The last Ludum Dare was, unfortunately, a failure for me – I couldn't finish what I had started. As is often the case, I spent too much time on a single aspect (buggy / slow pathfinding), which led me to realise there wasn't much to my game yet and not enough time left to implement a good amount of the features that would make the game somewhat interesting, for me or the players.
One hour for making a game is definitely not enough at all for a polished result. However, I believe this is good practice for rapid prototyping / any kind of gamedev jams with very limited time. It helps identify problems with your framework, workflow, the tools you're using, your time estimation, et cetera. So I gave it a go, hopefully this could turn into a fairly regular exercise.
Ludum Dare 31 was held this weekend (December 5th – 8th, 2014) with the theme Entire game on one screen. I wanted to make a point and click game for a while, so I gave it a go, and I am indeed quite happy with the result, Cell #327.
Skipped a weekend worth of revision for my exams the following morning, didn't really get to sleep for them either (cause European timezone) but ... I think it was worth it :) When I was coming up with the concept, I imagined the resulting game to be a little more ... dark, more atmospheric. In the end it is a bit different, but maybe that's for the better. Seems to be more fun, the different worlds are noticably different in their palettes, etc.
Ludum Dare 27 was held this weekend (August 23rd - 26th, 2013), and I participated. In case you didn't know, Ludum Dare is an event happening every ~3 months, with smaller events (MiniLDs) accompanying happening irregularly. The point of the LD competition is to create a game in 48 hours from scratch (code, audio, graphics, story, ...), following a theme announced at the beginning. This time the theme was '10 seconds' - I made Thade.