
Puzzles, brawling, boss monsters. A bit like a Zelda game trapped in a 9×9 box. Arrow keys control. – [Author's description]
Niña Neuve (Jonathan Whiting)
Fracuum (Tyler Glaiel)

I’ve never entered a Ludum Dare compo before, but I used to make a lot of small flash games until Closure consumed my life for 3 years. Been feeling really unproductive lately, so I figured I should enter this just to get back in the hang of making small stuff again. – [Author's blog post]
This Precious Land (Craig Forrester)

This is a sandbox construction game / toy, created for for the 23rd Ludum Dare 48 hour competition, the theme of which was “tiny world”. The goal is just to make a landscape you feel proud of*! It works a bit like Triple Town, with some Settlers influences too. Use a bit of experimentation and trial-and-error to learn how the game’s rules work, and then try and make whatever landscape you feel like. – [Author's description]
PIXLE (stellar-Ø)

You are PIXLE, a mysterious multi-form shade. Feel the unique high-speed flying sensations and reach the deepest part of the forest without crashing Shadow Tunnels. Can you survive? – [Author's description]
Roar Rampage (Neutronized)

It’s time to fight and smash all the buildings and enemies which stand between you and your kidnapped son. – [Author's description]
Awesome Planes (Alexander Gette)

[ spike ] so awesome i puked
[ dixie normous ] these people can’t spell!! get off the game and go read a book – [Chatbox Excerpt]
Endless, Nameless (Adam Cadre)

[...] I’ve had the code to a few of these kicking around for (ulp!) a quarter of a century now. For a long time I’ve thought that it might be kind of fun to port one over to Inform, and I finally found the time to do so. Warning! These things were not exactly up to Infocom standards, let alone those of the modern day. This is a nostalgia project. Swords, trolls, magic spells, hit points. But no acoustic coupler necessary! – [Author's description]
Clear Vision 5 (DPFlashes)

Tyler is an ordinary guy whose patience gets pushed too far. – [Author's description]
Talesworth Adventure: The Lost Artifacts (Sean Gailey)

Find all three ancient artifacts and discover the secret entrance to Boneyard’s lair! – [Author's description]
(via indiegames.com)
Anestesia (Pedro Paiva)

coding a game, it requires more effort to break a loop than to allow it to cycle indefinitely. the concept of an inescapable cycle isn’t just a good fit for videogames, it’s a concept they have an innate understanding of. – [Blogpost by Anna Anthropy]

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