One evening to play them all...
I have only tonight left to play a bunch of ld games, so you know how it works ;)
Give me some games to test ! (I'll rate them for sure, and maybe comment)
;)
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and check mine if you want to...I have only tonight left to play a bunch of ld games, so you know how it works ;)
Give me some games to test ! (I'll rate them for sure, and maybe comment)
;)
;)
;)
;)
;)
and check mine if you want to...
And again we are all here (me and rainbowkappa)to do another special thanks
We have read every single comment thro the start of the jam until now and we got nothing but constructive commentes and positivity.so we are here , this time with even more people to tag and more games to check.i will be che king the games in comments and i will be rating them.thanks everyone.if you rated my Game(this https://ldjam.com/events/ludum-dare/42/the-red-pixel )and you are not here,please comment in this post.and thanks you again for all of the thing you have done.if you are reading,try my commenters games and be sure to rate them.and again
Thank you
@masterkrepta/@madamin-z/@mukult/@skyc/@call-me-nutty/@hare-software/@mza/@team-on/@nam-nguyen/@rudra-nil-basu/@ashment/@mikixen/@teelin/@player2point0/@lootgrounds/@drtizzle/@kapiteinkoekwous/@killing-kitty/@coal-creek-game-devs/@shakedimus/@oddeyed/@meatpudding/@matank/@zinski
And special thanks to @saoi-games and www.twitch.tv/arjendesign for streaming my game!thanks alot.
Also try my game if you didnt befor:
https://ldjam.com/events/ludum-dare/42/the-red-pixel

This Jam we went with an ambitious concept on paper that turned out to be even more ambitious to pull through, but we got quite close to the original vision.
The result is "Lootsalot", a game about helping an adventurer on his quest to get treasures. The catch is however, that you play the inventory and have to manage the space well to get as many valuable items as you can.
The game ended up being quite a bit more difficult than we envisioned, but it's very possible to get a high score and survive.
Everything is based on Drag&Drop so sit back and prove yourself how fast and accurate you can handle your inventory!
Go and play LootsALot here:
https://ldjam.com/events/ludum-dare/42/lootsalot
We'd like to know how far ya'll can get :smiley:

We did our game in the style of an arcade twin-stick shooter (twin-stick as in mouse :shrug:) and the best we've done is around 2500. Do I just suck at my own game?? Who knows. If you wanna give it a shot- please do. Also if you want us to rate your game, provide a link in the comments and let's help each-other out.

This was my third Ludum Dare. As I was trying to figure out what to make for this time, I looked back at my old entries. While the first one had a single mechanic and barely any sound, the second one had more mechanics, more graphics, more sound, music, and overall more polish. And so I felt confident that this trend would continue. With that in mind, I decided to go wild.
Well, what else could've happened?
Long story short, this LD I've learned that with limited resources, more polish is better than more content. Especially if you get food poisoning that spoils your sleep and focus for three days.
The idea behind the game.I was not very keen on the theme. I couldn't make up anything very neat, so I just decided to go with some kind of space management. I am very fond of all customization in games and I recently learned of the Great Pacific Garbage Patch, so I decided upon this Water World style setting ship battle thing. Contrary to the previous entries, this is the kind of game I would play myself. I even made up some thematic backstory which didn't even make it into the game, but hey it's there.
So, in more formalized way: - You equip your ship with guns. - You battle other ships on the sea filled with garbage.
There was an economical aspect of the game I realized I had to drop almost immediately. I decided upon basic endless mode.
Ship designIn order to keep things simple, I just decided pon rectangles with basic grid for guns. The loadout screen is also basic and is more or less what you could expect. I forgot to put any info on the guns in, sorry.

For the enemy ships, I was supposed to add more sizes of ships, but that had to be cut. Procedural generation of any kind was also a no go, I knew that before I managed to get the AI to work at all. And so I could only desing some ships myself. In order to keep things interesting, I designed two behaviour patterns: - The ship comes at you at an angle and tries to sail around you. - The ship comes at you head on, keeping his distance. Reverses if needed to keep his guns on you. I made a basic design for each of those patterns. They kind of do their job, I think.
BalanceThere is none.
There are turrets and guns. Guns have the same firepower for half the size. Bigger guns/turrets have less dps, but turrets will automatically target targets at longer ranges, and guns have faster projectiles so that you can hit your targets better. The numbers looked good enough in my head. I should probably at least use some mathematical formula for that next time.
Visual DesignOne thing I had to do was to make a few distinct looking gun sprites. No magic here. My only design decision was to make them symmetrical, to keep the game OCD friendly.
I decided I would try to compose a color pallette for my needs. Well, I guess there is a lot I need to learn on that front. In my defence, time was short.

So the big idea is to have a sea filled with garbage. It's thematic and helps you track your speed.
The big problem of traditional quad tiling pattern is that you can clearly see where the tiles start and end most of the time. There is nothing forcing you to use the quad pattern, though. In one of their Friday Facts, Factorio crew described how they used complex pattern to achieve more organic look of their mineral patches. Remembering that, I decided to give it a try. Shifting some pixels on 6x6 grid, I came up with this:

I managed to make 10 different patch sprites, 9 of them during the last hour of the jam, as final piece of polish. I think it was a decent decision. I randomized their occurrence somewhat. There wasn't enough time to use some fancy perlin noise sadly, but it could be worse. You can see some too distinct details, but making out the pattern is nigh impossible at a glance.

Bullets are just yellow. This makes them impossible to see on screenshots. I didn't realise that before now.

Boy oh boy, where do I even start. - There is no music. - There are no sounds. - There are no muzzle flashes for the guns. - There are no impact explosions. - There are no death effects for enemy ships. - The player ship doesn't even die. - There is no interface art. - There is no info on the guns in the game. - Guns deselect when you place them in loadout. - Overall loadout controls could use an upgrade. - Gargabe pattern needs work. - There are not enough enemy designs. - There were carrier modules planned. They would be very easy to do too. In the few hours I didn't have. - There are no water trails for ships. - There is no balance. - Ship movement feels too slow. It's not really about speed though. It's the acceleration that is terribly slow. It was meant to make the ship feel weighty and more predictable, it ended up being a bother. - Curently you can see the enemy ships by zooming out. This is not the best solution out there for the problem. - I'm sure I forgot a ton of stuff already.
And so, behold the game in need of a Great Patch!
Also I made some of those screenshots in 1440p and you can't see shit.
He is our main character and he knows how to throw your treasures overboard :smiley:
https://ldjam.com/events/ludum-dare/42/pirates-greed-1

If you've not had a chance to experience the cute yet "too close to home" Clutteral Damage, there's no better time to try! I've finally finished a post-jam version with all those "Coming soons" implemented, making the game a lot more complete.
The game now includes the following additions: - Postal deliveries to your house - You are able to sell items at the yard sale - Your partner will ask you to find one of their items every morning - You can extend your home to make more space for your possessions - You can cut down wood and craft storage units - A range of new and comical items for your home
For a quick summary of the game: Imagine you're newly married and just moved into your new home. You have some time off work, while your partner works all day. All you need to do is unpack, and keep the place tidy. Sounds easy, right? Your partner will judge you harshly daily by the state of the home. Can you keep on top of everything, with your partner buying more and more things for your house by the day? Oh, and don't forget to feed the cat!
For a gameplay video from the JAM version, please see below. The link for jam versions are still available on here and itch, and you should use that to rate the game. However, if you want to enjoy the game, I highly recommend you play the post-jam version.
https://www.youtube.com/watch?v=a2dC73CSukU
Thank you all for voting!

You can find this level in next post-jam update
The post with explanation of level generation will be post soon
Play the game: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon
This was my first Ludum Dare submission, as well as the first game I made that I feel like is considered interactive enough to "feel" like a game, which floats well with all the other amazing games on here that I've tried. All your feedback and appreciations have given me ideas to improve upon this short game, and from that experience, I will make sure my future projects also end up reminding people how much fun one can have in the gaming industry.

Thank you all for playing! If you have not yet tried Roomy's Room, the link is here: https://ldjam.com/events/ludum-dare/42/roomys-room
I think I will change the title to "Roomy's Party" after the play/rating phase.
Say something about this. Yeah you can even play with the pitch.
https://youtu.be/WVhwHRGEyt0
Here is some juicy visual info:
And some even juicier visual info:
https://www.youtube.com/watch?v=sceck-gXVwI
https://ldjam.com/events/ludum-dare/42/shrink-bots
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 Beethoven RPG to a vaporwave 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 should 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)
If you like platforms and time shifting like superHot, then you are gonna like Super Hot Tower
https://www.kongregate.com/games/javi10jedf/super-hot-tower?sfa=permalink&referrer=javi10jedf
If you do,go with the little red pixel on a adventure through the computer oh no sorry.the land of doom
https://ldjam.com/events/ludum-dare/42/the-red-pixel
Check it out

https://sir-syko.itch.io/holine
You can do that in our game : https://ldjam.com/events/ludum-dare/42/dig


"I'm running for my life ! Will you help through this curse ?? I need help to get these relics.. I can't find it alone.. And my friend, the old man, tell me that he'll save me when I'll have these magic stones.. Please ! I'm running out of space when I'm alone ! My mind.. This curse.. Help me !"
https://ldjam.com/events/ludum-dare/42/second-game-for-us-have-fun
Build build build, a game where you must rush to house all of the new migrants is now available for mac and linux.
Note: Unfortunately I do not have mac or linux and cannot properly bug test those versions so i apologise for an inconveniences
https://ldjam.com/events/ludum-dare/42/build-build-build
Then get into your space capsule and solve a mysterious puzzle...
I am quite happy with the post-jam improvements for my game Puzzle Out VR. Seeing the current state, I have to admit the inital jam version wasn't even finished. If you take a look at the pictures, you see what I mean:
After:

Before:

Especially the lighting (and more so Unity's Lighting Probes) added so much more realism. But in my own defense I have to say that creating a VR game in 3 days doesn't let much room for polishing.
I'd be happy if you give it a try and let me know what you think!
What the hell did I do? I checked the marks during game submission of Audio and Mood. I thought they were supposed to be checked if you want them to be rated. Now I've got Humor in my game to be rated? :P LOL WTF???? https://ldjam.com/events/ludum-dare/42/beater
Hello,
I write this message for say don't forget my game I need lot of message for upgrade my level for the next Game Jam ;) https://ldjam.com/events/ludum-dare/42/organize-bits
Thanks for test my game :)

We're working on the post-ld version. That's what you'll see if you waste all humans on a colony ship.


Hello everyone ! Just like yesterday, 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!
Need ratings on my game. Audio and graphics. Its an audio visualizer https://ldjam.com/events/ludum-dare/42/beater
Here's a chart of entries and statistics for Ludum Dare 42, taken from the stats page:

First of all, that's a lot of games for a weekend! My last time participating in the Compo was LD39 last summer. This has 30% more entries than LD39, and in the Jam category, there was a 48% increase in entries. At this rate, we'll have the entire population of the US participating in the Ludum Dare Jam by 2048 (hey, I can dream, right?).
Another thing I noticed was that there were actually more unpublished games than published ones by a couple hundred. This makes sense, because Ludum Dare is a pretty daunting task, and people's obligation/motivation/schedules are likely to change over the course of a weekend. I would imagine that first-time participants would be more likely to drop before the end of the event, but this is obviously just speculation (it would be cool to see more detailed stats on this, @pov).
This suggests to me that there is room for us, as a community, to lower the skill and commitment barrier to start participating in Ludum Dare. Successfully participating in one event, even if your entry is a glitchy mess, would probably give people the skills and confidence to participate again.
At this point, nine days before rankings become finalized, only about half of games have received 20 ratings. Furthermore, these "unrated" games are highly weighted toward the low end, within this range (this likely has to do with the "danger" search option).
As most previous Ludum Dare participants know, this isn't because the games or bad, or overlooked, or don't have an enticing enough splash image or description --- it's because their creators haven't rated any games. This website is really good at making sure that, if you have rated other games, your game appears at the top of search results. Most of the games in the "Zero" search category that have received 0-2 ratings have not rated a single other game themselves. This probably has a few factors.
Not understanding the system - It's feasible that some entrants don't understand that you have to rate games to be seen. I think that is probably less likely at this event in particular, since the boxes you check upon submission make the expectations and requirements very clear for both events, but it's probably a factor.
Lack of motivation - We've all seen blog posts with screenshots and animations, saying "Help, my game is at 10 ratings, play it here!" It, unfortunately, takes a couple hours to rate 20 games and only a couple minutes to write a blog post.
Different priorities - Presumably, some people participate exclusively for the satisfaction of making a game in a weekend. Personally, I've always liked being rated, because I can use my scores as a metric for self-improvement, but other people may be more intrinsically motivated. In a sense, it's these people who align more closely to the spirit of Ludum Dare than any of us --- it is called "Give a Game," not "Earn a Score."
You can check the stats page for yourself.
Thanks to you all. It takes two of us(our effort + your support) to make it possible to cross 100+ ratings and now working on some of the bugs to make the game more better so that it will hit the 150+ ratings soon. Give it a try. You'll surely enjoy it.
https://ldjam.com/events/ludum-dare/42/void-productions
I've finaly finished post ludum dare version, check it out! WebGL version will be published after LD end!
Major changes:
*Improved visuals
*Added infinite level generation
*Leaderboard
*Gameplay improvements (improved AI of monsters, improved shooting, improved movement)
*Fixes

Please give any feedback :smirk_cat:
https://sobakaduka.itch.io/run-from-space

Test new version here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon
P.S.: if you find the easter egg, please, send a post about how you found it :smiley:

I finally got around to finishing my graphics timelapse video four our game CYBATRON today.
Lots of Photoshop, some Notepad++ for editing json files, and some oogling my friends' streams as they also worked on the game. Enjoy!
https://www.youtube.com/watch?v=JlpAVpMUMEg

Have been a bit busy last weeks, and now I can write out about that things worked out, and things, that didn't. Also, I will play a lot of great games in next few days!
And I start with little LD timeline, just to analyze it a bit.



This event gives me a lot of inspiration? motivation? I don't know, what is this, but I can make a game in few days, and this drives me. Even if game was just fine, and not super satisfied with it.
Few points to future me:
Looks like that's all. And now I'm thinking about putting some narrative and game design elements. Would be great, if you write some ideas in comments :wink:
Oh, and the game is here: link
When you are a man with two cargo boxes on a dying planet and you know exactly what that spaceship is going to evacuate.

I thought it was time to write a post-mortem for my LD42 game Cube Disposer. You can play it here: https://ldjam.com/events/ludum-dare/42/cube-disposer

Normally the theme is announced at 03:00 where I live but because of the change of the start time being 3 hours earlier I felt I couldn't do what I usually do; Sleep, and when I wake up, see the theme and going from there. This time I waited on the announcement at midnight and thought about the theme for about 0.5-1 hour before going to sleep.
On Saturday after waking up I stated working on the game from 9:00 to 13:00 then after that I had other stuff to do until 21:00 and then I worked for about 2 hours more before I went to bed.
On Sunday started working 12:00 and worked until midnight with meals and some breaks.
Due to the time change I felt the deadline closing in fast. I'm used to have until 3:00 but now only having to midnight, you can say I felt the time pressure.
I managed to sent in my game around 23:45
I had a few ideas this time around because I thought the theme was kinda good this time. I came up with 3 different ideas.
The first one was playing around with the idea that the game window would shrink as the player took damage.
The second idea was some kind of management game where the player would need to micro manage building, destroying and rebuilding because of not having enough space to build.
The last idea that was the idea that I decided to go with was that enemies would leave behind corpses that would block the player. I decided on that because I felt that idea would be the most realistically doable with the time I had.
I had fun LD42 and for once the theme was a theme that I liked, I just wish I had more time that weekend than I had.
I have been playing and rating around 40 games so far and are still always amazed with how much you can create in such a short time.
There is about 8 days left for playing and rating games. To get a score you need 20 ratings but our game only has 10. We would greatly appreciate it if anyone took the time to play and rate our game :)
Link: https://ldjam.com/events/ludum-dare/42/chambers
If you haven't tested my game, you can find it at the adress below. There is only eigth days left to get final results - and I need more votes. Maybe you are in the same situation. So let me know your project, rate mine please - and in return I rate yours, using your nickname as a direct link. I cannot browse all projects which have been created during the 42nd Ludumdare because of lack of time. Sorry. I wish you the best friends. Bye ++
https://ldjam.com/events/ludum-dare/42/deadlock
Thank's for over 40 ratings on my game! I've also had a blast (and will continue to do so) playing all of your games. If you haven't played my game yet, feel free to do so (Windows version highly recommended). My game in short is an overly hectic version of Papers, Please.
https://ldjam.com/events/ludum-dare/42/ld42



For those who have not played yet https://ldjam.com/events/ludum-dare/42/anstorm
I haven't posted this in weeks after the play + rate period had begun, so I'll put this one up... aside from being a shameless plug.
Capacity System is my Ludum Dare 42 Compo entry which emphasizes of a computer virus that increases your capacity in an indefinite rate. The game will start on cleaning up a local disk then a process of occupying space will occur.

Play and rate with this link, and enjoy! https://ldjam.com/events/ludum-dare/42/capacity-system
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 Beethoven RPG to a FPS musical!

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 should 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)
As I'm relatively happy with the result of my work in this LD, I'm in the process of remaking the game in a far more structured manner, hoping to give it better graphics, and gameplay, as well as adding music, sound and many more levels to make use of the happy accidents of the game design.
While setting up the new project, I noticed that there is no reason whatsoever to pull in all those babel packages into the dev dependencies, as I never use anything other than typescript in my project. So for the sake of anyone hoping to look into the source of the entry I've pushed a new branch fix/dependencies where the project setup is fixed, and also includes the mobile scaling fix.

Those will be merged back into the main branch once LD42 ends.
Audio visualizer that you can interact with your mouse. https://ldjam.com/events/ludum-dare/42/beater


->> https://ldjam.com/events/ludum-dare/42/demonic-digestion

Hey there, we're almost at 60 ratings ! It's awesome ! Thanks everyone, we did not expect so much love for our work..! So... Again, thanks !
We're working on a post jam release, with bug fixes, better contrast, new nice musics (yep we're making some other songs to the game !), and nice features like the much wanted highscore system !
If you want to give it a try.. it's here ! Running Out Of Spice
https://www.youtube.com/watch?v=3HhDM5ShfFM
https://www.youtube.com/watch?v=ShnLYDx-lpI
Game Page: https://ldjam.com/events/ludum-dare/42/one-billboard-outside-of-catville
Im back into business everyone.after reading the comments(Again)i noticed a lot of bugs and issues in my game so im back on chair waiting for bugs.i fixed all that i could find and added some stuff. Check out my game https://ldjam.com/events/ludum-dare/42/the-red-pixel I request players of steel with glowing red hearts to play test the current version and send me a bug list! So yeah if you have a little bit of time,play my game and send me a list of bugs that you found.or comment in this post.i'll try to fix them to make my game joyful.maybe... https://ldjam.com/events/ludum-dare/42/the-red-pixel Contact me: E-mail:mightygamemaker@gmail.com Discord:NAG games@3992 Thansk! Good luck🍀

I'm thinking of writing post mortem for https://ldjam.com/events/ludum-dare/42/noah-v-2-0
Does anyone would like to read it?
I found criminally underrated game that deserves much more ratings then it has!
The game is called Overcloked. For such a short amount of time that was given for developing games in LD I'm surprised how well made and polished this game is! The most obvious comparison that comes to mind when you see this game is Tetris. And just like Tetris this game has a very simple game mechanics that together create a very deep game that is very interesting for both casual and hardcore players! The game might seem a bit too hard at first but please give it some time, because upgrade system makes the game even MORE deep and interesting.
You can play the game here: https://ldjam.com/events/ludum-dare/42/overclocked and check it out yourself.
Leave your highscores and tactics bellow I'm really interested in how other people play this game. Mine is around 7500.
And since I have a chance I will also plug my own probably much worse game that you can check out here: https://ldjam.com/events/ludum-dare/42/commander-we-have-a-problem. I would really appreciate some feedback on it.
Im back into business everyone.after reading the comments(Again)i noticed a lot of bugs and issues in my game so im back on chair waiting for bugs.i fixed all that i could find and added some stuff. Check out my game https://ldjam.com/events/ludum-dare/42/the-red-pixel I request players of steel with glowing red hearts to play test the current version and send me a bug list! So yeah if you have a little bit of time,play my game and send me a list of bugs that you found.or comment in this post.i’ll try to fix them to make my game joyful.maybe… https://ldjam.com/events/ludum-dare/42/the-red-pixel Contact me: E-mail:mightygamemaker@gmail.com Discord:NAG games@3992 Thansk! Good luck🍀

Grab a friend and play as Joe and Jeff trying to stay employed as long as possible!
Use the same keyboard or add controllers for the ultimate experience! Jam version still available.

Escape the Junk now runs with the latest build of Salty Engine. For this build, I completely re-did the way keyboard input works and so, the input of our game Escape the Junk works as excepted. Some people complained about the shoot mechanics because of the bad input handling, that's fixed now!

Want to play Escape the Junk? Here is its ld42 page, please rate and leave a comment when you played it, it's available for MacOs, Linux and Windows.
...And love leaving things to the last minute :stuckouttongue:
I made a game about opening packages this time around and hopefully that sounds appealing! Many mechanics were cut as it was a little too much to do in a weekend, but once the results are in and I've got some feedback, I'm interested in adding in the missed features and polishing the GFX.
If you play my game and leave a comment (leave a random emoji like a :red_car: or something if you don't feel like leaving feedback) I'll be sure to give your game a whirl too! Until then, I guess I'll browse around...
You can play my game here, there's a web version which is better as it doesn't crash, unlike the windows version which is quite broken.
hello everyone! Today is a special day!i reached a 101 ratings on my game check it out: http://ldjam.com/events/ludum-dare/42/the-red-pixel so im gonna be playing and rating your HTML5 games.send em to me! Good Luck :fourleafclover:
Hi everybody ! With @draeskai we took some time to make a post-jam version based on your feedbacks. We tried not to change what characterized the game.
Thank you for all the feedbacks you gave us.
You can play the HTLM-5 version there (on your internet browser) or download it there. (recommended)
We also kept the previous version in case you want to compare.You can dowload it there.
Come test and have fun!
Changelist: - Tutoriel upgraded - Timer added at the beginning - Tile drop system upgraded - Mute button added - More feebacks created (with sfx)

Delete each and every one of the downloaded files, before these become hidden in the folders.

Link: https://ldjam.com/events/ludum-dare/42/cluster
Flood Of Pirates has almost 70 ratings and I am so thankful to everyone who have played the game and for such a great feedbacks! I am close to finishing second update and with it comes a lot of new stuff, so stay tuned for that! :smile:
I'll be playing some more of your games during this week, meanwhile, if you haven’t played our game yet, feel free to do so! Thank’s for all the ratings on our game!
https://ldjam.com/events/ludum-dare/42/dr-zallynzky


A little while ago our LD 41 game Super Slime Slasher Ultra was shown at the Friendship Garden booth at Play NYC! While our team wasn't able to physically be there, we were super (slime) flattered (ultra) to be able to show there and hope that everyone who passed by liked our game!
We even got some pictures from the event that people sent to us! Check them out!

(this is a mirror of my blog post on thenet.sk)
Ludum Dare 42 was held August 10th – 13th, 2018. The theme was "Running out of Space", and I made a puzzle / adventure game I'm very happy with called "Runnink out of Space".
Before I talk about LD 42, let me just briefly mention my LD 41 entry, Advance Cookwares. Yes, I participated and I submitted a game but I was really unhappy about the result towards the end. The game looked fine, but the gameplay suffered a lot from not being properly explained. I never got around to writing much about it.
The game barely ended up in top 100 for two categories but overall it is a disappointing one!

Back to LD 42.
These were my votes for the themes in the final round:
0 Running out of space+1 Night is coming+1 Decay-1 Safe in the dark+1 Fragile-1 You are the final boss-1 Evolve-1 Light is key-1 Death is useful+1 Two points of view0 Dying planet-1 It's spreading+1 3 Rules-1 One enemy only-1 One minute-1 You control the environment, not playerI downvoted the duplicate-sounding themes in this and the previous rounds. "Running out of Space" was one of those themes that I just felt neutral about and didn't really think much about it.
In fact, since this time around LD started a couple hours earlier than usual, I discovered the theme at 11 pm local time, and I used the evening to brainstorm. Before the jam, I was thinking of doing a game vaguely inspired by Flashback, but that thought very quickly dissolved and I ended up just making a retro game. Like always!
During that first brainstorming session I thought of an interesting (I hope) mechanic for the inventory system: the world map = the inventory = the player's abilities. Knowing where you are is a trade off for having an item, or being capable of performing an action like jumping. At this point I was thinking of a vaguely metroidvaniac puzzle platformer.
However, having one single container for everything that the player needs (map, inventory, abilities) got me thinking – what if these "things" are all essentially the same? How to unify the abilities and the items? (How to unify program code and data?)
With that line of thought I got to System's Twilight, an amazing puzzle game that I love a lot. In the game, there is an area called the swamps, in which the player solves levels based on manipulating words and answering riddles. The levels increase in difficulty and size, and it is very possible to get into unsolvable states by answering riddles with the wrong word or by manipulating your words in the wrong way. This makes the puzzles quite challenging and a little bit frustrating also. I wasn't sure if I wanted this kind of difficulty in my game at this point.
(As an aside: King Kinplot in the game is a reference to System's Twilight creator, Andrew Plotkin.)
Still during the first brainstorming session, I thought of a story that was centred around literally running out of space in the cosmic sense, and a way to explain why the player was running out of memory, as well as why they should embark on a completely surreal adventure – it's an illusory puzzle labyrinth of course. This story got the girlfriend stamp of approval, though I suspect the pun in the title played a role in that.

And I listened to Out of Space.
https://www.youtube.com/watch?v=a4eav7dFvc8
At around 1 am I called it a night and went to sleep.
On Saturday I continued the brainstorm as we were eating out for breakfast. I was firmly discouraged from having levels where the player would be completely stuck and would have to reset the level. After some thought I agreed, and I realised that if the game was unlosable, I could also get away with having a single large map instead of multiple smaller levels. After all, if the player got stuck towards the end of a large map, they might be too upset to restart and give the game another try!
When we got home, I started drawing the map along with whatever words / riddles would be present in each room. This was to be the core of the gameplay, so the hours I spent on this before doing practically anything else were hours well spent.
If you haven't played the game (I encourage you to do so to avoid more spoilers!), here is what the gameplay is like, so that you understand what I am describing in the following section:
I am also happy with the approach I took, an approach which made drawing the map a relatively straight-forward task – I started from the end of the game and worked my way backwards until I thought there was enough content. So, I drew the bottom floor of the map first, including the ultimate goal, the Cuttlefiship. Since it was the final room, it needed to be guarded, naturally, so I added the three guardians, who took three very similar answers. And so on, and so forth. I wrote down all the answers, and I thought of some common transformations that could be applied to get TO the answers FROM a different set of words, which then became the words given to the player, or intermediate steps.

The set of word transformations I had come up with:
(Notice one transformation that ended up in the game is missing: I had to add it last-minute because I was too tired to realise that "climb" has an "m" while "blind" has an "n"!)
At some point I was considering adding a word transformation to the game which would add a letter to the supplied word. But I realised, when the player has the ability to cut off the first letter, increase or decrease the first letter, AND add a letter, they can actually make any word whatsoever, without having to take the words from the rooms in the map. Such a set of transformations would be too powerful and would be a generating set for all possible words. So of course I made sure not to put this transformation in the game!
As it is, I was worried that I missed a way to "sequence break" the game, i.e. solve certain riddles without taking all the words needed from the map. When I watched my friend playtest the game (a day or two after submission), he got really close to a sequence break ... but he only found a different way to generate a required word.

I had the map and word lists finished and almost finalised quite early in the jam. However, no actual dialogue was written, only the key sentence for one or two riddles. I delayed dialogue writing until the third day.
(What a corny subtitle.)
Just like with many of my previous LD entries, I asked my friend "Eidovolta" (whose real name shall remain hidden!) to make the music for the game. Unfortunately, this did not happen due to some last-minue work assignment. This meant that I was unsure what would become of the audio, or if there would be anything besides the basic beeps and boops I could get from bfxr.
As luck would have it, however, I was hanging out on the #alakajam IRC channel, as one does during gamejams, and wan happened to be there. I also knew he was a solid audio artist from his previous gamejam entries, so I asked him for help. My vision (audiation?) for the soundtrack was simply something retro, Amiga-like:
https://www.youtube.com/watch?v=PvSfqBJi0ss
… to hopefully fit with the feel of the game overall.
So wan abandoned his not-quite-started LD entry to make music for my / our game. Thanks again, wan!
In the evening on the first day, I had the map ready, so I selected a palette and started drawing the backgrounds for the first floor. I thought I would finally get to use my drawing tablet for this LD, but it never happened. In fact, I think the sort of pixel art that I used in the game is easier to draw for me with the laptop trackpad.
While I was drawing the first floor I realised the final amount of image data would be relatively large, even though individually they were quite low-res. 7 floors, each of which has 5 rooms with one background layer and one foreground layer, perhaps a bit more if there are moving bits. So I tried to think of a way to prevent having a single huge bitmap for all the room imagery.
I drew a grid and tried to align the graphics to it. I wanted to run a script which would check the contents of all the tiles, detect duplicates with some fast hashing, and then only save the unique tiles in addition to a map referencing those tiles by ID.
Cool idea but naturally a waste of time. Instead I had each floor in a separate file (so as to not exceed some engine limitations for bitmap sizes) and saw that the PNGs were pretty tiny in the end.
But in the end I was quite happy I had a grid, since it was very easy to align the interactive bits drawn in the room backgrounds with interactive zones that the player can click to activate.
There is a lesson there: over-engineering, then giving up halfway through can lead to benefits in the long-term.
With the first floor done, I had to think of a way to visually show the transition between the rooms.
The sides of rooms generally lined up with the same kind of door on either side, and I made sure to have ladders line up as well. Still, I didn't think a simple scroll would be good enough. So instead, I scrolled each row of pixels separately (or column of pixels for vertical transitions), with some delay.
In addition to the delay in rows, each row was also moved non-linearly, using a smoothed timing curve.

The pseudo-code for a left-to-right transition would then be:
let TransitionLength := 20 frames
let RoomWidth := 318 pixels
let RoomHeight := 175 pixels
for Frame from 0 to TransitionLength:
for Y from 0 (top) to RoomHeight (bottom):
let RowProgress := (Frame / TransitionLength) - (Y / RoomHeight)
let SmoothProgress := QuartInOut(RowProgress) * RoomWidth
copy Yth row of left room to X: SmoothProgress
copy Yth row of right room to X: SmoothProgress + RoomWidth
(Where QuartInOut is a quartic ease-in-out function.)
Or look here if you prefer actual code for transitions in all 4 directions. I felt these transitions worked very nicely and added a bit of interesting eye-candy to the game.
It was time to place the player into the world. Maybe because of the smoothness of the room transitions, I thought of ragdoll animations. I modelled all of the characters in the game, including the player, as humanoid ragdolls made out of:
Then I could create a small number of poses and animations and be able to apply them to all the characters without having to animate each. Well, that was the idea. In the end, only the player ragdoll uses the animations:
Everything else uses an idle standing animation, except the King and the Queen, who are (very awkwardly) sitting.
My original intention was to create a simple tool in which I could arrange a ragdoll the way I wanted and use that to create the keyframes for animations. This did not end up happening, as it would probably take a long time. The alternative was, unfortunately, to create the keyframes by setting the angle at each limb manually, loosely based on a walk cycle tutorial. Naturally, this made the animation look rather stilted and robotic. But of course, since the player character IS a robot, it looked appropriate!

During the second day, I kept working on the ragdoll animations. Making sure the player moved smoothly from tile to tile while walking or climbing was a little bit frustrating, same for making queued actions work properly (e.g. walk THEN climb).
But in the end, after spending maybe 12 to 18 hours of my total LD time, I had the player walking around the map smoothly, transitioning from room to room. It is quite a large chunk of time and with some foresight the process could have been planned somewhat better, but all in all I don't regret the choice.

More than halfway through the jam I realised there was no actual gameplay in the game yet. No way to solve riddles, transform words, etc. I had the general layout for the UI but, well, judge for yourself:

You may notice that there are four sections in the layout. The bottom two ended up the same in the final game, but for a long time I wasn't sure what to put in the top right. The actual rooms were displayed in the top left only. The idea was to have a minimap in the top right, from which the player could drag their current location onto their memory to "remember" it. I eventually abandoned this idea in favour of just centring the room visuals in the top part of the screen, since the map discovery was made automatic. This is why there are vertical bars on the sides of the rooms in the final game.
I made the bottom left window be the dialogue box. Expanding upwards to show more text in a chat-like fashion seemed a natural choice. I was happy I had an automatic text justification ready from my Alakajam! 2 entry, otherwise manually justifying each bit of dialogue like I had to do for LD 40 would be a major pain and a waste of time. The justification worked pretty well for the most part, the one exception being:

I didn't think this was worth fixing.
The bottom right is the memory / map / inventory system. I was considering at some point making the memory of a room more important – e.g. if you remove the room from memory, you will need to answer the riddles in it once again to get back the words. But this would probably be very annoying. As it is, the map overriding the player's words if they are not careful can be sufficiently challenging.
With the UI done, the gameplay was basically complete. Except ... I was missing most of the floor graphics and most of the dialogues! I had about 14 hours, but I figured it takes about 1 hour to complete the graphics for 1 floor, reusing common elements like the doors, of course.
So with that in mind I spent the entire morning of the third day drawing. I tried to make each room somewhat unique, but naturally my time was running out. I guess it shows that the last floors are a bit less varied than the first ones.

But hey, by the time players get there, noticing the pixel art is the last thing on their minds!
As I already mentioned above, all of this was drawn using a trackpad. I use my laptop as my primary workstation, and over the last couple of years I haven't been using a mouse very much. It feels very comfortable and easy to draw with the trackpad as a result. In the case of this game, most of the art is rather geometric and technical, rather than organic or natural. If I were creating a game with more of the latter, I would probably give the tablet a go again, since it is easier to draw organic shapes free-hand.
By this point (early afternoon of the third day), it was really time to tie up the loose ends. There was a lot of dialogue still missing from the game, though I knew roughly what all of it should say. I made sure no interaction was missing, placed all the character ragdolls in the correct positions, tried a couple of playtests to spot some obvious problems.
Originally I wanted the dialogue system to support branching paths, where different text could display based on the current game state. As it turns out, the only dialogue that actually used this feature was the King, who would say different lines if the player hasn't helped the Queen yet. With the chat system as it was, this seemed rather complex to implement and I was worried it would confuse the players anyway, so I scrapped the feature and instead made the door leading to the King a bit more intelligent – it checked that both the Guard's and the Queen's puzzles were solved before opening.
By this time I also had all the music and sound effects from wan, so I put them in the game as appropriate. I used the crossfade system I had from LD 40 / LD 41 for transitioning between music tracks.
With about 1 hour to go, I had enough time to put in little markers on the map, display the room titles, i.e. a bit of polish. I put in a title screen as a little wall of text, but did not have the time to put in an end screen, so players get a disappointing "(YOU WIN!)" in the dialogue box, allowing them to explore the world after finishing the game.
The end screen was meant to show space, and when the space was restored by the player, the camera would simply zoom out, thereby showing more space. (Idea courtesy of Danae!) This would have been fun, I admit.
Now it is time to wait for the results. I am extremely happy with how the game turned out, and I am now convinced that a regular sleeping schedule during gamejams actually leads to much better results; the few extra hours are not worth the decrease in productivity. Watching a couple of streamers play the game was very entertaining, see ursagames' playthrough or ArdjenDesign's partial playthrough.
You can play the game here, or on itch.io. I uploaded a timelapse, and wan made a post about the soundtrack. And, if you are stuck, here is a walkthrough.
That is it for now, I hope you enjoyed reading this as much as I enjoyed making the game!






For Take Care of Her, I used LogicPro 9 on Mac to record my acoustic guitar, also used the built-in amps and synth that you can use on LogicPro. I'll dive about my way of writing the songs.
Each song was about 30 seconds / 1-minute length, except the end of the game. We didn’t want the music to loop because we felt it would be boring for people since it’s a textual game. Sometimes reading can get annoying if you are trying to focus on the music at the same time. Which is why we decided to use a little bit of music for each memory (= screen), as a way to introduce the mood. It was definitely a moody game, yeah. I’ll just go about three ways of thinking music that I used to compose them.
In Take care of Her, I tried to reproduce this process with some songs I wrote. First memory, “Sacrifice”, tells the reader that Eva is playing the guitar, lazily lying in the grass. Thus, I wrote a guitar part that would feel nonchalant and also very smooth. It’s the end of the year, your friend is pinching some strings on their guitar: you know exactly what’s the tone of what he’s playing. Nostalgic and chill.
This is the same in “Intimity”, where the characters are listening to a music with piano, drums, and guitar in the text. This is a “fake diegetic music”, because I composed something with these three instruments. The player can then hear what the characters are listening to, but not hear what’s happening in the woods where they are taking a walk.
I wrote some songs with this process in mind in Take Care of Her. This can be the case for “Shooting Stars”, “Different” or “Moving In”. All three songs use some instruments or rhythms that try to convey emotions. In "Shooting Stars", I’m using a very “crystal” sound that I felt like as pure as the shooting stars dashing in the sky. "Different" use a combination of distorted drums and a very light guitar to represent the loneliness of the character trying to escape from the high drums (ie the city). "Moving In", last, use a fast rhythm and the classic pentatonic / blues scale to create a jumpy song. I moved out recently, and oh boy, you need to have a fast rhythm :D !
The idea behind this process is to associate a chord for each character that is mentioned. *It’s like in *Peter and the wolf, an old fairy tale for children, **where each character is associated to an orchestra instrument.
In the last part of our game, the player is presented with screens with very little text, but strong meaning, since it’s a choice game: you keep a memory but choose to erase one for it. Each screen comes with a chord (“Eva”, ”Dad”, ”Rose”, ”Mother”), all part of a 4 chords progression I wrote for a song. Thus, each character is portrayed by a mood and a chord, part of the same “song” , thus the same life, Daniel’s life. The very last song keeps playing and keeps spinning between your right and left ear, as to say that you can’t really escape it – your choices, nor their consequences.

We're working on this game post-dare to create a full game from it. Right now you can try out 4 levels. Please take a look and give us feedback on how we can improve!
https://ldjam.com/events/ludum-dare/42/get-to-the-airlock

Controls are simple, arrow keys. Can you beat level 4 without dying?

Over the past week we've been working on an upgraded version of our game and it's finally here!
I'd like to thank: @shinysteel, @levlaj, @matank, @o2o, @something-something-games, @kerelolivier, @dimlyorchid, @drkr, @bearmask-studios, @yamifive, @himadri-sekhar-mahanta, @geckoo1337, @icxon for their actionable feedback (which became the basis for this updated version) and everyone else who commented on our game or just took the time play it. You guys rock!
Most important changes in version 1.1: - all levers have been re-balanced - added an optional tutorial level! - fixed enemy hitboxes - fixed UI buttons - fixed collision with objects - fixed sprite order - fixed different dash issues - dash now uses the arrow direction (not mouse position) - efekt rozbijania się / niszczenia kul - Michał W - fixed sprite blurriness on some sprites - shotgun is now much more powerful - changed damage on primary weapon - fixed the volume slider - fixed AI pathfinding - fixed shotgun issue with lead to many dead bodies ;) - re-balanced audio - added a custom cursor - added basic credits info - fixed full screen toggle - added ability to change the screen resolution - fixed some audio issues - enhanced in-game UI - many, many balance changes - and even more small bug fixes
In case you want check our game also, here's the link
A huge thank you to everyone who has played and rated my game. Thank you to those who left feedback to help me improve the game. I have learnt a lot from this LD :smiley:

After all the feedback we have received about our LD game, we've released a post jam version that adds some features that were requested and somewhat easy to implementate.

Other features will need to be on the backlog for a bit.
Try out the newest version on saoigames.Itch.io

Thank you so much for playing and rating my game. <3 I applaud all the games i've played so far and must say, there are some really really great games out there!!
Hey guys the time for raitings is almost done, please give our game a shot and if you have time leave some feedback https://ldjam.com/events/ludum-dare/42/tales-of-steel-and-mana-empires-birth Also join our discord and drop yours! https://discord.gg/amwhTDX

https://ldjam.com/events/ludum-dare/42/storage-madness
Only this way you will reach your rescue island.
https://ldjam.com/events/ludum-dare/42/pirates-greed-1

*Have Fun :) *

The Lord Maximilian Friedrich Nicolas Helmut Alexander Benjamin of Snobistan is very disappointed about his squires. For this reason, these changes come into effect.
Every new squire has to complete training so they can serve the Lord and nothing stands in the way of loyalty.

These squires are not required to carry around the spare sword of the lord anymore - this way they have another hand to serve the lord.
An escape route was found, which was desperately built by squires to escape the battlefield - a ridiculous attempt to sabotage the Lord. In order to prevent further crimes, the escape route was blocked out.
Many peasants dared to mischief our Lord and his family by joining the malicious Satan. Of course, those traitors and their families were executed. Our holy Lord confronted the devil and was able to weaken him. He will never be this foolish again to harm our Lord and he will be praised as the legend who successfully weakened the devil.

That's all! And now return to your pathetic tasks, Snobastians!
For those who are interested to try out the new update or the game itself click here:
https://ldjam.com/events/ludum-dare/42/snobs-like-it-clean

It took only 37 players before someone decided to take a shot at breaking our LD42 game's online scoreboard, and only a couple of Twitch streams before threats of more rolled in.
Read about our experience getting hacked: https://bit.ly/2ws0dlW
Check out The Kessler Problem: https://ldjam.com/events/ludum-dare/42/the-kessler-problem

For those who have not played yet https://ldjam.com/events/ludum-dare/42/anstorm
To everyone that played our game we want to say thank you again and a special thanks to the streamers. :) https://youtu.be/92nNEY52h4s
I created a snake game for the compo in about 2 hours (https://ldjam.com/events/ludum-dare/42/classic-snake) and am created a revised version with free tutorials! (https://www.youtube.com/channel/UCJLkhx-6MeRrVOCWCB3HwDw)
https://www.youtube.com/watch?v=aJ73sHjfHQA&t=0s
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 Beethoven RPG to a FPS musical!

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 should 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)
Since it seems most people were uploading their sources I cleaned up the project a bit and uploaded it to GitHub ass well. You can find it here.
But if you haven't yet tried it the game, make sure you check it out and give it a rating! Have a great day y'all. https://ldjam.com/events/ludum-dare/42/minofall

https://www.youtube.com/watch?v=6RdWUq7LjP0
1:08 First time Game Over.
2:57 Second time Game Over.
5:52 I finished the game.The game's ending plot.
Just a simple game about crowded subway. I have tried 3 times in this video.
Our game page: https://ldjam.com/events/ludum-dare/42/rush-hour
my post-jam update is 50% complete but 3 times better than the entry. here is video : https://www.youtube.com/watch?v=YLZCaIB2iKQ
https://www.youtube.com/watch?v=bccPNjnnM8o
×10 Faster Firing
×10 More bullets
×10 More Damage
×10 More Caterpillars
×██ More Rare weapons
coming soon?
and i need 10 more ratings... help.

Play it here: https://ldjam.com/events/ludum-dare/42/darkest-shade-of-night
So the other day I wasted some time looking for bugs on my code because I was looking at the wrong place. Namely, I was trying to get a simple logo display for the remake of Macabre Hollow and was just getting a blank screen instead.
The reasons for my predicament were (from most immediate to least immediate reason):
So, my code was set to catch me using defined types other than PIXI.Texture, but it was also set up to tell the editor not to look too hard into it.
Today I spent a bit of time ensuring no further time is spent typo-ing names of textures:

Now I get on my editor:
spritesheetName.bogusNamespritesheetName.As useful as I think the tool is, the source for the tool itself is rather trash, so I'm not releasing it as its own tool in the current form. So I'll just share the relevant section of make-graphics.sh here (Linux shell script):
```shell
generateSpritesheetConstant() { spritesheet=${1} printf "Generating typescript spritesheet definition for ${spritesheet}..."
files=$(cd graphics/"${spritesheet}" && ls ./*.png)
outputFile="work/${folder}.ts" { echo "" echo "export const ${spritesheet}: {" } >> "${outputFile}"
# Field types for file in ${files} do trimmed=$(echo "${file}" | sed "s/.png//" | sed "s!./!!") echo " ${trimmed}: undefined | PIXI.Texture;" >> "${outputFile}" done
echo "} = {" >> "${outputFile}"
# Field values for file in ${files} do trimmed=$(echo "${file}" | sed "s/.png//" | sed "s!./!!") echo " ${trimmed}: undefined," >> "${outputFile}" done
echo "};" >> "${outputFile}" echo "Done" }
for folder in ${folders} do generateSpritesheetConstant "${folder}" done
spritesheetFile="./src/spritesheet.ts" rm -f --verbose "${spritesheetFile}"
{ echo "// Auto-generated file, do not edit directly but run make-graphics.sh instead" echo "" echo "// External libraries" echo 'import * as PIXI from "pixi.js";' cat work/* } >> "${spritesheetFile}" echo "Generated ${spritesheetFile}"
```
This is what heaven looks like:

Hello everybody, I am Anubhav Kashyap, a 14 year old hobbyist. My entry for this Ludum Dare was made in 5 hours, a game called Blocks.
If you’d like to check it out, here’s a link: https://ldjam.com/events/ludum-dare/42/blocks
Melting Ice (Running Out Of Penguins) by @leetchi
I really had fun playing the game, and I think it is extremely well polished and has great graphics. I hope others will play it too and have fun in doing so! :thumbsup:
Play it here: https://ldjam.com/events/ludum-dare/42/melting-ice-running-out-of-penguins
https://ldjam.com/events/ludum-dare/42/easter-shabobble

So simple and hilarious situations you could get into if you played this game

I mean , how you can say no to this
Download and Play (WebGL also supported) for Windows , Mac , Linux https://ldjam.com/events/ludum-dare/42/battlefield-king
From discourse in the Discord server, it seems the most favoured idea is to hold LD late in December in order to ensure most people have finished their jobs/school for the semester.
This, however, interferes with Christmas itself, and would drastically lower participant numbers. For reference, a bit over 1000 people participated in LD 42. I believe it would get down to 400-600 if it were late in December.
Edit: Turns out it was about 3000. Regardless, I think it will drop to 40-60% of LD 43
Besides, many people don't finish for the semester until right before Christmas anyway. I finish on the 22nd.
Furthermore, the fairly plentiful Swedish participants, as well as any Italian ones, would be unable to participate if LD 43 intersects with Dec 13th, which is St. Lucy's Day, a very important day.
I believe we should do what we typically do with the April LDs. Have it over a regular weekend. We should have it early in the month when there isn't that much going on. We already know it will intersect with a Sunday, or in other words, an advent, but that's fine. I plan to scope my game to be very simple and small, and this is unavoidable anyway.
All of this is why I suggest we have LD 43 starting on Friday, Dec 8th.
I welcome your thoughts in the comments! Thanks for your time!
I've fixed some things that needed to be fixed, and even added a minor feature that didn't make it to the original submission. I talk about the various changes I made to the game in more detail over on this itch.io devlog post.
And if you haven't played Claustrophobia (the walls are closing in) yet, the Jam version is still available alongside the updated 1.1 version on the itch.io page.
Finally, unrelated note, go help some games in the Danger filter reach 20 ratings if you can. It's not too late!
Tetris is always a stylish game. Let's play it in style.
Game Boy (GB) style:

Game Boy Advance (GBA) style:

Comment with your game link and i'll rate them
my game: https://ldjam.com/events/ludum-dare/42/chromesmasher


And look, I get it, I probably should've spent more time playing other's games, but this is my sixth LD and I've never seen such a low ratio of people rating the game to people leaving comments (at least on any of my games).
So, could any of you check my game out and leave a comment tearing my game apart: https://ldjam.com/events/ludum-dare/42/space-shack
Hi guys,
I'm searching for games to play/rate/leave feedbacks. If your's has an HTML (preferred) or Windows build, comment the link :)
Btw, please have a look at mine to leave feedbacks (and rate :) ) Here we're almost 160 :scream:
The meomwies are lining up for bath time. Wash them quickly, or you’ll run out of space!
Play and rate here: https://ldjam.com/events/ludum-dare/42/bath-time
Thank you to everyone who provided feedback on our entry so far! Team Cocoa Moss has been hard at work with many post-jam improvements, as well as porting the game to iOS and Android. We're excited to bringing the meowmie-washing experience to your mobile device!
https://ldjam.com/events/ludum-dare/42/beater
So many amazing games this jam! I am sure there are many awesome games I haven't played, since I mainly played random games offered to me by the site's algorithm. Wanted to share the games I liked most from the ones I played this jam:
@larkinia, @lenaschimmel, @flauschzelle, @blinry
https://ldjam.com/events/ludum-dare/42/writespace
Amazing and very innovative puzzle game. Probably the most original game I've played this jam. It starts with a really cool idea and follows through with excellent puzzle design.
@mister-kweh, @sbx5, @carystringfield, @laurim, @kovakomes
https://ldjam.com/events/ludum-dare/42/unfamiliar
Winner of "only Ludum Dare game that actually made me cry". Visual novel about Alzheimer. Very pretty, excellent music, good story and very emotional.
@jlooz, @bobo-oh, @zguerrero, @kinsei, @fivenamefivesocks
https://ldjam.com/events/ludum-dare/42/california-jane
One of the most polished-feeling game I've played this jam. Turn based puzzle game.
@wan, @aurel300
https://ldjam.com/events/ludum-dare/42/runnink-out-of-space
Cool word puzzle game. To be fair I didn't complete this one because it became too difficult for me, but I did spend almost an hour banging my head against it.
@krasse, @hadi-danial, @aguakev, @cloudcraft
https://ldjam.com/events/ludum-dare/42/hissterics
You can see I have a thing for puzzle games :) This was not as polished as some of the other ones, but I really liked the mechanics behind this game and the puzzle design.
@gaming-night
https://ldjam.com/events/ludum-dare/42/the-heros-incredible-chronicles
Very short, not much of a game to it, but really liked the experience in this one :)
@noa-calice
https://ldjam.com/events/ludum-dare/42/evolution
Not much of a game, but a very moody, emotional experience. Amazing that this was done by a single person in 48 hours!
@ursagames
https://ldjam.com/events/ludum-dare/42/personal-space-1
Fun adventure game about social anxiety.
There are probably tons of other games I really liked and are missing from here. There are actually even some games I rated higher (or the same) as some of the games above but are not mentioned here, so don't feel bad if I played your game and it's not here :) Really, many of the entries I played were so good, it was really inspiring to see what people can come up with in such a short time.
Anyway, good luck everyone! One more week until the results...
I'd be super happy if anyone else wants to try my game and write a comment on the page: https://ldjam.com/events/ludum-dare/42/pyramidion (although please try the ones above first, they are all much better than mine :slight_smile: )

Enjoy a cup of spice while shooting and avoiding asteroids in this spiceshooter ! Try to enter hyper spice, and enjoy the spicy speed !
PRESS THAT SPICEBAR TO SHOOT !
You can play here : Running Out Of Spice
I'll be streaming more Ludum Dare 42 games in 2 hours (10pm CEST). There is an actual queue this time but you can also add your game in the comments below. I'll try to play every game sent to me.
You can find my twitch channel here: https://www.twitch.tv/syrapt0r