Ludum Dare 48 April 24–27, 2021

A little bit of Game Design from ''Hell deep is your love?''

Hello LudumDare! I am one of the Game Designers responsible for "HELL deep is your love?". The team is extremely happy with all the feedback we're getting, we really weren't expecting it, thanks again to everyone <3. Speaking a little bit now of the experience I had, this was my first game and, consequently, my first LudumDare. Right away I was very scared by the time limit - 72 hours seemed impossible to me. It was extremely challenging, but was particularly amazing for me to see this community that I belong to playing my game and having fun with it, it felt very rewarding. Regarding the game, well, our first step was to think about the theme of our game, and then we decided to do about hell, because it fits very well in the theme of LudumDare48, "Deeper and Deeper", and then I thought: why not create a romantic story between a demon and a human? That's when the name "Hell deep is your love?" emerged. Our second step was to think about the monsters, so we decided to use the famous "Medusa Head", because who never went through hell playing games with Medusa Heads? Then we thought about imps and their variations, but with the implementation of auto scrolling we decided that there would be no harm by touching monsters, after all the game was already a challenge just because the player could die by touching the edges of the screen. Finally, me and @villanelle started working on level design, please don't hate us (づ ̄ ³ ̄)づ, we tried to make the game very challenging together with auto scrolling. Our first result ended up being very punitive, but with the post-jam version we managed to balance and polish the level design a little more so that the challenge does not become torture to the player.

And for more news about the future of ''Hell deep is your love?'', please follow our twitter: https://twitter.com/doublemindgames

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I hope you continue to follow our steps in this game industry <3, and if you haven't played yet, we invite you to experience this plunge into hell: https://ldjam.com/events/ludum-dare/48/hell-deep-is-your-love

Awesome game from Pancelor

Funny interaction in @pancelor game: Ocelot Safari!
The ocelots are tricksters and try to steal your tools, but he safe me this time!

I didn't realized he made a clip until just last night and it made me laugh :P

https://www.youtube.com/watch?v=xEo8ZnI3d-I

New brand trailer for our game is out!

hey, we have new trailer for you! next one will be with sound, we promise! :'D

https://youtu.be/K5Asm4bliCc

River, Carry Me Away | Trailer

I see as if in a dream

The shadows through the fog

Are reaching out to me.

They bring pain that I cannot relieve.

And only eternal light will humble it,

where the river carries me away.

https://youtu.be/awpHskDMVOs

Game: https://ldjam.com/events/ludum-dare/48/river-carry-me-away

Far Side of the Mirror

Team Cocoa Moss had a lot of fun making Far Side of the Mirror this time for Ludum Dare.

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It's a whimsical adventure game about exploring the dreams of a cat.

Featuring:

  • Relaxing beach scenes
  • A dancing minigame
  • Cool rapping ducks
  • (and more!)

Play and rate here: https://ldjam.com/events/ludum-dare/48/far-side-of-the-mirror

Same "roots", different games!

Just thinking about how amazing and diverse are the aproaches in a similar or even equal ideas!

I started this jam like "ok, I think that many ideas will be nothing more than dungeon crawlers or something related to diving into the sea, better think about something else".

Of course, it didn't take me long to keep in mind something like "what if it was about a plant that needs to extend its roots more and more to get water and nutrients?". And, well, I confess that I thought it might be a very simple idea.

But so what? Simple can be good too!

I didn't have much time to work on my game, maybe 20 or 24 hours, and I could only upload it a few hours before Jam ended.

Well, and here it is! TREE TREE.png

As soon as I sent it, I received some very good and important feedbacks!

But wait! And the "equal" ideas?

I was doing the evaluations of some games that had not received any, when another dev sent me a message like "Hey man! We had almost the same ideas!"

And I was like "What? Really?"

With a little more mythology! CaioLima (@caiolima), pedrohph (@pedrohph), and Victor Andrade (@victor-andrade) brought Mandragorae Somnus mandragore.png I really liked the result!

The days went by and I ended up "bumping" in other games also with the idea of "making the root of a plant grow".

Being I AM ROOT by VampireSmile (@vampiresmile), LordJak (@lordjak), and Tamino Laub (@tamino-laub) an interesting addition! i-am-root.png

On the same day I also saw Root Deeper by BrielleY (@brielley), another game that bet on a more strategic approach to the idea on the theme! root-deeper.png

At one point, I decided to see the top games. I kept going down and saw another game about roots.

The beautiful and not least ROOTS by TheGreenWorm (@thegreenworm)! roots.gif A wonderful addition! And to my amazement it was sent to Compo!

I am very happy and satisfied to participate in this Jam! Not only for finding several games that used similar ideas but brought games so different in their gameplay, and also for the support, criticism and what I learned, both in game design and programming!

Edit: And the list grow more!

  • Goose Root by jryzkns (@jryzkns) and OcO (@oco)

  • Roots game by BoClow (@boclow)

  • Me:Tree! - New Roots by Groggi (@groggi)

  • Lay Down Your Roots by Quarkimo (@quarkimo) and NotExplosive (@notexplosive) from Ludum Dare 46th and 3rd place on Overall!

  • Rooted by Webox (@webox)

  • The Last Spores by Kazrath (@kazrath) and pestodesign (@pestodesign)

  • Boom by Locomotivelung (@locomotivelung), HardstuckStudio (@hardstuckstudio), DexyBentai (@dexybentai), Wendigo120 (@wendigo120), Maar10 (@maar10), and krammetje (@krammetje)

And if your game also has these "roots" but it didn't show up here, send me a message! I will be happy to add you to this list and to "grow" this love for games and plants!

Here we are, one week after the jam

After a whole week of testing games, I must admit it's really cool ! Seeing all thoses ideas people had, and how it turned out into games is fascinating. Some conecpts are excellents, like the ones that let you play a tree !

By the way, don't hesitate to test our game, we just made some adjustments to make it smoother and less frustrating : https://ldjam.com/events/ludum-dare/48/mindmess. Capture.PNG

LDJam API misbehaving

I'm currently working on a new feature for the website of our LDJam team (https://banana4.life) that's using the api.ldjam.com in order to pull certain things. I'm only using /vx/node/get/..., /vx/node/feed/... and /vx/node/walk/....

While trying to fetch the feed of platform tags (the values of the "platform" dropdown when you add downloads to a game), I noticed a weird behavior in the API.

When I get the feed as one large request with the following link, I get the 89 unique node IDs I expect: https://api.ldjam.com/vx/node/feed/0/all/tag/platform?offset=0&limit=250

This can be reproduced with: curl -s 'https://api.ldjam.com/vx/node/feed/0/all/tag/platform?offset=0&limit=250' | jq -r '.feed[].id' | sort | uniq | wc -l

However if a get the feed in two chunks by doing the request first with offset=0&limit=50 and then with offset=50&limit=50, while still the same amount of node IDs, the list contains duplicates.

This can be reproduced with: curl -s 'https://api.ldjam.com/vx/node/feed/0/all/tag/platform?offset=0&limit=50' 'https://api.ldjam.com/vx/node/feed/0/all/tag/platform?offset=50&limit=50' | jq -r '.feed[].id' | sort | uniq | wc -l

The first command prints 89, the second command print's 57 (at least at the moment I tried this today).

I looked at the implementation of the API over at https://github.com/ludumdare/ludumdare to see what is going on. When I follow the code paths for the given argments (root=0, method=[all], type=tag, subtype=platform, offset=..., limit=50) and it seems to eventually end in a SELECT ... ORDER BY n.published DESC LIMIT 50 OFFSET ... query against the MySQL database, where n is the table with all the nodes.

From what I read about MySQL, OFFSET happens after ORDER BY, so the result should be consistent, however the behavior I see tells a different story.

Can anyone confirm the behavior and possibly even explain it?

Code path that's taken:

  1. Controller code behind /node/feed at the line it calls into the DB access code: https://github.com/JammerCore/JammerCore/blob/8f8e2366083fbd57865a7baa874b2d6305aa37af/public-api/vx/node.php#L481
  2. The DB access code at the point where the DB query is executed: https://github.com/JammerCore/JammerCore/blob/8f8e2366083fbd57865a7baa874b2d6305aa37af/src/shrub/src/node/node_feed.php#L514

Playing your Ludum Dare Games and giving Design feedback!

Want to get First-Impression Playtesting *and *Design feedback *on your latest project? Join me on Twitch *every day *this week between *7:30 PM - 9:30 PM [GMT-4] where I'll be playing indie games submitted by anyone and everyone! https://www.twitch.tv/bluishgreenproductions

Thanks for playing Decay

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Thanks to everyone who has played my game, Decay. I am absolutely loving the response it's getting from players. I'm so happy that I was able to provoke an emotional response with my game's presentation and gameplay. Thank you!

Suggestion

Hi guys, thank you for the feedback you have given PANEMUAN, and I would like to suggest that besides the Theme we have create sub-categories such as platform, puzzle, story, and so on, as a means of organizing game styles. And you who have not yet checked your feedback, thank you in advance, a big hug! https://ldjam.com/events/ludum-dare/48/panemuan CAPA.png

Who still needs ratings?

If you have less than 20 ratings, give my game a try and leave a comment so I can rate your games :smile:

TRY OUT THE PLUMMET at https://ldjam.com/events/ludum-dare/48/the-plummet

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6 Feet Under Games Jam process - The early stages

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6 Feet Under, the game where you help bring zombiegirl, Kevin, who has just risen from her grave, back home, so she can finally rest! (Download it through here)

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First of all, I'd like to throw out one more welcome to all the kind and supportive comments y'all have left on our game. Even though we didn't find the time to reply to each comment, we do appreciate the comments highly and have built a collection of the kindest, the most amazing, but also the comments that hold feedback - which we'll definitely use in case there is going to be a full game later on. Thank you all for playing and rating our game! We also recently started a community discord for those interested; we currently have a speedrunning competition running, but you'll also find future announcements and different types of discussion channels on here. Feel free to join.

Now, for the actual development process.

DAY 1

It was 3am during the night when the games jam started. Personally, my very first LD. I had no idea what to expect. We agreed to have our very first meeting right as the games jam started. Luckily, I wasn't sleeping just yet so I was good to go... If it wasn't for me losing track of time cause I was stuck in a really intense round of Among Us (I watched my friend die in front of me).

Anyhow; I arrived in the discord call and the first step we took was to write down literally EVERYTHING we could think of related to the theme. It looked a bit like this: Brainstorm.JPG

We ended up with a google document with 2 full pages of relevant terms, synonyms and whatnot.

Once we were done, basically when we couldn't think of anything else, we decided to see which ones our team felt would be the most interesting. We put slashes behind the terms that stood out to each of us. When that was done, we scrolled through the list and took all the terms that had at least 2 slashes behind it.

Now, a new list, we started by deciding said terms where a main concept or like a subtheme. For example, someone found that blue is considered a deep color, but blue isn't necessarily a phrase you can use as a main concept - it is however a good subtheme for a game. Blue tints, characters, you get the idea I suppose. Our team also went through the list writing down things we imagined would fit with the chosen phrases and terms.

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A small segment of this part of the process above. Once we had descriptions for each and every one of them, we went over them as a team, deciding which ones we were most interested in. We highlighted them and ended up with four main concepts for our game. Our final idea - 6 Feet Under - came from a necromancy idea we had - which initially was about a reverse grave digging management concept we had thought of. We talked some more about the necromancy/zombie theme and quickly game to a mechanic that seemed fun to everyone. Dig into dirt, get momentum when you dig out - angle yourself properly to get across a level. Once we were set and had an idea of what we'd be making, it was time for me to get a few hours of rest, while those who were in more pleasant timezones started working on the first proof of concept and the art.

TO BE CONTINUED...

Portal bug squashed! Now they have a hat :)

I was really hoping that I was the only one to trigger this, but it seems it was not to be - but I have just added a solution to (hopefully, I couldn't replicate in Unity afterwards) fix this game breaking bug. Now all the portals are sporting a nice new hat to stop you from dropping in from the top.

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Thanks again to all for the feedback, as mentioned in the comments we are taking it all on board and looking to add into our post jam build for later release (along with further improvements and balancing). Looking at the hitboxes specifically, we will be tightening this on the player (We have been playing around with a fix at the moment, but we feel this fix is not in the spirit of the post jam commit rule and will hold onto it for the moment.

Other things on our list:

  • Additional platformer controls (i.e Celeste, SMB, etc)
  • More 'level inceptions' - long horizontal/vertical shapes, different entry/exits, levels in walls
  • Mobile/Gamepad controls (and builds)
  • Thinking about moving platform mechanics. This was initially a design decision (late in the jam) but something we are talking about.

If you missed our entry, and has a love for difficult platformers, feel free to check out Fathomless and give feedback.

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Guaca-Mole! Enemy Showcase, Volume 2.

41fb4.gif Nacho Bats wander the twisting paths of Burrito Burrow, waiting to strike down, or be struck down by any foe that comes in the way of their Cheesy Nectar spots. The Guaca-mole will have a tough time getting past these beasties...

The Making Of a Butt

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I don't usually do postmortems, but this LD was a special one for few reasons, to begin with I always work alone yet now, for the first time, I had a partner in crime.

One week before LD48, a message on my phone:

"Are you taking part in this LD?"

It was from, well let's call him Orb, one of my two kindergarten / elementary school friends I still kind of stay in touch with.

So what is this now? Enthusiasm? A cry for help? Has at least one of them finally discovered that life in which they don't take part in a video game production process is meaningless?

I have offered them both a chance to jam together back during LD47, and their refusal, although polite, made me feel like what I asked them was "Hey guys, how about we spend this weekend hanging by our balls?".

So I phoned him, and yes, he was interested in taking part in any way he can, most notably with his graphical and design skills. Maybe even our mutual friend joins as well, though chances were slim, he has two kids and is pretending to be a programmer in a cable/internet provider company.

So to cut story short, by the time the theme was announced it was clear that the 3rd guy will be out of the picture and the two of us, me and, let's call him Orb again (although we never call him that, nor does anyone call me Kr4ft3r) will have to manage by ourselves. And things weren't moving anywhere until his announced visit at..

SATURDAY NIGHT

That's when the fun started. The fun of sitting side by side wearing face masks, pulling them down only to spit and cough at each other, and discussing how the theme is not really inspiring us at the moment.

As we concluded, one particularly annoying thing about the "deeper and deeper" theme was that I have covered the damn thing perfectly well in several previous LD entries.

  • LD39, Deep Raider, where you are inside a submarine, literally sinking deeper than any man into an underwater trench https://ldjam.com/events/ludum-dare/39/deep-raider
  • LD42, Quicksand, a ragdoll game where you are sinking deeper and deeper into quicksand https://ldjam.com/events/ludum-dare/42/quicksand
  • LD47, The Word, a textual game where you start at the cosmic web screen, then go deeper into a chosen galaxy cluster, then pick a galaxy, a star system, landing on a planet with random life forms where you have a procedurally generated short experience https://krafter.itch.io/the-word
  • The 3rd guy sends us a message "How about a game where you enter a human body and fight the...", thanks a lot, I've done that damn thing as well, LD38, Natural Killer Prototype https://ldjam.com/events/ludum-dare/38/natural-killer-prototype

Not that we didn't had ideas. Most notably, Orb proposed fracking. "What the frack is fracking?" I asked, proving myself uninformed in the cutting edge ways in which humans destroy their environment. In case you don't know, fracking is when they shove a pipe deep underground and fracture stones with high pressure and chemicals in order to harness natural gas. And also sometimes cause unrepairable damage to a water supply, turning it into cancerous substance.

So while the game of being a fracking fracker is actually a good idea, and would serve the purpose of letting the people of the Earth know of this nasty blight brought on by our greed, I knew from experience that we won't have time to implement it, considering the number of phases and gameplay elements this game would require. Also, while he loved it, it was a bit too down to earth for my taste.

Orb also proposed a game where the player is or takes care of a stone sinking deeper and deeper underground to become a diamond, but as far as I can remember we were failing to come up with a gameplay that would fit this otherwise excellent proposal. I think he had some idea, using Gimp to scribble with black paintbrush, drawing a diamond and a whole lot of things happening to it and pressuring it into becoming what it is meant to become, but by the time he was done I swear all we ended up with was a picture of what looked like a vagina.

Not that I did any better, my contribution can be summarized as a sideways drawing of a hole, and an arrow pointing downwards, with the word "depth" written next to it.

So as it was getting late, it was time for him to go home, I patted him on the back and lied that I will give some serious thought to the whole fracking idea. Also we concluded that maybe the meeting would have been more productive if he remembered to bring some beer.

EVEN LATER SATURDAY NIGHT

Finding myself alone, deep into the night, the time has come for what happens every single LD, I summon the dark forces of inspiration and finally squeeze out a game idea. This time, it won't even be a game, it'll be... An art thing, or however you want to call it, it will be something that we can finish in what little time we had left, it will be...

I opened Google Documents and wrote down the title:

* ~ THE FALL OF ALICE ~ *

Frantically I was writing it down, the game that is not going to have any real gameplay, the Alice that is going to be an adult pinup girl, the experience that will paint a picture of today's society - information overload, polarity of opinions, existential wondering, shallowness, obsession with physical and with self.

"Down the rabbit hole." The whole "game" will be just that.

But I felt there is a major problem ahead. I sent message to Orb - "Do you know how to draw girls?"

"Only ugly ones" he replied. Well that didn't stop me from pondering how to solve the problem. I looked into various resources, even porn websites, but was finding nothing suitable to provide with what was needed - two or three poses of a pinup Alice in a falling state, along with animated dress.

In a creative rage I even tried to draw her myself using the old fashioned pencil and paper approach - one pose turned out OK, but I couldn't repeat the same success with other two. And animating the dress would be hell of a task. I ended up disposing of the evidence, reasoning that if I happen to randomly drop dead, then in a few days, next to a corpse half eaten by my dog, they would find a paper with drawings of a woman dressed up as Alice showing her butt, and would conclude that this was how I was spending my days.

SUNDAY

I woke up, sent the design document to Orb, and started chilling in a blissful state of presumption that my proposal will be rejected, he will call me mad, he will refuse to take part in that pointless thing, and I will be able to use the weekend to actually relax and perhaps do some work that pays for my bills.

But then around 2PM CET, a surprise message - "This Alice idea is good, what do you need?"

Well, something in those lines. So, I turned to the only solution that remained, pixel art! I quickly sketched her up in 64x64 pixels using piskelapp, animated the dress, even managed to do two poses, two very similar poses but what the hell, you have to work with what you got, and all I had was just enough time to do the butt angle that was about to enter the history in all its naked glory.

Ladies and gentlemen, and everyone in between or outside of it all, I present to you, the Alice:

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Now, I wasn't aware of it at the time, but there was a potential problem with this Alice.

As you read my self defense in paragraph below, I advice you to play this music which matches the occasion.

https://www.youtube.com/watch?v=hPrd8FoClAA

As one of commenters noted, there was something "icky" about showing a butt of a "little girl". Oh, damn. Here we go:

  • "To our defense, the design document did state that Alice is to be a realistically drawn adult girl, however it turned out neither of us is able to realistically draw an adult girl well enough, let alone animate it, so I turned to pixel art to save the day. And well, the problem with 64x64 pixel characters is you can’t really tell the character age (I guess high heels weren’t much of a cue), so that turned out to be awkward. It doesn’t help either that we ended up with a scaling problem between Alice and shelf items, making her look smaller."

So while that one particular commenter who brought it up was well meaning, I started to wonder how many people will pass by and end up perceiving nothing else but an underaged girl showing her butt. Suspiciously we have already received a considerably higher number of ratings than written comments. And my guess is the thinking process of these anonymous raters was either one of these two:

A) Hey, these guys are pedos, eww, I'ma rate them 1 in all categories

B) Hey, these guys are pedos, nice, I'ma rate them 5 in all categories

And none of the two options sit well with me, I assure you. There is nothing cool about sexualizing kids (so long undeserved 5 star ratings once they read this).

THE REST OF THE STORY*

So, I believe there are no more fun things to write about, the rest was all grinding, so I'll start wrapping it up:

  • I managed to implement next to nothing when it comes to messages about today's society that were mentioned in the design document.
  • With this being Orb's first LD Jam, and my first jam where I worked with someone else, along with the fact that for some reason we mostly communicated via sms messages, making our communication as efficient as a wire between WW1 trenches and general's headquarters, we couldn't really deploy Orb's graphical assets to full extent. Still, he has done a wonderful job drawing lots of items for shelves, which improved the atmosphere to something that would be beyond my capabilities if I was working alone, and I would never be able to create this experience without him.
  • Half a day before deadline I decided to add some gameplay elements in the form of Alice being able to catch letters of the chapter in the book where she is falling down the rabbit hole, and I spent quite some energy and time trying to make 1d Perlin noise work which would make these letters spawn in a smoothly animated location, with limited success. Not to mention the scoring system was a fail, as I don't think any player is able to achieve higher than lowest of five ranks - the "Clamp".
  • Afterwards, with willpower already next to shattered, I moved on to implement dynamically generated sound for catching of these letters, which was a partial success, however unless one is using Chrome browser the "music" will sound like a noise coming from the 90s 56k modem.
  • All in all, although not a game, nor really the experience I wanted to create, we ended up making something unique and not quite ugly, and I even allow myself to feel some pride. We certainly had some fun making it, and nothing else matters.

Here are some more butts. Of an adult girl dressed as Alice. You can play the game here: https://ldjam.com/events/ludum-dare/48/the-fall-of-alice

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Three games that deserve more ratings. Check them out

I've been playing A LOT of games. Trying to get to as many as possible. There were a few games that stood out to me that didn't have very many ratings that I think more people should check out. So check them out and go rate them.


The Deep Inferno

A strategy auto-battle type game. You choose the path you want to take, either fighting small easy monsters, bigger harder monsters, or upgrades to get stronger. The more monsters you kill the more money you get for upgrades.

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Depths of Darvaza

A side scrolling action/adventure platformer. The humor is great, the art style is great, the music is great. It even has voice acting. Very polished platforming game.

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HellTrench

A top down physics based shooter. Very stylized sound, music, and art. You control a ship traversing a trench in the ocean. Kill fish and find treasure to buy upgrades for your ship. The controls are challenging, but once you master using the break and reverse direction you can blast through levels.

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