Don't get engulfed by the FLOOD!


Game updated on link: https://ldjam.com/events/ludum-dare/42/void-era
Play, rate and have fun!
Thank you!

Wanna mess around with the music pitch and become a DJ? Try this audio visualiser and just hold down left or right clicks and see the magic happen. https://ldjam.com/events/ludum-dare/42/beater
We've made Main Theme for the post-LD version of our game. It is very grim and moody, like a dying colonist flying into the outer space.
I wanted to share that track in this post so it could've looked like this:
But I think it's not possible to embed track into ldjam post, so here's an actual link to Soundcloud.
Sorry for bamboozle.

(deleted)
Never actually finished my game with all gold trophies until now :D Try to beat the game on gold level. https://ldjam.com/events/ludum-dare/42/treasure-hunter
Btw this is not my favourite gun build but it got the job done.


Play it? Please? Pretty please? https://ldjam.com/events/ludum-dare/42/blocks
NOOR post-jam update is now released!
WHAT CHANGED:
Checkpoints added!
The shadow's collision box improved!
You die less easy now!
You have a small amount of time to get out of the shadows if entered!
There is now a small pointer which shows where your light/shadow bulb is going to land.

More about the update: - Some of the light poles are marked as a checkpoint station.
You need to hit a checkpoint light pole after destroying eggs or it won't save the progress!
The landing position of the bulbs is still a bit buggy.
Your progress will be deleted if you quit the game. (Your progress won't be saved permanently)
I'll be updating the game. Just report any bug you find in the comment section. THANK YOU.
Download the game (post-jam) from ITCHIO [HERE]
The WebGL is the jam entry. Play that if you're going to rate!
NOOR LD page [HERE]
Hi there! This is a game about not to be pushed down by crowd before you reach your destination! But unfortunately,I just found that our WebGL game version had a resolution issue! Because of the issue,players will not see the whole UI and the subway's door. So,maybe some people get really confused about that. I'm really sorry about that and if you're still interested in the game,try it again!It won't depress you! Also,don't miss it if you didn't try it before~~
The game’s main idea is to try your best to STAY ON the subway, not to be pushed down by crowd before you reach your destination! The awkward control make things even more terrible, player must find a proper way to control the character to get the destination! What’s worse, you must push yourself out of the subway when you get the destination…
https://ldjam.com/events/ludum-dare/42/rush-hour

Hello,
I'm searching games to rate (HTML5 or Windows), please link your's in comments :P
You can also checkout mine, rate it and leave a comment (Playable Here on Windows/MacOS/Linux/HTML5) :P
Hey guys, I need a list of your games for Play + Rate, which I'll be doing the whole of next week! Also, people who play my game will be prioritised. Leave a link to your game in the comments below :point_down:
Also, it'd be great if you can play my game, Blocks, which is a Ludum Dare entry made in 5 hours: https://ldjam.com/events/ludum-dare/42/blocks
Hey there everyone psst come here.. I got an awesome game for you. You like survival games with snow blocking off everything restricting you from moving well ur at the right place. Hope you bave a blast.
Have fun!
https://ldjam.com/events/ludum-dare/42/relentless-siberia
Ver 1.1 Changes - Fixed a critical bug that prevented us from having 100 blobs spawn and crashed the game, so now we can have 100 instead of 30 and some other bugs. - Changed some graphical aspects and added cooldown indicator (the cooldown was in the game but there was no indicator). - Added instructions.
HTML5 version now available.
Please play and rate our game, even the MOTH has done so!

Finally got some time away from work to play some more of these entries. Just looking at the thumbnails is getting me hype.
Thanks to all who played and rated my game since my last post. I'll try and play your games too!
https://ldjam.com/events/ludum-dare/42/kessler-syndrome
Here's my game if anyone is interested.
Play on my dudes.

After an earthquake at the shrine you were visiting, you are forced to run and escape the crumbling grounds before you get crushed by the rocks falling over you.
Will you survive?
Check it out here: https://ldjam.com/events/ludum-dare/42/running-misadventures
I've rewritten a huge amount of my original game, but the gameplay is almost identical. I'm still planning on producing a post-Jam version with updated gameplay, but it was immediately obvious that the original graphics needed a performance boost.
So, custom shader time! I have learned a new skill. I have also learned a lot more about Unity's bleeding-edge features, and the limitations of CustomRenderTexture. So, I'm really proud to have created a version that works with WebGL, and gets excellent framerates on any half-decent GPU.
Other fixes: * Deliver a planet by selecting it and clicking the button (you can still drag instead) * Axial tilt has an effect on ice distribution, causing a broader temperate zone * Orbit distance is linked to the lighting for visual feedback * Many minor bugfixes

Watch that ice melt away!
Come and try it here: https://ldjam.com/events/ludum-dare/42/planetary-construction
Be the strongest in the gym before it closes. But, be careful, your opponents will do anything to harm you. Even use to violence.



Hi :) I’d like to present my submission : No Destination - a sci-fi management game, in which you control an increasingly small spacecraft, and shoot off asteroids !
Here’s the link if you want to try it : https://ldjam.com/events/ludum-dare/42/no-destination
I’d be honored to receive your ratings and feedback !! Have a great day :)

We want to know what you think.
If you didn't try it yet, take a look at the game page right here : https://ldjam.com/events/ludum-dare/42/rebound

To better illustrate what game is about, here's a gif:

You can find game here: https://ldjam.com/events/ludum-dare/42/$102949
I forced myself to first finish my long list of games I should play, before adding new ones to the list. Now that I finally finished it I'll allow myself a blog post ;) A small excerpt:
It's not been silent around my game either, there has been a lot of great feedback and I loved seeing people playing it on stream but what's even better is people playing it in real life. Some guys at my office started a bit of a competition to get the highscore and they've managed to drive it up to 593 beating the last record by only a couple of points :
If you wanna do an attempt at the title you can find my game at https://ldjam.com/events/ludum-dare/42/changing-spaces or https://shakedimus.itch.io/changing-spaces. I'd love to see a score of a 1000 :D

I'll be playing and rating games the whole of next week, and I need a list of your games to play! Also, people who rate my game will be prioritised. Till now I have got a list of about 8 games, feel free to add yours in the link below!
Play + Rate link: https://ldjam.com/events/ludum-dare/42/blocks/play-rate
Also, it’d be great if you can play my game, Blocks, which is a Ludum Dare entry made in 5 hours: https://ldjam.com/events/ludum-dare/42/blocks
P.S. Do not leave the games below, submit them to the Play + Rate link above.
I have the chance to be with my sister, so I'd like to play with her some muliplayer games, as they may be harder for others to play... And can be super fun !
If you made or encountered such a game in a playrathon of yours, feel free to comment ^^
Btw, we have two controllers if needs be.
Hello all! I'd really like to reach the minimum criteria for entering the jam. I'm currently on 13 grades. If anyone would like to play a web-based choose-your-own-ending game with some cutesy pixel art, this is the one for you!!
Protect the planet from burning down, by "quickly" building an Aquaduct!
https://ldjam.com/events/ludum-dare/42/aquaduct
Where’s my kingdom?! is an action RTS in which you’ll lose your kingdom if you’re not fast enough! You can play & rate it here!
Almost two weeks since Ludum Dare 42. Time to write one of these. Here is my Post Mortem on my Compo entry:

Wallifornication is a puzzle game in which you try to clear several levels. You navigate a space ship that blocks its own path by leaving behind a solid wall. If you haven't yet, please play and rate the game here and tell me what you think.
So before I entered Ludum Dare this time around, I recapitulated my last two LD entries. "Angry Man", my first ever Ludum Dare entry für LD34, was a weird platformer with hand drawn and scanned doodle graphics. I spent most of my time on that game on art, since I figured that was by far my weakest point. The game was clunky and had little content, but was enjoyed for its weird art style. (Glad I spent most of my school days doodling instead of being a good student now.) "A Small Hell" was my second entry. Online features, strong sense of atmosphere and mood were the aim for the game back then. Needless to say, I had server issues and was forced to dumb down the gameplay in the last few hours. Once again, mostly praised for its look.
The goal for this LD was clear: - polish - smaller scope - less time wasted on graphics (I am not an artist anyway) - polish
I had my first shock, when I took a look at the LD page the night before LD at 1am. The jam was supposed to start at 12am in my timezone. Turns out 12am isn't noon, but midnight. You learn something new every day. :scream: So the theme was "Running out of space". Not too bad. I was tired and slightly tipsy, starting anything serious at this hour was not a possibility. Still, I could let my fantasy go wild - and that I did. Naturally I couldn't sleep until I had an idea set in my mind: A puzzle game, where you leave a wall on your path, that blocks your path, a nod to Tron and Snake alike.

I felt the idea was solid and could finally sleep - and as it turned out, it was indeed not bad at all. I barely changed any of the gameplay elements which I initially thought of. I changed it so that time paused when you planned your next move and that enemies didn't collide with your walls, making the whole gameplay more predictable, which I soon found out was crucial for this kind of game. I quickly cut all the "nice to have" features from my mind, determined to focus on the core mechanics and finally made a simple two day plan, which turned out to be very realistic:
Day one: core gameplay, graphics, animation, screen shake Day two: levels, sound, shaders, additional content, ???
Check! I felt that was all I needed - and it was! This was probably the first time in LD that I felt like I had really finished an entry. Sure, the music was rushed in the very last hour before submission, the game is missing some sounds, has a pesky music bug and could've used another level - but it is fun! Naturally, there are lessons to be learned.
What went right: - focus on main gameplay - polish - simple aesthetics - planning - content
What went wrong: - no testing, other than by myself - tutorial levels not obvious enough
Yes, that is right. I asked people beforehand if they would test my game, kept them at hand... and never actually let them do their job, because I didn't want to let them test the 'unfinished' game. Silly, isn't it? I realized it was too late when Submission Hour was less than an hour away and I had no music. The result of that mistake is a game, that keeps most people initially puzzled of the game mechanics and can, despite its simple mechanics, be frustrating if realization doesn't come early enough. I thought the tutorial levels made it painfully clear that speeding into a wall would kill you, but in hindsight that was naive. Testing. Would. Have. Prevented. This. A simple marker, indicating the deadly travel distance, would've been a dead simple fix.
All in all, I am happy to have achieved my goals for this Ludum Dare and to see a progress, compared to my other two games.
Do you like the game? Would you enjoy the game mechanic in a full game? I am currently rewriting and reimagining it and plan to make it my new project. Please let me know your opinion.
https://ldjam.com/events/ludum-dare/42/storage-madness

Hello everybody !
We want to introduce our little game for LDjam 42: California Jane is a turn-based puzzle game, where the floor is collapsing, walls are trapped and you're chased by ancient mummies.
★★ PLAY & RATE CALIFORNIA JANE ★★
★ Controls:
Move & Push: ARROW or WASD keys
Jump: Hold SPACEBAR or LEFT CTRL + Direction
Restart: R


Hi there!

We were super happy about the bunch of helpful feedback on our game: https://ldjam.com/events/ludum-dare/42/roger-the-dodger
So we made this enhanced version: https://mrmasterbit.itch.io/roger-the-dodger-postjam-edition
Hope you like it :)
Wanna become a DJ and mess with the pitch? Try this audio visualizer https://ldjam.com/events/ludum-dare/42/beater

Hey, everyone! As many of you may already know, Tech Valley Game Space will be live-streaming tomorrow, Friday, 8 - 11 PM EST, at twitch.tv/techvalleygamespace. To have your game in consideration for playing and judging, you can sign up on the form below:
goo.gl/forms/zQAhArQG3Lfp2imS2
As the form already states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.
Hey everybody, i miss 10 rate for my game, it will be very nice if you can test and rate it ! Of course i'll try your game ! Thanks <3
https://www.youtube.com/watch?v=UP6vfeE4quo
Build an Ark before the Flood washes you away. Chop and gather wood or produce and program bots to make it in time.
https://ldjam.com/events/ludum-dare/42/noah-v-2-0
Feedback is highly appreciated (It's HTML5)!
And don't hesitate if you want to share your game with us! I'll personally play every suggestion :)
You have already played to "Oh no! This is monsters!" early?
Play more balanced and corrected version of the game.
https://ldjam.com/events/ludum-dare/42/oh-no-this-is-monsters

https://ater.me/ld42x2/ <= post compo
====
If you did not try the original version yet, please play and rate at first it.
https://ater.me/ld42/ <= compo original
P.S. Global score table coming soon :)
Default
Shotgun
Plasma
Rocket
Gauss
Minigun

For those who have not played yet https://ldjam.com/events/ludum-dare/42/anstorm
If you like a challenge, try out this entry! Can you make it to the leaderboard?
Cheers!
Are you wanting to jump from platform to platform in search of coins until you inevitable doom? You have come to the right place!!! Jump on in and play!
https://ldjam.com/events/ludum-dare/42/meteor-shower-1
Here are some pictures :)

A huge thank you to everyone for playing and rating Blocks, which is now at 134 ratings!
If you haven't played it yet, please do so: https://ldjam.com/events/ludum-dare/42/blocks
Hey fellow Ludum Dare participants! I've got a couple days off and I'll be working on my post-jam version of Space Shipping this weekend. I'll also be playing/rating more of your games, so if you'd like a rating, be sure to comment this post and I'll check out your submission!
Oh, and if you haven't checked out Space Shipping yet, why don't you go give it a try? :) https://ldjam.com/events/ludum-dare/42/space-shipping

I've already more than met my goal, but I'd honestly love to get more people's feedback on how the post-jam version can be improved (besides adding in a refuel option and music, lol) ;)
Thanks for playing!
I'll be playing and rating games the whole of next week, and I need a list of your games to play! Also, people who rate my game will be prioritised. Till now I have got a list of 14 games and I need atleast 20, so feel free to add yours in the link below!
Play + Rate link: https://ldjam.com/events/ludum-dare/42/blocks/play-rate
Also, it’d be great if you can play my game, Blocks, which is a Ludum Dare entry made in 5 hours: https://ldjam.com/events/ludum-dare/42/blocks
P.S. Do not leave the games below, submit them to the Play + Rate link above.
SIZE Invaders is a shootemup game in space, controlling a spaceship, while you are running out of space!
If you leave your game link in the description of the game I'll be sure to check it out.
https://ldjam.com/events/ludum-dare/42/size-invaders
I gathered the screenshots from the making of my game and made a timelapse of it!
**It might be a little too small if not viewed on a large screen
https://www.youtube.com/watch?v=yBD87VGD3Wk
Also feel free to let me know what you think!!
Finally finished the post LD version, now it looks and feels how it was planed.. hopefully :D


The post LD version: https://waldemar-umaniz.itch.io/fruits-n-ghosts
The original: https://ldjam.com/events/ludum-dare/42/co-op-puzzle-1
Shoot O' Space v0.3 Screenshot2.png Shoot O' Space has gotten a lot of feedback and based on all that feedback it has gotten, I decided to update the game based on all that great feedback you have given. Be sure to play the game! PLAY NOW!
Thanks for all the comments and ratings! Let's reduce the usage of plastics for a better earth!

Hello jammers! Send me your windows games and i will play and rate them.if you had a boring day,check out the comments and maybe you find a good game.also try my game as well https://ldjam.com/events/ludum-dare/42/the-red-pixel
Hey ! :) if you like management games, I made one for this jam : https://ldjam.com/events/ludum-dare/42/no-destination
You control an increasingly small spacecraft launched into deep space. Manage your crew and fend off asteroids to collect as much data as possible !
I'd be honored to receive your ratings and read your feedback. I'll check out your game as well ! Thanks a lot and have fun :)

Audio visualizer https://ldjam.com/events/ludum-dare/42/beater
Hey there! I need one more rating on audio to hit 20 for my game. I'd greatly appreciate it if you guys could try out my entry to help me hit that! If you do, be sure to leave a comment so I can get to your game for rating as well =) https://ldjam.com/events/ludum-dare/42/oddblock

I saw a lot of people complaining about the theme but I think this is a bit against the idea of a game jam. This is my first game jam but as I see it the restrictions in time and subject are what drives you to be creative, think outside the box and maybe make games that you wouldn't normally make, as I did.
Because of that I love the theme! I love every theme ;) A good example of thinking outside the box is pre-alphabuild. I didn't make this game but just really liked it, I liked the graphics, music and the mood but I especially liked the tetris-like mechanic combined with the RTS genre. I think the developers would have never come up with this idea if it wasn't for this theme. So I just wanted to say ALL HAIL THE THEME!! :D
https://ldjam.com/events/ludum-dare/42/pre-alpha-build 
I'm maybe late for the Post-Mortem but it's better late than never :joy: . If you want to check the game, it's here
It was my second Ludum Dare jam, the first one was with a friend and we were both programmers so the graphism was not that good ahah. So this time I decided to build a team with some guys (My friend programmer, a game designer colleague, and an unknown 3D artist who became a friend :slight_smile:) We hadn't worked together before and it was a real challenge to work as a team on a game (first time with a real team for all of us). We decided to work with unity because we all wanna improve our skills on this one.
We were very nervous the night before game jam starts when preparing food and drinks :smile: We had a good night after the theme reveal (00:00 for us, and we began at 08:00 AM).
We started the setup and go on with brainstorming to 11:30 AM :slight_smile: We knew we wanted a 3D isometric game, so the brainstorm was around that! Then we were launched :rocket:
We had a good prototype at the end of Saturday with nearly all mechanics implemented. "Just" graphics, sounds, vfx, sfx, UI and some mechanics were missing, that was the job of Sunday :slightsmile: We had a 6hours night on Sat-Sun and began the Sun with a good mood and a lot of efforts in our bag :muscletone2:
The Saturday was about graphics and animation, vfx, sfx and the beginning of UI. As nearly all of us worked on Monday, we ended it here and I finished some mechanics (like crystals and choices, and some UI elements). Then, with Alexandre (Game Designer and UI) we ended the UI animation and graphics in the evening before publishing. We were able to publish a game at 23:30 it was just ahah.
So this game with that graphics and fx was created in 2 days plus a little of the 3rd :sweat_smile:
Saturday (with mechanics) -> Sunday (with graphics)
We are very proud of what we made in 2,5 days (with sleep ahah) and for the first time together. For all of us, it's the best game we made.
We learned a lot about programming, integrate, vfx, Unity, ... We had a lot of fun together and we want to renew the experience by doing other jams together :slight_smile:
Special thanks to everyone who rated our game and left us feedbacks :slight_smile:
See you in LD43 !!
(Sorry for double post)
I'm maybe late for the Post-Mortem but it's better late than never :joy: . If you want to check the game, it's here
It was my second Ludum Dare jam, the first one was with a friend and we were both programmers so the graphism was not that good ahah. So this time I decided to build a team with some guys (My friend programmer, a game designer colleague, and an unknown 3D artist who became a friend :slight_smile:) We hadn't worked together before and it was a real challenge to work as a team on a game (first time with a real team for all of us). We decided to work with unity because we all wanna improve our skills on this one.
We were very nervous the night before game jam starts when preparing food and drinks :smile: We had a good night after the theme reveal (00:00 for us, and we began at 08:00 AM).
We started the setup and go on with brainstorming to 11:30 AM :slight_smile: We knew we wanted a 3D isometric game, so the brainstorm was around that! Then we were launched :rocket:
We had a good prototype at the end of Saturday with nearly all mechanics implemented. "Just" graphics, sounds, vfx, sfx, UI and some mechanics were missing, that was the job of Sunday :slightsmile: We had a 6hours night on Sat-Sun and began the Sun with a good mood and a lot of efforts in our bag :muscletone2:
The Saturday was about graphics and animation, vfx, sfx and the beginning of UI. As nearly all of us worked on Monday, we ended it here and I finished some mechanics (like crystals and choices, and some UI elements). Then, with Alexandre (Game Designer and UI) we ended the UI animation and graphics in the evening before publishing. We were able to publish a game at 23:30 it was just ahah.
So this game with that graphics and fx was created in 2 days plus a little of the 3rd :sweat_smile:
Saturday (with mechanics) -> Sunday (with graphics)
We are very proud of what we made in 2,5 days (with sleep ahah) and for the first time together. For all of us, it's the best game we made.
We learned a lot about programming, integrate, vfx, Unity, ... We had a lot of fun together and we want to renew the experience by doing other jams together :slight_smile:
Special thanks to everyone who rated our game and left us feedbacks :slight_smile:
See you in LD43 !!
Just looking for games to play. Send the links in comments and I'll rate them
Also you can play my game too: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon
Coop version coming soon! Who would like to use a little help from another co-worker?
Play it here: https://ldjam.com/events/ludum-dare/42/rainforest
my ld entry needs 7 ratings to hit 20.if you do so it would be really appreciated.i was working on my post jam update so I was not able to play much games. Now leave your games link so I can play yours. :slight_smile: My one: https://ldjam.com/events/ludum-dare/42/shooter-3d
My LD42 game, bouncing Boxes is finally available also on Xbox One
WHY THE BEST LD42 GAME HAS ONLY 2 REVIEWS NOW? Lets fix this sh*t. We dont have much time!!!
https://ldjam.com/events/ludum-dare/42/plag



.



Control army of bots and build an ark before flood washes you away.
https://ldjam.com/events/ludum-dare/42/noah-v-2-0 (WebGL version available)

Eblobla is a solo card game.
You are a very famous professor, and you just invented a new species : THE BLOB ! You must stop them, or they will expand and become the only thing alive on earth !
Let us know what do you think about it !
https://ldjam.com/events/ludum-dare/42/eblobla
This is our little game

If you like, try if you can have a better score :) -> https://bippinbits.itch.io/trattoria

Feel free to play and rate my game: the maze.
Here is the like to this awsome game:
https://ldjam.com/events/ludum-dare/42/the-maze
It is a game where you must find your way trough a old mase of fire and save the golden
treasure.
Good luck
PS: right in the comments how many points you got. My record was 9 Points. Maybe you are better
Now go and save the treasure.

Hello everyone, this is a post-mortem of my game for LD42 Demonologist, you can try it here : https://ldjam.com/events/ludum-dare/42/demonologist

anyway first thing first, sorry for any grammar error, english is not my native languange and also i made this at 00.00 cause i can't sleep lol
lets start from something that all of us done first...well at least i did
honestly speaking....i dislike this theme, its too spesific for me and also quite frankly too generic as well, but probably its just me, i'm not very creative person in the first place, it take me quite literally 4 hours to finalize my game concept within my understanding and twist of the theme, but it also where it went wrong, i will explain later in this article.
After i finalize the concept, i go straight to gameplay, on previous LD, almost every game that i made always have this slow and "boring" pace of gameplay (you can check my complete previous LD game here : http://ludumdare.com/compo/author/ghen/)
This time i want to make something different, something more action-y and involving, and i just happen to chose another engine this time other than Unity3D, after some googling and trying, i laid my eyes on HaxeFlixel, and this is where Basic HaxeFlixel Tutorial from Gamefromscratch comes in, after following the full tutorial, i just realize "hey...i can make a full game out of this" ( bill wurtz reference anyone? :smile: ).
For graphics, i already know this coming :laughing: , i can't draw at all, i already tried and fail misserably, so i said to myself "what can i do to make it good, while also fit with timeline and my crappy drawing skill", Atari 2600 comes to mine instantly, i based the art from the Indiana Jones on Atari 2600, while the artwork on the Main Menu i try to mimic and "copy" menu art style from most DOS game and again failed miserably.
And this is where it went wrong, i want to make something different, something that still fit in the theme but not so obvious, i want people to realize it after playing it, thats why i came up with the idea of body heat is essentially the resource and your body heat tolerance is the inventory/storage , when you fill up your inventory/storage, you died, which means you running out of space
cause i'm being a smart-ass, in the end not many people understand/realize it, it make sense in my head, but probably not in other people, or probably how i deliver my concept is the one is wrong or ineffective.
I put a quite a lot unconventional mechanic in my game, thats why i feel i need to make quite extensive guide, but just to make it like a point-to-point just feels lazy, so i want to make it interesting so player can read it with hope that they're not getting bored, but the fact is my approach actually defeat my purpose/goal, it become a wall text with a lot of grammar error, cause people not too keen to read it.
I try to put animation on everything, but in the end i don't have enough time to do it, and also out of idea on HOW since my main reference is Indiana Jones on Atari 2600 theres literally nothing animated on that game lol, and i can't spend any more time to find more reference, at least that what i think at that time.
This is a mistake on my part, game feedback actually on very low on my priority, i try to add it and try on on some activity that i feel more important, but in the end i skip a lot of it, because i feels it either too distracting or just simply ugly, and in the end i have no time left.
I honestly don't know how i feels about my entry, at one side i'm actually satisfied on what i can make and achieve in mere 48 hours with just me, but on the other side i feels like i can work harder and do more, add more, and playing a lot of real quality compo submission here enforce that mindset sigh
so thats it from me everyone, hope you like it, and hope this give you insight from my part on my process for LD42.
thank you for reading this post-mortem, and have a nice day :smile:
How can you say no to this endless awesomeness :

You get To choose between 2 weapons
- The Charged Gun
- The automatic rifle
or Maybe let your enemies chase you like bulls and trick them to fall
Play My Battlefield King here :
https://ldjam.com/events/ludum-dare/42/battlefield-king
There are platforms for Windows , Mac , Linux , and WebGL
Hey guys!
Give our game a try https://ldjam.com/events/ludum-dare/42/tales-of-steel-and-mana-empires-birth and maybe drop by our discord and drop your game/feedback https://discord.gg/rE4cAj
I currently have 16 ratings, I would love if you could check out the game and rate it! also post your games down below and I'll play/rate as many as possible!
My Game: https://ldjam.com/events/ludum-dare/42/box-bonanza
We're on 14 ratings! Can you beat 345 seconds, try and outrun the cops while your camera shrinks more and more!
Hey guys! This is my 11th? 12th? Ludum Dare and for this compo I made I Saw Him Today, a short (about 10 minutes) but very emotional story. There's not choices so if you want something you can just sit back and read, this entry is perfect. It deals with some heavy subjects like suicide, though, so be warned.

Or else nothing. :smile: Here you go: https://ldjam.com/events/ludum-dare/42/easter-shabobble

I know it is quite late at this point to fix the ludum dare version of a game, but I'd still like to do it for the time remaining. However, I don't know if I'm allowed to modify the ludum dare build, or if I should make a proper post-jam version including this changes :
-I'd like to change collisions on the main character, who often hits narrow walls. (it can be quite a hassle)
-I found a completely unintended way to solve a puzzle due to bad sprite origin, which makes this solution completely unfair as it can't be foreseen.
What do you think ? (the game is still playable in this state though)
It is really challenging and has over 60 ratings! New update is coming soon and you can follow the development of it on my twitter: https://twitter.com/SJovGD
Link to the game: https://ldjam.com/events/ludum-dare/42/flood-of-pirates

In the screenshot you can see a few major changes. The players are no longer cubes, the UI had a redesign, the players have new stats, ability to use items in the inventory was added, and the player tokens can all occupy the same spot without merging into one another!
I've done a lot of work on this and believe I am well on my way to releasing it. I'm ironing out all the big gameplay mechanics, features, and quality of life bits. Once I do that I'll fix up the quality of the assets, mix in some more music / sound effects and just polish it up.





The unlimited jumping mechanic was a bug but its useful to traverse the little planet. Therefore, when you double tap space, you shoot a bazooka downwards and it propels you up... and I couldnt fix the bug XD
There is a damaging asteroid belt circling the planet. This is to stop you spamming space :P

Hey LD jammers!
If you're looking for a post-LD game jam, I'm hosting the 2nd annual Music Game Jam from Sep 1-15, where you can make any music/audio-themed game you want in two weeks!
Last year's games included music-based tower defense, pitch-controlling platforming, and guitar shop management, and you could make anything from a game for the blind to a music horror game!

PLUS we've organised >35 YouTubers and streamers to play your entries and give you great feedback!
And all participants will get a free unlimited asset license for the Wwise game audio software!
You can also join our Game Jammer Discord community and follow MusicGameJam!
PS: if you are a YouTuber / streamer interested in playing the entries from the jam, I can add you to a list on the jam page! (comment below or message me on Twitter / Discord)
I wrote a Post Mortem shortly after the jam completed on the blog I used to document my 12 games in 12 weeks challenge. https://12games12weeks.blogspot.com/2018/08/ld42-space-module-collectors.html

I have my needed rating, so instead of using this space to ask for more, go rate games that need ratings and have been rating themselves (https://ldjam.com/events/ludum-dare/42/games/)
Hey, everyone! In 35 minutes or so, Tech Valley Game Space will be live-streaming your games at twitch.tv/techvalleygamespace! To have your game in consideration for playing and judging, you can sign up on the form below:
goo.gl/forms/zQAhArQG3Lfp2imS2
As the form already states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.
We have just uploaded the Post-Jam version of our game! It includes changes based on suggestions and feedback from the wonderful people who have commented and rated as well as an important story event we weren't able to finish before we ran out of time.
We are so proud of this game, especially now with all the fixes and new features. If you played before, we highly recommend checking out the new version. And thank you to everyone for their feedback!
Play in browser or download to PC or Mac!
https://ldjam.com/events/ludum-dare/42/l-an-interactive-mystery
tags:voice acting, point-and-click, visual novel

We've been wanting to try a multiplayer for some time. Now we've done it. Check out Poison Panic TRY IT WITH A FRIEND!!! https://www.youtube.com/watch?v=UyQ_nxVU0Gc
https://ldjam.com/events/ludum-dare/42/panic-poison
Hey there, I'm looking for HTML5 games to play and rate :)
Post your's in comments !!
In return, please have a look at mine here to leave us feedbacks :) (comments are more important than grades)
You say "tomato", I say "SPLOFF!!"

https://ldjam.com/events/ludum-dare/42/pizza-defender
For those who were following the progress of my unfinished LD42 game "ZMALLPOCKETS", I'm still working on it.

In this couple of weeks my tileset has grown a little D:
Here are some earlier screenshots:








Forklift simulator!
Have you ever wondered what it's like to drive a forklift? Well now you know!
This game is about space management and delivering the right boxes.
It gets progressively more stressful as you gain score, and eventually the boxes come flying in faster than you can handle!
https://ldjam.com/events/ludum-dare/42/forklift-simulator
With support for Windows, Linux and Mac, as well as a WebGL build!

Eblobla is a solo card game.
You are a very famous professor, and you just invented a new species : THE BLOB ! You must stop them, or they will expand and become the only thing alive on earth !
Let us know what do you think about it !
https://ldjam.com/events/ludum-dare/42/eblobla
Another boring day,another list of comments! Comment your games and i will play them! If you are bored as well,check out the comments for some cool games Also check out my game https://ldjam.com/events/ludum-dare/42/the-red-pixel
Collapse, the game I made for Ludum Dare 42 (Compo), turned out to be more fun than I expected? Did I expect it? Was I ready for what this game was about to become? And, over all, was this game eventually meant to collapse?
https://www.youtube.com/watch?v=a-pzHG1nQjc
If you are interested more in a video than text, here you go:
https://www.youtube.com/watch?v=FH3sev6YSmQ
Construct 2, BFXR, Audacity, Adobe Photoshop, FL Studio
Earlier, the idea was to make the a full version of the Multicolor Maze from Undertale.
https://www.youtube.com/watch?v=_oQVVISpRbI
However, after terribly failing with this idea, I was left with nothing.

I came upon an idea of a simple platformer where a wall would chase you and you would have to reach the end goal. After some quick tests, I had a prototype ready. After a while, it was decided that the level would shrink evenly and you would have to reach the centre of the level, the "core". The game was eventually named Collapse.

Physics and Primitive Geometric Shapes! Who knew that these two combined in a platformer could be this fun? The gameplay feels natural, and as the levels get harder and music starts pumping in, you feel more and more engrossed into the game.
Added as an afterthought, I'm still competing with my brother to see who gets the better of it!
As many have told me, the music comfortably matches the levels! When a level is going to be hard and fast, you can tell it, just by hearing the music!
Inserting an idea last minute is bad, but I needed a story to string the gameplay together, and, apparently, it all worked better than I could have imagined! That's rare in the world of game design.
My previous idea was overly complicated. Staying with the basic tools and getting it working on a small scale first helped me finish what could've been a total disaster!
As I mentioned, I threw an entire prototype into trash. Could have saved me 3-4 hours, and could've been used to resolve other issues. Never settle on idea too fast.
The voice acting is too low, compared to the sound effects, which are too high. The music, however, is a perfect between the two.
The game crashes after you restart a level too much (due to some physics glitch which I haven't figured out yet). However, the Load Game feature that I managed to get working allows you to continue without losing progress!
This game turned out to be a lot of fun, and, I have plans for a possible post jam version! Plus, it's time for me to rate ~50 games!
This could let you all easily create levels to share with others, and, let me to create levels without using the editor and banging my head around.

As I stated, the audio in the game does make it lose a few points. A post jam version would of course have to address those issues.
This game was small and polished. However, such a game on a post jam version would require a lot more of it, including the fixing of the crashes.

You can play the game and rate it! https://ldjam.com/events/ludum-dare/42/collapse-1
You are also welcome to link to your own games and/or timelapses/post mortems!
Blocks is my entry for LD42, which is a game made in 5 hours. It is is now at 145 ratings! Can it get to 150?
Play it here: https://ldjam.com/events/ludum-dare/42/blocks
Also, if you play my game, submit your game to the link below so that I can play it: https://ldjam.com/events/ludum-dare/42/blocks/play-rate
Hello everyone ! I'm looking for HTML5 games to play and rate afterwards! 🎮✨
Put your game in the comments! 😉
Otherwise, do not hesitate to checkout mine and leave a little feedback!
Hi! I'm Corey and this is a post-mortem for "Hiding Spot", which you can find it here:
https://ldjam.com/events/ludum-dare/42/hiding-spot

...
I decided to make a puzzle game where the objective is to run out of space, to view the theme as the goal rather than a threat. That led to the idea of making it about actually isolating yourself, something I have a problem with (and that I imagine is relatable in this community in general). I thought it would be more interesting if you had to somehow close yourself off from above as well, to box yourself in from all 6 sides.
For the sake of working quickly and for lack of modelling skills, I decided to model the player using MagicaVoxel. Again to save time, I decided there would only be 4 states (standing, standing while pulling, crouching, crouching while pulling) and no real animation. I would just randomly tweak the rotation values while the character was moving to give it some personality.
Initially, I wanted to represent the levels as bedrooms, where you're pulling common large bedroom items (beds, dressers, chairs) towards yourself. This presented two problems. One - time spent modelling was time not spent programming or thinking about puzzles. Two - this was a game where the player would often be behind or under objects, so maybe making them opaque was impractical. I could show the player's silhouette when they were obscured, but it would be much simpler to just represent the objects as glass boxes. It was quick, practical and acceptable. At the same time, I decided an orthographic angled/not quite isometric perspective would be helpful for reading the level, while still being clear as to which directions were up/down/left/right.
...

...
I made an ambitious 3D tile-based puzzle game last year, so programming this would be straightforward and familiar. At first, pulling a box meant any boxes stacked on it would move also. I decided that since this was a game about pulling more than pushing, maybe jenga-like behaviour would be more interesting. I think it was the right decision.
I made a simple text-based editor for making the puzzles. It's very crude and limited, but it works.
In my limited jam experience, Saturday night is when I feel the most burned out and creatively brain-dead, so this is a good time to deal with menus/UI/etc, so I did that. I also used this time to record some ambient synth music along with a few simple sounds.
I spent most of the second day making puzzles. The more puzzles I made, the more I realized that there was no way I could come close to exploring the possibility space in this time frame. I made as many as I could and, unfortunately, some trivial solutions squeezed through. I intended to try many object shapes and sizes and perhaps other mechanics, but ended up feeling like I just scratched the surface limiting it to just two shapes (1x1x1 and 1x2x1).
Phew. Anyway, that's about it. Thanks for reading! There will be more of this game, this is just the start. :)
We got 94 raitings! Thank you all, guys, that's awesome!
If you haven't play our game, you could try it (web version is avialable) and help us reach 100 :)
https://ldjam.com/events/ludum-dare/42/the-subway-horror-within

Originally posted on my blog.
When I started working full-time on indie games at Dashing Strike, I vowed to participate in every Ludum Dare if possible, and this past one marks my 10th Ludum Dare in a row!
For those that haven't played my entry yet, it's a spaceship management game where you alternate between phases of fighting a wave of enemies and choosing which piece of equipment to remove from your ship, making you weaker but able to carry more refugees to safety, with a few little special events that influence your choices.
You can play and rate the game here


At the time of this writing, the rating period is still going on, so I don't know what people are rating my entry, but the game has a high score list and I can look at how far people made it from that data (assuming they completed at least the first level). From previous entries, I've learned having a high score list is a great way to get very rough analytics on how engaged people are with the game, and inspire competition among friends, so it's something my engine supports easily.
As of now, I've had 42 people play my game, and received 29 ratings on the Ludum Dare site. At least 7 of the players are from my social shares (I recognize their names on the high score list), so that just leaves 6 unknowns - either from my social scores (but didn't put in a name), or from the Ludum Dare site but they didn't leave a rating after playing.

Looking at progression, I had roughly 7 people stop playing after completing level 1 - they either died on level 2 (not likely, unless they really messed up), or they decided they'd played enough. Similarly 7 more dropped off after levels 2 and 3. Interestingly, no one dropped off after level 4 (everyone who made it that far also beat level 5). Looking at other data, level 4 is the shortest level (took people an average of 54 seconds, vs 2-3 minutes for each of the first 3 levels), so perhaps balancing more of the waves to be of a similar length would have kept people engaged longer. I can see how more than 2 minutes is a bit long for a level in the casual setting of playing Ludum Dare games, and the gameplay of my game gets pretty repetitive once you get the hang of it. After those levels, had an average of 1 person quit after each of levels 5-10, and then a total of 15 (35%) who played and survived until the end, however, this cohort was about 50% from my social shares (they all made it to the end) and 50% Ludum Dare players - my friends had a lot more patience (or were better at this kind of game) than the general audience.

Average time to beat all 11 levels of the game was 19 minutes, which is a little longer than I expected, and a little long for a Ludum Dare entry, but not too bad. However, the median playtime for all players was just 10 minutes, so most people got bored (or died and did not retry) at about half that. I think 10 minutes is a reasonable gameplay length to aim for for a Ludum Dare entry.
It would be really interesting to know if people died or quit. A player losing and then moving on to rate the next game shows a different kind of disengagement than someone getting bored and quitting. I think for my next game I'll add in a little more analytics - it's just one line of code when I throw up the "you lose" screen, and would give more meaningful data.
Ludum Dare is great for personal growth, but it's also a great sounding board for game design ideas, and forces me to bring a prototype all the way through the development process to something complete in a short time. So, the big question then is: Can this game, or part of this game, be used in a larger project? I've been toying with the idea of a cooperative ship-piloting game, where people work puzzles to power the ship (similar to Puzzle Pirates, but with a bit more tangible outputs from puzzles to ship performance), and this kind of game needs some good mechanics for the "scramble" gameplay - when you're not doing puzzles but running around the ship flipping levers trying to survive an encounter. I had this kind of game in mind when making Escape from the Alliance, of course. So, would this gameplay work as part of something bigger? I'd love to hear your thoughts in the comments =). I think part of it would - I really liked the way overheating mechanic played out. In my previous prototypes, the gameplay usually degenerated to "we've got enough power output now, just leave the shields/engines/everything on full for the rest of the journey", making encounters less interesting. Having components start overheating means the player needs to be more active in managing the ship, but also means there's a bit of a schedule you can understand - you flip the switch to turn on the shields, and you know you've got X amount of time to work on a puzzle before you need to go and deal with shields again. I think I like how that would play out. The fact that components overheat for a bit and then automatically turn off also works pretty good so you don't always have to be on top of things, and also opens possibilities for interesting ship upgrades/variations: quick overheat detection auto-off upgrades or ships that take less damage from overheating, or more damage but cool faster, for the micro-managers.
The encounter pacing here also provided some interesting insights - in my "perfect score" run through the game, a couple of the encounters played differently than others - even though the only difference was how many ships were attacking, because destroying a ship was a very discrete event (power weapons to full, one ship dies), I could plan an optimal strategy in each battle - in some it was worth a little overheating on weapons to more quickly take out more (or all) enemies right away, and in others it was going to be a long fight and was more about heat management on the shields and putting some power into engines to provide just enough relief so the shields could cool. The take-away here is that it's best that the encounter mechanics be easily understood, and allowing the player multiple ways (each with their tradeoffs) of dealing with them provides some interesting gameplay. In my previous prototypes I leaned more towards encounters with different mechanics - "this encounter is asteroids, so you need power to engines, this next one is enemy fighters, so you need power to shields", but I see here that just having one mechanic with multiple systems that affect is will lead to much better gameplay - instead I can have "this encounter is asteroids - small count of large damage - implicitly encourages you to use engines for evasion; this next one is enemy fighters - constant flow of small damage - implicitly encourages you to use shields". As usual, simpler, better understood mechanics with player choice = better gameplay!
Thanks for reading this far! If you want to support my future game development, go check out Splody, it's coming out on PS4 on September 18th, and is available on Steam now.
What do you think about the gameplay in Escape from the Alliance? What did you like or dislike and what might you like to see in a deeper cooperative ship-piloting game?
One of the most rewarding bits of making games, is having people play those games. So, uhhhh, if you havn't had a go at it, ummmmm, give er a go. HTML5, eeeeeek, I think I'm in love with unity.
https://ldjam.com/events/ludum-dare/42/delusional-thoughts
glhf
I am trying to get feedback on my audio visualizer. Not interested in ratings. Try it; its not a game. https://ldjam.com/events/ludum-dare/42/beater
For many of us school is starting soon. Unleash that built up anxiety and stress on the this poor city while trying to get all the kids to school on time!

Smash through buildings, trees, and fences in a fully destructible city!

Be warned. Your bus hasn't been to the shop recently so its kinda falling apart. Or... Exploding apart....

We are curious, let us know ! :)
