| Year | LD | Theme | | | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co
|
|---|
| 2026 | 60 | Old Tech | | | Animatronia: A Journey Through the Scrapyard | jam | | | | | | | | | |
|
| 2026 | 59 | Signal | | | Kit Getaway and the Incredible HeadCase | jam | | 3.00 | 3.00 | 1.50 | 2.00 | 3.50 | | 4.00 | 3.00 |
|
| 2025 | 58 | Collector | | | Talla and the Tomb of the Takers | jam | 471 | 3.41 | 3.29 | 3.27 | 3.32 | 3.43 | 3.13 | 3.11 | 3.18 |
|
| 2025 | 57 | Depths | | | Inner Worlds | jam | 453 | 3.54 | 3.47 | 3.43 | 2.84 | 3.80 | | 2.93 | 3.03 |
|
| 2024 | 56 | Tiny Creatures | | 👥 | Azulina's Night of Sprites and Fright | jam | 393 | 3.69 | 3.50 | 3.22 | 3.79 | | | 2.90 | 4.02 |
|
| 2024 | 55 | Summoning | | | Sophia's Spirit Journey | jam | 618 | 3.53 | 3.46 | 3.02 | 2.72 | 3.57 | | 2.69 | 2.89 |
|
| 2023 | 54 | Limited Space | | | Rabbit Hole Run: Don't Lose Your Head! | jam | 516 | 3.63 | 3.61 | 3.06 | | 3.86 | 2.88 | 3.27 | 3.38 |
|
| 2023 | 53 | Delivery | | | Rush Deliverance | jam | 543 | 3.61 | 3.61 | 2.98 | 3.34 | 3.61 | 3.23 | | 3.17 |
|
| 2023 | 52 | Harvest | | | Myth vs. Mythos | jam | | | | | | | | | |
|
| 2022 | 51 | Every 10 seconds | | | Forging Through Fire | jam | 265 | 3.83 | 3.85 | 3.67 | 4.23 | 3.60 | 3.16 | | |
|
| 2022 | 50 | Delay the inevitable | | | Tide of Rot | jam | 1028 | 3.26 | 3.37 | 2.33 | 3.68 | 3.09 | 2.84 | 2.78 | 3.07 |
|
| 2021 | 49 | Unstable | | | Shaky Ground | jam | 1233 | 3.12 | 3.05 | 2.50 | 3.36 | 3.30 | 2.89 | 2.98 | 2.83 |
|
| 2021 | 48 | Deeper and deeper | | | Mind Diver | jam | | 2.67 | 2.83 | 2.00 | 2.00 | 2.33 | 2.83 | | |
|
| 2020 | 47 | Stuck in a loop | | | Infinite Marbleworks | jam | | 3.36 | 3.14 | 3.21 | 2.93 | 3.36 | | | |
|
| 2020 | 46 | Keep it alive | | | Spacepod | jam | | 4.00 | 4.00 | 3.00 | 4.50 | 3.50 | 4.00 | 3.00 | 3.00 |
|
| 2019 | 45 | Start with nothing | | | Blossoming Cosmos | jam | 792 | 3.20 | 3.05 | 3.23 | 3.98 | 3.35 | 2.60 | | 3.45 |
|
| 2019 | 44 | Your life is currency | | | Bloodslinger | jam | 666 | 3.33 | 3.00 | 3.26 | 3.27 | 3.55 | | 2.84 | 3.16 |
|
| 2018 | 43 | Sacrifices must be made | | | Volcano Rush | jam | | 4.00 | 4.00 | 3.50 | 4.00 | 4.00 | 4.00 | 4.00 | |
|
| 2018 | 42 | Running out of space | | | Cosmic Collapse | jam | 244 | 3.73 | 3.74 | 3.45 | 4.21 | 3.76 | 3.43 | | |
|
| 2018 | 41 | Combine 2 Incompatible Genres | | | Kotodama | jam | | 2.50 | 2.00 | 1.50 | 2.00 | 2.00 | 2.00 | | |
|
| 2017 | 40 | The more you have, the worse it is | | | Cursed Gold | jam | 364 | 3.64 | 3.68 | 3.24 | 3.86 | 3.41 | 3.05 | 2.17 | 3.69 |
|
| 2017 | 39 | Running out of Power | | | Jettison | jam | | 3.00 | 3.00 | 4.00 | 4.00 | 3.00 | 2.00 | | 4.00 |
|
| 2017 | 38 | A Small World | | | Protozoan | jam | | 3.00 | 3.20 | 2.80 | 2.60 | 2.80 | 2.80 | 2.75 | 2.20 |
|
| 2016 | 37 | One room | | | Strexter | jam | 185 | 3.74 | 3.96 | 3.48 | 4.09 | 3.48 | 3.39 | 2.63 | 3.57 | 50
|
| 2016 | 36 | Ancient Technology | | | EverDown | jam | | | | | | | | | |
|
| 2016 | 35 | Shapeshift | | | Tri-Form | jam | 492 | 3.29 | 3.18 | 2.89 | 3.71 | 2.96 | 2.82 | | | 55
|
| 2015 | 34 | Two Button Controls / Growing | | | Kudzu: I Can Grow Forever... | jam | 344 | 3.50 | 3.31 | 3.46 | 4.15 | 3.42 | 3.55 | 2.63 | 3.38 | 50
|
| 2015 | 33 | You are the Monster | | | CRUNCH!!! An Interplanetary Meal Trip | jam | 152 | 3.72 | 3.98 | 3.37 | 3.86 | 3.43 | 3.24 | 3.20 | 3.48 | 71
|
| 2015 | 32 | An Unconventional Weapon | | | S-LAYER | jam | 465 | 3.29 | 3.15 | 3.30 | 3.59 | 3.70 | 2.81 | 2.35 | 3.13 | 50
|
| 2014 | 31 | Entire Game on One Screen | | | One-Floor Dungeon | jam | 358 | 3.37 | 3.40 | 2.89 | 3.94 | 2.97 | | 2.05 | 3.00 | 55
|
| 2014 | 30 | Connected Worlds | | | Five Floors, Two Worlds | jam | 95 | 3.72 | 3.52 | 2.96 | 3.85 | 3.74 | 2.88 | 2.69 | 3.30 | 50
|
| 2013 | 28 | You Only Get One | | | Hitotsu - Last of the Dragon Keepers | jam | 95 | 3.54 | 3.54 | 2.75 | 2.88 | 3.38 | 2.77 | 2.50 | 3.23 | 45
|
| 2013 | 26 | Minimalism | | | Squeeps | jam | 287 | 3.09 | 2.93 | 2.96 | 3.02 | 2.42 | 2.94 | 3.09 | 2.74 | 100
|
| 2012 | 23 | Tiny World | | | Corebound | jam | 52 | 3.55 | 3.74 | 3.74 | 2.94 | 3.06 | 2.63 | 2.25 | 3.30 | 36
|
LD58 — Collector (25)
Skeledaddler! by Catusfelony 2025-10-14T21:46:30Z ♥ 3
God, that final level. What a nightmare. XD I know how to solve it, but it's so time-consuming when you make a mistake ^_^;
Everything about this game is fantastic from top to bottom - feels like one of the classics I might've played on Kongregate back in the day. No way in hell am I trying for those time scores, though. XD The concept is brilliant, but I wish that aiming the kicks was a little less finicky!
The Collector's Challenge by Lancelier 2025-10-12T01:15:34Z ♥ 1
Something funny seems to be going on when you switch to full screen mode - the cards in the first stage move to near the center of the screen. Bit confusing at first!
I love the vibes, I love the general puzzle mechanics; my only gripe is the game feels a bit thin. In the final level, at first I was alarmed that I didn't have enough cards to collect all the souls (I had two "straight up" movers, a "diagonal up-left" mover and a "diagonal up-right" mover), but then I realized I didn't need to.
I really assumed the goal on every level was to collect all the souls; it's a bit confusing that the game instead tracks how many souls you collect across all levels. Not sure how it's possible to lose given how all the souls are in straight lines!
Spyder by MartianMangka 2025-10-12T01:02:24Z ♥ 1
This is a *fascinating* idea but also the player's tiny sight radius is crippling. The spider on the second level sees further than you do so it *will* sneak up on you and spot you and you will never see it coming because its sight radius extends beyond both your tactile range *and* your visual range. It would also be helpful to know which way the enemy spiders are going to move next: it's impossible to safely shadow them because you can never tell whether they're going to move towards or away from you.
I think the turn-based system works, but the player just has too little information to work from in order to fulfill the given objectives without getting caught (real-time would not fix the aforementioned issue where the spider with the giant sight range can spot you before you even know it's coming!)
Depth Scan by CptDrusha 2025-10-11T21:47:09Z ♥ 3
Visually it's incredible; mechanically, it's fascinating. I don't like how long it takes for the LIDAR to recharge, though - my instinct is to paint every surface I can in as much detail possible (and given how many times the red stuff has popped up closer than expected, it's not a bad instinct!), and it's a bit frustrating how it feels the game wants to encourage me flying blind to some extent.
I died unexpectedly after 2/6 obelisks and I'll admit I'm not sure what killed me. I never saw anything like "giant predators" (well, *pinged* anything like giant predators, anyway); I did see red things on the floor, but I thought I avoided them all. A proximity warning would be useful - both for hostiles, and for the obelisks.
Also: is it a bug that all your pings disappear after you activate an obelisk, or is it intended behavior?
METALOBAZA by Dunitru 2025-10-11T21:23:15Z ♥ 0
Yeah, now the music doesn't play at all at the start of the level, unless you either turn the sound off and then back on again or die and restart the level. Whoops!
I love the transforming concept, the idea that each of your forms has different abilities and you have to switch between them (or rather, temporarily abandon your upgrades) in order to proceed. I wish you had more control over where your power packs spawn when dropped, though, and stations really should have some indication as to how many packs they have stored. I'm also not a fan of W to jump, especially for a game with tricky platforming sequences like this one - there's a reason the classics like Mario and Sonic don't map jump to the D-pad!
The lack of checkpoints also puts a damper on my enjoyment. This is a long level you've got here, and it really sucks having to start the whole thing over from scratch, especially when a slip-up in the aforementioned platforming sequence means having to navigate back over a pair of enemies.
The Catalog-gull by InMyArmsTonight 2025-10-11T21:07:58Z ♥ 0
It's really cute; the map makes me think of a children's book, but I'm put out by the fact that the instructions and description seem to be for a game that's a fair bit more ambitious than what you published? Shift does nothing, and there are no extra areas to unlock - once you've added all eight people in the scene to your catalogue, you're done. It's not bad for what it is, but there's a stark contrast between the artwork and mechanics - I was shocked to see that "QTEs" are handled using what look like placeholder graphics!
Hollow Choir by Forik 2025-10-11T13:21:30Z ♥ 2
Absolutely fantastic little game. There are some bugs which are bothersome - the collision on the slope leading down into the cellar is wonky, and the chestnuts still play their "rolling along the ground" noise when you stand near them - but overall, you've nailed the vibe of being some manner of dark occultist. Harvest Moon of the Damned! XD
I liked exploring the grounds and figuring out where all the ingredients are. The bit with the spider in the basement was clever - I almost didn't think to try turning off the candle while standing under the well. (I saw the spider web, but I had trouble figuring out how to get the spider from it - it's a bit of a red herring!) I also was worried I was stuck when the doll didn't respawn at the well as I expected, but I found it again in the upstairs of the cabin. (There might have been two dolls, in retrospect, but I didn't see the doll the first time I explored up there; it's definitely creepier to imagine it's the same one both times!)
One oddball question: there are four coffin types listed but "Type D" is omitted; the last is "Type E". Were five planned but you cut the original fourth, or is it skipping from "Type D" to "Type E" merely a mistake?
Rogue Scribe by Enryu Mirik 2025-10-11T12:53:29Z ♥ 2
There is a *lot* you've gotten done here in 48 hours, to the point where I find the map daunting to imagine exploring in full.
Most of my issues are with the lack of polish: the text needs an editing/proofreading pass ("Tutoril"?), the game really could have used some sound (even placeholders), and the "absorb spells" mechanic is in desperate need of some feedback (I had no idea it *worked* the first time until I checked my inventory!) There ought to be a more visible "absorption field" around the player, maybe a sound effect for a successful capture, and *definitely* pop-up text indicating the spell has been absorbed.
Another small quibble I have: since the left mouse button isn't used for anything (that I can tell), it really ought to be mappable. While I know combat isn't the focus of the game, Q and E make poor fire buttons for first-person action; I'm used to "click to shoot" (and I'm certain others are as well).
One last thing: I didn't play through the whole thing, but the lack of healing and checkpoints was one of the reasons I declined to explore it in full. I'd prefer not to be sent all the way back to bottom in the event I get ganged up on enemies. ^_^;
IUTBADIAFWBIGTTT9SNICTATMIT by Furisubi 2025-10-11T06:02:50Z ♥ 3
The janky physics are offset by some delightful sound design. This game *sounds* like GMod antics *look.*
That said, while I like the deliberately low-res aesthetic, it does make it hard to tell at times what some of the objects are, and the screen tearing was tremendously distracting. It also looks as though the ability to unlock rooms is bugged: I got the fill gauge for "Room 2" all the way up to the top, but another room never unlocked (the failure condition for letting the delivery area fill up did in fact trigger, though!)
One More Pack by Nomelu 2025-10-11T05:48:56Z ♥ 1
At first I was like "That's it?" when I bought my first few packs and ended up broke. Then I realized I had a rare card I could sell for a good chunk of money.
From that point onward it was, to paraphrase Unfair Flips, just a function of time (my last card was the Critical Roll).
My only gripe is, I wish there was a way to zoom in on the cards - it's hard to read the text on them in the embedded version. Also (like so many other entries I've played, regrettably) there is no acknowledgment of ending or victory. I realize that in collecting, having a complete set is its own reward, but even Unfair Flips gives you a "goo job :D" (sic) sticker for getting 10/10 heads (though its other possible outcomes - including the coin *exploding* - are much more interesting XD)
Vivisepulture by Leo Du 2025-10-11T05:36:59Z ♥ 1
Seriously, if you didn't have time to implement more than one body, be honest about it. Your description (with no indication of the controls or how the game is supposed to play, I might add - a double foul) says "bodies" so we have every right to be confused that there isn't more than one.
The text really ought to scroll faster, by the way - I tried clicking to speed up the scrolling only to inadvertently skip the dialogue itself, and after I realized it was that easy to miss dialogue I just skipped through all of it straight to the end. I've got no idea what kind of nihilistic ranting the medic had for me and I honestly don't care; I don't even know why I was cutting his limbs off and I don't really feel the impetus to play the game over to find out. (The text I *did* see even spilled out of the text box at one point, so minus points for that, too.)
Also, the way the stomping noises played all the time made me think the game was about to jumpscare me. It took me a while to realize I'm in some kind of robot and the stomping is coming from my own machine, or something like that.
There's a kernel here of something interesting, but the presentation and playability have been sacrificed for pretentiousness.
Fossoyeur by Anaconda Games 2025-10-11T05:11:04Z ♥ 2
Reminds me of a cross between The Price is Right's Pathfinder game and Bennett Foddy's GIRP (the rock climbing game). Conceptually it's *fantastic,* but the implementation leaves something to be desired: the animations don't quite seem to sync properly with the gameplay, to the point that the first time I played I got stuck in a corner unable to move while the "current location" cursor remained on a tile to my right. The voices calling out each letter often don't play on cue, either.
Also, I was confused as to why running into skeletons made *them* collapse until I noticed the health gauge in the corner. Taking damage really ought to give more feedback - an explosion, a scream, a screen shake, anything.
Salvage Dogs by James Dunlap 2025-10-11T04:45:18Z ♥ 2
Feels really unfinished? Mostly I found myself driving around and shooting at enemies to no effect (enemies kept shooting at me, too, but they didn't really do anything either).
Eventually I got stuck on a piece of terrain and had to wait out the timer which...took me to a desert with a "press ESC to skip" prompt? And then another level started, and I realized the game doesn't have an in-game menu or anything so I had to Alt+F4 to exit.
The vehicle controls are likewise frustrating. It's impossible to effectively give chase because it handles like a block of granite pushed around on an icy surface: acceleration and deceleration take forever, and your turning radius is less reminiscent of some kind of speedy post-apocalyptic death kart and more of the RMS Titanic.
If there was a collecting/building game in here, I didn't see it, and I've got no idea where it would've been.
GRIBNIK by DNK 2025-10-11T00:15:04Z ♥ 2
Really spooky, really atmospheric, really good-looking, but also really empty? I constantly felt like I was about to get jumpscared, but nothing really happened. All it looks like there is to do is wander around and collect mushrooms. I did try eating them as one of the other commenters suggested, but all it seemed to do was inflict a screen distortion effect. Is there a goal or an endgame I'm missing?
WebWeaver by JPGFG 2025-10-10T06:23:45Z ♥ 1
**`B O T H E R S O M E F L I E S`**/liquidsnake>
As frustrating as it is when the flies tear apart my web there is still something weirdly funny about seeing a cluster of them fly away all at once, as if the little bastards came as a coordinated wrecking crew and simply depart after the job's finished. Got no complaints about this one - I'm just too dense to get past the level with the pipes and the tiny little anchor spot in the middle XD
M.A.T.O. by kuggenhoffen 2025-10-10T06:07:00Z ♥ 1
My two biggest gripes are how opaque the menu system is (there's no indication you can use ESC to exit a run, and I spent most of my time unaware that the upgrade menu had multiple pages!) and how *incremental* the upgrades feel. It takes too many tiers of the mining power upgrade to see any difference; digging through rock was still a slog by the time I got bored, and the harder stuff I could barely dig through at all. I also don't think the gun upgrades had any effect at all (bats were still taking two hits to kill after 4 tiers of upgrade!)
Greedy Collector by José Bonilla 2025-10-10T04:11:47Z ♥ 1
Oh I love this idea - the more you gather, the more enemies chase you. Bigger score items = deadlier enemies! Some nice, visceral-feeling sounds and visuals for when you die, too.
My only gripes are that gamepad controls on the title screen don't make sense (the Start button selects options instead of A for some reason), and the collisions for the little box at the center of the playing field feel "sticky" - you don't slide across the walls, you adhere to them. (Easy enough to avoid, but it *feels* bad if you rub up against it!)
I'd also like to report a tiny bug - the collisions for enemies apparently survive just a bit longer than their sprites; I grabbed the smart bomb pickup and wiped out everything but I died a few frames after.
Out Of Energy by Custodi 2025-10-10T04:01:14Z ♥ 1
Second Ludum Dare game I've played to make me think of Bangboo from Zenless Zone Zero XD
Third level was a solid brick wall for me - there were enough bullets flying everywhere that I was stuck hovering around 200 energy, nowhere near the 1000 I needed to advance.
As an aside, the "Play Again" button doesn't seem to work...
Arpeggio by Emilija Marija 2025-10-10T03:42:57Z ♥ 1
Really cute little Metroidvania with a fun musical concept behind it.
Not a tremendous fan of "press W to jump" - I kept instinctively hitting spacebar to jump instead and diving into pits with the dash (which I was really happy to see is also an *air* dash when done in midair). The sprint also seemed rather useless; the character moves slowly enough that a permanent movement speed upgrade would've been welcome.
I'm also one of the people who got confused by the lack of ending: the guy literally puts you up to a new quest and that's supposed to be the *end* of the game? You could at least have smashed to credits or a "To Be Continued." ^_^;
I also think the placement of the pit leading down to the lower floor is plain cruel - it's too easy to enter the room from the left and just end up diving straight back into it, and then having to redo the entire jumping sequence. There should really be more of a leadup from the left side, or maybe a ledge that covers the pit when you enter from the left but can't jump up to the first time you reach it from the right. Also curious about a couple of areas you can jump to which don't seem to have any purpose; are those leftovers from abandoned plans or just scenery?
Call Hector, Organ Collector by TheLastSlowpoke 2025-10-10T03:14:15Z ♥ 4
Diabolically fun. But that last level feels like it might be impossible without an insane run of luck - there are too few O-type victims to sustain yourself all the way to the end. I found that I could waggle the vehicle to slow down enough to identify and catch more people, but still, if the placements and blood types are completely random, then getting enough O-type blood to make it to the end is still very much at the RNG's mercy.
Work on the difficulty balance and you've got a star here, I think!
(As an aside: Hector's eyes make me think of Bangboo from Zenless Zone Zero. Imagine one of *those* little guys riding a mower down the street, running down passersby! XD)
Mosquito's feast by Gastoon 2025-10-10T02:52:45Z ♥ 1
Controls seemed a bit buggy (no pun intended). I could suck blood maybe once or twice and then clicking would stop doing anything. The hand also moves too slowly to really register as a danger, even as the difficulty picks up.
I thought it was clever that there's multiple skin color/hair color variants, though I'm baffled by the hand: why is the palm facing the camera? If it's supposed to be slapping the mosquito, shouldn't the palm be facing downwards?
Monster Lake by ghost-in-the-toast 2025-10-09T05:13:34Z ♥ 3
Caught the big yellow guy at the bottom of the lake. A little disappointed there doesn't seem to be a proper ending condition. Very, very, *very* polished overall - also a huge fan of how the fish sprites seem to be based off the ones in Link's Awakening.
That said, I don't know if it's a bit or a genuine mistake but "lure's" shouldn't have an apostrophe in it, and I'm not sure how you turned "maneuverability" into "manvervability" ^_^;
MoruMatrix by cogcomp 2025-10-09T04:34:37Z ♥ 0
This feels like a game that could use some kind of a tutorial. Visually and aurally it's incredible, but also that first level is ridiculously unforgiving, unless there's something important about the gameplay that I'm missing (the best I managed in the first level was only about 175/200 objects). If you run into a red arrow by accident, or end up on the wrong side of a column of them, that's basically the run right there, and I never saw either the clocks or the beer mentioned in the description (I mean, it's possible I did, but there is so much happening on-screen visually it's hard to figure out what things are except by running into them).
Show Me Your ITA! ( by hanarioi 2025-10-09T04:24:43Z ♥ 1
Conceptually, this is adorable! I love the multivalent matching shenanigans where you can improve your score the more elements you match. That said, I'm confused by the upgrade system - with the timing as tight as it is, it feels like buying upgrades with my points is suicide, and I agree with @Tsaot that the penalty for having to replace a badge is overly severe.
Also, the gacha bags open *really slowly.* It's really unfair to have such a tight time limit when I have to spend so much time waiting for the next item to drop.
Collecthrow by Rewzu 2025-10-09T04:00:20Z ♥ 1
I love the concept, but the execution is *really* poor. The game would work much better in third-person, with a lock-on feature or some other kind of aim assist: dodging is really hard with the lack of spatial awareness, and the AI is vastly more capable of hitting things accurately than the player.
With the focus on dodging, also, the player really should be more mobile: you ought to be able to jump, or at least dodge roll!
Also: 90 seconds is WAY too long for a match. It should be more like 30, or honestly even 15: with as relentless as the AI is, if you fall behind them, you're going to *stay* behind, and it's no fun being stuck playing a match you can't win.