Ludum Dare 48 April 24–27, 2021

2 ratings needed!

Another self promo over here sorry! Any help is greatly appreciated! Thank you in advance!

Go wild being a security demon stopping the adventurers going deeper with help from your company issue grappling trident and cute cat!

HALT.JPG

Edit: We haven't had much time to play and rate this jam compared to the previous jams so are still slightly under the 20 threshold with only 4 days to go! I'm sure we will get some more games rated and more rates in return in that time but any feedback would be amazing!

Our game on YouTube.

Our game is in video the "Best Ludum Dare 48 Games #9" video by Randomise User: https://youtu.be/Iac9f3Ede9k

Untitled.gif

PLAY DISPOSAL HERE: https://ldjam.com/events/ludum-dare/48/disposal

4 ratings left!

Simple game but with unique twist. Go deeper into your computer to prevent a virus to do its thing!

presentation.gif

Game Page

4 days left!

3e364.png

While the countdown is getting closer and closer to the end I would like to share our game with you.

Meet The Bonekest Dungeon , a game where you will have to find your way out of an enchanted maze that has an evil creature roaming around its rooms. Good thing that you can use your magic to determine which room the creature is currently hiding!

Have fun playing The Bonekest Dungeon and good luck trying not to get bonk'ed!

Last chances to beat "The Deepest Threat" ⚔️

TitleScreen.png

As you progress deeper and deeper in the haunted world of the deepest threat 🔥

Make the right choices and become stronger and stronger :muscle:

Equip new freshly acquired 🛡️ loots ⚔️ to vanquish this foe.

Play here! :video_game:

vlcsnap-2021-04-28-14h27m18s745.png

*Thank you all for the great feedback! :heart: It was very challenging to tackle Rogue-Like as a genre. Hopefully be able to tackle some other in the future 🎉 Looking forward for further feedback and the results to see where to improve next :smile: *

* Congratulations to all of you in making a game!* :v:

Well, what have YOU learned?

Ludum Dare 48 was a great learning experience and a drive for better work in subsequent entries. Community feedback helps our team to focus on what we got right and what we can improve on. Here is the game: https://ldjam.com/events/ludum-dare/48/deeper-into-the-mind newTitleScreenShot.png Making a game in 72 hours was a great way to force yourself to keep the game small. So many times when we (indie game devs) start a project with good intentions and realize that we add more and more features without seeing the scope of the game grow beyond control. This leads to rarely finishing a game. Having finished a game in one weekend is a great way to pare down the scope of a game and abstract just the essentials to make the game functional and fun. 2021-04-26 22em51/em37-Game.png

In retrospect, we should have focused on one stage and made the UI/ and enemy player feedback a priority. Due to a huge version control bug, we lost valuable time at the end of the dare. We had to skip most of the game testing phase and therefore missed many crucial feature adds that would have made the game more complete. darkBossBody.gif
We are thankful to those who have rated our game. The community feedback was so helpful and guided us to update the game with all of those features and feedbacks that makes the game more robust. 2021-05-14 08em58/em39-LudumDare48 - fearemof/emdarknessemLevel - WebGL - Unity 2020.3.4f1 Personal/em emDX11/em.png

here is the game: https://ldjam.com/events/ludum-dare/48/deeper-into-the-mind

7 DEEPS core-lore (or how we rhymed a pipeline)

ARDSKAPE here.

The whole process of jam-game development actually started with a poem.

We'd like to share the first part (on 7 fishes).

The second is mostly on mechanics and lore we had no time to use in LD48 jam version, so...

Gamedev poetry, here we go.

Play 7 DEEPS

whiteemdoor/emblack_back.png

7 little fishes

Strayed into the woods

The 1st one was a trigger

To reveal the roots.

Fish1.2.png

The 2nd got the meaning

Of the shining doors

However, as he deepened

He vanished into worse.

Fish2.2.png

The 3d fish saw the lanterns

As they lost their shine

The roots were getting thicker

Deeper splashed this time

Accepting all the changes

Choices rough abrupt

The 3d fish drowned scared

Of her teeth’ve grown hard.

Fish 3.2.png

The 4th boy tried to run away

To turn back at his friends astray

He shivered to get deeper, thus

He ran for surface, but alas,

However sweet the choices were

His dreamy sea fulfilled with gore.

Fish4.2.png

The 5th considered a deep thought

To find a loophole in the code

He urged to play beyond the frame

Escaping all the doors in game

However he just got things worse

And added to the pile of bones.

fISH5.2.png

Two lonely lanterns on the tree

Of octopus-like visionary.

redemgreen/emtree_weird.jpg

The 6th girl dives, goes all the way

Until she struggles at a fear

Facing a choice of sure death

When she’s not really a believer

That one last choice of deathly step

Might actually bring all her friends back…

Fish6.2.png

Last lantern hangs

The 7th flows

His deepening is sound hoarse

With all the echoes spitting out

Of those before

Hoping for him working this out…

Fish7.3.png

Play 7 DEEPS

[it goes deeper]

Thank you for all the feedback

https://www.youtube.com/watch?v=lBytoUhOkP0

Take Aways: 1.) Opportunities + Preperation = better chance of success. Having systems built before hand helped me to better gauge how I was doing. 2.) Get a lot done early and make incremental changes over time. This is also possible with financial backing options. 3.) Use prompts to help players get familiar with your complex systems.

Here's what I took away from the whole experience. So grateful to get a chance to participate.

Queen Amira is begging for another play through what do you say?Last Plea.png

https://ldjam.com/events/ludum-dare/48/vacuum-kingdom

Enhancing the enviromental effects (rain)

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

We've added more animated tiles, this time, some rain drops close to the crater within the midle of Nod's Cathedral! Rain.gif

Snow white princess comes to the scene!

Checkout our day-per-day progress in our shooter with resource management elements.

Day 1:

First day was about brainstorming, game design and project setup. We decided to make game about snow white princess with a rifle who manage gnomes to gather resources and defend them from the monsters. Princess used drill-machine to drill from level to level and she need to carry gnomes on her own from machine to resource deposit and back.

Day1.png

At the end of day 1 we had only debug view for simple steering behavior system (for crowd of monsters). Our artist have done princess sprite (the main thing is to develop a style) but it was not integrated in game yet.

Day 2:

Day2.png

Day 2 gives us sprites for enemies, gnomes, some animations and even the background. Much better now, huh? Did you notice that shadow is not circle anymore? It is ellipse instead. That is: we squeezed Y-coordinate to simulate perspective. Character control started feels much better at this points. Enemies was able to walk, avoid obstacles and beat you. We also started to work on the global map.

Day 3:

day3.png

The last day was about animations, shooting, gnome carrying mechanic. Unfortunately, we had to cut the global map but in the last hours we implement shop between levels instead. We also spent last time on game balance, inserting free music and sound fx, and even made tutorial screen.

Finale

Test it your own!

If you rate our game with a comment I gave you counter feedback for your project. Thank you!

Video reviews of LD48 games (for those who played our Farm&Mine)

As usually on Ludum Dare I record the videos of how I play the games by other participants (starting from those who comment on our game). Here's how the reviews look like:

https://www.youtube.com/watch?v=j45lN1wDlV0 https://www.youtube.com/watch?v=dp5mpRmR4sE https://www.youtube.com/watch?v=qTdYZC_SH5A https://www.youtube.com/watch?v=PnE4hkobueY https://www.youtube.com/watch?v=Y8ZdPqf9TUQ

[Full playlist](https://www.youtube.com/watch?v=j45lN1wDlV0&list=PLU_iW_uK7HGRm34XNrXEtHGhfdrycFFmV)

Would you like to have your game reviewed in the recording? Please, check our Farm&Mine game: https://ldjam.com/events/ludum-dare/48/farm-and-mine

Hell is Yellow Area

It's time to piss on Hell

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

Satan.png

Bugfix uploaded - now you can actually WIN the game :D

We got so much praise for the design and for the root animation in our game - thanks for that!

And we also got a lot of feedback about the bugs and balance issues the players found! So we updated the game a bit, @kazrath was working on fixing possible dead ends in the levels, and we balanced the energy use as well!

We did not add anything new, but if you try the game now, you have a better chance seeing how the world looks after you win, and *save THE LAST SPORES! *

3endingscreens.png

Here is the game page: https://ldjam.com/events/ludum-dare/48/the-last-spores

PS: please give it a try guys, I worked so much on the win screen during the jam! :D

Frog - A devlog for the devfrog!

Frog for NES - The joint effort of 3 programmers (@cacciatc,@dustmop,@eggboycolor) 1 composer (@kulor) and 1 artist (@2bitcrook) who had never worked as a team before.

This...is their story...told by the artist (who had never jammed before :D)

Frog_01.png

First time seeing Frog and haven't tried it out yet? You can download Frog and a NES emulator here!.

3da79.gif

Quick pre-ramble

This was my first Ludum Dare/Jam and I really can't overstate how much fun it was! Playing so many games, leaving reviews and constructive feedback, seeing all the games (not just ours!) get played on a bunch of streams!

I can't thank everyone enough for playing our game and leaving a review/rating AND installing an emulator <3. We did want it to work in a browser emulator but it just sadly wasn't in the cards.

Pre-ramble aside - let's dive into how it all went down....

Our Team Leader Chris had the entire schedule planned out a week before, and it would prove to be a solid plan. We would chat throughout the day and have a meetup call at 9am and another at 9pm PST. (5pm and 2am for me but luckily I'm part owl :owl:)


72 hours remain - Dawn of the First Day

The jam began at 2am for me due to living in England but luckily I have the sleeping pattern of a raccoon. All 5 of us, like so many, were madly refreshing the ldjam.com page and waiting to see what the theme was. The craftier ones quickly went to twitter to find out the theme was indeed... Deeper and Deeper.

Once the theme was announced, we took a 30 minute recess of sorts to mull over and think of any ideas we could before jumping into a call to pitch them to one another. We batted around six ideas (actual notes from Team Leader Chris below!)

  • (1) kulor - Miner? Based on a C64 game that kulor played at PRGE--yeah that's right kulor hangs out a PRGE!

  • (2) eggboycolor - underwater exploration, go deeper but with limited O2. treasure its heavy. don't forget how heavy it is man.ANGRY SHARK!? ANGRY OCTOPUS!?

  • (3) crook - donkey kong clone with dragon and you go down down down. frog protagonist that uses tongue to pull items to you. single screen simple.

  • (4) eggboycolor - rogue-like, crawl and its hard.~

  • (5) dust "LAVA" mop - La Mulana type game. LAVAAAAAAAAA. Drain lava to get lower. Bats. CHR-RAM? Will you need notes?~

  • (6) bream - 1-4 player treasure hunter race. AI? randomly digging~

Then we held a vote and in a landslide victory, everyone had strong hopes for DK clone, but upside down! Or was it?

Even though we had settled on a platformer, AND a specific type of platformer as a basis (DK) we were still left to our own devices of what we actually wanted to do, and what we could do.

Half of the team (which is odd to think about when you're 5 people, so one person was .5 split? Sounds painful!) between being a DK game (goal is A to B), and a Bubble Bobble style game (defeat all enemies on screen to continue).Despite this, instead of worrying about it Chris made sure to note what everyone's plans were and if they were happy, and had something to do.

Chris, Eggboy and Dustmop dived into programming and speaking in hidden codes about "CHR BANKS" and "Overflows" and "Scenes", (you know, made up words (I kid of course! :D))

Meanwhile Kulor was busy studying Frog sounds and getting into the mindset of a Frog to design his music. I was then left to my own devices and fired up MSpaint and started working.

Frog's sprite would be the first to nail down and over the day I would slowly chip away at it, figuring out her style and overall design. The entire process looks something like this.

frogprocess.png

Before finalising the sprite, I did post this mockup in the group chat so everyone had a general image of what we were working towards and the kind of things we would expect.

initialfrogup.png At this point the concept of ladders were still in the mix, along with enemies and Spelunky style spikes you could walk through to avoid but would be deadly from the top! If you played Frog you'll also notice these spikes are a bit bloody! We would remove that near the end as it just didn't seem to fit the tone and general feel of a cute NES platformer!

At the end of day 1 we had gained a lot of ground. The title screen was in, we had a strong basic movement system with enemy actors lined up and ready, and the sprites were a flowing. Everything seemed like it was going great! We were on top of the world, it was all so simple and defined. We knew what exactly we wanted!

endofDayprogramming1.gif

Narrator - The gang did not know what they wanted.


48 hours remain - Dawn of the Second Day

Day 2 rolled around and the big thing was to get most of the sprites into the actual game itself and working fine.

day2GIFprogress.gif

day2GIFprogresswalkingbetter.gif You could basically hear us all scream SHE'S ALIVE, SHE'S ALIVEEEEEE!! as thunder crashed in the background.

But so much of the game was still up in the air.

day2morning-notes.png

In the prechat for the meeting, Kulor and I began chatting. He brought up a great point from the Crash Bandicoot devlog/development about how they had most of the game planned out and Crash running around but something was just missing. Then inspiration struck when they introduced crates which fleshed out the entire game. Removing crates from Crash Bandicoot would take so much more out of the game's core identity than removing...say...coins from Mario. (Though levels would indeed feel a lot emptier without them!)

From this discussion I suggested that our hook be bubbles. (With the current plan to be still including game elements such as a tongue attack/whip, enemies, collectable fruit, a boss fight at the end)

With this in mind, we each soldiered on through the day. Surprising no one, it turns out that programming for the NES was not smooth sailing and a great deal of errors, crashes and audio issues took up Chris, Dust, and Egg's time. Kulor raised everyone's morale with tasty tasty tunes whilst I made a slap dash jokey titlescreen GIF that turned out to be closer to the end result than we thought.

frogtitlescreenjokey.gif

A more serious focus for me was just generally polishing and adding more tiles. That mockup level went from looking like this.

day2mockuplevel1.png

To this.

day2 mockuplevel.png

Along with working on /designing enemies and their patterns.

frogenemies.png

12 hours later, everybody would roll into chat and come to an agreed conclusion. This project was kind of kicking our butts , and could it...could it be possible we bit off a bit more than our little Frog could chew?

There was still so much up in the air, and with only a day left I think I spoke for everyone when I yelled "The bubbles! Let's just focus on the bubbles!". We made the decision to cut out everything that wasn't the bubble, the tongue mechanic, the boss idea, enemies. We reeled it back and with this in mind, I think everyone shared the same image now.

A frog, and a bubble.

This meant a chunk of everyone's work was cut/scrapped. All of Chris/Dust/Egg's efforts on anything related to enemies and a HUD, all of my enemy mockups and lava mockups, and a chunk of Kulor's music (RIP ice stage theme).

At the end of the night Chris took pen and paper to hand and took hold of designing the levels that would make it into the final game.

ChrisDrawingDay2evening.jpg Wearing a very handsome Wario Land tshirt if I might add.

Not long after the bubble mechanic was being implemented fully and using a frog in-lieu of a bubble, we frogspawned our way up to completing the first level. With this in place the levels came flowing with Dust and Chris working on everything and anything they could whilst Eggboy worked on the bubble code.

day2bubbleinthere.gif

With Frog finally looking more like Frog everyone felt a bit better and got some rest...nearly. Eggboy did what Eggboy does and they went whole ham and coded through the night to get that bubble feeling the best that it could be!


24 hours remain - Dawn of the Final Day

The last day pretty much felt like a whirlwind. Everyone was testing levels, levels were tweaked, chunks rearranged.

Chris, Dust and Egg were working what felt like around the clock stitching the entire thing together, squishing down bugs and making sure the game didn't crash (until the very end which we left in! :D Can that be technically filed under an intentional crash if you know about it and leave it in? Up to debate I suppose!)

It was a mad dash to the finish but everyone felt a lot better. It was all coming together! Kulor and Chris went along with my mad idea of having a credit sequence, with Kulor doing that saxxy end song so many enjoy and Chris making it the entire jam goal to get a frog floating on a bubble, playing a hastily drawn saxphone.

And ultimately I think that was the real core of our team. Everyone had their strong points and if they didn't, someone else was right there to help them out. A real useful part for me personally was that Chris and Egg both have art backgrounds as well as programming which helped me a bunch throughout the 3 days. As for the font which so many praised that was from Kulor! I can't know 100% what went on with programming but from what I saw of the three chatting, it seemed like Dust, Chris and Egg all had their shining moments that helped this game go from some still images to an actual functioning game!

Dustmop even got to test Frog on an actual NES and take a picture of it :D.

20210425_22181422.jpg Mmmmm CRT goodness.

Overall I had a blast with LD48 and will continue to play, rate and review as many entries as I can until it's over!

If you haven't checked out Frog yet I hope you do! I'm so thankful to everyone who has checked it out, rated it and left feedback!

frogend.png


Overall/Lessons/Advice

  • A good team leader is essential.

  • Really essential! A double edged sword to indie dev is the good side is you don't have a boss, but on the other hand...when the boss is away (doesn't exist)...the frogs will play (imagine a game with 20 levels, boss fights, collectable fruit, keys, a secret ending, tongue swinging mechanics)

  • Regular scheduled update/calls are very useful. Not just for pitching/batting around ideas but generally just having a bit of a laugh and chatting!

  • Try and focus on one thing, for half of the jam it was platformer with - bubble mechanic, multiple enemy types with attack patterns, behaviors and stun animations, 3 different themed areas with different obstacles like fire, ice, wind, collectable fruit for a secret ending, collectable keys as a mechanic to unlock doors and solve puzzles and a boss fight at the end. When you actually list everything out, it's too much for 3 weeks let alone 3 days!

  • It's cliché but have fun. If you aren't why are you doing it?

  • Every project, no matter how big or small, no matter how successful or "failure", is experience. You will use what you have learnt in future projects in some way!

Where does Frog go from here?

We currently plan on working on Frog more, and polishing that bubble to a fine lustre! (Or luster if you are inclined)

With a good amount of work, the plan would be to add around 30 levels, tighten everything up, add new environmental challenges the farther you go (magma/lava, wind and such) and finally ( and sadly) rename Frog to something more marketable/memorable and easier to find. We think we'd charge around $5 for the game in this state.

Above this would be doing all of that, adding thematic and more fleshed out zones, more player based mechanics like using a tongue grab or attack, different kinds of bubbles with different properties, and 30 more levels onto this, and finally an end boss/gauntlet. For this we're thinking we'd charge around $10.

If you actually read this novella of a post-dev write up, thank you! :frog: :saxophone:

*TLDR - How did 5 very attractive and modest people all work together so well? A mystery. But it was probably because they gelled well, adapted on the fly, lowered their scope when needed and focused on what was the core of the game. Also everyone had coffee. :coffee: *

Titles You Should Play! #1

Apologies for the long wait, but it's finally here!

https://youtu.be/Q0u94oKcFi4

Feel free to use following timecodes to skip to a certain part of the video, or viceversa, find the link to a corresponding game you really liked down below!


thumb_deepr.png

deepr

by @sophiakene, @pleyad, @eta and @phi

thumb_streetspark.png

Street Spark Racing

by @bytinggames

thumb_ramnesia.png

RAMnesia

by @100th-coin

thumb_catlantis.png

Catlantis

by @civmaniac and @fabula-rasa

thumb_there.png

There, Again

by @honey-pony

thumb_management.png

Under New Management

### by @bebadboi

Oof, only about 4 days left... I'll try to put another one out there very soon and maybe a last one after the event.

Have a wonderful weekend :3

Looking for artist (paid) **closed**

Hello everyone :)

I'm currently working on the post-LD version of my submission. I want it to be a commercial game so I need to not do the graphics myself. The game is still early in development.

banner (small).png

Gameplay The game is a top-down retro style game. The goal is to collect gems, and find the exit to the next level. There are various enemies in the way and you're penalized depending on how much time you spend.

Graphics style The art style I'm looking for is NES or SNES styled graphics. The game takes place underground so I'm looking for someone who's good at drawing shades and such on the sprites.

Here's a small Pinterest board as an example: https://www.pinterest.dk/sirBattleCat/wilford/

Collaboration I have a list of things I need but since the game is early in development additional art will likely be needed down the road. Our collaboration should allow for this. Would be great if you could offer a couple of ideas here and there too, based on your experience.

Payment I could imagine a few different ways of doing it:

  • Hourly wage (we would agree on the amount of hours needed beforehand)
  • Free but get a % of what the game earns when it releases (I do not recommend this for your sake)
  • Fixed amount - 50% now, 50% when the game releases
  • Something else, if you have any suggestions

Closing So yeah - if this sounds interesting to you, you're welcome to hit me up and we can talk about it.

You're welcome to contact me on Discord (BattleCat#2644), Twitter (https://twitter.com/BattleCat_dk), reply here or whatever.

Only One Rating Left for 20!

Sadly I didn´t have much time this Ludum Dare to play other games, but it still would be awesome if I could get 20 ratings to be rated!

Would you be so kind?

3ed69.png

Graphical Updates and Post-Jam Plans

I've been really happy with the feedback I've gotten from y'all on my game DwarfSweeper! If you haven't got a chance to play, here's the link:

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

Anyway, I've been working quite a lot on improving the game, and I think it's solid enough to make a full game out of. The first set of changes I can show are graphical improvements!

entrance.png

This is the new entrance to the cave, where you start your DwarfSweeper journey. I've made it so the graphics are pixel perfect, and the couple blocks beneath the entrance are unbreakable. There will be other area where the blocks can't be broken in the future!

death.png

And here's my latest attempt. Not even close to my high score, but you can see the vast improvement to the tile set, along with using smart tiles. The flags have also been changed by popular request to be on top of the block you mark, instead of sticking out. Much clearer!

I'm not totally sure what direction this game will go in the future. I want items and shops, and probably caves separated by doors instead of infinitely going down, but the overall game? Still in the ideas stage!