Ludum Dare 50 April 2–5, 2022

Thank you so much

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I'm so happy with the Card O'Clock results ✨. Thank you everyone for playing and rating the game.

While I released my LD49 entry, //OVERDRIVE, on Steam, I don't know if I'll release this one.

I have a lot of ideas to make Card O'Clock into a full rogue like/deck building game, with exploration and enemies that "dies" as time passes but my current project (Project OPERATOR, that you can wishlist on Steam btw 😇) is taking too much time already.

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Credits goes to Alicia for making these, even though they didn't make it to the jam version!

If you want you can follow me on Twitter or on Twitch (FR).

See you for Ludum Dare 51! 👀

Somnipathy: Moving forward

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Will Aggy have what it takes to handle this new creature? This raw personification of Sleep Paralysis? What other twisted creatures await her as she unravels the reason for the Creepers unending chase. (Concept art, final design subject to change~)

We were overwhelmed by the reception and reactions to Somnipathy over these last few weeks. Being the 8th most rated game in the whole of the Jam division, one of the most played games this event, is honestly humbling and far more attention than we'd expected.

The incredibly valuable feedback we received is also clear: while we are on to something with Somnipathy, it's not there yet. And we agree! The focus is shifting to a more narrative driven experience with more depth, more story, and of course more monsters. We are excitedly working on a full level demo, due for a mid-summer release and from there continue towards a proper release.

Already we've uncoupled our code to make expanding features easier. We've upped the creepy factor by enhancing our lighting and started work on the daytime 'normal' world. So much is in the pipeline, and we can't wait to share it.

If you're interested in joining us for this journey join our discord here or follow us on itch.io. In discord start engaging by joining team Creeper or team Aggy! Or if you just want to hear milestones, releases, and other patch notes, join team LampCat.

Either way, thanks for helping us get this far and see you next Jam!

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Thank You All for Everything

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Thank you to everyone who played, commented, and critiqued my first published game! It really meant a lot!

I'm extremely grateful to everyone who gave my little endless-runner a shot.

I won't lie, it didn't turn out how I wanted, there were plenty of missing features and polish that I definitely had the time to implement but just didn't because sometimes it's hard to get out of bed in the morning.

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I know I should be at least happy with the results considering it is my first completed project, let alone Game Jam game, but there's a twinge of regret looking at the numbers because I know I am capable of better.

Looking forward, I don't plan on updating and improving this game because I have projects that I much more excited about working on. However, I will be keeping Balloon Panic!(trademark not pending) in the Ole' back pocket in case I become the game developer I thought I could be at the start of LD50.

Despite what it sounds like, I'm not giving up, look for me at LD51! I hope that even if you didn't enjoy Balloon Panic!(trademark not pending) I hope you'll give me another shot come September! :blue_heart:

Progress Snapshots

Now that it's all over, thought I'd share some snapshots from the evolution of the game.

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I started out just throwing together a physics playground since I didn't really know what I wanted to do.

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Added in a spiderman tether, because why not?

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Finally decided that I wanted to make a game which was an homage to the famous I Love Lucy chocolate factory skit

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Settled on a layout that I thought would work out

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Hopped into photoshop to throw together some textures

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Slapped together a model and texture for the forms

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Finally, sadly realized that I didn't have time to implement a whole "throwing stuff in the trash since you're in over your head", so settled for sorting only instead.

Thanks for playing!

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And that's a wrap

Well, Ludum just finished, and it was great. For my first game jam, and my first game, I was surprised by my ratings (I even got 1000th exactly in one category,) and I can't wait (or can) for the next Ludum Dare. I hope everyone enjoyed! :D Screenshot (7).png

I streamed all* top15 compo & jam over 7 hours yesterday & made highlights.

If you placed you can watch a highlight of just your game in this playlist:

https://www.twitch.tv/collections/29wuqCNI6BafoQ

Click on the top left of the first video to see the playlist. playlist.jpg

I took light notes on the right up until about the ~22nd? game when I abandoned that to go a bit faster.

There's also a heart rate monitor in the bottom left which may or may not be working depending on the game (never working on the right).

The original broadcast: https://www.twitch.tv/videos/1463733868

If I made any errors that aren't mentioned in the video description let me know.

*all except for compo #7 (sorry danman9914 somehow I skipped your game but on the bright side you get your own eventually when I'm not burned out)

A belated, but exciting new version!

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Long story short... after a number of setbacks, our belated post-jam version of Fur Steam Ahead! is here!

Give Fur Steam Ahead v1.2 a try and make a programmer happy!

Although it comes with a few improvements to the train speed and game flow, the real star is the sound effects and voicelines by @saad-memon and @nah. These were all made during the jam but you know sound designers, they have to have the most fancy software that will give the team's programmer (me) a share of headaches. Well, with Wwise successfully tamed by Nah and yours truly, this is the version that best reflects what we wanted to show you at the 72nd hour. Oh, and not to toot my own horn, but I do love this all new countdown animation, so I had to make it a GIF :wink:

Congrats again to all who participated! :steam_locomotive:

Board to DEATH

The results are out and we are super happy with the results!

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We received a lot of positive and constructive feedback during the jam, especially watching people streaming our game. Thank you everyone, it was a great experience!

Special thanks to @coleslaughter, @caudatecoder, @Erkberg, @Nerzal and @honest-dan for all the advice!

Over the last couple of weeks we have polished up our game with some fancier art, bug fixes and tweaked the level design. We also added some additional levels to complete after the main game has been completed (and we are designing more)!

Try it at: https://neil-sadie.itch.io/board-to-death

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Fronk Frizby Source Code

Hi everyone!

We've decided to publicly post the source code to our game Fronk Frizby - Qoffee Cuest. It's a mess - as is tradition when writing Ludum Dare games.

I suggest you check it out! A great starting point would probably be Main.gd.

https://github.com/vholmer/fronk-frizby-qoffee-cuest

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1st place in fun ! Amazing. Thank you !

Wait for it ! made it to the 1st place in the fun category and 16th overall ! This is exceptional and I couldn't have hoped for a better reward for this little lighthearted compo, so thanks to everyone who has taken time to play it, rate it, give constructive feedback and even stream themselves playing it ! :smile:

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Congratulations to everybody who submitted a game. I can't wait to play all the great games I've missed. Keep them coming and have fun in the process !

This was my first game jam and you can be sure I'll be there for LD51 :sunglasses:

Cheers,

Simon

Pixel-Panic Postmortem

https://youtu.be/WxQ6WezkSo0

Overview

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Thank You

To everyone who rated, played and commented on Pixel-Panic, thank you! Your response to my game has been incredible! I am still blown away by how many people took the time to play, comment and rate my game! 134 ratings is insane! Thank you!

Slide90.PNG This is my second every Ludum Dare game jam, and I am amazed that I placed in the top 100 in the Fun category! I could not be happier with my results and I am so excited to create an even better game for Ludum Dare 51!

I will be back!!!

Eleventh Hour Postmortem (and Fan Art)

Hey jammers! Chiming in with some reflection, lessons learned, and a little bit of art as we send off Ludum Dare 50.

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What went well

  • The aesthetic. I think my game had a more cohesive visual and thematic identity than usual. The city-skyline-sunset background was a pleasure to create, although it led to some interesting problems with contrast, etc. I ended up adding a colorblind mode partway through after a friend couldn't make out the player in screenshots, and liked the improved visibility enough I just left it on by default. Also, a tip: use more parallax in your backgrounds!

  • The juice. I put a fair amount of time into particle effects, player movement, and projectile physics. I think it showed in the final product and this seemed to be something that landed well with players based on comments and feedback. For anyone looking to juice up their games, I can't recommend enough watching "The Art of Screenshake" talk by Vlambeer (search it on YouTube).

  • The gameplay. I've been making art and music longer than I've been making games, and for quite a while I made games that were pretty, but mediocre. It's been really validating seeing my games slowly improve in the Fun category and resonate with more and more players. One tip in this area --- get a working version with the core gameplay as soon as possible! I actually front-loaded the graphics this time, and the final game had a few kinks that would otherwise have been ironed out with more incidental playtesting (notably, your projectiles tend to accumulate at the edges of the screen, which are very dangerous).

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What could have gone better

  • The onboarding. I ran out of time for a full tutorial, so I just added an instructions screen to the beginning. I don't recommend this. Players don't always read the instructions, and when they do, they rarely have the context to understand them fully at the point they're reading them. Watching my game played on screen, it almost always took the player a few confused runs to realize how all the mechanics worked, and for a jam game, there's a chance a confused player will just leave and move on to the next game.

  • The scope. Frankly, the game doesn't have very much content. I was originally hoping for more enemy types and a boss-like enemy at the end (where you disarm the bomb referenced in the intro). Ultimately I had to choose between skipping the extra content or rushing through audio, and chose to make a smaller, more polished experience. I think this is generally the right call for game jams --- but I still wish I had time for both.

The results

Purely in terms of rankings, this jam was wildly better than I expected.

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Thanks so much to everyone who played the game and gave a rating, and so I'm happy to have made a game that resonated so well with people. I remembered watching the top 15 countdown thinking maybe I could be in the top 15, but figured I had no chance after seeing Flameline (how could I possibly have ranked higher than that one?). It's been a surreal couple of days!

I will say the following about ratings:

  • Ratings are inherently random. You only get a small sample of people to play your game, and based on the genre, difficulty, and theme, you could have a lot of variation. I personally don't think this game was my most fun game (that would be Spinnerets) or my best overall (that would be Broken Threads), but 35 players clearly liked it a lot.

  • Ratings are correlated. It's often hard for reviewers to disentangle the various categories when giving scores. Having punchy audio will make your game more fun, and having cohesive art will improve the mood. If you score less well than you expected in one of your "strong" categories, know that as you improve your other skills you'll likely see gains there as well.

  • Ratings aren't everything. It can obviously be highly validating to see a high number on your game, and track your improvement from event to event, but it's good to remember that the important part of Ludum Dare is to make a complete game in a weekend. There's time afterward to make it good, if you want to (hell, the Ludum Dare version of Hollow Knight wasn't great).

Fan art

I was excited to see so many games I rated in the top 15, so decided to draw a quick group picture!

Featuring: - The ninja kitten from my game, Eleventh Hour - Claustrowordia by @antti-haavikko - Flameline by @holyblackcat - The Lars Mission by @elysiagriffin, @brainoid, @spacey3d, and @honest-dan - Healer's Handbook by @lushboy-studios, @chris1919, @raytendo, and @javi7

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Thanks everyone for a great Ludum Dare 50!

This was really fun

This was my first time entering Ludum Dare, and it was really odd timing since I was going through the process of moving countries, but I took some time for it and to give/get ratings and I'm super happy with the experience!

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Two weeks ago I also took the time to update my entry with some of the feedback I got, but it's only today that I properly address it, and I can see the LD results too which are super exciting to see! I never expected I'd get this sort of response, since in my mind I made this really silly game without any deep thoughts over it, haha. And being so inexperienced with making games, it's just unexpected. It obviously didn't do the best out there, but it's not so bad! I think!

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Anyways, I'm not sure if I'll continue improving this little game, since I think it pretty much covers what I wanted out of it. If anything, maybe someday I can improve the graphics a bit, or maybe add different music. (Though I am not good at making music...) In terms of gameplay, who knows! If anyone would like to play the updated version, here's the link to the entry: https://ldjam.com/events/ludum-dare/50/cliffcart

(The files for the compo are still available on itchio, it's a downloadable zip that contains the source, and the game for windows, mac and linux.)

I'm hoping I can join next time and have more time to really participate for the entire run of it! Thanks everyone for the great experience, see you next time hopefully!

30th In Graphics \o/

Thank you to everyone who played and reviewed my bee game :bee:

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Some additional art that was made during the compo but I didn't have time to implement: MrFox.gif Crow.gif Scraggy-Otter.gif

Cya next time!

779 in humor

not bad

night guys its 9:18

just kidding thats my score for audio

I somehow got 2nd in humor and have been absolutely flabbergasted

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I simply don't understand how this happened. I always get my hopes up that I'm somehow going to get like top 100, and then results come out and its 1000th in everything, so this year I tried hard to not set my expectations too high. I was crossing my fingers and aiming for at least one top 100 result this time around, and my previous best placement was all the way back in LD39 with 164th in Innovation, back when there were far fewer submissions. When results were posted, I sorted by humor, and when I saw my game at the time I legit thought the site had crashed somehow because I could not believe it.

As someone who's participated in 10 Ludum Dares now and has been doing them literally since middle school, it's a fantastic feeling finally placing well, because going long enough without making something you can say you're proud of can make you rethink everything you're working towards. If you placed worse than you were hoping for, remember not to be too discouraged and to keep pushing yourself to make cool things!

Love this community, hope LD50 went as well for you as it did for me!

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Link to the game if anyone's interested:

https://not-apollogising.itch.io/jimberts-tax-adventure

Dawn of the Karen - Post Mortem

Ludum Dare 50 has come and gone, and now it's time to kick back and reflect on our results. Let's take a moment to talk about what went into this spring's jam, how we did, and what the future looks like for us.

Background

Our entry was in the Ludum Dare Jam, giving us 72 hours to whip up a video game. This was our team's second jam and first Ludum Dare - although I have entered previously in the Ludum Dare 49 Compo.

Speaking of our last jam, that was the Seven Day Rogue-Like jam, which wrapped just barely a month before Ludum Dare began. It was pretty tough to enter another jam so soon after the last one, and I think in hindsight we'd probably have wanted more of a buffer between games. But in the end, we're very glad we did Ludum Dare.

72 hours is not a super long time to make a game. Then again, it's also just barely enough time to make a game. You know what would be pretty tough is only having 24 hours to work with - which is exactly what our artist had to deal with. Due to a schedule conflict, she only had one day she could give to the game - uh oh!

Our design philosophy going into the jam was that we wanted to make a small game as polished as possible while also making it from scratch. We figured that we would prefer to play something simple but finished, and we want to make the kind of games that we like to play.

So how the heck do you deliver a polished game in such a limited timeframe when you have the additional constraints on how long your artist can work on the project? I think we did a pretty good job with what we had. We were able to provide variety to the enemies with simple palette-swaps, and we also skimped on death animations by forcing the enemies off screen when they're defeated.

I like what we ended up with. I feel like Dawn of the Karen has this neat look to it, and it accomplishes it with surprisingly few graphical assets. Not having so many assets also freed us to play with some new tools that we weren't super familiar with - such as Unity's timeline animations, or the workflow around recording and processing voice-overs for the PA system.

Results and Feedback

I bet this is what you're really here for, so let's get right to it. Below are our rankings for Dawn of the Karen. For a little background, there were 1993 entries in the Jam category this year, and we received 48-51 ratings depending on the category. Results.png

There are a few outliers here, but generally speaking it seems we placed in the top third of entries. Our lowest ranking was in Innovation which frankly holds no surprises to us - our game is a relatively simply top-down shooter that offers no unique mechanics. Despite that, we placed quite highly in the Fun and Humor categories. This might be my own bias talking, but I think those two categories are pretty important to the player and ultimately influence their Overall rating.

These numbers mean very little in a vacuum, so it's always good to look at what people had to say about the game they played. We received feedback from 41 participants which is astounding. One of the great things about Ludum Dare is that developers are incentivized to leave feedback on your game, but even still I wasn't expecting such a high ratio of feedback to ratings.

The general sentiment of our feedback is quite positive. There are very few bugs or UX issues reported. In fact, the biggest gripe people have is that they wish there was more game to play. In that sense, I'd say our strategy of making a polished game with few features was successful - always leave them wanting more.

It's not a very good post mortem if we don't learn something from it, and there's no shortage here. Part of the great thing about the Ludum Dare is that the people giving feedback are other developers, so when somebody gives a suggestion for improvement you know that it's probably well thought out and achievable. There's quite a few things we hadn't considered ourselves which people suggested to us:

  • Variety in the sound effects used is important. We limited ourselves to one shooting and 'death' effect, and both get stale pretty quickly. In the future we'd like to either have some more variety in the assets used, or else apply some post-processing to give the illusion of difference.
  • We thought we were being cute by labelling the mute button "Turn off the store radio." This lead to some confusion in what this button actually did, and there wasn't any immediate feedback that the game was muted. That's a pretty important accessibility issue, so we'd like to make sure that's more clear in the future.
  • The player's weapon fires quite slowly at the start of the game, which is by design. The player is able to upgrade their weapon's rate-of-fire, however that means they have to suffer through a slow weapon at the start. This is unfun for the player, and isn't the point of a game to have fun? We should be more careful when designing features that they aren't including some pain-point for the player.
  • There are some performance issues when the maximum number of enemies are on screen. In my opinion this is a really tough one to work around, especially with the time constraint we have for a game jam. We had tested performance with two hardware configurations, but in hindsight those were both high-performance computers. As developers, we don't really want to lock people out of the game because of their hardware - especially given this is a browser game meant to have a wide reach. I think we could have been more clever with our optimization to make this less of an issue, but it certainly feels bad knowing that people couldn't enjoy the entire game because of it.

There's one extra thing that I'd like to mention, which is a neat feature we had. At the end of every round an announcer reads out a message over the store's PA system. When we added it, we thought it would be a fairly trivial feature and our writing might be worth a laugh. When the feedback started coming in, we were surprised that this is the number one thing people commented on. Apparently our little gag was very well received, and voice work is quite rare for a jam game. I have some doubts that we would have rated as highly as we did if it weren't for the announcements, so I'm quite glad we took the time to make something fun.

Looking to the Future

I'm extremely pleased with the results of our team's first Ludum Dare. We got into game jams because it seemed like a good way to get some more experience making games, and it was enormously successful in that regard. So what's next for us?

As such a small team, we only have enough bandwidth for a single project and an occasional jam. We're currently working on turning our previous jam - Chthonic Corridors - into a full game. You can play the jam version of Chthonic Corridors here.

Of course, Dawn of the Karen will hold a special place in our hearts, so we're going to keep it free forever. You can play it here.

Well, there's 158 days until the next jam. We'll be seeing you again in September!