Ludum Dare 48 April 24–27, 2021

Raunchy, Comedic, Casual, HTML5

Inspired in part by, in no particular order, Ren and Stimpy, South Park, and Rick and Morty, and also by my infatuation with needing an excuse to make a sperm based game, weird I know, I present to you the raunchy, comedic, casual, mouse following game, Lucky Swimmer.

As per usual, I made it to be played, so if you are in the mood to play something funny, cringey, and a bit over the top, play this in your browser. GL HF ILY

https://ldjam.com/events/ludum-dare/48/luckyswimmer ld48 pic.png

LD48 Compo - Behind The Scenes! (Lets try this again...)

Made an in-depth behind the scenes video for my 3D-Synthwave racing game entry! I guess I had the YouTube link format incorrect in my last post. This should work :)

https://youtu.be/fzYRm-Cp7Vg

The Deep Web: https://ldjam.com/events/ludum-dare/48/the-deep-web

Shoot 'em Down: Post-Mortem

I've just hit 20 ratings, so I think now's a good time to publish my thoughts on how things went and what I've learned from the experience.

Start Planning Early

In previous LDs, I've waited until the theme was announced before starting to brainstorm genres and game ideas. This time I tried something different: I knew my time would be limited (to nap time), and wanted to experiment with a genre I'd not worked in before.

The upshot is that I knew I'd be making a top-down bullet hell shooter long before the theme was announced, which really helped to cut down the design time during the jam. Figuring out how to force the game I wanted to make into a "deeper and deeper"-shaped hole was much easier than whittling down a shortlist of vastly different game ideas.

Dialogue, Dialogue, Dialogue

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Almost all of the ratings I've received so far have included comments about the dialogue, and I'm delighted that I apparently made some people laugh out loud. My jokes elicited a wry smile from my wife, but she knew I was watching her and trying to be funny so her opinion doesn't count. :laughing:

I wrote the text for the introduction 5 minutes after reading the theme, and implemented the entire introductory sequence in the last 15 minutes before submission. I'm going to focus on finding more excuses to include dialogue in my future entries, because it seems to be when I'm most productive.

Stop Compo-ing and Love the Jam

Before the birth of my daughter, I loved entering the compo. Making a game from scratch in 48 hours is an incredible achievement (and anybody who entered the compo this time should be very proud!), but with the benefit of hindsight I realize that I wasn't learning anything useful. Each compo I'd get marginally faster at implementing jumping or fixing collision bugs, but my games weren't getting any better because of it.

Post-fatherhood, entering the jam is my only realistic option. I've made three observations:

  1. My games look better (thanks to the fantastic work of Kenney and finalbossblues).
  2. The music in my games now establishes a mood instead of simply being infuriating (thanks to the fantastic work of Eric Matyas).
  3. Each of my games is a marked improvement over the last. Being able to pick up and re-use code from last time means I can spend my limited time on improving that code, or learning how to implement new things.

If anybody reading this is a solo developer, I highly recommend trying the jam at least once, to see which type of entry you'd prefer to work on.

Do Your Research

I was pretty happy with the difficulty of my entry until the ratings started rolling in. Despite deciding to create a top-down bullet hell shooter, I haven't really played very many of them. Things that were obvious to fans of the genre (e.g. the hit boxes were too big, the movement felt wrong, defeating the enemies should be optional) simply hadn't occurred to me.

Stepping outside of my comfort zone (i.e. puzzle/adventure games) was a lot of fun, but I probably should have spent 20 minutes watching some videos of Ikaruga or something. :thinking:

Most people found the game so difficult they didn't get past the first few waves of enemies. I think most people missed that there were three enemy types. I was so happy with this rotating guy, but I'm not sure anybody ever got to see him: Screenshot from 2021-05-05 19-00-50.png

Make a Post-Jam Release

This is the first jam where I've made some updates afterwards to incorporate reviewer feedback. Making a few small tweaks has really improved the game, and it's a lot more fun than it was before. I expect I'll continue making more tweaks based on feedback as it rolls in -- if you're still reading after my gigantic wall of text, please consider playing and rating here. :smile:

What It's Like Participating in a Jam When You Don't Know How to Code

When my friend approached me about writing the story for a game, I was a little hesitant. I have plenty of experience writing a story; I have a book that is being published in December. I have, however, no experience in coding beyond learning some CSS in the early 2000s.

My part was the easiest: come up with a compelling story, make it sound good, and do the bare minimum coding so that it could be plugged in seamlessly to the foundation that Jay build from absolutely nothing. I didn't have to do the art and the music, I didn't have to make the scenes transition smoothly or make sprites or assets--that was all him. All I had to do was learn a tiny bit of JSON (which I had never heard of before now), think of different outcomes for different choices and do what comes natural for me--tell a story.

But suddenly, I was in a whole new element. I was not only learning a new code, but I was downloading Notepad++ to check my brackets and tags. I was running my completed code through a lint program to check for errors. I was pleading with my little, refurbished Surface Pro 4 to successfully run Gadot. On top of having to master these things AND write a story, I only had three days in which to do all of it.

The reason I say this is because you all amaze the hell out of me! To see these games completed within three days (including Jay's work) when my tiny part took so much energy and attention to the tiniest details makes me watch in awe at the things everybody is creating. When these things are new to you, everything seems so incredible. From the simplest animations to the most complex artwork, it is all absolutely outstanding.

No matter what you think your game should have or could have been, give yourself major props if you finished it for this jam! Artists tend to be critical of their own work, but for somebody who spend three days with little sleep, squinting at her screen, looking for that missing comma or bracket and learning just the barest of basics of a code, you all are inspiring as all get up!

Embark Post Mortem

This year, for the first time ever, I participated in Ludum Dare! I’d always wanted to, but the stars had never aligned (burnout or busy). This year the masses picked the theme Deeper & Deeper, which felt like fertile jam ground to me. Since this wasn't my first jam I made a point of keeping the concept simple and achievable; a submarine piloted by cats who hunt fish, and delve the depths for greater snacks. It was the Spore cell game but instead of a cell you customize and control, it’s just a submarine you don’t customize but still control (must keep the scope under control).

So naturally I wasted 2 hours of the first night trying to make the submarine art look good and scrapped it.

Ship.png

Before going to bed I dredged up an old idea that I’d parked a month or two prior; idle brick breaker. Just put the paddles at the top of the screen and the bricks on the bottom and all of a sudden you’re digging down, instead of breaking up. Game James are Easy.

CaptureScrenshot_002.jpg

The rest of the jam was more or less smooth sailing: - Decided on an art style 6 hours before the jam was over - Wasted 4 or 5 hours writing a broken save system that crashed the game constantly - Wrote and recorded the music an hour before the end of the jam - Made my first build of the game after the jam was over and the submission hour had begun - Made most of the icons and upgrade data while the music was being multi-tracked and rendered, in the last 20 minutes - Spent most of the submission hour fixing game crashing bugs - Didn’t catch all of the game crashing bugs

All in all I think the resulting game was really quite good. So I’m going to delve a little deeper and see if I can turn it into a commercial project. Likely on Android, free to play.

https://ldjam.com/events/ludum-dare/48/embark

So where do I begin?

First things first, I want to consolidate the feedback on the game. Which basically breaks down into these buckets:

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I think I’ve knocked out the two main crash culprits: - I ran into an issue where the SaveManager was creating save data that simply didn’t work - I was trying to destroy balls that couldn’t be destroyed

I’ll go into a little more detail regarding that second one, since it’s kind of interesting.

Basically I didn’t want to work on any visual effects or particle systems, and I wanted to reinforce the “digging” theme of the game, so I decided to spawn the balls above the play area, and drop into frame. This also happens to be where the ball-death-trigger is. So I set up some logic that flags a ball as non-destroyable until it enters the play area. Which is fine until a level is finished, and I want to destroy all the balls in the game and spawn new ones. The game would repeatedly try and destroy any balls that were in the process of falling from above, but couldn’t destroy them due to that “non-destroyable” flag. I feel absolutely foolish that I didn’t catch this, but, that’s jamming.

BallDiagram.png

As for the art direction and audio direction, I’m really happy with the results in the jam and I feel like I have a good foundation to grow from. I want to add a little more visual depth and excitement, and I want to explore doing something more generative with the music, but what the game looks and sounds like today will be the basis of what it looks like when I eventually release a commercial version.

The biggest issue in my eyes is the complete lack of a tutorial, and very poor onboarding experience. I literally drop you into the game loop, with no hand holding. That won’t be acceptable. My plan is to introduce each core element individually (balls, paddles, spells, upgrades). Focus on making the first few levels shorter and more engaging.

Anyways, this is a long way of saying “thank you everyone who left feedback on Embark”, you made it all worth it!

Some.... Funny Games!

Darn, there are so many good games in this Ludum Dare! Guess I'll have to make separate posts for each game category.

This post, I will be recommending some....

Hilarious games!

In the mood to laugh like crazy? Here are some of my favorite funny games:


Masseuse You Loose, by @coleslaughter , @ruddiculous , and @ruddgasm !

Are you ready to finally discover why you have those weird things called hands? Get ready to learn from the best of the best, and discover your true destiny!

Onigiri Mining Corporation, by @wasd !

Ever wanted to control a sumo wrestler jumping on a pogo stick drill, mining for onigiris? Well now's your chance! Remember, this game is free to play and you must leave an honest review.

NO DIGGING, by @kovakomes !

No digging. End of story. Obey the rules or else.

I GOTTA SH*T, by @spyispie120 and @ogsupersand !

Better run over to your local 7/11 store and pick up some toilet paper before you poop your pants! Tip: if people won't get out of your way, jump on their heads and use your feces to remind them you're in a hurry.

Awfully Good Pizza, by @beahives and @audrey !

Some people are proud of the fact that they are excellent pizza makers who run successful pizza shops. Who cares about that!! Become the Pizza Villain and sink deeper and deeper into debt, all the while ruining the lives of innocent people who never did anything to you. (Might want to check the comments, there are some pretty epic demonstrations of pizza decorating down there)


Well, that's all I got for the comedic games! Over the next several days I'll be posting more categories of suggestions, such as Emotional Games, Very Interactive Games, Interesting Games, etc. Stay tuned!

Oh yeah and I have a new picture now. Got bored of having nothing but my logo.

Linux users are at a disadvantage.

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I'm honestly trying to play as many games as I can with what little time that I have, but there are so many games out there that are catored towards Windows users. If you could set up a browser version of your game it would really help us open-source folks out.

PLS Prioritize Low Rated Games

Guys, please, I know it is more fun to play only the "good looking" games, but don't forget that many people tried their best too and deserve their 20 reviews. I feel sad seeing 800 ratings on one game, but 0 on another.

I mean I get it, I also wanted to try these popular games, but again, my priority is to set my filter to play endangered games.

Peace

Let's Make This Official

I've had enough people who enjoyed my little ~2minute game (albeit from a humble 30 rankings) and encouraged me to pursue The Colorsmith further that I've decided to dig in.

So consider this a sort of informal announcement that I'll be building out a story and designing significantly more complex and engaging puzzles around the mechanics I established in my Compo version. Based on the feedback and opportunities I have for improvement, I think this game might stand a chance at some commercial success if I build it out in depth and take time to give it some extra love. I'll just have to dig deeper and deeper into this project ;)

Thank you all for your encouragement thus far! It's given me courage to take this past a 48 hour Jam game and scope it out as a full project. I've never tried to take any of my games to that next "try-to-make-money" level, so I'm naturally pretty anticipatory to see how this all pans out. In fact, any advice you could give me about moving into the commercial space with games would be VERY appreciated. Rookie in the field here.

Anyway, here's a sneak peak at my redesigned look and feel! Would love to hear your thoughts/advice.

BEFORE: ColorsmithItchThumbnail-04.png

AFTER: New Colorsmith Title-02.png

The Discloser -- Post-Mortem

Time to go over a few things about my compo entry, "The Discloser"!

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The Good

  • Dialogue -- While there's room for improvement (they are rather generic), I am relieved that I managed to type up as many dialogue variations as I did before time ran out. I feel like this added a lot to make the "world" feel more alive, since I couldn't convey much through the graphics alone.
  • The conspiracy board -- Although simple, I'm quite pleased with how the whole note and string system worked out, and I'm glad I got it to work so smoothly. Allowing players to move notes around to arrange the conspiracy tree however they feel was an ultimately unnecessary touch, but one that makes the players feel more involved in the game's decisions.
  • Music -- Though there was probably room for one or two more instrument layers, I was still pleased with the end result. Dynamic music always helps the mood!
  • Randomized conspiracy tree -- I was proud of the fact that the tree randomizes each time. Ultimately it has no real impact on gameplay, but it FEELS like it does. Maybe later on if I expand the game and give groups unique traits, that could change...

The Bad

  • No save -- The game really should have had a save system so that you could quit and come back to the investigation later, especially given how long it can take to play a game.
  • Dead ends -- I should really have made it easier for dead ends to be thrown out, as they really begin to clutter up the board, especially in the late stages where very few of the newly-uncovered groups are actually involved.
  • Readability -- The icons are not always helpful at first for a new player to know what's going on. For example, I really should have used a separate icon for each time of day, instead of the confusing-at-first letters. Also, putting the data count in a document page instead of a hex would have made it a lot clearer to know what the number even represented.
  • Tree direction -- Speaking of readability, the group links really needed some kind of indicator showing which way is deeper on the tree (i.e., which group is the master and which is the puppet). I think a simple arrow attached to the string probably would have sufficed, and I even thought of that during development, but I forgot about it in the midst of everything else that needed to get done.
  • Difficulty -- The game gets crazy difficult, especially near the end, mostly due to the low success rate when investigating groups deep in the tree. While I made all failures increase the odds of later success, it sometimes felt like it wasn't enough. I've seen people so close to winning, but just couldn't prove the last link because of research taking so long and leading to a failure, and having to start again.
  • Repetition -- Although there's a fair amount of dialogue variation, eventually it gets old, and it's common to just click through it. It could have used a lot more variation, but I just didn't have the time.
  • Awareness -- A big feature I had cut out of the game early during development was a group becoming increasingly aware of your investigation activities, and eventually at some point it starts manifesting as a failure chance on your activities. This was going to encourage you to investigate other groups more and let their awareness die out. But I couldn't think of a good way to communicate it to the player, and I had bigger fish to fry, so I cut it out. Still would have liked it though.

Ideas For Improvement

  • Awareness -- Per the above. I'd still like to put it into a full version of the game, especially if there were group-specific consequences to awareness getting too high (such as the Police Department attempting to arrest you, or the Hackers deleting undeciphered data you've acquired).
  • Group-specific dialogue -- If I had a lot more time, I'd have happily added dialogue variations that were specific to each group, in order to keep the player reading. Maybe generic ones would still play from time to time, but if each group had unique dialogue and interactions, players would definitely want to stop and read it more.
  • Ally groups -- I had the idea that if a group is proven not to be linked to the conspiracy, you might be able to ally with it, which would confer special bonuses onto you. For example, the Police Department may provide data obtained from criminal groups, or the Hackers may allow you to decipher data faster, etc.
  • Enemy groups -- Similarly, a master may confer traits to their puppet, and vice versa. For example, gangs may make nighttime investigation harder, or the Sanitation Department might decrease the amount of data you find during an investigation, or the Hackers reduce the chance of data being useful. Proving the link between the groups would also sever this passing of their traits.
  • Different types of data -- Originally I had thought that data could take many forms: simple documents, encoded documents, encrypted documents, etc. Each would have their own method of deciphering, ranging from finding a codebreaker, to hacking the encryption, to just spending extra time sifting through a mountain of documents. Each may have some way to get it done faster.
  • Player backstory -- The game should choose one out of some random backstory options for the player to show how they became aware of the conspiracy and why they want to disclose it to the public, probably tying into whatever the conspiracy's plan is (i.e., the plan should not be just a vague threat like in the compo entry).
  • Multiplayer? -- The idea of multiple people investigating together has an interesting ring to it. Players would each select which activity they're doing, and after everyone has selected it, they are all performed simultaneously, with the results being delivered at the end. Multiple people could also collaborate on an action in order to improve the odds of success. The difficulty of the game would have to be increased to compensate obviously.
  • Much larger additions -- If I had a team and/or a budget behind it, I would gladly make the game far more complex with more actions to do. This would include things like being able to purchase items to make investigations easier, actual dialogue options with contacts, some kind of stealth minigame for investigation, failure consequences, etc.

We finally finished our game!!!!

RedTape was finally finished today <3

Even though we didn't make it to the end of the jam, we're really happy to finish this amazing project.

We'd really love if you played the finished version!

but remember to only vote if you played the LUDUM DARE version

(The two versions are labeled in the itch page)

RedTapePoster.png

Anyone into bullet-hell tank shooters?

The game is crappy but I had a lot of fun making it, and it would be cool if other people had fun playing it!

https://ldjam.com/events/ludum-dare/48/deeper-into-hell

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Heyo, more of your games, streamed live!

Come join the stream: https://www.twitch.tv/justcamh

Submit your game to be played: https://forms.gle/huyTguj2Z5o7oGw98

And if ya saw my last streaming post, well the thing didn't happen last stream, but it will this time. It's gonna be a special stream, and I can't wait to try out more of your games!

In need of some ratings

It's halfway through the rating period and I still need more than double the votes. If you have the time, a vote would be appreciated!

https://ldjam.com/events/ludum-dare/48/in-case-of-recursion

New updates on Deep Survivors Guilt!

We have updated some small bugs and some stuff we wanted to fix. Sadly we havent had much time to dedicate to the game, but still, if anyone wants to try it and give more feedback you are welcome to give it!! I hope people enjoy our new stuff!

We changed the gravity and music for it not to be so punishing and we also have a settings options menu now. Untitled_Artwork.png