About Mistral
You play as a fearless and greedy archer who is after the treasure of the great graveyard. Little do you know that the money is cursed, and that the more you get, the more enemies come after you!
Gameplay
You didn't really prepare yourself too much for this challenge (because of how fearless you are) and thus you're only equipped with your trusty bow and your shiny dagger.
Press the action buttons to draw your bow and shoot arrows, or jump to automatically start stabbing upwards!
Kill every enemy alive to get your well deserved reward, but remmember that every action comes with consequences.
[i]Mistral was made under 96 hours for Ludum Dare 40. Check out the original submission
A silly game for Ludum Dare #40! Built in 72 hours from the prompt: "The more you have, the worse it is."
You are a curse collector! Your goal is to slay witches to get them to curse you. But the more curses you have, the harder (and overall just sorta crazier) the game gets.
Arrow keys: move
Z: attack
Try to slay the witch on the other side of the screen. Each witch you slay will curse you. Keep going for as long as you can!
No sound, very little game balance, just a prototype built from a weird idea for a reverse roguelike.







Super Wall Paint!
by Tom Brinton
Up and Down arrow keys move your brush(es).
Avoid outlets and lightswitches.
Submission for Ludum Dare 40
"The more you have, the worse it is."
2017, Tom Brinton
Beep Yeah Games!
www.beepyeah.com
www.tombrinton.com




I found a 2015 thread suggesting this already but didn't want to necro it. But I am curious to know if any more thought has been given to this yet.
I got my oculus last week and I have been playing everything I can get my hands on, and one of the most surprising things I discovered is that VR works surprisingly well for non FPS games as well. 3D platformers feel like they were made for it, actually! The lack of depth perception was always an issue to me.
Anyway, I would really love to play Voxatron in VR. Maybe inside an environment that simulates playing voxatron on a holographic display.



A strange planet. An endless fight for survival.
Phobos was created as a game jam game for Ludum Dare 40 by a team of 6 friends. This was our first Pico-8 game and first Ludum Dare.
The main goal of the game is to collect the glowing objects by jumping from platform to another to catch the glowies as they fall down. Meanwhile enemies are trying to rush you and take your glowies, so naturally you must shoot them.
References:
Kidd Bludd's Treacherous Tower
Matt Tuttles youtube tutorials
Pico-8 Wiki

Greetings Employee #452783. You have a lot of work to do.
Made solo from scratch in 48 hours for Ludum Dare 40 based on the theme
The more you have, the worse it is.
NOTE: Unfortunately dragging with the mouse often causes issues with the web player used here on the forum. This has been fixed on the itch.io page courtesy of ultrabrite (https://www.lexaloffle.com/bbs/?tid=30380).



This is a remake of the classic game, Return of the Jedi: Death Star Battle that was made for the Atari 2600 and a few other old consoles. It is still unfinished, but I figured that it was complete enough to feature on the BBS, so here it is! I have a Github page for it, avalable here and another place you can play it here, and its published on Kongregate here. Have fun!



I made a mouse-driven PICO-8 game for Ludum Dare 40 which requires you to click and drag the mouse. In PICO-8 I never had an issue but in the HTML export it sometimes fails and the cursor becomes the 'cannot drop' icon, a black circle with a diagonal like this http://www.expd8.com/UserManualV4/CaseActivities2_files/image016.jpg
I'm guessing I need to edit the generated javascript in some way but know nothing about webdev, I'd REALLY appreciate help as my game seems popular but lots of people are hitting this inconsistent issue :(
You can try it yourself here https://rhythmlynx.itch.io/complicity-inc


A game where you delve into the depths of dangerous caves to find and retrieve precious gold, armed only with the ability to pick things up.
LUDUM DARE PAGE
BEHIND THE SCENES
This game was built on some platformer code I’ve been working on before. I want to make a full Pico-8 engine and this was a useful test case to see where my engine design would fall short (and fall short it did)! The code more than doubled in size to accommodate collisions, the level traversal and the picking up mechanic. The engine itself is very “gameobject” oriented, but I found that this style is unnecessary and might be more optimal with shared components and some kind of inheritence.
In the end, it was a struggle against the physics bugs, and a fight against the engine to implement features that made the game fun. I wanted to get more out of the “you can only pick things up” mechanic, such as a box that dropped a bomb every time you jumped on it, the permanent whip upgrade and the magnet (although gold isn’t magnetic). The bounce box was the only special item that made it into the game. In the end, it would have been incredibly hard to create unique opportunities for each item. The bounce box is made redundant by stacking the normal boxes (or corpses).
I like that dying a lot makes it (sometimes) easier. If you want a ridiculous challenge, try beating the game with 0 deaths!
I didn’t really have enough time to playtest level 4, so it’s a bit too hard and unfair in my opinion. I wanted to get around 6 levels in but I ran out of time. I probably should have cut it at 3 levels to make it more achievable and fun. If you beat the game, I commend you!