Finally stable version released one day after the vote!!

I've fixed some certain bugs to my compo A Small WWW, which has renamed to Mr-Vpn, thanks for everyone played my game in patience even there's a lot of bugs in the previous versions!!

I've fixed some certain bugs to my compo A Small WWW, which has renamed to Mr-Vpn, thanks for everyone played my game in patience even there's a lot of bugs in the previous versions!!
With judging finally up I'd like to share my game here (again) :smiley: Thanks in advance for rating and be sure to also leave a comment so I can check out your game too!
Fly through outer space, grab asteroids, make them orbit around you and use them to destroy Planet Desumaton!
Game page (Window and WebGL version available)


Entry Link - https://ldjam.com/events/ludum-dare/38/island-attack
This is my first ever LD jam entry. Hope you can play and rate. Thanks
So glad I joined in for my 6th Ludum Dare in a row, as usually when I don't have an Artist to work with, I debate doing it every time and I always do it anyways.
Game Link Here: https://ldjam.com/events/ludum-dare/38/$21694
What Went Well:
1) Scope, for the most part I actually got EVERYTHING I wanted to do, nothing was cut, there was stuff I could have added/changed but everything I initially wanted to do I got done.
2) Playtesting, despite it being unbalanced, doing playtesting help me iron out some design issues and just touch up some general things.
3) Well structured code (or at least I think), this mean it was pretty painless to implement new features and general game changes.
4) Optimization, although I didn't do a heap of optimization myself (nothing is pooled for example), I learnt that I could have done a tonne for this game in areas that I didn't even think about.
5) The game is actually working pretty well, there aren't too many bugs I noticed in the final version and that's pretty good.
What Went Wrong:
1) First and Biggest Issue... BALANCE! Too many last minute changes and not enough playing the game (myself at least) caused the game to be way to hard.
2) Just outright, my "Art" is just shit, and that is annoying.
3) It takes me WAY too long to do the "Art" and for what it is, that is eternally frustrating.
4) Having to do the shitty "Art" myself gets me down and de-motivates me, I procrastinated a lot on the first day.
5) Was very tired on the second day despite having 6+ hour sleep, not sure why this was, maybe I just need more but I'll try to have even more next time.
All in all, was a pretty good game and I enjoyed it. Am looking forward to the next one where hopefully I'll get to work with an Artist.


Oh boy! My third Ludum Dare is done and judging has begun! I went into this with a bunch of new things I wanted to try and I'm fairly satisfied with the result.
For starters...
Yes yes, I know, I've been coding for a while now and never touched Unity. I'm not entirely sure why, but as I stick mostly to 2D games, I never saw it necessary. When looking for a job, however, that necessity changed very quick! And what better way to learn than Ludum Dare?
I went into this Ludum Dare with my own personal sub-theme of "try new things". I wanted to try to make something akin to a game you would see on the app store or google play.
When I put it on my phone, it got a positive response from my peers. Therefore, I have decided to make it an app game much to no-one's surprise! I've been having fun putting this game together and fixing a lot of the hurried mistakes I made during the jam itself. The planets now have better visual indicators for when they are dying:
The gas planet now disappears in chunks and the fire planet cracks.
I also fixed the bug where a planet takes resources before it even visually needs any (but if you didn't notice that when you played, forget I said anything. There is no bug. Move along.)
I will be adding leaderboards, updated menus and much more in later updates. I can't wait!
Will destroy life on purpose?
https://ldjam.com/events/ludum-dare/38/aliens-vs-rng


Hexworld is a turn-based tile-placement game where you place tiles and earn points based on adjacency rules. You can download for Windows or Android or play the web-version.
Check it out: https://ldjam.com/events/ludum-dare/38/hexworld
The title speaks for itself. If you want check out my game :-)
https://ldjam.com/events/ludum-dare/38/icarus-isolation

Go down the second dimension.
Use (W,A,S,D), Mouse, and scroll wheel to play.
Find the five hidden keys to open the lock on floor -20!
Made in 9 hours (I had work...)for #LDJAM38 With Game Maker Studio.
By CreamyBacon1
Game link: https://ldjam.com/events/ludum-dare/38/depth
You can help Le Petite Prince here: https://ldjam.com/events/ludum-dare/38/daprince
Thanks for any feedback :)


Yay! Judging is finally here, you can play the game here. Thank you!


The Z Axis is a puzzle platformer where you can rotate the whole world on the Z axis to help the player character solve physics puzzles and find the glowing ball of light.
I've been told by some friends that it reminds them of Portal, Limbo, and Super Meat Boy mixed together.
Made in Unity for 32 bit Windows. Planning to make more levels for a post jam version.
https://ldjam.com/events/ludum-dare/38/the-z-axis
My first LDJam I wasn't sure if I should stick with what I know or try something new. I went with try something new, definitely got a lot more out of the jam as a result.
https://ldjam.com/events/ludum-dare/38/universal-journey
It's a small survival game I made in around 25 hours. So if you got some spare time give it a try.

Here's the full, loopable soundtrack for my game, A Relatively Small World.
Download it here and enjoy!
Our game, Polyorbis has received a lot of great suggestions, here is a quick list of our Post Ludum plans. - Fix camera when player approaches poles. - Rotate camera vertically with the player. - Add physical obstruction at the poles. - Improve tree and cactus models, they were last minute additions. - Replace startup menu with in-game tutorial. - Fix some issues with our Engine on Macs. - Start to port our engine into Android and WebGL. - Customize controls for keyboard, mouse, and joysticks.
We enjoy your criticisms and hope to fix issues found, these updates are not trying to change any gameplay. Expect this by the end of the week.
This will be a separate distinguished build.
You have been chosen to make the best lemonade in the galaxy! Go from planet to planet collecting the BEST ingredients for the amazing Intergalactic Lemonade:tm:
Go from planet to planet collecting the ingredients given to you, when done go get the package from the main planet and deliver it to the shipping planet!
https://ldjam.com/events/ludum-dare/38/intergalactic-lemonade-inc
TIP: the ice machine is located on 1 of the planets :grinning:
GIF: http://i.imgur.com/QBLhW1Z.gif (Sorry but LD isn't letting me upload a gif for some reason)

Well it's finally judging time for LD38! I'd like to invite you all to play our Jam entry, Corgo-a-Gogo! If you like cute dogs, especially corgis, you should have a good time.

The goal is to explore the tiny planet and rescue all the missing corgis. Please let me know what you think!
And if you end up being a big fan of the title theme music I threw together for some reason, you can listen to it and download it here: https://soundcloud.com/nickavv/corgo-a-gogo-title-theme

Hello! This is our entry for the Ludum Dare (and our first time participating!). We made a little adventure game about helping a bunch of tiny people survive and evolve. It plays like a classic point and click adventure with a twist: a magnifying glass that will help you solve the problems.
We would be really honored if you can try it and give us some feedback. Don't hesitate to add a link to your game too, we will be happy to check it out!
https://ldjam.com/events/ludum-dare/38/boxaverse
Hello guys, I need your help! I need you to rate and give me a feedback for my game, because I need to know what I have to improve on my next projects!
You can play and rate my game here: https://ldjam.com/events/ludum-dare/38/the-space-explorer
Thanks!! :D

Haye Guys, Please help us and rating my game and give some feedback....
https://ldjam.com/events/ludum-dare/38/spermokart
thanks!!!

Judging and ratings games is finally here after a week long wait! It's time for us to take a moment to explore other's games and give them the scoring and feedback they deserve. Petty Puny Planet 38 has been getting a lot of feedback and we want to make sure we spend the next few weeks giving feedback to others as well.
To commemorate the occasion, and similarly to how other jammers have already posted their own, we have prepared a timelapse video of our development journey during the event. As such, we would like to present you with...

During the development of the event, we used Chronolapse to take a screenshot every minute of the game's progress, and then we stitched them all together to produce a fast-paced timelapse of the game's development. Our intention was to originally make an actual seamless timelapse video, but due to some misconfigurations, that ended up not happening. Oh well. There's always next time for that. :stuckouttonguewinkingeye:
The timelapse is only of the game's development, which means you will only be seeing programming and Unity shenanigans during the whole timelapse. The rest of the team will be annoyed so they'll also make their own small-timelapse of the Game's Art & Co. in future events. :whale:
But, enough talking about the video itself before you even watch it. In case you decide to give it a watch, here it is!
https://www.youtube.com/watch?v=L0kb8NdK7y4
It's still endearing to see lines and lines of code getting added as time starts passing, as well as the Unity scene starting to get shape from a taste-less white box to the final interface, and it's especially satisfying seeing the minutes on the clock counting up until early hours in the morning and back again.
Soon in the future, we also want to publish a post-mortem, but we will leave that for after making sure that we have judged and commented on significative amount of games. As such, expect it sometime towards the end of the week.

In case you still haven't developed your very own puny pet planet yet, you can check make your own over at the Game's Page (which technically links to the itch.io page. The game can be played right in the browser, on all desktop platforms and it even has an Android version if you fancy games with mobile versions! :newmoonwith_face:
We would also love to give a look at your game! We're going to start by commenting on the games of those which have already leaved feedback on our game, but go ahead and share your game with us in the comments! We look forward to playing them!
Thanks a lot, and on behalf of Whales And Games we hope you've enjoyed the timelapse video!

If you want to try my weird little platformer -Brainstorm 38- you can play here : https://ldjam.com/events/ludum-dare/38/brainstorm-38
I'll be pleased to try your game too :]
I'm overwhelmed by all the amazing games people have put out there, there are some really talented people doing this jam!
And then there's me, and this... thing.

I'd love some feedback over here: https://ldjam.com/events/ludum-dare/38/floppy-mcfloppyface
Don't be afraid of giving me your harshest criticisms, I can take it. In return, I'll check out your games as well!
i have uploaded a version you can play straight from download and not have to go through the whole project to get it, sorry for that.

https://ldjam.com/events/ludum-dare/38/artee.
Hello World!
Voting has started and I am quickly going through as many games as a can before work. But I wanted to interrupted my fun to write this. Last night I finally got around implementing Music and sounds to my Post-Compo Version. Im not a musician but I gave it a go and I think the over all feel is of a very chill and relaxing atmosphere. Let me know how I did with the music. Also this morning I got a web version up and running for the Post-comp version.

The game still has its problems and so far every post-compo update has really been just a bunch of duct tape and paint. If were to truly fix the game I think I would have to start from scratch but this LD game has been great as a prove of concept.
I hope to play more games. Overall I am really impressed by the quality and fun of some of the games!
Web and Sound -Itch.io
Compo - Invasion
Hey guys, check out my first entry for Ludum Dare. You play as a little guy who’s trying to protect his planet. Enjoy and have fun!
https://ldjam.com/events/ludum-dare/38/space-raiders

Smaex
If you want to find out, give this a try and leave a comment :)
This is our first LD, so we really need some feedback, both on the technical part as well as one the gameplay/design. Thanks!

Now that I've finished everything I wanted to wrap up (post mortem, soundtrack, etc), I'd like you to head on over to my game page and play A Relatively Small World. Play it, rate it, and leave feedback! I play the games of those who play mine, so make sure to leave some feedback.
This was my 2nd LD I've submitted a game for and 4th I've attempted. I chose to use Nim again and the same basecode I used for LD37.

https://ldjam.com/events/ludum-dare/38/smalltrek
https://impbox.itch.io/smalltrek
You can see a history of development gifs on Twitter here: https://twitter.com/search?f=tweets&vertical=default&q=%23LDJAM%20from%3Aimpbox&src=typd&lang=en
I was thinking about the boardgame "Small World" and the idea of many races fighting over a small piece of land and resources and thinking small little planets, then thought of Star Trek and how each episode is very similar where they discover a planet and meet the locals and they're fighting over something and they have to sort things out for them, so I made a game about that! I also wanted to make a non-violent game about spreading peace. I had also planned that you would visit a planet and then after solving the level you would gain an ambassador of one of the races on the planet to add to your ship (which would also be a puzzle on how to fit everyone in, and be its own little small world) I ended up not using this idea as I couldn't figure out how to make it into a fun game.
After writing up some notes, I began mocking up the artwork in Aseprite. I decided not to use the Pico-8 palette this time and tried out some other 16 colour palettes, and settled on the Arne16 preset from Aseprite which had some nice greens and blues and warm tones for contrasting alien skins against brown planets.

A bunch of different types of aliens on a grid that you can slide around like a puzzle game, I reused this mechanic from my previous LD game "Moving-in" a game about moving furniture around a 1 room apartment which I thought worked quite well. But I was worried about it being too similar, so I needed to make the aliens more interesting than furniture.
The first alien types were very basic, simply requiring to be adjacent to a fixed resource. I then added the blue aliens which connect in a chain to their resource. I had planned that some races would not like other races, but it seemed very racist and didn't fit the kind of game I wanted to make, so I scrapped that and tried to think of something else to make the puzzles more interesting, which led me to the alien type that craves diversity.
Then I was trying to think of some other star trek references and I remembered the Tribbles! Once that occurred to me everything fell into place. The story, and the main mechanic, I was excited! I added the cute little fluff balls that multiplied like crazy and filled up any empty space they could get to, then made it so the blue aliens hated them which made things a lot more interesting.

I added a few more aliens to fill up the roster, one for each main colour in the palette and 8 to fit nicely along the spritesheet size.
Once I had things mostly working I wanted to do something I didn't do last time, which was ADD SOME JUICE! Lots of tweening, dust particles, heart particles. It made such a big difference to how the game felt to play.
Added a scanner mode to look at objects/aliens to see info about them. I felt this was one of the things I did poorly.
I had decided for some reason to make 32 levels, I started making a bunch and they were flowing nicely, made the ship fly in and out between levels.
END OF DAY 1. My plan was to have a quick nap and then make some music.
Longer than planned nap happened, but I was feeling ok about my progress as I had all the mechanics and art done, just needed to do Music and Level Design.
I kept putting off level design. Tried making music on LSDJ but it wasn't happening for me, figured I'd come back to it later.
I decided to make an intro screen with a logo and starfield. ... Then I added a little ship you could fly around. Fly between quadrants. Then added planets which would be each level. Went way over the top with the level select. I still hadn't figured out the later levels. I felt I needed one more mechanic.
Then I added the last alien type which had something I didn't want to add to the game. I hated to do it, but I think it worked as a mechanic, it totally changed the gameplay though. So there's a big shift in the later levels.
I wish I had had time to make a great finale level though. But generally pretty happy with the outcome.
I think some levels should be reordered.
You can even play it!
https://ldjam.com/events/ludum-dare/38/a-rats-story
I would really appreciate some constructive criticism!
I hope you guys have a great evening.
Hello everyone! Since its judging day, it would be a good time to post information about our game "Cubic explorer" and MaruGen You can check the game here, along with the source code and more! Any kind of ratings/comments are very welcome: https://ldjam.com/events/ludum-dare/38/cubic-explorer
I created this framework for my master's thesis in computer science, works on the Unity Engine and it takes the basic ideas from the Mission/Space and machinations frameworks, created by Joris Dormans.
You can check more of his work in these free documents in which I based the main points: http://www.jorisdormans.nl/article.php?ref=engineering_emergence
https://github.com/vrozen/MM-Lib/blob/master/mm/doc/fdg2014paper34.pdf
But is no use to have a framework without proving it. That is why this game was created. Taking advantage of the Ludumdare Contest, I decided to make a game with the help of @okuroy.
MaruGen is based on the idea of "basic rules" of designing spaces and mechanics. Say, for example, you have a simple place (a cube in Cubic Explorer)

And now you can define two special rules on how your space grows.
First there is an extension rule from the first place:
And then a bifurcation rule:

These rules are good with your game design, you have tested them and you know work well. So what happens if we mix them, and iterate a random number of times? We may get these kinds of graph, with only two rules!



This is the core work for MaruGen, the idea of getting simple rules to make complex results. In more precise terms, these are called "L-Systems". These are also used for mechanics and inner rules in the game.
You can play our game and check out MaruGen in the link at the top!
Mind the gap is my first entry into a Ludum Dare. A few things went wrong over the weekend, but I am extremely happy with the result. Leading into the competition, I was getting nervous; worried I would not even be able to finish on time.
Check it out at: https://ldjam.com/events/ludum-dare/38/mind-the-gap
For the development of Mind the Gap I used Unity 5.6, Visual Studio 2017, and BFXR for audio. This was the first time using BFXR, it made simple sound assets easy. I plan to practice with it a bit more before the next Ludum Dare.
The Plan
The goal was that the first hour I was going to brainstorm ideas I wanted to see. I was planning on doing core gameplay done Friday and Saturday, then Sunday be left for making the game look pretty and sound great.
Unfortunately I had road bumps. I failed to keep up with my timeline, and I believe that comes from my lack of game development skills / knowledge. Every problem / game mechanic that I wanted to implement basically went through a phase of trial and error; this slowed the overall process down.
At the end of Friday night I had movement, a couple platforms, and the ability to grapple one enemy and pull them towards you. It wasn't until late Saturday afternoon I had the core player mechanics down. Come Saturday evening I had to scrap the original path find system and implement a new one. Then I spent Sunday on a few sounds, the UI, and the level layout. The aliens were last minute additions.
So let's talk about everything that went wrong.
The Bad
The biggest issue I had was the pathfinding system. Early on I decided to use Unity's Navmesh. The bake at runtime update sounded useful for my goals. I had intended was for the platforms on your side to slowly leave; forcing you to jump sides and refresh them.
Early on after implementing the use of Navmesh, I started getting SetDestination errors frequently. They popped up when I tried jumping to the other side while an enemy was spawning. They would try to path to you while not being in a navigate-able area. It seemed no matter what I did to prevent them from trying to follow you at in-appropriate times, it would still happen. This finally resulted in me scrapping all the Navmesh code, and move to pushing the rigid bodies around manually. This meant I could not easily remove platforms or the enemies would carelessly walk to their death. This resulted in a loss of about four hours of work.
Some of the small issues I had are as follows.
The current grapple aim I really do not like but it 'works'. The main issue with it is your camera 'bends' as you approach the edges of the board, so that you constantly have full view of the opposite side; the way I handled grapple firing results in it following the general direction of the cursor.
The way I implemented the camera bend, forced me to choose between the bend or a smooth rotation on jumps. Right now it just flips instantly, and I know it is a jolting experience. The camera was going to be the last thing I fixed on Sunday, but I spent more time on getting the FOV to zoom in and out than I would have liked.
Every now and then, the spawn platforms would get stuck midway up, it seemed to be caused by the enemies telling the platform it was good to go back up, which the platform was still trying to go down. Due to the nature of the way I implemented lerping, the platform slows to a grinding halt as it gets closer and closer to its destination; result in taking seconds to properly get where it is going. The 'Sunday Special' quick fix, as it were, was simply checking to see if both its descend and ascend bool were true, then setting one to false.
The enemy becoming stationary bug is still in the game, but I did figure out what causes it after release, if the grapple collider ends up hitting multiple enemies it, only sometimes, results in one getting its rigidbody and collider turned off, even though it was not the grappled target. Since it is not the actual target, it is never told to turn its rigidbody or collider back on, so it sits there. It will however re-enabled itself if you hop back over; just how thats handled in the code.
Initally I had planned on having giant alien figures moving around in the background, the camera would pan out when one would walk up and peer down into the arena; this quickly became something that was a stretch goal, and eventually completely removed; resulting in what we have now.
The Good
The game was very playable after 48 hours! This is the core thing that matters the most to me; if I had done everything I wanted to do, but not finished by the end of the 48 hours, I would not have been ok with that. I really believe the core benefit to a jam like Ludum Dare is actually finishing a project. I can make an unfinished project at any time; but the whole point was to finish something. Now to that end, with the core idea of finishing by Sunday evening I was able to overcome issues I normally have. Typically, and this even happened on this project, I'll look at my code and think to myself "Oh, this could be done better or more optimally" and I re-write, re-factor, and go no where. Several times I caught myself looking at the code in Mind The Gap, and starting to redo and rearrange stuff; I had to stop myself, and basically say "You do not have time for this, it works, move on." Even now, the grapple script gives me nightmares.
The other big things I like is, 85-90% of the code is basically straight from my head; there were only a couple times I had to look at other source code for tutorial projects, or Google ideas to progress cause I got stumped and did not know of some way to possibly fix an issue. If I recall those core issues I had to look up were looking towards the mouse, lots of info on Navmeshes(which for the project did not pan out but I know more than I did so win-win,) and I had some issues with animation that I needed to research. Many of the gameplay mechanics I needed to implement, I had previously done bits and pieces here and there in the standard unity tutorials; as well as just other general knowledge I learned from those, allowed me to really tackle most problems I tossed at myself.
I played around with particle systems more than ever in this application, and I learnt a lot more; I feel much more comfortable using custom particle systems going forward. Also, I had a ton of fun putting the alien heads / hands, it was such a silly idea and this implementation was a last minute thing, but it was really enjoyable to mess around with primitive spheres and reshape them; arranging them into what we have now.
Going Forward
Wow, you made it this far? Congratulations, I had to edit out a bunch of stuff to fit my draft within the character limit. Overall I really feel that this was a great experience, I would recommend it to anyone who enjoys game development. I am more than glad that I was able to partake in it; and now a week after the event, I cannot wait for the next one. I am making plans to be able available for the full weekend come the August one, and I hope to one up myself with a more complete, and equally fun game concept.
To summarize this post-mortem, I really enjoy playing the game I put out, and I hope you do as well. I am thinking about expanding the game and implementing some of the crazy ideas I've come up with; perhaps fleshed out this could be a different, solid experience, maybe even add some multiplayer. First things first though, going to crush some of the issues I have with the game i.e. aiming, so I can send it to more friends and family. A tutorial is probably a good idea.
Thank you all for reading, and have a great day.
~Izunah
Since I was asked to go through the tech that I had used for my entry “Every Man’s Sky”, I thought that I should take the opportunity to do a bit more of a write up about it.
The concept of the game has been around in my head for a few months before the event, mainly because of one night (when I may have been slightly drunk) getting annoyed at No Mans Sky winning awards for technical achievement… Then when I saw this LD’s theme I knew what I had to do.
I realized creating an “Infinite Universe” would be fairly easy with procedural generation, but I don’t believe I could have made the universe a very interesting place to be in. So that’s when I had the idea to let the players themselves make it. In the beginning, I wanted to just let players name the planets they found, but then I decided it would be even more interesting to let players place them themselves, literally shaping the entire game world.
This has its own problems. But I decided, for this experiment to try to have as few limitations as possible, so this means you are free to place whatever you want, wherever you want, I want to try to avoid moderating this world (within reason) and let it be a true representation of what the players want to say.
The outcome was not quite like No Mans Sky, but it still has a focus on exploration. But I also look forward to seeing player’s creativity. Who knows what the universe will look like in a month?

My technology stack could be referred to as “non-standard”, since I am not aware of any other projects using a similar stack. So I will go through it, with my reasoning why I had chosen these technologies. The stack itself is as follows: - Game Engine – Unity - Serverside – C# WebApi (dotnet core) - Database – RavenDB (https://ravendb.net/)
Unity was an obvious choice of engine, as I am already very familiar with it (I have used it in all previous LD projects). I have found it is a remarkably flexible engine, and also very good at allowing me to rapidly prototype ideas without getting bogged down in unnecessary details.
RavenDB was selected for my database as the setup is very quick and straight forward (plus I had a server with it set up on already, so I could repurpose that fairly easily). It is a document database with super-fast read times, which is perfect for what I needed (players will want hundreds of planets loaded ASAP on the game load). It also allowed me to create indexes to query details at super fast speeds (someone already taken your username? I can look that up very quickly thanks to ravens indexing). Raven also supports caching by default, so it doesn’t even need to hit the database to retrieve planet information (it is just important to make sure all of the requests the clients are sending requesting data is uniform).
The Web API layer is just because I needed a very basic interface between the database and the players game. This simply takes basic HTTP POST and GET requests from the game clients, and throws back responses in JSON. (Turns out parsing JSON in Unity is needlessly hard). There is some basic validation of input, but other than that, I chose WebApi for its reliability.
This is all running on the free tier Amazon Webservices EC2 instance, running Windows Server 2016, is this box going to have enough power as the universe grows? Only one way to find out. A likely scenario is I run out of CPU credits and the server slows to a crawl.
What’s also notable is the way I tried to structure my client-server relationship. I tried to make all interaction (apart from loading the player information at the game start) between the server and client asynchronous, this means that hopefully, even under load, your game should not slow down, planets may take longer to load, but other than that it should not be noticeable. The actual loading of planets is done on a cycle, every ~5 seconds the client polls the server, gets a JSON list of planets, parses them and displays them. When you create a planet, you simply POST it to the WebApi, the client is dumb and doesn’t care about the response from this POST, so it simply lets it run in the background and continues doing its own thing.

The main interest for me in this project is to see what kind of things the general public make of it, how engaged they find themselves, but more importantly what they can create.
If you would like to play the game for yourself, and make a little mark on the universe, you can find it here: https://ldjam.com/events/ludum-dare/38/every-mans-sky
If you have any other questions, drop a comment here (if you can do that?), or on the game page itself, I will try to answer anything I can.
Keep Jamming Guys!
If you want to try my game : https://ldjam.com/events/ludum-dare/38/world-en-abyme-1
I’ll try to try your game too ^^
World en abyme is a small 2d puzzle platformer inspired by super monkey ball !
A small world in a small world in a small world in a…

Hello everyone, this is fryzz talking! wazzup? :v:
So we made it through our first ludum dare, game dev and jam as well! i am really thankfull for my m8 suikyune (@suikyune) who helped me with his incredible pixel art, for a first project I think it is awesome!

So, why not give it a try? it may be laggy/buggy i guess, but definitely worth a shot, you'll take control of sperboy, an amazing cool spermatozoid trying to fecund the ovule, guide him dodgin the contraceptives until the end!


you can check the controls, infos and etc.. here: https://ldjam.com/events/ludum-dare/38/sperboy-adventure
They aren't much to look at, but they could have been worse considering these were my first pieces of pixel art.



Quem foi que disse que estamos sozinhos no Universo?? Em uma galáxia distante, pessoas lutam por seu planeta! Entre nesse jogo e detone seu adversário, tornando-se dono do seu próprio planetinha!
Sobre o jogo: Trata-se de um Arena para duas pessoas e tem como mecânica básica: Andar, pular e atirar! Nesse jogo você é imerso em uma luta pela supremacia e sobrevivência!
Sobre a equipe: Somos jovens desenvolvedores brasileiros, buscamos criar jogos que não só divirtam mas que também levem os jogadores a imaginar-se neles! É a nossa primeira Ludum Dare, de muitas!!
Imagem de capa:
Tela Inicial: 
Tela de Jogo:
Tela de Vitória:
Link para o post oficial do jogo: https://ldjam.com/events/ludum-dare/38/get-off-my-planet-1 (Nele você pode encontrar os links para jogar!!)
Qualquer dúvida ou feedback, peço que visitem o link sobre o jogo!! Espero que se divirtam!!
This is my first ludum dare. Although I'm a developer but our team got too much developer already so I switched to do sfx/sound instead.
It's not an easy task, I don't know much about how to work with sound or make any music but I had to learnt it within 2 weeks. I played guitar a little bit and all of my knowledge is about beginner music theory, not knowing about composer.
72 hours working together to make a game was great. I was not quite satisfy with my work, there is still a lot of thing need to be improved but what make me happy most is when my teammate testing the game, they whistle along the music I made. So for a game, many things are important, the sound(music), gameplay, animation, etc.. etc.. I don't know yet but maybe I'll be thinking about working more with sound/music instead of coding.
Hope we can do better next time. So everyone, let's give it a try if you haven't test it yet and judge so we can improve ourselves
https://ldjam.com/events/ludum-dare/38/johi-farm

If you're looking for a retro-styled survival shooter, you can always check out 'Slightly Angry Max'. I already got lots of very insightful feedback how to make it a game players would really want - if you'd like to throw in your opinion I'd be delighted. It's a rare opportunity to have playtesters who develop games, and I'm working on post-jam version currently.
You can check it out on the ENTRY PAGE. Thank you! I'll be sure to return the feedback and take a good look at your project as well.
Cheers!

Who says “we are alone in the space”? In a distant galaxy people fight for planets. Enter in this game and kick out your enemy from the Planet!!
About the game: It's a arena game to two players e and has as basic mechanics: Walk, Jump and Shoot! In this game you are invited to fight for supremacy and survival!
About the team: We are young brazilian developers and we seek to create games that not only amuse but also get players to imagine themselves in them! It's our first Ludum Dare, of many !!

Link to official post of game: https://ldjam.com/events/ludum-dare/38/get-off-my-planet-1 (There you can find the links to play!!)
Any question or feedback we are here!! We hope you enjoy!
This was our first GameJam! Thank you all for making this experience awesome for all of us! :)
You can play/rate the game here:
https://ldjam.com/events/ludum-dare/38/sunless-our-gamejam-2017-entry


Have fun! :)
We're looking for some games to play. Leave your game down the comment? We'll comment on yours as well! Along with ratings! :D
We'd appreciate it if you play our little Snowman Game at:
https://ldjam.com/events/ludum-dare/38/super-snowman-spider-showdown-supreme
But only if you want to. :D
This is my LD jam, and this time I was working solo. I made a chaotic breakout clone, with the balls being small planets, each with their own special behavior. Give it a shot!
Here are all the different types of "relics" and their attack animations for the combat in Miniverse.
art/animation: DannyPixel


I am happy to announce that the Post-LD Edition of Caelium Alpha is now available on Itch.io (link below). I would say that this is my best Ludum Dare entry yet (even though the LD version is buggy). I would love to hear any feedback you guys might have!
The Post-LD Edition includes bug fixes, moons, sound effects, adjustable padding between planets, random star names, and music from Stephen Tanksley.



Here comes the rating time ! This LD38 was our first game jam as a team, it wasn't easy, but we're happy to present you
Elf, the lonely hero, received the map of a mysterious island with a message: Some poor villagers desperately need his help. Armed with the legendary Carot-Gun, he will have to brave every danger of this place filled with terrible pirates, to rescue his fellows.
https://lesescargotsdeaudouce.itch.io/elfs-conquest
LD Entry : https://ldjam.com/events/ludum-dare/38/elfs-conquest
The entire ressources (graphics, SD, prog) uses for this game were made during the Ludum Dare #38. We're a lil groupe of 4 french students called Les Escargots d'eau douce, and here are the places were you can follow us :
Hope you'll enjoy the game, don't hesitate to rate and comment, we're curious to hear about your feeling regarding the experience and there's still a lot of bugs to flush out ! Also we will be pleased to check your games out aswell !
ClickTeam Fusion, TV Paint, Photoshop, Logic Pro, Native Instruments
And for most of the sound effects : our mouths !

I've posted a critical fix to the Mac version of my game, Strangeness, both the Jam and post-Jam versions. If it already worked for you, you don't need to worry about it, but for users who didn't have SDL2 installed on their Macs already, the game now bundles the library so it should work for you.
Of course, Windows version and source are also available from the submission page.

Interplanetary Mini-Golf is a game about playing golf in outer space. There is a humorous golf commentator who will react to your shots, and to the current game situations. Also, you can blow up planets.



Have a nice play!
We hastily assembled a short trailer video that hopefully conveys a rough gameplay idea of our 1-4 player arena jam game Murder Mitosis:
https://www.youtube.com/watch?v=lmKzk9eatf8
Try it now, if you haven't already. If you have, just try it again. :wink:
Rate Murder Mitosis: https://ldjam.com/events/ludum-dare/38/murder-mitosis
One more gif, that I made for tutorial of our game - Come on, barbarian!

But it is better with sound. Check out this coub.
https://www.youtube.com/watch?v=0Qy_8ccUyhs
Let's Kick Monday off right with some more awesome Indie Games! Today Larry is showcasing some Hunger Games Style camping, a bit of Highschool Humor, and Intergalactic Real Estate.
If you'd like to submit your game you can submit it to this handy dandy form! Also let me know if you have any feedback for the series or if you have some type of request!
Play here: https://ldjam.com/events/ludum-dare/38/its-a-small-world-and-its-gonna-get-smaller

Hi, this is my game, you can play it in browser:)
https://ldjam.com/events/ludum-dare/38/a-small-world-how-original

In "Tutorial" you have instructions, they should be clear enough :)
Please leave an opinion and grade me!
If you are into mystery and story driven games check out "Space Ship: Andromeda"
https://ldjam.com/events/ludum-dare/38/space-ship-andromeda


As the title says, here is our entry: Savannah, the African Gazelle Simulator.
You can play it HERE
In this gif you will find the basic tips to start playing it. Good luck!

And about the process:
Our LD went like this - Idea sleep (spanish time) - wake up - work - spaghetti - work - pizza - redbull - work - repeat
Our objective was to create a world that feels like the african savannah, where you have to survive the environment and the predators. Because of that, our major effort was put into the creation of the two main animals. The gazelle and the lions.

We are a team of two people (with the help of Stephen for the music this time), but the problem is that after several LDs, we start to have ideas for a team of 4. We have to go very fast and this time we had to upload the game without the proper testing (we finished it at 2:55 spanish time). This timing issue made the game a bit more difficult than what we wanted and the tutorial is not as understandable as we would like.
Because of that, after playing it and voting it, we would like you to try the postludum version, which is more balanced. We have more ideas for the game (more animals, predators, poachers, scenarios, argument...) but we would love to hear from you what do you think that can be improved and new ideas for the gold version of the game!
Thanks for playing and good luck everyone!
Hey guys, check out my first entry for Ludum Dare. You play as a little guy who’s trying to protect his planet. Enjoy and have fun!
The link includes now a newer version of the game, but also the 72h version.
https://ldjam.com/events/ludum-dare/38/space-raiders

Smaex
Hey hey hey, if you made a browser game, comment a link on this post and I'll give it a rating. While your at, it be sure to check out my game Newton's Cannon. Thanks! :smile:
Hi folks! It's time to do this post-mortem thing. Give Me Life is a really simple 2D game on which you have different small levels, each one with a limited number of movements you can do, and you have to try to create as much life as possible in order to reach the next level.
I've been so excited, because this is the second Ludum Dare I've done and the first I've been alone, so I was expecting a worse result. But I finished the game and its playable so I'm really surprised.
Well, I want to keep this short so let's start:
2D or 3D?: I had so much different ideas for this game jam, and a lot of them were 3D games, but finally I decided to make this way because I wanted something really simple, and 2D, although there were other ideas I liked more. And I think that was a good decision. I have some basic skills on game art, but I'm not an artist and for sure I didn't want to make the art for a 3 days project. I tried on my first GGJ and it was fun but traumatic, so I wanted to use free assets this time, and I think it's easier for 2D games. And that leads to the next point.
Game Assets: A few days before the game jam I was looking on OpenGameArt.org, and I found a lot of great assets, if you don't know this web you should visit it. I specially liked the ones from Kenney, that you can find also in Kenney's web. Kenney has a huge amount of packs you can use for your games with a really cool style. So I decided to focus on ideas matching that style, and which I could do with one or more of the packs. That was great because once I had the final idea it took me 5 minutes to find matching art, so I could focus on design and programming.
Godot: For this game jam I decided to try Godot Engine. It is an open source 2D and 3D game engine with a lot of cool features. You can use C++ or its own scripting language, GDScript. I normally use C++ but this time I used GDScript, just because I wanted to learn something new, and I can say that GDScript it's really easy to learn. There is a lot of documentation and examples on the Godot site. Godot it's a really good option if you want to make a pixel perfect game for example, because it's easy to configure.
Godot: Yes. Godot was a bad thing too. I really like the engine but I had a couple of troubles with it. It's not as mature as other engines like Unity or Unreal, so it has some annoying errors, and the community is not as big, so sometimes it's hard to find a solution for your problem. Being more specific, I don't like the debugger, and for me it's really annoying not been able to see in runtime the hierarchy of the scene, as you can in Unity. I also had problems to find shaders documentation, and the moment you need to export your game can be a little pain, more so if you want to export it to HTML5.
Design: This is the first game I've designed, I worked a lot on the idea but I know it's not the best. I redesigned a couple of things after seeing two friends playing, but I would have liked to work more on balancing the levels.
In conclusion, this was a really fun game jam to me. Using the Kenney assets was very liberating. This allowed me to focus on the design, something important to me because I'm really bad at it, and I wanted to practice. I've learnt a lot using Godot, and despite the problems I had I'm thinking on using it for my future projects, because it has so much potencial.
And that's it. I think I'm not fogetting anything.
If you want to play the game you can do it here
My game is Pineshore Planet, created in less than 48 hours for the Compo! Had a great time creating this and i'm pretty happy with the result. Give it a shot!


part 1 of this post mortem can be found here: https://ldjam.com/events/ludum-dare/38/the-mother-of-all-games/the-mother-of-all-games-post-mortem
Day one of Ludum Dare has always been a bit experimental for me. While I might have a rough idea of where I'm going, it's more a case of me throwing stuff together and seeing where I can go form there. Only towards the end of day one does the vision start to come together, and I will start to set myself specific goals for the next 24 hours: A checklist I can work through methodically.
For LD38 I began with bouncing ideas off other people, and the vision for the project came together more quickly than normal. I was able to draw up a checklist earlier, and I think that helped my productivity overall.
I've always firmly believed that it's good to remain open minded and keep our options open. Especially in a game jam, because our game ideas might not be very good in hindsight, so we should allow them to evolve and adapt during the course of the weekend. But I've learned from LD38 that it can be beneficial to get our ideas down quickly, so we can focus our efforts and maximise our productivity.
I feel it's helpful to remain aware of both of these approaches, rather than saying one is better than the other. They both have some merit.
For some hours each day I like to get my head down and work without distractions. To re-center myself, and bring my focus sharply to the task at hand. But most times I benefit from having plenty going on around me, like music, television, chatting with friends on irc, or with their livestreams playing beside me. I find activity stimulating as it sets pace, and helps me get into fifth gear, which I can struggle to get otherwise. Other than that, breaks were taken at irregular intervals for real-life needs and snacks.
My previous Ludum Dare entries have involved working feverishly through the night to around 4am. It's tempting to stay awake another 20 minutes to add a small feature, but without care we can easily burn through 3 hours adding little features like this. When we're tired, we rarely do our best work nor work as efficiently, and the next day we'll probably still feel tired with decreased productivity. I suspect we lose more than we gain.
For this LD I decided to sleep close to my normal hours, and I believe this was beneficial. Normal sleep hours somehow enforced a start/stop time in my mind. I didn't find myself laying awake at night thinking of what to add next, nor how I might code some particular thing. I got good quality sleep, and other than a short headache from staring at my monitor all day, I didn't suffer for LD :D
Play it here: https://ldjam.com/events/ludum-dare/38/the-mother-of-all-games
Do you need freedom? Are you under the tyrannical rule of an insane dictator? The president of 'Merica can save the day. Try out our game Freedumb for some silly country guessing fun. https://ldjam.com/events/ludum-dare/38/freedumb


We wanted to make a turn based fighting game, but instead of getting more powerful attacks by leveling, you use a crafting system to create stronger weapons. A sense of exploration was also really important to us, and we hoped we accomplished that by hiding interesting "relics" (as we call them in-game) around space.

programming: @sebasrez
Yourselves is a puzzle platformer in which your past actions and selves will hinder or further your goals.
Play here: https://ldjam.com/events/ludum-dare/38/yourselves
We have 9 Levels.

Now that judging is online, i figured it would be a good time to make another post about my entry, in Repeat, your goal is to explore a small world and interact with the enviroment trying to learn more about your surroundings.
This is a game more focused on atmosphere, so if this your cup of tea give it a try :D
https://ldjam.com/events/ludum-dare/38/repeat

https://www.youtube.com/watch?v=HEyLg4NbETs
After the reveal of the theme 03h00, we awaited the arrival of some of the students as well as the other 2 lecturers then began spitballing ideas. We eventually landed on the idea of balancing the increasing human population with the effects on the planet’s health through the use of natural disasters as a culling method.
With you being the planet itself, we needed a nice controller to make it feel natural and intuitive. I hooked up Rewired to take advantage of multiple inputs with ease, allowing keyboard and mouse as well as gamepad. The idea was perfect for a couch type game or mobile style game. The mechanics were relatively simple and included allowing you to rotate the planet then place one of the 4 natural disasters (earthquake, tornado, flood, or volcano) on the planet.
We had a nice balanced team of devs and artists of 11 people, that could really put together a good looking and functional game. There were a few challenges and stages of hair-pulling as is always the case in game development.
We thought we could take advantage of the particle system as a way of distributing the human population as well as a method of killing them off, leaving the placement and collision physics up to them. What we learnt though is that the particle system is not friendly and does not play well with custom systems! We needed the particles to adhere to our spherical gravity which was tricky business but Walter managed to figure it out by calculating the vector towards the planet’s centre and apply a constant force to the particles. So we had gravity sorted out but the next problem was trying to get the particles to collide and die with specific surfaces, which we probably could have got sorted but there was a lot of weridness going on with the particles and gravity in certain locations. Particles would be attracted sometimes, others would fly off the planet. There was also a lot of lag once the particles reached their peak.
It looked like a mess and fixing it was going to take a lot longer than we had so we switched out the system. Rather than having “people” (the particles) on the surface, we decided to go with using cubes as buildings to represent a number of the population allowing us to use less resources and no weird physics issues. The cubes adhered to the surface and self-replicated using a short raycast to test if there were any neighbours. Buildings would also grow over time and increase their health, making them harder to kill off and increasing the difficulty of the game.
We had no idea if the game would be fun or not until Monday afternoon, only a few hours before hand in. We had an idea and created a game around it but hadn’t been able to get the major game mechanics in quick enough to allow for rigorous game testing. This meant that by deadline we had only had around 3 hours of balancing.
Following the initial hand in, I reworked the gameplay to a better state. You now had to rid the planet of the humans entirely. There’s a tipping point however that if you don’t take out the enough of the major population in the early game, it spirals and you lose. The next state is if you manage to kill enough of them off, you win which then displays how long you took to destroy them creating a competitive state of trying to beat your highscore. I had initially implemented a system to store the scores online on our own server but could only get it receiving scores and not posting. I do plan to re-look at this but for a mobile environment, it’s much easier to implement leaderboards.
We had a great bunch of people dedicated to creating an awesome game in a mere 72 hours and I think we can all be proud of what we achieved despite some hiccups. We will continue to develop this game and hopefully release it for all to play =).
Now that judging is online, you can vote for our action brawler that takes place entirely in a mouth, Fluorider!
https://ldjam.com/events/ludum-dare/38/fluorider
Hello, Everyone. We created this game with my friend Slava and, it seems that is our fifth game for Ludum dare.
That small game is all about managing resources you have to increase/decrease cities circles.

Initial idea was to generate randomly cities with random requirements and fulfill them. Then, of course, practice beat purity and we decided to level design one level clearly with pre-setup cities and resources. Also, we quickly get to the idea, that if city touches another with his influence - it is decreasing the other city. And we had the main prototype by the end of first day.
So the next day we were polishing look and feel and had a fun with level designing. We decided to make proper form and color visual markering of game elements to increase readability of game.
By the end when a build was ready, we understood, that we failed full-screen a bit and decided to go with fixed dimensions.
I hope you will enjoy our little game. Also, we might consider working further on it, without changing concept.
Ludum jam entry: [https://ldjam.com/events/ludum-dare/38/minipolis]
Bit late to judging, can't wait to check out some of these games. As judging has started, here is a shameless plug for our game 'The Room', a puzzle game where you have to solve puzzles and escape the room.

https://ldjam.com/events/ludum-dare/38/the-room
It was made my me and @joshua-sellers and we're really happy with the result. I hope you'll swing by and give it a look. Good luck everybody and hope you enjoy.


Our first game jam entry! :fireworks:

We would love to hear your opinions!
https://ldjam.com/events/ludum-dare/38/shroom-island/
Play Until Tomorrow to find out!
So much thrilling wonderful games here! However, I found no other (besides ours) drawn by hand :) Our artist definitely did her best during those 72 hours.

Check it up! https://ldjam.com/events/ludum-dare/38/stardust
Well it's probably not the best advertisement.. there are many great games that are actually pretty cool like Tribal Tension etc.
LD changed something in my mind. It shows what can be achieved in so small amount of time. And my goal is to give 120% to improve and create next game and improve and so on.
You can link me your game in comment and I will make sure to play it and provide some feedback.
I can't wait till next Ludum Dare!
Thank you all you are all great.
I plan on playing a bunch of games when I get home tonight. If you know of any cool ones I'd appreciate a link (yours included).
If anyone wants to check out my teams entry it is.
Little House of Horrors a game where you explore an “abandoned” mansion to find clues to close the portals before Cthulhu devours our Small World.



The freeze of For Eternity should be fixed.
You can play the game here
If you find a bug or the freeze isn't fixed please tell me!
Have fun!




It's been rather exciting today watching our numbers slowly go up on our very first Ludum Dare game. If you haven't played K.R.A.B.S. yet, help us make it to 100 plays. You can find it here: https://ldjam.com/events/ludum-dare/38/k-r-a-b-s
I am using Feedback Friends to find new games to play, and I am not sure if it handles coolness, so I will just state that I will play your game if you play mine and leave feedback.
My Entry https://ldjam.com/events/ludum-dare/38/contamination


Good news, everyone!
We had a pretty damn hard time making our Ludum dare game (like it can be easy to do lol), we've participated with a new crew, and it was first time in Ludum dare for many of us. We've been arguing, making mistakes and had a fight once, but! We did it, and we gladly declare the fact that we had obtain our goal.
Try to help a small panda stuck in a wide open space cope the social problems of a sane snails civilization. We hope that you will like our game as much as we do.
Link to the game: https://ldjam.com/events/ludum-dare/38/colonized-panda
The concept was to have a character that moved like a snake, with a large body and compression mechanisms. Like a long softbody which compresses itself in tight spaces and expands when there's enough room.
RigWe quickly agreed on a procedural rig made in Unity. A set of Gameobjects linked together and moving according to the head.
At first we tried a mechanism based on physics, using physics joints. But the feeling was not there, the bones logically didn't following the path of the head but were just dragged like a rope. So we choose to register past positions and orientations of the head, and make every single bone take that path one after another. We enqueue previous positions based on displacement distance.

The white dots are the bones of the beast in this pic, and the video here illustrate the past data saving.
https://www.youtube.com/watch?v=XGq7U8yoSQc
In every grey dot of the video, we saved position, rotation, velocity and pass time of the head. The positions and rotations of the bones of the beast are then linearly interpolated between the past data points. Interpolated because we needed the bones to be placed at any custom distance of the head, due to the design of the beast.
Beast body compressionWe wanted the beast to have a pseudo-soft-body reaction to its limited space, to emphase the closed space.
Before the final beast design was acted, when the beast was still composed of a few large body parts, we created the body compression by scaling the sprites. Every single bone were using raycasts, like antennas, to seek the dimensions of the space forward and determine how much a body part should shrink. This solution was dropped when the final design made of multiple small independent round parts came out.
To get the final compression and decompression effect, we finally attached every part of the beast to one of a procedural bone of the rig by using slider joints.
We could then play with the system :). And sadly for me the giant snake fox dragon didn't make it to the final game :(

https://www.youtube.com/watch?v=1M4sK9i__AA
ControlsThe beast follows a target computed by the control system.

The red dot in this image is the beast move target.
As we wanted the game to have touchscreen compatibility, we implemented a virtual joystick to control the target. Like the ones you see on mobile video games, without a visual representation to keep the UI clean (and because it takes time to do a great one).
Tap & Longpress mechanisms are also due to the touchscreen compatibility.
Wind zonesWind zones concept arrived at T minus 3 hours. We coded something quickly to break the boredom of long tunnels, using simple triggers that modify head velocity when the beast crosses them.
FinallyWe definitively could avoid a lot of trouble by choosing not to go with a custom system and accommodate with a simpler joints-and-integrated-physics system, and embrace what would have emerged from that. The difficulties came mainly from the vagueness of our game design, which made us proceed step by step without clear objectives and needs.
-MAKING-OF-
I've added a $find command to my IRC bot, paib. You can do $find [user] and it will find the game by that user. If no arguments are provided, it will find your own game!

P.S. The bot also has a $idea command that generates ideas!
uP-8 Microprocessor just passed 100 downloads:
Thanks to everyone who's played the game for the great feedback!

Shrinking Space a game about helping your friends get everything they need to escape a forever shrinking planet!

I hope you enjoy it! Just like i'm enjoying a lot of games!


https://ldjam.com/events/ludum-dare/38/war-of-quiz
https://www.youtube.com/watch?v=UAnH30kdXM0&lc=z13jwdxouvzyevpzl04cin5plxnftjkzx10
Abaddon is the hebrew name for the angel of the abyss in the Bible (apocalypse 9:11). Also this is my entry for the 38th LudumDare session. I did a paced FPS - a survival game in which you must fight against a horde of mischievous creatures in a little arena (50x50). This game is not suitable for noobs – skill is required :)
Take a look at the main page and rate it please. I will rate yours too :
https://ldjam.com/events/ludum-dare/38/$20644
Hi, we're Demy and @fedoccio, two cat lovers from Russia, and we made this small Catstagram themed game about the Instagram cat's daily routine.
The previous post about the room structure you can find here: Catification is now.
Actually, we planned to make several types of the "jobs" cat can do, but quickly understood that we don't have enough time for them and decided to make at least one type of the "job" but finalize it properly.
The first scratches:

Behold these gorgeous pose icons. That's what you get when you let your programmer (me) do the proxies
Btw, the "Struggle" animation at first was the default start animation, but I thought it's too awesome to not use it in the "The kitty is not in the mood" situation.

A bit of self-rant:
Of course, this scene is the main source of the mechanic understanding issues.
On the second Post-Mortem-ish thoughts, we should place the pose's key sequence on the picture of the wanted pose (top-left), and make the mechanics of it more transparent. It was copied from the Telltale's games Q-Q-Q-Q-W thing and we should really redesign its view the same way - the progress bar on the tile + flip at the end. Anyway, the flip of the tile works way better than (the progress of the Q key) with the Struggle option and players understand it way quicker than the Q-pressing sequence.
In the layers of the animation I found this:
Thanks to @fedoccio I had a quite hysterical laugh. This view still could be found somewhere in the game :wink:.
This scene has the most of the game sounds: background sound, sound of the win, sound of the failed pose, camera click.
All of the audio pieces were found on the freesounds.org and all of the references are in the game's description. As always, even though I know nothing about music and audio editing, this part of the game's design plays a big role in the "game's soul" creation.
:arrow_forward: Caturday is today
Thank you for your time and have a good day!
Hey guys, we need your feedbacks! :grinning:
Leave a comment so we can check out your game too!
Some 4k high quality footage to illustrate this post :

Hey guys, I'd love to show you my game for the Compo and I would love some feedback! This is my first entry for a LD and my first 'Finished' game in Unity and took 16 to 18 hours to complete as my birthday was on the 23rd.
Link : https://ldjam.com/events/ludum-dare/38/cosmic-flinger
Screenshot

Hey guys! This was our first gamejam and we'd love your feedback on our game 'HexaHover'! It's a local multiplayer game and controllers are recommended!
Here's a sneakpeak of what it looks like: https://i.gyazo.com/61518fd28d424b0181f3f20eb917ef4f.gif
Looks like we 'won' Feedback friends! No more points for reviewing there so I'll be performing all of my reviewing from those who review(ed) our game until the LDjam site is working!
Hit me up, I'll review you back! I have a bunch to do now so I'll leave you with this video of the first 10 levels so you can see how 'easy' this game is! =)
https://www.youtube.com/watch?v=hvAAiHG0tE0
Small World was my first Ludum Dare, my first time with the Phaser framework and my first game
https://ldjam.com/events/ludum-dare/38/small-world-1
I only had 6 hours, in three two-hour segments in which to put together the game, so I used some of the Agile principles from my day job to produce what I could.
Firstly was to understand the constraints. In 6 hours I was never going to write a MMORPG, but if I used frameworks and tools like Phaser and Beatbox then I might be able to produce something.
Secondly I approached each 2 hour segment as an agile sprint, so there had to be working software (ie a game that could be entered into the compo) at the end of each 2 hours.
The main part of the game was written in the first sprint, and whilst there was something playable there were no animations, sound, music or opening/closing screens. The second sprint added instruction and game over screens, whilst the final sprint added animated sprites, sound effects and music.
Despite the issues with the website, I enjoyed my first LD and hope that I get at least some feedback on thengame/code etc.
Thanks for for reading!
Wheh, lot's of cool and awesome games were made! Played close to 20 today, think that's enough for me for today. Please consider playing ours?

This is my first jam entry, I wanted to publish it as a compo, but I was too late... nevermind, check it out and I will vote back
https://ldjam.com/events/ludum-dare/38/the-taker
I finally finished a AI for my game Dots In Space...! The game has a lot of resemblance to the Worms games but it is in space and gravity of planets and the sun are affecting projectiles.
The idea for the AI was pretty simple, it should not calculate the shots and instead shot and then adjust based on where it flies to.

Turns out that is much harder then it sounds, while I tried to get AI sane it almost drove me insane. It is now pretty complex and even has basic memory.
There are now 3 difficulties you can choose for the AI, it is default on with Normal difficulty and will shoot as soon as you take your first shot like a real gentleman. You can simply switch if off in the menu for local multiplayer.
New are also a option for indestructible other planets and the option that planets rotate around the sun in both directions.
Here is the download: https://tocogames.itch.io/dots-in-space
Here the jam page: https://ldjam.com/events/ludum-dare/38/dots-in-space
Web-based games are highly preferred, so if you have a game that is playable in a browser, post away! I'll do my best to get through them and possibly comment with some feedback. Good luck to everyone during judging!
Shameless plug for my game if you'd like to take a look: https://ldjam.com/events/ludum-dare/38/glop-plots
Looking forward to voting for some games today, it's always nice to see what the other teams have come up with.
This is our teams entry to Ludum Dare 38. It's called Star Traveller and is a light puzzle game where you must find a new home for a tiny alien.

You can play it Here: https://ldjam.com/events/ludum-dare/38/star-traveller

Here's a graph of the #LDJAM tweets count:
So excited!

Guys! Check out our decision simulator!
You play as a floating space panda which is being colonized by small snails. You have to control the population and decide your faith. There are 6 endings in game, can you find them all? :)
Game page: https://ldjam.com/events/ludum-dare/38/colonized-panda