Ludum Dare 48 April 24–27, 2021

Drill Sergeant - Continued work on extended edition

Hey guys,

it's me again. In the last few weeks, I've continued to work on improving and polishing my Ludum Dare submission, Drill Sergeant (which you can find here in case you have a minute to spare to rate and review :) ).

Here are the things I've implemented so far: - Lighting - More weapons & ammo mechanics - More and better particle effects - A proper UI - An in-game tutorial (a much requested feature)

See below two before and after screenshots - imo the difference in look and feel is already quite drastic!

LD submission: DrillSergeant Screenshot_0.25.png

Current version: DrillSergeant ScreenshotemEE2/em0.25.png

But there are still a lot of things that I am aiming to do: - More and better sounds - Music - A shop system - More enemy types - Better difficulty curve

I'm aiming to spend maybe another 2 months or so to create a proper version of the game - which should be a great learning experience to cover all the bits that I have previously avoided (yes, music, I am looking at you!)

Thanks for reading - wishing you a splendid rest of your weekend!

Best, GoldOne

Beautiful Water

Hi everyone,

throughout all of the reviews we have gotton for our game. Most people pointed out how beautiful our water looked in particular. So here I will Share how we managed to get this effect!

It all started with this beautiful water texture by our artist @mellifera :

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This is a tileable texture and after plugging it in and figuring out the dimensions it already does not look so bad:

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Now I started adding sprite shaders on top. This I did by using the All In 1 Sprite shader from the Asset Store:

https://assetstore.unity.com/packages/vfx/shaders/all-in-1-sprite-shader-156513

(This is not a free Asset, but one which is totally worth purchasing!)

Btw Blackthornprod used it also for their game "Going down in fishtory"

(https://ldjam.com/events/ludum-dare/48/down-in-fishstory)

as he mentions in his Video https://www.youtube.com/watch?v=TXH2bh-6TbI

Anyway The first thing I added was the texture Scroll effect:

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With this it already started to look good. The next thing I added was the Inner Outline effect, where inner outlines where enhanced and given some glow. This effect especially helps at deeper depths when it gets darker. Here is how it looks with this effect added: (You only see a slight difference at the higher light levels)

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Finally I added the Wavey effect. Unfortunately selecting the Wave effect from the All in 1 Shader did not work since it did not match at the tile Borders. So instead I used a mix of the Round Wave and a Distortion effect. With this mix I think it looks even better than with the original Wave effect:

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I hope this was helpful! Check out our Game if you are interessted in seeing it in action

https://ldjam.com/events/ludum-dare/48/deep-sea-mining

Time is running out (-2)

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Het guys, time is running out. Let's exchange some more evaluation on our work. If you want to show up in our comment page we will comment back. It is molato time!

Endeavour - a Space Exploration game!

We've had so much fun playing games over the last few weeks, the amount of talent that goes into ludum dare is terrifying :)

If you'd like to have a quick jaunt into the depths of space, please do check out game out! It was a bit touch 'n' go, but we managed to pull through with a complete(-ish) game submitted a whole comfy hour before the deadline.

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

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Counting Down the Minutes

My 5th LD submission (4th compo) is up for ratings this time around! If anyone else wanted to play Saving Greg I'd be happy to receive their input :smile: behindemthe/emgreg.png Much love to everybody who participated this year, as you should feel very accomplished for what you've created whether it be your 1st or 10th submission -- be proud!

The Ratings Game

Playing other people's games is honestly my favorite part of LD, and for the past several times I entered I wasn't able to play many/any of them due to poor scheduling (LD always conflicts with the worst parts of my work year). I'm real glad I was actually able to play and rate a bunch of them before the time limit this time around! Congrats to all the participants!

I'm still about 3-4 ratings short of getting a placement, so if anyone has a couple minutes to spare could they please check out my entry? It's getting harder, as the years go on, to get people to rate games that require a download, I think. The improved accessibility of web games is great, but it also hurts folk who like to experiment with different languages and systems for the LD entries, I think. Anyway, thanks!

Only 2 days left!

Come on everyone! There are still quite a lot games that don't have 20 ranting points!

Go to the games section and select the Danger category and rate at least a few games. It will help a lot!

By the way, another milestone for me, probably last one :P

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Forgotten milestones

Oh hey! I just realized that this past LD actually marks 10 years since my very first LD entry, when I did LD#20 - "It's dangerous to go alone! Take this!" It looks like my old files are still accessable somehow, so if you want to see how much better my old games were than my most recent one, check it out lol:

http://ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3911

One day left to play and rate our game INTO THE FRAME :)

https://www.youtube.com/watch?v=P8pcjsJGPcE

12 levels to test your anticipation skills. 12 levels to test your anticipation of anticipation skills. A 13th level to challenge your anticipation of anticipation of anticipation skills.

Are you ready to jump deeper & deeper into the frames?

▓▓▓▓▓▓▓▓▓ PLAY & RATE ▓▓▓▓▓▓▓▓▓

Shameless Self Promo!

Check Port for Moisture

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This was our first time getting together and making a game, out of hopefully many more times in the future! I've never been great at collaborating so I kind of expected to clash and not get a whole lot done this time around as compared to the other times I've done submissions by myself. But it turned out really well! Luckily I had some really great team members and we all worked really well together to make this game!

As with all games, the scope started out larger than we were capable of doing, but in the end I don't really the the reductions that were made had many detrimental effects to the overall game. Initially we were thinking it would be a sort of tactical combat turn based strategy game with combat similar to fire emblem or advance wars, however as the deadline approached, we had to cut back on some of the strategy combat elements. Naturally, it sort of evolved into a sort of turn-based puzzle game where you had to use obstacles to your advantage to complete each level. Each level has it's own sort of layout and strategy to complete, like so:

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At any rate, I feel it's appropriate for me to promote the game here since we have rated significantly more games than we have ratings. So go give it a shot if it sounds interesting!

https://ldjam.com/events/ludum-dare/48/check-port-for-moisture

'Dawn of The Second Day - 48(ish) Hours Remain -'

Its almost over!! For the last 48 hours remaining I'll doing some Play + Rate on my stream. I’ll be looking at games in the Danger tab or if your game need ratings post it in my chat and I’ll play it! https://www.twitch.tv/devchrisap! Dawn of the second day.png

FALL GUY PROMO TWO.

https://youtu.be/zelmY76_UFE

GAME IS STILL OUT.

48 VOTE-HOURS.

MAXIMUM PANDERING.

PROVIDE VOTE 20.

BEAT MY SCORE(S).

https://youtu.be/nBXlkQwJrqk

https://youtu.be/fdE_1bZ1YvA

DO NOT LOOK AT VIDEO-SOLUTION UNTIL BE-COMING.

FALL GUY.

I'll Trade Votes with you!

I have a simple yet interesting compo game that needs your votes! Show me yours and I'll show you mine! (I'll rate your game).

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Deep Sea Phishing: Timelapse!

I finished putting together the timelapse of my part of development of Deep Sea Phishing!

https://www.youtube.com/watch?v=Vy1jU14i9sY

The game is a hacking minigame bonanza, where you must hack deeper and deeper into the CIA from your deep sea submarine to prove aliens exist. Play it here!

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Unto The Eight (Full Version Update 2)

I'm still getting feedback, and what an awesome experience it's been all around! I'm very close to finishing the engine for the full version of the game.

Difficulty fixes:

  • As I stated last time: you are able to hold down a key for continuous movement, and the time between ticks is player adjustable. Also you can remap the keys to whatever you want, and I do plan on adding support for gamepads.

  • Also as stated previously the light and heat mechanics are a bit more forgiving, but I also added a difficulty setting to the game. This effects light, heat, as well as the number of enemies in the world.

  • I did complete the warm structure update. Furnished structures (with a door) will provide heat so there's not the constant threat of freezing to death when inside them. There is a text notification to tell you as much under the health UI.

  • Every so often (at different intervals) enemies will make a little sound, which is spatially accurate, and if they're on-screen but not visible, a little icon (!) will appear to let the player know where the sound came from. Astute players will be able to identify enemies by their sound alone!

General update news:

  • The world is now roughly 5 times larger the compo version.
  • I have removed the ability to carry around extra carrots and wormplants. It made the game feel much less balanced. The inventory UI now shows off all discovered and completed packages at once.
  • I've written a dialog system that's much simpler to implement and yet more feature complete than the compo version.
  • Characters that have a package to be delivered will occasionally glow when the game is started in easy difficulty.

If you're interested in following development of the new version you can do so at my twitter.

FOOTAGE FROM THE AS YET UNRELEASED FULL VERSION: UTE Update (2).gif

Of course, if you haven't played the compo version and are interested in doing so, click here! I would love more feedback to help guide the development of the full version!

Quittin' Time... and our game, and You.

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Need to get a few more ratings in? Well, we all like playing WebGL games. This is a WebGL game. That's all I got, folks. Thanks for coming.

Is our game any better than it was when the jam ended? Nope. Do we have any status updates? Not one. No community discord. No monetization plans. What we have is... a Jam game. Why?

Because when the jam ends... It's Quittin' Time!

If you're a fellow-member of the highly prestigious Quittin'-Time Rotary Club, the unified and formidable People for Putting-Pencils-Down PAC, or the timeless and mysterious Couldn't-Be-Bothered Brotherhood, maybe post your game in the comments so that we can pat each other on the back for our ethically refined forms of laziness.

Check it out here, and be sure to take a look at the tutorial first!

Also, don't use your arrow keys, use WASD or your mouse. I accidentally left left swapped with right right before the jam ended, but I don't plan on fixing it, because when it's quittin' time...

It's Quittin' Time!

A few more votes?

Can we get a few more votes on my game?

https://ldjam.com/events/ludum-dare/48/kaibuturan I just wanted to see how many I can get :)

Far Fetched Postmortem

Hey everyone! Team Juicebox here. Like many people who made games this Ludum Dare, we also made a game. Haha. That is a human joke. You can play the game that we made here. Anyways, after we made the game we spent some time thinking about what we could have done better, and we ended up writing this insanely massive postmortem. Most of it is written from my (johnfn's) perspective, with the exception of a few of the paragraphs at the top.

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Good and bad: Big teams are amazing, but hard to manage

Don’t get me wrong, I love working with a ton of people - we get so many more ideas during brainstorming, we keep each other motivated when morale is low, and the overall output is obviously higher. But in a game jam, unless everyone knows each other really well or someone takes on the role of project manager, being a large team is tough. It’s harder to implement the things you want in the game without stepping on someone else’s toes, and the more people involved, the harder it is to agree on anything. I think part of the solution here is using task-tracking software, part of it is working with people who have synergy, and honestly, part of it is probably just luck. This is something I think about after every game jam, and there’s no obvious answer. But hey, if anyone has it figured out, let me know.

Bad: Virtual jams kind of suck - especially for brainstorming.

It’s really hard to get aligned on what a game will look like when we can’t scribble on a whiteboard. Figma helped, but it was probably too late (happened after we narrowed down the idea)

Good: Single owners

One thing that I’ve been thinking about is that it seems to be best to let everyone loose on exactly one thing that they enjoy doing. E.g., fawnblue was responsible for the art and the presentation, Miyo was responsible for the music etc. But I think one error that I made is that everyone was responsible for the game mechanics. I’ve learned again and again - for reasons long enough to write an entirely separate blog post - that having lots of people try to be creative just doesn’t really work. The more people there are, the more likely someone is to shoot down one of your big ideas, so you tend to settle on the most agreeable and standard ideas. This is no good.

I think in the future I want to put exactly one person in charge of game mechanics. Stuff like how health works, what enemies do, and what mechanics exist should really just be the domain of one person. The weird twist on this is I think it means we explicitly disallow mechanic brainstorms during the idea generation phase. Like, story generation during the idea phase is still fine, and I think we should still do that. I also think that brainstorming an overall mood is kosher. I furthermore think that saying “this is a platformer” or “this is a puzzle game” is OK. But as for mechanics, I think we need to leave those up to exactly one person, as to not hamper anyone’s creative instincts. (I actually don’t know if this will work. I’ll have to see if everyone’s OK with this…)

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Good: Godot is AWESOME

If you poll 100 random people that have done Ludum Dare a couple of times before and ask them what their biggest mistake was, 99 of them will say “don’t use tools you don’t know”. OK, that may not be an exactly accurate statistic, but I have read that that is basically the most common Ludum Dare failure mode. And the day before LD, we basically abandoned all of our previous toolsets and knowledge (HTML5/TS, Unity) to dive headfirst into Godot… and it basically worked insanely well! (At least from my perspective). Godot is just so good - a lot of the time I wouldn’t even have to read the docs because I’d be able to blindly guess how features would work and get it right. The 2D workflow is just so sane and consistent. I love it. We didn’t really run into any perf issues at all, and we even were able to drop in a super snazzy 2D dynamic lighting effect in the last couple of hours that would have been completely impossible if it wasn’t essentially pre-made for us by Godot.

I’m really excited to use Godot again in a future game jam when I really know how to use it well!! :D

Eh: I (johnfn) didn’t actually like the idea that much

In our idea generation process, I think that I didn’t really make us really pin down the idea that we ended up running with as much as I should have. This meant that the picture in my mind of the idea ended up being vastly different than the pictures that everyone else had. Honestly, the game ironically has a bunch of restrictions on it that I don’t really like all that much. I really don’t like games that basically railroad the player in one direction, and that’s exactly what we ended up making. I also really like games that allow the player to get stronger over time, but in our game that basically doesn’t happen at all. Finally, I like games that have some sort of original mechanic to them and our game basically has the most staid mechanics you can possibly imagine.

OK, it probably sounds like I hate our game, but I don’t, not really… once I realized that we were going in this direction I basically steeled myself to it and found a bunch of things that I could work on that I would enjoy. Specifically, I really enjoyed making sword combat. That was a first in LD, and it was super fun to do and super rewarding. Probably my favorite thing about it is watching streamers - everyone who streams our game almost always ends up swinging the sword around randomly chopping stuff down, even though there’s no point to it at all.

Buuut… BAH, I really do wish that our game was a bit more imaginative on the mechanic side of things. NEXT TIME I suppose! I’ve noticed that this is a challenge in all jam games, not just ours, so I don’t feel too bad about it.

Good: Watching streamers

Not much to say here, and it’s not really even related to the development phase, but it is really fun to watch people play the game. You get a really good sense of what works in the game and what doesn’t work. Of course, everyone always runs into the same bugs, which is kind of annoying (oh god the dialog… don’t even say the word dialog to me) but still, you learn a lot.

Eh: Splitting my time 50/50

I work a day job as a programmer, so that’s usually what I tend to do. Generally when I do solo LD I can just spend 100% of my time on coding. It feels great, and it also means that I get a ton of features implemented. However, whenever I do LD as part of a team I always spend at least 50% of the time on managing the project - making sure everyone has stuff to do and that everyone’s separate work is coming together into the game. This ends up meaning that I can’t get nearly as much coding done as I would like. This greatly annoys me, but I honestly don’t know what the alternative would be.

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Eh: Bug and feature tracking

We really should have been more principled about keeping track of what features we were working on, and what bugs there were. I think everyone had their own separate docs where they were tracking stuff, and that made it really hard to figure out the overall picture. Easy solution - in the future, we should all commit ahead of time to just using a single doc. (I think we should also check out some other task-tracking options, like trello, asana and stuff like that.) I think we should just have a god doc that has “FEATURES” in 100pt font and “BUGS” in 80 pt font and then direct everyone to write everything in there. A discord bot would also be nice :-)

Good: Discord

DIscord is awesome. That’s pretty much all there is to it.

Bad: Way too much Discord spam

On the first full day I had Discord open the entire time, which was a non-stop stream of spam and memes (OK, and occasionally some progress updates…). This was really fun, but it also made it really hard for me to focus on the game. On the second day, I got in the habit of muting discord for an hour to go heads down, then emerging after an hour to check what all my notifications were, and then repeating the process. (This almost got me into trouble on the last day when I totally broke the game and then muted my notifications for an hour. Hopefully no one ever realizes that was me…)

Good: Polish

We got in a lot of polish in this game, and I was particularly proud of some of the polish I got in. One of the subtle things I added in is that the sword actually performs a raycast to every target to ensure it has a clear line of sight to everything it’s about to hit. This super subtle, but makes the sword feel much better to swing around and cut down grass.


Hey, if you made it to the end of that, congrats! If you just skimmed down to the end to look for a TL;DR, good for you, too. Why not play our game?

HTML5, Casual, Comedic, Raunchy

Years of exposure to beautiful animation have led to this, a raunchy, comedic, passion project. Just a weird journey from A to B, deeper and deeper into, into, well you'll see. I hope it brings you the feels, developing it brought me some. https://ldjam.com/events/ludum-dare/48/luckyswimmer deeperanddeeper.png