Ludum Dare 35
The Theme is:

Judging ends in
Click here to start


Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Rescue Chicken

Posted by (twitter: @LiamLimeGames)
3 days ago | May 1st, 2016 7:46 pm

My fellow LudumDarians! We may be the lucky ones, who got enough votes for our game to get a rating! But not everyone is quite so lucky – Sure, some may be lazy! Others may be busy! Their reasons matter not! What matters is that…

Every game deserves a rating!

Join me! Let’s make this happen!

To help, I made:

 -> Rescue Chicken <- 

Using this tool, you can see which games are close to receiving the required bare minimum of 17 votes. Let’s help our fellow participants get a rank. Let’s not judge why they have not yet voted for enough games to get a rating themselves, let’s just help them out.

Read the rest of this entry »

Dare to Play LD35 (Streamers, YouTubers, over here!)

Posted by (twitter: @mikekasprzak)
18 days ago | April 17th, 2016 9:57 am | 16 love | 66 Comments »

I’m streaming #wehavegamestorate

Posted by
35 minutes ago | May 5th, 2016 12:31 pm

Hey, levch is here and I’m streaming now. Suggest your game in a chat!

Come and see me playing and rating your game:


Ghost Arena! – Updates \o/

Posted by
37 minutes ago | May 5th, 2016 12:29 pm

Its my first LD Compo o/

I have more updates !
Take a look and send your feedback 😀

If you have any suggestion or idea , tell me in the comments :p
And send my your feedback o/


A Blob Versus Tower Post Mortem

1 hour ago | May 5th, 2016 12:05 pm

Blob versus tour (is a pretty bad title, but I couldn’t find a better one) is a reverse tower defense. Your goal is to destroy the final tower of each five level, using your minions that can shapeshift. One shape avoid battle and run straight toward the last tower, while the two others just attack everything they can.

You can still play and rate it !



What went well :

Base Idea :
I wrote down on paper all the idea that came into my mind after reading the theme, mixed them and found the game idea taking a little from every ideas. I simplified the result to fit into 72h of production, then, I started to program the core mechanic.

Graphics :
I made all the assets in 3 hours, the second day, which was faster than expected. I’ve even made all the necessary sprites for animations, and some others that I finally didn’t use.

BlobVSTour 2016-04-19 02-34-07-93

All the graphical element were ready to go into the game, but I was desperately trying to understand « why-the-hell-do-I-have-this-error-message» for some important game elements and loose all the time that should have been spent to take care of the animations. The game look a little bit weird because of that. At least it has graphics.

What went wrong :

Music & sounds
I remembered that I should take care of the music for my game three hours before the deadline… I was expecting more time to make my own music, because I have no experience at all in sound design, so I had to search for free copyrighted musics to avoid a completely silent game.
It was supposed to have in game sounds as well, but when I put them in the game, it created too much bugs… At the end, I just removed them.

Programming :
Well my biggest problem is the whole programming thing. I’m pretty bad at making it works before the [put a number here]th try… even if i’m getting better at it because I continue to practice almost everyday. I loose too much time trying to resolve problems that ended up having a really simple solution. I’m still looking for an extremely complicated way to do things that can be done in one line of code…


It appear that I should have think of a better mapping for the shapeshift thing. Now, I think that making it all with the mouse isn’t a bad idea. Probably easier to do for the player, but also for me ! Why am I doing things in a complicated way while an easy one exist ? Ugh.
I’ve also found a way to avoid one of the biggest bug I met during the jam, but it needs a lot of work, so I will go back to this game later this year. I need to work and think of something else for a while.

I’ve learned a lot during this Ludum dare, it was a great experience, even if things didn’t went as well as expected.

Thank you for playing!

Posted by (twitter: @EmielBoven)
1 hour ago | May 5th, 2016 11:54 am

We want to thank everybody that played our entry Bloodbearer!

We recieved a lot of feedback and we are really thankfull for all of it. We take the feedback with us now we decided to further develop the game :)

If you haven’t played Bloodbearer yet, go play it 😉 If you did, thank you! You’re awesome!

Hopefully till next LD!

Mob music

If you want to see how we develop Bloodbearer further make sure to follow us on twitter: @EmielBoven & @Coen_Balkestein

We invite you to play (Mono no) Aware!

Posted by (twitter: @thommaz)
1 hour ago | May 5th, 2016 11:33 am

mono no aware

Hi everyone! Voting is almost over, but we thought we should write a post inviting you to play our game before the end.

mono no aware

(Mono no) Aware is an interactive novel with platformer elements that discusses life’s shapeshifting nature. We were really trying to achieve a delicate result using watercolour and subtle dialogue and, well, please let us know what you thought!

Arrow keys to move
X to interact and push things
Z to jump

Hello everyone. That been quite some time since Ludum Dare and we were probably taking our time too much to fix numerous bugs in our game but we finally did it, and we are not going to stop.

Though we are not really sure how far we could go with our fixing but we did just that so its up to you to judge or not to judge it. If you think that too much bug fixing is not the thing that can fit into jam version of the game please do not vote for it. Its our first Ludum Dare and we dont know what we can do and what we cant. So i will keep here post fix and pre fix version for you to check.

Sooo here we go, please check and play first level of our game, rate it if you want, we were working really hard during three days of competition and we dont want our work go to waste.


We will keep working on our game(we have only one level in this version), and the story of Max will be finished, i promise, he will get his revenge, so stay tuned for post-jam version of the game.


If you still here we have some bonuses for everyone.

Bonus one: our audio engineer made really cool soundtrack for comics and levels but we sadly havent been able to put most of it into a jam version of the game, so please just listen to them as it is, we really like this music.

Download it here

Just tell me if its not a proper way to post something like this.


Bonus two: some cool and intersting bugs from the first version of game (thats, folks, is what happens when you have only one unity-developer, who does all the programming):

Just dont ask questions.


We were just having so much fun with them, so it must be shared.

Clearly Max should not be on the sky.

But why not, after all.

Lets try to fall down… well…

Thanks for checking this post and the game, see you soon.


Check our entry here.

ShipShift PostMortem

Posted by (twitter: @DeadBodyOutline)
1 hour ago | May 5th, 2016 11:12 am

A little late, but here is it!

go play


What is the game about

This game is about a spaceship that can change its shape. Each one has unique abilities, and you must use them to save the universe in the year of 2344.

It’s a endless bullet-hell like game, where you confront increasing waves of enemies. Btw, what is your score??

Ideas and process

We had just some ideas until we get this one. One of them was a puzzle game where you had to move as quick as possible onto some cell next to you that has the same shape of the player’s current shape (the red rectangle from the image below). We discarded this, as we do not find so much fun on it :p



So we got the idea of a bullet-hell game, using only geometrical forms (as it can be easily generated using SFML lol), so we started the development and we get…. Some shapes on screen


it’s… something

Of course, this was one of the first steps on having a game. A little more effort we got some enemies on screen and started testing the ship movements, including awsd controls, asteroid-like moving through the edges of the screen and, finally, a follow the mouse approach.

asteroid uh?


Long story short, we had some nice ideas for different abilities for each shape, but as the deadline was coming, we just simplified them to get a minimum viable product. See the abilities breakdown:

Triangle (weak, quick)

Attack: quick laser shot

Alt attack: nova (was guided missile)

Rectangle (strong, slow)

Attack: nope (was melee)

Alt attack: melee (was timed invincibility/time warp)

Circle (normal, medium)

Attack: nothing (was mine deployment)

Alt attack: absorbs enemy shots with its shield (was reflective shield)

Also, we did not made any sound for the game. Sorry


not today!

What Went Well

  • We did a game!
  • Learnt some new cool things on SFML
  • Valuable feedback from the community (yay, you!)
  • A more finished game the our last entry
  • Linux, OSX and Windows builds
  • A really cool HUD 😉

What Went Wrong

  • No music
  • No joystick support
  • No shaders :/


Now we will try to finish the game, add some missing features, improve the code quality (generic classes will belong to our “bootstrap” code, helping on future projects), a better collision detection, evaluate game balancing, create some badass audio, all of this considering all your advices <3


ffmpeg FTW!

So go play our game (the jam version, we didn’t worked on improvements yet, but take a look on the code on our github page), follow us on twitter/facebook and have lots of fun!

Ludum Dare to Believe! S:7 EPISODE 9

Posted by (twitter: @ButtonMasherBro)
2 hours ago | May 5th, 2016 11:05 am

Hey everyone! We are the Button Masher Bros!

TICK TOCK! Time for judging is coming to a close and only 2 more episodes remain! It’s LUDUM DARE TO BELIEVE! S:7 Ep. 9!

(May contain strong language)


With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and youtube who all stepped up to give us suggestions – you guys are the BEST!

If you like the games you see, be sure to check them out on and let the developers know what you think!

Today we will be highlighting:


Title: Shadow of the Red Hand
Category: Jam Entry
Creator: Anyman404


Title: Polydrone
Category: Jam Entry
Creator: Graebor


Title: Perceptions
Category: Compo Entry
Creator: Romixal


Have a game you want us to check out? [SUBMIT HERE]

Finally, we’d love to hear what you think!
You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro – Show account

@MathBlasterRitz – Chris

@SuddenlyZach – Zach

or @jwowBMB – Josh

Thanks Everyone and HAPPY LUDUM DARE!

Web version of Figment is now up!

Posted by
2 hours ago | May 5th, 2016 10:33 am

We’ve just uploaded a web version of our dimension-shifting puzzler, Figment. If you’ve not played it yet, you can find it here! We’d love to hear what you think of our entry :)

Level Editor Complete!

Posted by
3 hours ago | May 5th, 2016 9:38 am

The level editor is still a bit rough, but ready to use! It still has several moderately large bugs, which are likely to break old level save files, so we will not be uploading a build just yet, but stay tuned!

Here’s a link to the game if you want to try out the original levels: Shape Escape

I hope I get time this weekend

Posted by
4 hours ago | May 5th, 2016 8:33 am

I have to play some games before the judging ends :/

Cat Tidying: the post-mortem

Posted by (twitter: @mahalis)
5 hours ago | May 5th, 2016 8:03 am

Neko Katadzukeru is a puzzle game where you take delivery of an endless assortment of contortionist cats and must package them neatly to send them on their way. It’s my fourth compo entry (see the previous ones here), and the first one where I actually had the whole weekend to work on it; here are some tales of its development and bits of advice.

Screen Shot 2016-04-17 at 6.14 p

Things what went good

  • Sleep. Seriously, I know the jam tradition is to grind late into the night and hypercaffeinate and so on, but in my experience that results in making sillier and sillier mistakes as the weekend goes on, and being totally burned out in the last couple of hours which are the most critical for finishing things up. I aimed for ~7 hours a night, and while I did have to keep working down to the last few minutes of the deadline, I spent way less time staring blankly at weird bugs and wondering where my life’d gone wrong than I would have otherwise.
  • Early ideas. It’s really important not to spend too much time agonizing over finding the Perfect Idea that is Definitely Better Than All The Other Ideas. Think of as much as you can as quickly as you can, pick one, and go. I typically look over the list of theme finalists on Friday and try to brainstorm at least one or two possibilities for each one. Another thing that’s helpful for this: not just staring at your computer trying to think of something. Go outside; take half an hour to wander around and mull things over. Brains are really good at taking random stimuli and building ideas out of them; the more stimuli you’re exposed to, the better your chances of finding a good idea.
  • Hand-drawn art. A lot of people go for a pixel-art style in the compo. When that’s done well, it can look really cool, but it’s hard to stand out unless you are a pixel wizard (in which case I hope you are enjoying Pixel Hogwarts—bet it’s rad). Somewhat less common is a hand-drawn look, which, even if you’re not great at drawing, instantly gives your game a unique character. You don’t need a scanner—take as straight-on a photo with your phone as you can, then use Photoshop or similar to make the image grayscale and adjust the levels so you have a pure-black-and-white image, as in the image below. This time, I made most of the art using a Pencil, but the principle is the same if you’re working with a pencil of the lowercase variety.
    • levels example
  • Mouth sounds. Again, lots of games use tools like sfxr to generate old-school beeps and boops, and that’s fine, but you very likely have a way more flexible sound-effect generator at your disposal. Every sound effect in Neko came from me standing in my closet with a towel over the door (to muffle outside sound and echoes) making noises into the Voice Memos app in my phone. Record a bunch of variants on the same sound in a row, then get the file onto your computer, chop it up in something like Audacity, and you’re good to go. It’s quick, efficient, and it makes your game stand out; the only downside is feeling kinda silly standing in your closet trying to do cat noises.

Things what didn’t go so good

  • Difficulty. This has been a perennial problem for me, and I’ve seen it in a number of other games too: when you’ve spent all weekend playing and replaying the same game, it becomes much easier for you than for someone approaching it for the first time. Neko is really hard; a number of people have told me they couldn’t even finish a single box. It’s critical to have other people play your game while you’re building it, or at least early enough that you can tweak it before you submit it—if the game’s too hard, people miss out on the fun of succeeding at it.
  • Tutorials. Think you’ve taught players your mechanics? You probably haven’t. People will misunderstand things you tell them, or forget about them, or not even notice your instructions at all. Games I’ve seen that do this well will show you prompts that don’t go away, or don’t get out of your way, until you’ve successfully done the thing they’re trying to teach you—there’s a reason basically every AAA game makes you go through a “press X to jump over this thing, press Y to crouch under that” section at the beginning. In Neko, I put instructions on the title screen, which is an incredibly easy place to not see them. Don’t do that, and really don’t put the instructions on the download page (at least not as the only place they’re available). Make sure your players always know what they’re doing.

This has run on longer than it was meant to, so I guess I’ll wrap it up here—I hope some of this proves useful for your next jam. If you haven’t played Neko Katadzukeru yet, please do; I think it turned out pretty well. Thanks for reading!

4 days to finish ratings… Have you played “Breaking Fat”?

Posted by (twitter: @SantiHisteria)
8 hours ago | May 5th, 2016 4:24 am




Thank you guys for all your rating and feedback!

Final Last Push

Posted by
9 hours ago | May 5th, 2016 3:36 am

Hi Everyone.

The ratings have stopped now so just wanted a final push if you havn’t played or voted on my game check it out :). Gettings lots of nice feedback so far. Think this could be my best ludum dare game i’ve done so far.

Play Game

Female Made Videogame

9 hours ago | May 5th, 2016 3:26 am

Hi ludumDarers

I have took part  in two editions of Ludum Dare Gran Canaria before this one. In both I have shown most of participants are male, and female are focused in artistical part of development. That’s why I managed to create FatalFemaleVideogameFactory group for this spring edition, to introduce women into videogame development.

I’m very proud of the result of this team, Magic Clay and I hope girls in this team to repeat next editions. 😀

I haven’t told that girls in this team should never participated before in Ludum Dare, that’s why every edition the girls in the team are always different. We are open for remote participants!! If you know any girl interested contact us by [email protected]

Thank you for your attention.


Nyamo’s Adventure In-Depth Post-Mortem

Posted by (twitter: @ddrkirbyisq)
11 hours ago | May 5th, 2016 1:31 am

There’s still time!  Play and rate Nyamo’s Adventure now!


Nyamo’s Adventure is our Jam entry for LD35 — made by yours truly in association with my trusty artist Kat.  It’s a 2D “Metroidvania”-style platformer game with shapeshifting abilities, multiple worlds to explore, and collectibles scattered about!  We’re releasing it as part of our “Cocoa Moss” collection of games.

Overall, Nyamo’s Adventure was a blast to make!  This is perhaps our most solid LD showing to date as a team, and it’s really awesome thinking about how far we’ve come since we made Match Girl way back in LD28.  Match Girl was a solid game itself, and was very well-received (2nd place overall!), but just the sheer amount of content and different things that we were able to create this time around for Nyamo’s Adventure is really impressive in comparison.

I had 4 “goals” (ish) this time around for LD, and they were:

  1. Successfully use Unity
  2. Have fun
  3. Finish on time
  4. Make some awesome music :)

I’m happy to report that we managed to hit all four of those pretty well!  #2 was a little rough at times (more on that later) but overall things were great!


As always, let’s go over what went well and what didn’t go so well.

What went well:


Wow!  Color me impressed — Unity really overperformed as a dev environment and editor tool.  Now, I’ve used Unity in the past, so I’m well-familiar with both what it’s capable of as well as the little tricks of the trade that you pick up along the way as you work with the quirks of the engine, but I think I still underestimated just how much it allowed me to do when compared with my standard suite of tools (HaxePunk).  As much as I’d like to be a hipster and jump on the bandwagon, I can’t really argue with what it allowed me to achieve this LD.  Having the visual editor around for both editing and debugging was truly invaluable and saved precious precious iteration cycle time when I was trying to design levels, get mechanics working, etc.  Here’s the entirety of world 3 in Unity’s scene view, for instance:

Screenshot 2016-05-04 21.37.02

Being able to put the levels, UI, etc. together like this made things so much easier!


Level design and Tiled2Unity

Nyamo’s Adventure is a huuuge game compared to some of my other ones.  5 different worlds, each with a bunch of different screens, and the different rooms all fit together in a cohesive way.  I spent a LOT of time on level design — easily more than I actually spent on coding, which was quite surprising at first.  Although I’ve had some experience with platformer level design from the work I did for Match Girl, I had never quite exercised my designer mind like this before.  I made sure to read up on some Metroidvania design articles as I was first starting out (which proved helpful), and made sure to really plan out the first few screens of the game in a specific way to introduce the different concepts (moving, jumping, collectibles, the final temple door).  I’m actually really happy with how the level design ended up panning out, and how I was able to properly execute the Metroidvania feel.  Of course, it’s very simplistic and if you really look at it the different worlds are very similar in terms of how they lead you down a linear path to an ability and then use that ability to shortcut back to the beginning.  But I think it still works just fine, and designing the rooms themselves was also great thanks to Tiled being a wonderful tool:

Screenshot 2016-05-04 21.38.05

One of the first things I did after we decided on our game concept was to figure out how to integrate Tiled with Unity (something I hadn’t done before).  Luckily, Tiled2Unity exists, and was very straightforward to set up.  Besides a few snafus with our tilesets changing mid-design (was annoying to resolve but was certainly doable), it was pretty straightfoward and just worked pretty much the way I needed it to.  Awesome!


Animations, tilesets, and world design

Can we take a moment to appreciate how beautiful the art is in this game?

Screenshot 2016-04-18 19.06.17

Would you believe me if I told you that this is the first time Kat has worked on tilesets? (besides the single set from Match Girl, which doesn’t even count)  She really did an amazing job with everything, and it was awesome getting to pull the tiles that she drew into Tiled and using them to build out the different worlds, each with their own palette and feel.



The soundtrack took around ~5 hours in total to write.  It was a blast!  Nothing really new here — just standard jamming out like usual.  Everything was pretty straightforward, with the notable exception of the Temple theme which was basically my attempt to make something ambient and atmospheric in as little time as possible (11 minutes).  It’s kind of uninspired, BUT at the same time, I think it’s nice that it sounds totally different than the rest of the soundtrack because it helps to communicate the fact that it’s a special area.

It’s worth noting that I didn’t put much focus this time on reusing a shared motif throughout the entire soundtrack — there’s hints of it, but nothing you would really notice unless you’re really looking out for it.

Something I realized as I was making this soundtrack was that giving yourself a jumping off point in terms of atmosphere, tempo, or feel really helps in getting things started.  I think I started each composition with a very small idea of how I wanted to differentiate it from the others and that helped me get things started.  For example, for Autumn Colors I knew that the first world was going to be the “hub” of the adventure and was also going to be an outdoor world, so I wanted something that felt more “open” as well as relaxed.  Musically, that translated to a slower tempo, with a laid-back drum beat, and using chords similar to major 7ths.  For Take to the Skies, the spring world, I knew it was going to be the first “stage” that you explored after the hub, so I wanted it to contrast with the outdoor hub music, and also wanted it to be more upbeat and driving as you’re now getting into the “meat” of the game.  Musically, this meant a faster tempo, with more complex breakbeat-type drums.  I also knew that the world was going to have an “underwater” palette, so I used some specific instruments to evoke that feeling.  (Compare it to Song of the Sea from Melody Muncher to see what I mean)  Anyways, the point is that having that starting point allowed me to lay out the tempo and maybe even a drum loop right away, which really worked to get things started (often the hardest part about writing a song).

Soundtrack can be downloaded at



Spikes, knives, and other level elements

I almost feel like this one was luck because of how well it ended up coming together…

So, when I was first thinking of the design of the different worlds, I knew I wanted them to look different, and each feature a slightly different focus on the different abilities that you unlock as you go through the game.  For example, the puddle world (the dark one with spiders) was specifically constructed to be more closed-off and cave-like because there would be many places to make use of the puddle ability and it made sense to have tighter corridors.

However, there were no plans initially to have a different “gimmick” in each level.  That one just sort of happened through development, and I’m glad it did!  The disappearing megaman-style blocks (the first thing that I came up with), the spiders, and the knives really did well to differentiate each area and made the level design more interesting than just having different tilesets that were functionally equivalent.  I’m especially happy with how the spiders and the knives ended up interacting with the abilities that you find in the respective worlds — in world 3 you’re forced to use the puddle ability to avoid spiders that you can’t get past otherwise, and in world 4 you have to use the balloon ability to get past these long rows of knives shown in the screenshot below:

Screenshot 2016-05-04 22.21.15

Funny story about the spikes at the bottom of the pits you have to jump over — for a long time through development I was planning for them to be water or some kind of liquid, as you can see in A Kitty Dream and The Valley Rule (both wonderful references for this type of game, by the way).  But throughout development we never got around to putting in the graphics for the water (I had already coded an element that triggers death and a respawn when you touch it), and more importantly, I had no idea how we were going to animate it.  In the end we ended up coming up with the idea of using spikes instead and it was a simple, elegant, clearcut solution to the problem that I’m glad we stumbled upon.


What didn’t go so well:

2D platformer collision detection

Ugh.  I had done a warmup project with Unity to play around with their new 2D features (much improved since the last time I had used them) and to write myself some starter code (for doing basic things like playing sounds, fading the screen, etc.).  During that I had done some extremely basic testing to make sure that I could test “collision” (as in, detect when two objects touch/collide and do something), but for some reason I didn’t actually bother checking to see whether I could easily implement actual 2D platformer physics.  You know, moving and stopping flush to obstacles, jumping and landing on the ground, etc.  I have my own set of functions that I used to do all of this in HaxePunk (they are very scrappy but WORK very well at what they need to do), but I didn’t have any of that set up in Unity.

So, for the first couple of hours of development I was busy trying to wrestle Unity’s engine to get it to do what I wanted it to do…I already knew coming in that the Character Controller / etc stuff was probably NOT what I wanted, yet I also wanted to be able to hook into the built-in collision detection / etc. and leverage that.  I did NOT want to have to implement all this stuff from scratch, as that would just be ridiculous.  Fortunately I was able to jury-rig together something which worked very nicely, essentially just doing a handful of raycasts on a rectangle as described here.  That was pretty much the only major technical hurdle I ran into over the course of the project, but I wish that I had prepared for it earlier.  On the plus side, I now get to start building out my set of utility scripts, functions, and prefabs for Unity games, just as I did for HaxePunk, so hopefully this won’t be a problem in the future.



Ugh!  I was not in great mental or emotional shape through the weekend and there were some points when I was really not feeling too positive about the project, and in general worried that it just wouldn’t come together.  This wasn’t necessarily due to us being in bad shape, and more just due to me being tired and stressed out due to other RL things (was trying to pack for moving out of my apartment, not enough sleep, etc.)  Sometimes this just happens — unlucky that LD happened to coincide with a weekend when I wasn’t fully up to snuff mentally.  I also had some congestion in the eustachian tube of my left ear which can be really aggravating when it comes to mixing music.  Luckily it all ended up being fine in the en and we made it okay…phew!  Was really glad when we finally hit the submit button (and went out for a nice hearty dinner).


Sound design

Kind of a minor point here, but this project taught me that although my music skills are really on point, my sound design skills are not.  It was actually pretty difficult for me to come up with good sounds for Nyamo’s movement/etc. and I ended up having to redo some of them.  The collectible sound also ended up getting changed in the post-compo version to something that didn’t clash as much with the background music.  Labchirp is nice but sometimes you have sounds that are just tricky to figure out.  It’s something I need to be conscious of and try to research a bit more.

Unused graphical elements

Kat had some other graphics (like additional background and foreground elements) that she drew up that never ended up making it into the final product.  I really didn’t have any time to put them in at the time because I was busy scrambling to finish all of the different rooms, but even afterwards for the post-compo version they ended up not really fitting in and looking a bit out of place.  You can see in the post-compo version that there are more leaf decorations in the puddle world, but that’s the extent of how they worked out.  So, not the end of the world, but we probably could have designed some other way of adding some graphical accents to the levels.  I think we wouldn’t have had this issue so much if we had been working more slowly (i.e. not in a 72-hour game jam) and had time to step back and see what the overall look and feel was going to be like.


That’s about all I have to say about Nyamo’s Adventure!  It was an awesome experience to make, and I hope you all enjoy it as much as we did! :)

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