Ludum Dare 48 April 24–27, 2021

6 Ways Dome Romantik helps the player

While making any game i'm thinking a lot about tutorialization and how a first time player will experience it. I just wanted to share a few things how i tried to make Dome Romantik easier to understand and more enjoyable, while not affecting the balance. This is not special or awesome, just something basic i enjoyed thinking about.

So, the setup is that you are in this dome. You go into the ground to mine resources and carry them back to the dome, which slows the player down. About every minute a wave of monsters will attack. You shoot those monsters with a laser, controller with the station in the dome.

1. Give the player time and opportunity to learn

The first image you see is just an empty dome. No keys need to be explained, because everyone will try arrow keys or WASD anyway. The player then has to figure out that he can move and go downwards. As soon as he hits a tile, he'll notice its reaction and try again. It will quickly be mined, uncovering the first actual resource. Mining it will spawn exactly 2 drops. A small panel appears on the bottom, that explains that those drops can be carried by pressing space mining2.gif Only after the player carried these drops back to the dome, the countdown for the first wave will start. This way, the player has as much time as is needed to learn the basics. At the same time, most of this is learned by doing and experimenting, not by text. Players are clever and figuring things out is fun - the difficult part is to make a safe space to do so.

2. Introduce the HUD gradually

After carrying back the first resources, the player can buy an upgrade that will show when the next wave arrives. This focusses the attention on the fact, that there is something coming, while not sidetracking the player when learning the basics. It also feels pretty useful. Similarly, the player can buy an upgrade to show the domes health, or the currently stored resources. So it's mainly about gradual increase in complexity, with the added bonus of the good upgrade feel. 1.png

3. Time to read in a cheeky Pause

Dome Romantik features many upgrades with some text. Due to the time pressure through the waves, it is absolutely a good idea to pause the game while the player reads through the upgrades. The alternatives are not understanding the upgrades, or being frustrated by the unfair time pressure. So, if something should be read, the player has to feel safe in taking the time to do so. mining23.gif However, the game is only paused at some points. If you look closely, the game says paused on the top screen. That's true for everything except for the resources. They still go into the shredder and become available to pay for upgrades. This made a lot of sense to me, since otherwise the player might go into the upgrade menu, but has to exit it again to wait 2 seconds until the resources are shredded. Removing this shredding would also work, but that would take away a bit of flair. After all, hauling back big digs should be satisfying and take appropriate time.

4. Context sensitive Tutorial Panels

Carrying resources slows you down. The more you carry, the slower you go, until a stop. This is not that easily explained, and quickly forgotten if front loaded. Instead, i opted to show this little panel the first time the player is slowed down by more than 50%. 3.png not the only spelling error :D

Also important: As soon as the player does drop a resource, the panel vanishes. Otherwise it vanishes after a some seconds automatically. I had to learn this the hard way: Players most likely don't remember what was explained upfront. What's also useful is that not everyone will see this, only those for which it is relevant. If a player already figured this out, he won't see it either.

5. Reduced tedium

In earlier stages of development, the player had to do a bit more work, like manually dropping the resources in the right place of the dome. This is no fun, tedious and prone to bugs, so now instead they are automatically dropped when the player enters the dome and hover over to the right place. It's always good to check if an action should be done actively by the player, and if doing it is fun.

6. Guarantee the time between waves

When fighting off waves, the player enters the battle station and shoots all the monsters of that wave. Naively, the counter for the next wave would start as soon as the current wave finishes, right? The only issue here is, that the player might sit in the station a few more seconds, because he hasn't realized the wave is over. Then he'd have less time until the next wave, or be nervous to exit the station quickly enough as to not waste any time. To cover for this, the wave counter will only resume after the player exits the battle station. So the player has a guarantee that he can mine for the full time (nearly a minute) between waves. Like the other things no big deal, but a small nice thing to not put the player at a disadvantage.

What i should have done here is play a sound when the wave is over - i missed that.

Not bad, not bad, now you!

Did you help your players of your game and improve their experience, maybe in a subtle or non-obvious way?

PANEMUAN Tribute

I really enjoyed your game and paid tribute in voxel.https://ldjam.com/events/ludum-dare/48/below-the-ocean ludum48_below-the-oceanF.png https://ldjam.com/events/ludum-dare/48/panemuan

My Game! :D

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

Enhancing the procedural attack feedback

Have You played Descending? https://ldjam.com/events/ludum-dare/48/descending

Polishing even further after the Jam: Even if it's just a stacked flipbook FX, with random chances of triggering each element, they will randomly generate different results, thus, the user will barely notice repetitive patterns! Also, the particle system is upscalling randomly the sprites on both axis (I know that's a sin and a crime when working with pixel Art).

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Deeply Organic

This is my friend's first game jam.

We really want to hear your opinion about our game, Deeply Organic. It's important for me as a indie developer, and for him as someone who wants to go into this field.

Please do read the known bugs, as we did not fix them.

Looking forward for your thoughts and comments!

And of course, we will play your games as well.

Our game

banner 640x512.png Liver.png

Any html5 game under 20 votes??

If you have an html5 game under 20 votes send me the link!! I'll gladly play it and provide feedback :D

Hey guys, streaming your LD48 games again!

We're live here at https://www.twitch.tv/secret_juice to stream your LD48 games. Hopefully we'll get some submissions we missed from last time, some danger zone games, and meet some new friends!

Hope to see you there!

Working on the Post-Jam update

I've been working on the post-jam update for Turrim.

Knocked out some bugs, did a little balancing, just improving it overall. I really want to polish this thing shiny, so if y'all have suggestions or feedback, be sure to let me know :D

You can find the game HERE. Turrim Gif.gif

Make sure you check out deep sleep before rating ends!

If you haven't already come check out our first game deep sleep! It was an awesome experience to create and we'd really love all your feedback! The game is chill and story based, so come spend a few minutes in a dream now!

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https://ldjam.com/events/ludum-dare/48/deep-sleep-5

"Falling Memories" wants your help

Our little puzzle/narrative game "Falling Memories" is under 20 votes. The feedbacks game taken so far is very positive and if you are looking for 5 minutes dense story, please check out our game :) https://youtu.be/7fQ9eSeoEHA

https://ldjam.com/events/ludum-dare/48/falling-memories

Hell is Yellow Area: try now!

It's time to piss on Hell!

Try now => https://ldjam.com/events/ludum-dare/48/hell-is-yellow-area

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BreakEven - Post-Mortem

I still have some rating to get done, but with the jam entering its final week, it's time for my usual post-mortem. What went well with BreakEven, what went badly, and what have I learned for next Ludum Dare?

What Went Well

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  • Despite running into a whole bunch of problems with coding this game, I kept going and managed to get it released in a playable state, despite repeatedly panicking about whether I would be able to. I've had a tendency in the past to abandon projects if I run into difficulties I can't overcome, so the fact I managed to avoid doing that is a major plus point for me.
  • I'm continuing my trend of "outside-the-box" theme interpretations. Whereas a lot of people went for the obvious interpretations of digging or cave-exploring, I deliberately eschewed that. BreakEven actually fits the theme in three different ways at once: your country's sinking deeper and deeper into debt, you're forced to go deeper and deeper into enemy territory to pay it off, and (spoiler alert!) the general's choices ultimately plunge the country deeper and deeper into trouble.
  • I'm continuing to push my boundaries and try new things. I don't want to fall into a rut of making the same type of game every Ludum Dare. I won't learn anything that way.

What Went Badly

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Oh boy.

  • I pushed my boundaries too far. I can't and won't sugar-coat it. I tried to do things I had no idea how to do, I tried different approaches to things I already knew how to do, and none of it worked. The end result is that I've gone from submitting a completely glitch-free entry last time, to submitting an entry that was so hopelessly broken I had to put a disclaimer on it. Even after a fix, it's still the most broken game I've ever submitted. The AI doesn't work, the collision detection is bugged, and it's going to take a lot of time and effort to fix either of them.
  • Because the above issues sucked up so much of my time, I couldn't put anywhere near as much effort into the rest of the game as I wanted to. There's only one level, and it's tiny and bland compared to what I'd envisioned. There are only two different types of enemy. There's no music (again).
  • All in all, LD48 was easily my worst Ludum Dare experience. It's knocked my confidence and sapped my creative energy.

What Comes Next ###

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I'm going to make one last attempt to fix BreakEven's collision detection system, which will hopefully also improve the AI slightly. I've already made some tweaks to the animation system, and I'll also add a much-requested feature that I'd initially planned to implement anyway: the ability to run over enemy soldiers in your tank.

After that, I'm just gonna chuck this project in the bin and move on.

I think, for next Ludum Dare, I'll try something simpler. Even if this didn't go very well, I have, at least, learned from it, and I'll do better next time.

Parole aux développeurs Français #2

Bonjour ! Ce soir j'ai le plaisir de recevoir les développeurs français des jeux suivants:

Rendez-vous sur DarkRewar à 21h (GMT+2), heure de Paris, pour les soutenir !

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one week left (a bit less actually)

Tis time to peruse the danger section and get as many games as possible above 20 ratings.

If your game has less than 20 ratings or a game that you enjoyed very much has less than 20 ratings, please post it in the comments.

If you have VR and would like to play our game: https://ldjam.com/events/ludum-dare/48/vrtigo I hate to be that guy, but it is very close, only needs like 3 more ratings.

Janky gameplay footage (actual game is much smoother): ezgif-2-c8d597b04547.gif

Boss Battle Ready

Last week, and I thought to myself. Lets add a boss battle. All that's left is the polish. Boss.png

play here: https://www.construct.net/en/free-online-games/vacuum-kingdom-26543/play vote here: https://ldjam.com/events/ludum-dare/48/vacuum-kingdom

Rate my roots plz

Root growth simulator needs someone to grow few more roots to get it's route to the final rating.

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

Safe to run as root - no rootkits inside.

I'm out of root puns. Need to grow my rootcabulary.