clones of arcade games with the goal to replicate the "feel" as exactly as possible over a weekend. I've actually found myself going back and playing some of them. One I'm particularly proud of was my LD45 warmup (which I never entered due to work that weekend), a 4 player Balloon Fight clone with randomly generated levels of increasing difficulty. I couldn't help but play it for a little bit, and honestly forgot just how good the gameplay felt. Obviously since these are clones and I'm not an artist I generally use sprite rips, so I can't really release these.
https://www.youtube.com/watch?v=yN7HoSOt37Y
Does anyone else get nostalgic sometimes about old things they wrote? I'd love to see other warmups, experiments, etc, that others are fond of but never really got released.
Good evening, jammers and gentlejammers!
My totally definitive themes that I will not change at all when I find new better ones tomorrow are:
Permitting either gameplay-breaking, double-meaning, or just wacky ideas.
I have statistically bigger scopes in October jam games than in April, despite my free time steadily decreasing, so let's hope for the best!
Hi everyone! My theme suggestions for the LD49 are:
They all starting with "Co" it's just a coincidence though
Hi ! There are my suggestions !
🍺🍗 Cognitive dissonance
🍺🍗 Citius, Altius, Fortius!
🍺🍗 Nothing is true
Ah, the fun tradition of officially announcing that you're participating in Ludum Dare. Although it may be obvious already, I'll be joining LD49 as usual! Things'll be different this time though:
I haven't made any commitments to exactly what sort of project I'll be creating this time around, but I know it'll be (somewhat) better than my past entries. Maybe you'll actually be impressed this time around! Compo participation is a definite, and the game would end up being open-source anyways in my sense of spirit of Ludum Dare-ing. 6 months has been more than enough time to hone my skills and stay fresh in anticipation of Ludum Dare 49!
Good luck everyone, and make sure to get enough sleep to stay awake and enough food and drink to stay healthy!
So I made a devlog on my LD48 game. Made using the Godot Game Engine Really hope you check it out. https://youtu.be/8sq6tFTBAEY

In the lead up to a LD Jam, I often visit the site and look at the various "I'm in" and "These are my themes..." etc posts. Whenever I find a post or comment on a post that I think is interesting, I follow the person that made it and then I check out their game after the jam.
Does anyone else do the same thing? Or do you pretty much not use the Follow functionality at all and rely purely on the smart ratings to present you with games to play?
Update: iLoop has reached 290+ downloads!
Many thanks for the support 😃
Enjoy!

Hello Stranger. Over the years I've developed qASIC - a set of tools for making games fast in Unity. I've tested in many jams such as LD, so if you would like to use it also, you can download it for free from the Asset Store
https://youtu.be/J-b-uGYumO0
After the years I learned how different people play games differently. Everyone has a different keyboard layout, preferences and machines so giving your players the option to adjust settings is very helpful. Sadly during a game jam it's rather difficult to do that. With qASIC you can add input remapping, settings and audio levels with just a few clicks.

qASIC's main job is to remove the need to code the same systems over and over again for every project. You can easily play and control audio with the Audio Manager or use an already existing pause menu script instead of writing your own.

I often hear people saying that there is no need to use a console in a small project. I disagree. When making my latest game during the jam I only added one command: noclip. It was only coded because I had nothing else to do while waiting for others to upload their work. This command later would be used extensively throughout development: adjusting fall damage, testing levels, testing AI, taking screenshots and the list goes on. And although people hated fall damage, they really liked the commands that let them play around even after they finished playing.

Plus, I will be really glad if you would post a review. Thanks :)


Started as a silly one-shot jam entry, the game yielded itself well to being a lab case for a new engine.
Somewhere after the Ludum Dare 48 I took a commitment to refine and maintain an engine derived from a previous playground (4) project.

The game itself is basically a complete rewrite, moving from an engine derived from another playground (3).
Instead of messing with cubemap textures for everything and painted clouds it is now a procedurally generated barren world with glass-bottomed rifts, lit by scattered colonies.
There are some improvements like orbit information and extended camera controls, but the core gameplay remains intact. It’s still a Snake-type game, where you collect stuff and grow.
And now I can see how a few more touches can make it into something you wanna play once in a while and not just for Jam review score.
https://icrbow.itch.io/orboros
Since that would be the same no-engine, I'd be grateful if you take it for a spin and leave me a note if it crashes or something like that 🙏
PS: I've got a new personal record!


