Hey guys, doing a little bit of self promotion because I'm really close to 20 ratings and I am pretty proud of my game. My submission is influenced by katamari damacy and risk of rain, is trying to (and I think succeeds) be a combination of the two. Check my game 'Ooze for the ooze gods' here: https://ldjam.com/events/ludum-dare/45/ooze-for-the-ooze-gods. Only for Windows currently, but I am thinking about making it into a full scale project when I find some time. I was surprised in how little katamari like games I saw this LD, I had assumed it would be the obvious choice. Anyways, thanks so much for your time can't wait to see what you think! OOZE FOR THE OOZE GOD OOZE FOR THE OOZE GOD OOZE FOR THE OOZE GOD
Ludum Dare 45 October 4–7, 2019
CONSUME ALL, OOZE FOR THE OOZE GOD
Don't you ever dream of sliding down a tree?
Shuǐmòhuà - Polished Version !
We finally found the time to polish our game ! :smiley:
If you didn’t play Shuǐmòhuà yet, or if you want to test the new version, click the link below:
https://ldjam.com/events/ludum-dare/45/shuimohua
Hope you’ll like the experience :slight_smile:
PS: We also made an Android export, but not sure it works
There is still time to get yout revenge!
Be a vengeful warrior that has nothing, even without your life, take it back from death himself and follow your path towards your nemesis. Get the loot to be prepared to the final battle.

Thank you for playing and all feedback.
Spooky .. a hardcore game?
Hello everyone! Here is responsible for the design of the last level of the Spooky.
I have a question for you. What do you think about it? Maybe the game need to be more like that or it's too hardcore? What about play something like this on the Mobile? What things you would like to see in future Spooky?
Give your feedback about it! If you dont play Spooky, please, check our game here, we love all kind of feedbacks: https://ldjam.com/events/ludum-dare/45/spooky-the-one-who-lost-everything

Trying to rate/get rated
We don't have much time to play other games, so we don't have a lot of ratings. But we're trying! Try our game and leave a link to your own for us to play!
Play as a witch and collect cat souls


Dual stick shooter !
Come play a gun and zombie infested world as Sgt Jared ! He recently lost his job for advertising and now the world has come to an end ! Find the C4 and blow up the barricade to venture further into the world !

Escape the room without anything?
https://youtu.be/WDsik1KO1-w
Play it here
Play or draw
Play🎮 or draw🎨 something on sand in realtime https://ldjam.com/events/ludum-dare/45/sandsea . Share you pictures in comments! =) P.S. We actually spended some time to add a lot of secret secret mesSANDges in the game… maybe you find them first)

"The strange life of Bill the postman" on Google Play
My Ludum Dare 44 game is on Google Play !

Trailer :
https://www.youtube.com/watch?v=9UptOcgSg1w
The game :
Bill the postman lives in a world where life is time and this time is currency.
He earns time when he posts letters.
You have to help him to post letters to keep him alive.
But don't forget to feed him and beware of the dogs !

Post as letters as possible here : https://play.google.com/store/apps/details?id=com.TBoGames.Bill
( My LD 45 game is here, if you want to play : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car )
Hellion: Legend of Jeff V1.1 UPDATED ECONOMY and more
We have read the comments / feedback and have released an update on the game's economy. Bugs have been squashed, prices slashed, turrets went to an aim academy (better hit rate),and more! A Mac and HTML version also released.
Game link: https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published

Prison Escape Update #2 is on it's way!
Hey Guys! I am working on another map for my game - Prison Escape! Check out my game Prison Escape, which currently has 2 levels, and many people said that they 2 levels are less, so here it is, we made another level for you guys! Check out my game if you haven’t already!- https://ldjam.com/events/ludum-dare/45/prison-escape (Play my game now in your browser!)
Hey Guys! Check out my game Prison Escape!
Hey Guys! I am working on another map for my game - Prison Escape! Check out my game Prison Escape, which currently has 2 levels, and many people said that they 2 levels are less, so here it is, we made another level for you guys! Check out my game if you haven’t already!- https://ldjam.com/events/ludum-dare/45/prison-escape (Play my game now in your browser!)
The Pumpking
Play it right now, or the ghost of the brussel king shall haunt you for eternity!
https://ldjam.com/events/ludum-dare/45/the-pumpking

Free Will
https://ldjam.com/events/ludum-dare/45/free-will
Did you play Free Will ? WebGL and Windows builds are available.

"Dogville" movie as aesthetic reference for "Dear Diary"
Have you ever saw "Dogville", from the danish director Lars Von Trier? If not, I recommend it a lot! It was a really good movie, with a really good story.
When the theme was revealed, I admit I was very happy because it was the theme I hoped for. I already has the idea of the empty space and the scene is being revealed when the story is developing. But at the beginning I was trying to do an white scene, like the Assassin's Creed loading screen.
First I modeled all the furniture and characters.

But when I started to put everything in the game engine. I felt so sad with the result.

At this time, I confess there I had think in gave up, but instead I started to research some references and I found the Lars Von Trier movie and immediately changed the aesthetic of my game to it.


I think this is the best decision I make in the development of this game. At the end I found the game become better than I was planning at the beginning, and I'm very happy with the result.


I hope you guys liked too! If you haven't played yet, take a chance to it!
CLICK HERE TO PLAY DEAR DIARY
And also, take a look at the timelapse of the development of the game
https://www.youtube.com/watch?v=YhwRZKu9qoM
Guys! The update is here!
So here is what we were waiting for! The update is here! In this update, i have added a new 3rd map and the hitboxes are now a little bit smaller than before! (You can play my game in you browser!)
If you haven't played our game yet, try it out now! - https://ldjam.com/events/ludum-dare/45/prison-escape
(Play my game in you browser!)
バクラウBloodless | Reusable Code
Hey folks. Hope you're having fun with all the games! I wanted to share a bit about our development process for バクラウBloodless, specially code stuff. Here ya go!

I thought it would be cool to go over the libraries we used, as well as the modules we developed during the jam. I want to tidy up the stuff we built as separate git projects so anyone can use/contribute to them, but for now they’re all in the(not too tidy) jam repo. Let's go over all this stuff
3rd Party stuff
Unity
I guess I should include this, right? We used Unity 2019.2 . One weird thing about Unity is that it often requires you to build your own systems for stuff like audio, because it's basic audio system is weird. More on that later!
DOTween
For those who don't know DOTween, it's an amazing and easy to use code-driven animation library with a free version. Ever since I've known DOTween, I don't think I've ever had a project where I didn't use it. It's also especially great for jams because of how it allows for a lot of complex behaviours to be implemented super quickly by code, and it allows you to make all of that stuff be event-driven, which I found often leads to better code!
Code from previous projects
We used some code from previous projects, with tweaks to some of them
State Machines
State Machines are super useful(here's a really good text about them if you don’t know them )! I really like our specific implementation. It's pretty straightforward. Here’s what one of its states looks like ``` public class IdleState : PlayerStateBase {
protected override void Begin()
{
}
public override void FixedUpdate()
{
Player.defaultMover.DoFixedUpdate(Player, Player.DirectionInput);
}
public override void OnDashPressed()
{
ExitTo(new DashState(Player.FacingDirection));
}
}
And the base class for player states looks like this
public class PlayerStateBase : State
{
protected PlayerController Player { get => Context; }
public virtual void Update() { }
public virtual void FixedUpdate() { }
public virtual void OnDashPressed() { }
public virtual void OnNoHealth()
{
ExitTo(new DeadState());
}
... ``` One nice thing about how we implemented the state machines is that it doesn't allow you to change, or even access states from outside. This leads you to isolate the state machine logic and communicate through events, which I find to be a good way to make the machine cleaner and easier to debug.
Character Movement
We used a rigidbody-based top-down movement code we had from previous projects. The movement is pretty simple, just a few weird forces that made the movement feel right to me, especially when changing direction. What I really liked was how the movement class is structured:
You create and configure a mover as following. Think of these as movements presets
Then you Implement a simple interface
public interface IMovingChar
{
public Rigibody2D Rigidbody { get; }
public Vector2 FacingDirection { get; }
}
And you just call the mover every frame
mover.DoFixedUpdate(this, input);
This makes it really easy to change the movement style of characters in different modes. We used this a lot with enemies to tweak their walk and attack movement speeds
Object Triggers
Because it's really common for you to have objects that trigger when they collide with an object of a specific type, we had code from previous projects for easy object triggers. You use it by extending this ObjectTrigger generic class and implement the OnTriggered function:
public class SimpleHazard : ObjectTrigger<PlayerController>
{
protected override void OnTrigger(PlayerController player)
{
player.OnHit(transform);
}
}
There's also this functionality with the triggers where you can create "proxies", so that you can add "external" hitboxes that are detected as the class they proxy for. I really want to use this one day for a boss where it just has lots of spots where you can hit!!!
``` public class PlayerExtraHitbox: IProxyFor { [SerializeField] private PlayerController player;
public PlayerController Owner { get { return owner; } } } ```
Jam Made Systems
Audio
I always have a hard time using unity's audio system. I just find it super hard to do even simple behaviours with it, and there are a lot of recurring problems, like a sound effect increasing in sound if it's triggered multiple times in the same frame. For all of those reasons, this jam I finally built a little sound system. It's far from perfect, and not very optimized for a big scale game, but it worked pretty well for the jam!
Here's how it’s used:
For each individual sound effect in the game, you create a sound effect asset like this. You can configure some stuff in it like what audiomixer group it outputs to, and a minimum play interval so you can stop it from triggering multiple times in a frame
Then you add it to the audio database
And you can play it in your game either by id or by the asset reference
AudioManager.Instance.Play("transition_end");
Then in the game it just creates the needed audiosources

Events
We built a nice event system for this game. It uses strings for event ids. I was a bit skeptical about using a system with strings for the events instead of just adding c# events to the each of the game's modules. In the end, I really liked how the string events allowed you to build stuff just through the inspector. I guess in the end both c# events and string-based events can coexist serving different functions!
TriggerManager.StartListening(EventName.OnBossSpawn, OnBossSpawn);
Final Thoughts
So those are the systems we used for building our game. Again, the whole code is available at the project’s repo on GitHub, so if you think any of these could be helpful, feel free to use them!
For more on our jam process, here's some other posts by our team, as well as our game
Where is my garden gnome?



