A game jam is a short, time-boxed challenge to create a game around a shared theme, often over a single weekend. Each entry includes its jam brief and surviving project or archival links; The Colonist can also be played right here in the browser.
Featured project
The Colonist
A demented inversion of the classic lunar-landing game: pilot a spacecraft onto the surface of a populated planet, using your incoming landing gear as an unconventional weapon against the buildings and people below. Despite the retro presentation, carefully timing thrusters to use your ship as a wrecking ball turns a familiar landing challenge into addictive mayhem.
JamLudum Dare 32
ThemeAn Unconventional Weapon
ContributorsRusty Hayes — art, animation, game assembly; Charles Rowell / DJ Wildebeest — art, music and sound; SomePx — font
Historical executable, provided as archived software. Windows may warn about older or unsigned applications; assess compatibility and security before opening it.
Play The Colonist
Play the HTML5 edition here, or open it in a separate tab.
Original HTML5 game build · 960 × 640
More jam entries
From insect swarms to puzzle mazes and compact shooters, these projects turn a jam prompt into a distinct playable idea.
Take command of a cockroach swarm on a single forest-floor battlefield. The goal is simple: overwhelm the ecosystem, bust open its piñata inhabitants and partake of their goodies until only the swarm remains.
JamLudum Dare 31
ThemeEntire Game on One Screen
TeamRusty Hayes — programming and animationRy4n64K — music and soundSomePx — fonts, graphics, and character design
A compact, combo-driven bullet-hell arena shooter. Dodge incoming enemies, unleash bursts of fire, and build your fury to deliver stronger attacks as the room fills with skeletons and other threats.
JamLudum Dare 37
ThemeOne Room
TeamRusty Hayes — art, programming, and animationRy4n64K — music and sound
Navigate a submarine by sonar, slipping past enemy torpedoes and deeper behind hostile lines. Befriending dolphins might help you survive a mission that could end in an underwater explosion.
A dimension-hopping maze built around the jam's interconnected-worlds prompt. Shift between different worlds to collect coins, navigate obstacles, and stay ahead of deadly minotaurs.
JamLudum Dare 30
ThemeConnected Worlds
TeamRusty Hayes — art, animation, programmingCharles Rowell — art, music and sound
A wave-based shooter where survival gets harder as you get stronger. Protect and maneuver your hearts through incoming enemies: keeping more hearts means more firepower, but a bigger formation to keep out of danger.
JamHam’s Heart Jam
ThemeHeart
TeamRusty Hayes — art and programming; Ry4n64K — music and sound; SomePx — fonts
An experiment in combining the fast-moving danger of an arcade space shooter with turn-based strategy. Instead of reacting to everything in real time, players plan their movement through incoming fire before the action unfolds. The team spent nearly the entire jam refining the combat system; even the game’s name and title screen came together in the final hour.
Beyond developing my own jam games, I have joined other teams primarily as a musician, contributing music and ideas to projects with their own developers, artists and creative direction.
A fast, spatial packing puzzle about squeezing more than 40 uniquely shaped belongings into a suitcase before time runs out. I supplied music and participated in the team's creative discussions.
A Ludum Dare team project responding to the prompt “Sacrifices Must Be Made.” My involvement focused on music, alongside creative input as the team developed the game's concept.
A minimalist plant-growing game with an easygoing pace and a day–night cycle. I contributed music and ideas; surviving jam feedback singled out the soundtrack as a highlight.